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Class Game_Actor


Game_Actor

The game object declare class for an actor.

class

Game_Actor

Hierarchy

Index

Constructors

Properties

Methods

Constructors

constructor

Properties

Protected _actionInputIndex

_actionInputIndex: number

Protected _actionState

_actionState: string

Protected _actions

_actions: Array<Game_Action>

Protected _actorId

_actorId: number

Protected _animations

_animations: Array<BattlerAnimation>

Protected _battlerName

_battlerName: string

Protected _buffTurns

_buffTurns: Array<number>

Protected _buffs

_buffs: Array<number>

Protected _characterIndex

_characterIndex: number

Protected _characterName

_characterName: string

Protected _classId

_classId: number

Protected _damagePopup

_damagePopup: boolean

Protected _effectType

_effectType: string

Protected _equips

_equips: Array<Game_Item>

Protected _exp

_exp: object

Type declaration

  • [classId: number]: number

Protected _faceIndex

_faceIndex: number

Protected _faceName

_faceName: string

Protected _hidden

_hidden: boolean

Protected _hp

_hp: number

Protected _lastBattleSkill

_lastBattleSkill: Game_Item

Protected _lastCommandSymbol

_lastCommandSymbol: string

Protected _lastMenuSkill

_lastMenuSkill: Game_Item

Protected _lastTargetIndex

_lastTargetIndex: number

Protected _level

_level: number

Protected _motionRefresh

_motionRefresh: boolean

Protected _motionType

_motionType: string

Protected _mp

_mp: number

Protected _name

_name: string

Protected _nickname

_nickname: string

Protected _paramPlus

_paramPlus: Array<number>

Protected _profile

_profile: string

Protected _result

Protected _selected

_selected: boolean

Protected _skills

_skills: Array<number>

Protected _speed

_speed: number

Protected _stateSteps

_stateSteps: object

Type declaration

  • [stateId: number]: number

Protected _stateTurns

_stateTurns: object

Type declaration

  • [stateId: number]: number

Protected _states

_states: Array<number>

Protected _tp

_tp: number

Protected _weaponImageId

_weaponImageId: number

agi

agi: number

[read-only] Agility - param 6

atk

atk: number

[read-only] ATtacK power - param 2

cev

cev: number

[read-only] Critical EVasion rate

cnt

cnt: number

[read-only] CouNTer attack rate

cri

cri: number

[read-only] CRItical rate

def

def: number

[read-only] DEFense power - param 3

eva

eva: number

[read-only] EVAsion rate

exr

exr: number

[read-only] EXperience Rate

fdr

fdr: number

[read-only] Floor Damage Rate

grd

grd: number

[read-only] Ggweqrtg*xzuaRD effect rate

hit

hit: number

[read-only] HIT rate -xparam 0

hp

hp: number

[read-only] Hit Points

hrg

hrg: number

[read-only] Hp ReGeneration rate

level

level: number

[read-only]

