new Player()
Properties:
Name | Type | Description |
---|---|---|
account |
Account | |
experience |
number | current experience this level |
password |
string | |
prompt |
string | default prompt string |
socket |
net.Socket | |
questTracker |
QuestTracker | |
extraPrompts |
Map.<string, function()> | Extra prompts to render after the default prompt |
questData |
Object |
Extends
Members
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isNpc
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- Inherited From:
Methods
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addAttribute()
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- Inherited From:
- See:
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addCombatant(target)
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Parameters:
Name Type Description target
Character Fires:
- Inherited From:
-
addEffect(effect) → {boolean}
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Parameters:
Name Type Description effect
Effect Returns:
boolean- Inherited From:
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addFollower(follower)
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Parameters:
Name Type Description follower
Character Fires:
- Inherited From:
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addItem(item)
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Move an item to the character's inventory
Parameters:
Name Type Description item
Item - Inherited From:
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addPrompt(id, renderer, removeOnRendernullable)
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Add a line of text to be displayed immediately after the prompt when the prompt is displayed
Parameters:
Name Type Attributes Default Description id
string Unique prompt id
renderer
function Function to call to render the prompt string
removeOnRender
boolean <nullable>
false When true prompt will remove itself once rendered otherwise prompt will continue to be rendered until removed.
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emit(event, …args)
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Proxy all events on the player to the quest tracker
Parameters:
Name Type Attributes Description event
string args
* <repeatable>
- Overrides:
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equip(item, slot)
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Parameters:
Name Type Description item
Item slot
string Slot to equip the item in
Fires:
Throws:
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EquipSlotTakenError
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EquipAlreadyEquippedError
- Inherited From:
-
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evaluateIncomingDamage(damage) → {number}
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Parameters:
Name Type Description damage
Damage Returns:
number- Inherited From:
- See:
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- EffectList.evaluateIncomingDamage
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evaluateOutgoingDamage(damage, currentAmount) → {number}
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Parameters:
Name Type Description damage
Damage currentAmount
number Returns:
number- Inherited From:
- See:
-
- EffectList.evaluateOutgoingDamage
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follow(target)
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Begin following another character. If the character follows itself they stop following.
Parameters:
Name Type Description target
Character - Inherited From:
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getAttribute(attr) → {number}
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Get the current value of an attribute (base modified by delta)
Parameters:
Name Type Description attr
string Returns:
number- Inherited From:
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getBaseAttribute(attr) → {number}
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Get the base value for a given attribute
Parameters:
Name Type Description attr
string Attribute name
Returns:
number- Inherited From:
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getBroadcastTargets()
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- Inherited From:
- See:
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getMaxAttribute(attr) → {number}
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Get current maximum value of attribute (as modified by effects.)
Parameters:
Name Type Description attr
string Returns:
number- Inherited From:
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hasAttribute(attr) → {boolean}
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Parameters:
Name Type Description attr
string Attribute name
Returns:
boolean- Inherited From:
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hasEffectType(type) → {boolean}
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Parameters:
Name Type Description type
string Returns:
boolean- Inherited From:
- See:
-
hasFollower(target) → {boolean}
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Parameters:
Name Type Description target
Character Returns:
boolean- Inherited From:
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hasItem(itemReference) → {Item|boolean}
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Check to see if this character has a particular item by EntityReference
Parameters:
Name Type Description itemReference
EntityReference - Inherited From:
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hasPrompt(id) → {boolean}
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Parameters:
Name Type Description id
string Returns:
boolean -
hydrate(state)
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Initialize the character from storage
Parameters:
Name Type Description state
GameState - Overrides:
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initiateCombat(target, lagnullable)
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Start combat with a given target.
