Fix some docs

This commit is contained in:
aldelaro5
2024-03-03 20:01:39 -05:00
parent d91987692e
commit 009a9d1b41
6 changed files with 17 additions and 19 deletions

View File

@@ -3,7 +3,7 @@ This method applies all the static [medals](../Enums%20and%20IDs/Medal.md) effec
It first starts by resetting instance.`speedup` (an UNUSED field) to true and instance.`maxtp` to instance.`basetp`.
ResetPlayerStats is called on player party member which resets fields to defaults:
ResetPlayerStats is called on player party member which resets fields to defaults:
- `lockitems` to false
- `lockskills` to false

View File

@@ -192,19 +192,19 @@ An action will may be set to trigger in the post item effects section depending
- `LonglegSummoner`: The -2 action id will be set to trigger
- If the item id is in the following list, the 9 action id will be set to trigger:
- `HardSeed`
- `SpicyBomb`
- `PoisonBomb`
- `ClearBomb`
- `NumbDart`
- `Ice`
- `FrostBomb`
- `NumbBomb`
- `SleepBomb`
- `Abombhoney`
- `PoisonDart`
- `CherryBomb`
- `BurlyBomb`
- `FlameRock`
- `SpicyBomb`
- `PoisonBomb`
- `ClearBomb`
- `NumbDart`
- `Ice`
- `FrostBomb`
- `NumbBomb`
- `SleepBomb`
- `Abombhoney`
- `PoisonDart`
- `CherryBomb`
- `BurlyBomb`
- `FlameRock`
## Post item effects

View File

@@ -18,7 +18,7 @@ This part goes through each `condition` and acts on them. This part refers to wh
There's 2 sections to this: alive advance and last advance.
### Alive adance
### Alive advance
This section occur if the actor is alive and it depends on the `BattleCondtion`:
- `Reflection`: The turn count of the condition is set to 0

View File

@@ -7,7 +7,7 @@ private IEnumerator GameOver(bool skipsetup)
## Parameters
- `skipsetup`: If true, it will skip some setup logic at the start and only show the prompt immediately. This is meant only to be used recursively in an edge case where reloading the save file failed which lets the player remedy the problem before letting GameOver try again, but with less setups. This should NEVER be called with the value false for the first time because it will prevent to change to a [terminal flow](../Update.md#terminal-flow)
- `skipsetup`: If true, it will skip some setup logic at the start and only show the prompt immediately. This is meant only to be used recursively in an edge case where reloading the save file failed which lets the player remedy the problem before letting GameOver try again, but with less setups. This should NEVER be called with the value true for the first time because it will prevent to change to a [terminal flow](../Update.md#terminal-flow)
## Procedure

View File

@@ -1,5 +1,5 @@
# AttackProperty
An AttackProperty is a parameter of [DoDamage](DoDamage.md) and they are also the elements allowed in the `weakness` field of BattleData (meant for enemy party members only). They influence the damage pipeline in various ways either at the specific call level when passed as a parameter to DoDamage or at the target level for an enemy party member's `weakness`. They mainly influence [CalculateBaseDamage](CalculateBaseDamage.md)'s logic.
An AttackProperty is a parameter of [DoDamage](DoDamage.md) and they are also the elements allowed in the [weakness](../Actors%20states/Enemy%20features.md#weakness) field of BattleData (meant for enemy party members only). They influence the damage pipeline in various ways either at the specific call level when passed as a parameter to DoDamage or at the target level for an enemy party member's `weakness`. They mainly influence [CalculateBaseDamage](CalculateBaseDamage.md)'s logic.
They are not to be confused with [DamageOverride](DamageOverride.md) which can only be sent to DoDamage as an array of them and have very different logic changes.

View File

@@ -56,5 +56,3 @@ There is a coroutine overload available that starts this one where `nosound`, `f
- if entity has the `Sleep` [condition](../Actors%20states/Conditions.md), entity.battleentity.[animstate](../../Entities/EntityControl/Animations/animstate.md) is set to 14 (`Sleep`)
- Otherwise, if the entity is a player party member with an `hp` of 4 or below, its [animstate](../../Entities/EntityControl/Animations/animstate.md) is set to 17 (`WeakBattleIdle`)
- Otherwise, entity.battleentity.[animstate](../../Entities/EntityControl/Animations/animstate.md) is set to its value before this coroutine started unless it was 31 (`Dig`) or 32 (`DigMove`) where it's the `basestate` it had at the start instead