Difference between revisions of "Event Reference Behavior"
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'''Examples''' | '''Examples''' | ||
door player,house_interior,5,3,up | * door player,house_interior,5,3,up | ||
door npc_guard,town_square,10,12,right | * door npc_guard,town_square,10,12,right | ||
=== TalkBehavior === | === TalkBehavior === | ||
| Line 50: | Line 50: | ||
'''Examples''' | '''Examples''' | ||
talk npc_maple | * talk npc_maple | ||
talk shopkeeper | * talk shopkeeper | ||
Latest revision as of 15:44, 2 February 2026
Behaviors[edit | edit source]
DoorBehavior[edit | edit source]
Expand a `door` behavior into the conditions and actions required to transition a character through a doorway or portal.
This behavior triggers when:- The character is standing on the door tile.
- The character is facing the required direction.
Once triggered, the character is teleported to the specified destination coordinates and oriented to the given direction.
Usage
door <character>,<destination>,<x>,<y>,<direction>
Parameters
character: The character slug (e.g. "player" or an NPC).destination: The map slug to teleport to.x: X-coordinate on the destination map.y: Y-coordinate on the destination map.direction: The direction the character must face to activate
the door, and the direction they will face after teleporting.
Examples
- door player,house_interior,5,3,up
- door npc_guard,town_square,10,12,right
TalkBehavior[edit | edit source]
Expand a `talk` behavior into the conditions and actions required to initiate an interaction between the player and an NPC.
This behavior triggers when:- The player is facing the specified NPC.
- The player presses the INTERACT button.
Once triggered, the NPC will automatically turn to face the player.
Usage
talk <npc>
Parameters
npc: The slug/name of the NPC the player can talk to.
Examples
- talk npc_maple
- talk shopkeeper