### Define and Trigger Setup Event Source: https://github.com/deep-entertainment/escoria/blob/main/docs/esc.md Use the ':setup' event to initialize a room. This example teleports the player based on the last visited scene. ```ESC :setup teleport player door1 [eq ESC_LAST_SCENE scene1] teleport player door2 [eq ESC_LAST_SCENE scene2] ``` -------------------------------- ### Scene Transition Commands Source: https://context7.com/deep-entertainment/escoria/llms.txt Use CUT_BLACK for a black screen during setup and LEAVE_BLACK to stay black after setup for a fade-in effect. ```esc # CUT_BLACK - black screen during setup :setup | CUT_BLACK teleport player start_position ``` ```esc # LEAVE_BLACK - stay black after setup for fade_in :setup | LEAVE_BLACK teleport player start_position ``` -------------------------------- ### Initialize New Game Source: https://github.com/deep-entertainment/escoria/blob/main/docs/api/escoria.gd.md This method is called when the 'start new game' option is selected from the main menu. ```gdscript func new_game() ``` -------------------------------- ### Start Resource Cache Source: https://github.com/deep-entertainment/escoria/blob/main/docs/api/ESCResourceCache.md Initializes and starts the resource caching system. This typically involves starting the worker thread. ```gdscript func start() ``` -------------------------------- ### SayCommand Usage Source: https://github.com/deep-entertainment/escoria/blob/main/docs/api/SayCommand.md This section details how to use the SayCommand to display dialogs, including its parameters and examples. ```APIDOC ## SayCommand ### Description `say object text [type] [avatar]` Runs the specified string as a dialog said by the object. Blocks execution until the dialog finishes playing. The text supports translation keys by prepending the key and separating it with a `:` from the text. Example: `say player ROOM1_PICTURE:"Picture's looking good."` Optional parameters: * "type" determines the type of dialog UI to use. Default value is "default" * "avatar" determines the avatar to use for the dialog. Default value is "default" ### Method POST (or custom command execution) ### Endpoint Not applicable (command-line or script execution) ### Parameters #### Command Parameters - **object** (string) - Required - The identifier of the object that will speak. - **text** (string) - Required - The dialog text to be spoken. Supports translation keys (e.g., `KEY:"Text"`). - **type** (string) - Optional - The type of dialog UI to use. Defaults to "default". - **avatar** (string) - Optional - The avatar to use for the dialog. Defaults to "default". ### Request Example ``` say player ROOM1_PICTURE:"Picture's looking good." ``` ### Response #### Success Response (200) - **status** (string) - Indicates the dialog has finished playing. #### Response Example ```json { "status": "dialog_finished" } ``` ``` -------------------------------- ### SayCommand Usage Example Source: https://github.com/deep-entertainment/escoria/blob/main/docs/api/SayCommand.md Example of how to use the say command with a translation key and custom text. The 'type' and 'avatar' parameters are optional. ```gdscript say player ROOM1_PICTURE:"Picture's looking good." ``` -------------------------------- ### Set Player Start Location Source: https://github.com/deep-entertainment/escoria/blob/main/docs/api/ESCLocation.md Set this boolean property to true if the ESCLocation should be considered a player starting point. ```gdscript export var is_start_location = false ``` -------------------------------- ### Start Talking Animation Source: https://github.com/deep-entertainment/escoria/blob/main/docs/api/ESCItem.md Initiates the talking animation for the item. Use this to visually indicate speech. ```gdscript func start_talking() ``` -------------------------------- ### Initiate Walking to a Position Source: https://github.com/deep-entertainment/escoria/blob/main/docs/api/ESCMovable.md Starts the process of walking to a given Vector2 position. An optional walk context can be provided to customize the movement. ```gdscript func walk_to(pos: Vector2, p_walk_context: ESCWalkContext = null) -> void: # Walk to a given position pass ``` -------------------------------- ### Start Dialog Choices Source: https://github.com/deep-entertainment/escoria/blob/main/docs/api/ESCDialogsPlayer.md Initiates the display of a list of choices to the player. Requires an ESCDialog object containing the choices. ```gdscript func start_dialog_choices(dialog: ESCDialog) ``` -------------------------------- ### Check Inventory Item Source: https://github.com/deep-entertainment/escoria/blob/main/docs/esc.md Inventory items are handled as global flags prefixed with 'i/'. This example waits if the player has the 'key'. ```ESC # Waits for 5 seconds if the player has the key in its inventory wait 5 [i/key] ``` -------------------------------- ### Escoria Project Settings - Main Configuration Source: https://context7.com/deep-entertainment/escoria/llms.txt Configure core Escoria settings such as the game start script, force quit behavior, and text/voice languages within Godot's Project Settings. ```ini # Project Settings > Escoria > Main escoria/main/game_start_script = "res://game/start_game.esc" escoria/main/force_quit = true escoria/main/text_lang = "en" escoria/main/voice_lang = "en" ``` -------------------------------- ### Play Background Music Source: https://context7.com/deep-entertainment/escoria/llms.txt Starts or stops background music. Set the third parameter to 'true' to loop. ```esc set_sound_state _music res://game/sfx/contemplation.ogg true ``` -------------------------------- ### Autoloads Configuration Source: https://github.com/deep-entertainment/escoria/blob/main/docs/api/plugin.gd.md Details the autoloads defined within the Escoria plugin, specifying which scenes are instantiated on game start. ```APIDOC ## Constants Descriptions ### autoloads ```gdscript const autoloads: Dictionary = {"escoria":"res://addons/escoria-core/game/escoria.tscn"} ``` Autoloads to instantiate. ``` -------------------------------- ### Group Commands in Escoria Source: https://github.com/deep-entertainment/escoria/blob/main/docs/esc.md Use '>' to start a command group and indentation for commands within the group. Groups can also include conditions. ```escoria >\n\tset_global door_open true\n\tanim player pick_up\n# end of group ``` ```escoria # Present the key if the player already has it\n> [i/key]\n\tsay player "I got the key!"