Chapter Event Classes

Camera Control

ClassUsageInspector Settings
EventCameraMoveMoves GameplayCamera along a Path2D over a given duration.path_path2d NodePath – movement path
duration float – seconds (default 1.0)
transition_type Transition
ease_type Ease
EventCameraReturnToPlayerReturns GameplayCamera back to the Player automatically.
EventCameraSetPositionInstantly places GameplayCamera at a fixed position.path_node2d NodePath – target position

Player Control

ClassUsageInspector Settings
EventPlayerMoveMoves the Player along a Path2D at their current run/walk speed.path_path2d NodePath – movement path
EventPlayerMoveOffsetMoves the Player by an offset relative to current position.move_offset Vector2 – delta
EventPlayerMoveAwayFromMoves the Player away from a target until reaching a min distance.avoidance_target_path NodePath – target
target_distance float
look_to_target_when_finished bool
EventPlayerLookToRotates the Player to face a given direction.direction FacingDirections
EventPlayerIdleForces the Player to the Idle animation/state.
EventPlayerSitPlays the Player sit animation/state.
EventPlayerEmoteShows an emote bubble above the Player.icon_type Emote.IconType
bubble_type Emote.BubbleType

NPC Control

ClassUsageInspector Settings
EventNPCMoveMoves an NPC along a Path2D, using the NPC’s own move speed.path_npc NodePath – NPC
path_path2d NodePath – movement path
EventNPCLookToRotates an NPC to face a given direction.direction FacingDirections
path_npc NodePath – NPC
EventNPCIdleForces an NPC into Idle animation/state.path_npc NodePath – NPC
EventNPCSitPlays an NPC sit animation/state.path_npc NodePath – NPC
EventNPCSpearThrustPlays an NPC spear‑thrust animation and waits for it to end.path_npc NodePath – NPC
direction ValidDirections (LEFT/RIGHT)

Enemy Control

ClassUsageInspector Settings
EventEnemyAnimationPlays an animation on a specific Enemy.enemy_path NodePath – Enemy node
animation_name String
EventEnemyEmoteDisplays an emote bubble above an Enemy.enemy_path NodePath – Enemy node
icon_type Emote.IconType
bubble_type Emote.BubbleType
EventEnemyLeapMakes an Enemy leap along a Path2D.path_enemy NodePath – Enemy node
path_path2d NodePath – leap path
EventEnemyMoveMoves an Enemy along a Path2D, optionally towards a target.path_enemy NodePath – Enemy node
path_path2d NodePath – movement path
path_target NodePath – optional target
move_state String ("Walk"/"Charge")
EventChangeEnemyLayoutAdvances the room’s enemy layout and waits until all active enemies are cleared.delay_between_spawns float – seconds (default 0.0)
delay_to_finish float – post‑clear delay in seconds (default 0.0)
EventBossBattleSwaps an NPC into a Boss and starts the boss encounter.npc_path NodePath – NPC to replace
packed_scene PackedScene – Boss scene

Scene & Environment

ClassUsageInspector Settings
EventAddNodeInstantiates a PackedScene at a placeholder Position2D, replacing the placeholder.placeholder_path NodePath – placeholder
packed_scene PackedScene
EventAddEnemyInstantiates an Enemy at a placeholder and activates it.placeholder_path NodePath – placeholder
packed_scene PackedScene
EventAddNPCInstantiates an NPC at a placeholder and sets its initial state.placeholder_path NodePath – placeholder
packed_scene PackedScene
initial_state InitialStates (IDLE/SEATED)
EventRemoveNodeRemoves a node from the scene and frees it.node_path NodePath
EventNode2DMoveMoves any Node2D along a Path2D over a set duration.path_node2d NodePath – node
path_path2d NodePath – movement path
duration float
transition_type Transition
ease_type Ease
EventChangeBlockadeStatusToggles all Blockade props’ blocking state in the room.is_blocking booltrue to block, false to unblock (default true)
EventChangeCaveStatusGrants or restricts access to a Cave, optionally animating.cave_path NodePath – Cave
status Status (GRANT_ACCESS/RESTRICT_ACCESS)
animate bool

Narrative & Dialogue

ClassUsageInspector Settings
EventPlayDialoguePlays a dialogue JSON file through the Dialogue system.dialogue_path String (*.json) – path to dialogue file
EventPlayInnerMonologuePlays an inner‑monologue JSON file.inner_monologue_path String (*.json) – path to monologue file

Audio

ClassUsageInspector Settings
EventChangeMusicStateChanges background music via SoundManager (state/RTPC/event).Optional toggles:
• State → is_state bool, music_state_id String (category is fixed to "MUSIC_STATES")
• RTPC → is_RTPC bool, RTPC String, RTPC_value int
• Event → is_Event bool, Event String

Game Flow

ClassUsageInspector Settings
EventChangeScreenChanges the active Game screen (e.g., next level, cut‑scene).screen_id Constants.Screens – target screen (default AUTO_NEXT)
EventWaitForTimerWaits for a specified time before proceeding.duration float – wait time in seconds (default 1.0)

Utility & Chains

ClassUsageInspector Settings
EventChainParallelRuns all child events in parallel and finishes when every child is complete.
EventChainSequenceRuns child events sequentially, one after another.