Ground (functions)/Entity Animation

From PMDOWiki

GROUND:CharSetEmote(RogueEssence.Ground.GroundChar,System.String,System.Int32)

Make a character emote on the ground map.


Arguments

  • chara: Character to emote
  • emoteid: ID of the emote
  • cycles: The number of times to play the emote.

GROUND:CharSetDrawEffect(RogueEssence.Ground.GroundChar,RogueEssence.Dungeon.DrawEffect)

Sets the ground character's draw effect to become invisible, shaking, still, etc.


Arguments

  • chara: Target ground character.
  • effect: The draw effect.

GROUND:CharEndDrawEffect(RogueEssence.Ground.GroundChar,RogueEssence.Dungeon.DrawEffect)

Sets the ground character's draw effect to become invisible, shaking, still, etc.


Arguments

  • chara: Target ground character.
  • effect: The draw effect.

GROUND:CharGetAnimFallback(RogueEssence.Ground.GroundChar,System.String)

Gets the fallback animation for the character.


Arguments

  • chara: None
  • anim: The anim to get the fallback anim of.

Returns

The fallback animation, as a string. Blank if there is none. Will return anim if anim already exists.

GROUND:CharGetAnim(RogueEssence.Ground.GroundChar)

Gets a character's current animation as a string.


Arguments

  • chara: None

GROUND:CharGetAnimPoint(RogueEssence.Ground.GroundChar,RogueEssence.Content.ActionPointType)

Gets the chosen action point of the character at this specific frame.


Arguments

  • chara: None
  • actionPoint: The ype of action point to retrieve the coordinates for.

Returns

The location of the action point in absolute coordinates on the map.

GROUND:CharSetAnim(RogueEssence.Ground.GroundChar,System.String,System.Boolean)

Set a character's animation.


Arguments

  • chara: Character to animate
  • anim: Name of the animation
  • loop: Whether to loop the animation

GROUND:CharEndAnim(RogueEssence.Ground.GroundChar)

Stops a character's current animation, reverting them to default idle.


Arguments

  • chara: Character to stop animating

GROUND:CharWaitAnim

Makes the character perform an animation and waits until it's over.


Arguments

  • ent: Character to animate
  • anim: Animation to play

Example


GROUND:CharWaitAnim(player, "Hurt")

GROUND:CharSetAction(RogueEssence.Ground.GroundChar,RogueEssence.Ground.GroundAction)

Set a character's action.


Arguments

  • chara: Character to perfom the action
  • action: The action to perform

GROUND:CharWaitAction

Makes the character perform an action and waits until it's over.


Arguments

  • ent: Character to animate
  • action: Action to perform

Example


GROUND:CharWaitAction(player, action)

GROUND:ObjectSetAnim(RogueEssence.Ground.GroundObject,System.Int32,System.Int32,System.Int32,RogueElements.Dir8,System.Int32)

Sets a ground object's animation. After it finishes, it will return to the default animation.


Arguments

  • obj: The object to animate
  • frameTime: The duration of each frame of animation
  • startFrame: The start frame of animation
  • endFrame: The end frame of animation
  • dir: The direction of the animation
  • cycles: The number of times to repeat the animation

GROUND:ObjectSetDefaultAnim(RogueEssence.Ground.GroundObject,System.String,System.Int32,System.Int32,System.Int32,RogueElements.Dir8)

Sets a ground object's default animation.


Arguments

  • obj: The object to animate
  • animName: The name of the animation
  • frameTime: The duration of each frame of animation
  • startFrame: The start frame of animation
  • endFrame: The end frame of animation
  • dir: The direction of the animation

GROUND:ObjectWaitAnimFrame

Waits for the object to reach a specific frame before continuing.


Arguments

  • obj: The object ot wait on
  • frame: The frame of animation to wait on.

Example


GROUND:WaitObjectAnim(fountain, 3)