Constructor






Methods


Encounter:addEnemy(enemy: string|EnemyBattler, x: number?, y: number?, : any)

Adds an enemy to the encounter.

@param enemy — The id of an EnemyBattler, or an EnemyBattler instance.

@param ... — Additional arguments to pass to EnemyBattler:init().

Arguments:

enemy: string|EnemyBattler

The id of an EnemyBattler, or an EnemyBattler instance.

x: number?
y: number?
: any

Additional arguments to pass to EnemyBattler:init().

Returns:

1: EnemyBattler


Encounter:addFlag(flag: string, amount: number?)

Increments a numerical flag by amount.

@param amount — (Defaults to 1)

Arguments:

flag: string
amount: number?

(Defaults to 1)

Returns:

1: number


Encounter:beforeStateChange(old: string, new: string)

(Override) Called when Battle:setState() is called.
Changing the state to something other than new, or returning true will stop the standard state change code for this state change from occurring.

Arguments:

old: string
new: string

Returns:

1: boolean?




Encounter:createSoul(x: number, y: number, color: table?)

(Override) Creates the soul being used this battle (Called at the start of the first wave) By default, returns the regular (red) soul.

@param x — The x-coordinate the soul should spawn at.

@param y — The y-coordinate the soul should spawn at.

@param color — A custom color for the soul, that should override its default.

Arguments:

x: number

The x-coordinate the soul should spawn at.

y: number

The y-coordinate the soul should spawn at.

color: table?

A custom color for the soul, that should override its default.

Returns:

1: Soul


Encounter:draw(fade: number)

(Override) Called before anything has been rendered each frame. Usable to draw custom backgrounds for specific encounters.

@param fade — The opacity of the background when fading in/out of the world.

Arguments:

fade: number

The opacity of the background when fading in/out of the world.



Encounter:drawBackground(fade: number)

(Override) Called after everything has been rendered each frame. Usable to draw custom effects for specific encounters.

@param fade — The opacity of the background when fading in/out of the world.

Arguments:

fade: number

The opacity of the background when fading in/out of the world.



Encounter:getDefeatedEnemies()

@return defeated_enemies — A table indicating the enemies defeated in battle.

Returns:

defeated_enemies: table

A table indicating the enemies defeated in battle.



Encounter:getDefendTension(battler: PartyBattler)

Returns the tension gained from defending. Returns 2% if reduced tension, otherwise 16%.

@param battler — The current battler about to defend.

@return tension — The tension gained from defending.

Arguments:

battler: PartyBattler

The current battler about to defend.

Returns:

tension: number

The tension gained from defending.



Encounter:getDialogueCutscene()

(Override) Called whenever dialogue is about to start, if this returns a value, it will be unpacked and passed into Battle:startCutscene(...), as an alternative to standard dialogue.

Returns:

1: table?


Encounter:getEncounterText()

(Override) Called to receive the encounter text to be displayed each turn. (Not called on turn one, text is used instead.)
By default, gets an encounter text from a random enemy, falling back on the encounter's encounter text if none have encounter text.

Returns:

1: string


Encounter:getFlag(flag: string, default: any)

Arguments:

flag: string
default: any

Returns:

1: any


Encounter:getNextWaves()

(Override) Retrieves the waves to be used for the next defending phase.
By default, iterates through all active enemies and selects one wave each using EnemyBattler:selectWave()

Returns:

1: Wave[]


Encounter:getPartyPosition(index: integer)

(Override) Gets the position the party member at index should stand at in this battle.

@param index — The index of the party member in Game.battle.party.

Arguments:

index: integer

The index of the party member in Game.battle.party.

Returns:

x: number
y: number




Encounter:getSoulSpawnLocation()

(Override) Gets the position that the soul will appear at when starting waves.

Returns:

x: integer
y: integer


Encounter:getVictoryMoney(money: integer)

@param money — Current victory money based on normal money calculations

Arguments:

money: integer

Current victory money based on normal money calculations

Returns:

money: integer?


Encounter:getVictoryText(text: string, money: integer, xp: integer)

@param text — Current victory text

@param money — Money earned on victory

@param xp — XP earned on victory

Arguments:

text: string

Current victory text

money: integer

Money earned on victory

xp: integer

XP earned on victory

Returns:

text: string?


Encounter:getVictoryXP(xp: integer)

@param xp — Current victory xp based on normal xp calculations

Arguments:

xp: integer

Current victory xp based on normal xp calculations

Returns:

xp: integer?


Encounter:hasReducedTension()

Checks if the encounter has reduced tension.

@return reduced — Whether the encounter has reduced tension.

Returns:

reduced: boolean

Whether the encounter has reduced tension.



