Optional
entityOptions: IEntityConstructorOptions<CreatureType>Optional
aberrant: booleanProtected
Optional
_descriptionProtected
Optional
_movementOptional
aberrantOptional
allowOptional
attackOptional
attackundefined = Vector2.ZERO for this
Optional
enemyOptional
breakReadonly
eventundefined = Direction.None for this
Note: This might not be a whole number.
Note: This might not be a whole number.
Optional
hitchedOptional
isNot guaranteed to be synced between the server and client for Human entities
Optional
moveOptional
movementOnly used for Human entities
The state of what the client thinks is happening to this entity (regarding movement)
Optional
movingOptional
originalOptional
ownerOptional
preventOptional
referenceDo not use this property directly, instead use `game.references.getReference()
Optional
renamedOptional
respawnedOptional
shouldProtected
Optional
shouldReadonly
statOptional
tameGet the entities description
Optional
fieldOfView: defaultOptional
customRadius: numberOptional
customRadius: numberOptional
fieldOfView: defaultOptional
customRadius: numberCheck if this creature can swap with the player in the event that the player is moving into them
Human object
Source string. Set to undefined if this is being called from the clientside
Checks that a creature can move to a certain tile and/or interact with doodads/tiles
0 if the creature can move, otherwise an error code
True if clientside. Don't do random stuff in this case
Set to true if the object is about to move to this tile. This method will confirm if theres an existing npc/creature there and return false if so
Optional
options: Partial<ICreatureCheckMoveOptions>Checks under the creature for getting burned, setting off traps, eating items off the ground, and more
Returns whether the creature can keep moving (in the case of creatures with >= 2 speed)
Optional
skipParticles: booleanOptional
creatureX: numberOptional
creatureY: numberOptional
creatureZ: numberProtected
getOptional
humans: default<number>[]Optional
description: ICreatureDescriptionOptional
moveType: MoveTypeOptional
force: booleanOptional
humans: default<number>[]Optional
description: ICreatureDescriptionOptional
moveType: MoveTypeProtected
getCalled when filling out the entities description for the first time
Optional
article: ArticleWhether to include an article for the name of the creature. Uses the article rules on the language. Defaults to true
.
Optional
count: numberThe number of this creature that you're getting the name of. Defaults to 1
.
Examples:
creature.getName()
// "an acid spitter demon"creature.getName(false)
// "acid spitter demon"creature.getName(undefined, 3)
// "acid spitter demons"Gets 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.
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
Optional
options: IMoveToOptionsProtected
onProtected
onProtected
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
Forces the status to be set to the given value, even if the current effect is being lowered.
Updates the DoodadOverHidden tile flag if the creature is large. Large creatures should render over the doodad over layer, which means we should hide the doodad over layer for doodads on the creatures tile.
Protected
updateProtected
updateStatic
isGenerated using TypeDoc
Entity class that includes stats/status system. Note: We're assuming something with stats is also movable!