Game_Actor.d overview
Table of contents
- utils
- Game_Actor (class)
- initMembers (method)
- setup (method)
- actorId (method)
- actor (method)
- name (method)
- setName (method)
- nickname (method)
- setNickname (method)
- profile (method)
- setProfile (method)
- characterName (method)
- characterIndex (method)
- faceName (method)
- faceIndex (method)
- battlerName (method)
- clearStates (method)
- eraseState (method)
- resetStateCounts (method)
- initImages (method)
- expForLevel (method)
- initExp (method)
- currentExp (method)
- currentLevelExp (method)
- nextLevelExp (method)
- nextRequiredExp (method)
- maxLevel (method)
- isMaxLevel (method)
- initSkills (method)
- initEquips (method)
- equipSlots (method)
- equips (method)
- weapons (method)
- armors (method)
- hasWeapon (method)
- hasArmor (method)
- isEquipChangeOk (method)
- changeEquip (method)
- forceChangeEquip (method)
- tradeItemWithParty (method)
- changeEquipById (method)
- isEquipped (method)
- discardEquip (method)
- releaseUnequippableItems (method)
- clearEquipments (method)
- optimizeEquipments (method)
- bestEquipItem (method)
- calcEquipItemPerformance (method)
- isSkillWtypeOk (method)
- isWtypeEquipped (method)
- refresh (method)
- hide (method)
- isActor (method)
- friendsUnit (method)
- opponentsUnit (method)
- index (method)
- isBattleMember (method)
- isFormationChangeOk (method)
- currentClass (method)
- isClass (method)
- skillTypes (method)
- skills (method)
- usableSkills (method)
- traitObjects (method)
- attackElements (method)
- hasNoWeapons (method)
- bareHandsElementId (method)
- paramBase (method)
- paramPlus (method)
- attackAnimationId1 (method)
- attackAnimationId2 (method)
- bareHandsAnimationId (method)
- changeExp (method)
- levelUp (method)
- levelDown (method)
- findNewSkills (method)
- displayLevelUp (method)
- gainExp (method)
- finalExpRate (method)
- benchMembersExpRate (method)
- shouldDisplayLevelUp (method)
- changeLevel (method)
- learnSkill (method)
- forgetSkill (method)
- isLearnedSkill (method)
- hasSkill (method)
- changeClass (method)
- setCharacterImage (method)
- setFaceImage (method)
- setBattlerImage (method)
- isSpriteVisible (method)
- performActionStart (method)
- performAction (method)
- performActionEnd (method)
- performAttack (method)
- performDamage (method)
- performEvasion (method)
- performMagicEvasion (method)
- performCounter (method)
- performCollapse (method)
- performVictory (method)
- performEscape (method)
- makeActionList (method)
- makeAutoBattleActions (method)
- makeConfusionActions (method)
- makeActions (method)
- onPlayerWalk (method)
- updateStateSteps (method)
- showAddedStates (method)
- showRemovedStates (method)
- stepsForTurn (method)
- turnEndOnMap (method)
- checkFloorEffect (method)
- executeFloorDamage (method)
- basicFloorDamage (method)
- maxFloorDamage (method)
- performMapDamage (method)
- clearActions (method)
- inputtingAction (method)
- selectNextCommand (method)
- selectPreviousCommand (method)
- lastSkill (method)
- lastMenuSkill (method)
- setLastMenuSkill (method)
- lastBattleSkill (method)
- setLastBattleSkill (method)
- lastCommandSymbol (method)
- setLastCommandSymbol (method)
- testEscape (method)
- meetsUsableItemConditions (method)
- onEscapeFailure (method)
- _actorId (property)
- _name (property)
- _nickname (property)
- _classId (property)
- _level (property)
- _characterName (property)
- _characterIndex (property)
- _faceName (property)
- _faceIndex (property)
- _battlerName (property)
- _exp (property)
- _skills (property)
- _equips (property)
- _actionInputIndex (property)
- _lastMenuSkill (property)
- _lastBattleSkill (property)
- _lastCommandSymbol (property)
- _profile (property)
- _stateSteps (property)
- Game_Actor (class)
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>