Class:GroundChar
This page documents the GroundChar class for Lua scripting.
As an instanced class, it be accessed from Lua after assigning the instance to a variable, such as groundChar
Data
groundChar.Data
Type: RogueEssence.Dungeon.CharData
{{{description}}}
CurrentForm
groundChar.CurrentForm
Type: RogueEssence.Dungeon.MonsterID
{{{description}}}
Nickname
groundChar.Nickname
Type: System.String
{{{description}}}
LuaData
groundChar.LuaData
Type: NLua.LuaTable
Lua table containing the data for the object.
Ideally, implement the interface by using a OptionalAttribute field for this one.
Tags
groundChar.Tags
Type: System.UInt32
{{{description}}}
DevEntColoring
groundChar.DevEntColoring
Type: Microsoft.Xna.Framework.Color
The color of the boxes and etc around the entity
ThinkType
groundChar.ThinkType
Type: RogueEssence.Ground.BaseTaskUser.EThink
Contains the type of thinking this entity does
CollisionDisabled
groundChar.CollisionDisabled
Type: System.Boolean
{{{description}}}
MapLoc
groundChar.MapLoc
Type: RogueElements.Loc
{{{description}}}
Position
groundChar.Position
Type: RogueElements.Loc
{{{description}}}
LocHeight
groundChar.LocHeight
Type: System.Int32
{{{description}}}
CharDir
groundChar.CharDir
Type: RogueElements.Dir8
{{{description}}}
Direction
groundChar.Direction
Type: RogueElements.Dir8
{{{description}}}
Bounds
groundChar.Bounds
Type: RogueElements.Rect
{{{description}}}
AI
groundChar.AI
Type: RogueEssence.Ground.GroundAI
AI container
IsInteracting
groundChar.IsInteracting
Type: System.Boolean
Whether the entity is busy interacting, and should act accordingly
AIEnabled
groundChar.AIEnabled
Type: System.Boolean
Whether the AI is enabled or disabled for this entity
ThinkType
groundChar.ThinkType
Type: RogueEssence.Ground.BaseTaskUser.EThink
Contains the type of thinking this entity does
Collider
groundChar.Collider
Type: RogueElements.Rect
{{{description}}}
EntName
groundChar.EntName
Type: System.String
{{{description}}}
Direction
groundChar.Direction
Type: RogueElements.Dir8
{{{description}}}
MapLoc
groundChar.MapLoc
Type: RogueElements.Loc
{{{description}}}
Position
groundChar.Position
Type: RogueElements.Loc
{{{description}}}
Bounds
groundChar.Bounds
Type: RogueElements.Rect
{{{description}}}
Height
groundChar.Height
Type: System.Int32
{{{description}}}
Width
groundChar.Width
Type: System.Int32
{{{description}}}
X
groundChar.X
Type: System.Int32
{{{description}}}
Y
groundChar.Y
Type: System.Int32
{{{description}}}
LocHeight
groundChar.LocHeight
Type: System.Int32
{{{description}}}
triggerType
groundChar.triggerType
Type: RogueEssence.Ground.GroundEntity.EEntityTriggerTypes
TriggerType
groundChar.TriggerType
Type: RogueEssence.Ground.GroundEntity.EEntityTriggerTypes
{{{description}}}
EntEnabled
groundChar.EntEnabled
Type: System.Boolean
When this property is false, all processing of this entity is disabled.
So it essentially becomes invisible and inactive on the map.
Its mainly meant to be used with the mape editor so entities
can be placed and activated only when needed by the map scenario.
EntOrder
groundChar.EntOrder
Type: System.Int32
The draw order of the entity. Lower values are handled before higher ones.
InteractOrder
groundChar.InteractOrder
Type: System.Int32
The interact order of the entity. Lower values are handled before higher ones.
DevEntColoring
groundChar.DevEntColoring
Type: Microsoft.Xna.Framework.Color
The color of the boxes and etc around the entity
References
https://github.com/RogueCollab/RogueEssence/blob/master/RogueEssence/Ground/GroundChar.cs
https://github.com/RogueCollab/RogueEssence/blob/master/RogueEssence/Ground/GroundAIUser.cs
https://github.com/RogueCollab/RogueEssence/blob/master/RogueEssence/Ground/BaseTaskUser.cs
https://github.com/RogueCollab/RogueEssence/blob/master/RogueEssence/Ground/Maps/GroundEntity.cs
