import { WeatherType } from "../core" import { PIXI } from "../externals" import { Game_Character, PictureEasingType } from "../objects" import { Color, DataAudio, Direction } from "./base" import { ParamID } from "./classes" import { SelfSwitchCharacter } from "./events" import { ItemType } from "./items" import { VehicleType } from "./system" import { ActionDataType, ActorID, AnimationID, ArmorID, BalloonIconID, CharacterID, ClassID, CommonEventID, EnemyID, EquipmentType, ItemID, MapID, PictureID, SkillID, StateID, SwitchID, TilesetID, TroopID, VariableID, WeaponID, } from "./types" export declare type TextWindowBackgroundType = 0 /* Window */ | 1 /* Dim */ | 2 /* Transparent */ export declare type TextWindowPositionType = 0 /* Top */ | 1 /* Middle */ | 2 /* Bottom */ export declare type VariableComparisonType = | 0 /* Equal to */ | 1 /* Greater than or Equal to */ | 2 /* Less than or Equal to */ | 3 /* Greater than */ | 4 /* Less than */ | 5 /* Not Equal to */ declare type $ = { code: TCode parameters: TParams } export declare type RouteMovementCommand = | $ | $ | $ | $ | $ | $ | $ | $ | $ | $ | $ | $ | $ | $ | $ /* x, y */ | $ | $ | $ | $ | $ | $ | $ | $ | $ | $ | $ | $ | $ | $ | $ | $ | $ | $ | $ | $ | $ | $ | $ | $ | $ | $ | $ | $ | $ | $ | $ export declare type ConditionalBranchParams = | [0, SwitchID, 0 | 1] /* Switch */ /* Variable */ | [1, VariableID, 0, number, VariableComparisonType] /* Compare by value */ | [1, VariableID, 1, VariableID, VariableComparisonType] /* Compare by variable */ /* Self Switch */ | [2, SelfSwitchCharacter, 0 | 1] /* Timer */ | [3, number /* Seconds */, 0 | 1 /* ≥ or ≤ */] /* Actor */ | [4, ActorID, 0, undefined] /* In the Party */ | [4, ActorID, 1, string] /* Name */ | [4, ActorID, 2, ClassID] /* Class */ | [4, ActorID, 3, SkillID] /* Skill */ | [4, ActorID, 4, WeaponID] /* Weapon */ | [4, ActorID, 5, ArmorID] /* Armor */ | [4, ActorID, 6, StateID] /* State */ /* Enemy */ | [5, EnemyID, 0] /* Appeared */ | [5, EnemyID, 1, StateID] /* State */ /* Character */ | [6, CharacterID, Direction] /* Gold */ | [7, number /* Amount */, 0 | 1 | 2 /* ≥, ≤, < */] /* Item */ | [8, ItemID] /* Weapon */ | [9, WeaponID, boolean] /* Armor */ | [10, WeaponID, boolean] /* Button */ | [11, string /* Key Name */, undefined | 0 | 1 | 2 /* Is Pressed (default), Is Triggered, Is Repeated */] /* Script */ | [12, string] /* Vehicle */ | [13, VehicleType] export declare type DataCommand = { indent?: number | null } & ( | RouteMovementCommand /* Show Text */ | $< 101, [ string /* Face Name */, number /* Face Index */, TextWindowBackgroundType, TextWindowPositionType, string /* Talker Name */ ] > | $<401, [string]> /* Text */ /* Show Choices */ | $< 102, [ string[] /* Choices */, number /* Cancel Type */, number /* Default Type */, TextWindowPositionType, TextWindowBackgroundType ] > | $<402, [number]> /* When [**] */ | $<403> /* When Cancel */ /* Input Number */ | $<103, [number /* Variable ID */, number /* Max Digits */]> /* Select Item */ | $<104, [number /* Variable ID */, ItemType?]