Class: BattleManager

BattleManager


new BattleManager()

Source:

Methods


<static> startBattle(clientArray, girlArray, bodyPartArray [, difficulty])

Starts a battle using the given clients, girls, and difficulty

Parameters:
Name Type Argument Description
clientArray array.<ClientManager.client>

Array of ClientManager.client

girlArray array.<string>

Array of girl IDs who are able to fight in this battle

bodyPartArray array.<GirlManager.bodyPart>

Array of body parts that will be used in this battle

difficulty 'Easy' | 'Normal' | 'Hard' <optional>

Difficulty string

Source:
Returns:
Type
Promise.<any>

<static> startBattle(clientArray, girlArray, bodyPartArray [, difficulty])

Starts a battle using the given clients, girls, and difficulty

Parameters:
Name Type Argument Description
clientArray array.<ClientManager.client>

Array of ClientManager.client

girlArray array.<string>

Array of girl IDs who are able to fight in this battle

bodyPartArray array.<GirlManager.bodyPart>

Array of body parts that will be used in this battle

difficulty 'Easy' | 'Normal' | 'Hard' <optional>

Difficulty string

Source:
Returns:
Type
Promise.<any>

<private> _doDamage(BATTLE, attackData, client)

Parameters:
Name Type Description
BATTLE BattleManager.BATTLE
attackData BattleManager.attackData
client ClientManager.client
Source:

<private> _doDamage(BATTLE, attackData, client)

Parameters:
Name Type Description
BATTLE BattleManager.BATTLE
attackData BattleManager.attackData
client ClientManager.client
Source:

<private> _iterateStatusEffects(BATTLE, attackData, girl, bodyPart, clientID)

Parameters:
Name Type Description
BATTLE BattleManager.BATTLE
attackData BattleManager.attackData
girl string
bodyPart string
clientID string
Source:

<private> _iterateStatusEffects(BATTLE, attackData, girl, bodyPart, clientID)

Parameters:
Name Type Description
BATTLE BattleManager.BATTLE
attackData BattleManager.attackData
girl string
bodyPart string
clientID string
Source:

<private> _iterateTraps(BATTLE)

Parameters:
Name Type Description
BATTLE BattleManager.BATTLE
Source:

<private> _iterateTraps(BATTLE)

Parameters:
Name Type Description
BATTLE BattleManager.BATTLE
Source:

<private> _recoverGirls(BATTLE, attackData, client)

Parameters:
Name Type Description
BATTLE BattleManager.BATTLE
attackData BattleManager.attackData
client ClientManager.client
Source:

<private> _recoverGirls(BATTLE, attackData, client)

Parameters:
Name Type Description
BATTLE BattleManager.BATTLE
attackData BattleManager.attackData
client ClientManager.client
Source:

addClient(BATTLE, clientObj)

Adds more clients to the battle

Parameters:
Name Type Description
BATTLE BattleManager.BATTLE
clientObj ClientManager.client
Source:

addClient(BATTLE, clientObj)

Adds more clients to the battle

Parameters:
Name Type Description
BATTLE BattleManager.BATTLE
clientObj ClientManager.client
Source:

fuck(girl, bodyPart, recovery)

The function called when the player clicks the fuck button during a battle. This function is called so that (this) will be BattleManager.BATTLE

Parameters:
Name Type Description
girl string

ID of girl

bodyPart GirlManager.bodyPart
recovery boolean

If player wants to recover stamina

Source:
Returns:
Type
Promise.<null>

fuck(girl, bodyPart, recovery)

The function called when the player clicks the fuck button during a battle. This function is called so that (this) will be BattleManager.BATTLE

Parameters:
Name Type Description
girl string

ID of girl

bodyPart GirlManager.bodyPart
recovery boolean

If player wants to recover stamina

Source:
Returns:
Type
Promise.<null>

fuckCount(girlLevel, clientLevel [, offset])

Returns the amount of times a girl has to fuck the client for them to cum

Parameters:
Name Type Argument Description
girlLevel number
clientLevel number
offset number <optional>

Is set to be the difficulty variable in the Client's object ClientManager.clientObj when called

Source:
Returns:
Type
number

fuckCount(girlLevel, clientLevel [, offset])

Returns the amount of times a girl has to fuck the client for them to cum

Parameters:
Name Type Argument Description
girlLevel number
clientLevel number
offset number <optional>

Is set to be the difficulty variable in the Client's object ClientManager.clientObj when called

