obj.Misbehaviour - originalfoo/Prison-Architect-API GitHub Wiki
PA Bug #9969 - different primitive types when getting vs. setting
##Overview
The .Misbehaviour property is specific to Prisoner entities and defines how they are misbehaving.
##Syntax
-- get:
local misbehaviour = somePrisoner.Misbehaviour -- <string>
-- set:
somePrisoner.Misbehaviour = <number>When getting the value, a string will be returned (needs more testing to find all applicable values), but when setting you have to use a number instead:
-
0='None'- No misbehaviour -
1='Misbehaving'Start fighting, spoiling, or destroying randomly. -
2='Escaping'Run for freedom. -
3='Destroying'Attack objects nearby. -
4='Spoiling'Be hostile to random target, either entity or not, therefore soon becomes destroying or fighting. -
5='Fighting'Set TargetObject.u and .i to make the prisoner attack specific target. Or they will attack someone nearby randomly. -
6='Rioting' -
7='HostageTaking', but they don't actually do anything. TargetObject won't help it work. -
8= ? Prisoner puts hands up like fighting, but doesn't actually fight; Guards will attack them
##Example
-- start a riot
local find = this.GetNearbyObjects
local range = 10
for prisoner in next, find( 'Prisoner', range ) do
prisoner.Misbehaviour = 6
end##Notes
##See Also