Add Shield condition docs

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aldelaro5
2024-03-02 04:48:04 -05:00
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# Shield
A condition that encases the acotr in a shield by controlling its battleentity.`shieldenabled` which allows it to bypass damage calculation and not loose its `plating`.
## [Relay](../../Battle%20flow/Action%20coroutines/Relay.md)
This condition will not be transfered to the target of the relay if the relayer had a `RelayTransfer` [medal](../../../Enums%20and%20IDs/Medal.md).
## [SetCondition](../Conditions%20methods/SetCondition.md)
When inflicting or amending the condition:
- battleentity.`shieldenabled` gets set to true
- If the actor is a player party member, the turn counter is overriden to 1
## [DoDamage](../../Damage%20pipeline/DoDamage.md)
This condition allows a target to be considered Invulnerable and bypass damage calculation completely. In such case, the damage ammount is overriden to 0 unless property is `NoExceptions` where it's overriden by the original damageammount sent to the method.
This condition will prevent target.`plating` from being set to false after damage calculation.
This condition prevents the `DefDownOnBlock` and `AtkDownOnBlock` from taking effect after damage calculation which effectively prevents their ensuing [DefenseDown](DefenseDown.md) and [AttackDown](AttackDown.md).
## [AdvanceTurnEntity](../../Battle%20flow/AdvanceTurnEntity.md)
When the condition has just expired, battleentity.`shieldenabled` gets set to false.

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|7|[DefenseDown](BattleCondition/DefenseDown.md)|A condition that removes a point of defense recognised by [TrueDef](../../Visual%20rendering/RefreshEnemyHP.md#truedef) which can result in a +1 damage effects while it is active when the [AttackProperty](../../Damage%20pipeline/AttackProperty.md) isn't `NoExceptions`. NOTE: This has several caveats, check the [CalculateBaseDamage](../../Damage%20pipeline/CalculateBaseDamage.md) documentation to learn more|
|8|[Topple](BattleCondition/Topple.md)|A 1 hit defensive mechanism in the form of a condition for an enemy party member where if it has a `ToppleFirst` or `ToppleAirOnly` (if their `position` is `Flying`) [weakness](../../Damage%20pipeline/AttackProperty.md) it won't get dropped or [Flipped](Flipped.md) immediately when it was supposed to otherwise. Instead, this condition will be inflicted without the drop or flip featuring a `Woobly` [animstate](../../../Entities/EntityControl/Animations/animstate.md) and it will be removed after most attacks which allows the drop or flip to occur on any subsequent hit|
|9|[Flipped](BattleCondition/Flipped.md)|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|
|10|[Shield](BattleCondition/Shield.md)||
|10|[Shield](BattleCondition/Shield.md)|A condition that encases the acotr in a shield by controlling its battleentity.`shieldenabled` which allows it to bypass damage calculation and not loose its `plating`|
|11|[Taunted](BattleCondition/Taunted.md)||
|12|[Sturdy](BattleCondition/Sturdy.md)||
|13|[GradualHP](BattleCondition/GradualHP.md)||