# ESCEvent **Extends:** [ESCStatement](../ESCStatement) < [Object](../Object) ## Description An event in the ESC language Events are triggered from various sources. Common events include * :setup Called every time when visiting a scene * :ready Called the first time a scene is visited * :use Called from the current item when it is used with the item with the global id ## Constants Descriptions ### FLAG\_CUT\_BLACK ```gdscript const FLAG_CUT_BLACK: int = 16 ``` ### FLAG\_LEAVE\_BLACK ```gdscript const FLAG_LEAVE_BLACK: int = 32 ``` ### FLAG\_NO\_HUD ```gdscript const FLAG_NO_HUD: int = 4 ``` ### FLAG\_NO\_SAVE ```gdscript const FLAG_NO_SAVE: int = 8 ``` ### FLAG\_NO\_TT ```gdscript const FLAG_NO_TT: int = 2 ``` ### FLAG\_TK ```gdscript const FLAG_TK: int = 1 ``` ### REGEX ```gdscript const REGEX: String = "^:(?[^|]+)( \\|(?( (TK|NO_TT|NO_HUD|NO_SAVE|CUT_BLACK|LEAVE_BLACK))+))?$" ``` Regex identifying an ESC event ## Property Descriptions ### name ```gdscript var name: String ``` Name of event ### flags ```gdscript var flags: int = 0 ``` Flags set to this event ## Method Descriptions ### \_init ```gdscript func _init(event_string: String) ``` Create a new event from an event line ### run ```gdscript func run() -> int ``` Execute this statement and return its return code