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20463 lines
495 KiB
TypeScript
20463 lines
495 KiB
TypeScript
/*
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* Do Not Remove This Header
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//=============================================================================
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// ChangeLog
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//=============================================================================
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* version 1.0.0
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* - Added most major MV functions.
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* - Added PIXI.js type definitions
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* - Added LZString type definitions
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* - Added FPSMeter type definitions
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//=============================================================================
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// Credits
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//=============================================================================
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*
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* AsterAtwood: https://github.com/AsterAtwood
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* Sabakan03: https://github.com/sabakan03
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* For providing the base d.ts files to work from.
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//=============================================================================
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// Contact Information
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//=============================================================================
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*
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* Contact me via twitter: EISKino, or on the rpg maker forums.
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* Username on forums: Kino.
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*
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* Forum Link: http://forums.rpgmakerweb.com/index.php?/profile/75879-kino/
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* Website Link: http://endlessillusoft.com/
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* Twitter Link: https://twitter.com/EISKino
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* Patreon Link: https://www.patreon.com/EISKino
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*
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* Hope this makes your plugin creation all the better.
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* --Kino
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*/
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declare class Bitmap {
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/**
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* Loads a image file and returns a new bitmap object.
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*
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* @static
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* @method load
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* @param {String} url The image url of the texture
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* @return Bitmap
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*/
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static load(url: string): Bitmap;
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/**
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* Takes a snapshot of the game screen and returns a new bitmap object.
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*
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* @static
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* @method snap
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* @param {Stage} stage The stage object
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* @return Bitmap
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*/
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static snap(stage: Stage): Bitmap;
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/**
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* The face name of the font.
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*
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* @property fontFace
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* @type String
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*/
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fontFace: string;
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/**
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* The size of the font in pixels.
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*
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* @property fontSize
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* @type Number
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*/
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fontSize: number;
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/**
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* Whether the font is italic.
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*
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* @property fontItalic
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* @type Boolean
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*/
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fontItalic: number;
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/**
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* The color of the text in CSS format.
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*
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* @property textColor
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* @type String
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*/
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textColor: string;
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/**
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* The color of the outline of the text in CSS format.
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*
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* @property outlineColor
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* @type String
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*/
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outlineColor: string;
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/**
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* The width of the outline of the text.
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*
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* @property outlineWidth
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* @type Number
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*/
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outlineWidth: number;
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/**
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* [read-only] The url of the image file.
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*
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* @property url
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* @type String
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*/
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url: string;
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/**
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* [read-only] The base texture that holds the image.
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*
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* @property baseTexture
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* @type PIXI.BaseTexture
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*/
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baseTexture: PIXI.BaseTexture;
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/**
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* [read-only] The bitmap canvas.
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*
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* @property canvas
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* @type HTMLCanvasElement
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*/
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canvas: HTMLCanvasElement;
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/**
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* [read-only] The 2d context of the bitmap canvas.
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*
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* @property context
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* @type CanvasRenderingContext2D
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*/
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context: CanvasRenderingContext2D;
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/**
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* [read-only] The width of the bitmap.
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*
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* @property width
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* @type Number
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*/
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width: number;
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/**
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* [read-only] The height of the bitmap.
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*
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* @property height
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* @type Number
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*/
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height: number;
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/**
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* [read-only] The rectangle of the bitmap.
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*
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* @property rect
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* @type Rectangle
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*/
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rect: Rectangle;
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/**
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* Whether the smooth scaling is applied.
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*
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* @property smooth
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* @type Boolean
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*/
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smooth: boolean;
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/**
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* The opacity of the drawing object in the range (0, 255).
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*
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* @property paintOpacity
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* @type Number
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*/
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paintOpacity: number;
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/**
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* Cache entry, for images. In all cases _url is the same as cacheEntry.key
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* @type CacheEntry
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*/
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cacheEntry: CacheEntry;
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/**
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* The basic object that represents an image.
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*
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* @class Bitmap
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* @constructor
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* @param {Number} width The width of the bitmap
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* @param {Number} height The height of the bitmap
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*/
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constructor();
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constructor(width: number, height: number);
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/**
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* Checks whether the bitmap is ready to render.
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*
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* @method isReady
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* @return {Boolean} True if the bitmap is ready to render
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*/
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isReady(): boolean;
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/**
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* Checks whether a loading error has occurred.
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*
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* @method isError
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* @return {Boolean} True if a loading error has occurred
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*/
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isError(): boolean;
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/**
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* Resizes the bitmap.
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*
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* @method resize
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* @param {Number} width The new width of the bitmap
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* @param {Number} height The new height of the bitmap
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*/
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resize(width: number, height: number): void;
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/**
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* Performs a block transfer.
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*
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* @method blt
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* @param {Bitmap} source The bitmap to draw
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* @param {Number} sx The x coordinate in the source
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* @param {Number} sy The y coordinate in the source
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* @param {Number} sw The width of the source image
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* @param {Number} sh The height of the source image
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* @param {Number} dx The x coordinate in the destination
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* @param {Number} dy The y coordinate in the destination
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* @param {Number} [dw=sw] The width to draw the image in the destination
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* @param {Number} [dh=sh] The height to draw the image in the destination
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*/
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blt(source: Bitmap, sx: number, sy: number, sw: number, sh: number,
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dx: number, dy: number, dw?: number, dh?: number): void;
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/**
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* Returns pixel color at the specified point.
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*
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* @method getPixel
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* @param {Number} x The x coordinate of the pixel in the bitmap
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* @param {Number} y The y coordinate of the pixel in the bitmap
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* @return {String} The pixel color (hex format)
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*/
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getPixel(x: number, y: number): string;
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/**
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* Returns alpha pixel value at the specified point.
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*
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* @method getAlphaPixel
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* @param {Number} x The x coordinate of the pixel in the bitmap
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* @param {Number} y The y coordinate of the pixel in the bitmap
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* @return {String} The alpha value
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*/
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getAlphaPixel(x: number, y: number): string;
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/**
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* Clears the specified rectangle.
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*
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* @method clearRect
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* @param {Number} x The x coordinate for the upper-left corner
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* @param {Number} y The y coordinate for the upper-left corner
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* @param {Number} width The width of the rectangle to clear
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* @param {Number} height The height of the rectangle to clear
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*/
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clearRect(x: number, y: number, width: number, height: number): void;
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/**
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* Clears the entire bitmap.
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*
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* @method clear
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*/
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clear(): void;
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/**
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* Fills the specified rectangle.
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*
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* @method fillRect
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* @param {Number} x The x coordinate for the upper-left corner
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* @param {Number} y The y coordinate for the upper-left corner
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* @param {Number} width The width of the rectangle to clear
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* @param {Number} height The height of the rectangle to clear
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* @param {String} color The color of the rectangle in CSS format
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*/
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fillRect(x: number, y: number, width: number, height: number, color: string): void;
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/**
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* Fills the entire bitmap.
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*
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* @method fillAll
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* @param {String} color The color of the rectangle in CSS format
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*/
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fillAll(color: string): void;
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/**
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* Draws the rectangle with a gradation.
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*
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* @method gradientFillRect
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* @param {Number} x The x coordinate for the upper-left corner
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* @param {Number} y The y coordinate for the upper-left corner
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* @param {Number} width The width of the rectangle to clear
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* @param {Number} height The height of the rectangle to clear
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* @param {String} color1 The start color of the gradation
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* @param {String} color2 The end color of the gradation
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* @param {Boolean} vertical Whether it draws a vertical gradient
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*/
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gradientFillRect(x: number, y: number, width: number, height: number,
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color1: string, color2: string, vertical?: boolean): void;
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/**
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* Draw the filled circle.
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*
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* @method drawCircle
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* @param {Number} x The x coordinate of the center of the circle
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* @param {Number} y The y coordinate of the center of the circle
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* @param {Number} radius The radius of the circle
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* @param {String} color The color of the circle in CSS format
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*/
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drawCircle(x: number, y: number, radius: number, color: string): void;
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/**
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* Draws the outline text to the bitmap.
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*
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* @method drawText
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* @param {String} text The text that will be drawn
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* @param {Number} x The x coordinate for the left of the text
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* @param {Number} y The y coordinate for the top of the text
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* @param {Number} maxWidth The maximum allowed width of the text
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* @param {Number} lineHeight The height of the text line
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* @param {String} align The alignment of the text
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*/
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drawText(text: string, x: number, y: number,
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maxWidth: number, lineHeight: number, align: string): void;
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/**
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* Returns the width of the specified text.
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*
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* @method measureTextWidth
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* @param {String} text The text to be measured
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* @return {Number} The width of the text in pixels
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*/
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measureTextWidth(text: string): number;
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/**
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* Changes the color tone of the entire bitmap.
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*
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* @method adjustTone
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* @param {Number} r The red strength in the range (-255, 255)
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* @param {Number} g The green strength in the range (-255, 255)
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* @param {Number} b The blue strength in the range (-255, 255)
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*/
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adjustTone(r: number, g: number, b: number): void;
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/**
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* Rotates the hue of the entire bitmap.
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*
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* @method rotateHue
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* @param {Number} offset The hue offset in 360 degrees
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*/
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rotateHue(offset: number): void;
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/**
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* Applies a blur effect to the bitmap.
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*
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* @method blur
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*/
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blur(): void;
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/**
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* Add a callback function that will be called when the bitmap is loaded.
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*
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* @method addLoadListener
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* @param {Function} listner The callback function
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*/
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addLoadListener(listner: () => void): void;
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/**
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* touch the resource
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* @method touch
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*/
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touch(): void;
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/**
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* Performs a block transfer, using assumption that original image was not modified (no hue)
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*
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* @method blt
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* @param {Bitmap} source The bitmap to draw
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* @param {Number} sx The x coordinate in the source
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* @param {Number} sy The y coordinate in the source
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* @param {Number} sw The width of the source image
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* @param {Number} sh The height of the source image
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* @param {Number} dx The x coordinate in the destination
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* @param {Number} dy The y coordinate in the destination
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* @param {Number} [dw=sw] The width to draw the image in the destination
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* @param {Number} [dh=sh] The height to draw the image in the destination
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*/
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bltImage(source: Bitmap, sx: number, sy: number, sw: number, sh: number, dx: number, dy: number, dw: number, dh: number): void;
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protected _canvas: HTMLCanvasElement;
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protected _context: CanvasRenderingContext2D;
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protected _baseTexture: PIXI.BaseTexture;
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protected _image: HTMLImageElement;
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protected _url: string;
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protected _paintOpacity: number;
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protected _smooth: boolean;
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protected _loadListeners: () => void;
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protected _isLoading: boolean;
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protected _hasError: boolean;
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/**
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* @method _makeFontNameText
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* @return {String} FontNameText
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* @private
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*/
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protected _makeFontNameText(): string;
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/**
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* @method _drawTextOutline
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* @param {String} text
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* @param {Number} tx
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* @param {Number} ty
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* @param {Number} maxWidth
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* @private
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*/
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protected _drawTextOutline(text: number, tx: number, ty: number, maxWidth: number): void;
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/**
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* @method _drawTextBody
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* @param {String} text
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* @param {Number} tx
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* @param {Number} ty
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* @param {Number} maxWidth
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* @private
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*/
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protected _drawTextBody(text: string, tx: number, ty: number, maxWidth: number): void;
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/**
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* @method _onLoad
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* @private
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*/
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protected _onLoad(): void;
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/**
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* @method _callLoadListeners
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* @private
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*/
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protected _callLoadListeners(): void;
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/**
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* @method _onError
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* @private
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*/
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protected _onError(): void;
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/**
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* @method _setDirty
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* @private
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*/
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protected _setDirty(): void;
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}
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/**
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* The static class that carries out graphics processing.
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*
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* @class Graphics
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*/
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interface GraphicsStatic {
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/**
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* The total frame count of the game screen.
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*
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* @static
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* @property frameCount
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* @type Number
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*/
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frameCount: number;
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/**
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* The alias of PIXI.blendModes.NORMAL.
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*
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* @static
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* @property BLEND_NORMAL
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* @type Number
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* @final
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*/
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BLEND_NORMAL: number;
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/**
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* The alias of PIXI.blendModes.ADD.
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*
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* @static
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* @property BLEND_ADD
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* @type Number
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* @final
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*/
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BLEND_ADD: number;
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|
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/**
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* The alias of PIXI.blendModes.MULTIPLY.
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*
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* @static
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* @property BLEND_MULTIPLY
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* @type Number
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* @final
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*/
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BLEND_MULTIPLY: number;
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/**
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* The alias of PIXI.blendModes.SCREEN.
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*
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* @static
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* @property BLEND_SCREEN
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* @type Number
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* @final
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*/
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BLEND_SCREEN: number;
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|
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/**
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* The width of the game screen.
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*
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* @static
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* @property width
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* @type Number
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*/
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width: number;
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|
|
/**
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* The height of the game screen.
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*
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* @static
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* @property height
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* @type Number
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*/
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height: number;
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|
|
|
/**
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* The width of the window display area.
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*
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* @static
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* @property boxWidth
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* @type Number
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*/
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boxWidth: number;
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|
|
|
/**
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* The height of the window display area.
|
|
*
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|
* @static
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|
* @property boxHeight
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|
* @type Number
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|
*/
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boxHeight: number;
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|
|
|
/**
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* The zoom scale of the game screen.
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|
*
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|
* @static
|
|
* @property scale
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|
* @type Number
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|
*/
|
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scale: number;
|
|
|
|
/**
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|
* Initializes the graphics system.
|
|
*
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|
* @static
|
|
* @method initialize
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|
* @param {Number} width The width of the game screen
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* @param {Number} height The height of the game screen
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* @param {String} type The type of the renderer.
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* 'canvas', 'webgl', or 'auto'.
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*/
|
|
initialize(): void;
|
|
initialize(width: number, height: number, type: string): void;
|
|
|
|
/**
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|
* Marks the beginning of each frame for FPSMeter.
|
|
*
|
|
* @static
|
|
* @method tickStart
|
|
*/
|
|
tickStart(): void;
|
|
|
|
/**
|
|
* Marks the end of each frame for FPSMeter.
|
|
*
|
|
* @static
|
|
* @method tickEnd
|
|
*/
|
|
tickEnd(): void;
|
|
|
|
/**
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|
* Renders the stage to the game screen.
|
|
*
|
|
* @static
|
|
* @method render
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|
* @param {Stage} stage The stage object to be rendered
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|
*/
|
|
render(stage?: Stage): void;
|
|
|
|
/**
|
|
* Checks whether the renderer type is WebGL.
|
|
*
|
|
* @static
|
|
* @method isWebGL
|
|
* @return {Boolean} True if the renderer type is WebGL
|
|
*/
|
|
isWebGL(): boolean;
|
|
|
|
/**
|
|
* Checks whether the current browser supports WebGL.
|
|
*
|
|
* @static
|
|
* @method hasWebGL
|
|
* @return {Boolean} True if the current browser supports WebGL.
|
|
*/
|
|
hasWebGL(): boolean;
|
|
|
|
/**
|
|
* Checks whether the canvas blend mode 'difference' is supported.
|
|
*
|
|
* @static
|
|
* @method canUseDifferenceBlend
|
|
* @return {Boolean} True if the canvas blend mode 'difference' is supported
|
|
*/
|
|
canUseDifferenceBlend(): boolean;
|
|
|
|
/**
|
|
* Checks whether the canvas blend mode 'saturation' is supported.
|
|
*
|
|
* @static
|
|
* @method canUseSaturationBlend
|
|
* @return {Boolean} True if the canvas blend mode 'saturation' is supported
|
|
*/
|
|
canUseSaturationBlend(): boolean;
|
|
|
|
/**
|
|
* Sets the source of the "Now Loading" image.
|
|
*
|
|
* @static
|
|
* @method setLoadingImage
|
|
* @param {String} Path of image
|
|
*/
|
|
setLoadingImage(src: string);
|
|
|
|
/**
|
|
* Initializes the counter for displaying the "Now Loading" image.
|
|
*
|
|
* @static
|
|
* @method startLoading
|
|
*/
|
|
startLoading(): void;
|
|
|
|
/**
|
|
* Increments the loading counter and displays the "Now Loading" image if necessary.
|
|
*
|
|
* @static
|
|
* @method updateLoading
|
|
*/
|
|
updateLoading(): void;
|
|
|
|
/**
|
|
* Erases the "Now Loading" image.
|
|
*
|
|
* @static
|
|
* @method endLoading
|
|
*/
|
|
endLoading(): void;
|
|
|
|
/**
|
|
* Displays the error text to the screen.
|
|
*
|
|
* @static
|
|
* @method printError
|
|
* @param {String} name The name of the error
|
|
* @param {String} message The message of the error
|
|
*/
|
|
printError(name: string, message: string): void;
|
|
|
|
/**
|
|
* Shows the FPSMeter element.
|
|
*
|
|
* @static
|
|
* @method showFps
|
|
*/
|
|
showFps(): void;
|
|
|
|
/**
|
|
* Hides the FPSMeter element.
|
|
*
|
|
* @static
|
|
* @method hideFps
|
|
*/
|
|
hideFps(): void;
|
|
|
|
/**
|
|
* Loads a font file.
|
|
*
|
|
* @static
|
|
* @method loadFont
|
|
* @param {String} name The face name of the font
|
|
* @param {String} url The url of the font file
|
|
*/
|
|
loadFont(name: string, url: string): void;
|
|
|
|
/**
|
|
* Checks whether the font file is loaded.
|
|
*
|
|
* @static
|
|
* @method isFontLoaded
|
|
* @param {String} name The face name of the font
|
|
* @return {Boolean} True if the font file is loaded
|
|
*/
|
|
isFontLoaded(name: string): boolean;
|
|
|
|
/**
|
|
* Starts playback of a video.
|
|
*
|
|
* @static
|
|
* @method playVideo
|
|
* @param {String} src
|
|
*/
|
|
playVideo(src: string): void;
|
|
|
|
/**
|
|
* Checks whether the video is playing.
|
|
*
|
|
* @static
|
|
* @method isVideoPlaying
|
|
* @return {Boolean} True if the video is playing
|
|
*/
|
|
isVideoPlaying(): boolean;
|
|
|
|
/**
|
|
* Checks whether the browser can play the specified video type.
|
|
*
|
|
* @static
|
|
* @method canPlayVideoType
|
|
* @param {String} type The video type to test support for
|
|
* @return {Boolean} True if the browser can play the specified video type
|
|
*/
|
|
canPlayVideoType(type: string): boolean;
|
|
|
|
/**
|
|
* Converts an x coordinate on the page to the corresponding
|
|
* x coordinate on the canvas area.
|
|
*
|
|
* @static
|
|
* @method pageToCanvasX
|
|
* @param {Number} x The x coordinate on the page to be converted
|
|
* @return {Number} The x coordinate on the canvas area
|
|
*/
|
|
pageToCanvasX(x: number): number;
|
|
|
|
/**
|
|
* Converts a y coordinate on the page to the corresponding
|
|
* y coordinate on the canvas area.
|
|
*
|
|
* @static
|
|
* @method pageToCanvasY
|
|
* @param {Number} y The y coordinate on the page to be converted
|
|
* @return {Number} The y coordinate on the canvas area
|
|
*/
|
|
pageToCanvasY(y: number): number;
|
|
|
|
/**
|
|
* Checks whether the specified point is inside the game canvas area.
|
|
*
|
|
* @static
|
|
* @method isInsideCanvas
|
|
* @param {Number} x The x coordinate on the canvas area
|
|
* @param {Number} y The y coordinate on the canvas area
|
|
* @return {Boolean} True if the specified point is inside the game canvas area
|
|
*/
|
|
isInsideCanvas(x: number, y: number): boolean;
|
|
|
|
/**
|
|
* Calls pixi.js garbage collector
|
|
*/
|
|
callGC(): void;
|
|
|
|
|
|
|
|
_width: number;
|
|
_height: number;
|
|
_rendererType: string;
|
|
_boxWidth: number;
|
|
_boxHeight: number;
|
|
_scale: number;
|
|
_realScale : number;
|
|
_errorPrinter: boolean;
|
|
_canvas: HTMLCanvasElement;
|
|
_video: HTMLVideoElement;
|
|
_upperCanvas: HTMLCanvasElement;
|
|
_renderer: PIXI.SystemRenderer;
|
|
_fpsMeter: FPSMeter;
|
|
_modeBox: HTMLDivElement;
|
|
_skipCount: number;
|
|
_maxSkip: number;
|
|
_rendered: boolean;
|
|
_loadingImage: HTMLImageElement;
|
|
_loadingCount: number;
|
|
_fpsMeterToggled: boolean;
|
|
_stretchEnabled: boolean;
|
|
_canUseDifferenceBlend: boolean;
|
|
_canUseSaturationBlend: boolean;
|
|
_hiddenCanvas: HTMLCanvasElement;
|
|
|
|
/**
|
|
* @static
|
|
* @method _createAllElements
|
|
* @private
|
|
*/
|
|
_createAllElements(): void;
|
|
|
|
/**
|
|
* @static
|
|
* @method _updateAllElements
|
|
* @private
|
|
*/
|
|
_updateAllElements(): void;
|
|
|
|
/**
|
|
* @static
|
|
* @method _updateRealScale
|
|
* @private
|
|
*/
|
|
_updateRealScale(): void;
|
|
|
|
/**
|
|
* @static
|
|
* @method _makeErrorHtml
|
|
* @param {String} name
|
|
* @param {String} message
|
|
* @return {String}
|
|
* @private
|
|
*/
|
|
_makeErrorHtml(name: string, message: string): void;
|
|
|
|
/**
|
|
* @static
|
|
* @method _defaultStretchMode
|
|
* @private
|
|
*/
|
|
_defaultStretchMode(): boolean;
|
|
|
|
/**
|
|
* @static
|
|
* @method _testCanvasBlendModes
|
|
* @private
|
|
*/
|
|
_testCanvasBlendModes(): void;
|
|
|
|
/**
|
|
* @static
|
|
* @method _modifyExistingElements
|
|
* @private
|
|
*/
|
|
_modifyExistingElements(): void;
|
|
|
|
/**
|
|
* @static
|
|
* @method _createErrorPrinter
|
|
* @private
|
|
*/
|
|
_createErrorPrinter(): void;
|
|
|
|
/**
|
|
* @static
|
|
* @method _updateErrorPrinter
|
|
* @private
|
|
*/
|
|
_updateErrorPrinter(): void;
|
|
|
|
/**
|
|
* @static
|
|
* @method _createCanvas
|
|
* @private
|
|
*/
|
|
_createCanvas(): void;
|
|
|
|
/**
|
|
* @static
|
|
* @method _updateCanvas
|
|
* @private
|
|
*/
|
|
_updateCanvas(): void;
|
|
|
|
/**
|
|
* @static
|
|
* @method _createVideo
|
|
* @private
|
|
*/
|
|
_createVideo(): void;
|
|
|
|
/**
|
|
* @static
|
|
* @method _updateVideo
|
|
* @private
|
|
*/
|
|
_updateVideo(): void;
|
|
|
|
/**
|
|
* @static
|
|
* @method _createUpperCanvas
|
|
* @private
|
|
*/
|
|
_createUpperCanvas(): void;
|
|
|
|
/**
|
|
* @static
|
|
* @method _updateUpperCanvas
|
|
* @private
|
|
*/
|
|
_updateUpperCanvas(): void;
|
|
|
|
/**
|
|
* @static
|
|
* @method _clearUpperCanvas
|
|
* @private
|
|
*/
|
|
_clearUpperCanvas(): void;
|
|
|
|
/**
|
|
* @static
|
|
* @method _paintUpperCanvas
|
|
* @private
|
|
*/
|
|
_paintUpperCanvas(): void;
|
|
|
|
/**
|
|
* @static
|
|
* @method _createRenderer
|
|
* @private
|
|
*/
|
|
_createRenderer(): void;
|
|
|
|
/**
|
|
* @static
|
|
* @method _updateRenderer
|
|
* @private
|
|
*/
|
|
_updateRenderer(): void;
|
|
|
|
/**
|
|
* @static
|
|
* @method _createFPSMeter
|
|
* @private
|
|
*/
|
|
_createFPSMeter(): void;
|
|
|
|
/**
|
|
* @static
|
|
* @method _createModeBox
|
|
* @private
|
|
*/
|
|
_createModeBox(): void;
|
|
|
|
/**
|
|
* @static
|
|
* @method _createGameFontLoader
|
|
* @private
|
|
*/
|
|
_createGameFontLoader(): void;
|
|
|
|
/**
|
|
* @static
|
|
* @method _createFontLoader
|
|
* @param {String} name
|
|
* @private
|
|
*/
|
|
_createFontLoader(name: string): void;
|
|
|
|
/**
|
|
* @static
|
|
* @method _centerElement
|
|
* @param {HTMLCanvasElement} element
|
|
* @private
|
|
*/
|
|
_centerElement(element: HTMLCanvasElement): void;
|
|
|
|
/**
|
|
* @static
|
|
* @method _disableTextSelection
|
|
* @private
|
|
*/
|
|
_disableTextSelection(): void;
|
|
|
|
/**
|
|
* @static
|
|
* @method _disableContextMenu
|
|
* @private
|
|
*/
|
|
_disableContextMenu(): void;
|
|
|
|
/**
|
|
* @static
|
|
* @method _applyCanvasFilter
|
|
* @private
|
|
*/
|
|
_applyCanvasFilter(): void;
|
|
|
|
/**
|
|
* @static
|
|
* @method _onVideoLoad
|
|
* @private
|
|
*/
|
|
_onVideoLoad(): void;
|
|
|
|
/**
|
|
* @static
|
|
* @method _onVideoError
|
|
* @private
|
|
*/
|
|
_onVideoError(): void;
|
|
|
|
/**
|
|
* @static
|
|
* @method _onVideoEnd
|
|
* @private
|
|
*/
|
|
_onVideoEnd(): void;
|
|
|
|
/**
|
|
* @static
|
|
* @method _updateVisibility
|
|
* @param {Boolean} videoVisible
|
|
* @private
|
|
*/
|
|
_updateVisibility(videoVisible: boolean): void;
|
|
|
|
/**
|
|
* @static
|
|
* @method _isVideoVisible
|
|
* @return {Boolean}
|
|
* @private
|
|
*/
|
|
_isVideoVisible(): boolean;
|
|
|
|
/**
|
|
* @static
|
|
* @method _setupEventHandlers
|
|
* @private
|
|
*/
|
|
_setupEventHandlers(): void;
|
|
|
|
/**
|
|
* @static
|
|
* @method _onWindowResize
|
|
* @private
|
|
*/
|
|
_onWindowResize(): void;
|
|
|
|
/**
|
|
* @static
|
|
* @method _onKeyDown
|
|
* @param {KeyboardEvent} event
|
|
* @private
|
|
*/
|
|
_onKeyDown(event: KeyboardEvent): void;
|
|
|
|
/**
|
|
* @static
|
|
* @method _switchFPSMeter
|
|
* @private
|
|
*/
|
|
_switchFPSMeter(): void;
|
|
|
|
/**
|
|
* @static
|
|
* @method _switchStretchMode
|
|
* @return {Boolean}
|
|
* @private
|
|
*/
|
|
_switchStretchMode(): void;
|
|
|
|
/**
|
|
* @static
|
|
* @method _switchFullScreen
|
|
* @private
|
|
*/
|
|
_switchFullScreen(): void;
|
|
|
|
/**
|
|
* @static
|
|
* @method _isFullScreen
|
|
* @return {Boolean}
|
|
* @private
|
|
*/
|
|
_isFullScreen(): boolean;
|
|
|
|
/**
|
|
* @static
|
|
* @method _requestFullScreen
|
|
* @private
|
|
*/
|
|
_requestFullScreen(): void;
|
|
|
|
/**
|
|
* @static
|
|
* @method _cancelFullScreen
|
|
* @private
|
|
*/
|
|
_cancelFullScreen(): void;
|
|
}
|
|
declare var Graphics: GraphicsStatic;
|
|
|
|
/**
|
|
* The static class that handles HTML5 Audio.
|
|
*
|
|
* @class Html5Audio
|
|
* @constructor
|
|
*/
|
|
interface Html5AudioStatic {
|
|
_initialized: boolean;
|
|
_unlocked: boolean;
|
|
_audioElement: HTMLAudioElement;
|
|
_gainTweenInterval: number;
|
|
_tweenGain: number;
|
|
_tweenTargetGain: number;
|
|
_tweenGainStep: number;
|
|
_staticSePath: boolean;
|
|
_volume: number;
|
|
_loadListeners: Array<() => void>;
|
|
_hasError: boolean;
|
|
_autoPlay: boolean;
|
|
_isLoading: boolean;
|
|
_buffered: boolean;
|
|
|
|
/**
|
|
* [read-only] The url of the audio file.
|
|
*
|
|
* @property url
|
|
* @type String
|
|
*/
|
|
url: string;
|
|
|
|
/**
|
|
* The volume of the audio.
|
|
*
|
|
* @property volume
|
|
* @type Number
|
|
*/
|
|
volume: number;
|
|
|
|
/**
|
|
* Sets up the Html5 Audio.
|
|
*
|
|
* @static
|
|
* @method setup
|
|
* @param {String} url The url of the audio file
|
|
*/
|
|
setup(url: string): void;
|
|
|
|
/**
|
|
* Initializes the audio system.
|
|
*
|
|
* @static
|
|
* @method initialize
|
|
* @return {Boolean} True if the audio system is available
|
|
*/
|
|
initialize(): void;
|
|
|
|
/**
|
|
* Clears the audio data.
|
|
*
|
|
* @static
|
|
* @method clear
|
|
*/
|
|
clear(): void;
|
|
|
|
/**
|
|
* Set the URL of static se.
|
|
*
|
|
* @static
|
|
* @param {String} url
|
|
*/
|
|
setStaticSe(url: string): void;
|
|
|
|
/**
|
|
* Checks whether the audio data is ready to play.
|
|
*
|
|
* @static
|
|
* @method isReady
|
|
* @return {Boolean} True if the audio data is ready to play
|
|
*/
|
|
isReady(): boolean;
|
|
|
|
/**
|
|
* Checks whether a loading error has occurred.
|
|
*
|
|
* @static
|
|
* @method isError
|
|
* @return {Boolean} True if a loading error has occurred
|
|
*/
|
|
isError(): boolean;
|
|
|
|
/**
|
|
* Checks whether the audio is playing.
|
|
*
|
|
* @static
|
|
* @method isPlaying
|
|
* @return {Boolean} True if the audio is playing
|
|
*/
|
|
isPlaying(): boolean;
|
|
|
|
/**
|
|
* Plays the audio.
|
|
*
|
|
* @static
|
|
* @method play
|
|
* @param {Boolean} loop Whether the audio data play in a loop
|
|
* @param {Number} offset The start position to play in seconds
|
|
*/
|
|
play(loop: boolean, offset: number): void;
|
|
|
|
/**
|
|
* Stops the audio.
|
|
*
|
|
* @static
|
|
* @method stop
|
|
*/
|
|
stop(): void;
|
|
|
|
/**
|
|
* Performs the audio fade-in.
|
|
*
|
|
* @static
|
|
* @method fadeIn
|
|
* @param {Number} duration Fade-in time in seconds
|
|
*/
|
|
fadeIn(duration: number): void;
|
|
|
|
/**
|
|
* Performs the audio fade-out.
|
|
*
|
|
* @static
|
|
* @method fadeOut
|
|
* @param {Number} duration Fade-out time in seconds
|
|
*/
|
|
fadeOut(duration: number): void;
|
|
|
|
/**
|
|
* Gets the seek position of the audio.
|
|
*
|
|
* @static
|
|
* @method seek
|
|
*/
|
|
seek(): void;
|
|
|
|
/**
|
|
* Add a callback function that will be called when the audio data is loaded.
|
|
*
|
|
* @static
|
|
* @method addLoadListener
|
|
* @param {Function} listner The callback function
|
|
*/
|
|
addLoadListener(listner: () => void): void;
|
|
|
|
/**
|
|
* @static
|
|
* @method _setupEventHandlers
|
|
* @private
|
|
*/
|
|
_setupEventHandlers(): void;
|
|
|
|
/**
|
|
* @static
|
|
* @method _onTouchStart
|
|
* @private
|
|
*/
|
|
_onTouchStart(): void;
|
|
|
|
/**
|
|
* @static
|
|
* @method _onVisibilityChange
|
|
* @private
|
|
*/
|
|
_onVisibilityChange(): void;
|
|
|
|
/**
|
|
* @static
|
|
* @method _onLoadedData
|
|
* @private
|
|
*/
|
|
_onLoadedData(): void;
|
|
|
|
/**
|
|
* @static
|
|
* @method _onError
|
|
* @private
|
|
*/
|
|
_onError(): void;
|
|
|
|
/**
|
|
* @static
|
|
* @method _onEnded
|
|
* @private
|
|
*/
|
|
_onEnded(): void;
|
|
|
|
/**
|
|
* @static
|
|
* @method _onHide
|
|
* @private
|
|
*/
|
|
_onHide(): void;
|
|
|
|
/**
|
|
* @static
|
|
* @method _onShow
|
|
* @private
|
|
*/
|
|
_onShow(): void;
|
|
|
|
/**
|
|
* @static
|
|
* @method _load
|
|
* @param {String} url
|
|
* @private
|
|
*/
|
|
_load(url: string): void;
|
|
|
|
/**
|
|
* @static
|
|
* @method _startPlaying
|
|
* @param {Boolean} loop
|
|
* @param {Number} offset
|
|
* @private
|
|
*/
|
|
_startPlaying(loop: boolean, offset: number): void;
|
|
|
|
/**
|
|
* @static
|
|
* @method _onLoad
|
|
* @private
|
|
*/
|
|
_onLoad(): void;
|
|
|
|
/**
|
|
* @static
|
|
* @method _startGainTween
|
|
* @params {Number} duration
|
|
* @private
|
|
*/
|
|
_startGainTweenfunction(duration: number): void;
|
|
|
|
/**
|
|
* @static
|
|
* @method _applyTweenValue
|
|
* @param {Number} volume
|
|
* @private
|
|
*/
|
|
_applyTweenValue(volume: number): void;
|
|
}
|
|
declare var Html5Audio: Html5AudioStatic;
|
|
|
|
/**
|
|
* The static class that handles input data from the keyboard and gamepads.
|
|
*
|
|
* @class Input
|
|
*/
|
|
interface InputStatic {
|
|
_currentState: {[key: string]: boolean};
|
|
_previousState: {[key: string]: boolean};
|
|
_gamepadStates: Array<Array<boolean>>;
|
|
_latestButton: string;
|
|
_pressedTime: number;
|
|
_dir4: number;
|
|
_dir8: number;
|
|
_preferredAxis: string;
|
|
_date: number;
|
|
|
|
/**
|
|
* The wait time of the key repeat in frames.
|
|
*
|
|
* @static
|
|
* @property keyRepeatWait
|
|
* @type Number
|
|
*/
|
|
keyRepeatWait: number;
|
|
|
|
/**
|
|
* The interval of the key repeat in frames.
|
|
*
|
|
* @static
|
|
* @property keyRepeatInterval
|
|
* @type Number
|
|
*/
|
|
keyRepeatInterval: number;
|
|
|
|
/**
|
|
* A hash table to convert from a virtual key code to a mapped key name.
|
|
*
|
|
* @static
|
|
* @property keyMapper
|
|
* @type Object
|
|
*/
|
|
keyMapper: {[key: number]: string};
|
|
|
|
/**
|
|
* A hash table to convert from a gamepad button to a mapped key name.
|
|
*
|
|
* @static
|
|
* @property gamepadMapper
|
|
* @type Object
|
|
*/
|
|
gamepadMapper: {[key: number]: string};
|
|
|
|
/**
|
|
* [read-only] The four direction value as a number of the numpad, or 0 for neutral.
|
|
*
|
|
* @static
|
|
* @property dir4
|
|
* @type Number
|
|
*/
|
|
dir4: number;
|
|
|
|
/**
|
|
* [read-only] The eight direction value as a number of the numpad, or 0 for neutral.
|
|
*
|
|
* @static
|
|
* @property dir8
|
|
* @type Number
|
|
*/
|
|
dir8: number;
|
|
|
|
/**
|
|
* [read-only] The time of the last input in milliseconds.
|
|
*
|
|
* @static
|
|
* @property date
|
|
* @type Number
|
|
*/
|
|
date: number;
|
|
|
|
/**
|
|
* Initializes the input system.
|
|
*
|
|
* @static
|
|
* @method initialize
|
|
*/
|
|
initialize(): void;
|
|
|
|
/**
|
|
* Clears all the input data.
|
|
*
|
|
* @static
|
|
* @method clear
|
|
*/
|
|
clear(): void;
|
|
|
|
/**
|
|
* Updates the input data.
|
|
*
|
|
* @static
|
|
* @method update
|
|
*/
|
|
update(): void;
|
|
|
|
/**
|
|
* Checks whether a key is currently pressed down.
|
|
*
|
|
* @static
|
|
* @method isPressed
|
|
* @param {String} keyName The mapped name of the key
|
|
* @return {Boolean} True if the key is pressed
|
|
*/
|
|
isPressed(keyName: string): boolean;
|
|
|
|
/**
|
|
* Checks whether a key is just pressed.
|
|
*
|
|
* @static
|
|
* @method isTriggered
|
|
* @param {String} keyName The mapped name of the key
|
|
* @return {Boolean} True if the key is triggered
|
|
*/
|
|
isTriggered(keyName: string): boolean;
|
|
|
|
/**
|
|
* Checks whether a key is just pressed or a key repeat occurred.
|
|
*
|
|
* @static
|
|
* @method isRepeated
|
|
* @param {String} keyName The mapped name of the key
|
|
* @return {Boolean} True if the key is repeated
|
|
*/
|
|
isRepeated(keyName: string): boolean;
|
|
|
|
/**
|
|
* Checks whether a key is kept depressed.
|
|
*
|
|
* @static
|
|
* @method isLongPressed
|
|
* @param {String} keyName The mapped name of the key
|
|
* @return {Boolean} True if the key is long-pressed
|
|
*/
|
|
isLongPressed(keyName: string): boolean;
|
|
|
|
/**
|
|
* @static
|
|
* @method _wrapNwjsAlert
|
|
* @private
|
|
*/
|
|
_wrapNwjsAlert(): void;
|
|
|
|
/**
|
|
* @static
|
|
* @method _setupEventHandlers
|
|
* @private
|
|
*/
|
|
_setupEventHandlers(): void;
|
|
|
|
/**
|
|
* @static
|
|
* @method _onKeyDown
|
|
* @param {KeyboardEvent} event
|
|
* @private
|
|
*/
|
|
_onKeyDown(event: KeyboardEvent): void;
|
|
|
|
/**
|
|
* @static
|
|
* @method _shouldPreventDefault
|
|
* @param {Number} keyCode
|
|
* @return {Boolean}
|
|
* @private
|
|
*/
|
|
_shouldPreventDefault(keyCode: number): boolean;
|
|
|
|
/**
|
|
* @static
|
|
* @method _onKeyUp
|
|
* @param {KeyboardEvent} event
|
|
* @private
|
|
*/
|
|
_onKeyUp(event: KeyboardEvent): void;
|
|
|
|
/**
|
|
* @static
|
|
* @method _onLostFocus
|
|
* @private
|
|
*/
|
|
_onLostFocus(): void;
|
|
|
|
/**
|
|
* @static
|
|
* @method _pollGamepads
|
|
* @private
|
|
*/
|
|
_pollGamepads(): void;
|
|
|
|
/**
|
|
* @static
|
|
* @method _updateGamepadState
|
|
* @param {Gamepad} gamepad
|
|
* @private
|
|
*/
|
|
_updateGamepadState(gamepad: Gamepad): void;
|
|
|
|
/**
|
|
* @static
|
|
* @method _updateDirection
|
|
* @private
|
|
*/
|
|
_updateDirection(): void;
|
|
|
|
/**
|
|
* @static
|
|
* @method _signX
|
|
* @return {Number}
|
|
* @private
|
|
*/
|
|
_signX(): number;
|
|
|
|
/**
|
|
* @static
|
|
* @method _signY
|
|
* @return {Number}
|
|
* @private
|
|
*/
|
|
_signY(): number;
|
|
|
|
/**
|
|
* @static
|
|
* @method _makeNumpadDirection
|
|
* @param {Number} x
|
|
* @param {Number} y
|
|
* @return {Number}
|
|
* @private
|
|
*/
|
|
_makeNumpadDirection(x: number, y: number): number;
|
|
|
|
/**
|
|
* @static
|
|
* @method _isEscapeCompatible
|
|
* @param {String} keyName
|
|
* @return {Boolean}
|
|
* @private
|
|
*/
|
|
_isEscapeCompatible(keyName: string): boolean;
|
|
}
|
|
declare var Input: InputStatic;
|
|
|
|
/**
|
|
* This is not a class, but contains some methods that will be added to the
|
|
* standard Javascript objects.
|
|
*
|
|
* @class JsExtensions
|
|
*/
|
|
declare class JsExtensions {}
|
|
|
|
interface Array<T> {
|
|
/**
|
|
* Makes a shallow copy of the array.
|
|
*
|
|
* @method Array.prototype.clone
|
|
* @return {Array} A shallow copy of the array
|
|
*/
|
|
clone(): Array<T>;
|
|
|
|
/**
|
|
* Checks whether the array contains a given element.
|
|
*
|
|
* @method Array.prototype.contains
|
|
* @param {Any} element The element to search for
|
|
* @return {Boolean} True if the array contains a given element
|
|
*/
|
|
contains(element: T): boolean;
|
|
|
|
/**
|
|
* Checks whether the two arrays are same.
|
|
*
|
|
* @method Array.prototype.equals
|
|
* @param {Array} array The array to compare to
|
|
* @return {Boolean} True if the two arrays are same
|
|
*/
|
|
equals(array: Array<any>): boolean;
|
|
}
|
|
|
|
interface Math {
|
|
/**
|
|
* Generates a random integer in the range (0, max-1).
|
|
*
|
|
* @static
|
|
* @method Math.randomInt
|
|
* @param {Number} max The upper boundary (excluded)
|
|
* @return {Number} A random integer
|
|
*/
|
|
randomInt(max: number): number;
|
|
}
|
|
|
|
interface Number {
|
|
/**
|
|
* Returns a number whose value is limited to the given range.
|
|
*
|
|
* @method Number.prototype.clamp
|
|
* @param {Number} min The lower boundary
|
|
* @param {Number} max The upper boundary
|
|
* @return {Number} A number in the range (min, max)
|
|
*/
|
|
clamp(min: number, max: number): number;
|
|
|
|
/**
|
|
* Returns a modulo value which is always positive.
|
|
*
|
|
* @method Number.prototype.mod
|
|
* @param {Number} n The divisor
|
|
* @return {Number} A modulo value
|
|
*/
|
|
mod(n: number): number;
|
|
|
|
/**
|
|
* Makes a number string with leading zeros.
|
|
*
|
|
* @method Number.prototype.padZero
|
|
* @param {Number} length The length of the output string
|
|
* @return {String} A string with leading zeros
|
|
*/
|
|
padZero(length: number): string;
|
|
}
|
|
|
|
interface String {
|
|
/**
|
|
* Checks whether the string contains a given string.
|
|
*
|
|
* @method String.prototype.contains
|
|
* @param {String} string The string to search for
|
|
* @return {Boolean} True if the string contains a given string
|
|
*/
|
|
contains(string): boolean;
|
|
|
|
/**
|
|
* Replaces %1, %2 and so on in the string to the arguments.
|
|
*
|
|
* @method String.prototype.format
|
|
* @param {Any} ...args The objects to format
|
|
* @return {String} A formatted string
|
|
*/
|
|
format(...args: Array<any>): string;
|
|
|
|
/**
|
|
* Makes a number string with leading zeros.
|
|
*
|
|
* @method String.prototype.padZero
|
|
* @param {Number} length The length of the output string
|
|
* @return {String} A string with leading zeros
|
|
*/
|
|
padZero(length: number): string;
|
|
}
|
|
|
|
declare class Point extends PIXI.Point {
|
|
/**
|
|
* The point class.
|
|
*
|
|
* @class Point
|
|
* @constructor
|
|
* @param {Number} x The x coordinate
|
|
* @param {Number} y The y coordinate
|
|
*/
|
|
constructor(x?: number, y?: number);
|
|
|
|
/**
|
|
* The x coordinate.
|
|
*
|
|
* @property x
|
|
* @type Number
|
|
*/
|
|
x: number;
|
|
|
|
/**
|
|
* The y coordinate.
|
|
*
|
|
* @property y
|
|
* @type Number
|
|
*/
|
|
y: number;
|
|
}
|
|
|
|
declare class Rectangle extends PIXI.Rectangle {
|
|
/**
|
|
* @static
|
|
* @property emptyRectangle
|
|
* @type Rectangle
|
|
*/
|
|
static emptyRectangle: Rectangle;
|
|
|
|
/**
|
|
* The rectangle class.
|
|
*
|
|
* @class Rectangle
|
|
* @constructor
|
|
* @param {Number} x The x coordinate for the upper-left corner
|
|
* @param {Number} y The y coordinate for the upper-left corner
|
|
* @param {Number} width The width of the rectangle
|
|
* @param {Number} height The height of the rectangle
|
|
*/
|
|
constructor(x?: number, y?: number, width?: number, height?: number);
|
|
|
|
/**
|
|
* The x coordinate for the upper-left corner.
|
|
*
|
|
* @property x
|
|
* @type Number
|
|
*/
|
|
x: number;
|
|
|
|
/**
|
|
* The y coordinate for the upper-left corner.
|
|
*
|
|
* @property y
|
|
* @type Number
|
|
*/
|
|
y: number;
|
|
|
|
/**
|
|
* The width of the rectangle.
|
|
*
|
|
* @property width
|
|
* @type Number
|
|
*/
|
|
width: number;
|
|
|
|
/**
|
|
* The height of the rectangle.
|
|
*
|
|
* @property height
|
|
* @type Number
|
|
*/
|
|
height: number;
|
|
}
|
|
|
|
/**
|
|
* The static class that handles JSON with object information.
|
|
*
|
|
* @class JsonEx
|
|
*/
|
|
interface JsonExStatic {
|
|
/**
|
|
* The maximum depth of objects.
|
|
*
|
|
* @static
|
|
* @property maxDepth
|
|
* @type Number
|
|
* @default 100
|
|
*/
|
|
maxDepth: number;
|
|
|
|
/**
|
|
* Makes a deep copy of the specified object.
|
|
*
|
|
* @static
|
|
* @method makeDeepCopy
|
|
* @param {Object} object The object to be copied
|
|
* @return {Object} The copied object
|
|
*/
|
|
makeDeepCopy(object: any): any;
|
|
|
|
/**
|
|
* Converts an object to a JSON string with object information.
|
|
*
|
|
* @static
|
|
* @method stringify
|
|
* @param {Object} object The object to be converted
|
|
* @return {String} The JSON string
|
|
*/
|
|
stringify(object: any): string;
|
|
|
|
/**
|
|
* Parses a JSON string and reconstructs the corresponding object.
|
|
*
|
|
* @static
|
|
* @method parse
|
|
* @param {String} json The JSON string
|
|
* @return {Object} The reconstructed object
|
|
*/
|
|
parse(json: string): any;
|
|
|
|
/**
|
|
* @static
|
|
* @method _encode
|
|
* @param {Object} value
|
|
* @param {Number} depth
|
|
* @return {Object}
|
|
* @private
|
|
*/
|
|
_encode(value: any, depth: number): any;
|
|
|
|
/**
|
|
* @static
|
|
* @method _decode
|
|
* @param {Object} value
|
|
* @return {Object}
|
|
* @private
|
|
*/
|
|
_decode(value: any): any;
|
|
|
|
/**
|
|
* @static
|
|
* @method _getConstructorName
|
|
* @param {Object} value
|
|
* @return {String}
|
|
* @private
|
|
*/
|
|
_getConstructorName(value: any): string;
|
|
|
|
/**
|
|
* @static
|
|
* @method _resetPrototype
|
|
* @param {Object} value
|
|
* @param {Object} prototype
|
|
* @return {Object}
|
|
* @private
|
|
*/
|
|
_resetPrototype(value: any, prototype: any): any;
|
|
}
|
|
|
|
/**
|
|
* The static class that handles JSON with object information.
|
|
*
|
|
* @class JsonEx
|
|
*/
|
|
declare var JsonEx: JsonExStatic;
|
|
|
|
declare class ScreenSprite extends PIXI.Sprite {
|
|
/**
|
|
* The opacity of the sprite (0 to 255).
|
|
*
|
|
* @property opacity
|
|
* @type Number
|
|
*/
|
|
opacity: number;
|
|
|
|
/**
|
|
* The sprite which covers the entire game screen.
|
|
*
|
|
* @class ScreenSprite
|
|
* @constructor
|
|
*/
|
|
constructor();
|
|
|
|
/**
|
|
* Sets black to the color of the screen sprite.
|
|
*
|
|
* @method setBlack
|
|
*/
|
|
setBlack(): void;
|
|
|
|
/**
|
|
* Sets white to the color of the screen sprite.
|
|
*
|
|
* @method setWhite
|
|
*/
|
|
setWhite(): void;
|
|
|
|
/**
|
|
* Sets the color of the screen sprite by values.
|
|
*
|
|
* @method setColor
|
|
* @param {Number} r The red value in the range (0, 255)
|
|
* @param {Number} g The green value in the range (0, 255)
|
|
* @param {Number} b The blue value in the range (0, 255)
|
|
*/
|
|
setColor(r?: number, g?: number, b?: number): void;
|
|
|
|
protected _graphics: PIXI.Graphics;
|
|
protected _red: number;
|
|
protected _green: number;
|
|
protected _blue: number;
|
|
protected _colorText: string;
|
|
}
|
|
|
|
declare class Sprite extends PIXI.Sprite {
|
|
/**
|
|
* Number of the created objects.
|
|
*
|
|
* @static
|
|
* @property _counter
|
|
* @type Number
|
|
*/
|
|
static _counter: number;
|
|
|
|
/**
|
|
* The image for the sprite.
|
|
*
|
|
* @property bitmap
|
|
* @type Bitmap
|
|
*/
|
|
bitmap: Bitmap;
|
|
|
|
/**
|
|
* The width of the sprite without the scale.
|
|
*
|
|
* @property width
|
|
* @type Number
|
|
*/
|
|
width: number;
|
|
|
|
/**
|
|
* The height of the sprite without the scale.
|
|
*
|
|
* @property height
|
|
* @type Number
|
|
*/
|
|
height: number;
|
|
|
|
/**
|
|
* The opacity of the sprite (0 to 255).
|
|
*
|
|
* @property opacity
|
|
* @type Number
|
|
*/
|
|
opacity: number;
|
|
|
|
/**
|
|
* The visibility of the sprite.
|
|
*
|
|
* @property visible
|
|
* @type Boolean
|
|
*/
|
|
visible: boolean;
|
|
|
|
/**
|
|
* The x coordinate of the sprite.
|
|
*
|
|
* @property x
|
|
* @type Number
|
|
*/
|
|
x: number;
|
|
|
|
/**
|
|
* The y coordinate of the sprite.
|
|
*
|
|
* @property y
|
|
* @type Number
|
|
*/
|
|
y: number;
|
|
|
|
/**
|
|
* The origin point of the sprite. (0,0) to (1,1).
|
|
*
|
|
* @property anchor
|
|
* @type Point
|
|
*/
|
|
point: Point;
|
|
|
|
/**
|
|
* The scale factor of the sprite.
|
|
*
|
|
* @property scale
|
|
* @type Point
|
|
*/
|
|
scale: Point;
|
|
|
|
/**
|
|
* The rotation of the sprite in radians.
|
|
*
|
|
* @property rotation
|
|
* @type Number
|
|
*/
|
|
rotation: number;
|
|
|
|
/**
|
|
* The blend mode to be applied to the sprite.
|
|
*
|
|
* @property blendMode
|
|
* @type Number
|
|
*/
|
|
blendMode: number;
|
|
|
|
/**
|
|
* Sets the filters for the sprite.
|
|
*
|
|
* @property filters
|
|
* @type Array<PIXI.Filter>
|
|
*/
|
|
filters: Array<PIXI.Filter>;
|
|
|
|
/**
|
|
* [read-only] The array of children of the sprite.
|
|
*
|
|
* @property children
|
|
* @type Array<PIXI.DisplayObject>
|
|
*/
|
|
children: Array<PIXI.DisplayObject>;
|
|
|
|
/**
|
|
* [read-only] The object that contains the sprite.
|
|
*
|
|
* @property parent
|
|
* @type PIXI.DisplayObjectContainer
|
|
*/
|
|
parent: PIXI.Container;
|
|
|
|
spriteId: number;
|
|
opaque: boolean;
|
|
voidFilter: PIXI.Filter;
|
|
|
|
/**
|
|
* The basic object that is rendered to the game screen.
|
|
*
|
|
* @class Sprite
|
|
* @constructor
|
|
* @param {Bitmap} bitmap The image for the sprite
|
|
*/
|
|
constructor(bitmap?: Bitmap);
|
|
|
|
/**
|
|
* Updates the sprite for each frame.
|
|
*
|
|
* @method update
|
|
*/
|
|
update(): void;
|
|
|
|
/**
|
|
* @method updateTransform
|
|
* @private
|
|
*/
|
|
updateTransform(): void;
|
|
|
|
/**
|
|
* Sets the x and y at once.
|
|
*
|
|
* @method move
|
|
* @param {Number} x The x coordinate of the sprite
|
|
* @param {Number} y The y coordinate of the sprite
|
|
*/
|
|
move(x: number, y: number): void;
|
|
|
|
/**
|
|
* Sets the rectagle of the bitmap that the sprite displays.
|
|
*
|
|
* @method setFrame
|
|
* @param {Number} x The x coordinate of the frame
|
|
* @param {Number} y The y coordinate of the frame
|
|
* @param {Number} width The width of the frame
|
|
* @param {Number} height The height of the frame
|
|
*/
|
|
setFrame(x: number, y: number, width: number, height: number): void;
|
|
|
|
/**
|
|
* Gets the blend color for the sprite.
|
|
*
|
|
* @method getBlendColor
|
|
* @return {Array} The blend color [r, g, b, a]
|
|
*/
|
|
getBlendColor(): Array<number>;
|
|
|
|
/**
|
|
* Sets the blend color for the sprite.
|
|
*
|
|
* @method setBlendColor
|
|
* @param {Array} color The blend color [r, g, b, a]
|
|
*/
|
|
setBlendColor(color: Array<number>): void;
|
|
|
|
/**
|
|
* Gets the color tone for the sprite.
|
|
*
|
|
* @method getColorTone
|
|
* @return {Array} The color tone [r, g, b, gray]
|
|
*/
|
|
getColorTone(): Array<number>;
|
|
|
|
/**
|
|
* Sets the color tone for the sprite.
|
|
*
|
|
* @method setColorTone
|
|
* @param {Array} tone The color tone [r, g, b, gray]
|
|
*/
|
|
setColorTone(tone: Array<number>): void;
|
|
|
|
/**
|
|
* Adds a child to the container.
|
|
*
|
|
* @method addChild
|
|
* @param {PIXI.DisplayObject} child The child to add
|
|
* @return {PIXI.DisplayObject} The child that was added
|
|
*/
|
|
addChild(child: PIXI.DisplayObject): PIXI.DisplayObject;
|
|
|
|
/**
|
|
* Adds a child to the container at a specified index.
|
|
*
|
|
* @method addChildAt
|
|
* @param {PIXI.DisplayObject} child The child to add
|
|
* @param {Number} index The index to place the child in
|
|
* @return {PIXI.DisplayObject} The child that was added
|
|
*/
|
|
addChildAt(child: PIXI.DisplayObject, index: number): PIXI.DisplayObject;
|
|
|
|
/**
|
|
* Removes a child from the container.
|
|
*
|
|
* @method removeChild
|
|
* @param {PIXI.DisplayObject} child The child to remove
|
|
* @return {PIXI.DisplayObject} The child that was removed
|
|
*/
|
|
removeChild(child: PIXI.DisplayObject): PIXI.DisplayObject;
|
|
|
|
/**
|
|
* Removes a child from the specified index position.
|
|
*
|
|
* @method removeChildAt
|
|
* @param {Number} index The index to get the child from
|
|
* @return {PIXI.DisplayObject} The child that was removed
|
|
*/
|
|
removeChildAt(index: number): PIXI.DisplayObject;
|
|
|
|
protected _bitmap: Bitmap;
|
|
protected _frame: Rectangle;
|
|
protected _realFrame: Rectangle;
|
|
protected _offset: Point;
|
|
protected _blendColor: Array<Number>;
|
|
protected _colorTone: Array<Number>;
|
|
protected _canvas: HTMLCanvasElement;
|
|
protected _context: CanvasRenderingContext2D;
|
|
protected _tintTexture: PIXI.BaseTexture;
|
|
|
|
/**
|
|
* use heavy renderer that will reduce border artifacts and apply advanced blendModes
|
|
* @type {boolean}
|
|
* @private
|
|
*/
|
|
protected _isPicture: boolean;
|
|
|
|
/**
|
|
* @method _onBitmapLoad
|
|
* @private
|
|
*/
|
|
protected _onBitmapLoad(): void;
|
|
|
|
/**
|
|
* @method _refresh
|
|
* @private
|
|
*/
|
|
protected _refresh(): void;
|
|
|
|
/**
|
|
* @method _isInBitmapRect
|
|
* @param {Number} x
|
|
* @param {Number} y
|
|
* @param {Number} w
|
|
* @param {Number} h
|
|
* @return {Boolean}
|
|
* @private
|
|
*/
|
|
protected _isInBitmapRect(x: number, y: number, w: number, h: number): boolean;
|
|
|
|
/**
|
|
* @method _needsTint
|
|
* @return {Boolean}
|
|
* @private
|
|
*/
|
|
protected _needsTint(): boolean;
|
|
|
|
/**
|
|
* @method _createTinter
|
|
* @param {Number} w
|
|
* @param {Number} h
|
|
* @private
|
|
*/
|
|
protected _createTinter(w: number, h: number): void;
|
|
|
|
/**
|
|
* @method _executeTint
|
|
* @param {Number} x
|
|
* @param {Number} y
|
|
* @param {Number} w
|
|
* @param {Number} h
|
|
* @private
|
|
*/
|
|
protected _executeTint(x: number, y: number, w: number, h: number): void;
|
|
|
|
/**
|
|
* @method _renderCanvas
|
|
* @param {PIXI.CanvasRenderer} renderer
|
|
* @private
|
|
*/
|
|
protected _renderCanvas_PIXI(renderer: PIXI.CanvasRenderer): void;
|
|
|
|
/**
|
|
* @method _renderWebGL
|
|
* @param {PIXI.WebGLRenderer} renderer
|
|
* @private
|
|
*/
|
|
protected _renderWebGL_PIXI(renderer: PIXI.WebGLRenderer): void;
|
|
|
|
/**
|
|
* @method _renderCanvas
|
|
* @param {PIXI.CanvasRenderer} renderer
|
|
* @private
|
|
*/
|
|
protected _renderCanvas(renderer: PIXI.CanvasRenderer): void;
|
|
|
|
/**
|
|
* @method _renderWebGL
|
|
* @param {PIXI.WebGLRenderer} renderer
|
|
* @private
|
|
*/
|
|
protected _renderWebGL(renderer: PIXI.WebGLRenderer): void;
|
|
|
|
/**
|
|
* checks if we need to speed up custom blendmodes
|
|
* @param renderer
|
|
* @private
|
|
*/
|
|
protected _speedUpCustomBlendModes(renderer: PIXI.WebGLRenderer): void;
|
|
}
|
|
|
|
declare class Stage extends PIXI.Container {
|
|
// The interactive flag causes a memory leak.
|
|
interactive: boolean;
|
|
|
|
/**
|
|
* The root object of the display tree.
|
|
*
|
|
* @class Stage
|
|
* @constructor
|
|
*/
|
|
constructor();
|
|
|
|
/**
|
|
* Adds a child to the container.
|
|
*
|
|
* @method addChild
|
|
* @param {PIXI.DisplayObject} child The child to add
|
|
* @return {PIXI.DisplayObject} The child that was added
|
|
*/
|
|
addChild(child: PIXI.DisplayObject): PIXI.DisplayObject;
|
|
|
|
/**
|
|
* Adds a child to the container at a specified index.
|
|
*
|
|
* @method addChildAt
|
|
* @param {PIXI.DisplayObject} child The child to add
|
|
* @param {Number} index The index to place the child in
|
|
* @return {PIXI.DisplayObject} The child that was added
|
|
*/
|
|
addChildAt(child: PIXI.DisplayObject, index: number): PIXI.DisplayObject;
|
|
|
|
/**
|
|
* Removes a child from the container.
|
|
*
|
|
* @method removeChild
|
|
* @param {PIXI.DisplayObject} child The child to remove
|
|
* @return {PIXI.DisplayObject} The child that was removed
|
|
*/
|
|
removeChild(child: PIXI.DisplayObject): PIXI.DisplayObject;
|
|
|
|
/**
|
|
* Removes a child from the specified index position.
|
|
*
|
|
* @method removeChildAt
|
|
* @param {Number} index The index to get the child from
|
|
* @return {PIXI.DisplayObject} The child that was removed
|
|
*/
|
|
removeChildAt(index: number): PIXI.DisplayObject;
|
|
}
|
|
|
|
declare class Tilemap extends PIXI.Container {
|
|
// Tile type checkers
|
|
|
|
static TILE_ID_A1: number;
|
|
static TILE_ID_A2: number;
|
|
static TILE_ID_A3: number;
|
|
static TILE_ID_A4: number;
|
|
static TILE_ID_A5: number;
|
|
static TILE_ID_B: number;
|
|
static TILE_ID_C: number;
|
|
static TILE_ID_D: number;
|
|
static TILE_ID_E: number;
|
|
static TILE_ID_MAX: number;
|
|
|
|
static FLOOR_AUTOTILE_TABLE: Array<Array<Array<number>>>;
|
|
static WALL_AUTOTILE_TABLE: Array<Array<Array<number>>>;
|
|
static WATERFALL_AUTOTILE_TABLE: Array<Array<Array<number>>>;
|
|
|
|
static isVisibleTile(tileId: number): boolean;
|
|
static isAutotile(tileId: number): boolean;
|
|
static getAutotileKind(tileId: number): number;
|
|
static getAutotileShape(tileId: number): number;
|
|
static makeAutotileId(kind: number, shape: number): number;
|
|
static isSameKindTile(tileID1: number, tileID2: number): boolean;
|
|
static isTileA1(tileId: number): boolean;
|
|
static isTileA2(tileId: number): boolean;
|
|
static isTileA3(tileId: number): boolean;
|
|
static isTileA4(tileId: number): boolean;
|
|
static isTileA5(tileId: number): boolean;
|
|
static isWaterTile(tileId: number): boolean;
|
|
static isWaterfallTile(tileId: number): boolean;
|
|
static isGroundTile(tileId: number): boolean;
|
|
static isShadowingTile(tileId: number): boolean;
|
|
static isRoofTile(tileId: number): boolean;
|
|
static isWallTopTile(tileId: number): boolean;
|
|
static isWallSideTile(tileId: number): boolean;
|
|
static isWallTile(tileId: number): boolean;
|
|
static isFloorTypeAutotile(tileId: number): boolean;
|
|
static isWallTypeAutotile(tileId: number): boolean;
|
|
static isWaterfallTypeAutotile(tileId: number): boolean;
|
|
|
|
/**
|
|
* The bitmaps used as a tileset.
|
|
*
|
|
* @property bitmaps
|
|
* @type Array
|
|
*/
|
|
bitmaps: Array<Bitmap>;
|
|
|
|
/**
|
|
* The origin point of the tilemap for scrolling.
|
|
*
|
|
* @property origin
|
|
* @type Point
|
|
*/
|
|
origin: Point;
|
|
|
|
/**
|
|
* The tileset flags.
|
|
*
|
|
* @property flags
|
|
* @type Array
|
|
*/
|
|
flags: Array<number>;
|
|
|
|
/**
|
|
* The animation count for autotiles.
|
|
*
|
|
* @property animationCount
|
|
* @type Number
|
|
*/
|
|
animationCount: number;
|
|
|
|
/**
|
|
* Whether the tilemap loops horizontal.
|
|
*
|
|
* @property horizontalWrap
|
|
* @type Boolean
|
|
*/
|
|
horizontalWrap: boolean;
|
|
|
|
/**
|
|
* Whether the tilemap loops vertical.
|
|
*
|
|
* @property verticalWrap
|
|
* @type Boolean
|
|
*/
|
|
verticalWrap: boolean;
|
|
|
|
/**
|
|
* The width of the screen in pixels.
|
|
*
|
|
* @property width
|
|
* @type Number
|
|
*/
|
|
width: number;
|
|
|
|
/**
|
|
* The height of the screen in pixels.
|
|
*
|
|
* @property height
|
|
* @type Number
|
|
*/
|
|
height: number;
|
|
|
|
/**
|
|
* The width of a tile in pixels.
|
|
*
|
|
* @property tileWidth
|
|
* @type Number
|
|
*/
|
|
tileWidth: number;
|
|
|
|
/**
|
|
* The height of a tile in pixels.
|
|
*
|
|
* @property tileHeight
|
|
* @type Number
|
|
*/
|
|
tileHeight: number;
|
|
|
|
/**
|
|
* [read-only] The array of children of the sprite.
|
|
*
|
|
* @property children
|
|
* @type Array<PIXI.DisplayObject>
|
|
*/
|
|
children: Array<PIXI.DisplayObject>;
|
|
|
|
/**
|
|
* [read-only] The object that contains the sprite.
|
|
*
|
|
* @property parent
|
|
* @type PIXI.DisplayObjectContainer
|
|
*/
|
|
parent: PIXI.Container;
|
|
|
|
/**
|
|
* The tilemap which displays 2D tile-based game map.
|
|
*
|
|
* @class Tilemap
|
|
* @constructor
|
|
*/
|
|
constructor();
|
|
|
|
/**
|
|
* Sets the tilemap data.
|
|
*
|
|
* @method setData
|
|
* @param {Number} width The width of the map in number of tiles
|
|
* @param {Number} height The height of the map in number of tiles
|
|
* @param {Array} data The one dimensional array for the map data
|
|
*/
|
|
setData(width: number, height: number, data: Array<number>);
|
|
|
|
/**
|
|
* Checks whether the tileset is ready to render.
|
|
*
|
|
* @method isReady
|
|
* @type Boolean
|
|
* @return {Boolean} True if the tilemap is ready
|
|
*/
|
|
isReady(): boolean;
|
|
|
|
/**
|
|
* Updates the tilemap for each frame.
|
|
*
|
|
* @method update
|
|
*/
|
|
update(): void;
|
|
|
|
/**
|
|
* @method updateTransform
|
|
* @private
|
|
*/
|
|
updateTransform(): void;
|
|
|
|
/**
|
|
* Forces to repaint the entire static
|
|
*
|
|
* @method refresh
|
|
*/
|
|
refresh(): void;
|
|
|
|
/**
|
|
* Adds a child to the container.
|
|
*
|
|
* @method addChild
|
|
* @param {PIXI.DisplayObject} child The child to add
|
|
* @return {PIXI.DisplayObject} The child that was added
|
|
*/
|
|
addChild(child: PIXI.DisplayObject): PIXI.DisplayObject;
|
|
|
|
/**
|
|
* Adds a child to the container at a specified index.
|
|
*
|
|
* @method addChildAt
|
|
* @param {PIXI.DisplayObject} child The child to add
|
|
* @param {Number} index The index to place the child in
|
|
* @return {PIXI.DisplayObject} The child that was added
|
|
*/
|
|
addChildAt(child: PIXI.DisplayObject, index: number): PIXI.DisplayObject;
|
|
|
|
/**
|
|
* Removes a child from the container.
|
|
*
|
|
* @method removeChild
|
|
* @param {PIXI.DisplayObject} child The child to remove
|
|
* @return {PIXI.DisplayObject} The child that was removed
|
|
*/
|
|
removeChild(child: PIXI.DisplayObject): PIXI.DisplayObject;
|
|
|
|
/**
|
|
* Removes a child from the specified index position.
|
|
*
|
|
* @method removeChildAt
|
|
* @param {Number} index The index to get the child from
|
|
* @return {PIXI.DisplayObject} The child that was removed
|
|
*/
|
|
removeChildAt(index: number): PIXI.DisplayObject;
|
|
|
|
/**
|
|
* Forces to refresh the tileset
|
|
*
|
|
* @method refresh
|
|
*/
|
|
refreshTileset(): void;
|
|
|
|
|
|
protected _margin: number;
|
|
protected _width: number;
|
|
protected _height: number;
|
|
protected _tileWidth: number;
|
|
protected _tileHeight: number;
|
|
protected _mapWidth: number;
|
|
protected _mapHeight : number;
|
|
protected _mapData: Array<number>;
|
|
protected _layerWidth: number;
|
|
protected _layerHeight: number;
|
|
protected _lastTiles: Array<Array<Array<Array<number>>>>;
|
|
protected _lowerLayer: Sprite;
|
|
protected _upperLayer: Sprite;
|
|
|
|
/**
|
|
* @method _createLayers
|
|
* @private
|
|
*/
|
|
protected _createLayers(): void;
|
|
|
|
/**
|
|
* @method _updateLayerPositions
|
|
* @param {Number} startX
|
|
* @param {Number} startY
|
|
* @private
|
|
*/
|
|
protected _updateLayerPositions(startX: number, startY: number): void;
|
|
|
|
/**
|
|
* @method _paintAllTiles
|
|
* @param {Number} startX
|
|
* @param {Number} startY
|
|
* @private
|
|
*/
|
|
protected _paintAllTiles(startX: number, startY: number): void;
|
|
|
|
/**
|
|
* @method _paintTiles
|
|
* @param {Number} startX
|
|
* @param {Number} startY
|
|
* @param {Number} x
|
|
* @param {Number} y
|
|
* @private
|
|
*/
|
|
protected _paintTiles(startX: number, startY: number, x: number, y: number): void;
|
|
|
|
/**
|
|
* @method _readLastTiles
|
|
* @param {Number} i
|
|
* @param {Number} x
|
|
* @param {Number} y
|
|
* @private
|
|
*/
|
|
protected _readLastTiles(i: number, x: number, y: number): Array<number>;
|
|
|
|
/**
|
|
* @method _writeLastTiles
|
|
* @param {Number} i
|
|
* @param {Number} x
|
|
* @param {Number} y
|
|
* @param {Array} tiles
|
|
* @private
|
|
*/
|
|
protected _writeLastTiles(i: number, x: number, y: number, tiles: Array<number>): void;
|
|
|
|
/**
|
|
* @method _drawTile
|
|
* @param {Bitmap} bitmap
|
|
* @param {Number} tileId
|
|
* @param {Number} dx
|
|
* @param {Number} dy
|
|
* @private
|
|
*/
|
|
protected _drawTile(bitmap: Bitmap, tileId: number, dx: number, dy: number): void;
|
|
|
|
/**
|
|
* @method _drawNormalTile
|
|
* @param {Bitmap} bitmap
|
|
* @param {Number} tileId
|
|
* @param {Number} dx
|
|
* @param {Number} dy
|
|
* @private
|
|
*/
|
|
protected _drawNormalTile(bitmap: Bitmap, tileId: number, dx: number, dy: number): void;
|
|
|
|
/**
|
|
* @method _drawAutotile
|
|
* @param {Bitmap} bitmap
|
|
* @param {Number} tileId
|
|
* @param {Number} dx
|
|
* @param {Number} dy
|
|
* @private
|
|
*/
|
|
protected _drawAutotile(bitmap: Bitmap, tileId: number, dx: number, dy: number): void;
|
|
|
|
/**
|
|
* @method _drawTableEdge
|
|
* @param {Bitmap} bitmap
|
|
* @param {Number} tileId
|
|
* @param {Number} dx
|
|
* @param {Number} dy
|
|
* @private
|
|
*/
|
|
protected _drawTableEdge(bitmap: Bitmap, tileId: number, dx: number, dy: number): void;
|
|
|
|
/**
|
|
* @method _drawShadow
|
|
* @param {Bitmap} bitmap
|
|
* @param {Number} shadowBits
|
|
* @param {Number} dx
|
|
* @param {Number} dy
|
|
* @private
|
|
*/
|
|
protected _drawShadow(bitmap: Bitmap, shadowBits: number, dx: number, dy: number): void;
|
|
|
|
/**
|
|
* @method _readMapData
|
|
* @param {Number} x
|
|
* @param {Number} y
|
|
* @param {Number} z
|
|
* @return {Number}
|
|
* @private
|
|
*/
|
|
protected _readMapData(x: number, y: number, z: number): number;
|
|
|
|
/**
|
|
* @method _isHigherTile
|
|
* @param {Number} tileId
|
|
* @return {Boolean}
|
|
* @private
|
|
*/
|
|
protected _isHigherTile(tileId: number): boolean;
|
|
|
|
/**
|
|
* @method _isTableTile
|
|
* @param {Number} tileId
|
|
* @return {Boolean}
|
|
* @private
|
|
*/
|
|
protected _isTableTile(tileId: number): boolean;
|
|
|
|
/**
|
|
* @method _isOverpassPosition
|
|
* @param {Number} mx
|
|
* @param {Number} my
|
|
* @return {Boolean}
|
|
* @private
|
|
*/
|
|
protected _isOverpassPosition(mx: number, my: number): boolean;
|
|
|
|
/**
|
|
* @method _sortChildren
|
|
* @private
|
|
*/
|
|
protected _sortChildren(): void;
|
|
|
|
/**
|
|
* @method _compareChildOrder
|
|
* @param {Sprite} a
|
|
* @param {Sprite} b
|
|
* @private
|
|
*/
|
|
protected _compareChildOrder(a: Sprite, b: Sprite): number;
|
|
}
|
|
|
|
declare class ShaderTilemap extends Tilemap {
|
|
/**
|
|
* Uploads animation state in renderer
|
|
*
|
|
* @method _hackRenderer
|
|
* @param {PIXI.SystemRenderer} pixi renderer
|
|
* @private
|
|
*/
|
|
_hackRenderer(renderer: PIXI.SystemRenderer): PIXI.SystemRenderer;
|
|
|
|
/**
|
|
* PIXI render method
|
|
*
|
|
* @method renderWebGL
|
|
* @param {PIXI.WebGLRenderer} pixi renderer
|
|
*/
|
|
renderWebGL(renderer: PIXI.WebGLRenderer): void;
|
|
|
|
/**
|
|
* PIXI render method
|
|
*
|
|
* @method renderCanvas
|
|
* @param {PIXI.CanvasRenderer} pixi renderer
|
|
*/
|
|
renderCanvas(renderer: PIXI.CanvasRenderer): void;
|
|
|
|
/**
|
|
* Forces to repaint the entire tilemap AND update bitmaps list if needed
|
|
*
|
|
* @method refresh
|
|
*/
|
|
refresh(): void;
|
|
|
|
/**
|
|
* Call after you update tileset
|
|
*
|
|
* @method refreshTileset
|
|
*/
|
|
refreshTileset(): void;
|
|
}
|
|
|
|
declare class TilingSprite extends PIXI.extras.TilingSprite {
|
|
/**
|
|
* The origin point of the tiling sprite for scrolling.
|
|
*
|
|
* @property origin
|
|
* @type Point
|
|
*/
|
|
origin: Point;
|
|
|
|
/**
|
|
* The image for the tiling sprite.
|
|
*
|
|
* @property bitmap
|
|
* @type Bitmap
|
|
*/
|
|
bitmap: Bitmap;
|
|
|
|
/**
|
|
* The opacity of the tiling sprite (0 to 255).
