Hierarchy (view full)

Constructors

  • Parameters

    • game: Game
    • data: GoldenSun
    • background_key: string
    • enemy_party_key: string
    • bgm: string
    • reset_previous_bgm: boolean
    • Optional before_fade_finish_callback: ((victory, all_party_fled) => Promise<void>)
        • (victory, all_party_fled): Promise<void>
        • Parameters

          • victory: boolean
          • all_party_fled: boolean

          Returns Promise<void>

    • Optional finish_callback: ((victory, all_party_fled?) => void)
        • (victory, all_party_fled?): void
        • Parameters

          • victory: boolean
          • Optional all_party_fled: boolean

          Returns void

    Returns Battle

Properties

advance_log_control_key: number
advance_log_resolve: (() => void)

Type declaration

    • (): void
    • Returns void

allies_abilities: PlayerAbilities
allies_defeated: boolean
allies_info: PlayerInfo[]
allies_map_sprite: {
    [player_key: string]: PlayerSprite;
}

Type declaration

animation_manager: BattleAnimationManager
background_key: string
battle_finishing: boolean
battle_log: BattleLog
battle_menu: MainBattleMenu
battle_phase: number
battle_stage: BattleStage
before_fade_finish_callback: ((victory, all_party_fled) => Promise<void>)

Type declaration

    • (victory, all_party_fled): Promise<void>
    • Parameters

      • victory: boolean
      • all_party_fled: boolean

      Returns Promise<void>

bgm: string
can_escape: boolean
data: GoldenSun
enemies_abilities: PlayerAbilities
enemies_defeated: boolean
enemies_info: PlayerInfo[]
enemies_map_sprite: {
    [player_key: string]: PlayerSprite;
}

Type declaration

enemies_party_name: string
finish_callback: ((victory, all_party_fled?) => void)

Type declaration

    • (victory, all_party_fled?): void
    • Parameters

      • victory: boolean
      • Optional all_party_fled: boolean

      Returns void

flee_attemps: {
    allies: number;
    enemies: number;
}

Type declaration

  • allies: number
  • enemies: number
game: Game
on_going_effects: Effect[]
party_fled: boolean
previous_bgm: string
previous_map_state: {
    previously_inactive_io: Set<number>;
    previously_inactive_npc: Set<number>;
    previously_not_visible_layers: Set<number>;
}

Type declaration

  • previously_inactive_io: Set<number>
  • previously_inactive_npc: Set<number>
  • previously_not_visible_layers: Set<number>
reset_previous_bgm: boolean
round_end_effects: {
    ability: Ability;
    action: PlayerAbility;
    effect: any;
}[]

Type declaration

target_window: ChoosingTargetWindow
this_enemies_list: {
    [battle_key: string]: Enemy;
}

Type declaration

  • [battle_key: string]: Enemy
turns_actions: PlayerAbility[]
MAX_CHARS_IN_BATTLE: 4 = 4

Methods

  • Parameters

    Returns {
        end_turn_effect: boolean;
        had_no_effect: boolean;
        log_messages: {
            action_changes?: {
                action: battle_actions;
                player_sprite: PlayerSprite;
            }[];
            check_downed?: Enemy | MainChar;
            msg?: string;
            update_chars_info?: boolean;
        }[];
    }

    • end_turn_effect: boolean
    • had_no_effect: boolean
    • log_messages: {
          action_changes?: {
              action: battle_actions;
              player_sprite: PlayerSprite;
          }[];
          check_downed?: Enemy | MainChar;
          msg?: string;
          update_chars_info?: boolean;
      }[]
  • Parameters

    • ability_key: string
    • action: string
    • callback: Function
    • caster: Player
    • Optional item_obj: ItemSlot

    Returns void

  • Parameters

    • ally_attempt: boolean
    • Optional enemy_battle_key: string

    Returns Promise<void>