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More battle stuff
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12 files changed

+378
-29
lines changed

12 files changed

+378
-29
lines changed

lib/index.d.ts

Lines changed: 3 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -3,7 +3,8 @@ export * from './RPG';
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export * from './rmmz_core';
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export * from './rmmz_managers';
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export * from './rmmz_objects';
6-
//export * from "./rmmz_windows";
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export * from './rmmz_sprites';
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export * from "./rmmz_windows";
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export * from './rmmz_scenes';
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export * from './main'
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export * from './main';

lib/rmmz_core/Sprite.d.ts

Lines changed: 13 additions & 17 deletions
Original file line numberDiff line numberDiff line change
@@ -6,26 +6,22 @@ declare type RGBA = [number, number, number, number];
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declare class Sprite extends PIXI.Sprite {
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public bitmap: Bitmap;
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public blendMode: number;
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public height: number;
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public opacity: number;
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public width: number;
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bitmap: Bitmap;
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opacity: number;
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constructor(bitmap: Bitmap);
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public destroy(): void;
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public getBlendColor(): RGBA
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public getColorTone(): RGBA
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public hide(): void;
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public move(x: number, y: number): void;
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public setBlendColor(color: RGBA): void
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public setColorTone(tone: RGBA): void;
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public setFrame(x: number, y: number, width: number, height: number): void;
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public setHue(hue: number): void;
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public show(): void;
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public update(): void;
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public updateVisibility(): void;
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getBlendColor(): RGBA
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getColorTone(): RGBA
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hide(): void;
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move(x: number, y: number): void;
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setBlendColor(color: RGBA): void
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setColorTone(tone: RGBA): void;
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setFrame(x: number, y: number, width: number, height: number): void;
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setHue(hue: number): void;
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show(): void;
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update(): void;
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updateVisibility(): void;
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3026
}
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lib/rmmz_objects/Game_Battler.d.ts