Source:
Returns:
Type
number

getBattleUltimate(girlID)

Parameters:
Name Type Description
girlID string
Source:
Returns:
Type
BattleManager.ultimateObj

getBattleUltimate(girlID)

Parameters:
Name Type Description
girlID string
Source:
Returns:
Type
BattleManager.ultimateObj

getClientAttack(clientID)

Parameters:
Name Type Description
clientID string
Source:
Returns:
Type
BattleManager.attackObj

getClientAttack(clientID)

Parameters:
Name Type Description
clientID string
Source:
Returns:
Type
BattleManager.attackObj

getClientCombo(clientID, comboID)

Parameters:
Name Type Description
clientID string
comboID string
Source:
Returns:
Type
BattleManager.Combo

getClientCombo(clientID, comboID)

Parameters:
Name Type Description
clientID string
comboID string
Source:
Returns:
Type
BattleManager.Combo

getClientStatus(BATTLE, client, statusID)

Parameters:
Name Type Description
BATTLE BattleManager.BATTLE
client ClientManager.client
statusID string
Source:
Returns:
Type
BattleManager.Status | boolean

getClientStatus(BATTLE, client, statusID)

Parameters:
Name Type Description
BATTLE BattleManager.BATTLE
client ClientManager.client
statusID string
Source:
Returns:
Type
BattleManager.Status | boolean

getGirlStatus(BATTLE, girlID, statusID)

Returns the given girl's status effect object

Parameters:
Name Type Description
BATTLE BattleManager.BATTLE
girlID string
statusID string
Source:
Returns:
Type
BattleManager.Status | boolean

getGirlStatus(BATTLE, girlID, statusID)

Returns the given girl's status effect object

Parameters:
Name Type Description
BATTLE BattleManager.BATTLE
girlID string
statusID string
Source:
Returns:
Type
BattleManager.Status | boolean

getGirlsTrap(BATTLE, girlID, trapID)

Returns the given girl's trap object

Parameters:
Name Type Description
BATTLE BattleManager.BATTLE
girlID string
trapID string
Source:
Returns:
Type
BattleManager.Trap | boolean

getGirlsTrap(BATTLE, girlID, trapID)

Returns the given girl's trap object

Parameters:
Name Type Description
BATTLE BattleManager.BATTLE
girlID string
trapID string
Source:
Returns:
Type
BattleManager.Trap | boolean

getStatusEffect(statusID)

Parameters:
Name Type Description
statusID string
Source:
Returns:
Type
BattleManager.statusObj

getStatusEffect(statusID)

Parameters:
Name Type Description
statusID string
Source:
Returns:
Type
BattleManager.statusObj

giveClientStatus(BATTLE, client, statusID, statusLength)

Parameters:
Name Type Description
BATTLE BattleManager.BATTLE
client ClientManager.client
statusID string
statusLength number

-1 for infinite

Source:

giveClientStatus(BATTLE, client, statusID, statusLength)

Parameters:
Name Type Description
BATTLE BattleManager.BATTLE
client ClientManager.client
statusID string
statusLength number

-1 for infinite

Source:

giveStatus(BATTLE, girlID, statusID, statusLength)

Parameters:
Name Type Description
BATTLE BattleManager.BATTLE
girlID string
statusID string
statusLength number

-1 for infinite

Source:

giveStatus(BATTLE, girlID, statusID, statusLength)

Parameters:
Name Type Description
BATTLE BattleManager.BATTLE
girlID string
statusID string
statusLength number

-1 for infinite

Source:

removeClientStatus(BATTLE, client, statusID)

Parameters:
Name Type Description
BATTLE BattleManager.BATTLE
client ClientManager.client
statusID string
Source:

removeClientStatus(BATTLE, client, statusID)

Parameters:
Name Type Description
BATTLE BattleManager.BATTLE
client ClientManager.client
statusID string
Source:

removeStatus(BATTLE, girlID, statusID)

Removes a status effect from a girl

Parameters:
Name Type Description
BATTLE BattleManager.BATTLE
girlID string
statusID string
Source:

removeStatus(BATTLE, girlID, statusID)

Removes a status effect from a girl

Parameters:
Name Type Description
BATTLE BattleManager.BATTLE
girlID string
statusID string
Source:

trapGirl(BATTLE, girlID, trapID, trapLength)

