Class: Game_CharacterBase

(abstract) Game_CharacterBase()

(abstract) new Game_CharacterBase()

The superdeclare class of Game_Character. It handles basic information, such as coordinates and images, shared by all characters.
Properties:
Name Type Description
x Number [read-only]
y Number [read-only]

Methods

animationId() → {Number}

Returns the animation id.
Returns:
Type
Number

animationWait() → {Number}

Returns:
Type
Number

balloonId() → {Number}

Returns the id of the balloon animation.
Returns:
Type
Number

blendMode() → {Number}

Returns the blend mode of the character; these are represented by numbers.
Returns:
Type
Number

bushDepth() → {Number}

Returns the bush depth around the character.
Returns:
Type
Number

canPass(x, y, d) → {Boolean}

Parameters:
Name Type Description
x Number
y Number
d Number
Returns:
Type
Boolean

canPassDiagonally(x, y, horz, vert) → {Boolean}

Parameters:
Name Type Description
x Number
y Number
horz Number
vert Number
Returns:
Type
Boolean

characterIndex() → {Number}

Returns:
Type
Number

characterName() → {String}

Returns:
Type
String

checkEventTriggerTouch(x, y) → {Boolean}

Parameters:
Name Type Description
x Number
y Number
Returns:
Type
Boolean

checkEventTriggerTouchFront(d)

Parameters:
Name Type Description
d Number

checkStop(threshold) → {Boolean}

Parameters:
Name Type Description
threshold Number
Returns:
Type
Boolean

copyPosition(character)

Parameters:
Name Type Description
character Game_Player

direction() → {Number}

Returns:
Type
Number

distancePerFrame() → {Number}

Returns:
Type
Number

endAnimation()

endBalloon()

Ends the balloon animation on the character.

hasStepAnime() → {Boolean}

Returns true if the character has step animation.
Returns:
Type
Boolean

hasWalkAnime() → {Boolean}

Returns:
Type
Boolean

increaseSteps()

Increases the character steps.

initialize()

initMembers()

isAnimationPlaying() → {Boolean}

Returns:
Type
Boolean

isBalloonPlaying() → {Boolean}

Returns true if a balloon animation is playing.
Returns:
Type
Boolean

isCollidedWithCharacters(x, y) → {Boolean}

Parameters:
Name Type Description
x Number
y Number
Returns:
Type
Boolean

isCollidedWithEvents(x, y) → {Boolean}

Parameters:
Name Type Description
x Number
y Number
Returns:
Type
Boolean

isCollidedWithVehicles(x, y) → {Boolean}

Parameters:
Name Type Description
x Number
y Number
Returns:
Type
Boolean

isDashing() → {Boolean}

Returns true if the character is dashing.
Returns:
Type
Boolean

isDebugThrough() → {Boolean}

Returns:
Type
Boolean

isDirectionFixed() → {Boolean}

Returns true if the character is set to a fixed direction.
Returns:
Type
Boolean

isJumping() → {Boolean}

Returns true if the character is jumping.
Returns:
Type
Boolean

isMapPassable(x, y, d) → {Boolean}

Parameters:
Name Type Description
x Number
y Number
d Number
Returns:
Type
Boolean

isMovementSucceeded(x, y) → {Boolean}

Parameters:
Name Type Description
x Number
y Number
Returns:
Type
Boolean

isMoving() → {Boolean}

Returns true if the character is moving.
Returns:
Type
Boolean

isNearTheScreen()

isNormalPriority() → {Boolean}

Returns true if the character is normal priority; this means you can collide with them.
Returns:
Type
Boolean

isObjectCharacter() → {Boolean}

Returns true if the character is an object character; these are events with character sprites.
Returns:
Type
Boolean

isOnBush() → {Boolean}

Returns:
Type
Boolean

isOnLadder() → {Boolean}

Returns:
Type
Boolean

isOriginalPattern() → {Boolean}

Returns:
Type
Boolean

isStopping() → {Boolean}

Returns true if the character is stopping.
Returns:
Type
Boolean

isThrough() → {Boolean}

Returns true if the character is set to pass through.
Returns:
Type
Boolean

isTile() → {Boolean}

Returns true if the character is a tile; these are events without character sprites.
Returns:
Type
Boolean

isTransparent() → {Boolean}

Returns:
Type
Boolean

jump(xPlus, yPlus)

