Optional [SYMBOL_Protected Optional _descriptionOptional addOptional allowUsed for smart vehicle movement (minecarts) Note: This is clientside only.
Optional animOptional attackUsed for attack animations. Note: This is clientside only.
Optional bonusOptional bonusOptional bookOptional constructedOptional containedOptional containedOptional containsOptional crafterOptional directionundefined = Vector2.ZERO for this
Optional disassemblyOptional driverOptional equippedOptional 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 historicalOptional holderOptional isNot guaranteed to be synced between the server and client for Human entities
Optional magicOptional mapOptional moveOptional movementOnly used for Human entities
Readonly movingUsed for movement animations. Note: This is clientside only.
Optional offsetXOptional offsetYNotifier marker assigned to this entity
Optional preventOptional protectedOptional qualityOptional referenceDo not use this property directly, instead use `game.references.getReference()
Optional renamedOptional shouldProtected Optional shouldProtected Optional slippingOptional sortOptional sortOptional stacksOptional startingOptional tradedIncludes merchant identifiers for each instance of the item being traded to/from the merchant.
(The property name is out of date.)
Optional usedOptional vehicleOptional weightOptional weightundefined if this entity's island is not loaded, this if it is
Get the entities description
Whether this entity's island is loaded
Checks if the entity is within the viewport bounds of one or more humans
Optional subType: MagicalSubPropertySubTypesOptional fieldOfView: FieldOfViewOptional customRadius: numberOptional customRadius: numberOptional fieldOfView: FieldOfViewOptional 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
When the item melts, it will leave behind items that are specified in the leaveDissassemblyItemsOnMelt property
The container to leave the items in or on
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]
Item tier bonus
Optional group: ItemTypeGroupOptional required: booleanReturns 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 undefined 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 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 options: Partial<IItemGetNameOptions>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: IContainerGet acceptable magical types based on item
Optional getOptional getOptional getOptional getOptional getMoves 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
Moves an item based on the result of a mob check. This will apply side effects based on what the item hits / where the item lands
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.
Reverts properties of an item from a disassembly item (IItemDisassembly)
Disassembly item to revert from
Optional placeOnTile: defaultPlace the item on a tile after reverting if set to a tile
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. Currently used based on skill, island distance, etc
Optional quantityOverride: numberThe number of properties to use instead of generating the quantity randomly
Protected setOptional toZ: numberOptional options: IMoveToOptionsOptional forceAberrant: booleanOptional bypass: booleanOptional preferFacingTile: default<unknown, number, NPC | Player>Start slipping the entity
Faces in the direction
Faces the target tile
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 world renderer & flow field state for the tile
Optional updateNeighbors: booleanOptional skipFlowFieldUpdate: booleanVerifies 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