Game_BattlerBase.d overview
Table of contents
- utils
- Game_BattlerBase (class)
- initMembers (method)
- clearParamPlus (method)
- clearStates (method)
- eraseState (method)
- isStateAffected (method)
- isDeathStateAffected (method)
- deathStateId (method)
- resetStateCounts (method)
- isStateExpired (method)
- updateStateTurns (method)
- clearBuffs (method)
- eraseBuff (method)
- buffLength (method)
- buff (method)
- isBuffAffected (method)
- isDebuffAffected (method)
- isBuffOrDebuffAffected (method)
- isMaxBuffAffected (method)
- isMaxDebuffAffected (method)
- increaseBuff (method)
- decreaseBuff (method)
- overwriteBuffTurns (method)
- isBuffExpired (method)
- updateBuffTurns (method)
- die (method)
- revive (method)
- states (method)
- stateIcons (method)
- buffIcons (method)
- buffIconIndex (method)
- allIcons (method)
- traitObjects (method)
- allTraits (method)
- traits (method)
- traitsWithId (method)
- traitsPi (method)
- traitsSum (method)
- traitsSumAll (method)
- traitsSet (method)
- paramBase (method)
- paramPlus (method)
- paramBasePlus (method)
- paramMin (method)
- paramMax (method)
- paramRate (method)
- paramBuffRate (method)
- param (method)
- xparam (method)
- sparam (method)
- elementRate (method)
- debuffRate (method)
- stateRate (method)
- stateResistSet (method)
- isStateResist (method)
- attackElements (method)
- attackStates (method)
- attackStatesRate (method)
- attackSpeed (method)
- attackTimesAdd (method)
- attackSkillId (method)
- addedSkillTypes (method)
- isSkillTypeSealed (method)
- addedSkills (method)
- isSkillSealed (method)
- isEquipWtypeOk (method)
- isEquipAtypeOk (method)
- isEquipTypeLocked (method)
- isEquipTypeSealed (method)
- slotType (method)
- isDualWield (method)
- actionPlusSet (method)
- specialFlag (method)
- collapseType (method)
- partyAbility (method)
- isAutoBattle (method)
- isGuard (method)
- isSubstitute (method)
- isPreserveTp (method)
- addParam (method)
- setHp (method)
- setMp (method)
- setTp (method)
- maxTp (method)
- refresh (method)
- recoverAll (method)
- hpRate (method)
- mpRate (method)
- tpRate (method)
- hide (method)
- appear (method)
- isHidden (method)
- isAppeared (method)
- isDead (method)
- isAlive (method)
- isDying (method)
- isRestricted (method)
- canInput (method)
- canMove (method)
- isConfused (method)
- confusionLevel (method)
- isActor (method)
- isEnemy (method)
- sortStates (method)
- restriction (method)
- addNewState (method)
- onRestrict (method)
- mostImportantStateText (method)
- stateMotionIndex (method)
- stateOverlayIndex (method)
- isSkillWtypeOk (method)
- skillMpCost (method)
- skillTpCost (method)
- canPaySkillCost (method)
- paySkillCost (method)
- isOccasionOk (method)
- meetsUsableItemConditions (method)
- meetsSkillConditions (method)
- meetsItemConditions (method)
- canUse (method)
- canEquip (method)
- canEquipWeapon (method)
- canEquipArmor (method)
- guardSkillId (method)
- canAttack (method)
- canGuard (method)
- _hp (property)
- _mp (property)
- _tp (property)
- _hidden (property)
- _paramPlus (property)
- _states (property)
- _stateTurns (property)
- _buffs (property)
- _buffTurns (property)
- Game_BattlerBase (class)
utils
Game_BattlerBase (class)
Game_BattlerBase
The superclass of Game_Battler. It mainly contains parameters calculation.
