The game object class for the player. It contains event starting determinants and map scrolling functions.
Extends
Methods
- advanceMoveRouteIndex()inherited
- Advances the move route index
- animationWait()numberinherited
- Get the wait between animation framesReturns:Type Description number Amount to wait between animation frames 
- Check if followers are gatheredName Type Description Trueboolean if gathered 
- Check if player followers are gatheringName Type Description Trueboolean if gathering 
- blendMode()numberinherited
- Get the blend mode of the characterReturns:Type Description number The character's blend mode 
- bushDepth()numberinherited
- Get the character's bush depthReturns:Type Description number The character's bush depth 
- Check if the player can encounter enemiesReturns:Type Description boolean True if can encounter 
- Check if the player can moveReturns:Type Description boolean True if the player can move 
- canPass(x, y, d)booleaninherited
- Check if the character can pass a tile in front of them given x/y coordinates and directionName Type Description xnumber The x coordinate at the start of the move ynumber The y coordinate at the start of the move dnumber The direction of the move Returns:Type Description boolean True if can pass 
- canPassDiagonally(x, y, horz, vert)booleaninherited
- Check if the character can diagonally pass a tile in front of them given x/y coordinates and horizontal/vertical directionName Type Description xnumber The x coordinate at the start of the move ynumber The y coordinate at the start of the move horznumber The horizontal direction of the move vertnumber The vertical direction of the move Returns:Type Description boolean True if can pass 
- Check if local events can startReturns:Type Description boolean True if local events can start 
- Center on the given positionName Type Description xnumber The x position to center on ynumber The y position to center on Returns:Type Description undefined Undefined is returned 
- Get the center x coordinateReturns:Type Description number Center x coordinate 
- Get the center y coordinateReturns:Type Description number Center y coordinate 
- characterIndex()numberinherited
- Get the character's index (for character sheet image)Returns:Type Description number The character index 
- characterName()stringinherited
- Get the character's name (for character sheet image)Returns:Type Description string The character name 
- Check event triggers on the player's locationName Type Description triggersArray.<number> The triggers to check for 
- Check event triggers one tile in front of the playerName Type Description triggersArray.<number> The triggers to check for 
- checkEventTriggerTouch(x, y)overrides
- Check event triggers for touchName Type Description xnumber The x coordinate to check ynumber The y coordinate to check 
- checkEventTriggerTouchFront(d)inherited
- Check for event trigger touch (in front of character)Name Type Description dnumber The character's direction 
- checkStop(threshold)booleaninherited
- Check if the character should stopName Type Description thresholdnumber The threshold after which the character should stop Returns:Type Description boolean True if should stop 
- Clear player transfer data
- copyPosition(character)inherited
- Copies the position of another characterName Type Description characterGame_Character The character to copy position from 
- deltaXFrom(x)numberinherited
- Get the delta x from the given x and the character xName Type Description xnumber The given x Returns:Type Description number The delta x 
- deltaYFrom(y)numberinherited
- Get the delta y from the given y and the character yName Type Description ynumber The given y Returns:Type Description number The delta y 
- direction()numberinherited
- Get the direction of the characterReturns:Type Description number The character direction 
- distancePerFrame()numberinherited
- Get the distance moved per frameReturns:Type Description number The distance moved per frame 
- Get the encounter progress valueReturns:Type Description number The encounter progress amount 
- endAnimation()inherited
- End the animation
- endBalloon()inherited
- End the balloon animation
- Start an encounterReturns:Type Description boolean True if encounter succeeded 
- Move the playerName Type Description directionnumber The direction to move 
- Get the fade type of a transferReturns:Type Description number The fade type 
- findDirectionTo(goalX, goalY)numberinherited
- Find the direction to a given x/y coordinateName Type Description goalXnumber The goal x coordinate goalYnumber The goal y coordinate Returns:Type Description number The direction to the goal coordinates 
- followers()Game_Followers
- Get the player's followersReturns:Type Description Game_Followers The game followers object 
- Force the player to move forward
- forceMoveRoute(moveRoute)inherited
- Forces a move routeName Type Description moveRouteObject The move route to force 
- Gather player followers
- Get the direction of inputReturns:Type Description number The direction of input 
- Processing for getting off a vehicleName Type Description Trueboolean if get off started 
- Processing for getting on or off a vehicleName Type Description Trueboolean if get on/off started 
