Link Search Menu Expand Document

Game_Battler.d overview


Table of contents


utils

Game_Battler (class)

Game_Battler

The superclass of Game_Actor and Game_Enemy. It contains methods for sprites // and actions.

Signature

export declare class Game_Battler {
  constructor()
}

initMembers (method)

Signature

initMembers(): void

clearDamagePopup (method)

Signature

clearDamagePopup(): void

clearWeaponAnimation (method)

Signature

clearWeaponAnimation(): void

clearEffect (method)

Signature

clearEffect(): void

clearMotion (method)

Signature

clearMotion(): void

requestEffect (method)

Signature

requestEffect(effectType: BattlerEffectType): void

requestMotion (method)

Signature

requestMotion(motionType: BattlerMotionType): void

requestMotionRefresh (method)

Signature

requestMotionRefresh(): void

cancelMotionRefresh (method)

Signature

cancelMotionRefresh(): void

select (method)

Signature

select(): void

deselect (method)

Signature

deselect(): void

isDamagePopupRequested (method)

Signature

isDamagePopupRequested(): boolean

isEffectRequested (method)

Signature

isEffectRequested(): boolean

isMotionRequested (method)

Signature

isMotionRequested(): boolean

isWeaponAnimationRequested (method)

Signature

isWeaponAnimationRequested(): boolean

isMotionRefreshRequested (method)

Signature

isMotionRefreshRequested(): boolean

isSelected (method)

Signature

isSelected(): boolean

effectType (method)

Signature

effectType(): BattlerEffectType | null

motionType (method)

Signature

motionType(): BattlerMotionType | null

weaponImageId (method)

Signature

weaponImageId(): number

startDamagePopup (method)

Signature

startDamagePopup(): void

shouldPopupDamage (method)

Signature

shouldPopupDamage(): boolean

startWeaponAnimation (method)

Signature

startWeaponAnimation(weaponImageId: DataID): void

action (method)

Signature

action(index: number): Game_Action

setAction (method)

Signature

setAction(index: number, action: Game_Action): void

numActions (method)

Signature

numActions(): number

clearActions (method)

Signature

clearActions(): void

result (method)

Signature

result(): Game_ActionResult

clearResult (method)

Signature

clearResult(): void

clearTpbChargeTime (method)

Signature

clearTpbChargeTime(): void

applyTpbPenalty (method)

Signature

applyTpbPenalty(): void

initTpbChargeTime (method)

Signature

initTpbChargeTime(advantageous?: boolean): void

tpbChargeTime (method)

Signature

tpbChargeTime(): number

startTpbCasting (method)

Signature

startTpbCasting(): void

startTpbAction (method)

Signature

startTpbAction(): void

isTpbCharged (method)

Signature

isTpbCharged(): boolean

isTpbReady (method)

Signature

isTpbReady(): boolean

isTpbTimeout (method)

Signature

isTpbTimeout(): boolean

updateTpb (method)

Signature

updateTpb(): void

updateTpbChargeTime (method)

Signature

updateTpbChargeTime(): void

updateTpbCastTime (method)

Signature

updateTpbCastTime(): void

updateTpbAutoBattle (method)

Signature

updateTpbAutoBattle(): void

updateTpbIdleTime (method)

Signature

updateTpbIdleTime(): void

tpbAcceleration (method)

Signature

tpbAcceleration(): number

tpbRelativeSpeed (method)

Signature

tpbRelativeSpeed(): number

tpbSpeed (method)

Signature

tpbSpeed(): number

tpbBaseSpeed (method)

Signature

tpbBaseSpeed(): number

tpbRequiredCastTime (method)

Signature

tpbRequiredCastTime(): number

onTpbCharged (method)

Signature

onTpbCharged(): void

shouldDelayTpbCharge (method)

Signature

shouldDelayTpbCharge(): boolean

finishTpbCharge (method)

Signature

finishTpbCharge(): void

isTpbTurnEnd (method)

Signature

isTpbTurnEnd(): boolean

initTpbTurn (method)

Signature

initTpbTurn(): void

startTpbTurn (method)

Signature

startTpbTurn(): void

makeTpbActions (method)

Signature

makeTpbActions(): void

onTpbTimeout (method)

Signature

onTpbTimeout(): void

turnCount (method)

Signature

turnCount(): number

canInput (method)

Signature

canInput(): boolean

refresh (method)

Signature

refresh(): void

addState (method)

Signature

addState(stateId: StateID): void

isStateAddable (method)

Signature

isStateAddable(stateId: StateID): boolean

isStateRestrict (method)

Signature

isStateRestrict(stateId: StateID): boolean

onRestrict (method)

Signature

onRestrict(): void

removeState (method)

Signature

removeState(stateId: StateID): void

escape (method)

Signature

escape(): void

addBuff (method)

Signature

addBuff(paramId: ParamID, turns: number): void

addDebuff (method)

Signature

addDebuff(paramId: ParamID, turns: number): void

removeBuff (method)

