Class: Scene_Skill

Scene_Skill()

new Scene_Skill()

The scene class of the skill screen.
Properties:
Name Type Description
_skillTypeWindow Window_SkillType

Extends

Methods

activateItemWindow()

Activates the item window.
Inherited From:

actor() → {Game_Actor}

Returns the current game actor.
Inherited From:
Returns:
Type
Game_Actor

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:

applyItem()

Inherited From:

attachReservation()

Attach a reservation to the reserve queue.
Inherited From:

canUse() → {Boolean}

Returns true if the user (game actor) can use the item.
Inherited From:
Returns:
Type
Boolean

checkCommonEvent()

Checks the common event set on the item.
Inherited From:

checkGameover()

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

commandSkill()

Handler for when a skill is selected/confirmed within the skill scene.

create()

Overrides:

createActorWindow()

Creates the actor window within the base item scene.
Inherited From:

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.
Inherited From:

createItemWindow()

Creates the item window within the skill scene.

createSkillTypeWindow()

Creates the window for skill types within the skill scene.

createStatusWindow()

Creates the status window within the skill scene.

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:

determineItem()

Inherited From:

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

hideSubWindow(window)

Hides the sub window.
Parameters:
Name Type Description
window Window_Base
Inherited From:

initialize()

Overrides:

isActive() → {Boolean}

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

isCursorLeft() → {Boolean}

Returns true if the cursor is left.
Inherited From:
Returns:
Type
Boolean

isItemEffectsValid() → {Boolean}

Returns true if the item effects are valid on the target(the user).
Inherited From:
Returns:
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

item() → {*}

Returns the item attached to the item window within the base item scene.
Inherited From:
Returns:
Type
*

itemTargetActors() → {Game_Actor}

Inherited From:
Returns:
Type
Game_Actor

nextActor()

Moves to the next actor in the party.
Inherited From:

onActorCancel()

Inherited From:

onActorChange()

Handler for when an an actor is changed within the skill scene.
Overrides:

onActorOk()

Inherited From:

onItemCancel()

onItemOk()

playSeForItem()

Plays a sound effect on item confirmation withiin the skill scene.

popScene()

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

previousActor()

Moves to the previous actor in the party.
Inherited From:

refreshActor()

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

setBackgroundOpacity(opacity)

Parameters:
Name Type Description
opacity Number
Inherited From:

showSubWindow(window)

Shows the sub window.
Parameters:
Name Type Description
window Window_Base
Inherited From:

slowFadeSpeed() → {Number}

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

start()

Overrides:

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:

stop()

Stop the scene processing.
Inherited From:

terminate()

Terminate the scene before switching to a another scene.
Inherited From:

update()

Update the scene processing each new frame.
Inherited From:

updateActor()

Updates the current actor.
Inherited From:

updateChildren()

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

updateFade()

Update the screen fade processing.
Inherited From:

useItem()

Overrides:

user() → {Game_Actor}

Overrides:
Returns:
Type
Game_Actor