import { Game_Action, Game_Actor, Game_Enemy, Game_Party, Game_Troop } from "../objects" import { ParamID } from "./classes" import { DataItem } from "./items" import { DataSkill } from "./skills" import { CommonEventID, SkillID, StateID } from "./types" declare type $ = { code: TCode dataId: TDataID value1: TValue1 value2: TValue2 } export declare type HitType = | typeof Game_Action.HITTYPE_CERTAIN | typeof Game_Action.HITTYPE_PHYSICAL | typeof Game_Action.HITTYPE_MAGICAL export declare type SpecialEffectType = typeof Game_Action.SPECIAL_EFFECT_ESCAPE export declare type ActionEffectBase = | $ | $ | $ | $ | $ | $ | $ | $ | $ | $ | $ | $ | $ export declare type ActionEffect = Extract< ActionEffectBase, { code: TCode } > export declare type ActionUnit = Game_Party | Game_Troop export declare type ActionTarget = Game_Actor | Game_Enemy export declare type ActionItem = DataSkill | DataItem export declare type ActionState = "undecided" | "inputting" | "waiting" | "acting" | "done" export declare type BattlerEffectType = | "whiten" | "blink" | "collapse" | "bossCollapse" | "instantCollapse" | "appear" | "disappear" export declare type BattlerMotionType = | "walk" | "wait" | "chant" | "guard" | "damage" | "evade" | "thrust" | "swing" | "missile" | "skill" | "spell" | "item" | "escape" | "victory" | "dying" | "abnormal" | "sleep" | "dead" export {}