Signature
export declare class Game_BattlerBase {
constructor()
}
initMembers (method)
Signature
initMembers(): void
clearParamPlus (method)
Signature
clearParamPlus(): void
clearStates (method)
Signature
clearStates(): void
eraseState (method)
Signature
eraseState(stateId: StateID): void
isStateAffected (method)
Signature
isStateAffected(stateId: StateID): boolean
isDeathStateAffected (method)
Signature
isDeathStateAffected(): boolean
deathStateId (method)
Signature
deathStateId(): number
resetStateCounts (method)
Signature
resetStateCounts(stateId: StateID): void
isStateExpired (method)
Signature
isStateExpired(stateId: StateID): boolean
updateStateTurns (method)
Signature
updateStateTurns(): void
clearBuffs (method)
Signature
clearBuffs(): void
eraseBuff (method)
Signature
eraseBuff(paramId: ParamID): void
buffLength (method)
Signature
buffLength(): 8
buff (method)
Signature
buff(paramId: ParamID): number
isBuffAffected (method)
Signature
isBuffAffected(paramId: ParamID): boolean
isDebuffAffected (method)
Signature
isDebuffAffected(paramId: ParamID): boolean
isBuffOrDebuffAffected (method)
Signature
isBuffOrDebuffAffected(paramId: ParamID): boolean
isMaxBuffAffected (method)
Signature
isMaxBuffAffected(paramId: ParamID): boolean
isMaxDebuffAffected (method)
Signature
isMaxDebuffAffected(paramId: ParamID): boolean
increaseBuff (method)
Signature
increaseBuff(paramId: ParamID): void
decreaseBuff (method)
Signature
decreaseBuff(paramId: ParamID): void
overwriteBuffTurns (method)
Signature
overwriteBuffTurns(paramId: ParamID, turns: number): void
isBuffExpired (method)
Signature
isBuffExpired(paramId: ParamID): boolean
updateBuffTurns (method)
Signature
updateBuffTurns(): void
die (method)
Signature
die(): void
revive (method)
Signature
revive(): void
states (method)
Signature
states(): import("../data").DataState[]
stateIcons (method)
Signature
stateIcons(): number[]
buffIcons (method)
Signature
buffIcons(): number[]
buffIconIndex (method)
Signature
buffIconIndex(buffLevel: number, paramId: ParamID): number
allIcons (method)
Signature
allIcons(): number[]
traitObjects (method)
Signature
traitObjects(): {
traits: Trait[]
}[]
allTraits (method)
Signature
allTraits(): Trait[]
traits (method)
Signature
traits(code: TraitType): Trait[]
traitsWithId (method)
Signature
traitsWithId(code: TraitType, id: DataID): Trait[]
traitsPi (method)
Signature
traitsPi(code: TraitType, id: DataID): number
traitsSum (method)
Signature
traitsSum(code: TraitType, id: DataID): number
traitsSumAll (method)
Signature
traitsSumAll(code: TraitType): number
traitsSet (method)
Signature
traitsSet(code: TraitType): number[]
paramBase (method)
Signature
paramBase(_paramId: ParamID): number
paramPlus (method)
Signature
paramPlus(paramId: ParamID): number
paramBasePlus (method)
Signature
paramBasePlus(paramId: ParamID): number
paramMin (method)
Signature
paramMin(paramId: ParamID): 0 | 1
paramMax (method)
Signature
paramMax(_paramId: ParamID): number
paramRate (method)
Signature
paramRate(paramId: ParamID): number
paramBuffRate (method)
Signature
paramBuffRate(paramId: ParamID): number
param (method)
Signature
param(paramId: ParamID): number
xparam (method)
Signature
xparam(xparamId: DataID): number
sparam (method)
Signature
sparam(sparamId: DataID): number
elementRate (method)
Signature
elementRate(elementId: DataID): number
debuffRate (method)
Signature
debuffRate(paramId: ParamID): number
stateRate (method)
Signature
stateRate(stateId: StateID): number
stateResistSet (method)
Signature
stateResistSet(): number[]
isStateResist (method)
Signature
isStateResist(stateId: StateID): boolean
attackElements (method)
Signature
attackElements(): number[]
attackStates (method)
Signature
attackStates(): number[]
attackStatesRate (method)
Signature
attackStatesRate(stateId: StateID): number
attackSpeed (method)
Signature
attackSpeed(): number
attackTimesAdd (method)
Signature
attackTimesAdd(): number
attackSkillId (method)
Signature
attackSkillId(): number
addedSkillTypes (method)
Signature
addedSkillTypes(): number[]
isSkillTypeSealed (method)
Signature
isSkillTypeSealed(stypeId: SkillType): boolean
addedSkills (method)
Signature
addedSkills(): number[]
isSkillSealed (method)
