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...