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Constructors

Properties

current_col: number
current_line: number
data: GoldenSun
game: Game
highlight: Graphics
state_sprites: (Sprite | Group | BitmapText)[]
window: Window
BattleBuffMsgs: { down: { agility: { line1: ((value: number) => string); line2: string }; attack: { line1: ((value: number) => string); line2: string }; defense: { line1: ((value: number) => string); line2: string } }; up: { agility: { line1: ((value: number) => string); line2: string }; attack: { line1: ((value: number) => string); line2: string }; defense: { line1: ((value: number) => string); line2: string } } } = ...

Type declaration

  • down: { agility: { line1: ((value: number) => string); line2: string }; attack: { line1: ((value: number) => string); line2: string }; defense: { line1: ((value: number) => string); line2: string } }
    • agility: { line1: ((value: number) => string); line2: string }
      • line1: ((value: number) => string)
          • (value: number): string
          • Parameters

            • value: number

            Returns string

      • line2: string
    • attack: { line1: ((value: number) => string); line2: string }
      • line1: ((value: number) => string)
          • (value: number): string
          • Parameters

            • value: number

            Returns string

      • line2: string
    • defense: { line1: ((value: number) => string); line2: string }
      • line1: ((value: number) => string)
          • (value: number): string
          • Parameters

            • value: number

            Returns string

      • line2: string
  • up: { agility: { line1: ((value: number) => string); line2: string }; attack: { line1: ((value: number) => string); line2: string }; defense: { line1: ((value: number) => string); line2: string } }
    • agility: { line1: ((value: number) => string); line2: string }
      • line1: ((value: number) => string)
          • (value: number): string
          • Parameters

            • value: number

            Returns string

      • line2: string
    • attack: { line1: ((value: number) => string); line2: string }
      • line1: ((value: number) => string)
          • (value: number): string
          • Parameters

            • value: number

            Returns string

      • line2: string
    • defense: { line1: ((value: number) => string); line2: string }
      • line1: ((value: number) => string)
          • (value: number): string
          • Parameters

            • value: number

            Returns string

      • line2: string
BattleDescriptions: { 0: { line1: string; line2: string }; 1: { line1: string; line2: ((exp: number) => string) }; 2: { line1: string; line2: string }; 3: { line1: string; line2: string }; 4: { line1: string; line2: string }; 5: { line1: string; line2: string }; 6: { line1: string; line2: string }; 7: { line1: string; line2: string }; 8: { line1: string; line2: string } } = ...

Type declaration

  • 0: { line1: string; line2: string }
    • line1: string
    • line2: string
  • 1: { line1: string; line2: ((exp: number) => string) }
    • line1: string
    • line2: ((exp: number) => string)
        • (exp: number): string
        • Parameters

          • exp: number

          Returns string

  • 2: { line1: string; line2: string }
    • line1: string
    • line2: string
  • 3: { line1: string; line2: string }
    • line1: string
    • line2: string
  • 4: { line1: string; line2: string }
    • line1: string
    • line2: string
  • 5: { line1: string; line2: string }
    • line1: string
    • line2: string
  • 6: { line1: string; line2: string }
    • line1: string
    • line2: string
  • 7: { line1: string; line2: string }
    • line1: string
    • line2: string
  • 8: { line1: string; line2: string }
    • line1: string
    • line2: string
BattleStatusMsgs: { death_curse: { line1: ((turns: number) => string); line2: string }; delusion: { line1: string; line2: string }; downed: { line1: string; line2: string }; equip_curse: { line1: string; line2: string }; haunt: { line1: string; line2: string }; poison: { line1: string; line2: string }; seal: { line1: string; line2: string }; sleep: { line1: string; line2: string }; stun: { line1: string; line2: string }; venom: { line1: string; line2: string } } = ...

Type declaration

  • death_curse: { line1: ((turns: number) => string); line2: string }
    • line1: ((turns: number) => string)
        • (turns: number): string
        • Parameters

          • turns: number

          Returns string

    • line2: string
  • delusion: { line1: string; line2: string }
    • line1: string
    • line2: string
  • downed: { line1: string; line2: string }
    • line1: string
    • line2: string
  • equip_curse: { line1: string; line2: string }
    • line1: string
    • line2: string
  • haunt: { line1: string; line2: string }
    • line1: string
    • line2: string
  • poison: { line1: string; line2: string }
    • line1: string
    • line2: string
  • seal: { line1: string; line2: string }
    • line1: string
    • line2: string
  • sleep: { line1: string; line2: string }
    • line1: string
    • line2: string
  • stun: { line1: string; line2: string }
    • line1: string
    • line2: string
  • venom: { line1: string; line2: string }
    • line1: string
    • line2: string
CURSOR: { 0: { X: number; Y: number }; 1: { X: number; Y: number }; 2: { X: number; Y: number }; 3: { X: number; Y: number }; 4: { X: number; Y: number }; 5: { X: number; Y: number }; 6: { X: number; Y: number }; 7: { X: number; Y: number }; 8: { X: number; Y: number }; EFFECT: { SHIFT: number; X: number; Y: number } } = ...

