Options
All
  • Public
  • Public/Protected
  • All
Menu

Hierarchy

  • EnemyAI

Index

Constructors

Methods

  • get_targets(ability: Ability, main_target_index: number, players: PlayerInfo[]): Target[]
  • pick_ailment_recover_ability(data: GoldenSun, caster: PlayerInfo, allies: PlayerInfo[], all_abilities: { item_obj: ItemSlot; key_name: string; use_weight: number }[], ailments_that_can_be_healed: (permanent_status | temporary_status)[]): { battle_animation_key: string; item_slot: ItemSlot; key_name: string; targets: Target[] }
  • pick_hp_recover_ability(data: GoldenSun, caster: PlayerInfo, allies: PlayerInfo[], all_abilities: { item_obj: ItemSlot; key_name: string; use_weight: number }[]): { battle_animation_key: string; item_slot: ItemSlot; key_name: string; targets: Target[] }
  • Parameters

    • data: GoldenSun
    • caster: PlayerInfo
    • allies: PlayerInfo[]
    • all_abilities: { item_obj: ItemSlot; key_name: string; use_weight: number }[]

    Returns { battle_animation_key: string; item_slot: ItemSlot; key_name: string; targets: Target[] }

    • battle_animation_key: string
    • item_slot: ItemSlot
    • key_name: string
    • targets: Target[]
  • pick_random_ability(data: GoldenSun, caster: PlayerInfo, allies: PlayerInfo[], enemies: PlayerInfo[], all_abilities: { item_obj: ItemSlot; key_name: string; use_weight: number }[]): { battle_animation_key: string; item_slot: ItemSlot; key_name: string; targets: Target[] }
  • Parameters

    • data: GoldenSun
    • caster: PlayerInfo
    • allies: PlayerInfo[]
    • enemies: PlayerInfo[]
    • all_abilities: { item_obj: ItemSlot; key_name: string; use_weight: number }[]

    Returns { battle_animation_key: string; item_slot: ItemSlot; key_name: string; targets: Target[] }

    • battle_animation_key: string
    • item_slot: ItemSlot
    • key_name: string
    • targets: Target[]

Generated using TypeDoc