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character [2023/11/27 18:07] justincharacter [2024/03/14 09:43] (current) justin
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 |<character>.behavior|[[npc_behavior|Behavior]] for the character, as set in the [[Map Editor]] from the [[Entity Properties]] panel. The character's [[npc_behavior|behavior]] can be changed by assigning a [[string]] value to this property containing the [[npc_behavior|behavior]] preset name. When accessing this property, a [[codex]] will be returned, allowing modification of individual [[npc_behavior|behavior]] settings. See [[NPC Behavior]] for more details.| |<character>.behavior|[[npc_behavior|Behavior]] for the character, as set in the [[Map Editor]] from the [[Entity Properties]] panel. The character's [[npc_behavior|behavior]] can be changed by assigning a [[string]] value to this property containing the [[npc_behavior|behavior]] preset name. When accessing this property, a [[codex]] will be returned, allowing modification of individual [[npc_behavior|behavior]] settings. See [[NPC Behavior]] for more details.|
 |<character>.stat["x"]|Value of a stat for the character, where "x" is a [[string]] containing the ID of the stat. This can be used to either retrieve or change the stat's value.| |<character>.stat["x"]|Value of a stat for the character, where "x" is a [[string]] containing the ID of the stat. This can be used to either retrieve or change the stat's value.|
-|<character>.skills|An [[array]] of [[skill|skills]] currently possessed by the character. The [[array]] will contain [[string]] values, specifically the ID of each [[skill]]. The array will be empty if the character doesn't possess any [[skill|skills]].|+|<character>.skills|An [[array]] of [[skill|skills]] currently possessed by the character. The [[array]] will contain [[string]] values, specifically the ID of each [[skill]]. The array will be empty if the character doesn't possess any [[skill|skills]]. This can be used in a "contains" [[conditional expression]] to check if a character has a specific [[skill]].| 
 +|<character>.statuses|A [[codex]] of [[status_effect|status effects]] currently applied to the character. Each key is a status effect ID (e.g. "STATUS_0001") and its corresponding value is a [[codex]] of that status effect's properties. The [[codex]] will be empty if the character doesn't have any [[status_effect|status effects]] applied. This can be used in a "contains" [[conditional expression]] to check if a character has a specific [[status effect]].|
 |<character>.quests|An [[array]] of [[quest|quests]] currently assigned to the character. The [[array]] will contain [[string]] values, specifically the ID of each [[quest]]. The array will be empty if the character doesn't have any [[quest|quests]].| |<character>.quests|An [[array]] of [[quest|quests]] currently assigned to the character. The [[array]] will contain [[string]] values, specifically the ID of each [[quest]]. The array will be empty if the character doesn't have any [[quest|quests]].|
 |<character>.portrait|Portait [[image]] for the character, as set in the [[Voxel Editor]] from the [[Model Properties]] panel. This can be used to either retrieve or change the portrait [[image]] for the character.| |<character>.portrait|Portait [[image]] for the character, as set in the [[Voxel Editor]] from the [[Model Properties]] panel. This can be used to either retrieve or change the portrait [[image]] for the character.|
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 |<character>.model|Name of the character's model (e.g. "purple_slime").| |<character>.model|Name of the character's model (e.g. "purple_slime").|
 |<character>.frame|Current [[animation]] frame (as a [[number]], with the first frame being 1). This can be used to either retrieve or change the model's current frame. If this property is changed and an [[animation]] is playing, the [[animation]] will first be stopped.| |<character>.frame|Current [[animation]] frame (as a [[number]], with the first frame being 1). This can be used to either retrieve or change the model's current frame. If this property is changed and an [[animation]] is playing, the [[animation]] will first be stopped.|
 +|<character>.animation|Name of the [[animation]] currently playing for this character (as a [[string]]). Value will be null if no [[animation]] is playing.|
 |<character>.animations|An [[array]] of [[animation]] names defined for this character. The names will be [[string]] values.| |<character>.animations|An [[array]] of [[animation]] names defined for this character. The names will be [[string]] values.|
 |<character>.attach_points|An [[array]] of [[attach_points|attach point]] names defined for this character (across all [[animation]] frames). The names will be [[string]] values. The [[array]] will be empty if no [[attach points]] are defined.| |<character>.attach_points|An [[array]] of [[attach_points|attach point]] names defined for this character (across all [[animation]] frames). The names will be [[string]] values. The [[array]] will be empty if no [[attach points]] are defined.|
character.1701137266.txt.gz · Last modified: 2023/11/27 18:07 by justin