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.