\n\tanim player show_key ``` -------------------------------- ### Thread Function Entry Point Source: https://github.com/deep-entertainment/escoria/blob/main/docs/api/ESCResourceCache.md The function that the thread starts executing. It typically calls `thread_process` or other thread-specific logic. ```gdscript func thread_func(u) ``` -------------------------------- ### ESCDialogOption Methods Source: https://github.com/deep-entertainment/escoria/blob/main/docs/api/ESCDialogOption.md Details the methods available for the ESCDialogOption class, including initialization, getting the option text, and checking validity. ```APIDOC ## Methods ### _init - **Description**: Create a dialog option from a string - **Parameters**: - **option_string** (String) - The string representation of the dialog option ### get_option - **Description**: Retrieves the displayed option text - **Returns**: String ### is_valid - **Description**: Check, if conditions match - **Returns**: Boolean ``` -------------------------------- ### Prepare Escoria Main Settings Source: https://github.com/deep-entertainment/escoria/blob/main/docs/api/plugin.gd.md Initializes settings within the Escoria main category. ```gdscript func set_escoria_main_settings() ``` -------------------------------- ### SpawnCommand Usage Source: https://github.com/deep-entertainment/escoria/blob/main/docs/api/SpawnCommand.md Details on how to use the spawn command, including its parameters. ```APIDOC ## SpawnCommand ### Description `spawn path [object2]` Instances a scene determined by "path", and places in the position of object2 (object2 is optional). ### Method POST (or custom command execution) ### Endpoint /deep-entertainment/escoria/SpawnCommand ### Parameters #### Path Parameters - **path** (string) - Required - The path to the scene to be instantiated. - **object2** (Node) - Optional - The object to position the new instance relative to. ### Request Example ```json { "command": "spawn", "arguments": [ "res://scenes/my_scene.tscn", "%SomeNodeInScene" ] } ``` ### Response #### Success Response (200) - **result** (int) - Indicates the success or failure of the command execution (e.g., 0 for success, non-zero for failure). #### Response Example ```json { "result": 0 } ``` ``` -------------------------------- ### Basic Command with String Parameter Source: https://github.com/deep-entertainment/escoria/blob/main/docs/esc.md Demonstrates a simple 'say' command with one string parameter. Parameters can be quoted if they contain spaces. ```ESC # one parameter "player", another parameter "hello world" say player "hello world" ``` -------------------------------- ### Define Directional Angles for Animations Source: https://github.com/deep-entertainment/escoria/blob/main/docs/api/ESCAnimationResource.md The `dir_angles` property is an array defining the start angle and size for each animation direction. Ensure start angles are between 0 and 360 degrees, with 0/360 representing UP/NORTH. ```gdscript var dir_angles: Array ``` -------------------------------- ### RepeatCommand Source: https://github.com/deep-entertainment/escoria/blob/main/docs/api/RepeatCommand.md The RepeatCommand restarts the execution of the current scope (group or event) at its start. ```APIDOC ## RepeatCommand ### Description Restarts the execution of the current scope at the start. A scope can be a group or an event. ### Method Descriptions #### configure ```gdscript func configure() -> ESCCommandArgumentDescriptor ``` Return the descriptor of the arguments of this command #### run ```gdscript func run(command_params: Array) -> int ``` Run the command ``` -------------------------------- ### Prepare Escoria Platform Settings Source: https://github.com/deep-entertainment/escoria/blob/main/docs/api/plugin.gd.md Initializes settings within the Escoria platform category, potentially including platform-specific configurations. ```gdscript func set_escoria_platform_settings() ``` -------------------------------- ### Prepare Escoria UI Settings Source: https://github.com/deep-entertainment/escoria/blob/main/docs/api/plugin.gd.md Initializes settings within the Escoria UI category. ```gdscript func set_escoria_ui_settings() ``` -------------------------------- ### Get Terrain Function Source: https://github.com/deep-entertainment/escoria/blob/main/docs/api/ESCTerrain.md Retrieves the terrain scale factor for a given position. ```gdscript func get_terrain(pos: Vector2) -> float: # Get the terrain scale factor for a given position pass ``` -------------------------------- ### Method: _init Source: https://github.com/deep-entertainment/escoria/blob/main/docs/api/ESCCondition.md Initializes a new ESCCondition instance by parsing an ESC condition string. ```gdscript func _init(comparison_string: String) ``` -------------------------------- ### Get Light Function Source: https://github.com/deep-entertainment/escoria/blob/main/docs/api/ESCTerrain.md Retrieves the color of the lightmap pixel at a specified position. ```gdscript func get_light(pos: Vector2) -> Color: # Return the Color of the lightmap pixel for the specified position pass ``` -------------------------------- ### Prepare Escoria Debug Settings Source: https://github.com/deep-entertainment/escoria/blob/main/docs/api/plugin.gd.md Initializes settings within the Escoria debug category. ```gdscript func set_escoria_debug_settings() ``` -------------------------------- ### TransitionCommand Overview Source: https://github.com/deep-entertainment/escoria/blob/main/docs/api/TransitionCommand.md Provides an overview of the TransitionCommand, including its purpose and basic usage. ```APIDOC ## TransitionCommand ### Description `transition transition_name in|out` Performs a transition in or out manually. ### Methods - **configure()**: Returns the descriptor of the arguments for this command. - **validate(arguments: Array)**: Validates if the given arguments match the command descriptor. - **run(command_params: Array)**: Executes the command with the provided parameters. ``` -------------------------------- ### Prepare Escoria Sound Settings Source: https://github.com/deep-entertainment/escoria/blob/main/docs/api/plugin.gd.md Initializes settings within the Escoria sound settings. ```gdscript func set_escoria_sound_settings() ``` -------------------------------- ### Transition In Method Source: https://github.com/deep-entertainment/escoria/blob/main/docs/api/transition.gd.md Initiates the transition in animation. An optional parameter can specify which transition to play; otherwise, the default is used. ```gdscript func transition_in(p_transition_name: String = "") -> var: # Transition in pass ``` -------------------------------- ### Define ESCDirectionAngle with angle_start Source: https://github.com/deep-entertainment/escoria/blob/main/docs/api/ESCDirectionAngle.md Defines the starting angle for the directional angle. This property is an integer between 0 and 360. ```gdscript export var angle_start: int = 0 ``` -------------------------------- ### ESCBaseCommand Methods Source: https://github.com/deep-entertainment/escoria/blob/main/docs/api/QueueResourceCommand.md Provides details on the core methods available for ESCBaseCommand, including configure, validate, and run. ```APIDOC ## ESCBaseCommand Methods ### configure ```gdscript func configure() -> ESCCommandArgumentDescriptor ``` **Description:** Return the descriptor of the arguments of this command. ### validate ```gdscript func validate(arguments: Array) -> bool ``` **Description:** Validate whether the given arguments