NPC
┗> Character > Object > Class
NPCs are an extension of Character that provide the ability to use them in the Overworld similar to an Event
.
Naming an object npc
on an objects
layer in a map creates an NPC.
The actor used for an NPC can be set by defining an actor
property and setting it to the id of the desired actor.
See this object's Fields for other configurable properties on this object.
Constructor
Methods
NPC:onTextEnd()
Resets the NPCs sprite to it's idle if it was talking, and turns it to face its original position
Fields
NPC.cutscene: string
[Property cutscene
] The name of a cutscene to start when interacting with this npc
NPC.idle_animation: string
[Property animation
] The name of the animation this NPC should use when idle
NPC.idle_sprite: string
[Property sprite
] The name of the sprite this NPC should use when idle
NPC.interact_count: number
The number of times this npc has been interacted with on this map load
NPC.path: string
[Property path
] The name of a path shape in the current map that the npc will follow.
NPC.progress: number
[Property progress
] The initial progress of the npc along their path, if defined, as a decimal value between 0 and 1.
NPC.script: string
[Property script
] The name of a script file to execute when interacting with this npc
NPC.set_flag: string
[Property setflag
] The name of a flag to set the value of when interacting with this object
NPC.set_value: any
[Property setvalue
] The value to set the flag specified by set_flag
to (Defaults to true
)
NPC.speed: number
[Property speed
] The speed that the npc will move along the path specified in path
, if defined.
NPC.start_facing: string
[Property facing
] The direction the npc should be facing by default (Defaults to "down"
)
NPC.talk: boolean
[Property talk
] Whether the npc should do a talking animation when interacted with and currently typing dialogue (Defaults to true
)
NPC.talk_sprite: string
[Property talksprite
] The name of a talk sprite to use for the NPC when talking
NPC.text: string[]
[Property text
] A line of text to display when interacting with this npc
[Property list text
] Several lines of text to display when interacting with this npc
[Property multi-list text
] Several groups of lines of text to display on sequential interactions with this npc - all of text1_i
forms the first interaction, all of text2_i
forms the second interaction etc...