Encounter:onActionSelect(battler: PartyBattler, button: ActionButton)

(Override) Called when an ActionButton is selected.

Arguments:

battler: PartyBattler

PartyBattlers are a type of Battler that represent PartyMembers when they are in battle.
The set of PartyBattlers in the current battle are stored in Game.battle.party.
Unlike EnemyBattler, party members do not need to define a PartyBattler in a file as their PartyMember file defines everything necessary and is utilised by PartyBattler.

button: ActionButton


Encounter:onActionsEnd()

(Override) Called when the party finish performing their actions.



Encounter:onActionsStart()

(Override) Called when the party start performing their actions.



Encounter:onBattleEnd()

(Override) Called when the battle is completed and the victory text (if presesnt) is advanced, just before the transition out.



Encounter:onBattleInit()

(Override) Called in Battle:postInit().
If this function returns true, then the battle will not override any state changes made here.

Returns:

1: boolean?


Encounter:onBattleStart()

(Override) Called when the battle enters the "INTRO" state and the characters do their starting animations.



Encounter:onCharacterTurn(battler: PartyBattler, undo: boolean)

(Override) Called when a character's turn selecting actions begins.

@param battler — The battler whose turn it is.

@param undo — Whether this character's turn was entered by undoing their previously selected action.

Arguments:

battler: PartyBattler

The battler whose turn it is.

undo: boolean

Whether this character's turn was entered by undoing their previously selected action.



Encounter:onDialogueEnd()

(Override) Called when enemy dialogue is finished and closed, before the transition into a wave.



Encounter:onEnemyCancel(state_reason: string, enemy_index: integer)

(Override) Called when the player backs out of an enemyselect menu in battle.

@param state_reason — The current value of Battle.state_reason

@param enemy_index — The index of the selected enemy on the menu.

Arguments:

state_reason: string

The current value of Battle.state_reason

enemy_index: integer

The index of the selected enemy on the menu.



Encounter:onEnemySelect(state_reason: string, enemy_index: integer)

(Override) Called when the player selects an enemy in battle.

@param state_reason — The current value of Battle.state_reason

@param enemy_index — The index of the selected enemy on the menu.

Arguments:

state_reason: string

The current value of Battle.state_reason

enemy_index: integer

The index of the selected enemy on the menu.



Encounter:onGameOver()

(Override) Called just before a Game Over.
If this function returns true, then the Game Over will not occur

Returns:

1: boolean?


Encounter:onMenuCancel(state_reason: string, item: table)

(Override) Called when the player backs out of a menu.

@param state_reason — The current value of Battle.state_reason

@param item — A table of information representing the menu item that was being hovered over.

Arguments:

state_reason: string

The current value of Battle.state_reason

item: table

A table of information representing the menu item that was being hovered over.



Encounter:onMenuSelect(state_reason: string, item: table, can_select: boolean)

(Override) Called when an item in a menu is selected (confirm key pressed).

@param state_reason — The current value of Battle.state_reason

@param item — A table of information representing the menu item.

@param can_select — Whether the item is actually selectable or is greyed out.

Arguments:

state_reason: string

The current value of Battle.state_reason

item: table

A table of information representing the menu item.

can_select: boolean

Whether the item is actually selectable or is greyed out.



Encounter:onPartyCancel(state_reason: string, party_index: number)

(Override) Called when the player backs out of a partyselect menu in battle.

@param state_reason — The current value of Battle.state_reason

@param party_index — The index of the selected enemy on the menu.

Arguments:

state_reason: string

The current value of Battle.state_reason

party_index: number

The index of the selected enemy on the menu.



Encounter:onPartySelect(state_reason: string, party_index: integer)

(Override) Called when the player selects a party member in a partyselect menu in battle.

@param state_reason — The current value of Battle.state_reason

@param party_index — The index of the selected enemy on the menu.

Arguments:

state_reason: string

The current value of Battle.state_reason

party_index: integer

The index of the selected enemy on the menu.



Encounter:onReturnToWorld(events: Character)

(Override) Called just before returning to the world.

@param events — A list of enemy events in the world that are linked to the enemies in battle.

Arguments:

events: Character

A list of enemy events in the world that are linked to the enemies in battle.



Encounter:onStateChange(old: string, new: string)

(Override) Called when Battle:setState() is called, after any state change code has run.

Arguments:

old: string
new: string


Encounter:onTurnEnd()

(Override) Called at the end of each turn, at the same time all waves end.



Encounter:onTurnStart()

(Override) Called at the start of each new turn, just before the player starts choosing actions.



Encounter:onWavesDone()

(Override) Called when all the waves of the current turn have finished.



Encounter:setFlag(flag: string, value: any)

Arguments:

flag: string
value: any





Fields












Undocumented