luk

luk: number

[read-only] LucK - param 7

mat

mat: number

[read-only] Magic Attack power - param 4

mcr

mcr: number

[read-only] Mp Cost Rate

mdf

mdf: number

[read-only] Magic Defense power - param 5

mdr

mdr: number

[read-only] Magical Damage Rate

mev

mev: number

[read-only] Magic EVasion rate

mhp

mhp: number

[read-only] Maximum Hit Points - param 0

mmp

mmp: number

[read-only] Maximum Magic Points - param 1

mp

mp: number

[read-only] Magic Points

mrf

mrf: number

[read-only] Magic ReFlection rate

mrg

mrg: number

[read-only] Mp ReGeneration rate

pdr

pdr: number

[read-only] Physical Damage Rate

pha

pha: number

[read-only] PHArmacology

rec

rec: number

[read-only] RECovery effect rate

tcr

tcr: number

[read-only] Tp Charge Rate

tgr

tgr: number

[read-only] TarGet Rate

tp

tp: number

[read-only] Tactical Points

trg

trg: number

[read-only] Tp ReGeneration rate

Static FLAG_ID_AUTO_BATTLE

FLAG_ID_AUTO_BATTLE: number

Static FLAG_ID_GUARD

FLAG_ID_GUARD: number

Static FLAG_ID_PRESERVE_TP

FLAG_ID_PRESERVE_TP: number

Static FLAG_ID_SUBSTITUTE

FLAG_ID_SUBSTITUTE: number

Static ICON_BUFF_START

ICON_BUFF_START: number

Static ICON_DEBUFF_START

ICON_DEBUFF_START: number

Static TRAIT_ACTION_PLUS

TRAIT_ACTION_PLUS: number

Static TRAIT_ATTACK_ELEMENT

TRAIT_ATTACK_ELEMENT: number

Static TRAIT_ATTACK_SPEED

TRAIT_ATTACK_SPEED: number

Static TRAIT_ATTACK_STATE

TRAIT_ATTACK_STATE: number

Static TRAIT_ATTACK_TIMES

TRAIT_ATTACK_TIMES: number

Static TRAIT_COLLAPSE_TYPE

TRAIT_COLLAPSE_TYPE: number

Static TRAIT_DEBUFF_RATE

TRAIT_DEBUFF_RATE: number

Static TRAIT_ELEMENT_RATE

TRAIT_ELEMENT_RATE: number

Static TRAIT_EQUIP_ATYPE

TRAIT_EQUIP_ATYPE: number

Static TRAIT_EQUIP_LOCK

TRAIT_EQUIP_LOCK: number

Static TRAIT_EQUIP_SEAL

TRAIT_EQUIP_SEAL: number

Static TRAIT_EQUIP_WTYPE

TRAIT_EQUIP_WTYPE: number

Static TRAIT_PARAM

TRAIT_PARAM: number

Static TRAIT_PARTY_ABILITY

TRAIT_PARTY_ABILITY: number

Static TRAIT_SKILL_ADD

TRAIT_SKILL_ADD: number

Static TRAIT_SKILL_SEAL

TRAIT_SKILL_SEAL: number

Static TRAIT_SLOT_TYPE

TRAIT_SLOT_TYPE: number

Static TRAIT_SPARAM

TRAIT_SPARAM: number

Static TRAIT_SPECIAL_FLAG

TRAIT_SPECIAL_FLAG: number

Static TRAIT_STATE_RATE

TRAIT_STATE_RATE: number

Static TRAIT_STATE_RESIST

TRAIT_STATE_RESIST: number

Static TRAIT_STYPE_ADD

TRAIT_STYPE_ADD: number

Static TRAIT_STYPE_SEAL

TRAIT_STYPE_SEAL: number

Static TRAIT_XPARAM

TRAIT_XPARAM: number

Methods

action

actionPlusSet

  • actionPlusSet(): Array<number>

actor

actorId

  • actorId(): number

addBuff

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

addDebuff

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

addNewState

  • addNewState(stateId: number): void

addParam

  • addParam(paramId: number, value: number): void

addState

  • addState(stateId: number): void

addedSkillTypes

  • addedSkillTypes(): Array<number>

addedSkills

  • addedSkills(): Array<number>

allIcons

  • allIcons(): Array<number>

allTraits

  • allTraits(): Array<Trait>

appear

  • appear(): void

armors

attackAnimationId1

  • attackAnimationId1(): number

attackAnimationId2

  • attackAnimationId2(): number

attackElements

  • attackElements(): Array<number>

attackSkillId

  • attackSkillId(): number

attackSpeed

  • attackSpeed(): number

attackStates

  • attackStates(): Array<number>

attackStatesRate

  • attackStatesRate(stateId: number): void

attackTimesAdd

  • attackTimesAdd(): number

bareHandsAnimationId

  • bareHandsAnimationId(): number

bareHandsElementId

  • bareHandsElementId(): number

basicFloorDamage

  • basicFloorDamage(): number

battlerName

  • battlerName(): string

benchMembersExpRate

  • benchMembersExpRate(): number

bestEquipItem

  • bestEquipItem(slotId: number): void

buff

  • buff(paramId: number): number

buffIconIndex

  • buffIconIndex(buffLevel: number, paramId: number): number

buffIcons

  • buffIcons(): Array<number>

buffLength

  • buffLength(): number

calcEquipItemPerformance

  • calcEquipItemPerformance(item: EquipItem): number

canAttack

  • canAttack(): boolean

canEquip

canEquipArmor

canEquipWeapon

canGuard

  • canGuard(): boolean

canInput

  • canInput(): boolean

canMove

  • canMove(): boolean

canPaySkillCost

  • canPaySkillCost(skill: Skill): boolean

canUse

changeClass

  • changeClass(classId: number, keepExp: boolean): void
  • Changes the actor class; if keep is true, the actor will retain their experience points.

