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GS-HTML5 API
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Externals
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GS-HTML5 API
support_menus/MainStatusStatistics
MainStatusStatistics
Class MainStatusStatistics
Hierarchy
StatusComponent
MainStatusStatistics
Index
Constructors
constructor
Properties
current_
col
current_
line
data
djinn_
group
game
highlight
manager
mode
state
state_
sprites
window
CURSOR
EFFECTS
EFFECT_
LABELS
ELEM
EXP
GROUP_
KEY
HIGHLIGHT
HP
LINES
Menu
Descriptions
Menu
Status
Msgs
NORMAL_
STATUS
PP
STATS
Accessors
battle_
status_
effects
current_
pos
selected_
char
Methods
clear
get_
djinn_
counts
get_
djinni_
sprite
get_
elemental_
stats
init_
status_
effects
initialize
on_
change
on_
down
on_
left
on_
right
on_
up
reset
select_
option
update_
description
update_
highlight
Constructors
constructor
new
Main
Status
Statistics
(
game
:
Game
, data
:
GoldenSun
, window
:
Window
, manager
:
BattleStatusWindow
|
MainStatusMenu
, pos
?:
{
col
:
number
;
line
:
number
}
)
:
MainStatusStatistics
Parameters
game:
Game
data:
GoldenSun
window:
Window
manager:
BattleStatusWindow
|
MainStatusMenu
Optional
pos:
{
col
:
number
;
line
:
number
}
col
:
number
line
:
number
Returns
MainStatusStatistics
Properties
Protected
current_
col
current_
col
:
number
Protected
current_
line
current_
line
:
number
Protected
data
data
:
GoldenSun
Private
djinn_
group
djinn_
group
:
Group
Protected
game
game
:
Game
Protected
highlight
highlight
:
Graphics
Protected
manager
manager
:
BattleStatusWindow
|
MainStatusMenu
Protected
mode
mode
:
StatusModes
Private
state
state
:
MainStatusStates
Protected
state_
sprites
state_
sprites
:
(
Sprite
|
Group
|
BitmapText
)
[]
Protected
window
window
:
Window
Static
Readonly
CURSOR
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
Static
Private
Readonly
EFFECTS
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
Static
Readonly
EFFECT_
LABELS
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
Static
Private
Readonly
ELEM
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
Static
Private
Readonly
EXP
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
Static
Protected
Readonly
GROUP_
KEY
GROUP_
KEY
:
"status_component"
= "status_component"
Static
Readonly
HIGHLIGHT
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
Static
Private
Readonly
HP
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
Static
Private
Readonly
LINES
LINES
:
8
= 8
Static
Readonly
Menu
Descriptions
Menu
Descriptions
:
{
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
Static
Readonly
Menu
Status
Msgs
Menu
Status
Msgs
:
{
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
Static
Private
Readonly
NORMAL_
STATUS
NORMAL_
STATUS
:
{
X
:
number
;
Y
:
number
}
= ...
Type declaration
X
:
number
Y
:
number
Static
Private
Readonly
PP
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
Static
Private
Readonly
STATS
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
Protected
battle_
status_
effects
get
battle_status_effects
(
)
:
any
Returns
any
current_
pos
get
current_pos
(
)
:
{
col
:
number
;
line
:
number
}
Returns
{
col
:
number
;
line
:
number
}
col
:
number
line
:
number
Protected
selected_
char
get
selected_char
(
)
:
MainChar
Returns
MainChar
Methods
clear
clear
(
keep_separator
?:
boolean
)
:
void
Parameters
Optional
keep_separator:
boolean
Returns
void
Protected
get_
djinn_
counts
get_
djinn_
counts
(
element
:
elements
)
:
{
set
:
number
;
total
:
number
}
Parameters
element:
elements
Returns
{
set
:
number
;
total
:
number
}
set
:
number
total
:
number
Protected
get_
djinni_
sprite
get_
djinni_
sprite
(
elem
:
elements
, group
:
Group
, pos
:
{
x
:
number
;
y
:
number
}
)
:
any
Parameters
elem:
elements
group:
Group
pos:
{
x
:
number
;
y
:
number
}
x
:
number
y
:
number
Returns
any
Protected
get_
elemental_
stats
get_
elemental_
stats
(
element
:
elements
)
:
{
level
:
number
;
power
:
number
;
resistance
:
number
}
Parameters
element:
elements
Returns
{
level
:
number
;
power
:
number
;
resistance
:
number
}
level
:
number
power
:
number
resistance
:
number
init_
status_
effects
init_