|
|
*
|
|
* @property opacity
|
|
* @type Number
|
|
*/
|
|
opacity: number;
|
|
|
|
/**
|
|
* The visibility of the tiling sprite.
|
|
*
|
|
* @property visible
|
|
* @type Boolean
|
|
*/
|
|
visibility: boolean;
|
|
|
|
/**
|
|
* The x coordinate of the tiling sprite.
|
|
*
|
|
* @property x
|
|
* @type Number
|
|
*/
|
|
x: number;
|
|
|
|
/**
|
|
* The y coordinate of the tiling sprite.
|
|
*
|
|
* @property y
|
|
* @type Number
|
|
*/
|
|
y: number;
|
|
|
|
spriteId: number;
|
|
|
|
/**
|
|
* The sprite object for a tiling image.
|
|
*
|
|
* @class TilingSprite
|
|
* @constructor
|
|
* @param {Bitmap} bitmap The image for the tiling sprite
|
|
*/
|
|
constructor(bitmap: Bitmap);
|
|
|
|
/**
|
|
* Updates the tiling sprite for each frame.
|
|
*
|
|
* @method update
|
|
*/
|
|
update(): void;
|
|
|
|
/**
|
|
* @method updateTransform
|
|
* @private
|
|
*/
|
|
updateTransform(): void;
|
|
|
|
/**
|
|
* Sets the x, y, width, and height all at once.
|
|
*
|
|
* @method move
|
|
* @param {Number} x The x coordinate of the tiling sprite
|
|
* @param {Number} y The y coordinate of the tiling sprite
|
|
* @param {Number} width The width of the tiling sprite
|
|
* @param {Number} height The height of the tiling sprite
|
|
*/
|
|
move(x?: number, y?: number, width?: number, height?: number): void;
|
|
|
|
/**
|
|
* Specifies the region of the image that the tiling sprite will use.
|
|
*
|
|
* @method setFrame
|
|
* @param {Number} x The x coordinate of the frame
|
|
* @param {Number} y The y coordinate of the frame
|
|
* @param {Number} width The width of the frame
|
|
* @param {Number} height The height of the frame
|
|
*/
|
|
setFrame(x: number, y: number, width: number, height: number): void;
|
|
|
|
updateTransformTS(): void;
|
|
|
|
protected _bitmap: Bitmap;
|
|
protected _width: number;
|
|
protected _height: number;
|
|
protected _frame: Rectangle;
|
|
|
|
/**
|
|
* @method _onBitmapLoad
|
|
* @private
|
|
*/
|
|
protected _onBitmapLoad(): void;
|
|
|
|
/**
|
|
* @method _refresh
|
|
* @private
|
|
*/
|
|
protected _refresh(): void;
|
|
|
|
/**
|
|
* @method _renderCanvas
|
|
* @param {PIXI.CanvasRenderer} renderer
|
|
* @private
|
|
*/
|
|
protected _renderCanvas(renderer: PIXI.CanvasRenderer): void;
|
|
|
|
/**
|
|
* @method _renderWebGL
|
|
* @param {PIXI.WebGLRenderer} renderer
|
|
* @private
|
|
*/
|
|
protected _renderWebGL(renderer: PIXI.WebGLRenderer): void;
|
|
|
|
/**
|
|
* @method generateTilingTexture
|
|
* @param {Boolean} arg
|
|
*/
|
|
// generateTilingTexture(arg: boolean): void;
|
|
}
|
|
|
|
declare class ToneFilter extends PIXI.filters.ColorMatrixFilter {
|
|
/**
|
|
* The color matrix filter for WebGL.
|
|
*
|
|
* @class ToneFilter
|
|
* @extends PIXI.Filter
|
|
* @constructor
|
|
*/
|
|
constructor();
|
|
|
|
/**
|
|
* Changes the hue.
|
|
*
|
|
* @method adjustHue
|
|
* @param {Number} value The hue value in the range (-360, 360)
|
|
*/
|
|
adjustHue(value?: number): void;
|
|
|
|
/**
|
|
* Changes the saturation.
|
|
*
|
|
* @method adjustSaturation
|
|
* @param {Number} value The saturation value in the range (-255, 255)
|
|
*/
|
|
adjustSaturation(value?: number): void;
|
|
|
|
/**
|
|
* Changes the tone.
|
|
*
|
|
* @method adjustTone
|
|
* @param {Number} r The red strength in the range (-255, 255)
|
|
* @param {Number} g The green strength in the range (-255, 255)
|
|
* @param {Number} b The blue strength in the range (-255, 255)
|
|
*/
|
|
adjustTone(r?: number, g?: number, b?: number): void;
|
|
}
|
|
|
|
declare class ToneSprite extends PIXI.Container {
|
|
/**
|
|
* The sprite which changes the screen color in 2D canvas mode.
|
|
*
|
|
* @class ToneSprite
|
|
* @constructor
|
|
*/
|
|
constructor();
|
|
|
|
/**
|
|
* Clears the tone.
|
|
*
|
|
* @method reset
|
|
*/
|
|
clear(): void;
|
|
|
|
/**
|
|
* Sets the tone.
|
|
*
|
|
* @method setTone
|
|
* @param {Number} r The red strength in the range (-255, 255)
|
|
* @param {Number} g The green strength in the range (-255, 255)
|
|
* @param {Number} b The blue strength in the range (-255, 255)
|
|
* @param {Number} gray The grayscale level in the range (0, 255)
|
|
*/
|
|
setTone(r: number, g: number, b: number, gray: number): void;
|
|
|
|
protected _red: number;
|
|
protected _green: number;
|
|
protected _blue: number;
|
|
protected _gray: number;
|
|
|
|
/**
|
|
* @method _renderCanvas
|
|
* @param {PIXI.CanvasRenderer} renderer
|
|
* @private
|
|
*/
|
|
protected _renderCanvas(renderer: PIXI.CanvasRenderer): void;
|
|
|
|
/**
|
|
* @method _renderWebGL
|
|
* @param {PIXI.WebGLRenderer} renderer
|
|
* @private
|
|
*/
|
|
protected _renderWebGL(renderer: PIXI.WebGLRenderer): void;
|
|
}
|
|
|
|
interface TouchInputStatic {
|
|
_mousePressed: boolean;
|
|
_screenPressed: boolean;
|
|
_pressedTime: number;
|
|
_events: MV.TouchInputEvents;
|
|
_triggered: boolean;
|
|
_cancelled: boolean;
|
|
_moved: boolean;
|
|
_released: boolean;
|
|
_wheelX: number;
|
|
_wheelY: number;
|
|
_x: number;
|
|
_y: number;
|
|
_date: number;
|
|
|
|
/**
|
|
* The wait time of the pseudo key repeat in frames.
|
|
*
|
|
* @static
|
|
* @property keyRepeatWait
|
|
* @type Number
|
|
*/
|
|
keyRepeatWait: number;
|
|
|
|
/**
|
|
* The interval of the pseudo key repeat in frames.
|
|
*
|
|
* @static
|
|
* @property keyRepeatInterval
|
|
* @type Number
|
|
*/
|
|
keyRepeatInterval: number;
|
|
|
|
/**
|
|
* [read-only] The horizontal scroll amount.
|
|
*
|
|
* @static
|
|
* @property wheelX
|
|
* @type Number
|
|
*/
|
|
wheelX: number;
|
|
|
|
/**
|
|
* [read-only] The vertical scroll amount.
|
|
*
|
|
* @static
|
|
* @property wheelY
|
|
* @type Number
|
|
*/
|
|
wheelY: number;
|
|
|
|
/**
|
|
* [read-only] The x coordinate on the canvas area of the latest touch event.
|
|
*
|
|
* @static
|
|
* @property x
|
|
* @type Number
|
|
*/
|
|
x: number;
|
|
|
|
/**
|
|
* [read-only] The y coordinate on the canvas area of the latest touch event.
|
|
*
|
|
* @static
|
|
* @property y
|
|
* @type Number
|
|
*/
|
|
y: number;
|
|
|
|
/**
|
|
* [read-only] The time of the last input in milliseconds.
|
|
*
|
|
* @static
|
|
* @property date
|
|
* @type Number
|
|
*/
|
|
date: number;
|
|
|
|
/**
|
|
* Initializes the touch system.
|
|
*
|
|
* @static
|
|
* @method initialize
|
|
*/
|
|
initialize(): void;
|
|
|
|
/**
|
|
* Clears all the touch data.
|
|
*
|
|
* @static
|
|
* @method clear
|
|
*/
|
|
clear(): void;
|
|
|
|
/**
|
|
* Updates the touch data.
|
|
*
|
|
* @static
|
|
* @method update
|
|
*/
|
|
update(): void;
|
|
|
|
/**
|
|
* Checks whether the mouse button or touchscreen is currently pressed down.
|
|
*
|
|
* @static
|
|
* @method isPressed
|
|
* @return {Boolean} True if the mouse button or touchscreen is pressed
|
|
*/
|
|
isPressed(): boolean;
|
|
|
|
/**
|
|
* Checks whether the left mouse button or touchscreen is just pressed.
|
|
*
|
|
* @static
|
|
* @method isTriggered
|
|
* @return {Boolean} True if the mouse button or touchscreen is triggered
|
|
*/
|
|
isTriggered(): boolean;
|
|
|
|
/**
|
|
* Checks whether the left mouse button or touchscreen is just pressed
|
|
* or a pseudo key repeat occurred.
|
|
*
|
|
* @static
|
|
* @method isRepeated
|
|
* @return {Boolean} True if the mouse button or touchscreen is repeated
|
|
*/
|
|
isRepeated(): boolean;
|
|
|
|
/**
|
|
* Checks whether the left mouse button or touchscreen is kept depressed.
|
|
*
|
|
* @static
|
|
* @method isLongPressed
|
|
* @return {Boolean} True if the left mouse button or touchscreen is long-pressed
|
|
*/
|
|
isLongPressed(): boolean;
|
|
|
|
/**
|
|
* Checks whether the right mouse button is just pressed.
|
|
*
|
|
* @static
|
|
* @method isCancelled
|
|
* @return {Boolean} True if the right mouse button is just pressed
|
|
*/
|
|
isCancelled(): boolean;
|
|
|
|
/**
|
|
* Checks whether the mouse or a finger on the touchscreen is moved.
|
|
*
|
|
* @static
|
|
* @method isMoved
|
|
* @return {Boolean} True if the mouse or a finger on the touchscreen is moved
|
|
*/
|
|
isMoved(): boolean;
|
|
|
|
/**
|
|
* Checks whether the left mouse button or touchscreen is released.
|
|
*
|
|
* @static
|
|
* @method isReleased
|
|
* @return {Boolean} True if the mouse button or touchscreen is released
|
|
*/
|
|
isReleased(): boolean;
|
|
|
|
/**
|
|
* @static
|
|
* @method _setupEventHandlers
|
|
* @private
|
|
*/
|
|
_setupEventHandlers(): void;
|
|
|
|
/**
|
|
* @static
|
|
* @method _onMouseDown
|
|
* @param {MouseEvent} event
|
|
* @private
|
|
*/
|
|
_onMouseDown(event: MouseEvent): void;
|
|
|
|
/**
|
|
* @static
|
|
* @method _onLeftButtonDown
|
|
* @param {MouseEvent} event
|
|
* @private
|
|
*/
|
|
_onLeftButtonDown(event: MouseEvent): void;
|
|
|
|
/**
|
|
* @static
|
|
* @method _onMiddleButtonDown
|
|
* @param {MouseEvent} event
|
|
* @private
|
|
*/
|
|
_onMiddleButtonDown(event: MouseEvent): void;
|
|
|
|
/**
|
|
* @static
|
|
* @method _onRightButtonDown
|
|
* @param {MouseEvent} event
|
|
* @private
|
|
*/
|
|
_onRightButtonDown(event: MouseEvent): void;
|
|
|
|
/**
|
|
* @static
|
|
* @method _onMouseMove
|
|
* @param {MouseEvent} event
|
|
* @private
|
|
*/
|
|
_onMouseMove(event: MouseEvent): void;
|
|
|
|
/**
|
|
* @static
|
|
* @method _onMouseUp
|
|
* @param {MouseEvent} event
|
|
* @private
|
|
*/
|
|
_onMouseUp (event: MouseEvent): void;
|
|
|
|
/**
|
|
* @static
|
|
* @method _onWheel
|
|
* @param {WheelEvent} event
|
|
* @private
|
|
*/
|
|
_onWheel(event: WheelEvent): void;
|
|
|
|
/**
|
|
* @static
|
|
* @method _onTouchStart
|
|
* @param {TouchEvent} event
|
|
* @private
|
|
*/
|
|
_onTouchStart(event: TouchEvent): void;
|
|
|
|
/**
|
|
* @static
|
|
* @method _onTouchMove
|
|
* @param {TouchEvent} event
|
|
* @private
|
|
*/
|
|
_onTouchMove(event: TouchEvent): void;
|
|
|
|
/**
|
|
* @static
|
|
* @method _onTouchEnd
|
|
* @param {TouchEvent} event
|
|
* @private
|
|
*/
|
|
_onTouchEnd(event: TouchEvent): void;
|
|
|
|
/**
|
|
* @static
|
|
* @method _onTouchCancel
|
|
* @param {TouchEvent} event
|
|
* @private
|
|
*/
|
|
_onTouchCancel(event: TouchEvent): void;
|
|
|
|
/**
|
|
* @static
|
|
* @method _onPointerDown
|
|
* @param {PointerEvent} event
|
|
* @private
|
|
*/
|
|
_onPointerDown(event: PointerEvent): void;
|
|
|
|
/**
|
|
* @static
|
|
* @method _onTrigger
|
|
* @param {Number} x
|
|
* @param {Number} y
|
|
* @private
|
|
*/
|
|
_onTrigger(x: number, y: number): void;
|
|
|
|
/**
|
|
* @static
|
|
* @method _onCancel
|
|
* @param {Number} x
|
|
* @param {Number} y
|
|
* @private
|
|
*/
|
|
_onCancel(x: number, y: number): void;
|
|
|
|
/**
|
|
* @static
|
|
* @method _onMove
|
|
* @param {Number} x
|
|
* @param {Number} y
|
|
* @private
|
|
*/
|
|
_onMove(x: number, y: number): void;
|
|
|
|
/**
|
|
* @static
|
|
* @method _onRelease
|
|
* @param {Number} x
|
|
* @param {Number} y
|
|
* @private
|
|
*/
|
|
_onRelease(x: number, y: number): void;
|
|
}
|
|
declare var TouchInput: TouchInputStatic;
|
|
|
|
/**
|
|
* The static class that defines utility methods.
|
|
*
|
|
* @class Utils
|
|
*/
|
|
interface UtilsStatic {
|
|
/**
|
|
* The name of the RPG Maker. 'MV' in the current version.
|
|
*
|
|
* @static
|
|
* @property RPGMAKER_NAME
|
|
* @type String
|
|
* @final
|
|
*/
|
|
RPGMAKER_NAME: string;
|
|
|
|
/**
|
|
* The version of the RPG Maker.
|
|
*
|
|
* @static
|
|
* @property RPGMAKER_VERSION
|
|
* @type String
|
|
* @final
|
|
*/
|
|
RPGMAKER_VERSION: string;
|
|
|
|
/**
|
|
* Checks whether the option is in the query string.
|
|
*
|
|
* @static
|
|
* @method isOptionValid
|
|
* @param {String} name The option name
|
|
* @return {Boolean} True if the option is in the query string
|
|
*/
|
|
isOptionValid(name: string): boolean;
|
|
|
|
/**
|
|
* Checks whether the platform is NW.js.
|
|
*
|
|
* @static
|
|
* @method isNwjs
|
|
* @return {Boolean} True if the platform is NW.js
|
|
*/
|
|
isNwjs(): boolean;
|
|
|
|
/**
|
|
* Checks whether the platform is a mobile device.
|
|
*
|
|
* @static
|
|
* @method isMobileDevice
|
|
* @return {Boolean} True if the platform is a mobile device
|
|
*/
|
|
isMobileDevice(): boolean;
|
|
|
|
/**
|
|
* Checks whether the browser is Mobile Safari.
|
|
*
|
|
* @static
|
|
* @method isMobileSafari
|
|
* @return {Boolean} True if the browser is Mobile Safari
|
|
*/
|
|
isMobileSafari(): boolean;
|
|
|
|
/**
|
|
* Checks whether the browser is Android Chrome.
|
|
*
|
|
* @static
|
|
* @method isAndroidChrome
|
|
* @return {Boolean} True if the browser is Android Chrome
|
|
*/
|
|
isAndroidChrome(): boolean;
|
|
|
|
/**
|
|
* Checks whether the browser can read files in the game folder.
|
|
*
|
|
* @static
|
|
* @method canReadGameFiles
|
|
* @return {Boolean} True if the browser can read files in the game folder
|
|
*/
|
|
canReadGameFiles(): boolean;
|
|
|
|
/**
|
|
* Makes a CSS color string from RGB values.
|
|
*
|
|
* @static
|
|
* @method rgbToCssColor
|
|
* @param {Number} r The red value in the range (0, 255)
|
|
* @param {Number} g The green value in the range (0, 255)
|
|
* @param {Number} b The blue value in the range (0, 255)
|
|
* @return {String} CSS color string
|
|
*/
|
|
rgbToCssColor(r: number, g: number, b: number): string;
|
|
}
|
|
declare var Utils: UtilsStatic;
|
|
|
|
|
|
declare class WebAudio {
|
|
static _context: AudioContext;
|
|
static _masterGainNode: GainNode;
|
|
static _initialized: boolean;
|
|
static _unlocked: boolean;
|
|
|
|
/**
|
|
* Initializes the audio system.
|
|
*
|
|
* @static
|
|
* @method initialize
|
|
* @param {Boolean} noAudio Flag for the no-audio mode
|
|
* @return {Boolean} True if the audio system is available
|
|
*/
|
|
static initialize(noAudio?: boolean): boolean;
|
|
|
|
/**
|
|
* Checks whether the browser can play ogg files.
|
|
*
|
|
* @static
|
|
* @method canPlayOgg
|
|
* @return {Boolean} True if the browser can play ogg files
|
|
*/
|
|
static canPlayOgg(): boolean;
|
|
|
|
/**
|
|
* Checks whether the browser can play m4a files.
|
|
*
|
|
* @static
|
|
* @method canPlayM4a
|
|
* @return {Boolean} True if the browser can play m4a files
|
|
*/
|
|
static canPlayM4a(): boolean;
|
|
|
|
/**
|
|
* @static
|
|
* @method _createContext
|
|
* @private
|
|
*/
|
|
static _createContext(): void;
|
|
|
|
/**
|
|
* @static
|
|
* @method _detectCodecs
|
|
* @private
|
|
*/
|
|
static _detectCodecs(): void;
|
|
|
|
/**
|
|
* @static
|
|
* @method _createMasterGainNode
|
|
* @private
|
|
*/
|
|
static _createMasterGainNode(): void;
|
|
|
|
/**
|
|
* @static
|
|
* @method _setupEventHandlers
|
|
* @private
|
|
*/
|
|
static _setupEventHandlers(): void;
|
|
|
|
/**
|
|
* @static
|
|
* @method _onTouchStart
|
|
* @private
|
|
*/
|
|
static _onTouchStart(): void;
|
|
|
|
/**
|
|
* @static
|
|
* @method _onVisibilityChange
|
|
* @private
|
|
*/
|
|
static _onVisibilityChange(): void;
|
|
|
|
/**
|
|
* @static
|
|
* @method _onHide
|
|
* @private
|
|
*/
|
|
static _onHide(): void;
|
|
|
|
/**
|
|
* @static
|
|
* @method _onShow
|
|
* @private
|
|
*/
|
|
static _onShow(): void;
|
|
|
|
/**
|
|
* @static
|
|
* @method _shouldMuteOnHide
|
|
* @private
|
|
*/
|
|
static _shouldMuteOnHide(): void;
|
|
|
|
/**
|
|
* @static
|
|
* @method _fadeIn
|
|
* @param {Number} duration
|
|
* @private
|
|
*/
|
|
static _fadeIn(duration: number): void;
|
|
|
|
/**
|
|
* @static
|
|
* @method _fadeOut
|
|
* @param {Number} duration
|
|
* @private
|
|
*/
|
|
static _fadeOut(duration: number): void;
|
|
|
|
/**
|
|
* [read-only] The url of the audio file.
|
|
*
|
|
* @property url
|
|
* @type String
|
|
*/
|
|
url: string;
|
|
|
|
/**
|
|
* The volume of the audio.
|
|
*
|
|
* @property volume
|
|
* @type Number
|
|
*/
|
|
volume: number;
|
|
|
|
/**
|
|
* The pitch of the audio.
|
|
*
|
|
* @property pitch
|
|
* @type Number
|
|
*/
|
|
pitch: number;
|
|
|
|
/**
|
|
* The pan of the audio.
|
|
*
|
|
* @property pan
|
|
* @type Number
|
|
*/
|
|
pan: number;
|
|
|
|
/**
|
|
* The audio object of Web Audio API.
|
|
*
|
|
* @class WebAudio
|
|
* @constructor
|
|
* @param {String} url The url of the audio file
|
|
*/
|
|
constructor(url: string);
|
|
|
|
/**
|
|
* Clears the audio data.
|
|
*
|
|
* @method clear
|
|
*/
|
|
clear(): void;
|
|
|
|
/**
|
|
* Checks whether the audio data is ready to play.
|
|
*
|
|
* @method isReady
|
|
* @return {Boolean} True if the audio data is ready to play
|
|
*/
|
|
isReady(): boolean;
|
|
|
|
/**
|
|
* Checks whether a loading error has occurred.
|
|
*
|
|
* @method isError
|
|
* @return {Boolean} True if a loading error has occurred
|
|
*/
|
|
isError(): boolean;
|
|
|
|
/**
|
|
* Checks whether the audio is playing.
|
|
*
|
|
* @method isPlaying
|
|
* @return {Boolean} True if the audio is playing
|
|
*/
|
|
isPlaying(): boolean;
|
|
|
|
/**
|
|
* Plays the audio.
|
|
*
|
|
* @method play
|
|
* @param {Boolean} loop Whether the audio data play in a loop
|
|
* @param {Number} offset The start position to play in seconds
|
|
*/
|
|
play(loop: boolean, offset: number): void;
|
|
|
|
/**
|
|
* Stops the audio.
|
|
*
|
|
* @method stop
|
|
*/
|
|
stop(): void;
|
|
|
|
/**
|
|
* Performs the audio fade-in.
|
|
*
|
|
* @method fadeIn
|
|
* @param {Number} duration Fade-in time in seconds
|
|
*/
|
|
fadeIn(duration: number): void;
|
|
|
|
/**
|
|
* Performs the audio fade-out.
|
|
*
|
|
* @method fadeOut
|
|
* @param {Number} duration Fade-out time in seconds
|
|
*/
|
|
fadeOut(duration: number): void;
|
|
|
|
/**
|
|
* Gets the seek position of the audio.
|
|
*
|
|
* @method seek
|
|
*/
|
|
seek(): void;
|
|
|
|
/**
|
|
* Add a callback function that will be called when the audio data is loaded.
|
|
*
|
|
* @method addLoadListener
|
|
* @param {Function} listner The callback function
|
|
*/
|
|
addLoadListener(listner: () => void): void;
|
|
|
|
/**
|
|
* Add a callback function that will be called when the playback is stopped.
|
|
*
|
|
* @method addStopListener
|
|
* @param {Function} listner The callback function
|
|
*/
|
|
addStopListener(listner: () => void): void;
|
|
|
|
protected _buffer: AudioNode;
|
|
protected _sourceNode: AudioBufferSourceNode;
|
|
protected _gainNode: GainNode;
|
|
protected _pannerNode: PannerNode;
|
|
protected _totalTime: number;
|
|
protected _sampleRate: number;
|
|
protected _loopStart: number;
|
|
protected _loopLength: number;
|
|
protected _startTime: number;
|
|
protected _volume: number;
|
|
protected _pitch: number;
|
|
protected _pan: number;
|
|
protected _endTimer: number;
|
|
protected _loadListeners: Array<() => void>;
|
|
protected _stopListeners: Array<() => void>;
|
|
protected _hasError: boolean;
|
|
protected _autoPlay: boolean;
|
|
|
|
/**
|
|
* @method _load
|
|
* @param {String} url
|
|
* @private
|
|
*/
|
|
protected _load(url: string): void;
|
|
|
|
/**
|
|
* @method _onXhrLoad
|
|
* @param {XMLHttpRequest} xhr
|
|
* @private
|
|
*/
|
|
protected _onXhrLoad(xhr: XMLHttpRequest): void;
|
|
|
|
/**
|
|
* @method _startPlaying
|
|
* @param {Boolean} loop
|
|
* @param {Number} offset
|
|
* @private
|
|
*/
|
|
protected _startPlaying(loop: boolean, offset: number): void;
|
|
|
|
/**
|
|
* @method _createNodes
|
|
* @private
|
|
*/
|
|
protected _createNodes(): void;
|
|
|
|
/**
|
|
* @method _connectNodes
|
|
* @private
|
|
*/
|
|
protected _connectNodes(): void;
|
|
|
|
/**
|
|
* @method _removeNodes
|
|
* @private
|
|
*/
|
|
protected _removeNodes(): void;
|
|
|
|
/**
|
|
* @method _createEndTimer
|
|
* @private
|
|
*/
|
|
protected _createEndTimer(): void;
|
|
|
|
/**
|
|
* @method _removeEndTimer
|
|
* @private
|
|
*/
|
|
protected _removeEndTimer(): void;
|
|
|
|
/**
|
|
* @method _updatePanner
|
|
* @private
|
|
*/
|
|
protected _updatePanner(): void;
|
|
|
|
/**
|
|
* @method _onLoad
|
|
* @private
|
|
*/
|
|
protected _onLoad(): void;
|
|
|
|
/**
|
|
* @method _readLoopComments
|
|
* @param {Uint8Array} array
|
|
* @private
|
|
*/
|
|
protected _readLoopComments(array: Uint8Array): void;
|
|
|
|
/**
|
|
* @method _readOgg
|
|
* @param {Uint8Array} array
|
|
* @private
|
|
*/
|
|
protected _readOgg(array: Uint8Array): void;
|
|
|
|
/**
|
|
* @method _readMp4
|
|
* @param {Uint8Array} array
|
|
* @private
|
|
*/
|
|
protected _readMp4(array: Uint8Array): void;
|
|
|
|
/**
|
|
* @method _readMetaData
|
|
* @param {Uint8Array} array
|
|
* @param {Number} index
|
|
* @param {Number} size
|
|
* @private
|
|
*/
|
|
protected _readMetaData(array: Uint8Array, index: number, size: number): void;
|
|
|
|
/**
|
|
* @method _readLittleEndian
|
|
* @param {Uint8Array} array
|
|
* @param {Number} index
|
|
* @private
|
|
*/
|
|
protected _readLittleEndian(array: Uint8Array, index: number): void;
|
|
|
|
/**
|
|
* @method _readBigEndian
|
|
* @param {Uint8Array} array
|
|
* @param {Number} index
|
|
* @private
|
|
*/
|
|
protected _readBigEndian(array: Uint8Array, index: number): void;
|
|
|
|
/**
|
|
* @method _readFourCharacters
|
|
* @param {Uint8Array} array
|
|
* @param {Number} index
|
|
* @private
|
|
*/
|
|
protected _readFourCharacters(array: Uint8Array, index: number): void;
|
|
}
|
|
|
|
declare class Weather extends PIXI.Container {
|
|
/**
|
|
* The type of the weather in ['none', 'rain', 'storm', 'snow'].
|
|
*
|
|
* @property type
|
|
* @type String
|
|
*/
|
|
type: string;
|
|
|
|
/**
|
|
* The power of the weather in the range (0, 9).
|
|
*
|
|
* @property power
|
|
* @type Number
|
|
*/
|
|
power: number;
|
|
|
|
/**
|
|
* The origin point of the weather for scrolling.
|
|
*
|
|
* @property origin
|
|
* @type Point
|
|
*/
|
|
origin: Point;
|
|
|
|
/**
|
|
* The weather effect which displays rain, storm, or snow.
|
|
*
|
|
* @class Weather
|
|
* @constructor
|
|
*/
|
|
constructor();
|
|
|
|
/**
|
|
* Updates the weather for each frame.
|
|
*
|
|
* @method update
|
|
*/
|
|
update(): void;
|
|
|
|
protected _width: number;
|
|
protected _height: number;
|
|
protected _sprites: Array<Sprite>;
|
|
protected _rainBitmap: Bitmap;
|
|
protected _stormBitmap: Bitmap;
|
|
protected _snowBitmap: Bitmap;
|
|
protected _dimmerSprite: ScreenSprite;
|
|
|
|
/**
|
|
* @method _createBitmaps
|
|
* @private
|
|
*/
|
|
protected _createBitmaps(): void;
|
|
|
|
/**
|
|
* @method _createDimmer
|
|
* @private
|
|
*/
|
|
protected _createDimmer(): void;
|
|
|
|
/**
|
|
* @method _updateDimmer
|
|
* @private
|
|
*/
|
|
protected _updateDimmer(): void;
|
|
|
|
/**
|
|
* @method _updateAllSprites
|
|
* @private
|
|
*/
|
|
protected _updateAllSprites(): void;
|
|
|
|
/**
|
|
* @method _addSprite
|
|
* @private
|
|
*/
|
|
protected _addSprite(): void;
|
|
|
|
/**
|
|
* @method _removeSprite
|
|
* @private
|
|
*/
|
|
protected _removeSprite(): void;
|
|
|
|
/**
|
|
* @method _updateSprite
|
|
* @param {Sprite} sprite
|
|
* @private
|
|
*/
|
|
protected _updateSprite(sprite: Sprite): void;
|
|
|
|
/**
|
|
* @method _updateRainSprite
|
|
* @param {Sprite} sprite
|
|
* @private
|
|
*/
|
|
protected _updateRainSprite(sprite: Sprite): void;
|
|
|
|
/**
|
|
* @method _updateStormSprite
|
|
* @param {Sprite} sprite
|
|
* @private
|
|
*/
|
|
protected _updateStormSprite(sprite: Sprite): void;
|
|
|
|
/**
|
|
* @method _updateSnowSprite
|
|
* @param {Sprite} sprite
|
|
* @private
|
|
*/
|
|
protected _updateSnowSprite(sprite: Sprite): void;
|
|
|
|
/**
|
|
* @method _rebornSprite
|
|
* @param {Sprite} sprite
|
|
* @private
|
|
*/
|
|
protected _rebornSprite(sprite: Sprite): void;
|
|
}
|
|
|
|
declare abstract class _Window extends PIXI.Container {
|
|
/**
|
|
* The origin point of the window for scrolling.
|
|
*
|
|
* @property origin
|
|
* @type Point
|
|
*/
|
|
origin: Point;
|
|
|
|
/**
|
|
* The active state for the window.
|
|
*
|
|
* @property active
|
|
* @type Boolean
|
|
*/
|
|
active: boolean;
|
|
|
|
/**
|
|
* The visibility of the down scroll arrow.
|
|
*
|
|
* @property downArrowVisible
|
|
* @type Boolean
|
|
*/
|
|
downArrowVisible: boolean;
|
|
|
|
/**
|
|
* The visibility of the up scroll arrow.
|
|
*
|
|
* @property upArrowVisible
|
|
* @type Boolean
|
|
*/
|
|
upArrowVisible: boolean;
|
|
|
|
/**
|
|
* The visibility of the pause sign.
|
|
*
|
|
* @property pause
|
|
* @type Boolean
|
|
*/
|
|
pause: boolean;
|
|
|
|
/**
|
|
* The image used as a window skin.
|
|
*
|
|
* @property windowskin
|
|
* @type Bitmap
|
|
*/
|
|
windowskin: Bitmap;
|
|
|
|
/**
|
|
* The bitmap used for the window contents.
|
|
*
|
|
* @property contents
|
|
* @type Bitmap
|
|
*/
|
|
contents: Bitmap;
|
|
|
|
/**
|
|
* The width of the window in pixels.
|
|
*
|
|
* @property width
|
|
* @type Number
|
|
*/
|
|
width: number;
|
|
|
|
/**
|
|
* The height of the window in pixels.
|
|
*
|
|
* @property height
|
|
* @type Number
|
|
*/
|
|
height: number;
|
|
|
|
/**
|
|
* The size of the padding between the frame and contents.
|
|
*
|
|
* @property padding
|
|
* @type Number
|
|
*/
|
|
padding: number;
|
|
|
|
/**
|
|
* The size of the margin for the window background.
|
|
*
|
|
* @property margin
|
|
* @type Number
|
|
*/
|
|
margin: number;
|
|
|
|
/**
|
|
* The opacity of the window without contents (0 to 255).
|
|
*
|
|
* @property opacity
|
|
* @type Number
|
|
*/
|
|
opacity: number;
|
|
|
|
/**
|
|
* The opacity of the window background (0 to 255).
|
|
*
|
|
* @property backOpacity
|
|
* @type Number
|
|
*/
|
|
backOpacity: number;
|
|
|
|
/**
|
|
* The opacity of the window contents (0 to 255).
|
|
*
|
|
* @property contentsOpacity
|
|
* @type Number
|
|
*/
|
|
contentsOpacity: number;
|
|
|
|
/**
|
|
* The openness of the window (0 to 255).
|
|
*
|
|
* @property openness
|
|
* @type Number
|
|
*/
|
|
openness: number;
|
|
|
|
/**
|
|
* The visibility of the sprite.
|
|
*
|
|
* @property visible
|
|
* @type Boolean
|
|
*/
|
|
visible: boolean;
|
|
|
|
/**
|
|
* The x coordinate of the sprite.
|
|
*
|
|
* @property x
|
|
* @type Number
|
|
*/
|
|
x: number;
|
|
|
|
/**
|
|
* The y coordinate of the sprite.
|
|
*
|
|
* @property y
|
|
* @type Number
|
|
*/
|
|
y: number;
|
|
|
|
/**
|
|
* [read-only] The array of children of the sprite.
|
|
*
|
|
* @property children
|
|
* @type Array<PIXI.DisplayObject>
|
|
*/
|
|
children: Array<PIXI.DisplayObject>;
|
|
|
|
/**
|
|
* [read-only] The object that contains the sprite.
|
|
*
|
|
* @property parent
|
|
* @type PIXI.DisplayObjectContainer
|
|
*/
|
|
parent: PIXI.Container;
|
|
|
|
/**
|
|
* The window in the game.
|
|
*
|
|
* @class Window
|
|
* @constructor
|
|
*/
|
|
constructor();
|
|
|
|
/**
|
|
* Updates the window for each frame.
|
|
*
|
|
* @method update
|
|
*/
|
|
update(): void;
|
|
|
|
/**
|
|
* Sets the x, y, width, and height all at once.
|
|
*
|
|
* @method move
|
|
* @param {Number} x The x coordinate of the window
|
|
* @param {Number} y The y coordinate of the window
|
|
* @param {Number} width The width of the window
|
|
* @param {Number} height The height of the window
|
|
*/
|
|
move(x?: number, y?: number, width?: number, height?: number): void;
|
|
|
|
/**
|
|
* Returns true if the window is completely open (openness == 255).
|
|
*
|
|
* @method isOpen
|
|
* @return {Boolean}
|
|
*/
|
|
isOpen(): boolean;
|
|
|
|
/**
|
|
* Returns true if the window is completely closed (openness == 0).
|
|
*
|
|
* @method isClosed
|
|
* @return {Boolean}
|
|
*/
|
|
isClosed(): boolean;
|
|
|
|
/**
|
|
* Sets the position of the command cursor.
|
|
*
|
|
* @method setCursorRect
|
|
* @param {Number} x The x coordinate of the cursor
|
|
* @param {Number} y The y coordinate of the cursor
|
|
* @param {Number} width The width of the cursor
|
|
* @param {Number} height The height of the cursor
|
|
*/
|
|
setCursorRect(x?: number, y?: number, width?: number, height?: number): void;
|
|
|
|
/**
|
|
* Changes the color of the background.
|
|
*
|
|
* @method setTone
|
|
* @param {Number} r The red value in the range (-255, 255)
|
|
* @param {Number} g The green value in the range (-255, 255)
|
|
* @param {Number} b The blue value in the range (-255, 255)
|
|
*/
|
|
setTone(r: number, g: number, b: number): void;
|
|
|
|
/**
|
|
* Adds a child between the background and contents.
|
|
*
|
|
* @method addChildToBack
|
|
* @param {PIXI.DisplayObject} child The child to add
|
|
* @return {PIXI.DisplayObject} The child that was added
|
|
*/
|
|
addChildToBack(child: PIXI.DisplayObject): PIXI.DisplayObject;
|
|
|
|
/**
|
|
* Adds a child to the container.
|
|
*
|
|
* @method addChild
|
|
* @param {PIXI.DisplayObject} child The child to add
|
|
* @return {PIXI.DisplayObject} The child that was added
|
|
*/
|
|
addChild(child: PIXI.DisplayObject): PIXI.DisplayObject;
|
|
|
|
/**
|
|
* Adds a child to the container at a specified index.
|
|
*
|
|
* @method addChildAt
|
|
* @param {PIXI.DisplayObject} child The child to add
|
|
* @param {Number} index The index to place the child in
|
|
* @return {PIXI.DisplayObject} The child that was added
|
|
*/
|
|
addChildAt(child: PIXI.DisplayObject, index: number): PIXI.DisplayObject;
|
|
|
|
/**
|
|
* Removes a child from the container.
|
|
*
|
|
* @method removeChild
|
|
* @param {PIXI.DisplayObject} child The child to remove
|
|
* @return {PIXI.DisplayObject} The child that was removed
|
|
*/
|
|
removeChild(child: PIXI.DisplayObject): PIXI.DisplayObject;
|
|
|
|
/**
|
|
* Removes a child from the specified index position.
|
|
*
|
|
* @method removeChildAt
|
|
* @param {Number} index The index to get the child from
|
|
* @return {PIXI.DisplayObject} The child that was removed
|
|
*/
|
|
removeChildAt(index: number): PIXI.DisplayObject;
|
|
|
|
/**
|
|
* @method updateTransform
|
|
* @private
|
|
*/
|
|
updateTransform(): void;
|
|
|
|
protected _isWindow: boolean;
|
|
protected _windowskin: Bitmap;
|
|
protected _width: number;
|
|
protected _height: number;
|
|
protected _cursorRect: Rectangle;
|
|
protected _openness: number;
|
|
protected _animationCount: number;
|
|
protected _padding: number;
|
|
protected _margin: number;
|
|
protected _colorTone: Array<number>;
|
|
protected _windowSpriteContainer: PIXI.Container;
|
|
protected _windowBackSprite: Sprite;
|
|
protected _windowCursorSprite: Sprite;
|
|
protected _windowFrameSprite: Sprite;
|
|
protected _windowContentsSprite: Sprite;
|
|
protected _windowArrowSprites: Array<any>;
|
|
protected _windowPauseSignSprite: Sprite;
|
|
protected _downArrowSprite: Sprite;
|
|
protected _upArrowSprite: Sprite;
|
|
|
|
/**
|
|
* @method _createAllParts
|
|
* @private
|
|
*/
|
|
protected _createAllParts(): void;
|
|
|
|
/**
|
|
* @method _onWindowskinLoad
|
|
* @private
|
|
*/
|
|
protected _onWindowskinLoad(): void;
|
|
|
|
/**
|
|
* @method _refreshAllParts
|
|
* @private
|
|
*/
|
|
protected _refreshAllParts(): void;
|
|
|
|
/**
|
|
* @method _refreshBack
|
|
* @private
|
|
*/
|
|
protected _refreshBack(): void;
|
|
|
|
/**
|
|
* @method _refreshFrame
|
|
* @private
|
|
*/
|
|
protected _refreshFrame(): void;
|
|
|
|
/**
|
|
* @method _refreshCursor
|
|
* @private
|
|
*/
|
|
protected _refreshCursor(): void;
|
|
|
|
/**
|
|
* @method _refreshContents
|
|
* @private
|
|
*/
|
|
protected _refreshContents(): void;
|
|
|
|
/**
|
|
* @method _refreshArrows
|
|
* @private
|
|
*/
|
|
protected _refreshArrows(): void;
|
|
|
|
/**
|
|
* @method _refreshPauseSign
|
|
* @private
|
|
*/
|
|
protected _refreshPauseSign(): void;
|
|
|
|
/**
|
|
* @method _updateCursor
|
|
* @private
|
|
*/
|
|
protected _updateCursor(): void;
|
|
|
|
/**
|
|
* @method _updateContents
|
|
* @private
|
|
*/
|
|
protected _updateContents(): void;
|
|
|
|
/**
|
|
* @method _updateArrows
|
|
* @private
|
|
*/
|
|
protected _updateArrows(): void;
|
|
|
|
/**
|
|
* @method _updatePauseSign
|
|
* @private
|
|
*/
|
|
protected _updatePauseSign(): void;
|
|
}
|
|
|
|
|
|
declare class WindowLayer extends PIXI.Container {
|
|
/**
|
|
* The width of the window layer in pixels.
|
|
*
|
|
* @property width
|
|
* @type Number
|
|
*/
|
|
width: number;
|
|
|
|
/**
|
|
* The height of the window layer in pixels.
|
|
*
|
|
* @property height
|
|
* @type Number
|
|
*/
|
|
height: number;
|
|
|
|
/**
|
|
* The x coordinate of the sprite.
|
|
*
|
|
* @property x
|
|
* @type Number
|
|
*/
|
|
x: number;
|
|
|
|
/**
|
|
* The y coordinate of the sprite.
|
|
*
|
|
* @property y
|
|
* @type Number
|
|
*/
|
|
y: number;
|
|
|
|
/**
|
|
* [read-only] The array of children of the sprite.
|
|
*
|
|
* @property children
|
|
* @type Array<PIXI.DisplayObject>
|
|
*/
|
|
children: Array<PIXI.DisplayObject>;
|
|
|
|
/**
|
|
* [read-only] The object that contains the sprite.
|
|
*
|
|
* @property parent
|
|
* @type PIXI.DisplayObjectContainer
|
|
*/
|
|
parent: PIXI.Container;
|
|
|
|
voidFilter: PIXI.Filter;
|
|
|
|
/**
|
|
* The layer which contains game windows.
|
|
*
|
|
* @class WindowLayer
|
|
* @constructor
|
|
*/
|
|
constructor();
|
|
|
|
/**
|
|
* Sets the x, y, width, and height all at once.
|
|
*
|
|
* @method move
|
|
* @param {Number} x The x coordinate of the window layer
|
|
* @param {Number} y The y coordinate of the window layer
|
|
* @param {Number} width The width of the window layer
|
|
* @param {Number} height The height of the window layer
|
|
*/
|
|
move(x: number, y: number, width: number, height: number): void;
|
|
|
|
/**
|
|
* Updates the window layer for each frame.
|
|
*
|
|
* @method update
|
|
*/
|
|
update(): void;
|
|
|
|
/**
|
|
* Adds a child to the container.
|
|
*
|
|
* @method addChild
|
|
* @param {PIXI.DisplayObject} child The child to add
|
|
* @return {PIXI.DisplayObject} The child that was added
|
|
*/
|
|
addChild(child: PIXI.DisplayObject): PIXI.DisplayObject;
|
|
|
|
/**
|
|
* Adds a child to the container at a specified index.
|
|
*
|
|
* @method addChildAt
|
|
* @param {PIXI.DisplayObject} child The child to add
|
|
* @param {Number} index The index to place the child in
|
|
* @return {PIXI.DisplayObject} The child that was added
|
|
*/
|
|
addChildAt(child: PIXI.DisplayObject, index: number): PIXI.DisplayObject;
|
|
|
|
/**
|
|
* Removes a child from the container.
|
|
*
|
|
* @method removeChild
|
|
* @param {PIXI.DisplayObject} child The child to remove
|
|
* @return {PIXI.DisplayObject} The child that was removed
|
|
*/
|
|
removeChild(child: PIXI.DisplayObject): PIXI.DisplayObject;
|
|
|
|
/**
|
|
* Removes a child from the specified index position.
|
|
*
|
|
* @method removeChildAt
|
|
* @param {Number} index The index to get the child from
|
|
* @return {PIXI.DisplayObject} The child that was removed
|
|
*/
|
|
removeChildAt(index: number): PIXI.DisplayObject;
|
|
|
|
/**
|
|
* @method _renderCanvas
|
|
* @param {PIXI.CanvasRenderer} renderer
|
|
* @private
|
|
*/
|
|
renderCanvas(renderer: PIXI.CanvasRenderer);
|
|
|
|
/**
|
|
* @method _renderWebGL
|
|
* @param {PIXI.WebGLRenderer} renderer
|
|
* @private
|
|
*/
|
|
renderWebGL(renderer: PIXI.WebGLRenderer): void;
|
|
|
|
protected _width: number;
|
|
protected _height: number;
|
|
protected _tempCanvas: HTMLCanvasElement;
|
|
protected _translationMatrix: Array<number>;
|
|
protected _windowMask: PIXI.Graphics;
|
|
protected _renderSprite: PIXI.Container;
|
|
|
|
/**
|
|
* @method _canvasClearWindowRect
|
|
* @param {PIXI.CanvasRenderer} renderSession
|
|
* @param {Window} window
|
|
* @private
|
|
*/
|
|
protected _canvasClearWindowRect(renderSession: PIXI.CanvasRenderer, window: Window): void;
|
|
|
|
/**
|
|
* @method _maskWindow
|
|
* @param {Window} window
|
|
* @private
|
|
*/
|
|
protected _maskWindow(window: _Window): void;
|
|
}
|
|
|
|
declare class CacheEntry {
|
|
/**
|
|
* The resource class. Allows to be collected as a garbage if not use for some time or ticks
|
|
*
|
|
* @class CacheEntry
|
|
* @constructor
|
|
* @param {ResourceManager} resource manager
|
|
* @param {string} key, url of the resource
|
|
* @param {string} item - Bitmap, HTML5Audio, WebAudio - whatever you want to store in the cache
|
|
*/
|
|
constructor(cache: CacheMap, key: string, item: string)
|
|
|
|
/**
|
|
* frees the resource
|
|
*/
|
|
free(byTTL?: boolean): void;
|
|
|
|
/**
|
|
* Allocates the resource
|
|
* @returns {CacheEntry}
|
|
*/
|
|
allocate(): CacheEntry;
|
|
|
|
/**
|
|
* Sets the time to live
|
|
* @param {number} ticks TTL in ticks, 0 if not set
|
|
* @param {number} time TTL in seconds, 0 if not set
|
|
* @returns {CacheEntry}
|
|
*/
|
|
setTimeToLive(ticks?: number, seconds?: number): CacheEntry;
|
|
|
|
isStillAlive(): boolean;
|
|
|
|
/**
|
|
* makes sure that resource wont freed by Time To Live
|
|
* if resource was already freed by TTL, put it in cache again
|
|
*/
|
|
touch(): void;
|
|
}
|
|
|
|
declare class CacheMap {
|
|
/**
|
|
* Cache for images, audio, or any other kind of resource
|
|
* @param manager
|
|
* @constructor
|
|
*/
|
|
constructor(manager: ImageManagerStatic);
|
|
|
|
/**
|
|
* checks ttl of all elements and removes dead ones
|
|
*/
|
|
checkTTL(): void;
|
|
|
|
/**
|
|
* cache item
|
|
* @param key url of cache element
|
|
* @returns {*|null}
|
|
*/
|
|
getItem(key: string): any;
|
|
|
|
clear(): void;
|
|
setItem(key, item): CacheEntry;
|
|
update(ticks: number, delta: number): void;
|
|
}
|
|
|
|
|
|
interface DecrypterStatic {
|
|
hasEncryptedImages: boolean;
|
|
hasEncryptedAudio: boolean;
|
|
|
|
_requestImgFile: Array<string>;
|
|
_headerlength: number;
|
|
_xhrOk: number;
|
|
_encryptionKey: string;
|
|
_ignoreList: Array<string>;
|
|
|
|
SIGNATURE: string;
|
|
VER: string;
|
|
REMAIN: string;
|
|
|
|
checkImgIgnore(url: string): boolean;
|
|
decryptImg(url: string, bitmap: Bitmap): void;
|
|
decryptHTML5Audio(url: string, bgm: MV.AudioParameters, pos?: number): void;
|
|
cutArrayHeader(arrayBuffer: ArrayBuffer, length: number): ArrayBuffer;
|
|
decryptArrayBuffer(arrayBuffer: ArrayBuffer): void;
|
|
createBlobUrl(arrayBuffer: ArrayBuffer): string;
|
|
extToEncryptExt(url: string): string;
|
|
readEncryptionkey(): void;
|
|
}
|
|
declare var Decrypter: DecrypterStatic;declare namespace RPG {
|
|
export interface MetaData {
|
|
/**
|
|
* The text of the note.
|
|
*/
|
|
note: string;
|
|
|
|
/**
|
|
* The Meta.
|
|
*/
|
|
meta: {[key: string]: any};
|
|
}
|
|
|
|
/**
|
|
* The data class for maps.
|
|
*/
|
|
export interface Map extends MetaData {
|
|
/**
|
|
* The map's display name.
|
|
*/
|
|
displayName: string;
|
|
|
|
/**
|
|
* The map's tile set.
|
|
*/
|
|
tilesetId: number;
|
|
|
|
/**
|
|
* The map's width.
|
|
*/
|
|
width: number;
|
|
|
|
/**
|
|
* The map's height.
|
|
*/
|
|
height: number;
|
|
|
|
/**
|
|
* The scroll type (0: No Loop, 1: Vertical Loop, 2: Horizontal Loop, 3: Both Loop).
|
|
*/
|
|
scrollType: number;
|
|
|
|
/**
|
|
* The truth value indicating whether the battle background specification is enabled.
|
|
*/
|
|
specifyBattleback: boolean;
|
|
|
|
/**
|
|
* The file name of the floor graphic if the battle background specification is enabled.
|
|
*/
|
|
battleback1Name: string;
|
|
|
|
/**
|
|
* The file name of the wall graphic if the battle background specification is enabled.
|
|
*/
|
|
battleback2_name: string;
|
|
|
|
/**
|
|
* The truth value indicating whether BGM autoswitching is enabled.
|
|
*/
|
|
autoplayBgm: boolean;
|
|
|
|
/**
|
|
* The name of that BGM (RPG.AudioFile) if BGM autoswitching is enabled.
|
|
*/
|
|
bgm: AudioFile;
|
|
|
|
/**
|
|
* The truth value indicating whether BGS autoswitching is enabled.
|
|
*/
|
|
autoplayBgs: boolean;
|
|
|
|
/**
|
|
* The name of that BGS (RPG.AudioFile) if BGS autoswitching is enabled.
|
|
*/
|
|
bgs: AudioFile;
|
|
|
|
/**
|
|
* The truth value of the [Disable Dashing] option.
|
|
*/
|
|
disableDashing: boolean;
|
|
|
|
/**
|
|
* An encounter list. A RPG.Map.Encounter ID array.
|
|
*/
|
|
encounterList: Array<Map.Encounter>;
|
|
|
|
/**
|
|
* The average number of steps between encounters.
|
|
*/
|
|
encounterStep: number;
|
|
|
|
/**
|
|
* The file name of the parallax background's graphic.
|
|
*/
|
|
parallaxName: string;
|
|
|
|
/**
|
|
* The truth value of the [Loop Horizontal] option for the parallax background.
|
|
*/
|
|
parallaxLoopX: boolean;
|
|
|
|
/**
|
|
* The truth value of the [Loop Vertical] option for the parallax background.
|
|
*/
|
|
parallaxLoopY: boolean;
|
|
|
|
/**
|
|
* The automatic x-axis scrolling speed for the parallax background.
|
|
*/
|
|
parallaxSx: number;
|
|
|
|
/**
|
|
* The automatic y-axis scrolling speed for the parallax background.
|
|
*/
|
|
parallaxSy: number;
|
|
|
|
/**
|
|
* The truth value of the [Show in the Editor] option for the parallax background.
|
|
*/
|
|
parallaxShow: boolean;
|
|
|
|
/**
|
|
* The map data. A 3-dimensional tile ID array (Table).
|
|
*/
|
|
data: Array<number>;
|
|
|
|
/**
|
|
* The array of RPG.Event data.
|
|
*/
|
|
events: Array<Event>;
|
|
}
|
|
|
|
namespace Map {
|
|
/**
|
|
* The data class for the encounter settings.
|
|
*/
|
|
export interface Encounter {
|
|
/**
|
|
* The enemy troop ID.
|
|
*/
|
|
troopId: number;
|
|
|
|
/**
|
|
* Weight.
|
|
*/
|
|
weight: number;
|
|
|
|
/**
|
|
* An array containing region IDs.
|
|
*/
|
|
regionSet: Array<number>;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* The data class for map information.
|
|
*/
|
|
export interface MapInfo {
|
|
/**
|
|
* The map name.
|
|
*/
|
|
name: string;
|
|
|
|
/**
|
|
* The parent map ID.
|
|
*/
|
|
parentId: number;
|
|
|
|
/**
|
|
* The map tree display order, which is used internally.
|
|
*/
|
|
order: number;
|
|
}
|
|
|
|
/**
|
|
* The data class for map events.
|
|
*/
|
|
export interface Event extends MetaData {
|
|
/**
|
|
* The event ID.
|
|
*/
|
|
id: number;
|
|
|
|
/**
|
|
* The event name.
|
|
*/
|
|
name: string;
|
|
|
|
/**
|
|
* The event's x-coordinate on the map.
|
|
*/
|
|
x: number;
|
|
|
|
/**
|
|
* The event's y-coordinate on the map.
|
|
*/
|
|
y: number;
|
|
|
|
/**
|
|
* The event pages. RPG.EventPage array.
|
|
*/
|
|
pages: Array<EventPage>;
|
|
}
|
|
|
|
/**
|
|
* The data class for the event page.
|
|
*/
|
|
export interface EventPage {
|
|
/**
|
|
* The event condition (RPG.EventPage.Condition).
|
|
*/
|
|
conditions: EventPage.Conditions;
|
|
|
|
/**
|
|
* The event graphic (RPG.EventPage.Image) .
|
|
*/
|
|
image: EventPage.Image;
|
|
|
|
/**
|
|
* The type of movement (0: fixed, 1: random, 2: approach, 3: custom).
|
|
*/
|
|
moveType: number;
|
|
|
|
/**
|
|
* The movement speed (1: x8 slower, 2: x4 slower, 3: x2 slower, 4: normal, 5: x2 faster, 6: x4 faster).
|
|
*/
|
|
moveSpeed: number;
|
|
|
|
/**
|
|
* The movement frequency (1: lowest, 2: lower, 3: normal, 4: higher, 5: highest).
|
|
*/
|
|
moveFrequency: number;
|
|
|
|
/**
|
|
* The movement route (RPG.MoveRoute). Referenced only when the movement type is set to custom.
|
|
*/
|
|
moveRoute: Array<MoveRoute>;
|
|
|
|
/**
|
|
* The truth value of the [Walking Animation] option.
|
|
*/
|
|
walkAnime: boolean;
|
|
|
|
/**
|
|
* The truth value of the [Stepping Animation] option.
|
|
*/
|
|
stepAnime: boolean;
|
|
|
|
/**
|
|
* The truth value of the [Direction Fix] option.
|
|
*/
|
|
directionFix: boolean;
|
|
|
|
/**
|
|
* The truth value of the [Through] option.
|
|
*/
|
|
through: boolean;
|
|
|
|
/**
|
|
* The priority type (0: below characters, 1: same as characters, 2: above characters).
|
|
*/
|
|
priorityType: number;
|
|
|
|
/**
|
|
* The event trigger (0: action button, 1: player touch, 2: event touch, 3: autorun, 4: parallel).
|
|
*/
|
|
trigger: number;
|
|
|
|
/**
|
|
* A list of event commands. An RPG.EventCommand array.
|
|
*/
|
|
list: Array<EventCommand>;
|
|
}
|
|
|
|
namespace EventPage {
|
|
/**
|
|
* The data class for the event page conditions.
|
|
*/
|
|
export interface Conditions {
|
|
/**
|
|
* The truth value indicating whether the first [Switch] condition is valid.
|
|
*/
|
|
switch1Valid: boolean;
|
|
|
|
/**
|
|
* The truth value indicating whether the second [Switch] condition is valid.
|
|
*/
|
|
switch2Valid: boolean;
|
|
|
|
/**
|
|
* The truth value indicating whether the [Variable] condition is valid.
|
|
*/
|
|
variableValid: boolean;
|
|
|
|
/**
|
|
* The truth value indicating whether the [Self Switch] condition is valid.
|
|
*/
|
|
selfSwitchValid: boolean;
|
|
|
|
/**
|
|
* The truth value indicating whether the [Item] condition is valid.
|
|
*/
|
|
itemValid: boolean;
|
|
|
|
/**
|
|
* The truth value indicating whether the [Actor] condition is valid.
|
|
*/
|
|
actorValid: boolean;
|
|
|
|
/**
|
|
* The ID of that switch if the first [Switch] condition is valid.
|
|
*/
|
|
switch1Id: number;
|
|
|
|
/**
|
|
* The ID of that switch if the second [Switch] condition is valid.
|
|
*/
|
|
switch2Id: number;
|
|
|
|
/**
|
|
* The ID of that variable if the [Variable] condition is valid.
|
|
*/
|
|
variableId: number;
|
|
|
|
/**
|
|
* The standard value of that variable (x and greater) if the [Variable] condition is valid.
|
|
*/
|
|
variableValue: number;
|
|
|
|
/**
|
|
* The letter of that self switch ("A".."D") if the [Self Switch] condition is valid.
|
|
*/
|
|
selfSwitchCh: string;
|
|
|
|
/**
|
|
* The ID of that item if the [Item] condition is valid.
|
|
*/
|
|
itemId: number;
|
|
|
|
/**
|
|
* The ID of that actor if the [Actor] condition is valid.
|
|
*/
|
|
actorId: number;
|
|
}
|
|
|
|
/**
|
|
* The data class for the Event page [Graphics].
|
|
*/
|
|
export interface Image {
|
|
/**
|
|
* The tile ID. If the specified graphic is not a tile, this value is 0.
|
|
*/
|
|
tileId: number;
|
|
|
|
/**
|
|
* The file name of the character's graphic.
|
|
*/
|
|
characterName: string;
|
|
|
|
/**
|
|
* The index of the character's graphic file (0..7).
|
|
*/
|
|
characterIndex: number;
|
|
|
|
/**
|
|
* The direction in which the character is facing (2: down, 4: left, 6: right, 8: up).
|
|
*/
|
|
direction: number;
|
|
|
|
/**
|
|
* The character's pattern (0..2).
|
|
*/
|
|
pattern: number;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* The data class for the event page.
|
|
*/
|
|
export interface BattleEventPage {
|
|
/**
|
|
* The event condition (RPG.EventPage.Condition).
|
|
*/
|
|
conditions: BattleEventPage.Conditions;
|
|
|
|
/**
|
|
* A list of event commands. An RPG.EventCommand array.
|
|
*/
|
|
list: Array<EventCommand>;
|
|
|
|
/**
|
|
* The span.
|
|
*/
|
|
span: number;
|
|
}
|
|
|
|
namespace BattleEventPage {
|
|
/**
|
|
* The data class for the event page conditions.
|
|
*/
|
|
export interface Conditions {
|
|
/**
|
|
* The percentage of actor HP.
|
|
*/
|
|
actorHp: number;
|
|
|
|
/**
|
|
* The ID of that actor if the [Actor] condition is valid.
|
|
*/
|
|
actorId: number;
|
|
|
|
/**
|
|
* The truth value indicating whether the [Actor] condition is valid.
|
|
*/
|
|
actorValid: boolean;
|
|
|
|
/**
|
|
* The percentage of enemy HP.
|
|
*/
|
|
enemyHp: number;
|
|
|
|
/**
|
|
* The enemy index.
|
|
*/
|
|
enemyIndex: number;
|
|
|
|
/**
|
|
* The truth value indicating whether the [Enemy] condition is valid.
|
|
*/
|
|
enemyValid: boolean;
|
|
|
|
/**
|
|
* The ID of that switch if the [Switch] condition is valid.
|
|
*/
|
|
switchId: number;
|
|
|
|
/**
|
|
* The truth value indicating whether the [Switch] condition is valid.
|
|
*/
|
|
switchValid: boolean;
|
|
|
|
/**
|
|
* The turn condition value A.
|
|
*/
|
|
turnA: number;
|
|
|
|
/**
|
|
* The turn condition value B.
|
|
*/
|
|
turnB: number;
|
|
|
|
/**
|
|
* The boolean value indicating whether the "turn end" is valid.
|
|
*/
|
|
turnEnding: boolean;
|
|
|
|
/**
|
|
* The boolean value indicating whether the "turn" is valid.
|
|
*/
|
|
turnValid: boolean;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* The data class for the Event command.
|
|
*/
|
|
export interface EventCommand {
|
|
/**
|
|
* The event code.
|
|
*/
|
|
code: number;
|
|
|
|
/**
|
|
* The indent depth. Usually 0. The [Conditional Branch] command, among others, adds 1 with every step deeper.
|
|
*/
|
|
indent: number;
|
|
|
|
/**
|
|
* An array containing the Event command's arguments. The contents vary for each command.
|
|
*/
|
|
parameters: Array<any>;
|
|
}
|
|
|
|
/**
|
|
* The data class for the Move route.
|
|
*/
|
|
export interface MoveRoute {
|
|
/**
|
|
* The truth value of the [Repeat Action] option.
|
|
*/
|
|
repeat: boolean;
|
|
|
|
/**
|
|
* The truth value of the [Skip If Cannot Move] option.
|
|
*/
|
|
skippable: boolean;
|
|
|
|
/**
|
|
* The truth value of the [Wait for Completion] option.
|
|
*/
|
|
wait: boolean;
|
|
|
|
/**
|
|
* Program contents. An RPG.MoveCommand array.
|
|
*/
|
|
list: Array<MoveCommand>;
|
|
}
|
|
|
|
/**
|
|
* The data class for the Move command.
|
|
*/
|
|
export interface MoveCommand {
|
|
/**
|
|
* Move command code.
|
|
*/
|
|
code: number;
|
|
|
|
/**
|
|
* An array containing the Move command's arguments. The contents vary for each command.
|
|
*/
|
|
parameters: Array<any>;
|
|
}
|
|
|
|
/**
|
|
* The data class for actors.
|
|
*/
|
|
export interface Actor extends MetaData {
|
|
/**
|
|
* The ID.
|
|
*/
|
|
id: number;
|
|
|
|
/**
|
|
* The name.
|
|
*/
|
|
name: string;
|
|
|
|
/**
|
|
* The actor's nickname.
|
|
*/
|
|
nickname: string;
|
|
|
|
/**
|
|
* The actor's class ID.
|
|
*/
|
|
classId: number;
|
|
|
|
/**
|
|
* The actor's initial level.
|
|
*/
|
|
initialLevel: number;
|
|
|
|
/**
|
|
* The actor's max level
|
|
*/
|
|
maxLevel: number;
|
|
|
|
/**
|
|
* The file name of the actor's walking graphic.
|
|
*/
|
|
characterName: string;
|
|
|
|
/**
|
|
* The index (0..7) of the actor's walking graphic.
|
|
*/
|
|
characterIndex: number;
|
|
|
|
/**
|
|
* The file name of the actor's face graphic.
|
|
*/
|
|
faceName: string;
|
|
|
|
/**
|
|
* The index (0..7) of the actor's face graphic.
|
|
*/
|
|
faceIndex: number;
|
|
|
|
/**
|
|
* The file name of the actor's battler graphic.
|
|
*/
|
|
battlerName: string;
|
|
|
|
/**
|
|
* The actor's initial equipment. An array of weapon IDs or armor IDs with the following subscripts:
|
|
*/
|
|
equips: Array<number>;
|
|
|
|
/**
|
|
* The profile.
|
|
*/
|
|
profile: string;
|
|
|
|
/**
|
|
* The array of Trait data.
|
|
*/
|
|
traits: Array<Trait>;
|
|
}
|
|
|
|
/**
|
|
* The data class for class.
|
|
*/
|
|
export interface Class extends MetaData {
|
|
/**
|
|
* The ID.
|
|
*/
|
|
id: number;
|
|
|
|
/**
|
|
* The name.
|
|
*/
|
|
name: string;
|
|
|
|
/**
|
|
* An array of values that decides the experience curve. The subscripts are as follows:
|
|
*
|
|
* 0: Base value
|
|
* 1: Extra value
|
|
* 2: Acceleration A
|
|
* 3: Acceleration B
|
|
*/
|
|
expParams: Array<number>;
|
|
|
|
/**
|
|
* The parameter development curve. A 2-dimensional array containing ordinary parameters according to level (Table).
|
|
*
|
|
* The format is params[param_id, level], and param_id is assigned as follows:
|
|
*
|
|
* 0: Maximum hit points
|
|
* 1: Maximum magic points
|
|
* 2: Attack power
|
|
* 3: Defense power
|
|
* 4: Magic attack power
|
|
* 5: Magic defense power
|
|
* 6: Agility
|
|
* 7: Luck
|
|
*/
|
|
params: Array<Array<number>>;
|
|
|
|
/**
|
|
* The skills to learn. An array of RPG.Class.Learning.
|
|
*/
|
|
learnings: Array<Class.Learning>;
|
|
|
|
/**
|
|
* The array of Trait data.
|
|
*/
|
|
traits: Array<Trait>;
|
|
}
|
|
|
|
namespace Class {
|
|
/**
|
|
* The data class for a class's [Skills to Learn].
|
|
*/
|
|
export interface Learning extends MetaData {
|
|
/**
|
|
* The data class for a class's [Skills to Learn].
|
|
*/
|
|
level: number;
|
|
|
|
/**
|
|
* The ID of the skill to learn.
|
|
*/
|
|
skillId: number;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* A superclass of actor, class, skill, item, weapon, armor, enemy, and state.
|
|
*
|
|
* Some items are unnecessary depending on the type of data, but they are included for convenience sake.
|
|
*/
|
|
export interface BaseItem extends MetaData {
|
|
/**
|
|
* The item ID.
|
|
*/
|
|
id: number;
|
|
|
|
/**
|
|
* The item name.
|
|
*/
|
|
name: string;
|
|
|
|
/**
|
|
* The icon number.
|
|
*/
|
|
iconIndex: number;
|
|
|
|
/**
|
|
* The description text.
|
|
*/
|
|
description: string;
|
|
}
|
|
/**
|
|
* The Superclass of Skill and Item.
|
|
*/
|
|
|
|
export interface UsableItem extends BaseItem {
|
|
/**
|
|
* The scope of effects.
|
|
*
|
|
* 0: None
|
|
* 1: One Enemy
|
|
* 2: All Enemies
|
|
* 3: One Random Enemy
|
|
* 4: Two Random Enemies
|
|
* 5: Three Random Enemies
|
|
* 6: Four Random Enemies
|
|
* 7: One Ally
|
|
* 8: All Allies
|
|
* 9: One Ally (Dead)
|
|
* 10: All Allies (Dead)
|
|
* 11: The User
|
|
*/
|
|
scope: number;
|
|
|
|
/**
|
|
* When the item/skill may be used.
|
|
*
|
|
* 0: Always
|
|
* 1: Only in battle
|
|
* 2: Only from the menu
|
|
* 3: Never
|
|
*/
|
|
occasion: number;
|
|
|
|
/**
|
|
* The speed correction.
|
|
*/
|
|
speed: number;
|
|
|
|
/**
|
|
* The success rate.
|
|
*/
|
|
successRate: number;
|
|
|
|
/**
|
|
* The number of repeats.
|
|
*/
|
|
repeats: number;
|
|
|
|
/**
|
|
* The number of TP gained.
|
|
*/
|
|
tpGain: number;
|
|
|
|
/**
|
|
* The type of hit.
|
|
*
|
|
* 0: Certain hit
|
|
* 1: Physical attack
|
|
* 2: Magical attack
|
|
*/
|
|
hitType: number;
|
|
|
|
/**
|
|
* The animation ID.
|
|
*/
|
|
animationId: number;
|
|
|
|
/**
|
|
* Damage (RPG.Damage).
|
|
*/
|
|
damage: Damage;
|
|
|
|
/**
|
|
* A list of use effects. An RPG.Effect array.
|
|
*/
|
|
effects: Array<Effect>;
|
|
}
|
|
/**
|
|
* The data class for skills.
|
|
*/
|
|
|
|
export interface Skill extends UsableItem {
|
|
/**
|
|
* Skill type ID.
|
|
*/
|
|
stypeId: number;
|
|
|
|
/**
|
|
* Number of MP consumed.
|
|
*/
|
|
mpCost: number;
|
|
|
|
/**
|
|
* Number of TP consumed
|
|
*/
|
|
tpCost: number;
|
|
|
|
/**
|
|
* The use message.
|
|
*/
|
|
message1: string;
|
|
|
|
/**
|
|
* The use message.
|
|
*/
|
|
message2: string;
|
|
|
|
/**
|
|
* Weapon type required.
|
|
*/
|
|
requiredWtypeId1: number;
|
|
|
|
/**
|
|
* Weapon type required.
|
|
*/
|
|
requiredWtypeId2: number;
|
|
}
|
|
/**
|
|
* The data class for items.
|
|
*/
|
|
export interface Item extends UsableItem {
|
|
/**
|
|
* The item type ID.
|
|
*
|
|
* 1: Regular item
|
|
* 2: Key item
|
|
*/
|
|
itypeId: number;
|
|
|
|
/**
|
|
* The item's price.
|
|
*/
|
|
price: number;
|
|
|
|
/**
|
|
* The truth value indicating whether the item disappears when used.
|
|
*/
|
|
consumable: boolean;
|
|
}
|
|
|
|
/**
|
|
* A superclass of weapons and armor.
|
|
*/
|
|
export interface EquipItem extends BaseItem {
|
|
/**
|
|
* The price of the weapon or armor.
|
|
*/
|
|
price: number;
|
|
|
|
/**
|
|
* The type of weapon or armor.
|
|
*
|
|
* 0: Weapon
|
|
* 1: Shield
|
|
* 2: Head
|
|
* 3: Body
|
|
* 4: Accessory
|
|
*/
|
|
etypeId: number;
|
|
|
|
/**
|
|
* The amount of parameter change. An array of integers using the following IDs as subscripts:
|
|
*
|
|
* 0: Maximum hit points
|
|
* 1: Maximum magic points
|
|
* 2: Attack power
|
|
* 3: Defense power
|
|
* 4: Magic attack power
|
|
* 5: Magic defense power
|
|
* 6: Agility
|
|
* 7: Luck
|
|
*/
|
|
params: Array<number>;
|
|
|
|
/**
|
|
* The array of Trait data.
|
|
*/
|
|
traits: Array<Trait>;
|
|
}
|
|
|
|
/**
|
|
* The data class for weapons.
|
|
*/
|
|
export interface Weapon extends EquipItem {
|
|
/**
|
|
* The weapon type ID.
|
|
*/
|
|
wtypeId: number;
|
|
|
|
/**
|
|
* The animation ID when using the weapon.
|
|
*/
|
|
animationId: number;
|
|
}
|
|
|
|
/**
|
|
* The data class for armor.
|
|
*/
|
|
export interface Armor extends EquipItem {
|
|
/**
|
|
* The armor type ID.
|
|
*/
|
|
atypeId: number;
|
|
}
|
|
|
|
/**
|
|
* The data class for enemies.
|
|
*/
|
|
export interface Enemy extends MetaData {
|
|
/**
|
|
* The file name of the enemy's battler graphic.
|
|
*/
|
|
battlerName: string;
|
|
|
|
/**
|
|
* The adjustment value for the battler graphic's hue (0..360).
|
|
*/
|
|
battlerHue: number;
|
|
|
|
/**
|
|
* The name of the enemy in the database.
|
|
*
|
|
* @type {string}
|
|
* @memberof Enemy
|
|
*/
|
|
name: string
|
|
|
|
/**
|
|
* The ID of the enemy in the database.
|
|
*
|
|
* @type {number}
|
|
* @memberof Enemy
|
|
*/
|
|
id:number
|
|
|
|
/**
|
|
* Parameters. An array of integers using the following IDs as subscripts:
|
|
*
|
|
* 0: Maximum hit points
|
|
* 1: Maximum magic points
|
|
* 2: Attack power
|
|
* 3: Defense power
|
|
* 4: Magic attack power
|
|
* 5: Magic defense power
|
|
* 6: Agility
|
|
* 7: Luck
|
|
*/
|
|
params: Array<number>;
|
|
|
|
/**
|
|
* The enemy's experience.
|
|
*/
|
|
exp: number;
|
|
|
|
/**
|
|
* The enemy's gold.
|
|
*/
|
|
gold: number;
|
|
|
|
/**
|
|
* The items the enemy drops. An RPG.Enemy.DropItem array.
|
|
*/
|
|
dropItems: Array<Enemy.DropItem>;
|
|
|
|
/**
|
|
* The enemy's action pattern. An array of RPG.Enemy.Action.
|
|
*/
|
|
actions: Array<Enemy.Action>;
|
|
}
|
|
|
|
namespace Enemy {
|
|
/**
|
|
* The data class for enemy [Drop Items].
|
|
*/
|
|
export interface DropItem {
|
|
/**
|
|
* The type of dropped item.
|
|
*
|
|
* 0: None
|
|
* 1: Item
|
|
* 2: Weapon
|
|
* 3: Armor
|
|
*/
|
|
kind: number;
|
|
|
|
/**
|
|
* The ID of the data depending on the type of dropped item (item, weapon, or armor).
|
|
*/
|
|
dataId: number;
|
|
|
|
/**
|
|
* N of the probability that the item will be dropped, 1/N.
|
|
*/
|
|
denominator: number;
|
|
}
|
|
|
|
/**
|
|
* The data class for enemy [Actions].
|
|
*/
|
|
export interface Action {
|
|
/**
|
|
* The ID of skills to be employed as actions.
|
|
*/
|
|
skillId: number;
|
|
|
|
/**
|
|
* The type of condition.
|
|
*
|
|
* 0: Always
|
|
* 1: Turn No.
|
|
* 2: HP
|
|
* 3: MP
|
|
* 4: State
|
|
* 5: Party Level
|
|
* 6: Switch
|
|
*/
|
|
conditionType: number;
|
|
|
|
/**
|
|
* The first parameter of the condition.
|
|
*/
|
|
conditionParam1: number;
|
|
|
|
/**
|
|
* The second parameter of the condition.
|
|
*/
|
|
conditionParam2: number;
|
|
|
|
/**
|
|
* The action's priority rating (1..10).
|
|
*/
|
|
rating: number;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* The data class for state.
|
|
*/
|
|
export interface State extends MetaData {
|
|
/**
|
|
* The ID.
|
|
*/
|
|
id: number;
|
|
|
|
/**
|
|
* The name.
|
|
*/
|
|
name: string;
|
|
|
|
/**
|
|
* Action restrictions.
|
|
*
|
|
* 0: None
|
|
* 1: Attack enemy
|
|
* 2: Attack enemy or ally
|
|
* 3: Attack ally
|
|
* 4: Cannot act
|
|
*/
|
|
restriction: number;
|
|
|
|
/**
|
|
* The state priority (0..100).
|
|
*/
|
|
priority: number;
|
|
|
|
/**
|
|
* Removes state at end of battle (true/false).
|
|
*/
|
|
removeAtBattleEnd: boolean;
|
|
|
|
/**
|
|
* Removes state by action restriction (true/false).
|
|
*/
|
|
removeByRestriction: boolean;
|
|
|
|
/**
|
|
* The timing of automatic state removal.
|
|
*
|
|
* 0: None
|
|
* 1: At end of action
|
|
* 2: At end of turn
|
|
*/
|
|
autoRemovalTiming: number;
|
|
|
|
/**
|
|
* The minimum turns of the duration.
