Game_Action.d overview
Table of contents
- utils
- Game_Action (class)
- clear (method)
- setSubject (method)
- subject (method)
- friendsUnit (method)
- opponentsUnit (method)
- setEnemyAction (method)
- setAttack (method)
- setGuard (method)
- setSkill (method)
- setItem (method)
- setItemObject (method)
- setTarget (method)
- item (method)
- isSkill (method)
- isItem (method)
- numRepeats (method)
- checkItemScope (method)
- isForOpponent (method)
- isForFriend (method)
- isForEveryone (method)
- isForAliveFriend (method)
- isForDeadFriend (method)
- isForUser (method)
- isForOne (method)
- isForRandom (method)
- isForAll (method)
- needsSelection (method)
- numTargets (method)
- checkDamageType (method)
- isHpEffect (method)
- isMpEffect (method)
- isDamage (method)
- isRecover (method)
- isDrain (method)
- isHpRecover (method)
- isMpRecover (method)
- isCertainHit (method)
- isPhysical (method)
- isMagical (method)
- isAttack (method)
- isGuard (method)
- isMagicSkill (method)
- decideRandomTarget (method)
- setConfusion (method)
- prepare (method)
- isValid (method)
- speed (method)
- makeTargets (method)
- repeatTargets (method)
- confusionTarget (method)
- targetsForEveryone (method)
- targetsForOpponents (method)
- targetsForFriends (method)
- randomTargets (method)
- targetsForDead (method)
- targetsForAlive (method)
- targetsForDeadAndAlive (method)
- evaluate (method)
- itemTargetCandidates (method)
- evaluateWithTarget (method)
- testApply (method)
- testLifeAndDeath (method)
- hasItemAnyValidEffects (method)
- testItemEffect (method)
- itemCnt (method)
- itemMrf (method)
- itemHit (method)
- itemEva (method)
- itemCri (method)
- apply (method)
- makeDamageValue (method)
- evalDamageFormula (method)
- calcElementRate (method)
- elementsMaxRate (method)
- applyCritical (method)
- applyVariance (method)
- applyGuard (method)
- executeDamage (method)
- executeHpDamage (method)
- executeMpDamage (method)
- gainDrainedHp (method)
- gainDrainedMp (method)
- applyItemEffect (method)
- itemEffectRecoverHp (method)
- itemEffectRecoverMp (method)
- itemEffectGainTp (method)
- itemEffectAddState (method)
- itemEffectAddAttackState (method)
- itemEffectAddNormalState (method)
- itemEffectRemoveState (method)
- itemEffectAddBuff (method)
- itemEffectAddDebuff (method)
- itemEffectRemoveBuff (method)
- itemEffectRemoveDebuff (method)
- itemEffectSpecial (method)
- itemEffectGrow (method)
- itemEffectLearnSkill (method)
- itemEffectCommonEvent (method)
- makeSuccess (method)
- applyItemUserEffect (method)
- lukEffectRate (method)
- applyGlobal (method)
- updateLastUsed (method)
- updateLastSubject (method)
- updateLastTarget (method)
- _subjectActorId (property)
- _subjectEnemyIndex (property)
- _forcing (property)
- _item (property)
- _targetIndex (property)
- _reflectionTarget (property)
- Game_Action (class)
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