> /* Show Scrolling Text */ | $<105, [number /* Speed */, boolean /* No Fast */]> | $<405, [string]> /* Text */ /* Comment */ | $<108, [string]> | $<408, [string]> /* Skip */ | $<109> /* Conditional Branch */ | $<111, ConditionalBranchParams> /* Else */ | $<411> /* Loop */ | $<112> /* Repeat Above */ | $<413> /* Break Loop */ | $<113> /* Exit Event Processing */ | $<115> /* Common Event */ | $<117, [CommonEventID]> /* Label */ | $<118, [string]> /* Jump to Label */ | $<119, [string]> /* Control Switches */ | $<121, [SwitchID, SwitchID, 0 | 1]> /* Control Variables */ | $< 122, [ VariableID, VariableID, VariableOperationType, ...( | [0, number] /* Constant */ | [1, VariableID] /* Variable */ | [2, number, number] /* Random */ /* Game Data */ | [ 3, ...( | [0, ItemID] /* Item */ | [1, WeaponID] /* Weapon */ | [2, ArmorID] /* Armor */ | [ 3 /* Actor */, ActorID, /* Level, EXP, HP, MP, (param 0~7), TP */ 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 ] | [ 4 /* Enemy */, EnemyID, /* HP, MP, (param 0~7), TP */ 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 ] | [ 5 /* Character */, CharacterID, /* Map X, Map Y, Direction, Screen X, Screen Y */ 0 | 1 | 2 | 3 | 4 ] | [6, number] /* Party */ | [8, ActionDataType] /* Last */ | [ 7, ( | 0 /* Map ID */ | 1 /* Party Members */ | 2 /* Gold */ | 3 /* Steps */ | 4 /* Play Time */ | 5 /* Timer */ | 6 /* Save Count */ | 7 /* Battle Count */ | 8 /* Win Count */ /* Escape Count */ | 9 ) ] ) ] /* Script */ | [4, string] ) ] > /* Control Self Switch */ | $<123, [SelfSwitchCharacter, 0 | 1]> /* Control Timer */ | $<124, [0, number] /* Start, Second */ | [1] /* Stop */> /* Change Gold */ | $<125, [ValueOperation, ...ValueOperand]> /* Change Items */ | $<126, [ItemID, ValueOperation, ...ValueOperand]> /* Change Weapons */ | $<127, [WeaponID, ValueOperation, ...ValueOperand, boolean]> /* Change Armors */ | $<128, [ArmorID, ValueOperation, ...ValueOperand, boolean]> /* Change Party Member */ | $<129, [ActorID, 0, boolean] /* Add, initialie */ | [ActorID, 1] /* Remove */> /* Change Battle BGM */ | $<132, [DataAudio]> /* Change Victory ME */ | $<133, [DataAudio]> /* Change Save Access */ | $<134, [0 | 1]> /* Change Menu Access */ | $<135, [0 | 1]> /* Change Encounter */ | $<136, [0 | 1]> /* Change Formation Access */ | $<137, [0 | 1]> /* Change Window Color */ | $<138, [Color]> /* Change Default ME */ | $<139, [DataAudio]> /* Change Vehicle BGM */ | $<140, [VehicleType, DataAudio]> /* Transfer Player (Map, X, Y) */ | $< 201, [ ...( | [0, MapID, number, number] /* Direct designation */ /* Designation by variables */ | [1, VariableID, VariableID, VariableID] ), Direction, number /* Fade type */ ] > /* Set Vehicle Location */ | $< 202, [ VehicleType, ...( | [0, MapID, number, number] /* Direct designation */ /* Designation by variables */ | [1, VariableID, VariableID, VariableID] ) ] > /* Set Event Location */ | $< 203, | [CharacterID, 0, number, number, Direction] /* Direct designation */ | [CharacterID, 1, VariableID, VariableID, Direction] /* Designation by variables */ | [CharacterID, 2, CharacterID, undefined, Direction] /* Exchange with another event */ > /* Scroll Map */ | $<204, [Direction, number /* Distance */, number /* Speed */, boolean /* Wait */]> /* Set Movement Route */ | $<205, [number /* Character ID */, MoveRoute]> /* Movement Route */ | $<505, [RouteMovementCommand]> /* Get on/off Vehicle */ | $<206> /* Change