Table of Contents

Actor Class

Class For Actor Interface

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How to Write Event

 ScriptSupportEvent:registerEvent([[EventName]],callbackFunctionName) 

Example

function Dies (event)

local ActorDie , ActorCause , Actorid = event.eventobjid , event.toobjid , event.actorid

end

 ScriptSupportEvent:registerEvent([[Actor.Die]],Dies) 

Event List

EventName Parameters Description
Actor.AddBuff eventobjid, actorid, buffid, bufflvl Creatures gain status effects
Actor.AreaIn eventobjid, areaid Creatures enter the area
Actor.AreaOut eventobjid, areaid Creature leaves area
Actor.AttackHit eventobjid, toobjid, actorid, targetactorid Attack hit
Actor.Attack eventobjid, toobjid, actorid, targetactorid Attack
Actor.BeHurt eventobjid, toobjid, hurtlv, actorid Hurt
Actor.Beat eventobjid, toobjid, actorid, targetactorid Mob beats player/mob
Actor.ChangeAttr eventobjid, actorid, actorattr, actorattrval Attribute change
Actor.ChangeMotion eventobjid, areaid, actormotion Creature behavior state changed to [n]
Actor.Collide eventobjid, toobjid, actorid, targetactorid Collides with player/mob
Actor.Create eventobjid, actorid Was created
Actor.Damage eventobjid, toobjid, hurtlv, actorid, targetactorid Cause some damages
Actor.Die eventobjid, toobjid, actorid Die
Actor.Projectile.Hit eventobjid, toobjid, itemid, targetactorid, x, y, z, helper objid Throwing hits
Actor.RemoveBuff eventobjid, actorid, buffid, bufflvl Creatures lose status effects

