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284 lines
5.4 KiB
Markdown
284 lines
5.4 KiB
Markdown
# npc
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The `npc` table is for functions relating directly to the current npc. It is available only in NPC scripts.
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---
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#### `Vec2F` npc.toAbsolutePosition(`Vec2F` offset)
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Returns the specified local position in world space.
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---
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#### `String` npc.species()
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Returns the species of the npc.
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#### `String` npc.gender()
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Returns the gender of the npc
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#### `Json` npc.humanoidIdentity()
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Returns the specific humanoid identity of the npc, containing information such as hair style and idle pose.
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#### `String` npc.npcType()
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Returns the npc type of the npc.
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#### `uint64_t` npc.seed()
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Returns the seed used to generate this npc.
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---
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#### `float` npc.level()
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Returns the level of the npc.
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#### `List<String>` npc.dropPools()
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Returns the list of treasure pools that will spawn when the npc dies.
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#### `void` npc.setDropPools(`List<String>` pools)
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Sets the list of treasure pools that will spawn when the npc dies.
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#### `float` npc.energy()
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Returns the current energy of the npc. Same as `status.resource("energy")`
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#### `float` npc.maxEnergy()
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Returns the current energy of the npc. Same as `status.maxResource("energy")`
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---
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#### `bool` npc.say(`String` line, [`Map<String,String>` tags], [`Json` config])
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Makes the npc say a string. Optionally pass in tags to replace text tags. Optionally give config options for the chat message.
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Returns whether the chat message was successfully added.
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Available options:
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```
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{
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drawBorder = true,
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fontSize = 8,
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color = {255, 255, 255},
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sound = "/sfx/humanoid/avian_chatter_male1.ogg"
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}
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```
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---
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#### `bool` npc.sayPortrait(`String` line, `String` portrait, [`Map<String,String>` tags], [`Json` config])
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Makes the npc say a line, with a portrait chat bubble. Optionally pass in tags to replace text tags. Optionally give config options for the chat message.
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Returns whether the chat message was successfully added.
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Available options:
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```
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{
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drawMoreIndicator = true,
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sound = "/sfx/humanoid/avian_chatter_male1.ogg"
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}
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```
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---
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#### `void` npc.emote(`String` emote)
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Makes the npc show a facial emote.
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#### `void` npc.dance(`String` dance)
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Sets the current dance for the npc. Dances are defined in .dance files.
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#### `void` npc.setInteractive(`bool` interactive)
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Sets whether the npc should be interactive.
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#### `bool` npc.setLounging(`EntityId` loungeable, [`size_t` anchorIndex])
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Sets the npc to lounge in a loungeable. Optionally specify which anchor (seat) to use.
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Returns whether the npc successfully lounged.
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#### `void` npc.resetLounging()
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Makes the npc stop lounging.
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#### `bool` npc.isLounging()
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Returns whether the npc is currently lounging.
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#### `Maybe<EntityId>` npc.loungingIn()
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Returns the EntityId of the loungeable the NPC is currently lounging in. Returns nil if not lounging.
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---
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#### `void` npc.setOfferedQuests(`JsonArray` quests)
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Sets the list of quests the NPC will offer.
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---
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#### `void` npc.setTurnInQuests(`JsonArray` quests)
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Sets the list of quests the played can turn in at this npc.
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#### `bool` npc.setItemSlot(`String` slot, `ItemDescriptor` item)
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Sets the specified item slot to contain the specified item.
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Possible equipment items slots:
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* head
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* headCosmetic
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* chest
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* chestCosmetic
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* legs
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* legsCosmetic
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* back
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* backCosmetic
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* primary
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* alt
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#### `ItemDescriptor` npc.getItemSlot(`String` slot)
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Returns the item currently in the specified item slot.
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---
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#### `void` npc.disableWornArmor(`bool` disable)
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Set whether the npc should not gain status effects from the equipped armor. Armor will still be visually equipped.
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---
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#### `void` npc.beginPrimaryFire()
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Toggles `on` firing the item equipped in the `primary` item slot.
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#### `void` npc.beginAltFire()
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Toggles `on` firing the item equipped in the `alt` item slot.
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#### `void` npc.endPrimaryFire()
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Toggles `off` firing the item equipped in the `primary` item slot.
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---
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#### `void` npc.endAltFire()
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Toggles `off` firing the item equipped in the `alt` item slot.
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---
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#### `void` npc.setShifting(`bool` shifting)
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Sets whether tools should be used as though shift is held.
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---
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#### `void` npc.setDamageOnTouch(`bool` enabled)
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Sets whether damage on touch should be enabled.
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---
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#### `Vec2F` npc.aimPosition()
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Returns the current aim position in world space.
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---
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#### `void` npc.setAimPosition(`Vec2F` position)
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Sets the aim position in world space.
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---
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#### `void` npc.setDeathParticleBurst(`String` emitter)
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Sets a particle emitter to burst when the npc dies.
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---
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#### `void` npc.setStatusText(`String` status)
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Sets the text to appear above the npc when it first appears on screen.
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---
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#### `void` npc.setDisplayNametag(`bool` display)
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Sets whether the nametag should be displayed above the NPC.
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---
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#### `void` npc.setPersistent(`bool` persistent)
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Sets whether this npc should persist after being unloaded.
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---
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#### `void` npc.setKeepAlive(`bool` keepAlive)
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Sets whether to keep this npc alive. If true, the npc will never be unloaded as long as the world is loaded.
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---
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#### `void` npc.setDamageTeam(`Json` damageTeam)
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Sets a damage team for the npc in the format: `{type = "enemy", team = 2}`
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---
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#### `void` npc.setAggressive(`bool` aggressive)
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Sets whether the npc should be flagged as aggressive.
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---
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#### `void` npc.setUniqueId(`String` uniqueId)
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Sets a unique ID for this npc that can be used to access it. A unique ID has to be unique for the world the npc is on, but not universally unique.
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