Transparency */ | $<211, [0 | 1]> /* Show Animation */ | $<212, [CharacterID, AnimationID, boolean /* Wait */]> /* Show Balloon Icon */ | $<213, [CharacterID, BalloonIconID, boolean /* Wait */]> /* Erase Event */ | $<214> /* Change Player Followers */ | $<216, [0 | 1]> /* Gather Followers */ | $<217> /* Fadeout Screen */ | $<221> /* Fadein Screen */ | $<222> /* Tint Screen */ | $<223, [Color /* Tone */, number /* Duration */, boolean /* Wait */]> /* Flash Screen */ | $<224, [Color /* Tone */, number /* Duration */, boolean /* Wait */]> /* Shake Screen */ | $<225, [number /* Power */, number /* Speed */, number /* Duration */, boolean /* Wait */]> /* Wait */ | $<230, [number]> /* Show Picture */ | $< 231, [ PictureID, string /* Image Name */, number /* Origin */, 0 | 1 /* Direct designation or Designation with variables */, number | VariableID /* X */, number | VariableID /* Y */, number /* Scale X */, number /* Scale Y */, number /* Opacity */, PIXI.BLEND_MODES /* Blend Mode */ ] > /* Move Picture */ | $< 232, [ PictureID, string /* Image Name */, number /* Origin */, 0 | 1 /* Direct designation or Designation with variables */, number | VariableID /* X */, number | VariableID /* Y */, number /* Scale X */, number /* Scale Y */, number /* Opacity */, PIXI.BLEND_MODES /* Blend Mode */, number /* Duration */, boolean /* Wait */, PictureEasingType? ] > /* Rotate Picture */ | $<233, [PictureID, number]> /* Tint Picture */ | $<234, [PictureID, Color /* Tone */, number /* Duration */, boolean /* Wait */]> /* Erase Picture */ | $<235, [PictureID]> /* Set Weather Effect */ | $<236, [WeatherType, number /* Power */, number /* Duration */, boolean /* Wait */]> /* Play BGM */ | $<241, [DataAudio]> /* Fadeout BGM */ | $<242, [number]> /* Duration */ /* Save BGM */ | $<243> /* Resume BGM */ | $<244> /* Play BGS */ | $<245, [DataAudio]> /* Fadeout BGS */ | $<246, [number]> /* Duration */ /* Play ME */ | $<249, [DataAudio]> /* Play SE */ | $<250, [DataAudio]> /* Stop SE */ | $<251> /* Play Movie */ | $<261, [string]> /* Change Map Name Display */ | $<281, [0 | 1]> /* Change Tileset */ | $<282, [TilesetID]> /* Change Battle Background */ | $<283, [string, string]> /* Change Parallax */ | $< 284, [ string /* Name */, boolean /* Loop X */, boolean /* Loop Y */, number /* Scroll X Speed */, number /* Scroll Y Speed */ ] > /* Get Location Info */ | $< 285, [ VariableID, ( | 0 /* Terrain Tag */ | 1 /* Event ID */ | (2 | 3 | 4 | 5) /* Tile ID (Layer 1 ~ 4) */ /* Region ID */ | -1 ), ...( | [0, number, number] /* Direct designation */ /* Designation by variables */ | [1, VariableID, VariableID] ) ] > /* Battle Processing */ | $< 301, [ ...( | [0, TroopID] /* Direct designation */ | [1, VariableID] /* Designation by variables */ | [-1, undefined] ) /* Same as Random Encounters */, boolean /* Can escape */, boolean /* Can lose */ ] > /* If Win */ | $<601> /* If Escape */ | $<602> /* If Lose */ | $<603> /* Shop Processing */ | $<302, [...ShopGoods, boolean /* Purchase only */]> | $<605, ShopGoods> /* Name Input Processing */ | $<303, [ActorID, number /* Max length */]> /* Change HP */ | $<311, [...ChangeActorValue, boolean /* Allow Death */]> /* Change MP */ | $<312, ChangeActorValue> /* Change