API list

Class:apiName(parameters) Return Description
Actor:isPlayer(objid:number) ErrorCode.OK is the player Detect whether it is a player
Actor:isMob(objid:number) ErrorCode.OK is a monster Detect whether it is a monster
Actor:getObjType(objid:number) ErrorCode.OK objtype:number Get the object type (player, creature, throwing object, falling object, etc.)
Actor:isInAir(object:number) ErrorCode.OK Whether in the air
Actor:getPosition(objid:number) ErrorCode.OK x,y,z:number Get actor position
Actor:jump(object:number) ErrorCode.OK Jump
Actor:killSelf(object:number) ErrorCode.OK Kill yourself
Actor:getCurPlaceDir(object:number) ErrorCode.OK dir:number Get the current orientation
Actor:tryMoveToActor(self_objid:number, target_objid:number, speed:number) ErrorCode.OK Moving to the target actor
Actor:tryMoveToPos(object:number, x:number, y:number, z:number, speed:number) ErrorCode.OK Move to the target position
Actor:addHP(object:number, hp:number) ErrorCode.OK Increase the current life
Actor:getHP(object:number) ErrorCode.OK value:number Get the current amount of life
Actor:getMaxHP(object:number) ErrorCode.OK value:number Get the maximum amount of life
Actor:addOxygen(object:number, oxygen:number) ErrorCode.OK Increase the current oxygen value
Actor:getOxygen(object:number) ErrorCode.OK value:number Get the current oxygen value
Actor:addEnchant(object:number, slot:number, enchantId:number, enchantLevel:number) ErrorCode.OK Increase equipment enchantment
Actor:removeEnchant(object:number, slot:number, enchantId:number) ErrorCode.OK Remove equipment enchant
Actor:findNearestBlock(object:number, blockid:number, blockRange: number) ErrorCode.OK x,y,z:number Find nearby squares
Actor:setFaceYaw(object:number, yaw:number) ErrorCode.OK Set the actor's in-situ rotation offset angle
Actor:getFaceYaw(object:number) ErrorCode.OK yaw:number Get the actor's in-situ rotation offset angle
Actor:turnFaceYaw(object:number, offset:number) ErrorCode.OK Rotate the actor's lateral offset angle
Actor:setFacePitch(object:number, pitch:number) ErrorCode.OK Set the actor's viewing angle to look up
Actor:getFacePitch(object:number) ErrorCode.OK pitch:number Get the angle of view of the actor
Actor:turnFacePitch(object:number, offset:number) ErrorCode.OK Turn the actor to look up at the offset angle
Actor:playBodyEffect(object:number, type:number) ErrorCode.OK Play special effects
Actor:stopBodyEffect(object:number, type:number) ErrorCode.OK Stop special effects
Actor:playBodyEffectByFile(object:number, filename:string, sync:bool) ErrorCode.OK Playing file effects
Actor:stopBodyEffectByFile(object:number, filename:string) ErrorCode.OK Stop file effects
Actor:playSound(object:number, name:string, volume:number, pitch:number, flag:number) ErrorCode.OK Play sound
Actor:playSoundSpecial(object:number, name:string, type:number) ErrorCode.OK Play sound (specific type)
Actor:clearActorWithId(actor:number, bkill:boolean) ErrorCode.OK Clear the creature whose creature ID is actorid
Actor:setAttackType(object:number, attacktype:number) ErrorCode.OK Set the damage type
Actor:setImmuneType(object:number, immunetype:number, isadd:bool) ErrorCode.OK Set immune damage type
Actor:mountActor(object:number, mountobjid:number, posindex:number) ErrorCode.OK Boarding and disengaging the vehicle
Actor:setActionAttrState(object:number, actionattr:number, switch:boolean) ErrorCode.OK Set the biological behavior attribute status
Actor:getActionAttrState(object:number, actionattr:number) ErrorCode.OK switch:boolean To obtain the state of the special attribute of the creature
Actor:tryNavigationToPos(object:number, x:number, y:number, z:number, cancontrol:boolean, bshowtip:boolean) ErrorCode.OK Find the way to the target location
Actor:randomActorID() ErrorCode.OK Randomly create a creature in the resource library
Actor:getRidingActorObjId(object:number) ErrorCode.OK Get the objid of the riding creature
Actor:playBodyEffectById(object:number, particleId:number, scale:number) ErrorCode.OK Play special effects on the specified player
Actor:stopBodyEffectById(object:number, particleId:number) ErrorCode.OK Stop the special effects on the specified player
Actor:setBodyEffectScale(object:number, particleId:number, scale:number) ErrorCode.OK Set the size of the special effect on the specified player
Actor:playSoundEffectById(object:number, soundId:number, volume:number, pitch:number, isLoop:bool) ErrorCode.OK Play sound effects on the specified Actor
Actor:stopSoundEffectById(object:number, soundId:number) ErrorCode.OK Stop the sound effect on the specified Actor
Actor:appendSpeed(playerid:number, x:number, y:number, z:number) ErrorCode.OK Attach a speed to the actor
Actor:getFaceDirection(object:number) ErrorCode.OK Get actor orientation
Actor:calcDirectionByDirection(object:number, vx:number, vy:number, vz:number) ErrorCode.OK dir:table{x=number, y=number, z=number} Calculate the absolute direction through the local coordinate direction
Actor:calcDirectionByAngle(object:number, yaw:number, pitch:number) ErrorCode.OK dir:table{x=number, y=number, z=number} Calculate the absolute direction through the local spherical coordinate direction
Actor:calcDirectionByYawDirection(object:number, vx:number, vy:number, vz:number) ErrorCode.OK dir:table{x=number, y=number, z=number} Calculate the absolute positive direction through the local coordinate direction (ignoring the viewing angle elevation angle)
Actor:calcDirectionByYawAngle(object:number, yaw:number, pitch:number) ErrorCode.OK dir:table{x=number, y=number, z=number} Calculate the absolute positive direction through the local spherical coordinate direction (ignoring the viewing angle elevation angle)
Actor:getEyeHeight(object:number) ErrorCode.OK height:number Get the eye height
Actor:getEyePosition(object:number) ErrorCode.OK x,y,z:number Get the eye position
Actor:getBodySize(object:number) ErrorCode.OK w:number, h:number Get body size
Actor:playAct(object:number, actid:number) ErrorCode.OK Play action
Actor:shownickname(object:number, bshow:boolean) ErrorCode.OK Set nickname display
Actor:setnickname(object:number, nickname:string) ErrorCode.OK Set the nickname
Actor:getActorFacade(object:number) ErrorCode.OK name:string Get the appearance of Actor
Actor:changeCustomModel(object:number, modelName:string) ErrorCode.OK Change the appearance of Actor
Actor:recoverinitialModel(object:number) ErrorCode.OK Restore the appearance of the creature
Actor:addBuff(object:number, buffid:number, bufflv:number, customticks:number) ErrorCode.OK Increase the specified BUFF
Actor:hasBuff(object:number, buffid:number) ErrorCode.OK ret:boolean Whether there is already a specified BUFF
Actor:removeBuff(object:number, buffid:number) ErrorCode.OK Remove the specified BUFF
Actor:clearAllBuff(object:number) ErrorCode.OK Clear all BUFF
Actor:clearAllBadBuff(object:number) ErrorCode.OK Clear all debuff BUFF
Actor:getBuffList(object:number) ErrorCode.OK num:number, array:table(buffid array) Get the existing BUFF
Actor:getBuffLeftTick(object:number, buffid:number) ErrorCode.OK ticks:number Get the remaining ticks of BUFF
Actor:randomFacadeID() ErrorCode.OK facadeid:string Obtain a random appearance id string
Actor:playerHurt(objectA:number, object:number, hp:number, attackType:number) ErrorCode.OK The main effect of this method
Actor:playerHurtArea(objectA:number, plow:number, hp:number, attackType:number) ErrorCode.OK The main effect of this method
Actor:actorHurt(objectA:number, object:number, hp:number, attackType:number) ErrorCode.OK The main effect of this method
Actor:actorHurtArea(objectA:number, plow:number, hp:number, attackType:number) ErrorCode.OK The main effect of this method
Actor:getPositionV2(objid:number) ErrorCode.OK code:number, pos:table{x:number, y:number, z:number} Get actor position
Actor:setFaceDirection(objid:number, x:number, y:number, z:number) ErrorCode.OK code:number Set the orientation of the object