Interactable
┗> Event > Object > Class
Interactables are Overworld objects in Kristal that activate scripts, cutscenes, or text, when interacted with.
Interactable is an Event - naming an object interactable on an objects layer in a map creates this object.
See this object's Fields for the configurable properties on this object.
Constructor
Interactable(x: number?, y: number?, shape: number, y?]?, properties: table?)
Arguments:
| x: number? | |
| y: number? | |
| shape: number, y?]? | |
| properties: table? |
Methods
Interactable:onAdd(parent: Event|World)
Arguments:
| parent: Event|World | The |
Interactable:onInteract(player: Player, dir: string)
Arguments:
| player: Player | The character controlled by the player when in the Overworld. |
| dir: string |
Returns:
| 1: boolean |
Interactable:onTextEnd()
(Override) Called when the cutscene/text of this interactable finishes
Fields
Interactable.cutscene: string
[Property cutscene] The name of a cutscene to start when interacting with this object
Interactable.interact_count: number
The number of times this interactable has been interacted with on this map load
Interactable.once: boolean
[Property once] Whether this event can only be interacted with once per save file (Defaults to false)
Interactable.script: string
[Property script] The name of a script file to execute when interacting with this object
Interactable.set_flag: string
[Property setflag] The name of a flag to set the value of when interacting with this object
Interactable.set_value: any
[Property setvalue] The value to set the flag specified by set_flag to (Defaults to true)
Interactable.solid: boolean
[Property solid] Whether the interactable is solid
Interactable.text: string[]
[Property text] A line of text to display when interacting with this object
[Property list text] Several lines of text to display when interacting with this object
[Property multi-list text] Several groups of lines of text to display on sequential interactions with this object - all of text1_i forms the first interaction, all of text2_i forms the second interaction etc...