match the command descriptor. ### run ```gdscript func run(command_params: Array) -> int ``` **Description:** Run the command with the provided parameters. Returns an integer status code. ``` -------------------------------- ### Get Sprite Node Source: https://github.com/deep-entertainment/escoria/blob/main/docs/api/ESCItem.md Retrieves the sprite node associated with this item. Useful for direct sprite manipulation. ```gdscript func get_sprite() -> Node ``` -------------------------------- ### Get Animation Player Method Source: https://github.com/deep-entertainment/escoria/blob/main/docs/api/ESCItem.md Retrieves the AnimationPlayer node associated with the ESCItem. Returns a Node object. ```gdscript func get_animation_player() -> Node: return null ``` -------------------------------- ### Get Dialog Option Text Source: https://github.com/deep-entertainment/escoria/blob/main/docs/api/ESCDialogOption.md Getter method for the 'option' property, returning the dialog option text. ```gdscript func get_option() ``` -------------------------------- ### AcceptInputCommand configure Method Source: https://github.com/deep-entertainment/escoria/blob/main/docs/api/AcceptInputCommand.md Returns the descriptor for the command's arguments. This method is part of the command configuration process. ```gdscript func configure() -> ESCCommandArgumentDescriptor: return ESCCommandArgumentDescriptor.new() ``` -------------------------------- ### CameraSetZoomHeightCommand configure method Source: https://github.com/deep-entertainment/escoria/blob/main/docs/api/CameraSetZoomHeightCommand.md Returns the descriptor for the command's arguments. Used for command configuration. ```gdscript func configure() -> ESCCommandArgumentDescriptor ``` -------------------------------- ### Convert Radians to Degrees in GDScript Source: https://github.com/deep-entertainment/escoria/blob/main/docs/api/ESCUtils.md Use this function to convert an angle from radians to degrees. No specific setup is required. ```gdscript func get_deg_from_rad(rad_angle: float) ``` -------------------------------- ### SpawnCommand Methods Source: https://github.com/deep-entertainment/escoria/blob/main/docs/api/SpawnCommand.md Details on the internal methods of the SpawnCommand class. ```APIDOC ## SpawnCommand Internal Methods ### configure #### Description Return the descriptor of the arguments of this command. #### Method `configure()` #### Return Value - **ESCCommandArgumentDescriptor** - The descriptor for the command's arguments. ### validate #### Description Validate whether the given arguments match the command descriptor. #### Method `validate(arguments: Array)` #### Parameters - **arguments** (Array) - The arguments to validate. ### run #### Description Run the command with the provided parameters. #### Method `run(command_params: Array) -> int` #### Parameters - **command_params** (Array) - The parameters for running the command. #### Return Value - **int** - An integer indicating the result of the command execution. ``` -------------------------------- ### Get Current Animation Name Source: https://github.com/deep-entertainment/escoria/blob/main/docs/api/ESCAnimationPlayer.md Retrieves the name of the animation that is currently playing. Useful for tracking playback state. ```gdscript func get_animation() -> String ``` -------------------------------- ### Declare statements property Source: https://github.com/deep-entertainment/escoria/blob/main/docs/api/ESCStatement.md This property holds the list of ESC commands for the statement. No specific setup is required beyond its declaration. ```gdscript var statements: Array ``` -------------------------------- ### Spawn Scene at Position Source: https://context7.com/deep-entertainment/escoria/llms.txt Instantiates a scene at a specified object's position. ```esc spawn res://game/items/explosion.tscn target_position ``` -------------------------------- ### ESCCameraLimits Initialization Source: https://github.com/deep-entertainment/escoria/blob/main/docs/api/ESCCameraLimits.md Initializes the ESCCameraLimits with specified boundaries. ```APIDOC ## ESCCameraLimits ### Method `_init` ### Description Initializes the ESCCameraLimits with the provided boundary values. ### Parameters #### Path Parameters - **left** (int) - Required - The left boundary. - **right** (int) - Required - The right boundary. - **top** (int) - Required - The top boundary. - **bottom** (int) - Required - The bottom boundary. ``` -------------------------------- ### Escoria Main Room Methods Source: https://github.com/deep-entertainment/escoria/blob/main/docs/api/main.gd.md Methods for managing scenes, camera limits, and game state. ```APIDOC ## Methods ### set_scene #### Description Set the current scene. #### Method POST #### Endpoint /deep-entertainment/escoria/main.gd/set_scene #### Parameters ##### Request Body - **p_scene** (Node) - Required - The scene to set. ### clear_scene #### Description Cleanup the current scene. #### Method POST #### Endpoint /deep-entertainment/escoria/main.gd/clear_scene ### set_camera_limits #### Description Set the camera limits for the current room. #### Method POST #### Endpoint /deep-entertainment/escoria/main.gd/set_camera_limits #### Parameters ##### Query Parameters - **camera_limit_id** (int) - Optional - Default: 0 - The id of the room's camera limits to set. ### save_game #### Description Save the current game state. #### Method POST #### Endpoint /deep-entertainment/escoria/main.gd/save_game #### Parameters ##### Request Body - **p_savegame_res** (Resource) - Required - The resource to save the game to. ### check_game_scene_methods #### Description Sanity check that the game.tscn scene's root node script MUST implement the following methods. If they do not exist, stop immediately. Implement them, even if empty. #### Method POST #### Endpoint /deep-entertainment/escoria/main.gd/check_game_scene_methods ``` -------------------------------- ### Get Global Distance Clamp Method Source: https://github.com/deep-entertainment/escoria/blob/main/docs/api/rtl_screen_offset_testing.gd.md Retrieves the current global distance clamping value. This method does not take any arguments. ```gdscript func get_global_dist_clamp() ``` -------------------------------- ### ESCBaseCommand - run Method Source: https://github.com/deep-entertainment/escoria/blob/main/docs/api/ESCBaseCommand.md The run method executes the command with the specified parameters. ```APIDOC ## run ### Description Run the command ### Method func ### Endpoint N/A ### Parameters #### Path Parameters - **command_params** (Array) - Required - The array of parameters for the command. ### Request Example ```json { "command_params": [ "param1", "param2" ] } ``` ### Response #### Success Response (200) - **int** (integer) - The exit code of the command. #### Response Example ```json { "example": 0 } ``` ``` -------------------------------- ### Get Scale Range Function Source: https://github.com/deep-entertainment/escoria/blob/main/docs/api/ESCTerrain.md Calculates