enum

PointClickEngine::Characters::CharacterMood

Inherits Enum < Comparable < Value < Object

Character emotional states and moods

Constants

Neutral = 0
Happy = 1
Sad = 2
Angry = 3
Friendly = 4
Hostile = 5
Wise = 6
Curious = 7
Confused = 8
Grateful = 9
Suspicious = 10

Instance methods

angry?

Returns true if this enum value equals Angry

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confused?

Returns true if this enum value equals Confused

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curious?

Returns true if this enum value equals Curious

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friendly?

Returns true if this enum value equals Friendly

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grateful?

Returns true if this enum value equals Grateful

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happy?

Returns true if this enum value equals Happy

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hostile?

Returns true if this enum value equals Hostile

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intensity

Get mood intensity (for animation/behavior systems)

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negative?
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neutral?

Returns true if this enum value equals Neutral

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positive?

Check if mood is positive/negative for behavior systems

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sad?

Returns true if this enum value equals Sad

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suspicious?

Returns true if this enum value equals Suspicious

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to_s(io)
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to_s

Returns a String representation of this enum member. In the case of regular enums, this is just the name of the member. In the case of flag enums, it's the names joined by vertical bars, or "None", if the value is zero.

If an enum's value doesn't match a member's value, the raw value is returned as a string.

Color::Red.to_s                     # => "Red"
IOMode::None.to_s                   # => "None"
(IOMode::Read | IOMode::Write).to_s # => "Read | Write"

Color.new(10).to_s # => "10"
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wise?

Returns true if this enum value equals Wise

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