Class:BattleData
This page documents the BattleData class for Lua scripting.
As an instanced class, it be accessed from Lua after assigning the instance to a variable, such as battleData
Element
battleData.Element
Type: System.String
The elemental attribute of the attack, item, or trap containing this BattleData.
Category
battleData.Category
Type: RogueEssence.Data.BattleData.SkillCategory
The attack's damage category.
HitRate
battleData.HitRate
Type: System.Int32
The percent chance of the attack hitting.
0 = Cannot Hit
-1 = Cannot miss
SkillStates
battleData.SkillStates
Type: RogueEssence.Dungeon.StateCollection{RogueEssence.Dungeon.SkillState}
Special variables that this skill contains.
They are potentially checked against in a select number of battle events.
BeforeTryActions
battleData.BeforeTryActions
Type: RogueElements.PriorityList{RogueEssence.Dungeon.BattleEvent}
Occurs before the attacker tries to use the skill.
If the skill is cancelled here, the turn and skill are not used.
BeforeActions
battleData.BeforeActions
Type: RogueElements.PriorityList{RogueEssence.Dungeon.BattleEvent}
Occurs before the attacker uses the skill.
If the skill is cancelled here, the turn will still be passed.
OnActions
battleData.OnActions
Type: RogueElements.PriorityList{RogueEssence.Dungeon.BattleEvent}
Occurs 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.
BeforeExplosions
battleData.BeforeExplosions
Type: RogueElements.PriorityList{RogueEssence.Dungeon.BattleEvent}
Occurs after a tile is targeted and before it creates a splash damage hitbox.
Can be used to alter the hitbox or redirect it.
BeforeHits
battleData.BeforeHits
Type: RogueElements.PriorityList{RogueEssence.Dungeon.BattleEvent}
Occurs before the target is hit.
At this point, the target variable is available for calculations.
OnHits
battleData.OnHits
Type: RogueElements.PriorityList{RogueEssence.Dungeon.BattleEvent}
Occurs when the target is hit.
Does not occur if the target evaded the attack.
OnHitTiles
battleData.OnHitTiles
Type: RogueElements.PriorityList{RogueEssence.Dungeon.BattleEvent}
Occurs when the attack hits a tile.
Can be used for terrain deformation.
AfterActions
battleData.AfterActions
Type: RogueElements.PriorityList{RogueEssence.Dungeon.BattleEvent}
Occurs 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.
ElementEffects
battleData.ElementEffects
Type: RogueElements.PriorityList{RogueEssence.Dungeon.ElementEffectEvent}
Modifies the elemental effect system.
Notes
Used by Freeze-Dry, Scrappy, and the Exposed status.
IntroFX
battleData.IntroFX
Type: System.Collections.Generic.List{RogueEssence.Content.BattleFX}
VFX that play target before they are hit.
Will always play, even if the evasion roll results in a miss.
HitFX
battleData.HitFX
Type: RogueEssence.Content.BattleFX
VFX that play when the target is hit.
Only plays if the target is actually hit.
HitCharAction
battleData.HitCharAction
Type: RogueEssence.Dungeon.CharAnimData
Target character animation when it is hit.
Only plays if the target is actually hit.
References
https://github.com/RogueCollab/RogueEssence/blob/master/RogueEssence/Data/BattleData.cs
