3 This object represents playable and non-playable battle participants.
6 Name of the fighter. Let's keep it down to 15 characters.
9 Health Points. No more than 1,000,000.
12 Affects "Attack" events. Fall between 1 and 255.
15 Affects "Evasion." Falls between 1 and 255.
18 Time that the Fighter gets to move next.
21 Whether the user get to decide this Fighter course of action or not.
24 +setName(name:string): void
28 +setStrength(str:int): void
30 +setDexterity(dex:int): void
33 Computes attack statistic, taking into account all modifiers.
36 Computes defense statistic, taking into account all modifiers.
39 Computes evasde statistic, taking into account all modifiers.
41 +makeEvent(enemy: Party, currentTime: int): Event
42 If the Fighter is playable. An event selection menu is displayed, and an event type is selected from the user. If the Fighter is not playable, a random enemy (alive) from the enemy party is selected. An event type is then selected (at the moment "Attack" is the only type) from the list returned from getEventTypes(). Finally an Event is constructed and returned.
44 Return the None object if the Fighter is not ready to move.
47 Return true if hp is greater than 0, false otherwise.
49 +getEventTypes(): string[]
50 Return a list of event types available to this player. (Currently only return Attack)