Use this to add a trap to a girl

Parameters:
Name Type Description
BATTLE BattleManager.BATTLE
girlID string
trapID string
trapLength number
Source:

trapGirl(BATTLE, girlID, trapID, trapLength)

Use this to add a trap to a girl

Parameters:
Name Type Description
BATTLE BattleManager.BATTLE
girlID string
trapID string
trapLength number
Source:

trappedGirls(BATTLE)

Gets all the girls that are trapped

Parameters:
Name Type Description
BATTLE BattleManager.BATTLE
Source:
Returns:
  • Array of girl IDs
Type
Array.<string>

trappedGirls(BATTLE)

Gets all the girls that are trapped

Parameters:
Name Type Description
BATTLE BattleManager.BATTLE
Source:
Returns:
  • Array of girl IDs
Type
Array.<string>

untrapGirl(BATTLE, girlID, trapID)

Use this to untrap a girl

Parameters:
Name Type Description
BATTLE BattleManager.BATTLE
girlID string
trapID string
Source:

untrapGirl(BATTLE, girlID, trapID)

Use this to untrap a girl

Parameters:
Name Type Description
BATTLE BattleManager.BATTLE
girlID string
trapID string
Source:

useUltimate(BATTLE, girl)

Activates the ultimate ability for the given girl

Parameters:
Name Type Description
BATTLE BattleManager.BATTLE
girl string
Source:

useUltimate(BATTLE, girl)

Activates the ultimate ability for the given girl

Parameters:
Name Type Description
BATTLE BattleManager.BATTLE
girl string
Source:

Type Definitions


attackData

Each turn, an attackData variable is created which holds information for the next attack. Utilize this variable through attacks/ultimates/status effects to change what happens

Properties:
Name Type Description
ID string

Girl ID

damage number

How much damage is going to be taken by the girl this turn

bodyPart GirlManager.bodyPart

Body part the girl is using

recovery number

How much stamina a girl will recover this turn

cumAmount number

How much the client's cum meter should increase by

Source:

attackData

Each turn, an attackData variable is created which holds information for the next attack. Utilize this variable through attacks/ultimates/status effects to change what happens

Properties:
Name Type Description
ID string

Girl ID

damage number

How much damage is going to be taken by the girl this turn

bodyPart GirlManager.bodyPart

Body part the girl is using

recovery number

How much stamina a girl will recover this turn

cumAmount number

How much the client's cum meter should increase by

Source:

attackObj

Properties:
Name Type Description
beforeAttack function

Called before the attack function

attack function

The main attack function

afterAttack function

Called after the attack/status/ultimate effects and before the recovery phase

Source:

attackObj

Properties:
Name Type Description
beforeAttack function

Called before the attack function

attack function

The main attack function

afterAttack function

Called after the attack/status/ultimate effects and before the recovery phase

Source:

BATTLE

The BATTLE object holds all of the information for the current battle.

Properties:
Name Type Description
CLIENTS array.<ClientManager.client>

Array of ClientManager.client, the first one in the array is always the one the girl is fucking

GIRLS BattleManager.GIRLS

Object that holds all of the girl's stats

Properties
Name Type Description
girlArray array.<String>

All of the girlIDs that are in the battle

Animation string

Animation ID

AnimationFPS number

Animation FPS

Difficulty 'Easy' | 'Normal' | 'Hard'

The difficulty set for this battle, does not effect anything unless certain attacks utilize this variable

Source:

BATTLE

The BATTLE object holds all of the information for the current battle.

Properties:
Name Type Description
CLIENTS array.<ClientManager.client>

Array of ClientManager.client, the first one in the array is always the one the girl is fucking

GIRLS BattleManager.GIRLS

Object that holds all of the girl's stats

Properties
Name Type Description
girlArray array.<String>

All of the girlIDs that are in the battle

Animation string

Animation ID

AnimationFPS number

Animation FPS

Difficulty 'Easy' | 'Normal' | 'Hard'

The difficulty set for this battle, does not effect anything unless certain attacks utilize this variable

Source:

Combo

Properties:
Name Type Description
hitCombo function

What happens when the player hits a combo

finishCombo function

What happens when the player finishes a combo

Source:

Combo

Properties:
Name Type Description
hitCombo function

What happens when the player hits a combo

finishCombo function

What happens when the player finishes a combo

Source:

comboObj

Properties:
Name Type Description
ComboID string

ID of Combo

BodyPart GirlManager.bodyPart

Body part required to continue the combo

Girl string | 'Any'

Girl required to continue the combo or 'Any' girl

Delay number

How long the player has to continue the combo

Source:

comboObj

Properties:
Name Type Description
ComboID string

ID of Combo

BodyPart GirlManager.bodyPart

Body part required to continue the combo

Girl string | 'Any'

Girl required to continue the combo or 'Any' girl

Delay number

How long the player has to continue the combo

Source:

GIRLS

The GIRLS variable inside BattleManager.BATTLE is unique to each girl participating in the battle.

