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!