Hierarchy

Methods

  • Called when the entity is created in the game Also called for players that "rejoin" the game

    Returns void

  • Called before moving. Can be called twice for humans

    Parameters

    • fromTile: default
    • toTile: default
    • isMoving: boolean

      True the second time it's called, right as the entity is about to actually move

    Returns undefined | boolean | void

  • Called when the entity is removed from the game

    Returns void

  • Called when the entity is renamed

    Returns void

  • Called when a stat changes, for any reason

    Parameters

    • stat: IStat

      An IStat object, the stat that was affected

    • Optional oldValue: number

      The value that the stat changed from

    • Optional info: IStatChangeInfo<any>

      An IStatChangeInfo object describing why the change occurred. It will always be passed with a reason

    Returns void

  • Called when a stat changes, for any reason

    Parameters

    • stat: IStat

      An IStat object, the stat that was affected

    • oldValue: number

      The value that the stat changed from

    • info: IStatChangeInfo<any>

      An IStatChangeInfo object describing why the change occurred. It will always be passed with a reason

    Returns void

  • Called when a stat's max value changes, for any reason

    Parameters

    • stat: IStatMax

      An IStat object, the stat that was affected

    • Optional oldValue: number

      The value that the stat changed from

    • Optional info: IStatChangeInfo<any>

      An IStatChangeInfo object describing why the change occurred. It will always be passed with a reason

    Returns void

  • Called when a stat timer changes

    Parameters

    • stat: IStat

      An IStat object, the stat that was affected

    • Optional oldValue: number

      The value that the stat changed from

    Returns void

  • Called when a stat timer is removed

    Parameters

    • stat: IStat

      An IStat object, the stat that was affected

    Returns any

  • Called when a stat timer will change

    Returns

    false to cancel the stat timer change, undefined otherwise.

    Parameters

    • stat: IStat

      An IStat object, the stat that will be affected

    • changeFactory: StatChangeTimerFactory

      An object for manipulating how the new stat change timer will be set

    Returns undefined | false

  • Called when this entity gets or loses a status effect

    Parameters

    • status: StatusType

      The type of status effect that was gained or lost

    • level: number

      Whether the entity now has the status effect

    • reason: StatusChangeReason

      The reason for the change

    • oldLevel: number

    Returns void

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