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char_set_activation to set_char_activation
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jjppof committed Sep 12, 2023
1 parent d413db3 commit f1eaeeb
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Showing 3 changed files with 6 additions and 6 deletions.
2 changes: 1 addition & 1 deletion base/game_events/GameEvent.ts
Original file line number Diff line number Diff line change
Expand Up @@ -64,7 +64,7 @@ export enum event_types {
MAP_BLEND_MODE = "map_blend_mode",
IO_ANIM_PLAY = "io_animation_play",
CHAR_ANIMATION_PLAY = "char_animation_play",
CHAR_SET_ACTIVATION = "char_set_activation",
SET_CHAR_ACTIVATION = "set_char_activation",
AUDIO_PLAY = "audio_play",
CONTROL_BGM = "control_bgm",
SET_PARTY_COINS = "set_party_coins",
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6 changes: 3 additions & 3 deletions base/game_events/GameEventManager.ts
Original file line number Diff line number Diff line change
Expand Up @@ -37,7 +37,7 @@ import {MapOpacityEvent} from "./MapOpacityEvent";
import {MapBlendModeEvent} from "./MapBlendModeEvent";
import {IOAnimPlayEvent} from "./IOAnimPlayEvent";
import {CharAnimPlayEvent} from "./CharAnimPlayEvent";
import {CharSetActivationEvent} from "./CharSetActivationEvent";
import {SetCharActivationEvent} from "./SetCharActivationEvent";
import {AudioPlayEvent} from "./AudioPlayEvent";
import {ControlBgmEvent} from "./ControlBgmEvent";
import {SetPartyCoinsEvent} from "./SetPartyCoinsEvent";
Expand Down Expand Up @@ -638,8 +638,8 @@ export class GameEventManager {
info.reset_before_start,
info.finish_events
);
case event_types.CHAR_SET_ACTIVATION:
return new CharSetActivationEvent(
case event_types.SET_CHAR_ACTIVATION:
return new SetCharActivationEvent(
this.game,
this.data,
info.active,
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Original file line number Diff line number Diff line change
@@ -1,12 +1,12 @@
import {GameEvent, event_types} from "./GameEvent";

export class CharSetActivationEvent extends GameEvent {
export class SetCharActivationEvent extends GameEvent {
private is_npc: boolean;
private npc_label: string;
private activate: boolean;

constructor(game, data, active, key_name, keep_reveal, is_npc, npc_label, activate) {
super(game, data, event_types.CHAR_SET_ACTIVATION, active, key_name, keep_reveal);
super(game, data, event_types.SET_CHAR_ACTIVATION, active, key_name, keep_reveal);
this.npc_label = npc_label;
this.is_npc = is_npc;
this.activate = activate;
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