- Processing for getting on a vehicleName Type Description Trueboolean if get on started 
- hasStepAnime()booleaninherited
- Check if the character has a step animationReturns:Type Description boolean True if has step animation 
- hasWalkAnime()booleaninherited
- Check if the character has a walk animationReturns:Type Description boolean True if has walk animation 
- Hide player followers
- Increase the character's steps
- Initialize character variables
- Initialize the character
- isAnimationPlaying()booleaninherited
- Check if the animation is playingReturns:Type Description boolean True if animation playing 
- isBalloonPlaying()booleaninherited
- Check if the character balloon animation is playingReturns:Type Description boolean True if balloon animation playing 
- Check if the player is collided withName Type Description xnumber The x coordinate to check for collision ynumber The y coordinate to check for collision Returns:Type Description boolean True if collided 
- isCollidedWithCharacters(x, y)booleaninherited
- Check if the character collided with other charactersName Type Description xnumber The x coordinate to check ynumber The y coordinate to check Returns:Type Description boolean True if collided 
- isCollidedWithEvents(x, y)booleaninherited
- Check if the character collided with event charactersName Type Description xnumber The x coordinate to check ynumber The y coordinate to check Returns:Type Description boolean True if collided 
- isCollidedWithVehicles(x, y)booleaninherited
- Check if the character collided with vehicle charactersName Type Description xnumber The x coordinate to check ynumber The y coordinate to check Returns:Type Description boolean True if collided 
- Check if dash button is being pressedReturns:Type Description boolean True if dash button is pressed 
- isDashing()booleanoverrides
- Check if the player is dashingReturns:Type Description boolean True if dashing 
- isDebugThrough()booleanoverrides
- Check if the player is through as a result of debug inputsReturns:Type Description boolean True if in debug through mode 
- isDirectionFixed()booleaninherited
- Check if the character has a fixed directionReturns:Type Description boolean True if has fixed direction 
- Check if the player is in the airshipReturns:Type Description boolean True if in airship 
- Check if the player is in the boatReturns:Type Description boolean True if in boat 
- Check if the player is in the shipReturns:Type Description boolean True if in ship 
- Check if the player is in any vehicleReturns:Type Description boolean True if in vehicle 
- isJumping()booleaninherited
- Check if the character is jumpingReturns:Type Description boolean True if jumping 
- Check if the map is passable between two tilesName Type Description xnumber The x coordinate at the start of the move ynumber The y coordinate at the start of the move dnumber The direction of the move Returns:Type Description boolean True if map is passable 
- isMoveRouteForcing()booleaninherited
- Check if move route is forcingReturns:Type Description boolean True if forcing 
- isMovementSucceeded()booleaninherited
- Check for movement successReturns:Type Description boolean True if movement succeeded 
- isMoving()booleaninherited
- Check if the character is movingReturns:Type Description boolean True if moving 
- isNearTheScreen()booleaninherited
- Check if the character is near the screenReturns:Type Description boolean True if near the screen 
- Check if the player is normalReturns:Type Description boolean True if normal 
- isNormalPriority()booleaninherited
- Check if the character is normal priorityReturns:Type Description boolean True if normal priority 
- isObjectCharacter()booleaninherited
- Check if the character is an object characterReturns:Type Description boolean True if object character 
- isOnBush()booleaninherited
- Check if the character is on a bushReturns:Type Description boolean True if on bush tile 
- Check if the player is on a damage floorName Type Description Trueboolean if on damage floor 
- isOnLadder()booleaninherited
- Check if the character is on a ladderReturns:Type Description boolean True if on ladder 
- isOriginalPattern()booleaninherited
- Check if the pattern is in the original stateReturns:Type Description boolean True if in original state 
- Check if the character is stoppingReturns:Type Description boolean True if stopping 
- isThrough()booleaninherited
- Check if the character is throughReturns:Type Description boolean True if through 
- isTile()booleaninherited
- Check if the character is a tileReturns:Type Description boolean True if tile 
- Check if the player is transferringReturns:Type Description boolean True if transferring 
- isTransparent()booleaninherited
- Check if the character is transparentReturns:Type Description boolean True if transparent 
- Jumps the characterName Type Description xPlusnumber Amount to jump in the x direction yPlusnumber Amount to jump in the y direction 
- jumpHeight()numberinherited
- Get the character's jump heightReturns:Type Description number The character's jump height 
- Locates the character to the given coordinatesName Type Description xnumber The new x coordinate ynumber The new y coordinate 
- Make the encounter count for the player
