Event pages and NPC move routes on RPG maps; rpg action schemas; walk test passes the RPG Plus prologue
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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using System.Collections.Generic;
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namespace Cthangover.Mods.Rpg
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{
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/// <summary>
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/// One page of a map event, as in RPG Maker: the event's look and effect while the
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/// page's <see cref="Condition"/> holds. Every field left out (null) is the event's
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/// own; an empty <see cref="Sprite"/>/<see cref="Icon"/> clears it. The last page whose
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/// condition holds is the active one; the event's own fields are page 0 and count only
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/// while the event's own condition holds (<see cref="RpgEventPages"/>).
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/// </summary>
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public class RpgEventPage
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{
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/// <summary>Scenario condition of the page; empty = always.</summary>
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public string Condition { get; set; }
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/// <summary>Charset of the page ("" = none).</summary>
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public string Sprite { get; set; }
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/// <summary>Atlas tile of the page (-1 = none).</summary>
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public int? Tile { get; set; }
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/// <summary>Item icon of the page ("" = none).</summary>
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public string Icon { get; set; }
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/// <summary>Facing the event turns to when the page becomes active.</summary>
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public RpgDirection? Dir { get; set; }
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/// <summary>How the page starts.</summary>
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public RpgEventTrigger? Trigger { get; set; }
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/// <summary>Whether the page blocks walking.</summary>
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public bool? Solid { get; set; }
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/// <summary>Scenario file of the page.</summary>
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public string Scenario { get; set; }
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/// <summary>Inline scenario lines of the page.</summary>
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public List<string> Commands { get; set; }
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/// <summary>Teleport of the page.</summary>
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public RpgTeleport Teleport { get; set; }
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/// <summary>Autonomous movement of the page.</summary>
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public RpgMoveRoute Route { get; set; }
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}
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}
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