|
|
*/
|
|
minTurns: number;
|
|
|
|
/**
|
|
* The maximum turns of the duration.
|
|
*/
|
|
maxTurns: number;
|
|
|
|
/**
|
|
* Removes state by damage (true/false).
|
|
*/
|
|
removeByDamage: boolean;
|
|
|
|
/**
|
|
* Chance of state being removed by damage (%).
|
|
*/
|
|
chanceByDamage: number;
|
|
|
|
/**
|
|
* Removes state by walking (true/false).
|
|
*/
|
|
removeByWalking: boolean;
|
|
|
|
/**
|
|
* Number of steps until state is removed.
|
|
*/
|
|
stepToRemove: number;
|
|
|
|
/**
|
|
* The icon number.
|
|
*/
|
|
iconIndex: number;
|
|
|
|
/**
|
|
* The message when an actor fell in the state.
|
|
*/
|
|
message1: string;
|
|
|
|
/**
|
|
* The message when an enemy fell in the state.
|
|
*/
|
|
message2: string;
|
|
|
|
/**
|
|
* The message when the state remains.
|
|
*/
|
|
message3: string;
|
|
|
|
/**
|
|
* The message when the state is removed.
|
|
*/
|
|
message4: string;
|
|
|
|
/**
|
|
* The side-view motion.
|
|
*/
|
|
motion: number;
|
|
|
|
/**
|
|
* The side-view overlay.
|
|
*/
|
|
overlay: number;
|
|
|
|
/**
|
|
* The array of Trait data.
|
|
*/
|
|
traits: Array<Trait>;
|
|
releaseByDamage?: boolean;
|
|
description?: string;
|
|
}
|
|
|
|
export interface Trait {
|
|
/**
|
|
* The trait code.
|
|
*/
|
|
code: number;
|
|
|
|
/**
|
|
* The ID of the data (such as elements or states) according to the type of the trait.
|
|
*/
|
|
dataId: number;
|
|
|
|
/**
|
|
* The value set according to the type of the trait.
|
|
*/
|
|
value: number;
|
|
|
|
/**
|
|
* The map tree expansion flag, which is used internally.
|
|
*/
|
|
expanded: boolean;
|
|
|
|
/**
|
|
* The x-axis scroll position, which is used internally.
|
|
*/
|
|
scrollX: number;
|
|
|
|
/**
|
|
* The y-axis scroll position, which is used internally.
|
|
*/
|
|
scrollY: number;
|
|
}
|
|
|
|
/**
|
|
* The data class for damage.
|
|
*/
|
|
export interface Damage {
|
|
/**
|
|
* The type of damage.
|
|
*
|
|
* 0: None
|
|
* 1: HP damage
|
|
* 2: MP damage
|
|
* 3: HP recovery
|
|
* 4: MP recovery
|
|
* 5: HP drain
|
|
* 6: MP drain
|
|
*/
|
|
type: number;
|
|
|
|
/**
|
|
* The element ID.
|
|
*/
|
|
elementId: number;
|
|
|
|
/**
|
|
* The formula.
|
|
*/
|
|
formula: string;
|
|
|
|
/**
|
|
* The degree of variability.
|
|
*/
|
|
variance: number;
|
|
|
|
/**
|
|
* Critical hit (true/false).
|
|
*/
|
|
critical: boolean;
|
|
}
|
|
|
|
/**
|
|
* The data class for use effects.
|
|
*/
|
|
export interface Effect {
|
|
/**
|
|
* The use effect code.
|
|
*/
|
|
code: number;
|
|
|
|
/**
|
|
* The ID of data (state, parameter, and so on) according to the type of use effect.
|
|
*/
|
|
dataId: number;
|
|
|
|
/**
|
|
* Value 1 set according to the type of use effect.
|
|
*/
|
|
value1: number;
|
|
|
|
/**
|
|
* Value 2 set according to the type of use effect.
|
|
*/
|
|
value2: number;
|
|
}
|
|
|
|
/**
|
|
* The data class for enemy troops.
|
|
*/
|
|
export interface Troop {
|
|
/**
|
|
* The troop ID.
|
|
*/
|
|
id: number;
|
|
|
|
/**
|
|
* The troop name.
|
|
*/
|
|
name: string;
|
|
|
|
/**
|
|
* The troop members. An RPG.Troop.Member array.
|
|
*/
|
|
members: Array<RPG.Troop.Member>;
|
|
|
|
/**
|
|
* The battle events. An RPG.Troop.Page array.
|
|
*/
|
|
pages: Array<RPG.Troop.Page>;
|
|
}
|
|
|
|
namespace Troop {
|
|
/**
|
|
* The data class for enemy troop members.
|
|
*/
|
|
export interface Member {
|
|
/**
|
|
* The enemy ID.
|
|
*/
|
|
enemyId: number;
|
|
|
|
/**
|
|
* The troop member's x-coordinate.
|
|
*/
|
|
x: number;
|
|
|
|
/**
|
|
* The troop member's y-coordinate.
|
|
*/
|
|
y: number;
|
|
|
|
/**
|
|
* The truth value of the [Appear Halfway] option.
|
|
*/
|
|
hidden: boolean;
|
|
}
|
|
|
|
/**
|
|
* The data class for battle events (pages).
|
|
*/
|
|
export interface Page {
|
|
/**
|
|
* Condition (RPG.Troop.Page.Condition).
|
|
*/
|
|
condition: Page.Condition;
|
|
|
|
/**
|
|
* Span (0: battle, 1: turn, 2: moment).
|
|
*/
|
|
span: number;
|
|
|
|
/**
|
|
* Program contents. An RPG.EventCommand array.
|
|
*/
|
|
list: Array<EventCommand>;
|
|
}
|
|
|
|
namespace Page {
|
|
/**
|
|
* The data class of battle event [Conditions].
|
|
*/
|
|
export interface Condition {
|
|
/**
|
|
* The truth value indicating whether the [At End of Turn] condition is valid.
|
|
*/
|
|
turnEnding: boolean;
|
|
|
|
/**
|
|
* The truth value indicating whether the [Turn No.] condition is valid.
|
|
*/
|
|
turnValid: boolean;
|
|
|
|
/**
|
|
* The truth value indicating whether the [Enemy] condition is valid.
|
|
*/
|
|
enemyValid: boolean;
|
|
|
|
/**
|
|
* The truth value indicating whether the [Actor] condition is valid.
|
|
*/
|
|
actorValid: boolean;
|
|
|
|
/**
|
|
* The truth value indicating whether the [Switch] condition is valid.
|
|
*/
|
|
switchValid: boolean;
|
|
|
|
/**
|
|
* The a and b values specified in the [Turn No.] condition. To be input in the form A + B * X.
|
|
*/
|
|
turnA: number;
|
|
|
|
/**
|
|
* The a and b values specified in the [Turn No.] condition. To be input in the form A + B * X.
|
|
*/
|
|
turnB: number;
|
|
|
|
/**
|
|
* The troop member index specified in the [Enemy] condition (0..7).
|
|
*/
|
|
enemyIndex: number;
|
|
|
|
/**
|
|
* The HP percentage specified in the [Enemy] condition.
|
|
*/
|
|
enemyHp: number;
|
|
|
|
/**
|
|
* The actor ID specified in the [Actor] condition.
|
|
*/
|
|
actorId: number;
|
|
|
|
/**
|
|
* The HP percentage specified in the [Actor] condition.
|
|
*/
|
|
actorHp: number;
|
|
|
|
/**
|
|
* The switch ID specified in the [Switch] condition.
|
|
*/
|
|
switchId: number;
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* The data class for animation.
|
|
*/
|
|
export interface Animation {
|
|
/**
|
|
* The animation ID.
|
|
*/
|
|
id: number;
|
|
|
|
/**
|
|
* The animation name.
|
|
*/
|
|
name: string;
|
|
|
|
/**
|
|
* The file name of the first animation's graphic.
|
|
*/
|
|
animation1Name: string;
|
|
|
|
/**
|
|
* The adjustment value for the hue of the first animation's graphic (0..360).
|
|
*/
|
|
animation1Hue: number;
|
|
|
|
/**
|
|
* The file name of the second animation's graphic.
|
|
*/
|
|
animation2Name: string;
|
|
|
|
/**
|
|
* The adjustment value for the hue of the second animation's graphic (0..360).
|
|
*/
|
|
animation2Hue: number;
|
|
|
|
/**
|
|
* The base position (0: head, 1: center, 2: feet, 3: screen).
|
|
*/
|
|
position: number;
|
|
|
|
/**
|
|
* Number of frames.
|
|
*/
|
|
frameMax: number;
|
|
|
|
/**
|
|
* The three-dimensional array containing the frame contents.
|
|
*/
|
|
frames: Array<Array<Array<number>>>;
|
|
|
|
/**
|
|
* Timing for SE and flash effects. An RPG.Animation.Timing array.
|
|
*/
|
|
timings: Array<Animation.Timing>;
|
|
}
|
|
|
|
namespace Animation {
|
|
/**
|
|
* The data class for the timing of an animation's SE and flash effects.
|
|
*/
|
|
export interface Timing {
|
|
/**
|
|
* The frame number. 1 less than the number displayed in RPG Maker.
|
|
*/
|
|
frame: number;
|
|
|
|
/**
|
|
* The sound effect or SE (RPG.AudioFile).
|
|
*/
|
|
se: AudioFile;
|
|
|
|
/**
|
|
* The flash area (0: none, 1: target, 2: screen; 3: hide target).
|
|
*/
|
|
flashScope: number;
|
|
|
|
/**
|
|
* The color of the flash (Color).
|
|
*/
|
|
flashColor: Array<number>;
|
|
|
|
/**
|
|
* The duration of the flash.
|
|
*/
|
|
flashDuration: number;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* The data class for tile sets.
|
|
*/
|
|
export interface Tileset extends MetaData {
|
|
/**
|
|
* The ID of the tile set.
|
|
*/
|
|
id: number;
|
|
|
|
/**
|
|
* The name of the tile set.
|
|
*/
|
|
name: string;
|
|
|
|
/**
|
|
* The mode of the tile set (0: Field type, 1: Area type, 2: VX compatible type).
|
|
*/
|
|
mode: number;
|
|
|
|
/**
|
|
* The file name of the graphic used as the number index (0-8) tile set.
|
|
*
|
|
* The correspondence between numbers and sets is illustrated in the table below.
|
|
*
|
|
* 0 TileA1
|
|
* 1 TileA2
|
|
* 2 TileA3
|
|
* 3 TileA4
|
|
* 4 TileA5
|
|
* 5 TileB
|
|
* 6 TileC
|
|
* 7 TileD
|
|
* 8 TileE
|
|
*/
|
|
tilesetNames: Array<string>;
|
|
|
|
/**
|
|
* The flags table. A 1-dimensional array containing a variety of flags (Table).
|
|
*
|
|
* Uses tile IDs as subscripts. The correspondence of each bit is as shown below:
|
|
*
|
|
* 0x0001: Impassable downward
|
|
* 0x0002: Impassable leftward
|
|
* 0x0004: Impassable rightward
|
|
* 0x0008: Impassable upward
|
|
* 0x0010: Display on normal character
|
|
* 0x0020: Ladder
|
|
* 0x0040: Bush
|
|
* 0x0080: Counter
|
|
* 0x0100: Damage floor
|
|
* 0x0200: Impassable by boat
|
|
* 0x0400: Impassable by ship
|
|
* 0x0800: Airship cannot land
|
|
* 0xF000: Terrain tag
|
|
* This manual does not discuss bit operations, but they are similar to those in C.
|
|
* We recommend an Internet search using keywords such as "hexadecimal bit operations" when necessary.
|
|
*/
|
|
flags: Array<number>;
|
|
}
|
|
|
|
/**
|
|
* The data class for common events.
|
|
*/
|
|
export interface CommonEvent {
|
|
/**
|
|
* The event ID.
|
|
*/
|
|
id: number;
|
|
|
|
/**
|
|
* The event name.
|
|
*/
|
|
name: string;
|
|
|
|
/**
|
|
* The event trigger (0: none, 1: autorun; 2: parallel).
|
|
*/
|
|
trigger: number;
|
|
|
|
/**
|
|
* The condition switch ID.
|
|
*/
|
|
switchId: number;
|
|
|
|
/**
|
|
* A list of event commands. An RPG.EventCommand array.
|
|
*/
|
|
list: Array<EventCommand>;
|
|
}
|
|
|
|
export interface System {
|
|
/**
|
|
* The game title.
|
|
*/
|
|
gameTitle: string;
|
|
|
|
/**
|
|
* A random number used for update checks. The number changes every time data is saved in RPG Maker.
|
|
*/
|
|
versionId: number;
|
|
|
|
/**
|
|
* The locale string such as "ja_JP" and "en_US".
|
|
*/
|
|
locale: string;
|
|
|
|
/**
|
|
* The initial party. An array of actor IDs.
|
|
*/
|
|
partyMembers: Array<number>;
|
|
|
|
/**
|
|
* The unit of currency.
|
|
*/
|
|
currencyUnit: string;
|
|
|
|
/**
|
|
* The window color.
|
|
*/
|
|
windowTone: Array<number>;
|
|
|
|
/**
|
|
* The array of System.AttackMotion data.
|
|
*/
|
|
attackMotions: Array<System.AttackMotion>;
|
|
|
|
/**
|
|
* A list of elements. A string array using element IDs as subscripts, with the element in the 0 position being nil.
|
|
*/
|
|
elements: Array<string>;
|
|
|
|
/**
|
|
* he equipment type. A string array with the following subscripts:
|
|
* 1: Weapon
|
|
* 2: Shield
|
|
* 3: Head
|
|
* 4: Body
|
|
* 5: Accessory
|
|
*/
|
|
equipTypes: Array<string>;
|
|
|
|
/**
|
|
* A list of skill types. A string array using skill type IDs as subscripts, with the element in the 0 position being nil.
|
|
*/
|
|
skillTypes: Array<string>;
|
|
|
|
/**
|
|
* A list of weapon types. A string array using weapon type IDs as subscripts, with the element in the 0 position being nil.
|
|
*/
|
|
weaponTypes: Array<string>;
|
|
|
|
/**
|
|
* A list of armor types. A string array using armor type IDs as subscripts, with the element in the 0 position being nil.
|
|
*/
|
|
armorTypes: Array<string>;
|
|
|
|
/**
|
|
* A switch name list. A string array using switch IDs as subscripts, with the element in the 0 position being nil.
|
|
*/
|
|
switches: Array<string>;
|
|
|
|
/**
|
|
* A variable name list. A string array using variable IDs as subscripts, with the element in the 0 position being nil.
|
|
*/
|
|
variables: Array<string>;
|
|
|
|
/**
|
|
* Boat settings (RPG.System.Vehicle).
|
|
*/
|
|
boat: System.Vehicle;
|
|
|
|
/**
|
|
* Ship settings (RPG.System.Vehicle).
|
|
*/
|
|
ship: System.Vehicle;
|
|
|
|
/**
|
|
* Airship settings (RPG.System.Vehicle).
|
|
*/
|
|
airship: System.Vehicle;
|
|
|
|
/**
|
|
* The file name of the title (background) graphic.
|
|
*/
|
|
title1Name: string;
|
|
|
|
/**
|
|
* The file name of the title (frame) graphic.
|
|
*/
|
|
title2Name: string;
|
|
|
|
/**
|
|
* The truth value of the [Draw Game Title] option.
|
|
*/
|
|
optDrawTitle: boolean;
|
|
|
|
/**
|
|
* The truth value of the [Start Transparent] option.
|
|
*/
|
|
optTransparent: boolean;
|
|
|
|
/**
|
|
* The truth value of the [Show Player Followers] option.
|
|
*/
|
|
optFollowers: boolean;
|
|
|
|
/**
|
|
* The truth value of the [K.O. by Slip Damage] option.
|
|
*/
|
|
optSlipDeath: boolean;
|
|
|
|
/**
|
|
* The truth value of the [K.O. by Floor Damage] option.
|
|
*/
|
|
optFloorDeath: boolean;
|
|
|
|
/**
|
|
* The truth value of the [Display TP in Battle] option.
|
|
*/
|
|
optDisplayTp: boolean;
|
|
|
|
/**
|
|
* The truth value of the [Reserve Members' EXP] option.
|
|
*/
|
|
optExtraExp: boolean;
|
|
|
|
/**
|
|
* The truth value of the [use side-view battle] option.
|
|
*/
|
|
optSideView: boolean;
|
|
|
|
/**
|
|
* The title BGM (RPG.AudioFile).
|
|
*/
|
|
titleBgm: AudioFile;
|
|
|
|
/**
|
|
* The battle BGM (RPG.AudioFile).
|
|
*/
|
|
battleBgm: AudioFile;
|
|
|
|
/**
|
|
* The battle end ME (RPG.AudioFile).
|
|
*/
|
|
battleEndMe: AudioFile;
|
|
|
|
/**
|
|
* The gameover ME (RPG.AudioFile).
|
|
*/
|
|
gameoverMe: AudioFile;
|
|
|
|
/**
|
|
* Sound effects. An RPG.SE array.
|
|
*/
|
|
sounds: Array<AudioFile>;
|
|
|
|
/**
|
|
* The map ID of the player's initial position.
|
|
*/
|
|
startMapId: number;
|
|
|
|
/**
|
|
* The map's x-coordinate of the player's initial position.
|
|
*/
|
|
startX: number;
|
|
|
|
/**
|
|
* The map's y-coordinate of the player's initial position.
|
|
*/
|
|
startY: number;
|
|
|
|
/**
|
|
* Terms (RPG.System.Terms).
|
|
*/
|
|
terms: System.Terms;
|
|
|
|
/**
|
|
* Party settings for battle tests. An RPG.System.TestBattler array.
|
|
*/
|
|
testBattlers: Array<System.TestBattler>;
|
|
|
|
/**
|
|
* The enemy troop ID for battle tests.
|
|
*/
|
|
testTroopId: number;
|
|
|
|
/**
|
|
* The file name of the battle background (floor) graphic for use in editing enemy troops and battle tests.
|
|
*/
|
|
battleback1Name: string;
|
|
|
|
/**
|
|
* The file name of the battle background (wall) graphic for use in editing enemy troops and battle tests.
|
|
*/
|
|
battleback2Name: string;
|
|
|
|
/**
|
|
* The battler graphic file name for use in editing animations.
|
|
*/
|
|
battlerName: string;
|
|
|
|
/**
|
|
* The adjustment value for the battler graphic's hue (0..360) for use in editing animations.
|
|
*/
|
|
battlerHue: number;
|
|
|
|
/**
|
|
* The ID of the map currently being edited. For internal use.
|
|
*/
|
|
editMapId: number;
|
|
}
|
|
|
|
namespace System {
|
|
/**
|
|
* The data class for vehicles.
|
|
*/
|
|
export interface Vehicle {
|
|
/**
|
|
* The file name of the vehicle's walking graphic.
|
|
*/
|
|
characterName: string;
|
|
/**
|
|
|
|
* The index of the vehicle's walking graphic (0..7).
|
|
*/
|
|
characterIndex: number;
|
|
|
|
/**
|
|
* The vehicle's BGM (RPG.AudioFile).
|
|
*/
|
|
bgm: AudioFile;
|
|
|
|
/**
|
|
* The map ID of the vehicle's initial position.
|
|
*/
|
|
startMapId: number;
|
|
|
|
/**
|
|
* The map's x-coordinate of the vehicle's initial position.
|
|
*/
|
|
startX: number;
|
|
|
|
/**
|
|
* The map's y-coordinate of the vehicle's initial position.
|
|
*/
|
|
startY: number;
|
|
}
|
|
|
|
/**
|
|
* The data class for terminology.
|
|
*/
|
|
export interface Terms {
|
|
/**
|
|
* The basic status. A string array with the following subscripts:
|
|
*
|
|
* 0: Level
|
|
* 1: Level (short)
|
|
* 2: HP
|
|
* 3: HP (short)
|
|
* 4: MP
|
|
* 5: MP (short)
|
|
* 6: TP
|
|
* 7: TP (short)
|
|
* 8: EXP
|
|
* 9: EXP (short)
|
|
*/
|
|
basic: Array<string>;
|
|
|
|
/**
|
|
* Parameters. A string array with the following subscripts:
|
|
*
|
|
* 0: Maximum hit points
|
|
* 1: Maximum magic points
|
|
* 2: Attack power
|
|
* 3: Defense power
|
|
* 4: Magic attack power
|
|
* 5: Magic defense power
|
|
* 6: Agility
|
|
* 7: Luck
|
|
* 8: Hit
|
|
* 9: Evasion
|
|
*/
|
|
params: Array<string>;
|
|
|
|
/**
|
|
* 0: Fight
|
|
* 1: Escape
|
|
* 2: Attack
|
|
* 3: Defend
|
|
* 4: Item
|
|
* 5: Skill
|
|
* 6: Equip
|
|
* 7: Status
|
|
* 8: Sort
|
|
* 9: Save
|
|
* 10: Exit Game
|
|
* 11: Option
|
|
* 12: Weapon
|
|
* 13: Armor
|
|
* 14: Key Item
|
|
* 15: Change Equipment
|
|
* 16: Ultimate Equipment
|
|
* 17: Remove All
|
|
* 18: New Game
|
|
* 19: Continue
|
|
* 20: (not used)
|
|
* 21: Go to Title
|
|
* 22: Cancel
|
|
* 23: (not used)
|
|
* 24: Buy
|
|
* 25: Sell
|
|
*/
|
|
commands: Array<string>;
|
|
|
|
/**
|
|
* The messages.
|
|
*/
|
|
messages: {[key: string]: string};
|
|
}
|
|
|
|
/**
|
|
* The data class for the actors used in battle tests.
|
|
*/
|
|
export interface TestBattler {
|
|
/**
|
|
* The actor ID.
|
|
*/
|
|
actorId: number;
|
|
|
|
/**
|
|
* The actor's level.
|
|
*/
|
|
level: number;
|
|
|
|
/**
|
|
* The actor's equipment. An array of weapon IDs or armor IDs with the following subscripts:
|
|
*
|
|
* 0: Weapon
|
|
* 1: Shield
|
|
* 2: Head
|
|
* 3: Body
|
|
* 4: Accessory
|
|
*/
|
|
equips: Array<number>;
|
|
}
|
|
|
|
export interface AttackMotion {
|
|
/**
|
|
* The type of the motion.
|
|
*/
|
|
type: number;
|
|
|
|
/**
|
|
* The ID of the weapon image.
|
|
*/
|
|
weaponImageId: number;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* The data class for audio file.
|
|
*/
|
|
export interface AudioFile {
|
|
/**
|
|
* The sound file name.
|
|
*/
|
|
name: string;
|
|
|
|
/**
|
|
* The pan.
|
|
*/
|
|
pan: number;
|
|
|
|
/**
|
|
* The sound's pitch (50..150). The default value is 100.
|
|
*/
|
|
pitch: number;
|
|
|
|
/**
|
|
* The sound's volume (0..100). The default values are 100 for BGM and ME and 80 for BGS and SE.
|
|
*/
|
|
volume: number;
|
|
}
|
|
}
|
|
//=============================================================================
|
|
// rpg_managers.js v1.5.0
|
|
//=============================================================================
|
|
/** @global RPGMakerMV Actor data. */
|
|
declare var $dataActors: Array<RPG.Actor>;
|
|
/** @global RPGMakerMV Class data. */
|
|
declare var $dataClasses: Array<RPG.Class>;
|
|
/** @global RPGMakerMV Skill data. */
|
|
declare var $dataSkills: Array<RPG.Skill>;
|
|
/** @global RPGMakerMV Item data. */
|
|
declare var $dataItems: Array<RPG.Item>;
|
|
/** @global RPGMakerMV Weapon data. */
|
|
declare var $dataWeapons: Array<RPG.Weapon>;
|
|
/** @global RPGMakerMV Armor data. */
|
|
declare var $dataArmors: Array<RPG.Armor>;
|
|
/** @global RPGMakerMV Enemy data. */
|
|
declare var $dataEnemies: Array<RPG.Enemy>;
|
|
/** @global RPGMakerMV Troop data. */
|
|
declare var $dataTroops: Array<RPG.Troop>;
|
|
/** @global RPGMakerMV State data. */
|
|
declare var $dataStates: Array<RPG.State>;
|
|
/** @global RPGMakerMV Animation data. */
|
|
declare var $dataAnimations: Array<RPG.Animation>;
|
|
/** @global RPGMakerMV Tileset data. */
|
|
declare var $dataTilesets: Array<RPG.Tileset>;
|
|
/** @global RPGMakerMV CommonEvent data. */
|
|
declare var $dataCommonEvents: Array<RPG.CommonEvent>;
|
|
/** @global RPGMakerMV System data. */
|
|
declare var $dataSystem: RPG.System;
|
|
/** @global RPGMakerMV MapInfo data. */
|
|
declare var $dataMapInfos: Array<RPG.MapInfo>;
|
|
/** @global RPGMakerMV Map data for the current map. */
|
|
declare var $dataMap: RPG.Map;
|
|
/** @global RPGMakerMV Temporary game data; not saved with the game. */
|
|
declare var $gameTemp: Game_Temp;
|
|
/** @global RPGMakerMV Game System data; saved with the game.
|
|
* @type {Game_Temp}
|
|
*/
|
|
declare var $gameSystem: Game_System;
|
|
/** @global RPGMakerMV Game Screen; contains properties and methods
|
|
* for adjusting the game screen.
|
|
* @type {Game_Screen}
|
|
*/
|
|
declare var $gameScreen: Game_Screen;
|
|
declare var $gameTimer: Game_Timer;
|
|
/** @global RPGMakerMV Game Message; contains properties and methods
|
|
* for displaying messages in the game message window.
|
|
* @type {Game_Message}
|
|
*/
|
|
declare var $gameMessage: Game_Message;
|
|
/** @global RPGMakerMV Game Switches; contains properties and methods
|
|
* for modifying in game switches while the game is running.
|
|
* These are boolean values: true or false.
|
|
* @type {Game_Switches}
|
|
*/
|
|
declare var $gameSwitches: Game_Switches;
|
|
/** @global RPGMakerMV Game Variables; contains properties and methods
|
|
* for modifying the values of game variables.
|
|
* The variables can contain anything.
|
|
* @type {Game_Variables}
|
|
*/
|
|
declare var $gameVariables: Game_Variables;
|
|
declare var $gameSelfSwitches: Game_SelfSwitches;
|
|
declare var $gameActors: Game_Actors;
|
|
/** @global RPGmakerMV Game Party; contains properties and methods
|
|
* for interacting with the game party. Some of the methods include
|
|
* number of party members, etc.
|
|
* @type {Game_Party}
|
|
*/
|
|
declare var $gameParty: Game_Party;
|
|
/** @global RPGMakerMV Game Troop; contains properties and methods
|
|
* for interacting with the game troops. Some of the methods include
|
|
* enemy data, enemy names, etc.
|
|
* @type {Game_Troop}
|
|
*/
|
|
declare var $gameTroop: Game_Troop;
|
|
/** @global RPGMakerMV Game Map; contains properties and methods
|
|
* for interacting with the game map. Some of these methods include
|
|
* interacting with the map's game_interpreter, and event information.
|
|
* @type {Game_Map}
|
|
*/
|
|
declare var $gameMap: Game_Map;
|
|
/** @global RPGMakerMV Game Player; contains properties and methods
|
|
* for interacting with the game player. Some of these methods
|
|
* include interacting with the player's position and move route.
|
|
* @type {Game_Player}
|
|
*/
|
|
declare var $gamePlayer: Game_Player;
|
|
declare var $testEvent: Array<RPG.EventCommand>;
|
|
|
|
declare class DataManager {
|
|
protected static _globalId: string;
|
|
protected static _lastAccessedId: number;
|
|
protected static _errorUrl: any;
|
|
protected static _databaseFiles: Array<Object>;
|
|
constructor();
|
|
static loadDatabase(): void;
|
|
static loadDataFile(name: string, src: string): void;
|
|
static isDatabaseLoaded(): boolean;
|
|
static loadMapData(mapId: number): void;
|
|
static makeEmptyMap(): void;
|
|
static isMapLoaded(): boolean;
|
|
static onLoad(object: any);
|
|
static extractMetaData(data: object): void;
|
|
static checkError(): void;
|
|
static isBattleTest(): boolean;
|
|
static isEventTest(): boolean;
|
|
/**
|
|
* Returns a boolean value given an item.
|
|
* Item being a database object representing a skill.
|
|
* @static
|
|
* @param {object} item
|
|
* @returns {boolean}
|
|
* @memberof DataManager
|
|
*/
|
|
static isSkill(item: object): boolean;
|
|
/**
|
|
* Returns a boolean value given an item.
|
|
* Item must be a database item to be true.
|
|
* @static
|
|
* @param {object} item
|
|
* @returns {boolean}
|
|
* @memberof DataManager
|
|
*/
|
|
static isItem(item: object): boolean;
|
|
/**
|
|
* Returns a boolean value given an item.
|
|
* Item must be a database weapon to be true.
|
|
* @static
|
|
* @param {object} item
|
|
* @returns {boolean}
|
|
* @memberof DataManager
|
|
*/
|
|
static isWeapon(item: object): boolean;
|
|
/**
|
|
* Returns a boolean value given an item.
|
|
* Item must be a database armor to be true.
|
|
* @static
|
|
* @param {object} item
|
|
* @returns {boolean}
|
|
* @memberof DataManager
|
|
*/
|
|
static isArmor(item: object): boolean;
|
|
static createGameObjects(): void;
|
|
static setupNewGame(): void;
|
|
static setupBattleTest(): void;
|
|
static setupEventTest(): void;
|
|
static loadGlobalInfo(): void;
|
|
static saveGlobalInfo(info: object): void;
|
|
/**
|
|
* Returns a boolean value given a savefileId.
|
|
* If the savefileId exists; the value will be true.
|
|
* @static
|
|
* @param {number} savefileId
|
|
* @returns {boolean}
|
|
* @memberof DataManager
|
|
*/
|
|
static isThisGameFile(savefileId: number): boolean;
|
|
static isAnySavefileExists(): boolean;
|
|
static latestSavefileId(): number;
|
|
static loadAllSavefileImages(): void;
|
|
static loadSavefileImages(info: object): void;
|
|
/**
|
|
* Returns the maximum number of save files
|
|
* allocated in the game.
|
|
* @static
|
|
* @returns {number}
|
|
* @memberof DataManager
|
|
*/
|
|
static maxSavefiles(): number;
|
|
/**
|
|
* Saves the RPGMakerMV game given a savefileId.
|
|
* Returns true if successful.
|
|
* @static
|
|
* @param {number} savefileId
|
|
* @returns {boolean}
|
|
* @memberof DataManager
|
|
*/
|
|
static saveGame(savefileId: number): boolean;
|
|
static loadGame(savefileId: number): boolean;
|
|
/**
|
|
* Returns the last accessed save fileId upon
|
|
* saving or loading the game.
|
|
* @static
|
|
* @returns {number}
|
|
* @memberof DataManager
|
|
*/
|
|
static lastAccessedSavefileId(): number;
|
|
static saveGameWithoutRescue(savefileId: number): boolean;
|
|
static loadGameWithoutRescue(savefileId: number): boolean;
|
|
static selectSavefileForNewGame(): void;
|
|
/**
|
|
* Creates a new save file on the global
|
|
* save file information containing important
|
|
* data such as play time, characters, timestamp.
|
|
* @static
|
|
* @memberof DataManager
|
|
*/
|
|
static makeSavefileInfo(): void;
|
|
/**
|
|
* Creates the save file contents when saving your game.
|
|
* Good for aliasing when you want to add more data
|
|
* to the game's save contents.
|
|
* @static
|
|
* @returns {object}
|
|
* @memberof DataManager
|
|
*/
|
|
static makeSaveContents(): object;
|
|
/**
|
|
* Extracts the save file contents into the game's
|
|
* variables. An excellent method to alias when you
|
|
* wish to extend the game's save contents for a plugin.
|
|
* @static
|
|
* @param {object} contents
|
|
* @memberof DataManager
|
|
*/
|
|
static extractSaveContents(contents: object): void;
|
|
}
|
|
|
|
/**
|
|
* The static class that handles BGM, BGS, ME, and SE.
|
|
*
|
|
* @interface AudioManagerStatic
|
|
*/
|
|
interface AudioManagerStatic {
|
|
_bgmVolume: number;
|
|
_bgsVolume: number;
|
|
_meVolume: number;
|
|
_seVolume: number;
|
|
_currentBgm: MV.AudioParameters;
|
|
_currentBgs: MV.AudioParameters;
|
|
_bgmBuffer: Html5AudioStatic | WebAudio;
|
|
_bgsBuffer: Html5AudioStatic | WebAudio;
|
|
_meBuffer: Html5AudioStatic | WebAudio;
|
|
_seBuffers: Array<Html5AudioStatic | WebAudio>;
|
|
_staticBuffers: Array<Html5AudioStatic | WebAudio>;
|
|
_replayFadeTime: number;
|
|
_path: string;
|
|
_blobUrl: string;
|
|
|
|
bgmVolume: number;
|
|
bgsVolume: number;
|
|
meVolume: number;
|
|
seVolume: number;
|
|
|
|
playBgm(bgm: MV.AudioParameters, pos?: number): void;
|
|
replayBgm(bgm: MV.AudioParameters): void;
|
|
isCurrentBgm(bgm: MV.AudioParameters): boolean;
|
|
updateBgmParameters(bgm: MV.AudioParameters): void;
|
|
updateCurrentBgm(bgm: MV.AudioParameters, pos: number): void;
|
|
stopBgm(): void;
|
|
fadeOutBgm(duration: number): void;
|
|
fadeInBgm(duration: number): void;
|
|
|
|
playBgs(bgs: MV.AudioParameters, pos?: number): void;
|
|
replayBgs(bgs: MV.AudioParameters): void;
|
|
isCurrentBgs(bgs: MV.AudioParameters): boolean;
|
|
updateBgsParameters(bgs: MV.AudioParameters): void;
|
|
updateCurrentBgs(bgs: MV.AudioParameters, pos: number): void;
|
|
stopBgs(): void;
|
|
fadeOutBgs(duration: number): void;
|
|
fadeInBgs(duration: number): void;
|
|
playMe(me: MV.AudioParameters): void;
|
|
updateMeParameters(me: MV.AudioParameters): void;
|
|
fadeOutMe(duration: number): void;
|
|
stopMe(): void;
|
|
playMe(me: MV.AudioParameters): void;
|
|
updateMeParameters(me: MV.AudioParameters): void;
|
|
fadeOutMe(duration: number): void;
|
|
stopMe(): void;
|
|
playSe(se: MV.AudioParameters): void;
|
|
updateSeParameters(buffer: MV.AudioParameters, se: MV.AudioParameters): void;
|
|
stopSe(): void;
|
|
playStaticSe(se: MV.AudioParameters): void;
|
|
loadStaticSe(se: MV.AudioParameters): void;
|
|
isStaticSe(se: MV.AudioParameters): boolean;
|
|
stopAll(): void;
|
|
saveBgm(): MV.AudioParameters;
|
|
saveBgs(): MV.AudioParameters;
|
|
makeEmptyAudioObject(): MV.AudioParameters;
|
|
createBuffer(): Html5AudioStatic | WebAudio;
|
|
updateBufferParameters(buffer: MV.AudioParameters, configVolume: number, audio: MV.AudioParameters): void;
|
|
audioFileExt(): string;
|
|
shouldUseHtml5Audio(): boolean;
|
|
checkErrors(): void;
|
|
checkWebAudioError(): void;
|
|
checkWebAudioError(webAudio: Html5AudioStatic | WebAudio): void;
|
|
playEncryptedBgm(bgm: MV.AudioParameters, pos?: number): void;
|
|
createDecryptBuffer(url: string, bgm: MV.AudioParameters, pos?: number): void;
|
|
}
|
|
declare var AudioManager: AudioManagerStatic;
|
|
|
|
|
|
/**
|
|
* SoundManager
|
|
* The static class that plays sound effects defined in the database
|
|
* @interface SoundManagerStatic
|
|
*/
|
|
interface SoundManagerStatic {
|
|
preloadImportantSounds(): void;
|
|
loadSystemSound(n: number): void;
|
|
playSystemSound(n: number): void;
|
|
playCursor(): void;
|
|
playOk(): void;
|
|
playCancel(): void;
|
|
playBuzzer(): void;
|
|
playEquip(): void;
|
|
playSave(): void;
|
|
playLoad(): void;
|
|
playBattleStart(): void;
|
|
playEscape(): void;
|
|
playEnemyAttack(): void;
|
|
playEnemyDamage(): void;
|
|
playEnemyCollapse(): void;
|
|
playBossCollapse1(): void;
|
|
playBossCollapse2(): void;
|
|
playActorDamage(): void;
|
|
playActorCollapse(): void;
|
|
playRecovery(): void;
|
|
playMiss(): void;
|
|
playEvasion(): void;
|
|
playMagicEvasion(): void;
|
|
playReflection(): void;
|
|
playShop(): void;
|
|
playUseItem(): void;
|
|
playUseSkill(): void;
|
|
}
|
|
declare var SoundManager: SoundManagerStatic;
|
|
|
|
/**
|
|
* The static class that manages the
|
|
* battle process.
|
|
* @interface BattleManagerStatic
|
|
*/
|
|
interface BattleManagerStatic {
|
|
_phase: string;
|
|
_canEscape: boolean;
|
|
_canLose: boolean;
|
|
_battleTest: boolean;
|
|
_eventCallback: () => void;
|
|
_preemptive: boolean;
|
|
_surprise: boolean;
|
|
_actorIndex: number;
|
|
_actionForcedBattler: Game_Battler;
|
|
_mapBgm: MV.AudioParameters;
|
|
_mapBgs: MV.AudioParameters;
|
|
_actionBattlers: Array<Game_Battler>;
|
|
_subject: Game_Battler;
|
|
_action: Game_Action;
|
|
_targets: Array<Game_Battler>;
|
|
_logWindow: Window_BattleLog;
|
|
_statusWindow: Window_BattleStatus;
|
|
_spriteset: Spriteset_Battle;
|
|
_escapeRatio: number;
|
|
_escaped: boolean;
|
|
_rewards: MV.BattleRewards;
|
|
|
|
setup(troopId: number, canEscape: boolean, canLose: boolean): void;
|
|
initMembers(): void;
|
|
isBattleTest(): boolean;
|
|
setBattleTest(battleTest: boolean): void;
|
|
setEventCallback(callback: () => void): void;
|
|
setLogWindow(logWindow: Window_BattleLog): void;
|
|
setStatusWindow(statusWindow: Window_BattleStatus): void;
|
|
setSpriteset(spriteset: Spriteset_Battle): void;
|
|
onEncounter(): void;
|
|
ratePreemptive(): number;
|
|
rateSurprise(): number;
|
|
saveBgmAndBgs(): void;
|
|
playBattleBgm(): void;
|
|
playVictoryMe(): void;
|
|
playDefeatMe(): void;
|
|
replayBgmAndBgs(): void;
|
|
makeEscapeRatio(): void;
|
|
update(): void;
|
|
updateEvent(): boolean;
|
|
updateEventMain(): boolean;
|
|
isBusy(): boolean;
|
|
isInputting(): boolean;
|
|
isInTurn(): boolean;
|
|
isTurnEnd(): boolean;
|
|
isAborting(): boolean;
|
|
isBattleEnd(): boolean;
|
|
canEscape(): boolean;
|
|
canLose(): boolean;
|
|
isEscaped(): boolean;
|
|
actor(): Game_Actor;
|
|
clearActor(): void;
|
|
changeActor(newActorIndex: number, lastActorActionState: string): void;
|
|
startBattle(): void;
|
|
displayStartMessages(): void;
|
|
startInput(): void;
|
|
inputtingAction(): Game_Action;
|
|
selectNextCommand(): void;
|
|
selectPreviousCommand(): void;
|
|
refreshStatus(): void;
|
|
startTurn(): void;
|
|
updateTurn(): void;
|
|
processTurn(): void;
|
|
endTurn(): void;
|
|
updateTurnEnd(): void;
|
|
getNextSubject(): Game_Battler;
|
|
allBattleMembers(): Array<Game_Battler>;
|
|
makeActionOrders(): void;
|
|
startAction(): void;
|
|
updateAction(): void;
|
|
endAction(): void;
|
|
invokeAction(): void;
|
|
invokeNormalAction(): void;
|
|
invokeCounterAttack(): void;
|
|
invokeMagicReflection(): void;
|
|
applySubstitute(target: Game_Battler): Game_Battler;
|
|
checkSubstitute(target: Game_Battler): boolean;
|
|
isActionForced(): boolean;
|
|
forceAction(battler: Game_Battler): void;
|
|
processForcedAction(): void;
|
|
abort(): void;
|
|
checkBattleEnd(): boolean;
|
|
checkAbort(): boolean;
|
|
processVictory(): void;
|
|
processEscape(): boolean;
|
|
processAbort(): void;
|
|
processDefeat(): void;
|
|
endBattle(result: number): void;
|
|
updateBattleEnd(): void;
|
|
makeRewards(): void;
|
|
displayVictoryMessage(): void;
|
|
displayDefeatMessage(): void;
|
|
displayEscapeSuccessMessage(): void;
|
|
displayEscapeFailureMessage(): void;
|
|
displayRewards(): void;
|
|
displayExp(): void;
|
|
displayGold(): void;
|
|
displayDropItems(): void;
|
|
gainRewards(): void;
|
|
gainExp(): void;
|
|
gainGold(): void;
|
|
gainDropItems(): void;
|
|
}
|
|
declare var BattleManager: BattleManagerStatic;
|
|
|
|
interface ConfigManagerStatic extends MV.ConfigData {
|
|
load(): void;
|
|
save(): void;
|
|
makeData(): MV.ConfigData;
|
|
applyData(config: MV.ConfigData): void;
|
|
readFlag(config: MV.ConfigData, name: string): boolean;
|
|
readVolume(config: MV.ConfigData, name: string): number;
|
|
}
|
|
declare var ConfigManager: ConfigManagerStatic;
|
|
|
|
/**
|
|
* ImageManager
|
|
* The static class that loads iamges, create bitmap objects and retains them.
|
|
* @interface ImageManagerStatic
|
|
*/
|
|
interface ImageManagerStatic {
|
|
cache: CacheMap;
|
|
|
|
/**
|
|
* Loads a Bitmap object from the 'img/animations/' folder
|
|
* and returns it.
|
|
* @param {string} filename
|
|
* @param {number} [hue]
|
|
* @returns {Bitmap}
|
|
* @memberof ImageManagerStatic
|
|
*/
|
|
loadAnimation(filename: string, hue?: number): Bitmap;
|
|
/**
|
|
* Loads a Bitmap object from the 'img/battlebacks1/' folder
|
|
* and returns it.
|
|
* @param {string} filename
|
|
* @param {number} [hue]
|
|
* @returns {Bitmap}
|
|
* @memberof ImageManagerStatic
|
|
*/
|
|
loadBattleback1(filename: string, hue?: number): Bitmap;
|
|
/**
|
|
* Loads a Bitmap object from the 'img/battlebacks2/' folder
|
|
* and returns it.
|
|
* @param {string} filename
|
|
* @param {number} [hue]
|
|
* @returns {Bitmap}
|
|
* @memberof ImageManagerStatic
|
|
*/
|
|
loadBattleback2(filename: string, hue?: number): Bitmap;
|
|
/**
|
|
* Loads a Bitmap object from the 'img/enemies/' folder
|
|
* and returns it.
|
|
* @param {string} filename
|
|
* @param {number} [hue]
|
|
* @returns {Bitmap}
|
|
* @memberof ImageManagerStatic
|
|
*/
|
|
loadEnemy(filename: string, hue?: number): Bitmap;
|
|
/**
|
|
* Loads a Bitmap object from the 'img/characters/' folder
|
|
* and returns it.
|
|
* @param {string} filename
|
|
* @param {number} [hue]
|
|
* @returns {Bitmap}
|
|
* @memberof ImageManagerStatic
|
|
*/
|
|
loadCharacter(filename: string, hue?: number): Bitmap;
|
|
/**
|
|
* Loads a Bitmap object from the 'img/faces/' folder
|
|
* and returns it.
|
|
* @param {string} filename
|
|
* @param {number} [hue]
|
|
* @returns {Bitmap}
|
|
* @memberof ImageManagerStatic
|
|
*/
|
|
loadFace(filename: string, hue?: number): Bitmap;
|
|
/**
|
|
* Loads a Bitmap object from the 'img/parallaxes/' folder
|
|
* and returns it.
|
|
* @param {string} filename
|
|
* @param {number} [hue]
|
|
* @returns {Bitmap}
|
|
* @memberof ImageManagerStatic
|
|
*/
|
|
loadParallax(filename: string, hue?: number): Bitmap;
|
|
/**
|
|
* Loads a Bitmap object from the 'img/pictures/' folder
|
|
* and returns it.
|
|
* @param {string} filename
|
|
* @param {number} [hue]
|
|
* @returns {Bitmap}
|
|
* @memberof ImageManagerStatic
|
|
*/
|
|
loadPicture(filename: string, hue?: number): Bitmap;
|
|
/**
|
|
* Loads a Bitmap object from the 'img/sv_actors/' folder
|
|
* and returns it.
|
|
* @param {string} filename
|
|
* @param {number} [hue]
|
|
* @returns {Bitmap}
|
|
* @memberof ImageManagerStatic
|
|
*/
|
|
loadSvActor(filename: string, hue?: number): Bitmap;
|
|
/**
|
|
* Loads a Bitmap object from the 'img/sv_enemies/' folder
|
|
* and returns it.
|
|
* @param {string} filename
|
|
* @param {number} [hue]
|
|
* @returns {Bitmap}
|
|
* @memberof ImageManagerStatic
|
|
*/
|
|
loadSvEnemy(filename: string, hue?: number): Bitmap;
|
|
/**
|
|
* Loads a Bitmap object from 'img/system/' folder
|
|
* and returns it.
|
|
* @param {string} filename
|
|
* @param {number} [hue]
|
|
* @returns {Bitmap}
|
|
* @memberof ImageManagerStatic
|
|
*/
|
|
loadSystem(filename: string, hue?: number): Bitmap;
|
|
/**
|
|
* Loads a Bitmap object from the 'img/tilesets/' folder
|
|
* and returns it.
|
|
* @param {string} filename
|
|
* @param {number} [hue]
|
|
* @returns {Bitmap}
|
|
* @memberof ImageManagerStatic
|
|
*/
|
|
loadTileset(filename: string, hue?: number): Bitmap;
|
|
/**
|
|
* Loads a Bitmap object from the 'img/titles1/' folder
|
|
* and returns it.
|
|
* @param {string} filename
|
|
* @param {number} [hue]
|
|
* @returns {Bitmap}
|
|
* @memberof ImageManagerStatic
|
|
*/
|
|
loadTitle1(filename: string, hue?: number): Bitmap;
|
|
/**
|
|
* Loads a Bitmap object from the 'img/titles2/' folder
|
|
* and returns it.
|
|
* @param {string} filename
|
|
* @param {number} [hue]
|
|
* @returns {Bitmap}
|
|
* @memberof ImageManagerStatic
|
|
*/
|
|
loadTitle2(filename: string, hue?: number): Bitmap;
|
|
/**
|
|
* Loads a Bitmap object from any folder and returns it.
|
|
*
|
|
* @param {string} folder
|
|
* @param {string} filename
|
|
* @param {number} hue
|
|
* @param {boolean} smooth
|
|
* @returns {Bitmap}
|
|
* @memberof ImageManagerStatic
|
|
*/
|
|
loadBitmap(folder: string, filename: string, hue: number, smooth: boolean): Bitmap;
|
|
/**
|
|
* Loads an empty Bitmap object and returns it.
|
|
*
|
|
* @param {string} path
|
|
* @param {number} hue
|
|
* @returns {Bitmap}
|
|
* @memberof ImageManagerStatic
|
|
*/
|
|
loadEmptyBitmap(path: string, hue: number): Bitmap;
|
|
/**
|
|
* Loads a Bitmap object given a path
|
|
* and returns it.
|
|
* @param {string} path
|
|
* @param {number} hue
|
|
* @returns {Bitmap}
|
|
* @memberof ImageManagerStatic
|
|
*/
|
|
loadNormalBitmap(path: string, hue: number): Bitmap;
|
|
/**
|
|
* Clears the image cache in RPGMakerMV.
|
|
*
|
|
* @memberof ImageManagerStatic
|
|
*/
|
|
clear(): void;
|
|
/**
|
|
* Returns true if the image cache
|
|
* is ready.
|
|
* @returns {boolean}
|
|
* @memberof ImageManagerStatic
|
|
*/
|
|
isReady(): boolean;
|
|
/**
|
|
* Returns true if the given filename
|
|
* is an object character. Must contain
|
|
* a '!' in the file name to be an
|
|
* object character.
|
|
* @param {string} filename
|
|
* @returns {boolean}
|
|
* @memberof ImageManagerStatic
|
|
*/
|
|
isObjectCharacter(filename: string): boolean;
|
|
/**
|
|
* Returns true if the given filename is
|
|
* a large character. Must contain a '$'
|
|
* in the file name to be a large character.
|
|
* @param {string} filename
|
|
* @returns {boolean}
|
|
* @memberof ImageManagerStatic
|
|
*/
|
|
isBigCharacter(filename: string): boolean;
|
|
isZeroParallax(filename: string): boolean;
|
|
}
|
|
declare var ImageManager: ImageManagerStatic;
|
|
|
|
interface SceneManagerStatic {
|
|
_scene: Scene_Base;
|
|
_nextScene: Scene_Base;
|
|
_stack: Array<() => void>;
|
|
_stopped: boolean;
|
|
_sceneStarted: boolean;
|
|
_exiting: boolean;
|
|
_previousClass: () => void;
|
|
_backgroundBitmap: Bitmap;
|
|
_screenWidth: number;
|
|
_screenHeight: number;
|
|
_boxWidth: number;
|
|
_boxHeight: number;
|
|
_deltaTime: number;
|
|
_currentTime: number;
|
|
_accumulator: number;
|
|
|
|
run(sceneClass: () => void): void;
|
|
initialize(): void;
|
|
initGraphics(): void;
|
|
preferableRendererType(): string;
|
|
shouldUseCanvasRenderer(): boolean;
|
|
checkWebGL(): void;
|
|
checkFileAccess(): void;
|
|
initAudio(): void;
|
|
initInput(): void;
|
|
initNwjs(): void;
|
|
checkPluginErrors(): void;
|
|
setupErrorHandlers(): void;
|
|
requestUpdate(): void;
|
|
update(): void;
|
|
terminate(): void;
|
|
onError(e: Event): void;
|
|
onKeyDown(event: KeyboardEvent): void;
|
|
catchException(e: Event): void;
|
|
tickStart(): void;
|
|
tickEnd(): void;
|
|
updateInputData(): void;
|
|
updateMain(): void;
|
|
changeScene(): void;
|
|
updateScene(): void;
|
|
renderScene(): void;
|
|
onSceneCreate(): void;
|
|
onSceneStart(): void;
|
|
onSceneLoading(): void;
|
|
isSceneChanging(): boolean;
|
|
isCurrentSceneBusy(): boolean;
|
|
isCurrentSceneStarted(): boolean;
|
|
isNextScene(sceneClass: () => void): boolean;
|
|
isPreviousScene(sceneClass: () => void): boolean;
|
|
goto(sceneClass: () => void): void;
|
|
push(sceneClass: () => void): void;
|
|
pop(): void;
|
|
exit(): void;
|
|
clearStack(): void;
|
|
stop(): void;
|
|
prepareNextScene(): void;
|
|
snap(): Bitmap;
|
|
snapForBackground(): void;
|
|
backgroundBitmap(): Bitmap;
|
|
updateManagers(ticks: number, delta: number): void;
|
|
}
|
|
declare var SceneManager: SceneManagerStatic;
|
|
|
|
/**
|
|
* StorageManager
|
|
* The static class that manages storage saving game data.
|
|
* @interface StorageManagerStatic
|
|
*/
|
|
interface StorageManagerStatic {
|
|
save(savefileId: number, json: string): void;
|
|
load(savefileId: number): string;
|
|
exists(savefileId: number): boolean;
|
|
remove(savefileId: number): void;
|
|
backup(savefileId: number): void;
|
|
backupExists(savefileId: number): boolean;
|
|
cleanBackup(savefileId: number): boolean;
|
|
restoreBackup(savefileId: number): void;
|
|
isLocalMode(): boolean;
|
|
saveToLocalFile(savefileId: number, json: string): void;
|
|
loadFromLocalFile(savefileId: number): string;
|
|
loadFromLocalBackupFile(savefileId: number): string;
|
|
localFileBackupExists(savefileId: number): boolean;
|
|
localFileExists(savefileId: number): boolean;
|
|
removeLocalFile(savefileId: number): void;
|
|
saveToWebStorage(savefileId: number, json: string): void;
|
|
loadFromWebStorage(savefileId: number): string;
|
|
loadFromWebStorageBackup(savefileId: number): string;
|
|
webStorageBackupExists(savefileId: number): boolean;
|
|
webStorageExists(savefileId: number): boolean;
|
|
removeWebStorage(savefileId: number): void;
|
|
localFileDirectoryPath(): string;
|
|
localFilePath(savefileId: number): string;
|
|
webStorageKey(savefileId: number): string;
|
|
}
|
|
declare var StorageManager: StorageManagerStatic;
|
|
|
|
/**
|
|
* TextManager
|
|
* The static class that handles terms and messages.
|
|
* @interface TextManagerStatic
|
|
*/
|
|
interface TextManagerStatic {
|
|
currencyUnit: string;
|
|
level: string;
|
|
levelA: string;
|
|
hp: string;
|
|
hpA: string;
|
|
mp: string;
|
|
mpA: string;
|
|
tp: string;
|
|
tpA: string;
|
|
exp: string;
|
|
expA: string;
|
|
fight: string;
|
|
escape: string;
|
|
attack: string;
|
|
guard: string;
|
|
item: string;
|
|
skill: string;
|
|
equip: string;
|
|
status: string;
|
|
formation: string;
|
|
save: string;
|
|
gameEnd: string;
|
|
options: string;
|
|
weapon: string;
|
|
armor: string;
|
|
keyItem: string;
|
|
equip2: string;
|
|
optimize: string;
|
|
clear: string;
|
|
newGame: string;
|
|
continue_: string;
|
|
toTitle: string;
|
|
cancel: string;
|
|
buy: string;
|
|
sell: string;
|
|
alwaysDash: string;
|
|
commandRemember: string;
|
|
bgmVolume: string;
|
|
bgsVolume: string;
|
|
meVolume: string;
|
|
seVolume: string;
|
|
possession: string;
|
|
expTotal: string;
|
|
expNext: string;
|
|
saveMessage: string;
|
|
loadMessage: string;
|
|
file: string;
|
|
partyName: string;
|
|
emerge: string;
|
|
preemptive: string;
|
|
surprise: string;
|
|
escapeStart: string;
|
|
escapeFailure: string;
|
|
victory: string;
|
|
defeat: string;
|
|
obtainExp: string;
|
|
obtainGold: string;
|
|
obtainItem: string;
|
|
levelUp: string;
|
|
obtainSkill: string;
|
|
useItem: string;
|
|
criticalToEnemy: string;
|
|
criticalToActor: string;
|
|
actorDamage: string;
|
|
actorRecovery: string;
|
|
actorGain: string;
|
|
actorLoss: string;
|
|
actorDrain: string;
|
|
actorNoDamage: string;
|
|
actorNoHit: string;
|
|
enemyDamage: string;
|
|
enemyRecovery: string;
|
|
enemyGain: string;
|
|
enemyLoss: string;
|
|
enemyDrain: string;
|
|
enemyNoDamage: string;
|
|
enemyNoHit: string;
|
|
evasion: string;
|
|
magicEvasion: string;
|
|
magicReflection: string;
|
|
counterAttack: string;
|
|
substitute: string;
|
|
buffAdd: string;
|
|
debuffAdd: string;
|
|
buffRemove: string;
|
|
actionFailure: string;
|
|
basic(basicId: number): string;
|
|
param(paramId: number): string;
|
|
command(commandId: number): string;
|
|
message(messageId: string): string;
|
|
getter(method: string, param: number): string;
|
|
}
|
|
declare var TextManager: TextManagerStatic;
|
|
|
|
/**
|
|
* PluginManager
|
|
* The static class that manages plugins.
|
|
* @interface PluginManagerStatic
|
|
*/
|
|
interface PluginManagerStatic {
|
|
_path: string;
|
|
_scripts: Array<string>;
|
|
_errorUrls: Array<string>;
|
|
_parameters: {[key: string]: {[key: string]: string}};
|
|
|
|
setup(plugins: Array<MV.PluginSettings>): void;
|
|
/**
|
|
* Checks for errors in the plugins.
|
|
*
|
|
* @memberof PluginManagerStatic
|
|
*/
|
|
checkErrors(): void;
|
|
parameters(name: string): any;
|
|
setParameters(name: string, parameters: {[key: string]: string}): void;
|
|
loadScript(name: string): void;
|
|
onError(e: Event): void;
|
|
}
|
|
declare var PluginManager: PluginManagerStatic;
|
|
|
|
declare namespace MV {
|
|
export interface Matrix {
|
|
type: string;
|
|
value: Array<number>;
|
|
}
|
|
export interface TouchInputEvents {
|
|
trigger: boolean;
|
|
cancelled: boolean;
|
|
moved: boolean;
|
|
released: boolean;
|
|
wheelX: number;
|
|
wheelY: number;
|
|
}
|
|
export interface AudioParameters {
|
|
name: string;
|
|
volume: number;
|
|
pitch: number;
|
|
pan: number;
|
|
pos: number;
|
|
}
|
|
export interface BattleRewards {
|
|
gold: number;
|
|
exp: number;
|
|
items: Array<RPG.BaseItem>;
|
|
}
|
|
export interface BattlerAnimation {
|
|
animationId: number;
|
|
mirror: boolean;
|
|
delay: number;
|
|
}
|
|
export interface CommandItem {
|
|
name: string;
|
|
symbol: string;
|
|
enabled: boolean;
|
|
ext: any;
|
|
}
|
|
export interface TextState {
|
|
index: number;
|
|
x: number;
|
|
y: number;
|
|
left: number;
|
|
}
|
|
export interface BattleLogMethod {
|
|
name: string;
|
|
params: any;
|
|
}
|
|
export interface Motion {
|
|
index: number;
|
|
loop: boolean;
|
|
}
|
|
export interface ConfigData {
|
|
alwaysDash: boolean;
|
|
commandRemember: boolean;
|
|
bgmVolume: number;
|
|
bgsVolume: number;
|
|
meVolume: number;
|
|
seVolume: number;
|
|
}
|
|
export interface DatabaseFile {
|
|
name: string;
|
|
src: string;
|
|
}
|
|
export interface SaveFileInfo {
|
|
globalId: string;
|
|
title: string;
|
|
characters: Array<Array<any>>;
|
|
faces: Array<Array<any>>;
|
|
playtime: string;
|
|
timestamp: number;
|
|
}
|
|
export interface SaveContents {
|
|
system: Game_System;
|
|
screen: Game_Screen;
|
|
timer: Game_Timer;
|
|
switches: Game_Switches;
|
|
variables: Game_Variables;
|
|
selfSwitches: Game_SelfSwitches;
|
|
actors: Game_Actors;
|
|
party: Game_Party;
|
|
map: Game_Map;
|
|
player: Game_Party;
|
|
}
|
|
export interface PluginSettings {
|
|
name: string;
|
|
status: string;
|
|
description: string;
|
|
parameters: {[key: string]: string};
|
|
}
|
|
}
|
|
/**
|
|
* The game object class for temporary data that is not
|
|
* included in the save data.
|
|
* @class Game_Temp
|
|
*/
|
|
declare class Game_Temp {
|
|
protected _isPlaytest: boolean;
|
|
protected _commonEventId: number;
|
|
protected _destinationX: number;
|
|
protected _destinationY: number;
|
|
|
|
/**
|
|
* Determines if the game is in Play Test mode.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Game_Temp
|
|
*/
|
|
isPlaytest(): boolean;
|
|
/**
|
|
* Reserves the given commonEventId to be processed later.
|
|
*
|
|
* @param {number} commonEventId
|
|
* @memberof Game_Temp
|
|
*/
|
|
reserveCommonEvent(commonEventId: number): void;
|
|
/**
|
|
* Clears the current reserved common event.
|
|
*
|
|
* @memberof Game_Temp
|
|
*/
|
|
clearCommonEvent(): void;
|
|
/**
|
|
* Returns true if a common event has been reserved.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Game_Temp
|
|
*/
|
|
isCommonEventReserved(): boolean;
|
|
/**
|
|
* Returns common event data from the database.
|
|
*
|
|
* @returns {any}
|
|
* @memberof Game_Temp
|
|
*/
|
|
reservedCommonEvent(): any;
|
|
/**
|
|
* Sets the destination of the player for movement.
|
|
*
|
|
* @param {number} x
|
|
* @param {number} y
|
|
* @memberof Game_Temp
|
|
*/
|
|
setDestination(x: number, y: number): void;
|
|
/**
|
|
* Clears the destination of movement for the player.
|
|
*
|
|
* @memberof Game_Temp
|
|
*/
|
|
clearDestination(): void;
|
|
/**
|
|
* Determines if the destination for the player to move to is valid.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Game_Temp
|
|
*/
|
|
isDestinationValid(): boolean;
|
|
/**
|
|
* Returns the x coordinate of the destination.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Game_Temp
|
|
*/
|
|
destinationX(): number;
|
|
/**
|
|
* Returns the y coordinate of the destination.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Game_Temp
|
|
*/
|
|
destinationY(): number;
|
|
}
|
|
|
|
/**
|
|
* Game Object class for the system data.
|
|
*
|
|
* @class Game_System
|
|
*/
|
|
declare class Game_System {
|
|
protected _saveEnabled: boolean;
|
|
protected _menuEnabled: boolean;
|
|
protected _encounterEnabled: boolean;
|
|
protected _formationEnabled: boolean;
|
|
protected _battleCount: number;
|
|
protected _winCount: number;
|
|
protected _escapeCount: number;
|
|
protected _saveCount: number;
|
|
protected _versionId: number;
|
|
protected _framesOnSave: number;
|
|
protected _bgmOnSave: RPG.AudioFile;
|
|
protected _bgsOnSave: RPG.AudioFile;
|
|
protected _windowTone: Array<number>;
|
|
protected _battleBgm: RPG.AudioFile;
|
|
protected _victoryMe: RPG.AudioFile;
|
|
protected _defeatMe: RPG.AudioFile;
|
|
protected _savedBgm: RPG.AudioFile;
|
|
protected _walkingBgm: RPG.AudioFile;
|
|
|
|
isJapanese(): boolean;
|
|
isChinese(): boolean;
|
|
isKorean(): boolean;
|
|
isCJK(): boolean;
|
|
isRussian(): boolean;
|
|
isSideView(): boolean;
|
|
isSaveEnabled(): boolean;
|
|
/**
|
|
* Disables the ability to save the game.
|
|
*
|
|
* @memberof Game_System
|
|
*/
|
|
disableSave(): void;
|
|
/**
|
|
* Enables the ability to save the game.
|
|
*
|
|
* @memberof Game_System
|
|
*/
|
|
enableSave(): void;
|
|
/**
|
|
* Returns true if the menu is enabled.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Game_System
|
|
*/
|
|
isMenuEnabled(): boolean;
|
|
/**
|
|
* Disables the menu from being accessed.
|
|
*
|
|
* @memberof Game_System
|
|
*/
|
|
disableMenu(): void;
|
|
/**
|
|
* Enables the menu to be accessed.
|
|
*
|
|
* @memberof Game_System
|
|
*/
|
|
enableMenu(): void;
|
|
isEncounterEnabled(): boolean;
|
|
/**
|
|
* Returns true if the player can encounter enemies.
|
|
*
|
|
* @memberof Game_System
|
|
*/
|
|
disableEncounter(): void;
|
|
enableEncounter(): void;
|
|
isFormationEnabled(): boolean;
|
|
/**
|
|
* Disables the use of the formation command in the menu.
|
|
*
|
|
* @memberof Game_System
|
|
*/
|
|
disableFormation(): void;
|
|
/**
|
|
* Enables the use of the formation command in the menu.
|
|
*
|
|
* @memberof Game_System
|
|
*/
|
|
enableFormation(): void;
|
|
/**
|
|
* Returns the number of battles the player has participated in.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Game_System
|
|
*/
|
|
battleCount(): number;
|
|
/**
|
|
* Returns the number of the wins the player has gained in battle.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Game_System
|
|
*/
|
|
winCount(): number;
|
|
/**
|
|
* Returns the number of battles the player has escaped from in battle.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Game_System
|
|
*/
|
|
escapeCount(): number;
|
|
/**
|
|
* Returns the number of saves the player has made in game.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Game_System
|
|
*/
|
|
saveCount(): number;
|
|
/**
|
|
* Returns the version id represented in the database.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Game_System
|
|
*/
|
|
versionId(): number;
|
|
/**
|
|
* Returns the tone of the window in the database.
|
|
*
|
|
* @returns {Array<number>}
|
|
* @memberof Game_System
|
|
*/
|
|
windowTone(): Array<number>;
|
|
/**
|
|
* Sets the window tone, given an array
|
|
* of rgb. Example: [0, 255, 255].
|
|
* @param {Array<number>} value
|
|
* @memberof Game_System
|
|
*/
|
|
setWindowTone(value: Array<number>): void;
|
|
/**
|
|
* Returns the current battle background music.
|
|
*
|
|
* @returns {RPG.AudioFile}
|
|
* @memberof Game_System
|
|
*/
|
|
battleBgm(): RPG.AudioFile;
|
|
/**
|
|
* Sets the battle background music.
|
|
*
|
|
* @param {RPG.AudioFile} value
|
|
* @memberof Game_System
|
|
*/
|
|
setBattleBgm(value: RPG.AudioFile): void;
|
|
/**
|
|
* Returns the victory musical effect.
|
|
*
|
|
* @returns {RPG.AudioFile}
|
|
* @memberof Game_System
|
|
*/
|
|
victoryMe(): RPG.AudioFile;
|
|
/**
|
|
* Sets the victory musical effect.
|
|
*
|
|
* @param {RPG.AudioFile} value
|
|
* @memberof Game_System
|
|
*/
|
|
setVictoryMe(value: RPG.AudioFile): void;
|
|
/**
|
|
* Returns the defeat musical effect.
|
|
*
|
|
* @returns {RPG.AudioFile}
|
|
* @memberof Game_System
|
|
*/
|
|
defeatMe(): RPG.AudioFile;
|
|
/**
|
|
* Sets the defeat musical effect.
|
|
*
|
|
* @param {RPG.AudioFile} value
|
|
* @memberof Game_System
|
|
*/
|
|
setDefeatMe(value: RPG.AudioFile): void;
|
|
onBattleStart(): void;
|
|
onBattleWin(): void;
|
|
onBattleEscape(): void;
|
|
onBeforeSave(): void;
|
|
onAfterLoad(): void;
|
|
/**
|
|
* Returns the total play time.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Game_System
|
|
*/
|
|
playtime(): number;
|
|
playtimeText(): string;
|
|
/**
|
|
* Saves background music to the game system object.
|
|
*
|
|
* @memberof Game_System
|
|
*/
|
|
saveBgm(): void;
|
|
/**
|
|
* Replays the saved background music.
|
|
*
|
|
* @memberof Game_System
|
|
*/
|
|
replayBgm(): void;
|
|
/**
|
|
* Saves the walking background music.
|
|
*
|
|
* @memberof Game_System
|
|
*/
|
|
saveWalkingBgm(): void;
|
|
/**
|
|
* Replays the saved walking background music.
|
|
*
|
|
* @memberof Game_System
|
|
*/
|
|
replayWalkingBgm(): void;
|
|
/**
|
|
* Saves the second walking bgm from the map data.
|
|
*
|
|
* @memberof Game_System
|
|
*/
|
|
saveWalkingBgm2(): void;
|
|
}
|
|
|
|
/**
|
|
* The game object class for the timer.
|
|
*
|
|
* @class Game_Timer
|
|
*/
|
|
declare class Game_Timer {
|
|
protected _frames: number;
|
|
protected _working: boolean;
|
|
|
|
/**
|
|
* Updates the game timer.
|
|
*
|
|
* @param {boolean} sceneActive
|
|
* @memberof Game_Timer
|
|
*/
|
|
update(sceneActive: boolean): void;
|
|
/**
|
|
* Starts the timer with the specified number of frames as count.
|
|
*
|
|
* @param {number} count
|
|
* @memberof Game_Timer
|
|
*/
|
|
start(count: number): void;
|
|
/**
|
|
* Stops the timer.
|
|
*
|
|
* @memberof Game_Timer
|
|
*/
|
|
stop(): void;
|
|
/**
|
|
* Returns true if the timer is working and counting down.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Game_Timer
|
|
*/
|
|
isWorking(): boolean;
|
|
/**
|
|
* Returns the number of seconds on the timer.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Game_Timer
|
|
*/
|
|
seconds(): number;
|
|
/**
|
|
* Handler for when the time expires on the timer.
|
|
*
|
|
* @memberof Game_Timer
|
|
*/
|
|
onExpire(): void;
|
|
}
|
|
|
|
/**
|
|
* The game object class for the state of the message window
|
|
* that displays text or selections.
|
|
* @class Game_Message
|
|
*/
|
|
declare class Game_Message {
|
|
protected _texts: Array<string>;
|
|
protected _choices: Array<string>;
|
|
protected _faceName: string;
|
|
protected _faceIndex: number;
|
|
protected _background: number;
|
|
protected _positionType: number;
|
|
protected _choiceDefaultType: number;
|
|
protected _choiceCancelType: number;
|
|
protected _choiceBackground: number;
|
|
protected _choicePostionType: number;
|
|
protected _numInputVariableId: number;
|
|
protected _numInputMaxDigits: number;
|
|
protected _itemChoiceVariableId: number;
|
|
protected _itemChoiceItypeId: number;
|
|
protected _scrollMode: boolean;
|
|
protected _scrollSpeed: number;
|
|
protected _scrollNoFast: boolean;
|
|
protected _choiceCallback: (n: number) => void;
|
|
|
|
clear(): void;
|
|
choices(): Array<string>;
|
|
/**
|
|
* Returns the name of the face image used for the message.
|
|
*
|
|
* @returns {string}
|
|
* @memberof Game_Message
|
|
*/
|
|
faceName(): string;
|
|
/**
|
|
* Returns the face index within the face image to display the
|
|
* correct face.
|
|
* @returns {number}
|
|
* @memberof Game_Message
|
|
*/
|
|
faceIndex(): number;
|
|
/**
|
|
* Returns the background associated with the message;
|
|
* this is the background
|
|
* @returns {number}
|
|
* @memberof Game_Message
|
|
*/
|
|
background(): number;
|
|
/**
|
|
* Returns the current position type of the message window.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Game_Message
|
|
*/
|
|
positionType(): number;
|
|
choiceDefaultType(): number;
|
|
choiceCancelType(): number;
|
|
/**
|
|
* Returns the background type of the choice window.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Game_Message
|
|
*/
|
|
choiceBackground(): number;
|
|
/**
|
|
* Returns the position of the choice window.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Game_Message
|
|
*/
|
|
choicePositionType(): number;
|
|
/**
|
|
* Returns the number input variable id.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Game_Message
|
|
*/
|
|
numInputVariableId(): number;
|
|
/**
|
|
* Returns the number input maximum digits.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Game_Message
|
|
*/
|
|
numInputMaxDigits(): number;
|
|
/**
|
|
* Returns the item choice variable id.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Game_Message
|
|
*/
|
|
itemChoiceVariableId(): number;
|
|
/**
|
|
* Returns the item choice item type id.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Game_Message
|
|
*/
|
|
itemChoiceItypeId(): number;
|
|
/**
|
|
* Returns true if the scroll mode is set to true.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Game_Message
|
|
*/
|
|
scrollMode(): boolean;
|
|
/**
|
|
* Returns the scroll speed.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Game_Message
|
|
*/
|
|
scrollSpeed(): number;
|
|
/**
|
|
* Returns true if the scroll is set to not being fast.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Game_Message
|
|
*/
|
|
scrollNoFast(): boolean;
|
|
/**
|
|
* Adds text to the game message object.
|
|
*
|
|
* @param {string} text
|
|
* @memberof Game_Message
|
|
*/
|
|
add(text: string): void;
|
|
setFaceImage(faceName: string, faceIndex: number): void;
|
|
/**
|
|
* Sets the background of the message window;
|
|
* options are 0 (fully opaque), 1 (transparent), 2 (invisible background).
|
|
* The default is 0.
|
|
* @param {number} background
|
|
* @memberof Game_Message
|
|
*/
|
|
setBackground(background: number): void;
|
|
/**
|
|
* Sets the position of the message window;
|
|
* default is 2.
|
|
* @param {number} positionType
|
|
* @memberof Game_Message
|
|
*/
|
|
setPositionType(positionType: number): void;
|
|
/**
|
|
* Sets the choices within the choice window;
|
|
* sets the default and cancel choices for the window.
|
|
* @param {Array<string>} choices
|
|
* @param {number} defaultType
|
|
* @param {number} cancelType
|
|
* @memberof Game_Message
|
|
*/
|
|
setChoices(choices: Array<string>, defaultType: number, cancelType: number): void;
|
|
setChoiceBackground(background: number): void;
|
|
/**
|
|
* Sets the position of the choice window associated with the
|
|
* message window.
|
|
* @param {number} positionType
|
|
* @memberof Game_Message
|
|
*/
|
|
setChoicePositionType(positionType: number): void;
|
|
/**
|
|
* Sets the number input and associates it with a variable id;
|
|
* the max number of digits can also be set.
|
|
* @param {number} variableId
|
|
* @param {number} maxDigits
|
|
* @memberof Game_Message
|
|
*/
|
|
setNumberInput(variableId: number, maxDigits: number): void;
|
|
/**
|
|
* Sets the choice and associates it with a variable id;
|
|
* sets the itemtype id associated with the choice.
|
|
* @param {number} variableId
|
|
* @param {number} itemType
|
|
* @memberof Game_Message
|
|
*/
|
|
setItemChoice(variableId: number, itemType: number): void;
|
|
/**
|
|
* Sets the scroll speed of the message window;
|
|
* disable fast movement if noFast is set to true.
|
|
* @param {number} speed
|
|
* @param {boolean} noFast
|
|
* @memberof Game_Message
|
|
*/
|
|
setScroll(speed: number, noFast: boolean): void;
|
|
/**
|
|
* Sets a callback to be associated with a specific choice;
|
|
* a callback is a JavaScript function that will be run when the
|
|
* choice is selected.
|
|
* @param {((n: number) => void)} callback
|
|
* @memberof Game_Message
|
|
*/
|
|
setChoiceCallback(callback: ((n: number) => void)): void;
|
|
onChoice(n: number): void;
|
|
/**
|
|
* Returns true if the game message object has text.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Game_Message
|
|
*/
|
|
hasText(): boolean;
|
|
/**
|
|
* Returns true if the game message object has a set of choices.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Game_Message
|
|
*/
|
|
isChoice(): boolean;
|
|
/**
|
|
* Returns true if the game message object has a number input attached.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Game_Message
|
|
*/
|
|
isNumberInput(): boolean;
|
|
/**
|
|
* Returns true if the game message object has an item choice attached.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Game_Message
|
|
*/
|
|
isItemChoice(): boolean;
|
|
/**
|
|
* Returns true if the game message object has text, choices, number input,
|
|
* or item choice.
