BattleData Reference
This page shows all properties of BattleData that can be manipulated from Lua.
BattleData:GetID()
public override string GetID();
Returns the BattleData's ID.
BattleData:GetDisplayName()
public override string GetDisplayName()
Returns a short display name for this BattleData object.
BattleData:ToString()
public override string ToString()
Returns a more descriptive text of what is stored in this BattleData object.
BattleData.Element
public string Element;
The attack's type. The reason this is here and not on SkillData is so that traps and items can deal typed damage.
BattleData.Category
public SkillCategory Category;
The attack's category, i.e. whether it is physical, special, or otherwise.
BattleData.SkillCategory
public enum SkillCategory;
An enumerated type for move categories, with the following values:
- SkillCategory.None (0, default)
- SkillCategory.Physical
- SkillCategory.Magical (Special moves)
- SkillCategory.Status
BattleData.HitRate
public int HitRate;
The chance of the attack hitting, as an integer from 0–100. Moves that bypass the accuracy check, such as Swift, will have this set to -1.
BattleData.SkillStates
public StateCollection<SkillState> SkillStates;
Special variables that this skill contains. They are potentially checked against in a select number of battle events.
BattleData.BeforeTryActions
public PriorityList<BattleEvent> BeforeTryActions;
Events that occur before the attacker tries to use the skill. If the skill is cancelled here, the turn and skill are not used.
BattleData.BeforeActions
public PriorityList<BattleEvent> BeforeActions;
Events that occur before the attacker uses the skill. If the skill is cancelled here, the turn will still be passed.
BattleData.OnActions
public PriorityList<BattleEvent> OnActions;
Events that occur right after the attacker uses the skill. The skill will have been called out, and the turn will be passed. In a skill with multiple strikes, this event will be called at the beginning of each strike.
BattleData.BeforeExplosions
public PriorityList<BattleEvent> BeforeExplosions;
Events that occur after a tile is targeted and before it creates a splash damage hitbox. Can be used to alter the hitbox or redirect it.
BattleData.BeforeHits
public PriorityList<BattleEvent> BeforeHits;
Events that occur before the target is hit. At this point, the target variable is available for calculations.
BattleData.OnHits
public PriorityList<BattleEvent> OnHits;
Events that occur when the target is hit. Does not occur if the target evaded the attack.
BattleData.OnHitTiles
public PriorityList<BattleEvent> OnHitTiles;
Events that occur when the attack hits a tile. Can be used for terrain deformation.
BattleData.AfterActions
public PriorityList<BattleEvent> AfterActions;
Events that occur after all targets are hit by the skill. In a skill with multiple strikes, this event will be called at the end of each strike.
BattleData.ElementEffects
public PriorityList<ElementEffectEvent> ElementEffects;
Events that modify type matchups. Examples include Freeze-Dry, Scrappy, and the Exposed status.
BattleData.IntroFX
public List<BattleFX> IntroFX;
VFX that play on top of the target before it is hit. Will always play, even if the evasion roll results in a miss.
BattleData.HitFX
public BattleFX HitFX;
VFX that play when the target is hit. Only plays if the target is actually hit.
BattleData.HitCharAction
public CharAnimData HitCharAction;
The animation the target Pokémon uses when it is hit. Only plays if the target is actually hit.