the scale within the defined scale range based on a given scale factor. ```gdscript func get_scale_range(factor: float) -> Vector2: # Calculate the scale inside the scale range for a given scale factor pass ``` -------------------------------- ### AcceptInputCommand run Method Source: https://github.com/deep-entertainment/escoria/blob/main/docs/api/AcceptInputCommand.md Executes the command with the given parameters. Returns an integer status code. ```gdscript func run(command_params: Array) -> int: return ESCCommand.SUCCESS ``` -------------------------------- ### Get Global Value Source: https://github.com/deep-entertainment/escoria/blob/main/docs/api/ESCGlobalsManager.md Retrieves the current value of a registered global variable. Ensure the global exists before calling this method. ```gdscript func get_global(key: String) # Get the current value of a global pass ``` -------------------------------- ### Check Object Activity Source: https://github.com/deep-entertainment/escoria/blob/main/docs/esc.md Use this syntax to check if an object is active. It's a special case of global flags starting with 'a/'. ```ESC :ready > [!a/elaine] say player player_no_elaine_yet:"It would appear Elaine hasn't arrived yet." ``` -------------------------------- ### Accept Input Configuration Source: https://github.com/deep-entertainment/escoria/blob/main/docs/esc.md Configures the type of input the game accepts. ALL is default, SKIP allows dialog skipping, NONE denies all input and disables autosaves. SKIP resets to ALL when the event ends, while NONE persists. ```escoria accept_input [ALL|NONE|SKIP] ``` -------------------------------- ### CameraSetZoomHeightCommand run method Source: https://github.com/deep-entertainment/escoria/blob/main/docs/api/CameraSetZoomHeightCommand.md Executes the camera zoom command with the given parameters. Returns an integer status code. ```gdscript func run(command_params: Array) -> int ``` -------------------------------- ### ESCItem Tooltip Name Property Source: https://github.com/deep-entertainment/escoria/blob/main/docs/api/ESCItem.md The name displayed in the item's tooltip. This is an exported string property for easy editor setup. ```gdscript export var tooltip_name = "" ``` -------------------------------- ### ESCWalkContext Initialization Source: https://github.com/deep-entertainment/escoria/blob/main/docs/api/ESCWalkContext.md Initializes a new instance of the ESCWalkContext class. ```APIDOC ## ESCWalkContext Initialization ### _init #### Parameters - **p_target_object** (ESCObject) - The target object. - **p_target_position** (Vector2) - The target position. - **p_fast** (bool) - Whether to move fast. - **p_dont_interact_on_arrival** (bool) - Whether an interaction should NOT happen after walk reaches destination. ``` -------------------------------- ### Declare Past Actions Property in GDScript Source: https://github.com/deep-entertainment/escoria/blob/main/docs/api/esc_prompt_popup.gd.md Declares a variable to reference the past actions display. No specific setup is required beyond this declaration. ```gdscript var past_actions ``` -------------------------------- ### Spawn Source: https://github.com/deep-entertainment/escoria/blob/main/docs/esc.md Instances a scene at a specified position. ```APIDOC ## POST /spawn ### Description Instances a scene determined by "path", and places it in the position of object2 (object2 is optional). ### Method POST ### Endpoint /spawn ### Parameters #### Path Parameters - **path** (string) - Required - The path to the scene to instance. - **object2** (string) - Optional - The object whose position will be used for spawning. ``` -------------------------------- ### Get Regex Group by Name in GDScript Source: https://github.com/deep-entertainment/escoria/blob/main/docs/api/ESCUtils.md Retrieves the content of a named group from a RegExMatch object. Ensure a valid RegExMatch object is provided. ```gdscript func get_re_group(re_match: RegExMatch, group: String) -> String ``` -------------------------------- ### Get Resource from Cache Source: https://github.com/deep-entertainment/escoria/blob/main/docs/api/ESCResourceCache.md Retrieves a loaded resource from the cache using its path. Returns the resource object if found and ready, otherwise null. ```gdscript func get_resource(path) ``` -------------------------------- ### Queue Resource for Loading Source: https://context7.com/deep-entertainment/escoria/llms.txt Pre-loads a resource in the background to reduce loading times later. ```esc queue_resource res://game/rooms/next_room/next_room.tscn ``` -------------------------------- ### Get Resource Loading Progress Source: https://github.com/deep-entertainment/escoria/blob/main/docs/api/ESCResourceCache.md Retrieves the current loading progress for a specific resource. Returns a value indicating how much of the resource has been loaded. ```gdscript func get_progress(path) ``` -------------------------------- ### Initialize ESCAnimationPlayer Source: https://github.com/deep-entertainment/escoria/blob/main/docs/api/ESCAnimationPlayer.md Creates a new ESCAnimationPlayer instance, requiring the actual animation node as a parameter. ```gdscript func _init(node: Node) ``` -------------------------------- ### Get Savegames List Source: https://github.com/deep-entertainment/escoria/blob/main/docs/api/ESCSaveManager.md Retrieves a dictionary containing metadata for all available savegames. This includes the savegame ID, date, name, and game version. ```gdscript func get_saves_list() -> Dictionary: ``` -------------------------------- ### TurnToCommand - Core Functionality Source: https://github.com/deep-entertainment/escoria/blob/main/docs/api/TurnToCommand.md Details the primary 'turn_to' command, its parameters, and its purpose. ```APIDOC ## TurnToCommand ### Description `turn_to object object_to_face [immediate]` Turns an object to face another object. Set `immediate` to true to directly switch to the direction and not show intermediate angles. ### Method Not applicable (this describes a command, not a direct HTTP method). ### Endpoint Not applicable (this describes a command, not a REST endpoint). ### Parameters #### Command Parameters - **object** (Object) - Required - The object that will perform the turn. - **object_to_face** (Object) - Required - The object to be faced. - **immediate** (Boolean) - Optional - If true, the turn is instantaneous. ``` -------------------------------- ### Check if Global Exists Source: https://github.com/deep-entertainment/escoria/blob/main/docs/api/ESCGlobalsManager.md Checks if a global variable with the specified key has been registered. Use this before attempting to get or set a global to avoid errors. ```gdscript func has(key: String) -> bool: # Check if a global was registered pass ``` -------------------------------- ### QueueResourceCommand Source: https://github.com/deep-entertainment/escoria/blob/main/docs/api/QueueResourceCommand.md This command queues the loading of a resource in a background thread. It takes