|
|
* @returns {boolean}
|
|
* @memberof Game_Message
|
|
*/
|
|
isBusy(): boolean;
|
|
/**
|
|
* Creates a new page for the text within the message window.
|
|
*
|
|
* @memberof Game_Message
|
|
*/
|
|
newPage(): void;
|
|
/**
|
|
* Returns all of the text contained within the message.
|
|
*
|
|
* @returns {string}
|
|
* @memberof Game_Message
|
|
*/
|
|
allText(): string;
|
|
}
|
|
|
|
/**
|
|
* The game object class for game switches.
|
|
*
|
|
* @class Game_Switches
|
|
*/
|
|
declare class Game_Switches {
|
|
protected _data: Array<boolean>;
|
|
|
|
clear(): void;
|
|
value(switchId: number): boolean;
|
|
setValue(switchId: number, value: boolean): void;
|
|
onChange(): void;
|
|
}
|
|
|
|
/**
|
|
* The game object class for game variables.
|
|
*
|
|
* @class Game_Variables
|
|
*/
|
|
declare class Game_Variables {
|
|
protected _data: Array<number>;
|
|
|
|
clear(): void;
|
|
value(variableId: number): number;
|
|
setValue(variableId: number, value: number): void;
|
|
onChange(): void;
|
|
}
|
|
|
|
/**
|
|
* The game object class for self switches.
|
|
*
|
|
* @class Game_SelfSwitches
|
|
*/
|
|
declare class Game_SelfSwitches {
|
|
protected _data: {key: Array<any>};
|
|
|
|
/**
|
|
* Clears the array of data for the game's self switches.
|
|
*
|
|
* @memberof Game_SelfSwitches
|
|
*/
|
|
clear(): void;
|
|
/**
|
|
* Returns the value of the switch at the current key;
|
|
* the value is a boolean (true or false).
|
|
* @param {Array<any>} key
|
|
* @returns {boolean}
|
|
* @memberof Game_SelfSwitches
|
|
*/
|
|
value(key: Array<any>): boolean;
|
|
/**
|
|
* Sets the value of the key of the respected self switch.
|
|
*
|
|
* @param {Array<any>} key
|
|
* @param {boolean} value
|
|
* @memberof Game_SelfSwitches
|
|
*/
|
|
setValue(key: Array<any>, value: boolean): void;
|
|
onChange(): void;
|
|
}
|
|
|
|
/**
|
|
* The game object class for screen effect data, such as
|
|
* changes in color tone and flashes.
|
|
* aliased as $gameScreen.
|
|
* @class Game_Screen
|
|
*/
|
|
declare class Game_Screen {
|
|
protected _shake: number;
|
|
protected _shakePower: number;
|
|
protected _shakeSpeed: number;
|
|
protected _shakeDuration: number;
|
|
protected _shakeDirection: number;
|
|
|
|
/**
|
|
* _zoomX property of the game screen.
|
|
*
|
|
* @protected
|
|
* @type {number}
|
|
* @memberof Game_Screen
|
|
*/
|
|
protected _zoomX: number;
|
|
/**
|
|
* _zoomY property of the game screen.
|
|
*
|
|
* @protected
|
|
* @type {number}
|
|
* @memberof Game_Screen
|
|
*/
|
|
protected _zoomY: number;
|
|
protected _zoomScale: number;
|
|
protected _zoomScaleTarget: number;
|
|
protected _zoomDuration: number;
|
|
|
|
protected _weatherType: string;
|
|
protected _weatherPower: number;
|
|
protected _weatherPowerTarget: number;
|
|
protected _weatherDuration: number;
|
|
|
|
/**
|
|
* The _brightness property of the game screen;
|
|
* returned when calling the brightness method.
|
|
* @protected
|
|
* @type {number}
|
|
* @memberof Game_Screen
|
|
*/
|
|
protected _brightness: number;
|
|
protected _fadeOutDuration: number;
|
|
protected _fadeInDuration: number;
|
|
|
|
protected _tone: Array<number>;
|
|
protected _toneTarget: Array<number>;
|
|
protected _toneDuration: number;
|
|
|
|
protected _flashColor: Array<number>;
|
|
protected _flashDuration: number;
|
|
|
|
/**
|
|
* The array of Game_Pictures that are
|
|
* attached to the game screen.
|
|
* @protected
|
|
* @type {Array<Game_Picture>}
|
|
* @memberof Game_Screen
|
|
*/
|
|
protected _pictures: Array<Game_Picture>;
|
|
|
|
clear(): void;
|
|
/**
|
|
* Handler for when the battle starts in game; prepares
|
|
* the screen for the battle scene.
|
|
* @memberof Game_Screen
|
|
*/
|
|
onBattleStart(): void;
|
|
/**
|
|
* Returns the brightness of the game screen.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Game_Screen
|
|
*/
|
|
brightness(): number;
|
|
tone(): Array<number>;
|
|
flashColor(): Array<number>;
|
|
shake(): number;
|
|
/**
|
|
* Returns the zoom x coordinate of the screen.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Game_Screen
|
|
*/
|
|
zoomX(): number;
|
|
/**
|
|
* Returns the zoom y coordiante of the screen.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Game_Screen
|
|
*/
|
|
zoomY(): number;
|
|
/**
|
|
* Returns the zoom scale of the screen.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Game_Screen
|
|
*/
|
|
zoomScale(): number;
|
|
/**
|
|
* Returns the current weather type.
|
|
*
|
|
* @returns {string}
|
|
* @memberof Game_Screen
|
|
*/
|
|
weatherType(): string;
|
|
/**
|
|
* Returns the weather power.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Game_Screen
|
|
*/
|
|
weatherPower(): number;
|
|
/**
|
|
* Returns the specified picture given the picture id.
|
|
*
|
|
* @param {number} pictureId
|
|
* @returns {Game_Picture}
|
|
* @memberof Game_Screen
|
|
*/
|
|
picture(pictureId: number): Game_Picture;
|
|
/**
|
|
* Returns the real picture id, given the picture id.
|
|
*
|
|
* @param {number} pictureId
|
|
* @returns {number}
|
|
* @memberof Game_Screen
|
|
*/
|
|
realPictureId(pictureId: number): number;
|
|
/**
|
|
* Clears the screen fade.
|
|
*
|
|
* @memberof Game_Screen
|
|
*/
|
|
clearFade(): void;
|
|
/**
|
|
* Clears the screen tone.
|
|
*
|
|
* @memberof Game_Screen
|
|
*/
|
|
clearTone(): void;
|
|
/**
|
|
* Clears the screen flash.
|
|
*
|
|
* @memberof Game_Screen
|
|
*/
|
|
clearFlash(): void;
|
|
/**
|
|
* Clears the screen shake.
|
|
*
|
|
* @memberof Game_Screen
|
|
*/
|
|
clearShake(): void;
|
|
/**
|
|
* Clears the screen zoom.
|
|
*
|
|
* @memberof Game_Screen
|
|
*/
|
|
clearZoom(): void;
|
|
/**
|
|
* Clears the screen weather.
|
|
*
|
|
* @memberof Game_Screen
|
|
*/
|
|
clearWeather(): void;
|
|
/**
|
|
* Clears the pictures set on the game screen.
|
|
*
|
|
* @memberof Game_Screen
|
|
*/
|
|
clearPictures(): void;
|
|
/**
|
|
* Erases the battle pictures.
|
|
*
|
|
* @memberof Game_Screen
|
|
*/
|
|
eraseBattlePictures(): void;
|
|
/**
|
|
* Returns the maximum number of pictures set on the game screen.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Game_Screen
|
|
*/
|
|
maxPictures(): number;
|
|
startFadeOut(duration: number): void;
|
|
startFadeIn(duration: number): void;
|
|
startTint(tone: Array<number>, duration: number): void;
|
|
startFlash(color: Array<number>, duration: number): void;
|
|
startShake(power: number, speed: number, duration: number): void;
|
|
startZoom(x: number, y: number, scale: number, duration: number): void;
|
|
setZoom(x: number, y: number, scale: number): void;
|
|
changeWeather(type: string, power: number, duration: number): void;
|
|
/**
|
|
* Updates the game screen.
|
|
*
|
|
* @memberof Game_Screen
|
|
*/
|
|
update(): void;
|
|
/**
|
|
* Updates the screen fade out.
|
|
*
|
|
* @memberof Game_Screen
|
|
*/
|
|
updateFadeOut(): void;
|
|
/**
|
|
* Updates the screen fade in.
|
|
*
|
|
* @memberof Game_Screen
|
|
*/
|
|
updateFadeIn(): void;
|
|
/**
|
|
* Updates the screen tone.
|
|
*
|
|
* @memberof Game_Screen
|
|
*/
|
|
updateTone(): void;
|
|
/**
|
|
* Update the screen flash.
|
|
*
|
|
* @memberof Game_Screen
|
|
*/
|
|
updateFlash(): void;
|
|
/**
|
|
* Update the screen shake.
|
|
*
|
|
* @memberof Game_Screen
|
|
*/
|
|
updateShake(): void;
|
|
/**
|
|
* Update the screen zoom.
|
|
*
|
|
* @memberof Game_Screen
|
|
*/
|
|
updateZoom(): void;
|
|
/**
|
|
* Update the screen weather.
|
|
*
|
|
* @memberof Game_Screen
|
|
*/
|
|
updateWeather(): void;
|
|
/**
|
|
* Update the screen pictures.
|
|
*
|
|
* @memberof Game_Screen
|
|
*/
|
|
updatePictures(): void;
|
|
startFlashForDamage(): void;
|
|
showPicture(pictureId: number, name: string, origin: number, x: number, y: number,
|
|
scaleX: number, scaleY: number, opacity: number, blendMode: number): void;
|
|
movePicture(pictureId: number, origin: number, x: number, y: number,
|
|
scaleX: number, scaleY: number, opacity: number, blendMode: number, duration: number): void;
|
|
rotatePicture(pictureId: number, speed: number): void;
|
|
tintPicture(pictureId: number, tone: Array<number>, duration: number): void;
|
|
/**
|
|
* Erases a picture from the screen given the respected picture id.
|
|
*
|
|
* @param {number} pictureId
|
|
* @memberof Game_Screen
|
|
*/
|
|
erasePicture(pictureId: number): void;
|
|
}
|
|
|
|
/**
|
|
* The game object class for a picture.
|
|
*
|
|
* @class Game_Picture
|
|
*/
|
|
declare class Game_Picture {
|
|
/**
|
|
* _name property of the current picture.
|
|
*
|
|
* @protected
|
|
* @type {string}
|
|
* @memberof Game_Picture
|
|
*/
|
|
protected _name: string;
|
|
protected _origin: number;
|
|
protected _x: number;
|
|
protected _y: number;
|
|
protected _scaleX: number;
|
|
protected _scaleY: number;
|
|
protected _opacity: number;
|
|
protected _blendMode: number;
|
|
|
|
protected _targetX: number;
|
|
protected _targetY: number;
|
|
protected _targetScaleX: number;
|
|
protected _targetScaleY: number;
|
|
protected _targetOpacity: number;
|
|
protected _duration: number;
|
|
|
|
protected _tone: Array<number>;
|
|
protected _toneTarget: Array<number>;
|
|
protected _toneDuration: number;
|
|
|
|
protected _angle: number;
|
|
protected _rotationSpeed: number;
|
|
|
|
/**
|
|
* Returns the name of the game picture.
|
|
*
|
|
* @returns {string}
|
|
* @memberof Game_Picture
|
|
*/
|
|
name(): string;
|
|
/**
|
|
* Returns the origin of the game picture.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Game_Picture
|
|
*/
|
|
origin(): number;
|
|
/**
|
|
* Returns the picture x coordinate.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Game_Picture
|
|
*/
|
|
x(): number;
|
|
/**
|
|
* Returns the picture y coordinate.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Game_Picture
|
|
*/
|
|
y(): number;
|
|
/**
|
|
* Returns x scale of the game picture.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Game_Picture
|
|
*/
|
|
scaleX(): number;
|
|
/**
|
|
* Returns the y scale of the game picture.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Game_Picture
|
|
*/
|
|
scaleY(): number;
|
|
/**
|
|
* Returns the opacity of the game picture.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Game_Picture
|
|
*/
|
|
opacity(): number;
|
|
/**
|
|
* Returns the blend mode of the game picture.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Game_Picture
|
|
*/
|
|
blendMode(): number;
|
|
/**
|
|
* Returns the tone of the game picture.
|
|
*
|
|
* @returns {Array<number>}
|
|
* @memberof Game_Picture
|
|
*/
|
|
tone(): Array<number>;
|
|
/**
|
|
* Returns the angle of the game picture.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Game_Picture
|
|
*/
|
|
angle(): number;
|
|
initBasic(): void;
|
|
initTarget(): void;
|
|
initTone(): void;
|
|
initRotation(): void;
|
|
show(name: string, origin: number, x: number, y: number, scaleX: number, scaleY: number, opacity: number, blendMode: number): void;
|
|
move(origin: number, x: number, y: number, scaleX: number, scaleY: number, opacity: number, blendMode: number, duration: number): void;
|
|
rotate(speed: number): void;
|
|
tint(tone: Array<number>, duration: number): void;
|
|
/**
|
|
* Erases the game picture.
|
|
*
|
|
* @memberof Game_Picture
|
|
*/
|
|
erase(): void;
|
|
/**
|
|
* Updates the game picture.
|
|
*
|
|
* @memberof Game_Picture
|
|
*/
|
|
update(): void;
|
|
/**
|
|
* Updates the movement of the game picture.
|
|
*
|
|
* @memberof Game_Picture
|
|
*/
|
|
updateMove(): void;
|
|
/**
|
|
* Updates the tone of the game picture.
|
|
*
|
|
* @memberof Game_Picture
|
|
*/
|
|
updateTone(): void;
|
|
/**
|
|
* Updates the rotation of the game picture.
|
|
*
|
|
* @memberof Game_Picture
|
|
*/
|
|
updateRotation(): void;
|
|
}
|
|
|
|
/**
|
|
* Game_Item
|
|
* The game object class for handling skills, items, weapons. armor.
|
|
* This is required, because the save data should not include the database object itself.
|
|
* @class Game_Item
|
|
*/
|
|
declare class Game_Item {
|
|
protected _dataClass: string;
|
|
protected _itemId: number;
|
|
|
|
constructor(item: RPG.BaseItem);
|
|
/**
|
|
* Returns true the item is a skill.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Game_Item
|
|
*/
|
|
isSkill(): boolean;
|
|
/**
|
|
* Returns true if the item is an item.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Game_Item
|
|
*/
|
|
isItem(): boolean;
|
|
/**
|
|
* Returns true if the item is a usable item, similar to a potion.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Game_Item
|
|
*/
|
|
isUsableItem(): boolean;
|
|
/**
|
|
* Returns true if the item is a weapon.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Game_Item
|
|
*/
|
|
isWeapon(): boolean;
|
|
/**
|
|
* Returns true if the item is an armor.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Game_Item
|
|
*/
|
|
isArmor(): boolean;
|
|
/**
|
|
* Returns true if the item is equippable (weapon or armor).
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Game_Item
|
|
*/
|
|
isEquipItem(): boolean;
|
|
/**
|
|
* Returns true if the item is 'null'.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Game_Item
|
|
*/
|
|
isNull(): boolean;
|
|
/**
|
|
* Returns the current itemId.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Game_Item
|
|
*/
|
|
itemId(): number;
|
|
object(): RPG.BaseItem;
|
|
/**
|
|
* Sets the current item of the current Game_Item object.
|
|
*
|
|
* @param {RPG.BaseItem} item
|
|
* @memberof Game_Item
|
|
*/
|
|
setObject(item: RPG.BaseItem): void;
|
|
setEquip(isWeapon: boolean, itemId: number): void;
|
|
}
|
|
|
|
/**
|
|
* Game_Action
|
|
* The game object class representing a battle action.
|
|
* @class Game_Action
|
|
*/
|
|
declare class Game_Action {
|
|
static EFFECT_RECOVER_HP: number;
|
|
static EFFECT_RECOVER_MP: number;
|
|
static EFFECT_GAIN_TP: number;
|
|
static EFFECT_ADD_STATE: number;
|
|
static EFFECT_REMOVE_STATE: number;
|
|
static EFFECT_ADD_BUFF: number;
|
|
static EFFECT_ADD_DEBUFF: number;
|
|
static EFFECT_REMOVE_BUFF: number;
|
|
static EFFECT_REMOVE_DEBUFF: number;
|
|
static EFFECT_SPECIAL: number;
|
|
static EFFECT_GROW: number;
|
|
static EFFECT_LEARN_SKILL: number;
|
|
static EFFECT_COMMON_EVENT: number;
|
|
static SPECIAL_EFFECT_ESCAPE: number;
|
|
static HITTYPE_CERTAIN: number;
|
|
static HITTYPE_PHYSICAL: number;
|
|
static HITTYPE_MAGICAL: number;
|
|
|
|
protected _subjectActorId: number;
|
|
protected _subjectEnemyIndex: number;
|
|
protected _targetIndex: number;
|
|
protected _forcing: boolean;
|
|
protected _item: Game_Item;
|
|
|
|
constructor(subject: Game_Battler, forcing: boolean);
|
|
|
|
clear(): void;
|
|
setSubject(subject: Game_Battler): void;
|
|
subject(): Game_Battler;
|
|
friendsUnit(): Game_Unit;
|
|
opponentsUnit(): Game_Unit;
|
|
setEnemyAction(action: RPG.Enemy.Action): void;
|
|
setAttack(): void;
|
|
setGuard(): void;
|
|
setSkill(skillId: number): void;
|
|
setItem(itemId: number): void;
|
|
setItemObject(object: RPG.UsableItem): void;
|
|
setTarget(targetIndex: number): void;
|
|
item(): RPG.UsableItem;
|
|
isSkill(): boolean;
|
|
isItem(): boolean;
|
|
numRepeats(): number;
|
|
checkItemScope(list: Array<number>): boolean;
|
|
isForOpponent(): boolean;
|
|
isForFriend(): boolean;
|
|
isForDeadFriend(): boolean;
|
|
isForUser(): boolean;
|
|
isForOne(): boolean;
|
|
isForRandom(): boolean;
|
|
isForAll(): boolean;
|
|
needsSelection(): boolean;
|
|
numTargets(): number;
|
|
checkDamageType(list: Array<number>): boolean;
|
|
isHpEffect(): boolean;
|
|
isMpEffect(): boolean;
|
|
isDamage(): boolean;
|
|
isRecover(): boolean;
|
|
isDrain(): boolean;
|
|
isHpRecover(): boolean;
|
|
isMpRecover(): boolean;
|
|
isCertainHit(): boolean;
|
|
isPhysical(): boolean;
|
|
isMagical(): boolean;
|
|
isAttack(): boolean;
|
|
isGuard(): boolean;
|
|
isMagicSkill(): boolean;
|
|
decideRandomTarget(): void;
|
|
setConfusion(): void;
|
|
prepare(): void;
|
|
isValid(): boolean;
|
|
speed(): number;
|
|
makeTargets(): Array<Game_Battler>;
|
|
repeatTargets(targets: Array<Game_Battler>): Array<Game_Battler>;
|
|
confusionTarget(): Game_Battler;
|
|
targetsForOpponents(): Array<Game_Battler>;
|
|
targetsForFriends(): Array<Game_Battler>;
|
|
evaluate(): number;
|
|
itemTargetCandidates(): Array<Game_Battler>;
|
|
evaluateWithTarget(target: Game_Battler): number;
|
|
testApply(target: Game_Battler): boolean;
|
|
hasItemAnyValidEffects(target: Game_Battler): boolean;
|
|
testItemEffect(target: Game_Battler, effect: RPG.Effect): boolean;
|
|
itemCnt(target: Game_Battler): number;
|
|
itemMrf(target: Game_Battler): number;
|
|
itemHit(target: Game_Battler): number;
|
|
itemEva(target: Game_Battler): number;
|
|
itemCri(target: Game_Battler): number;
|
|
apply(target: Game_Battler): void;
|
|
makeDamageValue(target: Game_Battler, critical: boolean): number;
|
|
evalDamageFormula(target: Game_Battler): number;
|
|
calcElementRate(target: Game_Battler): number;
|
|
elementsMaxRate(target: Game_Battler, elements: Array<number>): number;
|
|
applyCritical(damage: number): number;
|
|
applyVariance(damage: number, variance: number): number;
|
|
applyGuard(damage: number, target: Game_Battler): number;
|
|
executeDamage(target: Game_Battler, value: number): void;
|
|
executeHpDamage(target: Game_Battler, value: number): void;
|
|
executeMpDamage(target: Game_Battler, value: number): void;
|
|
gainDrainedHp(value: number): void;
|
|
gainDrainedMp(value: number): void;
|
|
applyItemEffect(target: Game_Battler, effect: RPG.Effect): void;
|
|
itemEffectRecoverHp(target: Game_Battler, effect: RPG.Effect): void;
|
|
itemEffectRecoverMp(target: Game_Battler, effect: RPG.Effect): void;
|
|
itemEffectGainTp(target: Game_Battler, effect: RPG.Effect): void;
|
|
itemEffectAddState(target: Game_Battler, effect: RPG.Effect): void;
|
|
itemEffectAddAttackState(target: Game_Battler, effect: RPG.Effect): void;
|
|
itemEffectAddNormalState(target: Game_Battler, effect: RPG.Effect): void;
|
|
itemEffectRemoveState(target: Game_Battler, effect: RPG.Effect): void;
|
|
itemEffectAddBuff(target: Game_Battler, effect: RPG.Effect): void;
|
|
itemEffectAddDebuff(target: Game_Battler, effect: RPG.Effect): void;
|
|
itemEffectRemoveBuff(target: Game_Battler, effect: RPG.Effect): void;
|
|
itemEffectRemoveDebuff(target: Game_Battler, effect: RPG.Effect): void;
|
|
itemEffectSpecial(target: Game_Battler, effect: RPG.Effect): void;
|
|
itemEffectGrow(target: Game_Battler, effect: RPG.Effect): void;
|
|
itemEffectLearnSkill(target: Game_Battler, effect: RPG.Effect): void;
|
|
itemEffectCommonEvent(target: Game_Battler, effect: RPG.Effect): void;
|
|
makeSuccess(target: Game_Battler): void;
|
|
applyItemUserEffect(target: Game_Battler): void;
|
|
lukEffectRate(target: Game_Battler): number;
|
|
applyGlobal(): void;
|
|
}
|
|
|
|
|
|
/**
|
|
* -----------------------------------------------------------------------------
|
|
* Game_ActionResult
|
|
*
|
|
* The game object declare class for a result of a battle action. For convinience, all
|
|
* member variables in this declare class are public.
|
|
* @class Game_ActionResult
|
|
*/
|
|
declare class Game_ActionResult {
|
|
used: boolean;
|
|
missed: boolean;
|
|
evaded: boolean;
|
|
physical: boolean;
|
|
drain: boolean;
|
|
critical: boolean;
|
|
success: boolean;
|
|
hpAffected: boolean;
|
|
hpDamage: number;
|
|
mpDamage: number;
|
|
tpDamage: number;
|
|
addedStates: Array<number>;
|
|
removedStates: Array<number>;
|
|
addedBuffs: Array<number>;
|
|
addedDebuffs: Array<number>;
|
|
removedBuffs: Array<number>;
|
|
|
|
/**
|
|
* Clears the game action result.
|
|
*
|
|
* @memberof Game_ActionResult
|
|
*/
|
|
clear(): void;
|
|
/**
|
|
* Returns the added states from the action result.
|
|
*
|
|
* @returns {Array<RPG.State>}
|
|
* @memberof Game_ActionResult
|
|
*/
|
|
addedStateObjects(): Array<RPG.State>;
|
|
/**
|
|
* Returns the removes states from the result.
|
|
*
|
|
* @returns {Array<RPG.State>}
|
|
* @memberof Game_ActionResult
|
|
*/
|
|
removedStateObjects(): Array<RPG.State>;
|
|
isStatusAffected(): boolean;
|
|
/**
|
|
* Returns true if the action result is a hit.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Game_ActionResult
|
|
*/
|
|
isHit(): boolean;
|
|
isStateAdded(stateId: number): boolean;
|
|
pushAddedState(stateId: number): void;
|
|
isStateRemoved(stateId: number): boolean;
|
|
pushRemovedState(stateId: number): void;
|
|
/**
|
|
* Returns true if the a buff is added to the specified param
|
|
* from the action result.
|
|
* @param {number} paramId
|
|
* @returns {boolean}
|
|
* @memberof Game_ActionResult
|
|
*/
|
|
isBuffAdded(paramId: number): boolean;
|
|
pushAddedBuff(paramId: number): void;
|
|
isDebuffAdded(paramId: number): boolean;
|
|
pushAddedDebuff(paramId: number): void;
|
|
isBuffRemoved(paramId: number): boolean;
|
|
pushRemovedBuff(paramId: number): void;
|
|
}
|
|
|
|
/**
|
|
* -----------------------------------------------------------------------------
|
|
* Game_BattlerBase
|
|
*
|
|
* The superdeclare class of Game_Battler. It mainly contains parameters calculation.
|
|
* @class Game_BattlerBase
|
|
*/
|
|
declare class Game_BattlerBase {
|
|
static TRAIT_ELEMENT_RATE: number;
|
|
static TRAIT_DEBUFF_RATE: number;
|
|
static TRAIT_STATE_RATE: number;
|
|
static TRAIT_STATE_RESIST: number;
|
|
static TRAIT_PARAM: number;
|
|
static TRAIT_XPARAM: number;
|
|
static TRAIT_SPARAM: number;
|
|
static TRAIT_ATTACK_ELEMENT: number;
|
|
static TRAIT_ATTACK_STATE: number;
|
|
static TRAIT_ATTACK_SPEED: number;
|
|
static TRAIT_ATTACK_TIMES: number;
|
|
static TRAIT_STYPE_ADD: number;
|
|
static TRAIT_STYPE_SEAL: number;
|
|
static TRAIT_SKILL_ADD: number;
|
|
static TRAIT_SKILL_SEAL: number;
|
|
static TRAIT_EQUIP_WTYPE: number;
|
|
static TRAIT_EQUIP_ATYPE: number;
|
|
static TRAIT_EQUIP_LOCK: number;
|
|
static TRAIT_EQUIP_SEAL: number;
|
|
static TRAIT_SLOT_TYPE: number;
|
|
static TRAIT_ACTION_PLUS: number;
|
|
static TRAIT_SPECIAL_FLAG: number;
|
|
static TRAIT_COLLAPSE_TYPE: number;
|
|
static TRAIT_PARTY_ABILITY: number;
|
|
static FLAG_ID_AUTO_BATTLE: number;
|
|
static FLAG_ID_GUARD: number;
|
|
static FLAG_ID_SUBSTITUTE: number;
|
|
static FLAG_ID_PRESERVE_TP: number;
|
|
static ICON_BUFF_START: number;
|
|
static ICON_DEBUFF_START: number;
|
|
|
|
protected _hp: number;
|
|
protected _mp: number;
|
|
protected _tp: number;
|
|
protected _hidden: boolean;
|
|
|
|
protected _paramPlus: Array<number>;
|
|
protected _states: Array<number>;
|
|
protected _stateTurns: {[stateId: number]: number};
|
|
protected _buffs: Array<number>;
|
|
protected _buffTurns: Array<number>;
|
|
|
|
/** [read-only] Hit Points */
|
|
hp: number;
|
|
/** [read-only] Magic Points */
|
|
mp: number;
|
|
/** [read-only] Tactical Points */
|
|
tp: number;
|
|
/** [read-only] Maximum Hit Points - param 0*/
|
|
mhp: number;
|
|
/** [read-only] Maximum Magic Points - param 1*/
|
|
mmp: number;
|
|
/** [read-only] ATtacK power - param 2*/
|
|
atk: number;
|
|
/** [read-only] DEFense power - param 3*/
|
|
def: number;
|
|
/** [read-only] Magic Attack power - param 4*/
|
|
mat: number;
|
|
/** [read-only] Magic Defense power - param 5*/
|
|
mdf: number;
|
|
/** [read-only] Agility - param 6 */
|
|
agi: number;
|
|
/** [read-only] LucK - param 7*/
|
|
luk: number;
|
|
/** [read-only] HIT rate -xparam 0*/
|
|
hit: number;
|
|
/** [read-only] EVAsion rate */
|
|
eva: number;
|
|
/** [read-only] CRItical rate */
|
|
cri: number;
|
|
/** [read-only] Critical EVasion rate */
|
|
cev: number;
|
|
/** [read-only] Magic EVasion rate */
|
|
mev: number;
|
|
/** [read-only] Magic ReFlection rate */
|
|
mrf: number;
|
|
/** [read-only] CouNTer attack rate */
|
|
cnt: number;
|
|
/** [read-only] Hp ReGeneration rate */
|
|
hrg: number;
|
|
/** [read-only] Mp ReGeneration rate */
|
|
mrg: number;
|
|
/** [read-only] Tp ReGeneration rate */
|
|
trg: number;
|
|
/** [read-only] TarGet Rate */
|
|
tgr: number;
|
|
/** [read-only] Ggweqrtg*xzuaRD effect rate */
|
|
grd: number;
|
|
/** [read-only] RECovery effect rate */
|
|
rec: number;
|
|
/** [read-only] PHArmacology */
|
|
pha: number;
|
|
/** [read-only] Mp Cost Rate */
|
|
mcr: number;
|
|
/** [read-only] Tp Charge Rate */
|
|
tcr: number;
|
|
/** [read-only] Physical Damage Rate */
|
|
pdr: number;
|
|
/** [read-only] Magical Damage Rate */
|
|
mdr: number;
|
|
/** [read-only] Floor Damage Rate */
|
|
fdr: number;
|
|
/** [read-only] EXperience Rate */
|
|
exr: number;
|
|
|
|
initMembers(): void;
|
|
clearParamPlus(): void;
|
|
clearStates(): void;
|
|
/**
|
|
* Erases the current state from the game battler given the
|
|
* stateId in the editor database.
|
|
* @param {number} stateId
|
|
* @memberof Game_BattlerBase
|
|
*/
|
|
eraseState(stateId: number): void;
|
|
/**
|
|
* Returns true if the battler is affected by the specified state given
|
|
* the state id.
|
|
* @param {number} stateId
|
|
* @returns {boolean}
|
|
* @memberof Game_BattlerBase
|
|
*/
|
|
isStateAffected(stateId: number): boolean;
|
|
isDeathStateAffected(): boolean;
|
|
/**
|
|
* Returns the death state id.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Game_BattlerBase
|
|
*/
|
|
deathStateId(): number;
|
|
/**
|
|
* Resets the state count of the specified state, given the state id.
|
|
*
|
|
* @param {number} stateId
|
|
* @memberof Game_BattlerBase
|
|
*/
|
|
resetStateCounts(stateId: number): void;
|
|
/**
|
|
* Returns true if the state, given the state id is expired.
|
|
*
|
|
* @param {number} stateId
|
|
* @returns {boolean}
|
|
* @memberof Game_BattlerBase
|
|
*/
|
|
isStateExpired(stateId: number): boolean;
|
|
updateStateTurns(): void;
|
|
/**
|
|
* Clears buffs from the battler.
|
|
*
|
|
* @memberof Game_BattlerBase
|
|
*/
|
|
clearBuffs(): void;
|
|
eraseBuff(paramId: number): void;
|
|
/**
|
|
* Returns the length of the buff.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Game_BattlerBase
|
|
*/
|
|
buffLength(): number;
|
|
/**
|
|
* Buffs the current parameter id.
|
|
*
|
|
* @param {number} paramId
|
|
* @returns {number}
|
|
* @memberof Game_BattlerBase
|
|
*/
|
|
buff(paramId: number): number;
|
|
isBuffAffected(paramId: number): boolean;
|
|
isDebuffAffected(paramId: number): boolean;
|
|
isBuffOrDebuffAffected(paramId: number): boolean;
|
|
isMaxBuffAffected(paramId: number): boolean;
|
|
isMaxDebuffAffected(paramId: number): boolean;
|
|
increaseBuff(paramId: number): void;
|
|
decreaseBuff(paramId: number): void;
|
|
overwriteBuffTurns(paramId: number, turns: number): void;
|
|
isBuffExpired(paramId: number): boolean;
|
|
/**
|
|
* Updates the buff turns on battler.
|
|
*
|
|
* @memberof Game_BattlerBase
|
|
*/
|
|
updateBuffTurns(): void;
|
|
/**
|
|
* Kills the battler.
|
|
*
|
|
* @memberof Game_BattlerBase
|
|
*/
|
|
die(): void;
|
|
/**
|
|
* Revives the battler.
|
|
*
|
|
* @memberof Game_BattlerBase
|
|
*/
|
|
revive(): void;
|
|
/**
|
|
* Returns the states applied to the battler.
|
|
*
|
|
* @returns {Array<RPG.State>}
|
|
* @memberof Game_BattlerBase
|
|
*/
|
|
states(): Array<RPG.State>;
|
|
/**
|
|
* Returns the array of state icons attached to the battler;
|
|
* this is determined by the active states on the battler.
|
|
* @returns {Array<number>}
|
|
* @memberof Game_BattlerBase
|
|
*/
|
|
stateIcons(): Array<number>;
|
|
/**
|
|
* Returns the array of buff icons attached to the battler;
|
|
* this is determined by the active buffs on the battler.
|
|
* @returns {Array<number>}
|
|
* @memberof Game_BattlerBase
|
|
*/
|
|
buffIcons(): Array<number>;
|
|
buffIconIndex(buffLevel: number, paramId: number): number;
|
|
/**
|
|
* Returns all of the icons attached to the battler.
|
|
*
|
|
* @returns {Array<number>}
|
|
* @memberof Game_BattlerBase
|
|
*/
|
|
allIcons(): Array<number>;
|
|
traitObjects(): Array<any>;
|
|
/**
|
|
* Returns all the traits of the battler.
|
|
*
|
|
* @returns {Array<RPG.Trait>}
|
|
* @memberof Game_BattlerBase
|
|
*/
|
|
allTraits(): Array<RPG.Trait>;
|
|
traits(code: number): Array<RPG.Trait>;
|
|
traitsWithId(code: number, id: number): Array<RPG.Trait>;
|
|
traitsPi(code: number, id: number): number;
|
|
traitsSum(code: number, id: number): number;
|
|
traitsSumAll(code: number): number;
|
|
traitsSet(code: number): Array<number>;
|
|
/**
|
|
* Returns the base parameters of the battler; this is determined by their
|
|
* current level and the paramId given.
|
|
* @param {number} paramId
|
|
* @returns {number}
|
|
* @memberof Game_BattlerBase
|
|
*/
|
|
paramBase(paramId: number): number;
|
|
paramPlus(paramId: number): number;
|
|
paramMin(paramId: number): number;
|
|
paramMax(paramId: number): number;
|
|
paramRate(paramId: number): number;
|
|
paramBuffRate(paramId: number): number;
|
|
/**
|
|
* Returns a standard parameter, given a paramId;
|
|
* standard parameters include: HP, MP, Atk, M.Atk, Def, M.Def, Luck, Agility.
|
|
* @param {number} paramId
|
|
* @returns {number}
|
|
* @memberof Game_BattlerBase
|
|
*/
|
|
param(paramId: number): number;
|
|
xparam(xparamId: number): number;
|
|
sparam(sparamId: number): number;
|
|
elementRate(elementId: number): number;
|
|
debuffRate(paramId: number): number;
|
|
stateRate(stateId: number): number;
|
|
stateResistSet(): Array<number>;
|
|
isStateResist(stateId: number): boolean;
|
|
/**
|
|
* Returns the attack elements of the battler
|
|
* as a list of numbers.
|
|
* @returns {Array<number>}
|
|
* @memberof Game_BattlerBase
|
|
*/
|
|
attackElements(): Array<number>;
|
|
/**
|
|
* Returns the attack states of the battler as a
|
|
* list of numbers.
|
|
* @returns {Array<number>}
|
|
* @memberof Game_BattlerBase
|
|
*/
|
|
attackStates(): Array<number>;
|
|
attackStatesRate(stateId: number): void;
|
|
/**
|
|
* Returns the attack speed of the battler.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Game_BattlerBase
|
|
*/
|
|
attackSpeed(): number;
|
|
/**
|
|
* Returns the number of attacks available to the battler.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Game_BattlerBase
|
|
*/
|
|
attackTimesAdd(): number;
|
|
addedSkillTypes(): Array<number>;
|
|
isSkillTypeSealed(stypeId: number): boolean;
|
|
addedSkills(): Array<number>;
|
|
isSkillSealed(skillId: number): boolean;
|
|
isEquipWtypeOk(wtypeId: number): boolean;
|
|
isEquipAtypeOk(atypeId: number): boolean;
|
|
isEquipTypeLocked(etypeId: number): boolean;
|
|
isEquipTypeSealed(etypeId: number): boolean;
|
|
/**
|
|
* Returns the battler slot type of a trait.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Game_BattlerBase
|
|
*/
|
|
slotType(): number;
|
|
/**
|
|
* Returns true if the battler dual wields.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Game_BattlerBase
|
|
*/
|
|
isDualWield(): boolean;
|
|
actionPlusSet(): Array<number>;
|
|
specialFlag(flagId: number): boolean;
|
|
/**
|
|
* Returns the collapse type of the battler.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Game_BattlerBase
|
|
*/
|
|
collapseType(): number;
|
|
partyAbility(abilityId: number): boolean;
|
|
/**
|
|
* Returns true if the battler is set to battle automatically.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Game_BattlerBase
|
|
*/
|
|
isAutoBattle(): boolean;
|
|
/**
|
|
* Returns true if the battler is guarding.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Game_BattlerBase
|
|
*/
|
|
isGuard(): boolean;
|
|
isSubstitute(): boolean;
|
|
/**
|
|
* Returns true if tp is preserved between battles.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Game_BattlerBase
|
|
*/
|
|
isPreserveTp(): boolean;
|
|
addParam(paramId: number, value: number): void;
|
|
/**
|
|
* Sets the battler hp.
|
|
*
|
|
* @param {number} hp
|
|
* @memberof Game_BattlerBase
|
|
*/
|
|
setHp(hp: number): void;
|
|
/**
|
|
* Sets the battler mp.
|
|
*
|
|
* @param {number} mp
|
|
* @memberof Game_BattlerBase
|
|
*/
|
|
setMp(mp: number): void;
|
|
/**
|
|
* Sets the battler tp.
|
|
*
|
|
* @param {number} tp
|
|
* @memberof Game_BattlerBase
|
|
*/
|
|
setTp(tp: number): void;
|
|
/**
|
|
* Returns the maximum tp of the battler.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Game_BattlerBase
|
|
*/
|
|
maxTp(): number;
|
|
/**
|
|
* Refreshes the battler.
|
|
*
|
|
* @memberof Game_BattlerBase
|
|
*/
|
|
refresh(): void;
|
|
/**
|
|
* Recovers the battler from all states and restores the
|
|
* battler to maximum hp and mp.
|
|
* @memberof Game_BattlerBase
|
|
*/
|
|
recoverAll(): void;
|
|
/**
|
|
* Returns the percentage of the battler's hp left as a float.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Game_BattlerBase
|
|
*/
|
|
hpRate(): number;
|
|
/**
|
|
* Returns the percentage of the battler's mp left as a float.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Game_BattlerBase
|
|
*/
|
|
mpRate(): number;
|
|
/**
|
|
* Returns the percentage of the battler's tp left as a float.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Game_BattlerBase
|
|
*/
|
|
tpRate(): number;
|
|
/**
|
|
* Hides the game battler.
|
|
*
|
|
* @memberof Game_BattlerBase
|
|
*/
|
|
hide(): void;
|
|
/**
|
|
* Shows the game battler.
|
|
*
|
|
* @memberof Game_BattlerBase
|
|
*/
|
|
appear(): void;
|
|
/**
|
|
* Returns true if the game battler is hidden.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Game_BattlerBase
|
|
*/
|
|
isHidden(): boolean;
|
|
/**
|
|
* Returns true if the game battler is not hidden.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Game_BattlerBase
|
|
*/
|
|
isAppeared(): boolean;
|
|
/**
|
|
* Returns true if the battler is dead.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Game_BattlerBase
|
|
*/
|
|
isDead(): boolean;
|
|
/**
|
|
* Returns true if the battler is alive.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Game_BattlerBase
|
|
*/
|
|
isAlive(): boolean;
|
|
/**
|
|
* Returns true if the battler is dying.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Game_BattlerBase
|
|
*/
|
|
isDying(): boolean;
|
|
/**
|
|
* Returns true if the game battler is restricted.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Game_BattlerBase
|
|
*/
|
|
isRestricted(): boolean;
|
|
/**
|
|
* Returns true if the battler can input actions.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Game_BattlerBase
|
|
*/
|
|
canInput(): boolean;
|
|
canMove(): boolean;
|
|
/**
|
|
* Returns true if the battler is confused.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Game_BattlerBase
|
|
*/
|
|
isConfused(): boolean;
|
|
/**
|
|
* Returns the confusion level of the battler.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Game_BattlerBase
|
|
*/
|
|
confusionLevel(): number;
|
|
/**
|
|
* Returns true if the battler is an actor.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Game_BattlerBase
|
|
*/
|
|
isActor(): boolean;
|
|
/**
|
|
* Returns true if the battler is an enemy.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Game_BattlerBase
|
|
*/
|
|
isEnemy(): boolean;
|
|
/**
|
|
* Sorts the states attached to the battler.
|
|
*
|
|
* @memberof Game_BattlerBase
|
|
*/
|
|
sortStates(): void;
|
|
/**
|
|
* Returns the number of the restriction.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Game_BattlerBase
|
|
*/
|
|
restriction(): number;
|
|
/**
|
|
* Adds a new state given a state id to the battler.
|
|
*
|
|
* @param {number} stateId
|
|
* @memberof Game_BattlerBase
|
|
*/
|
|
addNewState(stateId: number): void;
|
|
/**
|
|
* Handler for when the battler is restricted.
|
|
*
|
|
* @memberof Game_BattlerBase
|
|
*/
|
|
onRestrict(): void;
|
|
mostImportantStateText(): string;
|
|
stateMotionIndex(): number;
|
|
stateOverlayIndex(): number;
|
|
/**
|
|
* Returns true if the skill is a weapon type
|
|
* oriented skill.
|
|
* @param {RPG.Skill} skill
|
|
* @returns {boolean}
|
|
* @memberof Game_BattlerBase
|
|
*/
|
|
isSkillWtypeOk(skill: RPG.Skill): boolean;
|
|
/**
|
|
* Returns the mp cost of the skill.
|
|
*
|
|
* @param {RPG.Skill} skill
|
|
* @returns {number}
|
|
* @memberof Game_BattlerBase
|
|
*/
|
|
skillMpCost(skill: RPG.Skill): number;
|
|
/**
|
|
* Returns the tp cost of the skill.
|
|
*
|
|
* @param {RPG.Skill} skill
|
|
* @returns {number}
|
|
* @memberof Game_BattlerBase
|
|
*/
|
|
skillTpCost(skill: RPG.Skill): number;
|
|
/**
|
|
* Returns true if the battler can pay the cost
|
|
* of the specified skill.
|
|
* @param {RPG.Skill} skill
|
|
* @returns {boolean}
|
|
* @memberof Game_BattlerBase
|
|
*/
|
|
canPaySkillCost(skill: RPG.Skill): boolean;
|
|
/**
|
|
* Pays the cost of the skill when activating the skill.
|
|
*
|
|
* @param {RPG.Skill} skill
|
|
* @memberof Game_BattlerBase
|
|
*/
|
|
paySkillCost(skill: RPG.Skill): void;
|
|
/**
|
|
* Returns true if the item occasion is okay.
|
|
*
|
|
* @param {RPG.UsableItem} item
|
|
* @returns {boolean}
|
|
* @memberof Game_BattlerBase
|
|
*/
|
|
isOccasionOk(item: RPG.UsableItem): boolean;
|
|
meetsUsableItemConditions(item: RPG.UsableItem): boolean;
|
|
/**
|
|
* Returns true if the battler meets the skill conditions.
|
|
*
|
|
* @param {RPG.Skill} skill
|
|
* @returns {boolean}
|
|
* @memberof Game_BattlerBase
|
|
*/
|
|
meetsSkillConditions(skill: RPG.Skill): boolean;
|
|
/**
|
|
* Returns true if the battler meets the item conditions.
|
|
*
|
|
* @param {RPG.Item} item
|
|
* @returns {boolean}
|
|
* @memberof Game_BattlerBase
|
|
*/
|
|
meetsItemConditions(item: RPG.Item): boolean;
|
|
/**
|
|
* Returns true if the battler can use the item.
|
|
*
|
|
* @param {RPG.UsableItem} item
|
|
* @returns {boolean}
|
|
* @memberof Game_BattlerBase
|
|
*/
|
|
canUse(item: RPG.UsableItem): boolean;
|
|
/**
|
|
* Returns true if the battler can equip the item.
|
|
*
|
|
* @param {RPG.EquipItem} item
|
|
* @returns {boolean}
|
|
* @memberof Game_BattlerBase
|
|
*/
|
|
canEquip(item: RPG.EquipItem): boolean;
|
|
/**
|
|
* Returns true if the battler can equip a weapon.
|
|
*
|
|
* @param {RPG.EquipItem} item
|
|
* @returns {boolean}
|
|
* @memberof Game_BattlerBase
|
|
*/
|
|
canEquipWeapon(item: RPG.EquipItem): boolean;
|
|
/**
|
|
* Returns true if the battler can equip armor.
|
|
*
|
|
* @param {RPG.EquipItem} item
|
|
* @returns {boolean}
|
|
* @memberof Game_BattlerBase
|
|
*/
|
|
canEquipArmor(item: RPG.EquipItem): boolean;
|
|
/**
|
|
* Returns the attack skill id in the database.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Game_BattlerBase
|
|
*/
|
|
attackSkillId(): number;
|
|
/**
|
|
* Returns the guard skill id in the database.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Game_BattlerBase
|
|
*/
|
|
guardSkillId(): number;
|
|
/**
|
|
* Returns true if the battler can attack.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Game_BattlerBase
|
|
*/
|
|
canAttack(): boolean;
|
|
/**
|
|
* Returns true if the battler can guard.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Game_BattlerBase
|
|
*/
|
|
canGuard(): boolean;
|
|
}
|
|
|
|
/**
|
|
* -----------------------------------------------------------------------------
|
|
* Game_Battler
|
|
*
|
|
* The superdeclare class of Game_Actor and Game_Enemy. It contains methods for sprites
|
|
* and actions.
|
|
* @class Game_Battler
|
|
*/
|
|
declare class Game_Battler extends Game_BattlerBase {
|
|
protected _actions: Array<Game_Action>;
|
|
protected _speed: number;
|
|
protected _result: Game_ActionResult;
|
|
protected _actionState: string;
|
|
protected _lastTargetIndex: number;
|
|
protected _animations: Array<MV.BattlerAnimation>;
|
|
protected _damagePopup: boolean;
|
|
protected _effectType: string;
|
|
protected _motionType: string;
|
|
protected _weaponImageId: number;
|
|
protected _motionRefresh: boolean;
|
|
protected _selected: boolean;
|
|
|
|
/**
|
|
* Returns the name of the battler.
|
|
*
|
|
* @returns {string}
|
|
* @memberof Game_Battler
|
|
*/
|
|
name(): string;
|
|
/**
|
|
* Returns the battler name of the battler;
|
|
* the battler name is associated with the file used as the battler graphic.
|
|
* @returns {string}
|
|
* @memberof Game_Battler
|
|
*/
|
|
battlerName(): string;
|
|
/**
|
|
* Returns the index of the battler.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Game_Battler
|
|
*/
|
|
index(): number;
|
|
/**
|
|
* Returns the unit of the battler; this is either the
|
|
* game party or game troop.
|
|
* @returns {Game_Unit}
|
|
* @memberof Game_Battler
|
|
*/
|
|
friendsUnit(): Game_Unit;
|
|
/**
|
|
* Returns the opponents unit; this is either
|
|
* game party or game troop.
|
|
* @returns {Game_Unit}
|
|
* @memberof Game_Battler
|
|
*/
|
|
opponentsUnit(): Game_Unit;
|
|
/**
|
|
* Clears animations from the battler.
|
|
*
|
|
* @memberof Game_Battler
|
|
*/
|
|
clearAnimations(): void;
|
|
/**
|
|
* Clear damage pop up from the battler.
|
|
*
|
|
* @memberof Game_Battler
|
|
*/
|
|
clearDamagePopup(): void;
|
|
/**
|
|
* Clear weapon animation from the battler.
|
|
*
|
|
* @memberof Game_Battler
|
|
*/
|
|
clearWeaponAnimation(): void;
|
|
/**
|
|
* Clears effect from the battler.
|
|
*
|
|
* @memberof Game_Battler
|
|
*/
|
|
clearEffect(): void;
|
|
/**
|
|
* Clears motion from the battler.
|
|
*
|
|
* @memberof Game_Battler
|
|
*/
|
|
clearMotion(): void;
|
|
requestEffect(effectType: string): void;
|
|
/**
|
|
* Request the specified motion on the game battler.
|
|
*
|
|
* @param {string} motionType
|
|
* @memberof Game_Battler
|
|
*/
|
|
requestMotion(motionType: string): void;
|
|
requestMotionRefresh(): void;
|
|
select(): void;
|
|
deselect(): void;
|
|
isAnimationRequested(): boolean;
|
|
isDamagePopupRequested(): boolean;
|
|
isEffectRequested(): boolean;
|
|
/**
|
|
* Returns true if a motion is requested.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Game_Battler
|
|
*/
|
|
isMotionRequested(): boolean;
|
|
/**
|
|
* Returns true if a weapon animation is requested.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Game_Battler
|
|
*/
|
|
isWeaponAnimationRequested(): boolean;
|
|
isMotionRefreshRequested(): boolean;
|
|
isSelected(): boolean;
|
|
/**
|
|
* Returns the effect type of the battler.
|
|
*
|
|
* @returns {string}
|
|
* @memberof Game_Battler
|
|
*/
|
|
effectType(): string;
|
|
/**
|
|
* Returns the motion type of the battler.
|
|
*
|
|
* @returns {string}
|
|
* @memberof Game_Battler
|
|
*/
|
|
motionType(): string;
|
|
/**
|
|
* Returns the weapon image id.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Game_Battler
|
|
*/
|
|
weaponImageId(): number;
|
|
/**
|
|
* Shifts the battler animation.
|
|
*
|
|
* @returns {MV.BattlerAnimation}
|
|
* @memberof Game_Battler
|
|
*/
|
|
shiftAnimation(): MV.BattlerAnimation;
|
|
/**
|
|
* Starts the specified animation, given the animation id on the
|
|
* battler.
|
|
* @param {number} animationId
|
|
* @param {boolean} mirror
|
|
* @param {number} delay
|
|
* @memberof Game_Battler
|
|
*/
|
|
startAnimation(animationId: number, mirror: boolean, delay: number): void;
|
|
/**
|
|
* Starts a damage pop up on the battler.
|
|
*
|
|
* @memberof Game_Battler
|
|
*/
|
|
startDamagePopup(): void;
|
|
/**
|
|
* Starts the weapon animation on te battler given a weapon id.
|
|
*
|
|
* @param {number} weaponImageId
|
|
* @memberof Game_Battler
|
|
*/
|
|
startWeaponAnimation(weaponImageId: number): void;
|
|
action(index: number): Game_Action;
|
|
/**
|
|
* Sets the action at the specified index for the battler.
|
|
*
|
|
* @param {number} index
|
|
* @param {Game_Action} action
|
|
* @memberof Game_Battler
|
|
*/
|
|
setAction(index: number, action: Game_Action): void;
|
|
/**
|
|
* Returns the number of battler actions.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Game_Battler
|
|
*/
|
|
numActions(): number;
|
|
/**
|
|
* Clears the battler actions.
|
|
*
|
|
* @memberof Game_Battler
|
|
*/
|
|
clearActions(): void;
|
|
/**
|
|
* Returns the battler action result.
|
|
*
|
|
* @returns {Game_ActionResult}
|
|
* @memberof Game_Battler
|
|
*/
|
|
result(): Game_ActionResult;
|
|
/**
|
|
* Clears the battler action result.
|
|
*
|
|
* @memberof Game_Battler
|
|
*/
|
|
clearResult(): void;
|
|
/**
|
|
* Refreshes the battler.
|
|
*
|
|
* @memberof Game_Battler
|
|
*/
|
|
refresh(): void;
|
|
/**
|
|
* Adds a state to the battler given the specified
|
|
* state id.
|
|
* @param {number} stateId
|
|
* @memberof Game_Battler
|
|
*/
|
|
addState(stateId: number): void;
|
|
/**
|
|
* Returns true if the specified state given the state id
|
|
* is addable.
|
|
* @param {number} stateId
|
|
* @returns {boolean}
|
|
* @memberof Game_Battler
|
|
*/
|
|
isStateAddable(stateId: number): boolean;
|
|
/**
|
|
* Returns true if the specified state given the state id
|
|
* restricts.
|
|
*
|
|
* @param {number} stateId
|
|
* @returns {boolean}
|
|
* @memberof Game_Battler
|
|
*/
|
|
isStateRestrict(stateId: number): boolean;
|
|
/**
|
|
* Handler for when theb attler is restricted.
|
|
*
|
|
* @memberof Game_Battler
|
|
*/
|
|
onRestrict(): void;
|
|
/**
|
|
* Removes the specified state given the state id.
|
|
*
|
|
* @param {number} stateId
|
|
* @memberof Game_Battler
|
|
*/
|
|
removeState(stateId: number): void;
|
|
/**
|
|
* Has the battler escape from battle; plays a sound on escaping.
|
|
*
|
|
* @memberof Game_Battler
|
|
*/
|
|
escape(): void;
|
|
/**
|
|
* Adds a buff to the battler for the specified number of turns
|
|
* on the selected parameter.
|
|
* @param {number} paramId
|
|
* @param {number} turns
|
|
* @memberof Game_Battler
|
|
*/
|
|
addBuff(paramId: number, turns: number): void;
|
|
/**
|
|
* Adds a debuff to the battler for the specified number of turns
|
|
* on the selected parameter.
|
|
* @param {number} paramId
|
|
* @param {number} turns
|
|
* @memberof Game_Battler
|
|
*/
|
|
addDebuff(paramId: number, turns: number): void;
|
|
removeBuff(paramId: number): void;
|
|
removeBattleStates(): void;
|
|
/**
|
|
* Removes all buffs from the battler.
|
|
*
|
|
* @memberof Game_Battler
|
|
*/
|
|
removeAllBuffs(): void;
|
|
removeStatesAuto(timing: number): void;
|
|
removeBuffsAuto(): void;
|
|
removeStatesByDamage(): void;
|
|
/**
|
|
* Creates the number of times for
|
|
* an action.
|
|
* @returns {number}
|
|
* @memberof Game_Battler
|
|
*/
|
|
makeActionTimes(): number;
|
|
/**
|
|
* Creates the actions for the battler.
|
|
*
|
|
* @memberof Game_Battler
|
|
*/
|
|
makeActions(): void;
|
|
/**
|
|
* Returns the speed of the battler.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Game_Battler
|
|
*/
|
|
speed(): number;
|
|
/**
|
|
* Calculates the speed of the battler.
|
|
*
|
|
* @memberof Game_Battler
|
|
*/
|
|
makeSpeed(): void;
|
|
/**
|
|
* Returns the current action of the battler.
|
|
*
|
|
* @returns {Game_Action}
|
|
* @memberof Game_Battler
|
|
*/
|
|
currentAction(): Game_Action;
|
|
/**
|
|
* Removes the current battler action.
|
|
*
|
|
* @memberof Game_Battler
|
|
*/
|
|
removeCurrentAction(): void;
|
|
setLastTarget(target: Game_Battler): void;
|
|
forceAction(skillId: number, targetIndex: number): void;
|
|
/**
|
|
* Has theb attler use the given item.
|
|
*
|
|
* @param {RPG.UsableItem} item
|
|
* @memberof Game_Battler
|
|
*/
|
|
useItem(item: RPG.UsableItem): void;
|
|
/**
|
|
* Has the battler consume the given item.
|
|
*
|
|
* @param {RPG.UsableItem} item
|
|
* @memberof Game_Battler
|
|
*/
|
|
consumeItem(item: RPG.UsableItem): void;
|
|
/**
|
|
* Adds the specified amount of hp to the battler.
|
|
*
|
|
* @param {number} value
|
|
* @memberof Game_Battler
|
|
*/
|
|
gainHp(value: number): void;
|
|
/**
|
|
* Adds the specified amount of mp to the battler.
|
|
*
|
|
* @param {number} value
|
|
* @memberof Game_Battler
|
|
*/
|
|
gainMp(value: number): void;
|
|
/**
|
|
* Adds the specified amount of tp to the battler.
|
|
*
|
|
* @param {number} value
|
|
* @memberof Game_Battler
|
|
*/
|
|
gainTp(value: number): void;
|
|
/**
|
|
* Adds a specified amount of tp to the battler silently.
|
|
*
|
|
* @param {number} value
|
|
* @memberof Game_Battler
|
|
*/
|
|
gainSilentTp(value: number): void;
|
|
/**
|
|
* Initializes the battler's tp; tp is random.
|
|
*
|
|
* @memberof Game_Battler
|
|
*/
|
|
initTp(): void;
|
|
/**
|
|
* Clears the battler's tp.
|
|
*
|
|
* @memberof Game_Battler
|
|
*/
|
|
clearTp(): void;
|
|
chargeTpByDamage(damageRate: number): void;
|
|
/**
|
|
* Has the battler regenerate hp based on their hp regen.
|
|
*
|
|
* @memberof Game_Battler
|
|
*/
|
|
regenerateHp(): void;
|
|
maxSlipDamage(): number;
|
|
/**
|
|
* Has the battler regenerate mp based on their mp regen.
|
|
*
|
|
* @memberof Game_Battler
|
|
*/
|
|
regenerateMp(): void;
|
|
/**
|
|
* Has the battler regenerate tp based on their tp regen.
|
|
*
|
|
* @memberof Game_Battler
|
|
*/
|
|
regenerateTp(): void;
|
|
/**
|
|
* Has the battler regenerate all resources based on
|
|
* their respective regeneration stats.
|
|
* @memberof Game_Battler
|
|
*/
|
|
regenerateAll(): void;
|
|
/**
|
|
* Handler for when battle has started.
|
|
*
|
|
* @memberof Game_Battler
|
|
*/
|
|
onBattleStart(): void;
|
|
onAllActionsEnd(): void;
|
|
onTurnEnd(): void;
|
|
onBattleEnd(): void;
|
|
onDamage(value: number): void;
|
|
setActionState(actionState: string): void;
|
|
isUndecided(): boolean;
|
|
/**
|
|
* Returns true if the battler is inputting commands in battle.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Game_Battler
|
|
*/
|
|
isInputting(): boolean;
|
|
/**
|
|
* Returns true if the battler is waiting in battle.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Game_Battler
|
|
*/
|
|
isWaiting(): boolean;
|
|
/**
|
|
* Returns true if the battler is performing an action in battle.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Game_Battler
|
|
*/
|
|
isActing(): boolean;
|
|
/**
|
|
* Returns true if the battler is chanting in combat.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Game_Battler
|
|
*/
|
|
isChanting(): boolean;
|
|
/**
|
|
* Returns true if the battler is waiting to guard.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Game_Battler
|
|
*/
|
|
isGuardWaiting(): boolean;
|
|
/**
|
|
* Perform action start motion, given the specified game action.
|
|
*
|
|
* @param {Game_Action} action
|
|
* @memberof Game_Battler
|
|
*/
|
|
performActionStart(action: Game_Action): void;
|
|
/**
|
|
* Perform given action motion.
|
|
*
|
|
* @param {Game_Action} action
|
|
* @memberof Game_Battler
|
|
*/
|
|
performAction(action: Game_Action): void;
|
|
/**
|
|
* Perform action end motion.
|
|
*
|
|
* @memberof Game_Battler
|
|
*/
|
|
performActionEnd(): void;
|
|
/**
|
|
* Perform damage motion.
|
|
*
|
|
* @memberof Game_Battler
|
|
*/
|
|
performDamage(): void;
|
|
/**
|
|
* Perform miss motion.
|
|
*
|
|
* @memberof Game_Battler
|
|
*/
|
|
performMiss(): void;
|
|
/**
|
|
* Perform recovery motion.
|
|
*
|
|
* @memberof Game_Battler
|
|
*/
|
|
performRecovery(): void;
|
|
/**
|
|
* Perform evasion motion.
|
|
*
|
|
* @memberof Game_Battler
|
|
*/
|
|
performEvasion(): void;
|
|
/**
|
|
* Perform magic evasion motion.
|
|
*
|
|
* @memberof Game_Battler
|
|
*/
|
|
performMagicEvasion(): void;
|
|
/**
|
|
* Perform counter motion.
|
|
*
|
|
* @memberof Game_Battler
|
|
*/
|
|
performCounter(): void;
|
|
/**
|
|
* Performs the reflect motion.
|
|
*
|
|
* @memberof Game_Battler
|
|
*/
|
|
performReflection(): void;
|
|
/**
|
|
* Perform substitute motion with the specified game battler.
|
|
*
|
|
* @param {Game_Battler} target
|
|
* @memberof Game_Battler
|
|
*/
|
|
performSubstitute(target: Game_Battler): void;
|
|
/**
|
|
* Performs the collapse motion.
|
|
*
|
|
* @memberof Game_Battler
|
|
*/
|
|
performCollapse(): void;
|
|
}
|
|
|
|
/**
|
|
* -----------------------------------------------------------------------------
|
|
* Game_Actor
|
|
*
|
|
* The game object declare class for an actor.
|
|
* @class Game_Actor
|
|
*/
|
|
declare class Game_Actor extends Game_Battler {
|
|
protected _actorId: number;
|
|
protected _name: string;
|
|
protected _nickname: string;
|
|
protected _profile: string;
|
|
protected _classId: number;
|
|
protected _level: number;
|
|
protected _characterName: string;
|
|
protected _characterIndex: number;
|
|
protected _faceName: string;
|
|
protected _faceIndex: number;
|
|
protected _battlerName: string;
|
|
protected _exp: {[classId: number]: number};
|
|
protected _skills: Array<number>;
|
|
protected _equips: Array<Game_Item>;
|
|
protected _actionInputIndex: number;
|
|
protected _lastMenuSkill: Game_Item;
|
|
protected _lastBattleSkill: Game_Item;
|
|
protected _lastCommandSymbol: string;
|
|
protected _stateSteps: {[stateId: number]: number};
|
|
|
|
/** [read-only] */
|
|
level: number;
|
|
|
|
constructor(actorId: number);
|
|
|
|
setup(actorId: number): void;
|
|
/**
|
|
* Returns the id of the actor.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Game_Actor
|
|
*/
|
|
actorId(): number;
|
|
/**
|
|
* Returns the database information of the actor.
|
|
*
|
|
* @returns {RPG.Actor}
|
|
* @memberof Game_Actor
|
|
*/
|
|
actor(): RPG.Actor;
|
|
/**
|
|
* Sets the actor name.
|
|
*
|
|
* @param {string} name
|
|
* @memberof Game_Actor
|
|
*/
|
|
setName(name: string): void;
|
|
/**
|
|
* Returns the nickname of the actor.
|
|
*
|
|
* @returns {string}
|
|
* @memberof Game_Actor
|
|
*/
|
|
nickname(): string;
|
|
/**
|
|
* Sets the nickname of the actor.
|
|
*
|
|
* @param {string} nickname
|
|
* @memberof Game_Actor
|
|
*/
|
|
setNickname(nickname: string): void;
|
|
/**
|
|
* Returns the actor profile.
|
|
*
|
|
* @returns {string}
|
|
* @memberof Game_Actor
|
|
*/
|
|
profile(): string;
|
|
/**
|
|
* Sets the actor profile.
|
|
*
|
|
* @param {string} profile
|
|
* @memberof Game_Actor
|
|
*/
|
|
setProfile(profile: string): void;
|
|
/**
|
|
* Returns the face name of the actor; this is
|
|
* the image of faces for the actor.
|
|
* @returns {string}
|
|
* @memberof Game_Actor
|
|
*/
|
|
faceName(): string;
|
|
/**
|
|
* Returns the face index of the actor.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Game_Actor
|
|
*/
|
|
faceIndex(): number;
|
|
/**
|
|
* Clears all states from the actor.
|
|
*
|
|
* @memberof Game_Actor
|
|
*/
|
|
clearStates(): void;
|
|
/**
|
|
* Erase the specified state from the actor.
|
|
*
|
|
* @param {number} stateId
|
|
* @memberof Game_Actor
|
|
*/
|
|
eraseState(stateId: number): void;
|
|
/**
|
|
* Reset state count of the specified state.
|
|
*
|
|
* @param {number} stateId
|
|
* @memberof Game_Actor
|
|
*/
|
|
resetStateCounts(stateId: number): void;
|
|
/**
|
|
* Initialize images of the actor.
|
|
*
|
|
* @memberof Game_Actor
|
|
*/
|
|
initImages(): void;
|
|
/**
|
|
* Returns the exp required to level.
|
|
*
|
|
* @param {number} level
|
|
* @returns {number}
|
|
* @memberof Game_Actor
|
|
*/
|
|
expForLevel(level: number): number;
|
|
/**
|
|
* Initialize exp of the actor.
|
|
*
|
|
* @memberof Game_Actor
|
|
*/
|
|
initExp(): void;
|
|
/**
|
|
* Returns the current experience points of the actor.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Game_Actor
|
|
*/
|
|
currentExp(): number;
|
|
/**
|
|
* Returns the current level's experience for the actor.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Game_Actor
|
|
*/
|
|
currentLevelExp(): number;
|
|
/**
|
|
* Returns the experience points for the next level of the actor.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Game_Actor
|
|
*/
|
|
nextLevelExp(): number;
|
|
/**
|
|
* Returns the next required experience points for the actor to level up.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Game_Actor
|
|
*/
|
|
nextRequiredExp(): number;
|
|
/**
|
|
* Returns the maximum level of the actor.
|
|
*
|
|
* @memberof Game_Actor
|
|
*/
|
|
maxLevel(): void;
|
|
/**
|
|
* Returns true if the actor is max level.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Game_Actor
|
|
*/
|
|
isMaxLevel(): boolean;
|
|
/**
|
|
* Initialize actor skills.
|
|
*
|
|
* @memberof Game_Actor
|
|
*/
|
|
initSkills(): void;
|
|
/**
|
|
* Initialize actor equipment in the given slots.
|
|
*
|
|
* @param {Array<number>} equips
|
|
* @memberof Game_Actor
|
|
*/
|
|
initEquips(equips: Array<number>): void;
|
|
/**
|
|
* Returns the equip slots of the actor.
|
|
*
|
|
* @returns {Array<number>}
|
|
* @memberof Game_Actor
|
|
*/
|
|
equipSlots(): Array<number>;
|
|
/**
|
|
* Returns the equipment of the actor.
|
|
*
|
|
* @returns {Array<RPG.EquipItem>}
|
|
* @memberof Game_Actor
|
|
*/
|
|
equips(): Array<RPG.EquipItem>;
|
|
/**
|
|
* Returns the weapon of the actor.
|
|
*
|
|
* @returns {Array<RPG.Weapon>}
|
|
* @memberof Game_Actor
|
|
*/
|
|
weapons(): Array<RPG.Weapon>;
|
|
/**
|
|
* Returns the armor of the actor.
|
|
*
|
|
* @returns {Array<RPG.Armor>}
|
|
* @memberof Game_Actor
|
|
*/
|
|
armors(): Array<RPG.Armor>;
|
|
/**
|
|
* Returns true if the actor has a weapon.
|
|
*
|
|
* @param {RPG.Weapon} weapon
|
|
* @returns {boolean}
|
|
* @memberof Game_Actor
|
|
*/
|
|
hasWeapon(weapon: RPG.Weapon): boolean;
|
|
/**
|
|
* Returns true if the actor has armor.
|
|
*
|
|
* @param {RPG.Armor} armor
|
|
* @returns {boolean}
|
|
* @memberof Game_Actor
|
|
*/
|
|
hasArmor(armor: RPG.Armor): boolean;
|
|
/**
|
|
* Returns true if the equip change is okay in the given slot.
|
|
*
|
|
* @param {number} slotId
|
|
* @returns {boolean}
|
|
* @memberof Game_Actor
|
|
*/
|
|
isEquipChangeOk(slotId: number): boolean;
|
|
/**
|
|
* Changes the actor equipment in the given slot with the
|
|
* given equip item. Places the original item into the party
|
|
* inventory.
|
|
* @param {number} slotId
|
|
* @param {RPG.EquipItem} item
|
|
* @memberof Game_Actor
|
|
*/
|
|
changeEquip(slotId: number, item: RPG.EquipItem): void;
|
|
/**
|
|
* Forces the actor to change equipment in the given slot
|
|
* with the given equip item without placing the item back into
|
|
* the party inventory.
|
|
* @param {number} slotId
|
|
* @param {RPG.EquipItem} item
|
|
* @memberof Game_Actor
|
|
*/
|
|
forceChangeEquip(slotId: number, item: RPG.EquipItem): void;
|
|
/**
|
|
* Trades the new item with the old item in the party inventory.
|
|
*
|
|
* @param {RPG.EquipItem} newItem
|
|
* @param {RPG.EquipItem} oldItem
|
|
* @returns {boolean}
|
|
* @memberof Game_Actor
|
|
*/
|
|
tradeItemWithParty(newItem: RPG.EquipItem, oldItem: RPG.EquipItem): boolean;
|
|
/**
|
|
* Changes the actor equip with an item based on the equip id.
|
|
*
|
|
* @param {number} etypeId
|
|
* @param {number} itemId
|
|
* @memberof Game_Actor
|
|
*/
|
|
changeEquipById(etypeId: number, itemId: number): void;
|
|
/**
|
|
* Returns true if the actor is equipped with the specific item.
|
|
*
|
|
* @param {RPG.EquipItem} item
|
|
* @returns {boolean}
|
|
* @memberof Game_Actor
|
|
*/
|
|
isEquipped(item: RPG.EquipItem): boolean;
|
|
/**
|
|
* Discards the given equip item from the actor; item
|
|
* is not return to the party inventory.
|
|
* @param {RPG.EquipItem} item
|
|
* @memberof Game_Actor
|
|
*/
|
|
discardEquip(item: RPG.EquipItem): void;
|
|
/**
|
|
* Returns items the actor can't normally equip to the party inventory.
|
|
*
|
|
* @param {boolean} forcing
|
|
* @memberof Game_Actor
|
|
*/
|
|
releaseUnequippableItems(forcing: boolean): void;
|
|
/**
|
|
* Clears the actor's equipment; items are returned to the inventory.
|
|
*
|
|
* @memberof Game_Actor
|
|
*/
|
|
clearEquipments(): void;
|
|
/**
|
|
* Optimize the actor's equipment.
|
|
*
|
|
* @memberof Game_Actor
|
|
*/
|
|
optimizeEquipments(): void;
|
|
/**
|
|
* Equips the best item in the given slot.
|
|
*
|
|
* @param {number} slotId
|
|
* @memberof Game_Actor
|
|
*/
|
|
bestEquipItem(slotId: number): void;
|
|
/**
|
|
* Calculates the equip item performance and returns the sum/difference.
|
|
*
|
|
* @param {RPG.EquipItem} item
|
|
* @returns {number}
|
|
* @memberof Game_Actor
|
|
*/
|
|
calcEquipItemPerformance(item: RPG.EquipItem): number;
|
|
isSkillWtypeOk(skill: RPG.Skill): boolean;
|
|
isWtypeEquipped(wtypeId: number): boolean;
|
|
/**
|
|
* Refreshes the actor.
|
|
*
|
|
* @memberof Game_Actor
|
|
*/
|
|
refresh(): void;
|
|
friendsUnit(): Game_Party;
|
|
opponentsUnit(): Game_Troop;
|
|
/**
|
|
* Returns true if the actor is a member in battle.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Game_Actor
|
|
*/
|
|
isBattleMember(): boolean;
|
|
isFormationChangeOk(): boolean;
|
|
/**
|
|
* Returns the current class of the actor from the database.
|
|
*
|
|
* @returns {RPG.Class}
|
|
* @memberof Game_Actor
|
|
*/
|
|
currentClass(): RPG.Class;
|
|
/**
|
|
* Returns true if the actor is the specified class from the database.
|
|
*
|
|
* @param {RPG.Class} gameClass
|
|
* @returns {boolean}
|
|
* @memberof Game_Actor
|
|
*/
|
|
isClass(gameClass: RPG.Class): boolean;
|
|
/**
|
|
* Returns the actor's skills; even if the skills are not usable.
|
|
*
|
|
* @returns {Array<RPG.Skill>}
|
|
* @memberof Game_Actor
|
|
*/
|
|
skills(): Array<RPG.Skill>;
|
|
/**
|
|
* Returns the usable skills of the actor.
|
|
*
|
|
* @returns {Array<RPG.Skill>}
|
|
* @memberof Game_Actor
|
|
*/
|
|
usableSkills(): Array<RPG.Skill>;
|
|
/**
|
|
* Returns the attack element ids.
|
|
*
|
|
* @returns {Array<number>}
|
|
* @memberof Game_Actor
|
|
*/
|
|
attackElements(): Array<number>;
|
|
/**
|
|
* Returns true if the actor has no weapon.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Game_Actor
|
|
*/
|
|
hasNoWeapons(): boolean;
|
|
/**
|
|
* Returns the element id of barehanded attacks.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Game_Actor
|
|
*/
|
|
bareHandsElementId(): number;
|
|
/**
|
|
* Returns the first attack animation id.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Game_Actor
|
|
*/
|
|
attackAnimationId1(): number;
|
|
/**
|
|
* Returns the second attack animation id.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Game_Actor
|
|
*/
|
|
attackAnimationId2(): number;
|
|
/**
|
|
* Returns the animation id for a barehanded attack.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Game_Actor
|
|
*/
|
|
bareHandsAnimationId(): number;
|
|
/**
|
|
* Change the actor experience points; leveling up the actor
|
|
* if it's above the required exp for the current level.
|
|
* If show is set to true, actor level up with be displayed.
|
|
* @param {number} exp
|
|
* @param {boolean} show
|
|
* @memberof Game_Actor
|
|
*/
|
|
changeExp(exp: number, show: boolean): void;
|
|
/**
|
|
* Level up the actor.
|
|
*
|
|
* @memberof Game_Actor
|
|
*/
|
|
levelUp(): void;
|
|
/**
|
|
* Level down the actor.
|
|
*
|
|
* @memberof Game_Actor
|
|
*/
|
|
levelDown(): void;
|
|
findNewSkills(lastSkills: Array<RPG.Skill>): Array<RPG.Skill>;
|
|
/**
|
|
* Displays the actor level up in a message window, with the learned skills.
|
|
*
|
|
* @param {Array<RPG.Skill>} newSkills
|
|
* @memberof Game_Actor
|
|
*/
|
|
displayLevelUp(newSkills: Array<RPG.Skill>): void;
|
|
/**
|
|
* Gives the specified exp to the actor.
|
|
*
|
|
* @param {number} exp
|
|
* @memberof Game_Actor
|
|
*/
|
|
gainExp(exp: number): void;
|
|
/**
|
|
* Returns the final exp rate of the actor based on if the actor
|
|
* is a reserved party member or an active battle member.
|
|
* @returns {number}
|
|
* @memberof Game_Actor
|
|
*/
|
|
finalExpRate(): number;
|
|
/**
|
|
* Returns the exp rate of actors not in battle; this is set in the database.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Game_Actor
|
|
*/
|
|
benchMembersExpRate(): number;
|
|
/**
|
|
* Returns true if the actor should display level up in a message window.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Game_Actor
|
|
*/
|
|
shouldDisplayLevelUp(): boolean;
|
|
/**
|
|
* Changes the actor level; if show is set to true,
|
|
* the actor level will be displayed.
