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settingsSelect a pokemon from the party menu. Only really handles the basic cases of the party UI, where you just need to navigate to a party slot and press Action twice - navigating any menus that come up after you select a party member is not supported.
the index of the pokemon in your party to switch to
Which phase to expect the selection to occur in. Typically non-command switch actions happen in SwitchPhase.
Forces the next enemy selecting a move to use the given move in its moveset against the given target (if applicable).
Moves
the move the enemy will use
Optional
target: BattlerIndexBattlerIndex
the target on which the enemy will use the given move
Checks if the current mode matches the target mode.
The target mode.
True if the current mode matches the target mode, otherwise false.
Adds an action to be executed on the next prompt.
The target phase.
The mode to wait for.
The callback to execute.
Optional
expireFn: (() => void)Optional function to determine if the prompt has expired.
Runs the game to a mystery encounter phase.
Optional
encounterType: MysteryEncounterTypeif specified, will expect encounter to have been spawned
Optional
species: Species[]Optional array of species for party.
A promise that resolves when the EncounterPhase ends.
Emulate a player's target selection after a move is chosen, usually called automatically by MoveHelper.select
.
Will trigger during the next SelectTargetPhase
The index of the move in the pokemon's moveset array
Optional
targetIndex: BattlerIndexThe index of the attack target, or undefined
for multi-target attacks
Sets the game mode.
The mode to set.
Intercepts TurnStartPhase
and mocks the getSpeedOrder's return value TurnStartPhase.getSpeedOrder
Used to modify the turn order.
The turn order to set
Optional
species: Species[]Optional array of species to start the battle with.
A promise that resolves when the battle is started.
Transition to the next upcoming CommandPhase
Emulate selecting a modifier (item) and transition to the next upcoming CommandPhase
Waits until the specified mode is set.
The mode to wait for.
A promise that resolves when the mode is set.
Class to manage the game state and transitions between phases.