Constructors

Properties

agi_value: TextObj
atk_value: TextObj
avatar: Sprite
battle_effects: BattleStatusEffect[]
battle_sprite: PlayerSprite
class_name: TextObj
close_callback: (() => void)

Type declaration

    • (): void
    • Returns void

components: StatusComponent[]
curr_hp: TextObj
curr_pp: TextObj
current_component: StatusComponent
current_state: BattleStatusStates
data: GoldenSun
def_value: TextObj
desc_line1: TextObj
desc_line2: TextObj
effect_sprites: Sprite[]
exp_value: TextObj
game: Game
in_the_back: TextObj
level_value: TextObj
luk_value: TextObj
max_hp: TextObj
max_pp: TextObj
name: TextObj
normal_status: TextObj
player_stage_info: {
    index: number;
    x: number;
    y: number;
}

Type declaration

  • index: number
  • x: number
  • y: number
selected_char: MainChar
window: Window
AVATAR: {
    X: number;
    Y: number;
} = ...

Type declaration

  • X: number
  • Y: number
BATTLESPRITE: {
    CENTER_X: number;
    END_Y: number;
    SHADOW_Y: number;
} = ...

Type declaration

  • CENTER_X: number
  • END_Y: number
  • SHADOW_Y: number
CLASS_NAME: {
    X: number;
    Y: number;
} = ...

Type declaration

  • X: number
  • Y: number
DESCRIPTION: {
    LINE1_Y: number;
    LINE2_Y: number;
    X: number;
} = ...

Type declaration

  • LINE1_Y: number
  • LINE2_Y: number
  • X: number
EFFECTS: {
    SHIFT: number;
    X: number;
    Y: number;
} = ...

Type declaration

  • SHIFT: number
  • X: number
  • Y: 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_win" = "status_win"
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
IN_THE_BACK: {
    X: number;
    Y: number;
} = ...

Type declaration

  • X: number
  • Y: number
LEVEL: {
    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
MAX_EFFECTS_DISPLAYED: 8 = 8
NAME: {
    X: number;
    Y: number;
} = ...

Type declaration

  • X: number
  • Y: number
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
SEPARATOR: {
    SHIFT: number;
    WIDTH: number;
    X: number;
    Y: number;
} = ...

Type declaration

  • SHIFT: number
  • WIDTH: number
  • X: number
  • 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
WINDOW: {
    HEIGHT: number;
    WIDTH: number;
} = ...

Type declaration

  • HEIGHT: number
  • WIDTH: number

Accessors

Methods

  • Returns {
        stat: effect_types;
        value: number | {
            all_elements: number;
            jupiter: number;
            mars: number;
            mercury: number;
            no_element: number;
            venus: number;
        };
    }[]

  • Parameters

    • Optional selected_char: MainChar
    • Optional close_callback: (() => void)
        • (): void
        • Returns void

    • Optional open_callback: (() => void)
        • (): void
        • Returns void

    Returns void