    memberof

    Game_Actor

    Parameters

    • classId: number
    • keepExp: boolean

    Returns void

changeEquip

  • changeEquip(slotId: number, item: EquipItem): void
  • Changes the actor equipment in the given slot with the given equip item. Places the original item into the party inventory.

    memberof

    Game_Actor

    Parameters

    Returns void

changeEquipById

  • changeEquipById(etypeId: number, itemId: number): void
  • Changes the actor equip with an item based on the equip id.

    memberof

    Game_Actor

    Parameters

    • etypeId: number
    • itemId: number

    Returns void

changeExp

  • changeExp(exp: number, show: boolean): void
  • Change the actor experience points; leveling up the actor if it's above the required exp for the current level. If show is set to true, actor level up with be displayed.

    memberof

    Game_Actor

    Parameters

    • exp: number
    • show: boolean

    Returns void

changeLevel

  • changeLevel(level: number, show: boolean): void
  • Changes the actor level; if show is set to true, the actor level will be displayed.

    memberof

    Game_Actor

    Parameters

    • level: number
    • show: boolean

    Returns void

chargeTpByDamage

  • chargeTpByDamage(damageRate: number): void

checkFloorEffect

  • checkFloorEffect(): void

clearActions

  • clearActions(): void

clearAnimations

  • clearAnimations(): void

clearBuffs

  • clearBuffs(): void

clearDamagePopup

  • clearDamagePopup(): void

clearEffect

  • clearEffect(): void

clearEquipments

  • clearEquipments(): void

clearMotion

  • clearMotion(): void

clearParamPlus

  • clearParamPlus(): void

clearResult

  • clearResult(): void

clearStates

  • clearStates(): void

clearTp

  • clearTp(): void

clearWeaponAnimation

  • clearWeaponAnimation(): void

collapseType

  • collapseType(): number

confusionLevel

  • confusionLevel(): number

consumeItem

currentAction

currentClass

currentExp

  • currentExp(): number

currentLevelExp

  • currentLevelExp(): number

deathStateId

  • deathStateId(): number

debuffRate

  • debuffRate(paramId: number): number

decreaseBuff

  • decreaseBuff(paramId: number): void

deselect

  • deselect(): void

die

  • die(): void

discardEquip

displayLevelUp

  • displayLevelUp(newSkills: Array<Skill>): void

effectType

  • effectType(): string

elementRate

  • elementRate(elementId: number): number

equipSlots

  • equipSlots(): Array<number>

equips

eraseBuff

  • eraseBuff(paramId: number): void

eraseState

  • eraseState(stateId: number): void

escape

  • escape(): void

executeFloorDamage

  • executeFloorDamage(): void

expForLevel

  • expForLevel(level: number): number

faceIndex

  • faceIndex(): number

faceName

  • faceName(): string

finalExpRate

  • finalExpRate(): number
  • Returns the final exp rate of the actor based on if the actor is a reserved party member or an active battle member.

    memberof

    Game_Actor

    Returns number

findNewSkills

  • findNewSkills(lastSkills: Array<Skill>): Array<Skill>

forceAction

  • forceAction(skillId: number, targetIndex: number): void

forceChangeEquip

  • forceChangeEquip(slotId: number, item: EquipItem): void
  • Forces the actor to change equipment in the given slot with the given equip item without placing the item back into the party inventory.

    memberof

    Game_Actor

    Parameters

    Returns void

forgetSkill

  • forgetSkill(skillId: number): void
  • Actor forgets the specified skill given the skill id from the actor's usable skills.