- Get a troop id to encounterReturns:Type Description number The troop id to encounter 
- maxPattern()numberinherited
- Get the maximum pattern for animationReturns:Type Description number The maximum pattern for animation 
- Check if an encounter meets conditionsName Type Description encounterObject The encounter object to check Returns:Type Description boolean True if conditions are met 
- memorizeMoveRoute()inherited
- Memorizes the character move route
- moveAwayFromCharacter(character)inherited
- Moves away from the given characterName Type Description characterGame_Character The character to move away from 
- moveAwayFromPlayer()inherited
- Moves away from the player
- moveBackward()inherited
- Moves backward
- Move the player with input
- Moves diagonally in the given directionsName Type Description horznumber The horizontal direction to move in vertnumber The vertical direction to move in 
- moveForward()inherited
- Moves forward
- moveFrequency()numberinherited
- Get the move frequency of the characterReturns:Type Description number The character's movement frequency 
- moveRandom()inherited
- Random move handling
- moveSpeed()numberinherited
- Get the move speed of the characterReturns:Type Description number The character's movement speed 
- Moves straight in the given directionName Type Description dnumber The direction to move in 
- moveTowardCharacter(character)inherited
- Moves toward the given characterName Type Description characterGame_Character The character to move toward 
- moveTowardPlayer()inherited
- Moves toward the player
- Get the new map id of a transferReturns:Type Description number The new map id 
- opacity()numberinherited
- Get the opacity of the characterReturns:Type Description number The character's opacity 
- pattern()numberinherited
- Get the current animation patternReturns:Type Description number The current animation pattern 
- Processing when the transfer occurs
- pos(x, y)booleaninherited
- Check if the character's position is equal to the passed coordinatesName Type Description xnumber The x coordinate to check ynumber The y coordinate to check Returns:Type Description boolean True if coordinates match 
- posNt(x, y)booleaninherited
- Check if the character's position is equal to the passed coordinates, and it's (n)ot (t)hroughName Type Description xnumber The x coordinate to check ynumber The y coordinate to check Returns:Type Description boolean True if coordinates match and the character is not through 
- processMoveCommand(command)inherited
- Processes a given move commandName Type Description commandObject The move command 
- processRouteEnd()inherited
- Processing when move route ends
- realMoveSpeed()numberinherited
- Get the real movement speed for the character (factor in dashing or other effects)Returns:Type Description number The actual move speed of the character 
- Refresh the player
- refreshBushDepth()inherited
- Refresh the character for bush depth change
- regionId()numberinherited
- Get the region id the character is onReturns:Type Description number The region id 
- Request the map to reload
- Reserve a transferName Type Description mapIdnumber The map id to transfer to xnumber The x coordinate to transfer to ynumber The y coordinate to transfer to dnumber The direction to face after transfer fadeTypenumber The type of fade for the transfer 
- resetPattern()inherited
- Resets the animation pattern
- resetStopCount()inherited
- Resets the stop count
- restoreMoveRoute()inherited
- Restores a memorized move route
- reverseDir(d)inherited
- Reverse the character's directionName Type Description dnumber The direction to reverse from 
- screenX()numberinherited
- Get the character screen x valueReturns:Type Description number The screen x value 
- screenY()numberinherited
- Get the character screen y valueReturns:Type Description number The screen y value 
- screenZ()numberinherited
- Get the character screen z valueReturns:Type Description number The screen z value 
- scrolledX()numberinherited
- Get the character scrolled x valueReturns:Type Description number The scrolled x value 
- scrolledY()numberinherited
- Get the character scrolled y valueReturns:Type Description number The scrolled y value 
- searchLimit()numberinherited
- The maximum amount of tiles to search for finding directionReturns:Type Description number The search limit 
- setBlendMode(blendMode)inherited
- Set the blend mode of the characterName Type Description blendModenumber The character's new blend mode 
- setDirection(d)inherited
- Set the direction of the characterName Type Description dnumber The character's new direction 
- setDirectionFix(directionFix)inherited
- Set the character direction fix flagName Type Description directionFixboolean New direction fix flag 
- setImage(characterName, characterIndex)inherited
- Set the character's image properties (character name and index)Name Type Description characterNamestring The new character name characterIndexnumber The new character index 
- setMoveFrequency(moveFrequency)inherited
- Set the move frequency of the characterName Type Description moveFrequencynumber The character's new movement frequency 
- setMoveRoute(moveRoute)inherited
- Sets a move routeName Type Description moveRouteObject The move route to set 
