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Class Game_Party


Game_Party

The game object declare class for the party. Information such as gold and items is included.

class

Game_Party

Hierarchy

Index

Properties

Protected _actors

_actors: Array<Game_Actor>

Protected _armors

_armors: object

Type declaration

  • [itemId: number]: number

Protected _gold

_gold: number

Protected _inBattle

_inBattle: boolean

Protected _items

_items: object

Type declaration

  • [itemId: number]: number

Protected _lastItem

_lastItem: Game_Item

Protected _menuActorId

_menuActorId: number

Protected _steps

_steps: number

Protected _targetActorId

_targetActorId: number

Protected _weapons

_weapons: object

Type declaration

  • [itemId: number]: number

Static ABILITY_CANCEL_SURPRISE

ABILITY_CANCEL_SURPRISE: number

Static ABILITY_DROP_ITEM_DOUBLE

ABILITY_DROP_ITEM_DOUBLE: number

Static ABILITY_ENCOUNTER_HALF

ABILITY_ENCOUNTER_HALF: number

Static ABILITY_ENCOUNTER_NONE

ABILITY_ENCOUNTER_NONE: number

Static ABILITY_GOLD_DOUBLE

ABILITY_GOLD_DOUBLE: number

Static ABILITY_RAISE_PREEMPTIVE

ABILITY_RAISE_PREEMPTIVE: number

Methods

addActor

  • addActor(actorId: number): void

agility

  • agility(): number

aliveMembers

allItems

armors

battleMembers

canInput

  • canInput(): boolean

canUse

charactersForSavefile

  • charactersForSavefile(): Array<Array<any>>

clearActions

  • clearActions(): void

clearResults

  • clearResults(): void

consumeItem

deadMembers

discardMembersEquip

  • discardMembersEquip(item: EquipItem, amount: number): void

equipItems

exists

  • exists(): boolean

facesForSavefile

  • facesForSavefile(): Array<Array<any>>

gainGold

  • gainGold(amount: number): void

gainItem

  • gainItem(item: BaseItem, amount: number, includeEquip: boolean): void

gold

  • gold(): number

hasCancelSurprise

  • hasCancelSurprise(): boolean

hasDropItemDouble

  • hasDropItemDouble(): boolean

hasEncounterHalf

  • hasEncounterHalf(): boolean

hasEncounterNone

  • hasEncounterNone(): boolean

hasGoldDouble

  • hasGoldDouble(): boolean

hasItem

  • hasItem(item: BaseItem, includeEquip: boolean): boolean
  • Returns true if the party has the given item; if includeEquip is set to true, this will also check party equipment.

    memberof

    Game_Party

    Parameters

    Returns boolean

hasMaxItems

hasRaisePreemptive

  • hasRaisePreemptive(): boolean

highestLevel

  • highestLevel(): number

inBattle

  • inBattle(): boolean

increaseSteps

  • increaseSteps(): void

initAllItems

  • initAllItems(): void

isAllDead

  • isAllDead(): boolean

isAnyMemberEquipped

  • isAnyMemberEquipped(item: EquipItem): boolean

isEmpty

  • isEmpty(): boolean

itemContainer

items

  • items(): Array<Item>

lastItem

leader

loseGold

  • loseGold(amount: number): void

loseItem

  • loseItem(item: BaseItem, amount: number, includeEquip: boolean): void

makeActions

  • makeActions(): void

makeMenuActorNext

  • makeMenuActorNext(): void

makeMenuActorPrevious

  • makeMenuActorPrevious(): void

maxBattleMembers

  • maxBattleMembers(): number

maxGold

  • maxGold(): number

maxItems

members

menuActor

movableMembers

name

  • name(): string

numItems

onBattleEnd

  • onBattleEnd(): void

onBattleStart

  • onBattleStart(): void

onPlayerWalk

  • onPlayerWalk(): void

partyAbility

  • partyAbility(abilityId: number): boolean

performEscape

  • performEscape(): void

performVictory

  • performVictory(): void

randomDeadTarget

randomTarget

ratePreemptive

  • ratePreemptive(troopAgi: number): number

rateSurprise

  • rateSurprise(troopAgi: number): number

removeActor

  • removeActor(actorId: number): void

removeBattleStates

  • removeBattleStates(): void

requestMotionRefresh

  • requestMotionRefresh(): void

reviveBattleMembers

  • reviveBattleMembers(): void

select

setLastItem

setMenuActor

setTargetActor

setupBattleTest

  • setupBattleTest(): void

setupBattleTestItems

  • setupBattleTestItems(): void

setupBattleTestMembers

  • setupBattleTestMembers(): void

setupStartingMembers

  • setupStartingMembers(): void

size

  • size(): number

smoothDeadTarget

smoothTarget

steps

  • steps(): number

substituteBattler

swapOrder

  • swapOrder(index1: number, index2: number): void

targetActor

tgrSum

  • tgrSum(): number

weapons

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