Protected Optional _descriptionProtected Optional _movementOptional aberrantOptional allowOptional attackOptional attackOptional chickenundefined = Vector2.ZERO for this
Optional enemyOptional breakReadonly eventundefined = Direction.None for this
Note: This might not be a whole number.
Note: This might not be a whole number.
Optional goatOptional happinessOptional hitchedOptional isNot guaranteed to be synced between the server and client for Human entities
Optional moveOptional movementOnly used for Human entities
The state of what the client thinks is happening to this entity (regarding movement)
Optional movingOptional originalOptional ownerOptional preventOptional referenceDo not use this property directly, instead use `game.references.getReference()
Optional renamedOptional respawnedOptional shouldProtected Optional shouldReadonly statOptional tameGet the entities description
Optional fieldOfView: defaultOptional customRadius: numberOptional customRadius: numberOptional fieldOfView: defaultOptional customRadius: numberCheck if this creature can swap with the player in the event that the player is moving into them
Human object
Source string. Set to undefined if this is being called from the clientside
Checks that a creature can move to a certain tile and/or interact with doodads/tiles
0 if the creature can move, otherwise an error code
True if clientside. Don't do random stuff in this case
Set to true if the object is about to move to this tile. This method will confirm if theres an existing npc/creature there and return false if so
Optional options: Partial<ICreatureCheckMoveOptions>Checks under the creature for getting burned, setting off traps, eating items off the ground, and more
Returns whether the creature can keep moving (in the case of creatures with >= 2 speed)
Optional skipParticles: booleanOptional creatureX: numberOptional creatureY: numberOptional creatureZ: numberProtected getOptional humans: default<number>[]Optional description: ICreatureDescriptionOptional moveType: MoveTypeOptional force: booleanOptional humans: default<number>[]Optional description: ICreatureDescriptionOptional moveType: MoveTypeProtected getCalled when filling out the entities description for the first time
Optional article: ArticleWhether to include an article for the name of the creature. Uses the article rules on the language. Defaults to true.
Optional count: numberThe number of this creature that you're getting the name of. Defaults to 1.
Examples:
creature.getName() // "an acid spitter demon"creature.getName(false) // "acid spitter demon"creature.getName(undefined, 3) // "acid spitter demons"Gets the temperature produced by this object. Positive values are "heat", negative values are "cold".
Refer to the values of the Temperature enum to see the possible range.
If this method is not implemented, or it returns undefined, Temperature.Neutral is used.
Returns the handler for this status effect, whether or not this entity currently has the effect.
Returns whether the entity has the given StatusType
The status to check
Optional options: IMoveToOptionsProtected onProtected onProtected setProtected setProtected setOptional toZ: numberOptional options: IMoveToOptionsSets whether the entity has the given StatusType.
Emits EntityEvent.StatusChange.
The status to change
Whether the entity will have the status.
If given false/0, removes the status. If given true/1+, raises the status to the given level.
The reason for the change
Forces the status to be set to the given value, even if the current effect is being lowered.
Updates the DoodadOverHidden tile flag if the creature is large. Large creatures should render over the doodad over layer, which means we should hide the doodad over layer for doodads on the creatures tile.
Protected updateProtected updateGenerated using TypeDoc
Entity class that includes stats/status system. Note: We're assuming something with stats is also movable!