- setMoveSpeed(moveSpeed)inherited
- Set the move speed of the characterName Type Description moveSpeednumber The character's new movement speed 
- setMovementSuccess(success)inherited
- Set movement successName Type Description successboolean Whether movement succeeded 
- setOpacity(opacity)inherited
- Set the opacity of the characterName Type Description opacitynumber The character's new opacity 
- setPattern(pattern)inherited
- Set the current animation patternName Type Description patternnumber The new current animation pattern 
- setPosition(x, y)inherited
- Sets the position of the characterName Type Description xnumber The new x coordinate ynumber The new y coordinate 
- setPriorityType(priorityType)inherited
- Set the priority type of the characterName Type Description priorityTypenumber The character's new priority type 
- setStepAnime(stepAnime)inherited
- Set the character step animation flagName Type Description stepAnimeboolean New step animation flag 
- setThrough(through)inherited
- Set the character through flagName Type Description throughboolean New through flag 
- setTileImage(tileId)inherited
- Set the character's image properties when it's a tile characterName Type Description tileIdnumber The tile id to use for the image 
- setTransparent(transparent)inherited
- Set the transparent flagName Type Description transparentboolean New transparent flag 
- setWalkAnime(walkAnime)inherited
- Set the character walk animation flagName Type Description walkAnimeboolean New walk animation flag 
- Set up when a new game is started
- shiftY()numberinherited
- Get the amount to shift the character's y valueReturns:Type Description number Amount to shift the y value by 
- Show player followers
- startAnimation()inherited
- Start the animation
- startBalloon()inherited
- Start the character balloon animation
- Start an event on the mapName Type Description xnumber The x coordinate of the event ynumber The y coordinate of the event triggersArray.<number> The event's triggers normalboolean If the priority should be normal or not 
- straighten()inherited
- Straighten the character
- swap(character)inherited
- Swap location with the given characterName Type Description characterGame_Character The character to swap with 
- terrainTag()numberinherited
- Get the terrain tag the character is onReturns:Type Description number The terrain tag 
- tileId()numberinherited
- Get the character's tile idReturns:Type Description number The character's tile id 
- Check if action is triggeredReturns:Type Description boolean True if action is triggered 
- Check if button input triggered actionReturns:Type Description boolean True if action is triggered 
- Check if touch triggered actionReturns:Type Description boolean True if action is triggered 
- Check if touch action should trigger on the given coordinatesName Type Description x1number The x coordinate to check for trigger y1number The y coordinate to check for trigger Returns:Type Description boolean True if action is triggered 
- Check if touch action should trigger on the given coordinatesName Type Description x2number The x coordinate to check for trigger y2number The y coordinate to check for trigger Returns:Type Description boolean True if action is triggered 
- Check if touch action should trigger on the given coordinatesName Type Description x2number The x coordinate to check for trigger y2number The y coordinate to check for trigger Returns:Type Description boolean True if action is triggered 
- turn180()inherited
- Turn 180 degrees (turn around)
- turnAwayFromCharacter(character)inherited
- Turns away from the given characterName Type Description characterGame_Character The character to turn away from 
- turnAwayFromPlayer()inherited
- Turns away from the player
- turnLeft90()inherited
- Turn left 90 degrees
- turnRandom()inherited
- Turn in a random direction
- turnRight90()inherited
- Turn right 90 degrees
- turnRightOrLeft90()inherited
- Randomly turn right or left 90 degrees
- turnTowardCharacter(character)inherited
- Turns toward the given characterName Type Description characterGame_Character The character to turn toward 
- turnTowardPlayer()inherited
- Turns toward the player
- update(sceneActive)overrides
- Update the playerName Type Description sceneActiveboolean If the scene is active 
- updateAnimation()inherited
- Update the character's animation
- updateAnimationCount()inherited
- Update the animation count
- Update dash
- Update the encounter count
- updateJump()inherited
- Update the character's jump
- updateMove()inherited
- Update the character's move
- Update when not movingName Type Description wasMovingboolean If the player just stopped moving sceneActiveboolean If scene is active 
- updatePattern()inherited
- Updates the animation pattern
- updateRoutineMove()inherited
- Updates move route
- Update scrollName Type Description lastScrolledXnumber The last scroll x position lastScrolledYnumber The last scroll y position 
- updateStop()inherited
- Update the character's stop
- Update player vehicle
- Update getting off a vehicle
- Update getting on a vehicle
- vehicle()Game_Vehicle
- Get the vehicle the player is inReturns:Type Description Game_Vehicle The vehicle the player is in