Properties:
Name Type Description
Ultimate number

Ultimate meter

Traps array.<BattleManager.Trap>

All of the traps on the girl

Status array.<BattleManager.Status>

All of the status effects on the girl

Source:

GIRLS

The GIRLS variable inside BattleManager.BATTLE is unique to each girl participating in the battle.

Properties:
Name Type Description
Ultimate number

Ultimate meter

Traps array.<BattleManager.Trap>

All of the traps on the girl

Status array.<BattleManager.Status>

All of the status effects on the girl

Source:

Status

Properties:
Name Type Description
ID string

ID of status effect

statusLength number

How long a girl should have this status effect. If -1 then status effect will remain effective until manually removed

Source:

Status

Properties:
Name Type Description
ID string

ID of status effect

statusLength number

How long a girl should have this status effect. If -1 then status effect will remain effective until manually removed

Source:

statusObj

Properties:
Name Type Description
effect function

Called after BattleManager.attackObj's attack function for every girl that has a status effect

Source:

statusObj

Properties:
Name Type Description
effect function

Called after BattleManager.attackObj's attack function for every girl that has a status effect

Source:

Trap

Properties:
Name Type Description
ID string

ID of trap

trapLength number

How long a girl should be trapped for, decrements each turn

Source:

Trap

Properties:
Name Type Description
ID string

ID of trap

trapLength number

How long a girl should be trapped for, decrements each turn

Source:

ultimateObj

Properties:
Name Type Description
Description string

The description that is given to the player about this ultimate ability

ultimate function

Called when the ultimate is used

Source:

ultimateObj

Properties:
Name Type Description
Description string

The description that is given to the player about this ultimate ability

ultimate function

Called when the ultimate is used

Source:

Class: BattleManager

BattleManager


new BattleManager()

Source:

Methods


<static> startBattle(clientArray, girlArray, bodyPartArray [, difficulty])

Starts a battle using the given clients, girls, and difficulty

Parameters:
Name Type Argument Description
clientArray array.<ClientManager.client>

Array of ClientManager.client

girlArray array.<string>

Array of girl IDs who are able to fight in this battle

bodyPartArray array.<GirlManager.bodyPart>

Array of body parts that will be used in this battle

difficulty 'Easy' | 'Normal' | 'Hard' <optional>

Difficulty string

Source:
Returns:
Type
Promise.<any>

<static> startBattle(clientArray, girlArray, bodyPartArray [, difficulty])

Starts a battle using the given clients, girls, and difficulty

Parameters:
Name Type Argument Description
clientArray array.<ClientManager.client>

Array of ClientManager.client

girlArray array.<string>

Array of girl IDs who are able to fight in this battle

bodyPartArray array.<GirlManager.bodyPart>

Array of body parts that will be used in this battle

difficulty 'Easy' | 'Normal' | 'Hard' <optional>

Difficulty string

Source:
Returns:
Type
Promise.<any>

<private> _doDamage(BATTLE, attackData, client)

Parameters:
Name Type Description
BATTLE BattleManager.BATTLE
attackData BattleManager.attackData
client ClientManager.client
Source:

<private> _doDamage(BATTLE, attackData, client)

Parameters:
Name Type Description
BATTLE BattleManager.BATTLE
attackData BattleManager.attackData
client ClientManager.client
Source:

<private> _iterateStatusEffects(BATTLE, attackData, girl, bodyPart, clientID)

Parameters:
Name Type Description
BATTLE BattleManager.BATTLE
attackData BattleManager.attackData
girl string
bodyPart string
clientID string
Source:

<private> _iterateStatusEffects(BATTLE, attackData, girl, bodyPart, clientID)

Parameters:
Name Type Description
BATTLE BattleManager.BATTLE
attackData BattleManager.attackData
girl string
bodyPart string
clientID string
Source:

<private> _iterateTraps(BATTLE)

Parameters:
Name Type Description
BATTLE BattleManager.BATTLE
Source:

