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Character

Static Events / Methods​

CharacterCreated​

An event. Fires whenever a character gets created.

Parameters:

  • Character: Character - a character that gets created.

CharacterDestroyed​

An event. Fires whenever a character gets destroyed.

Parameters:

  • Character: Character - a character that gets destroyed.

GetCharacterMap()​

Starts the handler.

Returns:

  • CharacterMap: Map. A map where key is Instance and the value is Character attached to it.

GetCharacterFromInstance(instance)​

Retrieves the character associated with the given instance.

Parameters:

  • Instance: Instance

Returns:

  • Character: Character?. A character associated with the provided instance.

GetLocalCharacter()​

Retrieves the character associated with the local player.

Returns:

  • Character: Character?.

Fields​

Instance @readonly​

An instance Character object is attached to.

DisableSkills​

A boolean value. Character's skills cannot be started if true.

Humanoid @readonly​

A Humanoid associated with character's instance.

Player? @readonly​

A Player associated with the character. Retrieved internally by Players:GetPlayerFromCharacter(self.Instance).

Events​

SkillAdded​

An event. Gets fired when a skill gets added to the character.

Parameters:

  • Skill: Skill - A skill that got added.

SkillRemoved​

An event. Gets fired when a skill gets removed from the character.

Parameters:

  • Skill: Skill - A skill that got removed.

SkillStarted​

An event. Gets fired when a skill that is assigned to the character starts.

Parameters:

  • Skill: Skill - A skill that got started.

SkillEnded​

An event. Gets fired when a skill that is assigned to the character ends.

Parameters:

  • Skill: Skill - A skill that got ended.

StatusEffectAdded​

An event. Gets fired when a status effect gets added to the character.

Parameters:

StatusEffectRemoved​

Gets fired when a status effect gets removed from the character.

Parameters:

StatusEffectStarted​

An event. Gets fired when a status effect that is assigned to the character starts.

Parameters:

StatusEffectEnded​

Gets fired when a status effect that is assigned to the character ends.

Parameters:

HumanoidPropertiesUpdated​

Gets fired when character's humanoid data gets updated.

Parameters:

  • Props: AffectableHumanoidProps - a map of propertyName and it's new value.

DamageTaken​

Gets fired when character takes damage from any skill / status effect. Container's source will always be nil on client

Parameters:

  • Container: DamageContainer.

DamageDealt​

Gets fired when any skill or status effect that belongs to this character damage another character.

Parameters:

  • Container: DamageContainer.

Destroyed​

Gets fired when character gets destroyed.

MovesetChanged​

Gets fired when character's current Moveset changed.

Parameters:

  • NewMoveset: string? - a name of the new moveset.
  • OldMoveset: string? - a name of the old moveset.
note

Moveset object can get retrieved using :GetMovesetObjectByName()

Constructors​

new(instance) -> Character​

Accepts the instance and returns a new WCS Character. Instance must contain a Humanoid.

Parameters:

  • Instance

Methods​

Destroy()​

Destroys the object and performs necessary cleanup tasks. You usually suppost to fire this manually when your humanoid dies.

TakeDamage(container)​

Calculates the damage based on status effects and fires a DamageTaken event. Returns the calculated damage.

Parameters:

  • Container: DamageContainer

Returns

  • Container: DamageContainer - a container with calculated damage after status effect affection.

PredictDamage(container)​

Calculates the damage based on status effects. Returns the calculated damage.

Parameters:

  • Container: DamageContainer

Returns

  • Container: DamageContainer - a container with calculated damage after status effect affection.

SetDefaultProps(props)​

Sets default humanoid properties of the character.

Parameters:

  • Properties: Partial_AffectableHumanoidProps - A partial map of a PropertyName and its Value.
Char.SetDefaultProps({
WalkSpeed: 32,
})

GetDefaultProps()​

Retrieves the default humanoid properties of the character.

Returns

  • Properties: AffectableHumanoidProps - A map of a PropertyName and its Value.

GetAppliedProps()​

Retrieves the currently applied humanoid properties, depending on current HumanoidData.

Returns

  • Properties: AffectableHumanoidProps - A map of a PropertyName and its Value.

GetAllStatusEffects()​

Retrieves all status effects.

GetAllActiveStatusEffects()​

Retrieves all active status effects.

GetAllStatusEffectsOfType(constructor)​

Retrieves all status effects of a given type.

Parameters:

  • Constructor: Constructor<AnyStatus> - A status effect class to check.

GetAllActiveStatusEffectsOfType(constructor)​

Retrieves all active status effects of a specific type.

Parameters:

  • Constructor: Constructor<AnyStatus> - A status effect class to check.

HasStatusEffects(statuses)​

Checks if character has any active status effects of the specified type.

Parameters:

  • Statuses: Constructor<AnyStatus>[] | Constructor<AnyStatus> - A list of status effect classes to check.

Returns

  • boolean

GetSkills()​

Retrieves the skills stored in the skills object and returns them as an array.

Returns

  • Skills: Constructor<AnySkill>[]

GetAllActiveSkills()​

Retrieves all active skills and returns them as an array.

Returns

  • Skills: Constructor<AnySkill>[]

GetSkillFromString(name)​

Retrieves the skill instance by its name.

Parameters:

  • Name: string - a name of the skill.

Returns

  • Skill: Skill?

GetSkillsDerivedFrom(constructor)​

Retrieves all skills that extend from constructor.

Parameters:

  • Constructor: Constructor<AnySkill>.

Returns

  • Skills: Skill[]

GetSkillFromConstructor(constructor)​

Retrieves a skill instance based on the provided constructor.

Parameters:

  • Constructor: Constructor<AnySkill> - A constructor of the skill class.

Returns

  • Skill: Skill?

ApplyMoveset(moveset)​

Applies a Moveset to the character.

Parameters:

  • Moveset: Moveset | string - A Moveset object or it's name.

GetMoveset()​

Returns the current Moveset.

Returns

  • Moveset: Moveset?

GetMovesetName()​

Returns the current Moveset's name.

Returns

  • Moveset: string?

GetMovesetSkills(name?)​

Gets the skills that belong to a provided Moveset.

Parameters:

  • MovesetName: string? - A name of the Moveset to get skills from. @defaults to the currently applied Moveset.

ClearMoveset()​

Clears the Moveset and destroys all skills that belong to it.

ApplySkillsFromMoveset(moveset)​

Adds the skills from a given Moveset. Does not set the Moveset.

Parameters:

  • MovesetName: Moveset - The Moveset to apply from.