TP */ | $<326, ChangeActorValue> /* Change State */ | $<313, [...IterateActorArguments, 0 | 1 /* Add | Remove */, StateID]> /* Recover All */ | $<314, IterateActorArguments> /* Change EXP */ | $<315, [...ChangeActorValue, boolean /* Show */]> /* Change Level */ | $<316, [...ChangeActorValue, boolean /* Show */]> /* Change Parameter */ | $<317, [...IterateActorArguments, ParamID, ValueOperation, ...ValueOperand]> /* Change Skill */ | $<318, [...IterateActorArguments, 0 | 1 /* Learn | Forget */, SkillID]> /* Change Equipment */ | $<319, [ActorID, EquipmentType, ItemID]> /* Change Name */ | $<320, [ActorID, string]> /* Change Class */ | $<321, [ActorID, ClassID, boolean /* Keep EXP */]> /* Change Actor Images */ | $< 322, [ ActorID, ...[string, number] /* Character Image (Name, Index) */, ...[string, number] /* Face Image (Name, Index) */, string /* Battler Image */ ] > /* Change Vehicle Image */ | $<323, [VehicleType, string, number]> /* Change Nickname */ | $<324, [ActorID, string]> /* Change Profile */ | $<325, [ActorID, string]> /* Change Enemy HP */ | $<331, [...ChangeEnemyValue, boolean /* Allow Death */]> /* Change Enemy MP */ | $<332, ChangeEnemyValue> /* Change Enemy TP */ | $<342, ChangeEnemyValue> /* Change Enemy State */ | $<333, [EnemyID, 0 | 1 /* Add | Remove */, StateID]> /* Enemy Recover All */ | $<334, [EnemyID]> /* Enemy Appear */ | $<335, [EnemyID]> /* Enemy Transform */ | $<336, [EnemyID, EnemyID]> /* Show Battle Animation */ | $<337, [EnemyID, AnimationID, boolean]> /* Force Action */ | $<339, [...([0, EnemyID] | [1, ActorID]), SkillID, ActorID | EnemyID]> /* Abort Battle */ | $<340> /* Open Menu Screen */ | $<351> /* Open Save Screen */ | $<352> /* Game Over */ | $<353> /* Return to Title Screen */ | $<354> /* Script */ | $<355, [string]> | $<655, [string]> /* Plugin Command MV (deprecated) */ | $<356, [string]> /* Plugin Command */ | $<357, [string /* Plugin File name */, string /* Command Name */, undefined, unknown[] /* Arguments */]> ) export declare type CommandCode = DataCommand["code"] export declare type RouteCommandCode = RouteMovementCommand["code"] export declare type ExtractDataCommand = Extract< DataCommand, { code: TCode } > export declare type CommandParams = ExtractDataCommand["parameters"] export interface MoveRoute { list: RouteMovementCommand[] repeat: boolean skippable: boolean wait: boolean } export declare type VariableOperationType = | 0 /* Set */ | 1 /* Add */ | 2 /* Sub */ | 3 /* Mul */ | 4 /* Div */ | 5 /* Mod */ export declare type ValueOperation = 0 /* Value */ | 1 /* Negative Value */ export declare type ValueOperand = [0, number] /* Constant */ | [1, VariableID] /* Variable */ export declare type IterateActorArguments = [0, ActorID] | [1, VariableID] export declare type ChangeActorValue = [...IterateActorArguments, ValueOperation, ...ValueOperand] export declare type ChangeEnemyValue = [EnemyID, ValueOperation, ...ValueOperand] export declare type WaitMode = | "" | "message" | "transfer" | "scroll" | "route" | "animation" | "balloon" | "gather" | "video" | "action" | "image" | "effect" | "movement" export declare type ShopGoods = [ ...([0, ItemID] | [1, WeaponID] | [2, ArmorID]), ...([0, undefined] | [1, number]) ] export {}