The target char that will show the emoticon.
INPUT. If true, it will destroy any currect active emoticon on the given char. 'finish_events' won't be called if this is prop is true.
INPUT. The emoticon show duration.
INPUT. The emoticon key name.
INPUT. If target char is NPC, make hero and npc look each other.
INPUT. The list of game events to be fired on this event end.
INPUT. Whether the target char is a NPC. If not, it's the hero.
INPUT. A custom location for the emoticon.
INPUT. If the target char is a NPC, the npc index. Use this or npc_label
INPUT. If the target char is a NPC, the npc unqie label. Use this or npc_index
The previous direction before facing hero.
INPUT. Reset direction on finish if "face_hero" was set to true.
INPUT. A sfx to be played while on emoticon show.
The events object where the keys are the ids.
The GameEvents id incrementer.
The events object where the keys are the events labels.
Whether this GameEvent is active or not.
The GameEvent id number.
If true, Reveal Psynergy won't be stopped on this event fire.
An unique label that identifies this GameEvent. This is optional.
If this GameEvent was originated by a NPC, this var holds this NPC reference.
The GameEvent type.
Unsets this event.
Fires the EmoticonEvent.
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.
Finishes this event by reducing GameEventManager.events_running_count and firing final events.
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.
the NPC that originated this game event.
if the child class has an async fire function, returns its Promise.
Actives or deactives this event.
whether to active or not.
A helper function that defines the ControllableChar based on inputs. The controllable char can be a hero or a npc.
The GoldenSun instance.
Some options to help defining the char.
Whether it's a npc or not.
The npc index number.
The npc unique label identifier.
the defined char.
Get a specific event by its id.
The event id.
Returns the event.
Gets an event that was labeled.
The event key.
Returns the labeled event, if the given key wasn't found, returns null.
Destroys all game events and resets the id counter.
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The GameEvent that shows an emoticon above a ControllableChar head.