Events

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

willBind

didBind

didInit

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.