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Class Enemy

Hierarchy

Index

Constructors

constructor

  • new Enemy(enemy_data: any, name: any): Enemy

Properties

abilities

abilities: { key_name: string; use_weight: number }[]

agi

agi: number

atk

atk: number

base_level

base_level: { all_elements: any; jupiter: any; mars: any; mercury: any; no_element: any; venus: any }

Type declaration

base_power

base_power: { all_elements: any; jupiter: any; mars: any; mercury: any; no_element: any; venus: any }

Type declaration

base_resist

base_resist: { all_elements: any; jupiter: any; mars: any; mercury: any; no_element: any; venus: any }

Type declaration

battle_animations_variations

battle_animations_variations: {}

Type declaration

  • [ability_key: string]: string

battle_scale

battle_scale: number

battle_shadow_key

battle_shadow_key: string

class

class: any

coins_reward

coins_reward: number

current_exp

current_exp: number

current_hp

current_hp: number

current_hp_recovery

current_hp_recovery: number

current_level

current_level: { all_elements: any; jupiter: any; mars: any; mercury: any; no_element: any; venus: any }

Type declaration

current_power

current_power: { all_elements: any; jupiter: any; mars: any; mercury: any; no_element: any; venus: any }

Type declaration

current_pp

current_pp: number

current_pp_recovery

current_pp_recovery: number

current_resist

current_resist: { all_elements: any; jupiter: any; mars: any; mercury: any; no_element: any; venus: any }

Type declaration

def

def: number

effect_turns_count

effect_turns_count: {}

Type declaration

  • [effect: string]: number | {}

effects

effects: Effect[]

exp_reward

exp_reward: number

fighter_type

fighter_type: fighter_types

hp_recovery

hp_recovery: number

item_reward

item_reward: string

item_reward_chance

item_reward_chance: number

items

items: { key_name: string; quantity: number; use_weight: number }[]

key_name

key_name: string

level

level: number

luk

luk: number

max_hp

max_hp: number

max_pp

max_pp: number

name

name: string

on_status_change

on_status_change: Subject<{ added: boolean; status: DOWNED | POISON | VENOM | EQUIP_CURSE | HAUNT | DELUSION | STUN | SLEEP | SEAL | DEATH_CURSE }>

paralyzed_by_effect

paralyzed_by_effect: boolean

permanent_status

permanent_status: Set<permanent_status>

pp_recovery

pp_recovery: number

status_sprite_shift

status_sprite_shift: number

temporary_status

temporary_status: Set<temporary_status>

turns

turns: number

Methods

add_effect

  • add_effect(effect_obj: any, effect_owner_instance: Ability | Item, apply?: boolean): { changes: { after?: number; all_elements?: boolean; before?: number; removed_effects?: Effect[] }; effect: Effect }
  • Parameters

    • effect_obj: any
    • effect_owner_instance: Ability | Item
    • apply: boolean = false

    Returns { changes: { after?: number; all_elements?: boolean; before?: number; removed_effects?: Effect[] }; effect: Effect }

    • changes: { after?: number; all_elements?: boolean; before?: number; removed_effects?: Effect[] }
      • Optional after?: number
      • Optional all_elements?: boolean
      • Optional before?: number
      • Optional removed_effects?: Effect[]
    • effect: Effect

add_permanent_status

add_temporary_status

get_effect_turns_count

  • get_effect_turns_count(effect: Effect): any

get_effect_turns_key

  • get_effect_turns_key(effect: Effect): string

has_permanent_status

has_temporary_status

init_effect_turns_count

  • init_effect_turns_count(): void

is_paralyzed

  • is_paralyzed(include_downed?: boolean, exclude_no_downed_anim?: boolean): boolean
  • Parameters

    • include_downed: boolean = false
    • exclude_no_downed_anim: boolean = false

    Returns boolean

is_poisoned

remove_effect

  • remove_effect(effect_to_remove: Effect, apply?: boolean): void

remove_permanent_status

remove_temporary_status

set_base_attributes

  • set_base_attributes(): void

set_effect_turns_count

  • set_effect_turns_count(effect: any, value?: number, relative?: boolean): any

update_all

  • update_all(): void

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