Constructor






Methods


Battle:addMenuItem(tbl: any)

Arguments:

tbl: any

Returns:

1: table






Battle:battleText(text: any, post_func: any)

Arguments:

text: any
post_func: any


Battle:beginAction(action: any)

Arguments:

action: any




Battle:canSelectMenuItem(menu_item: any)

Arguments:

menu_item: any

Returns:

1: boolean




Battle:checkSolidCollision(collider: any)

Arguments:

collider: any

Returns:

1: boolean
2: Arena|nil


Battle:clearActionIcon(battler: any)

Arguments:

battler: any




Battle:commitAction(battler: any, action_type: any, target: any, data: any, extra: any)

Arguments:

battler: any
action_type: any
target: any
data: any
extra: any


Battle:commitSingleAction(action: any)

Arguments:

action: any




Battle:debugPrintOutline(string: any, x: any, y: any, color: any)

Arguments:

string: any
x: any
y: any
color: any








Battle:endActionAnimation(battler: any, action: any, callback: any)

Arguments:

battler: any
action: any
callback: any


Battle:finishAction(action: any, keep_animation: any)

Arguments:

action: any
keep_animation: any


Battle:finishActionBy(battler: any)

Arguments:

battler: any




Battle:getActionBy(battler: any, ignore_current: any)

Arguments:

battler: any
ignore_current: any

Returns:

1: unknown|nil












Battle:getEnemyBattler(string_id: any)

Arguments:

string_id: any

Returns:

1: unknown


Battle:getEnemyFromCharacter(chara: any)

Arguments:

chara: any

Returns:

1: unknown




Battle:getPartyBattler(string_id: any)

Arguments:

string_id: any

Returns:

1: unknown|nil


Battle:getPartyFromTarget(target: any)

Arguments:

target: any

Returns:

1: table


Battle:getPartyIndex(string_id: any)

Arguments:

string_id: any

Returns:

1: integer|nil


Battle:getSoulLocation(always_origin: any)

Arguments:

always_origin: any

Returns:

1: number|unknown|nil
2: number|unknown|nil


Battle:getState()

Returns:

1: string


Battle:getTargetForItem(item: any, default_ally: any, default_enemy: any)

Arguments:

item: any
default_ally: any
default_enemy: any

Returns:

1: unknown[]|nil




Battle:handleAttackingInput(key: any)

Arguments:

key: any


Battle:hasAction(character_id: any)

Arguments:

character_id: any

Returns:

1: boolean




Battle:hurt(amount: any, exact: any, target: any)

Arguments:

amount: any
exact: any
target: any

Returns:

1: unknown[]


Battle:infoText(text: any)

Arguments:

text: any


Battle:isHighlighted(battler: any)

Arguments:

battler: any

Returns:

1: boolean






Battle:markAsFinished(action: any, keep_animation: any)

Arguments:

action: any
keep_animation: any






Battle:onKeyPressed(key: any)

Arguments:

key: any


Battle:onRemove(parent: any)

Arguments:

parent: any


Battle:onStateChange(old: any, new: any)

Arguments:

old: any
new: any


Battle:onSubStateChange(old: any, new: any)

Arguments:

old: any
new: any


Battle:parseEnemyIdentifier(id: any)

Arguments:

id: any

Returns:

1: unknown


Battle:postInit(state: any, encounter: any)

Arguments:

state: any
encounter: any


Battle:powerAct(spell: any, battler: any, user: any, target: any)

Arguments:

spell: any
battler: any
user: any
target: any




Battle:processAction(action: any)

Arguments:

action: any

Returns:

1: boolean|unknown


Battle:processActionGroup(group: any)

Arguments:

group: any

Returns:

1: boolean




Battle:pushAction(action_type: any, target: any, data: any, character_id: any, extra: any)

Arguments:

action_type: any
target: any
data: any
character_id: any
extra: any


Battle:pushForcedAction(battler: any, action: any, target: any, data: any, extra: any)

Arguments:

battler: any
action: any
target: any
data: any
extra: any






Battle:registerXAction(party: any, name: any, description: any, tp: any)

Arguments:

party: any
name: any
description: any
tp: any


Battle:removeAction(character_id: any)

Arguments:

character_id: any


Battle:removeEnemy(enemy: any, defeated: any)

Arguments:

enemy: any
defeated: any


Battle:removeSingleAction(action: any)

Arguments:

action: any






Battle:returnSoul(dont_destroy: any)

Arguments:

dont_destroy: any




Battle:setActText(text: any, dont_finish: any)

Arguments:

text: any
dont_finish: any


Battle:setSelectedParty(index: any)

Arguments:

index: any


Battle:setState(state: any, reason: any)

Arguments:

state: any
reason: any


Battle:setSubState(state: any, reason: any)

Arguments:

state: any
reason: any


Battle:setWaves(waves: any, allow_duplicates: any)

Arguments:

waves: any
allow_duplicates: any

Returns:

1: table


Battle:shakeCamera(x: any, y: any, friction: any)

Arguments:

x: any
y: any
friction: any


Battle:shortActText(text: any)

Arguments:

text: any






Battle:spawnSoul(x: any, y: any)

Arguments:

x: any
y: any


Battle:startActCutscene(group: any, id: any, dont_finish: any)

Arguments:

group: any
id: any
dont_finish: any

Returns:

1: Cutscene|nil


Battle:startCutscene(group: any, id: any, : unknown)

Arguments:

group: any
id: any
: unknown

Returns:

1: BattleCutscene




Battle:swapSoul(object: any)

Arguments:

object: any


Battle:target(target: any)

Arguments:

target: any

Returns:

1: string|nil






Battle:tryProcessNextAction(force: any)

Arguments:

force: any

















Fields



Undocumented























































































































Battle.current_menu_y: integer

No wrapping in this menu.





Battle.current_menu_y: integer

No wrapping in this menu.





Battle.current_menu_y: integer

Keep decrementing until there's a selectable enemy.





Battle.current_menu_y: integer

Keep decrementing until there's a selectable enemy.









































































































































Battle.party_beginning_positions: table

Only used in TRANSITION, but whatever





Battle.post_battletext_func: nil



Battle.post_battletext_state: string





























































Battle.spare_sound: love.Source|nil

A Source represents audio you can play back.

You can do interesting things with Sources, like set the volume, pitch, and its position relative to the listener. Please note that positional audio only works for mono (i.e. non-stereo) sources.

The Source controls (play/pause/stop) act according to the following state table.

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Battle.ui_move: love.Source|nil

A Source represents audio you can play back.

You can do interesting things with Sources, like set the volume, pitch, and its position relative to the listener. Please note that positional audio only works for mono (i.e. non-stereo) sources.

The Source controls (play/pause/stop) act according to the following state table.

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Battle.ui_select: love.Source|nil

A Source represents audio you can play back.

You can do interesting things with Sources, like set the volume, pitch, and its position relative to the listener. Please note that positional audio only works for mono (i.e. non-stereo) sources.

The Source controls (play/pause/stop) act according to the following state table.

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