Lines changed: 2 additions & 0 deletions
Original file line numberDiff line numberDiff line change
@@ -181,7 +181,9 @@ declare abstract class Game_Battler extends Game_BattlerBase {
181181
performSubstitute(target: Game_Battler): void;
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performCollapse(): void;
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184+
abstract name(): string;
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abstract index(): number;
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abstract isSpriteVisible(): boolean;
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abstract friendsUnit(): Game_Unit<Game_Battler>;
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@@ -0,0 +1,62 @@
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/**
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* @author Brandt (Masked)
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*/
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import * as PIXI from 'pixi.js';
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import { RPG } from '../RPG';
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import { Sprite, Point } from '../rmmz_core';
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import { Game_Battler } from '../rmmz_objects';
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import { Sprite_AnimationMV } from '.';
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declare class Sprite_Animation extends Sprite {
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constructor();
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initMembers(): void;
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setup(
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targets: Game_Battler[],
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animation: RPG.DataAnimation,
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mirror: boolean,
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delay: number,
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previous: Sprite_Animation | Sprite_AnimationMV
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): void;
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canStart(): boolean;
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shouldWaitForPrevious(): boolean;
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updateEffectGeometry(): void;
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updateMain(): void;
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processSoundTimings(): void;
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processFlashTimings(): void;
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checkEnd(): void;
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updateFlash(): void;
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isPlaying(): boolean;
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setRotation(x: number, y: number, z: number): void;
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setProjectionMatrix(renderer: PIXI.Renderer): void;
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setCameraMatrix(renderer: PIXI.Renderer): void;
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setViewport(renderer: PIXI.Renderer): void;
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targetPosition(renderer: PIXI.Renderer): Point;
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targetSpritePosition(sprite: Sprite): Point;
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saveViewport(renderer: PIXI.Renderer): void;
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resetViewport(renderer: PIXI.Renderer): void;
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onBeforeRender(renderer: PIXI.Renderer): void;
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onAfterRender(renderer: PIXI.Renderer): void;
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}
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export { Sprite_Animation };
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@@ -0,0 +1,63 @@
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/**
2+
* @author Brandt (Masked)
3+
*/
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import { RPG } from '../RPG';
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import { RGBA, Sprite } from '../rmmz_core';
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declare class Sprite_AnimationMV extends Sprite {
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constructor();
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initMembers(): void;
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setup(
16+
targets: Game_Battler[],
17+
animation: RPG.DataAnimation, // TODO: DataAnimationMV
18+
mirror: boolean,
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delay: number
20+
): void;
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setupRate(): number;
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setupDuration(): number;
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updateFlash(): void;
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updateScreenFlash(): void;
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absoluteX(): number;
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absoluteY(): number;
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updateHiding(): void;
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isPlaying(): boolean;
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loadBitmaps(): void;
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isReady(): boolean;
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createCellSprites(): void;
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createScreenFlashSprite(): void;
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updateMain(): void;
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updatePosition(): void;
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updateFrame(): void;
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currentFrameIndex(): number;
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updateAllCellSprites(frame: number[][]): void; // TODO: DataAnimationMV
51+
updateCellSprite(sprite: Sprite, cell: number[]): void;
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processTimingData(timing: unknown): void; // TODO: DataAnimationMV
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55+
startFlash(color: RGBA, duration: number): void;
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startScreenFlash(color: RGBA, duration: number): void;
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startHiding(duration: number): void;
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onEnd(): void;
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}
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export { Sprite_AnimationMV };
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/**
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* @author Brandt (Masked)
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*/
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import { Sprite } from '../rmmz_core';
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import { Game_Battler } from '../rmmz_objects';
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import { Sprite_Clickable, Sprite_Damage } from '.';
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declare class Sprite_Battler extends Sprite_Clickable {
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constructor(battler: Game_Battler);
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initMembers(): void;
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setBattler(battler: Game_Battler): void;
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checkBattler(battler: Game_Battler): boolean;
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mainSprite(): Sprite;
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setHome(x: number, y: number): void;
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updateMain(): void;
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updateBitmap(): void;
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updateFrame(): void;
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updateMove(): void;
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updatePosition(): void;
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updateDamagePopup(): void;
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updateSelectionEffect(): void;
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setupDamagePopup(): void;
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createDamageSprite(): void;
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destroyDamageSprite(sprite: Sprite_Damage): void;
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39+
damageOffsetX(): number;
40+
damageOffsetY(): number;
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42+
startMove(x: number, y: number, duration: number): void;
43+
44+
onMoveEnd(): void;
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46+
isEffecting(): boolean;
47+
isMoving(): boolean;
48+
inHomePosition(): boolean;
49+
50+
onMouseEnter(): void;
51+
onMouseExit(): void;
52+
53+
onPress(): void;
54+
onClick(): void;
55+
56+
}
57+
58+
export { Sprite_Battler };
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Original file line numberDiff line numberDiff line change
@@ -0,0 +1,42 @@
1+
/**
2+
* @author Brandt (Masked)
3+
*/
4+
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import { Sprite, Bitmap } from '../rmmz_core';
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7+
import { Game_Battler } from '../rmmz_objects';
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9+
declare class Sprite_Damage extends Sprite {
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constructor();
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setup(target: Game_Battler): void;
14+
setupCriticalEffect(): void;
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fontFace(): string;
17+
fontSize(): number;
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damageColor(): string;
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outlineColor(): string;
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outlineWidth(): number;
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24+
createMiss(): void;
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createDigits(value: number): void;
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28+
createChildSprite(width: number, height: number): Sprite;
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createBitmap(width: number, height: number): Bitmap;
30+
31+
update(): void;
32+
33+
updateChild(sprite: Sprite): void;
34+
35+
updateFlash(): void;
36+
updateOpacity(): void;
37+
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isPlaying(): boolean;
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}
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42+
export { Sprite_Damage };
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Original file line numberDiff line numberDiff line change
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/**
2+
* @author Brandt (Masked)
3+
*/
4+
5+
import { RPG } from '../RPG';
6+
import { Sprite, Rectangle } from '../rmmz_core';
7+
import { Game_Battler } from '../rmmz_objects';
8+
9+
import { Sprite_Animation, Sprite_AnimationMV } from '.';
10+
11+
declare class Spriteset_Base<T, S> extends Sprite {
12+
13+
constructor();
14+
15+
loadSystemImages(): void;
16+
17+
createLowerLayer(): void;
18+
createUpperLayer(): void;
19+
20+
update(): void;
21+
22+
createBaseSprite(): void;
23+
createBaseFilters(): void;
24+
25+
createPictures(): void;
26+
pictureContainerRect(): Rectangle;
27+
28+
createTimer(): void;
29+
30+
createOverallFilters(): void;
31+
32+
updateBaseFilters(): void;
33+
updateOverallFilters(): void;
34+
35+
updatePosition(): void;
36+
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findTargetSprite(target: T): S;
38+
39+
updateAnimations(): void;
40+
processAnimationRequests(): void;
41+
createAnimation(): void;
42+
createAnimationSprite(): void;
43+
44+
isMVAnimation(animation: RPG.DataAnimation): boolean;
45+
46+
makeTargetSprites(targets: T[]): S[];
47+
48+
lastAnimationSprite(): Sprite_Animation | Sprite_AnimationMV;
49+
isAnimationForEach(animation: RPG.DataAnimation): boolean;
50+
51+
animationBaseDelay(): number;
52+
animationNextDelay(): number;
53+
54+
animationShouldMirror(target: Game_Battler): boolean;
55+
56+
removeAnimation(sprite: Sprite_Animation | Sprite_AnimationMV): void;
57+
removeAllAnimations(): void;
58+
59+
isAnimationPlaying(): boolean;
60+
61+
}
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63+
export { Spriteset_Base };
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Original file line numberDiff line numberDiff line change
@@ -0,0 +1,32 @@
1+
/**
2+
* @author Brandt (Masked)
3+
*/
4+
5+
import { Spriteset_Base, Sprite_Battler } from '.';
6+
7+
declare class Spriteset_Battle extends Spriteset_Base<Game_Battler, Sprite_Battler> {
8+
9+
constructor();
10+
11+
createBackground(): void;
12+
createBattleback(): void;
13+
createBattleField(): void;
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battleFieldOffsetY(): number;
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17+
updateBattleback(): void;
18+
19+
createEnemies(): void;
20+
compareEnemySprite(a: Sprite_Battler, b: Sprite_Battler): number;
21+
22+
createActors(): void;
23+
updateActors(): void;
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25+
battlerSprites(): Sprite_Battler[];
26+
27+
isEffecting(): boolean;
28+
isAnyoneMoving(): boolean;
29+
isBusy(): boolean;
30+
}
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32+
export { Spriteset_Battle };

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