Optional allowOptional animOptional attackOptional attackOptional craftedOptional customizationOptional deathOptional defenseOptional defensesOptional directionOptional Readonly Abstract entityOptional Readonly equipOptional equippedOptional equippedOptional eventOptional facingOptional flyingOptional fromXOptional fromYNote: This might not be a whole number.
Optional handOptional idOptional identifierOptional inventoryOptional 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 manualOptional messagesOptional moveOptional movementOnly used for Human entities
Optional Readonly movementOptional movingThe state of what the client thinks is happening to this entity (regarding movement)
Optional movingOptional nextOptional nextOptional notesOptional optionsOptional preventOptional questsOptional realOptional referenceOptional renamedOptional respawnOptional restOptional scoreOptional shouldOptional skillOptional skillsOptional Readonly statOptional stateOptional statsOptional statusOptional swimmingOptional tamedOptional ticksOptional Readonly Abstract tileOptional turnsOptional typeOptional vehicleOptional walkOptional walkOptional xOptional yOptional zOptional addOptional Abstract addOptional addOptional addOptional addOptional animateOptional animateOptional applyApplies traveling effects to the player
Optional burnOptional calculateOptional weapon: defaultOptional ammoItem: defaultOptional calculateOptional canOptional canOptional canOptional canOptional canOptional fieldOfView: defaultOptional customRadius: numberOptional canOptional fieldOfView: defaultOptional customRadius: numberOptional canOptional fieldOfView: defaultOptional customRadius: numberOptional canOptional cancelOptional capOptional causeOptional checkOptional checkOptional checkOptional checkOptional checkOptional checkOptional inFacingDirection: booleanOptional clearOptional createOptional quality: QualityOptional Abstract createOptional Abstract createOptional Abstract createOptional createOptional damageprovide a full IDamageInfo object yourself you lazy fiend
Optional damageMessage: default | defaultOptional soundDelay: numberOptional causesBlood: booleanOptional statusEffect: defaultOptional damageOptional damageOptional discoverOptional discoverOptional equipOptional extinguishOptional findOptional getOptional getOptional getOptional attack: AttackTypeOptional weapon: defaultOptional getOptional getOptional getOptional getOptional getOptional getOptional equipType: EquipTypeOptional getOptional getOptional getOptional getOptional getOptional getOptional getOptional getOptional getOptional getOptional getOptional getOptional getOptional getOptional getOptional getOptional getOptional getOptional getOptional Abstract getOptional getOptional getOptional getOptional getMultiply the reputation amount with whatever is set via milestone modifiers or custom game options for this player.
A number or undefined if a reputation number was not passed.
A number or undefined to be mutiplied.
Optional getOptional getOptional getOptional getOptional getReturns the handler for this status effect, whether or not this entity currently has the effect.
Optional getOptional getOptional getOptional hasOptional hasOptional hasOptional hasReturns whether the entity has the given StatusType
The status to check
Optional hasOptional hasOptional healthOptional humansOptional hurtOptional incrementOptional isOptional isOptional isOptional isOptional isOptional isOptional isOptional isOptional isOptional isOptional isOptional isOptional Abstract 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 moveOptional 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 resetOptional resetOptional setOptional setOptional setOptional setOptional setOptional setOptional setOptional setOptional setOptional setOptional setOptional force: booleanOptional setZIf true, adds a delay to the player, clears any particles, and updates the view. (Default: true)
Optional skipOptional skipOptional staminaOptional startOptional tickTicks a player
True if the game should tick after this
Optional isPassTurn: booleanOptional turnType: TurnTypeFlagOptional tickOptional toOptional trampleOptional 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 updateOptional updateOptional updateOptional updateOptional updateOptional updateOptional updateOptional updateOptional updateGenerated using TypeDoc
Note: This might not be a whole number.