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Game_Action.d overview


Table of contents


utils

Game_Action (class)

Game_Action

The game object class for a battle action.

Signature

export declare class Game_Action {
  constructor(subject: Game_Battler, forcing?: boolean)
}

clear (method)

Signature

clear(): void

setSubject (method)

Signature

setSubject(subject: ActionTarget): void

subject (method)

Signature

subject(): import("./Game_Actor").Game_Actor | import("./Game_Enemy").Game_Enemy

friendsUnit (method)

Signature

friendsUnit(): import("./Game_Party").Game_Party | import("./Game_Troop").Game_Troop

opponentsUnit (method)

Signature

opponentsUnit(): import("./Game_Party").Game_Party | import("./Game_Troop").Game_Troop

setEnemyAction (method)

Signature

setEnemyAction(action: EnemyAction | null | undefined): void

setAttack (method)

Signature

setAttack(): void

setGuard (method)

Signature

setGuard(): void

setSkill (method)

Signature

setSkill(skillId: SkillID): void

setItem (method)

Signature

setItem(itemId: ItemID): void

setItemObject (method)

Signature

setItemObject(object: ActionItem | null): void

setTarget (method)

Signature

setTarget(targetIndex: number): void

item (method)

Signature

item(): ActionItem

isSkill (method)

Signature

isSkill(): boolean

isItem (method)

Signature

isItem(): boolean

numRepeats (method)

Signature

numRepeats(): number

checkItemScope (method)

Signature

checkItemScope(list: Scope[]): boolean

isForOpponent (method)

Signature

isForOpponent(): boolean

isForFriend (method)

Signature

isForFriend(): boolean

isForEveryone (method)

Signature

isForEveryone(): boolean

isForAliveFriend (method)

Signature

isForAliveFriend(): boolean

isForDeadFriend (method)

Signature

isForDeadFriend(): boolean

isForUser (method)

Signature

isForUser(): boolean

isForOne (method)

Signature

isForOne(): boolean

isForRandom (method)

Signature

isForRandom(): boolean

isForAll (method)

Signature

isForAll(): boolean

needsSelection (method)

Signature

needsSelection(): boolean

numTargets (method)

Signature

numTargets(): number

checkDamageType (method)

Signature

checkDamageType(list: DamageType[]): boolean

isHpEffect (method)

Signature

isHpEffect(): boolean

isMpEffect (method)

Signature

isMpEffect(): boolean

isDamage (method)

Signature

isDamage(): boolean

isRecover (method)

Signature

isRecover(): boolean

isDrain (method)

Signature

isDrain(): boolean

isHpRecover (method)

Signature

isHpRecover(): boolean

isMpRecover (method)

Signature

isMpRecover(): boolean

isCertainHit (method)

Signature

isCertainHit(): boolean

isPhysical (method)

Signature

isPhysical(): boolean

isMagical (method)

Signature

isMagical(): boolean

isAttack (method)

Signature

isAttack(): boolean

isGuard (method)

Signature

isGuard(): boolean

isMagicSkill (method)

Signature

isMagicSkill(): boolean

decideRandomTarget (method)

Signature

decideRandomTarget(): void

setConfusion (method)

Signature

setConfusion(): void

prepare (method)

Signature

prepare(): void

isValid (method)

Signature

isValid(): boolean | ActionItem

speed (method)

Signature

speed(): number

makeTargets (method)

Signature

makeTargets(): (import("./Game_Actor").Game_Actor | import("./Game_Enemy").Game_Enemy)[]

repeatTargets (method)

Signature

repeatTargets(
    targets: (ActionTarget | null)[]
  ): (import("./Game_Actor").Game_Actor | import("./Game_Enemy").Game_Enemy)[]

confusionTarget (method)

Signature

confusionTarget(): import("./Game_Actor").Game_Actor | import("./Game_Enemy").Game_Enemy | null

targetsForEveryone (method)

Signature

targetsForEveryone(): (import("./Game_Actor").Game_Actor | import("./Game_Enemy").Game_Enemy)[]

targetsForOpponents (method)

Signature

targetsForOpponents(): (import("./Game_Actor").Game_Actor | import("./Game_Enemy").Game_Enemy | null)[]

targetsForFriends (method)

Signature

targetsForFriends(): (import("./Game_Actor").Game_Actor | import("./Game_Enemy").Game_Enemy | null)[]

randomTargets (method)

Signature

randomTargets(
    unit: ActionUnit
  ): (import("./Game_Actor").Game_Actor | import("./Game_Enemy").Game_Enemy | null)[]

targetsForDead (method)

Signature

targetsForDead(unit: ActionUnit): (import("./Game_Actor").Game_Actor | import("./Game_Enemy").Game_Enemy)[]

targetsForAlive (method)

Signature

targetsForAlive(
    unit: ActionUnit
  ): (import("./Game_Actor").Game_Actor | import("./Game_Enemy").Game_Enemy | null)[]

targetsForDeadAndAlive (method)

Signature

targetsForDeadAndAlive(
    unit: ActionUnit
  ): (import("./Game_Actor").Game_Actor | import("./Game_Enemy").Game_Enemy)[]

evaluate (method)

Signature

evaluate(): number

itemTargetCandidates (method)

Signature

itemTargetCandidates(): (import("./Game_Actor").Game_Actor | import("./Game_Enemy").Game_Enemy)[]

evaluateWithTarget (method)

Signature

evaluateWithTarget(target: ActionTarget): number | undefined

testApply (method)

Signature

testApply(target: ActionTarget): boolean

testLifeAndDeath (method)

Signature

testLifeAndDeath(target: ActionTarget): boolean

hasItemAnyValidEffects (method)

Signature

hasItemAnyValidEffects(target: ActionTarget): boolean

testItemEffect (method)

