6352e8e319
all at once
70 lines
1.4 KiB
Markdown
70 lines
1.4 KiB
Markdown
# entity
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The *entity* table contains functions that are common among all entities. Every function refers to the entity the script context is running on.
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Accessible in:
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* companion system scripts
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* quests
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* tech
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* primary status script
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* status effects
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* monsters
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* npcs
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* objects
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* active items
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---
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#### `EntityId` entity.id()
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Returns the id number of the entity.
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---
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#### `LuaTable` entity.damageTeam()
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Returns a table of the entity's damage team type and team number. Ex: {type = "enemy", team = 0}
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---
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#### `bool` entity.isValidTarget(`EntityId` entityId)
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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.
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---
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#### `Vec2F` entity.distanceToEntity(`EntityId` entityId)
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Returns the vector distance from the current entity to the provided entity.
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---
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#### `bool` entity.entityInSight(`EntityId` entityId)
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Returns whether the provided entity is in line of sight of the current entity.
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---
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#### `Vec2F` entity.position()
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Returns the position of the current entity.
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---
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#### `String` entity.entityType()
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Returns the type of the current entity.
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---
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#### `String` entity.uniqueId()
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Returns the unique ID of the entity. Returns nil if there is no unique ID.
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---
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#### `bool` entity.persistent()
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Returns `true` if the entity is persistent (will be saved to disk on sector unload) or `false` otherwise.
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