Abstract Optional entityOptions: IEntityConstructorOptions<NPCType>Protected Optional _descriptionProtected Optional _movementOptional allowOptional attackOptional attackProtected Optional cachedundefined = Vector2.ZERO for this
Readonly equipOptional equippedReadonly eventundefined = Direction.None for this
Optional flyingNote: This might not be a whole number.
Note: This might not be a whole number.
Protected Optional gameOptional interactionsOptional 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
Readonly isOptional 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 statOptional talkedOptional walkStatic Protected registrarGet the entities description
Applies traveling effects to the player
Protected attackProtected autoOptional weapon: defaultOptional ammoItem: defaultProtected calculateProtected calculateOptional destination: defaultOptional distanceFromEdge: numberProtected canOptional interactType: numberOptional fieldOfView: defaultOptional customRadius: numberOptional fieldOfView: defaultOptional customRadius: numberOptional fieldOfView: defaultOptional customRadius: numberProtected canProtected capProtected changeZProtected checkOptional inFacingDirection: booleanOptional quality: Qualityprovide a full IDamageInfo object yourself you lazy fiend
Optional damageMessage: default | defaultOptional soundDelay: numberOptional causesBlood: booleanOptional statusEffect: defaultProtected fireThe actions available to use with this npc
Protected getOptional attack: AttackTypeOptional weapon: defaultOptional equipType: EquipTypeProtected Abstract getProtected getThe customizations of the npc - called when created
Protected Abstract getProtected Abstract getProtected getProtected 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".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.
Protected getMultiply 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
Protected Abstract initializeDon't call this directly, it's for implementation.
NPCInteract
Optional interactType: numberLoads 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: IVoyageInfoProtected moveOptional options: IMoveToOptionsProtected 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: TurnTypeFlagProtected postThis is only ran on the server
Optional useMaxRange: booleanProtected resetProtected runProtected runProtected 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 swimGreets a human, if necessary, and sets the NPC as having been talked to them on the current turn.
The time since the NPC was last talked to, or false if the human has never talked to the NPC.
Ticks 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 updateStatic getStatic getStatic setGenerated using TypeDoc
Entity class that includes stats/status system. Note: We're assuming something with stats is also movable!