Properties
advance_log_control_key
advance_log_control_key: number
advance_log_resolve
advance_log_resolve: Function
allies_defeated
allies_defeated: boolean
allies_map_sprite
allies_map_sprite: {}
background_key
background_key: string
battle_finishing
battle_finishing: boolean
battle_phase
battle_phase: number
before_fade_finish_callback
before_fade_finish_callback: ((victory: boolean, all_party_fled: boolean) => Promise<void>)
Type declaration
- (victory: boolean, all_party_fled: boolean): Promise<void>
Parameters
victory: boolean
all_party_fled: boolean
Returns Promise<void>
can_escape
can_escape: boolean
enemies_defeated
enemies_defeated: boolean
enemies_map_sprite
enemies_map_sprite: {}
enemies_party_name
enemies_party_name: string
finish_callback
finish_callback: ((victory: boolean, all_party_fled?: boolean) => void)
Type declaration
- (victory: boolean, all_party_fled?: boolean): void
Parameters
victory: boolean
Optional all_party_fled: boolean
Returns void
flee_attemps
flee_attemps: { allies: number; enemies: number }
Type declaration
allies: number
enemies: number
party_fled
party_fled: boolean
previous_bgm
previous_bgm: string
previous_map_state
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
reset_previous_bgm: boolean
this_enemies_list
this_enemies_list: {}
Type declaration
[battle_key: string]: Enemy
Static Readonly MAX_CHARS_IN_BATTLE
MAX_CHARS_IN_BATTLE: 4 = 4