Entity: Difference between revisions
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== Static Public Methods == | == Static Public Methods == | ||
=== static generate(entityName | === static Entity generate(string entityName) === | ||
Generate a new entity of the given type based on the entity type string. Null if unknown entity. | Generate a new entity of the given type based on the [[Types of Entities|entity type string]]. Null if unknown entity. | ||
== Public Methods == | == Public Methods == | ||
string getName() | === string getName() === | ||
Gets name of entity | Gets name of entity | ||
string getLookDesc() | === string getLookDesc() === | ||
Gets look description(the text displayed when looking at item) | Gets look description(the text displayed when looking at item) | ||
boolean isExaminable() | === boolean isExaminable() === | ||
Allow player to examine object? If so, the item is shown in the room item list. Otherwise, the object is invisible | |||
Allow player to examine object? | |||
=== boolean isAttackable() === | |||
Is player allowed to (attempt) to do an attack on this object -- shown when looking at object | |||
=== boolean isUseable() === | |||
Is player shown a use button on this object -- shown when looking at object | |||
=== boolean isPickupable() === | |||
Should object display a pick-up option if not yet in inventory? May or may not *actually* be pickupable. To do / attempt to do a pickup, use the [[Player]] class. | |||
=== boolean isDropable() === | |||
Should object display a drop item button if is in inventory? May or may not *actually* be dropable. Use [[Player]] class to make the actual attempt. | |||
=== void deleteEntity() === | |||
Removes entity from either the inventory or room that it exists in. | |||
=== boolean isPlayerHere() === | |||
If entity is in world, is the player in this same room? | |||
=== int isPlayerAdjacent() === | |||
If entity is in the world, is the player in a room adjacent to the one entity is in? If so, which room ID? | |||
If not, room ID is 0. If player is in the same room, then room ID 0 is also returned. | |||
=== [[Location]] getLocation() === | |||
Gets location of this entity. Returns null if entity is in inventory, or otherwise not in world. | |||
=== void moveEntity(string newMapName:String, int newRoomID) === | |||
Moves entity from whereever it is (including inventory) into a particular location. If picking up the item, should use the functions on the Player class instead. | |||
void | === void moveEntityToSameRoomAsPlayer() === | ||
Move entity from wherever it is (including inventory) into the same room as the player is in. | |||
=== void makeCursed() === | |||
Marks this entity as cursed. In order for this to have any effect, you should write a custom function for playerAttemptDropCheck. | |||
Generally this would be called on start-up. Curse status can be modified by NPCs that can perform purification. | |||
See [[Weight Pendant]] for an example of cursed items. | |||
=== boolean getCursed() === | |||
Is this entity cursed? | |||
[[Category:LUA Class Reference]] | [[Category:LUA Class Reference]] |
Latest revision as of 04:11, 30 December 2017
Static Public Methods
static Entity generate(string entityName)
Generate a new entity of the given type based on the entity type string. Null if unknown entity.
Public Methods
string getName()
Gets name of entity
string getLookDesc()
Gets look description(the text displayed when looking at item)
boolean isExaminable()
Allow player to examine object? If so, the item is shown in the room item list. Otherwise, the object is invisible
boolean isAttackable()
Is player allowed to (attempt) to do an attack on this object -- shown when looking at object
boolean isUseable()
Is player shown a use button on this object -- shown when looking at object
boolean isPickupable()
Should object display a pick-up option if not yet in inventory? May or may not *actually* be pickupable. To do / attempt to do a pickup, use the Player class.
boolean isDropable()
Should object display a drop item button if is in inventory? May or may not *actually* be dropable. Use Player class to make the actual attempt.
void deleteEntity()
Removes entity from either the inventory or room that it exists in.
boolean isPlayerHere()
If entity is in world, is the player in this same room?
int isPlayerAdjacent()
If entity is in the world, is the player in a room adjacent to the one entity is in? If so, which room ID?
If not, room ID is 0. If player is in the same room, then room ID 0 is also returned.
Location getLocation()
Gets location of this entity. Returns null if entity is in inventory, or otherwise not in world.
void moveEntity(string newMapName:String, int newRoomID)
Moves entity from whereever it is (including inventory) into a particular location. If picking up the item, should use the functions on the Player class instead.
void moveEntityToSameRoomAsPlayer()
Move entity from wherever it is (including inventory) into the same room as the player is in.
void makeCursed()
Marks this entity as cursed. In order for this to have any effect, you should write a custom function for playerAttemptDropCheck.
Generally this would be called on start-up. Curse status can be modified by NPCs that can perform purification.
See Weight Pendant for an example of cursed items.
boolean getCursed()
Is this entity cursed?