Optional
activeOptional
allowOptional
animOptional
attackUsed for attack animations. Note: This is clientside only.
Optional
connectedOptional
containedOptional
containerOptional
craftedOptional
cumulativeOptional
customizationOptional
deathOptional
defensesOptional
directionOptional
Readonly
Abstract
entityOptional
Readonly
equipOptional
equippedOptional
equippedOptional
eventOptional
facingOptional
flyingOptional
fromXNote: This might not be a whole number.
Optional
fromYNote: This might not be a whole number.
Optional
handOptional
highestOptional
highestOptional
historicalOptional
idOptional
identifierOptional
Readonly
inventory(use the entity itself)
Optional
invocationsOptional
isOptional
isNot guaranteed to be synced between the server and client for Human entities
Optional
isFlag that will prevent a humans vehicle from showing up until the movement finishews
Optional
islandOptional
lastOptional
lastOptional
lastOptional
manualOptional
messagesOptional
moveOptional
movementOnly used for Human entities
Optional
Readonly
movementOptional
Readonly
movingUsed for movement animations. Note: This is clientside only.
Optional
nextOptional
nextOptional
notesOptional
optionsOptional
persistentNotifier marker assigned to this entity
Optional
preventOptional
questsOptional
realOptional
referenceOptional
renamedOptional
respawnOptional
restOptional
scoreOptional
shouldOptional
skillOptional
skillsOptional
sortOptional
sortOptional
Readonly
statOptional
stateOptional
statsOptional
statusOptional
tamedOptional
ticksOptional
Readonly
Abstract
tileOptional
turnsOptional
typeOptional
vehicleOptional
walkOptional
walkOptional
xOptional
yOptional
zOptional
addOptional
addOptional
Abstract
addOptional
addOptional
addOptional
addOptional
animateOptional
animateOptional
animateOptional
applyApplies traveling effects to the player
Optional
asOptional
asOptional
burnOptional
calculateOptional
weapon: defaultOptional
ammoItem: defaultOptional
calculateOptional
canOptional
canOptional
canOptional
canOptional
canOptional
fieldOfView: FieldOfViewOptional
customRadius: numberOptional
canOptional
fieldOfView: FieldOfViewOptional
customRadius: numberOptional
canOptional
fieldOfView: FieldOfViewOptional
customRadius: numberOptional
canOptional
cancelOptional
causeOptional
checkOptional
checkOptional
checkOptional
checkOptional
includePlayers: booleanOptional
checkOptional
checkOptional
inFacingDirection: booleanOptional
clearOptional
cloneOptional
computeOptional
connectOptional
createOptional
createOptional
quality: QualityOptional
context: defaultOptional
Abstract
createOptional
Abstract
createOptional
Abstract
createOptional
createOptional
damageOptional
damageOptional
damageOptional
disconnectOptional
discoverOptional
discoverOptional
discoverOptional
ensureOptional
equipOptional
extinguishOptional
faceOptional
findOptional
getOptional
getOptional
getOptional
attack: AttackTypeOptional
weapon: defaultOptional
getOptional
getOptional
getOptional
getOptional
getOptional
getOptional
getOptional
equipType: EquipTypeOptional
getOptional
getOptional
getOptional
getOptional
getOptional
getOptional
getOptional
getOptional
getGets the use benefits for all equipped items.
number that is the bonus amount the player recieves when consuming.
to check use benefits for.
Optional
getOptional
getOptional
getOptional
getOptional
getOptional
getOptional
getOptional
getOptional
getNote: This is usually only ran on the server
Optional
getOptional
getOptional
Abstract
getOptional
getOptional
getOptional
getOptional
getOptional
getOptional
getOptional
getOptional
getOptional
getOptional
getReturns the handler for this status effect, whether or not this entity currently has the effect.
Optional
getReturns the handler for this status effect, whether or not this entity currently has the effect.
Optional
getOptional
getOptional
getOptional
getOptional
getOptional
getOptional
getOptional
getOptional
getOptional
givewhether 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)
Optional
hasOptional
hasOptional
hasOptional
hasReturns whether the entity has the given StatusType
The status to check
Optional
hasOptional
healthOptional
hurtOptional
incrementOptional
isOptional
isOptional
isOptional
isOptional
isOptional
isOptional
isOptional
isOptional
Abstract
isNPCOptional
isOptional
isOptional
Abstract
isOptional
isOptional
isOptional
isOptional
killOptional
loadLoads 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: IVoyageInfoOptional
loadOptional
moveMove the entity to the tile
Optional
options: IMoveToOptionsOptional
moveMoves this player to another island
Optional
options: Partial<IMoveToIslandOptions>Optional
moveOptional
options: Partial<IMoveToIslandOptions>Optional
moveOptional
notifyOptional
notifyOptional
overrideOptional
passOptional
turnType: TurnTypeFlagOptional
processThis is only ran on the server
Optional
queueOptional
queueOptional
rangeOptional
useMaxRange: booleanOptional
refreshOptional
removeOptional
removeOptional
removeOptional
removeOptional
resetOptional
resetOptional
resetOptional
setOptional
setOptional
setOptional
setOptional
setOptional
setOptional
setOptional
setOptional
force: booleanOptional
setOptional
setOptional
setZOptional
skipOptional
skipOptional
staminaOptional
startOptional
startStart slipping the entity
Optional
stopOptional
tickTicks a player
True if the game should tick after this
Optional
isPassTurn: booleanOptional
turnType: TurnTypeFlagOptional
tickOptional
toOptional
unequipUnequips an item. Note: This is safe to call even if the item isn't equipped. it'll do nothing in that case.
Optional
unequipOptional
updateOptional
updateOptional
updateOptional
updateStart slipping if the tile is slippable. Stops slipping if above the max slip count or if the tile is not slippable.
Optional
updateOptional
updateOptional
updateOptional
updateOptional
updateOptional
updateOptional
updateUpdates the walkTo (automatic pathing) for the human. Use walkToTile/walkToEntity methods when client side.
Optional
updateOptional
updateUpdates the world renderer & flow field state for the tile
Optional
updateNeighbors: booleanOptional
skipFlowFieldUpdate: booleanOptional
waitOptional
walkOptional
walkGenerated using TypeDoc
Used for smart vehicle movement (minecarts) Note: This is clientside only.