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Class Game_BattlerBase


Game_BattlerBase

The superdeclare class of Game_Battler. It mainly contains parameters calculation.

class

Game_BattlerBase

Hierarchy

Index

Properties

Methods

Properties

Protected _buffTurns

_buffTurns: Array<number>

Protected _buffs

_buffs: Array<number>

Protected _hidden

_hidden: boolean

Protected _hp

_hp: number

Protected _mp

_mp: number

Protected _paramPlus

_paramPlus: Array<number>

Protected _stateTurns

_stateTurns: object

Type declaration

  • [stateId: number]: number

Protected _states

_states: Array<number>

Protected _tp

_tp: 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

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

actionPlusSet

  • actionPlusSet(): Array<number>

addNewState

  • addNewState(stateId: number): void

addParam

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

addedSkillTypes

  • addedSkillTypes(): Array<number>

addedSkills

  • addedSkills(): Array<number>

allIcons

  • allIcons(): Array<number>

allTraits

  • allTraits(): Array<Trait>

appear

  • appear(): void

attackElements

  • attackElements(): Array<number>

attackSkillId

  • attackSkillId(): number

attackSpeed

  • attackSpeed(): number

attackStates

  • attackStates(): Array<number>

attackStatesRate

  • attackStatesRate(stateId: number): void

attackTimesAdd

  • attackTimesAdd(): number

buff

  • buff(paramId: number): number

buffIconIndex

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

buffIcons

  • buffIcons(): Array<number>
  • Returns the array of buff icons attached to the battler; this is determined by the active buffs on the battler.

    memberof

    Game_BattlerBase

    Returns Array<number>

buffLength

  • buffLength(): number

canAttack

  • canAttack(): boolean

canEquip

canEquipArmor

canEquipWeapon

canGuard

  • canGuard(): boolean

canInput

  • canInput(): boolean

canMove

  • canMove(): boolean

canPaySkillCost

  • canPaySkillCost(skill: Skill): boolean

canUse

clearBuffs

  • clearBuffs(): void

clearParamPlus

  • clearParamPlus(): void

clearStates

  • clearStates(): void

collapseType

  • collapseType(): number

confusionLevel

  • confusionLevel(): number

deathStateId

  • deathStateId(): number

debuffRate

  • debuffRate(paramId: number): number

decreaseBuff

  • decreaseBuff(paramId: number): void

die

  • die(): void

elementRate

  • elementRate(elementId: number): number

eraseBuff

  • eraseBuff(paramId: number): void

eraseState

  • eraseState(stateId: number): void
  • Erases the current state from the game battler given the stateId in the editor database.

    memberof

    Game_BattlerBase

    Parameters

    • stateId: number

    Returns void

guardSkillId

  • guardSkillId(): number

hide

  • hide(): void

hpRate

  • hpRate(): number

increaseBuff

  • increaseBuff(paramId: number): void

initMembers

  • initMembers(): void

isActor

  • isActor(): boolean

isAlive

  • isAlive(): boolean

isAppeared

  • isAppeared(): boolean

isAutoBattle

  • isAutoBattle(): boolean

isBuffAffected

  • isBuffAffected(paramId: number): boolean

isBuffExpired

  • isBuffExpired(paramId: number): boolean

isBuffOrDebuffAffected

  • isBuffOrDebuffAffected(paramId: number): boolean

isConfused

  • isConfused(): boolean

isDead

  • isDead(): boolean

isDeathStateAffected

  • isDeathStateAffected(): boolean

isDebuffAffected

  • isDebuffAffected(paramId: number): boolean

isDualWield

  • isDualWield(): boolean

isDying

  • isDying(): boolean

isEnemy

  • isEnemy(): boolean

isEquipAtypeOk

  • isEquipAtypeOk(atypeId: number): boolean

isEquipTypeLocked

  • isEquipTypeLocked(etypeId: number): boolean

isEquipTypeSealed

  • isEquipTypeSealed(etypeId: number): boolean

isEquipWtypeOk

  • isEquipWtypeOk(wtypeId: number): boolean

isGuard

  • isGuard(): boolean

isHidden

  • isHidden(): boolean

isMaxBuffAffected

  • isMaxBuffAffected(paramId: number): boolean

isMaxDebuffAffected

  • isMaxDebuffAffected(paramId: number): boolean

isOccasionOk

isPreserveTp

  • isPreserveTp(): boolean

isRestricted

  • isRestricted(): boolean

isSkillSealed

  • isSkillSealed(skillId: number): boolean

isSkillTypeSealed

  • isSkillTypeSealed(stypeId: number): boolean

isSkillWtypeOk

  • isSkillWtypeOk(skill: Skill): boolean

isStateAffected

  • isStateAffected(stateId: number): boolean
  • Returns true if the battler is affected by the specified state given the state id.

    memberof

    Game_BattlerBase

    Parameters

    • stateId: number

    Returns boolean

isStateExpired

  • isStateExpired(stateId: number): boolean

isStateResist

  • isStateResist(stateId: number): boolean

isSubstitute

  • isSubstitute(): boolean

maxTp

  • maxTp(): number

meetsItemConditions

  • meetsItemConditions(item: Item): boolean

meetsSkillConditions

  • meetsSkillConditions(skill: Skill): boolean

meetsUsableItemConditions

  • meetsUsableItemConditions(item: UsableItem): boolean

mostImportantStateText

  • mostImportantStateText(): string

mpRate

  • mpRate(): number

onRestrict

  • onRestrict(): void

overwriteBuffTurns

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

param

  • param(paramId: number): number
  • Returns a standard parameter, given a paramId; standard parameters include: HP, MP, Atk, M.Atk, Def, M.Def, Luck, Agility.

    memberof

    Game_BattlerBase

    Parameters

    • paramId: number

    Returns number

paramBase

  • paramBase(paramId: number): number
  • Returns the base parameters of the battler; this is determined by their current level and the paramId given.

    memberof

    Game_BattlerBase

    Parameters

    • paramId: number

    Returns 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

recoverAll

  • recoverAll(): void

refresh

  • refresh(): void

resetStateCounts

  • resetStateCounts(stateId: number): void
  • Resets the state count of the specified state, given the state id.

    memberof

    Game_BattlerBase

    Parameters

    • stateId: number

    Returns void

restriction

  • restriction(): number

revive

  • revive(): void

setHp

  • setHp(hp: number): void

setMp

  • setMp(mp: number): void

setTp

  • setTp(tp: number): void

skillMpCost

  • skillMpCost(skill: Skill): number

skillTpCost

  • skillTpCost(skill: Skill): number

slotType

  • slotType(): number

sortStates

  • sortStates(): void

sparam

  • sparam(sparamId: number): number

specialFlag

  • specialFlag(flagId: number): boolean

stateIcons

  • stateIcons(): Array<number>
  • Returns the array of state icons attached to the battler; this is determined by the active states on the battler.

    memberof

    Game_BattlerBase

    Returns Array<number>

stateMotionIndex

  • stateMotionIndex(): number

stateOverlayIndex

  • stateOverlayIndex(): number

stateRate

  • stateRate(stateId: number): number

stateResistSet

  • stateResistSet(): Array<number>

states

tpRate

  • tpRate(): number

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>

updateBuffTurns

  • updateBuffTurns(): void

updateStateTurns

  • updateStateTurns(): void

xparam

  • xparam(xparamId: number): number

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