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Class Game_Event

THe game object class for an event. It contains functionality for event page switching and running parallel process events.

Hierarchy

Index

Constructors

Properties

Methods

Constructors

constructor

  • new Game_Event(mapId: number, eventId: number): Game_Event

Properties

_animationCount

_animationCount: number

_animationId

_animationId: AnimationId

_animationPlaying

_animationPlaying: boolean

_ballonId

_ballonId: BalloonId

_balloonPlaying

_balloonPlaying: boolean

_blendMode

_blendMode: number

_bushDepth

_bushDepth: number

_characterIndex

_characterIndex: number

_characterName

_characterName: string

_direction

_direction: Direction

_directionFix

_directionFix: boolean

_erased

_erased: boolean

_eventId

_eventId: number

_isObjectCharacter

_isObjectCharacter: boolean

_jumpCount

_jumpCount: number

_jumpPeak

_jumpPeak: number

_locked

_locked: boolean

_mapId

_mapId: number

_moveFrequency

_moveFrequency: MoveFrequency

_moveRoute

_moveRoute: MoveRoute

_moveRouteForcing

_moveRouteForcing: boolean

_moveRouteIndex

_moveRouteIndex: number

_moveSpeed

_moveSpeed: MoveSpeed

_moveType

_moveType: MoveType

_movementSuccess

_movementSuccess: boolean

_opacity

_opacity: number

_originalDirection

_originalDirection: Direction

_originalMoveRoute

_originalMoveRoute: MoveRoute

_originalMoveRouteIndex

_originalMoveRouteIndex: number

_originalPattern

_originalPattern: rm.types.CharacterPattern

_pageIndex

_pageIndex: number

_pattern

_pattern: rm.types.CharacterPattern

_prelockDirection

_prelockDirection: Direction

_priorityType

_priorityType: CharacterPriority

_realX

_realX: number

_realY

_realY: number

_starting

_starting: boolean

_stepAnime

_stepAnime: boolean

_stopCount

_stopCount: number

_through

_through: boolean

_tileId

_tileId: number

_transparent

_transparent: boolean

_trigger

_trigger: EventTrigger

_waitCount

_waitCount: number

_walkAnime

_walkAnime: boolean

_x

_x: number

_y

_y: number

x

x: number

[read-only]

y

y: number

[read-only]

