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Hierarchy

Index

Constructors

  • new SetValueEvent(game: any, data: any, active: any, key_name: any, keep_reveal: any, keep_custom_psynergy: any, event_value: any, check_npc_storage_values: any, check_io_storage_values: any, check_collision_structures: any, check_layers_visibility: any, io_label: any, npc_label: any, npc_index: any, increment: any, dismiss_checks: any): SetValueEvent
  • Parameters

    • game: any
    • data: any
    • active: any
    • key_name: any
    • keep_reveal: any
    • keep_custom_psynergy: any
    • event_value: any
    • check_npc_storage_values: any
    • check_io_storage_values: any
    • check_collision_structures: any
    • check_layers_visibility: any
    • io_label: any
    • npc_label: any
    • npc_index: any
    • increment: any
    • dismiss_checks: any

    Returns SetValueEvent

Properties

check_collision_structures: boolean
check_io_storage_values: boolean
check_layers_visibility: boolean
check_npc_storage_values: boolean
data: GoldenSun
dismiss_checks: boolean
event_value: EventValue
game: Game
increment: boolean
io_label: string
npc_index: number
npc_label: string
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(): 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

  • 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.

  • set_event_activation(activate: boolean): 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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