1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
|
# Player
The player table now contains bindings which contains functions to save/load, access and modify the player's identity, mode, aim, emote and more.
---
#### `Json` player.save()
Serializes the player to Json the same way Starbound does for disk storage and returns it.
#### `void` player.load(`Json` save)
Reloads the player from a Json **save**. This will reset active ScriptPanes and scripts running on the player.
---
#### `String` player.name()
Returns the player's name.
#### `void` player.setName(`String` name)
Sets the player's name.
---
#### `String` player.description()
Returns the player's description.
#### `void` player.setDescription(`String` description)
Sets the player's description. The new description will not be networked buntil the player warps or respawns.
---
#### `void` player.setSpecies(`String` species)
Sets the player's species. Must be a valid species.
---
#### `void` player.setGender(`String` gender)
Sets the player's gender.
---
#### `String` player.imagePath()
If the player has a custom humanoid image path set, returns it. otherwise, returns `nil`.
#### `void` player.setImagePath(`String` imagePath)
Sets the player's image path. Specify `nil` to remove the image path.
---
#### `Personality` player.personality()
Returns the player's personality as a `table` containing a `string` idle, `string` armIdle, `Vec2F` headOffset and `Vec2F` armOffset.
#### `void` player.setPersonality(`Personality` personality)
Sets the player's personality. The **personality** must be a `table` containing at least one value as returned by `player.personality()`.
---
#### `String` player.bodyDirectives()
Returns the player's body directives.
#### `void` player.setBodyDirectives(`String` bodyDirectives)
Sets the player's body directives.
---
#### `String` player.emoteDirectives()
Returns the player's emote directives.
#### `void` player.setEmoteDirectives(`String` emoteDirectives)
Sets the player's emote directives.
---
#### `void` player.setHair(`String` hairGroup, `String` hairType, `String` hairDirectives)
Sets the player's hair group, type, and directives.
---
#### `String` player.hairGroup()
Returns the player's hair group.
#### `void` player.setHairGroup(`String` hairGroup)
Sets the player's hair group.
---
#### `String` player.hairType()
Returns the player's hair type.
#### `void` player.setHairType(`String` hairType)
Sets the player's hair type.
---
#### `String` player.hairDirectives()
Returns the player's hair directives.
#### `void` player.setHairDirectives(`String` hairDirectives)
Sets the player's hair directives.
---
#### `String` player.facialHair()
Returns the player's facial hair type. Same as player.facialHairType?
#### `void` player.setFacialHair(`String` facialHairGroup, `String` facialHairType, `String` facialHairDirectives)
Sets the player's facial hair group, type, and directives.
---
#### `String` player.facialHairType()
Returns the player's facial hair type.
#### `void` player.setFacialHairType(`String` facialHairType)
Sets the player's facial hair type.
---
#### `String` player.facialHairGroup()
Returns the player's facial hair group.
#### `void` player.setFacialHairGroup(`String` facialHairGroup)
Sets the player's facial hair group.
---
#### `String` player.facialHairDirectives()
Returns the player's facial hair directives.
#### `void` player.setFacialHairDirectives(`String` facialHairDirectives)
Sets the player's facial hair directives.
---
#### `String` player.facialMask()
Returns the player's facial mask group.
#### `void` player.setFacialMask(`String` facialMaskGroup, `String` facialMaskType, `String` facialMaskDirectives)
Sets the player's facial mask group, type, and directives.
---
#### `String` player.facialMaskDirectives()
Returns the player's facial mask directives.
#### `void` player.setFacialMaskDirectives(`String` facialMaskDirectives)
Sets the player's facial mask directives.
---
#### `PlayerMode` player.mode()
Returns the player's mode.
#### `void` player.setMode(`String` mode)
Sets the player's mode. **mode** must be either `"casual"`, `"survival"` or `"hardcore"`.
---
#### `Color` player.favoriteColor()
Returns the player's favorite color.
It is used for the beam shown when wiring, placing, and highlighting with beam-tools (Matter Manipulator).
#### `void` player.setFavoriteColor(`Color` color)
Sets the player's favorite color. **color** can have an optional fourth value for transparency.
---
#### `Vec2F` player.aimPosition()
Returns the player's aim position.
---
#### `void` player.emote(`String` emote, [`float` cooldown])
Makes the player do an emote with the default cooldown unless a **cooldown** is specified.
#### `String, float` player.currentEmote()
Returns the player's current emote and the seconds left in it.
---
#### `unsigned` player.actionBarGroup()
Returns the player's active action bar.
#### `void` player.setActionBarGroup(`unsigned` barId)
Sets the player's active action bar.
#### `Variant<unsigned, EssentialItem>` player.selectedActionBarSlot()
Returns the player's selected action bar slot.
#### `void` player.setSelectedActionBarSlot(`Variant<unsigned, EssentialItem>` slot)
Sets the player's selected action bar slot.
#### `void` player.setDamageTeam(`DamageTeam` team)
Sets the player's damage team. This must be called every frame to override the current damage team that the server has given the player (normally controlled by /pvp)
---
#### `void` player.say(`String` line)
Makes the player say a string.
---
#### `Json` player.humanoidIdentity()
Returns the specific humanoid identity of the player, containing information such as hair style and idle pose.
#### `void` player.setHumanoidIdentity(`Json` humanoidIdentity)
Sets the specific humanoid identity of the player.
---
#### `ItemDescriptor` player.item(`ItemSlot` itemSlot)
Returns the contents of the specified itemSlot.
#### `void` player.setItem(`ItemSlot` itemSlot, `ItemDescriptor` item)
Puts the specified item into the specified itemSlot.
Item slots in item bags are structured like so: `{String bagName, int slot}`
---
#### `int` player.itemBagSize(`String` itemBagName)
Returns the size of an item bag.
#### `bool` player.itemAllowedInBag(`String` itemBagName, `ItemDescriptor` item)
Returns whether the specified item can enter the specified item bag.
---
#### `ActionBarLink` player.actionBarSlotLink(`int` slot, `String` hand)
Returns the contents of the specified action bar link slot's specified hand.
#### `bool` player.setActionBarSlotLink(`int` slot, `String` hand, `ItemSlot` itemSlot)
Links the specified slot's hand to the specified itemSlot.
---
#### `Float` player.interactRadius()
Returns the player's interact radius.
#### `void` player.setInteractRadius(`Float` interactRadius)
Sets the player's interact radius. This does not persist upon returning to the main menu.
---
#### `JsonArray` player.availableRecipes()
Returns all the recipes the player can craft with their currently held items and currencies.
---
#### `String` player.currentState()
Returns the player's current movement state.
<details><summary><b>Player States</b></summary>
idle<br>
walk<br>
run<br>
jump<br>
fall<br>
swim<br>
swimIdle<br>
lounge<br>
crouch<br>
teleportIn<br>
teleportOut<br>
</details>
---
#### `List<Json>` player.teamMembers()
Returns an array, each entry being a table with `name`, `uuid`, `entity`, `healthPercentage` and `energyPercentage`
---
|