a resource path and an optional boolean to determine its position in the queue. ```APIDOC ## QueueResourceCommand ### Description Queues the load of a resource in a background thread. The `path` must be a full path inside your game, for example "res://scenes/next_scene.tscn". The "front_of_queue" parameter is optional (default value false), to put the resource in the front of the queue. Queued resources are cleared when a change scene happens (but after the scene is loaded, meaning you can queue resources that belong to the next scene). ### Method Not applicable (this is a command description, not an endpoint) ### Endpoint Not applicable (this is a command description, not an endpoint) ### Parameters #### Path Parameters - **path** (string) - Required - The full path to the resource to be loaded. - **front_of_queue** (boolean) - Optional - Defaults to false. If true, the resource is placed at the front of the loading queue. ### Request Example ``` queue_resource res://scenes/my_scene.tscn queue_resource res://textures/my_texture.png true ``` ### Response #### Success Response (200) This command typically returns an integer status code indicating success or failure. Specific details depend on the implementation. #### Response Example ``` 0 ``` ``` -------------------------------- ### Get Interact Position Method Source: https://github.com/deep-entertainment/escoria/blob/main/docs/api/ESCItem.md Calculates and returns the position where the player should move to interact with the item. This can be a direct Position2D child or derived from a collision shape. ```gdscript func get_interact_position() -> Vector2: return Vector2.ZERO ``` -------------------------------- ### Define Comment Regex Source: https://github.com/deep-entertainment/escoria/blob/main/docs/api/ESCCompiler.md Use this constant to identify comment lines in ESC scripts. It matches lines starting with optional whitespace followed by a hash symbol. ```gdscript const COMMENT_REGEX: String = "^\\s*#.*$" ``` -------------------------------- ### Check if Resource is Ready Source: https://github.com/deep-entertainment/escoria/blob/main/docs/api/ESCResourceCache.md Determines if a resource has finished loading and is ready for use. Checks the cache and loading status for the given path. ```gdscript func is_ready(path) ``` -------------------------------- ### Get All Animation Names Source: https://github.com/deep-entertainment/escoria/blob/main/docs/api/ESCAnimationPlayer.md Returns a list containing the names of all available animations within the associated player node. Use this to iterate or check for specific animations. ```gdscript func get_animations() -> PoolStringArray ``` -------------------------------- ### Transition Player Methods Source: https://github.com/deep-entertainment/escoria/blob/main/docs/api/transition.gd.md Methods for controlling scene transitions, including playing transitions in and out, and checking for their availability. ```APIDOC ## transition_out ### Description Transition out ### Method N/A (This is a GDScript method, not an HTTP endpoint) ### Endpoint N/A ### Parameters #### Path Parameters N/A #### Query Parameters N/A #### Request Body N/A ### Request Example N/A ### Response #### Success Response (200) N/A #### Response Example N/A ## transition_in ### Description Transition in ### Method N/A (This is a GDScript method, not an HTTP endpoint) ### Endpoint N/A ### Parameters #### Path Parameters N/A #### Query Parameters N/A #### Request Body N/A ### Request Example N/A ### Response #### Success Response (200) N/A #### Response Example N/A ## has_transition ### Description Returns true whether the transition scene has a transition corresponding to name provided. ### Method N/A (This is a GDScript method, not an HTTP endpoint) ### Endpoint N/A ### Parameters #### Path Parameters N/A #### Query Parameters N/A #### Request Body N/A ### Request Example N/A ### Response #### Success Response (200) - **p_name** (String) - The name of the transition to test #### Response Example N/A ``` -------------------------------- ### Transition Source: https://github.com/deep-entertainment/escoria/blob/main/docs/esc.md Performs a scene transition manually. ```APIDOC ## POST /transition ### Description Performs a transition in or out manually. ### Method POST ### Endpoint /transition ### Parameters #### Path Parameters - **transition_name** (string) - Required - The name of the transition. - **direction** (string) - Required - The direction of the transition ('in' or 'out'). ``` -------------------------------- ### Get Camera Position Source: https://github.com/deep-entertainment/escoria/blob/main/docs/api/ESCPlayer.md Returns the camera's position. If a camera_position_node is set, it uses that node's position; otherwise, it returns the player's global position. ```gdscript func get_camera_pos() ``` -------------------------------- ### Get All Inventory Items (GDScript) Source: https://github.com/deep-entertainment/escoria/blob/main/docs/api/ESCInventoryManager.md Retrieves an array containing all item IDs currently present in the player's inventory. This is useful for iterating through or displaying the inventory contents. ```gdscript func items_in_inventory() -> Array ``` -------------------------------- ### Initialize ESCCameraLimits Source: https://github.com/deep-entertainment/escoria/blob/main/docs/api/ESCCameraLimits.md Constructor for ESCCameraLimits that sets the initial bounding box limits. ```gdscript func _init(left: int, right: int, top: int, bottom: int) ``` -------------------------------- ### Teleport Commands - Instant Position Changes Source: https://context7.com/deep-entertainment/escoria/llms.txt Instantly moves objects to new positions without animations. Useful for scene setup and cutscenes. Can teleport to objects or specific coordinates. ```esc # Teleport to another object's position teleport player door1 # Teleport to specific coordinates teleport_pos player 100 200 # Conditional teleportation based on last scene :setup teleport player door1 [eq ESC_LAST_SCENE scene1] teleport player door2 [eq ESC_LAST_SCENE scene2] ``` -------------------------------- ### Escoria Project Settings - Platform Configuration Source: https://context7.com/deep-entertainment/escoria/llms.txt Configure platform-specific settings, such as whether to skip caching. ```ini # Project Settings > Escoria > Platform escoria/platform/skip_cache = false ``` -------------------------------- ### Initialize ESCDialogOption from String Source: https://github.com/deep-entertainment/escoria/blob/main/docs/api/ESCDialogOption.md Create a new dialog option instance by parsing a given option string. ```gdscript func _init(option_string: String) ``` -------------------------------- ### Get ESCObject Save Data Source: https://github.com/deep-entertainment/escoria/blob/main/docs/api/ESCObject.md Retrieves the data necessary to save the current state of the ESCObject. This data can be used to persist the object's status across game sessions. ```gdscript func