Object

Info

Also see Spire Quest API Explorer for latest definitions and Quest examples

Last generated 2022.05.11

$object->ClearUser();
$object->Close();
$object->Delete([bool reset_state = false]);
$object->DeleteItem(uint8 index);
$object->Depop();
$object->EntityVariableExists(string key);
$object->GetDBID();
$object->GetEntityVariable(string key);
$object->GetHeading();
$object->GetID();
$object->GetIcon();
$object->GetItemID();
$object->GetModelName();
$object->GetSize();
$object->GetSolidType();
$object->GetTiltX();
$object->GetTiltY();
$object->GetType();
$object->GetX();
$object->GetY();
$object->GetZ();
$object->IsGroundSpawn();
$object->IsObject();
$object->Repop();
$object->Save();
$object->SetEntityVariable(string key, string var);
$object->SetHeading(float heading);
$object->SetID(uint16 id);
$object->SetIcon(uint32 icon);
$object->SetItemID(uint32 item_id);
$object->SetLocation(float x, float y, float z);
$object->SetModelName(string name);
$object->SetSize(float size);
$object->SetSolidType(uint16 type);
$object->SetTiltX(float tilt_x);
$object->SetTiltY(float tilt_y);
$object->SetType(uint32 type);
$object->SetX(float x);
$object->SetY(float y);
$object->SetZ(float z);
$object->StartDecay();
$object->VarSave();

Info

Also see Spire Quest API Explorer for latest definitions and Quest examples

Last generated 2022.05.11

object:ClearUser();
object:Close();
object:Delete(bool reset_state);
object:Delete();
object:DeleteItem(int index);
object:Depop();
object:EntityVariableExists(string name);
object:GetDBID();
object:GetEntityVariable(name);
object:GetHeading();
object:GetID();
object:GetIcon();
object:GetItemID();
object:GetModelName();
object:GetType();
object:GetX();
object:GetY();
object:GetZ();
object:IsGroundSpawn();
object:Repop();
object:Save();
object:SetEntityVariable(string name, string value);
object:SetHeading(float h);
object:SetID(int user);
object:SetIcon(uint32 icon);
object:SetItemID(uint32 item_id);
object:SetLocation(float x, float y, float z);
object:SetModelName(string name);
object:SetType(uint32 type);
object:SetX(float x);
object:SetY(float y);
object:SetZ(float z);
object:StartDecay();
object:VarSave();