/** * Graded loot. A drop worth a lot gets a coloured line in the player's chat; a cheap one gets none. The server works * out the grade (it knows what things are worth, lootWorth.ts in the backend) and stamps it on the `loot` message's * items (`LootItem.grade`); the client only paints it. Both halves read the thresholds and colours from here. * * The grade is by the worth of the whole stack: 40 wolf pelts or one Frozen helmet can both reach a grade, and so can * 10,000 coins (James, 2026-10-03: "like 10k coins like a yellow"). */ export declare const LOOT_GRADES: readonly ["fine", "rare", "epic", "legendary"]; export type LootGrade = (typeof LOOT_GRADES)[number]; /** The least a stack must be worth, in coins, to reach each grade. Below `fine` a drop has no grade. */ export declare const LOOT_GRADE_MIN_WORTH: Record; /** The line's colour, picked to read on the chat panel's dark background. */ export declare const LOOT_GRADE_COLORS: Record; export declare const LOOT_GRADE_LABELS: Record; /** The grade a stack of this worth earns, or null when it is not worth a line. */ export declare function lootGradeForWorth(worth: number): LootGrade | null; /** Narrowing for a value off the wire: an old or odd server can send anything. */ export declare function isLootGrade(value: unknown): value is LootGrade; //# sourceMappingURL=lootGrades.d.ts.map