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Heroes of Newerth Wiki
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== IEntityItem members == * ItemList - The list of items internal names. * <span style="color:#00FFE1">Boolean</span> IEntityItem:CanActivate() - Returns whether the item can be activated. * <span style="color:#00FFE1">Boolean</span> IEntityItem:CanDrop() - Returns whether the item can be dropped on the ground. * <span style="color:#00FFE1">Boolean</span> IEntityItem:CanUse() - Returns whether the item can be used. * <span style="color:#0080FF">Number</span> IEntityItem:GetActiveManaCost() * <span style="color:#00F539">String </span> IEntityItem:GetActiveModifierKey() * <span style="color:#00FFE1">Boolean</span> IEntityItem:GetAllowAutoCast() * <span style="color:#00FFE1">Boolean</span> IEntityItem:GetAllowDisassemble() - Returns whether the item can be disassembled. * <span style="color:#00FFE1">Boolean</span> IEntityItem:GetAllowOutOfBoundsCast() * <span style="color:#00FFE1">Boolean</span> IEntityItem:GetAllowOutOfRangeCast() * <span style="color:#00FFE1">Boolean</span> IEntityItem:GetAllowSharing() - Returns whether the item can be shared with other players. * <span style="color:#00FFE1">Boolean</span> IEntityItem:GetAllowTransfer() - Returns whether the item can be given transferred. * <span style="color:#0080FF">Number</span> IEntityItem:GetAreaCastRange() * <span style="color:#00FFE1">Boolean</span> IEntityItem:GetAutoAssemble() - Returns whether the item auto assembles. * <span style="color:#00FFE1">Boolean</span> IEntityItem:GetAutoRecharge() - Returns whether the item automatically gains a charge (e.g. . * <span style="color:#00FFE1">Boolean</span> IEntityItem:GetAutoToggleOffWhenDisabled() * <span style="color:#00FFE1">Boolean</span> IEntityItem:GetAutoToggleOffWithTriggeredManaCost() * <span style="color:#00FFE1">Boolean</span> IEntityItem:GetBindOnPickup() * <span style="color:#0080FF">Number</span> IEntityItem:GetCastActionTime() * <span style="color:#0080FF">Number</span> IEntityItem:GetCastTime() - Returns the cast time when using the item. * <span style="color:#00F539">String</span> IEntityItem:GetCategory() * <span style="color:#0080FF">Number</span> IEntityItem:GetChannelRange() * <span style="color:#0080FF">Number</span> IEntityItem:GetChannelTime() * <span style="color:#0080FF">Number</span> IEntityItem:GetChargeCost() * <span style="color:#0080FF">Number</span> IEntityItem:GetCharges() - Returns the amount of charges available. * <span style="color:#FFF700">Table</span>{CItemDefinition} IEntityItem:GetComponents() * <span style="color:#0080FF">Number</span> IEntityItem:GetConeCastRange() * <span style="color:#0080FF">Number</span> IEntityItem:GetConeCastWidth() * <span style="color:#0080FF">Number</span> IEntityItem:GetCooldownOnDamage() * <span style="color:#0080FF">Number</span> IEntityItem:GetCooldownTime() * <span style="color:#0080FF">Number</span> IEntityItem:GetCost() - Returns the cost of the recipe used to make the item. * <span style="color:#00FFE1">Boolean</span> IEntityItem:GetDeferChannelCost() * <span style="color:#00FFE1">Boolean</span> IEntityItem:GetDeferChannelImpact() * <span style="color:#00FFE1">Boolean</span> IEntityItem:GetDestroyOnEmpty() * <span style="color:#00FFE1">Boolean</span> IEntityItem:GetDisabled() * <span style="color:#00FFE1">Boolean</span> IEntityItem:GetDoubleActivate() - Returns whether the item can be activated twice (e.g. to teleport to base). * <span style="color:#00FFE1">Boolean</span> IEntityItem:GetDropOnDeath() - Returns whether the item drops on death. * <span style="color:#0080FF">Number</span> IEntityItem:GetForceRange() * <span style="color:#00FFE1">Boolean</span> IEntityItem:GetFrontQueue() * <span style="color:#00FFE1">Boolean</span> IEntityItem:GetIgnoreCooldown() * <span style="color:#00FFE1">Boolean</span> IEntityItem:GetIgnoreInvulnerable() * <span style="color:#0080FF">Number</span> IEntityItem:GetInitialCharges() - Returns the amount of charges you get when buying the item. * <span style="color:#0080FF">Number</span> IEntityItem:GetInitialStock() - Returns the initial