Properties
ability_sprites_groups
ability_sprites_groups: {
behind: Group;
between: Group;
over: Group;
}
Type declaration
behind: Group
between: Group
over: Group
alpha_gray_filter_sequence
alpha_gray_filter_sequence: GeneralFilterAttr[] = []
alpha_sequence
alpha_sequence: DefaultAttr[] = []
back_group
back_group: Group
background_sprites
background_sprites: TileSprite[]
blend_mode_sequence
blend_mode_sequence: {
ignore_if_dodge?: boolean;
mode: string;
sprite_index: string | number | number[];
start_delay: number | number[];
}[] = []
Type declaration
Optional ignore_if_dodge?: boolean
mode: string
sprite_index: string | number | number[]
start_delay: number | number[]
blink_sequence
blink_sequence: BlinkAttr[] = []
cast_type
cast_type: string
center_shift_sequence
center_shift_sequence: DefaultAttr[] = []
color_blend_filter_sequence
color_blend_filter_sequence: (GeneralFilterAttr & {
b: number;
duration: number;
fake_blend: boolean;
g: number;
r: number;
tween: string;
})[] = []
colorize_sequence
colorize_sequence: (GeneralFilterAttr & {
color: number;
intensity: number;
tween: string;
})[] = []
Private destroy_sprites
destroy_sprites: boolean
flame_filter_sequence
flame_filter_sequence: GeneralFilterAttr[] = []
follow_caster
follow_caster: boolean
follow_caster_prev_pos
follow_caster_prev_pos: {
x: number;
y: number;
}
front_group
front_group: Group
glow_filter_sequence
glow_filter_sequence: (GeneralFilterAttr & {
b: number;
distance: number;
g: number;
quality: number;
r: number;
strength: number;
})[] = []
grayscale_sequence
grayscale_sequence: DefaultAttr[] = []
group_caster
group_caster: Group
group_enemy
group_enemy: Group
hue_angle_sequence
hue_angle_sequence: DefaultAttr[] = []
init_pos
init_pos: {
x: number;
y: number;
}
levels_filter_sequence
levels_filter_sequence: (GeneralFilterAttr & {
gamma: number;
max_input: number;
min_input: number;
})[] = []
lighting_sequence
lighting_sequence: { count: number; duration: number; from: { delta: { x: number; y: number; }; pos: { x: number | target_types; y: number | target_types; }; range_delta: { x: number; y: number; }; }; glow: { b: number; distance: number; g: number; quality: number; r: number; strength: number; }; ignore_if_dodge?: boolean; interval_time: number | number[]; render_position: battle_positions; roughness: number; start_delay: number | number[] | CompactValuesSpecifier; thickness: { base_value: number; range_delta: number; }; to: { delta: { x: number; y: number; }; pos: { x: number | target_types; y: number | target_types; }; range_delta: { x: number; y: number; }; }; trail: boolean; trail_colorize: { color: number; intensity: number; }; trail_count: number; trail_factor: number; }[] = [] Type declaration
count: number
duration: number
from: {
delta: {
x: number;
y: number;
};
pos: {
x: number | target_types;
y: number | target_types;
};
range_delta: {
x: number;
y: number;
};
}
delta: {
x: number;
y: number;
}
pos: {
x: number | target_types;
y: number | target_types;
}
x: number | target_types
y: number | target_types
range_delta: {
x: number;
y: number;
}
glow: {
b: number;
distance: number;
g: number;
quality: number;
r: number;
strength: number;
}
b: number
distance: number
g: number
quality: number
r: number
strength: number
Optional ignore_if_dodge?: boolean
interval_time: number | number[]
roughness: number
start_delay: number | number[] | CompactValuesSpecifier
thickness: {
base_value: number;
range_delta: number;
}
base_value: number
