70 lines
1.4 KiB
Markdown
70 lines
1.4 KiB
Markdown
|
# entity
|
||
|
|
||
|
The *entity* table contains functions that are common among all entities. Every function refers to the entity the script context is running on.
|
||
|
|
||
|
Accessible in:
|
||
|
|
||
|
* companion system scripts
|
||
|
* quests
|
||
|
* tech
|
||
|
* primary status script
|
||
|
* status effects
|
||
|
* monsters
|
||
|
* npcs
|
||
|
* objects
|
||
|
* active items
|
||
|
|
||
|
---
|
||
|
|
||
|
#### `EntityId` entity.id()
|
||
|
|
||
|
Returns the id number of the entity.
|
||
|
|
||
|
---
|
||
|
|
||
|
#### `LuaTable` entity.damageTeam()
|
||
|
|
||
|
Returns a table of the entity's damage team type and team number. Ex: {type = "enemy", team = 0}
|
||
|
|
||
|
---
|
||
|
|
||
|
#### `bool` entity.isValidTarget(`EntityId` entityId)
|
||
|
|
||
|
Returns whether the provided entity is a valid target of the current entity. An entity is a valid target if they can be damaged, and in the case of monsters and NPCs if they are aggressive.
|
||
|
|
||
|
---
|
||
|
|
||
|
#### `Vec2F` entity.distanceToEntity(`EntityId` entityId)
|
||
|
|
||
|
Returns the vector distance from the current entity to the provided entity.
|
||
|
|
||
|
---
|
||
|
|
||
|
#### `bool` entity.entityInSight(`EntityId` entityId)
|
||
|
|
||
|
Returns whether the provided entity is in line of sight of the current entity.
|
||
|
|
||
|
---
|
||
|
|
||
|
#### `Vec2F` entity.position()
|
||
|
|
||
|
Returns the position of the current entity.
|
||
|
|
||
|
---
|
||
|
|
||
|
#### `String` entity.entityType()
|
||
|
|
||
|
Returns the type of the current entity.
|
||
|
|
||
|
---
|
||
|
|
||
|
#### `String` entity.uniqueId()
|
||
|
|
||
|
Returns the unique ID of the entity. Returns nil if there is no unique ID.
|
||
|
|
||
|
---
|
||
|
|
||
|
#### `bool` entity.persistent()
|
||
|
|
||
|
Returns `true` if the entity is persistent (will be saved to disk on sector unload) or `false` otherwise.
|