amount of items in stock (when the game starts). * <span style="color:#00FFE1">Boolean</span> IEntityItem:GetIsChanneling() * CItemDefinition [[API IEntityItem:GetItemDefinition|IEntityItem:GetItemDefinition() - Get the item definition of the item. * <span style="color:#0080FF">Number</span> IEntityItem:GetLevel() - Returns the level of the item (e.g. Codex level 5). Always returns nil for hostile units. As a workaround you can check the value of an item like so: local nLevel = (itemSpellShards:GetValue() == 1187 and 1) or (itemSpellShards:GetValue() == 1587 and 2) or (itemSpellShards:GetValue() == 1987 and 3); * <span style="color:#0080FF">Number</span> IEntityItem:GetLineCastMaxRange() * <span style="color:#0080FF">Number</span> IEntityItem:GetLineCastRange() * <span style="color:#0080FF">Number</span> IEntityItem:GetLineCastWidth() * <span style="color:#0080FF">Number</span> IEntityItem:GetManaCost() * <span style="color:#0080FF">Number</span> IEntityItem:GetMaxCharges() - Returns the max amount of charges in one stack in your inventory. * <span style="color:#0080FF">Number</span> IEntityItem:GetMaxLevel() * <span style="color:#0080FF">Number</span> IEntityItem:GetMaxStock() - Returns the max amount of this item available at once in the store. * <span style="color:#0080FF">Number</span> IEntityItem:GetMinRange() * <span style="color:#00FFE1">Boolean</span> IEntityItem:GetNeedVision() * <span style="color:#00FFE1">Boolean</span> IEntityItem:GetNoDrop() * <span style="color:#00FFE1">Boolean</span> IEntityItem:GetNonInterrupting() * <span style="color:#00FFE1">Boolean</span> IEntityItem:GetNoPurchase() - Returns whether the item can't be bought. * <span style="color:#00FFE1">Boolean</span> IEntityItem:GetNoRangeClamp() * <span style="color:#00FFE1">Boolean</span> IEntityItem:GetNoSell() - Returns whether the item can't be sold. * <span style="color:#00FFE1">Boolean</span> IEntityItem:GetNoStash() - Returns whether the item can't be placed in the stash. * <span style="color:#00FFE1">Boolean</span> IEntityItem:GetNoStun() * <span style="color:#00FFE1">Boolean</span> IEntityItem:GetNoTargetIgnoreInvulnerable() * <span style="color:#00FFE1">Boolean</span> IEntityItem:GetNoTurnToTarget() * <span style="color:#0080FF">Number</span> IEntityItem:GetRange() - Returns the range on using the item. * <span style="color:#0080FF">Number</span> IEntityItem:GetRangeBuffer() * <span style="color:#00FFE1">Boolean</span> IEntityItem:GetRechargeable() * <span style="color:#0080FF">Number</span> IEntityItem:GetRemainingCooldownTime() * <span style="color:#0080FF">Number</span> IEntityItem:GetRestockDelay() - Returns the time it takes for the item to restock in the store. * <span style="color:#0080FF">Number</span> IEntityItem:GetSlot() - Returns the slot of the item in your inventory. * <span style="color:#0080FF">Number</span> IEntityItem:GetTargetRadius() * <span style="color:#0080FF">Number</span> IEntityItem:GetToggleOffCooldownTime() * <span style="color:#0080FF">Number</span> IEntityItem:GetToggleOffManaCost() * <span style="color:#0080FF">Number</span> IEntityItem:GetTotalCost() - Returns the cost of the item and all of it's components. If the item has been upgraded the value of a level 1 version will be returned instead. * <span style="color:#0080FF">Number</span> IEntityItem:GetTriggeredManaCost() * <span style="color:#0080FF">Number</span> IEntityItem:GetType() * <span style="color:#00F539">String</span> IEntityItem:GetTypeName() * <span style="color:#00FFE1">Boolean</span> IEntityItem:GetUnkillable() * <span style="color:#00FFE1">Boolean</span> IEntityItem:GetUsePathForRange() * <span style="color:#0080FF">Number</span> IEntityItem:GetValue() - Returns the worth of the item. * <span style="color:#00FFE1">Boolean</span> IEntityItem:IsActive() - Returns whether the item is currently active. * <span style="color:#00FFE1">Boolean</span> IEntityItem:IsRecipe() - Returns whether the item is a recipe. * <span style="color:#00FFE1">Boolean</span> IEntityItem:IsValid() - Returns whether the item instance (i.e. the object) is still valid.
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