Parameters:
Name Type Attributes Default Description target
Character lag
number <nullable>
0 Optional milliseconds of lag to apply before the first attack
Fires:
- Inherited From:
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interpolatePrompt(promptStr, extraData)
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Convert prompt tokens into actual data
Parameters:
Name Type Description promptStr
string extraData
object Any extra data to give the prompt access to
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isFollowing(target) → {boolean}
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Parameters:
Name Type Description target
Character Returns:
boolean- Inherited From:
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isInCombat(targetnullable)
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Check to see if this character is currently in combat or if they are currently in combat with a specific character
Parameters:
Name Type Attributes Description target
Character <nullable>
Returns:
-boolean
- Inherited From:
-
isInventoryFull() → {boolean}
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Returns:
boolean- Inherited From:
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lowerAttribute(attr, amount)
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Lower an attribute by name
Parameters:
Name Type Description attr
string amount
number Fires:
- Inherited From:
- See:
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Attributes#lower
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moveTo(nextRoom, onMoved)
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Move the player to the given room, emitting events appropriately
Parameters:
Name Type Description nextRoom
Room onMoved
function Function to run after the player is moved to the next room but before enter events are fired
Fires:
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queueCommand()
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- See:
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- CommandQueue::enqueue
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raiseAttribute(attr, amount)
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Raise an attribute by name
Parameters:
Name Type Description attr
string amount
number Fires:
- Inherited From:
- See:
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Attributes#raise
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removeCombatant(target)
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Parameters:
Name Type Description target
Character Fires:
- Inherited From:
-
removeEffect(effect)
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Parameters:
Name Type Description effect
Effect - Inherited From:
- See:
-
removeFollower(follower)
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Parameters:
Name Type Description follower
Character Fires:
- Inherited From:
-
removeFromCombat()
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Fully remove this character from combat
- Inherited From:
-
removeItem(item)
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Remove an item from the character's inventory. Warning: This does not automatically place the item in any particular place. You will need to manually add it to the room or another character's inventory
Parameters:
Name Type Description item
Item - Inherited From:
-
removePrompt(id)
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Parameters:
Name Type Description id
string -
serialize() → {Object}
-
Gather data to be persisted
Returns:
Object- Overrides:
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setAttributeBase(attr, newBase)
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Update an attribute's base value.
NOTE: You probably don't want to use this the way you think you do. You should not use this for any temporary modifications to an attribute, instead you should use an Effect modifier.
This will permanently update the base value for an attribute to be used for things like a player purchasing a permanent upgrade or increasing a stat on level up
Parameters:
Name Type Description attr
string Attribute name
newBase
number New base value
Fires:
- Inherited From:
-
setAttributeToMax(attr)
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Clears any changes to the attribute, setting it to its base value.
Parameters:
Name Type Description attr
string Fires:
- Inherited From:
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unequip(slot)
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Remove equipment in a given slot and move it to the character's inventory
Parameters:
Name Type Description slot
string Fires:
Throws:
InventoryFullError
- Inherited From:
-
unfollow()
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Stop following whoever the character was following
Fires:
- Inherited From:
Events
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attributeUpdate
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Fired when a Character's attribute is set, raised, or lowered
Parameters:
Name Type Description attributeName
string attribute
Attribute - Inherited From:
-
combatantAdded
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Parameters:
Name Type Description target
Character - Inherited From:
-
combatantRemoved
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Parameters:
Name Type Description target
Character - Inherited From:
-
combatEnd
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- Inherited From:
-
combatStart
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Fired when Character#initiateCombat is called
- Inherited From:
-
damaged
-
Parameters:
Name Type Description damage
Damage finalAmount
Number - Inherited From:
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effectAdded
-
- Inherited From:
-
effectRemoved
-
- Inherited From:
-
enterRoom
-
Parameters:
Name Type Description room
Room -
equip
-
Parameters:
Name Type Description slot
string item
Item - Inherited From:
-
followed
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Parameters:
Name Type Description target
Character - Inherited From:
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gainedFollower
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Parameters:
Name Type Description follower
Character - Inherited From:
-
heal
-
- Inherited From:
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healed
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Parameters:
Name Type Description heal
Heal finalAmount
number - Inherited From:
-
hit
-
- Inherited From:
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lostFollower
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Parameters:
Name Type Description follower
Character - Inherited From:
-
saved
-
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unequip
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Parameters:
Name Type Description slot
string item
Item - Inherited From:
-
unfollowed
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Parameters:
Name Type Description following
Character - Inherited From:
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updateTick
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