Class:GroundChar

From PMDOWiki

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