Optional
options: INPCConstructorOptionsProtected
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
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
getProtected
getThe customizations of the npc - called when created
Protected
getProtected
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
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
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!