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Window_BattleLog.d overview


Table of contents


utils

BattleLogMethod (type alias)

Signature

export declare type BattleLogMethod =
  | $<'performActionStart'>
  | $<'performAction'>
  | $<'performActionEnd'>
  | $<'performCounter'>
  | $<'performReflection'>
  | $<'performSubstitute'>
  | $<'performMiss'>
  | $<'performEvasion'>
  | $<'performMagicEvasion'>
  | $<'performDamage'>
  | $<'performRecovery'>
  | $<'performCollapse'>
  | $<'pushBaseLine'>
  | $<'popBaseLine'>
  | $<'addText'>
  | $<'popupDamage'>
  | $<'wait'>
  | $<'waitForMovement'>
  | $<'waitForNewLine'>
  | $<'waitForEffect'>
  | $<'showAnimation'>
  | $<'clear'>

Window_BattleLog (class)

Window_BattleLog

The window for displaying battle progress. No frame is displayed, but it is // handled as a window for convenience.

Signature

export declare class Window_BattleLog {
  constructor(rect: Rectangle)
}

setSpriteset (method)

Signature

setSpriteset(spriteset: Spriteset_Battle): void

maxLines (method)

Signature

maxLines(): number

numLines (method)

Signature

numLines(): number

messageSpeed (method)

Signature

messageSpeed(): number

isBusy (method)

Signature

isBusy():
    | boolean
    | "video"
    | "scroll"
    | "image"
    | "message"
    | "transfer"
    | "route"
    | "animation"
    | "balloon"
    | "gather"
    | "action"
    | "effect"
    | "movement"

update (method)

Signature

update(): void

updateWait (method)

Signature

updateWait(): boolean

updateWaitCount (method)

Signature

updateWaitCount(): boolean

updateWaitMode (method)

Signature

updateWaitMode(): boolean

setWaitMode (method)

Signature

setWaitMode(waitMode: WaitMode): void

callNextMethod (method)

Signature

callNextMethod(): void

isFastForward (method)

Signature

isFastForward(): boolean

push (method)

Signature

push<T>(
    methodName: T,
    ...methodArgs: Extract<
      BattleLogMethod,
      {
        name: T
      }
    >["params"]
  ): void

clear (method)

Signature

clear(): void

wait (method)

Signature

wait(): void

waitForEffect (method)

Signature

waitForEffect(): void

waitForMovement (method)

Signature

waitForMovement(): void

addText (method)

Signature

addText(text: string): void

pushBaseLine (method)

Signature

pushBaseLine(): void

popBaseLine (method)

Signature

popBaseLine(): void

waitForNewLine (method)

Signature

waitForNewLine(): void

popupDamage (method)

Signature

popupDamage(target: ActionTarget): void

performActionStart (method)

Signature

performActionStart(subject: ActionTarget, action: Game_Action): void

performAction (method)

Signature

performAction(subject: ActionTarget, action: Game_Action): void

performActionEnd (method)

Signature

performActionEnd(subject: ActionTarget): void

performDamage (method)

Signature

performDamage(target: ActionTarget): void

performMiss (method)

Signature

performMiss(target: ActionTarget): void

performRecovery (method)

Signature

performRecovery(target: ActionTarget): void

performEvasion (method)

Signature

performEvasion(target: ActionTarget): void

performMagicEvasion (method)

Signature

performMagicEvasion(target: ActionTarget): void

performCounter (method)

Signature

performCounter(target: ActionTarget): void

performReflection (method)

Signature

performReflection(target: ActionTarget): void

performSubstitute (method)

Signature

performSubstitute(substitute: ActionTarget, target: ActionTarget): void

performCollapse (method)

Signature

performCollapse(target: ActionTarget): void

showAnimation (method)

Signature

showAnimation(subject: ActionTarget, targets: ActionTarget[], animationId: AnimationID): void

showAttackAnimation (method)

