Class: Scene_Battle

Scene_Battle()

new Scene_Battle()

The scene class of the battle screen.

Extends

Methods

addChild(child) → {Object}

[super] Adds a child to the container.
Parameters:
Name Type Description
child Object The child to add
Inherited From:
Returns:
The child that was added
Type
Object

addChildAt(child, index) → {Object}

[super] Adds a child to the container at a specified index.
Parameters:
Name Type Description
child Object The child to add
index Number The index to place the child in
Inherited From:
Returns:
The child that was added
Type
Object

addWindow()

Add the children window to the windowLayer processing.
Inherited From:

attachReservation()

Attach a reservation to the reserve queue.
Inherited From:

changeInputWindow()

checkGameover()

Check whether the game should be triggering a gameover.
Inherited From:

commandAttack()

Handler for the attack command.

commandEscape()

Handler for the escape command on battle start.

commandFight()

Handler for the fight command on battle start..

commandGuard()

Handler for the guard command.

commandItem()

Handler for the item command.

commandSkill()

Handler for the skill command.

create()

Overrides:

createActorCommandWindow()

Creates the actor command window.

createActorWindow()

Creates the actor window.

createAllWindows()

Creates all the windows within the battle scene.

createDisplayObjects()

Creates all the display objects including: the spritesheet, window layer, windows, and more.

createEnemyWindow()

Creates the enemy window.

createFadeSprite()

Create a Screen sprite for the fadein and fadeOut purpose and add it to the rendering process.
Inherited From:

createHelpWindow()

Creates the help window.

createItemWindow()

Creates the item window.

createLogWindow()

Creates the log window.

createMessageWindow()

Creates the message window on the battle scene.

createPartyCommandWindow()

createScrollTextWindow()

Creates the scroll text window.

createSkillWindow()

Creates the skill window.

createSpriteset()

Creates the spriteset within the battle scene. This includes sprites for actors, enemies, etc.

createStatusWindow()

createWindowLayer()

Create the layer for the windows children and add it to the rendering process.
Inherited From:

detachReservation()

Remove the reservation from the Reserve queue.
Inherited From:

endCommandSelection()

fadeOutAll()

Slowly fade out all the visual and audio of the scene.
Inherited From:

fadeSpeed() → {Number}

Return the screen fade speed value.
Inherited From:
Returns:
Return the fade speed
Type
Number

initialize()

Overrides:

isActive() → {Boolean}

Returns whether the scene is active or not.
Inherited From:
Returns:
return true if the scene is active
Type
Boolean

isAnyInputWindowActive() → {Boolean}

Returns:
Type
Boolean

isBusy() → {Boolean}

Return whether the scene is busy or not.
Inherited From:
Returns:
Return true if the scene is currently busy
Type
Boolean

isReady() → {Boolean}

Return whether the scene is ready to start or not.
Inherited From:
Returns:
Return true if the scene is ready to start
Type
Boolean

needsSlowFadeOut() → {Boolean}

Returns true if the battle needs a slow fade out.
Returns:
Type
Boolean

onActorCancel()

onActorOk()

onEnemyCancel()

onEnemyOk()

Handler for when an enemy is selected.

onItemCancel()

onItemOk()

onSelectAction()

onSkillCancel()

onSkillOk()

Handler for when a skill is selected.

popScene()

Pop the scene from the stack array and switch to the previous scene.
Inherited From:

refreshStatus()

removeChild(child) → {Object}

[super] Removes a child to the container.
Parameters:
Name Type Description
child Object The child to remove
Inherited From:
Returns:
The child that was removed
Type
Object

removeChildAt(index) → {Object}

[super] Removes a child from the specified index position.
Parameters:
Name Type Description
index Number The index to get the child from
Inherited From:
Returns:
The child that was removed
Type
Object

selectActorSelection()

selectEnemySelection()

selectNextCommand()

Selects the next command in the battle scene.

selectPreviousCommand()

Selects the previous command in the battle scene.

slowFadeSpeed() → {Number}

Return a slow screen fade speed value.
Inherited From:
Returns:
Return the fade speed
Type
Number

start()

Overrides:

startActorCommandSelection()

startFadeIn(durationopt, whiteopt)

Request a fadeIn screen process.
Parameters:
Name Type Attributes Default Description
duration Number <optional>
30 The time the process will take for fadeIn the screen
white Boolean <optional>
false If true the fadein will be process with a white color else it's will be black
Inherited From:

startFadeOut(durationopt, whiteopt)

Request a fadeOut screen process.
Parameters:
Name Type Attributes Default Description
duration Number <optional>
30 The time the process will take for fadeOut the screen
white Boolean <optional>
false If true the fadeOut will be process with a white color else it's will be black
Inherited From:

startPartyCommandSelection()

stop()

Stops the battle scene.
Overrides:

terminate()

Overrides:

update()

Overrides:

updateBattleProcess()

updateChildren()

Update the children of the scene EACH frame.
Inherited From:

updateFade()

Update the screen fade processing.
Inherited From:

updateStatusWindow()

Updates the status window on the battle scene.

updateWindowPositions()

Updates the position of the battle scene windows.