<private> _iterateTraps(BATTLE)

Parameters:
Name Type Description
BATTLE BattleManager.BATTLE
Source:

<private> _recoverGirls(BATTLE, attackData, client)

Parameters:
Name Type Description
BATTLE BattleManager.BATTLE
attackData BattleManager.attackData
client ClientManager.client
Source:

<private> _recoverGirls(BATTLE, attackData, client)

Parameters:
Name Type Description
BATTLE BattleManager.BATTLE
attackData BattleManager.attackData
client ClientManager.client
Source:

addClient(BATTLE, clientObj)

Adds more clients to the battle

Parameters:
Name Type Description
BATTLE BattleManager.BATTLE
clientObj ClientManager.client
Source:

addClient(BATTLE, clientObj)

Adds more clients to the battle

Parameters:
Name Type Description
BATTLE BattleManager.BATTLE
clientObj ClientManager.client
Source:

fuck(girl, bodyPart, recovery)

The function called when the player clicks the fuck button during a battle. This function is called so that (this) will be BattleManager.BATTLE

Parameters:
Name Type Description
girl string

ID of girl

bodyPart GirlManager.bodyPart
recovery boolean

If player wants to recover stamina

Source:
Returns:
Type
Promise.<null>

fuck(girl, bodyPart, recovery)

The function called when the player clicks the fuck button during a battle. This function is called so that (this) will be BattleManager.BATTLE

Parameters:
Name Type Description
girl string

ID of girl

bodyPart GirlManager.bodyPart
recovery boolean

If player wants to recover stamina

Source:
Returns:
Type
Promise.<null>

fuckCount(girlLevel, clientLevel [, offset])

Returns the amount of times a girl has to fuck the client for them to cum

Parameters:
Name Type Argument Description
girlLevel number
clientLevel number
offset number <optional>

Is set to be the difficulty variable in the Client's object ClientManager.clientObj when called

Source:
Returns:
Type
number

fuckCount(girlLevel, clientLevel [, offset])

Returns the amount of times a girl has to fuck the client for them to cum

Parameters:
Name Type Argument Description
girlLevel number
clientLevel number
offset number <optional>

Is set to be the difficulty variable in the Client's object ClientManager.clientObj when called

Source:
Returns:
Type
number

getBattleUltimate(girlID)

Parameters:
Name Type Description
girlID string
Source:
Returns:
Type
BattleManager.ultimateObj

getBattleUltimate(girlID)

Parameters:
Name Type Description
girlID string
Source:
Returns:
Type
BattleManager.ultimateObj

getClientAttack(clientID)

Parameters:
Name Type Description
clientID string
Source:
Returns:
Type
BattleManager.attackObj

getClientAttack(clientID)

Parameters:
Name Type Description
clientID string
Source:
Returns:
Type
BattleManager.attackObj

getClientCombo(clientID, comboID)

Parameters:
Name Type Description
clientID string
comboID string
Source:
Returns:
Type
BattleManager.Combo

getClientCombo(clientID, comboID)

Parameters:
Name Type Description
clientID string
comboID string
Source:
Returns:
Type
BattleManager.Combo

getClientStatus(BATTLE, client, statusID)

Parameters:
Name Type Description
BATTLE BattleManager.BATTLE
client ClientManager.client
statusID string
Source:
Returns:
Type
BattleManager.Status | boolean

getClientStatus(BATTLE, client, statusID)

Parameters:
Name Type Description
BATTLE BattleManager.BATTLE
client ClientManager.client
statusID string
Source:
Returns:
Type
BattleManager.Status | boolean

getGirlStatus(BATTLE, girlID, statusID)

Returns the given girl's status effect object

Parameters:
Name Type Description
BATTLE BattleManager.BATTLE
girlID string
statusID string
Source:
Returns:
Type
BattleManager.Status | boolean

getGirlStatus(BATTLE, girlID, statusID)

Returns the given girl's status effect object

Parameters:
Name Type Description
BATTLE BattleManager.BATTLE
girlID string
statusID string
Source:
Returns:
Type
BattleManager.Status | boolean

getGirlsTrap(BATTLE, girlID, trapID)

Returns the given girl's trap object

Parameters:
Name Type Description
BATTLE BattleManager.BATTLE
girlID string
trapID string
Source:
Returns:
Type
BattleManager.Trap | boolean

getGirlsTrap(BATTLE, girlID, trapID)

