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Hierarchy

Index

Constructors

Properties

battle_abilities: Ability[][]
current_col: number
current_line: number
data: GoldenSun
game: Game
highlight: Graphics
state_sprites: (Sprite | Group | BitmapText)[]
window: Window
CURSOR: { X: number; Y: number } = ...

Type declaration

  • X: number
  • Y: number
GROUP_KEY: "status_component" = "status_component"
HIGHLIGHT: { HEIGHT: number; WIDTH: number; X: number; Y: number } = ...

Type declaration

  • HEIGHT: number
  • WIDTH: number
  • X: number
  • Y: number
MAX_LINES: 4 = 4
PAGE_INDICATOR_ANCHOR: { X: number; Y: number } = ...

Type declaration

  • X: number
  • Y: number
PSYNERGY: { ICON_X: number; ICON_Y: number; NAME_X: number; NAME_Y: number; PP_LABEL_X: number; PP_LABEL_Y: number; PP_VALUE_END_X: number; PP_VALUE_Y: number; RANGE_CENTER_X: number; RANGE_Y: number; STAR_X: number; STAR_Y: number } = ...

Type declaration

  • ICON_X: number
  • ICON_Y: number
  • NAME_X: number
  • NAME_Y: number
  • PP_LABEL_X: number
  • PP_LABEL_Y: number
  • PP_VALUE_END_X: number
  • PP_VALUE_Y: number
  • RANGE_CENTER_X: number
  • RANGE_Y: number
  • STAR_X: number
  • STAR_Y: number
SHIFT: 16 = 16

Accessors

  • get battle_status_effects(): any
  • get current_pos(): { col: number; line: number }

Methods

  • clear(keep_separator?: boolean): void
  • get_djinn_counts(element: elements): { set: number; total: number }
  • get_djinni_sprite(elem: elements, group: Group, pos: { x: number; y: number }): any
  • get_elemental_stats(element: elements): { level: number; power: number; resistance: number }
  • initialize(): void
  • on_change(): void
  • on_down(): void
  • on_left(): void
  • on_right(): void
  • on_up(): void
  • reset(pos?: { col: number; line: number }, keep_separator?: boolean): void
  • select_option(): void
  • update_abilities(): void
  • update_description(line1: string, line2?: string): void
  • update_highlight(highlight: { height: number; width: number; x: number; y: number }): void

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