Constructor


Character(actor: any, x: any, y: any)

Arguments:

actor: any
x: any
y: any




Methods




Character:convertToEnemy(properties: any)

Arguments:

properties: any

Returns:

1: ChaserEnemy


Character:convertToFollower(index: any, save: any)

Arguments:

index: any
save: any

Returns:

1: Follower


Character:convertToNPC(properties: any)

Arguments:

properties: any

Returns:

1: NPC




Character:doMoveAmount(type: any, amount: any, other_amount: any)

Arguments:

type: any
amount: any
other_amount: any

Returns:

1: boolean
2: boolean|unknown


Character:doWalkToStep(x: any, y: any, keep_facing: any)

Arguments:

x: any
y: any
keep_facing: any






Character:faceTowards(target: any)

Arguments:

target: any


Character:flash(sprite: any, offset_x: any, offset_y: any, layer: any)

Arguments:

sprite: any
offset_x: any
offset_y: any
layer: any




Character:getFlag(flag: any, default: any)

Arguments:

flag: any
default: any

Returns:

1: unknown|nil






Character:jumpTo(x: any, y: any, speed: any, time: any, jump_sprite: any, land_sprite: any)

Arguments:

x: any
y: any
speed: any
time: any
jump_sprite: any
land_sprite: any


Character:move(x: any, y: any, speed: any, keep_facing: any)

Arguments:

x: any
y: any
speed: any
keep_facing: any

Returns:

1: boolean


Character:moveTo(x: any, y: any, keep_facing: any)

Arguments:

x: any
y: any
keep_facing: any


Character:moveX(amount: any, move_y: any)

Arguments:

amount: any
move_y: any

Returns:

1: boolean|nil
2: boolean|unknown|nil


Character:moveY(amount: any, move_x: any)

Arguments:

amount: any
move_x: any

Returns:

1: boolean|nil
2: boolean|unknown|nil


Character:onAdd(parent: any)

Arguments:

parent: any


Character:onFootstep(num: any)

Arguments:

num: any


Character:play(speed: any, loop: any, reset: any, on_finished: any)

Arguments:

speed: any
loop: any
reset: any
on_finished: any




Character:recruitMessage(type: any, color: any)

Arguments:

type: any
color: any

Returns:

1: RecruitMessage




Character:setActor(actor: any)

Arguments:

actor: any


Character:setAnimation(animation: any, after: any)

Arguments:

animation: any
after: any


Character:setCustomSprite(sprite: any, ox: any, oy: any)

Arguments:

sprite: any
ox: any
oy: any


Character:setFacing(dir: any)

Arguments:

dir: any


Character:setFlag(flag: any, value: any)

Arguments:

flag: any
value: any


Character:setSprite(sprite: any)

Arguments:

sprite: any


Character:setWalkSprite(sprite: any)

Arguments:

sprite: any


Character:shake(x: any, y: any, friction: any, delay: any)

Arguments:

x: any
y: any
friction: any
delay: any


Character:shakeSelf(x: any, y: any, friction: any, delay: any)

Arguments:

x: any
y: any
friction: any
delay: any


Character:spin(speed: any)

Arguments:

speed: any


Character:statusMessage(type: any, arg: any, color: any, kill: any)

Arguments:

type: any
arg: any
color: any
kill: any

Returns:

1: DamageNumber








Character:walkPath(path: any, options: any)

Arguments:

path: any
options: any


Character:walkTo(x: any, y: any, time: any, facing: any, keep_facing: any, ease: any, after: any)

Arguments:

x: any
y: any
time: any
facing: any
keep_facing: any
ease: any
after: any

Returns:

1: boolean


Character:walkToSpeed(x: any, y: any, speed: any, facing: any, keep_facing: any, after: any)

Arguments:

x: any
y: any
speed: any
facing: any
keep_facing: any
after: any

Returns:

1: boolean



Fields



Undocumented











































Character.jump_progress: integer

if (landsprite == spr_kris_dw_landed) -- If it's the Kris kneeling one, { self.x = self.x - 4 self.y = self.y + 2 self.false_end_x = self.false_end_x - 8 self.jump_start_x = self.jump_start_x - 8 self.jump_start_y = self.jump_start_y - 8 } if (landsprite == spr_susie_dw_landed) { self.x = self.x - 8 self.false_end_x = self.false_end_x - 8 self.jump_start_x = self.jump_start_x + 12 self.jump_start_y = self.jump_start_y - 12 } if (landsprite == spr_teacup_ralsei_land) { self.y = self.y + 4 self.jump_start_y = self.jump_start_y + 8 self.jump_start_x = self.jump_start_x - 12 self.false_end_x = self.false_end_x - 6 self.false_end_y = self.false_end_y + 4 } if (jumpsprite == spr_ralsei_jump) { shadowoffx = shadowoffx - 10 shadowoffy = shadowoffy - 4 } }



































Character.jump_use_sprites: boolean

dark = (global.darkzone + 1)