PartyBattler
┗> Battler > Object > Class
Constructor
PartyBattler(chara: PartyMember, x: number?, y: number?)
Arguments:
chara: PartyMember | The PartyMember class is a type of data class that stores information about a member of the party. |
x: number? | |
y: number? |
Methods
PartyBattler:calculateDamage(amount: number)
Calculates the damage the battler should take after defense reductions
Arguments:
amount: number |
Returns:
1: number |
PartyBattler:calculateDamageSimple(amount: number)
Less complex damage calculation than PartyBattler:calculateDamage()
(unused?)
Arguments:
amount: number |
Returns:
1: integer |
PartyBattler:checkHealth()
Checks whether the battler's down state needs to be changed based on its current health
PartyBattler:flash(sprite: Sprite?, offset_x: number?, offset_y: number?, layer: number?)
Makes the battler flash once.
@param sprite
— An optional sprite to use for the flash instead of the battler's default sprite.
Arguments:
sprite: Sprite? | An optional sprite to use for the flash instead of the battler's default sprite. |
offset_x: number? | |
offset_y: number? | |
layer: number? |
Returns:
1: FlashFade |
PartyBattler:getElementReduction(element: number)
Gets the damage reduction multiplier for damage of a particular element
Arguments:
element: number |
Returns:
multiplier: integer |
PartyBattler:getHeadIcon()
Gets the icon that should display in the Battler's head slot on their action box
Returns:
texture: string |
PartyBattler:heal(amount: number, sparkle_color: table?, show_up: boolean?)
Heals the Battler by amount
health and does healing effects
@param amount
— The amount of health to restore
@param sparkle_color
— The color of the heal sparkles (defaults to the standard green)
@param show_up
— Whether the "UP" status message should show if the battler is revived by the heal
Arguments:
amount: number | The amount of health to restore |
sparkle_color: table? | The color of the heal sparkles (defaults to the standard green) |
show_up: boolean? | Whether the "UP" status message should show if the battler is revived by the heal |
PartyBattler:hurt(amount: number, exact: boolean?, color: table?, options: (table|"all")?)
@param amount
— The damage of the incoming hit
@param exact
— Whether the damage should be treated as exact damage instead of applying defense and element modifiers
@param color
— The color of the damage number
@param options
— A table defining additional properties to control the way damage is taken
options:
| "all" -- Whether the damage being taken comes from a strike targeting the whole party
Arguments:
amount: number | The damage of the incoming hit |
exact: boolean? | Whether the damage should be treated as exact damage instead of applying defense and element modifiers |
color: table? | The color of the damage number |
options: (table|"all")? | A table defining additional properties to control the way damage is taken |
PartyBattler:isActive()
Whether the party member is in a state where they can take their turn (not sleeping or downed)
Returns:
1: boolean |
PartyBattler:recruitMessage(: unknown)
An override of Battler:recruitMessage()
Arguments:
: unknown |
Returns:
1: RecruitMessage |
PartyBattler:removeHealth(amount: number)
Removes health from the character and sets their downed HP value if necessary
Arguments:
amount: number |
PartyBattler:removeHealthBroken(amount: number)
A variant of PartyBattler:removeHealth()
that uses Kris' (or the first party member)'s HP for downed hp values (used for deltarune accuracy)
Arguments:
amount: number |
PartyBattler:resetSprite()
Sets the Battler's sprite back to their default (battle/idle
)
PartyBattler:setActSprite(sprite: string?, ox: number?, oy: number?, speed: number?, loop: boolean?, after: fun( any)?)
Sets the battler's sprite for performing ACTs, including the additional flash effect
Acts as a shorthand of ActorSprite:setCustomSprite()
and ActorSprite:play()
Arguments:
sprite: string? | |
ox: number? | |
oy: number? | |
speed: number? | |
loop: boolean? | |
after: fun( any)? |
PartyBattler:setSprite(sprite: string?, speed: number?, loop: boolean?, after: fun( any)?)
Shorthand for ActorSprite:setSprite()
and Sprite:play()
Arguments:
sprite: string? | |
speed: number? | |
loop: boolean? | |
after: fun( any)? |
PartyBattler:statusMessage(: unknown)
An override of Battler:statusMessage()
that positions the message for this PartyBattler
Arguments:
: unknown |
Returns:
1: DamageNumber |
PartyBattler:toggleOverlay(overlay: boolean?)
Toggles the visibility of the overlay sprite versus main sprite.
@param overlay
— Whether the overlay should be visible. If unset, will invert whatever the current visibility state is.
Arguments:
overlay: boolean? | Whether the overlay should be visible. If unset, will invert whatever the current visibility state is. |
Fields
PartyBattler.action: table
The current action the battler has queued up
PartyBattler.actor: Actor
The actor this battler uses
PartyBattler.chara: PartyMember
The PartyMember this battler uses
PartyBattler.darken_fx: RecolorFX
(Used internally) A RecolorFX used for darkening the battler's sprite during waves
PartyBattler.darken_timer: number
(Used internally) A timer for the darkening of the battler's sprite during the wave transition
PartyBattler.defending: boolean
Whether the battler is currently defending
PartyBattler.hurt_timer: number
How long this battler's hurt sprite should be displayed for when hit
PartyBattler.hurting: boolean
Whether the battler is currently hurting (showing their hurt sprite)
PartyBattler.is_down: boolean
Whether the battler is downed
PartyBattler.should_darken: boolean
(Used internally) Whether the battler's sprite should be darkened during waves
PartyBattler.sleeping: boolean
Whether the battler is sleeping