status_
effects
(
)
:
void
Returns
void
initialize
initialize
(
)
:
void
Returns
void
on_
change
on_
change
(
)
:
void
Returns
void
on_
down
on_
down
(
)
:
void
Returns
void
on_
left
on_
left
(
)
:
void
Returns
void
on_
right
on_
right
(
)
:
void
Returns
void
on_
up
on_
up
(
)
:
void
Returns
void
reset
reset
(
pos
?:
{
col
:
number
;
line
:
number
}
, keep_separator
?:
boolean
)
:
void
Parameters
Optional
pos:
{
col
:
number
;
line
:
number
}
col
:
number
line
:
number
Optional
keep_separator:
boolean
Returns
void
select_
option
select_
option
(
)
:
void
Returns
void
Protected
update_
description
update_
description
(
line1
:
string
, line2
?:
string
)
:
void
Parameters
line1:
string
Optional
line2:
string
Returns
void
Protected
update_
highlight
update_
highlight
(
highlight
:
{
height
:
number
;
width
:
number
;
x
:
number
;
y
:
number
}
)
:
void
Parameters
highlight:
{
height
:
number
;
width
:
number
;
x
:
number
;
y
:
number
}
height
:
number
width
:
number
x
:
number
y
:
number
Returns
void
Modules
Ability
Audio
Camera
Classes
Collision
Controllable
Char
Djinn
Effect
Enemy
Golden
Sun
Hero
Item
Logger
Main
Char
Map
NPC
Particles
Wrapper
Player
Snapshot
Sprite
Base
Storage
Summon
Window
XGamepad
battle/
Battle
battle/
Battle
Animation
battle/
Battle
Animation
Manager
battle/
Battle
Animation
Tester
battle/
Battle
Cursor
Manager
battle/
Battle
Formulas
battle/
Battle
Log
battle/
Battle
Stage
battle/
EnemyAI
battle/
Player
Sprite
debug/
Debug
field_
abilities/
Avoid
Field
Psynergy
field_
abilities/
Douse
Field
Psynergy
field_
abilities/
Field
Abilities
field_
abilities/
Frost
Field
Psynergy
field_
abilities/
Growth
Field
Psynergy
field_
abilities/
Lash
Field
Psynergy
field_
abilities/
Lift
Field
Psynergy
field_
abilities/
Mind
Read
Field
Psynergy
field_
abilities/
Move
Field
Psynergy
field_
abilities/
Pound
Field
Psynergy
field_
abilities/
Retreat
Field
Psynergy
field_
abilities/
Reveal
Field
Psynergy
field_
abilities/
Sand
Field
Psynergy
field_
abilities/
Wave
field_
abilities/
Whirlwind
Field
Psynergy
game_
events/
Add
Item
To
Party
Event
game_
events/
Audio
Play
Event
game_
events/
Audio
Stop
Event
game_
events/
Battle
Event
game_
events/
Branch
Event
game_
events/
Camera
Fade
Event
game_
events/
Camera
Follow
Event
game_
events/
Camera
Move
Event
game_
events/
Camera
Shake
Event
game_
events/
Casting
Aura
Event
game_
events/
Change
Collision
Layer
Event
game_
events/
Char
Anim
Play
Event
game_
events/
Char
Blend
Mode
Event
game_
events/
Char
Fall
Event
game_
events/
Char
Hue
Event
game_
events/
Char
Item
Manipulation
Event
game_
events/
Char
Level
Change
Event
game_
events/
Char
Rotation
Event
game_
events/
Char
Shadow
Visibility
Event
game_
events/
Char
Splash
Sweat
Drops
Event
game_
events/
Char
Tween
Position
Event
game_
events/
Chest
Event
game_
events/
Colorize
Char
Event
game_
events/
Colorize
Map
Event
game_
events/
Control
Bgm
Event
game_
events/
Create
Storage
Var
Event
game_
events/
Custom
Collision
Body
Event
game_
events/
Destroyer
Event
game_
events/
Dialog
Event
game_
events/
Djinn
Get
Event
game_
events/
Djinn
Set
Status
Event
game_
events/
Emoticon
Event
game_
events/
Event
Activation
Event
game_
events/
Event
Caller
Event
game_
events/
Events
Holder
Event
game_
events/
Events
Loop
Event
game_
events/
Exit
Sand
Mode
Event
game_
events/
Face
Direction
Event
game_
events/
Flame
Char
Event
game_
events/
Game
Event
game_
events/
Game
Event
Manager
game_
events/
Generic
Sprite
Event
game_
events/
Grant
Ability
Event
game_
events/IOAnim
Play
Event
game_
events/IOTween
Position
Event
game_
events/
Item
Checks
Event
game_
events/
Jump
Event
game_
events/
Layer
Tween
Event
game_
events/
Layer
Visibility
Event
game_
events/
Look
Event
game_
events/
Main
Chars
Join
Split
Event
game_
events/
Map
Blend
Mode
Event
game_
events/
Map
Opacity
Event
game_
events/
Move
Event
game_
events/
Outline
Char
Event
game_
events/
Particles
Event
game_
events/
Party
Join
Event
game_
events/
Psynergy
Stone
Event
game_
events/
Set
Char
Activation
Event
game_
events/
Set
Char
Collision
Event
game_
events/
Set
Char
Exp
Event
game_
events/
Set
CharHPPPEvent
game_
events/
Set
Char
Visibility
Event
