Options
All
  • Public
  • Public/Protected
  • All
Menu

Hierarchy

Index

Constructors

Properties

current_col: number
current_line: number
data: GoldenSun
djinn_group: Group
game: Game
highlight: Graphics
state_sprites: (Sprite | Group | BitmapText)[]
window: Window
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 }; 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
  • EFFECT: { SHIFT: number; X: number; Y: number }
    • SHIFT: number
    • X: number
    • Y: number
EFFECTS: { ICON_X: number; ICON_Y: number; NAME_X: number; NAME_Y: number; SHIFT: number } = ...

Type declaration

  • ICON_X: number
  • ICON_Y: number
  • NAME_X: number
  • NAME_Y: number
  • SHIFT: number
EFFECT_LABELS: { downed: string; equip_curse: string; haunt: string; poison: string; venom: string } = ...

Type declaration

  • downed: string
  • equip_curse: string
  • haunt: string
  • poison: string
  • venom: string
ELEM: { DJINN: { CENTER_X: number; X_SHIFT: number; Y: number }; DOWN_SHIFT: number; LABEL: { X: number; Y: number }; LABEL_SHIFT: number; NUMBERS: { END_X: number; X_SHIFT: number; Y: number; Y_SHIFT: number }; STARS: { X: number; Y: number }; STARS_SHIFT: number } = ...

Type declaration

  • DJINN: { CENTER_X: number; X_SHIFT: number; Y: number }
    • CENTER_X: number
    • X_SHIFT: number
    • Y: number
  • DOWN_SHIFT: number
  • LABEL: { X: number; Y: number }
    • X: number
    • Y: number
  • LABEL_SHIFT: number
  • NUMBERS: { END_X: number; X_SHIFT: number; Y: number; Y_SHIFT: number }
    • END_X: number
    • X_SHIFT: number
    • Y: number
    • Y_SHIFT: number
  • STARS: { X: number; Y: number }
    • X: number
    • Y: number
  • STARS_SHIFT: number
EXP: { LABEL_X: number; LABEL_Y: number; VALUE_END_X: number; VALUE_Y: number } = ...

Type declaration

  • LABEL_X: number
  • LABEL_Y: number
  • VALUE_END_X: number
  • VALUE_Y: 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 }; EFFECT: { HEIGHT: number; SHIFT: 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
  • EFFECT: { HEIGHT: number; SHIFT: number; WIDTH: number; X: number; Y: number }
    • HEIGHT: number
    • SHIFT: number
    • WIDTH: number
    • X: number
    • Y: number
HP: { CURR_END_X: number; CURR_Y: number; LABEL_X: number; LABEL_Y: number; MAX_END_X: number; MAX_Y: number } = ...

Type declaration

  • CURR_END_X: number
  • CURR_Y: number
  • LABEL_X: number
  • LABEL_Y: number
  • MAX_END_X: number
  • MAX_Y: number
LINES: 8 = 8
MenuDescriptions: { 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 } } = ...

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
MenuStatusMsgs: { downed: { line1: string; line2: string }; equip_curse: { line1: string; line2: string }; haunt: { line1: string; line2: string }; normal: { line1: string; line2: string }; poison: { line1: string; line2: string }; venom: { line1: string; line2: string } } = ...

Type declaration

  • 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
  • normal: { line1: string; line2: string }
    • line1: string
    • line2: string
  • poison: { line1: string; line2: string }
    • line1: string
    • line2: string
  • venom: { line1: string; line2: string }
    • line1: string
    • line2: string
NORMAL_STATUS: { X: number; Y: number } = ...

Type declaration

  • X: number
  • Y: number
PP: { CURR_END_X: number; CURR_Y: number; LABEL_X: number; LABEL_Y: number; MAX_END_X: number; MAX_Y: number } = ...

Type declaration

  • CURR_END_X: number
  • CURR_Y: number
  • LABEL_X: number
  • LABEL_Y: number
  • MAX_END_X: number
  • MAX_Y: number
STATS: { LABEL_X: number; LABEL_Y: number; LINE_SHIFT: number; VALUE_END_X: number; VALUE_Y: number } = ...

Type declaration

  • LABEL_X: number
  • LABEL_Y: number
  • LINE_SHIFT: number
  • VALUE_END_X: number
  • VALUE_Y: number

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 }
  • init_status_effects(): void
  • 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

Generated using TypeDoc