Signature

showAttackAnimation(subject: ActionTarget, targets: ActionTarget[]): void

showActorAttackAnimation (method)

Signature

showActorAttackAnimation(subject: Game_Actor, targets: ActionTarget[]): void

showEnemyAttackAnimation (method)

Signature

showEnemyAttackAnimation(_subject: Game_Enemy, _targets: ActionTarget[]): void

showNormalAnimation (method)

Signature

showNormalAnimation(targets: ActionTarget[], animationId: AnimationID, mirror?: boolean): void

refresh (method)

Signature

refresh(): void

drawBackground (method)

Signature

drawBackground(): void

backRect (method)

Signature

backRect(): Rectangle

lineRect (method)

Signature

lineRect(index: number): Rectangle

backColor (method)

Signature

backColor(): string

backPaintOpacity (method)

Signature

backPaintOpacity(): number

drawLineText (method)

Signature

drawLineText(index: number): void

startTurn (method)

Signature

startTurn(): void

startAction (method)

Signature

startAction(subject: ActionTarget, action: Game_Action, targets: ActionTarget[]): void

endAction (method)

Signature

endAction(subject: ActionTarget): void

displayCurrentState (method)

Signature

displayCurrentState(subject: ActionTarget): void

displayRegeneration (method)

Signature

displayRegeneration(subject: ActionTarget): void

displayAction (method)

Signature

displayAction(subject: ActionTarget, item: DataItemBase): void

displayItemMessage (method)

Signature

displayItemMessage(fmt: string, subject: ActionTarget, item: DataItemBase): void

displayCounter (method)

Signature

displayCounter(target: ActionTarget): void

displayReflection (method)

Signature

displayReflection(target: ActionTarget): void

displaySubstitute (method)

Signature

displaySubstitute(substitute: ActionTarget, target: ActionTarget): void

displayActionResults (method)

Signature

displayActionResults(subject: ActionTarget, target: ActionTarget): void

displayFailure (method)

Signature

displayFailure(target: ActionTarget): void

displayCritical (method)

Signature

displayCritical(target: ActionTarget): void

displayDamage (method)

Signature

displayDamage(target: ActionTarget): void

displayMiss (method)

Signature

displayMiss(target: ActionTarget): void

displayEvasion (method)

Signature

displayEvasion(target: ActionTarget): void

displayHpDamage (method)

Signature

displayHpDamage(target: ActionTarget): void

displayMpDamage (method)

Signature

displayMpDamage(target: ActionTarget): void

displayTpDamage (method)

Signature

displayTpDamage(target: ActionTarget): void

displayAffectedStatus (method)

Signature

displayAffectedStatus(target: ActionTarget, _?: null): void

displayAutoAffectedStatus (method)

Signature

displayAutoAffectedStatus(target: ActionTarget): void

displayChangedStates (method)

Signature

displayChangedStates(target: ActionTarget): void

displayAddedStates (method)

Signature

displayAddedStates(target: ActionTarget): void

displayRemovedStates (method)

Signature

displayRemovedStates(target: ActionTarget): void

displayChangedBuffs (method)

Signature

displayChangedBuffs(target: ActionTarget): void

displayBuffs (method)

Signature

displayBuffs(target: ActionTarget, buffs: ParamID[], fmt: string): void

makeHpDamageText (method)

Signature

makeHpDamageText(target: ActionTarget): string

makeMpDamageText (method)

Signature

makeMpDamageText(target: ActionTarget): string

makeTpDamageText (method)

Signature

makeTpDamageText(target: ActionTarget): string

_lines (property)

Signature

_lines: string[]

_methods (property)

Signature

_methods: BattleLogMethod[]

_waitCount (property)

Signature

_waitCount: number

_waitMode (property)

Signature

_waitMode: WaitMode

_baseLineStack (property)

Signature

_baseLineStack: number[]

_spriteset (property)

Signature

_spriteset: Spriteset_Battle | null