get_save_data() -> Dictionary ``` -------------------------------- ### Escoria Project Settings - UI Configuration Source: https://context7.com/deep-entertainment/escoria/llms.txt Customize UI elements by setting paths for dialogs, default dialog scenes, main menu, pause menu, and the main game scene. ```ini # Project Settings > Escoria > UI escoria/ui/tooltip_follows_mouse = true escoria/ui/dialogs_folder = "res://addons/escoria-core/game/scenes/dialogs" escoria/ui/default_dialog_scene = "res://addons/escoria-core/game/scenes/dialogs/dialog_simple.tscn" escoria/ui/main_menu_scene = "res://game/ui/main_menu.tscn" escoria/ui/pause_menu_scene = "res://game/ui/pause_menu.tscn" escoria/ui/game_scene = "res://addons/escoria-ui-simplemouse/game.tscn" ``` -------------------------------- ### Get Full Area Rect2 Function Source: https://github.com/deep-entertainment/escoria/blob/main/docs/api/ESCBackground.md Calculates the actual area occupied by the background, considering its texture or explicitly set size. Returns a Rect2 object representing the area. ```gdscript func get_full_area_rect2() -> Rect2: # Calculate the actual area taken by this background depending on its # Texture or set size # Returns The correct area size ``` -------------------------------- ### CameraPushCommand Usage Source: https://github.com/deep-entertainment/escoria/blob/main/docs/api/CameraPushCommand.md This section describes how to use the CameraPushCommand to move the camera to a target. ```APIDOC ## CameraPushCommand ### Description `camera_push target [time] [type]` Push camera to `target`. Target must have camera_pos set. If it's of type Camera2D, its zoom will be used as well as position. `type` is any of the Tween.TransitionType values without the prefix, eg. LINEAR, QUART or CIRC; defaults to QUART. A `time` value of 0 will set the camera immediately. ### Method POST (or custom command execution) ### Endpoint /deep-entertainment/escoria/CameraPushCommand ### Parameters #### Query Parameters - **target** (NodePath) - Required - The target node to push the camera to. Must have `camera_pos` set. - **time** (float) - Optional - The duration in seconds for the camera transition. Defaults to 0 (immediate). - **type** (string) - Optional - The Tween.TransitionType for the camera movement (e.g., LINEAR, QUART, CIRC). Defaults to QUART. ### Request Example ```json { "command": "camera_push", "arguments": [ "path/to/target_node", 1.5, "LINEAR" ] } ``` ### Response #### Success Response (200) - **status** (string) - Indicates the success of the command execution (e.g., "OK"). #### Response Example ```json { "status": "OK" } ``` ``` -------------------------------- ### ESC Script Events Source: https://context7.com/deep-entertainment/escoria/llms.txt Defines game logic through events triggered by player actions or game state changes. Events start with a colon prefix. Use 'stop' to end event execution. ```esc # Room setup event - runs before transition :setup > [eq ESC_LAST_SCENE room2] teleport player r1_r_exit set_angle player 270 stop > [!eq ESC_LAST_SCENE room2] teleport player player_start stop # Room ready event - runs after transition :ready set_sound_state _music res://game/sfx/contemplation.ogg true > [!room1_visited] set_global room1_visited true walk_block player r1_destination_point wait 2 turn_to player r1_r_exit false # Item look event :look say player "It's a pen." stop # Item pickup event :pickup set_global i/r5_pen true set_active r5_pen false # Exit scene event for transitions :exit_scene set_sound_state _sound res://game/sfx/sounds/doorOpen_2.ogg false change_scene "res://game/rooms/room02/room02.tscn" ``` -------------------------------- ### Transition Player Properties and Signals Source: https://github.com/deep-entertainment/escoria/blob/main/docs/api/transition.gd.md Details on the properties and signals available for the Transition player. ```APIDOC ## transition_name ### Description Name of the transition to play. ### Property - **transition_name** (String) - Default: "" ## Signals ### transition_done ### Description Emitted when the transition was played ### Event - **transition_done**() ``` -------------------------------- ### Check if Player Has Inventory Item (GDScript) Source: https://github.com/deep-entertainment/escoria/blob/main/docs/api/ESCInventoryManager.md Use this function to determine if a specific item ID exists within the player's inventory. No special setup is required beyond having an instance of ESCInventoryManager. ```gdscript func inventory_has(item: String) -> bool ``` -------------------------------- ### Resource Loading Command Source: https://github.com/deep-entertainment/escoria/blob/main/docs/esc.md Queues a resource to be loaded in a background thread. ```APIDOC ## QueueResourceCommand ### Description Queues the load of a resource in a background thread. The 'path' must be a full path inside your game (e.g., "res://scenes/next_scene.tscn"). The 'front_of_queue' parameter is optional (defaults to false) to put the resource at the front of the queue. Queued resources are cleared when a scene change occurs (but after the scene is loaded). ### Method N/A (Command-line) ### Endpoint N/A ### Parameters #### Path Parameters N/A #### Query Parameters N/A #### Request Body N/A ### Request Example ``` queue_resource "res://scenes/level_2.tscn" queue_resource "res://models/player.glb" true ``` ### Response N/A ``` -------------------------------- ### Handle UI Show Source: https://github.com/deep-entertainment/escoria/blob/main/docs/api/ESCGame.md Callback function to be overridden when the UI should be shown. ```gdscript func show_ui() -> void: # Needs to be overridden, if supported pass ``` -------------------------------- ### Transition Out Method Source: https://github.com/deep-entertainment/escoria/blob/main/docs/api/transition.gd.md Initiates the transition out animation. An optional parameter can specify which transition to play; otherwise, the default is used. ```gdscript func transition_out(p_transition_name: String = "") -> var: # Transition out pass ``` -------------------------------- ### Run SayCommand Source: https://github.com/deep-entertainment/escoria/blob/main/docs/api/SayCommand.md Executes the SayCommand with the provided parameters. This method handles the core logic of displaying dialog. ```gdscript func run(command_params: Array) -> var: pass ``` -------------------------------- ### Initialize ESCCommand Source: https://github.com/deep-entertainment/escoria/blob/main/docs/api/ESCCommand.md Constructor for the ESCCommand class, which takes a command string as input to initialize the command object. ```gdscript func _init(command_string) ``` -------------------------------- ### Escoria Project Settings - Sound Configuration Source: https://context7.com/deep-entertainment/escoria/llms.txt Control audio levels for music, sound effects, speech, and master volume through project settings. ```ini # Project Settings > Escoria > Sound escoria/sound/music_volume = 1.0 escoria/sound/sound_volume = 1.0 escoria/sound/speech_volume = 1.0 escoria/sound/master_volume = 1.0 ``` -------------------------------- ### ESCCommand Class Overview Source: https://github.com/deep-entertainment/escoria/blob/main/docs/api/ESCCommand.md Provides an overview of the ESCCommand class, its inheritance, and its purpose. ```APIDOC ## ESCCommand **Extends:** [ESCStatement](../ESCStatement) < [Object](../Object) ### Description An ESC command ``` -------------------------------- ### ESCDialog Methods Source: https://github.com/deep-entertainment/escoria/blob/main/docs/api/ESCDialog.md Details the methods available for interacting with and running ESCDialog instances. ```APIDOC ## Method Descriptions ### _init ```gdscript func _init(dialog_string: String) ``` Construct a dialog from a dialog string ### is_valid ```gdscript func is_valid() -> bool ``` Check if dialog is valid ### run ```gdscript func run() ``` Run this dialog ``` -------------------------------- ### RTL Screen Offset Testing Script Methods Source: https://github.com/deep-entertainment/escoria/blob/main/docs/api/rtl_screen_offset_testing.gd.md Provides methods for managing and updating screen offset testing configurations. ```APIDOC ## Methods ### set_path_to_richtextlabel - **Description**: Sets the path to the RichTextLabel node. - **Parameters**: - **path** (any) - The path to the RichTextLabel. ### set_global_dist_clamp - **Description**: Sets the global distance for clamping. - **Parameters**: - **d** (any) - The distance value. ### get_global_dist_clamp - **Description**: Gets the current global distance for clamping. - **Returns**: - (any) The current global distance. ### update_line2d - **Description**: Updates the Line2D object. ### tooltip_distance_to_edge_top - **Description**: Calculates the distance from a position to the top edge for tooltip placement. - **Parameters**: - **position** (Vector2) - The reference position. - **Returns**: - (float) The calculated distance. ### tooltip_distance_to_edge_bottom - **Description**: Calculates the distance from a position to the bottom edge for tooltip placement. - **Parameters**: - **position** (Vector2) - The reference position. - **Returns**: - (float) The calculated distance. ### tooltip_distance_to_edge_left - **Description**: Calculates the distance from a position to the left edge for tooltip placement. - **Parameters**: - **position** (Vector2) - The reference position. - **Returns**: - (float) The calculated distance. ### tooltip_distance_to_edge_right - **Description**: Calculates the distance from a position to the right edge for tooltip placement. - **Parameters**: - **position** (Vector2) - The reference position. - **Returns**: - (float) The calculated distance. ### update_size - **Description**: Updates the size of the control. ``` -------------------------------- ### ESCDialog Class Overview Source: https://github.com/deep-entertainment/escoria/blob/main/docs/api/ESCDialog.md Provides an overview of the ESCDialog class, its inheritance, and its purpose. ```APIDOC ## ESCDialog **Extends:** [ESCStatement](../ESCStatement) < [Object](../Object) ### Description An ESC dialog ``` -------------------------------- ### Load Game Settings Source: https://github.com/deep-entertainment/escoria/blob/main/docs/api/ESCSaveManager.md Loads the game settings from the settings file. Returns the loaded settings as a Resource object. ```gdscript func load_settings() -> Resource: ``` -------------------------------- ### Handle Inventory Open Source: https://github.com/deep-entertainment/escoria/blob/main/docs/api/ESCGame.md Callback function to be overridden when the inventory is opened. ```gdscript func open_inventory() -> void: # Needs to be overridden, if supported pass ``` -------------------------------- ### Change Scene Source: https://context7.com/deep-entertainment/escoria/llms.txt Loads a new scene. The scene path is required. ```esc change_scene res://game/rooms/room01/room01.tscn ``` -------------------------------- ### Update API Docs with Docker Source: https://github.com/deep-entertainment/escoria/blob/main/README.md Run this command to update the API documentation after pushing changes. It requires Docker and mounts the current directory to the container. ```bash rm -rf docs/api docker run --rm -v $(pwd):/game -v $(pwd)/docs/api:/export gdquest/gdscript-docs-maker:1 /game -o /export -d addons/escoria-core ``` -------------------------------- ### ESCBaseCommand - configure Method Source: https://github.com/deep-entertainment/escoria/blob/main/docs/api/ESCBaseCommand.md The configure method is used to define the descriptor for the command's arguments. ```APIDOC ## configure ### Description Return the descriptor of the arguments of this command ### Method func ### Endpoint N/A ### Parameters None ### Request Example None ### Response #### Success Response (200) - **ESCCommandArgumentDescriptor** (object) - The descriptor for command arguments. #### Response Example ```json { "example": "ESCCommandArgumentDescriptor object" } ``` ``` -------------------------------- ### Initialize ESCCommandArgumentDescriptor Source: https://github.com/deep-entertainment/escoria/blob/main/docs/api/ESCCommandArgumentDescriptor.md Initializes the descriptor with minimum arguments, types, and default values. ```gdscript func _init(p_min_args: int = 0, p_types: Array, p_defaults: Array) ``` -------------------------------- ### InventoryAddCommand Source: https://github.com/deep-entertainment/escoria/blob/main/docs/api/InventoryAddCommand.md The InventoryAddCommand allows adding items to the inventory using the command `inventory_add item`. ```APIDOC ## InventoryAddCommand ### Description Add an item to the inventory. ### Method Not specified, likely a command-line or in-game script execution. ### Endpoint Not applicable (command-based). ### Parameters #### Path Parameters None #### Query Parameters None #### Request Body None ### Request Example `inventory_add item` ### Response #### Success Response (200) Indicates the command executed successfully. Specific return values are detailed in the `run` method description. #### Response Example None specified. ``` -------------------------------- ### CutSceneCommand Usage Source: https://github.com/deep-entertainment/escoria/blob/main/docs/api/CutSceneCommand.md Information on how to use the CutSceneCommand. ```APIDOC ## CutSceneCommand ### Description Executes the animation specified with the "name" parameter on the object, blocking. The next command in the event will be executed when the animation is finished playing. Optional parameters: * reverse: plays the animation in reverse when true ### Method Not applicable (command-line execution style) ### Endpoint Not applicable (command-line execution style) ### Parameters #### Command Arguments - **object** (string) - Required - The name of the object to execute the animation on. - **name** (string) - Required - The name of the animation to execute. - **reverse** (boolean) - Optional - Whether to play the animation in reverse. ``` -------------------------------- ### Initialize ESCMusicPlayer State Source: https://github.com/deep-entertainment/escoria/blob/main/docs/api/ESCMusicPlayer.md Defines the initial state of the music player. 