Abstract
Optional
entityOptions: IEntityConstructorOptions<TypeType>Protected
Optional
_descriptionProtected
Optional
_movementOptional
allowOptional
attackOptional
attackProtected
Optional
cachedundefined = Vector2.ZERO for this
Readonly
Abstract
entityReadonly
equipOptional
equippedundefined = Direction.None for this
Optional
flyingNote: This might not be a whole number.
Note: This might not be a whole number.
Protected
Optional
gameOptional
isNot guaranteed to be synced between the server and client for Human entities
Flag that will prevent a humans vehicle from showing up until the movement finishews
Optional
lastOptional
manualProtected
Readonly
milestonesOptional
moveOptional
movementOnly used for Human entities
Readonly
movementThe state of what the client thinks is happening to this entity (regarding movement)
Optional
movingOptional
nextOptional
preventOptional
referenceDo not use this property directly, instead use `game.references.getReference()
Optional
renamedOptional
shouldProtected
Optional
shouldReadonly
statReadonly
Abstract
tileOptional
walkAbstract
asAbstract
asNPCAbstract
asGet the entities description
Abstract
addApplies traveling effects to the player
Optional
weapon: defaultOptional
ammoItem: defaultProtected
calculateProtected
calculateOptional
destination: defaultOptional
distanceFromEdge: numberOptional
fieldOfView: defaultOptional
customRadius: numberOptional
fieldOfView: defaultOptional
customRadius: numberOptional
fieldOfView: defaultOptional
customRadius: numberProtected
checkOptional
inFacingDirection: booleanOptional
quality: QualityAbstract
createAbstract
createAbstract
createprovide a full IDamageInfo object yourself you lazy fiend
Optional
damageMessage: default | defaultOptional
soundDelay: numberOptional
causesBlood: booleanOptional
statusEffect: defaultProtected
fireProtected
getOptional
attack: AttackTypeOptional
weapon: defaultOptional
equipType: EquipTypeProtected
getGets the insulation of this object.
Insulation is a decimal number from 0
to 1
.
0
means that the temperature inside this object is equivalent to the temperature outside.1
means that no temperature inside this object is emitted to the outside tiles — it is a completely
separate temperature "biome".Abstract
getGets the temperature produced by this object. Positive values are "heat", negative values are "cold".
Refer to the values of the Temperature
enum to see the possible range.
If this method is not implemented, or it returns undefined
, Temperature.Neutral
is used.
Multiply the reputation amount with whatever is set via milestone modifiers or custom game options for this player.
A number or undefined if a reputation number was not passed.
A number or undefined to be mutiplied.
Returns the handler for this status effect, whether or not this entity currently has the effect.
Returns whether the entity has the given StatusType
The status to check
Abstract
isLoads the player onto an island Called when the game is initially loading and moving a player to another island
Optional
options: Partial<ILoadOnIslandOptions>Optional
voyageInfo: IVoyageInfoOptional
options: IMoveToOptionsProtected
Abstract
moveMoves this player to another island
Optional
options: Partial<IMoveToIslandOptions>Optional
options: Partial<IMoveToIslandOptions>Protected
onProtected
onProtected
onProtected
onProtected
onApplies stat change timer multipliers from game difficulty options
Protected
onProtected
onProtected
onEvent handler for EntityEvent.StatChanged
. Handles special functionality when stats are increased:
Protected
onEvent handler for when a status effect is applied or removed.
Optional
turnType: TurnTypeFlagThis is only ran on the server
Optional
useMaxRange: booleanProtected
resetProtected
setProtected
setProtected
setOptional
toZ: numberOptional
options: IMoveToOptionsSets whether the entity has the given StatusType
.
Emits EntityEvent.StatusChange
.
The status to change
Whether the entity will have the status.
If given false/0, removes the status. If given true/1+, raises the status to the given level.
The reason for the change
Optional
force: booleanIf true, adds a delay to the player, clears any particles, and updates the view. (Default: true)
Protected
staminaProtected
statImprove one of the core player stats
Protected
swimTicks a player
True if the game should tick after this
Optional
isPassTurn: booleanOptional
turnType: TurnTypeFlagUnequips an item. Note: This is safe to call even if the item isn't equipped. it'll do nothing in that case.
Protected
Abstract
updateStatic
getGenerated using TypeDoc
Entity class that includes stats/status system. Note: We're assuming something with stats is also movable!