Character description ...


Properties


ActiveInventory

InventoryItem ActiveInventory

Gets/sets the character's current inventory item. null if no item selected.


Animating

bool Animating

Gets whether the character is currently animating.


AnimationSpeed

Gets/sets the character's animation speed.


Baseline

int Baseline

Gets/sets a specific baseline for the character. 0 means character's Y-pos will be used.


BlinkInterval

Gets/sets the interval at which the character will blink while talking, in game loops.


BlinkView

Gets/sets the view used for the character's blinking animation. -1 to disable.


BlinkWhileThinking

Gets/sets whether the character will blink while thinking as well as talking.


BlockingHeight

Allows you to manually specify the height of the blocking area at the character's feet.


BlockingWidth

Allows you to manually specify the width of the blocking area at the character's feet.


Clickable

bool Clickable

Gets/sets whether the mouse can be clicked on the character, or whether it passes straight through.


DestinationX

int DestinationX

The character's destination (Room X co-ordinate).


DestinationY

int DestinationY

The character's destination (Room Y co-ordinate).


DiagonalLoops

bool DiagonalLoops

Gets/sets whether this character has an 8-loop walking view with diagonal loops.


Frame

int Frame

Gets/sets the character's current frame number within its current view.


HasExplicitTint

Gets whether the character has an explicit tint set.


ID

int ID

Gets the character's ID number.


IdleView

Gets the character's idle view (-1 if none).


IgnoreLighting

Gets/sets whether the character ignores region tints and lighting.


IgnoreWalkbehinds

bool IgnoreWalkbehinds

Gets/sets whether the character ignores walk-behind areas and is always placed on top.


InventoryQuantity

Accesses the number of each inventory item that the character currently has.


Loop

int Loop

Gets/sets the character's current loop number within its current view.


ManualScaling

bool ManualScaling

Gets/sets whether the character uses manually specified scaling instead of using walkable area scaling.


MovementLinkedToAnimation

Gets/sets whether the character only moves when their animation frame changes.


Moving

bool Moving

Gets whether the character is currently moving.


Name

string Name

Gets/sets the character's name.


NormalView

int NormalView

Gets the character's normal walking view.


on

Not sure what this is ... treating as Enabled for now


PreviousRoom

int PreviousRoom

Gets the room number that the character was in before this one.


Room

int Room

Gets the room number that the character is currently in.


ScaleMoveSpeed

Gets/sets whether the character's movement speed is adjusted in line with its scaling level.


ScaleVolume

Gets/sets whether the volume of frame-linked sounds for the character are adjusted in line with its scaling level.


Scaling

int Scaling

Gets/sets the character's current scaling level.


ScriptID

string ScriptID

The character's unique Script ID.


Solid

Gets/sets whether this character blocks other objects and characters from moving through it.


Speaking

bool Speaking

Gets whether the character is currently in the middle of a Say command.


SpeakingFrame

Gets the current frame of the character's speaking animation (only valid when Speaking is true)


SpeechAnimationDelay

int SpeechAnimationDelay

Gets/sets the character's speech animation delay.


SpeechColor

int SpeechColor

Gets/sets the character's speech text colour.


SpeechView

int SpeechView

Gets/sets the character's speech view.


ThinkView

Gets/sets the character's thinking view.


TintBlue

The character's blue tint if applicable.


TintGreen

The character's green tint if applicable.


TintLuminance

The character's tint luminance if applicable.


TintRed

The character's red tint if applicable.


TintSaturation

The character's tint saturation if applicable.


Transparency

int Transparency

Gets/sets the character's current transparency level.


TurnBeforeWalking

bool TurnBeforeWalking

Gets/sets whether the character turns on the spot to face the correct direction before walking.


View

int View

Gets the character's current view number.


WalkSpeedX

Gets the character's X movement speed.


WalkSpeedY

Gets the character's Y movement speed.


x

int x

The character's current X-position.


y

int y

The character's current Y-position.


z

The character's current Z-position.