Static ROUTE_CHANGE_BLEND_MODE

ROUTE_CHANGE_BLEND_MODE: number

Static ROUTE_CHANGE_FREQ

ROUTE_CHANGE_FREQ: number

Static ROUTE_CHANGE_IMAGE

ROUTE_CHANGE_IMAGE: number

Static ROUTE_CHANGE_OPACITY

ROUTE_CHANGE_OPACITY: number

Static ROUTE_CHANGE_SPEED

ROUTE_CHANGE_SPEED: number

Static ROUTE_DIR_FIX_OFF

ROUTE_DIR_FIX_OFF: number

Static ROUTE_DIR_FIX_ON

ROUTE_DIR_FIX_ON: number

Static ROUTE_END

ROUTE_END: number

Static ROUTE_JUMP

ROUTE_JUMP: number

Static ROUTE_MOVE_AWAY

ROUTE_MOVE_AWAY: number

Static ROUTE_MOVE_BACKWARD

ROUTE_MOVE_BACKWARD: number

Static ROUTE_MOVE_DOWN

ROUTE_MOVE_DOWN: number

Static ROUTE_MOVE_FORWARD

ROUTE_MOVE_FORWARD: number

Static ROUTE_MOVE_LEFT

ROUTE_MOVE_LEFT: number

Static ROUTE_MOVE_LOWER_L

ROUTE_MOVE_LOWER_L: number

Static ROUTE_MOVE_LOWER_R

ROUTE_MOVE_LOWER_R: number

Static ROUTE_MOVE_RANDOM

ROUTE_MOVE_RANDOM: number

Static ROUTE_MOVE_RIGHT

ROUTE_MOVE_RIGHT: number

Static ROUTE_MOVE_TOWARD

ROUTE_MOVE_TOWARD: number

Static ROUTE_MOVE_UP

ROUTE_MOVE_UP: number

Static ROUTE_MOVE_UPPER_L

ROUTE_MOVE_UPPER_L: number

Static ROUTE_MOVE_UPPER_R

ROUTE_MOVE_UPPER_R: number

Static ROUTE_PLAY_SE

ROUTE_PLAY_SE: number

Static ROUTE_SCRIPT

ROUTE_SCRIPT: number

Static ROUTE_STEP_ANIME_OFF

ROUTE_STEP_ANIME_OFF: number

Static ROUTE_STEP_ANIME_ON

ROUTE_STEP_ANIME_ON: number

Static ROUTE_SWITCH_OFF

ROUTE_SWITCH_OFF: number

Static ROUTE_SWITCH_ON

ROUTE_SWITCH_ON: number

Static ROUTE_THROUGH_OFF

ROUTE_THROUGH_OFF: number

Static ROUTE_THROUGH_ON

ROUTE_THROUGH_ON: number

Static ROUTE_TRANSPARENT_OFF

ROUTE_TRANSPARENT_OFF: number

Static ROUTE_TRANSPARENT_ON

ROUTE_TRANSPARENT_ON: number

Static ROUTE_TURN_180D

ROUTE_TURN_180D: number

Static ROUTE_TURN_90D_L

ROUTE_TURN_90D_L: number

Static ROUTE_TURN_90D_R

ROUTE_TURN_90D_R: number

Static ROUTE_TURN_90D_R_L

ROUTE_TURN_90D_R_L: number

Static ROUTE_TURN_AWAY

ROUTE_TURN_AWAY: number

Static ROUTE_TURN_DOWN

ROUTE_TURN_DOWN: number

Static ROUTE_TURN_LEFT

ROUTE_TURN_LEFT: number

Static ROUTE_TURN_RANDOM

ROUTE_TURN_RANDOM: number

Static ROUTE_TURN_RIGHT

ROUTE_TURN_RIGHT: number

Static ROUTE_TURN_TOWARD

ROUTE_TURN_TOWARD: number

Static ROUTE_TURN_UP

ROUTE_TURN_UP: number

Static ROUTE_WAIT

ROUTE_WAIT: number

Static ROUTE_WALK_ANIME_OFF

ROUTE_WALK_ANIME_OFF: number

Static ROUTE_WALK_ANIME_ON

ROUTE_WALK_ANIME_ON: number

Methods

advanceMoveRouteIndex

  • advanceMoveRouteIndex(): void

animationId

  • animationId(): number

animationWait

  • animationWait(): number

balloonId

  • balloonId(): number

blendMode

  • blendMode(): number

bushDepth

  • bushDepth(): number

canPass

  • canPass(x: number, y: number, d: number): boolean

canPassDiagonally

  • canPassDiagonally(x: number, y: number, horz: number, vert: number): boolean

characterIndex

  • characterIndex(): number

characterName

  • characterName(): string

checkEventTriggerAuto

  • checkEventTriggerAuto(): void

checkEventTriggerTouch

  • checkEventTriggerTouch(x: number, y: number): boolean

checkEventTriggerTouchFront

  • checkEventTriggerTouchFront(d: number): void

checkStop

  • checkStop(threshold: number): boolean

clearPageSettings

  • clearPageSettings(): void

clearStartingFlag

  • clearStartingFlag(): void

copyPosition

deltaXFrom

  • deltaXFrom(x: number): number

deltaYFrom

  • deltaYFrom(y: number): number

direction

  • direction(): number

distancePerFrame

  • distancePerFrame(): number

endAnimation

  • endAnimation(): void

endBalloon

  • endBalloon(): void

erase

  • erase(): void

event

eventId

  • eventId(): number

findDirectionTo

  • findDirectionTo(goalX: number, goalY: number): number

findProperPageIndex

  • findProperPageIndex(): number

forceMoveRoute

hasStepAnime

  • hasStepAnime(): boolean

hasWalkAnime

  • hasWalkAnime(): boolean

increaseSteps

  • increaseSteps(): void

initMembers

  • initMembers(): void

initialize

  • initialize(mapId: number, eventId: number): void

isAnimationPlaying

  • isAnimationPlaying(): boolean

isBalloonPlaying

  • isBalloonPlaying(): boolean

isCollidedWithCharacters

  • isCollidedWithCharacters(x: number, y: number): boolean

isCollidedWithEvents

  • isCollidedWithEvents(x: number, y: number): boolean

isCollidedWithPlayerCharacters

  • isCollidedWithPlayerCharacters(x: number, y: number): boolean
  • Returns true if the event has collided with the player character at the specified x and y coordinates.