Returns the given girl's trap object

Parameters:
Name Type Description
BATTLE BattleManager.BATTLE
girlID string
trapID string
Source:
Returns:
Type
BattleManager.Trap | boolean

getStatusEffect(statusID)

Parameters:
Name Type Description
statusID string
Source:
Returns:
Type
BattleManager.statusObj

getStatusEffect(statusID)

Parameters:
Name Type Description
statusID string
Source:
Returns:
Type
BattleManager.statusObj

giveClientStatus(BATTLE, client, statusID, statusLength)

Parameters:
Name Type Description
BATTLE BattleManager.BATTLE
client ClientManager.client
statusID string
statusLength number

-1 for infinite

Source:

giveClientStatus(BATTLE, client, statusID, statusLength)

Parameters:
Name Type Description
BATTLE BattleManager.BATTLE
client ClientManager.client
statusID string
statusLength number

-1 for infinite

Source:

giveStatus(BATTLE, girlID, statusID, statusLength)

Parameters:
Name Type Description
BATTLE BattleManager.BATTLE
girlID string
statusID string
statusLength number

-1 for infinite

Source:

giveStatus(BATTLE, girlID, statusID, statusLength)

Parameters:
Name Type Description
BATTLE BattleManager.BATTLE
girlID string
statusID string
statusLength number

-1 for infinite

Source:

removeClientStatus(BATTLE, client, statusID)

Parameters:
Name Type Description
BATTLE BattleManager.BATTLE
client ClientManager.client
statusID string
Source:

removeClientStatus(BATTLE, client, statusID)

Parameters:
Name Type Description
BATTLE BattleManager.BATTLE
client ClientManager.client
statusID string
Source:

removeStatus(BATTLE, girlID, statusID)

Removes a status effect from a girl

Parameters:
Name Type Description
BATTLE BattleManager.BATTLE
girlID string
statusID string
Source:

removeStatus(BATTLE, girlID, statusID)

Removes a status effect from a girl

Parameters:
Name Type Description
BATTLE BattleManager.BATTLE
girlID string
statusID string
Source:

trapGirl(BATTLE, girlID, trapID, trapLength)

Use this to add a trap to a girl

Parameters:
Name Type Description
BATTLE BattleManager.BATTLE
girlID string
trapID string
trapLength number
Source:

trapGirl(BATTLE, girlID, trapID, trapLength)

Use this to add a trap to a girl

Parameters:
Name Type Description
BATTLE BattleManager.BATTLE
girlID string
trapID string
trapLength number
Source:

trappedGirls(BATTLE)

Gets all the girls that are trapped

Parameters:
Name Type Description
BATTLE BattleManager.BATTLE
Source:
Returns:
  • Array of girl IDs
Type
Array.<string>

trappedGirls(BATTLE)

Gets all the girls that are trapped

Parameters:
Name Type Description
BATTLE BattleManager.BATTLE
Source:
Returns:
  • Array of girl IDs
Type
Array.<string>

untrapGirl(BATTLE, girlID, trapID)

Use this to untrap a girl

Parameters:
Name Type Description
BATTLE BattleManager.BATTLE
girlID string
trapID string
Source:

untrapGirl(BATTLE, girlID, trapID)

Use this to untrap a girl

Parameters:
Name Type Description
BATTLE BattleManager.BATTLE
girlID string
trapID string
Source:

useUltimate(BATTLE, girl)

Activates the ultimate ability for the given girl

Parameters:
Name Type Description
BATTLE BattleManager.BATTLE
girl string
Source:

useUltimate(BATTLE, girl)

Activates the ultimate ability for the given girl

Parameters:
Name Type Description
BATTLE BattleManager.BATTLE
girl string
Source:

Type Definitions


attackData

Each turn, an attackData variable is created which holds information for the next attack. Utilize this variable through attacks/ultimates/status effects to change what happens

Properties:
Name Type Description
ID string

Girl ID

damage number

How much damage is going to be taken by the girl this turn

bodyPart GirlManager.bodyPart

Body part the girl is using

recovery number

How much stamina a girl will recover this turn

cumAmount number

How much the client's cum meter should increase by

Source:

attackData

Each turn, an attackData variable is created which holds information for the next attack. Utilize this variable through attacks/ultimates/status effects to change what happens

Properties:
Name Type Description
ID string

Girl ID

damage number

How much damage is going to be taken by the girl this turn

bodyPart GirlManager.bodyPart

Body part the girl is using

recovery number

How much stamina a girl will recover this turn

cumAmount number

How much the client's cum meter should increase by

Source:

attackObj

Properties:
Name Type Description
beforeAttack function

Called before the attack function

attack function

The main attack function

afterAttack function

Called after the attack/status/ultimate effects and before the recovery phase

Source:

attackObj

Properties:
Name Type Description
beforeAttack function

Called before the attack function

attack function

The main attack function

afterAttack function

Called after the attack/status/ultimate effects and before the recovery phase

Source:

BATTLE

The BATTLE object holds all of the information for the current battle.