Methods


AddInventory

void AddInventory(InventoryItem item, int addAtIndex)

Adds the specified item to the character's inventory.


AddWaypoint

Manually adds a waypoint to the character's movement path.


Animate

void Animate(int loop, int delay, RepeatStyle repeatStyle, BlockingStyle blockStyle, Direction direction)

Animates the character using its current locked view.


ChangeRoom

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.


ChangeRoomAutoPosition

Moves the character to another room, using the old-style position variable


ChangeView

void ChangeView(int view)

Changes the character's normal walking view.


FaceCharacter

void FaceCharacter(Character character, BlockingStyle blockingStyle)

Turns this character to face the other character.


FaceDirection

void FaceDirection(CharacterDirection direction, BlockingStyle blockingStyle)

Turns this character to face a specific direction


FaceLocation

void FaceLocation(int x, int y, BlockingStyle blockingStyle)

Turns this character to face the specified location in the room.


FaceObject

void FaceObject(Object objectToFace, BlockingStyle blockingStyle)

Turns this character to face the specified object.


FollowCharacter

Starts this character following the other character.


GetAtScreenXY

static Character GetAtScreenXY(int x, int y)

Returns the character at the specified location.


GetBinaryProperty

int GetBinaryProperty(string property)

Gets a binary integer custom property for this character (0 or 1).


GetBoolProperty

bool GetBoolProperty(string property)

Gets a bool custom property for this character.


GetIntegerProperty

LooseInteger GetIntegerProperty(string property)

Gets an integer custom property for this character.


GetTextProperty

string GetTextProperty(string property)

Gets a text custom property for this character.


HasInventory

bool HasInventory(InventoryItem item)

Checks whether the character currently has the specified inventory item.


IsCollidingWithChar

Checks whether this character is in collision with the other character.


IsCollidingWithObject

Checks whether this character is in collision with the object.


LockView

void LockView(int view)

Locks the character to this view, ready for doing animations.


LockViewAligned

Locks the character to this view, and aligns it against one side of the existing sprite.


LockViewFrame

Locks the character to the specified view frame


LockViewOffset

void LockViewOffset(int view, int xOffset, int yOffset)

Locks the character to is view, with high-resolution position adjustment.


LoseInventory

void LoseInventory(InventoryItem item)

Removes the item from this character's inventory.


Move

void Move(int x, int y, BlockingStyle blockingStyle, WalkWhere walkWhere)

Moves the character to the destination, without playing his walking animation.


PlaceOnWalkableArea

Moves the character to the nearest walkable area.


RemoveTint

Removes an existing colour tint from the character.


RunInteraction

void RunInteraction(CursorMode cursorMode)

Runs one of the character's interaction events.


Say

void Say(string message)  
void Say(string message, Object[] args)

Says the specified text using the character's speech settings


SayAt

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.


SayBackground

Displays the text as lucasarts-style speech but does not block the game.


SetAsPlayer

void SetAsPlayer()

Makes this character the player character.


SetBinaryProperty

void SetBinaryProperty(string property, int value)

Sets a binary integer Custom Property for this character.


SetBoolProperty

void SetBoolProperty(string property, bool value)

Sets a bool Custom Property for this character.


SetIdleView

Changes the character's idle view.


SetIntegerProperty

void SetIntegerProperty(string property, int value)

Sets an integer Custom Property for this character.


SetLightLevel

Set Character to individual light level.


SetTextProperty

void SetTextProperty(string property, string value)

Sets a text Custom Property for this character.


SetWalkSpeed

Changes the character's movement speed.


StopMoving

void StopMoving()

Stops the character from moving.


Think

The specified text is displayed in a thought-bubble GUI.


Tint

Tints the character to the specified colour.


UnlockView

Unlocks the view after an animation has finished.


Walk

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.

Walk

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.


WalkStraight

Moves the character in a straight line as far as possible towards the co-ordinates. Useful for keyboard movement.