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(The property name is out of date.)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