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.
Private
bgmPrivate
bgmPrivate
bgmPrivate
biomeCombined Biome and Wave count text
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.
Private
currentA 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.
Private
enemyPrivate
enemyReadonly
eventAllows subscribers to listen for events
Current Events:
NewArenaEvent
A 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.
Private
fieldA reference to the Phaser.Game instance.
This property will only be available if defined in the Scene Injection Map.
Private
infoThe 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.
Private
luckPrivate
luckThe 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.
Private
modifierPrivate
moneyPrivate
nextPrivate
partyPrivate
phasePrivate
phaseThe Scene Arcade Physics Plugin.
This property will only be available if defined in the Scene Injection Map, the plugin is installed and configured.
Private
playA 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.
A reference to the Scene Manager Plugin.
This property will only be available if defined in the Scene Injection Map.
Private
scoreA reference to the Sound Manager.
This property will only be available if defined in the Scene Injection Map and the plugin is installed.
Private
spritePrivate
standbyThe 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
Optional
ignoreUpdate: booleanOptional
instant: booleanOptional
dataSource: defaultOptional
postProcess: ((enemyPokemon) => void)Optional
ignoreUpdate: booleanOptional
playSound: booleanOptional
virtual: booleanOptional
instant: booleanOptional
gender: GenderOptional
shiny: booleanOptional
variant: VariantOptional
ivs: number[]Optional
nature: NatureOptional
dataSource: default | defaultOptional
postProcess: ((playerPokemon) => void)Optional
frame: string | numberRest
...args: any[]Rest
...args: any[]Rest
...args: any[]Optional
species: defaultReturns an array of EnemyPokemon of length 1 or 2 depending on if double battles or not
array of EnemyPokemon
Private
getPrivate
getGet 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
Optional
pokemon: defaultOptional
waveIndex: numberOptional
battleType: BattleTypeOptional
trainerData: defaultOptional
double: booleanAdds 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.
Optional
priorityOverride: numberOptional
fromArenaPool: booleanOptional
speciesFilter: PokemonSpeciesFilterOptional
filterAllEvolutions: booleanOptional
enemy: 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
Optional
instant: boolean{boolean}
Optional
ignoreUpdate: boolean{boolean}
true if the transfer was successful
Optional
instant: booleanOptional
args: any[]Rest
...args: unknown[]Optional
args: any[]
The Scene Game Object Factory.
This property will only be available if defined in the Scene Injection Map.