Character description ...
InventoryItem ActiveInventory
Gets/sets the character's current inventory item. null if no item selected.
int Baseline
Gets/sets a specific baseline for the character. 0 means character's Y-pos will be used.
Gets/sets the interval at which the character will blink while talking, in game loops.
Allows you to manually specify the height of the blocking area at the character's feet.
Allows you to manually specify the width of the blocking area at the character's feet.
bool Clickable
Gets/sets whether the mouse can be clicked on the character, or whether it passes straight through.
bool DiagonalLoops
Gets/sets whether this character has an 8-loop walking view with diagonal loops.
bool IgnoreWalkbehinds
Gets/sets whether the character ignores walk-behind areas and is always placed on top.
bool ManualScaling
Gets/sets whether the character uses manually specified scaling instead of using walkable area scaling.
Gets/sets whether the character only moves when their animation frame changes.
Gets/sets whether the character's movement speed is adjusted in line with its scaling level.
Gets/sets whether the volume of frame-linked sounds for the character are adjusted in line with its scaling level.
Gets the current frame of the character's speaking animation (only valid when Speaking is true)
bool TurnBeforeWalking
Gets/sets whether the character turns on the spot to face the correct direction before walking.
void AddInventory(InventoryItem item, int addAtIndex)
Adds the specified item to the character's inventory.
void Animate(int loop, int delay, RepeatStyle repeatStyle, BlockingStyle blockStyle, Direction direction)
Animates the character using its current locked view.
void ChangeRoom(int room, int x, int y)
void ChangeRoom(int room, int x, int y, CharacterDirection characterDirection)
Moves the character to another room. If this is the player character, the game will also switch to that room.
void FaceCharacter(Character character, BlockingStyle blockingStyle)
Turns this character to face the other character.
void FaceDirection(CharacterDirection direction, BlockingStyle blockingStyle)
Turns this character to face a specific direction
void FaceLocation(int x, int y, BlockingStyle blockingStyle)
Turns this character to face the specified location in the room.
void FaceObject(Object objectToFace, BlockingStyle blockingStyle)
Turns this character to face the specified object.
static Character GetAtScreenXY(int x, int y)
Returns the character at the specified location.
int GetBinaryProperty(string property)
Gets a binary integer custom property for this character (0 or 1).
bool GetBoolProperty(string property)
Gets a bool custom property for this character.
LooseInteger GetIntegerProperty(string property)
Gets an integer custom property for this character.
string GetTextProperty(string property)
Gets a text custom property for this character.
bool HasInventory(InventoryItem item)
Checks whether the character currently has the specified inventory item.
Locks the character to this view, and aligns it against one side of the existing sprite.
void LockViewOffset(int view, int xOffset, int yOffset)
Locks the character to is view, with high-resolution position adjustment.
void LoseInventory(InventoryItem item)
Removes the item from this character's inventory.
void Move(int x, int y, BlockingStyle blockingStyle, WalkWhere walkWhere)
Moves the character to the destination, without playing his walking animation.
void RunInteraction(CursorMode cursorMode)
Runs one of the character's interaction events.
void Say(string message)
void Say(string message, Object[] args)
Says the specified text using the character's speech settings
void SayAt(int x, int y, int width, string message)
Says the specified text at the specified position on the screen using the character's speech settings.
void SetBinaryProperty(string property, int value)
Sets a binary integer Custom Property for this character.
void SetBoolProperty(string property, bool value)
Sets a bool Custom Property for this character.
void SetIntegerProperty(string property, int value)
Sets an integer Custom Property for this character.
void SetTextProperty(string property, string value)
Sets a text Custom Property for this character.
void Walk(int x, int y)
void Walk(int x, int y, WalkWhere walkWhere)
void Walk(int x, int y, BlockingStyle blockingStyle)
void Walk(int x, int y, BlockingStyle blockingStyle, WalkWhere walkWhere)
Starts the character moving from its current location to (X,Y), whilst playing his walking animation.
If blocking is eNoBlock (the default) then control returns to the script immediately, and the character will move in the background.
If blocking is eBlock then this command will wait for the character to finish moving before your script resumes.
If walkWhere is eWalkableAreas (the default), then the character will attempt to get as close a possible to (X,Y) by using the room's walkable areas.
If walkWhere is eAnywhere, then the character will simply walk directly from its current location to (X,Y), ignoring the room walkable areas.
If you don't want the character's walking animation to play, you can use the Move command instead.
NOTE: this function only works with characters which are on the current screen.
NOTE: if you need to find out when the character has reached its destination, use the Moving property.