Methods
Character:doMoveAmount(type: any, amount: any, other_amount: any)
Arguments:
type: any | |
amount: any | |
other_amount: any |
Returns:
1: boolean | |
2: boolean|unknown |
Character:flash(sprite: any, offset_x: any, offset_y: any, layer: any)
Arguments:
sprite: any | |
offset_x: any | |
offset_y: any | |
layer: any |
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: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: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: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:statusMessage(type: any, arg: any, color: any, kill: any)
Arguments:
type: any | |
arg: any | |
color: any | |
kill: any |
Returns:
1: DamageNumber |
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)