A reference to the global Animation Manager.
This property will only be available if defined in the Scene Injection Map.
Determines the selected battle style.
A reference to the global Cache.
This property will only be available if defined in the Scene Injection Map.
The Scene Camera Manager.
This property will only be available if defined in the Scene Injection Map.
Determines what type of notification is used for Candy Upgrades
Determines the condition for a notification should be shown for Candy Upgrades
The Game Object Display List belonging to this Scene.
This property will only be available if defined in the Scene Injection Map.
A Scene specific Data Manager Plugin.
See the registry property for the global Data Manager.
This property will only be available if defined in the Scene Injection Map and the plugin is installed.
ReadonlyeventAllows subscribers to listen for events
Current Events:
NewArenaEventA Scene specific Event Emitter.
This property will only be available if defined in the Scene Injection Map.
Defines the experience gain display mode.
The expParty can have several modes:
0 - Default: The normal experience gain display, nothing changed.1 - Level Up Notification: Displays the level up in the small frame instead of a message.2 - Skip: No level up frame nor message.Modes 1 and 2 are still compatible with stats display, level up, new move, etc.
0 - Uses the default normal experience gain display.
The Facebook Instant Games Plugin.
This property will only be available if defined in the Scene Injection Map, the plugin is installed and configured.
A reference to the Phaser.Game instance.
This property will only be available if defined in the Scene Injection Map.
The Scene Input Manager Plugin.
This property will only be available if defined in the Scene Injection Map and the plugin is installed.
The Scene Lights Manager Plugin.
This property will only be available if defined in the Scene Injection Map and the plugin is installed.
The Scene Loader Plugin.
This property will only be available if defined in the Scene Injection Map and the plugin is installed.
The Scene Game Object Creator.
This property will only be available if defined in the Scene Injection Map.
The Scene Matter Physics Plugin.
This property will only be available if defined in the Scene Injection Map, the plugin is installed and configured.
PhaseQueue: dequeue/remove the first element to get the next phase
The Scene Arcade Physics Plugin.
This property will only be available if defined in the Scene Injection Map, the plugin is installed and configured.
A reference to the global Plugin Manager.
The Plugin Manager is a global system that allows plugins to register themselves with it, and can then install those plugins into Scenes as required.
A reference to the global Data Manager.
This property will only be available if defined in the Scene Injection Map.
A reference to the renderer instance Phaser is using, either Canvas Renderer or WebGL Renderer.
A reference to the global Scale Manager.
This property will only be available if defined in the Scene Injection Map.
ReadonlyscaledSince everything is scaled up by 6 by default using the game.canvas is annoying Until such point that we use the canvas normally, this will be easier than having to divide every width and heigh by 6 to position and scale the ui
A reference to the Scene Manager Plugin.
This property will only be available if defined in the Scene Injection Map.
A reference to the Sound Manager.
This property will only be available if defined in the Scene Injection Map and the plugin is installed.
The Scene Systems. You must never overwrite this property, or all hell will break lose.
A reference to the Texture Manager.
This property will only be available if defined in the Scene Injection Map.
The Scene Time and Clock Plugin.
This property will only be available if defined in the Scene Injection Map and the plugin is installed.
The Scene Tween Manager Plugin.
This property will only be available if defined in the Scene Injection Map and the plugin is installed.
Defines whether or not to show type effectiveness hints
OptionalignoreUpdate: booleanOptionalinstant: booleanOptionaldataSource: defaultOptionalpostProcess: ((enemyPokemon: EnemyPokemon) => void)OptionalignoreUpdate: booleanOptionalplaySound: booleanOptionalvirtual: booleanOptionalinstant: booleanOptionalabilityIndex: numberOptionalformIndex: numberOptionalgender: GenderOptionalshiny: booleanOptionalvariant: VariantOptionalivs: number[]Optionalnature: NatureOptionaldataSource: default | defaultOptionalpostProcess: ((playerPokemon: PlayerPokemon) => void)Optionalframe: string | numberRest...args: any[]Rest...args: any[]Rest...args: any[]This function retrieves the sprite and audio keys for active Pokemon. Active Pokemon include both enemy and player Pokemon of the current wave. Note: Questions on garbage collection go to
a string array of active sprite and audio keys that should not be deleted
Optionalspecies: defaultReturns an array of EnemyPokemon of length 1 or 2 depending on if double battles or not
array of EnemyPokemon
Returns the ModifierBar of this scene, which is declared private and therefore not accessible elsewhere
OptionalisEnemy: booleanWhether to return the enemy's modifier bar
Get all of the modifiers that match modifierType
The type of modifier to apply; must extend PersistentModifier
Whether to search the player (true) or the enemy (false); Defaults to true
the list of all modifiers that matched modifierType.
Returns an array of PlayerPokemon of length 1 or 2 depending on if double battles or not
array of PlayerPokemon
Initialized the 2nd phase of the final boss (e.g. form-change for Eternatus)
The (enemy) pokemon
Optionalpokemon: defaultOptionalwaveIndex: numberOptionalbattleType: BattleTypeOptionaltrainerData: defaultOptionaldouble: booleanTries to add the input phase to index before target phase in the phaseQueue, else simply calls unshiftPhase()
Phase the phase to be added
Phase the type of phase to search for in phaseQueue
boolean if a targetPhase was found and added
Adds a phase to the conditional queue and ensures it is executed only when the specified condition is met.
This method allows deferring the execution of a phase until certain conditions are met, which is useful for handling situations like abilities and entry hazards that depend on specific game states.
The phase to be added to the conditional queue.
A function that returns a boolean indicating whether the phase should be executed.
OptionalpriorityOverride: numberAdds a MessagePhase, either to PhaseQueuePrepend or nextCommandPhaseQueue
string for MessagePhase
OptionalcallbackDelay: null | numberoptional param for MessagePhase constructor
Optionalprompt: null | booleanoptional param for MessagePhase constructor
OptionalpromptDelay: null | numberoptional param for MessagePhase constructor
Optionaldefer: null | booleanboolean for which queue to add it to, false -> add to PhaseQueuePrepend, true -> nextCommandPhaseQueue
Generates a random number using the current battle's seed
This calls Battle.randSeedInt(scene, range, min) in src/battle.ts
which calls randSeedInt(range, min) in src/utils.ts
How large of a range of random numbers to choose from. If range <= 1, returns min
The minimum integer to pick, default 0
A random integer between min and (min + range - 1)
OptionalfromArenaPool: booleanOptionalspeciesFilter: PokemonSpeciesFilterOptionalfilterAllEvolutions: booleanOptionalenemy: booleanTry to transfer a held item to another pokemon. If the recepient already has the maximum amount allowed for this item, the transfer is cancelled. The quantity to transfer is automatically capped at how much the recepient can take before reaching the maximum stack size for the item. A transfer that moves a quantity smaller than what is specified in the transferQuantity parameter is still considered successful.
PokemonHeldItemModifier item to transfer (represents the whole stack)
Pokemon pokemon recepient in this transfer
{boolean}
integer how many items of the stack to transfer. Optional, defaults to 1
Optionalinstant: boolean{boolean}
OptionalignoreUpdate: boolean{boolean}
true if the transfer was successful
Optionalinstant: booleanOptionalargs: any[]Rest...args: unknown[]Optionalargs: any[]
The Scene Game Object Factory.
This property will only be available if defined in the Scene Injection Map.