Monogatari has a lot of useful events that fire when certain engine events happen. These can be used to run your own custom functions with monogatari.on ().
For example, the following code will create a function that will be run every time the didLoadGame event fires:
monogatari.on ('didLoadGame', () => {
// Something here
});
Below is an in-progress list of all events Monogatari has.
Initialization, Setup, and Binding#
| Event |
Description |
Details |
willInit |
|
|
willSetup |
|
|
didSetup |
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willBind |
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didBind |
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didInit |
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Asset Preloading#
| Event |
Description |
Details |
willPreloadAssets |
|
|
assetLoaded |
|
|
assetQueued |
|
|
didPreloadAssets |
|
|
Actions#
| Event |
Description |
Details |
willRunAction |
|
|
didRunAction |
|
|
willRevertAction |
|
|
didRevertAction |
|
|
Configurations#
|
|
configurationElementWillUpdate |
|
configurationElementUpdate::<Options.js Key> |
|
configurationElementDidUpdate |
|
Localization#
| Event |
Description |
Details |
willLocalize |
|
|
didLocalize |
|
|
Save file Loading#
| Event |
Description |
Details |
willLoadGame |
Event fires at the start of a save file load |
After the player clicks to load the game but before the game finishes loading. |
didLoadGame |
Event fires after a save file load |
After a save file has finished loading and all storage variable are set, but before anything is drawn to the screen and before players have control. |
Other:#
| Event |
Description |
Details |
didFinishTyping |
Event fires after dialog text finishes |
After every line of dialog in Monogatari’s typewriter animation finishes and the player is able to click to get a new line. This includes at the end of the animation, as well as after clicking to skip the animation, or after every fed line if typewriter animation is disabled. |
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