BattleContext Reference
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This page shows all properties of BattleContext that can be manipulated from Lua
BattleContext.StrikeStartTile
the tile of the user before it started a strike (used for tipper effects) wrapped; it can't go out of bounds anyway
BattleContext.StrikeEndTile
the tile of the user JUST AFTER it started a strike (used for updating position) wrapped; it can't go out of bounds anyway
BattleContext.StartDir
the direcion of the user before it started a strike (used for multistrike confusion) unwrapped
BattleContext.ExplosionTile
the origin tile for the explosion unwrapped
BattleContext.TargetTile
the location of the tile being targeted unwrapped
BattleContext.StrikeLandTiles
all tiles in which a strike's hitbox ended (used for item landing) unwrapped
BattleContext.ActionType
The ActionType: Skill, Item, Throw or Trap
BattleContext.UsageSlot
For skills, the skill slot For items, the item slot
BattleContext.StrikesMade
Strikes that have currently been made in the BattleContext.
BattleContext.Strikes
The total strikes that should be made in the BattleContext.
BattleContext.HitboxAction
Determines the range and type of hitbox.
BattleContext.Explosion
Determiens the size of splash effect.
BattleContext.Data
The effect of the skill, item, trap, etc. on the target.
BattleContext.Item
The item that is used, and most likely dropped
BattleContext.SkillUsedUp
The skill whose last charge was used up
BattleContext.TurnCancel
Determines if this action should trigger end-of-turn.
BattleContext.Hit
Denotes whether the action hit its target.
BattleContext.RangeMod
A number of be added to the Range argument for the hitbox, when it comes out.
BattleContext.GlobalContextStates
Context states that remain on the main battlecontext even after iterating over different targets. Ordinarily, context states are left behind when switching to a new target (in multi-target contexts)
UserTargetGameContext.Target
The character that the action is targeted at
GameContext.ContextStates
Contains contextual info to be passed along the GameContext, used by GameEvents
GameContext.User
The character that is performing the action
GameContext.CancelState
Whether the action should be canceled or not.