import { ArmorType, BattlerParams, DataArmor, DataID, DataItem, DataItemBase, DataSkill, DataWeapon, ElementType, ParamID, SkillID, SkillType, StateID, Trait, TraitType, WeaponType, } from "../data" import { Game_Actor } from "./Game_Actor" import { Game_Enemy } from "./Game_Enemy" /** * Game_BattlerBase * * The superclass of Game_Battler. It mainly contains parameters calculation. */ export declare class Game_BattlerBase { get hp(): number get mp(): number get tp(): number get mhp(): number get mmp(): number get atk(): number get def(): number get mat(): number get mdf(): number get agi(): number get luk(): number get hit(): number get eva(): number get cri(): number get cev(): number get mev(): number get mrf(): number get cnt(): number get hrg(): number get mrg(): number get trg(): number get tgr(): number get grd(): number get rec(): number get pha(): number get mcr(): number get tcr(): number get pdr(): number get mdr(): number get fdr(): number get exr(): number _hp: number _mp: number _tp: number _hidden: boolean _paramPlus: BattlerParams _states: StateID[] _stateTurns: Record _buffs: BattlerParams _buffTurns: BattlerParams constructor() initMembers(): void clearParamPlus(): void clearStates(): void eraseState(stateId: StateID): void isStateAffected(stateId: StateID): boolean isDeathStateAffected(): boolean deathStateId(): number resetStateCounts(stateId: StateID): void isStateExpired(stateId: StateID): boolean updateStateTurns(): void clearBuffs(): void eraseBuff(paramId: ParamID): void buffLength(): 8 buff(paramId: ParamID): number isBuffAffected(paramId: ParamID): boolean isDebuffAffected(paramId: ParamID): boolean isBuffOrDebuffAffected(paramId: ParamID): boolean isMaxBuffAffected(paramId: ParamID): boolean isMaxDebuffAffected(paramId: ParamID): boolean increaseBuff(paramId: ParamID): void decreaseBuff(paramId: ParamID): void overwriteBuffTurns(paramId: ParamID, turns: number): void isBuffExpired(paramId: ParamID): boolean updateBuffTurns(): void die(): void revive(): void states(): import("../data").DataState[] stateIcons(): number[] buffIcons(): number[] buffIconIndex(buffLevel: number, paramId: ParamID): number allIcons(): number[] traitObjects(): { traits: Trait[] }[] allTraits(): Trait[] traits(code: TraitType): Trait[] traitsWithId(code: TraitType, id: DataID): Trait[] traitsPi(code: TraitType, id: DataID): number traitsSum(code: TraitType, id: DataID): number traitsSumAll(code: TraitType): number traitsSet(code: TraitType): number[] paramBase(_paramId: ParamID): number paramPlus(paramId: ParamID): number paramBasePlus(paramId: ParamID): number paramMin(paramId: ParamID): 0 | 1 paramMax(_paramId: ParamID): number paramRate(paramId: ParamID): number paramBuffRate(paramId: ParamID): number param(paramId: ParamID): number xparam(xparamId: DataID): number sparam(sparamId: DataID): number elementRate(elementId: DataID): number debuffRate(paramId: ParamID): number stateRate(stateId: StateID): number stateResistSet(): number[] isStateResist(stateId: StateID): boolean attackElements(): number[] attackStates(): number[] attackStatesRate(stateId: StateID): number attackSpeed(): number attackTimesAdd(): number attackSkillId(): number addedSkillTypes(): number[] isSkillTypeSealed(stypeId: SkillType): boolean addedSkills(): number[] isSkillSealed(skillId: SkillID): boolean isEquipWtypeOk(wtypeId: WeaponType): boolean isEquipAtypeOk(atypeId: ArmorType): boolean isEquipTypeLocked(etypeId: ElementType): boolean isEquipTypeSealed(etypeId: ElementType): boolean slotType(): number isDualWield(): boolean actionPlusSet(): number[] specialFlag(flagId: DataID): boolean collapseType(): number partyAbility(abilityId: DataID): boolean isAutoBattle(): boolean isGuard(): boolean isSubstitute(): boolean isPreserveTp(): boolean addParam(paramId: ParamID, value: number): void setHp(hp: number): void setMp(mp: number): void setTp(tp: number): void maxTp(): number refresh(): void recoverAll(): void hpRate(): number mpRate(): number tpRate(): number hide(): void appear(): void isHidden(): boolean isAppeared(): boolean isDead(): boolean isAlive(): boolean isDying(): boolean isRestricted(): boolean canInput(): boolean canMove(): boolean isConfused(): boolean confusionLevel(): number isActor(): this is Game_Actor isEnemy(): this is Game_Enemy sortStates(): void restriction(): number addNewState(stateId: StateID): void onRestrict(): void mostImportantStateText(): string stateMotionIndex(): import("../data").Motion stateOverlayIndex(): import("../data").Overlay isSkillWtypeOk(_skill: DataSkill): boolean skillMpCost(skill: DataSkill): number skillTpCost(skill: DataSkill): number canPaySkillCost(skill: DataSkill): boolean paySkillCost(skill: DataSkill): void isOccasionOk(item: DataSkill | DataItem): boolean meetsUsableItemConditions(item: DataSkill | DataItem): boolean meetsSkillConditions(skill: DataSkill): boolean meetsItemConditions(item: DataSkill | DataItem): boolean canUse(item: DataItemBase | null): boolean canEquip(item: DataItemBase): item is DataWeapon | DataArmor canEquipWeapon(item: DataWeapon): boolean canEquipArmor(item: DataArmor): boolean guardSkillId(): number canAttack(): boolean canGuard(): boolean } export declare namespace Game_BattlerBase { const TRAIT_ELEMENT_RATE = 11 const TRAIT_DEBUFF_RATE = 12 const TRAIT_STATE_RATE = 13 const TRAIT_STATE_RESIST = 14 const TRAIT_PARAM = 21 const TRAIT_XPARAM = 22 const TRAIT_SPARAM = 23 const TRAIT_ATTACK_ELEMENT = 31 const TRAIT_ATTACK_STATE = 32 const TRAIT_ATTACK_SPEED = 33 const TRAIT_ATTACK_TIMES = 34 const TRAIT_ATTACK_SKILL = 35 const TRAIT_STYPE_ADD = 41 const TRAIT_STYPE_SEAL = 42 const TRAIT_SKILL_ADD = 43 const TRAIT_SKILL_SEAL = 44 const TRAIT_EQUIP_WTYPE = 51 const TRAIT_EQUIP_ATYPE = 52 const TRAIT_EQUIP_LOCK = 53 const TRAIT_EQUIP_SEAL = 54 const TRAIT_SLOT_TYPE = 55 const TRAIT_ACTION_PLUS = 61 const TRAIT_SPECIAL_FLAG = 62 const TRAIT_COLLAPSE_TYPE = 63 const TRAIT_PARTY_ABILITY = 64 const FLAG_ID_AUTO_BATTLE = 0 const FLAG_ID_GUARD = 1 const FLAG_ID_SUBSTITUTE = 2 const FLAG_ID_PRESERVE_TP = 3 const ICON_BUFF_START = 32 const ICON_DEBUFF_START = 48 }