Signature
isSkillSealed(skillId: SkillID): boolean
isEquipWtypeOk (method)
Signature
isEquipWtypeOk(wtypeId: WeaponType): boolean
isEquipAtypeOk (method)
Signature
isEquipAtypeOk(atypeId: ArmorType): boolean
isEquipTypeLocked (method)
Signature
isEquipTypeLocked(etypeId: ElementType): boolean
isEquipTypeSealed (method)
Signature
isEquipTypeSealed(etypeId: ElementType): boolean
slotType (method)
Signature
slotType(): number
isDualWield (method)
Signature
isDualWield(): boolean
actionPlusSet (method)
Signature
actionPlusSet(): number[]
specialFlag (method)
Signature
specialFlag(flagId: DataID): boolean
collapseType (method)
Signature
collapseType(): number
partyAbility (method)
Signature
partyAbility(abilityId: DataID): boolean
isAutoBattle (method)
Signature
isAutoBattle(): boolean
isGuard (method)
Signature
isGuard(): boolean
isSubstitute (method)
Signature
isSubstitute(): boolean
isPreserveTp (method)
Signature
isPreserveTp(): boolean
addParam (method)
Signature
addParam(paramId: ParamID, value: number): void
setHp (method)
Signature
setHp(hp: number): void
setMp (method)
Signature
setMp(mp: number): void
setTp (method)
Signature
setTp(tp: number): void
maxTp (method)
Signature
maxTp(): number
refresh (method)
Signature
refresh(): void
recoverAll (method)
Signature
recoverAll(): void
hpRate (method)
Signature
hpRate(): number
mpRate (method)
Signature
mpRate(): number
tpRate (method)
Signature
tpRate(): number
hide (method)
Signature
hide(): void
appear (method)
Signature
appear(): void
isHidden (method)
Signature
isHidden(): boolean
isAppeared (method)
Signature
isAppeared(): boolean
isDead (method)
Signature
isDead(): boolean
isAlive (method)
Signature
isAlive(): boolean
isDying (method)
Signature
isDying(): boolean
isRestricted (method)
Signature
isRestricted(): boolean
canInput (method)
Signature
canInput(): boolean
canMove (method)
Signature
canMove(): boolean
isConfused (method)
Signature
isConfused(): boolean
confusionLevel (method)
Signature
confusionLevel(): number
isActor (method)
Signature
isActor(): this is Game_Actor
isEnemy (method)
Signature
isEnemy(): this is Game_Enemy
sortStates (method)
Signature
sortStates(): void
restriction (method)
Signature
restriction(): number
addNewState (method)
Signature
addNewState(stateId: StateID): void
onRestrict (method)
Signature
onRestrict(): void
mostImportantStateText (method)
Signature
mostImportantStateText(): string
stateMotionIndex (method)
Signature
stateMotionIndex(): import("../data").Motion
stateOverlayIndex (method)
Signature
stateOverlayIndex(): import("../data").Overlay
isSkillWtypeOk (method)
Signature
isSkillWtypeOk(_skill: DataSkill): boolean
skillMpCost (method)
Signature
skillMpCost(skill: DataSkill): number
skillTpCost (method)
Signature
skillTpCost(skill: DataSkill): number
canPaySkillCost (method)
Signature
canPaySkillCost(skill: DataSkill): boolean
paySkillCost (method)
Signature
paySkillCost(skill: DataSkill): void
isOccasionOk (method)
Signature
isOccasionOk(item: DataSkill | DataItem): boolean
meetsUsableItemConditions (method)
Signature
meetsUsableItemConditions(item: DataSkill | DataItem): boolean
meetsSkillConditions (method)
Signature
meetsSkillConditions(skill: DataSkill): boolean
meetsItemConditions (method)
Signature
meetsItemConditions(item: DataSkill | DataItem): boolean
canUse (method)
Signature
canUse(item: DataItemBase | null): boolean
canEquip (method)
Signature
canEquip(item: DataItemBase): item is DataWeapon | DataArmor
canEquipWeapon (method)
Signature
canEquipWeapon(item: DataWeapon): boolean
canEquipArmor (method)
Signature
canEquipArmor(item: DataArmor): boolean
guardSkillId (method)
Signature
guardSkillId(): number
canAttack (method)
Signature
canAttack(): boolean
canGuard (method)
Signature
canGuard(): boolean
_hp (property)
Signature
_hp: number
_mp (property)
Signature
_mp: number
_tp (property)
Signature
_tp: number
_hidden (property)
Signature
_hidden: boolean
_paramPlus (property)
Signature
_paramPlus: BattlerParams
_states (property)
Signature
_states: number[]
_stateTurns (property)
Signature
_stateTurns: Record<number, number>
_buffs (property)
Signature
_buffs: BattlerParams
_buffTurns (property)
Signature
_buffTurns: BattlerParams