The GameEvent that shows an emoticon above a ControllableChar head.
Whether this GameEvent is active or not.
The target char that will show the emoticon.
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.
The GameEvent id number.
INPUT. Whether the target char is a NPC. If not, it's the hero.
An unique label that identifies this GameEvent. This is optional.
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
If this GameEvent was originated by a NPC, this var holds this NPC reference.
INPUT. A sfx to be played while on emoticon show.
The GameEvent type.
The events object where the keys are the ids.
The GameEvents id incrementer.
The events object where the keys are the events labels.
Fires the EmoticonEvent.
If it's the case, the origin NPC that originated this event.
Unsets this event.
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.
Promised way to create and wait a Phaser.Timer. Waits for the amount of time given.
the time in ms.
Everytime a game event is fired, it's checked whether reveal is casted, if yes, it stops the reveal psynergy effect.
the function descriptor.
returns a new descriptor.
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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