Abstract Optional entityOptions: IEntityConstructorOptions<NPCType>Protected Optional _descriptionOptional allowUsed for smart vehicle movement (minecarts) Note: This is clientside only.
Optional attackUsed for attack animations. Note: This is clientside only.
Protected Optional cachedOptional connectedOptional containerundefined = Vector2.ZERO for this
Readonly 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 highestOptional highestOptional historicalOptional interactionsReadonly inventory(use the entity itself)
Optional invocationsOptional 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 lastOptional lastOptional manualProtected Readonly milestonesOptional moveOptional movementOnly used for Human entities
Readonly movementReadonly movingUsed for movement animations. Note: This is clientside only.
Optional nextNotifier marker assigned to this entity
Optional preventOptional referenceDo not use this property directly, instead use `game.references.getReference()
Optional renamedOptional shouldProtected Optional shouldProtected Optional slippingOptional sortOptional sortWhen not provided, uses SortDirection.Ascending
Readonly statProtected swimmingOptional talkedOptional walkStatic Protected registrarundefined if this entity's island is not loaded, this if it is
Get the entities description
True if this player is the host of the multiplayer game or if there is no multiplayer game active
Whether this entity's island is loaded
True if this is the special dedicated server player
Gets if the human is swimming (and not on a boat)
Checks if the entity is within the viewport bounds of one or more humans
Luck is a multiplier applied to some random chance calculations.
Applies traveling effects to the player
Protected attackProtected autoOptional weapon: defaultOptional ammoItem: defaultProtected calculateProtected calculateOptional destination: defaultOptional distanceFromEdge: numberProtected canOptional fieldOfView: FieldOfViewOptional customRadius: numberOptional fieldOfView: FieldOfViewOptional customRadius: numberOptional fieldOfView: FieldOfViewOptional customRadius: numberProtected canProtected capProtected changeZOptional includePlayers: booleanProtected checkOptional inFacingDirection: booleanOptional quality: QualityOptional context: defaultThe 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 getCalled when filling out the entities description for the first time
Gets the use benefits for all equipped items.
number that is the bonus amount the player recieves when consuming.
to check use benefits for.
Gets 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".Note: This is usually only ran on the server
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 the handler for this status effect, whether or not this entity currently has the effect.
Optional getOptional getOptional getOptional getOptional getwhether the rune was given
The deity to potentially give a rune for
A chance multiplier on top of the base rune chance of 10% (an additional 30% chance may be added by theurgy)
Protected giveThe rune granted on when killing the NPC.
Returns whether the entity has the given StatusType
The status to check
Protected Abstract initializeProtected 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 moveMove the entity to the tile
Optional options: IMoveToOptionsProtected moveMoves this player to another island
Optional options: Partial<IMoveToIslandOptions>Optional options: Partial<IMoveToIslandOptions>Protected onProtected onProtected 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 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: booleanForces the status to be set to the given value, even if the current effect is being lowered.
Protected sootheProtected staminaStart slipping the entity
Protected statImprove one of the core player stats
Optional sourceSkill: SkillTypeTicks 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.
Start slipping if the tile is slippable. Stops slipping if above the max slip count or if the tile is not slippable.
Protected updateUpdates the walkTo (automatic pathing) for the human. Use walkToTile/walkToEntity methods when client side.
Updates the world renderer & flow field state for the tile
Optional updateNeighbors: booleanOptional skipFlowFieldUpdate: booleanStatic getStatic getStatic setGenerated using TypeDoc
Entity class that includes stats/status system. Note: We're assuming something with stats is also movable!