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Class Game_Action

Game_Action The game object class representing a battle action.

Hierarchy

  • Game_Action

Index

Constructors

Properties

Methods

Constructors

constructor

Properties

_forcing

_forcing: boolean

_item

_item: Game_Item

_subjectActorId

_subjectActorId: number

_subjectEnemyIndex

_subjectEnemyIndex: number

_targetIndex

_targetIndex: number

Static EFFECT_ADD_BUFF

EFFECT_ADD_BUFF: number

Static EFFECT_ADD_DEBUFF

EFFECT_ADD_DEBUFF: number

Static EFFECT_ADD_STATE

EFFECT_ADD_STATE: number

Static EFFECT_COMMON_EVENT

EFFECT_COMMON_EVENT: number

Static EFFECT_GAIN_TP

EFFECT_GAIN_TP: number

Static EFFECT_GROW

EFFECT_GROW: number

Static EFFECT_LEARN_SKILL

EFFECT_LEARN_SKILL: number

Static EFFECT_RECOVER_HP

EFFECT_RECOVER_HP: number

Static EFFECT_RECOVER_MP

EFFECT_RECOVER_MP: number

Static EFFECT_REMOVE_BUFF

EFFECT_REMOVE_BUFF: number

Static EFFECT_REMOVE_DEBUFF

EFFECT_REMOVE_DEBUFF: number

Static EFFECT_REMOVE_STATE

EFFECT_REMOVE_STATE: number

Static EFFECT_SPECIAL

EFFECT_SPECIAL: number

Static HITTYPE_CERTAIN

HITTYPE_CERTAIN: number

Static HITTYPE_MAGICAL

HITTYPE_MAGICAL: number

Static HITTYPE_PHYSICAL

HITTYPE_PHYSICAL: number

Static SPECIAL_EFFECT_ESCAPE

SPECIAL_EFFECT_ESCAPE: number

Methods

apply

applyCritical

  • applyCritical(damage: number): number

applyGlobal

  • applyGlobal(): void

applyGuard

applyItemEffect

applyItemUserEffect

applyVariance

  • applyVariance(damage: number, variance: number): number

calcElementRate

checkDamageType

  • checkDamageType(list: number[]): boolean

checkItemScope

  • checkItemScope(list: number[]): boolean

clear

  • clear(): void

confusionTarget

decideRandomTarget

  • decideRandomTarget(): void

elementsMaxRate

  • elementsMaxRate(target: Game_Battler, elements: number[]): number

evalDamageFormula

evaluate

  • evaluate(): number

evaluateWithTarget

executeDamage

executeHpDamage

  • executeHpDamage(target: Game_Battler, value: number): void

executeMpDamage

  • executeMpDamage(target: Game_Battler, value: number): void

friendsUnit

gainDrainedHp

  • gainDrainedHp(value: number): void

gainDrainedMp

  • gainDrainedMp(value: number): void

hasItemAnyValidEffects

isAttack

  • isAttack(): boolean

isCertainHit

  • isCertainHit(): boolean

isDamage

  • isDamage(): boolean

isDrain

  • isDrain(): boolean

isForAll

  • isForAll(): boolean

isForDeadFriend

  • isForDeadFriend(): boolean

isForFriend

  • isForFriend(): boolean

isForOne

  • isForOne(): boolean

isForOpponent

  • isForOpponent(): boolean

isForRandom

  • isForRandom(): boolean

isForUser

  • isForUser(): boolean

isGuard

  • isGuard(): boolean

isHpEffect

  • isHpEffect(): boolean

isHpRecover

  • isHpRecover(): boolean

isItem

  • isItem(): boolean

isMagicSkill

  • isMagicSkill(): boolean

isMagical

  • isMagical(): boolean

isMpEffect

  • isMpEffect(): boolean

isMpRecover

  • isMpRecover(): boolean

isPhysical

  • isPhysical(): boolean

isRecover

  • isRecover(): boolean

isSkill

  • isSkill(): boolean

isValid

  • isValid(): boolean

item

itemCnt

itemCri

itemEffectAddAttackState

itemEffectAddBuff

itemEffectAddDebuff

itemEffectAddNormalState

itemEffectAddState

itemEffectCommonEvent

itemEffectGainTp

itemEffectGrow

itemEffectLearnSkill

itemEffectRecoverHp

itemEffectRecoverMp

itemEffectRemoveBuff

itemEffectRemoveDebuff

itemEffectRemoveState

itemEffectSpecial

itemEva

itemHit

itemMrf

itemTargetCandidates

lukEffectRate

makeDamageValue

  • makeDamageValue(target: Game_Battler, critical: boolean): number

makeSuccess

makeTargets

needsSelection

  • needsSelection(): number

numRepeats

  • numRepeats(): number

numTargets

  • numTargets(): number

opponentsUnit

prepare

  • prepare(): void

repeatTargets

setAttack

  • setAttack(): void

setConfusion

  • setConfusion(): void

setEnemyAction

setGuard

  • setGuard(): void

setItem

  • setItem(itemId: number): void

setItemObject

setSkill

  • setSkill(skillId: number): void

setSubject

setTarget

  • setTarget(targetIndex: number): void

speed

  • speed(): number

subject

targetsForFriends

targetsForOpponents

testApply

testItemEffect

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