    memberof

    Game_Actor

    Parameters

    • skillId: number

    Returns void

friendsUnit

gainExp

  • gainExp(exp: number): void

gainHp

  • gainHp(value: number): void

gainMp

  • gainMp(value: number): void

gainSilentTp

  • gainSilentTp(value: number): void

gainTp

  • gainTp(value: number): void

guardSkillId

  • guardSkillId(): number

hasArmor

  • hasArmor(armor: Armor): boolean

hasNoWeapons

  • hasNoWeapons(): boolean

hasWeapon

  • hasWeapon(weapon: Weapon): boolean

hide

  • hide(): void

hpRate

  • hpRate(): number

increaseBuff

  • increaseBuff(paramId: number): void

index

  • index(): number

initEquips

  • initEquips(equips: Array<number>): void

initExp

  • initExp(): void

initImages

  • initImages(): void

initMembers

  • initMembers(): void

initSkills

  • initSkills(): void

initTp

  • initTp(): void

inputtingAction

isActing

  • isActing(): boolean

isActor

  • isActor(): boolean

isAlive

  • isAlive(): boolean

isAnimationRequested

  • isAnimationRequested(): boolean

isAppeared

  • isAppeared(): boolean

isAutoBattle

  • isAutoBattle(): boolean

isBattleMember

  • isBattleMember(): boolean

isBuffAffected

  • isBuffAffected(paramId: number): boolean

isBuffExpired

  • isBuffExpired(paramId: number): boolean

isBuffOrDebuffAffected

  • isBuffOrDebuffAffected(paramId: number): boolean

isChanting

  • isChanting(): boolean

isClass

  • isClass(gameClass: Class): boolean

isConfused

  • isConfused(): boolean

isDamagePopupRequested

  • isDamagePopupRequested(): boolean

isDead

  • isDead(): boolean

isDeathStateAffected

  • isDeathStateAffected(): boolean

isDebuffAffected

  • isDebuffAffected(paramId: number): boolean

isDualWield

  • isDualWield(): boolean

isDying

  • isDying(): boolean

isEffectRequested

  • isEffectRequested(): boolean

isEnemy

  • isEnemy(): boolean

isEquipAtypeOk

  • isEquipAtypeOk(atypeId: number): boolean

isEquipChangeOk

  • isEquipChangeOk(slotId: number): boolean

isEquipTypeLocked

  • isEquipTypeLocked(etypeId: number): boolean

isEquipTypeSealed

  • isEquipTypeSealed(etypeId: number): boolean

isEquipWtypeOk

  • isEquipWtypeOk(wtypeId: number): boolean

isEquipped

isFormationChangeOk

  • isFormationChangeOk(): boolean

isGuard

  • isGuard(): boolean

isGuardWaiting

  • isGuardWaiting(): boolean

isHidden

  • isHidden(): boolean

isInputting

  • isInputting(): boolean

isLearnedSkill

  • isLearnedSkill(skillId: number): boolean
  • Returns true if the actor has learned the specified skill given the specified skill id.

