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.





Latest revision as of 15:45, 26 August 2024

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.