Link Search Menu Expand Document

Game_Actor.d overview


Table of contents


utils

Game_Actor (class)

Game_Actor

The game object class for an actor.

Signature

export declare class Game_Actor {
  constructor(actorId: ActorID)
}

initMembers (method)

Signature

initMembers(): void

setup (method)

Signature

setup(actorId: ActorID): void

actorId (method)

Signature

actorId(): number

actor (method)

Signature

actor(): import("../data").DataActor

name (method)

Signature

name(): string

setName (method)

Signature

setName(name: string): void

nickname (method)

Signature

nickname(): string

setNickname (method)

Signature

setNickname(nickname: string): void

profile (method)

Signature

profile(): string

setProfile (method)

Signature

setProfile(profile: string): void

characterName (method)

Signature

characterName(): string

characterIndex (method)

Signature

characterIndex(): number

faceName (method)

Signature

faceName(): string

faceIndex (method)

Signature

faceIndex(): number

battlerName (method)

Signature

battlerName(): string

clearStates (method)

Signature

clearStates(): void

eraseState (method)

Signature

eraseState(stateId: StateID): void

resetStateCounts (method)

Signature

resetStateCounts(stateId: StateID): void

initImages (method)

Signature

initImages(): void

expForLevel (method)

Signature

expForLevel(level: number): number

initExp (method)

Signature

initExp(): void

currentExp (method)

Signature

currentExp(): number

currentLevelExp (method)

Signature

currentLevelExp(): number

nextLevelExp (method)

Signature

nextLevelExp(): number

nextRequiredExp (method)

Signature

nextRequiredExp(): number

maxLevel (method)

Signature

maxLevel(): number

isMaxLevel (method)

Signature

isMaxLevel(): boolean

initSkills (method)

Signature

initSkills(): void

initEquips (method)

Signature

initEquips(equips: (WeaponID | ArmorID)[]): void

equipSlots (method)

Signature

equipSlots(): number[]

equips (method)

Signature

equips(): DataEquipment[]

weapons (method)

Signature

weapons(): DataWeapon[]

armors (method)

Signature

armors(): DataArmor[]

hasWeapon (method)

Signature

hasWeapon(weapon: DataWeapon): boolean

hasArmor (method)

Signature

hasArmor(armor: DataArmor): boolean

isEquipChangeOk (method)

Signature

isEquipChangeOk(slotId: EquipmentSlotID): boolean

changeEquip (method)

Signature

changeEquip(slotId: EquipmentSlotID, item: DataEquipment | null): void

forceChangeEquip (method)

Signature

forceChangeEquip(slotId: EquipmentSlotID, item: DataEquipment | null): void

tradeItemWithParty (method)

Signature

tradeItemWithParty(newItem: DataEquipment | null, oldItem: DataEquipment | null): boolean

changeEquipById (method)

Signature

changeEquipById(etypeId: EquipmentType, itemId: WeaponID | ArmorID): void

isEquipped (method)

Signature

isEquipped(item: DataEquipment): boolean

discardEquip (method)

Signature

discardEquip(item: DataEquipment): void

releaseUnequippableItems (method)

Signature

releaseUnequippableItems(forcing: boolean): void

clearEquipments (method)

Signature

clearEquipments(): void

optimizeEquipments (method)

Signature

optimizeEquipments(): void

bestEquipItem (method)

Signature

bestEquipItem(slotId: EquipmentSlotID): DataEquipment | null

calcEquipItemPerformance (method)

Signature

calcEquipItemPerformance(item: DataEquipment): number

isSkillWtypeOk (method)

Signature

isSkillWtypeOk(skill: DataSkill): boolean

isWtypeEquipped (method)

Signature

isWtypeEquipped(wtypeId: WeaponType): boolean

refresh (method)

Signature

refresh(): void

hide (method)

Signature

hide(): void

isActor (method)

Signature

isActor(): boolean

friendsUnit (method)

Signature

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

opponentsUnit (method)

Signature

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

index (method)

Signature

index(): number

isBattleMember (method)

Signature

isBattleMember(): boolean

isFormationChangeOk (method)

Signature

isFormationChangeOk(): boolean

currentClass (method)

Signature

currentClass(): DataClass

isClass (method)

Signature

isClass(gameClass: DataClass): boolean

skillTypes (method)

Signature

skillTypes(): number[]

skills (method)

Signature

skills(): DataSkill[]

usableSkills (method)

Signature

usableSkills(): DataSkill[]

traitObjects (method)

Signature

traitObjects(): {
    traits: import("../data").Trait[]
  }[]

attackElements (method)

Signature

attackElements(): number[]

hasNoWeapons (method)

Signature

hasNoWeapons(): boolean

bareHandsElementId (method)

Signature

bareHandsElementId(): number

paramBase (method)

Signature

paramBase(paramId: ParamID): number

paramPlus (method)

Signature

paramPlus(paramId: ParamID): number

attackAnimationId1 (method)

Signature

attackAnimationId1(): number

attackAnimationId2 (method)

Signature

attackAnimationId2(): 0

bareHandsAnimationId (method)

Signature

bareHandsAnimationId(): number

changeExp (method)

Signature

changeExp(exp: number, show?: boolean): void

levelUp (method)

Signature

levelUp(): void

levelDown (method)

