Chapter Event Classes
Camera Control
Class | Usage | Inspector Settings |
---|---|---|
EventCameraMove | Moves GameplayCamera along a Path2D over a given duration. | path_path2d NodePath – movement pathduration float – seconds (default 1.0)transition_type Transition ease_type Ease |
EventCameraReturnToPlayer | Returns GameplayCamera back to the Player automatically. | |
EventCameraSetPosition | Instantly places GameplayCamera at a fixed position. | path_node2d NodePath – target position |
Player Control
Class | Usage | Inspector Settings |
---|---|---|
EventPlayerMove | Moves the Player along a Path2D at their current run/walk speed. | path_path2d NodePath – movement path |
EventPlayerMoveOffset | Moves the Player by an offset relative to current position. | move_offset Vector2 – delta |
EventPlayerMoveAwayFrom | Moves the Player away from a target until reaching a min distance. | avoidance_target_path NodePath – targettarget_distance float look_to_target_when_finished bool |
EventPlayerLookTo | Rotates the Player to face a given direction. | direction FacingDirections |
EventPlayerIdle | Forces the Player to the Idle animation/state. | |
EventPlayerSit | Plays the Player sit animation/state. | |
EventPlayerEmote | Shows an emote bubble above the Player. | icon_type Emote.IconType bubble_type Emote.BubbleType |
NPC Control
Class | Usage | Inspector Settings |
---|---|---|
EventNPCMove | Moves an NPC along a Path2D , using the NPC’s own move speed. | path_npc NodePath – NPCpath_path2d NodePath – movement path |
EventNPCLookTo | Rotates an NPC to face a given direction. | direction FacingDirections path_npc NodePath – NPC |
EventNPCIdle | Forces an NPC into Idle animation/state. | path_npc NodePath – NPC |
EventNPCSit | Plays an NPC sit animation/state. | path_npc NodePath – NPC |
EventNPCSpearThrust | Plays an NPC spear‑thrust animation and waits for it to end. | path_npc NodePath – NPCdirection ValidDirections (LEFT/RIGHT) |
Enemy Control
Class | Usage | Inspector Settings |
---|---|---|
EventEnemyAnimation | Plays an animation on a specific Enemy. | enemy_path NodePath – Enemy nodeanimation_name String |
EventEnemyEmote | Displays an emote bubble above an Enemy. | enemy_path NodePath – Enemy nodeicon_type Emote.IconType bubble_type Emote.BubbleType |
EventEnemyLeap | Makes an Enemy leap along a Path2D . | path_enemy NodePath – Enemy nodepath_path2d NodePath – leap path |
EventEnemyMove | Moves an Enemy along a Path2D , optionally towards a target. | path_enemy NodePath – Enemy nodepath_path2d NodePath – movement pathpath_target NodePath – optional targetmove_state String ("Walk"/"Charge") |
EventChangeEnemyLayout | Advances 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) |
EventBossBattle | Swaps an NPC into a Boss and starts the boss encounter. | npc_path NodePath – NPC to replacepacked_scene PackedScene – Boss scene |
Scene & Environment
Class | Usage | Inspector Settings |
---|---|---|
EventAddNode | Instantiates a PackedScene at a placeholder Position2D , replacing the placeholder. | placeholder_path NodePath – placeholderpacked_scene PackedScene |
EventAddEnemy | Instantiates an Enemy at a placeholder and activates it. | placeholder_path NodePath – placeholderpacked_scene PackedScene |
EventAddNPC | Instantiates an NPC at a placeholder and sets its initial state. | placeholder_path NodePath – placeholderpacked_scene PackedScene initial_state InitialStates (IDLE/SEATED) |
EventRemoveNode | Removes a node from the scene and frees it. | node_path NodePath |
EventNode2DMove | Moves any Node2D along a Path2D over a set duration. | path_node2d NodePath – nodepath_path2d NodePath – movement pathduration float transition_type Transition ease_type Ease |
EventChangeBlockadeStatus | Toggles all Blockade props’ blocking state in the room. | is_blocking bool – true to block, false to unblock (default true) |
EventChangeCaveStatus | Grants or restricts access to a Cave, optionally animating. | cave_path NodePath – Cavestatus Status (GRANT_ACCESS/RESTRICT_ACCESS)animate bool |
Narrative & Dialogue
Class | Usage | Inspector Settings |
---|---|---|
EventPlayDialogue | Plays a dialogue JSON file through the Dialogue system. | dialogue_path String (*.json) – path to dialogue file |
EventPlayInnerMonologue | Plays an inner‑monologue JSON file. | inner_monologue_path String (*.json) – path to monologue file |
Audio
Class | Usage | Inspector Settings |
---|---|---|
EventChangeMusicState | Changes 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
Class | Usage | Inspector Settings |
---|---|---|
EventChangeScreen | Changes the active Game screen (e.g., next level, cut‑scene). | screen_id Constants.Screens – target screen (default AUTO_NEXT) |
EventWaitForTimer | Waits for a specified time before proceeding. | duration float – wait time in seconds (default 1.0) |
Utility & Chains
Class | Usage | Inspector Settings |
---|---|---|
EventChainParallel | Runs all child events in parallel and finishes when every child is complete. | |
EventChainSequence | Runs child events sequentially, one after another. |