Miscellaneous - MSUTeam/MSU GitHub Wiki
MSU adds useful functionality to various miscellaneous classes.
player
A new slot is added to the m
table of the player
class: this.m.LevelUpsSpent
. This is an integer and stores the value of the total number of attribute level ups spent by this character.
starting_scenario
onCombatStarted
onCombatStarted()
This function is analogous to the onCombatFinished
function of starting_scenario
and is called when combat starts before the onCombatStart
function of any actors is called.
turn_sequence_bar
Check active entity
isActiveEntity( _entity )
// _entity is a BB object
Returns true if the current active entity is not null and is _entity
.
tactical_entity_manager
As opposed to the vanilla getAllInstances
function, the following functions return
a new array, therefore, any manipulation of this array is safe and does not affect the array in
the tactical_entity_manager.
Get actors by function
getActorsByFunction( _function )
// _function is a function with a single argument: _actor which is an actor
Returns an array containing all actors on the tactical map who return true when passed to
_function
.
Get all actors of a faction
getFactionActors( _faction, _tile = null, _distance = null, _atDistance = false )
// _faction is a BB faction
// _tile is a tile
// _distance is an integer
// _atDistance is a boolean
Returns an array containing all actors on the tactical map who are of the faction _faction
.
If _tile
is not null then _distance
must not be null either. In this case, it only returns
the actors which are within a distance (or if _atDistance
is true, then exactly at the distance)
of _distance
from _tile
.
Get all actors allied with a faction
getAlliedActors( _faction, _tile = null, _distance = null, _atDistance = false )
// _faction is a BB faction
// _tile is a tile
// _distance is an integer
// _atDistance is a boolean
Returns an array containing all actors on the tactical map who are allied with _faction
.
If _tile
is not null then _distance
must not be null either. In this case, it only returns
the actors which are within a distance (or if _atDistance
is true, then exactly at the distance)
of _distance
from _tile
.
Get all actors hostile to a faction
getHostileActors( _faction, _tile = null, _distance = null, _atDistance = false )
// _faction is a BB faction
// _tile is a tile
// _distance is an integer
// _atDistance is a boolean
Returns an array containing all actors on the tactical map who are hostile to actors of _faction
.
If _tile
is not null then _distance
must not be null either. In this case, it only returns
the actors which are within a distance (or if _atDistance
is true, then exactly at the distance)
of _distance
from _tile
.
Get all actors allied with a faction but not of that faction
getNonFactionAlliedActors( _faction, _tile = null, _distance = null, _atDistance = false )
// _faction is a BB faction
// _tile is a tile
// _distance is an integer
// _atDistance is a boolean
Returns an array containing all actors on the tactical map who are allied with _faction
but do not belong
to faction
. If _tile
is not null then _distance
must not be null either. In this case, it only returns
the actors which are within a distance (or if _atDistance
is true, then exactly at the distance)
of _distance
from _tile
.
Example
If you wanted to get all enemies within 3 tiles of an actor during the onUpdate
function of a skill
you could do the following:
function onUpdate( _properties )
{
local actor = this.getContainer().getActor();
if (actor.isPlacedOnMap()) // this check is necessary to ensure ::Tactical.Entities is not null and that the actor has a valid tile
{
local enemies = ::Tactical.Entities.getHostileActors(actor.getFaction(), actor.getTile(), 3);
// now do something with this array
}
}