Living
Instance of Entity.
Living functions are accessible to all entities, but will throw if the entity is not a Player, Character, or Obstacle.
Living.from(entity)
Returns the entity passed in if the entity is considered living, otherwise returns nil
.
living:max_health()
Returns the entity's max health.
living:health()
Returns the entity's current health.
living:set_health(health)
Sets the entity's max health.
living:hit(hit_props)
hit_props
: HitProps
Queues a hit for processing, in most cases spell:attack_tile() should be used instead.
living:hitbox_enabled()
Returns true if the entity can interact with attacks.
Different from entity:hittable()
living:enable_hitbox(enabled?)
Passing false will allow attacks to pass through as if the entity didn't exist.
living:counterable()
Returns true if the entity can currently be countered.
living:set_counterable(enabled?)
Allows the entity to be countered when hit by an attack with a context created in card_init
living:intangible()
Returns true if an IntangibleRule is active.
living:set_intangible(intangible, intangible_rule?)
intangible
: bool, if false the active rule is removed.intangible_rule
: IntangibleRule- Ignored if
intangible
is false. - A default will be used if
intangible_rule
is unset.
- Ignored if
living:add_defense_rule(defense_rule)
defense_rule
: DefenseRule
living:remove_defense_rule(defense_rule)
defense_rule
: DefenseRule
living:add_aux_prop(aux_prop)
aux_prop
: AuxProp
living:remove_aux_prop(aux_prop)
aux_prop
: AuxProp
living:apply_status(hit_flag, duration)
hit_flag
a single hit flag, see HitPropsduration
number, how many battle frames the effect should last
Queues a status update. If the status is already applied, the remaining time will be updated to use the longer duration.
living:remove_status(hit_flag)
hit_flag
a single hit flag, see HitProps
living:remaining_status_time(hit_flag)
hit_flag
a single hit flag, see HitProps
Returns a number representing the amount of battle frames until the status wears off.
living:set_remaining_status_time(hit_flag, duration)
hit_flag
a single hit flag, see HitPropsduration
number, how many battle frames the effect should last.
Updates remaining time for a status already applied, or queues a new status update if isn't.
living:register_status_callback(hit_flag, function())
hit_flag
a single hit flag, see HitProps
The callback will be called when the hit_flag
is applied to the entity.
living:is_inactionable()
Returns true if status effects that entity processing are applied.
living:is_immobile()
Returns true if status effects that immobilize are applied.
living.on_countered_func = function(self)
Called when this entity has been countered.
Not to be confused with entity.on_counter_func