    memberof

    Game_Actor

    Parameters

    • skillId: number

    Returns boolean

isMaxBuffAffected

  • isMaxBuffAffected(paramId: number): boolean

isMaxDebuffAffected

  • isMaxDebuffAffected(paramId: number): boolean

isMaxLevel

  • isMaxLevel(): boolean

isMotionRefreshRequested

  • isMotionRefreshRequested(): boolean

isMotionRequested

  • isMotionRequested(): boolean

isOccasionOk

isPreserveTp

  • isPreserveTp(): boolean

isRestricted

  • isRestricted(): boolean

isSelected

  • isSelected(): boolean

isSkillSealed

  • isSkillSealed(skillId: number): boolean

isSkillTypeSealed

  • isSkillTypeSealed(stypeId: number): boolean

isSkillWtypeOk

  • isSkillWtypeOk(skill: Skill): boolean

isSpriteVisible

  • isSpriteVisible(): boolean

isStateAddable

  • isStateAddable(stateId: number): boolean

isStateAffected

  • isStateAffected(stateId: number): boolean

isStateExpired

  • isStateExpired(stateId: number): boolean

isStateResist

  • isStateResist(stateId: number): boolean

isStateRestrict

  • isStateRestrict(stateId: number): boolean

isSubstitute

  • isSubstitute(): boolean

isUndecided

  • isUndecided(): boolean

isWaiting

  • isWaiting(): boolean

isWeaponAnimationRequested

  • isWeaponAnimationRequested(): boolean

isWtypeEquipped

  • isWtypeEquipped(wtypeId: number): boolean

lastBattleSkill

  • lastBattleSkill(): Skill

lastCommandSymbol

  • lastCommandSymbol(): string

lastMenuSkill

learnSkill

  • learnSkill(skillId: number): void

levelDown

  • levelDown(): void

levelUp

  • levelUp(): void

makeActionList

makeActionTimes

  • makeActionTimes(): number

makeActions

  • makeActions(): void

makeAutoBattleActions

  • makeAutoBattleActions(): void

makeConfusionActions

  • makeConfusionActions(): void

makeSpeed

  • makeSpeed(): void

maxFloorDamage

  • maxFloorDamage(): number

maxLevel

  • maxLevel(): void

maxSlipDamage

  • maxSlipDamage(): number

maxTp

  • maxTp(): number

meetsItemConditions

  • meetsItemConditions(item: Item): boolean

meetsSkillConditions

  • meetsSkillConditions(skill: Skill): boolean

meetsUsableItemConditions

  • meetsUsableItemConditions(item: UsableItem): boolean

mostImportantStateText

  • mostImportantStateText(): string

motionType

  • motionType(): string

mpRate

  • mpRate(): number

name

  • name(): string

nextLevelExp

  • nextLevelExp(): number

nextRequiredExp

  • nextRequiredExp(): number

nickname

  • nickname(): string

numActions

  • numActions(): number

onAllActionsEnd

  • onAllActionsEnd(): void

onBattleEnd

  • onBattleEnd(): void

onBattleStart

  • onBattleStart(): void

onDamage

  • onDamage(value: number): void

onPlayerWalk

  • onPlayerWalk(): void

onRestrict

  • onRestrict(): void

onTurnEnd

  • onTurnEnd(): void

opponentsUnit

optimizeEquipments

  • optimizeEquipments(): void

overwriteBuffTurns

  • overwriteBuffTurns(paramId: number, turns: number): void

param

  • param(paramId: number): number

paramBase

  • paramBase(paramId: number): number

paramBuffRate

  • paramBuffRate(paramId: number): number

paramMax

  • paramMax(paramId: number): number

paramMin

  • paramMin(paramId: number): number

paramPlus

  • paramPlus(paramId: number): number

paramRate

  • paramRate(paramId: number): number

partyAbility

  • partyAbility(abilityId: number): boolean

paySkillCost

  • paySkillCost(skill: Skill): void

performAction

performActionEnd

  • performActionEnd(): void

performActionStart

performAttack

  • performAttack(): void

performCollapse

  • performCollapse(): void

performCounter

  • performCounter(): void

performDamage

  • performDamage(): void

performEscape

  • performEscape(): void

performEvasion

  • performEvasion(): void

performMagicEvasion

  • performMagicEvasion(): void

performMapDamage

  • performMapDamage(): void

performMiss

  • performMiss(): void

performRecovery

  • performRecovery(): void

performReflection

  • performReflection(): void

performSubstitute

performVictory

  • performVictory(): void

profile

  • profile(): string

recoverAll

  • recoverAll(): void

refresh

  • refresh(): void

regenerateAll

  • regenerateAll(): void

regenerateHp

  • regenerateHp(): void

regenerateMp

  • regenerateMp(): void

regenerateTp

  • regenerateTp(): void

releaseUnequippableItems

  • releaseUnequippableItems(forcing: boolean): void

removeAllBuffs