Signature

removeBuff(paramId: ParamID): void

removeBattleStates (method)

Signature

removeBattleStates(): void

removeAllBuffs (method)

Signature

removeAllBuffs(): void

removeStatesAuto (method)

Signature

removeStatesAuto(timing: AutoRemovalTiming): void

removeBuffsAuto (method)

Signature

removeBuffsAuto(): void

removeStatesByDamage (method)

Signature

removeStatesByDamage(): void

makeActionTimes (method)

Signature

makeActionTimes(): number

makeActions (method)

Signature

makeActions(): void

speed (method)

Signature

speed(): number

makeSpeed (method)

Signature

makeSpeed(): void

currentAction (method)

Signature

currentAction(): Game_Action

removeCurrentAction (method)

Signature

removeCurrentAction(): void

setLastTarget (method)

Signature

setLastTarget(target: Game_Actor | Game_Enemy): void

forceAction (method)

Signature

forceAction(skillId: SkillID, targetIndex: ActorID | EnemyID): void

useItem (method)

Signature

useItem(item: ActionItem): void

consumeItem (method)

Signature

consumeItem(item: DataItem): void

gainHp (method)

Signature

gainHp(value: number): void

gainMp (method)

Signature

gainMp(value: number): void

gainTp (method)

Signature

gainTp(value: number): void

gainSilentTp (method)

Signature

gainSilentTp(value: number): void

initTp (method)

Signature

initTp(): void

clearTp (method)

Signature

clearTp(): void

chargeTpByDamage (method)

Signature

chargeTpByDamage(damageRate: number): void

regenerateHp (method)

Signature

regenerateHp(): void

maxSlipDamage (method)

Signature

maxSlipDamage(): number

regenerateMp (method)

Signature

regenerateMp(): void

regenerateTp (method)

Signature

regenerateTp(): void

regenerateAll (method)

Signature

regenerateAll(): void

onBattleStart (method)

Signature

onBattleStart(advantageous?: boolean): void

onAllActionsEnd (method)

Signature

onAllActionsEnd(): void

onTurnEnd (method)

Signature

onTurnEnd(): void

onBattleEnd (method)

Signature

onBattleEnd(): void

onDamage (method)

Signature

onDamage(value: number): void

setActionState (method)

Signature

setActionState(actionState: ActionState): void

isUndecided (method)

Signature

isUndecided(): boolean

isInputting (method)

Signature

isInputting(): boolean

isWaiting (method)

Signature

isWaiting(): boolean

isActing (method)

Signature

isActing(): boolean

isChanting (method)

Signature

isChanting(): boolean

isGuardWaiting (method)

Signature

isGuardWaiting(): boolean

performActionStart (method)

Signature

performActionStart(action: Game_Action): void

performAction (method)

Signature

performAction(_action: Game_Action): void

performActionEnd (method)

Signature

performActionEnd(): void

performDamage (method)

Signature

performDamage(): void

performMiss (method)

Signature

performMiss(): void

performRecovery (method)

Signature

performRecovery(): void

performEvasion (method)

Signature

performEvasion(): void

performMagicEvasion (method)

Signature

performMagicEvasion(): void

performCounter (method)

Signature

performCounter(): void

performReflection (method)

Signature

performReflection(): void

performSubstitute (method)

Signature

performSubstitute(_target: Game_Battler): void

performCollapse (method)

Signature

performCollapse(): void

_actions (property)

Signature

_actions: Game_Action[]

_speed (property)

Signature

_speed: number

_result (property)

Signature

_result: Game_ActionResult

_actionState (property)

Signature

_actionState: '' | 'undecided' | 'inputting' | 'waiting' | 'acting' | 'done'

_lastTargetIndex (property)

Signature

_lastTargetIndex: number

_damagePopup (property)

Signature

_damagePopup: boolean

_effectType (property)

Signature

_effectType: 'whiten' | 'blink' | 'collapse' | 'bossCollapse' | 'instantCollapse' | 'appear' | 'disappear' | null

_motionType (property)

Signature

_motionType: 'wait' |
  'walk' |
  'chant' |
  'guard' |
  'damage' |
  'evade' |
  'thrust' |
  'swing' |
  'missile' |
  'skill' |
  'spell' |
  'item' |
  'escape' |
  'victory' |
  'dying' |
  'abnormal' |
  'sleep' |
  'dead' |
  null

_weaponImageId (property)

Signature

_weaponImageId: number

_motionRefresh (property)

Signature

_motionRefresh: boolean

_selected (property)

Signature

_selected: boolean

_tpbState (property)

Signature

_tpbState: string

_tpbChargeTime (property)

Signature

_tpbChargeTime: number

_tpbCastTime (property)

Signature

_tpbCastTime: number

_tpbIdleTime (property)

Signature

_tpbIdleTime: number

_tpbTurnCount (property)

Signature

_tpbTurnCount: number

_tpbTurnEnd (property)

Signature

_tpbTurnEnd: boolean