import { ActorID, ArmorID, DataEquipment, DataID, DataItemBase, ItemID, WeaponID } from "../data" import { Game_Actor } from "./Game_Actor" import { Game_Item } from "./Game_Item" import { Game_Unit } from "./Game_Unit" /** * Game_Party * * The game object class for the party. Information such as gold and items is // included. */ export declare class Game_Party extends Game_Unit { _gold: number _steps: number _lastItem: Game_Item _menuActorId: number _targetActorId: number _actors: ActorID[] _items: Record _weapons: Record _armors: Record constructor() initAllItems(): void exists(): boolean size(): number isEmpty(): boolean members(): Game_Actor[] allMembers(): Game_Actor[] battleMembers(): Game_Actor[] hiddenBattleMembers(): Game_Actor[] allBattleMembers(): Game_Actor[] maxBattleMembers(): number leader(): Game_Actor removeInvalidMembers(): void reviveBattleMembers(): void items(): import("../data").DataItem[] weapons(): import("../data").DataWeapon[] armors(): import("../data").DataArmor[] equipItems(): DataEquipment[] allItems(): DataItemBase[] itemContainer(item: DataItemBase | null): Record | null setupStartingMembers(): void name(): string setupBattleTest(): void setupBattleTestMembers(): void setupBattleTestItems(): void highestLevel(): number addActor(actorId: ActorID): void removeActor(actorId: ActorID): void gold(): number gainGold(amount: number): void loseGold(amount: number): void maxGold(): number steps(): number increaseSteps(): void numItems(item: DataItemBase | null): number maxItems(_item: DataItemBase | null): number hasMaxItems(item: DataItemBase): boolean hasItem(item: DataItemBase, includeEquip?: boolean): boolean isAnyMemberEquipped(item: DataEquipment): boolean gainItem(item: DataItemBase | null, amount: number, includeEquip?: boolean): void discardMembersEquip(item: DataEquipment, amount: number): void loseItem(item: DataItemBase | null, amount: number, includeEquip?: boolean): void consumeItem(item: DataItemBase): void canUse(item: DataItemBase | null): boolean canInput(): boolean isAllDead(): boolean isEscaped(): boolean onPlayerWalk(): void menuActor(): Game_Actor setMenuActor(actor: Game_Actor): void makeMenuActorNext(): void makeMenuActorPrevious(): void targetActor(): Game_Actor setTargetActor(actor: Game_Actor): void lastItem(): DataItemBase setLastItem(item: DataItemBase | null): void swapOrder(index1: ActorID, index2: ActorID): void charactersForSavefile(): [string, number][] facesForSavefile(): [string, number][] partyAbility(abilityId: DataID): boolean hasEncounterHalf(): boolean hasEncounterNone(): boolean hasCancelSurprise(): boolean hasRaisePreemptive(): boolean hasGoldDouble(): boolean hasDropItemDouble(): boolean ratePreemptive(troopAgi: number): number rateSurprise(troopAgi: number): number performVictory(): void performEscape(): void removeBattleStates(): void requestMotionRefresh(): void onEscapeFailure(): void } export declare namespace Game_Party { const ABILITY_ENCOUNTER_HALF = 0 const ABILITY_ENCOUNTER_NONE = 1 const ABILITY_CANCEL_SURPRISE = 2 const ABILITY_RAISE_PREEMPTIVE = 3 const ABILITY_GOLD_DOUBLE = 4 const ABILITY_DROP_ITEM_DOUBLE = 5 }