obj.BookInCell
aubergine10 edited this page Dec 6, 2015
·
3 revisions
##Overview
This property only applies to [Prisoner
](Prisoner (Entity)) entities and indicates whether they have a library book in their cell (as far as I can tell).
##Syntax
-- get:
local cellBook = somePrisoner.BookInCell
-- set:
somePrisoner.BookInCell = [true|false] -- does not work
##Example
Set literacy need to 0
for any prisoner that has book in cell:
local prisoners = this.GetNearbyObjects( 'Prisoner', 5000 )
for prisoner in next, prisoners do
if prisoner.BookInCell then
prisoner.Needs.Literacy = 0
end
end
##Notes
I'm not 100% sure that "book" is a library book, it could mean something completely different, such as when a prisoner is first assigned a cell, or being escorted to a cell, or shackled in their cell waiting for transfer to solitary. If you find out, please let us know via the Issues tab above.
##See Also
-
data/
scrips/
:- to do
-
data/
materials.txt
:-
Entities:
- [
Prisoner
](Prisoner (Entity))
- [
-
Rooms:
- [
Library
](Library (Room))
- [
-
Consumables:
- [
LibraryBookUnsorted
](LibraryBookUnsorted (Consumable)) - [
LibraryBookSorted
](LibraryBookSorted (Consumable))
- [
-
Entities:
^ Open "Pages" to Search
- [Lua Basics](Lua Basics Guide)
- [Save-Load Cycle](Save-Load Cycle Guide)
[Globals](Object Globals):
- [
Game
](Game (Global)) - [
me
](me (Global)) - [
Object
](Object (Global)) - [
this
](this (Global))
[Events](Object Events):
- [Rotation table](Rotation table)
- [Id table](Id table)
- [Location table](Location table)
- [Velocity table](Velocity table)
[Methods](Object Methods):
.ApplyVelocity()
.ClearRouting()
.CreateJob()
.Delete()
.GetNearbyObjects()
.LeaveMap()
.NavigateTo()
.Sound()
[Properties](Object Properties):
.Active
.Age
.AiSetTarget
.AiWalkSpeed
.AnimateRotation
.AnimateVelocity
.AssignedRoom
.Attacker
.AttackTimer
.AvailableMoney
.AvatarControl
.BodyArmour
.BoilingPoint
.BookInCell
.Carried
.CarrierId
.Carrying
.CarryingBook
.Category
.Cell
.CellId
.CellIdTimer
.CloseTimer
-
.Connections
⚠️ .Contents
.CutsceneActor
.Damage
.Dest
.Door
.Driver
.Energy
.Equipment
.Entity
-
.ExternalPower
⚠️ .FailedToFindCell
.FeedJobId
.FireEngine
.Fireman
.FollowerId
.Fuel
.Gang
.Garbage
.HealingJobId
.Hidden
.Hose
.HoseOffset
.Hostage
.Id
.Intensity
.IsExternalTeacher
.IsNewIntake
.JobId
.LastAccess
.LastAte
.LastTreated
.LastVisitors
.LeavingMap
.Library
.Loaded
.Locked
.Misbehaviour
.Mode
.Naked
.Name
.Needs
.Office
-
.On
⚠️ .Open
.OpenDir
.Opened
.OpenOnTrigger
.OpenTimer
.Operation
.OperationTimer
.Or
.Patrol
.PermitPlayerControl
.PlayerOrderPos
.Pos
-
.Powered
⚠️ .Prisoner
.ProcessingRoom
.Quantity
.ReloadTimer
.RemotelyOpenable
.RequiredCellType
.RestState
.Result
.RotateDir
.SectorTimer
.Shackled
.Slot0..7
.SnitchTimer
.Speed
.State
.Station
.StatusEffects
.SubType
.TargetObject
.TazerTrained
.TimeOfLastMisconduct
.Timer
.Tooltip
.Triggered
.TriggeredBy
.TriggeredTime
.Type
.UnlockingDoor
.Vel
.WallCheckTimer
.Walls
.WatchingFight
.Weight
-
.Wired
⚠️ .WorldObject