EnemyBattler
┗> Battler > Object > Class
Methods
EnemyBattler:checkHealth(on_defeat: any, amount: any, battler: any)
Arguments:
on_defeat: any | |
amount: any | |
battler: any |
EnemyBattler:getAttackDamage(damage: any, battler: any, points: any)
Arguments:
damage: any | |
battler: any | |
points: any |
Returns:
1: unknown |
EnemyBattler:getSpareText(battler: any, success: any)
Arguments:
battler: any | |
success: any |
Returns:
1: table|unknown |
EnemyBattler:hurt(amount: any, battler: any, on_defeat: any, color: any)
Arguments:
amount: any | |
battler: any | |
on_defeat: any | |
color: any |
EnemyBattler:registerAct(name: any, description: any, party: any, tp: any, highlight: any, icons: any)
Arguments:
name: any | |
description: any | |
party: any | |
tp: any | |
highlight: any | |
icons: any |
Returns:
1: table |
EnemyBattler:registerActFor(char: any, name: any, description: any, party: any, tp: any, highlight: any, icons: any)
Arguments:
char: any | |
name: any | |
description: any | |
party: any | |
tp: any | |
highlight: any | |
icons: any |
EnemyBattler:registerShortAct(name: any, description: any, party: any, tp: any, highlight: any, icons: any)
Arguments:
name: any | |
description: any | |
party: any | |
tp: any | |
highlight: any | |
icons: any |
Returns:
1: table |
EnemyBattler:registerShortActFor(char: any, name: any, description: any, party: any, tp: any, highlight: any, icons: any)
Arguments:
char: any | |
name: any | |
description: any | |
party: any | |
tp: any | |
highlight: any | |
icons: any |
EnemyBattler:setSprite(sprite: any, speed: any, loop: any, after: any)
Arguments:
sprite: any | |
speed: any | |
loop: any | |
after: any |
Fields
Undocumented
EnemyBattler.auto_spare: boolean
Whether this enemy is automatically spared at full mercy
EnemyBattler.can_freeze: boolean
Whether this enemy can be frozen
EnemyBattler.dialogue_bubble: nil
Speech bubble style - defaults to "round" or "cyber", depending on chapter
This is set to nil in battler.lua
as well, but it's here for completion's sake.
EnemyBattler.dialogue_offset: table
The offset for the speech bubble, also set in battler.lua
EnemyBattler.disable_mercy: boolean
Whether mercy is disabled for this enemy, like snowgrave Spamton NEO. This only affects the visual mercy bar.
EnemyBattler.exit_on_defeat: boolean
Whether the enemy runs/slides away when defeated/spared
EnemyBattler.experience: integer
currently useless, maybe in later chapters?
EnemyBattler.recruit: integer
How many times an enemy needs to be spared to recruit. Set 0 for unrecruitable enemies.
EnemyBattler.selectable: boolean
Whether this enemy can be selected or not
EnemyBattler.sprite: Sprite
A simple object that renders a texture.
This texture must be placed inside assets/sprites/
.