Optional [SYMBOL_Protected Optional _descriptionProtected Optional _movementOptional allowOptional animOptional attackOptional attackOptional bonusOptional bonusOptional bookOptional constructedOptional containedOptional containedOptional containsOptional crafterOptional decayOptional directionundefined = Vector2.ZERO for this
Optional disassemblyOptional driverOptional driverOptional equippedOptional equippedReadonly eventOptional facingundefined = Direction.None for this
Optional fireOptional fromXNote: This might not be a whole number.
Optional fromYNote: This might not be a whole number.
Optional isNot guaranteed to be synced between the server and client for Human entities
Optional itemOptional magicOptional mapOptional moveOptional movementOnly used for Human entities
The state of what the client thinks is happening to this entity (regarding movement)
Optional movingOptional offsetXOptional offsetYOptional pidOptional preventOptional protectedOptional qualityOptional referenceDo not use this property directly, instead use `game.references.getReference()
Optional renamedOptional shouldProtected Optional shouldOptional startingOptional tradedOptional usedOptional vehicleOptional weightOptional weightGet the entities description
Optional subType: MagicalSubPropertySubTypesOptional fieldOfView: defaultOptional customRadius: numberOptional customRadius: numberOptional fieldOfView: defaultOptional customRadius: numberOptional options: Partial<IItemChangeIntoOptions>A string representing the reason for this damage. Used for multiplayer debugging. Just put a unique string of characters here
Optional modifier: numberThe amount of damage to take. Defaults to 1.
Optional min: numberThe minimum durability that this item should have remaining. Defaults to n/a
Determines which graphic to show based on how full the bookcase is with books/text.
DisplayableItemType equal to which graphic it should show.
Returns the container weight reduction
1 if there is no reducton or [-50% + magical storing values]
Returns the damage types associated with a skill with a fallback for whatever damage types the item normally provides
The skill to get default damage types from
Protected getCalled when filling out the entities description for the first time
Gets the item's quality and action level (how good it is at doing the action).
A number (possibly 0 if no quality or action level).
The ActionType you are trying to get the level for.
Gets the item's max decay value based on quality. The max number can be modified slightly due to overrideDefault (crafting) and adding fuel which goes over this max.
A number equal to the maximum item decay or 0 if the item should not have decay at all.
Optional overrideDefault: numberOverride the item's decayMax definition with something else.
Optional withRandomization: booleanTrue if you want to return a randomized value (useful when setting the value on an item).
Get the maximum durability for an item based on many factors.
The maximum durability of the item as a number.
Player that we checking to get the maximum item durability (as game options can affect this).
Get the maximum reinforcement allowed for an item based on many factors.
The maximum reinforcement of the item as a number.
The maximum durability that the item should have.
Any bonus from the item's action tier.
Optional article: ArticleWhether to include an article for the name of the item. Uses the article rules on the language. Defaults to true.
Optional count: numberThe number of this item that you're getting the name of. Defaults to 1.
If true, adds the passed count to the translation, using MiscTranslation.CountThing.
If true, shows the quality of the item.
If true, show the (by default) "" quotes surrounding renamed items.
If true, show the magical type suffix.
Examples:
item.getName() // "a stone axe"item.getName(false) // "stone axe"item.getName(undefined, 3) // "stone axes"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.
Optional bypassContainer: booleanOptional targetContainer: IContainerThe full price the item will go for when traded to a merchant NPC. Considers modifiers and a human's bartering skill.
The human that is trading the item.
Optional magicalWorth: booleanInclude the value of MagicalPropertyType.Worth, defaults to true
Gets the worth of an item used for merchant trading. Does not consider batering or modifiers bonuses; use Item.getTraderSellPrice for that.
The human that is trading the item for its worth (used for durability calculations).
Include the value of MagicalPropertyType.Worth, defaults to true
Moves an item to a target point / container while animating it
True if the movement is happening, false if it wasn't able to move
Movement options
Protected onOptional options: IPlaceOnTileOptionsOptional subType: MagicalSubPropertySubTypesReturns and item based on returnOnUseAndDecay.
Optional disableNotify: booleanSet to true if no notification should be shown for the new item above the player.
Optional craft: booleanSet to true when returning consumed items to check for whenCrafted property in returnOnUseAndDecay.
Protected setProtected setSets the item as magical with a chance based on quality (and clears any existing magical properties)
True if the item has become magical
The number that chances get multiplied by, for example, 2 or 3
Optional propertiesBypass: numberThe number of magical properties to force on to the item
Protected setOptional toZ: numberOptional options: IMoveToOptionsOptional forceAberrant: booleanOptional bypass: booleanOptional preferFacingTile: default<number>Protected updateVerifies an item has a proper weight combined with its magical item weight (featherweight) property and changes it if not.
A type of change via ItemWeightChange for showing a new magical property was added or a new magical weight was added. If no change happened, it will return undefined.
Check if an item will break on damage.
True or false if the item will be broken when being damaged.
Optional actionType: ActionTypeGenerated using TypeDoc
Entity class that allows movement