|
|
* @param {number} level
|
|
* @param {boolean} show
|
|
* @memberof Game_Actor
|
|
*/
|
|
changeLevel(level: number, show: boolean): void;
|
|
/**
|
|
* Actor learns the specified skill given the skill id.
|
|
*
|
|
* @param {number} skillId
|
|
* @memberof Game_Actor
|
|
*/
|
|
learnSkill(skillId: number): void;
|
|
/**
|
|
* Actor forgets the specified skill given the skill id from
|
|
* the actor's usable skills.
|
|
* @param {number} skillId
|
|
* @memberof Game_Actor
|
|
*/
|
|
forgetSkill(skillId: number): void;
|
|
/**
|
|
* Returns true if the actor has learned the specified
|
|
* skill given the specified skill id.
|
|
* @param {number} skillId
|
|
* @returns {boolean}
|
|
* @memberof Game_Actor
|
|
*/
|
|
isLearnedSkill(skillId: number): boolean;
|
|
/**
|
|
* Changes the actor class; if keep is true, the actor
|
|
* will retain their experience points.
|
|
* @param {number} classId
|
|
* @param {boolean} keepExp
|
|
* @memberof Game_Actor
|
|
*/
|
|
changeClass(classId: number, keepExp: boolean): void;
|
|
setCharacterImage(characterName: string, characterIndex: number): void;
|
|
/**
|
|
* Sets the face image of the actor given the face image (from database)
|
|
* and face index within the iamge.
|
|
*
|
|
* @param {string} faceName
|
|
* @param {number} faceIndex
|
|
* @memberof Game_Actor
|
|
*/
|
|
setFaceImage(faceName: string, faceIndex: number): void;
|
|
/**
|
|
* Sets the battler image of the actor; this is the sprite displayed
|
|
* in the side view mode.
|
|
* @param {string} battlerName
|
|
* @memberof Game_Actor
|
|
*/
|
|
setBattlerImage(battlerName: string): void;
|
|
/**
|
|
* Returns true if the actor sprite is visible.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Game_Actor
|
|
*/
|
|
isSpriteVisible(): boolean;
|
|
/**
|
|
* Starts the animation on the actor given the specified animation id;
|
|
* if mirror is set to true, the animation will be mirrored. If a delay is enter,
|
|
* the animation will be delayed.
|
|
* @param {number} animationId
|
|
* @param {boolean} mirror
|
|
* @param {number} delay
|
|
* @memberof Game_Actor
|
|
*/
|
|
startAnimation(animationId: number, mirror: boolean, delay: number): void;
|
|
/**
|
|
* Performs the attack motion for the actor.
|
|
*
|
|
* @memberof Game_Actor
|
|
*/
|
|
performAttack(): void;
|
|
/**
|
|
* Perform the victory motion for the actor.
|
|
*
|
|
* @memberof Game_Actor
|
|
*/
|
|
performVictory(): void;
|
|
/**
|
|
* Performs the escape motion for the actor.
|
|
*
|
|
* @memberof Game_Actor
|
|
*/
|
|
performEscape(): void;
|
|
/**
|
|
* Creates the action list for the actor.
|
|
*
|
|
* @returns {Array<Game_Action>}
|
|
* @memberof Game_Actor
|
|
*/
|
|
makeActionList(): Array<Game_Action>;
|
|
/**
|
|
* Creates the auto battle actions for the game actor.
|
|
*
|
|
* @memberof Game_Actor
|
|
*/
|
|
makeAutoBattleActions(): void;
|
|
makeConfusionActions(): void;
|
|
/**
|
|
* Handler for when the player walks on the map scene.
|
|
*
|
|
* @memberof Game_Actor
|
|
*/
|
|
onPlayerWalk(): void;
|
|
updateStateSteps(state: RPG.State): void;
|
|
/**
|
|
* Shows the added states to the actor.
|
|
*
|
|
* @memberof Game_Actor
|
|
*/
|
|
showAddedStates(): void;
|
|
/**
|
|
* Shows the removed states from the actor.
|
|
*
|
|
* @memberof Game_Actor
|
|
*/
|
|
showRemovedStates(): void;
|
|
stepsForTurn(): number;
|
|
turnEndOnMap(): void;
|
|
/**
|
|
* Checks the effect of the floor on the actor.
|
|
*
|
|
* @memberof Game_Actor
|
|
*/
|
|
checkFloorEffect(): void;
|
|
/**
|
|
* Executes the floor dmaage on the actor.
|
|
*
|
|
* @memberof Game_Actor
|
|
*/
|
|
executeFloorDamage(): void;
|
|
/**
|
|
* Returns the basic floor damage.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Game_Actor
|
|
*/
|
|
basicFloorDamage(): number;
|
|
/**
|
|
* Returns the max floor damage.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Game_Actor
|
|
*/
|
|
maxFloorDamage(): number;
|
|
/**
|
|
* Perform damage to the actor on the map scene.
|
|
*
|
|
* @memberof Game_Actor
|
|
*/
|
|
performMapDamage(): void;
|
|
/**
|
|
* Clears all of the actor's animations.
|
|
*
|
|
* @memberof Game_Actor
|
|
*/
|
|
clearActions(): void;
|
|
/**
|
|
* Returns action the actor is inputting.
|
|
*
|
|
* @returns {Game_Action}
|
|
* @memberof Game_Actor
|
|
*/
|
|
inputtingAction(): Game_Action;
|
|
selectNextCommand(): boolean;
|
|
selectPreviousCommand(): boolean;
|
|
/**
|
|
* Returns the last menu skill of the actor.
|
|
*
|
|
* @returns {RPG.Skill}
|
|
* @memberof Game_Actor
|
|
*/
|
|
lastMenuSkill(): RPG.Skill;
|
|
setLastMenuSkill(skill: RPG.Skill): void;
|
|
/**
|
|
* Returns the last battle skill of the actor.
|
|
*
|
|
* @returns {RPG.Skill}
|
|
* @memberof Game_Actor
|
|
*/
|
|
lastBattleSkill(): RPG.Skill;
|
|
setLastBattleSkill(skill: RPG.Skill): void;
|
|
/**
|
|
* Returns the last command symbol that the actor used.
|
|
*
|
|
* @returns {string}
|
|
* @memberof Game_Actor
|
|
*/
|
|
lastCommandSymbol(): string;
|
|
/**
|
|
* Sets the last command symbol to the given symbol; this is the
|
|
* selected command in the battle menu.
|
|
* @param {string} symbol
|
|
* @memberof Game_Actor
|
|
*/
|
|
setLastCommandSymbol(symbol: string): void;
|
|
}
|
|
|
|
/**
|
|
* -----------------------------------------------------------------------------
|
|
* Game_Enemy
|
|
*
|
|
* The game object declare class for an enemy.
|
|
* @class Game_Enemy
|
|
*/
|
|
declare class Game_Enemy extends Game_Battler {
|
|
protected _enemyId: number;
|
|
protected _letter: string;
|
|
protected _plural: boolean;
|
|
protected _screenX: number;
|
|
protected _screenY: number;
|
|
|
|
constructor(enemyId: number, x: number, y: number);
|
|
|
|
initMembers(): void;
|
|
setup(enemyId: number, x: number, y: number): void;
|
|
/**
|
|
* Returns the other troops in the enemy team.
|
|
*
|
|
* @returns {Game_Troop}
|
|
* @memberof Game_Enemy
|
|
*/
|
|
friendsUnit(): Game_Troop;
|
|
/**
|
|
* Returns the game party.
|
|
*
|
|
* @returns {Game_Party}
|
|
* @memberof Game_Enemy
|
|
*/
|
|
opponentsUnit(): Game_Party;
|
|
isBattleMember(): boolean;
|
|
/**
|
|
* Returns the enemy id.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Game_Enemy
|
|
*/
|
|
enemyId(): number;
|
|
/**
|
|
* Returns the enemy information from the database.
|
|
*
|
|
* @returns {RPG.Enemy}
|
|
* @memberof Game_Enemy
|
|
*/
|
|
enemy(): RPG.Enemy;
|
|
/**
|
|
* Returns the enemy's exp amount.
|
|
*
|
|
* @memberof Game_Enemy
|
|
*/
|
|
exp(): void;
|
|
/**
|
|
* Returns enemy's given gold.
|
|
*
|
|
* @memberof Game_Enemy
|
|
*/
|
|
gold(): void;
|
|
/**
|
|
* Creates the drop items for the enemy specified by the database.
|
|
*
|
|
* @returns {Array<RPG.BaseItem>}
|
|
* @memberof Game_Enemy
|
|
*/
|
|
makeDropItems(): Array<RPG.BaseItem>;
|
|
/**
|
|
* Returns the item drop rate of the enemy.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Game_Enemy
|
|
*/
|
|
dropItemRate(): number;
|
|
itemObject(kind: number, dataId: number): void;
|
|
/**
|
|
* Returns true if the enemy sprite is visible.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Game_Enemy
|
|
*/
|
|
isSpriteVisible(): boolean;
|
|
/**
|
|
* Returns enemy screen X coordinate.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Game_Enemy
|
|
*/
|
|
screenX(): number;
|
|
/**
|
|
* Returns enemy screen Y position.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Game_Enemy
|
|
*/
|
|
screenY(): number;
|
|
/**
|
|
* Returns the hue of the enemy.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Game_Enemy
|
|
*/
|
|
battlerHue(): number;
|
|
/**
|
|
* Returns the enemy original name.
|
|
*
|
|
* @returns {string}
|
|
* @memberof Game_Enemy
|
|
*/
|
|
originalName(): string;
|
|
isLetterEmpty(): boolean;
|
|
setLetter(letter: string): void;
|
|
setPlural(plural: boolean): void;
|
|
/**
|
|
* Transform the enemy into another enemy based on id.
|
|
*
|
|
* @param {number} enemyId
|
|
* @memberof Game_Enemy
|
|
*/
|
|
transform(enemyId: number): void;
|
|
meetsCondition(action: RPG.Enemy.Action): boolean;
|
|
meetsTurnCondition(param1: number, param2: number): boolean;
|
|
meetsHpCondition(param1: number, param2: number): boolean;
|
|
meetsMpCondition(param1: number, param2: number): boolean;
|
|
meetsStateCondition(param: number): boolean;
|
|
meetsPartyLevelCondition(param: number): boolean;
|
|
meetsSwitchCondition(param: number): boolean;
|
|
/**
|
|
* Returns true if the enemy action is valid.
|
|
*
|
|
* @param {RPG.Enemy.Action} action
|
|
* @returns {boolean}
|
|
* @memberof Game_Enemy
|
|
*/
|
|
isActionValid(action: RPG.Enemy.Action): boolean;
|
|
selectAction(actionList: Array<RPG.Enemy.Action>, ratingZero: number): RPG.Enemy.Action;
|
|
selectAllActions(actionList: Array<RPG.Enemy.Action>): void;
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
* Wrapper class for Game_Actor.
|
|
* This is the array form.
|
|
* @class Game_Actors
|
|
*/
|
|
declare class Game_Actors {
|
|
protected _data: Array<Game_Actor>;
|
|
|
|
/**
|
|
* Returns the actor with the specified id.
|
|
*
|
|
* @param {number} actorId
|
|
* @returns {Game_Actor}
|
|
* @memberof Game_Actors
|
|
*/
|
|
actor(actorId: number): Game_Actor;
|
|
}
|
|
|
|
/**
|
|
* Superclass of Game_Party & Game_Troop
|
|
*
|
|
* @class Game_Unit
|
|
*/
|
|
declare class Game_Unit {
|
|
protected _inBattle: boolean;
|
|
|
|
/**
|
|
* Returns true if unit is in battle.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Game_Unit
|
|
*/
|
|
inBattle(): boolean;
|
|
/**
|
|
* Returns the list of battlers.
|
|
*
|
|
* @returns {Array<Game_Battler>}
|
|
* @memberof Game_Unit
|
|
*/
|
|
members(): Array<Game_Battler>;
|
|
/**
|
|
* Returns the list of alive battlers.
|
|
*
|
|
* @returns {Array<Game_Battler>}
|
|
* @memberof Game_Unit
|
|
*/
|
|
aliveMembers(): Array<Game_Battler>;
|
|
/**
|
|
* Returns the list of dead battlers.
|
|
*
|
|
* @returns {Array<Game_Battler>}
|
|
* @memberof Game_Unit
|
|
*/
|
|
deadMembers(): Array<Game_Battler>;
|
|
/**
|
|
* Returns the list of movable members.
|
|
*
|
|
* @returns {Array<Game_Battler>}
|
|
* @memberof Game_Unit
|
|
*/
|
|
movableMembers(): Array<Game_Battler>;
|
|
/**
|
|
* Clears the unit's actions.
|
|
*
|
|
* @memberof Game_Unit
|
|
*/
|
|
clearActions(): void;
|
|
/**
|
|
* Returns the agility of the unit.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Game_Unit
|
|
*/
|
|
agility(): number;
|
|
tgrSum(): number;
|
|
/**
|
|
* Returns a random target from the game unit.
|
|
*
|
|
* @returns {Game_Battler}
|
|
* @memberof Game_Unit
|
|
*/
|
|
randomTarget(): Game_Battler;
|
|
/**
|
|
* Returns a random dead target from the game unit.
|
|
*
|
|
* @returns {Game_Battler}
|
|
* @memberof Game_Unit
|
|
*/
|
|
randomDeadTarget(): Game_Battler;
|
|
smoothTarget(index: number): Game_Battler;
|
|
smoothDeadTarget(index: number): Game_Battler;
|
|
/**
|
|
* Clears the action results.
|
|
*
|
|
* @memberof Game_Unit
|
|
*/
|
|
clearResults(): void;
|
|
/**
|
|
* Handler for when battle is started.
|
|
*
|
|
* @memberof Game_Unit
|
|
*/
|
|
onBattleStart(): void;
|
|
/**
|
|
* Handler for when battle has ended.
|
|
*
|
|
* @memberof Game_Unit
|
|
*/
|
|
onBattleEnd(): void;
|
|
/**
|
|
* Creates the action's of the game unit.
|
|
*
|
|
* @memberof Game_Unit
|
|
*/
|
|
makeActions(): void;
|
|
/**
|
|
* Selects a member of the unit given a battler.
|
|
*
|
|
* @param {Game_Battler} activeMember
|
|
* @memberof Game_Unit
|
|
*/
|
|
select(activeMember: Game_Battler): void;
|
|
/**
|
|
* Returns true if all members of the unit are dead.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Game_Unit
|
|
*/
|
|
isAllDead(): boolean;
|
|
substituteBattler(): Game_Battler;
|
|
}
|
|
|
|
/**
|
|
* -----------------------------------------------------------------------------
|
|
* Game_Party
|
|
*
|
|
* The game object declare class for the party. Information such as gold and items is
|
|
* included.
|
|
* @class Game_Party
|
|
*/
|
|
declare class Game_Party extends Game_Unit {
|
|
static ABILITY_ENCOUNTER_HALF: number;
|
|
static ABILITY_ENCOUNTER_NONE: number;
|
|
static ABILITY_CANCEL_SURPRISE: number;
|
|
static ABILITY_RAISE_PREEMPTIVE: number;
|
|
static ABILITY_GOLD_DOUBLE: number;
|
|
static ABILITY_DROP_ITEM_DOUBLE: number;
|
|
|
|
protected _gold: number;
|
|
protected _steps: number;
|
|
protected _lastItem: Game_Item;
|
|
protected _menuActorId: number;
|
|
protected _targetActorId: number;
|
|
protected _actors: Array<Game_Actor>;
|
|
|
|
protected _items: {[itemId: number]: number};
|
|
protected _weapons: {[itemId: number]: number};
|
|
protected _armors: {[itemId: number]: number};
|
|
|
|
/**
|
|
* Returns all party members.
|
|
*
|
|
* @returns {Array<Game_Actor>}
|
|
* @memberof Game_Party
|
|
*/
|
|
members(): Array<Game_Actor>;
|
|
/**
|
|
* Returns the living party members.
|
|
*
|
|
* @returns {Array<Game_Actor>}
|
|
* @memberof Game_Party
|
|
*/
|
|
aliveMembers(): Array<Game_Actor>;
|
|
/**
|
|
* Returns the dead party members.
|
|
*
|
|
* @returns {Array<Game_Actor>}
|
|
* @memberof Game_Party
|
|
*/
|
|
deadMembers(): Array<Game_Actor>;
|
|
/**
|
|
* Returns the movable members in the party.
|
|
*
|
|
* @returns {Array<Game_Actor>}
|
|
* @memberof Game_Party
|
|
*/
|
|
movableMembers(): Array<Game_Actor>;
|
|
/**
|
|
* Returns the battle members in the party.
|
|
*
|
|
* @returns {Array<Game_Actor>}
|
|
* @memberof Game_Party
|
|
*/
|
|
battleMembers(): Array<Game_Actor>;
|
|
/**
|
|
* Initialize all party items.
|
|
*
|
|
* @memberof Game_Party
|
|
*/
|
|
initAllItems(): void;
|
|
/**
|
|
* Returns true if the game party exists.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Game_Party
|
|
*/
|
|
exists(): boolean;
|
|
/**
|
|
* Returns the size of the party.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Game_Party
|
|
*/
|
|
size(): number;
|
|
/**
|
|
* Returns true if the game party is empty.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Game_Party
|
|
*/
|
|
isEmpty(): boolean;
|
|
/**
|
|
* Returns the maximum battle members in the party.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Game_Party
|
|
*/
|
|
maxBattleMembers(): number;
|
|
/**
|
|
* Returns the leader of the party.
|
|
*
|
|
* @returns {Game_Actor}
|
|
* @memberof Game_Party
|
|
*/
|
|
leader(): Game_Actor;
|
|
/**
|
|
* Revive the battle members of the party.
|
|
*
|
|
* @memberof Game_Party
|
|
*/
|
|
reviveBattleMembers(): void;
|
|
items(): Array<RPG.Item>;
|
|
/**
|
|
* Returns the weapons of the party.
|
|
*
|
|
* @returns {Array<RPG.Weapon>}
|
|
* @memberof Game_Party
|
|
*/
|
|
weapons(): Array<RPG.Weapon>;
|
|
/**
|
|
* Returns the party's armor.
|
|
*
|
|
* @returns {Array<RPG.Armor>}
|
|
* @memberof Game_Party
|
|
*/
|
|
armors(): Array<RPG.Armor>;
|
|
/**
|
|
* Returns the party's equippable items.
|
|
*
|
|
* @returns {Array<RPG.EquipItem>}
|
|
* @memberof Game_Party
|
|
*/
|
|
equipItems(): Array<RPG.EquipItem>;
|
|
/**
|
|
* Returns all items within the party's posession.
|
|
*
|
|
* @returns {Array<RPG.BaseItem>}
|
|
* @memberof Game_Party
|
|
*/
|
|
allItems(): Array<RPG.BaseItem>;
|
|
itemContainer(item: RPG.BaseItem): {[itemId: number]: number};
|
|
/**
|
|
* Sets up the starting party members.
|
|
*
|
|
* @memberof Game_Party
|
|
*/
|
|
setupStartingMembers(): void;
|
|
name(): string;
|
|
/**
|
|
* Sets up a test battle with the party.
|
|
*
|
|
* @memberof Game_Party
|
|
*/
|
|
setupBattleTest(): void;
|
|
/**
|
|
* Sets up the battle test members.
|
|
*
|
|
* @memberof Game_Party
|
|
*/
|
|
setupBattleTestMembers(): void;
|
|
/**
|
|
* Sets up the battle test items.
|
|
*
|
|
* @memberof Game_Party
|
|
*/
|
|
setupBattleTestItems(): void;
|
|
/**
|
|
* Returns the highest level in the party.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Game_Party
|
|
*/
|
|
highestLevel(): number;
|
|
/**
|
|
* Adds an actor to the party given the actor id.
|
|
*
|
|
* @param {number} actorId
|
|
* @memberof Game_Party
|
|
*/
|
|
addActor(actorId: number): void;
|
|
/**
|
|
* Removes an actor from the party given the actor id.
|
|
*
|
|
* @param {number} actorId
|
|
* @memberof Game_Party
|
|
*/
|
|
removeActor(actorId: number): void;
|
|
/**
|
|
* Returns party gold.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Game_Party
|
|
*/
|
|
gold(): number;
|
|
/**
|
|
* Increases the party gold given a specified amount.
|
|
*
|
|
* @param {number} amount
|
|
* @memberof Game_Party
|
|
*/
|
|
gainGold(amount: number): void;
|
|
/**
|
|
* Decreases the party gold given a specified amount.
|
|
*
|
|
* @param {number} amount
|
|
* @memberof Game_Party
|
|
*/
|
|
loseGold(amount: number): void;
|
|
/**
|
|
* Returns maximum gold of the party.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Game_Party
|
|
*/
|
|
maxGold(): number;
|
|
/**
|
|
* Returns the number of steps the party has taken.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Game_Party
|
|
*/
|
|
steps(): number;
|
|
/**
|
|
* Increases the number of steps the party has taken.
|
|
*
|
|
* @memberof Game_Party
|
|
*/
|
|
increaseSteps(): void;
|
|
/**
|
|
* Returns the number of items in the possession of the party of the
|
|
* given item.
|
|
* @param {RPG.BaseItem} item
|
|
* @returns {number}
|
|
* @memberof Game_Party
|
|
*/
|
|
numItems(item: RPG.BaseItem): number;
|
|
/**
|
|
* Returns the maximum number of items of the given item.
|
|
*
|
|
* @param {RPG.BaseItem} item
|
|
* @returns {number}
|
|
* @memberof Game_Party
|
|
*/
|
|
maxItems(item: RPG.BaseItem): number;
|
|
hasMaxItems(item: RPG.BaseItem): boolean;
|
|
/**
|
|
* Returns true if the party has the given item;
|
|
* if includeEquip is set to true, this will also check party equipment.
|
|
* @param {RPG.BaseItem} item
|
|
* @param {boolean} includeEquip
|
|
* @returns {boolean}
|
|
* @memberof Game_Party
|
|
*/
|
|
hasItem(item: RPG.BaseItem, includeEquip: boolean): boolean;
|
|
/**
|
|
* Returns true if any party member has the specified equip item.
|
|
*
|
|
* @param {RPG.EquipItem} item
|
|
* @returns {boolean}
|
|
* @memberof Game_Party
|
|
*/
|
|
isAnyMemberEquipped(item: RPG.EquipItem): boolean;
|
|
gainItem(item: RPG.BaseItem, amount: number, includeEquip: boolean): void;
|
|
discardMembersEquip(item: RPG.EquipItem, amount: number): void;
|
|
loseItem(item: RPG.BaseItem, amount: number, includeEquip: boolean): void;
|
|
/**
|
|
* Has the party consume the given item.
|
|
*
|
|
* @param {RPG.BaseItem} item
|
|
* @memberof Game_Party
|
|
*/
|
|
consumeItem(item: RPG.BaseItem): void;
|
|
/**
|
|
* Returns true if the party can use the item.
|
|
*
|
|
* @param {RPG.BaseItem} item
|
|
* @returns {boolean}
|
|
* @memberof Game_Party
|
|
*/
|
|
canUse(item: RPG.BaseItem): boolean;
|
|
canInput(): boolean;
|
|
/**
|
|
* Handler for when the player walks.
|
|
*
|
|
* @memberof Game_Party
|
|
*/
|
|
onPlayerWalk(): void;
|
|
/**
|
|
* Returns the actor that will be used in the current menu;
|
|
* this is for menu scenes that target one actor.
|
|
* @returns {Game_Actor}
|
|
* @memberof Game_Party
|
|
*/
|
|
menuActor(): Game_Actor;
|
|
setMenuActor(actor: Game_Actor): void;
|
|
makeMenuActorNext(): void;
|
|
makeMenuActorPrevious(): void;
|
|
targetActor(): Game_Actor;
|
|
setTargetActor(actor: Game_Actor): void;
|
|
/**
|
|
* Returns the last item selected by the game party.
|
|
*
|
|
* @returns {RPG.BaseItem}
|
|
* @memberof Game_Party
|
|
*/
|
|
lastItem(): RPG.BaseItem;
|
|
setLastItem(item: RPG.BaseItem): void;
|
|
swapOrder(index1: number, index2: number): void;
|
|
/**
|
|
* Returns the characters that go on the save life.
|
|
*
|
|
* @returns {Array<Array<any>>}
|
|
* @memberof Game_Party
|
|
*/
|
|
charactersForSavefile(): Array<Array<any>>;
|
|
/**
|
|
* Returns the actor faces for the save file.
|
|
*
|
|
* @returns {Array<Array<any>>}
|
|
* @memberof Game_Party
|
|
*/
|
|
facesForSavefile(): Array<Array<any>>;
|
|
partyAbility(abilityId: number): boolean;
|
|
/**
|
|
* Returns true if the encounter rate is set to half.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Game_Party
|
|
*/
|
|
hasEncounterHalf(): boolean;
|
|
/**
|
|
* Returns true if the encounter rate is set to none.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Game_Party
|
|
*/
|
|
hasEncounterNone(): boolean;
|
|
hasCancelSurprise(): boolean;
|
|
/**
|
|
* Returns true if the party has an increased chance of preemptive strike.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Game_Party
|
|
*/
|
|
hasRaisePreemptive(): boolean;
|
|
/**
|
|
* Returns true if the party has double gold in effect.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Game_Party
|
|
*/
|
|
hasGoldDouble(): boolean;
|
|
hasDropItemDouble(): boolean;
|
|
ratePreemptive(troopAgi: number): number;
|
|
rateSurprise(troopAgi: number): number;
|
|
/**
|
|
* Performs victory motion for the entire party.
|
|
*
|
|
* @memberof Game_Party
|
|
*/
|
|
performVictory(): void;
|
|
/**
|
|
* Performs escape motion for the entire party.
|
|
*
|
|
* @memberof Game_Party
|
|
*/
|
|
performEscape(): void;
|
|
/**
|
|
* Remove battle states from all actors in the party.
|
|
*
|
|
* @memberof Game_Party
|
|
*/
|
|
removeBattleStates(): void;
|
|
/**
|
|
* Refreshes the motion on all actors in the party.
|
|
*
|
|
* @memberof Game_Party
|
|
*/
|
|
requestMotionRefresh(): void;
|
|
}
|
|
|
|
/**
|
|
* -----------------------------------------------------------------------------
|
|
* Game_Troop
|
|
*
|
|
* The game object declare class for a troop and the battle-related data.
|
|
* @class Game_Troop
|
|
*/
|
|
declare class Game_Troop extends Game_Unit {
|
|
static LETTER_TABLE_HALF: Array<string>;
|
|
static LETTER_TABLE_FULL: Array<string>;
|
|
|
|
protected _interpreter: Game_Interpreter;
|
|
protected _troopId: number;
|
|
protected _eventFlags: {[page: number]: boolean};
|
|
protected _enemies: Array<Game_Enemy>;
|
|
protected _turnCount: number;
|
|
protected _namesCount: {[name: string]: number};
|
|
|
|
/**
|
|
* Returns all enemies in the battle.
|
|
*
|
|
* @returns {Array<Game_Enemy>}
|
|
* @memberof Game_Troop
|
|
*/
|
|
members(): Array<Game_Enemy>;
|
|
/**
|
|
* Returns all alive enemies.
|
|
*
|
|
* @returns {Array<Game_Enemy>}
|
|
* @memberof Game_Troop
|
|
*/
|
|
aliveMembers(): Array<Game_Enemy>;
|
|
/**
|
|
* Returns all dead enemies.
|
|
*
|
|
* @returns {Array<Game_Enemy>}
|
|
* @memberof Game_Troop
|
|
*/
|
|
deadMembers(): Array<Game_Enemy>;
|
|
/**
|
|
* Returns movable enemies.
|
|
*
|
|
* @returns {Array<Game_Enemy>}
|
|
* @memberof Game_Troop
|
|
*/
|
|
movableMembers(): Array<Game_Enemy>;
|
|
/**
|
|
* Returns true if event is running.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Game_Troop
|
|
*/
|
|
isEventRunning(): boolean;
|
|
/**
|
|
* Updates the game interpreter.
|
|
*
|
|
* @memberof Game_Troop
|
|
*/
|
|
updateInterpreter(): void;
|
|
/**
|
|
* Returns the turn count.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Game_Troop
|
|
*/
|
|
turnCount(): number;
|
|
clear(): void;
|
|
/**
|
|
* Returns troop information from the database.
|
|
*
|
|
* @returns {RPG.Troop}
|
|
* @memberof Game_Troop
|
|
*/
|
|
troop(): RPG.Troop;
|
|
setup(troopId: number): void;
|
|
/**
|
|
* Creates unique names for each enemy.
|
|
*
|
|
* @memberof Game_Troop
|
|
*/
|
|
makeUniqueNames(): void;
|
|
/**
|
|
* Returns the letter table for enemy troops.
|
|
*
|
|
* @returns {Array<string>}
|
|
* @memberof Game_Troop
|
|
*/
|
|
letterTable(): Array<string>;
|
|
/**
|
|
* Returns the name of enemies within the troop.
|
|
*
|
|
* @returns {Array<string>}
|
|
* @memberof Game_Troop
|
|
*/
|
|
enemyNames(): Array<string>;
|
|
meetsConditions(page: RPG.BattleEventPage): boolean;
|
|
setupBattleEvent(): void;
|
|
/**
|
|
* Increases the turn number.
|
|
*
|
|
* @memberof Game_Troop
|
|
*/
|
|
increaseTurn(): void;
|
|
/**
|
|
* Returns the total exp of all members of the enemy troop.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Game_Troop
|
|
*/
|
|
expTotal(): number;
|
|
/**
|
|
* Return the total gold of all enemies.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Game_Troop
|
|
*/
|
|
goldTotal(): number;
|
|
/**
|
|
* Returns the gold rate based on game party gold rate.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Game_Troop
|
|
*/
|
|
goldRate(): number;
|
|
/**
|
|
* Creates the drop items for all members of the enemy troop, and
|
|
* returns the item information.
|
|
* @returns {Array<RPG.BaseItem>}
|
|
* @memberof Game_Troop
|
|
*/
|
|
makeDropItems(): Array<RPG.BaseItem>;
|
|
}
|
|
|
|
/**
|
|
* -----------------------------------------------------------------------------
|
|
* Game_Map
|
|
*
|
|
* The game object declare class for a map. It contains scrolling and passage
|
|
* determination functions.
|
|
* @class Game_Map
|
|
*/
|
|
declare class Game_Map {
|
|
protected _interpreter: Game_Interpreter;
|
|
protected _mapId: number;
|
|
protected _tilesetId: number;
|
|
protected _events: Array<Game_Event>;
|
|
protected _commonEvents: Array<Game_CommonEvent>;
|
|
protected _vehicles: Array<Game_Vehicle>;
|
|
protected _displayX: number;
|
|
protected _displayY: number;
|
|
protected _nameDisplay: boolean;
|
|
protected _scrollDirection: number;
|
|
protected _scrollRest: number;
|
|
protected _scrollSpeed: number;
|
|
protected _parallaxName: string;
|
|
protected _parallaxZero: boolean;
|
|
protected _parallaxLoopX: boolean;
|
|
protected _parallaxLoopY: boolean;
|
|
protected _parallaxSx: number;
|
|
protected _parallaxSy: number;
|
|
protected _parallaxX: number;
|
|
protected _parallaxY: number;
|
|
protected _battleback1Name: string;
|
|
protected _battleback2Name: string;
|
|
protected _needsRefresh: boolean;
|
|
|
|
setup(mapId: number): void;
|
|
/**
|
|
* Returns true if an event is running.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Game_Map
|
|
*/
|
|
isEventRunning(): boolean;
|
|
/**
|
|
* Returns tile width.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Game_Map
|
|
*/
|
|
tileWidth(): number;
|
|
/**
|
|
* Returns tile height.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Game_Map
|
|
*/
|
|
tileHeight(): number;
|
|
/**
|
|
* Returns map id.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Game_Map
|
|
*/
|
|
mapId(): number;
|
|
/**
|
|
* Returns the tileset id.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Game_Map
|
|
*/
|
|
tilesetId(): number;
|
|
/**
|
|
* Returns the display x coordinate.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Game_Map
|
|
*/
|
|
displayX(): number;
|
|
/**
|
|
* Returns the display y coordinate.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Game_Map
|
|
*/
|
|
displayY(): number;
|
|
parallaxName(): string;
|
|
/**
|
|
* Returns the name of battle back 1.
|
|
*
|
|
* @returns {string}
|
|
* @memberof Game_Map
|
|
*/
|
|
battleback1Name(): string;
|
|
/**
|
|
* Returns the name of battle back 2.
|
|
*
|
|
* @returns {string}
|
|
* @memberof Game_Map
|
|
*/
|
|
battleback2Name(): string;
|
|
requestRefresh(mapId: number): void;
|
|
/**
|
|
* Returns true if the name display is enabled.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Game_Map
|
|
*/
|
|
isNameDisplayEnabled(): boolean;
|
|
/**
|
|
* Disables name display.
|
|
*
|
|
* @memberof Game_Map
|
|
*/
|
|
disableNameDisplay(): void;
|
|
/**
|
|
* Enable name display.
|
|
*
|
|
* @memberof Game_Map
|
|
*/
|
|
enableNameDisplay(): void;
|
|
/**
|
|
* Creates the vehicles for the game map.
|
|
*
|
|
* @memberof Game_Map
|
|
*/
|
|
createVehicles(): void;
|
|
/**
|
|
* Refreshes the vehicles on the game map.
|
|
*
|
|
* @memberof Game_Map
|
|
*/
|
|
refereshVehicles(): void;
|
|
vehicles(): Array<Game_Vehicle>;
|
|
/**
|
|
* Returns the game vehicle specified by type.
|
|
*
|
|
* @param {string} type
|
|
* @returns {Game_Vehicle}
|
|
* @memberof Game_Map
|
|
*/
|
|
vehicle(type: string): Game_Vehicle;
|
|
/**
|
|
* Returns the game boat.
|
|
*
|
|
* @returns {Game_Vehicle}
|
|
* @memberof Game_Map
|
|
*/
|
|
boat(): Game_Vehicle;
|
|
/**
|
|
* Returns the game ship.
|
|
*
|
|
* @returns {Game_Vehicle}
|
|
* @memberof Game_Map
|
|
*/
|
|
ship(): Game_Vehicle;
|
|
/**
|
|
* Returns the game airship.
|
|
*
|
|
* @returns {Game_Vehicle}
|
|
* @memberof Game_Map
|
|
*/
|
|
airship(): Game_Vehicle;
|
|
setupEvents(): void;
|
|
/**
|
|
* Returns all events on the game map.
|
|
*
|
|
* @returns {Array<Game_Event>}
|
|
* @memberof Game_Map
|
|
*/
|
|
events(): Array<Game_Event>;
|
|
/**
|
|
* Returns an event, given the event id.
|
|
*
|
|
* @param {number} eventId
|
|
* @returns {Game_Event}
|
|
* @memberof Game_Map
|
|
*/
|
|
event(eventId: number): Game_Event;
|
|
/**
|
|
* Erases the event given the event id.
|
|
*
|
|
* @param {number} eventId
|
|
* @memberof Game_Map
|
|
*/
|
|
eraseEvent(eventId: number): void;
|
|
/**
|
|
* Returns all the parallel running common events.
|
|
*
|
|
* @returns {Array<RPG.CommonEvent>}
|
|
* @memberof Game_Map
|
|
*/
|
|
parallelCommonEvents(): Array<RPG.CommonEvent>;
|
|
setupScroll(): void;
|
|
setupParallax(): void;
|
|
setupBattleback(): void;
|
|
setDisplayPos(x: number, y: number): void;
|
|
parallaxOx(): number;
|
|
parallaxOy(): number;
|
|
/**
|
|
* Returns the tilset of the game map.
|
|
*
|
|
* @returns {RPG.Tileset}
|
|
* @memberof Game_Map
|
|
*/
|
|
tileset(): RPG.Tileset;
|
|
/**
|
|
* Returns the tileset flags of the game map.
|
|
*
|
|
* @returns {Array<number>}
|
|
* @memberof Game_Map
|
|
*/
|
|
tilesetFlags(): Array<number>;
|
|
/**
|
|
* Returns the display name of the game map.
|
|
*
|
|
* @returns {string}
|
|
* @memberof Game_Map
|
|
*/
|
|
displayName(): string;
|
|
/**
|
|
* Returns the map width.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Game_Map
|
|
*/
|
|
width(): number;
|
|
/**
|
|
* Returns the map height.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Game_Map
|
|
*/
|
|
height(): number;
|
|
/**
|
|
* Returns the map data.
|
|
*
|
|
* @returns {Array<number>}
|
|
* @memberof Game_Map
|
|
*/
|
|
data(): Array<number>;
|
|
/**
|
|
* Returns true if the map loops horizontally.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Game_Map
|
|
*/
|
|
isLoopHorizontal(): boolean;
|
|
/**
|
|
* Returns true if the map loops vertically.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Game_Map
|
|
*/
|
|
isLoopVertical(): boolean;
|
|
/**
|
|
* Returns true if dash is disabled on the map.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Game_Map
|
|
*/
|
|
isDashDisabled(): boolean;
|
|
/**
|
|
* Returns the list of possible encounters on the current map.
|
|
*
|
|
* @returns {Array<RPG.Map.Encounter>}
|
|
* @memberof Game_Map
|
|
*/
|
|
encounterList(): Array<RPG.Map.Encounter>;
|
|
/**
|
|
* Returns the number of encounter steps on the map.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Game_Map
|
|
*/
|
|
encounterStep(): number;
|
|
/**
|
|
* Returns true if the map is an over world map.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Game_Map
|
|
*/
|
|
isOverworld(): boolean;
|
|
/**
|
|
* Returns the screen tile x coordinate.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Game_Map
|
|
*/
|
|
screenTileX(): number;
|
|
/**
|
|
* Returns the screen tile y coordinate.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Game_Map
|
|
*/
|
|
screenTileY(): number;
|
|
adjustX(x: number): number;
|
|
adjustY(y: number): number;
|
|
roundX(x: number): number;
|
|
roundY(y: number): number;
|
|
xWithDirection(x: number, d: number): number;
|
|
yWithDirection(y: number, d: number): number;
|
|
roundXWithDirection(x: number, d: number): number;
|
|
roundYWithDirection(y: number, d: number): number;
|
|
deltaX(x1: number, x2: number): number;
|
|
deltaY(y1: number, y2: number): number;
|
|
distance(x1: number, y1: number, x2: number, y2: number): number;
|
|
/**
|
|
* Converts the x coordinate from canvas to map coordinate x.
|
|
*
|
|
* @param {number} x
|
|
* @returns {number}
|
|
* @memberof Game_Map
|
|
*/
|
|
canvasToMapX(x: number): number;
|
|
/**
|
|
* Converts the y coordinate from canvas to map y coordinate.
|
|
*
|
|
* @param {number} y
|
|
* @returns {number}
|
|
* @memberof Game_Map
|
|
*/
|
|
canvasToMapY(y: number): number;
|
|
/**
|
|
* Auto plays the game map.
|
|
*
|
|
* @memberof Game_Map
|
|
*/
|
|
autoplay(): void;
|
|
refreshIfNeeded(): void;
|
|
refresh(): void;
|
|
refreshTileEvents(): void;
|
|
/**
|
|
* Returns the game events at the specified
|
|
* x and y position.
|
|
* @param {number} x
|
|
* @param {number} y
|
|
* @returns {Array<Game_Event>}
|
|
* @memberof Game_Map
|
|
*/
|
|
eventsXy(x: number, y: number): Array<Game_Event>;
|
|
eventsXyNt(x: number, y: number): Array<Game_Event>;
|
|
tileEventsXy(x: number, y: number): Array<Game_Event>;
|
|
eventIdXy(x: number, y: number): number;
|
|
scrollDown(distance: number): void;
|
|
scrollLeft(distance: number): void;
|
|
scrollRight(distance: number): void;
|
|
scrollUp(distance: number): void;
|
|
/**
|
|
* Returns true if the x and y coordinates are valid.
|
|
*
|
|
* @param {number} x
|
|
* @param {number} y
|
|
* @returns {boolean}
|
|
* @memberof Game_Map
|
|
*/
|
|
isValid(x: number, y: number): boolean;
|
|
checkPassage(x: number, y: number, bit: number): boolean;
|
|
/**
|
|
* Returns the tile id at the specified x, y, and z coordinates.
|
|
*
|
|
* @param {number} x
|
|
* @param {number} y
|
|
* @param {number} z
|
|
* @returns {number}
|
|
* @memberof Game_Map
|
|
*/
|
|
tileId(x: number, y: number, z: number): number;
|
|
layeredTiles(x: number, y: number): Array<number>;
|
|
allTiles(x: number, y: number): Array<number>;
|
|
autotileType(x: number, y: number, z: number): number;
|
|
isPassable(x: number, y: number, d: number): boolean;
|
|
isBoatPassable(x: number, y: number): boolean;
|
|
isShipPassable(x: number, y: number): boolean;
|
|
isAirshipLandOk(x: number, y: number): boolean;
|
|
checkLayeredTilesFlags(x: number, y: number, bit: number): boolean;
|
|
/**
|
|
* Returns true if the specified element at the given x and y coordinates
|
|
* is a ladder.
|
|
* @param {number} x
|
|
* @param {number} y
|
|
* @returns {boolean}
|
|
* @memberof Game_Map
|
|
*/
|
|
isLadder(x: number, y: number): boolean;
|
|
isBush(x: number, y: number): boolean;
|
|
isCounter(x: number, y: number): boolean;
|
|
isDamageFloor(x: number, y: number): boolean;
|
|
terrainTag(x: number, y: number): number;
|
|
regionId(x: number, y: number): number;
|
|
startScroll(direction: number, distance: number, speed: number): void;
|
|
isScrolling(): boolean;
|
|
/**
|
|
* Updates the game map, given that the scene is active.
|
|
*
|
|
* @param {boolean} sceneActive
|
|
* @memberof Game_Map
|
|
*/
|
|
update(sceneActive: boolean): void;
|
|
updateScroll(): void;
|
|
scrollDistance(): number;
|
|
doScroll(direction: number, distance: number): void;
|
|
/**
|
|
* Updates all events on the map.
|
|
*
|
|
* @memberof Game_Map
|
|
*/
|
|
updateEvents(): void;
|
|
/**
|
|
* Updates all game vehicles on the map.
|
|
*
|
|
* @memberof Game_Map
|
|
*/
|
|
updateVehicles(): void;
|
|
/**
|
|
* Updates the map parallaxes.
|
|
*
|
|
* @memberof Game_Map
|
|
*/
|
|
updateParallax(): void;
|
|
/**
|
|
* Changes them ap tileset, given the tileset id.
|
|
*
|
|
* @param {number} tilesetId
|
|
* @memberof Game_Map
|
|
*/
|
|
changeTileset(tilesetId: number): void;
|
|
changeBattleback(battleback1Name: string, battleback2Name: string): void;
|
|
changeParallax(name: string, loopX: boolean, loopY: boolean, sx: number, sy: number): void;
|
|
/**
|
|
* Updates the map's game interpreter.
|
|
*
|
|
* @memberof Game_Map
|
|
*/
|
|
updateInterpreter(): void;
|
|
/**
|
|
* Unlocks an event on the map given the event id.
|
|
*
|
|
* @param {number} eventId
|
|
* @memberof Game_Map
|
|
*/
|
|
unlockEvent(eventId: number): void;
|
|
setupStartingEvent(): boolean;
|
|
setupTestEvent(): boolean;
|
|
setupStartingMapEvent(): boolean;
|
|
/**
|
|
* Sets up an auto run common event.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Game_Map
|
|
*/
|
|
setupAutorunCommonEvent(): boolean;
|
|
/**
|
|
* Returns true if any event is starting on the map.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Game_Map
|
|
*/
|
|
isAnyEventStarting(): boolean;
|
|
}
|
|
|
|
/**
|
|
* -----------------------------------------------------------------------------
|
|
* Game_CommonEvent
|
|
*
|
|
* The game object declare class for a common event. It contains functionality for
|
|
* running parallel process events.
|
|
* @class Game_CommonEvent
|
|
*/
|
|
declare class Game_CommonEvent {
|
|
protected _commonEventId: number;
|
|
protected _interpreter: Game_Interpreter;
|
|
|
|
constructor(commonEventId: number);
|
|
|
|
/**
|
|
* Returns the common event information from the database.
|
|
*
|
|
* @returns {RPG.CommonEvent}
|
|
* @memberof Game_CommonEvent
|
|
*/
|
|
event(): RPG.CommonEvent;
|
|
/**
|
|
* Returns the common event's list of event commands.
|
|
*
|
|
* @returns {Array<RPG.EventCommand>}
|
|
* @memberof Game_CommonEvent
|
|
*/
|
|
list(): Array<RPG.EventCommand>;
|
|
/**
|
|
* Refreshes the common event.
|
|
*
|
|
* @memberof Game_CommonEvent
|
|
*/
|
|
refresh(): void;
|
|
/**
|
|
* Returns true if the common event is active.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Game_CommonEvent
|
|
*/
|
|
isActive(): boolean;
|
|
/**
|
|
* Updates the common event.
|
|
*
|
|
* @memberof Game_CommonEvent
|
|
*/
|
|
update(): void;
|
|
}
|
|
|
|
/**
|
|
* -----------------------------------------------------------------------------
|
|
* Game_CharacterBase
|
|
*
|
|
* The superdeclare class of Game_Character. It handles basic information, such as
|
|
* coordinates and images, shared by all characters.
|
|
* @class Game_CharacterBase
|
|
*/
|
|
declare class Game_CharacterBase {
|
|
protected _x: number;
|
|
protected _y: number;
|
|
protected _realX: number;
|
|
protected _realY: number;
|
|
protected _moveSpeed: number;
|
|
protected _moveFrequency: number;
|
|
protected _opacity: number;
|
|
protected _blendMode: number;
|
|
protected _direction: number;
|
|
protected _pattern: number;
|
|
protected _priorityType: number;
|
|
protected _tileId: number;
|
|
protected _characterName: string;
|
|
protected _characterIndex: number;
|
|
protected _isObjectCharacter: boolean;
|
|
protected _walkAnime: boolean;
|
|
protected _stepAnime: boolean;
|
|
protected _directionFix: boolean;
|
|
protected _through: boolean;
|
|
protected _transparent: boolean;
|
|
protected _bushDepth: number;
|
|
protected _animationId: number;
|
|
protected _balloonId: number;
|
|
protected _animationPlaying: boolean;
|
|
protected _balloonPlaying: boolean;
|
|
protected _animationCount: number;
|
|
protected _stopCount: number;
|
|
protected _jumpCount: number;
|
|
protected _jumpPeak: number;
|
|
protected _movementSuccess: boolean;
|
|
|
|
/** [read-only] */
|
|
x: number;
|
|
/** [read-only] */
|
|
y: number;
|
|
|
|
initMembers(): void;
|
|
pos(x: number, y: number): boolean;
|
|
posNt(x: number, y: number): boolean;
|
|
/**
|
|
* Returns the move speed of the game character.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Game_CharacterBase
|
|
*/
|
|
moveSpeed(): number;
|
|
setMoveSpeed(moveSpeed: number): void;
|
|
/**
|
|
* Returns the move frequency of the character.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Game_CharacterBase
|
|
*/
|
|
moveFrequency(): number;
|
|
setMoveFrequency(moveFrequency: number): void;
|
|
opacity(): number;
|
|
setOpacity(opacity: number): void;
|
|
/**
|
|
* Returns the blend mode of the character;
|
|
* these are represented by numbers.
|
|
* @returns {number}
|
|
* @memberof Game_CharacterBase
|
|
*/
|
|
blendMode(): number;
|
|
/**
|
|
* Sets the blend mode of the character;
|
|
* these are represented by numbers.
|
|
* @param {number} blendMode
|
|
* @memberof Game_CharacterBase
|
|
*/
|
|
setBlendMode(blendMode: number): void;
|
|
/**
|
|
* Returns true if the character is
|
|
* normal priority; this means you can collide with them.
|
|
* @returns {boolean}
|
|
* @memberof Game_CharacterBase
|
|
*/
|
|
isNormalPriority(): boolean;
|
|
setPriorityType(priorityType: number): void;
|
|
/**
|
|
* Returns true if the character is moving.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Game_CharacterBase
|
|
*/
|
|
isMoving(): boolean;
|
|
/**
|
|
* Returns true if the character is jumping.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Game_CharacterBase
|
|
*/
|
|
isJumping(): boolean;
|
|
/**
|
|
* Returns the jump height of base character.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Game_CharacterBase
|
|
*/
|
|
jumpHeight(): number;
|
|
/**
|
|
* Returns true if the character is stopping.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Game_CharacterBase
|
|
*/
|
|
isStopping(): boolean;
|
|
checkStop(threshold: number): boolean;
|
|
/**
|
|
* Resets the step count of the character.
|
|
*
|
|
* @memberof Game_CharacterBase
|
|
*/
|
|
resetStopCount(): void;
|
|
realMoveSpeed(): number;
|
|
distancePerFrame(): number;
|
|
/**
|
|
* Returns true if the character is dashing.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Game_CharacterBase
|
|
*/
|
|
isDashing(): boolean;
|
|
isDebugThrough(): boolean;
|
|
/**
|
|
* Straightens the character.
|
|
*
|
|
* @memberof Game_CharacterBase
|
|
*/
|
|
straighten(): void;
|
|
reverseDir(d: number): number;
|
|
canPass(x: number, y: number, d: number): boolean;
|
|
canPassDiagonally(x: number, y: number, horz: number, vert: number): boolean;
|
|
isMapPassable(x: number, y: number, d: number): boolean;
|
|
isCollidedWithCharacters(x: number, y: number): boolean;
|
|
isCollidedWithEvents(x: number, y: number): boolean;
|
|
isCollidedWithVehicles(x: number, y: number): boolean;
|
|
setPosition(x: number, y: number): void;
|
|
copyPosition(character: Game_Player): void;
|
|
locate(x: number, y: number): void;
|
|
direction(): number;
|
|
/**
|
|
* Sets the direction of the character based on numpad
|
|
* directions.
|
|
* @param {number} d
|
|
* @memberof Game_CharacterBase
|
|
*/
|
|
setDirection(d: number): void;
|
|
/**
|
|
* Returns true if the character is a tile; these
|
|
* are events without character sprites.
|
|
* @returns {boolean}
|
|
* @memberof Game_CharacterBase
|
|
*/
|
|
isTile(): boolean;
|
|
/**
|
|
* Returns true if the character is an object character;
|
|
* these are events with character sprites.
|
|
* @returns {boolean}
|
|
* @memberof Game_CharacterBase
|
|
*/
|
|
isObjectCharacter(): boolean;
|
|
shiftY(): number;
|
|
scrolledX(): number;
|
|
scrolledY(): number;
|
|
/**
|
|
* Returns the character's scrreen x position.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Game_CharacterBase
|
|
*/
|
|
screenX(): number;
|
|
/**
|
|
* Returns the character's screen y position.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Game_CharacterBase
|
|
*/
|
|
screenY(): number;
|
|
/**
|
|
* Returns the character's screen z position.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Game_CharacterBase
|
|
*/
|
|
screenZ(): number;
|
|
isNearTheScreen(): boolean;
|
|
update(): void;
|
|
updateStop(): void;
|
|
updateJump(): void;
|
|
updateMove(): void;
|
|
updateAnimation(): void;
|
|
animationWait(): number;
|
|
/**
|
|
* Updates the character's animation count.
|
|
*
|
|
* @memberof Game_CharacterBase
|
|
*/
|
|
updateAnimationCount(): void;
|
|
updatePattern(): void;
|
|
maxPattern(): number;
|
|
/**
|
|
* Returns the pattern of the character; these are the walking
|
|
* patterns.
|
|
* @returns {number}
|
|
* @memberof Game_CharacterBase
|
|
*/
|
|
pattern(): number;
|
|
/**
|
|
* Sets the pattern of the character, given
|
|
* a pattern number.
|
|
* @param {number} pattern
|
|
* @memberof Game_CharacterBase
|
|
*/
|
|
setPattern(pattern: number): void;
|
|
isOriginalPattern(): boolean;
|
|
/**
|
|
* Resets the pattern of the character.
|
|
*
|
|
* @memberof Game_CharacterBase
|
|
*/
|
|
resetPattern(): void;
|
|
refreshBushDepth(): void;
|
|
isOnLadder(): boolean;
|
|
isOnBush(): boolean;
|
|
/**
|
|
* Returns the terrain tag of the character.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Game_CharacterBase
|
|
*/
|
|
terrainTag(): number;
|
|
/**
|
|
* Returns the region id of the character.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Game_CharacterBase
|
|
*/
|
|
regionId(): number;
|
|
/**
|
|
* Increases the character steps.
|
|
*
|
|
* @memberof Game_CharacterBase
|
|
*/
|
|
increaseSteps(): void;
|
|
/**
|
|
* Returns the tile id of character.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Game_CharacterBase
|
|
*/
|
|
tileId(): number;
|
|
characterName(): string;
|
|
characterIndex(): number;
|
|
setImage(characterName: string, characterIndex: number): void;
|
|
setTileImage(tileId: number): void;
|
|
checkEventTriggerTouchFront(d: number): void;
|
|
checkEventTriggerTouch(x: number, y: number): boolean;
|
|
isMovementSucceeded(x: number, y: number): boolean;
|
|
setMovementSuccess(success: boolean): void;
|
|
moveStraight(d: number): void;
|
|
moveDiagonally(horz: number, vert: number): void;
|
|
jump(xPlus: number, yPlus: number): void;
|
|
hasWalkAnime(): boolean;
|
|
setWalkAnime(walkAnime: boolean): void;
|
|
/**
|
|
* Returns true if the character has step animation.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Game_CharacterBase
|
|
*/
|
|
hasStepAnime(): boolean;
|
|
setStepAnime(stepAnime: boolean): void;
|
|
/**
|
|
* Returns true if the character is set to a fixed direction.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Game_CharacterBase
|
|
*/
|
|
isDirectionFixed(): boolean;
|
|
/**
|
|
* Sets the character to be fixed in a specified direction
|
|
* given a boolean value.
|
|
* @param {boolean} directionFix
|
|
* @memberof Game_CharacterBase
|
|
*/
|
|
setDirectionFix(directionFix: boolean): void;
|
|
/**
|
|
* Returns true if the character is set to pass through.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Game_CharacterBase
|
|
*/
|
|
isThrough(): boolean;
|
|
setThrough(through: boolean): void;
|
|
isTransparent(): boolean;
|
|
/**
|
|
* Returns the bush depth around the character.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Game_CharacterBase
|
|
*/
|
|
bushDepth(): number;
|
|
setTransparent(transparent: boolean): void;
|
|
/**
|
|
* Requests an animation given the animation id.
|
|
*
|
|
* @param {number} animationId
|
|
* @memberof Game_CharacterBase
|
|
*/
|
|
requestAnimation(animationId: number): void;
|
|
/**
|
|
* Requests the balloon animation given the balloon id.
|
|
*
|
|
* @param {number} balloonId
|
|
* @memberof Game_CharacterBase
|
|
*/
|
|
requestBalloon(balloonId: number): void;
|
|
/**
|
|
* Returns the animation id.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Game_CharacterBase
|
|
*/
|
|
animationId(): number;
|
|
/**
|
|
* Returns the id of the balloon animation.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Game_CharacterBase
|
|
*/
|
|
balloonId(): number;
|
|
/**
|
|
* Starts the requested animation.
|
|
*
|
|
* @memberof Game_CharacterBase
|
|
*/
|
|
startAnimation(): void;
|
|
/**
|
|
* Stars a balloon animation.
|
|
*
|
|
* @memberof Game_CharacterBase
|
|
*/
|
|
startBalloon(): void;
|
|
isAnimationPlaying(): boolean;
|
|
/**
|
|
* Returns true if a balloon animation is playing.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Game_CharacterBase
|
|
*/
|
|
isBalloonPlaying(): boolean;
|
|
endAnimation(): void;
|
|
/**
|
|
* Ends the balloon animation on the character.
|
|
*
|
|
* @memberof Game_CharacterBase
|
|
*/
|
|
endBalloon(): void;
|
|
}
|
|
|
|
/**
|
|
* -----------------------------------------------------------------------------
|
|
* Game_Character
|
|
*
|
|
* The superdeclare class of Game_Player, Game_Follower, GameVehicle, and Game_Event.
|
|
* @class Game_Character
|
|
*/
|
|
declare class Game_Character extends Game_CharacterBase {
|
|
static ROUTE_END: number;
|
|
static ROUTE_MOVE_DOWN: number;
|
|
static ROUTE_MOVE_LEFT: number;
|
|
static ROUTE_MOVE_RIGHT: number;
|
|
static ROUTE_MOVE_UP: number;
|
|
static ROUTE_MOVE_LOWER_L: number;
|
|
static ROUTE_MOVE_LOWER_R: number;
|
|
static ROUTE_MOVE_UPPER_L: number;
|
|
static ROUTE_MOVE_UPPER_R: number;
|
|
static ROUTE_MOVE_RANDOM: number;
|
|
static ROUTE_MOVE_TOWARD: number;
|
|
static ROUTE_MOVE_AWAY: number;
|
|
static ROUTE_MOVE_FORWARD: number;
|
|
static ROUTE_MOVE_BACKWARD: number;
|
|
static ROUTE_JUMP: number;
|
|
static ROUTE_WAIT: number;
|
|
static ROUTE_TURN_DOWN: number;
|
|
static ROUTE_TURN_LEFT: number;
|
|
static ROUTE_TURN_RIGHT: number;
|
|
static ROUTE_TURN_UP: number;
|
|
static ROUTE_TURN_90D_R: number;
|
|
static ROUTE_TURN_90D_L: number;
|
|
static ROUTE_TURN_180D: number;
|
|
static ROUTE_TURN_90D_R_L: number;
|
|
static ROUTE_TURN_RANDOM: number;
|
|
static ROUTE_TURN_TOWARD: number;
|
|
static ROUTE_TURN_AWAY: number;
|
|
static ROUTE_SWITCH_ON: number;
|
|
static ROUTE_SWITCH_OFF: number;
|
|
static ROUTE_CHANGE_SPEED: number;
|
|
static ROUTE_CHANGE_FREQ: number;
|
|
static ROUTE_WALK_ANIME_ON: number;
|
|
static ROUTE_WALK_ANIME_OFF: number;
|
|
static ROUTE_STEP_ANIME_ON: number;
|
|
static ROUTE_STEP_ANIME_OFF: number;
|
|
static ROUTE_DIR_FIX_ON: number;
|
|
static ROUTE_DIR_FIX_OFF: number;
|
|
static ROUTE_THROUGH_ON: number;
|
|
static ROUTE_THROUGH_OFF: number;
|
|
static ROUTE_TRANSPARENT_ON: number;
|
|
static ROUTE_TRANSPARENT_OFF: number;
|
|
static ROUTE_CHANGE_IMAGE: number;
|
|
static ROUTE_CHANGE_OPACITY: number;
|
|
static ROUTE_CHANGE_BLEND_MODE: number;
|
|
static ROUTE_PLAY_SE: number;
|
|
static ROUTE_SCRIPT: number;
|
|
|
|
protected _moveRouteForcing: boolean;
|
|
protected _moveRoute: RPG.MoveRoute;
|
|
protected _moveRouteIndex: number;
|
|
protected _originalMoveRoute: RPG.MoveRoute;
|
|
protected _originalMoveRouteIndex: number;
|
|
protected _waitCount: number;
|
|
|
|
initMembers(): void;
|
|
/**
|
|
* Memorizes the movement route.
|
|
*
|
|
* @memberof Game_Character
|
|
*/
|
|
memorizeMoveRoute(): void;
|
|
/**
|
|
* Restores the original movement route.
|
|
*
|
|
* @memberof Game_Character
|
|
*/
|
|
restoreMoveRoute(): void;
|
|
/**
|
|
* Returns true if the move route is being forced.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Game_Character
|
|
*/
|
|
isMoveRouteForcing(): boolean;
|
|
/**
|
|
* Sets the move route of the game character.
|
|
*
|
|
* @param {RPG.MoveRoute} moveRoute
|
|
* @memberof Game_Character
|
|
*/
|
|
setMoveRoute(moveRoute: RPG.MoveRoute): void;
|
|
/**
|
|
* Forces the move route of the game character.
|
|
*
|
|
* @param {RPG.MoveRoute} moveRoute
|
|
* @memberof Game_Character
|
|
*/
|
|
forceMoveRoute(moveRoute: RPG.MoveRoute): void;
|
|
updateStop(): void;
|
|
/**
|
|
* Updates the game character's move routine.
|
|
*
|
|
* @memberof Game_Character
|
|
*/
|
|
updateRoutineMove(): void;
|
|
/**
|
|
* Processes the given move commands.
|
|
*
|
|
* @param {RPG.MoveCommand} command
|
|
* @memberof Game_Character
|
|
*/
|
|
processMoveCommand(command: RPG.MoveCommand): void;
|
|
deltaXFrom(x: number): number;
|
|
deltaYFrom(y: number): number;
|
|
/**
|
|
* Move's the game character at random.
|
|
*
|
|
* @memberof Game_Character
|
|
*/
|
|
moveRandom(): void;
|
|
/**
|
|
* Moves the game character toward the other game character.
|
|
*
|
|
* @param {Game_Character} character
|
|
* @memberof Game_Character
|
|
*/
|
|
moveTowardCharacter(character: Game_Character): void;
|
|
/**
|
|
* Moves the game character away from the other game character.
|
|
*
|
|
* @param {Game_Character} character
|
|
* @memberof Game_Character
|
|
*/
|
|
moveAwayFromCharacter(character: Game_Character): void;
|
|
/**
|
|
* Turns the game character toward the other game character.
|
|
*
|
|
* @param {Game_Character} character
|
|
* @memberof Game_Character
|
|
*/
|
|
turnTowardCharacter(character: Game_Character): void;
|
|
/**
|
|
* Turns the game character away from the other game character.
|
|
*
|
|
* @param {Game_Character} character
|
|
* @memberof Game_Character
|
|
*/
|
|
turnAwayFromCharacter(character: Game_Character): void;
|
|
/**
|
|
* Turns the game character toward the player.
|
|
*
|
|
* @memberof Game_Character
|
|
*/
|
|
turnTowardPlayer(): void;
|
|
/**
|
|
* Turns the game character away from the player.
|
|
*
|
|
* @memberof Game_Character
|
|
*/
|
|
turnAwayFromPlayer(): void;
|
|
/**
|
|
* Moves the game character toward the player.
|
|
*
|
|
* @memberof Game_Character
|
|
*/
|
|
moveTowardPlayer(): void;
|
|
/**
|
|
* Moves the game character away from the player.
|
|
*
|
|
* @memberof Game_Character
|
|
*/
|
|
moveAwayFromPlayer(): void;
|
|
/**
|
|
* Moves the game character forward.
|
|
*
|
|
* @memberof Game_Character
|
|
*/
|
|
moveForward(): void;
|
|
/**
|
|
* Moves the game character backward.
|
|
*
|
|
* @memberof Game_Character
|
|
*/
|
|
moveBackward(): void;
|
|
/**
|
|
* Handles the end of the move route.
|
|
*
|
|
* @memberof Game_Character
|
|
*/
|
|
processRouteEnd(): void;
|
|
advanceMoveRouteIndex(): void;
|
|
/**
|
|
* Turns the game character right by 90 degrees.
|
|
*
|
|
* @memberof Game_Character
|
|
*/
|
|
turnRight90(): void;
|
|
/**
|
|
* Turns the game character left by 90 degrees.
|
|
*
|
|
* @memberof Game_Character
|
|
*/
|
|
turnLeft90(): void;
|
|
turn180(): void;
|
|
/**
|
|
* Turns the game character or left by 90 degrees.
|
|
*
|
|
* @memberof Game_Character
|
|
*/
|
|
turnRightOrLeft90(): void;
|
|
/**
|
|
* Turns the game character at random.
|
|
*
|
|
* @memberof Game_Character
|
|
*/
|
|
turnRandom(): void;
|
|
swap(character: Game_Character): void;
|
|
findDirectionTo(goalX: number, goalY: number): number;
|
|
/**
|
|
* Returns the search limit for path finding.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Game_Character
|
|
*/
|
|
searchLimit(): number;
|
|
}
|
|
|
|
/**
|
|
* -----------------------------------------------------------------------------
|
|
* Game_Player
|
|
*
|
|
* The game object declare class for the player. It contains event starting
|
|
* determinants and map scrolling functions.
|
|
* @class Game_Player
|
|
*/
|
|
declare class Game_Player extends Game_Character {
|
|
protected _vehicleType: string;
|
|
protected _vehicleGettingOn: boolean;
|
|
protected _vehicleGettingOff: boolean;
|
|
protected _dashing: boolean;
|
|
protected _needsMapReload: boolean;
|
|
protected _transferring: boolean;
|
|
protected _newMapId: number;
|
|
protected _newX: number;
|
|
protected _newY: number;
|
|
protected _newDirection: number;
|
|
protected _fadeType: number;
|
|
protected _followers: Game_Followers;
|
|
protected _encounterCount: number;
|
|
|
|
/**
|
|
* Clears the transfer information for the player.
|
|
*
|
|
* @memberof Game_Player
|
|
*/
|
|
clearTransferInfo(): void;
|
|
/**
|
|
* Returns the player followers (party members).
|
|
*
|
|
* @returns {Game_Followers}
|
|
* @memberof Game_Player
|
|
*/
|
|
followers(): Game_Followers;
|
|
/**
|
|
* Refreshes the game player.
|
|
*
|
|
* @memberof Game_Player
|
|
*/
|
|
refresh(): void;
|
|
/**
|
|
* Returns true if the player is stopping.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Game_Player
|
|
*/
|
|
isStopping(): boolean;
|
|
/**
|
|
* Reserves a transfer of the player to the specified map, at the given
|
|
* x and y coordinates, facing the given direction (d). Using a specific fade.
|
|
* @param {number} mapId
|
|
* @param {number} x
|
|
* @param {number} y
|
|
* @param {number} [d]
|
|
* @param {number} [fadeType]
|
|
* @memberof Game_Player
|
|
*/
|
|
reserveTransfer(mapId: number, x: number, y: number, d?: number, fadeType?: number): void;
|
|
requestMapReload(): void;
|
|
isTransferring(): boolean;
|
|
/**
|
|
* Returns the new map id.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Game_Player
|
|
*/
|
|
newMapId(): number;
|
|
fadeType(): number;
|
|
/**
|
|
* Performs a transfer of the player to a different area or map.
|
|
*
|
|
* @memberof Game_Player
|
|
*/
|
|
performTransfer(): void;
|
|
isMapPassable(x: number, y: number, d: number): boolean;
|
|
/**
|
|
* Returns the current vehicles the player is riding in.
|
|
*
|
|
* @returns {Game_Vehicle}
|
|
* @memberof Game_Player
|
|
*/
|
|
vehicle(): Game_Vehicle;
|
|
/**
|
|
* Returns true if the player is in a boat.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Game_Player
|
|
*/
|
|
isInBoat(): boolean;
|
|
/**
|
|
* Returns true if the player is in a ship.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Game_Player
|
|
*/
|
|
isInShip(): boolean;
|
|
/**
|
|
* Returns true if the player is in an airship.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Game_Player
|
|
*/
|
|
isInAirship(): boolean;
|
|
/**
|
|
* Returns true if the player is in a vehicle.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Game_Player
|
|
*/
|
|
isInVehicle(): boolean;
|
|
/**
|
|
* Returns true if the player is in their normal state.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Game_Player
|
|
*/
|
|
isNormal(): boolean;
|
|
/**
|
|
* Returns true if the player is dashing.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Game_Player
|
|
*/
|
|
isDashRing(): boolean;
|
|
isDebugThrough(): boolean;
|
|
isCollided(x: number, y: number): boolean;
|
|
/**
|
|
* Returns the player's center x coordinate.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Game_Player
|
|
*/
|
|
centerX(): number;
|
|
/**
|
|
* Returns the player's center y coordinate.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Game_Player
|
|
*/
|
|
centerY(): number;
|
|
center(x: number, y: number): void;
|
|
locate(x: number, y: number): void;
|
|
increaseSteps(): void;
|
|
/**
|
|
* Creates the encounter count for the player.
|
|
*
|
|
* @memberof Game_Player
|
|
*/
|
|
makeEncounterCount(): void;
|
|
/**
|
|
* Creates the encounter troop id and returns it.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Game_Player
|
|
*/
|
|
makeEncounterTroopId(): number;
|
|
meetsEncounterConditions(encounter: RPG.Map.Encounter): boolean;
|
|
/**
|
|
* Executes an encounter.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Game_Player
|
|
*/
|
|
executeEncounter(): boolean;
|
|
/**
|
|
* Has the player start a map event at the given x and y coordinates.
|
|
* Also passing the triggers and whether the event start is normal.
|
|
* @param {number} x
|
|
* @param {number} y
|
|
* @param {Array<number>} triggers
|
|
* @param {boolean} normal
|
|
* @memberof Game_Player
|
|
*/
|
|
startMapEvent(x: number, y: number, triggers: Array<number>, normal: boolean): void;
|
|
moveByInput(): void;
|
|
/**
|
|
* Returns true if the player can move.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Game_Player
|
|
*/
|
|
canMove(): boolean;
|
|
/**
|
|
* Gets the input direction of the player as a number.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Game_Player
|
|
*/
|
|
getInputDirection(): number;
|
|
executeMove(direction: number): void;
|
|
update(sceneActive?: boolean): void;
|
|
/**
|
|
* Updates the dashing of the player.
|
|
*
|
|
* @memberof Game_Player
|
|
*/
|
|
updateDashing(): void;
|
|
/**
|
|
* Returns true if the dash button is pressed.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Game_Player
|
|
*/
|
|
isDashButtonPressed(): boolean;
|
|
updateScroll(lastScrolledX: number, lastScrolledY: number): void;
|
|
/**
|
|
* Updates the vehicle.
|
|
*
|
|
* @memberof Game_Player
|
|
*/
|
|
updateVehicle(): void;
|
|
/**
|
|
* Updates the player getting on the vehicle.
|
|
*
|
|
* @memberof Game_Player
|
|
*/
|
|
updateVehicleGetOn(): void;
|
|
/**
|
|
* Updates the player getting off the vehicle.
|
|
*
|
|
* @memberof Game_Player
|
|
*/
|
|
updateVehicleGetOff(): void;
|
|
updateNonmoving(wasMoving: boolean): void;
|
|
triggerAction(): boolean;
|
|
triggerButtonAction(): boolean;
|
|
/**
|
|
* Returns true if the player triggered a touch action.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Game_Player
|
|
*/
|
|
triggerTouchAction(): boolean;
|
|
triggerTouchActionD1(x1: number, y1: number): boolean;
|
|
triggerTouchActionD2(x2: number, y2: number): boolean;
|
|
triggerTouchActionD3(x2: number, y2: number): boolean;
|
|
/**
|
|
* Updates the player encounter count.
|
|
*
|
|
* @memberof Game_Player
|
|
*/
|
|
updateEncounterCount(): void;
|
|
/**
|
|
* Returns true if the player can encounter enemies.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Game_Player
|
|
*/
|
|
canEncounter(): boolean;
|
|
/**
|
|
* Returns the encounter progress value of the player.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Game_Player
|
|
*/
|
|
encounterProgressValue(): number;
|
|
checkEventTriggerHere(triggers: Array<number>): void;
|
|
checkEventTriggerThere(triggers: Array<number>): void;
|
|
/**
|
|
* Returns true if the player can start local events.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Game_Player
|
|
*/
|
|
canStartLocalEvents(): boolean;
|
|
/**
|
|
* Returns true if the player is getting on/off a vehicle.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Game_Player
|
|
*/
|
|
getOnOffVehicle(): boolean;
|
|
/**
|
|
* Returns true if the player is getting on a vehicle.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Game_Player
|
|
*/
|
|
getOnVehicle(): boolean;
|
|
/**
|
|
* Returns true if the player is getting off a vehicle.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Game_Player
|
|
*/
|
|
getOffVehicle(): boolean;
|
|
/**
|
|
* Forces the player to move forward.
|
|
*
|
|
* @memberof Game_Player
|
|
*/
|
|
forceMoveForward(): void;
|
|
/**
|
|
* Returns true if the player is on a floor that does damage.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Game_Player
|
|
*/
|
|
isOnDamageFloor(): boolean;
|
|
/**
|
|
* Moves the player straight, given a direction.
|
|
*
|
|
* @param {number} d
|
|
* @memberof Game_Player
|
|
*/
|
|
moveStraight(d: number): void;
|
|
/**
|
|
* Moves the player diagonally, given a horizontal
|
|
* and vertical direction. The numpad represents the directions.
|
|
* @param {number} horz
|
|
* @param {number} vert
|
|
* @memberof Game_Player
|
|
*/
|
|
moveDiagonally(horz: number, vert: number): void;
|
|
/**
|
|
* Has the player jump in the given direction at the specified
|
|
* x and y coordinate. This x and y will be added to the player's current
|
|
* position.
|
|
* @param {number} xPlus
|
|
* @param {number} yPlus
|
|
* @memberof Game_Player
|
|
*/
|
|
jump(xPlus: number, yPlus: number): void;
|
|
/**
|
|
* Shows the player followers.
|
|
*
|
|
* @memberof Game_Player
|
|
*/
|
|
showFollowers(): void;
|
|
/**
|
|
* Hides the player followers.
|
|
*
|
|
* @memberof Game_Player
|
|
*/
|
|
hideFollowers(): void;
|
|
/**
|
|
* Gather followers around the player.
|
|
*
|
|
* @memberof Game_Player
|
|
*/
|
|
gatherFollowers(): void;
|
|
/**
|
|
* Returns true if the followers are currently gathering.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Game_Player
|
|
*/
|
|
areFollowersGathering(): boolean;
|
|
/**
|
|
* Returns true if the followers are gathered.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Game_Player
|
|
*/
|
|
areFollowersGathered(): boolean;
|
|
}
|
|
|
|
/**
|
|
* -----------------------------------------------------------------------------
|
|
* Game_Follower
|
|
*
|
|
* The game object declare class for a follower. A follower is an allied character,
|
|
* other than the front character, displayed in the party.
|
|
* @class Game_Follower
|
|
*/
|
|
declare class Game_Follower extends Game_Character {
|
|
protected _memberIndex: number;
|
|
|
|
constructor(memberIndex: number);
|
|
|
|
refresh(): void;
|
|
/**
|
|
* Returns the current actor.
|
|
*
|
|
* @returns {Game_Actor}
|
|
* @memberof Game_Follower
|
|
*/
|
|
actor(): Game_Actor;
|
|
/**
|
|
* Returns true if the follower is visible.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Game_Follower
|
|
*/
|
|
isVisible(): boolean;
|
|
/**
|
|
* Updates the game follower.
|
|
*
|
|
* @memberof Game_Follower
|
|
*/
|
|
update(): void;
|
|
/**
|
|
* Has the follower chase a game actor.
|
|
*
|
|
* @param {Game_Character} character
|
|
* @memberof Game_Follower
|
|
*/
|
|
chaseCharacter(character: Game_Character): void;
|
|
}
|
|
|
|
/**
|
|
* -----------------------------------------------------------------------------
|
|
* Game_Followers
|
|
*
|
|
* The wrapper declare class for a follower array.
|
|
* @class Game_Followers
|
|
*/
|
|
declare class Game_Followers {
|
|
protected _visible: boolean;
|
|
protected _gathering: boolean;
|
|
protected _data: Array<Game_Follower>;
|
|
|
|
/**
|
|
* Returns true if the followers are visible.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Game_Followers
|
|
*/
|
|
isVisible(): boolean;
|
|
/**
|
|
* Shows the followers.
