BattleData Reference: Difference between revisions
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This page shows all properties of BattleData that can be manipulated from Lua | This page shows all properties of BattleData that can be manipulated from Lua | ||
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[[Category: | [[Category:Data Class Documentation]] |
Revision as of 20:15, 9 May 2024
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This page shows all properties of BattleData that can be manipulated from Lua
BattleData.Element
Elemental typing of attack
BattleData.Category
Category of attack
BattleData.HitRate
The chance of the attack hitting.
BattleData.SkillStates
Special variables that this skill contains. They are potentially checked against in a select number of battle events.
BattleData.BeforeTryActions
Occurs before the attacker tries to use the skill. If the skill is cancelled here, the turn and skill are not used.
BattleData.BeforeActions
Occurs before the attacker uses the skill. If the skill is cancelled here, the turn will still be passed.
BattleData.OnActions
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.
BattleData.BeforeExplosions
Occurs 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
Occurs before the target is hit. At this point, the target variable is available for calculations.
BattleData.OnHits
Occurs when the target is hit. Does not occur if the target evaded the attack.
BattleData.OnHitTiles
Occurs when the attack hits a tile. Can be used for terrain deformation.
BattleData.AfterActions
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.
BattleData.ElementEffects
Modifies the elemental effect system.
BattleData.IntroFX
VFX that play target before they are hit. Will always play, even if the evasion roll results in a miss.
BattleData.HitFX
VFX that play when the target is hit. Only plays if the target is actually hit.
BattleData.HitCharAction
Target character animation when it is hit. Only plays if the target is actually hit.