Clarify taunted for enemy party members

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aldelaro5
2024-03-02 23:08:56 -05:00
parent 5bb26fc2b5
commit 4c9b05488f

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@@ -23,4 +23,9 @@ This condition is excluded from removal meaning it will remain even after callin
## [UpdateAnim](../../Visual%20rendering/UpdateAnim.md)
For all player party members with an `hp` above 4 with this condition and whose battleentity.`overrideanim` is false, their battleentity.[animstate](../../../Entities/EntityControl/Animations/animstate.md) may be set to AngryAnim which depends on the [animid](../../../Enums%20and%20IDs/AnimIDs.md): 10 (`Flustered`) for `Bee`, 5 (`Angry`) for `Beetle` and 102 for `Moth`. Check the method's documentation for the exact conditions.
TODO: no enemy logic?
## About enemy party members
The `BeetleTaunt` [skill](../../../Enums%20and%20IDs/Skills.md) allows to inflict this condition to an enemy party member, but it effectively doesn't do anything on its own for enemy party members because the effects described above only concerns the player party.
Instead, the skill itself has logic to affect enemy party members: it sets the `forceattack` field to `currentturn` (the player party member using the `BeetleTaunt` skill). This has the only effect of changing the logic of [GetRandomAvaliablePlayer](../Targetting/GetRandomAvaliablePlayer.md) to override its return to `forceattack` if `playerdata[forceattack].eatenby` is null (otherwise, it generates a random target ignoring the eaten player party member).
The overall effect is enemy party members using this method in their action logic will be forced to target whoever used the skill. It implies the conditions doesn't make them do that, only the skill's action logic does.