Reference Source Test
public class | source

Mob

Extends:

EntityCharacter → Mob

Constructor Summary

Public Constructor
public

Member Summary

Public Members
public
public
public
public
public
public

data: *

public
public
public

drops: *

public
public

level: *

public
public
public
public
public
public
public
public
public
public

Method Summary

Public Methods
public

addToChestArea(chestAreas: *)

public

canAggro(player: *): *

public
public
public

getDrop(): *

public
public

getState(): *

public

isAtSpawn(): *

public
public

isRanged(): *

public

move(x: *, y: *)

public

onDeath(callback: *)

public

onMove(callback: *)

public

onRefresh(callback: *)

public

onRespawn(callback: *)

public

onReturn(callback: *)

public
public
public
public

return()

Inherited Summary

From class Entity
public

combat: *

public
public

id: *

public
public

oldX: *

public

oldY: *

public
public
public

type: *

public

x: *

public

y: *

public

drop(item: *): *

public

getCombat(): *

public

getCoordDistance(toX: *, toY: *): *

public

getDistance(entity: *): *

public

getState(): {"type": *, "id": *, "string": *, "name": *, "label": *, "x": *, "y": *}

public
public

isAdjacent(entity: *): *

public

isItem(): *

public

isMob(): *

public

isNPC(): *

public

isNear(entity: *, distance: *): *

public

isNonDiagonal(entity: *): *

public

isPlayer(): *

public

onSetPosition(callback: *)

public

setPosition(x: *, y: *)

public

talk()

public
From class Character
public
public
public
public
public

combat: *

public
public
public
public
public
public
public
public
public

level: *

public
public
public
public
public
public
public
public
public
public
public
public
public
public
public
public
public

target: *

public
public

applyDamage(damage: *)

public
public

getCombat(): *

public

getDrop(): *

public
public
public
public
public
public

hasPotentialTarget(potentialTarget: *): *

public

hasTarget(): *

public

heal(amount: *)

public

hit(attacker: *)

public

isDead(): *

public

isRanged(): *

public
public

onDamage(callback: *)

public

onHealthChange(callback: *)

public

onHit(callback: *)

public

onMovement(callback: *)

public

onRemoveTarget(callback: *)

public

onStunned(callback: *)

public

onSubAoE(callback: *)

public

onTarget(callback: *)

public
public

setHitPoints(hitPoints: *)

public

setPosition(x: *, y: *)

public

setPotentialTarget(potentialTarget: *)

public

setStun(stun: *)

public

setTarget(target: *)

public
public

Public Constructors

public constructor() source

Override:

Character#constructor

Public Members

public aggressive: * source

Override:

Character#aggressive

public aggroRange: * source

Override:

Character#aggroRange

public armourLevel: * source

public attackRange: * source

Override:

Character#attackRange

public boss: boolean source

public data: * source

public dead: boolean source

Override:

Character#dead

public deathCallback: * source

public drops: * source

public hitPoints: * source

Override:

Character#hitPoints

public level: * source

Override:

Character#level

public maxHitPoints: * source

Override:

Character#maxHitPoints

public moveCallback: * source

public projectileName: * source

Override:

Character#projectileName

public refreshCallback: * source

public respawnCallback: * source

public respawnDelay: * source

public returnCallback: * source

public spawnLocation: undefined[] source

public static: boolean source

public weaponLevel: * source

Public Methods

public addToChestArea(chestAreas: *) source

Params:

NameTypeAttributeDescription
chestAreas *

public canAggro(player: *): * source

Params:

NameTypeAttributeDescription
player *

Return:

*

public destroy() source

public distanceToSpawn(): * source

Return:

*

public getDrop(): * source

Override:

Character#getDrop

Return:

*

public getProjectileName(): * source

Override:

Character#getProjectileName

Return:

*

public getState(): * source

Override:

Entity#getState

Return:

*

public isAtSpawn(): * source

Return:

*

public isOutsideSpawn(): * source

Return:

*

public isRanged(): * source

Override:

Character#isRanged

Return:

*

public move(x: *, y: *) source

Params:

NameTypeAttributeDescription
x *
y *

public onDeath(callback: *) source

Params:

NameTypeAttributeDescription
callback *

public onMove(callback: *) source

Params:

NameTypeAttributeDescription
callback *

public onRefresh(callback: *) source

Params:

NameTypeAttributeDescription
callback *

public onRespawn(callback: *) source

Params:

NameTypeAttributeDescription
callback *

public onReturn(callback: *) source

Params:

NameTypeAttributeDescription
callback *

public refresh() source

public resetPosition() source

public respawn() source

public return() source