Properties:
Name Type Description
CLIENTS array.<ClientManager.client>

Array of ClientManager.client, the first one in the array is always the one the girl is fucking

GIRLS BattleManager.GIRLS

Object that holds all of the girl's stats

Properties
Name Type Description
girlArray array.<String>

All of the girlIDs that are in the battle

Animation string

Animation ID

AnimationFPS number

Animation FPS

Difficulty 'Easy' | 'Normal' | 'Hard'

The difficulty set for this battle, does not effect anything unless certain attacks utilize this variable

Source:

BATTLE

The BATTLE object holds all of the information for the current battle.

Properties:
Name Type Description
CLIENTS array.<ClientManager.client>

Array of ClientManager.client, the first one in the array is always the one the girl is fucking

GIRLS BattleManager.GIRLS

Object that holds all of the girl's stats

Properties
Name Type Description
girlArray array.<String>

All of the girlIDs that are in the battle

Animation string

Animation ID

AnimationFPS number

Animation FPS

Difficulty 'Easy' | 'Normal' | 'Hard'

The difficulty set for this battle, does not effect anything unless certain attacks utilize this variable

Source:

Combo

Properties:
Name Type Description
hitCombo function

What happens when the player hits a combo

finishCombo function

What happens when the player finishes a combo

Source:

Combo

Properties:
Name Type Description
hitCombo function

What happens when the player hits a combo

finishCombo function

What happens when the player finishes a combo

Source:

comboObj

Properties:
Name Type Description
ComboID string

ID of Combo

BodyPart GirlManager.bodyPart

Body part required to continue the combo

Girl string | 'Any'

Girl required to continue the combo or 'Any' girl

Delay number

How long the player has to continue the combo

Source:

comboObj

Properties:
Name Type Description
ComboID string

ID of Combo

BodyPart GirlManager.bodyPart

Body part required to continue the combo

Girl string | 'Any'

Girl required to continue the combo or 'Any' girl

Delay number

How long the player has to continue the combo

Source:

GIRLS

The GIRLS variable inside BattleManager.BATTLE is unique to each girl participating in the battle.

Properties:
Name Type Description
Ultimate number

Ultimate meter

Traps array.<BattleManager.Trap>

All of the traps on the girl

Status array.<BattleManager.Status>

All of the status effects on the girl

Source:

GIRLS

The GIRLS variable inside BattleManager.BATTLE is unique to each girl participating in the battle.

Properties:
Name Type Description
Ultimate number

Ultimate meter

Traps array.<BattleManager.Trap>

All of the traps on the girl

Status array.<BattleManager.Status>

All of the status effects on the girl

Source:

Status

Properties:
Name Type Description
ID string

ID of status effect

statusLength number

How long a girl should have this status effect. If -1 then status effect will remain effective until manually removed

Source:

Status

Properties:
Name Type Description
ID string

ID of status effect

statusLength number

How long a girl should have this status effect. If -1 then status effect will remain effective until manually removed

Source:

statusObj

Properties:
Name Type Description
effect function

Called after BattleManager.attackObj's attack function for every girl that has a status effect

Source:

statusObj

Properties:
Name Type Description
effect function

Called after BattleManager.attackObj's attack function for every girl that has a status effect

Source:

Trap

Properties:
Name Type Description
ID string

ID of trap

trapLength number

How long a girl should be trapped for, decrements each turn

Source:

Trap

Properties:
Name Type Description
ID string

ID of trap

trapLength number

How long a girl should be trapped for, decrements each turn

Source:

ultimateObj

Properties:
Name Type Description
Description string

The description that is given to the player about this ultimate ability

ultimate function

Called when the ultimate is used

Source:

ultimateObj

Properties:
Name Type Description
Description string

The description that is given to the player about this ultimate ability

ultimate function

Called when the ultimate is used

Source: