Cleanup the conditions docs

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aldelaro5
2024-03-09 23:13:28 -05:00
parent a2cc1642d4
commit 3a31fb9fb7
8 changed files with 23 additions and 23 deletions

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@@ -2,7 +2,7 @@
A special stopping condition specific to the `Pitcher` [enemy](../../../Enums%20and%20IDs/Enemies.md) that allows through unorthodox methods to treat a player party member as if they were dead alongside having their `eatenby` not null.
## [IsStopped](../IsStopped.md)
This condition is considered a stop condition and will always make this method returns true (unless skipimmobile is false while the actor'a `actimmobile` is true). This include the lite version used in the [enemy phase](../../Battle%20flow/Main%20turn%20life%20cycle.md#enemies-phase). Being stopped makes the actor unable to act regardless of their `cantmove` as well as a bunch of feature they no longer get access to.
This condition is considered a stop condition and will always make this method returns true (unless skipimmobile is false while the actor'a [actimmobile](../Enemy%20features.md#actimmobile) is true). This include the lite version used in the [enemy phase](../../Battle%20flow/Main%20turn%20life%20cycle.md#enemies-phase). Being stopped makes the actor unable to act regardless of their `cantmove` as well as a bunch of feature they no longer get access to.
## [GetFreePlayerAmmount](../Player%20party%20members/GetFreePlayerAmmount.md)
This condition makes a player party member not count as free. This affects many logic such as knowing if a player can act.
@@ -119,7 +119,7 @@ Being eaten prevents [DoAction](../../Battle%20flow/Action%20coroutines/DoAction
Also, it will deny the confirmation of a player party member when selecting who to relay to when handling the `Relay` choice for a `SelectPlayer` action.
#### CheckItemUse
Being eaten always makes this return false and prevents the [UseItem](../../Battle%20flow/Action%20coroutines/UseItem.md) call. This mainly impacts the handling of the `Item` [Action](../../Player%20UI/Actions.md) by [GetChoiceInput](../../Player%20UI/GetChoiceInput.md) when `currentchoice` is the `SelectEnemy` or `SelectPlayer` [picks](../../Player%20UI/Pick.md).
Being eaten always makes this return false and prevents the [UseItem](../../Battle%20flow/Action%20coroutines/UseItem.md) call. This mainly impacts the handling of the `Item` [Action](../../Player%20UI/Actions.md) by [GetChoiceInput](../../Player%20UI/GetChoiceInput.md) when [currentchoice](../../Player%20UI/Actions.md) is `SelectEnemy` or `SelectPlayer`.
Effectively, it's not possible to use an item from or to the eaten player party member.

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A stop condition specifically made for [event](../../../Enums%20and%20IDs/Events.md) 182 (trying to exit the room after approaching the tank in the last room of Upper Snakemouth) that simply disables a party member until it is manually removed (it is not meant to expire naturally).
## [IsStopped](../IsStopped.md)
This condition is considered a stop condition and will always make this method returns true (unless skipimmobile is false while the actor'a `actimmobile` is true). This include the lite version used in the [enemy phase](../../Battle%20flow/Main%20turn%20life%20cycle.md#enemies-phase). Being stopped makes the actor unable to act regardless of their `cantmove` as well as a bunch of feature they no longer get access to.
This condition is considered a stop condition and will always make this method returns true (unless skipimmobile is false while the actor'a [actimmobile](../Enemy%20features.md#actimmobile) is true). This include the lite version used in the [enemy phase](../../Battle%20flow/Main%20turn%20life%20cycle.md#enemies-phase). Being stopped makes the actor unable to act regardless of their `cantmove` as well as a bunch of feature they no longer get access to.
## [GetFreePlayerAmmount](../Player%20party%20members/GetFreePlayerAmmount.md)
This condition makes a player party member not count as free. This affects many logic such as knowing if a player can act.

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@@ -2,7 +2,7 @@
An ephemeral condition specific to enemy party members that is only inflicted with a `Flip` [AttackProperty](../../Damage%20pipeline/AttackProperty.md) to an enemy party member with a `Flip` [weakness](../../Damage%20pipeline/AttackProperty.md). It causes all the enemy party member's `def` to be ignored during damage calculation which is recognised by [TrueDef](../../Visual%20rendering/RefreshEnemyHP.md). This process can be hampered by [Topple](Topple.md)'s defense mechanism if it applies. NOTE: The condition logic has caveats, check the [CalculateBaseDamage](../../Damage%20pipeline/CalculateBaseDamage.md) documentation to learn more.
## [IsStopped](../IsStopped.md)
This condition is considered a stop condition and will always make this method returns true (unless skipimmobile is false while the actor'a `actimmobile` is true). This include the lite version used in the [enemy phase](../../Battle%20flow/Main%20turn%20life%20cycle.md#enemies-phase). Being stopped makes the actor unable to act regardless of their `cantmove` as well as a bunch of feature they no longer get access to.
This condition is considered a stop condition and will always make this method returns true (unless skipimmobile is false while the actor'a [actimmobile](../Enemy%20features.md#actimmobile) is true). This include the lite version used in the [enemy phase](../../Battle%20flow/Main%20turn%20life%20cycle.md#enemies-phase). Being stopped makes the actor unable to act regardless of their `cantmove` as well as a bunch of feature they no longer get access to.
NOTE: In practice, this being a stop condition doesn't do much because the battle system ensure it only has 1 turn on it and it gets removed manually before the enemy party member attacks.
@@ -38,4 +38,4 @@ This condition may cause the actor's battleentity.[animstate](../../../Entities/
For all alive (`hp` above 0) enemy party members with this condition and whose `droproutine` isn't in progress, their battleentity.[animstate](../../../Entities/EntityControl/Animations/animstate.md) is set to 15 (`Fallen`) (or 25 (`SleepFallen`) if they also have the [Sleep](Sleep.md) condition).
## [Numb](../../../Entities/EntityControl/EntityControl%20Methods.md#numb)
For every enemy party member with this condition, every 60 frames, their [animstate](../../../Entities/EntityControl/Animations/animstate.md) gets set to 16 (`HurtFallen`) instead of 11 (`Hurt`).
For every enemy party member with this condition, every 60 frames, their [animstate](../../../Entities/EntityControl/Animations/animstate.md) gets set to 16 (`HurtFallen`) instead of 11 (`Hurt`).

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@@ -10,7 +10,7 @@ For player party member, the resistance can only be increased by processing the
## Resistance increases for enemy party members
Here are the potential increases for the resistance associated (only applies to enemy party members):
- On [StartBattle](../../StartBattle.md) (not mutually exclusive):
- On [StartBattle](../../StartBattle.md):
- If the calledfrom.entity or the battleentity is `inice` while it's a `Krawler` or `CursedSkull` [enemy](../../../Enums%20and%20IDs/Enemies.md), the enemy party member's `freezeres` is increased by 70
- If battleentity.`forcefire` or we are in the `GiantLair` [area](../../../Enums%20and%20IDs/librarystuff/Areas.md) except for the `GiantLairFridgeInside` [map](../../../Enums%20and%20IDs/Maps.md) while the enemy is a `Krawler`, `CursedSkull` or `Cape`, the enemy party member's `freezeres` is set to 110 making them immune (this override the clause above if it applied)
- On [CalculateBaseDamage](../../Damage%20pipeline/CalculateBaseDamage.md) when sucessfully inflicting this condition when property is `Freeze` (mutually exclusive, only the first that applies):
@@ -19,7 +19,7 @@ Here are the potential increases for the resistance associated (only applies to
- Otherwise, target.`freezeres` is increased by 13. The increase is 18 instead if [HardMode](../../Damage%20pipeline/HardMode.md) returns true
## [IsStopped](../IsStopped.md)
This condition is considered a stop condition and will always make this method returns true (unless skipimmobile is false while the actor'a `actimmobile` is true). This include the lite version used in the [enemy phase](../../Battle%20flow/Main%20turn%20life%20cycle.md#enemies-phase). Being stopped makes the actor unable to act regardless of their `cantmove` as well as a bunch of feature they no longer get access to.
This condition is considered a stop condition and will always make this method returns true (unless skipimmobile is false while the actor'a [actimmobile](../Enemy%20features.md#actimmobile) is true). This include the lite version used in the [enemy phase](../../Battle%20flow/Main%20turn%20life%20cycle.md#enemies-phase). Being stopped makes the actor unable to act regardless of their `cantmove` as well as a bunch of feature they no longer get access to.
## [GetFreePlayerAmmount](../Player%20party%20members/GetFreePlayerAmmount.md)
This condition makes a player party member not count as free. This affects many logic such as knowing if a player can act.
@@ -27,10 +27,10 @@ This condition makes a player party member not count as free. This affects many
## [SetCondition](../Conditions%20methods/SetCondition.md)
When amending the condition:
- If the actor is an enemy party member, `isdefending` is set to false and the infliction overwrites the turn counter to the new one (meaning it won't stack)
- If the actor is an enemy party member, [isdefending](../Enemy%20features.md#isdefending) is set to false and the infliction overwrites the turn counter to the new one (meaning it won't stack)
- If the actor is a player party member, the infliction overwrites the turn counter if the new one is higher (meaning it won't stack, it can just reset it to a higher amount). An exception to this is when using an item that inflicted it which makes it stack
When inflicted as a new condition, if the actor is an enemy party member, its `isdefending` is set to false.
When inflicted as a new condition, if the actor is an enemy party member, its [isdefending](../Enemy%20features.md#isdefending) is set to false.
## [AddDelayedCondition](../Delayed%20condition.md)
This condition supports delayed infliction via AddDelayedCondition. Check its documentation to learn more.
@@ -47,7 +47,7 @@ This condition overrides block to be false meaning blocking is always denied for
## [CalculateBaseDamage](../../Damage%20pipeline/CalculateBaseDamage.md)
This condition may be inflicted if the property is `Freeze`. This means it's also supported by the `StatusMirror` [medal](../../../Enums%20and%20IDs/Medal.md).
This condition prevents toppling on enemy party members with a `ToppleFirst` or `ToppleAirOnly` [AttackProperty](../../Damage%20pipeline/AttackProperty.md) in their `weakness`.
This condition prevents toppling on enemy party members with a `ToppleFirst` or `ToppleAirOnly` [AttackProperty](../../Damage%20pipeline/AttackProperty.md) in their [weakness](../Enemy%20features.md#weakness).
This condition also implicates entire logic related to it unless the `NoIceBreak` [override](../../Damage%20pipeline/DamageOverride.md) is present. Check the CalculateBaseDamage documentation to learn more, but in summary:
@@ -55,7 +55,7 @@ This condition also implicates entire logic related to it unless the `NoIceBreak
- A +1 damage when `FrostBite` didn't apply followed by the removal of this condition alongside some other ice thawing logic
## [EndPlayerTurn](../../Battle%20flow/EndPlayerTurn.md)
All enemy party members who still have this condition on EndPlayerTurn without `actimmobile` will have their `cantmove` set to 1. NOTE: It means removing the condition on the same main turn it was inflicted may leave the `cantmove` at 1 even if the enemy party member should have been able to act during their phase.
All enemy party members who still have this condition on EndPlayerTurn without [actimmobile](../Enemy%20features.md#actimmobile) will have their `cantmove` set to 1. NOTE: It means removing the condition on the same main turn it was inflicted may leave the `cantmove` at 1 even if the enemy party member should have been able to act during their phase.
## [AdvanceTurnEntity](../../Battle%20flow/AdvanceTurnEntity.md)
When the condition is processed (when `hp` is above 0):
@@ -91,7 +91,7 @@ For all alive (`hp` above 0) player party members with this condition and whose
All player party members who still had this condition when AddExperience occurs will have [BreakIce](../../../Entities/EntityControl/Notable%20methods/Freeze%20handling.md) called on their battleentity.
## GetEnemySize
This condition causes this method to return the enemy party member's `freezesize` if it is above 0.1 instead of its `size`. This can affect the following [skills](../../../Enums%20and%20IDs/Skills.md) and player party members' attacks where the attacker will move to a slightly different position towards the target during the action:
This condition causes this method to return the enemy party member's [sizeonfreeze](../Enemy%20features.md#sizeonfreeze) if it is above 0.1 instead of its `size`. This can affect the following [skills](../../../Enums%20and%20IDs/Skills.md) and player party members' attacks where the attacker will move to a slightly different position towards the target during the action:
- `firststrike` action (when the [animid](../../../Enums%20and%20IDs/AnimIDs.md) is `Beetle`)
- `Beetle`'s basic attack (when the [animid](../../../Enums%20and%20IDs/AnimIDs.md) is `Beetle`)

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@@ -16,7 +16,7 @@ For player party member, the resistance can only be increased by processing the
For player party member target when property is `Numb` or `Numb1Turn` and when successfully inflicting this condition, [CalculateBaseDamage](../../Damage%20pipeline/CalculateBaseDamage.md), target.`numbres` is increased by 17. The increase is 22 instead if [HardMode](../../Damage%20pipeline/HardMode.md) returns true
## [IsStopped](../IsStopped.md)
This condition is considered a stop condition and will always make this method returns true (unless skipimmobile is false while the actor'a `actimmobile` is true). This include the lite version used in the [enemy phase](../../Battle%20flow/Main%20turn%20life%20cycle.md#enemies-phase). Being stopped makes the actor unable to act regardless of their `cantmove` as well as a bunch of feature they no longer get access to.
This condition is considered a stop condition and will always make this method returns true (unless skipimmobile is false while the actor'a [actimmobile](../Enemy%20features.md#actimmobile) is true). This include the lite version used in the [enemy phase](../../Battle%20flow/Main%20turn%20life%20cycle.md#enemies-phase). Being stopped makes the actor unable to act regardless of their `cantmove` as well as a bunch of feature they no longer get access to.
## [GetFreePlayerAmmount](../Player%20party%20members/GetFreePlayerAmmount.md)
This condition makes a player party member not count as free. This affects many logic such as knowing if a player can act.
@@ -24,10 +24,10 @@ This condition makes a player party member not count as free. This affects many
## [SetCondition](../Conditions%20methods/SetCondition.md)
When amending the condition:
- If the actor is an enemy party member, `isdefending` is set to false and the infliction overwrites the turn counter to the new one (meaning it won't stack)
- If the actor is an enemy party member, [isdefending](../Enemy%20features.md#isdefending) is set to false and the infliction overwrites the turn counter to the new one (meaning it won't stack)
- If the actor is a player party member, the infliction overwrites the turn counter if the new one is higher (meaning it won't stack, it can just reset it to a higher amount). An exception to this is when using an item that inflicted it which makes it stack
When inflicted as a new condition, if the actor is an enemy party member, its `isdefending` is set to false.
When inflicted as a new condition, if the actor is an enemy party member, its [isdefending](../Enemy%20features.md#isdefending) is set to false.
Any method call updates `isnumb` accordingly.
@@ -48,7 +48,7 @@ This condition allows a target with a `ShockTrooper` [medal](../../../Enums%20an
## [CalculateBaseDamage](../../Damage%20pipeline/CalculateBaseDamage.md)
This condition may be inflicted if the property is `Numb` or `Numb1Turn` (it's the same as `Numb`, but it always inflict for 1 turn). This means it's also supported by the `StatusMirror` [medal](../../../Enums%20and%20IDs/Medal.md).
This condition prevents toppling on enemy party members with a `ToppleFirst` or `ToppleAirOnly` [AttackProperty](../../Damage%20pipeline/AttackProperty.md) in their `weakness`.
This condition prevents toppling on enemy party members with a `ToppleFirst` or `ToppleAirOnly` [AttackProperty](../../Damage%20pipeline/AttackProperty.md) in their [weakness](../Enemy%20features.md#weakness).
This condition gives a point of defense recognised by [TrueDef](../../Visual%20rendering/RefreshEnemyHP.md#TrueDef) and will result in a -1 damage. NOTE: this has several caveats, check CalculateBaseDamage's documentation to learn more.

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@@ -16,7 +16,7 @@ For player party member, the resistance can only be increased by processing the
For player party member target when property is `Sleep` and when successfully inflicting this condition, [CalculateBaseDamage](../../Damage%20pipeline/CalculateBaseDamage.md), target.`sleepres` is increased by 9. The increase is 13 instead if [HardMode](../../Damage%20pipeline/HardMode.md) returns true
## [IsStopped](../IsStopped.md)
This condition is considered a stop condition and will always make this method returns true (unless skipimmobile is false while the actor'a `actimmobile` is true). This include the lite version used in the [enemy phase](../../Battle%20flow/Main%20turn%20life%20cycle.md#enemies-phase). Being stopped makes the actor unable to act regardless of their `cantmove` as well as a bunch of feature they no longer get access to.
This condition is considered a stop condition and will always make this method returns true (unless skipimmobile is false while the actor'a [actimmobile](../Enemy%20features.md#actimmobile) is true). This include the lite version used in the [enemy phase](../../Battle%20flow/Main%20turn%20life%20cycle.md#enemies-phase). Being stopped makes the actor unable to act regardless of their `cantmove` as well as a bunch of feature they no longer get access to.
## [GetFreePlayerAmmount](../Player%20party%20members/GetFreePlayerAmmount.md)
This condition makes a player party member not count as free. This affects many logic such as knowing if a player can act.
@@ -24,10 +24,10 @@ This condition makes a player party member not count as free. This affects many
## [SetCondition](../Conditions%20methods/SetCondition.md)
When amending the condition:
- If the actor is an enemy party member, `isdefending` is set to false and the infliction overwrites the turn counter to the new one (meaning it won't stack)
- If the actor is an enemy party member, [isdefending](../Enemy%20features.md#isdefending) is set to false and the infliction overwrites the turn counter to the new one (meaning it won't stack)
- If the actor is a player party member, the infliction overwrites the turn counter if the new one is higher (meaning it won't stack, it can just reset it to a higher amount). An exception to this is when using an item that inflicted it which makes it stack
When inflicted as a new condition, if the actor is an enemy party member, its `isdefending` is set to false.
When inflicted as a new condition, if the actor is an enemy party member, its [isdefending](../Enemy%20features.md#isdefending) is set to false.
## [AddDelayedCondition](../Delayed%20condition.md)
This condition supports delayed infliction via AddDelayedCondition. Check its documentation to learn more.
@@ -44,14 +44,14 @@ This condition overrides block to be false meaning blocking is always denied for
## [CalculateBaseDamage](../../Damage%20pipeline/CalculateBaseDamage.md)
This condition may be inflicted if the property is `Sleep`. This means it's also supported by the `StatusMirror` [medal](../../../Enums%20and%20IDs/Medal.md).
This condition prevents toppling on enemy party members with a `ToppleFirst` or `ToppleAirOnly` [AttackProperty](../../Damage%20pipeline/AttackProperty.md) in their `weakness`.
This condition prevents toppling on enemy party members with a `ToppleFirst` or `ToppleAirOnly` [AttackProperty](../../Damage%20pipeline/AttackProperty.md) in their [weakness](../Enemy%20features.md#weakness).
In [DefaultDamageCalc](../../Damage%20pipeline/CalculateBaseDamage.md#defaultdamagecalc), this condition allows the `HeavySleeper` [medal](../../../Enums%20and%20IDs/Medal.md) to process by dividing the damage amount by 2 floored.
This condition my be removed during [CalculateBaseDamage](../../Damage%20pipeline/CalculateBaseDamage.md) or after its return in DoDamage damage calculation from a target with it after when sustaining damages under certain conditions (with caveats, check the methods's documentation to learn more). Notably, it won't happen if the target has the `HeavySleeper` [medal](../../../Enums%20and%20IDs/Medal.md). NOTE: If DoDamage decides to wake up the target, there is a known issue when setting their `cantmove` value. Check DoDamage's documentation to learn more.
## [EndPlayerTurn](../../Battle%20flow/EndPlayerTurn.md)
All enemy party members who still have this condition on EndPlayerTurn without `actimmobile` will have their `cantmove` set to 1. NOTE: It means removing the condition on the same main turn it was inflicted may leave the `cantmove` at 1 even if the enemy party member should have been able to act during their phase.
All enemy party members who still have this condition on EndPlayerTurn without [actimmobile](../Enemy%20features.md#actimmobile) will have their `cantmove` set to 1. NOTE: It means removing the condition on the same main turn it was inflicted may leave the `cantmove` at 1 even if the enemy party member should have been able to act during their phase.
## [AdvanceTurnEntity](../../Battle%20flow/AdvanceTurnEntity.md)
When the condition is processed (when `hp` is above 0, but less than `maxhp`):

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@@ -11,4 +11,4 @@ This condition causes the vine icons for the `Item` [Actions](../../Player%20UI/
This condition may be inflicted if the property is `Sticky`. This means it's also supported by the `StatusMirror` [medal](../../../Enums%20and%20IDs/Medal.md). It does not use a resistance field, check the method's documentation to learn more on the conditions needed for the infliction to work.
## [UpdateEntities](../../Visual%20rendering/UpdateEntities.md)
This condition includes the initialisation of the actor's `firepart` as a new instance of `Prefabs/Particles/StickyDrip` childed to the `sprite` with a `DelAftBtl` tag and a local position of Vector3.up.
This condition includes the initialisation of the actor's `firepart` as a new instance of `Prefabs/Particles/StickyDrip` childed to the `sprite` with a `DelAftBtl` tag (gets destroyed on [ReturnToOverworld](../../Battle%20flow/Terminal%20coroutines/ReturnToOverworld.md)) and a local position of Vector3.up.

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@@ -14,7 +14,7 @@ Before an enemy party member acts, if it has this condition or [Flipped](Flipped
- 0.1 seconds are yielded
## [CalculateBaseDamage](../../Damage%20pipeline/CalculateBaseDamage.md)
This condition prevents toppling an enemy party members with a `ToppleFirst` or `ToppleAirOnly` [AttackProperty](../../Damage%20pipeline/AttackProperty.md) in their `weakness` (because it would be redundant).
This condition prevents toppling an enemy party members with a `ToppleFirst` or `ToppleAirOnly` [AttackProperty](../../Damage%20pipeline/AttackProperty.md) in their [weakness](../Enemy%20features.md#weakness) (because it would be redundant).
This condition is removed if [Freeze](Freeze.md) is inflicted.