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.