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Module game_events/GameEvent

Index

Type Aliases

DetailedValues: { index: number; key_name: string; label: string; property: string; type: game_info_types; value: BasicValues | StoragePosition }

Event value detailed info.

Type declaration

  • index: number

    NPC, IO or TileEvent index.

  • key_name: string

    Storage or MainChar key name.

  • label: string

    NPC, IO or TileEvent unique label.

  • property: string

    The property name of the target that you want to retrieve the value of.

  • type: game_info_types

    The target object type to has its value retrieved.

  • value: BasicValues | StoragePosition

    The value to be set or used.

EventValue: { type: event_value_types; value: BasicValues | DetailedValues }

Type declaration

Variables

game_event_origin: { ADD_ITEM_TO_PARTY: ADD_ITEM_TO_PARTY; AUDIO_PLAY: AUDIO_PLAY; AUDIO_STOP: AUDIO_STOP; BATTLE: BATTLE; BRANCH: BRANCH; CAMERA_FADE: CAMERA_FADE; CAMERA_FOLLOW: CAMERA_FOLLOW; CAMERA_MOVE: CAMERA_MOVE; CAMERA_SHAKE: CAMERA_SHAKE; CASTING_AURA: CASTING_AURA; CHANGE_COLLISION_LAYER: CHANGE_COLLISION_LAYER; CHAR_ANIMATION_PLAY: CHAR_ANIMATION_PLAY; CHAR_BLEND_MODE: CHAR_BLEND_MODE; CHAR_EXP: CHAR_EXP; CHAR_FALL: CHAR_FALL; CHAR_HUE: CHAR_HUE; CHAR_ITEM_MANIPULATION: CHAR_ITEM_MANIPULATION; CHAR_LEVEL_CHANGE: CHAR_LEVEL_CHANGE; CHAR_ROTATION: CHAR_ROTATION; CHAR_SHADOW_VISIBILITY: CHAR_SHADOW_VISIBILITY; CHAR_SPLASH_SWEAT_DROPS: CHAR_SPLASH_SWEAT_DROPS; CHAR_TWEEN_POSITION: CHAR_TWEEN_POSITION; CHEST: CHEST; COLORIZE_CHAR: COLORIZE_CHAR; COLORIZE_MAP: COLORIZE_MAP; CONTROL_BGM: CONTROL_BGM; CREATE_STORAGE_VAR: CREATE_STORAGE_VAR; CUSTOM_COLLISION_BODY: CUSTOM_COLLISION_BODY; DESTROYER: DESTROYER; DIALOG: DIALOG; DJINN_GET: DJINN_GET; DJINN_SET_STATUS: DJINN_SET_STATUS; EMOTICON: EMOTICON; EVENTS_HOLDER: EVENTS_HOLDER; EVENTS_LOOP: EVENTS_LOOP; EVENT_ACTIVATION: EVENT_ACTIVATION; EVENT_CALLER: EVENT_CALLER; EXIT_SAND_MODE: EXIT_SAND_MODE; FACE_DIRECTION: FACE_DIRECTION; FLAME_CHAR: FLAME_CHAR; GENERIC_SPRITE: GENERIC_SPRITE; GRANT_ABILITY: GRANT_ABILITY; INTERACTABLE_OBJECT_AFTER_PSYNERGY: INTERACTABLE_OBJECT_AFTER_PSYNERGY; INTERACTABLE_OBJECT_BEFORE_PSYNERGY: INTERACTABLE_OBJECT_BEFORE_PSYNERGY; INTERACTABLE_OBJECT_PUSH: INTERACTABLE_OBJECT_PUSH; INTERACTABLE_OBJECT_TOGGLE: INTERACTABLE_OBJECT_TOGGLE; IO_ANIM_PLAY: IO_ANIM_PLAY; IO_TWEEN_POSITION: IO_TWEEN_POSITION; ITEM_CHECKS: ITEM_CHECKS; JUMP: JUMP; LAYER_TWEEN: LAYER_TWEEN; LAYER_VISIBILITY: LAYER_VISIBILITY; LOOK: LOOK; MAIN_CHARS_JOIN_SPLIT: MAIN_CHARS_JOIN_SPLIT; MAP: MAP; MAP_BLEND_MODE: MAP_BLEND_MODE; MAP_OPACITY: MAP_OPACITY; MISC: MISC; MOVE: MOVE; NPC: NPC; NPC_PSYNERGY: NPC_PSYNERGY; OUTLINE_CHAR: OUTLINE_CHAR; PARTICLES: PARTICLES; PARTY_JOIN: PARTY_JOIN; PERMANENT_STATUS: PERMANENT_STATUS; PSYNERGY_STONE: PSYNERGY_STONE; SET_CHAR_ACTIVATION: SET_CHAR_ACTIVATION; SET_CHAR_COLLISION: SET_CHAR_COLLISION; SET_CHAR_HP_PP: SET_CHAR_HP_PP; SET_CHAR_VISIBILITY: SET_CHAR_VISIBILITY; SET_IO_ACTIVATION: SET_IO_ACTIVATION; SET_IO_COLLISION: SET_IO_COLLISION; SET_IO_VISIBILITY: SET_IO_VISIBILITY; SET_NPC_COLLISION: SET_NPC_COLLISION; SET_PARTY_COINS: SET_PARTY_COINS; SET_VALUE: SET_VALUE; STORAGE_CHANGE: STORAGE_CHANGE; SUMMON: SUMMON; TELEPORT: TELEPORT; TILE_EVENT: TILE_EVENT; TILE_EVENT_MANAGE: TILE_EVENT_MANAGE; TIMER: TIMER; TINT_CHAR: TINT_CHAR } = ...

Type declaration

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