|
|
*
|
|
* @memberof Game_Followers
|
|
*/
|
|
show(): void;
|
|
/**
|
|
* Hides the followers.
|
|
*
|
|
* @memberof Game_Followers
|
|
*/
|
|
hide(): void;
|
|
/**
|
|
* Returns the followers at the specified index.
|
|
*
|
|
* @param {number} index
|
|
* @returns {Game_Follower}
|
|
* @memberof Game_Followers
|
|
*/
|
|
follower(index: number): Game_Follower;
|
|
forEach(callback: () => void, thisObject: any): void;
|
|
reverseEach(callback: () => void, thisObject: any): void;
|
|
/**
|
|
* Refreshes the game followers.
|
|
*
|
|
* @memberof Game_Followers
|
|
*/
|
|
refresh(): void;
|
|
/**
|
|
* Updates the game followers.
|
|
*
|
|
* @memberof Game_Followers
|
|
*/
|
|
update(): void;
|
|
/**
|
|
* Updates the movement of game followers.
|
|
*
|
|
* @memberof Game_Followers
|
|
*/
|
|
updateMove(): void;
|
|
jumpAll(): void;
|
|
synchronize(x: number, y: number, d: number): void;
|
|
/**
|
|
* Gathers the followers.
|
|
*
|
|
* @memberof Game_Followers
|
|
*/
|
|
gather(): void;
|
|
/**
|
|
* Returns true if the followers are gathering.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Game_Followers
|
|
*/
|
|
areGathering(): boolean;
|
|
/**
|
|
* Returns the visible followers.
|
|
*
|
|
* @returns {Array<Game_Follower>}
|
|
* @memberof Game_Followers
|
|
*/
|
|
visibleFollowers(): Array<Game_Follower>;
|
|
/**
|
|
* Returns true if the followers are moving.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Game_Followers
|
|
*/
|
|
areMoving(): boolean;
|
|
/**
|
|
* Returns true if the followers are gathered.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Game_Followers
|
|
*/
|
|
areGathered(): boolean;
|
|
/**
|
|
* Returns true if the specified follower is collided at the specified x and y
|
|
*coordinate.
|
|
*
|
|
* @param {number} x
|
|
* @param {number} y
|
|
* @returns {boolean}
|
|
* @memberof Game_Followers
|
|
*/
|
|
isSomeoneCollided(x: number, y: number): boolean;
|
|
}
|
|
|
|
/**
|
|
* -----------------------------------------------------------------------------
|
|
* Game_Vehicle
|
|
*
|
|
* The game object declare class for a vehicle.
|
|
* @class Game_Vehicle
|
|
*/
|
|
declare class Game_Vehicle extends Game_Character {
|
|
protected _type: string;
|
|
protected _mapId: number;
|
|
protected _altitude: number;
|
|
protected _driving: boolean;
|
|
protected _bgm: RPG.AudioFile;
|
|
|
|
constructor(type: string);
|
|
initMembers(): void;
|
|
/**
|
|
* Returns true if the vehicle is a boat.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Game_Vehicle
|
|
*/
|
|
isBoat(): boolean;
|
|
/**
|
|
* Returns true if the vehicle is a ship.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Game_Vehicle
|
|
*/
|
|
isShip(): boolean;
|
|
/**
|
|
* Returns true if the vehicle is an airship.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Game_Vehicle
|
|
*/
|
|
isAirship(): boolean;
|
|
/**
|
|
* Resets the direction of the vehicle.
|
|
*
|
|
* @memberof Game_Vehicle
|
|
*/
|
|
resetDirection(): void;
|
|
initMoveSpeed(): void;
|
|
/**
|
|
* Returns the current vehicle.
|
|
*
|
|
* @returns {RPG.System.Vehicle}
|
|
* @memberof Game_Vehicle
|
|
*/
|
|
vehicle(): RPG.System.Vehicle;
|
|
loadSystemSettings(): void;
|
|
/**
|
|
* Refreshes the game vehicle.
|
|
*
|
|
* @memberof Game_Vehicle
|
|
*/
|
|
refresh(): void;
|
|
setLocation(mapId: number, x: number, y: number): void;
|
|
pos(x: number, y: number): boolean;
|
|
isMapPassable(x: number, y: number, d: number): boolean;
|
|
/**
|
|
* Gets on the vehicle.
|
|
*
|
|
* @memberof Game_Vehicle
|
|
*/
|
|
getOn(): void;
|
|
/**
|
|
* Gets off the vehicle.
|
|
*
|
|
* @memberof Game_Vehicle
|
|
*/
|
|
getOff(): void;
|
|
/**
|
|
* Sets the bgm associated with the vehicle.
|
|
*
|
|
* @param {RPG.AudioFile} bgm
|
|
* @memberof Game_Vehicle
|
|
*/
|
|
setBgm(bgm: RPG.AudioFile): void;
|
|
/**
|
|
* Plays the bgm associated with the vehicle.
|
|
*
|
|
* @memberof Game_Vehicle
|
|
*/
|
|
playBgm(): void;
|
|
/**
|
|
* Syncs the vehicle with the player.
|
|
*
|
|
* @memberof Game_Vehicle
|
|
*/
|
|
syncWithPlayer(): void;
|
|
/**
|
|
* Returns the screen y position of the vehicle.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Game_Vehicle
|
|
*/
|
|
screenY(): number;
|
|
/**
|
|
* Returns the shadow x position of the vehicle's shadow.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Game_Vehicle
|
|
*/
|
|
shadowX(): number;
|
|
/**
|
|
* Returns the shadow y position of the vehicle's shadow.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Game_Vehicle
|
|
*/
|
|
shadowY(): number;
|
|
/**
|
|
* Returns the shadow opacity of the vehicle's shadow.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Game_Vehicle
|
|
*/
|
|
shadowOpacity(): number;
|
|
/**
|
|
* Returns true if the vehicle can move.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Game_Vehicle
|
|
*/
|
|
canMove(): boolean;
|
|
/**
|
|
* Updates the vehicle.
|
|
*
|
|
* @memberof Game_Vehicle
|
|
*/
|
|
update(): void;
|
|
/**
|
|
* Updates the airship.
|
|
*
|
|
* @memberof Game_Vehicle
|
|
*/
|
|
updateAirship(): void;
|
|
/**
|
|
* Updates airship altitude.
|
|
*
|
|
* @memberof Game_Vehicle
|
|
*/
|
|
updateAirshipAltitude(): void;
|
|
/**
|
|
* Returns the max altitude of the vehicle.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Game_Vehicle
|
|
*/
|
|
maxAltitude(): number;
|
|
/**
|
|
* Returns true if the vehicle is at it's lowest altitude.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Game_Vehicle
|
|
*/
|
|
isLowest(): boolean;
|
|
/**
|
|
* Returns true if the vehicle is at it's highest altitude.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Game_Vehicle
|
|
*/
|
|
isHighest(): boolean;
|
|
/**
|
|
* Returns true if take off is ok.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Game_Vehicle
|
|
*/
|
|
isTakeoffOk(): boolean;
|
|
/**
|
|
* Returns true if the vehicle is capable of landing at the specified
|
|
* x, y coordinate, with the specified direction (d).
|
|
* @param {number} x
|
|
* @param {number} y
|
|
* @param {number} d
|
|
* @returns {boolean}
|
|
* @memberof Game_Vehicle
|
|
*/
|
|
isLandOk(x: number, y: number, d: number): boolean;
|
|
}
|
|
|
|
/**
|
|
* -----------------------------------------------------------------------------
|
|
* Game_Event
|
|
*
|
|
* The game object declare class for an event. It contains functionality for event page
|
|
* switching and running parallel process events.
|
|
* @class Game_Event
|
|
*/
|
|
declare class Game_Event extends Game_Character {
|
|
protected _mapId: number;
|
|
protected _eventId: number;
|
|
protected _moveType: number;
|
|
protected _trigger: number;
|
|
protected _starting: boolean;
|
|
protected _erased: boolean;
|
|
protected _pageIndex: number;
|
|
protected _originalPattern: number;
|
|
protected _originalDirection: number;
|
|
protected _prelockDirection: number;
|
|
protected _locked: boolean;
|
|
|
|
constructor(mapId: number, eventId: number);
|
|
|
|
initMembers(): void;
|
|
/**
|
|
* Returns the event id of the game event.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Game_Event
|
|
*/
|
|
eventId(): number;
|
|
/**
|
|
* Returns the event database information.
|
|
*
|
|
* @returns {RPG.Event}
|
|
* @memberof Game_Event
|
|
*/
|
|
event(): RPG.Event;
|
|
/**
|
|
* Returns the event page created in the database.
|
|
*
|
|
* @returns {RPG.EventPage}
|
|
* @memberof Game_Event
|
|
*/
|
|
page(): RPG.EventPage;
|
|
/**
|
|
* Returns the list of event commands on the current page of the game event.
|
|
*
|
|
* @returns {Array<RPG.EventCommand>}
|
|
* @memberof Game_Event
|
|
*/
|
|
list(): Array<RPG.EventCommand>;
|
|
isCollidedWithCharacters(x: number, y: number): boolean;
|
|
isCollidedWithEvents(x: number, y: number): boolean;
|
|
/**
|
|
* Returns true if the event has collided with the player character
|
|
* at the specified x and y coordinates.
|
|
* @param {number} x
|
|
* @param {number} y
|
|
* @returns {boolean}
|
|
* @memberof Game_Event
|
|
*/
|
|
isCollidedWithPlayerCharacters(x: number, y: number): boolean;
|
|
/**
|
|
* Locks the game event.
|
|
*
|
|
* @memberof Game_Event
|
|
*/
|
|
lock(): void;
|
|
/**
|
|
* Unlocks the game eveent.
|
|
*
|
|
* @memberof Game_Event
|
|
*/
|
|
unlock(): void;
|
|
updateStop(): void;
|
|
/**
|
|
* Updates the self movement of the game event.
|
|
*
|
|
* @memberof Game_Event
|
|
*/
|
|
updateSelfMovement(): void;
|
|
stopCountThreshold(): number;
|
|
moveTypeRandom(): void;
|
|
moveTypeTowardPlayer(): void;
|
|
/**
|
|
* Returns true if the game event is near the player.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Game_Event
|
|
*/
|
|
isNearThePlayer(): boolean;
|
|
moveTypeCustom(): void;
|
|
/**
|
|
* Returns true if the event is staring.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Game_Event
|
|
*/
|
|
isStarting(): boolean;
|
|
/**
|
|
* Clears the starting flag.
|
|
*
|
|
* @memberof Game_Event
|
|
*/
|
|
clearStartingFlag(): void;
|
|
isTriggerIn(triggers: Array<number>): boolean;
|
|
/**
|
|
* Starts the game event.
|
|
*
|
|
* @memberof Game_Event
|
|
*/
|
|
start(): void;
|
|
/**
|
|
* Erases the event.
|
|
*
|
|
* @memberof Game_Event
|
|
*/
|
|
erase(): void;
|
|
/**
|
|
* Refreshes the game event.
|
|
*
|
|
* @memberof Game_Event
|
|
*/
|
|
refresh(): void;
|
|
/**
|
|
* Finds the proper page index of the game event for
|
|
* event command processing.
|
|
* @returns {number}
|
|
* @memberof Game_Event
|
|
*/
|
|
findProperPageIndex(): number;
|
|
meetsConditions(page: RPG.EventPage): boolean;
|
|
/**
|
|
* Sets up the event page.
|
|
*
|
|
* @memberof Game_Event
|
|
*/
|
|
setupPage(): void;
|
|
/**
|
|
* Clears the page settings of the game event.
|
|
*
|
|
* @memberof Game_Event
|
|
*/
|
|
clearPageSettings(): void;
|
|
/**
|
|
* Sets up the event page settings.
|
|
*
|
|
* @memberof Game_Event
|
|
*/
|
|
setupPageSettings(): void;
|
|
isOriginalPattern(): boolean;
|
|
/**
|
|
* Resets the pattern of the game event.
|
|
*
|
|
* @memberof Game_Event
|
|
*/
|
|
resetPattern(): void;
|
|
checkEventTriggerAuto(): void;
|
|
update(): void;
|
|
updateParallel(): void;
|
|
locate(x: number, y: number): void;
|
|
/**
|
|
* Forces the game event to move along the specified route.
|
|
*
|
|
* @param {RPG.MoveRoute} moveRoute
|
|
* @memberof Game_Event
|
|
*/
|
|
forceMoveRoute(moveRoute: RPG.MoveRoute): void;
|
|
}
|
|
|
|
/**
|
|
* -----------------------------------------------------------------------------
|
|
* Game_Interpreter
|
|
*
|
|
* The interpreter for running event commands.
|
|
* @class Game_Interpreter
|
|
*/
|
|
declare class Game_Interpreter {
|
|
protected _depth: number;
|
|
protected _branch: {[indent: number]: number | boolean};
|
|
protected _params: Array<any>;
|
|
protected _indent: number;
|
|
protected _frameCount: number;
|
|
protected _freezeChecker: number;
|
|
protected _mapId: number;
|
|
protected _eventId: number;
|
|
protected _list: Array<RPG.EventCommand>;
|
|
protected _index: number;
|
|
protected _waitCount: number;
|
|
protected _waitMode: string;
|
|
protected _comments: string;
|
|
protected _character: Game_Event;
|
|
protected _childInterpreter: Game_Interpreter;
|
|
|
|
constructor(depth: number);
|
|
checkOverflow(): void;
|
|
/**
|
|
* Clears the interpreter.
|
|
*
|
|
* @memberof Game_Interpreter
|
|
*/
|
|
clear(): void;
|
|
/**
|
|
* Sets up the interpreter with the list of event commands, and the given
|
|
* event Id.
|
|
*
|
|
* @param {Array<RPG.EventCommand>} list
|
|
* @param {number} eventId
|
|
* @memberof Game_Interpreter
|
|
*/
|
|
setup(list: Array<RPG.EventCommand>, eventId: number): void;
|
|
/**
|
|
* Returns the currrent eventId.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Game_Interpreter
|
|
*/
|
|
eventId(): number;
|
|
/**
|
|
* Returns true if the event is on the current map.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Game_Interpreter
|
|
*/
|
|
isOnCurrentMap(): boolean;
|
|
/**
|
|
* Returns true after setting up the reserved common event.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Game_Interpreter
|
|
*/
|
|
setupReservedCommonEvent(): boolean;
|
|
/**
|
|
* Returns true if the interpreter is running.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Game_Interpreter
|
|
*/
|
|
isRunning(): boolean;
|
|
update(): void;
|
|
/**
|
|
* Updates the child game interpreter.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Game_Interpreter
|
|
*/
|
|
updateChild(): boolean;
|
|
/**
|
|
* Updates the wait of the game interpreter.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Game_Interpreter
|
|
*/
|
|
updateWait(): boolean;
|
|
updateWaitCount(): boolean;
|
|
updateWaitMode(): boolean;
|
|
/**
|
|
* Sets the wait mode of the interpreter.
|
|
*
|
|
* @param {string} waitMode
|
|
* @memberof Game_Interpreter
|
|
*/
|
|
setWaitMode(waitMode: string): void;
|
|
/**
|
|
* sets a specified wait duration for the interpreter.
|
|
*
|
|
* @param {number} duration
|
|
* @memberof Game_Interpreter
|
|
*/
|
|
wait(duration: number): void;
|
|
fadeSpeed(): number;
|
|
/**
|
|
* Executes the event command;
|
|
* returns true or false based on execution.
|
|
* @returns {boolean}
|
|
* @memberof Game_Interpreter
|
|
*/
|
|
executeCommand(): boolean;
|
|
/**
|
|
* Checks if the interpreter has frozen.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Game_Interpreter
|
|
*/
|
|
checkFreeze(): boolean;
|
|
/**
|
|
* Terminates the game interpreter.
|
|
*
|
|
* @memberof Game_Interpreter
|
|
*/
|
|
terminate(): void;
|
|
/**
|
|
* Skips a conditional branch on the interpreter.
|
|
*
|
|
* @memberof Game_Interpreter
|
|
*/
|
|
skipBranch(): void;
|
|
/**
|
|
* Returns the current event command.
|
|
*
|
|
* @returns {RPG.EventCommand}
|
|
* @memberof Game_Interpreter
|
|
*/
|
|
currentCommand(): RPG.EventCommand;
|
|
/**
|
|
* Returns the next event code.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Game_Interpreter
|
|
*/
|
|
nextEventCode(): number;
|
|
iterateActorId(param: number, callback: (actor: Game_Actor) => void): void;
|
|
iterateActorEx(param1: number, param2: number, callback: (actor: Game_Actor) => void): void;
|
|
iterateActorIndex(param: number, callback: (actor: Game_Actor) => void): void;
|
|
iterateEnemyIndex(param: number, callback: (enemt: Game_Enemy) => void): void;
|
|
iterateBattler(param1: number, param2: number, callback: (battler: Game_Battler) => void): void;
|
|
character(param: number): Game_Character;
|
|
operateValue(operation: number, operandType: number, operand: number): number;
|
|
changeHp(target: number, value: number, allowDeath: boolean): void;
|
|
|
|
/**
|
|
* Show Text
|
|
*/
|
|
command101(): boolean;
|
|
|
|
/**
|
|
* Show Choices
|
|
*/
|
|
command102(): boolean;
|
|
setupChoices(params: Array<any>): void;
|
|
|
|
/**
|
|
* When [**]
|
|
*/
|
|
command402(): boolean;
|
|
|
|
/**
|
|
* When Cancel
|
|
*/
|
|
command403(): boolean;
|
|
|
|
/**
|
|
* Input Number
|
|
*/
|
|
command103(): boolean;
|
|
|
|
/**
|
|
*
|
|
* @param params
|
|
*/
|
|
setupNumInput(params: Array<number>): void;
|
|
|
|
/**
|
|
* Select Item
|
|
*/
|
|
command104(): boolean;
|
|
setupItemChoice(params: Array<number>): void;
|
|
|
|
/**
|
|
* Show Scrolling Text
|
|
*/
|
|
command105(): boolean;
|
|
|
|
/**
|
|
* Comment
|
|
*/
|
|
command108(): boolean;
|
|
|
|
/**
|
|
* Conditional Branch
|
|
*/
|
|
command111(): boolean;
|
|
|
|
/**
|
|
* Else
|
|
*/
|
|
command411(): boolean;
|
|
|
|
/**
|
|
* Loop
|
|
*/
|
|
command112(): boolean;
|
|
|
|
/**
|
|
* Repeat Above
|
|
*/
|
|
command413(): boolean;
|
|
|
|
/**
|
|
* Break Loop
|
|
*/
|
|
command113(): boolean;
|
|
|
|
/**
|
|
* Exit Event Processing
|
|
*/
|
|
command115(): boolean;
|
|
|
|
/**
|
|
* Common Event
|
|
*/
|
|
command117(): boolean;
|
|
setupChild(list: Array<RPG.EventCommand>, eventId: number): void;
|
|
|
|
/**
|
|
* Label
|
|
*/
|
|
command118(): boolean;
|
|
|
|
/**
|
|
* Jump to Label
|
|
*/
|
|
command119(): boolean;
|
|
jumpTo(index: number): void;
|
|
|
|
/**
|
|
* Control Switches
|
|
*/
|
|
command121(): boolean;
|
|
|
|
/**
|
|
* Control Variables
|
|
*/
|
|
command122(): boolean;
|
|
gameDataOperand(type: number, param1: number, param2: number): number;
|
|
operateVariable(variableId: number, operationType: number, value: number): void;
|
|
|
|
/**
|
|
* Control Self Switch
|
|
*/
|
|
command123(): boolean;
|
|
|
|
/**
|
|
* Control Timer
|
|
*/
|
|
command124(): boolean;
|
|
|
|
/**
|
|
* Change Gold
|
|
*/
|
|
command125(): boolean;
|
|
|
|
/**
|
|
* Change Items
|
|
*/
|
|
command126(): boolean;
|
|
|
|
/**
|
|
* Change Weapons
|
|
*/
|
|
command127(): boolean;
|
|
|
|
/**
|
|
* Change Armors
|
|
*/
|
|
command128(): boolean;
|
|
|
|
/**
|
|
* Change Party Member
|
|
*/
|
|
command129(): boolean;
|
|
|
|
/**
|
|
* Change Battle BGM
|
|
*/
|
|
command132(): boolean;
|
|
|
|
/**
|
|
* Change Victory ME
|
|
*/
|
|
command133(): boolean;
|
|
|
|
/**
|
|
* Change Save Access
|
|
*/
|
|
command134(): boolean;
|
|
|
|
/**
|
|
* Change Menu Access
|
|
*/
|
|
command135(): boolean;
|
|
|
|
/**
|
|
* Change Encounter Disable
|
|
*/
|
|
command136(): boolean;
|
|
|
|
/**
|
|
* Change Formation Access
|
|
*/
|
|
command137(): boolean;
|
|
|
|
/**
|
|
* Change Window Color
|
|
*/
|
|
command138(): boolean;
|
|
|
|
/**
|
|
* Change Defeat ME
|
|
*/
|
|
command139(): boolean;
|
|
|
|
/**
|
|
* Change Vehicle BGM
|
|
*/
|
|
command140(): boolean;
|
|
|
|
/**
|
|
* Transfer Player
|
|
*/
|
|
command201(): boolean;
|
|
|
|
/**
|
|
* Set Vehicle Location
|
|
*/
|
|
command202(): boolean;
|
|
|
|
/**
|
|
* Set Event Location
|
|
*/
|
|
command203(): boolean;
|
|
|
|
/**
|
|
* Scroll Map
|
|
*/
|
|
command204(): boolean;
|
|
|
|
/**
|
|
* Set Movement Route
|
|
*/
|
|
command205(): boolean;
|
|
|
|
/**
|
|
* Getting On and Off Vehicles
|
|
*/
|
|
command206(): boolean;
|
|
|
|
/**
|
|
* Change Transparency
|
|
*/
|
|
command211(): boolean;
|
|
|
|
/**
|
|
* Show Animation
|
|
*/
|
|
command212(): boolean;
|
|
|
|
/**
|
|
* Show Balloon Icon
|
|
*/
|
|
command213(): boolean;
|
|
|
|
/**
|
|
* Erase Event
|
|
*/
|
|
command214(): boolean;
|
|
|
|
/**
|
|
* Change Player Followers
|
|
*/
|
|
command216(): boolean;
|
|
|
|
/**
|
|
* Gather Followers
|
|
*/
|
|
command217(): boolean;
|
|
|
|
/**
|
|
* Fadeout Screen
|
|
*/
|
|
command221(): boolean;
|
|
|
|
/**
|
|
* Fadein Screen
|
|
*/
|
|
command222(): boolean;
|
|
|
|
/**
|
|
* Tint Screen
|
|
*/
|
|
command223(): boolean;
|
|
|
|
/**
|
|
* Flash Screen
|
|
*/
|
|
command224(): boolean;
|
|
|
|
/**
|
|
* Shake Screen
|
|
*/
|
|
command225(): boolean;
|
|
|
|
/**
|
|
* Wait
|
|
*/
|
|
command230(): boolean;
|
|
|
|
/**
|
|
* Show Picture
|
|
*/
|
|
command231(): boolean;
|
|
|
|
/**
|
|
* Move Picture
|
|
*/
|
|
command232(): boolean;
|
|
|
|
/**
|
|
* Rotate Picture
|
|
*/
|
|
command233(): boolean;
|
|
|
|
/**
|
|
* Tint Picture
|
|
*/
|
|
command234(): boolean;
|
|
|
|
/**
|
|
* Erase Picture
|
|
*/
|
|
command235(): boolean;
|
|
|
|
/**
|
|
* Set Weather Effect
|
|
*/
|
|
command236(): boolean;
|
|
|
|
/**
|
|
* Play BGM
|
|
*/
|
|
command241(): boolean;
|
|
|
|
/**
|
|
* Fadeout BGM
|
|
*/
|
|
command242(): boolean;
|
|
|
|
/**
|
|
* Save BGM
|
|
*/
|
|
command243(): boolean;
|
|
|
|
/**
|
|
* Resume BGM
|
|
*/
|
|
command244(): boolean;
|
|
|
|
/**
|
|
* Play BGS
|
|
*/
|
|
command245(): boolean;
|
|
|
|
/**
|
|
* Fadeout BGS
|
|
*/
|
|
command246(): boolean;
|
|
|
|
/**
|
|
* Play ME
|
|
*/
|
|
command249(): boolean;
|
|
|
|
/**
|
|
* Play SE
|
|
*/
|
|
command250(): boolean;
|
|
|
|
/**
|
|
* Stop SE
|
|
*/
|
|
command251(): boolean;
|
|
|
|
/**
|
|
* Play Movie
|
|
*/
|
|
command261(): boolean;
|
|
videoFileExt(): string;
|
|
|
|
/**
|
|
* Change Map Name Display
|
|
*/
|
|
command281(): boolean;
|
|
|
|
/**
|
|
* Change Tileset
|
|
*/
|
|
command282(): boolean;
|
|
|
|
/**
|
|
* Change Battle Back
|
|
*/
|
|
command283(): boolean;
|
|
|
|
/**
|
|
* Change Parallax
|
|
*/
|
|
command284(): boolean;
|
|
|
|
/**
|
|
* Get Location Info
|
|
*/
|
|
command285(): boolean;
|
|
|
|
/**
|
|
* Battle Processing
|
|
*/
|
|
command301(): boolean;
|
|
|
|
/**
|
|
* If Win
|
|
*/
|
|
command601(): boolean;
|
|
|
|
/**
|
|
* If Escape
|
|
*/
|
|
command602(): boolean;
|
|
|
|
/**
|
|
* If Lose
|
|
*/
|
|
command603(): boolean;
|
|
|
|
/**
|
|
* Shop Processing
|
|
*/
|
|
command302(): boolean;
|
|
|
|
/**
|
|
* Name Input Processing
|
|
*/
|
|
command303(): boolean;
|
|
|
|
/**
|
|
* Change HP
|
|
*/
|
|
command311(): boolean;
|
|
|
|
/**
|
|
* Change MP
|
|
*/
|
|
command312(): boolean;
|
|
|
|
/**
|
|
* Change TP
|
|
*/
|
|
command326(): boolean;
|
|
|
|
/**
|
|
* Change State
|
|
*/
|
|
command313(): boolean;
|
|
|
|
/**
|
|
* Recover All
|
|
*/
|
|
command314(): boolean;
|
|
|
|
/**
|
|
* Change EXP
|
|
*/
|
|
command315(): boolean;
|
|
|
|
/**
|
|
* Change Level
|
|
*/
|
|
command316(): boolean;
|
|
|
|
/**
|
|
* Change Parameter
|
|
*/
|
|
command317(): boolean;
|
|
|
|
/**
|
|
* Change Skill
|
|
*/
|
|
command318(): boolean;
|
|
|
|
/**
|
|
* Change Equipment
|
|
*/
|
|
command319(): boolean;
|
|
|
|
/**
|
|
* Change Name
|
|
*/
|
|
command320(): boolean;
|
|
|
|
/**
|
|
* Change Class
|
|
*/
|
|
command321(): boolean;
|
|
|
|
/**
|
|
* Change Actor Images
|
|
*/
|
|
command322(): boolean;
|
|
|
|
/**
|
|
* Change Vehicle Image
|
|
*/
|
|
command323(): boolean;
|
|
|
|
/**
|
|
* Change Nickname
|
|
*/
|
|
command324(): boolean;
|
|
|
|
/**
|
|
* Change Profile
|
|
*/
|
|
command325(): boolean;
|
|
|
|
/**
|
|
* Change Enemy HP
|
|
*/
|
|
command331(): boolean;
|
|
|
|
/**
|
|
* Change Enemy MP
|
|
*/
|
|
command332(): boolean;
|
|
|
|
/**
|
|
* Change Enemy TP
|
|
*/
|
|
command342(): boolean;
|
|
|
|
/**
|
|
* Change Enemy State
|
|
*/
|
|
command333(): boolean;
|
|
|
|
/**
|
|
* Enemy Recover All
|
|
*/
|
|
command334(): boolean;
|
|
|
|
/**
|
|
* Enemy Appear
|
|
*/
|
|
command335(): boolean;
|
|
|
|
/**
|
|
* Enemy Transform
|
|
*/
|
|
command336(): boolean;
|
|
|
|
/**
|
|
* Show Battle Animation
|
|
*/
|
|
command337(): boolean;
|
|
|
|
/**
|
|
* Force Action
|
|
*/
|
|
command339(): boolean;
|
|
|
|
/**
|
|
* Abort Battle
|
|
*/
|
|
command340(): boolean;
|
|
|
|
/**
|
|
* Open Menu Screen
|
|
*/
|
|
command351(): boolean;
|
|
|
|
/**
|
|
* Open Save Screen
|
|
*/
|
|
command352(): boolean;
|
|
|
|
/**
|
|
* Game Over
|
|
*/
|
|
command353(): boolean;
|
|
|
|
/**
|
|
* Return to Title Screen
|
|
*/
|
|
command354(): boolean;
|
|
|
|
/**
|
|
* Script
|
|
*/
|
|
command355(): boolean;
|
|
|
|
/**
|
|
* Plugin Command
|
|
*/
|
|
command356(): boolean;
|
|
pluginCommand(command: string, args: Array<string>): void;
|
|
}
|
|
|
|
|
|
declare class Scene_Base extends Stage {
|
|
protected _active: boolean;
|
|
protected _fadeSign: number;
|
|
protected _fadeDuration: number;
|
|
protected _fadeSprite: ScreenSprite;
|
|
protected _imageReservationId: any | number;
|
|
protected _windowLayer: WindowLayer;
|
|
|
|
/**
|
|
* Attach a reservation to the reserve queue
|
|
*
|
|
* @memberof Scene_Base
|
|
*/
|
|
attachReservation(): void;
|
|
/**
|
|
* Remove the reservation from the reserve queue.
|
|
*
|
|
* @memberof Scene_Base
|
|
*/
|
|
detachReservation(): void;
|
|
/**
|
|
* Creates the scene's important properties.
|
|
*
|
|
* @memberof Scene_Base
|
|
*/
|
|
create(): void;
|
|
/**
|
|
* Returns whether the scene is active or not.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Scene_Base
|
|
*/
|
|
isActive(): boolean;
|
|
/**
|
|
* Returns if the scene is ready to start or not.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Scene_Base
|
|
*/
|
|
isReady(): boolean;
|
|
/**
|
|
* Starts the scene.
|
|
*
|
|
* @memberof Scene_Base
|
|
*/
|
|
start(): void;
|
|
/**
|
|
* Updates the scene.
|
|
*
|
|
* @memberof Scene_Base
|
|
*/
|
|
update(): void;
|
|
/**
|
|
* Stops the scene.
|
|
*
|
|
* @memberof Scene_Base
|
|
*/
|
|
stop(): void;
|
|
/**
|
|
* Returns a boolean value.
|
|
* Checks if the Scene is busy processing an event or
|
|
* other conditions.
|
|
* @returns {boolean}
|
|
* @memberof Scene_Base
|
|
*/
|
|
isBusy(): boolean;
|
|
/**
|
|
* Terminates/ends the scene.
|
|
*
|
|
* @memberof Scene_Base
|
|
*/
|
|
terminate(): void;
|
|
/**
|
|
* Creates the window layer on the current scene
|
|
* for displaying any and all windows.
|
|
* @memberof Scene_Base
|
|
*/
|
|
createWindowLayer(): void;
|
|
/**
|
|
* Adds a child window to the windowLayer process.
|
|
*
|
|
* @method addWindow
|
|
* @param {Window_Base}
|
|
* @instance
|
|
* @memberof Scene_Base
|
|
*/
|
|
addWindow(window: Window_Base): void;
|
|
/**
|
|
* Request a fadeIn screen process.
|
|
*
|
|
* @method startFadeIn
|
|
* @param {Number} [duration=30] The time the process will take for fadeIn the screen
|
|
* @param {Boolean} [white=false] If true the fadein will be process with a white color else it's will be black
|
|
*
|
|
* @instance
|
|
* @memberof Scene_Base
|
|
*/
|
|
startFadeIn(duration: number, white: boolean): void;
|
|
/**
|
|
* Request a fadeOut screen process.
|
|
*
|
|
* @method startFadeOut
|
|
* @param {Number} [duration=30] The time the process will take for fadeOut the screen
|
|
* @param {Boolean} [white=false] If true the fadeOut will be process with a white color else it's will be black
|
|
*
|
|
* @instance
|
|
* @memberof Scene_Base
|
|
*/
|
|
startFadeOut(duration: number, white: boolean): void;
|
|
createFadeSprite(white: boolean): void;
|
|
/**
|
|
* Updates the game's fade.
|
|
*
|
|
* @memberof Scene_Base
|
|
*/
|
|
updateFade(): void;
|
|
updateChildren(): void;
|
|
/**
|
|
* Pops the current scene and returns to the previous
|
|
* scene if available.
|
|
* @memberof Scene_Base
|
|
*/
|
|
popScene(): void;
|
|
/**
|
|
* Checks for game over.
|
|
*
|
|
* @memberof Scene_Base
|
|
*/
|
|
checkGameover(): void;
|
|
fadeOutAll(): void;
|
|
/**
|
|
* Returns the fade speed.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Scene_Base
|
|
*/
|
|
fadeSpeed(): number;
|
|
/**
|
|
* Returns the slow fade speed.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Scene_Base
|
|
*/
|
|
slowFadeSpeed(): number;
|
|
}
|
|
|
|
/**
|
|
* The scene class for initialize the entire game.
|
|
*
|
|
* @class Scene_Boot
|
|
* @extends {Scene_Base}
|
|
*/
|
|
declare class Scene_Boot extends Scene_Base {
|
|
protected _startDate: Date;
|
|
|
|
/**
|
|
* Loads the system images upon booting the game.
|
|
*
|
|
* @memberof Scene_Boot
|
|
*/
|
|
loadSystemImages(): void;
|
|
/**
|
|
* Loads the system window image for showing
|
|
* all the windows in game.
|
|
* @memberof Scene_Boot
|
|
*/
|
|
loadSystemWindowImage(): void;
|
|
/**
|
|
* Returns true if the game font is loaded.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Scene_Boot
|
|
*/
|
|
isGameFontLoaded(): boolean;
|
|
updateDocumentTitle(): void;
|
|
/**
|
|
* Checks the player location upon booting the game.
|
|
*
|
|
* @memberof Scene_Boot
|
|
*/
|
|
checkPlayerLocation(): void;
|
|
}
|
|
|
|
/**
|
|
* The scene class of the title screen.
|
|
*
|
|
* @class Scene_Title
|
|
* @extends {Scene_Base}
|
|
*/
|
|
declare class Scene_Title extends Scene_Base {
|
|
protected _commandWindow: Window_TitleCommand;
|
|
protected _backSprite1: Sprite;
|
|
protected _backSprite2: Sprite;
|
|
protected _gameTitleSprite: Sprite;
|
|
|
|
/**
|
|
* Creates the title scene background.
|
|
*
|
|
* @memberof Scene_Title
|
|
*/
|
|
createBackground(): void;
|
|
/**
|
|
* Creates the title screen foreground.
|
|
*
|
|
* @memberof Scene_Title
|
|
*/
|
|
createForeground(): void;
|
|
/**
|
|
* Draws the game title.
|
|
*
|
|
* @memberof Scene_Title
|
|
*/
|
|
drawGameTitle(): void;
|
|
centerSprite(sprite: Sprite): void;
|
|
/**
|
|
* Creates the command window on the title scene.
|
|
*
|
|
* @memberof Scene_Title
|
|
*/
|
|
createCommandWindow(): void;
|
|
/**
|
|
* Handler for the new game command.
|
|
*
|
|
* @memberof Scene_Title
|
|
*/
|
|
commandNewGame(): void;
|
|
/**
|
|
* Handler for the continue command.
|
|
*
|
|
* @memberof Scene_Title
|
|
*/
|
|
commandContinue(): void;
|
|
/**
|
|
* Handler for the options command.
|
|
*
|
|
* @memberof Scene_Title
|
|
*/
|
|
commandOptions(): void;
|
|
/**
|
|
* Plays the title screen music
|
|
* upon enter the title scene.
|
|
* @memberof Scene_Title
|
|
*/
|
|
playTitleMusic(): void;
|
|
}
|
|
|
|
/**
|
|
* The scene class of the map screen.
|
|
*
|
|
* @class Scene_Map
|
|
* @extends {Scene_Base}
|
|
*/
|
|
declare class Scene_Map extends Scene_Base {
|
|
protected _waitCount: number;
|
|
protected _encounterEffectDuration: number;
|
|
protected _mapLoaded: boolean;
|
|
protected _touchCount: number;
|
|
protected _transfer: boolean;
|
|
|
|
protected _spriteset: Spriteset_Map;
|
|
protected _mapNameWindow: Window_MapName;
|
|
protected _scrollTextWindow: Window_ScrollText;
|
|
protected _messageWindow: Window_Message;
|
|
|
|
menuCalling: boolean;
|
|
|
|
/**
|
|
* Handler for when the map scene is loaded.
|
|
*
|
|
* @memberof Scene_Map
|
|
*/
|
|
onMapLoaded(): void;
|
|
/**
|
|
* Speeds up the updateMain if
|
|
* the map scene is in fast forward mode.
|
|
* @memberof Scene_Map
|
|
*/
|
|
updateMainMultiply(): void;
|
|
/**
|
|
* Updates the main $game globals
|
|
* if the map scene is active.
|
|
* @memberof Scene_Map
|
|
*/
|
|
updateMain(): void;
|
|
/**
|
|
* Returns true if the player
|
|
* is holding down the confirm button to
|
|
* fast forward through text.
|
|
* @returns {boolean}
|
|
* @memberof Scene_Map
|
|
*/
|
|
isFastForward(): boolean;
|
|
/**
|
|
* Stops the map scene and prepares
|
|
* for a new scene.
|
|
* @memberof Scene_Map
|
|
*/
|
|
stop(): void;
|
|
/**
|
|
* Returns true if the map scene needs a slow fade in.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Scene_Map
|
|
*/
|
|
needsFadeIn(): boolean;
|
|
/**
|
|
* Returns true if the map scene needs a slow fade out.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Scene_Map
|
|
*/
|
|
needsSlowFadeOut(): boolean;
|
|
updateWaitCount(): boolean;
|
|
/**
|
|
* Constantly checks if the player
|
|
* is touching the map, then processes
|
|
* a map touch for mouse based player character movement.
|
|
* @memberof Scene_Map
|
|
*/
|
|
updateDestination(): void;
|
|
/**
|
|
* Returns true if the map scene is
|
|
* active and the player can move. Used for
|
|
* mouse movement on the map scene.
|
|
* @returns {boolean}
|
|
* @memberof Scene_Map
|
|
*/
|
|
isMapTouchOk(): boolean;
|
|
/**
|
|
* Processes the map touch and turns it
|
|
* into coordinates for the player character to move to.
|
|
* @memberof Scene_Map
|
|
*/
|
|
processMapTouch(): void;
|
|
isSceneChangeOk(): boolean;
|
|
/**
|
|
* Updates the scene.
|
|
*
|
|
* @memberof Scene_Map
|
|
*/
|
|
updateScene(): void;
|
|
/**
|
|
* Creates all the display objects on the map scene;
|
|
* this includes the sprites, window layer, windows, and more.
|
|
* @memberof Scene_Map
|
|
*/
|
|
createDisplayObjects(): void;
|
|
/**
|
|
* Creates the spriteset on the map scene;
|
|
* this shows all the characters and events on the map.
|
|
* @memberof Scene_Map
|
|
*/
|
|
createSpriteset(): void;
|
|
/**
|
|
* Creates all the windows on the map scene
|
|
* contains other window creation methods.
|
|
* @memberof Scene_Map
|
|
*/
|
|
createAllWindows(): void;
|
|
/**
|
|
* Creates the map name window within
|
|
* the map scene; display map name.
|
|
* @memberof Scene_Map
|
|
*/
|
|
createMapNameWindow(): void;
|
|
/**
|
|
* Creates the message window for displaying
|
|
* text on the map scene. Commonly used with the
|
|
* showText command.
|
|
* @memberof Scene_Map
|
|
*/
|
|
createMessageWindow(): void;
|
|
/**
|
|
* Creates a scrolling text window on the map scene.
|
|
*
|
|
* @memberof Scene_Map
|
|
*/
|
|
createScrollTextWindow(): void;
|
|
/**
|
|
* Checks if the player is transferring;
|
|
* if the player is transferring, move to a new map scene.
|
|
* @memberof Scene_Map
|
|
*/
|
|
updateTransferPlayer(): void;
|
|
/**
|
|
* Processes starting an encounter on the map scene.
|
|
*
|
|
* @memberof Scene_Map
|
|
*/
|
|
updateEncounter(): void;
|
|
/**
|
|
* Processes calling the menu on the map scene.
|
|
*
|
|
* @memberof Scene_Map
|
|
*/
|
|
updateCallMenu(): void;
|
|
/**
|
|
* Returns true if the menu is enabled
|
|
* in the database.
|
|
* @returns {boolean}
|
|
* @memberof Scene_Map
|
|
*/
|
|
isMenuEnabled(): boolean;
|
|
/**
|
|
* Returns true if the menu is called
|
|
* via an input trigger.
|
|
* @returns {boolean}
|
|
* @memberof Scene_Map
|
|
*/
|
|
isMenuCalled(): boolean;
|
|
/**
|
|
* Calls the standard RPGMakerMV menu scene.
|
|
*
|
|
* @memberof Scene_Map
|
|
*/
|
|
callMenu(): void;
|
|
/**
|
|
* Checks if debug is called via input trigger
|
|
* and starts the debug scene.
|
|
*
|
|
* @memberof Scene_Map
|
|
*/
|
|
updateCallDebug(): void;
|
|
/**
|
|
* Returns true if the debug
|
|
* scene is called via button press and in play test mode.
|
|
* @returns {boolean}
|
|
* @memberof Scene_Map
|
|
*/
|
|
isDebugCalled(): boolean;
|
|
fadeInForTransfer(): void;
|
|
fadeOutForTransfer(): void;
|
|
/**
|
|
* Launches into the battle scene.
|
|
*
|
|
* @memberof Scene_Map
|
|
*/
|
|
launchBattle(): void;
|
|
/**
|
|
* Stops all audio on battle start.
|
|
*
|
|
* @memberof Scene_Map
|
|
*/
|
|
stopAudioOnBattleStart(): void;
|
|
/**
|
|
* Starts the encounter effect on the map scene.
|
|
*
|
|
* @memberof Scene_Map
|
|
*/
|
|
startEncounterEffect(): void;
|
|
updateEncounterEffect(): void;
|
|
/**
|
|
* Takes a snapshot of the map scene for displaying
|
|
* on the battle scene if no battleback is present.
|
|
* @memberof Scene_Map
|
|
*/
|
|
snapForBattleBackground(): void;
|
|
/**
|
|
* Starts a flash encounter effect on the map scene
|
|
* given a duration of the flash.
|
|
* @param {number} duration
|
|
* @memberof Scene_Map
|
|
*/
|
|
startFlashForEncounter(duration: number): void;
|
|
/**
|
|
* Returns the speed of the encounter effect.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Scene_Map
|
|
*/
|
|
encounterEffectSpeed(): number;
|
|
}
|
|
|
|
/**
|
|
* The super class of all menu-type scenes.
|
|
*
|
|
* @class Scene_MenuBase
|
|
* @extends {Scene_Base}
|
|
*/
|
|
declare class Scene_MenuBase extends Scene_Base {
|
|
/**
|
|
* The current actor selected in the base menu scene.
|
|
*
|
|
* @protected
|
|
* @type {Game_Actor}
|
|
* @memberof Scene_MenuBase
|
|
*/
|
|
protected _actor: Game_Actor;
|
|
/**
|
|
* The background sprite used to display the scene background.
|
|
*
|
|
* @protected
|
|
* @type {Sprite}
|
|
* @memberof Scene_MenuBase
|
|
*/
|
|
protected _backgroundSprite: Sprite;
|
|
/**
|
|
* The help window attached to the base menu scene.
|
|
*
|
|
* @protected
|
|
* @type {Window_Help}
|
|
* @memberof Scene_MenuBase
|
|
*/
|
|
protected _helpWindow: Window_Help;
|
|
|
|
/**
|
|
* Returns the current game actor.
|
|
*
|
|
* @returns {Game_Actor}
|
|
* @memberof Scene_MenuBase
|
|
*/
|
|
actor(): Game_Actor;
|
|
/**
|
|
* Updates the current actor.
|
|
*
|
|
* @memberof Scene_MenuBase
|
|
*/
|
|
updateActor(): void;
|
|
/**
|
|
* Creates the background of the base menu scene.
|
|
*
|
|
* @memberof Scene_MenuBase
|
|
*/
|
|
createBackground(): void;
|
|
/**
|
|
* Sets the background opacity of the base menu scene background.
|
|
*
|
|
* @param {number} opacity
|
|
* @memberof Scene_MenuBase
|
|
*/
|
|
setBackgroundOpacity(opacity: number): void;
|
|
/**
|
|
* Creates the help window.
|
|
*
|
|
* @memberof Scene_MenuBase
|
|
*/
|
|
createHelpWindow(): void;
|
|
/**
|
|
* Moves to the next actor in the party.
|
|
*
|
|
* @memberof Scene_MenuBase
|
|
*/
|
|
nextActor(): void;
|
|
/**
|
|
* Moves to the previous actor in the party.
|
|
*
|
|
* @memberof Scene_MenuBase
|
|
*/
|
|
previousActor(): void;
|
|
onActorChange(): void;
|
|
}
|
|
|
|
|
|
/**
|
|
* -----------------------------------------------------------------------------
|
|
* Scene_Menu
|
|
*
|
|
* The scene class of the menu screen.
|
|
* @class Scene_Menu
|
|
* @extends {Scene_MenuBase}
|
|
*/
|
|
declare class Scene_Menu extends Scene_MenuBase {
|
|
protected _commandWindow: Window_MenuCommand;
|
|
protected _goldWindow: Window_Gold;
|
|
protected _statusWindow: Window_MenuStatus;
|
|
|
|
/**
|
|
* Creates the main menu window on the
|
|
* menu scene; contains the commands for
|
|
* menu usage.
|
|
* @memberof Scene_Menu
|
|
*/
|
|
createCommandWindow(): void;
|
|
/**
|
|
* Creates the gold window on the menu scene.
|
|
*
|
|
* @memberof Scene_Menu
|
|
*/
|
|
createGoldWindow(): void;
|
|
/**
|
|
* Creates the status window on the menu scene.
|
|
*
|
|
* @memberof Scene_Menu
|
|
*/
|
|
createStatusWindow(): void;
|
|
/**
|
|
* Handler for what to do when the 'item'
|
|
* command is clicked.
|
|
* @memberof Scene_Menu
|
|
*/
|
|
commandItem(): void;
|
|
commandPersonal(): void;
|
|
commandFormation(): void;
|
|
/**
|
|
* Handler for what to do when the 'option'
|
|
* command is clicked.
|
|
* @memberof Scene_Menu
|
|
*/
|
|
commandOptions(): void;
|
|
/**
|
|
* Handler for what to do when the 'save'
|
|
* command is clicked.
|
|
* @memberof Scene_Menu
|
|
*/
|
|
commandSave(): void;
|
|
/**
|
|
* Handler for what to do when the 'game end'
|
|
* command is clicked.
|
|
* @memberof Scene_Menu
|
|
*/
|
|
commandGameEnd(): void;
|
|
onPersonalOk(): void;
|
|
onPersonalCancel(): void;
|
|
onFormationOk(): void;
|
|
onFormationCancel(): void;
|
|
}
|
|
|
|
/**
|
|
* -----------------------------------------------------------------------------
|
|
* Scene_ItemBase
|
|
*
|
|
* The superclass of Scene_Item and Scene_Skill.
|
|
* @class Scene_ItemBase
|
|
* @extends {Scene_MenuBase}
|
|
*/
|
|
declare class Scene_ItemBase extends Scene_MenuBase {
|
|
protected _actorWindow: Window_MenuActor;
|
|
protected _itemWindow: Window_Selectable;
|
|
|
|
/**
|
|
* Creates the actor window within the base item scene.
|
|
*
|
|
* @memberof Scene_ItemBase
|
|
*/
|
|
createActorWindow(): void;
|
|
/**
|
|
* Returns the item attached to the item window within the base item scene.
|
|
*
|
|
* @returns {*}
|
|
* @memberof Scene_ItemBase
|
|
*/
|
|
item(): any;
|
|
/**
|
|
* Returns the current game actor.
|
|
*
|
|
* @returns {Game_Actor}
|
|
* @memberof Scene_ItemBase
|
|
*/
|
|
user(): Game_Actor;
|
|
/**
|
|
* Returns true if the cursor is left.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Scene_ItemBase
|
|
*/
|
|
isCursorLeft(): boolean;
|
|
/**
|
|
* Shows the sub window.
|
|
*
|
|
* @param {Window_Base} window
|
|
* @memberof Scene_ItemBase
|
|
*/
|
|
showSubWindow(window: Window_Base): void;
|
|
/**
|
|
* Hides the sub window.
|
|
*
|
|
* @param {Window_Base} window
|
|
* @memberof Scene_ItemBase
|
|
*/
|
|
hideSubWindow(window: Window_Base): void;
|
|
onActorOk(): void;
|
|
onActorCancel(): void;
|
|
determineItem(): void;
|
|
/**
|
|
* Uses the current item.
|
|
*
|
|
* @memberof Scene_ItemBase
|
|
*/
|
|
useItem(): void;
|
|
/**
|
|
* Activates the item window.
|
|
*
|
|
* @memberof Scene_ItemBase
|
|
*/
|
|
activateItemWindow(): void;
|
|
itemTargetActors(): Game_Actor;
|
|
/**
|
|
* Returns true if the user (game actor) can use the item.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Scene_ItemBase
|
|
*/
|
|
canUse(): boolean;
|
|
/**
|
|
* Returns true if the item effects are valid on the target(the user).
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Scene_ItemBase
|
|
*/
|
|
isItemEffectsValid(): boolean;
|
|
applyItem(): void;
|
|
/**
|
|
* Checks the common event set on the item.
|
|
*
|
|
* @memberof Scene_ItemBase
|
|
*/
|
|
checkCommonEvent(): void;
|
|
}
|
|
|
|
/**
|
|
* -----------------------------------------------------------------------------
|
|
* Scene_Item
|
|
*
|
|
* The scene class of the item screen.
|
|
* @class Scene_Item
|
|
* @extends {Scene_ItemBase}
|
|
*/
|
|
declare class Scene_Item extends Scene_ItemBase {
|
|
protected _categoryWindow: Window_ItemCategory;
|
|
|
|
/**
|
|
* Creates the category window on the
|
|
* item scene.
|
|
* @memberof Scene_Item
|
|
*/
|
|
createCategoryWindow(): void;
|
|
/**
|
|
* Creates the item window on the item
|
|
* scene.
|
|
* @memberof Scene_Item
|
|
*/
|
|
createItemWindow(): void;
|
|
/**
|
|
* Handler for when a cataegory is selected
|
|
* on the item scene.
|
|
* @memberof Scene_Item
|
|
*/
|
|
onCategoryOk(): void;
|
|
/**
|
|
* Handler for when an item is selected
|
|
* on the item scene.
|
|
* @memberof Scene_Item
|
|
*/
|
|
onItemOk(): void;
|
|
/**
|
|
* Handler for when an item selection
|
|
* is canceled on the item scene.
|
|
* @memberof Scene_Item
|
|
*/
|
|
onItemCancel(): void;
|
|
/**
|
|
* Plays a sound effect when the
|
|
* item is confirmed.
|
|
* @memberof Scene_Item
|
|
*/
|
|
playSeForItem(): void;
|
|
}
|
|
|
|
/**
|
|
* -----------------------------------------------------------------------------
|
|
* Scene_Skill
|
|
*
|
|
* The scene class of the skill screen.
|
|
* @class Scene_Skill
|
|
* @extends {Scene_ItemBase}
|
|
*/
|
|
declare class Scene_Skill extends Scene_ItemBase {
|
|
protected _skillTypeWindow: Window_SkillType;
|
|
|
|
/**
|
|
* Creates the window for skill types
|
|
* within the skill scene.
|
|
* @memberof Scene_Skill
|
|
*/
|
|
createSkillTypeWindow(): void;
|
|
/**
|
|
* Creates the status window within
|
|
* the skill scene.
|
|
* @memberof Scene_Skill
|
|
*/
|
|
createStatusWindow(): void;
|
|
/**
|
|
* Creates the item window
|
|
* within the skill scene.
|
|
* @memberof Scene_Skill
|
|
*/
|
|
createItemWindow(): void;
|
|
refreshActor(): void;
|
|
/**
|
|
* Handler for when a skill is
|
|
* selected/confirmed within the skill scene.
|
|
* @memberof Scene_Skill
|
|
*/
|
|
commandSkill(): void;
|
|
onItemCancel(): void;
|
|
/**
|
|
* Plays a sound effect on item
|
|
* confirmation withiin the skill scene.
|
|
* @memberof Scene_Skill
|
|
*/
|
|
playSeForItem(): void;
|
|
/**
|
|
* Handler for when an an actor is
|
|
* changed within the skill scene.
|
|
* @memberof Scene_Skill
|
|
*/
|
|
onActorChange(): void;
|
|
}
|
|
|
|
/**
|
|
* -----------------------------------------------------------------------------
|
|
* Scene_Equip
|
|
*
|
|
* The scene class of the equipment screen.
|
|
* @class Scene_Equip
|
|
* @extends Scene_MenuBase
|
|
*/
|
|
declare class Scene_Equip extends Scene_MenuBase {
|
|
protected _statusWindow: Window_EquipStatus;
|
|
protected _commandWindow: Window_EquipCommand;
|
|
protected _slotWindow: Window_EquipSlot;
|
|
protected _itemWindow: Window_EquipItem;
|
|
|
|
/**
|
|
* Creates the status window within the equip scene.
|
|
*
|
|
* @memberof Scene_Equip
|
|
*/
|
|
createStatusWindow(): void;
|
|
/**
|
|
* Creates the status window within the equip scene.
|
|
*
|
|
* @memberof Scene_Equip
|
|
*/
|
|
createCommandWindow(): void;
|
|
/**
|
|
* Creates the slot window within the equip scene.
|
|
*
|
|
* @memberof Scene_Equip
|
|
*/
|
|
createSlotWindow(): void;
|
|
/**
|
|
* Creates the item window within the equip scene.
|
|
*
|
|
* @memberof Scene_Equip
|
|
*/
|
|
createItemWindow(): void;
|
|
/**
|
|
* Refreshes the actor within the equip scene.
|
|
*
|
|
* @memberof Scene_Equip
|
|
*/
|
|
refreshActor(): void;
|
|
/**
|
|
* Handler for the equip command.
|
|
*
|
|
* @memberof Scene_Equip
|
|
*/
|
|
commandEquip(): void;
|
|
/**
|
|
* Handler for the optimize command.
|
|
*
|
|
* @memberof Scene_Equip
|
|
*/
|
|
commandOptimize(): void;
|
|
commandClear(): void;
|
|
onSlotOk(): void;
|
|
onSlotCancel(): void;
|
|
onItemOk(): void;
|
|
onItemCancel(): void;
|
|
onActorChange(): void;
|
|
}
|
|
|
|
/**
|
|
* -----------------------------------------------------------------------------
|
|
* Scene_Status
|
|
*
|
|
* The scene class of the status screen.
|
|
* @class Scene_Status
|
|
* @extends {Scene_MenuBase}
|
|
*/
|
|
declare class Scene_Status extends Scene_MenuBase {
|
|
protected _statusWindow: Window_Status;
|
|
|
|
/**
|
|
* Refreshes the actor within the status scene.
|
|
*
|
|
* @memberof Scene_Status
|
|
*/
|
|
refreshActor(): void;
|
|
/**
|
|
* Handler for when the actor is changed within the status scene.
|
|
*
|
|
* @memberof Scene_Status
|
|
*/
|
|
onActorChange(): void;
|
|
}
|
|
|
|
/**
|
|
* -----------------------------------------------------------------------------
|
|
* Scene_Options
|
|
*
|
|
* The scene class of the options screen.
|
|
* @class Scene_Options
|
|
* @extends {Scene_MenuBase}
|
|
*/
|
|
declare class Scene_Options extends Scene_MenuBase {
|
|
protected _optionsWindow: Window_Options;
|
|
|
|
createOptionsWindow(): void;
|
|
}
|
|
|
|
/**
|
|
* -----------------------------------------------------------------------------
|
|
* Scene_File
|
|
*
|
|
* The superclass of Scene_Save and Scene_Load.
|
|
* @class Scene_File
|
|
* @extends {Scene_MenuBase}
|
|
*/
|
|
declare class Scene_File extends Scene_MenuBase {
|
|
protected _listWindow: Window_SavefileList;
|
|
|
|
/**
|
|
* Returns the current savefileId.
|
|
*
|
|
* @memberof Scene_File
|
|
*/
|
|
savefileId(): void;
|
|
createHelpWindow(): void;
|
|
createListWindow(): void;
|
|
/**
|
|
* The current mode of the scene;
|
|
* the modes are 'save' or 'load'.
|
|
* @memberof Scene_File
|
|
*/
|
|
mode(): void;
|
|
activateListWindow(): void;
|
|
helpWindowText(): string;
|
|
/**
|
|
* Returns the index of the first
|
|
* save file.
|
|
* @returns {number}
|
|
* @memberof Scene_File
|
|
*/
|
|
firstSavefileIndex(): number;
|
|
/**
|
|
* Handler for when a
|
|
* save file is selected within the file scene.
|
|
* @memberof Scene_File
|
|
*/
|
|
onSavefileOk(): void;
|
|
}
|
|
|
|
/**
|
|
* -----------------------------------------------------------------------------
|
|
* Scene_Save
|
|
*
|
|
* The scene class of the save screen.
|
|
* @class Scene_Save
|
|
* @extends {Scene_File}
|
|
*/
|
|
declare class Scene_Save extends Scene_File {
|
|
/**
|
|
* Returns the mode of the
|
|
* save scene.
|
|
* @returns {string}
|
|
* @memberof Scene_Save
|
|
*/
|
|
mode(): string;
|
|
helpWindowText(): string;
|
|
/**
|
|
* Returns the index of the first
|
|
* save file within the save scene.
|
|
* @returns {number}
|
|
* @memberof Scene_Save
|
|
*/
|
|
firstSavefileIndex(): number;
|
|
/**
|
|
* Handler for when a save file
|
|
* is confirmed within the save scene.
|
|
* @memberof Scene_Save
|
|
*/
|
|
onSavefileOk(): void;
|
|
/**
|
|
* Handler for when save is a success.
|
|
*
|
|
* @memberof Scene_Save
|
|
*/
|
|
onSaveSuccess(): void;
|
|
/**
|
|
* Handler for when save fails.
|
|
*
|
|
* @memberof Scene_Save
|
|
*/
|
|
onSaveFailure(): void;
|
|
}
|
|
|
|
/**
|
|
* -----------------------------------------------------------------------------
|
|
* Scene_Load
|
|
*
|
|
* The scene class of the load screen.
|
|
* @class Scene_Load
|
|
* @extends {Scene_File}
|
|
*/
|
|
declare class Scene_Load extends Scene_File {
|
|
protected _loadSuccess: boolean;
|
|
|
|
/**
|
|
* Returns the mode of the
|
|
* load scene.
|
|
* @returns {string}
|
|
* @memberof Scene_Load
|
|
*/
|
|
mode(): string;
|
|
/**
|
|
* Returns the help window text on the
|
|
* game load scene.
|
|
* @returns {string}
|
|
* @memberof Scene_Load
|
|
*/
|
|
helpWindowText(): string;
|
|
firstSavefileIndex(): number;
|
|
onSavefileOk(): void;
|
|
onLoadSuccess(): void;
|
|
onLoadFailure(): void;
|
|
reloadMapIfUpdated(): void;
|
|
}
|
|
|
|
/**
|
|
* -----------------------------------------------------------------------------
|
|
* Scene_GameEnd
|
|
*
|
|
* The scene class of the game end screen.
|
|
* @class Scene_GameEnd
|
|
* @extends {Scene_MenuBase}
|
|
*/
|
|
declare class Scene_GameEnd extends Scene_MenuBase {
|
|
protected _commandWindow: Window_GameEnd;
|
|
|
|
stop(): void;
|
|
/**
|
|
* Creates the background for
|
|
* the game end scene.
|
|
* @memberof Scene_GameEnd
|
|
*/
|
|
createBackground(): void;
|
|
/**
|
|
* Creates the command window
|
|
* for the game end screen.
|
|
* @memberof Scene_GameEnd
|
|
*/
|
|
createCommandWindow(): void;
|
|
/**
|
|
* Handler for when to title
|
|
* is clicked within the game end screen.
|
|
* @memberof Scene_GameEnd
|
|
*/
|
|
commandToTitle(): void;
|
|
}
|
|
|
|
/**
|
|
* -----------------------------------------------------------------------------
|
|
* Scene_Shop
|
|
*
|
|
* The scene class of the shop screen.
|
|
* @class Scene_Shop
|
|
* @extends {Scene_MenuBase}
|
|
*/
|
|
declare class Scene_Shop extends Scene_MenuBase {
|
|
protected _goods: Array<Array<any>>;
|
|
protected _purchaseOnly: boolean;
|
|
protected _item: RPG.BaseItem;
|
|
|
|
protected _goldWindow: Window_Gold;
|
|
protected _commandWindow: Window_ShopCommand;
|
|
protected _dummyWindow: Window_Base;
|
|
protected _numberWindow: Window_ShopNumber;
|
|
protected _statusWindow: Window_ShopStatus;
|
|
protected _buyWindow: Window_ShopBuy;
|
|
protected _categoryWindow: Window_ItemCategory;
|
|
protected _sellWindow: Window_ShopSell;
|
|
protected _helpWindow: Window_Help;
|
|
|
|
prepare(goods: Array<Array<any>>, purchaseOnly: boolean): void;
|
|
/**
|
|
* Creates the gold window on the shop scene.
|
|
*
|
|
* @memberof Scene_Shop
|
|
*/
|
|
createGoldWindow(): void;
|
|
/**
|
|
* Creates the command window for buying or selling.
|
|
*
|
|
* @memberof Scene_Shop
|
|
*/
|
|
createCommandWindow(): void;
|
|
createDummyWindow(): void;
|
|
/**
|
|
* Creates the number input window on the shop scene.
|
|
*
|
|
* @memberof Scene_Shop
|
|
*/
|
|
createNumberWindow(): void;
|
|
/**
|
|
* Creates the status window.
|
|
*
|
|
* @memberof Scene_Shop
|
|
*/
|
|
createStatusWindow(): void;
|
|
/**
|
|
* Creates the buy window.
|
|
*
|
|
* @memberof Scene_Shop
|
|
*/
|
|
createBuyWindow(): void;
|
|
/**
|
|
* Creates the category window.
|
|
*
|
|
* @memberof Scene_Shop
|
|
*/
|
|
createCategoryWindow(): void;
|
|
/**
|
|
* Creates the sell window.
|
|
*
|
|
* @memberof Scene_Shop
|
|
*/
|
|
createSellWindow(): void;
|
|
/**
|
|
* Activates the buy window within the shop scene.
|
|
*
|
|
* @memberof Scene_Shop
|
|
*/
|
|
activateBuyWindow(): void;
|
|
/**
|
|
* Activates the sell window within the shop scene.
|
|
*
|
|
* @memberof Scene_Shop
|
|
*/
|
|
activateSellWindow(): void;
|
|
/**
|
|
* Handler for pressing buy within the shop scene.
|
|
*
|
|
* @memberof Scene_Shop
|
|
*/
|
|
commandBuy(): void;
|
|
/**
|
|
* Handler for pressing sell within the shop scene.
|
|
*
|
|
* @memberof Scene_Shop
|
|
*/
|
|
commandSell(): void;
|
|
/**
|
|
* Handler for when buying is confirmed.
|
|
*
|
|
* @memberof Scene_Shop
|
|
*/
|
|
onBuyOk(): void;
|
|
/**
|
|
* Handler for when buying is cancelled.
|
|
*
|
|
* @memberof Scene_Shop
|
|
*/
|
|
onBuyCancel(): void;
|
|
onCategoryOk(): void;
|
|
onCategoryCancel(): void;
|
|
onSellOk(): void;
|
|
onSellCancel(): void;
|
|
onNumberOk(): void;
|
|
onNumberCancel(): void;
|
|
doBuy(number: number): void;
|
|
doSell(number: number): void;
|
|
endNumberInput(): void;
|
|
/**
|
|
* Returns the maximum number bought.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Scene_Shop
|
|
*/
|
|
maxBuy(): number;
|
|
/**
|
|
* Returns the maximum number sold.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Scene_Shop
|
|
*/
|
|
maxSell(): number;
|
|
/**
|
|
* Returns the player gold within
|
|
* the shop scene.
|
|
* @returns {number}
|
|
* @memberof Scene_Shop
|
|
*/
|
|
money(): number;
|
|
/**
|
|
* Returns the currency unit of the
|
|
* game within the shop scene.
|
|
* @returns {string}
|
|
* @memberof Scene_Shop
|
|
*/
|
|
currencyUnit(): string;
|
|
/**
|
|
* Returns the buying price for the current item.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Scene_Shop
|
|
*/
|
|
buyingPrice(): number;
|
|
/**
|
|
* Returns the selling price for the current item.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Scene_Shop
|
|
*/
|
|
sellingPrice(): number;
|
|
}
|
|
|
|
/**
|
|
* -----------------------------------------------------------------------------
|
|
* Scene_Name
|
|
*
|
|
* The scene class of the name input screen.
|
|
* @class Scene_Name
|
|
* @extends {Scene_MenuBase}
|
|
*/
|
|
declare class Scene_Name extends Scene_MenuBase {
|
|
/**
|
|
* Prepares the name input scene for giving the specified
|
|
* actor at actorId a name with a maximum number of characters
|
|
* given by maxLength.
|
|
* @param {number} actorId
|
|
* @param {number} maxLength
|
|
* @memberof Scene_Name
|
|
*/
|
|
prepare(actorId: number, maxLength: number): void;
|
|
/**
|
|
* Creates the edit window.
|
|
*
|
|
* @memberof Scene_Name
|
|
*/
|
|
createEditWindow(): void;
|
|
/**
|
|
* Creates the input window.
|
|
*
|
|
* @memberof Scene_Name
|
|
*/
|
|
createInputWindow(): void;
|
|
/**
|
|
* Handler for when ok is processed on the name input scene.
|
|
*
|
|
* @memberof Scene_Name
|
|
*/
|
|
onInputOk(): void;
|
|
}
|
|
|
|
/**
|
|
* -----------------------------------------------------------------------------
|
|
* Scene_Debug
|
|
*
|
|
* The scene class of the debug screen.
|
|
* @class Scene_Debug
|
|
* @extends {Scene_MenuBase}
|
|
*/
|
|
declare class Scene_Debug extends Scene_MenuBase {
|
|
/**
|
|
* Creates the range window.
|
|
*
|
|
* @memberof Scene_Debug
|
|
*/
|
|
createRangeWindow(): void;
|
|
/**
|
|
* Creates the edit window.
|
|
*
|
|
* @memberof Scene_Debug
|
|
*/
|
|
createEditWindow(): void;
|
|
/**
|
|
* Creates the debug help .window.
|
|
*
|
|
* @memberof Scene_Debug
|
|
*/
|
|
createDebugHelpWindow(): void;
|
|
onRangeOk(): void;
|
|
onEditCancel(): void;
|
|
refreshHelpWindow(): void;
|
|
/**
|
|
* Returns the help text within the
|
|
* debug scene.
|
|
* @returns {string}
|
|
* @memberof Scene_Debug
|
|
*/
|
|
helpText(): string;
|
|
}
|
|
|
|
/**
|
|
* -----------------------------------------------------------------------------
|
|
* Scene_Battle
|
|
*
|
|
* The scene class of the battle screen.
|
|
* @class Scene_Battle
|
|
* @extends {Scene_Base}
|
|
*/
|
|
declare class Scene_Battle extends Scene_Base {
|
|
protected _spriteset: Spriteset_Battle;
|
|
protected _statusWindow: Window_BattleStatus;
|
|
protected _partyCommandWindow: Window_PartyCommand;
|
|
protected _actorCommandWindow: Window_ActorCommand;
|
|
protected _skillWindow: Window_BattleSkill;
|
|
protected _itemWindow: Window_BattleItem;
|
|
protected _actorWindow: Window_BattleActor;
|
|
protected _enemyWindow: Window_BattleEnemy;
|
|
protected _logWindow: Window_BattleLog;
|
|
protected _helpWindow: Window_Help;
|
|
protected _messageWindow: Window_Message;
|
|
protected _scrollTextWindow: Window_ScrollText;
|
|
|
|
updateBattleProcess(): void;
|
|
isAnyInputWindowActive(): boolean;
|
|
changeInputWindow(): void;
|
|
/**
|
|
* Stops the battle scene.
|
|
*
|
|
* @memberof Scene_Battle
|
|
*/
|
|
stop(): void;
|
|
/**
|
|
* Returns true if the battle needs a slow fade out.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Scene_Battle
|
|
*/
|
|
needsSlowFadeOut(): boolean;
|
|
/**
|
|
* Updates the status window on the battle scene.
|
|
*
|
|
* @memberof Scene_Battle
|
|
*/
|
|
updateStatusWindow(): void;
|
|
/**
|
|
* Updates the position of the battle scene windows.
|
|
*
|
|
* @memberof Scene_Battle
|
|
*/
|
|
updateWindowPositions(): void;
|
|
/**
|
|
* Creates all the display objects including:
|
|
* the spritesheet, window layer, windows, and more.
|
|
*
|
|
* @memberof Scene_Battle
|
|
*/
|
|
createDisplayObjects(): void;
|
|
/**
|
|
* Creates the spriteset within
|
|
* the battle scene. This includes
|
|
* sprites for actors, enemies, etc.
|
|
* @memberof Scene_Battle
|
|
*/
|
|
createSpriteset(): void;
|
|
/**
|
|
* Creates all the windows within the
|
|
* battle scene.
|
|
* @memberof Scene_Battle
|
|
*/
|
|
createAllWindows(): void;
|
|
/**
|
|
* Creates the log window.
|
|
*
|
|
* @memberof Scene_Battle
|
|
*/
|
|
createLogWindow(): void;
|
|
createStatusWindow(): void;
|
|
createPartyCommandWindow(): void;
|
|
/**
|
|
* Creates the actor command window.
|
|
*
|
|
* @memberof Scene_Battle
|
|
*/
|
|
createActorCommandWindow(): void;
|
|
/**
|
|
* Creates the help window.
|
|
*
|
|
* @memberof Scene_Battle
|
|
*/
|
|
createHelpWindow(): void;
|
|
/**
|
|
* Creates the skill window.
|
|
*
|
|
* @memberof Scene_Battle
|
|
*/
|
|
createSkillWindow(): void;
|
|
/**
|
|
* Creates the item window.
|
|
*
|
|
* @memberof Scene_Battle
|
|
*/
|
|
createItemWindow(): void;
|
|
/**
|
|
* Creates the actor window.
|
|
*
|
|
* @memberof Scene_Battle
|
|
*/
|
|
createActorWindow(): void;
|
|
/**
|
|
* Creates the enemy window.
|
|
*
|
|
* @memberof Scene_Battle
|
|
*/
|
|
createEnemyWindow(): void;
|
|
/**
|
|
* Creates the message window on the battle scene.
|
|
*
|
|
* @memberof Scene_Battle
|
|
*/
|
|
createMessageWindow(): void;
|
|
/**
|
|
* Creates the scroll text window.
|
|
*
|
|
* @memberof Scene_Battle
|
|
*/
|
|
createScrollTextWindow(): void;
|
|
refreshStatus(): void;
|
|
startPartyCommandSelection(): void;
|
|
/**
|
|
* Handler for the fight command on battle start..
|
|
*
|
|
* @memberof Scene_Battle
|
|
*/
|
|
commandFight(): void;
|
|
/**
|
|
* Handler for the escape command on battle start.
|
|
*
|
|
* @memberof Scene_Battle
|
|
*/
|
|
commandEscape(): void;
|
|
startActorCommandSelection(): void;
|
|
/**
|
|
* Handler for the attack command.
|
|
*
|
|
* @memberof Scene_Battle
|
|
*/
|
|
commandAttack(): void;
|
|
/**
|
|
* Handler for the skill command.
|
|
*
|
|
* @memberof Scene_Battle
|
|
*/
|
|
commandSkill(): void;
|
|
/**
|
|
* Handler for the guard command.
|
|
*
|
|
* @memberof Scene_Battle
|
|
*/
|
|
commandGuard(): void;
|
|
/**
|
|
* Handler for the item command.
|
|
*
|
|
* @memberof Scene_Battle
|
|
*/
|
|
commandItem(): void;
|
|
/**
|
|
* Selects the next command in the battle scene.
|
|
*
|
|
* @memberof Scene_Battle
|
|
*/
|
|
selectNextCommand(): void;
|
|
/**
|
|
* Selects the previous command in the battle scene.
|
|
*
|
|
* @memberof Scene_Battle
|
|
*/
|
|
selectPreviousCommand(): void;
|
|
selectActorSelection(): void;
|
|
onActorOk(): void;
|
|
onActorCancel(): void;
|
|
selectEnemySelection(): void;
|
|
/**
|
|
* Handler for when an enemy is selected.
|
|
*
|
|
* @memberof Scene_Battle
|
|
*/
|
|
onEnemyOk(): void;
|
|
onEnemyCancel(): void;
|
|
/**
|
|
* Handler for when a skill is selected.
|
|
*
|
|
* @memberof Scene_Battle
|
|
*/
|
|
onSkillOk(): void;
|
|
onSkillCancel(): void;
|
|
onItemOk(): void;
|
|
onItemCancel(): void;
|
|
onSelectAction(): void;
|
|
endCommandSelection(): void;
|
|
}
|
|
|
|
/**
|
|
* -----------------------------------------------------------------------------
|
|
* Scene_Gameover
|
|
*
|
|
* The scene class of the game over screen.
|
|
* @class Scene_Gameover
|
|
* @extends {Scene_Base}
|
|
*/
|
|
declare class Scene_Gameover extends Scene_Base {
|
|
protected _backSprite: Sprite;
|
|
|
|
stop(): void;
|
|
/**
|
|
* Plays the game over music
|
|
* within the game over scene.
|
|
* @memberof Scene_Gameover
|
|
*/
|
|
playGameoverMusic(): void;
|
|
/**
|
|
* Creates the background of
|
|
* the game over scene.
|
|
* @memberof Scene_Gameover
|
|
*/
|
|
createBackground(): void;
|
|
isTriggered(): boolean;
|
|
/**
|
|
* Returns to the title scene (Scene_Title).
|
|
* @memberof Scene_Gameover
|
|
*/
|
|
gotoTitle(): void;
|
|
}
|
|
/**
|
|
* -----------------------------------------------------------------------------
|
|
* Sprite_Base
|
|
*
|
|
* The sprite class with a feature which displays animations.
|
|
*/
|
|
declare class Sprite_Base extends Sprite {
|
|
/**
|
|
* The animation sprites assigned to the
|
|
* sprite object.
|
|
* @protected
|
|
* @type {Array<Sprite_Animation>}
|
|
* @memberof Sprite_Base
|
|
*/
|
|
protected _animationSprites: Array<Sprite_Animation>;
|
|
/**
|
|
* The target that will have the animations applied
|
|
* to it.
