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Clarify and correct how Flipped works
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aldelaro5 committed Jul 13, 2024
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6 changes: 4 additions & 2 deletions docs/Battle system/Actors states/BattleCondition/Flipped.md
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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](../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.
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). 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.
This however does not include the lite version used in the [enemy phase](../../Battle%20flow/Main%20turn%20life%20cycle.md#enemies-phase) meaning enemy party members are allowed to act even with this condition. However, this will only have an effect if there are more than 1 main turns left on the condition because as explained further in the DoAction logic below, if only 1 main turn is left, DoAction will remove the condition immediately and the enemy party member gets to act. DoAction is called regardless, it's just that if there were more than 1 main turns, the enemy action logic part won't happen.

## [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). It should be noted that it is not possible to inflict this condition on a player party member under normal gameplay so this clause effectively does nothing.
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- startstate is set to 0 (`Idle`)
- 0.1 seconds are yielded

However, if more than 1 main turns is left, the entire enemy action is skipped and the coroutine proceeds to [post action](../../Battle%20flow/Action%20coroutines/DoAction.md#post-action).

## [ClearStatus](../Conditions%20methods/ClearStatus.md)
This condition is excluded from removal meaning it will remain even after calling this method.

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