game_
events/
Set
Io
Activation
Event
game_
events/
Set
Io
Collision
Event
game_
events/
Set
Io
Visibility
Event
game_
events/
Set
Npc
Collision
Event
game_
events/
Set
Party
Coins
Event
game_
events/
Set
Permanent
Status
Event
game_
events/
Set
Value
Event
game_
events/
Storage
Change
Event
game_
events/
Summon
Event
game_
events/
Teleport
Event
game_
events/
Tile
Event
Manage
Event
game_
events/
Timer
Event
game_
events/
Tint
Char
Event
initializers/abilities
initializers/assets_
loader
initializers/bgm
initializers/cast_
recipes
initializers/databases_
loader
initializers/djinni
initializers/enemies
initializers/initialize_
info
initializers/inn
initializers/interactable_
objects
initializers/items
initializers/main_
chars
initializers/maps
initializers/misc_
battle_
anim_
recipes
initializers/misc_
data
initializers/npcs
initializers/shops
initializers/sound_
effects
initializers/summons
interactable_
objects/
Breakable
interactable_
objects/
Interactable
Objects
interactable_
objects/
Pushable
interactable_
objects/
Rolling
Pillar
interactable_
objects/
Rope
Dock
interactable_
objects/
Whirlwind
Source
magic_
numbers
main_
menus/
Healer
Menu
main_
menus/
Inn
Menu
main_
menus/
Main
Battle
Menu
main_
menus/
Main
Djinn
Menu
main_
menus/
Main
Item
Menu
main_
menus/
Main
Menu
main_
menus/
Main
Psynergy
Menu
main_
menus/
Main
Status
Menu
main_
menus/
Save
Menu
main_
menus/
Shop
Menu
main_
menus/
Start
Menu
support_
menus/
Battle
Status
Djinn
support_
menus/
Battle
Status
Items
support_
menus/
Battle
Status
Psynergy
support_
menus/
Battle
Status
Statistics
support_
menus/
Chars
Menu
support_
menus/
Horizontal
Menu
support_
menus/
Main
Status
Djinn
support_
menus/
Main
Status
Items
support_
menus/
Main
Status
Psynergy
support_
menus/
Main
Status
Statistics
support_
menus/
Page
Indicator
support_
menus/
Status
Component
tile_
events/
Climb
Event
tile_
events/
Collision
Event
tile_
events/
Event
Trigger
Event
tile_
events/
Fall
Event
tile_
events/
Ice
Slide
Event
tile_
events/
Jump
Event
tile_
events/
Rope
Event
tile_
events/
Slider
Event
tile_
events/
Speed
Event
tile_
events/
Step
Event
tile_
events/
Teleport
Event
tile_
events/
Tile
Event
tile_
events/
Tile
Event
Manager
utils
utils/
Control
Manager
utils/
Cursor
Manager
utils/
Dialog
Manager
utils/
Footsteps
utils/
Item
Counter
windows/
Basic
Info
Window
windows/
Chars
Status
Window
windows/
Field
Psynergy
Window
windows/
Item
Psynergy
Choose
Window
windows/
Yes
No
Menu
windows/battle/
Battle
Description
Window
windows/battle/
Battle
Djinn
Window
windows/battle/
Battle
Item
Window
windows/battle/
Battle
Psynergy
Window
windows/battle/
Battle
Status
Window
windows/battle/
Battle
Summon
Window
windows/battle/
Choosing
Target
Window
windows/battle/
Djinn
Stats
Window
windows/battle/
Summon
Djinn
Standby
Window
windows/djinn/
Chars
Quick
Info
Djinn
Window
windows/djinn/
Djinn
Action
Window
windows/djinn/
Djinn
Char
Stats
Window
windows/djinn/
Djinn
List
Window
windows/djinn/
Djinn
Mode
Header
Window
windows/djinn/
Djinn
Psynergy
Window
windows/item/
Ability
Get
With
Item
Window
windows/item/
Class
Change
With
Item
Window
windows/item/
Drop
Item
Window
windows/item/
Item
Options
Window
windows/item/
Item
Quantity
Manager
Window
windows/item/
Stats
Check
With
Item
Window
windows/item/
Stats
Or
Class
Check
With
Item
Window
windows/item/
Use
Give
Item
Window
windows/shop/
Buy
Artifacts
Menu
windows/shop/
Buy
Select
Menu
windows/shop/
Equip
Compare
windows/shop/
Inventory
Window
windows/shop/
Sell
Repair
Menu
windows/shop/
Shop
Item
Quantity
Window
windows/shop/
Shopkeep
Dialog
Main
Status
Statistics
constructor
current_
col
current_
line
data
djinn_
group
game
highlight
manager
mode
state
state_
sprites
window
CURSOR
EFFECTS
EFFECT_
LABELS
ELEM
EXP
GROUP_
KEY
HIGHLIGHT
HP
LINES
Menu
Descriptions
Menu
Status
Msgs
NORMAL_
STATUS
PP
STATS
battle_
status_
effects
current_
pos
selected_
char
clear
get_
djinn_
counts
get_
djinni_
sprite
get_
elemental_
stats
init_
status_
effects
initialize
on_
change
on_
down
on_
left
on_
right
on_
up
reset
select_
option
update_
description
update_
highlight
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