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.