import { ActionItem, ActionState, ActorID, AutoRemovalTiming, BattlerEffectType, BattlerMotionType, DataID, DataItem, EnemyID, ParamID, SkillID, StateID, } from "../data" import { Game_Action } from "./Game_Action" import { Game_ActionResult } from "./Game_ActionResult" import { Game_Actor } from "./Game_Actor" import { Game_BattlerBase } from "./Game_BattlerBase" import { Game_Enemy } from "./Game_Enemy" /** * Game_Battler * * The superclass of Game_Actor and Game_Enemy. It contains methods for sprites // and actions. */ export declare class Game_Battler extends Game_BattlerBase { _actions: Game_Action[] _speed: number _result: Game_ActionResult _actionState: ActionState | "" _lastTargetIndex: number _damagePopup: boolean _effectType: BattlerEffectType | null _motionType: BattlerMotionType | null _weaponImageId: number _motionRefresh: boolean _selected: boolean _tpbState: string _tpbChargeTime: number _tpbCastTime: number _tpbIdleTime: number _tpbTurnCount: number _tpbTurnEnd: boolean constructor() initMembers(): void clearDamagePopup(): void clearWeaponAnimation(): void clearEffect(): void clearMotion(): void requestEffect(effectType: BattlerEffectType): void requestMotion(motionType: BattlerMotionType): void requestMotionRefresh(): void cancelMotionRefresh(): void select(): void deselect(): void isDamagePopupRequested(): boolean isEffectRequested(): boolean isMotionRequested(): boolean isWeaponAnimationRequested(): boolean isMotionRefreshRequested(): boolean isSelected(): boolean effectType(): BattlerEffectType | null motionType(): BattlerMotionType | null weaponImageId(): number startDamagePopup(): void shouldPopupDamage(): boolean startWeaponAnimation(weaponImageId: DataID): void action(index: number): Game_Action setAction(index: number, action: Game_Action): void numActions(): number clearActions(): void result(): Game_ActionResult clearResult(): void clearTpbChargeTime(): void applyTpbPenalty(): void initTpbChargeTime(advantageous?: boolean): void tpbChargeTime(): number startTpbCasting(): void startTpbAction(): void isTpbCharged(): boolean isTpbReady(): boolean isTpbTimeout(): boolean updateTpb(): void updateTpbChargeTime(): void updateTpbCastTime(): void updateTpbAutoBattle(): void updateTpbIdleTime(): void tpbAcceleration(): number tpbRelativeSpeed(): number tpbSpeed(): number tpbBaseSpeed(): number tpbRequiredCastTime(): number onTpbCharged(): void shouldDelayTpbCharge(): boolean finishTpbCharge(): void isTpbTurnEnd(): boolean initTpbTurn(): void startTpbTurn(): void makeTpbActions(): void onTpbTimeout(): void turnCount(): number canInput(): boolean refresh(): void addState(stateId: StateID): void isStateAddable(stateId: StateID): boolean isStateRestrict(stateId: StateID): boolean onRestrict(): void removeState(stateId: StateID): void escape(): void addBuff(paramId: ParamID, turns: number): void addDebuff(paramId: ParamID, turns: number): void removeBuff(paramId: ParamID): void removeBattleStates(): void removeAllBuffs(): void removeStatesAuto(timing: AutoRemovalTiming): void removeBuffsAuto(): void removeStatesByDamage(): void makeActionTimes(): number makeActions(): void speed(): number makeSpeed(): void currentAction(): Game_Action removeCurrentAction(): void setLastTarget(target: Game_Actor | Game_Enemy): void forceAction(skillId: SkillID, targetIndex: ActorID | EnemyID): void useItem(item: ActionItem): void consumeItem(item: DataItem): void gainHp(value: number): void gainMp(value: number): void gainTp(value: number): void gainSilentTp(value: number): void initTp(): void clearTp(): void chargeTpByDamage(damageRate: number): void regenerateHp(): void maxSlipDamage(): number regenerateMp(): void regenerateTp(): void regenerateAll(): void onBattleStart(advantageous?: boolean): void onAllActionsEnd(): void onTurnEnd(): void onBattleEnd(): void onDamage(value: number): void setActionState(actionState: ActionState): void isUndecided(): boolean isInputting(): boolean isWaiting(): boolean isActing(): boolean isChanting(): boolean isGuardWaiting(): boolean performActionStart(action: Game_Action): void performAction(_action: Game_Action): void performActionEnd(): void performDamage(): void performMiss(): void performRecovery(): void performEvasion(): void performMagicEvasion(): void performCounter(): void performReflection(): void performSubstitute(_target: Game_Battler): void performCollapse(): void }