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Hierarchy

  • MainStatusMenu

Index

Constructors

Properties

a_button: { shadow: Sprite; sprite: Sprite }

Type declaration

  • shadow: Sprite
  • sprite: Sprite
a_text: TextObj
active_sprites: (Sprite | BitmapText)[]
avatar: Sprite
battle_effects: BattleStatusEffect[]
chars_menu: CharsMenu
class_name: TextObj
close_callback: Function
components: StatusComponent[]
current_component: StatusComponent
current_state: MainStatusStates
data: GoldenSun
desc_guide_a_text: TextObj
desc_line1: TextObj
desc_line2: TextObj
desc_window: Window
eq_chest_name: TextObj
eq_head_name: TextObj
eq_highlight: Graphics
eq_shield_name: TextObj
eq_weapon_name: TextObj
equip_window: Window
game: Game
guide_window: Window
hifen: TextObj
l_button: { shadow: Sprite; sprite: Sprite }

Type declaration

  • shadow: Sprite
  • sprite: Sprite
level_label: TextObj
level_value: TextObj
lr_text: TextObj
main_window: Window
menu_open: boolean
name: TextObj
r_button: { shadow: Sprite; sprite: Sprite }

Type declaration

  • shadow: Sprite
  • sprite: Sprite
select_button: { shadow: Sprite; sprite: Sprite }

Type declaration

  • shadow: Sprite
  • sprite: Sprite
select_text: TextObj
selected_char: MainChar
AVATAR: { X: number; Y: number } = ...

Type declaration

  • X: number
  • Y: number
CLASS_NAME: { X: number; Y: number } = ...

Type declaration

  • X: number
  • Y: number
DESC: { LINE1: { X: number; Y: number }; LINE2: { X: number; Y: number } } = ...

Type declaration

  • LINE1: { X: number; Y: number }
    • X: number
    • Y: number
  • LINE2: { X: number; Y: number }
    • X: number
    • Y: number
DESC_GUIDE: { A: { X: number; Y: number }; A_TEXT: { X: number; Y: number }; HIFEN: { X: number; Y: number }; L: { X: number; Y: number }; LR_TEXT: { X: number; Y: number }; R: { X: number; Y: number } } = ...

Type declaration

  • A: { X: number; Y: number }
    • X: number
    • Y: number
  • A_TEXT: { X: number; Y: number }
    • X: number
    • Y: number
  • HIFEN: { X: number; Y: number }
    • X: number
    • Y: number
  • L: { X: number; Y: number }
    • X: number
    • Y: number
  • LR_TEXT: { X: number; Y: number }
    • X: number
    • Y: number
  • R: { X: number; Y: number }
    • X: number
    • Y: number
DESC_GUIDE_KEY: "desc_guide" = "desc_guide"
DESC_WIN: { HEIGHT: number; WIDTH: number; X: number; Y: number } = ...

Type declaration

  • HEIGHT: number
  • WIDTH: number
  • X: number
  • Y: number
EQUIP_TEXT: { LABEL: { X: number; Y: number }; NAME: { X: number; Y: number }; SHIFT: number } = ...

Type declaration

  • LABEL: { X: number; Y: number }
    • X: number
    • Y: number
  • NAME: { X: number; Y: number }
    • X: number
    • Y: number
  • SHIFT: number
EQUIP_WIN: { HEIGHT: number; WIDTH: number; X: number; Y: number } = ...

Type declaration

  • HEIGHT: number
  • WIDTH: number
  • X: number
  • Y: number
FONTS: { ITALIC: string; NORMAL: string } = ...

Type declaration

  • ITALIC: string
  • NORMAL: string
GROUP_KEY: "main_status" = "main_status"
GUIDE: { A: { X: number; Y: number }; A_TEXT: { X: number; Y: number }; HIFEN: { X: number; Y: number }; L: { X: number; Y: number }; LR_TEXT: { X: number; Y: number }; R: { X: number; Y: number }; SELECT: { X: number; Y: number }; SELECT_TEXT: { X: number; Y: number } } = ...

Type declaration

  • A: { X: number; Y: number }
    • X: number
    • Y: number
  • A_TEXT: { X: number; Y: number }
    • X: number
    • Y: number
  • HIFEN: { X: number; Y: number }
    • X: number
    • Y: number
  • L: { X: number; Y: number }
    • X: number
    • Y: number
  • LR_TEXT: { X: number; Y: number }
    • X: number
    • Y: number
  • R: { X: number; Y: number }
    • X: number
    • Y: number
  • SELECT: { X: number; Y: number }
    • X: number
    • Y: number
  • SELECT_TEXT: { X: number; Y: number }
    • X: number
    • Y: number
GUIDE_WIN: { HEIGHT: number; WIDTH: number; X: number; Y: number } = ...

Type declaration

  • HEIGHT: number
  • WIDTH: number
  • X: number
  • Y: number
LEVEL: { LABEL_X1: number; LABEL_X2: number; LABEL_Y1: number; LABEL_Y2: number; VALUE_END_X1: number; VALUE_END_X2: number; VALUE_Y1: number; VALUE_Y2: number } = ...

Type declaration

  • LABEL_X1: number
  • LABEL_X2: number
  • LABEL_Y1: number
  • LABEL_Y2: number
  • VALUE_END_X1: number
  • VALUE_END_X2: number
  • VALUE_Y1: number
  • VALUE_Y2: number
MAIN_WIN: { HEIGHT: number; WIDTH: number; X: number; Y: number } = ...

Type declaration

  • HEIGHT: number
  • WIDTH: number
  • X: number
  • Y: number
MAX_EFFECTS_DISPLAYED: 4 = 4
NAME: { X: number; Y: number } = ...

Type declaration

  • X: number
  • Y: number
StateComponent: { 0: number; 1: number; 2: number; 3: number; 4: number } = ...

Type declaration

  • 0: number
  • 1: number
  • 2: number
  • 3: number
  • 4: number

Accessors

  • get is_open(): boolean

Methods

  • check_main_components(): void
  • close_menu(callback?: Function): void
  • init_desc_guide(): void
  • initialize(): void
  • inner_control(): void
  • on_character_change(char?: string | MainChar): void
  • open_menu(close_callback?: Function, open_callback?: Function): void
  • selecting_char(): void
  • set_battle_effects(): void
  • toggle_guide_win(): void
  • trigger_state_change(): void
  • update_description(line1: string, line2?: string): void
  • update_eq_highlight(highlight: { height: number; width: number; x: number; y: number }): void
  • update_info(): void

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