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character [2021/11/08 17:48] justincharacter [2024/03/14 09:43] (current) justin
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 |<character>.id|Entity ID of the character, as set in the [[Map Editor]] from the [[Entity Properties]] panel. This can be used to either retrieve or change the ID of the character.| |<character>.id|Entity ID of the character, as set in the [[Map Editor]] from the [[Entity Properties]] panel. This can be used to either retrieve or change the ID of the character.|
 |<character>.type|Type of [[entity]], in this case the constant value CHARACTER.| |<character>.type|Type of [[entity]], in this case the constant value CHARACTER.|
 +|<character>.name|Name of the character, as set in the [[Voxel Editor]] from the [[Model Properties]] panel. This can be used to either retrieve or change the name of the character.|
 +|<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>.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>.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>.coord|[[Coordinate]] of the character.| |<character>.coord|[[Coordinate]] of the character.|
 |<character>.direction|[[Cardinal direction]] (NORTH, SOUTH, WEST, EAST) in which the character is rotated. The default direction of an [[entity]] is SOUTH.| |<character>.direction|[[Cardinal direction]] (NORTH, SOUTH, WEST, EAST) in which the character is rotated. The default direction of an [[entity]] is SOUTH.|
 |<character>.tiles|An [[array]] of [[tile|tiles]] that the character is currently occupying.| |<character>.tiles|An [[array]] of [[tile|tiles]] that the character is currently occupying.|
-|<character>.groups|An [[array]] of [[groups]] to which the character is assigned. The [[array]] will be empty if the object is not assigned to any [[groups]].|+|<character>.groups|An [[array]] of [[groups]] to which the character is assigned. The [[array]] will be empty if the character is not assigned to any [[groups]].|
 |<character>.tags|An [[array]] of tags (as [[string|strings]]) for the character, as set in the [[Voxel Editor]] from the [[Model Properties]] panel.| |<character>.tags|An [[array]] of tags (as [[string|strings]]) for the character, as set in the [[Voxel Editor]] from the [[Model Properties]] panel.|
 |<character>.interact_cursor|Interaction cursor for the character, as set in the [[Map Editor]] from the [[Entity Properties]] panel. This can be used to either retrieve or change the interaction cursor for the character. Valid values include "default", "walk", "interact", "speak", "attack", or any custom cursor defined in your [[game configuration]].| |<character>.interact_cursor|Interaction cursor for the character, as set in the [[Map Editor]] from the [[Entity Properties]] panel. This can be used to either retrieve or change the interaction cursor for the character. Valid values include "default", "walk", "interact", "speak", "attack", or any custom cursor defined in your [[game configuration]].|
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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>.attachment["x"]|[[Object]] attached to the character, where "x" is the [[attach_points|attach point]] ID.|
 +|<character>.effect["x"]|[[Effect]] attached to the character, where "x" is the [[attach_points|attach point]] ID.|
 +|<character>.textures|An [[array]] of texture names defined for this character. The names will be [[string]] values.|
 +|<character>.front_tile|[[Tile]] in front of the character relative to their current direction (if one is connected via navigation, otherwise null is returned).|
 +|<character>.back_tile|[[Tile]] behind the character relative to their current direction (if one is connected via navigation, otherwise null is returned).|
 +|<character>.left_tile|[[Tile]] to the left of the character relative to their current direction (if one is connected via navigation, otherwise null is returned).|
 +|<character>.right_tile|[[Tile]] to the right of the character relative to their current direction (if one is connected via navigation, otherwise null is returned).|
 +|<character>.north_tile|[[Tile]] to the north of the character (if one is connected via navigation, otherwise null is returned).|
 +|<character>.south_tile|[[Tile]] to the south of the character (if one is connected via navigation, otherwise null is returned).|
 +|<character>.west_tile|[[Tile]] to the west of the character (if one is connected via navigation, otherwise null is returned).|
 +|<character>.east_tile|[[Tile]] to the east of the character (if one is connected via navigation, otherwise null is returned).|
  
 ~~NOTOC~~ ~~NOTOC~~
character.1636422490.txt.gz · Last modified: 2021/11/08 17:48 by justin