'default' or 'off' disables music; other states refer to playable music streams. ```gdscript var state: String = "default" ``` -------------------------------- ### Escoria Plugin Initialization Source: https://github.com/deep-entertainment/escoria/blob/main/docs/api/plugin.gd.md This section describes the Escoria plugin script, its base class, and its purpose in initializing the Escoria engine. ```APIDOC ## Plugin Script: plugin.gd ### Description Plugin script to initialize Escoria. ### Extends [EditorPlugin](../EditorPlugin) ``` -------------------------------- ### TurnToCommand - GDScript Methods Source: https://github.com/deep-entertainment/escoria/blob/main/docs/api/TurnToCommand.md Documentation for the GDScript methods associated with the TurnToCommand class. ```APIDOC ## TurnToCommand GDScript Methods ### configure ```gdscript func configure() -> ESCCommandArgumentDescriptor ``` **Description:** Returns the descriptor of the arguments for this command. ### validate ```gdscript func validate(arguments: Array) ``` **Description:** Validates whether the given arguments match the command descriptor. ### run ```gdscript func run(command_params: Array) -> int ``` **Description:** Executes the command with the provided parameters. Returns an integer status code. ``` -------------------------------- ### ESCTooltip Methods Source: https://github.com/deep-entertainment/escoria/blob/main/docs/api/ESCTooltip.md Methods for interacting with and updating the tooltip. ```APIDOC ## ESCTooltip Methods ### set_color ```gdscript func set_color(p_color: Color) ``` Set the color of the label ## Parameters - p_color: the color to set the label ### set_debug_mode ```gdscript func set_debug_mode(p_debug_mode: bool) ``` Enable/disable debug mode of the label. If enabled, the label is displayed with a white background. ## Parameters - p_debug_mode: if true, enable debug mode. False to disable ### set_target ```gdscript func set_target(target: String, needs_second_target: bool = false) -> void ``` Set the first target of the label. ## Parameters - target: String the target to add to the label - needs_second_target: if true, the label will prepare for a second target ### set_target2 ```gdscript func set_target2(target2: String) -> void ``` Set the second target of the label ## Parameters - target2: String the second target to add to the label ### update_tooltip_text ```gdscript func update_tooltip_text() ``` Update the tooltip text. ### update_size ```gdscript func update_size() ``` Update the tooltip size according to the text. ### tooltip_distance_to_edge_top ```gdscript func tooltip_distance_to_edge_top(position: Vector2) ``` Return the tooltip distance to top edge. ## Parameters - position: the position to test **Return** The distance to the edge. ### tooltip_distance_to_edge_bottom ```gdscript func tooltip_distance_to_edge_bottom(position: Vector2) ``` Return the tooltip distance to bottom edge. ## Parameters - position: the position to test **Return** The distance to the edge. ### tooltip_distance_to_edge_left ```gdscript func tooltip_distance_to_edge_left(position: Vector2) ``` Return the tooltip distance to left edge. ## Parameters - position: the position to test **Return** The distance to the edge. ### tooltip_distance_to_edge_right ```gdscript func tooltip_distance_to_edge_right(position: Vector2) ``` Return the tooltip distance to right edge. ## Parameters - position: the position to test **Return** The distance to the edge. ### clear ```gdscript func clear() ``` Clear the tooltip targets texts ``` -------------------------------- ### CameraSetZoomHeightCommand Methods Source: https://github.com/deep-entertainment/escoria/blob/main/docs/api/CameraSetZoomHeightCommand.md Internal methods for the CameraSetZoomHeightCommand. ```APIDOC ## CameraSetZoomHeightCommand Methods ### configure ```gdscript func configure() -> ESCCommandArgumentDescriptor ``` Return the descriptor of the arguments of this command. ### validate ```gdscript func validate(arguments: Array) ``` Validate whether the given arguments match the command descriptor. ### run ```gdscript func run(command_params: Array) -> int ``` Run the command. ``` -------------------------------- ### Settings Configuration Methods Source: https://github.com/deep-entertainment/escoria/blob/main/docs/api/plugin.gd.md Provides information on the methods available to configure various settings categories within the Escoria UI. ```APIDOC ## Method Descriptions ### set_escoria_ui_settings ```gdscript func set_escoria_ui_settings() ``` Prepare the settings in the Escoria UI category. ### set_escoria_main_settings ```gdscript func set_escoria_main_settings() ``` Prepare the settings in the Escoria main category. ### set_escoria_debug_settings ```gdscript func set_escoria_debug_settings() ``` Prepare the settings in the Escoria debug category. ### set_escoria_sound_settings ```gdscript func set_escoria_sound_settings() ``` Prepare the settings in the Escoria sound settings. ### set_escoria_platform_settings ```gdscript func set_escoria_platform_settings() ``` Prepare the settings in the Escoria platform category and may need special setting per build. ``` -------------------------------- ### Run CameraShiftCommand Source: https://github.com/deep-entertainment/escoria/blob/main/docs/api/CameraShiftCommand.md Executes the camera shift command with provided parameters. Returns an integer status code. ```gdscript func run(command_params: Array) -> int: pass ``` -------------------------------- ### CustomCommand Class Overview Source: https://github.com/deep-entertainment/escoria/blob/main/docs/api/CustomCommand.md Provides an overview of the CustomCommand class, its inheritance, and its general purpose. ```APIDOC ## CustomCommand **Extends:** [ESCBaseCommand](../ESCBaseCommand) < [Node](../Node) ### Description `custom object node func_name [params]` Calls the function `func_name` of the node `node` of object `object` with the optional `params`. This is a blocking function @ESC ``` -------------------------------- ### Accept Input Command Source: https://github.com/deep-entertainment/escoria/blob/main/docs/esc.md Controls the type of input the game accepts. Options include ALL, NONE, and SKIP. ```APIDOC ## accept_input [ALL|NONE|SKIP] ### Description Determines the type of input the game accepts. 'ALL' is the default, 'SKIP' allows skipping dialog but not other actions, and 'NONE' denies all input, including opening the menu. 'SKIP' and 'NONE' also disable autosaves. 'SKIP' resets to 'ALL' when the event ends, while 'NONE' persists. ### Method N/A (Command) ### Endpoint N/A (Command) ### Parameters - **ALL** - Description: Allows all game input. - **NONE** - Description: Denies all game input. - **SKIP** - Description: Allows skipping of dialog but nothing else. ```