    memberof

    Game_Event

    Parameters

    • x: number
    • y: number

    Returns boolean

isCollidedWithVehicles

  • isCollidedWithVehicles(x: number, y: number): boolean

isDashing

  • isDashing(): boolean

isDebugThrough

  • isDebugThrough(): boolean

isDirectionFixed

  • isDirectionFixed(): boolean

isJumping

  • isJumping(): boolean

isMapPassable

  • isMapPassable(x: number, y: number, d: number): boolean

isMoveRouteForcing

  • isMoveRouteForcing(): boolean

isMovementSucceeded

  • isMovementSucceeded(x: number, y: number): boolean

isMoving

  • isMoving(): boolean

isNearThePlayer

  • isNearThePlayer(): boolean

isNearTheScreen

  • isNearTheScreen(): boolean

isNormalPriority

  • isNormalPriority(): boolean

isObjectCharacter

  • isObjectCharacter(): boolean

isOnBush

  • isOnBush(): boolean

isOnLadder

  • isOnLadder(): boolean

isOriginalPattern

  • isOriginalPattern(): boolean

isStarting

  • isStarting(): boolean

isStopping

  • isStopping(): boolean

isThrough

  • isThrough(): boolean

isTile

  • isTile(): boolean

isTransparent

  • isTransparent(): boolean

isTriggerIn

  • isTriggerIn(triggers: number[]): boolean

jump

  • jump(xPlus: number, yPlus: number): void

jumpHeight

  • jumpHeight(): number

list

locate

  • locate(x: number, y: number): void

lock

  • lock(): void

maxPattern

  • maxPattern(): number

meetsConditions

memorizeMoveRoute

  • memorizeMoveRoute(): void

moveAwayFromCharacter

moveAwayFromPlayer

  • moveAwayFromPlayer(): void

moveBackward

  • moveBackward(): void

moveDiagonally

  • moveDiagonally(horz: number, vert: number): void

moveForward

  • moveForward(): void

moveFrequency

  • moveFrequency(): number

moveRandom

  • moveRandom(): void

moveSpeed

  • moveSpeed(): number

moveStraight

  • moveStraight(d: number): void

moveTowardCharacter

moveTowardPlayer

  • moveTowardPlayer(): void

moveTypeCustom

  • moveTypeCustom(): void

moveTypeRandom

  • moveTypeRandom(): void

moveTypeTowardPlayer

  • moveTypeTowardPlayer(): void

opacity

  • opacity(): number

page

pattern

  • pattern(): number

pos

  • pos(x: number, y: number): boolean

posNt

  • posNt(x: number, y: number): boolean

processMoveCommand

processRouteEnd

  • processRouteEnd(): void

realMoveSpeed

  • realMoveSpeed(): number

refresh

  • refresh(): void

refreshBushDepth

  • refreshBushDepth(): void

regionId

  • regionId(): number

requestAnimation

  • requestAnimation(animationId: number): void

requestBalloon

  • requestBalloon(balloonId: number): void

resetPattern

  • resetPattern(): void

resetStopCount

  • resetStopCount(): void

restoreMoveRoute

  • restoreMoveRoute(): void

reverseDir

  • reverseDir(d: number): number

screenX

  • screenX(): number

screenY

  • screenY(): number

screenZ

  • screenZ(): number

scrolledX

  • scrolledX(): number

scrolledY

  • scrolledY(): number

searchLimit

  • searchLimit(): number

setBlendMode

  • setBlendMode(blendMode: number): void

setDirection

  • setDirection(d: number): void

setDirectionFix

  • setDirectionFix(directionFix: boolean): void

setImage

  • setImage(characterName: string, characterIndex: number): void

setMoveFrequency

  • setMoveFrequency(moveFrequency: number): void

setMoveRoute

setMoveSpeed

  • setMoveSpeed(moveSpeed: number): void

setMovementSuccess

  • setMovementSuccess(success: boolean): void

setOpacity

  • setOpacity(opacity: number): void

setPattern

  • setPattern(pattern: number): void

setPosition

  • setPosition(x: number, y: number): void

setPriorityType

  • setPriorityType(priorityType: number): void

setStepAnime

  • setStepAnime(stepAnime: boolean): void

setThrough

  • setThrough(through: boolean): void

setTileImage

  • setTileImage(tileId: number): void

setTransparent

  • setTransparent(transparent: boolean): void

setWalkAnime

  • setWalkAnime(walkAnime: boolean): void

setupPage

  • setupPage(): void

setupPageSettings

  • setupPageSettings(): void

shiftY

  • shiftY(): number

start

  • start(): void

startAnimation

  • startAnimation(): void

startBalloon

  • startBalloon(): void

stopCountThreshold

  • stopCountThreshold(): number

straighten

  • straighten(): void

swap

terrainTag

  • terrainTag(): number

tileId

  • tileId(): number

turn180

  • turn180(): void

turnAwayFromCharacter

turnAwayFromPlayer

  • turnAwayFromPlayer(): void

turnLeft90

  • turnLeft90(): void

turnRandom

  • turnRandom(): void

turnRight90

  • turnRight90(): void

turnRightOrLeft90

  • turnRightOrLeft90(): void

turnTowardCharacter

turnTowardPlayer

  • turnTowardPlayer(): void

unlock

  • unlock(): void

update

  • update(): void

updateAnimation

  • updateAnimation(): void

updateAnimationCount

  • updateAnimationCount(): void

updateJump

  • updateJump(): void

updateMove

  • updateMove(): void

updateParallel

  • updateParallel(): void

updatePattern

  • updatePattern(): void

updateRoutineMove

  • updateRoutineMove(): void

updateSelfMovement

  • updateSelfMovement(): void

updateStop

  • updateStop(): void

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