import { Rectangle } from "../core" import { Spriteset_Battle, Sprite_Button } from "../sprites" import { Window_BattleStatus, Window_BattleLog, Window_PartyCommand, Window_ActorCommand, Window_Help, Window_BattleSkill, Window_BattleItem, Window_BattleActor, Window_BattleEnemy, } from "../windows" import { Scene_Message } from "./Scene_Message" export declare class Scene_Battle extends Scene_Message { _logWindow: Window_BattleLog _statusWindow: Window_BattleStatus _spriteset: Spriteset_Battle _partyCommandWindow: Window_PartyCommand _actorCommandWindow: Window_ActorCommand _helpWindow: Window_Help _skillWindow: Window_BattleSkill _itemWindow: Window_BattleItem _actorWindow: Window_BattleActor _enemyWindow: Window_BattleEnemy _cancelButton: Sprite_Button create(): void start(): void update(): void updateVisibility(): void updateBattleProcess(): void isTimeActive(): boolean isAnyInputWindowActive(): boolean changeInputWindow(): void stop(): void terminate(): void shouldAutosave(): boolean | null needsSlowFadeOut(): boolean | null updateLogWindowVisibility(): void updateStatusWindowVisibility(): void shouldOpenStatusWindow(): boolean updateStatusWindowPosition(): void statusWindowX(): number updateInputWindowVisibility(): void needsInputWindowChange(): boolean updateCancelButton(): void createDisplayObjects(): void createSpriteset(): void createAllWindows(): void createLogWindow(): void logWindowRect(): Rectangle createStatusWindow(): void statusWindowRect(): Rectangle createPartyCommandWindow(): void partyCommandWindowRect(): Rectangle createActorCommandWindow(): void actorCommandWindowRect(): Rectangle createHelpWindow(): void helpWindowRect(): Rectangle createSkillWindow(): void skillWindowRect(): Rectangle createItemWindow(): void itemWindowRect(): Rectangle createActorWindow(): void actorWindowRect(): Rectangle createEnemyWindow(): void enemyWindowRect(): Rectangle helpAreaTop(): number helpAreaBottom(): number helpAreaHeight(): number buttonAreaTop(): number windowAreaHeight(): number createButtons(): void createCancelButton(): void closeCommandWindows(): void hideSubInputWindows(): void startPartyCommandSelection(): void commandFight(): void commandEscape(): void startActorCommandSelection(): void commandAttack(): void commandSkill(): void commandGuard(): void commandItem(): void commandCancel(): void selectNextCommand(): void selectPreviousCommand(): void startActorSelection(): void onActorOk(): void onActorCancel(): void startEnemySelection(): void onEnemyOk(): void onEnemyCancel(): void onSkillOk(): void onSkillCancel(): void onItemOk(): void onItemCancel(): void onSelectAction(): void endCommandSelection(): void }