Parameters:
Name Type Description
xPlus Number
yPlus Number

jumpHeight() → {Number}

Returns the jump height of base character.
Returns:
Type
Number

locate(x, y) → {Boolean}

Parameters:
Name Type Description
x Number
y Number
Returns:
Type
Boolean

maxPattern() → {Number}

Returns:
Type
Number

moveDiagonally(horz, vert)

Parameters:
Name Type Description
horz Number
vert Number

moveFrequency() → {Number}

Returns the move frequency of the character.
Returns:
Type
Number

moveSpeed() → {Number}

Returns the move speed of the game character.
Returns:
Type
Number

moveStraight(d)

Parameters:
Name Type Description
d Number

opacity() → {Number}

Returns:
Type
Number

pattern() → {Number}

Returns the pattern of the character; these are the walking
Returns:
Type
Number

pos(x, y) → {Boolean}

Parameters:
Name Type Description
x Number
y Number
Returns:
Type
Boolean

posNt(x, y) → {Boolean}

Parameters:
Name Type Description
x Number
y Number
Returns:
Type
Boolean

realMoveSpeed() → {Number}

Returns:
Type
Number

refreshBushDepth()

regionId() → {Number}

Returns the region id of the character.
Returns:
Type
Number

requestAnimation(animationId)

Requests an animation given the animation id.
Parameters:
Name Type Description
animationId Number

requestBalloon(balloonId)

Requests the balloon animation given the balloon id.
Parameters:
Name Type Description
balloonId Number

resetPattern()

Resets the pattern of the character.

resetStopCount()

Resets the step count of the character.

reverseDir(d) → {Number}

Parameters:
Name Type Description
d Number
Returns:
Type
Number

screenX() → {Number}

Returns the character's scrreen x position.
Returns:
Type
Number

screenY() → {Number}

Returns the character's screen y position.
Returns:
Type
Number

screenZ() → {Number}

Returns the character's screen z position.
Returns:
Type
Number

scrolledX() → {Number}

Returns:
Type
Number

scrolledY() → {Number}

Returns:
Type
Number

setBlendMode(blendMode)

Sets the blend mode of the character; these are represented by numbers.
Parameters:
Name Type Description
blendMode Number

setDirection(d)

Sets the direction of the character based on numpad directions.
Parameters:
Name Type Description
d Number

setDirectionFix(directionFix)

Sets the character to be fixed in a specified direction given a boolean value.
Parameters:
Name Type Description
directionFix Boolean

setImage(characterName, characterIndex)

Parameters:
Name Type Description
characterName String
characterIndex Number

setMoveFrequency(moveFrequency)

Parameters:
Name Type Description
moveFrequency Number

setMovementSuccess(success)

Parameters:
Name Type Description
success Boolean

setMoveSpeed(moveSpeed)

Parameters:
Name Type Description
moveSpeed Number

setOpacity(opacity)

Parameters:
Name Type Description
opacity Number

setPattern(pattern)

Sets the pattern of the character, given a pattern number.
Parameters:
Name Type Description
pattern Number

setPosition(x, y)

Parameters:
Name Type Description
x Number
y Number

setPriorityType(priorityType)

Parameters:
Name Type Description
priorityType Number

setStepAnime(stepAnime)

Parameters:
Name Type Description
stepAnime Boolean

setThrough(through)

Parameters:
Name Type Description
through Boolean

setTileImage(tileId)

Parameters:
Name Type Description
tileId Number

setTransparent(transparent)

Parameters:
Name Type Description
transparent Boolean

setWalkAnime(walkAnime)

Parameters:
Name Type Description
walkAnime Boolean

shiftY() → {Number}

Returns:
Type
Number

startAnimation()

Starts the requested animation.

startBalloon()

Stars a balloon animation.

straighten()

Straightens the character.

terrainTag() → {Number}

Returns the terrain tag of the character.
Returns:
Type
Number

tileId() → {Number}

Returns the tile id of character.
Returns:
Type
Number

update()

updateAnimation()

updateAnimationCount()

Updates the character's animation count.

updateJump()

updateMove()

updatePattern()

updateStop()