Source: Game_ActionResult.js

Game_ActionResult.js

//-----------------------------------------------------------------------------
// Game_ActionResult
//
// The game object class for a result of a battle action. For convinience, all
// member variables in this class are public.
/**
 * The game object class for a result of a battle action. For convenience, all member variables in this class are public.
 *
 * @class
 */
function Game_ActionResult() {
    this.initialize(...arguments);
}

/**
 * Initialize the action result object
 */
Game_ActionResult.prototype.initialize = function() {
    this.clear();
};

/**
 * Clear the action result
 */
Game_ActionResult.prototype.clear = function() {
    this.used = false;
    this.missed = false;
    this.evaded = false;
    this.physical = false;
    this.drain = false;
    this.critical = false;
    this.success = false;
    this.hpAffected = false;
    this.hpDamage = 0;
    this.mpDamage = 0;
    this.tpDamage = 0;
    this.addedStates = [];
    this.removedStates = [];
    this.addedBuffs = [];
    this.addedDebuffs = [];
    this.removedBuffs = [];
};

/**
 * Get added state data objects
 *
 * @return {Object[]} The data objects for added states
 */
Game_ActionResult.prototype.addedStateObjects = function() {
    return this.addedStates.map(id => $dataStates[id]);
};

/**
 * Get removed state data objects
 *
 * @return {Object[]} The data objects for removed states
 */
Game_ActionResult.prototype.removedStateObjects = function() {
    return this.removedStates.map(id => $dataStates[id]);
};

/**
 * Check if any status effects
 *
 * @return {boolean} True if any status effects exist
 */
Game_ActionResult.prototype.isStatusAffected = function() {
    return (
        this.addedStates.length > 0 ||
        this.removedStates.length > 0 ||
        this.addedBuffs.length > 0 ||
        this.addedDebuffs.length > 0 ||
        this.removedBuffs.length > 0
    );
};

/**
 * Check if the result was a hit
 *
 * @return {boolean} True if hit
 */
Game_ActionResult.prototype.isHit = function() {
    return this.used && !this.missed && !this.evaded;
};

/**
 * Check if the given state is added
 *
 * @param {number} stateId - The id of the state to check for adding
 * @return {boolean} True if added
 */
Game_ActionResult.prototype.isStateAdded = function(stateId) {
    return this.addedStates.includes(stateId);
};

/**
 * Add the state id to the added states list
 *
 * @param {number} stateId - The id of the state to add
 */
Game_ActionResult.prototype.pushAddedState = function(stateId) {
    if (!this.isStateAdded(stateId)) {
        this.addedStates.push(stateId);
    }
};

/**
 * Check if the given state is removed
 *
 * @param {number} stateId - The id of the state to check for removal
 * @return {boolean} True if removed
 */
Game_ActionResult.prototype.isStateRemoved = function(stateId) {
    return this.removedStates.includes(stateId);
};

/**
 * Add the state id to the removed states list
 *
 * @param {number} stateId - The id of the state to remove
 */
Game_ActionResult.prototype.pushRemovedState = function(stateId) {
    if (!this.isStateRemoved(stateId)) {
        this.removedStates.push(stateId);
    }
};

/**
 * Check if the given param has a buff added
 *
 * @param {number} paramId - The id of the param to check for buff adding
 * @return {boolean} True if added
 */
Game_ActionResult.prototype.isBuffAdded = function(paramId) {
    return this.addedBuffs.includes(paramId);
};

/**
 * Add the given param to the added buffs
 *
 * @param {number} paramId - The id of the param to add a buff for
 */
Game_ActionResult.prototype.pushAddedBuff = function(paramId) {
    if (!this.isBuffAdded(paramId)) {
        this.addedBuffs.push(paramId);
    }
};

/**
 * Check if the given param has a debuff added
 *
 * @param {number} paramId - The id of the param to check for debuff adding
 * @return {boolean} True if added
 */
Game_ActionResult.prototype.isDebuffAdded = function(paramId) {
    return this.addedDebuffs.includes(paramId);
};

/**
 * Add the given param to the added debuffs
 *
 * @param {number} paramId - The id of the param to add a debuff for
 */
Game_ActionResult.prototype.pushAddedDebuff = function(paramId) {
    if (!this.isDebuffAdded(paramId)) {
        this.addedDebuffs.push(paramId);
    }
};

/**
 * Check if the given param has a buff removed
 *
 * @param {number} paramId - The id of the param to check for buff removal
 * @return {boolean} True if removed
 */
Game_ActionResult.prototype.isBuffRemoved = function(paramId) {
    return this.removedBuffs.includes(paramId);
};

/**
 * Remove the given param from the added buffs
 *
 * @param {number} paramId - The id of the param to remove a buff for
 */
Game_ActionResult.prototype.pushRemovedBuff = function(paramId) {
    if (!this.isBuffRemoved(paramId)) {
        this.removedBuffs.push(paramId);
    }
};