Type declaration

  • 0: { X: number; Y: number }
    • X: number
    • Y: number
  • 1: { X: number; Y: number }
    • X: number
    • Y: number
  • 2: { X: number; Y: number }
    • X: number
    • Y: number
  • 3: { X: number; Y: number }
    • X: number
    • Y: number
  • 4: { X: number; Y: number }
    • X: number
    • Y: number
  • 5: { X: number; Y: number }
    • X: number
    • Y: number
  • 6: { X: number; Y: number }
    • X: number
    • Y: number
  • 7: { X: number; Y: number }
    • X: number
    • Y: number
  • 8: { X: number; Y: number }
    • X: number
    • Y: number
  • EFFECT: { SHIFT: number; X: number; Y: number }
    • SHIFT: number
    • X: number
    • Y: number
ELEM_NUMBERS: { END_X: number; X_SHIFT: number; Y: number; Y_SHIFT: number } = ...

Type declaration

  • END_X: number
  • X_SHIFT: number
  • Y: number
  • Y_SHIFT: number
GROUP_KEY: "status_component" = "status_component"
HIGHLIGHT: { 0: { HEIGHT: number; WIDTH: number; X: number; Y: number }; 1: { HEIGHT: number; WIDTH: number; X: number; Y: number }; 2: { HEIGHT: number; WIDTH: number; X: number; Y: number }; 3: { HEIGHT: number; WIDTH: number; X: number; Y: number }; 4: { HEIGHT: number; WIDTH: number; X: number; Y: number }; 5: { HEIGHT: number; WIDTH: number; X: number; Y: number }; 6: { HEIGHT: number; WIDTH: number; X: number; Y: number }; 7: { HEIGHT: number; WIDTH: number; X: number; Y: number }; 8: { HEIGHT: number; WIDTH: number; X: number; Y: number }; EFFECT: { HEIGHT: number; SHIFT: number; WIDTH: number; X: number; Y: number }; NORMAL: { HEIGHT: number; WIDTH: number; X: number; Y: number } } = ...

Type declaration

  • 0: { HEIGHT: number; WIDTH: number; X: number; Y: number }
    • HEIGHT: number
    • WIDTH: number
    • X: number
    • Y: number
  • 1: { HEIGHT: number; WIDTH: number; X: number; Y: number }
    • HEIGHT: number
    • WIDTH: number
    • X: number
    • Y: number
  • 2: { HEIGHT: number; WIDTH: number; X: number; Y: number }
    • HEIGHT: number
    • WIDTH: number
    • X: number
    • Y: number
  • 3: { HEIGHT: number; WIDTH: number; X: number; Y: number }
    • HEIGHT: number
    • WIDTH: number
    • X: number
    • Y: number
  • 4: { HEIGHT: number; WIDTH: number; X: number; Y: number }
    • HEIGHT: number
    • WIDTH: number
    • X: number
    • Y: number
  • 5: { HEIGHT: number; WIDTH: number; X: number; Y: number }
    • HEIGHT: number
    • WIDTH: number
    • X: number
    • Y: number
  • 6: { HEIGHT: number; WIDTH: number; X: number; Y: number }
    • HEIGHT: number
    • WIDTH: number
    • X: number
    • Y: number
  • 7: { HEIGHT: number; WIDTH: number; X: number; Y: number }
    • HEIGHT: number
    • WIDTH: number
    • X: number
    • Y: number
  • 8: { HEIGHT: number; WIDTH: number; X: number; Y: number }
    • HEIGHT: number
    • WIDTH: number
    • X: number
    • Y: number
  • EFFECT: { HEIGHT: number; SHIFT: number; WIDTH: number; X: number; Y: number }
    • HEIGHT: number
    • SHIFT: number
    • WIDTH: number
    • X: number
    • Y: number
  • NORMAL: { HEIGHT: number; WIDTH: number; X: number; Y: number }
    • HEIGHT: number
    • WIDTH: number
    • X: number
    • Y: number
LABEL: { X: number; Y: number } = ...

Type declaration

  • X: number
  • Y: number
LABEL_SHIFT: 8 = 8
LINES: 9 = 9
STARS: { X: number; Y: number } = ...

Type declaration

  • X: number
  • Y: number
STARS_SHIFT: 32 = 32

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_description(line1: string, line2?: string): void
  • update_highlight(highlight: { height: number; width: number; x: number; y: number }): void

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