Signature

levelDown(): void

findNewSkills (method)

Signature

findNewSkills(lastSkills: DataSkill[]): DataSkill[]

displayLevelUp (method)

Signature

displayLevelUp(newSkills: DataSkill[]): void

gainExp (method)

Signature

gainExp(exp: number): void

finalExpRate (method)

Signature

finalExpRate(): number

benchMembersExpRate (method)

Signature

benchMembersExpRate(): 0 | 1

shouldDisplayLevelUp (method)

Signature

shouldDisplayLevelUp(): boolean

changeLevel (method)

Signature

changeLevel(level: number, show?: boolean): void

learnSkill (method)

Signature

learnSkill(skillId: SkillID): void

forgetSkill (method)

Signature

forgetSkill(skillId: SkillID): void

isLearnedSkill (method)

Signature

isLearnedSkill(skillId: SkillID): boolean

hasSkill (method)

Signature

hasSkill(skillId: SkillID): boolean

changeClass (method)

Signature

changeClass(classId: ClassID, keepExp?: boolean): void

setCharacterImage (method)

Signature

setCharacterImage(characterName: string, characterIndex: number): void

setFaceImage (method)

Signature

setFaceImage(faceName: string, faceIndex: number): void

setBattlerImage (method)

Signature

setBattlerImage(battlerName: string): void

isSpriteVisible (method)

Signature

isSpriteVisible(): boolean

performActionStart (method)

Signature

performActionStart(action: Game_Action): void

performAction (method)

Signature

performAction(action: Game_Action): void

performActionEnd (method)

Signature

performActionEnd(): void

performAttack (method)

Signature

performAttack(): void

performDamage (method)

Signature

performDamage(): void

performEvasion (method)

Signature

performEvasion(): void

performMagicEvasion (method)

Signature

performMagicEvasion(): void

performCounter (method)

Signature

performCounter(): void

performCollapse (method)

Signature

performCollapse(): void

performVictory (method)

Signature

performVictory(): void

performEscape (method)

Signature

performEscape(): void

makeActionList (method)

Signature

makeActionList(): Game_Action[]

makeAutoBattleActions (method)

Signature

makeAutoBattleActions(): void

makeConfusionActions (method)

Signature

makeConfusionActions(): void

makeActions (method)

Signature

makeActions(): void

onPlayerWalk (method)

Signature

onPlayerWalk(): void

updateStateSteps (method)

Signature

updateStateSteps(state: DataState): void

showAddedStates (method)

Signature

showAddedStates(): void

showRemovedStates (method)

Signature

showRemovedStates(): void

stepsForTurn (method)

Signature

stepsForTurn(): number

turnEndOnMap (method)

Signature

turnEndOnMap(): void

checkFloorEffect (method)

Signature

checkFloorEffect(): void

executeFloorDamage (method)

Signature

executeFloorDamage(): void

basicFloorDamage (method)

Signature

basicFloorDamage(): number

maxFloorDamage (method)

Signature

maxFloorDamage(): number

performMapDamage (method)

Signature

performMapDamage(): void

clearActions (method)

Signature

clearActions(): void

inputtingAction (method)

Signature

inputtingAction(): Game_Action

selectNextCommand (method)

Signature

selectNextCommand(): boolean

selectPreviousCommand (method)

Signature

selectPreviousCommand(): boolean

lastSkill (method)

Signature

lastSkill(): DataSkill

lastMenuSkill (method)

Signature

lastMenuSkill(): DataSkill

setLastMenuSkill (method)

Signature

setLastMenuSkill(skill: DataSkill | null): void

lastBattleSkill (method)

Signature

lastBattleSkill(): DataSkill

setLastBattleSkill (method)

Signature

setLastBattleSkill(skill: DataSkill | null): void

lastCommandSymbol (method)

Signature

lastCommandSymbol(): string

setLastCommandSymbol (method)

Signature

setLastCommandSymbol(symbol: string): void

testEscape (method)

Signature

testEscape(item: DataItem): boolean

meetsUsableItemConditions (method)

Signature

meetsUsableItemConditions(item: DataItem): boolean

onEscapeFailure (method)

Signature

onEscapeFailure(): void

_actorId (property)

Signature

_actorId: number

_name (property)

Signature

_name: string

_nickname (property)

Signature

_nickname: string

_classId (property)

Signature

_classId: number

_level (property)

Signature

_level: number

_characterName (property)

Signature

_characterName: string

_characterIndex (property)

Signature

_characterIndex: number

_faceName (property)

Signature

_faceName: string

_faceIndex (property)

Signature

_faceIndex: number

_battlerName (property)

Signature

_battlerName: string

_exp (property)

Signature

_exp: Record<number, number>

_skills (property)

Signature

_skills: number[]

_equips (property)

Signature

_equips: Game_Item < DataEquipment > []

_actionInputIndex (property)

Signature

_actionInputIndex: number

_lastMenuSkill (property)

Signature

_lastMenuSkill: Game_Item<DataSkill>

_lastBattleSkill (property)

Signature

_lastBattleSkill: Game_Item<DataSkill>

_lastCommandSymbol (property)

Signature

_lastCommandSymbol: string

_profile (property)

Signature

_profile: string

_stateSteps (property)

Signature

_stateSteps: Record<number, number>