range_delta: number
to: {
delta: {
x: number;
y: number;
};
pos: {
x: number | target_types;
y: number | target_types;
};
range_delta: {
x: number;
y: number;
};
}
delta: {
x: number;
y: number;
}
pos: {
x: number | target_types;
y: number | target_types;
}
x: number | target_types
y: number | target_types
range_delta: {
x: number;
y: number;
}
trail: boolean
trail_colorize: {
color: number;
intensity: number;
}
color: number
intensity: number
trail_count: number
trail_factor: number
mirrored
mirrored: boolean
misc_sequence
misc_sequence: MiscAttr[] = []
per_target_sprites
per_target_sprites: {
[key: string]: (Phaser.Sprite | Phaser.Graphics)[];
}
Type declaration
[key: string]: (Phaser.Sprite | Phaser.Graphics)[]
play_sequence
play_sequence: {
animation_key: string;
frame_rate: number;
hide_on_complete: boolean;
ignore_if_dodge?: boolean;
repeat: boolean;
reverse: boolean;
sprite_index: number | number[] | target_types;
start_delay: number | number[];
wait: boolean;
wait_for_index: number;
}[] = []
Type declaration
animation_key: string
frame_rate: number
hide_on_complete: boolean
Optional ignore_if_dodge?: boolean
repeat: boolean
reverse: boolean
sprite_index: number | number[] | target_types
start_delay: number | number[]
wait: boolean
wait_for_index: number
promises
promises: Promise<any>[]
render_callbacks
render_callbacks: {
[callback_key: string]: Function;
}
Type declaration
[callback_key: string]: Function
rotation_sequence
rotation_sequence: DefaultAttr[] = []
set_frame_sequence
set_frame_sequence: {
frame_name: string;
ignore_if_dodge?: boolean;
sprite_index: number | number[] | target_types;
start_delay: number | number[];
}[] = []
Type declaration
frame_name: string
Optional ignore_if_dodge?: boolean
sprite_index: number | number[] | target_types
start_delay: number | number[]
sfx_sequence
sfx_sequence: {
ignore_if_dodge?: boolean;
position_shift: number;
sfx_key: string;
start_delay: number;
volume: number;
}[] = []
Type declaration
Optional ignore_if_dodge?: boolean
position_shift: number
sfx_key: string
start_delay: number
volume: number
shake_sequence
shake_sequence: ShakeAttr[] = []
sprites
sprites: (Sprite | Graphics | Image | PlayerSprite | TileSprite)[] sprites_keys
sprites_keys: target_types | SpriteKey[]
sprites_prev_properties
sprites_prev_properties: {
[key: string]: {
[property: string]: any;
};
}
Type declaration
[key: string]: {
[property: string]: any;
}
stage_angle_sequence
stage_angle_sequence: DefaultAttr[] = []
stage_prev_value
stage_prev_value: number
super_group
super_group: Group
target_dodged
target_dodged: boolean
texture_displacement_sequence
texture_displacement_sequence: (GeneralFilterAttr & {
duration: number;
repeat_texture: boolean;
shift: {
x?: number;
y?: number;
};
tween: string;
yoyo: boolean;
})[] = []
tint_sequence
tint_sequence: (GeneralFilterAttr & {
b: number;
g: number;
r: number;
})[] = []
trails_bmps
trails_bmps: BitmapData[]
trails_objs
trails_objs: Image[]
wait_for_cast_animation
wait_for_cast_animation: boolean
x_anchor_sequence
x_anchor_sequence: DefaultAttr[] = []
x_ellipse_axis_factor_sequence
x_ellipse_axis_factor_sequence: DefaultAttr[] = []
x_scale_sequence
x_scale_sequence: DefaultAttr[] = []
x_sequence
x_sequence: DefaultAttr[] = []
y_anchor_sequence
y_anchor_sequence: DefaultAttr[] = []
y_ellipse_axis_factor_sequence
y_ellipse_axis_factor_sequence: DefaultAttr[] = []
y_scale_sequence
y_scale_sequence: DefaultAttr[] = []
y_sequence
y_sequence: DefaultAttr[] = []