Module engine.Object
Functions
| _M:act () | Do something when its your turn For objects this mostly is to recharge them By default, does nothing at all | 
| _M:canAct () | Can this object act at all Most object will want to answer false, only recharging and stuff needs them | 
| _M:canStack (o) | Can it stacks with others of its kind ? | 
| _M:enoughEnergy (val) | Do we have enough energy | 
| _M:forAllStack (fct) | Applies a function to all items of the stack | 
| _M:getDesc () | Gets the full desc of the object | 
| _M:getDisplayColor () | Gets the color in which to display the object in lists | 
| _M:getName (t) | Gets the full name of the object | 
| _M:getNumber () | Returns the number of objects available Always one for non stacking objects | 
| _M:getRequirementDesc (who) | Describe requirements | 
| _M:getSubtypeOrder () | Sorting by type function By default, sort by subtype name | 
| _M:getTypeOrder () | Sorting by type function By default, sort by type name | 
| _M:loaded () | Loaded, we add ourself back to the game | 
| _M:resolve (t, last, on_entity) | Resolves the object This will call the entities resolver and then add to the game entities list | 
| _M:setupMinimapInfo (mo, map) | Setup minimap color for this entity You may overload this method to customize your minimap | 
| _M:stack (o, force) | Adds object to the stack | 
| _M:stackable () | Stackable, can it stack at all ? | 
| _M:unstack () | Removes an object of the stack | 
| _M:useEnergy (val) | Use some energy | 
| _M:wornInven () | Returns the inventory type an object is worn on | 
Functions
- _M:act ()
- Do something when its your turn For objects this mostly is to recharge them By default, does nothing at all
- _M:canAct ()
- Can this object act at all Most object will want to answer false, only recharging and stuff needs them
- _M:canStack (o)
- 
Can it stacks with others of its kind ?
Parameters- o:
 
- _M:enoughEnergy (val)
- 
Do we have enough energy
Parameters- val:
 
- _M:forAllStack (fct)
- 
Applies a function to all items of the stack
Parameters- fct:
 
- _M:getDesc ()
- Gets the full desc of the object
- _M:getDisplayColor ()
- Gets the color in which to display the object in lists
- _M:getName (t)
- 
Gets the full name of the object
Parameters- t:
 
- _M:getNumber ()
- Returns the number of objects available Always one for non stacking objects
- _M:getRequirementDesc (who)
- 
Describe requirements
Parameters- who:
 
- _M:getSubtypeOrder ()
- Sorting by type function By default, sort by subtype name
- _M:getTypeOrder ()
- Sorting by type function By default, sort by type name
- _M:loaded ()
- Loaded, we add ourself back to the game
- _M:resolve (t, last, on_entity)
- 
Resolves the object This will call the entities resolver and then add to the game entities list
Parameters- t:
- last:
- on_entity:
 
- _M:setupMinimapInfo (mo, map)
- 
Setup minimap color for this entity You may overload this method to customize your minimap
Parameters- mo:
- map:
 
- _M:stack (o, force)
- 
Adds object to the stack
Parameters- o:
- force:
 Return value:true if stacking worked, false if not
- _M:stackable ()
- Stackable, can it stack at all ?
- _M:unstack ()
- 
Removes an object of the stack
Return value:object, true if the last, or object, false if more
- _M:useEnergy (val)
- 
Use some energy
Parameters- val:
 
- _M:wornInven ()
- Returns the inventory type an object is worn on