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Interface BattleManagerStatic

The static class that manages the battle process.

interface

BattleManagerStatic

Hierarchy

  • BattleManagerStatic

Index

Properties

_action

_action: Game_Action

_actionBattlers

_actionBattlers: Array<Game_Battler>

_actionForcedBattler

_actionForcedBattler: Game_Battler

_actorIndex

_actorIndex: number

_battleTest

_battleTest: boolean

_canEscape

_canEscape: boolean

_canLose

_canLose: boolean

_escapeRatio

_escapeRatio: number

_escaped

_escaped: boolean

_eventCallback

_eventCallback: function

Type declaration

    • (): void
    • Returns void

_logWindow

_logWindow: Window_BattleLog

_mapBgm

_mapBgs

_phase

_phase: string

_preemptive

_preemptive: boolean

_rewards

_rewards: BattleRewards

_spriteset

_spriteset: Spriteset_Battle

_statusWindow

_statusWindow: Window_BattleStatus

_subject

_subject: Game_Battler

_surprise

_surprise: boolean

_targets

_targets: Array<Game_Battler>

Methods

abort

  • abort(): void

actor

allBattleMembers

applySubstitute

canEscape

  • canEscape(): boolean

canLose

  • canLose(): boolean

changeActor

  • changeActor(newActorIndex: number, lastActorActionState: string): void

checkAbort

  • checkAbort(): boolean

checkBattleEnd

  • checkBattleEnd(): boolean

checkSubstitute

clearActor

  • clearActor(): void

displayDefeatMessage

  • displayDefeatMessage(): void

displayDropItems

  • displayDropItems(): void

displayEscapeFailureMessage

  • displayEscapeFailureMessage(): void

displayEscapeSuccessMessage

  • displayEscapeSuccessMessage(): void

displayExp

  • displayExp(): void

displayGold

  • displayGold(): void

displayRewards

  • displayRewards(): void

displayStartMessages

  • displayStartMessages(): void

displayVictoryMessage

  • displayVictoryMessage(): void

endAction

  • endAction(): void

endBattle

  • endBattle(result: number): void

endTurn

  • endTurn(): void

forceAction

gainDropItems

  • gainDropItems(): void

gainExp

  • gainExp(): void

gainGold

  • gainGold(): void

gainRewards

  • gainRewards(): void

getNextSubject

initMembers

  • initMembers(): void

inputtingAction

invokeAction

  • invokeAction(): void

invokeCounterAttack

  • invokeCounterAttack(): void

invokeMagicReflection

  • invokeMagicReflection(): void

invokeNormalAction

  • invokeNormalAction(): void

isAborting

  • isAborting(): boolean

isActionForced

  • isActionForced(): boolean

isBattleEnd

  • isBattleEnd(): boolean

isBattleTest

  • isBattleTest(): boolean

isBusy

  • isBusy(): boolean

isEscaped

  • isEscaped(): boolean

isInTurn

  • isInTurn(): boolean

isInputting

  • isInputting(): boolean

isTurnEnd

  • isTurnEnd(): boolean

makeActionOrders

  • makeActionOrders(): void

makeEscapeRatio

  • makeEscapeRatio(): void

makeRewards

  • makeRewards(): void

onEncounter

  • onEncounter(): void

playBattleBgm

  • playBattleBgm(): void

playDefeatMe

  • playDefeatMe(): void

playVictoryMe

  • playVictoryMe(): void

processAbort

  • processAbort(): void

processDefeat

  • processDefeat(): void

processEscape

  • processEscape(): boolean

processForcedAction

  • processForcedAction(): void

processTurn

  • processTurn(): void

processVictory

  • processVictory(): void

ratePreemptive

  • ratePreemptive(): number

rateSurprise

  • rateSurprise(): number

refreshStatus

  • refreshStatus(): void

replayBgmAndBgs

  • replayBgmAndBgs(): void

saveBgmAndBgs

  • saveBgmAndBgs(): void

selectNextCommand

  • selectNextCommand(): void

selectPreviousCommand

  • selectPreviousCommand(): void

setBattleTest

  • setBattleTest(battleTest: boolean): void

setEventCallback

  • setEventCallback(callback: function): void

setLogWindow

setSpriteset

setStatusWindow

setup

  • setup(troopId: number, canEscape: boolean, canLose: boolean): void

startAction

  • startAction(): void

startBattle

  • startBattle(): void

startInput

  • startInput(): void

startTurn

  • startTurn(): void

update

  • update(): void

updateAction

  • updateAction(): void

updateBattleEnd

  • updateBattleEnd(): void

updateEvent

  • updateEvent(): boolean

updateEventMain

  • updateEventMain(): boolean

updateTurn

  • updateTurn(): void

updateTurnEnd

  • updateTurnEnd(): void

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