Module necro.game.system.Move
Functions
absolute (entity, x, y, moveType) | |
direction (entity, direction, distance, moveType) | |
getMoveType (entity) | |
relative (entity, dx, dy, moveType) |
Tables
Flag | |
Type |
Functions
- absolute (entity, x, y, moveType)
-
Parameters:
- entity
- x
- y
- moveType
- direction (entity, direction, distance, moveType)
-
Parameters:
- entity
- direction
- distance
- moveType
- getMoveType (entity)
-
Parameters:
- entity
- relative (entity, dx, dy, moveType)
-
Parameters:
- entity
- dx
- dy
- moveType
Tables
- Flag
-
Fields:
- NONE
0
- No special flags (movement is always successful, no gameplay effects, no visual effects) - TWEEN
1
- Plays a movement animation (tween) from the source tile to the target tile if the move was successful - TWEEN_BOUNCE_FAIL
2
- If the movement fails due to an obstruction, the entity plays a bounce animation - TWEEN_BOUNCE_ATTACK
4
- If the movement results in an attack, the entity plays a bounce animation - TWEEN_SLIDE
8
- If a movement animation is played, the entity will visually slide along the ground instead of hopping - COLLIDE_DESTINATION
16
- The destination tile is checked for vacancy before moving - COLLIDE_INTERMEDIATE
32
- Intermediate tiles are checked for vacancy before moving - ALLOW_PARTIAL_MOVE
64
- If intermediate tiles fail a collision check, the entity moves just before the obstruction, instead of failing - INHIBIT_SUNKEN
128
- If the entity is currently submerged in liquid, the movement is inhibited - INHIBIT_FROZEN
256
- If the entity is currently frozen, the movement is inhibited - INHIBIT_HEAVY
512
- If the entity is heavy, the movement is inhibited - HANDLE_ATTACK
1024
- If the movement failed due to collision with a hostile entity, the moveResult event is invoked - TRACK_PREVIOUS_POSITION
2048
- Set the entity's previous positon to the origin of the move - FORCED_MOVE
4096
- The entity is forced to move by another entity - VOCALIZE
8192
- Play the entity’s voiceWind if it isn’t heavy - TWEEN_QUARTIC
16384
- If a movement animation is played, the entity will visually slide along the ground very fast - TWEEN_HOP_FAIL
32768
- If a bounce animation would play on fail, play a hop in place animation instead - TWEEN_MULTI_HOP
65536
- Play a hop animation with an intermediate step (for bounce traps) - TELEFRAG
131072
- Deal lethal damage to entities at the destination - CONTINUOUS
262144
- Not a teleport
- NONE
- Type
-
Fields:
- NONE
0
- The entity's position is changed to the target tile without an explicit movement or teleportation - NORMAL
265719
- The entity is moving normally from its current position to the target tile - FLYING
265685
- The entity is flying from its current position to the target tile - UNCHECKED
264583
- The entity moves normally, but does not respect collisions at the target tile - KNOCKBACK
270327
- The entity is forced to move onto the target tile - SLIDE
265727
- The entity is sliding to the target tile (this affects the movement animation) - TELEPORT
272
- The entity teleports to the target tile, disabling any visual effects and bypassing most pre-move checks
- NONE