public NpcLockEvent(NpcCharacterId npcId) { NpcId = npcId; }
public StartDialogueEvent(NpcCharacterId npcId) => NpcId = npcId;
public NpcEnteredTileEvent(NpcCharacterId id, int x, int y) { Id = id; X = x; Y = y; }
public NpcTurnEvent(NpcCharacterId npcId, int direction) { NpcId = npcId; Direction = direction; }
public NpcTextEvent(NpcCharacterId npcId, byte textId) { TextId = textId; NpcId = npcId; }
public NpcMoveEvent(NpcCharacterId npcId, int x, int y) { NpcId = npcId; X = x; Y = y; }
public NpcJumpEvent(NpcCharacterId npcId, int?x, int?y) { NpcId = npcId; X = x; Y = y; }
public NpcTextEvent(NpcCharacterId npcId, int textId) { NpcId = npcId; TextId = textId; }
public ICharacterSheet GetNpc(NpcCharacterId id) => _game != null && _game.NpcStats.TryGetValue(id, out var sheet) ? sheet : null;
public Npc(NpcCharacterId npcId) => NpcId = npcId;
public NpcOffEvent(NpcCharacterId npcId) { NpcId = npcId; }
public TriggerChainEvent(EventChain chain, IEventNode node, NpcCharacterId npcId) : this(chain, node, new EventSource.Npc(npcId)) { }