Protected _activation_Protected _activation_Protected _affected_Protected _allow_Private _dock_Collision layer that the char will be on dock exit.
Protected _idProtected _initial_Protected _initial_Protected _key_Protected _location_Protected _origin_The interactable object that originated this event. Overriding with appropriate inheritance.
Private _rope_Collision layer that the char will be when walking over the rope.
Private _starting_The staring rope dock.
Protected _typePrivate _walk_Whether the char will be walking over the rope.
Protected _xProtected _yThe collision layer shift value from origin Inter. Obj. base collision layer that will be summed up to it which will form the activation collision layer of this event.
Protected dataProtected gameWhether this event is in the map.
Static Protected _eventsStatic Protected id_Static Protected labeled_The set of collision layers that this event can be fired.
The set of directions that this event can be fired.
The set of directions that cause this event to have its activation toggled when reveal is casted.
When activating this event in diagonal, and if this var is not true, the diagonal direction whether the hero is trying to activate this event won't be splitted.
This event id number.
The set of directions that this event can be fired when it was created.
This event unique label/key name.
Returns the tile event type.
The x tile position.
The y tile position.
Static eventsActivates this event in a given direction.
the direction to activate this event. If "all" is passed, all directions will be activated.
Deactivates this event in a given direction.
the direction to deactivate this event. If "all" is passed, all directions will be deactivated.
Gets an activation direction of this event.
returns an direction.
Tests whether a given direction is available to active this event. If no directions given, tests if at least one direction is active.
Optional direction: directionsthe direction to test if it's active.
Returns whether it's active or not.
Static get_Static get_Static reset
An event that deals with walking or climbing (depending on the rope angle) over a rope.