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Hierarchy

Index

Constructors

  • new DjinnGetEvent(game: any, data: any, active: any, key_name: any, keep_reveal: any, keep_custom_psynergy: any, djinn_key: any, has_fight: any, enemy_party_key: any, custom_battle_bg: any, finish_events: any, on_battle_defeat_events: any, no_animation: any, add_djinn: any): DjinnGetEvent

Properties

add_djinn: boolean
aux_promise: Promise<void>
aux_resolve: (() => void)

Type declaration

    • (): void
    • Returns void

control_enable: boolean = false
control_key: number
custom_battle_bg: string
data: GoldenSun
dialog_manager: DialogManager = null
djinn: Djinn
djinn_defeated: boolean
enemy_party_key: string
finish_events: GameEvent[] = []
game: Game
has_fight: number
no_animation: boolean
on_battle_defeat_events: GameEvent[] = []
on_event_finish: (() => void)

Type declaration

    • (): void
    • Returns void

running: boolean = false
ELEMENT_HUE: { jupiter: number; mars: number; mercury: number; venus: number } = ...

Type declaration

  • jupiter: number
  • mars: number
  • mercury: number
  • venus: number
events: {}

The events object where the keys are the ids.

Type declaration

id_incrementer: number

The GameEvents id incrementer.

labeled_events: {}

The events object where the keys are the events labels.

Type declaration

Accessors

  • get active(): boolean
  • get id(): number
  • get keep_reveal(): boolean
  • get key_name(): string
  • get origin_npc(): NPC

Methods

  • _destroy(): void
  • _fire(): Promise<void>
  • destroy(): void
  • This function is the one that should be called to destroy an event. It should never be overriden. Call this function to destroy this event. This can be called whenever an associated entity is destroyed, like maps, NPCs etc.

    Returns void

  • finish(previous_force_idle_action_in_event: boolean): void
  • finish_on_defeat(previous_force_idle_action_in_event: boolean): void
  • fire(origin_npc?: NPC): void
  • This function is the one that should be called to start a event. It should never be overriden. Always before this function is called, it's checked whether Reveal psynergy is being casted, if yes, it's stopped before this event start.

    Parameters

    • Optional origin_npc: NPC

      the NPC that originated this game event.

    Returns void

    if the child class has an async fire function, returns its Promise.

  • jupiter_djinn(): Promise<void>
  • mars_djinn(): Promise<void>
  • mercury_djinn(): Promise<void>
  • next(previous_force_idle_action_in_event: boolean): void
  • set_event_activation(activate: boolean): void
  • set_on_event_finish(on_event_finish: (() => void)): void
  • start_a_fight(): Promise<void>
  • venus_djinn(): Promise<void>
  • get_char(data: GoldenSun, options: { is_npc?: boolean; npc_index?: number; npc_label?: string }): Hero | NPC
  • A helper function that defines the ControllableChar based on inputs. The controllable char can be a hero or a npc.

    Parameters

    • data: GoldenSun

      The GoldenSun instance.

    • options: { is_npc?: boolean; npc_index?: number; npc_label?: string }

      Some options to help defining the char.

      • Optional is_npc?: boolean

        Whether it's a npc or not.

      • Optional npc_index?: number

        The npc index number.

      • Optional npc_label?: string

        The npc unique label identifier.

    Returns Hero | NPC

    the defined char.

  • get_labeled_event(key_name: string): GameEvent
  • reset(): void

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