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Hierarchy

  • BattleStatusWindow

Index

Constructors

Properties

agi_value: TextObj
atk_value: TextObj
avatar: Sprite
battle_effects: BattleStatusEffect[]
battle_sprite: PlayerSprite
class_name: TextObj
close_callback: Function
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

  • change_character(new_char: MainChar): void
  • clear_component(): void
  • close(callback?: (() => void)): void
  • draw_seprartor(): void
  • get_buffs_debuffs(): { stat: effect_types; value: number | { all_elements: number; jupiter: number; mars: number; mercury: number; no_element: number; venus: number } }[]
  • grant_control(): void
  • init_text(): void
  • next_char(): void
  • open(selected_char?: MainChar, close_callback?: Function, open_callback?: Function): void
  • previous_char(): void
  • set_sprites(): void
  • trigger_state_change(): void
  • update_description(line1: string, line2?: string): void
  • update_effects(): number
  • update_info(): void

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