|
|
* @protected
|
|
* @type {Sprite_Base}
|
|
* @memberof Sprite_Base
|
|
*/
|
|
protected _effectTarget: Sprite_Base;
|
|
/**
|
|
* Property determining the sprite's visibility.
|
|
*
|
|
* @protected
|
|
* @type {boolean}
|
|
* @memberof Sprite_Base
|
|
*/
|
|
protected _hiding: boolean;
|
|
|
|
/**
|
|
* Creates an instance of Sprite_Base.
|
|
* @memberof Sprite_Base
|
|
*/
|
|
constructor();
|
|
|
|
/**
|
|
* Hides the sprite.
|
|
*
|
|
* @memberof Sprite_Base
|
|
*/
|
|
hide(): void;
|
|
/**
|
|
* Shows the sprite.
|
|
*
|
|
* @memberof Sprite_Base
|
|
*/
|
|
show(): void;
|
|
/**
|
|
* Updadtes the visibility of the sprite based
|
|
* on the _hiding property.
|
|
* @memberof Sprite_Base
|
|
*/
|
|
updateVisibility(): void;
|
|
/**
|
|
* Updates the animation sprites, cloning them;
|
|
* if the sprite is playing, pushes the sprites into
|
|
* animation sprites, otherwise the sprite is removed.
|
|
* @memberof Sprite_Base
|
|
*/
|
|
updateAnimationSprites(): void;
|
|
/**
|
|
* Starts a new animation on the current
|
|
* sprite by assigning a new Sprite_Animation object to the
|
|
* sprite's parent.
|
|
* @param {RPG.Animation} animation
|
|
* @param {boolean} mirror
|
|
* @param {number} delay
|
|
* @memberof Sprite_Base
|
|
*/
|
|
startAnimation(animation: RPG.Animation, mirror: boolean, delay: number): void;
|
|
/**
|
|
* Returns true if an animation is currently playing.
|
|
* @returns {boolean}
|
|
* @memberof Sprite_Base
|
|
*/
|
|
isAnimationPlaying(): boolean;
|
|
}
|
|
|
|
/**
|
|
* -----------------------------------------------------------------------------
|
|
* Sprite_Button
|
|
*
|
|
* The sprite for displaying a button.
|
|
*/
|
|
declare class Sprite_Button extends Sprite {
|
|
protected _touching: boolean;
|
|
protected _coldFrame: Rectangle;
|
|
protected _hotFrame: Rectangle;
|
|
protected _clickHandler: () => void;
|
|
|
|
/**
|
|
* Update method, which checks if the sprite is being touched and updates
|
|
* the current frame.
|
|
*
|
|
* @memberof Sprite_Button
|
|
*/
|
|
updateFrame(): void;
|
|
/**
|
|
* Set the button sprites cold frame.
|
|
*
|
|
* @param {number} x
|
|
* @param {number} y
|
|
* @param {number} width
|
|
* @param {number} height
|
|
*
|
|
* @memberof Sprite_Button
|
|
*
|
|
*/
|
|
setColdFrame(x: number, y: number, width: number, height: number): void;
|
|
/**
|
|
* Set the button sprites hot frame
|
|
*
|
|
* @param {number} x
|
|
* @param {number} y
|
|
* @param {number} width
|
|
* @param {number} height
|
|
*
|
|
* @memberof Sprite_Button
|
|
*
|
|
*/
|
|
setHotFrame(x: number, y: number, width: number, height: number): void;
|
|
/**
|
|
* Creates a new handler and binds it to the button.
|
|
*
|
|
* @param {function} height
|
|
* @memberof Sprite_Button
|
|
*/
|
|
setClickHandler(method: () => void): void;
|
|
/**
|
|
* Calls the handler method bound to the button.
|
|
*
|
|
* @param {function} height
|
|
* @memberof Sprite_Button
|
|
*/
|
|
callClickHandler(): void;
|
|
/**
|
|
* Processes weather or not the button is being touched and calls the handler
|
|
* bound to the button.
|
|
* @memberof Sprite_Button
|
|
*/
|
|
processTouch(): void;
|
|
/**
|
|
* Returns true if the sprite button is currently active.
|
|
* @returns {boolean}
|
|
* @memberof Sprite_Button
|
|
*/
|
|
isActive(): boolean;
|
|
/**
|
|
* Returns true is the button is presently being touched.
|
|
* @returns {boolean}
|
|
* @memberof Sprite_Button
|
|
*/
|
|
isButtonTouched(): boolean;
|
|
/**
|
|
* Changes the x coordinate of the screen to local sprite x coordinate.
|
|
* @param {number} x
|
|
* @returns {number}
|
|
* @memberof Sprite_Button
|
|
*/
|
|
canvasToLocalX(x: number): number;
|
|
/**
|
|
* Changes the y coordinate of the screen
|
|
* to local sprite y coordinate.
|
|
* @param {number} y
|
|
* @returns {number}
|
|
* @memberof Sprite_Button
|
|
*/
|
|
canvasToLocalY(y: number): number;
|
|
}
|
|
|
|
/**
|
|
* -----------------------------------------------------------------------------
|
|
* Sprite_Character
|
|
*
|
|
* The sprite for displaying a character.
|
|
*/
|
|
declare class Sprite_Character extends Sprite_Base {
|
|
/**
|
|
* The Game_Character object assigned
|
|
* to the sprite.
|
|
* @protected
|
|
* @type {Game_Character}
|
|
* @memberof Sprite_Character
|
|
*/
|
|
protected _character: Game_Character;
|
|
protected _balloonDuration: number;
|
|
protected _tilesetId: number;
|
|
protected _upperBody: Sprite;
|
|
protected _lowerBody: Sprite;
|
|
protected _bushDepth: number;
|
|
/**
|
|
* The current balloon sprite
|
|
* assigned to the sprite.
|
|
* @protected
|
|
* @type {Sprite_Balloon}
|
|
* @memberof Sprite_Character
|
|
*/
|
|
protected _balloonSprite: Sprite_Balloon;
|
|
|
|
/**
|
|
* Creates an instance of Sprite_Character.
|
|
* @param {Game_Character} character
|
|
* @memberof Sprite_Character
|
|
*/
|
|
constructor(character: Game_Character);
|
|
|
|
initMembers(): void;
|
|
/**
|
|
* Sets the current Game_Character object
|
|
* attached to the sprite.
|
|
* @param {Game_Character} character
|
|
* @memberof Sprite_Character
|
|
*/
|
|
setCharacter(character: Game_Character): void;
|
|
/**
|
|
* Returns true if the Game_Character object
|
|
* tileId is greater than 0.
|
|
* @returns {boolean}
|
|
* @memberof Sprite_Character
|
|
*/
|
|
isTile(): boolean;
|
|
tilesetBitmap(tileId: number): Bitmap;
|
|
/**
|
|
* Updates the bitmap of the sprite character.
|
|
*
|
|
* @memberof Sprite_Character
|
|
*/
|
|
updateBitmap(): void;
|
|
/**
|
|
* Returns true if the sprite character image has changed.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Sprite_Character
|
|
*/
|
|
isImageChanged(): boolean;
|
|
setTileBitmap(): void;
|
|
/**
|
|
* Sets the sprite character bitmap.
|
|
*
|
|
* @memberof Sprite_Character
|
|
*/
|
|
setCharacterBitmap(): void;
|
|
/**
|
|
* Updates the sprite character frame.
|
|
*
|
|
* @memberof Sprite_Character
|
|
*/
|
|
updateFrame(): void;
|
|
/**
|
|
* Updates the sprite character tile frame.
|
|
*
|
|
* @memberof Sprite_Character
|
|
*/
|
|
updateTileFrame(): void;
|
|
/**
|
|
* Updates the sprite character -- character frame.
|
|
*
|
|
* @memberof Sprite_Character
|
|
*/
|
|
updateCharacterFrame(): void;
|
|
characterBlockX(): number;
|
|
characterBlockY(): number;
|
|
/**
|
|
* Returns the character x pattern.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Sprite_Character
|
|
*/
|
|
characterPatternX(): number;
|
|
/**
|
|
* Returns the character y pattern.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Sprite_Character
|
|
*/
|
|
characterPatternY(): number;
|
|
/**
|
|
* Returns the pattern width.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Sprite_Character
|
|
*/
|
|
patternWidth(): number;
|
|
/**
|
|
* Returns the pattern height.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Sprite_Character
|
|
*/
|
|
patternHeight(): number;
|
|
updateHalfBodySprites(): void;
|
|
createHalfBodySprites(): void;
|
|
/**
|
|
* Updates the position of the sprite character.
|
|
*
|
|
* @memberof Sprite_Character
|
|
*/
|
|
updatePosition(): void;
|
|
updateAnimation(): void;
|
|
updateOther(): void;
|
|
setupAnimation(): void;
|
|
/**
|
|
* Sets up the Game_Character object
|
|
* balloon sprite, and calls the startBalloon method.
|
|
* @memberof Sprite_Character
|
|
*/
|
|
setupBalloon(): void;
|
|
/**
|
|
* Starts the balloon sprite on the
|
|
* Game_Character object.
|
|
* @memberof Sprite_Character
|
|
*/
|
|
startBalloon(): void;
|
|
/**
|
|
* Processes the balloon sprite, calls
|
|
* the endBaloon method if the balloon sprite is done playing.
|
|
* @memberof Sprite_Character
|
|
*/
|
|
updateBalloon(): void;
|
|
/**
|
|
* Ends the balloon sprite, removing it from
|
|
* the Game_Character object sprite.
|
|
* @memberof Sprite_Character
|
|
*/
|
|
endBalloon(): void;
|
|
/**
|
|
* Returns true if a balloon animation
|
|
* is playing on the character.
|
|
* @returns {boolean}
|
|
* @memberof Sprite_Character
|
|
*/
|
|
isBalloonPlaying(): boolean;
|
|
}
|
|
|
|
/**
|
|
* -----------------------------------------------------------------------------
|
|
* Sprite_Battler
|
|
*
|
|
* The superclass of Sprite_Actor and Sprite_Enemy.
|
|
*/
|
|
declare class Sprite_Battler extends Sprite_Base {
|
|
protected _battler: Game_Battler;
|
|
protected _damages: Array<Sprite_Damage>;
|
|
protected _homeX: number;
|
|
protected _homeY: number;
|
|
protected _offsetX: number;
|
|
protected _offsetY: number;
|
|
protected _targetOffsetX: number;
|
|
protected _targetOffsetY: number;
|
|
protected _movementDuration: number;
|
|
protected _selectionEffectCount: number;
|
|
|
|
constructor(battler?: Game_Battler);
|
|
|
|
initMembers(): void;
|
|
/**
|
|
* Sets the game battler of the sprite battler.
|
|
*
|
|
* @param {Game_Battler} battler
|
|
* @memberof Sprite_Battler
|
|
*/
|
|
setBattler(battler: Game_Battler): void;
|
|
/**
|
|
* Sets the home position of the sprite battler to the given
|
|
* x and y coordinates.
|
|
* @param {number} x
|
|
* @param {number} y
|
|
* @memberof Sprite_Battler
|
|
*/
|
|
setHome(x: number, y: number): void;
|
|
/**
|
|
* Updates the main loop of the sprite battler.
|
|
*
|
|
* @memberof Sprite_Battler
|
|
*/
|
|
updateMain(): void;
|
|
/**
|
|
* Updates the bitmap of the sprite battler.
|
|
*
|
|
* @memberof Sprite_Battler
|
|
*/
|
|
updateBitmap(): void;
|
|
/**
|
|
* Updates the sprite battler's current frame.
|
|
*
|
|
* @memberof Sprite_Battler
|
|
*/
|
|
updateFrame(): void;
|
|
/**
|
|
* Updates movement on the sprite battler.
|
|
*
|
|
* @memberof Sprite_Battler
|
|
*/
|
|
updateMove(): void;
|
|
/**
|
|
* Updates the position of the sprite battler.
|
|
*
|
|
* @memberof Sprite_Battler
|
|
*/
|
|
updatePosition(): void;
|
|
/**
|
|
* Updates the sprite battler animation.
|
|
*
|
|
* @memberof Sprite_Battler
|
|
*/
|
|
updateAnimation(): void;
|
|
/**
|
|
* Updates the damage pop up for the sprite battler.
|
|
*
|
|
* @memberof Sprite_Battler
|
|
*/
|
|
updateDamagePopup(): void;
|
|
updateSelectionEffect(): void;
|
|
/**
|
|
* Sets up animation on the sprite battler.
|
|
*
|
|
* @memberof Sprite_Battler
|
|
*/
|
|
setupAnimation(): void;
|
|
/**
|
|
* Sets up damage popup on the sprite battler.
|
|
*
|
|
* @memberof Sprite_Battler
|
|
*/
|
|
setupDamagePopup(): void;
|
|
damageOffsetX(): number;
|
|
damageOffsetY(): number;
|
|
startMove(x: number, y: number, duration: number): void;
|
|
/**
|
|
* Handler for when movement has ended.
|
|
*
|
|
* @memberof Sprite_Battler
|
|
*/
|
|
onMoveEnd(): void;
|
|
/**
|
|
* Returns false for sprite battler.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Sprite_Battler
|
|
*/
|
|
isEffecting(): boolean;
|
|
/**
|
|
* Returns true if the sprite for the battler
|
|
* is moving.
|
|
* @returns {boolean}
|
|
* @memberof Sprite_Battler
|
|
*/
|
|
isMoving(): boolean;
|
|
/**
|
|
* Returns true if the sprite battler is in the home position.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Sprite_Battler
|
|
*/
|
|
inHomePosition(): boolean;
|
|
}
|
|
|
|
|
|
/**
|
|
* -----------------------------------------------------------------------------
|
|
* Sprite_Actor
|
|
*
|
|
* The sprite for displaying an actor.
|
|
*/
|
|
declare class Sprite_Actor extends Sprite_Battler {
|
|
static MOTIONS: {
|
|
walk: MV.Motion,
|
|
wait: MV.Motion,
|
|
chant: MV.Motion,
|
|
guard: MV.Motion,
|
|
damage: MV.Motion,
|
|
evade: MV.Motion,
|
|
thrust: MV.Motion,
|
|
swing: MV.Motion,
|
|
missile: MV.Motion,
|
|
skill: MV.Motion,
|
|
spell: MV.Motion,
|
|
item: MV.Motion,
|
|
escape: MV.Motion,
|
|
victory: MV.Motion,
|
|
dying: MV.Motion,
|
|
abnormal: MV.Motion,
|
|
sleep: MV.Motion,
|
|
dead: MV.Motion,
|
|
};
|
|
|
|
protected _battlerName: string;
|
|
protected _motion: MV.Motion;
|
|
protected _motionCount: number;
|
|
protected _pattern: number;
|
|
protected _mainSprite: Sprite_Base;
|
|
protected _shadowSprite: Sprite;
|
|
protected _weaponSprite: Sprite_Weapon;
|
|
protected _stateSprite: Sprite_StateOverlay;
|
|
protected _actor: Game_Actor;
|
|
|
|
/**
|
|
* Creates an instance of Sprite_Actor; can be passed
|
|
* a battler on creation.
|
|
* @param {Game_Actor} [battler]
|
|
* @memberof Sprite_Actor
|
|
*/
|
|
constructor(battler?: Game_Actor);
|
|
|
|
/**
|
|
* Creates the main sprite of the sprite actor.
|
|
*
|
|
* @memberof Sprite_Actor
|
|
*/
|
|
createMainSprite(): void;
|
|
/**
|
|
* Creates the shadow sprite of the sprite actor.
|
|
*
|
|
* @memberof Sprite_Actor
|
|
*/
|
|
createShadowSprite(): void;
|
|
/**
|
|
* Sets the weapon sprite of the sprite actor.
|
|
*
|
|
* @memberof Sprite_Actor
|
|
*/
|
|
createWeaponSprite(): void;
|
|
/**
|
|
* Creates the state sprite of the sprite actor.
|
|
*
|
|
* @memberof Sprite_Actor
|
|
*/
|
|
createStateSprite(): void;
|
|
/**
|
|
* Sets the battler of the sprite actor.
|
|
*
|
|
* @param {Game_Actor} battler
|
|
* @memberof Sprite_Actor
|
|
*/
|
|
setBattler(battler: Game_Actor): void;
|
|
/**
|
|
* Moves the sprite actor to the start position.
|
|
*
|
|
* @memberof Sprite_Actor
|
|
*/
|
|
moveToStartPosition(): void;
|
|
setActorHome(index: number): void;
|
|
updateShadow(): void;
|
|
/**
|
|
* Sets up motion on the sprite actor.
|
|
*
|
|
* @memberof Sprite_Actor
|
|
*/
|
|
setupMotion(): void;
|
|
/**
|
|
* Sets up weapon animation on the sprite actor.
|
|
*
|
|
* @memberof Sprite_Actor
|
|
*/
|
|
setupWeaponAnimation(): void;
|
|
/**
|
|
* Starts the motion given the specified motion
|
|
* type.
|
|
* @param {string} motionType
|
|
* @memberof Sprite_Actor
|
|
*/
|
|
startMotion(motionType: string): void;
|
|
updateTargetPosition(): void;
|
|
/**
|
|
* Updates the sprite actor's movement.
|
|
*
|
|
* @memberof Sprite_Actor
|
|
*/
|
|
updateMove(): void;
|
|
/**
|
|
* Updates the sprite actor's motion.
|
|
*
|
|
* @memberof Sprite_Actor
|
|
*/
|
|
updateMotion(): void;
|
|
updateMotionCount(): void;
|
|
/**
|
|
* Returns the speed of the motion for the sprite actor.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Sprite_Actor
|
|
*/
|
|
motionSpeed(): number;
|
|
/**
|
|
* Refreshes the motion of the sprite actor.
|
|
*
|
|
* @memberof Sprite_Actor
|
|
*/
|
|
refreshMotion(): void;
|
|
/**
|
|
* Starts the entry motion of the sprite actor.
|
|
*
|
|
* @memberof Sprite_Actor
|
|
*/
|
|
startEntryMotion(): void;
|
|
/**
|
|
* Has the sprite actor step forward.
|
|
*
|
|
* @memberof Sprite_Actor
|
|
*/
|
|
stepForward(): void;
|
|
/**
|
|
* Has the sprite actor step back.
|
|
*
|
|
* @memberof Sprite_Actor
|
|
*/
|
|
stepBack(): void;
|
|
/**
|
|
* Has the sprite actor retreat.
|
|
*
|
|
* @memberof Sprite_Actor
|
|
*/
|
|
retreat(): void;
|
|
damageOffsetX(): number;
|
|
damageOffsetY(): number;
|
|
}
|
|
|
|
/**
|
|
* -----------------------------------------------------------------------------
|
|
* Sprite_Enemy
|
|
*
|
|
* The sprite for displaying an enemy.
|
|
*/
|
|
declare class Sprite_Enemy extends Sprite_Battler {
|
|
protected _enemy: Game_Enemy;
|
|
protected _appeared: boolean;
|
|
protected _battlerName: string;
|
|
protected _battlerHue: number;
|
|
protected _effectType: string;
|
|
protected _effectDuration: number;
|
|
protected _shake: number;
|
|
protected _stateIconSprite: Sprite_StateIcon;
|
|
|
|
constructor(battler: Game_Enemy);
|
|
|
|
createStateIconSprite(): void;
|
|
/**
|
|
* Sets the battler to an instance of game enemy.
|
|
*
|
|
* @param {Game_Enemy} battler Instance of game enemy.
|
|
* @memberof Sprite_Enemy
|
|
*/
|
|
setBattler(battler: Game_Enemy): void;
|
|
loadBitmap(name: string, hue: number): void;
|
|
/**
|
|
* Updates the state sprite on the sprite enemy.
|
|
*
|
|
* @memberof Sprite_Enemy
|
|
*/
|
|
updateStateSprite(): void;
|
|
initVisibility(): void;
|
|
setupEffect(): void;
|
|
startEffect(effectType: string): void;
|
|
/**
|
|
* Starts the appearinig effect on the sprite enemy.
|
|
*
|
|
* @memberof Sprite_Enemy
|
|
*/
|
|
startAppear(): void;
|
|
/**
|
|
* Starts the disappearing effect on the sprite enemy.
|
|
*
|
|
* @memberof Sprite_Enemy
|
|
*/
|
|
startDisappear(): void;
|
|
/**
|
|
* Starts the whiten effect on the sprite enemy.
|
|
*
|
|
* @memberof Sprite_Enemy
|
|
*/
|
|
startWhiten(): void;
|
|
/**
|
|
* Starts the blink effect on the sprite enemy.
|
|
*
|
|
* @memberof Sprite_Enemy
|
|
*/
|
|
startBlink(): void;
|
|
/**
|
|
* Starts the collapse effect of the sprite
|
|
* enemy.
|
|
* @memberof Sprite_Enemy
|
|
*/
|
|
startCollapse(): void;
|
|
/**
|
|
* Starts the boss collapse effect of the sprite
|
|
* enemy.
|
|
* @memberof Sprite_Enemy
|
|
*/
|
|
startBossCollapse(): void;
|
|
/**
|
|
* Starts the instant collapse effect of the sprite enemy.
|
|
*
|
|
* @memberof Sprite_Enemy
|
|
*/
|
|
startInstantCollapse(): void;
|
|
updateEffect(): void;
|
|
/**
|
|
* Returns true if the effect type on the sprite enemy
|
|
* is not null.
|
|
* @returns {boolean}
|
|
* @memberof Sprite_Enemy
|
|
*/
|
|
isEffecting(): boolean;
|
|
/**
|
|
* Revers the sprite enemy to a normal state.
|
|
*
|
|
* @memberof Sprite_Enemy
|
|
*/
|
|
revertToNormal(): void;
|
|
/**
|
|
* Updates the whiten effect on the sprite enemy.
|
|
*
|
|
* @memberof Sprite_Enemy
|
|
*/
|
|
updateWhiten(): void;
|
|
/**
|
|
* Updates the blink effect on the sprite enemy.
|
|
*
|
|
* @memberof Sprite_Enemy
|
|
*/
|
|
updateBlink(): void;
|
|
/**
|
|
* Updates the appear effect on the sprite enemy.
|
|
*
|
|
* @memberof Sprite_Enemy
|
|
*/
|
|
updateAppear(): void;
|
|
updateDisappear(): void;
|
|
/**
|
|
* Updates the collapse effect.
|
|
*
|
|
* @memberof Sprite_Enemy
|
|
*/
|
|
updateCollapse(): void;
|
|
/**
|
|
* Updates the boss collapse effect.
|
|
*
|
|
* @memberof Sprite_Enemy
|
|
*/
|
|
updateBossCollapse(): void;
|
|
/**
|
|
* Updates the instant collapse effect.
|
|
*
|
|
* @memberof Sprite_Enemy
|
|
*/
|
|
updateInstantCollapse(): void;
|
|
damageOffsetX(): number;
|
|
damageOffsetY(): number;
|
|
}
|
|
|
|
/**
|
|
* -----------------------------------------------------------------------------
|
|
* Sprite_Animation
|
|
*
|
|
* The sprite for displaying an animation.
|
|
*/
|
|
declare class Sprite_Animation extends Sprite {
|
|
protected static _checker1: {key: RPG.Animation};
|
|
protected static _checker2: {key: RPG.Animation};
|
|
|
|
protected _target: Sprite_Base;
|
|
protected _animation: RPG.Animation;
|
|
protected _mirror: boolean;
|
|
protected _delay: number;
|
|
protected _rate_: number;
|
|
protected _duration: number;
|
|
protected _flashColor: Array<number>;
|
|
protected _flashDuration: number;
|
|
protected _screenFlashDuration: number;
|
|
protected _hidingDuration: number;
|
|
protected _bitmap1: Bitmap;
|
|
protected _bitmap2: Bitmap;
|
|
protected _cellSprites: Array<Sprite>;
|
|
protected _screenFlashSprite: ScreenSprite;
|
|
protected _duplicated: boolean;
|
|
protected _reduceArtifacts: boolean;
|
|
|
|
initMembers(): void;
|
|
setup(target: Sprite_Base, animation: RPG.Animation, mirror: boolean, delay: number): void;
|
|
/**
|
|
* Removes the sprite animation.
|
|
*
|
|
* @memberof Sprite_Animation
|
|
*/
|
|
remove(): void;
|
|
setupRate(): void;
|
|
setupDuration(): void;
|
|
/**
|
|
* Updates the flash animation of the sprite animation.
|
|
*
|
|
* @memberof Sprite_Animation
|
|
*/
|
|
updateFlash(): void;
|
|
updateScreenFlash(): void;
|
|
/**
|
|
* Returns the absolute x position of the sprite animation.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Sprite_Animation
|
|
*/
|
|
absoluteX(): number;
|
|
/**
|
|
* Returns the absolute y position of the sprite aniamtion.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Sprite_Animation
|
|
*/
|
|
absoluteY(): number;
|
|
/**
|
|
* Updates the hiding of the sprite animation.
|
|
*
|
|
* @memberof Sprite_Animation
|
|
*/
|
|
updateHiding(): void;
|
|
/**
|
|
* Returns true if the sprite animation is playing.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Sprite_Animation
|
|
*/
|
|
isPlaying(): boolean;
|
|
/**
|
|
* Loads the bitmaps of the sprite animation.
|
|
*
|
|
* @memberof Sprite_Animation
|
|
*/
|
|
loadBitmaps(): void;
|
|
/**
|
|
* Returns true if the sprite animation is ready.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Sprite_Animation
|
|
*/
|
|
isReady(): boolean;
|
|
/**
|
|
* Create the sprites of the sprite animation.
|
|
*
|
|
* @memberof Sprite_Animation
|
|
*/
|
|
createSprites(): void;
|
|
/**
|
|
* Create the cell sprites of the sprite animation.
|
|
*
|
|
* @memberof Sprite_Animation
|
|
*/
|
|
createCellSprites(): void;
|
|
/**
|
|
* Create the screen flash sprite of the sprite animation.
|
|
*
|
|
* @memberof Sprite_Animation
|
|
*/
|
|
createScreenFlashSprite(): void;
|
|
/**
|
|
* Updates the main loop of the sprite animation.
|
|
*
|
|
* @memberof Sprite_Animation
|
|
*/
|
|
updateMain(): void;
|
|
/**
|
|
* Updates the position of the sprite animation.
|
|
*
|
|
* @memberof Sprite_Animation
|
|
*/
|
|
updatePosition(): void;
|
|
/**
|
|
* Updates the frame of the sprite aniamtion.
|
|
*
|
|
* @memberof Sprite_Animation
|
|
*/
|
|
updateFrame(): void;
|
|
/**
|
|
* Returns the current frame index of the sprite aniamtion.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Sprite_Animation
|
|
*/
|
|
currentFrameIndex(): number;
|
|
updateAllCellSprites(frame: Array<Array<number>>): void;
|
|
updateCellSprite(sprite: Sprite, cell: Array<number>): void;
|
|
processTimingData(timing: RPG.Animation.Timing): void;
|
|
startFlash(color: Array<number>, duration: number): void;
|
|
startScreenFlash(color: Array<number>, duration: number): void;
|
|
/**
|
|
* Starts hiding the sprite animation.
|
|
*
|
|
* @param {number} duration The duration of the hide.
|
|
* @memberof Sprite_Animation
|
|
*/
|
|
startHiding(duration: number): void;
|
|
}
|
|
|
|
/**
|
|
* -----------------------------------------------------------------------------
|
|
* Sprite_Damage
|
|
*
|
|
* The sprite for displaying a popup damage.
|
|
*/
|
|
declare class Sprite_Damage extends Sprite {
|
|
protected _duration: number;
|
|
protected _flashColor: Array<number>;
|
|
protected _flashDuration: number;
|
|
protected _damageBitmap: Bitmap;
|
|
|
|
setup(target: Game_Actor): void;
|
|
setupCriticalEffect(): void;
|
|
/**
|
|
* Returns the digit width of the sprite damage.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Sprite_Damage
|
|
*/
|
|
digitWidth(): number;
|
|
/**
|
|
* Returns the digit height of the sprite damage.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Sprite_Damage
|
|
*/
|
|
digitHeight(): number;
|
|
/**
|
|
* Creates the miss display of the damage sprite.
|
|
*
|
|
* @memberof Sprite_Damage
|
|
*/
|
|
createMiss(): void;
|
|
createDigits(baseRow: number, value: number): void;
|
|
/**
|
|
* Creates the child sprite of the damage sprite for displaying damage.
|
|
*
|
|
* @returns {Sprite}
|
|
* @memberof Sprite_Damage
|
|
*/
|
|
createChildSprite(): Sprite;
|
|
updateChild(sprite: Sprite): void;
|
|
/**
|
|
* Updates the flash of the damage sprite.
|
|
*
|
|
* @memberof Sprite_Damage
|
|
*/
|
|
updateFlash(): void;
|
|
/**
|
|
* Updates the opacity of the damage sprite.
|
|
*
|
|
* @memberof Sprite_Damage
|
|
*/
|
|
updateOpacity(): void;
|
|
/**
|
|
* Returns true if the damage sprite is playing.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Sprite_Damage
|
|
*/
|
|
isPlaying(): boolean;
|
|
}
|
|
|
|
/**
|
|
* -----------------------------------------------------------------------------
|
|
* Sprite_StateIcon
|
|
*
|
|
* The sprite for displaying state icons.
|
|
*/
|
|
declare class Sprite_StateIcon extends Sprite {
|
|
protected static _iconWidth: number;
|
|
protected static _iconHeight: number;
|
|
|
|
protected _battler: Game_Battler;
|
|
protected _iconIndex: number;
|
|
protected _animationCount: number;
|
|
protected _animationIndex: number;
|
|
|
|
/**
|
|
* Initializes the sprite state icon properties.
|
|
*
|
|
* @memberof Sprite_StateIcon
|
|
*/
|
|
initMembers(): void;
|
|
/**
|
|
* Loads the bitmap of the sprite state icon.
|
|
*
|
|
* @memberof Sprite_StateIcon
|
|
*/
|
|
loadBitmap(): void;
|
|
setup(battler: Game_Battler): void;
|
|
animationWait(): number;
|
|
/**
|
|
* Updates the icon displayed in the icon sprite.
|
|
*
|
|
* @memberof Sprite_StateIcon
|
|
*/
|
|
updateIcon(): void;
|
|
/**
|
|
* Updates the state icon sprite frame.
|
|
*
|
|
* @memberof Sprite_StateIcon
|
|
*/
|
|
updateFrame(): void;
|
|
}
|
|
|
|
/**
|
|
* -----------------------------------------------------------------------------
|
|
* Sprite_StateOverlay
|
|
*
|
|
* The sprite for displaying an overlay image for a state.
|
|
*/
|
|
declare class Sprite_StateOverlay extends Sprite_Base {
|
|
protected _battler: Game_Battler;
|
|
protected _overlayIndex: number;
|
|
protected _animationCount: number;
|
|
protected _pattern: number;
|
|
|
|
/**
|
|
* Initialize the overlay sprite properties.
|
|
*
|
|
* @memberof Sprite_StateOverlay
|
|
*/
|
|
initMembers(): void;
|
|
/**
|
|
* Loads the bitmap of the overlay sprite.
|
|
*
|
|
* @memberof Sprite_StateOverlay
|
|
*/
|
|
loadBitmap(): void;
|
|
setup(battler: Game_Battler): void;
|
|
animationWait(): number;
|
|
/**
|
|
* Updates the overlay sprite pattern.
|
|
*
|
|
* @memberof Sprite_StateOverlay
|
|
*/
|
|
updatePattern(): void;
|
|
/**
|
|
* Updates the overlay sprite frame.
|
|
*
|
|
* @memberof Sprite_StateOverlay
|
|
*/
|
|
updateFrame(): void;
|
|
}
|
|
|
|
/**
|
|
* -----------------------------------------------------------------------------
|
|
* Sprite_Weapon
|
|
*
|
|
* The sprite for displaying a weapon image for attacking.
|
|
*/
|
|
declare class Sprite_Weapon extends Sprite_Base {
|
|
protected _weaponImageId: number;
|
|
protected _animationCount: number;
|
|
protected _pattern: number;
|
|
|
|
/**
|
|
* Initializes the members of the weapon sprite object.
|
|
*
|
|
* @memberof Sprite_Weapon
|
|
*/
|
|
initMembers(): void;
|
|
setup(weaponImageId: number): void;
|
|
animationWait(): number;
|
|
/**
|
|
* Updates the pattern of the weapon sprite.
|
|
*
|
|
* @memberof Sprite_Weapon
|
|
*/
|
|
updatePattern(): void;
|
|
/**
|
|
* Loads the bitmap of the weapon sprite.
|
|
*
|
|
* @memberof Sprite_Weapon
|
|
*/
|
|
loadBitmap(): void;
|
|
/**
|
|
* Updates the weapon sprite frames.
|
|
*
|
|
* @memberof Sprite_Weapon
|
|
*/
|
|
updateFrame(): void;
|
|
/**
|
|
* Returns true if the weapon sprite is playing.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Sprite_Weapon
|
|
*/
|
|
isPlaying(): boolean;
|
|
}
|
|
|
|
/**
|
|
* -----------------------------------------------------------------------------
|
|
* Sprite_Balloon
|
|
*
|
|
* The sprite for displaying a balloon icon.
|
|
*/
|
|
declare class Sprite_Balloon extends Sprite_Base {
|
|
protected _balloonId: number;
|
|
protected _duration: number;
|
|
|
|
initMembers(): void;
|
|
loadBitmap(): void;
|
|
setup(balloonId: number): void;
|
|
/**
|
|
* Updates the balloon sprite.
|
|
*
|
|
* @memberof Sprite_Balloon
|
|
*/
|
|
update(): void;
|
|
/**
|
|
* Updates the balloon sprite frame.
|
|
*
|
|
* @memberof Sprite_Balloon
|
|
*/
|
|
updateFrame(): void;
|
|
/**
|
|
* Returns the speed of the balloon animation.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Sprite_Balloon
|
|
*/
|
|
speed(): number;
|
|
/**
|
|
* Returns the wait time.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Sprite_Balloon
|
|
*/
|
|
waitTime(): number;
|
|
/**
|
|
* Returns the frame index of the balloon animation.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Sprite_Balloon
|
|
*/
|
|
frameIndex(): number;
|
|
/**
|
|
* Returns true if the balloon animation is playing.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Sprite_Balloon
|
|
*/
|
|
isPlaying(): boolean;
|
|
}
|
|
|
|
/**
|
|
* -----------------------------------------------------------------------------
|
|
* Sprite_Picture
|
|
*
|
|
* The sprite for displaying a picture.
|
|
*/
|
|
declare class Sprite_Picture extends Sprite {
|
|
protected _pictureId: number;
|
|
protected _pictureName: string;
|
|
protected _isPicture: boolean;
|
|
|
|
constructor(pictureId: number);
|
|
|
|
picture(): Game_Picture;
|
|
updateBitmap(): void;
|
|
updateOrigin(): void;
|
|
updatePosition(): void;
|
|
updateScale(): void;
|
|
updateTone(): void;
|
|
updateOther(): void;
|
|
loadBitmap(): void;
|
|
}
|
|
|
|
/**
|
|
* -----------------------------------------------------------------------------
|
|
* Sprite_Timer
|
|
*
|
|
* The sprite for displaying the timer.
|
|
*/
|
|
declare class Sprite_Timer extends Sprite {
|
|
protected _seconds: number;
|
|
|
|
/**
|
|
* Creates the bitmap of the sprite timer.
|
|
*
|
|
* @memberof Sprite_Timer
|
|
*/
|
|
createBitmap(): void;
|
|
/**
|
|
* Updates the bitmap of the sprite timer.
|
|
*
|
|
* @memberof Sprite_Timer
|
|
*/
|
|
updateBitmap(): void;
|
|
/**
|
|
* Redraws the sprite timer.
|
|
*
|
|
* @memberof Sprite_Timer
|
|
*/
|
|
redraw(): void;
|
|
/**
|
|
* Returns the text of the timer.
|
|
*
|
|
* @returns {string} The text displayed on the timer.
|
|
* @memberof Sprite_Timer
|
|
*/
|
|
timerText(): string;
|
|
/**
|
|
* Updates the positon of the sprite timer.
|
|
*
|
|
* @memberof Sprite_Timer
|
|
*/
|
|
updatePosition(): void;
|
|
/**
|
|
* Updates the visibility of the sprite timer.
|
|
*
|
|
* @memberof Sprite_Timer
|
|
*/
|
|
updateVisibility(): void;
|
|
}
|
|
|
|
/**
|
|
* -----------------------------------------------------------------------------
|
|
* Sprite_Destination
|
|
*
|
|
* The sprite for displaying the destination place of the touch input.
|
|
*/
|
|
declare class Sprite_Destination extends Sprite {
|
|
protected _frameCount: number;
|
|
|
|
/**
|
|
* Creates the destination bitmap of the destination sprite.
|
|
*
|
|
* @memberof Sprite_Destination
|
|
*/
|
|
createBitmap(): void;
|
|
/**
|
|
* Updates the position of the destination sprite.
|
|
*
|
|
* @memberof Sprite_Destination
|
|
*/
|
|
updatePosition(): void;
|
|
/**
|
|
* Updates the destination sprite animation.
|
|
*
|
|
* @memberof Sprite_Destination
|
|
*/
|
|
updateAnimation(): void;
|
|
}
|
|
|
|
/**
|
|
* -----------------------------------------------------------------------------
|
|
* Spriteset_Base
|
|
*
|
|
* The superdeclare class of Spriteset_Map and Spriteset_Battle.
|
|
*/
|
|
declare class Spriteset_Base extends Sprite {
|
|
protected _tone: Array<number>;
|
|
protected _baseSprite: Sprite;
|
|
protected _blackScreen: ScreenSprite;
|
|
protected _toneFilter: ToneFilter;
|
|
protected _toneSprite: ToneSprite;
|
|
protected _pictureContainer: Sprite;
|
|
protected _timerSprite: Sprite_Timer;
|
|
protected _flashSprite: ScreenSprite;
|
|
protected _fadeSprite: ScreenSprite;
|
|
|
|
/**
|
|
* Creates the lower layer including the base sprites.
|
|
*
|
|
* @memberof Spriteset_Base
|
|
*/
|
|
createLowerLayer(): void;
|
|
/**
|
|
* Creates the upper layer including the pictures,
|
|
* timer, and screen sprites.
|
|
* @memberof Spriteset_Base
|
|
*/
|
|
createUpperLayer(): void;
|
|
/**
|
|
* Create the base sprite.
|
|
*
|
|
* @memberof Spriteset_Base
|
|
*/
|
|
createBaseSprite(): void;
|
|
/**
|
|
* Creates the tone changer sprite.
|
|
*
|
|
* @memberof Spriteset_Base
|
|
*/
|
|
createToneChanger(): void;
|
|
/**
|
|
* Creates the WebGL toner.
|
|
*
|
|
* @memberof Spriteset_Base
|
|
*/
|
|
createWebGLToneChanger(): void;
|
|
/**
|
|
* Creates the Canvas tone.
|
|
*
|
|
* @memberof Spriteset_Base
|
|
*/
|
|
createCanvasToneChanger(): void;
|
|
/**
|
|
* Creates a new sprite picture on the spritesetb ase.
|
|
*
|
|
* @memberof Spriteset_Base
|
|
*/
|
|
createPictures(): void;
|
|
/**
|
|
* Creates a new Sprite timer on the spriteset base.
|
|
*
|
|
* @memberof Spriteset_Base
|
|
*/
|
|
createTimer(): void;
|
|
/**
|
|
* Creates the screen sprite.
|
|
*
|
|
* @memberof Spriteset_Base
|
|
*/
|
|
createScreenSprites(): void;
|
|
/**
|
|
* Updates the screen sprites on the spriteset base.
|
|
*
|
|
* @memberof Spriteset_Base
|
|
*/
|
|
updateScreenSprites(): void;
|
|
updateToneChanger(): void;
|
|
/**
|
|
* Updates the WebGL tone changer.
|
|
*
|
|
* @memberof Spriteset_Base
|
|
*/
|
|
updateWebGLToneChanger(): void;
|
|
/**
|
|
* Updates the Canvas tone changer.
|
|
*
|
|
* @memberof Spriteset_Base
|
|
*/
|
|
updateCanvasToneChanger(): void;
|
|
/**
|
|
* Updates the position of spriteset base.
|
|
*
|
|
* @memberof Spriteset_Base
|
|
*/
|
|
updatePosition(): void;
|
|
}
|
|
|
|
/**
|
|
* -----------------------------------------------------------------------------
|
|
* Spriteset_Map
|
|
*
|
|
* The set of sprites on the map screen.
|
|
*/
|
|
declare class Spriteset_Map extends Spriteset_Base {
|
|
protected _parallax: TilingSprite;
|
|
protected _tilemap: Tilemap | ShaderTilemap;
|
|
protected _tileset: RPG.Tileset;
|
|
protected _characterSprites: Array<Sprite_Character>;
|
|
protected _shadowSprite: Sprite;
|
|
protected _destinationSprite: Sprite_Destination;
|
|
protected _weather: Weather;
|
|
protected _parallaxName: string;
|
|
|
|
/**
|
|
* Hides the map spriteset character sprites.
|
|
*
|
|
* @memberof Spriteset_Map
|
|
*/
|
|
hideCharacters(): void;
|
|
/**
|
|
* Creates the map spriteset parallax.
|
|
*
|
|
* @memberof Spriteset_Map
|
|
*/
|
|
createParallax(): void;
|
|
/**
|
|
* Creates the map spriteset tile map.
|
|
*
|
|
* @memberof Spriteset_Map
|
|
*/
|
|
createTilemap(): void;
|
|
/**
|
|
* Loads the map spriteset tileset.
|
|
*
|
|
* @memberof Spriteset_Map
|
|
*/
|
|
loadTileset(): void;
|
|
/**
|
|
* Creates the map spriteset character sprite.
|
|
*
|
|
* @memberof Spriteset_Map
|
|
*/
|
|
createCharacters(): void;
|
|
/**
|
|
* Creates the map spriteset shadow sprite.
|
|
*
|
|
* @memberof Spriteset_Map
|
|
*/
|
|
createShadow(): void;
|
|
/**
|
|
* Creates the map spriteset destination sprite.
|
|
*
|
|
* @memberof Spriteset_Map
|
|
*/
|
|
createDestination(): void;
|
|
/**
|
|
* Creates the map spriteset weather.
|
|
*
|
|
* @memberof Spriteset_Map
|
|
*/
|
|
createWeather(): void;
|
|
/**
|
|
* Updates the map spriteset tileset.
|
|
*
|
|
* @memberof Spriteset_Map
|
|
*/
|
|
updateTileset(): void;
|
|
/**
|
|
* Simple fix for canvas parallax issue, destroy old parallax and readd to the tree.
|
|
*/
|
|
protected _canvasReAddParallax(): void;
|
|
updateParallax(): void;
|
|
/**
|
|
* Updates the map spriteset tile map.
|
|
*
|
|
* @memberof Spriteset_Map
|
|
*/
|
|
updateTilemap(): void;
|
|
/**
|
|
* Updates the map spriteset shadow.
|
|
*
|
|
* @memberof Spriteset_Map
|
|
*/
|
|
updateShadow(): void;
|
|
/**
|
|
* Updates the map spriteset weather.
|
|
*
|
|
* @memberof Spriteset_Map
|
|
*/
|
|
updateWeather(): void;
|
|
}
|
|
|
|
/**
|
|
* -----------------------------------------------------------------------------
|
|
* Spriteset_Battle
|
|
*
|
|
* The set of sprites on the battle screen.
|
|
*/
|
|
declare class Spriteset_Battle extends Spriteset_Base {
|
|
protected _battlebackLocated: boolean;
|
|
protected _backgroundSprite: Sprite;
|
|
protected _battleField: Sprite;
|
|
protected _back1Sprite: TilingSprite;
|
|
protected _back2Sprite: TilingSprite;
|
|
protected _enemySprites: Array<Sprite_Enemy>;
|
|
protected _actorSprites: Array<Sprite_Actor>;
|
|
|
|
/**
|
|
* Creates the background of the battle spriteset.
|
|
*
|
|
* @memberof Spriteset_Battle
|
|
*/
|
|
createBackground(): void;
|
|
/**
|
|
* Creates the battlefield of the battle spriteset.
|
|
*
|
|
* @memberof Spriteset_Battle
|
|
*/
|
|
createBattleField(): void;
|
|
/**
|
|
* Creates the battleback of the battle spriteset.
|
|
*
|
|
* @memberof Spriteset_Battle
|
|
*/
|
|
createBattleback(): void;
|
|
/**
|
|
* Updates the battleback of the battle spriteset.
|
|
*
|
|
* @memberof Spriteset_Battle
|
|
*/
|
|
updateBattleback(): void;
|
|
/**
|
|
* Locates the battleback and adjusts the coordinates of the
|
|
* battleback.
|
|
* @memberof Spriteset_Battle
|
|
*/
|
|
locateBattleback(): void;
|
|
/**
|
|
* Returns battleb ack 2 of the battle spriteset.
|
|
*
|
|
* @returns {Bitmap} Instance of the Bitmap class.
|
|
* @memberof Spriteset_Battle
|
|
*/
|
|
battleback1Bitmap(): Bitmap;
|
|
/**
|
|
* Returns battleback 2 of the battle spriteset.
|
|
*
|
|
* @returns {Bitmap} Instance of the Bitmap class.
|
|
* @memberof Spriteset_Battle
|
|
*/
|
|
battleback2Bitmap(): Bitmap;
|
|
/**
|
|
*
|
|
*
|
|
* @returns {string} Name of battleback 1 bitmap.
|
|
* @memberof Spriteset_Battle
|
|
*/
|
|
battleback1Name(): string;
|
|
/**
|
|
*
|
|
*
|
|
* @returns {string} Name of battleback 2 bitmap.
|
|
* @memberof Spriteset_Battle
|
|
*/
|
|
battleback2Name(): string;
|
|
/**
|
|
* Returns the battleback 1 name as a string.
|
|
*
|
|
* @returns {string} Name of overworld battleback 1 bitmap.
|
|
* @memberof Spriteset_Battle
|
|
*/
|
|
overworldBattleback1Name(): string;
|
|
/**
|
|
* Returns the battleback 2 name as a string.
|
|
*
|
|
* @returns {string} Name of overworld battleback 2 bitmap.
|
|
* @memberof Spriteset_Battle
|
|
*/
|
|
overworldBattleback2Name(): string;
|
|
/**
|
|
*
|
|
*
|
|
* @returns {string} Name of the normal battleback 1 bitmap.
|
|
* @memberof Spriteset_Battle
|
|
*/
|
|
normalBattleback1Name(): string;
|
|
/**
|
|
*
|
|
*
|
|
* @returns {string} Name of the normal battleback 2 bitmap.
|
|
* @memberof Spriteset_Battle
|
|
*/
|
|
normalBattleback2Name(): string;
|
|
/**
|
|
* Given the specified terrtain type, return
|
|
* the battleback 1 name.
|
|
* @param {number} type Terrain type.
|
|
* @returns {string} Name of the terrtain battleback 1 bitmap.
|
|
* @memberof Spriteset_Battle
|
|
*/
|
|
terrainBattleback1Name(type: number): string;
|
|
/**
|
|
* Given the specified terrain type, return
|
|
* the battleback 2 name.
|
|
* @param {number} type Terrain type.
|
|
* @returns {string} Name of the terrain battleback 2 bitmap.
|
|
* @memberof Spriteset_Battle
|
|
*/
|
|
terrainBattleback2Name(type: number): string;
|
|
/**
|
|
*
|
|
*
|
|
* @returns {string} Name of the default battleback 1 name.
|
|
* @memberof Spriteset_Battle
|
|
*/
|
|
defaultBattleback1Name(): string;
|
|
/**
|
|
*
|
|
*
|
|
* @returns {string} Name of the default battleback 2 name.
|
|
* @memberof Spriteset_Battle
|
|
*/
|
|
defaultBattleback2Name(): string;
|
|
/**
|
|
*
|
|
*
|
|
* @returns {string} Name of the ship battleback 1 bitmap.
|
|
* @memberof Spriteset_Battle
|
|
*/
|
|
shipBattleback1Name(): string;
|
|
/**
|
|
*
|
|
*
|
|
* @returns {string} Name of the ship battleback 2 bitmap.
|
|
* @memberof Spriteset_Battle
|
|
*/
|
|
shipBattleback2Name(): string;
|
|
autotileType(z: number): number;
|
|
/**
|
|
* Creates sprite enemies for the battle spriteset.
|
|
*
|
|
* @memberof Spriteset_Battle
|
|
*/
|
|
createEnemies(): void;
|
|
compareEnemySprite(a: Sprite_Enemy, b: Sprite_Enemy): number;
|
|
/**
|
|
* Creates sprite actors for the battle spriteset.
|
|
*
|
|
* @memberof Spriteset_Battle
|
|
*/
|
|
createActors(): void;
|
|
/**
|
|
* Updates the actor sprites on the battle spriteset.
|
|
*
|
|
* @memberof Spriteset_Battle
|
|
*/
|
|
updateActors(): void;
|
|
/**
|
|
* Returns all battler sprites on the battle spriteset.
|
|
*
|
|
* @returns {Array<Sprite_Battler>}
|
|
* @memberof Spriteset_Battle
|
|
*/
|
|
battlerSprites(): Array<Sprite_Battler>;
|
|
/**
|
|
* Returns true if animation is playing on the battle spriteset.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Spriteset_Battle
|
|
*/
|
|
isAnimationPlaying(): boolean;
|
|
isEffecting(): boolean;
|
|
/**
|
|
* Returns true if any sprite actor or enemy is moving.
|
|
*
|
|
* @returns {boolean} Representing whether any battle participants are moving.
|
|
* @memberof Spriteset_Battle
|
|
*/
|
|
isAnyoneMoving(): boolean;
|
|
/**
|
|
* Returns true if the battle spriteset is busy.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Spriteset_Battle
|
|
*/
|
|
isBusy(): boolean;
|
|
}
|
|
//=============================================================================
|
|
// rpg_windows.js v1.5.0
|
|
//=============================================================================
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Window_Base
|
|
//
|
|
// The superclass of all windows within the game.
|
|
|
|
/**
|
|
* Super class of all windows within the game.
|
|
* Inherits from the Window class.
|
|
* @class Window_Base
|
|
* @extends {Window}
|
|
*/
|
|
declare class Window_Base {
|
|
/**
|
|
* The standard icon width;
|
|
* default is 32.
|
|
* @protected
|
|
* @static
|
|
* @type {number}
|
|
* @memberof Window_Base
|
|
*/
|
|
protected static _iconWidth: number;
|
|
/**
|
|
* The standard icon height;
|
|
* default is 32.
|
|
* @protected
|
|
* @static
|
|
* @type {number}
|
|
* @memberof Window_Base
|
|
*/
|
|
protected static _iconHeight: number;
|
|
/**
|
|
* The standard face width;
|
|
* default is 144.
|
|
* @protected
|
|
* @static
|
|
* @type {number}
|
|
* @memberof Window_Base
|
|
*/
|
|
protected static _faceWidth: number;
|
|
/**
|
|
* The standard face height;
|
|
* default is 144.
|
|
* @protected
|
|
* @static
|
|
* @type {number}
|
|
* @memberof Window_Base
|
|
*/
|
|
protected static _faceHeight: number;
|
|
/**
|
|
* The opening property; determines if
|
|
* the window is opening.
|
|
* @protected
|
|
* @type {boolean}
|
|
* @memberof Window_Base
|
|
*/
|
|
protected _opening: boolean;
|
|
/**
|
|
* The closing property; determines if
|
|
* the window is closing.
|
|
* @protected
|
|
* @type {boolean}
|
|
* @memberof Window_Base
|
|
*/
|
|
protected _closing: boolean;
|
|
|
|
/**
|
|
* Creates an instance of Window_Base.
|
|
* @param {number} x
|
|
* @param {number} y
|
|
* @param {number} width
|
|
* @param {number} height
|
|
* @memberof Window_Base
|
|
*/
|
|
constructor(x: number, y: number, width: number, height: number);
|
|
|
|
/**
|
|
* Returns the standard line height of the current window;
|
|
* default is 36.
|
|
* @returns {number}
|
|
* @memberof Window_Base
|
|
*/
|
|
lineHeight(): number;
|
|
/**
|
|
* Returns the standard font face of the
|
|
* game based on what language the game is in.
|
|
* @returns {string}
|
|
* @memberof Window_Base
|
|
*/
|
|
standardFontFace(): string;
|
|
/**
|
|
* Returns the standard font size of the text
|
|
* in window; default is 28.
|
|
* @returns {number}
|
|
* @memberof Window_Base
|
|
*/
|
|
standardFontSize(): number;
|
|
/**
|
|
* Returns the standard padding of the window;
|
|
* default is 18.
|
|
* @returns {number}
|
|
* @memberof Window_Base
|
|
*/
|
|
standardPadding(): number;
|
|
/**
|
|
* Returns the text padding of the window;
|
|
* default is 6.
|
|
* @returns {number}
|
|
* @memberof Window_Base
|
|
*/
|
|
textPadding(): number;
|
|
/**
|
|
* Returns the standard back opacity of the window; this is the
|
|
* opacity of the area behind the window's text content.
|
|
* Default is 192.
|
|
* @returns {number}
|
|
* @memberof Window_Base
|
|
*/
|
|
standardBackOpacity(): number;
|
|
/**
|
|
* Loads the window skin from the img/system directory.
|
|
*
|
|
* @memberof Window_Base
|
|
*/
|
|
loadWindowSkin(): void;
|
|
/**
|
|
* Updates the window padding based on the
|
|
* standardPadding method.
|
|
* @memberof Window_Base
|
|
*/
|
|
updatePadding(): void;
|
|
/**
|
|
* Updates the back opacity of the window
|
|
* based on the standardBackOpacity method.
|
|
* @memberof Window_Base
|
|
*/
|
|
updateBackOpacity(): void;
|
|
/**
|
|
* Returns the inner content width of the window.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Window_Base
|
|
*/
|
|
contentsWidth(): number;
|
|
/**
|
|
* Returns the inner content height of the window.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Window_Base
|
|
*/
|
|
contentsHeight(): number;
|
|
/**
|
|
* Returns the fitting height given a number of lines based on
|
|
* the line height plus standard padding of the window.
|
|
* Default formula: numLines * lineHeight + standardPadding * 2
|
|
*
|
|
* @param {number} numLines
|
|
* @returns {number}
|
|
* @memberof Window_Base
|
|
*/
|
|
fittingHeight(numLines: number): number;
|
|
/**
|
|
* Updates the tone of the window based on the
|
|
* game system window tone defined in the database.
|
|
* @memberof Window_Base
|
|
*/
|
|
updateTone(): void;
|
|
/**
|
|
* Creates the contents of the window; this is the area
|
|
* of the window which text is drawn to.
|
|
* @memberof Window_Base
|
|
*/
|
|
createContents(): void;
|
|
/**
|
|
* Resets the font settings of the window back to the
|
|
* default.
|
|
* @memberof Window_Base
|
|
*/
|
|
resetFontSettings(): void;
|
|
/**
|
|
* Resets the text color of the window back to the
|
|
* default.
|
|
* @memberof Window_Base
|
|
*/
|
|
resetTextColor(): void;
|
|
/**
|
|
* The update method of the window; this is
|
|
* run every frame to do logic processing for the window.
|
|
* @memberof Window_Base
|
|
*/
|
|
update(): void;
|
|
/**
|
|
* Updates the openness of the window when the
|
|
* _opening property is set to true.
|
|
* Openness is increased.
|
|
* @memberof Window_Base
|
|
*/
|
|
updateOpen(): void;
|
|
/**
|
|
* Updates the openness of the window when the
|
|
* _closing property is set to true.
|
|
* Openness is decreased.
|
|
* @memberof Window_Base
|
|
*/
|
|
updateClose(): void;
|
|
/**
|
|
* Opens the window.
|
|
*
|
|
* @memberof Window_Base
|
|
*/
|
|
open(): void;
|
|
/**
|
|
* Closes the window.
|
|
*
|
|
* @memberof Window_Base
|
|
*/
|
|
close(): void;
|
|
/**
|
|
* Returns true if the window is currently opening.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Window_Base
|
|
*/
|
|
isOpening(): boolean;
|
|
/**
|
|
* Returns true if the window is currently closing.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Window_Base
|
|
*/
|
|
isClosing(): boolean;
|
|
/**
|
|
* Shows the window, making it visible.
|
|
*
|
|
* @memberof Window_Base
|
|
*/
|
|
show(): void;
|
|
/**
|
|
* Hides the window, making it invisible;
|
|
* the window is not closed when hidden.
|
|
*
|
|
* @memberof Window_Base
|
|
*/
|
|
hide(): void;
|
|
/**
|
|
* Activates the window, allowing it to be processed
|
|
* and to update.
|
|
* @memberof Window_Base
|
|
*/
|
|
activate(): void;
|
|
/**
|
|
* Deactives the window, preventing further processing.
|
|
*
|
|
* @memberof Window_Base
|
|
*/
|
|
deactivate(): void;
|
|
/**
|
|
* Returns a text color given a numbered index
|
|
* as a css color string; this index maps
|
|
* directly to the img/system/window.png colors
|
|
* by default.
|
|
* @param {number} n
|
|
* @returns {*}
|
|
* @memberof Window_Base
|
|
*/
|
|
textColor(n: number): string;
|
|
/**
|
|
* Returns the normal color as a css
|
|
* color string.
|
|
* @returns {string}
|
|
* @memberof Window_Base
|
|
*/
|
|
normalColor(): string;
|
|
/**
|
|
* Returns the system color as a
|
|
* css color string.
|
|
* @returns {string}
|
|
* @memberof Window_Base
|
|
*/
|
|
systemColor(): string;
|
|
/**
|
|
* Returns the crisis color as a
|
|
* css color string.
|
|
* @returns {string}
|
|
* @memberof Window_Base
|
|
*/
|
|
crisisColor(): string;
|
|
/**
|
|
* Returns the death color as a
|
|
* css color string.
|
|
* @returns {string}
|
|
* @memberof Window_Base
|
|
*/
|
|
deathColor(): string;
|
|
/**
|
|
* Returns the gauage back color as
|
|
* a css color string.
|
|
* @returns {string}
|
|
* @memberof Window_Base
|
|
*/
|
|
gaugeBackColor(): string;
|
|
/**
|
|
* Returns the hp gauge color 1
|
|
* as a css color string.
|
|
* @returns {string}
|
|
* @memberof Window_Base
|
|
*/
|
|
hpGaugeColor1(): string;
|
|
/**
|
|
* Returns the hp gauge color 2
|
|
* as a css color string.
|
|
* @returns {string}
|
|
* @memberof Window_Base
|
|
*/
|
|
hpGaugeColor2(): string;
|
|
/**
|
|
* Returns the mp gauge color 1
|
|
* as a css color string.
|
|
* @returns {string}
|
|
* @memberof Window_Base
|
|
*/
|
|
mpGaugeColor1(): string;
|
|
/**
|
|
* Returns the mp gauge color 2
|
|
* as a css color string.
|
|
* @returns {string}
|
|
* @memberof Window_Base
|
|
*/
|
|
mpGaugeColor2(): string;
|
|
/**
|
|
* Returns the mp cost color as a
|
|
* css color string.
|
|
* @returns {string}
|
|
* @memberof Window_Base
|
|
*/
|
|
mpCostColor(): string;
|
|
/**
|
|
* Returns the power up color as a
|
|
* css color string.
|
|
* @returns {string}
|
|
* @memberof Window_Base
|
|
*/
|
|
powerUpColor(): string;
|
|
/**
|
|
* Returns the power down color as a
|
|
* css color string.
|
|
* @returns {string}
|
|
* @memberof Window_Base
|
|
*/
|
|
powerDownColor(): string;
|
|
/**
|
|
* Returns the tp gauge color 1 as a
|
|
* css color string.
|
|
* @returns {string}
|
|
* @memberof Window_Base
|
|
*/
|
|
tpGaugeColor1(): string;
|
|
/**
|
|
* Returns tp gauge color 2 as a
|
|
* css color string.
|
|
* @returns {string}
|
|
* @memberof Window_Base
|
|
*/
|
|
tpGaugeColor2(): string;
|
|
/**
|
|
* Returns the tp cost color as a
|
|
* css color string.
|
|
* @returns {string}
|
|
* @memberof Window_Base
|
|
*/
|
|
tpCostColor(): string;
|
|
/**
|
|
* Returns the pending color as a
|
|
* css color string.
|
|
* @returns {string}
|
|
* @memberof Window_Base
|
|
*/
|
|
pendingColor(): string;
|
|
/**
|
|
* Returns the translucentOpacity for the window;
|
|
* The default is 160.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Window_Base
|
|
*/
|
|
translucentOpacity(): number;
|
|
/**
|
|
* Changes the text color property given a css color string.
|
|
*
|
|
* @param {string} color
|
|
* @memberof Window_Base
|
|
*/
|
|
changeTextColor(color: string): void;
|
|
/**
|
|
* Changes the paintOpacity (the opacity of the text drawn to the window);
|
|
* if true the opacity is set to 255, otherwise the opacity is set to 160.
|
|
* @param {boolean} enabled
|
|
* @memberof Window_Base
|
|
*/
|
|
changePaintOpacity(enabled: boolean): void;
|
|
/**
|
|
* Given text or a number, draws the content to the window's contents
|
|
* layer at the specified x and y coordinate within the max width.
|
|
* The text content can also be aligned with the align property.
|
|
* The possible alignments are: "left", "center", "right".
|
|
* @param {(string | number)} text
|
|
* @param {number} x
|
|
* @param {number} y
|
|
* @param {number} maxWidth
|
|
* @param {string} align
|
|
* @memberof Window_Base
|
|
*/
|
|
drawText(text: string | number, x: number, y: number, maxWidth: number, align: string): void;
|
|
/**
|
|
* Calculates the width of a text string and
|
|
* returns a number.
|
|
* @param {string} text
|
|
* @returns {number}
|
|
* @memberof Window_Base
|
|
*/
|
|
textWidth(text: string): number;
|
|
/**
|
|
* Draws text with text codes included; this will draw
|
|
* icons, increase text height, and more.
|
|
* @param {string} text
|
|
* @param {number} x
|
|
* @param {number} y
|
|
* @returns {number}
|
|
* @memberof Window_Base
|
|
*/
|
|
drawTextEx(text: string, x: number, y: number): number;
|
|
/**
|
|
* Converts the escape characters and returns the text content
|
|
* after processing the characters.
|
|
* @param {string} text
|
|
* @returns {string}
|
|
* @memberof Window_Base
|
|
*/
|
|
convertEscapeCharacters(text: string): string;
|
|
/**
|
|
* Returns the actor name given an index;
|
|
* the index starts from 1.
|
|
* @param {number} actorIndex
|
|
* @returns {string}
|
|
* @memberof Window_Base
|
|
*/
|
|
actorName(actorIndex: number): string;
|
|
/**
|
|
* Returns a party member name given an index;
|
|
* the index starts from 1.
|
|
* @param {number} partyMemberIndex
|
|
* @returns {string}
|
|
* @memberof Window_Base
|
|
*/
|
|
partyMemberName(partyMemberIndex: number): string;
|
|
/**
|
|
* Process each character in the text when drawTextEx
|
|
* is used to draw text.
|
|
* @param {MV.TextState} textState
|
|
* @memberof Window_Base
|
|
*/
|
|
processCharacter(textState: MV.TextState): void;
|
|
/**
|
|
* Processes the normal characters in the text
|
|
* when drawTextEx is used to draw text.
|
|
* Normal characters are letters and numbers.
|
|
* @param {MV.TextState} textState
|
|
* @memberof Window_Base
|
|
*/
|
|
processNormalCharacter(textState: MV.TextState): void;
|
|
/**
|
|
* Processes new line when drawTextEx is used to draw text.
|
|
*
|
|
* @param {MV.TextState} textState
|
|
* @memberof Window_Base
|
|
*/
|
|
processNewLine(textState: MV.TextState): void;
|
|
/**
|
|
* Processes new page when drawTexttEx is used to draw text.
|
|
*
|
|
* @param {MV.TextState} textState
|
|
* @memberof Window_Base
|
|
*/
|
|
processNewPage(textState: MV.TextState): void;
|
|
obtainEscapeCode(textState: MV.TextState): string;
|
|
/**
|
|
* Obtains the escape parameters from text codes in the text state
|
|
* when drawTextEx is used to draw text.
|
|
* @param {MV.TextState} textState
|
|
* @returns {(number | string)}
|
|
* @memberof Window_Base
|
|
*/
|
|
obtainEscapeParam(textState: MV.TextState): number | string;
|
|
/**
|
|
* Processes escape characters when drawTextEx is used
|
|
* for drawing text.
|
|
* @param {string} code
|
|
* @param {MV.TextState} textState
|
|
* @memberof Window_Base
|
|
*/
|
|
processEscapeCharacter(code: string, textState: MV.TextState): void;
|
|
/**
|
|
* Processes drawing an icon when drawTextEx is used for
|
|
* drawing text.
|
|
* @param {number} iconIndex
|
|
* @param {MV.TextState} textState
|
|
* @memberof Window_Base
|
|
*/
|
|
processDrawIcon(iconIndex: number, textState: MV.TextState): void;
|
|
/**
|
|
* Makes the font bigger by a value of 12.
|
|
*
|
|
* @memberof Window_Base
|
|
*/
|
|
makeFontBigger(): void;
|
|
/**
|
|
* Makes the font smaller by a value of 12.
|
|
*
|
|
* @memberof Window_Base
|
|
*/
|
|
makeFontSmaller(): void;
|
|
/**
|
|
* Calculates the text height of the textState (when using drawTextEx);
|
|
* if all is set to true, all lines of text are calculated, otherwise
|
|
* only a single line is processed.
|
|
* @param {MV.TextState} textState
|
|
* @param {boolean} all
|
|
* @returns {number}
|
|
* @memberof Window_Base
|
|
*/
|
|
calcTextHeight(textState: any, all: boolean): number;
|
|
/**
|
|
* Draws an icon given the specified iconIndex at the specified
|
|
* x and y coordinates. The Width and Height of the icon is based on the
|
|
* _iconWidth and _iconHeight properties.
|
|
* @param {number} iconIndex
|
|
* @param {number} x
|
|
* @param {number} y
|
|
* @memberof Window_Base
|
|
*/
|
|
drawIcon(iconIndex: number, x: number, y: number): void;
|
|
drawFace(faceName: string, faceIndex: number, x: number, y: number, width: number, height: number): void;
|
|
/**
|
|
* Draws a character (map sprites) at the specified x and y coordinate.
|
|
* CharacterName refers to character spritesheet, and characterIndex refers
|
|
* to the characterIndex on the spritesheet.
|
|
* @param {string} characterName
|
|
* @param {number} characterIndex
|
|
* @param {number} x
|
|
* @param {number} y
|
|
* @memberof Window_Base
|
|
*/
|
|
drawCharacter(characterName: string, characterIndex: number, x: number, y: number): void;
|
|
/**
|
|
* Draws a gauge at the specified x and y coordinates within the given width.
|
|
* Color1 and Color2 represent the gradient as css color strings of the gauge.
|
|
*
|
|
* @param {number} x
|
|
* @param {number} y
|
|
* @param {number} width
|
|
* @param {number} rate
|
|
* @param {string} color1
|
|
* @param {string} color2
|
|
* @memberof Window_Base
|
|
*/
|
|
drawGauge(x: number, y: number, width: number, rate: number, color1: string, color2: string);
|
|
/**
|
|
* Returns the hp color as a css string.
|
|
*
|
|
* @param {Game_Actor} actor
|
|
* @returns {string}
|
|
* @memberof Window_Base
|
|
*/
|
|
hpColor(actor: Game_Actor): string;
|
|
/**
|
|
* Returns the mp color as a css color string.
|
|
*
|
|
* @param {Game_Actor} actor
|
|
* @returns {string}
|
|
* @memberof Window_Base
|
|
*/
|
|
mpColor(actor: Game_Actor): string;
|
|
/**
|
|
* Returns the tp color as a css color string.
|
|
*
|
|
* @param {Game_Actor} actor
|
|
* @returns {string}
|
|
* @memberof Window_Base
|
|
*/
|
|
tpColor(actor: Game_Actor): string;
|
|
drawActorCharacter(actor: Game_Actor, x: number, y: number): void;
|
|
/**
|
|
* Draws the actor face at the specified x and y coordinates within
|
|
* the given width.
|
|
* @param {Game_Actor} actor
|
|
* @param {number} x
|
|
* @param {number} y
|
|
* @param {number} width
|
|
* @param {number} height
|
|
* @memberof Window_Base
|
|
*/
|
|
drawActorFace(actor: Game_Actor, x: number, y: number, width: number, height: number): void;
|
|
/**
|
|
* Draws the actor name at the specified x and y coordinates within
|
|
* the given width.
|
|
* @param {Game_Actor} actor
|
|
* @param {number} x
|
|
* @param {number} y
|
|
* @param {number} width
|
|
* @memberof Window_Base
|
|
*/
|
|
drawActorName(actor: Game_Actor, x: number, y: number, width: number): void;
|
|
/**
|
|
* Draws the actor class at the specified x and y coordinates
|
|
* within the given width.
|
|
* @param {Game_Actor} actor
|
|
* @param {number} x
|
|
* @param {number} y
|
|
* @param {number} width
|
|
* @memberof Window_Base
|
|
*/
|
|
drawActorClass(actor: Game_Actor, x: number, y: number, width: number): void;
|
|
/**
|
|
* Draws the actor nickname at the specified x and y coordinates
|
|
* within the given width.
|
|
* @param {Game_Actor} actor
|
|
* @param {number} x
|
|
* @param {number} y
|
|
* @param {number} width
|
|
* @memberof Window_Base
|
|
*/
|
|
drawActorNickname(actor: Game_Actor, x: number, y: number, width: number): void;
|
|
/**
|
|
* Draws the actor level at the specified x and y coordinates.
|
|
*
|
|
* @param {Game_Actor} actor
|
|
* @param {number} x
|
|
* @param {number} y
|
|
* @memberof Window_Base
|
|
*/
|
|
drawActorLevel(actor: Game_Actor, x: number, y: number);
|
|
/**
|
|
* Draws the actor icons at the specified x and y coordinates
|
|
* within the given width.
|
|
* @param {Game_Actor} actor
|
|
* @param {number} x
|
|
* @param {number} y
|
|
* @param {number} width
|
|
* @memberof Window_Base
|
|
*/
|
|
drawActorIcons(actor: Game_Actor, x: number, y: number, width: number): void;
|
|
/**
|
|
* Draws the current and max number at the specified x and y coordinate
|
|
* within the given width. Color1 represents the current number and color2
|
|
* represents the max number when the text is drawn.
|
|
* @param {number} current
|
|
* @param {number} max
|
|
* @param {number} x
|
|
* @param {number} y
|
|
* @param {number} width
|
|
* @param {string} color1
|
|
* @param {string} color2
|
|
* @memberof Window_Base
|
|
*/
|
|
drawCurrentAndMax(current: number, max: number, x: number, y: number, width: number, color1: string, color2: string): void;
|
|
/**
|
|
* Draws the actor hp at the specified x and y coordinates within
|
|
* the given width.
|
|
* @param {Game_Actor} actor
|
|
* @param {number} x
|
|
* @param {number} y
|
|
* @param {number} width
|
|
* @memberof Window_Base
|
|
*/
|
|
drawActorHp(actor: Game_Actor, x: number, y: number, width: number): void;
|
|
/**
|
|
* Draws the actor mp at the specified x and y coordinates within
|
|
* the given width.
|
|
* @param {Game_Actor} actor
|
|
* @param {number} x
|
|
* @param {number} y
|
|
* @param {number} width
|
|
* @memberof Window_Base
|
|
*/
|
|
drawActorMp(actor: Game_Actor, x: number, y: number, width: number): void;
|
|
/**
|
|
* Draws the actor tp at the specified x and y coordinates within the
|
|
* given width.
|
|
* @param {Game_Actor} actor
|
|
* @param {number} x
|
|
* @param {number} y
|
|
* @param {number} width
|
|
* @memberof Window_Base
|
|
*/
|
|
drawActorTp(actor: Game_Actor, x: number, y: number, width: number): void;
|
|
/**
|
|
* Draws a simple status for the game actor passed into the method at the
|
|
* specified x and y coordinates within the given width.
|
|
*
|
|
* @param {Game_Actor} actor
|
|
* @param {number} x
|
|
* @param {number} y
|
|
* @param {number} width
|
|
* @memberof Window_Base
|
|
*/
|
|
drawActorSimpleStatus(actor: Game_Actor, x: number, y: number, width: number): void;
|
|
/**
|
|
* Draws the item name at the specified x and y coordinates within
|
|
* the given width.
|
|
* @param {RPG.BaseItem} item
|
|
* @param {number} x
|
|
* @param {number} y
|
|
* @param {number} width
|
|
* @memberof Window_Base
|
|
*/
|
|
drawItemName(item: RPG.BaseItem, x: number, y: number, width: number): void;
|
|
/**
|
|
* Draws the currency value given at the specified x and y coordinates within
|
|
* the width given. Useful if you want to write your own custom currency value.
|
|
* @param {number} value
|
|
* @param {string} unit
|
|
* @param {number} x
|
|
* @param {number} y
|
|
* @param {number} width
|
|
* @memberof Window_Base
|
|
*/
|
|
drawCurrencyValue(value: number, unit: string, x: number, y: number, width: number): void;
|
|
/**
|
|
* Changes the text color based on the powerUpColor, powerDownColor
|
|
* and normal color. powerUpColor is any number greater than 0, powerDownColor
|
|
* is any color less than 0, otherwise normal color is returned.
|
|
* @param {number} change
|
|
* @memberof Window_Base
|
|
*/
|
|
paramchangeTextColor(change: number): void;
|
|
/**
|
|
* Sets the background type of the window.
|
|
* 0 is 255 window opacity (standard).
|
|
* 1 is the window with background dimmer.
|
|
* Any other number changes the opacity
|
|
* to 0.
|
|
* @param {number} type
|
|
* @memberof Window_Base
|
|
*/
|
|
setBackgroundType(type: number): void;
|
|
/**
|
|
* Shows the background dimmer sprite.
|
|
*
|
|
* @memberof Window_Base
|
|
*/
|
|
showBackgroundDimmer(): void;
|
|
/**
|
|
* Hides the background dimmer sprite.
|
|
*
|
|
* @memberof Window_Base
|
|
*/
|
|
hideBackgroundDimmer(): void;
|
|
/**
|
|
* Updates the background dimmer sprite opacity based on the openness
|
|
* of the window.
|
|
* @memberof Window_Base
|
|
*/
|
|
updateBackgroundDimmer(): void;
|
|
/**
|
|
* Refreshes the bitmap attached to the dimmer sprite
|
|
* based on the window dimensions.
|
|
* @memberof Window_Base
|
|
*/
|
|
refreshDimmerBitmap(): void;
|
|
/**
|
|
* Color 1 of the dimmer sprite bitmap.
|
|
* for the gradient.
|
|
* @returns {string}
|
|
* @memberof Window_Base
|
|
*/
|
|
dimColor1(): string;
|
|
/**
|
|
* Color 2 of the dimmer sprite bitmap
|
|
* for the gradient.
|
|
* @returns {string}
|
|
* @memberof Window_Base
|
|
*/
|
|
dimColor2(): string;
|
|
/**
|
|
* Returns the x coordinate of the mouse to
|
|
* a local window x coordinate.
|
|
* @param {number} x
|
|
* @returns {number}
|
|
* @memberof Window_Base
|
|
*/
|
|
canvasToLocalX(x:number): number;
|
|
/**
|
|
* Returns the y coordinate of the mouse
|
|
* to a local window y coordinate.
