import { ActorID, ArmorID, ClassID, DataArmor, DataClass, DataEquipment, DataItem, DataSkill, DataState, DataWeapon, EquipmentSlotID, EquipmentType, ParamID, SkillID, StateID, WeaponID, WeaponType, } from "../data" import { Game_Action } from "./Game_Action" import { Game_Battler } from "./Game_Battler" import { Game_Item } from "./Game_Item" /** * Game_Actor * * The game object class for an actor. */ export declare class Game_Actor extends Game_Battler { get level(): number _actorId: number _name: string _nickname: string _classId: number _level: number _characterName: string _characterIndex: number _faceName: string _faceIndex: number _battlerName: string _exp: Record _skills: SkillID[] _equips: Game_Item[] _actionInputIndex: number _lastMenuSkill: Game_Item _lastBattleSkill: Game_Item _lastCommandSymbol: string _profile: string _stateSteps: Record constructor(actorId: ActorID) initMembers(): void setup(actorId: ActorID): void actorId(): number actor(): import("../data").DataActor name(): string setName(name: string): void nickname(): string setNickname(nickname: string): void profile(): string setProfile(profile: string): void characterName(): string characterIndex(): number faceName(): string faceIndex(): number battlerName(): string clearStates(): void eraseState(stateId: StateID): void resetStateCounts(stateId: StateID): void initImages(): void expForLevel(level: number): number initExp(): void currentExp(): number currentLevelExp(): number nextLevelExp(): number nextRequiredExp(): number maxLevel(): number isMaxLevel(): boolean initSkills(): void initEquips(equips: (WeaponID | ArmorID)[]): void equipSlots(): number[] equips(): DataEquipment[] weapons(): DataWeapon[] armors(): DataArmor[] hasWeapon(weapon: DataWeapon): boolean hasArmor(armor: DataArmor): boolean isEquipChangeOk(slotId: EquipmentSlotID): boolean changeEquip(slotId: EquipmentSlotID, item: DataEquipment | null): void forceChangeEquip(slotId: EquipmentSlotID, item: DataEquipment | null): void tradeItemWithParty(newItem: DataEquipment | null, oldItem: DataEquipment | null): boolean changeEquipById(etypeId: EquipmentType, itemId: WeaponID | ArmorID): void isEquipped(item: DataEquipment): boolean discardEquip(item: DataEquipment): void releaseUnequippableItems(forcing: boolean): void clearEquipments(): void optimizeEquipments(): void bestEquipItem(slotId: EquipmentSlotID): DataEquipment | null calcEquipItemPerformance(item: DataEquipment): number isSkillWtypeOk(skill: DataSkill): boolean isWtypeEquipped(wtypeId: WeaponType): boolean refresh(): void hide(): void isActor(): boolean friendsUnit(): import("./Game_Party").Game_Party opponentsUnit(): import("./Game_Troop").Game_Troop index(): number isBattleMember(): boolean isFormationChangeOk(): boolean currentClass(): DataClass isClass(gameClass: DataClass): boolean skillTypes(): number[] skills(): DataSkill[] usableSkills(): DataSkill[] traitObjects(): { traits: import("../data").Trait[] }[] attackElements(): number[] hasNoWeapons(): boolean bareHandsElementId(): number paramBase(paramId: ParamID): number paramPlus(paramId: ParamID): number attackAnimationId1(): number attackAnimationId2(): 0 bareHandsAnimationId(): number changeExp(exp: number, show?: boolean): void levelUp(): void levelDown(): void findNewSkills(lastSkills: DataSkill[]): DataSkill[] displayLevelUp(newSkills: DataSkill[]): void gainExp(exp: number): void finalExpRate(): number benchMembersExpRate(): 0 | 1 shouldDisplayLevelUp(): boolean changeLevel(level: number, show?: boolean): void learnSkill(skillId: SkillID): void forgetSkill(skillId: SkillID): void isLearnedSkill(skillId: SkillID): boolean hasSkill(skillId: SkillID): boolean changeClass(classId: ClassID, keepExp?: boolean): void setCharacterImage(characterName: string, characterIndex: number): void setFaceImage(faceName: string, faceIndex: number): void setBattlerImage(battlerName: string): void isSpriteVisible(): boolean performActionStart(action: Game_Action): void performAction(action: Game_Action): void performActionEnd(): void performAttack(): void performDamage(): void performEvasion(): void performMagicEvasion(): void performCounter(): void performCollapse(): void performVictory(): void performEscape(): void makeActionList(): Game_Action[] makeAutoBattleActions(): void makeConfusionActions(): void makeActions(): void onPlayerWalk(): void updateStateSteps(state: DataState): void showAddedStates(): void showRemovedStates(): void stepsForTurn(): number turnEndOnMap(): void checkFloorEffect(): void executeFloorDamage(): void basicFloorDamage(): number maxFloorDamage(): number performMapDamage(): void clearActions(): void inputtingAction(): Game_Action selectNextCommand(): boolean selectPreviousCommand(): boolean lastSkill(): DataSkill lastMenuSkill(): DataSkill setLastMenuSkill(skill: DataSkill | null): void lastBattleSkill(): DataSkill setLastBattleSkill(skill: DataSkill | null): void lastCommandSymbol(): string setLastCommandSymbol(symbol: string): void testEscape(item: DataItem): boolean meetsUsableItemConditions(item: DataItem): boolean onEscapeFailure(): void }