Prisoner (Entity)
aubergine10 edited this page Oct 19, 2015
·
1 revision
##Overview
Represents a prisoner, and has a vast array of properties.
##Modding
The following modding options are available...
The Prisoner
entity is defined in materials.txt
:
BEGIN Object
-
Name
Prisoner
-
MoveSpeedFactor
0.500000
-
Toughness
20.0000
-
RenderDepth
2
-
BlockedBy
Wall
-
BlockedBy
StaticObject
-
BlockedBy
UtilityStation
-
Sprite
Prisoner
-
Properties
Entity
-
Properties
DoesNotTire
END
##Notes
Prisoner
entities have the most extensive range of features of all Objects, yet alone Entities, giving each one a unique character.
They can perform a wide range of tasks including working, fighting, satisfying needs, escaping, etc.
Prisoner entities expose the following [Properties](Object Properties):
.Age
AiSetTarget
.AiWalkSpeed
.AnimateRotation
.AnimateVelocity
.Attacker
.AttackTimer
.AvailableMoney
-
.AvatarControl
- only in escape mode .BoilingPoint
.BookInCell
.Carried
.CarrierId
.Carrying
.CarryingBook
.Category
.CellId
.CellIdTimer
.CutsceneActor
.Damage
.Dest
.Energy
.Entity
.Equipment
.FailedToFindCell
.FeedJobId
.FollowerId
.Gang
-
-
.Garbage
- wat?!
-
.HealingJobId
.Hidden
.Hostage
.Id
-
-
.IsExternalTeacher
- alwaysfalse
for prisoners, obviously
-
.IsNewIntake
.JobId
.LastAte
.LastTreated
.LastVisitors
.LeavingMap
.Loaded
-
-
.Locked
- isn't this door-specific?
-
.Misbehaviour
.Naked
.Name
.Needs
.Or
.PermitPlayerControl
.PlayerOrderPos
.Pos
-
.Prisoner
- alwaystrue
for prisoners .ReloadTimer
.RequiredCellType
.RestState
.Shackled
-
-
.Slot0..7
- unreliable on entities (can crash game)
-
.SnitchTimer
-
-
.Station
- possibly only guard staff?
-
.StatusEffects
.SubType
.TargetObject
.Timer
.TimeOfLastMisconduct
.Tooltip
.Type
.UnlockingDoor
.Vel
.Walls
.WatchingFight
.WorldObject
They also expose the usual [Methods](Object Methods)
- [Avatar (Entity)](Avatar (Entity)) - player entity in escape mode
^ Open "Pages" to Search
Scripting:
Prisoners:
- [
Avatar
](Avatar (Entity)) - [
Prisoner
](Prisoner (Entity))
Guards (staff):
- [
ArmedGuard
](ArmedGuard (Entity)) - [
Guard
](Guard (Entity)) - [
Dog
](Dog (Entity)) - [
DogHandler
](DogHandler (Entity))
Workers (staff):
- [
Cook
](Cook (Entity)) - [
Doctor
](Doctor (Entity)) - [
Gardener
](Gardener (Entity)) - [
Janitor
](Janitor (Entity)) - [
Workman
](Workman (Entity))
Administration (staff):
- [
Accountant
](Accountant (Entity)) - [
Chief
](Chief (Entity)) - [
Foreman
](Foreman (Entity)) - [
Lawyer
](Lawyer (Entity)) - [
Psychologist
](Psychologist (Entity)) - [
Warden
](Warden (Entity))
Call-ins (services):
- [
ArmedGuard
](ArmedGuard (Entity)) - [
Fireman
](Fireman (Entity)) - [
Paramedic
](Paramedic (Entity)) - [
RiotGuard
](RiotGuard (Entity)) - [
Soldier
](Soldier (Entity))
Parole and Execution (consultants):
- [
AppealsLawyer
](AppealsLawyer (Entity)) - [
AppealsMagistrate
](AppealsMagistrate (Entity)) - [
ExecutionWitness
](ExecutionWitness (Entity)) - [
ParoleLawyer
](ParoleLawyer (Entity)) - [
ParoleOfficer
](ParoleOfficer (Entity))
Other / Special:
- [
Actor
](Actor (Entity)) - [
SpiritualLeader
](SpiritualLeader (Entity)) - [
Teacher
](Teacher (Entity)) - [
TruckDriver
](TruckDriver (Entity)) - [
Visitor
](Visitor (Entity))