|
|
* @param {number} y
|
|
* @returns {number}
|
|
* @memberof Window_Base
|
|
*/
|
|
canvasToLocalY(y: number): number;
|
|
/**
|
|
* Reverses the face images of the
|
|
* game party members.
|
|
* @memberof Window_Base
|
|
*/
|
|
reserveFaceImages(): void;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Window_Selectable
|
|
//
|
|
// The window class with cursor movement and scroll functions.
|
|
|
|
declare class Window_Selectable extends Window_Base {
|
|
/**
|
|
* The index property of Window_Selectable; this is used
|
|
* to select items from the list within the window.
|
|
* @protected
|
|
* @type {number}
|
|
* @memberof Window_Selectable
|
|
*/
|
|
protected _index: number;
|
|
/**
|
|
* The boolean property that determines if the cursor is
|
|
* fixed(locked to a position).
|
|
* @protected
|
|
* @type {boolean}
|
|
* @memberof Window_Selectable
|
|
*/
|
|
protected _cursorFixed: boolean;
|
|
protected _cursorAll: boolean;
|
|
protected _stayCount: number;
|
|
protected _helpWindow: any;
|
|
protected _handlers: object;
|
|
protected _touching: boolean;
|
|
protected _scrollX: number;
|
|
protected _scrollY: number;
|
|
|
|
constructor(x: number, y: number, width: number, height: number);
|
|
/**
|
|
* Returns the current position of the _index property.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Window_Selectable
|
|
*/
|
|
index(): number;
|
|
/**
|
|
* Returns true if the _cursorFixed property is true;
|
|
* this means the cursor is locked to a position.
|
|
* @returns {boolean}
|
|
* @memberof Window_Selectable
|
|
*/
|
|
cursorFixed(): boolean;
|
|
/**
|
|
* Sets the _cursorFixed property of the
|
|
* window.
|
|
* @param {boolean} cursorFixed
|
|
* @memberof Window_Selectable
|
|
*/
|
|
setCursorFixed(cursorFixed: boolean): void;
|
|
cursorAll(): boolean;
|
|
setCursorAll(cursorAll: boolean): void;
|
|
/**
|
|
* Returns the maximum number of columns
|
|
* for the window.
|
|
* @returns {number}
|
|
* @memberof Window_Selectable
|
|
*/
|
|
maxCols(): number;
|
|
/**
|
|
* Returns the maximum number of items within the window;
|
|
* useful to overwrite when creating a new window.
|
|
* This method is used to calculate the number of rows and more.
|
|
* @returns {number}
|
|
* @memberof Window_Selectable
|
|
*/
|
|
maxItems(): number;
|
|
spacing(): number;
|
|
/**
|
|
* Returns the width of an item within the window;
|
|
* determines the width of a column.
|
|
* @returns {number}
|
|
* @memberof Window_Selectable
|
|
*/
|
|
itemWidth(): number;
|
|
/**
|
|
* Returns the height of an item within the window;
|
|
* determines the height of a row.
|
|
* @returns {number}
|
|
* @memberof Window_Selectable
|
|
*/
|
|
itemHeight(): number;
|
|
/**
|
|
* Selects the current index within the window given a number.
|
|
*
|
|
* @param {number} index
|
|
* @memberof Window_Selectable
|
|
*/
|
|
select(index: number): void;
|
|
/**
|
|
* Deselects the currently selected index.
|
|
*
|
|
* @memberof Window_Selectable
|
|
*/
|
|
deselect(): void;
|
|
|
|
/**
|
|
* Reselects the index based on the window's _index property.
|
|
*
|
|
* @memberof Window_Selectable
|
|
*/
|
|
reselect(): void;
|
|
row(): number;
|
|
topRow(): number;
|
|
maxTopRow(): number;
|
|
/**
|
|
* Sets the current top row of the given a number.
|
|
* The top row will then be moved to an index
|
|
* of the window.
|
|
* @param {number} row
|
|
* @memberof Window_Selectable
|
|
*/
|
|
setTopRow(row: number): void;
|
|
resetScroll(): void;
|
|
maxPageRows(): number;
|
|
maxPageItems(): number;
|
|
/**
|
|
* Returns true if the window is horizontal;
|
|
* means the window only has a single row.
|
|
* @returns {boolean}
|
|
* @memberof Window_Selectable
|
|
*/
|
|
isHorizontal(): boolean;
|
|
bottomRow(): number;
|
|
setBottomRow(row: number): void;
|
|
/**
|
|
* Creates a new rectangle based on itemWidth and itemHeight.
|
|
* The rectangle is mainly used for positioning items within
|
|
* the selectable window.
|
|
* @param {number} index
|
|
* @returns {Rectangle}
|
|
* @memberof Window_Selectable
|
|
*/
|
|
itemRect(index: number): Rectangle;
|
|
/**
|
|
* Creates a new rectangle based on itemWidth and itemHeight
|
|
* The rectangle is used for positioning text within
|
|
* the selectable window.
|
|
* @param {number} index
|
|
* @returns {Rectangle}
|
|
* @memberof Window_Selectable
|
|
*/
|
|
itemRectForText(index: number): Rectangle;
|
|
setHelpWindow(helpWindow: Window_Help): void;
|
|
/**
|
|
* Shows the attached help window.
|
|
*
|
|
* @memberof Window_Selectable
|
|
*/
|
|
showHelpWindow(): void;
|
|
/**
|
|
* Hides the attached help window.
|
|
*
|
|
* @memberof Window_Selectable
|
|
*/
|
|
hideHelpWindow(): void;
|
|
/**
|
|
* Creates a new handler with the symbol as the handler name
|
|
* and a method (JS function) bound to it.
|
|
* @param {string} symbol
|
|
* @param {*} method
|
|
* @memberof Window_Selectable
|
|
*/
|
|
setHandler(symbol: string, method: any): void;
|
|
isHandled(symbol: string): boolean;
|
|
callHandler(symbol: string): void;
|
|
isOpenAndActive(): boolean;
|
|
isCursorMovable(): boolean;
|
|
/**
|
|
* Moves the cursor down; if wrap is passed
|
|
* as true, then it will return to the top when
|
|
* at the end of the list.
|
|
* @param {boolean} wrap
|
|
* @memberof Window_Selectable
|
|
*/
|
|
cursorDown(wrap: boolean): void;
|
|
/**
|
|
* Moves the cursor up; if wrap is passed
|
|
* as true, then it will return to the bottom
|
|
* when at the top of the list.
|
|
* @param {boolean} wrap
|
|
* @memberof Window_Selectable
|
|
*/
|
|
cursorUp(wrap: boolean): void;
|
|
cursorRight(wrap: boolean): void;
|
|
cursorLeft(wrap: boolean): void;
|
|
cursorPagedown(): void;
|
|
cursorPageup(): void;
|
|
scrollDown(): void;
|
|
scrollUp(): void;
|
|
updateArrows(): void;
|
|
/**
|
|
* Handles the processing of cursor movement.
|
|
*
|
|
* @memberof Window_Selectable
|
|
*/
|
|
processCursorMove(): void;
|
|
/**
|
|
* Handles the process of attached handlers.
|
|
*
|
|
* @memberof Window_Selectable
|
|
*/
|
|
processHandling(): void;
|
|
/**
|
|
* Handles the processing of the scroll wheel within
|
|
* the window.
|
|
* @memberof Window_Selectable
|
|
*/
|
|
processWheel(): void;
|
|
/**
|
|
* Handles the processing of touch input.
|
|
*
|
|
* @memberof Window_Selectable
|
|
*/
|
|
processTouch(): void;
|
|
isTouchedInsideFrame(): boolean;
|
|
onTouch(triggered: boolean): void;
|
|
hitTest(x: number, y: number): number;
|
|
isContentsArea(x: number, y: number): boolean;
|
|
/**
|
|
* Determines if touch ok is enabled as an option;
|
|
* this means whether you can confirm the selection
|
|
* of an item within the window with touch input.
|
|
* @returns {boolean}
|
|
* @memberof Window_Selectable
|
|
*/
|
|
isTouchOkEnabled(): boolean;
|
|
/**
|
|
* Determines if ok is enabled as an option;
|
|
* this means whether you can confirm selection
|
|
* of an item within the window.
|
|
* @returns {boolean}
|
|
* @memberof Window_Selectable
|
|
*/
|
|
isOkEnabled(): boolean;
|
|
isCancelEnabled(): boolean;
|
|
isOkTriggered(): boolean;
|
|
isCancelTriggered(): boolean;
|
|
processOk(): void;
|
|
/**
|
|
* Plays a sound effect when okay is processed.
|
|
*
|
|
* @memberof Window_Selectable
|
|
*/
|
|
playOkSound(): void;
|
|
/**
|
|
* Plays the buzzer sound effect when input is
|
|
* incorrect.
|
|
* @memberof Window_Selectable
|
|
*/
|
|
playBuzzerSound(): void;
|
|
/**
|
|
* Calls the ok handler and begins processing
|
|
* confirmation of selection.
|
|
* @memberof Window_Selectable
|
|
*/
|
|
callOkHandler(): void;
|
|
processCancel(): void;
|
|
callCancelHandler(): void;
|
|
processPageup(): void;
|
|
processPagedown(): void;
|
|
updateInputData(): void;
|
|
updateCursor(): void;
|
|
/**
|
|
* Determines if the cursor is visible within
|
|
* the window.
|
|
* @returns {boolean}
|
|
* @memberof Window_Selectable
|
|
*/
|
|
isCursorVisible(): boolean;
|
|
ensureCursorVisible(): void;
|
|
callUpdateHelp(): void;
|
|
updateHelp(): void;
|
|
setHelpWindowItem(item: any): void;
|
|
isCurrentItemEnabled(): boolean;
|
|
/**
|
|
* Draws all items within the window; this method
|
|
* cals drawItem multiple times.
|
|
* @memberof Window_Selectable
|
|
*/
|
|
drawAllItems(): void;
|
|
drawItem(index: number): void;
|
|
clearItem(index: number): void;
|
|
redrawItem(index: number): void;
|
|
redrawCurrentItem(): void;
|
|
/**
|
|
* Refreshes the window contents.
|
|
*
|
|
* @memberof Window_Selectable
|
|
*/
|
|
refresh(): void;
|
|
}
|
|
|
|
/**
|
|
* Super class of windows for selecting a command.
|
|
*
|
|
* @class Window_Command
|
|
* @extends {Window_Selectable}
|
|
*/
|
|
declare class Window_Command extends Window_Selectable {
|
|
/**
|
|
* Creates an instance of Window_Command.
|
|
* @param {number} x
|
|
* @param {number} y
|
|
* @memberof Window_Command
|
|
*/
|
|
constructor(x: number, y: number)
|
|
/**
|
|
* Returns the width of the window;
|
|
* default is 240.
|
|
* @returns {number}
|
|
* @memberof Window_Command
|
|
*/
|
|
windowWidth(): number;
|
|
/**
|
|
* Returns the height of the window;
|
|
* takes the visible rows and passes it to the fittingHeight method.
|
|
* @returns {number}
|
|
* @memberof Window_Command
|
|
*/
|
|
windowHeight(): number;
|
|
/**
|
|
* Returns the number of visible rows within the window.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Window_Command
|
|
*/
|
|
numVisibleRows(): number;
|
|
/**
|
|
* Returns the maximum number of items within the window.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Window_Command
|
|
*/
|
|
maxItems(): number;
|
|
/**
|
|
* Clears the list of commands from the window;
|
|
* this is useful for refreshing changing commands.
|
|
* @memberof Window_Command
|
|
*/
|
|
clearCommandList(): void;
|
|
|
|
/**
|
|
* Convenient method for overwriting and adding
|
|
* commands with the addCommand method.
|
|
* @memberof Window_Command
|
|
*/
|
|
makeCommandList(): void;
|
|
/**
|
|
* Adds commands to the window list with the specified
|
|
* parameters. The actual command can be found as an object.
|
|
* @param {string} name
|
|
* @param {string} symbol
|
|
* @param {boolean} enabled
|
|
* @param {(any | object)} ext
|
|
* @memberof Window_Command
|
|
*/
|
|
addCommand(name: string, symbol: string, enabled: boolean, ext: any | object)
|
|
/**
|
|
* Returns the command name given an index.
|
|
*
|
|
* @param {number} index
|
|
* @returns {string}
|
|
* @memberof Window_Command
|
|
*/
|
|
commandName(index: number): string;
|
|
/**
|
|
* Returns the command symbol given an index.
|
|
*
|
|
* @param {number} index
|
|
* @returns {string}
|
|
* @memberof Window_Command
|
|
*/
|
|
commandSymbol(index: number): string;
|
|
/**
|
|
* Determines if the command is enabled;
|
|
* checks the enabled property of the command.
|
|
* @param {number} index
|
|
* @returns {boolean}
|
|
* @memberof Window_Command
|
|
*/
|
|
isCommandEnabled(index: number): boolean;
|
|
/**
|
|
* Returns the command object at the current index.
|
|
*
|
|
* @returns {object}
|
|
* @memberof Window_Command
|
|
*/
|
|
currentData(): object;
|
|
/**
|
|
* Returns the command symbol at the current index.
|
|
*
|
|
* @returns {string}
|
|
* @memberof Window_Command
|
|
*/
|
|
currentSymbol(): string;
|
|
/**
|
|
* Returns the ext property of the command at the current index.
|
|
*
|
|
* @returns {(any | object)}
|
|
* @memberof Window_Command
|
|
*/
|
|
currentExt(): any | object;
|
|
/**
|
|
* Finds a command object and returns the index number based
|
|
* on the symbol property.
|
|
* @param {string} symbol
|
|
* @returns {number}
|
|
* @memberof Window_Command
|
|
*/
|
|
findSymbol(symbol: string): number;
|
|
/**
|
|
* Selects a command object based on the symbol property.
|
|
*
|
|
* @param {string} symbol
|
|
* @memberof Window_Command
|
|
*/
|
|
selectSymbol(symbol: string): void;
|
|
/**
|
|
* Finds a command object and returns the index number
|
|
* based on the ext property.
|
|
* @param {(any | object)} ext
|
|
* @returns {number}
|
|
* @memberof Window_Command
|
|
*/
|
|
findExt(ext: any | object): number;
|
|
/**
|
|
* Selects a command object based on the ext property.
|
|
*
|
|
* @param {(any | object)} ext
|
|
* @memberof Window_Command
|
|
*/
|
|
selectExt(ext: any | object): void;
|
|
/**
|
|
* Returns the text align of the commands;
|
|
* possible values are: 'left', 'center', 'right'.
|
|
* @returns {string}
|
|
* @memberof Window_Command
|
|
*/
|
|
itemTextAlign(): string;
|
|
}
|
|
|
|
/**
|
|
* The command window for horizontal selection format.
|
|
* Same as Window_Command.
|
|
* @class Window_HorzCommand
|
|
* @extends {Window_Command}
|
|
*/
|
|
declare class Window_HorzCommand extends Window_Command {
|
|
constructor(x: number, y:number)
|
|
}
|
|
|
|
/**
|
|
* The window for display the description of the
|
|
* selected item given an item or a text string.
|
|
* @class Window_Help
|
|
* @extends {Window_Base}
|
|
*/
|
|
declare class Window_Help extends Window_Base {
|
|
/**
|
|
* The text that is displayed within the window.
|
|
*
|
|
* @protected
|
|
* @type {string}
|
|
* @memberof Window_Help
|
|
*/
|
|
protected _text: string;
|
|
/**
|
|
* Creates an instance of Window_Help.
|
|
* @param {number} numLines
|
|
* @memberof Window_Help
|
|
*/
|
|
constructor(numLines: number);
|
|
/**
|
|
* Sets the _text property of the window;
|
|
* this text will be displayed within the window.
|
|
* @param {string} text
|
|
* @memberof Window_Help
|
|
*/
|
|
setText(text: string): void;
|
|
clear(): void;
|
|
/**
|
|
* Sets the current item of the help window.
|
|
*
|
|
* @param {RPG.BaseItem} item
|
|
* @memberof Window_Help
|
|
*/
|
|
setItem(item: RPG.BaseItem): void;
|
|
}
|
|
|
|
/**
|
|
* Window for displaying game gold in RPGMakerMV.
|
|
*
|
|
* @class Window_Gold
|
|
* @extends {Window_Base}
|
|
*/
|
|
declare class Window_Gold extends Window_Base {
|
|
constructor(x: number, y: number);
|
|
/**
|
|
* Returns the $gameParty gold as a number.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Window_Gold
|
|
*/
|
|
value(): number;
|
|
/**
|
|
* Returns the RPGMakerMV database currency
|
|
* as a string.
|
|
* @returns {string}
|
|
* @memberof Window_Gold
|
|
*/
|
|
currencyUnit(): string;
|
|
}
|
|
|
|
declare class Window_MenuCommand extends Window_Command {
|
|
constructor(x: number, y: number);
|
|
initCommandPosition(): void;
|
|
/**
|
|
* Adds the standard game commands to the
|
|
* RPGMakerMV main menu.
|
|
* @memberof Window_MenuCommand
|
|
*/
|
|
addMainCommands(): void;
|
|
/**
|
|
* Adds the standard formation command to the
|
|
* RPGMakerMV main menu.
|
|
* @memberof Window_MenuCommand
|
|
*/
|
|
addFormationCommand(): void;
|
|
/**
|
|
* Adds any user created commands to the
|
|
* RPGMakerMV main menu.
|
|
* @memberof Window_MenuCommand
|
|
*/
|
|
addOriginalCommands(): void;
|
|
/**
|
|
* Adds the save command to the
|
|
* RPGMakerMV main menu.
|
|
* @memberof Window_MenuCommand
|
|
*/
|
|
addSaveCommand(): void;
|
|
addGameEndCommand(): void;
|
|
/**
|
|
* Checks if the standard game commands for the menu
|
|
* are needed based on database system options.
|
|
* @param {string} name
|
|
* @returns {boolean}
|
|
* @memberof Window_MenuCommand
|
|
*/
|
|
needsCommand(name: string): boolean;
|
|
/**
|
|
* Determines if the main commands are enabled;
|
|
* this is based on the settings in the database.
|
|
* @returns {boolean}
|
|
* @memberof Window_MenuCommand
|
|
*/
|
|
areMainCommandsEnabled(): boolean;
|
|
/**
|
|
* Determines if the option command is enabled;
|
|
* based on the setting in the database.
|
|
* @returns {boolean}
|
|
* @memberof Window_MenuCommand
|
|
*/
|
|
isOptionsEnabled(): boolean;
|
|
/**
|
|
* Determines if the save command is enabled;
|
|
* based on the setting in the database.
|
|
* @returns {boolean}
|
|
* @memberof Window_MenuCommand
|
|
*/
|
|
isSaveEnabled(): boolean;
|
|
/**
|
|
* Selects the last command in menu.
|
|
*
|
|
* @memberof Window_MenuCommand
|
|
*/
|
|
selectLast(): void;
|
|
}
|
|
|
|
/**
|
|
* -----------------------------------------------------------------------------
|
|
* Window_MenuStatus
|
|
*
|
|
* The window for displaying party member status on the menu screen.
|
|
* @class Window_MenuStatus
|
|
* @extends {Window_Selectable}
|
|
*/
|
|
declare class Window_MenuStatus extends Window_Selectable {
|
|
protected _formationMode: boolean;
|
|
protected _pendingIndex: number;
|
|
|
|
/**
|
|
* Creates an instance of Window_MenuStatus.
|
|
* @param {number} x
|
|
* @param {number} y
|
|
* @memberof Window_MenuStatus
|
|
*/
|
|
constructor(x: number, y: number);
|
|
|
|
windowWidth(): number;
|
|
windowHeight(): number;
|
|
/**
|
|
* Returns the height of each item (actor status) in the main menu
|
|
* window.
|
|
* @returns {number}
|
|
* @memberof Window_MenuStatus
|
|
*/
|
|
itemHeight(): number;
|
|
/**
|
|
* Returns the number of visible rows in
|
|
* menu status.
|
|
* @returns {number}
|
|
* @memberof Window_MenuStatus
|
|
*/
|
|
numVisibleRows(): number;
|
|
/**
|
|
* Loads the images for the main menu status window.
|
|
*
|
|
* @memberof Window_MenuStatus
|
|
*/
|
|
loadImages(): void;
|
|
/**
|
|
* Draws the item background at the given index.
|
|
*
|
|
* @param {number} index
|
|
* @memberof Window_MenuStatus
|
|
*/
|
|
drawItemBackground(index: number): void;
|
|
drawItemImage(index: number): void;
|
|
drawItemStatus(index: number): void;
|
|
selectLast(): void;
|
|
/**
|
|
* Determines if the window is in formation mode;
|
|
* if true, the player can select characters to swap
|
|
* positions with.
|
|
* @returns {boolean}
|
|
* @memberof Window_MenuStatus
|
|
*/
|
|
formationMode(): boolean;
|
|
/**
|
|
* Sets the formation mode to true or false.
|
|
*
|
|
* @param {boolean} formationMode
|
|
* @memberof Window_MenuStatus
|
|
*/
|
|
setFormationMode(formationMode: boolean): void;
|
|
pendingIndex(): number;
|
|
setPendingIndex(index: number): void;
|
|
}
|
|
|
|
/**
|
|
* -----------------------------------------------------------------------------
|
|
* Window_MenuActor
|
|
*
|
|
* The window for selecting a target actor on the item and skill screens.
|
|
* @class Window_MenuActor
|
|
* @extends {Window_MenuStatus}
|
|
*/
|
|
declare class Window_MenuActor extends Window_MenuStatus {
|
|
constructor();
|
|
|
|
selectForItem(item: RPG.BaseItem): void;
|
|
}
|
|
|
|
/**
|
|
* -----------------------------------------------------------------------------
|
|
* Window_ItemCategory
|
|
*
|
|
* The window for selecting a category of items on the item and shop screens.
|
|
* @class Window_ItemCategory
|
|
*/
|
|
declare class Window_ItemCategory extends Window_HorzCommand {
|
|
protected _itemWindow: Window_ItemList;
|
|
|
|
constructor();
|
|
|
|
/**
|
|
* Sets the item window on the item category window.
|
|
*
|
|
* @param {Window_ItemList} itemWindow
|
|
* @memberof Window_ItemCategory
|
|
*/
|
|
setItemWindow(itemWindow: Window_ItemList): void;
|
|
}
|
|
|
|
/**
|
|
* -----------------------------------------------------------------------------
|
|
* Window_ItemList
|
|
*
|
|
* The window for selecting an item on the item screen.
|
|
* @class Window_ItemList
|
|
*/
|
|
declare class Window_ItemList extends Window_Selectable {
|
|
protected _category: string;
|
|
protected _data: Array<RPG.BaseItem>;
|
|
|
|
constructor(x: number, y: number, width: number, height: number);
|
|
|
|
setCategory(category: string): void;
|
|
/**
|
|
* Returns the current item.
|
|
*
|
|
* @returns {RPG.BaseItem}
|
|
* @memberof Window_ItemList
|
|
*/
|
|
item(): RPG.BaseItem;
|
|
/**
|
|
* Returns true if the given item is included.
|
|
*
|
|
* @param {RPG.BaseItem} item
|
|
* @returns {boolean}
|
|
* @memberof Window_ItemList
|
|
*/
|
|
includes(item: RPG.BaseItem): boolean;
|
|
needsNumber(): boolean;
|
|
/**
|
|
* Returns true if the given item is enabled.
|
|
*
|
|
* @param {RPG.BaseItem} item
|
|
* @returns {boolean}
|
|
* @memberof Window_ItemList
|
|
*/
|
|
isEnabled(item: RPG.BaseItem): boolean;
|
|
selectLast(): void;
|
|
/**
|
|
* Creates the item list.
|
|
*
|
|
* @memberof Window_ItemList
|
|
*/
|
|
makeItemList(): void;
|
|
/**
|
|
* Returns the width of the numbers.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Window_ItemList
|
|
*/
|
|
numberWidth(): number;
|
|
drawItemNumber(item: RPG.BaseItem, x: number, y: number, width: number): void;
|
|
}
|
|
|
|
/**
|
|
* -----------------------------------------------------------------------------
|
|
* Window_SkillType
|
|
*
|
|
* The window for selecting a skill type on the skill screen.
|
|
* @class Window_SkillType
|
|
*/
|
|
declare class Window_SkillType extends Window_Command {
|
|
/**
|
|
* The current game actor attached to the window.
|
|
*
|
|
* @protected
|
|
* @type {Game_Actor}
|
|
* @memberof Window_SkillType
|
|
*/
|
|
protected _actor: Game_Actor;
|
|
/**
|
|
* The current skill window attached to the window.
|
|
*
|
|
* @protected
|
|
* @type {Window_SkillList}
|
|
* @memberof Window_SkillType
|
|
*/
|
|
protected _skillWindow: Window_SkillList;
|
|
|
|
/**
|
|
* Creates an instance of Window_SkillType.
|
|
* @param {number} x
|
|
* @param {number} y
|
|
* @memberof Window_SkillType
|
|
*/
|
|
constructor(x: number, y: number);
|
|
|
|
/**
|
|
* Sets the current actor for the skill type window.
|
|
*
|
|
* @param {Game_Actor} actor
|
|
* @memberof Window_SkillType
|
|
*/
|
|
setActor(actor: Game_Actor): void;
|
|
/**
|
|
* Sets the skill window for the current skill type.
|
|
*
|
|
* @param {Window_SkillList} skillWindow
|
|
* @memberof Window_SkillType
|
|
*/
|
|
setSkillWindow(skillWindow: Window_SkillList): void;
|
|
/**
|
|
* Selects the last command in the window.
|
|
*
|
|
* @memberof Window_SkillType
|
|
*/
|
|
selectLast(): void;
|
|
}
|
|
|
|
/**
|
|
* -----------------------------------------------------------------------------
|
|
* Window_SkillStatus
|
|
*
|
|
* The window for displaying the skill user's status on the skill screen.
|
|
* @class Window_SkillStatus
|
|
*/
|
|
declare class Window_SkillStatus extends Window_Base {
|
|
/**
|
|
* The current game actor attached to the window.
|
|
*
|
|
* @protected
|
|
* @type {Game_Actor}
|
|
* @memberof Window_SkillStatus
|
|
*/
|
|
protected _actor: Game_Actor;
|
|
|
|
/**
|
|
* Creates an instance of Window_SkillStatus.
|
|
* @param {number} x
|
|
* @param {number} y
|
|
* @param {number} width
|
|
* @param {number} height
|
|
* @memberof Window_SkillStatus
|
|
*/
|
|
constructor(x: number, y: number, width: number, height: number);
|
|
|
|
/**
|
|
* Sets the current actor for the window.
|
|
*
|
|
* @param {Game_Actor} actor
|
|
* @memberof Window_SkillStatus
|
|
*/
|
|
setActor(actor: Game_Actor): void;
|
|
/**
|
|
* Refreshes the window contents.
|
|
*
|
|
* @memberof Window_SkillStatus
|
|
*/
|
|
refresh(): void;
|
|
}
|
|
|
|
/**
|
|
* -----------------------------------------------------------------------------
|
|
* Window_SkillList
|
|
*
|
|
* The window for selecting a skill on the skill screen.
|
|
* @class Window_SkillList
|
|
*/
|
|
declare class Window_SkillList extends Window_Selectable {
|
|
protected _actor: Game_Actor;
|
|
protected _stypeId: number;
|
|
protected _data: Array<RPG.Skill>;
|
|
|
|
constructor(x: number, y: number, witth: number, height: number);
|
|
|
|
/**
|
|
* Sets the current actor of the skill list window.
|
|
*
|
|
* @param {Game_Actor} actor
|
|
* @memberof Window_SkillList
|
|
*/
|
|
setActor(actor: Game_Actor): void;
|
|
/**
|
|
* Sets the skill type id of the skill list window.
|
|
*
|
|
* @param {number} stypeId
|
|
* @memberof Window_SkillList
|
|
*/
|
|
setStypeId(stypeId: number): void;
|
|
/**
|
|
* Returns the current skill from the databse.
|
|
*
|
|
* @returns {RPG.Skill}
|
|
* @memberof Window_SkillList
|
|
*/
|
|
item(): RPG.Skill;
|
|
/**
|
|
* Returns true if the given skill is included.
|
|
*
|
|
* @param {RPG.Skill} item
|
|
* @returns {boolean}
|
|
* @memberof Window_SkillList
|
|
*/
|
|
includes(item: RPG.Skill): boolean;
|
|
/**
|
|
* Returns true if the given skill is enabled.
|
|
*
|
|
* @param {RPG.Skill} item
|
|
* @returns {boolean}
|
|
* @memberof Window_SkillList
|
|
*/
|
|
isEnabled(item: RPG.Skill): boolean;
|
|
/**
|
|
* Creates the item list.
|
|
*
|
|
* @memberof Window_SkillList
|
|
*/
|
|
makeItemList(): void;
|
|
selectLast(): void;
|
|
costWidth(): number;
|
|
drawSkillCost(skill: RPG.Skill, x: number, y: number, width: number): void;
|
|
}
|
|
|
|
/**
|
|
* -----------------------------------------------------------------------------
|
|
* Window_EquipStatus
|
|
*
|
|
* The window for displaying parameter changes on the equipment screen.
|
|
* @class Window_EquipStatus
|
|
*/
|
|
declare class Window_EquipStatus extends Window_Base {
|
|
protected _actor: Game_Actor;
|
|
protected _tempActor: Game_Actor;
|
|
|
|
constructor(x: number, y: number);
|
|
|
|
windowWidth(): number;
|
|
windowHeight(): number;
|
|
numVisibleRows(): number;
|
|
setActor(actor: Game_Actor): void;
|
|
refresh(): void;
|
|
setTempActor(tempActor: Game_Actor): void;
|
|
drawItem(x: number, y: number, paramId: number): void;
|
|
drawParamName(x: number, y: number, paramId: number): void;
|
|
drawCurrentParam(x: number, y: number, paramId: number): void;
|
|
drawRightArrow(x: number, y: number): void;
|
|
drawNewParam(x: number, y: number, paramId: number): void;
|
|
}
|
|
|
|
/**
|
|
* -----------------------------------------------------------------------------
|
|
* Window_EquipCommand
|
|
*
|
|
* The window for selecting a command on the equipment screen.
|
|
* @class Window_EquipCommand
|
|
*/
|
|
declare class Window_EquipCommand extends Window_HorzCommand {
|
|
protected _windowWidth: number;
|
|
|
|
constructor(x: number, y: number, width: number);
|
|
}
|
|
|
|
/**
|
|
* -----------------------------------------------------------------------------
|
|
* Window_EquipSlot
|
|
*
|
|
* The window for selecting an equipment slot on the equipment screen.
|
|
* @class Window_EquipSlot
|
|
*/
|
|
declare class Window_EquipSlot extends Window_Selectable {
|
|
protected _actor: Game_Actor;
|
|
protected _itemWindow: Window_EquipItem;
|
|
protected _statusWindow: Window_EquipStatus;
|
|
|
|
constructor(x: number, y: number, width: number, height: number);
|
|
|
|
/**
|
|
* Sets the current game actor.
|
|
*
|
|
* @param {Game_Actor} actor
|
|
* @memberof Window_EquipSlot
|
|
*/
|
|
setActor(actor: Game_Actor): void;
|
|
/**
|
|
* Returns the current equip item.
|
|
*
|
|
* @returns {RPG.EquipItem}
|
|
* @memberof Window_EquipSlot
|
|
*/
|
|
item(): RPG.EquipItem;
|
|
/**
|
|
* Returns the name of the slot at the specified index.
|
|
*
|
|
* @param {number} index
|
|
* @returns {string}
|
|
* @memberof Window_EquipSlot
|
|
*/
|
|
slotName(index: number): string;
|
|
/**
|
|
* Returns true if the current slot is enabled.
|
|
*
|
|
* @param {number} index
|
|
* @returns {boolean}
|
|
* @memberof Window_EquipSlot
|
|
*/
|
|
isEnabled(index: number): boolean;
|
|
/**
|
|
* Sets the status window within the equip slot window.
|
|
*
|
|
* @param {Window_EquipStatus} statusWindow
|
|
* @memberof Window_EquipSlot
|
|
*/
|
|
setStatusWindow(statusWindow: Window_EquipStatus): void;
|
|
/**
|
|
* Sets the item window within the equip slot window.
|
|
*
|
|
* @param {Window_EquipItem} itemWindow
|
|
* @memberof Window_EquipSlot
|
|
*/
|
|
setItemWindow(itemWindow: Window_EquipItem): void;
|
|
}
|
|
|
|
/**
|
|
* -----------------------------------------------------------------------------
|
|
* Window_EquipItem
|
|
*
|
|
* The window for selecting an equipment item on the equipment screen.
|
|
* @class Window_EquipItem
|
|
*/
|
|
declare class Window_EquipItem extends Window_ItemList {
|
|
protected _actor: Game_Actor;
|
|
protected _slotId: number;
|
|
protected _statusWindow: Window_EquipStatus;
|
|
|
|
constructor(x: number, y: number, width: number, height: number);
|
|
|
|
setActor(actor: Game_Actor): void;
|
|
setSlotId(slotId: number): void;
|
|
includes(item: RPG.EquipItem): boolean;
|
|
isEnabled(item: RPG.EquipItem): boolean;
|
|
setStatusWindow(statusWindow: Window_EquipStatus): void;
|
|
}
|
|
|
|
/**
|
|
* -----------------------------------------------------------------------------
|
|
* Window_Status
|
|
*
|
|
* The window for displaying full status on the status screen.
|
|
* @class Window_Status
|
|
*/
|
|
declare class Window_Status extends Window_Selectable {
|
|
protected _actor: Game_Actor;
|
|
|
|
constructor();
|
|
|
|
setActor(actor: Game_Actor): void;
|
|
drawBlock1(y: number): void;
|
|
drawBlock2(y: number): void;
|
|
drawBlock3(y: number): void;
|
|
drawBlock4(y: number): void;
|
|
/**
|
|
* Draws a horizontal line at the given y coordinate.
|
|
*
|
|
* @param {number} y
|
|
* @memberof Window_Status
|
|
*/
|
|
drawHorzLine(y: number): void;
|
|
lineColor(): string;
|
|
drawBasicInfo(x: number, y: number): void;
|
|
drawParameters(x: number, y: number): void;
|
|
drawExpInfo(x: number, y: number): void;
|
|
drawEquipments(x: number, y: number): void;
|
|
drawProfile(x: number, y: number): void;
|
|
maxEquipmentLines(): number;
|
|
}
|
|
|
|
/**
|
|
* -----------------------------------------------------------------------------
|
|
* Window_Options
|
|
*
|
|
* The window for changing various settings on the options screen.
|
|
* @class Window_Options
|
|
*/
|
|
declare class Window_Options extends Window_Command {
|
|
constructor();
|
|
|
|
updatePlacement(): void;
|
|
addGeneralOptions(): void;
|
|
addVolumeOptions(): void;
|
|
statusWidth(): number;
|
|
statusText(index: number): string;
|
|
isVolumeSymbol(symbol: string): boolean;
|
|
booleanStatusText(value: boolean): string;
|
|
volumeStatusText(value: number): string;
|
|
volumeOffset(): number;
|
|
changeValue(symbol: string, value: boolean | number): void;
|
|
getConfigValue(symbol: string): boolean;
|
|
setConfigValue(symbol: string, volume: boolean | number): void;
|
|
}
|
|
|
|
/**
|
|
* -----------------------------------------------------------------------------
|
|
* Window_SavefileList
|
|
*
|
|
* The window for selecting a save file on the save and load screens.
|
|
* @class Window_SavefileList
|
|
*/
|
|
declare class Window_SavefileList extends Window_Selectable {
|
|
protected _mode: string;
|
|
|
|
constructor(x: number, y: number, width: number, height: number);
|
|
|
|
/**
|
|
* Sets the mode of the save file window.
|
|
*
|
|
* @param {string} mode
|
|
* @memberof Window_SavefileList
|
|
*/
|
|
setMode(mode: string): void;
|
|
/**
|
|
* Returns the maximum number of visible items.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Window_SavefileList
|
|
*/
|
|
maxVisibleItems(): number;
|
|
itemHeight(): number;
|
|
/**
|
|
* Draws the file id at the specified x and y coordinates.
|
|
*
|
|
* @param {number} id
|
|
* @param {number} x
|
|
* @param {number} y
|
|
* @memberof Window_SavefileList
|
|
*/
|
|
drawFileId(id: number, x: number, y: number): void;
|
|
drawContents(info: {key: string}, rect: Rectangle, valid: boolean): void;
|
|
drawGameTitle(info: {key: string}, x: number, y: number, width: number): void;
|
|
drawPartyCharacters(info: {key: string}, x: number, y: number): void;
|
|
/**
|
|
* Draws the current playtime at the specified x and y coordinates within the given
|
|
* width.
|
|
* @param {{key: string}} info
|
|
* @param {number} x
|
|
* @param {number} y
|
|
* @param {number} width
|
|
* @memberof Window_SavefileList
|
|
*/
|
|
drawPlaytime(info: {key: string}, x: number, y: number, width: number): void;
|
|
}
|
|
|
|
/**
|
|
* -----------------------------------------------------------------------------
|
|
* Window_ShopCommand
|
|
*
|
|
* The window for selecting buy/sell on the shop screen.
|
|
* @class Window_ShopCommand
|
|
*/
|
|
declare class Window_ShopCommand extends Window_HorzCommand {
|
|
protected _windowWidth: number;
|
|
/**
|
|
* Determines if the shop is purchase only.
|
|
*
|
|
* @protected
|
|
* @type {boolean}
|
|
* @memberof Window_ShopCommand
|
|
*/
|
|
protected _purchaseOnly: boolean;
|
|
|
|
/**
|
|
* Determines the width of the shop buy/sell window;
|
|
* also determines if the shop is purchase only.
|
|
* @param {number} width
|
|
* @param {boolean} purchaseOnly
|
|
* @memberof Window_ShopCommand
|
|
*/
|
|
initialize(width: number, purchaseOnly: boolean): void;
|
|
}
|
|
|
|
/**
|
|
* -----------------------------------------------------------------------------
|
|
* Window_ShopBuy
|
|
*
|
|
* The window for selecting an item to buy on the shop screen.
|
|
* @class Window_ShopBuy
|
|
*/
|
|
declare class Window_ShopBuy extends Window_Selectable {
|
|
protected _shopGoods: Array<Array<any>>;
|
|
protected _money: number;
|
|
protected _data: Array<RPG.BaseItem>;
|
|
protected _price: Array<number>;
|
|
protected _statusWindow: Window_ShopStatus;
|
|
|
|
/**
|
|
* Creates an instance of Window_ShopBuy.
|
|
* @param {number} x
|
|
* @param {number} y
|
|
* @param {number} height
|
|
* @param {Array<Array<any>>} shopGoods
|
|
* @memberof Window_ShopBuy
|
|
*/
|
|
constructor(x: number, y: number, height: number, shopGoods: Array<Array<any>>);
|
|
|
|
/**
|
|
* Returns the width of the window.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Window_ShopBuy
|
|
*/
|
|
windowWidth(): number;
|
|
/**
|
|
* Returns the current item of the window.
|
|
*
|
|
* @returns {RPG.BaseItem}
|
|
* @memberof Window_ShopBuy
|
|
*/
|
|
item(): RPG.BaseItem;
|
|
setMoney(money: number): void;
|
|
price(item: RPG.BaseItem): number;
|
|
/**
|
|
* Checks if the current item is enabled (can be bought/sold).
|
|
*
|
|
* @param {RPG.BaseItem} item
|
|
* @returns {boolean}
|
|
* @memberof Window_ShopBuy
|
|
*/
|
|
isEnabled(item: RPG.BaseItem): boolean;
|
|
/**
|
|
* Creates a list of items for the shop window.
|
|
*
|
|
* @memberof Window_ShopBuy
|
|
*/
|
|
makeItemList(): void;
|
|
setStatusWindow(statusWindow: Window_ShopStatus): void;
|
|
}
|
|
|
|
/**
|
|
* -----------------------------------------------------------------------------
|
|
* Window_ShopSell
|
|
*
|
|
* The window for selecting an item to sell on the shop screen.
|
|
* @class Window_ShopSell
|
|
*/
|
|
declare class Window_ShopSell extends Window_ItemList {
|
|
constructor(x: number, y: number, width: number, height: number);
|
|
|
|
/**
|
|
* Determines if the item is sellable, otherwise, greyed out.
|
|
*
|
|
* @param {RPG.BaseItem} item
|
|
* @returns {boolean}
|
|
* @memberof Window_ShopSell
|
|
*/
|
|
isEnabled(item: RPG.BaseItem): boolean;
|
|
}
|
|
|
|
/**
|
|
* -----------------------------------------------------------------------------
|
|
* Window_ShopNumber
|
|
*
|
|
* The window for inputting quantity of items to buy or sell on the shop
|
|
* screen.
|
|
* @class Window_ShopNumber
|
|
*/
|
|
declare class Window_ShopNumber extends Window_Selectable {
|
|
/**
|
|
* The current item being bought/sold.
|
|
*
|
|
* @protected
|
|
* @type {RPG.BaseItem}
|
|
* @memberof Window_ShopNumber
|
|
*/
|
|
protected _item: RPG.BaseItem;
|
|
/**
|
|
* Returns the maximum number of the item
|
|
* that can be bought/sold.
|
|
* @protected
|
|
* @type {number}
|
|
* @memberof Window_ShopNumber
|
|
*/
|
|
protected _max: number;
|
|
/**
|
|
* The current price of the items.
|
|
*
|
|
* @protected
|
|
* @type {number}
|
|
* @memberof Window_ShopNumber
|
|
*/
|
|
protected _price: number;
|
|
protected _number: number;
|
|
/**
|
|
* Returns the currency unit of the game.
|
|
*
|
|
* @protected
|
|
* @type {string}
|
|
* @memberof Window_ShopNumber
|
|
*/
|
|
protected _currencyUnit: string;
|
|
/**
|
|
* The buttons to input quantity
|
|
* for the quantity of the item to be bought/sold.
|
|
* @protected
|
|
* @type {Array<Sprite_Button>}
|
|
* @memberof Window_ShopNumber
|
|
*/
|
|
protected _buttons: Array<Sprite_Button>;
|
|
|
|
/**
|
|
* Creates an instance of Window_ShopNumber.
|
|
* @param {number} x
|
|
* @param {number} y
|
|
* @param {number} height
|
|
* @memberof Window_ShopNumber
|
|
*/
|
|
constructor(x: number, y: number, height: number);
|
|
|
|
/**
|
|
* Returns the width of the window.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Window_ShopNumber
|
|
*/
|
|
windowWidth(): number;
|
|
number(): number;
|
|
setup(item: RPG.BaseItem, max: number, price: number): void;
|
|
setCurrencyUnit(currencyUnit: string): void;
|
|
createButtons(): void;
|
|
placeButtons(): void;
|
|
updateButtonsVisiblity(): void;
|
|
/**
|
|
* Shows the quantity input buttons.
|
|
*
|
|
* @memberof Window_ShopNumber
|
|
*/
|
|
showButtons(): void;
|
|
/**
|
|
* Hides the quantity input buttons.
|
|
*
|
|
* @memberof Window_ShopNumber
|
|
*/
|
|
hideButtons(): void;
|
|
drawMultiplicationSign(): void;
|
|
drawNumber(): void;
|
|
/**
|
|
* Draws the total price of the selected
|
|
* quantity of item.
|
|
* @memberof Window_ShopNumber
|
|
*/
|
|
drawTotalPrice(): void;
|
|
itemY(): number;
|
|
priceY(): number;
|
|
buttonY(): number;
|
|
/**
|
|
* Returns the width of the cursor.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Window_ShopNumber
|
|
*/
|
|
cursorWidth(): number;
|
|
cursorX(): number;
|
|
maxDigits(): number;
|
|
/**
|
|
* Processes the change in quantity.
|
|
*
|
|
* @memberof Window_ShopNumber
|
|
*/
|
|
processNumberChange(): void;
|
|
/**
|
|
* Changes the quantity, given a number.
|
|
*
|
|
* @param {number} amount
|
|
* @memberof Window_ShopNumber
|
|
*/
|
|
changeNumber(amount: number): void;
|
|
onButtonUp(): void;
|
|
onButtonUp2(): void;
|
|
onButtonDown(): void;
|
|
onButtonDown2(): void;
|
|
onButtonOk(): void;
|
|
}
|
|
|
|
/**
|
|
* -----------------------------------------------------------------------------
|
|
* Window_ShopStatus
|
|
*
|
|
* The window for displaying number of items in possession and the actor's
|
|
* equipment on the shop screen.
|
|
* @class Window_ShopStatus
|
|
*/
|
|
declare class Window_ShopStatus extends Window_Base {
|
|
protected _item: RPG.BaseItem;
|
|
protected _pageIndex: number;
|
|
|
|
/**
|
|
* Creates an instance of Window_ShopStatus.
|
|
* @param {number} x
|
|
* @param {number} y
|
|
* @param {number} width
|
|
* @param {number} height
|
|
* @memberof Window_ShopStatus
|
|
*/
|
|
constructor(x: number, y: number, width: number, height: number);
|
|
|
|
/**
|
|
* Refreshes the window contents.
|
|
*
|
|
* @memberof Window_ShopStatus
|
|
*/
|
|
refresh(): void;
|
|
setItem(item: RPG.BaseItem): void;
|
|
isEquipItem(): boolean;
|
|
drawPossession(x: number, y: number): void;
|
|
drawEquipInfo(x: number, y: number): void;
|
|
statusMembers(): Array<Game_Actor>;
|
|
/**
|
|
* Returns the page size.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Window_ShopStatus
|
|
*/
|
|
pageSize(): number;
|
|
/**
|
|
* Returns the max number of pages.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Window_ShopStatus
|
|
*/
|
|
maxPages(): number;
|
|
drawActorEquipInfo(x: number, y: number, actor: Game_Actor): void;
|
|
drawActorParamChange(x: number, y: number, actor: Game_Actor, item1: RPG.EquipItem): void;
|
|
/**
|
|
* Returns the parameter id.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Window_ShopStatus
|
|
*/
|
|
paramId(): number;
|
|
/**
|
|
* Returns the current item equiped by the given actor when
|
|
* the respective equipment Id is passed.
|
|
* @param {Game_Actor} actor
|
|
* @param {number} etypeId
|
|
* @returns {RPG.EquipItem}
|
|
* @memberof Window_ShopStatus
|
|
*/
|
|
currentEquippedItem(actor: Game_Actor, etypeId: number): RPG.EquipItem;
|
|
/**
|
|
* Updates the current page.
|
|
*
|
|
* @memberof Window_ShopStatus
|
|
*/
|
|
updatePage(): void;
|
|
/**
|
|
* Determines if page can be changed.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Window_ShopStatus
|
|
*/
|
|
isPageChangeEnabled(): boolean;
|
|
isPageChangeRequested(): boolean;
|
|
/**
|
|
* Determines if the window is touched within it's frame.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Window_ShopStatus
|
|
*/
|
|
isTouchedInsideFrame(): boolean;
|
|
/**
|
|
* Changes the current page.
|
|
*
|
|
* @memberof Window_ShopStatus
|
|
*/
|
|
changePage(): void;
|
|
}
|
|
|
|
/**
|
|
* -----------------------------------------------------------------------------
|
|
* Window_NameEdit
|
|
*
|
|
* The window for editing an actor's name on the name input screen.
|
|
* @class Window_NameEdit
|
|
*/
|
|
declare class Window_NameEdit extends Window_Base {
|
|
protected _name: string;
|
|
protected _index: number;
|
|
|
|
/**
|
|
* Creates an instance of Window_NameEdit.
|
|
* @param {Game_Actor} actor
|
|
* @param {number} maxLength
|
|
* @memberof Window_NameEdit
|
|
*/
|
|
constructor(actor: Game_Actor, maxLength: number);
|
|
|
|
/**
|
|
* Returns the window width.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Window_NameEdit
|
|
*/
|
|
windowWidth(): number;
|
|
/**
|
|
* Returns the window height.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Window_NameEdit
|
|
*/
|
|
windowHeight(): number;
|
|
|
|
// "name" is defines already by superclass(PIXI.DisplayObject).
|
|
// name(): string;
|
|
|
|
restoreDefault(): boolean;
|
|
add(ch: string): boolean;
|
|
back(): boolean;
|
|
/**
|
|
* Returns the width of the character face.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Window_NameEdit
|
|
*/
|
|
faceWidth(): number;
|
|
/**
|
|
* Returns the width of a character.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Window_NameEdit
|
|
*/
|
|
charWidth(): number;
|
|
left(): number;
|
|
underlineRect(index: number): Rectangle;
|
|
/**
|
|
* Returns the color of the underline as a css color string.
|
|
*
|
|
* @returns {string}
|
|
* @memberof Window_NameEdit
|
|
*/
|
|
underlineColor(): string;
|
|
/**
|
|
* Draws the underline at the given index of the window.
|
|
*
|
|
* @param {number} index
|
|
* @memberof Window_NameEdit
|
|
*/
|
|
drawUnderline(index: number): void;
|
|
/**
|
|
* Draws a character within the window at the specified index.
|
|
*
|
|
* @param {number} index
|
|
* @memberof Window_NameEdit
|
|
*/
|
|
drawChar(index: number): void;
|
|
/**
|
|
* Refreshes the window contents.
|
|
*
|
|
* @memberof Window_NameEdit
|
|
*/
|
|
refresh(): void;
|
|
}
|
|
|
|
/**
|
|
* -----------------------------------------------------------------------------
|
|
* Window_NameInput
|
|
*
|
|
* The window for selecting text characters on the name input screen.
|
|
* @class Window_NameInputt
|
|
*/
|
|
declare class Window_NameInput extends Window_Selectable {
|
|
static LATIN1: Array<string>;
|
|
static LATIN2: Array<string>;
|
|
static RUSSIA: Array<string>;
|
|
static JAPAN1: Array<string>;
|
|
static JAPAN2: Array<string>;
|
|
static JAPAN3: Array<string>;
|
|
|
|
protected _editWindow: Window_NameEdit;
|
|
protected _page: number;
|
|
protected _index: number;
|
|
|
|
constructor(editWindow: Window_NameEdit);
|
|
|
|
/**
|
|
* Returns the window height.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Window_NameInput
|
|
*/
|
|
windowHeight(): number;
|
|
/**
|
|
* Returns the table of characters to input.
|
|
*
|
|
* @returns {Array<Array<string>>}
|
|
* @memberof Window_NameInput
|
|
*/
|
|
table(): Array<Array<string>>;
|
|
character(): string;
|
|
isPageChange(): boolean;
|
|
isOk(): boolean;
|
|
processJump(): void;
|
|
processBack(): void;
|
|
onNameAdd(): void;
|
|
onNameOk(): void;
|
|
}
|
|
|
|
/**
|
|
* -----------------------------------------------------------------------------
|
|
* Window_ChoiceList
|
|
*
|
|
* The window used for the event command [Show Choices].
|
|
* @class Window_ChoiceList
|
|
*/
|
|
declare class Window_ChoiceList extends Window_Command {
|
|
protected _messageWindow: Window_Message;
|
|
protected _background: number;
|
|
|
|
constructor(messageWindow: Window_Message);
|
|
|
|
start(): void;
|
|
selectDefault(): void;
|
|
updatePlacement(): void;
|
|
updateBackground(): void;
|
|
maxChoiceWidth(): number;
|
|
textWidthEx(text: string): number;
|
|
}
|
|
|
|
/**
|
|
* -----------------------------------------------------------------------------
|
|
* Window_NumberInput
|
|
*
|
|
* The window used for the event command [Input Number].
|
|
* @class Window_NumberInput
|
|
*/
|
|
declare class Window_NumberInput extends Window_Selectable {
|
|
protected _messageWindow: Window_Message;
|
|
protected _number: number;
|
|
protected _maxDigits: number;
|
|
protected _buttons: Array<Sprite_Button>;
|
|
|
|
constructor(messageWindow: Window_Message);
|
|
|
|
start(): void;
|
|
updatePlacement(): void;
|
|
/**
|
|
* Returns the window width.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Window_NumberInput
|
|
*/
|
|
windowWidth(): number;
|
|
/**
|
|
* Returns the window height.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Window_NumberInput
|
|
*/
|
|
windowHeight(): number;
|
|
/**
|
|
* Returns the item width.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Window_NumberInput
|
|
*/
|
|
itemWidth(): number;
|
|
/**
|
|
* Creates the number input window buttons.
|
|
*
|
|
* @memberof Window_NumberInput
|
|
*/
|
|
createButtons(): void;
|
|
/**
|
|
* Places the number input window buttons.
|
|
*
|
|
* @memberof Window_NumberInput
|
|
*/
|
|
placeButtons(): void;
|
|
updateButtonsVisiblity(): void;
|
|
showButtons(): void;
|
|
hideButtons(): void;
|
|
buttonY(): number;
|
|
processDigitChange(): void;
|
|
changeDigit(up: boolean): void;
|
|
onButtonUp(): void;
|
|
onButtonDown(): void;
|
|
onButtonOk(): void;
|
|
}
|
|
|
|
/**
|
|
* -----------------------------------------------------------------------------
|
|
* Window_EventItem
|
|
*
|
|
* The window used for the event command [Select Item].
|
|
* @class Window_EventItem
|
|
*/
|
|
declare class Window_EventItem extends Window_ItemList {
|
|
protected _messageWindow: Window_Message;
|
|
|
|
constructor(messageWindow: Window_Message);
|
|
|
|
/**
|
|
* Returns the height off the window.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Window_EventItem
|
|
*/
|
|
windowHeight(): number;
|
|
/**
|
|
* Returns the number of visible rows.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Window_EventItem
|
|
*/
|
|
numVisibleRows(): number;
|
|
/**
|
|
* Starts the event item window.
|
|
*
|
|
* @memberof Window_EventItem
|
|
*/
|
|
start(): void;
|
|
updatePlacement(): void;
|
|
includes(item: RPG.BaseItem): boolean;
|
|
isEnabled(item: RPG.BaseItem): boolean;
|
|
onOk(): void;
|
|
onCancel(): void;
|
|
}
|
|
|
|
/**
|
|
* -----------------------------------------------------------------------------
|
|
* Window_Message
|
|
*
|
|
* The window for displaying text messages.
|
|
* @class Window_Message
|
|
*/
|
|
declare class Window_Message extends Window_Base {
|
|
protected _background: number;
|
|
protected _positionType: number;
|
|
protected _waitCount: number;
|
|
protected _faceBitmap: Bitmap;
|
|
protected _textState: MV.TextState;
|
|
protected _pauseSkip: boolean;
|
|
protected _showFast: boolean;
|
|
protected _lineShowFast: boolean;
|
|
|
|
protected _goldWindow: Window_Gold;
|
|
protected _choiceWindow: Window_ChoiceList;
|
|
protected _numberWindow: Window_NumberInput;
|
|
protected _itemWindow: Window_EventItem;
|
|
|
|
constructor();
|
|
|
|
initMembers(): void;
|
|
/**
|
|
* Returns the sub windows attached to the message window.
|
|
*
|
|
* @returns {Array<Window_Base>}
|
|
* @memberof Window_Message
|
|
*/
|
|
subWindows(): Array<Window_Base>;
|
|
/**
|
|
* Creates the sub windows for the message window.
|
|
*
|
|
* @memberof Window_Message
|
|
*/
|
|
createSubWindows(): void;
|
|
/**
|
|
* Returns the width of the window.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Window_Message
|
|
*/
|
|
windowWidth(): number;
|
|
/**
|
|
* Returns the height of the window.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Window_Message
|
|
*/
|
|
windowHeight(): number;
|
|
clearFlags(): void;
|
|
/**
|
|
* Returns the number of visible rows within the message window.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Window_Message
|
|
*/
|
|
numVisibleRows(): number;
|
|
checkToNotClose(): void;
|
|
/**
|
|
* Returns true if the message window can start.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Window_Message
|
|
*/
|
|
canStart(): boolean;
|
|
/**
|
|
* Starts the displaying of the message within the message window.
|
|
*
|
|
* @memberof Window_Message
|
|
*/
|
|
startMessage(): void;
|
|
/**
|
|
* Updates the placement of the message window.
|
|
*
|
|
* @memberof Window_Message
|
|
*/
|
|
updatePlacement(): void;
|
|
/**
|
|
* Updates the background of the message window.
|
|
*
|
|
* @memberof Window_Message
|
|
*/
|
|
updateBackground(): void;
|
|
/**
|
|
* Terminates the message and closes the gold and message window.
|
|
*
|
|
* @memberof Window_Message
|
|
*/
|
|
terminateMessage(): void;
|
|
/**
|
|
* Updates the wait of the message window.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Window_Message
|
|
*/
|
|
updateWait(): boolean;
|
|
updateLoading(): boolean;
|
|
/**
|
|
* Updates input when the message window is processing.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Window_Message
|
|
*/
|
|
updateInput(): boolean;
|
|
/**
|
|
* Returns true if any sub window is active.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Window_Message
|
|
*/
|
|
isAnySubWindowActive(): boolean;
|
|
/**
|
|
* Updates the message.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Window_Message
|
|
*/
|
|
updateMessage(): boolean;
|
|
/**
|
|
* Handler for when there is no text left to display within
|
|
* the message window.
|
|
* @memberof Window_Message
|
|
*/
|
|
onEndOfText(): void;
|
|
startInput(): boolean;
|
|
/**
|
|
* Returns true if the ok or cancel inputs have been triggered
|
|
* multiple times.
|
|
* @returns {boolean}
|
|
* @memberof Window_Message
|
|
*/
|
|
isTriggered(): boolean;
|
|
/**
|
|
* Returns true if the message window still has text
|
|
* and settings have not changed.
|
|
* @returns {boolean}
|
|
* @memberof Window_Message
|
|
*/
|
|
doesContinue(): boolean;
|
|
/**
|
|
* Returns true if the message window settings have been changed.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Window_Message
|
|
*/
|
|
areSettingsChanged(): boolean;
|
|
updateShowFast(): void;
|
|
newPage(textState: MV.TextState): void;
|
|
loadMessageFace(): void;
|
|
drawMessageFace(): void;
|
|
newLineX(): number;
|
|
processNewLine(textState: MV.TextState): void;
|
|
processNewPage(textState: MV.TextState): void;
|
|
/**
|
|
* Returns true if there is no text left to display in the message
|
|
* window.
|
|
* @param {MV.TextState} textState
|
|
* @returns {boolean}
|
|
* @memberof Window_Message
|
|
*/
|
|
isEndOfText(textState: MV.TextState): boolean;
|
|
/**
|
|
* Returns true if the text state needs a new page to display text.
|
|
*
|
|
* @param {MV.TextState} textState
|
|
* @returns {boolean}
|
|
* @memberof Window_Message
|
|
*/
|
|
needsNewPage(textState: MV.TextState): boolean;
|
|
processEscapeCharacter(code: string, textState: MV.TextState): void;
|
|
/**
|
|
* Starts a wait for the message window.
|
|
*
|
|
* @param {number} count
|
|
* @memberof Window_Message
|
|
*/
|
|
startWait(count: number): void;
|
|
/**
|
|
* Starts a pause for the message window; this will only be
|
|
* lifted if the user presses a button.
|
|
* @memberof Window_Message
|
|
*/
|
|
startPause(): void;
|
|
}
|
|
|
|
/**
|
|
* -----------------------------------------------------------------------------
|
|
* Window_ScrollText
|
|
*
|
|
* The window for displaying scrolling text. No frame is displayed, but it
|
|
* is handled as a window for convenience.
|
|
* @class Window_ScrollText
|
|
*/
|
|
declare class Window_ScrollText extends Window_Base {
|
|
protected _text: string;
|
|
protected _allTextHeight: number;
|
|
|
|
constructor();
|
|
|
|
/**
|
|
* Starts the displaying of a message in the scroll text window.
|
|
*
|
|
* @memberof Window_ScrollText
|
|
*/
|
|
startMessage(): void;
|
|
refresh(): void;
|
|
updateMessage(): void;
|
|
scrollSpeed(): number;
|
|
/**
|
|
* Returns true if the scene is in fast forward mode.
|
|
*
|
|
* @returns {boolean}
|
|
* @memberof Window_ScrollText
|
|
*/
|
|
isFastForward(): boolean;
|
|
/**
|
|
* Returns the fast forward rate of the scroll text window.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Window_ScrollText
|
|
*/
|
|
fastForwardRate(): number;
|
|
/**
|
|
* Terminates the message and the scroll text window is hidden.
|
|
*
|
|
* @memberof Window_ScrollText
|
|
*/
|
|
terminateMessage(): void;
|
|
}
|
|
|
|
/**
|
|
* -----------------------------------------------------------------------------
|
|
* Window_MapName
|
|
*
|
|
* The window for displaying the map name on the map screen.
|
|
* @class Window_MapName
|
|
*/
|
|
declare class Window_MapName extends Window_Base {
|
|
protected _showCount: number;
|
|
|
|
constructor();
|
|
|
|
/**
|
|
* Returns the window width.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Window_MapName
|
|
*/
|
|
windowWidth(): number;
|
|
/**
|
|
* Returns the window height.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Window_MapName
|
|
*/
|
|
windowHeight(): number;
|
|
updateFadeIn(): void;
|
|
updateFadeOut(): void;
|
|
/**
|
|
* Windows the map name window.
|
|
*
|
|
* @memberof Window_MapName
|
|
*/
|
|
refresh(): void;
|
|
/**
|
|
* Draws the background of the map name window.
|
|
*
|
|
* @param {number} x
|
|
* @param {number} y
|
|
* @param {number} width
|
|
* @param {number} height
|
|
* @memberof Window_MapName
|
|
*/
|
|
drawBackground(x: number, y: number, width: number, height: number): void;
|
|
}
|
|
|
|
|
|
/**
|
|
* -----------------------------------------------------------------------------
|
|
* Window_BattleLog
|
|
*
|
|
* The window for displaying battle progress. No frame is displayed, but it is
|
|
* handled as a window for convenience.
|
|
* @class Window_BattleLog
|
|
*/
|
|
declare class Window_BattleLog extends Window_Selectable {
|
|
protected _lines: Array<string>;
|
|
protected _methods: Array<MV.BattleLogMethod>;
|
|
protected _waitCount: number;
|
|
protected _waitMode: string;
|
|
protected _baseLineStack: Array<number>;
|
|
protected _spriteset: Spriteset_Battle;
|
|
|
|
constructor();
|
|
|
|
setSpriteset(spriteset: Spriteset_Battle): void;
|
|
windowWidth(): number;
|
|
windowHeight(): number;
|
|
maxLines(): number;
|
|
createBackBitmap(): void;
|
|
createBackSprite(): void;
|
|
numLines(): number;
|
|
messageSpeed(): number;
|
|
isBusy(): boolean;
|
|
updateWait(): boolean;
|
|
updateWaitCount(): boolean;
|
|
updateWaitMode(): boolean;
|
|
setWaitMode(waitMode: string): void;
|
|
callNextMethod(): void;
|
|
isFastForward(): boolean;
|
|
push(methodName: string, ...args: any[]): void;
|
|
clear(): void;
|
|
wait(): void;
|
|
waitForEffect(): void;
|
|
waitForMovement(): void;
|
|
addText(text: string): void;
|
|
pushBaseLine(): void;
|
|
popBaseLine(): void;
|
|
waitForNewLine(): void;
|
|
popupDamage(target: Game_Battler): void;
|
|
performActionStart(subject: Game_Battler, action: Game_Action): void;
|
|
performAction(subject: Game_Battler, action: Game_Action): void;
|
|
performActionEnd(subject: Game_Battler): void;
|
|
performDamage(target: Game_Battler): void;
|
|
performMiss(target: Game_Battler): void;
|
|
performRecovery(target: Game_Battler): void;
|
|
performEvasion(target: Game_Battler): void;
|
|
performMagicEvasion(target: Game_Battler): void;
|
|
performCounter(target: Game_Battler): void;
|
|
performReflection(target: Game_Battler): void;
|
|
performSubstitute(substitute: Game_Battler, target: Game_Battler): void;
|
|
performCollapse(target: Game_Battler): void;
|
|
showAnimation(subject: Game_Battler, targets: Game_Battler, animationId: number): void;
|
|
showAttackAnimation(subject: Game_Battler, targets: Game_Battler): void;
|
|
showActorAttackAnimation(subject: Game_Battler, targets: Game_Battler): void;
|
|
showEnemyAttackAnimation(subject: Game_Battler, targets: Game_Battler): void;
|
|
showNormalAnimation(targets: Game_Battler, animationId: number, mirror: boolean): void;
|
|
animationBaseDelay(): number;
|
|
animationNextDelay(): number;
|
|
drawBackground(): void;
|
|
backRect(): Rectangle;
|
|
backColor(): string;
|
|
backPaintOpacity(): number;
|
|
drawLineText(index: number): void;
|
|
startTurn(): void;
|
|
startAction(subject: Game_Battler, action: Game_Action, targets: Array<Game_Battler>): void;
|
|
endAction(subject: Game_Battler): void;
|
|
displayCurrentState(subject: Game_Battler): void;
|
|
displayRegeneration(subject: Game_Battler): void;
|
|
displayAction(subject: Game_Battler, item: RPG.UsableItem): void;
|
|
displayCounter(target: Game_Battler): void;
|
|
displayReflection(target: Game_Battler): void;
|
|
displaySubstitute(substitute: Game_Battler, target: Game_Battler): void;
|
|
displayActionResults(subject: Game_Battler, targt: Game_Battler): void;
|
|
displayFailure(target: Game_Battler): void;
|
|
displayCritical(target: Game_Battler): void;
|
|
displayDamage(target: Game_Battler): void;
|
|
displayMiss(target: Game_Battler): void;
|
|
displayEvasion(target: Game_Battler): void;
|
|
displayHpDamage(target: Game_Battler): void;
|
|
displayMpDamage(target: Game_Battler): void;
|
|
displayTpDamage(target: Game_Battler): void;
|
|
displayAffectedStatus(target: Game_Battler): void;
|
|
displayAutoAffectedStatus(target: Game_Battler): void;
|
|
displayChangedStates(target: Game_Battler): void;
|
|
displayAddedStates(target: Game_Battler): void;
|
|
displayRemovedStates(target: Game_Battler): void;
|
|
displayChangedBuffs(target: Game_Battler): void;
|
|
displayBuffs(target: Game_Battler, buffs: Array<number>, fmt: string): void;
|
|
makeHpDamageText(target: Game_Battler): void;
|
|
makeMpDamageText(target: Game_Battler): string;
|
|
makeTpDamageText(target: Game_Battler): string;
|
|
}
|
|
|
|
/**
|
|
* -----------------------------------------------------------------------------
|
|
* Window_PartyCommand
|
|
*
|
|
* The window for selecting whether to fight or escape on the battle screen.
|
|
* @class Window_PartyCommand
|
|
*/
|
|
declare class Window_PartyCommand extends Window_Command {
|
|
constructor();
|
|
|
|
setup(): void;
|
|
}
|
|
|
|
/**
|
|
* -----------------------------------------------------------------------------
|
|
* Window_ActorCommand
|
|
*
|
|
* The window for selecting an actor's action on the battle screen.
|
|
* @class Window_ActorCommand
|
|
*/
|
|
declare class Window_ActorCommand extends Window_Command {
|
|
protected _actor: Game_Actor;
|
|
|
|
constructor();
|
|
|
|
/**
|
|
* Adds the attack command to the actor command window.
|
|
*
|
|
* @memberof Window_ActorCommand
|
|
*/
|
|
addAttackCommand(): void;
|
|
/**
|
|
* Adds the skill command to the actor command window.
|
|
*
|
|
* @memberof Window_ActorCommand
|
|
*/
|
|
addSkillCommands(): void;
|
|
/**
|
|
* Adds the guard command to the actor command window.
|
|
*
|
|
* @memberof Window_ActorCommand
|
|
*/
|
|
addGuardCommand(): void;
|
|
/**
|
|
* Adds the item command to the actor command window.
|
|
*
|
|
* @memberof Window_ActorCommand
|
|
*/
|
|
addItemCommand(): void;
|
|
/**
|
|
* Sets up the actor command window with a specified actor.
|
|
*
|
|
* @param {Game_Actor} actor
|
|
* @memberof Window_ActorCommand
|
|
*/
|
|
setup(actor: Game_Actor): void;
|
|
selectLast(): void;
|
|
}
|
|
|
|
/**
|
|
* -----------------------------------------------------------------------------
|
|
* Window_BattleStatus
|
|
*
|
|
* The window for displaying the status of party members on the battle screen.
|
|
* @class Window_BattleStatus
|
|
*/
|
|
declare class Window_BattleStatus extends Window_Selectable {
|
|
constructor();
|
|
|
|
/**
|
|
* Returns the window width.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Window_BattleStatus
|
|
*/
|
|
windowWidth(): number;
|
|
/**
|
|
* Returns the window height.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Window_BattleStatus
|
|
*/
|
|
windowHeight(): number;
|
|
/**
|
|
* Returns the number of visible rows.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Window_BattleStatus
|
|
*/
|
|
numVisibleRows(): number;
|
|
basicAreaRect(index: number): Rectangle;
|
|
/**
|
|
* returns a rectangle for the gauges in the gauge area.
|
|
*
|
|
* @param {number} index
|
|
* @returns {Rectangle}
|
|
* @memberof Window_BattleStatus
|
|
*/
|
|
gaugeAreaRect(index: number): Rectangle;
|
|
/**
|
|
* Returns the width of the guage area.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Window_BattleStatus
|
|
*/
|
|
gaugeAreaWidth(): number;
|
|
/**
|
|
* Draws the basic area for actors within the battle status window.
|
|
*
|
|
* @param {Rectangle} rect
|
|
* @param {Game_Actor} actor
|
|
* @memberof Window_BattleStatus
|
|
*/
|
|
drawBasicArea(rect: Rectangle, actor: Game_Actor): void;
|
|
/**
|
|
* Draws the gauge area for the actors within the battle status window.
|
|
*
|
|
* @param {Rectangle} rect
|
|
* @param {Game_Actor} actor
|
|
* @memberof Window_BattleStatus
|
|
*/
|
|
drawGaugeArea(rect: Rectangle, actor: Game_Actor): void;
|
|
/**
|
|
* Draws the gauges in the basic area with tp included.
|
|
*
|
|
* @param {Rectangle} rect
|
|
* @param {Game_Actor} actor
|
|
* @memberof Window_BattleStatus
|
|
*/
|
|
drawGaugeAreaWithTp(rect: Rectangle, actor: Game_Actor): void;
|
|
/**
|
|
* Draws the gauges in the basic area without tp included.
|
|
*
|
|
* @param {Rectangle} rect
|
|
* @param {Game_Actor} actor
|
|
* @memberof Window_BattleStatus
|
|
*/
|
|
drawGaugeAreaWithoutTp(rect: Rectangle, actor: Game_Actor): void;
|
|
}
|
|
|
|
/**
|
|
* -----------------------------------------------------------------------------
|
|
* Window_BattleActor
|
|
*
|
|
* The window for selecting a target actor on the battle screen.
|
|
* @class Window_BattleActor
|
|
*/
|
|
declare class Window_BattleActor extends Window_BattleStatus {
|
|
constructor(x: number, y: number);
|
|
|
|
/**
|
|
* Selects an actor within the battle actor window.
|
|
*
|
|
* @param {number} index
|
|
* @memberof Window_BattleActor
|
|
*/
|
|
select(index: number): void;
|
|
/**
|
|
* Returns the current selected actor.
|
|
*
|
|
* @returns {Game_Actor}
|
|
* @memberof Window_BattleActor
|
|
*/
|
|
actor(): Game_Actor;
|
|
}
|
|
|
|
/**
|
|
* -----------------------------------------------------------------------------
|
|
* Window_BattleEnemy
|
|
*
|
|
* The window for selecting a target enemy on the battle screen.
|
|
* @class Window_BattleEnemy
|
|
*/
|
|
declare class Window_BattleEnemy extends Window_Selectable {
|
|
protected _enemies: Array<Game_Enemy>;
|
|
|
|
constructor(x: number, y: number);
|
|
|
|
/**
|
|
* Returns the window width.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Window_BattleEnemy
|
|
*/
|
|
windowWidth(): number;
|
|
/**
|
|
* Returns the window height.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Window_BattleEnemy
|
|
*/
|
|
windowHeight(): number;
|
|
/**
|
|
* Returns the number of visible rows.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Window_BattleEnemy
|
|
*/
|
|
numVisibleRows(): number;
|
|
/**
|
|
* Returns the current enemy.
|
|
*
|
|
* @returns {Game_Enemy}
|
|
* @memberof Window_BattleEnemy
|
|
*/
|
|
enemy(): Game_Enemy;
|
|
/**
|
|
* Returns the current index selected.
|
|
*
|
|
* @returns {number}
|
|
* @memberof Window_BattleEnemy
|
|
*/
|
|
enemyIndex(): number;
|
|
/**
|
|
* Selects a specified enemy using the index.
|
|
*
|
|
* @param {number} index
|
|
* @memberof Window_BattleEnemy
|
|
*/
|
|
select(index: number): void;
|
|
}
|
|
|
|
/**
|
|
* -----------------------------------------------------------------------------
|
|
* Window_BattleSkill
|
|
*
|
|
* The window for selecting a skill to use on the battle screen.
|
|
* @class Window_BattleSkill
|
|
*/
|
|
declare class Window_BattleSkill extends Window_SkillList {
|
|
constructor(x: number, y: number, width: number, height: number);
|
|
}
|
|
|
|
/**
|
|
* -----------------------------------------------------------------------------
|
|
* Window_BattleItem
|
|
*
|
|
* The window for selecting an item to use on the battle screen.
|
|
* @class Window_BattleItem
|
|
*/
|
|
declare class Window_BattleItem extends Window_ItemList {
|
|
constructor(x: number, y: number, width: number, height: number);
|
|
|
|
includes(item: RPG.UsableItem): boolean;
|
|
}
|
|
|
|
/**
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* -----------------------------------------------------------------------------
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* Window_TitleCommand
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*
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* The window for selecting New Game/Continue on the title screen.
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* @class Window_TitleCommand
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*/
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declare class Window_TitleCommand extends Window_Command {
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protected static _lastCommandSymbol: string;
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constructor();
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updatePlacement(): void;
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isContinueEnabled(): boolean;
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initCommandPosition(): void;
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selectLast(): void;
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}
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/**
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* -----------------------------------------------------------------------------
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* Window_GameEnd
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*
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* The window for selecting "Go to Title" on the game end screen.
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* @class Window_GameEnd
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*/
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declare class Window_GameEnd extends Window_Command {
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constructor();
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updatePlacement(): void;
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}
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/**
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* -----------------------------------------------------------------------------
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* Window_DebugRange
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*
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* The window for selecting a block of switches/variables on the debug screen.
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* @class Window_DebugRange
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*/
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declare class Window_DebugRange extends Window_Selectable {
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protected static lastTopRow: number;
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protected static lastIndex: number;
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protected _editWindow: Window_DebugEdit;
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constructor(x: number, y: number);
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windowWidth(): number;
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windowHeight(): number;
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mode(): string;
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topId(): number;
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setEditWindow(editWindow: Window_DebugEdit): void;
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}
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/**
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* -----------------------------------------------------------------------------
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* Window_DebugEdit
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*
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* The window for displaying switches and variables on the debug screen.
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* @class Window_DebugEdit
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*/
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declare class Window_DebugEdit extends Window_Selectable {
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protected _mode: string;
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protected _topId: number;
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constructor(x: number, y: number, width: number);
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itemName(dataId: number): string;
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itemStatus(dataId: number): string;
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setMode(mode: string): void;
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setTopId(id: number): void;
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currentId(): number;
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updateSwitch(): void;
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updateVariable(): void;
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}
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