Constructor


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

Arguments:

actor: any
x: any
y: any




Methods


Character:alert(duration: number?, options: (table|"callback"|"layer"|"offset_x"|"offset_y"...(+2))?)

Creates an alert bubble (tiny !) above this character.

@param duration — The number of frames to show the bubble for. (Defaults to 20)

@param options — A table defining additional properties to control the bubble.

options:
    | "play_sound" -- Whether the alert sound will be played. (Defaults to `true`)
    | "sprite" -- The sprite to use for the alert bubble. (Defaults to `"effects/alert"`)
    | "offset_x" -- The x-offset of the icon.
    | "offset_y" -- The y-offset of the icon.
    | "layer" -- The layer to put the icon on. (Defaults to `100`)
    | "callback" -- A callback that is run when the alert finishes.

Arguments:

duration: number?

The number of frames to show the bubble for. (Defaults to 20)

options: (table|"callback"|"layer"|"offset_x"|"offset_y"...(+2))?

A table defining additional properties to control the bubble.

Returns:

1: Sprite




Character:convertToEnemy(properties: any)

Arguments:

properties: any

Returns:

1: unknown


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

Arguments:

index: any
save: any

Returns:

1: unknown


Character:convertToNPC(properties: any)

Arguments:

properties: any

Returns:

1: unknown




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






Character:jumpTo(x: number, y: number, speed: number?, time: number?, jump_sprite: string?, land_sprite: string?)

Moves the character to a new position with a jumping arc motion.


@param x — The x-coordinate to move the character to.

@param y — The y-cooridinate to move the character to.

@param marker — The name of a marker in the map to move the character to.

@param speed — The speed, as upwards velocity of the character when they start the jump. Defaults to 0.

@param time — The time, in seconds, that the jump will take. Defaults to 1 second.

@param jump_sprite — The sprite that will be used whilst the character is in midair.

@param land_sprite — The sprite that will be used just as the character leaves the ground and as they land.

Arguments:

x: number

The x-coordinate to move the character to.

y: number

The y-cooridinate to move the character to.

speed: number?

The speed, as upwards velocity of the character when they start the jump. Defaults to 0.

time: number?

The time, in seconds, that the jump will take. Defaults to 1 second.

jump_sprite: string?

The sprite that will be used whilst the character is in midair.

land_sprite: string?

The sprite that will be used just as the character leaves the ground and as they land.



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
2: boolean|unknown


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

Arguments:

amount: any
move_x: any

Returns:

1: boolean
2: boolean|unknown


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: unknown


Character:resetSprite()

Resetss the character's to their default animation or sprite.



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: string)

Makes the character face in the direction specified by dir.

@param dir — The direction the character should face. Must be "up", "down", "left", or "right".

Arguments:

dir: string

The direction the character should face. Must be "up", "down", "left", or "right".



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: number)

Makes the character start spinning.

@param speed — The spin speed to set on the character. Negative numbers = anticlockwise, positive numbers = clockwise. Higher value = slower spin.

Arguments:

speed: number

The spin speed to set on the character. Negative numbers = anticlockwise, positive numbers = clockwise. Higher value = slower spin.



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

Arguments:

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

Returns:

1: unknown








Character:walkPath(path: string|table, options: table|"after"|"ease"|"facing"|"keep_facing"...(+7))

Walks the character along a given path.

@param path — The name of a path in the current map file, or a table defining several points (as additional tables) that constitute a path.

@param options — A table defining additional properties to control the walk.

options:
    | "facing" -- The direction the character should face when they finish their walk. If `keep_facing` is `true`, they will instead face way immediately.
    | "keep_facing" -- If `true`, the facing direction of the character will be preserved. Otherwise, they will face the direction they are walking. (Defaults to `false`)
    | "time" -- The amount of time, in seconds, that the object should take to travel along the full path.
    | "speed" -- The speed at which the object should travel along the path, in pixels per frame at 30FPS.
    | "ease" -- The ease type to use when travelling along the path. Unused if `speed` is specified instead of `time`. (Defaults to "linear")
    | "after" -- A function that will be called when the end of the path is reached. Receives no arguments.
    | "relative" -- Whether the path should be relative to the object's current position, or simply set its position directly.
    | "loop" -- Whether the path should loop back to the first point when reaching the end, or if it should stop.
    | "reverse" -- If true, reverse all of the points on the path.
    | "skip" -- A number defining how many points of the path to skip.
    | "snap" -- Whether the object's position should immediately "snap" to the first point, or if its initial position should be counted as a point on the path.

Arguments:

path: string|table

The name of a path in the current map file, or a table defining several points (as additional tables) that constitute a path.

options: table|"after"|"ease"|"facing"|"keep_facing"...(+7)

A table defining additional properties to control the walk.

Returns:

1: nil


Character:walkTo(x: number, y: number, time: number?, facing: string?, keep_facing: boolean?, ease: any, after: fun( Character)?)

Walks this character to a new x and y over time seconds.


@param x — The new x value to approach.

@param y — The new y value to approach.

@param marker — A map marker whose position the object should approach.

@param time — The amount of time, in seconds, that the slide should take. (Defaults to 1 second)

@param facing — The direction the character should face when they finish their walk. If keep_facing is true, they will instead face way immediately.

@param keep_facing — If true, the facing direction of the character will be preserved. Otherwise, they will face the direction they are walking. (Defaults to false)

@param after — A callback function that is run after the character has finished walking.

@return success — Whether the walking will occur. False if the character's current position is already at the specified position, and true otherwise.

Arguments:

x: number

The new x value to approach.

y: number

The new y value to approach.

time: number?

The amount of time, in seconds, that the slide should take. (Defaults to 1 second)

facing: string?

The direction the character should face when they finish their walk. If keep_facing is true, they will instead face way immediately.

keep_facing: boolean?

If true, the facing direction of the character will be preserved. Otherwise, they will face the direction they are walking. (Defaults to false)

ease: any
after: fun( Character)?

A callback function that is run after the character has finished walking.

Returns:

success: boolean

Whether the walking will occur. False if the character's current position is already at the specified position, and true otherwise.



Character:walkToSpeed(x: number, y: number, speed: number?, facing: string?, keep_facing: boolean?, after: fun( Character)?)

Walks this character to a new x and y at speed pixels per frame.


@param x — The new x value to approach.

@param y — The new y value to approach.

@param marker — A map marker whose position the object should approach.

@param speed — The amount that the object's x and y should approach the specified position, in pixels per frame at 30FPS. (Defaults to 4)

@param facing — The direction the character should face when they finish their walk. If keep_facing is true, they will instead face way immediately.

@param keep_facing — If true, the facing direction of the character will be preserved. Otherwise, they will face the direction they are walking. (Defaults to false)

@param after — A callback function that is run after the character has finished walking.

@return success — Whether the walking will occur. False if the character's current position is already at the specified position, and true otherwise.

Arguments:

x: number

The new x value to approach.

y: number

The new y value to approach.

speed: number?

The amount that the object's x and y should approach the specified position, in pixels per frame at 30FPS. (Defaults to 4)

facing: string?

The direction the character should face when they finish their walk. If keep_facing is true, they will instead face way immediately.

keep_facing: boolean?

If true, the facing direction of the character will be preserved. Otherwise, they will face the direction they are walking. (Defaults to false)

after: fun( Character)?

A callback function that is run after the character has finished walking.

Returns:

success: boolean

Whether the walking will occur. False if the character's current position is already at the specified position, and true otherwise.




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)































Character.party: nil

The party member id represented by this character