  • removeAllBuffs(): void

removeBattleStates

  • removeBattleStates(): void

removeBuff

  • removeBuff(paramId: number): void

removeBuffsAuto

  • removeBuffsAuto(): void

removeCurrentAction

  • removeCurrentAction(): void

removeState

  • removeState(stateId: number): void

removeStatesAuto

  • removeStatesAuto(timing: number): void

removeStatesByDamage

  • removeStatesByDamage(): void

requestEffect

  • requestEffect(effectType: string): void

requestMotion

  • requestMotion(motionType: string): void

requestMotionRefresh

  • requestMotionRefresh(): void

resetStateCounts

  • resetStateCounts(stateId: number): void

restriction

  • restriction(): number

result

revive

  • revive(): void

select

  • select(): void

selectNextCommand

  • selectNextCommand(): boolean

selectPreviousCommand

  • selectPreviousCommand(): boolean

setAction

setActionState

  • setActionState(actionState: string): void

setBattlerImage

  • setBattlerImage(battlerName: string): void
  • Sets the battler image of the actor; this is the sprite displayed in the side view mode.

    memberof

    Game_Actor

    Parameters

    • battlerName: string

    Returns void

setCharacterImage

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

setFaceImage

  • setFaceImage(faceName: string, faceIndex: number): void
  • Sets the face image of the actor given the face image (from database) and face index within the iamge.

    memberof

    Game_Actor

    Parameters

    • faceName: string
    • faceIndex: number

    Returns void

setHp

  • setHp(hp: number): void

setLastBattleSkill

  • setLastBattleSkill(skill: Skill): void

setLastCommandSymbol

  • setLastCommandSymbol(symbol: string): void
  • Sets the last command symbol to the given symbol; this is the selected command in the battle menu.

    memberof

    Game_Actor

    Parameters

    • symbol: string

    Returns void

setLastMenuSkill

  • setLastMenuSkill(skill: Skill): void

setLastTarget

setMp

  • setMp(mp: number): void

setName

  • setName(name: string): void

setNickname

  • setNickname(nickname: string): void

setProfile

  • setProfile(profile: string): void

setTp

  • setTp(tp: number): void

setup

  • setup(actorId: number): void

shiftAnimation

shouldDisplayLevelUp

  • shouldDisplayLevelUp(): boolean

showAddedStates

  • showAddedStates(): void

showRemovedStates

  • showRemovedStates(): void

skillMpCost

  • skillMpCost(skill: Skill): number

skillTpCost

  • skillTpCost(skill: Skill): number

skills

slotType

  • slotType(): number

sortStates

  • sortStates(): void

sparam

  • sparam(sparamId: number): number

specialFlag

  • specialFlag(flagId: number): boolean

speed

  • speed(): number

startAnimation

  • startAnimation(animationId: number, mirror: boolean, delay: number): void
  • Starts the animation on the actor given the specified animation id; if mirror is set to true, the animation will be mirrored. If a delay is enter, the animation will be delayed.

    memberof

    Game_Actor

    Parameters

    • animationId: number
    • mirror: boolean
    • delay: number

    Returns void

startDamagePopup

  • startDamagePopup(): void

startWeaponAnimation

  • startWeaponAnimation(weaponImageId: number): void

stateIcons

  • stateIcons(): Array<number>

stateMotionIndex

  • stateMotionIndex(): number

stateOverlayIndex

  • stateOverlayIndex(): number

stateRate

  • stateRate(stateId: number): number

stateResistSet

  • stateResistSet(): Array<number>

states

stepsForTurn

  • stepsForTurn(): number

tpRate

  • tpRate(): number

tradeItemWithParty

traitObjects

  • traitObjects(): Array<any>

traits

  • traits(code: number): Array<Trait>

traitsPi

  • traitsPi(code: number, id: number): number

traitsSet

  • traitsSet(code: number): Array<number>

traitsSum

  • traitsSum(code: number, id: number): number

traitsSumAll

  • traitsSumAll(code: number): number

traitsWithId

  • traitsWithId(code: number, id: number): Array<Trait>

turnEndOnMap

  • turnEndOnMap(): void

updateBuffTurns

  • updateBuffTurns(): void

updateStateSteps

  • updateStateSteps(state: State): void

updateStateTurns

  • updateStateTurns(): void

usableSkills

  • usableSkills(): Array<Skill>

useItem

weaponImageId

  • weaponImageId(): number

weapons

xparam

  • xparam(xparamId: number): number

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