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.
PartyMembers are stored in scripts/data/party, and extend this class. Their filepath starting from here becomes their id, unless an id is specified as an argument to Class().

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:canTarget()

(Override)

Returns:

1: boolean


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: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:setSleeping(sleeping: boolean?)

Arguments:

sleeping: boolean?


PartyBattler:setSprite(sprite: string?, speed: number?, loop: boolean?, after: fun( any)?)

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




Undocumented