Signature

testItemEffect(target: ActionTarget, effect: ActionEffectBase): boolean

itemCnt (method)

Signature

itemCnt(target: ActionTarget): number

itemMrf (method)

Signature

itemMrf(target: ActionTarget): number

itemHit (method)

Signature

itemHit(_target: ActionTarget): number

itemEva (method)

Signature

itemEva(target: ActionTarget): number

itemCri (method)

Signature

itemCri(target: ActionTarget): number

apply (method)

Signature

apply(target: ActionTarget): void

makeDamageValue (method)

Signature

makeDamageValue(target: ActionTarget, critical: boolean): number

evalDamageFormula (method)

Signature

evalDamageFormula(target: ActionTarget): number

calcElementRate (method)

Signature

calcElementRate(target: ActionTarget): number

elementsMaxRate (method)

Signature

elementsMaxRate(target: ActionTarget, elements: DataID[]): number

applyCritical (method)

Signature

applyCritical(damage: number): number

applyVariance (method)

Signature

applyVariance(damage: number, variance: number): number

applyGuard (method)

Signature

applyGuard(damage: number, target: ActionTarget): number

executeDamage (method)

Signature

executeDamage(target: ActionTarget, value: number): void

executeHpDamage (method)

Signature

executeHpDamage(target: ActionTarget, value: number): void

executeMpDamage (method)

Signature

executeMpDamage(target: ActionTarget, value: number): void

gainDrainedHp (method)

Signature

gainDrainedHp(value: number): void

gainDrainedMp (method)

Signature

gainDrainedMp(value: number): void

applyItemEffect (method)

Signature

applyItemEffect(target: ActionTarget, effect: ActionEffectBase): void

itemEffectRecoverHp (method)

Signature

itemEffectRecoverHp(target: ActionTarget, effect: ActionEffect<typeof Game_Action.EFFECT_RECOVER_HP>): void

itemEffectRecoverMp (method)

Signature

itemEffectRecoverMp(target: ActionTarget, effect: ActionEffect<typeof Game_Action.EFFECT_RECOVER_MP>): void

itemEffectGainTp (method)

Signature

itemEffectGainTp(target: ActionTarget, effect: ActionEffect<typeof Game_Action.EFFECT_GAIN_TP>): void

itemEffectAddState (method)

Signature

itemEffectAddState(target: ActionTarget, effect: ActionEffect<typeof Game_Action.EFFECT_ADD_STATE>): void

itemEffectAddAttackState (method)

Signature

itemEffectAddAttackState(
    target: ActionTarget,
    effect: ActionEffect<typeof Game_Action.EFFECT_ADD_STATE>
  ): void

itemEffectAddNormalState (method)

Signature

itemEffectAddNormalState(
    target: ActionTarget,
    effect: ActionEffect<typeof Game_Action.EFFECT_ADD_STATE>
  ): void

itemEffectRemoveState (method)

Signature

itemEffectRemoveState(
    target: ActionTarget,
    effect: ActionEffect<typeof Game_Action.EFFECT_REMOVE_STATE>
  ): void

itemEffectAddBuff (method)

Signature

itemEffectAddBuff(target: ActionTarget, effect: ActionEffect<typeof Game_Action.EFFECT_ADD_BUFF>): void

itemEffectAddDebuff (method)

Signature

itemEffectAddDebuff(target: ActionTarget, effect: ActionEffect<typeof Game_Action.EFFECT_ADD_DEBUFF>): void

itemEffectRemoveBuff (method)

Signature

itemEffectRemoveBuff(
    target: ActionTarget,
    effect: ActionEffect<typeof Game_Action.EFFECT_REMOVE_BUFF>
  ): void

itemEffectRemoveDebuff (method)

Signature

itemEffectRemoveDebuff(
    target: ActionTarget,
    effect: ActionEffect<typeof Game_Action.EFFECT_REMOVE_DEBUFF>
  ): void

itemEffectSpecial (method)

Signature

itemEffectSpecial(target: ActionTarget, effect: ActionEffect<typeof Game_Action.EFFECT_SPECIAL>): void

itemEffectGrow (method)

Signature

itemEffectGrow(target: ActionTarget, effect: ActionEffect<typeof Game_Action.EFFECT_GROW>): void

itemEffectLearnSkill (method)

Signature

itemEffectLearnSkill(
    target: ActionTarget,
    effect: ActionEffect<typeof Game_Action.EFFECT_LEARN_SKILL>
  ): void

itemEffectCommonEvent (method)

Signature

itemEffectCommonEvent(
    _target: ActionTarget, // eslint-disable-line @typescript-eslint/no-unused-vars
    _effect: ActionEffect<typeof Game_Action.EFFECT_COMMON_EVENT>
  ): void

makeSuccess (method)

Signature

makeSuccess(target: ActionTarget): void

applyItemUserEffect (method)

Signature

applyItemUserEffect(_target: ActionTarget): void

lukEffectRate (method)

Signature

lukEffectRate(target: ActionTarget): number

applyGlobal (method)

Signature

applyGlobal(): void

updateLastUsed (method)

Signature

updateLastUsed(): void

updateLastSubject (method)

Signature

updateLastSubject(): void

updateLastTarget (method)

Signature

updateLastTarget(target: ActionTarget): void

_subjectActorId (property)

Signature

_subjectActorId: number

_subjectEnemyIndex (property)

Signature

_subjectEnemyIndex: number

_forcing (property)

Signature

_forcing: boolean

_item (property)

Signature

_item: Game_Item<ActionItem>

_targetIndex (property)

Signature

_targetIndex: number

_reflectionTarget (property)

Signature

_reflectionTarget: Game_Actor | Game_Enemy | undefined