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.
Readonly
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.
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.
Readonly
scaledSince 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
Optional
ignoreUpdate: booleanOptional
instant: booleanOptional
dataSource: defaultOptional
postProcess: ((enemyPokemon: EnemyPokemon) => void)Optional
ignoreUpdate: booleanOptional
playSound: booleanOptional
virtual: booleanOptional
instant: booleanOptional
abilityIndex: numberOptional
formIndex: numberOptional
gender: GenderOptional
shiny: booleanOptional
variant: VariantOptional
ivs: number[]Optional
nature: NatureOptional
dataSource: default | defaultOptional
postProcess: ((playerPokemon: 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
Returns the ModifierBar of this scene, which is declared private and therefore not accessible elsewhere
Optional
isEnemy: 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
Optional
pokemon: defaultOptional
waveIndex: numberOptional
battleType: BattleTypeOptional
trainerData: defaultOptional
double: 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.
Optional
priorityOverride: numberAdds a MessagePhase, either to PhaseQueuePrepend or nextCommandPhaseQueue
string for MessagePhase
Optional
callbackDelay: null | numberoptional param for MessagePhase constructor
Optional
prompt: null | booleanoptional param for MessagePhase constructor
Optional
promptDelay: null | numberoptional param for MessagePhase constructor
Optional
defer: null | booleanboolean for which queue to add it to, false -> add to PhaseQueuePrepend, true -> nextCommandPhaseQueue
Optional
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.