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Fix all links
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aldelaro5 committed Dec 5, 2024
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4 changes: 2 additions & 2 deletions docs/Battle system/Actors states/BattleCondition/Sleep.md
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Expand Up @@ -54,9 +54,9 @@ This condition my be removed during [CalculateBaseDamage](../../Damage%20pipelin
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`), it depends on if they are an enemy party member while the `BadDream` [medal](../../Enums%20and%20IDs/Medal.md) is equipped. If this is the case, it's processed the same as a [Fire](Fire.md) condition.
When the condition is processed (when `hp` is above 0, but less than `maxhp`), it depends on if they are an enemy party member while the `BadDream` [medal](../../../Enums%20and%20IDs/Medal.md) is equipped. If this is the case, it's processed the same as a [Fire](Fire.md) condition.

Otherwise, it's the same as a [GradualHP](GradualHP.md), but the amount to heal and show is determined with a more complex logic. The amount is determined with a starting value of the actor's `maxhp` * 0.1 ceiled. If the `HeavySleeper` [medal](../../Enums%20and%20IDs/Medal.md) is equipped on the actor (no checks if it's necesarily a player party member), the amount is tripled. On top of this, if it's not a player party member (checked by the battleentity tag not being `Player`), the amount is clamped from 0 to 4.
Otherwise, it's the same as a [GradualHP](GradualHP.md), but the amount to heal and show is determined with a more complex logic. The amount is determined with a starting value of the actor's `maxhp` * 0.1 ceiled. If the `HeavySleeper` [medal](../../../Enums%20and%20IDs/Medal.md) is equipped on the actor (no checks if it's necesarily a player party member), the amount is tripled. On top of this, if it's not a player party member (checked by the battleentity tag not being `Player`), the amount is clamped from 0 to 4.

Either way, this happens:

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2 changes: 1 addition & 1 deletion docs/Entities/NPCControl/Shop system.md
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Expand Up @@ -110,7 +110,7 @@ The second phase involves each shelved items on SetUp:
### Refresh process
Medals shop have a unique capability: it's possible for the game to recreate the entire shop by passing true instead of false to SetBadgeShop. This is notably used during a [kill](../../SetText/Individual%20commands/Kill.md) or [rerollshops](../../SetText/Individual%20commands/Rerollshops.md) SetText commands.

Doing so will destroy all `shopitems` and their `descwindow` if it existed followed by a MainManager.UpdateShops call before recreating the shelved items. The UpdateShops will randomly sort all `availablebadgepool` arrays, not just the one the game wanted to refresh (this changes the items on the shelf because only the first ones are going to be present and the overflow ones discarded due to `iskill` being true). It also updates [flags](../Flags%20arrays/flags.md) 587's value which is true only when all Merab's medals were bought (so `badgeshops[0]` is not above 0 as if it is and the flag is true, it's reset to false).
Doing so will destroy all `shopitems` and their `descwindow` if it existed followed by a MainManager.UpdateShops call before recreating the shelved items. The UpdateShops will randomly sort all `availablebadgepool` arrays, not just the one the game wanted to refresh (this changes the items on the shelf because only the first ones are going to be present and the overflow ones discarded due to `iskill` being true). It also updates [flags](../../Flags%20arrays/flags.md) 587's value which is true only when all Merab's medals were bought (so `badgeshops[0]` is not above 0 as if it is and the flag is true, it's reset to false).

From there, the shelved items are initialised as normal with one extra step: if the entity isn't `iskill` by the end, DeathSmoke particles will play on the entity's `startpos`

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2 changes: 1 addition & 1 deletion docs/SetText/Commands.md
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Expand Up @@ -98,7 +98,7 @@ There are 217 commands as of 1.1.2. Here are the different commands grouped by c
|178|[Lore](Individual%20commands/Lore.md)|A helper of `string` where [flagstring](../Flags%20arrays/flagstring.md) 0 is set to the Lore Book's text whose id is in [flagvar](../Flags%20arrays/flagvar.md) 0 with additional commands then the same [flagstring](../Flags%20arrays/flagstring.md) is sent to `string` in its fourth syntax|REPLACE|
|212|[Maxmedals](Individual%20commands/Maxmedals.md)|Replace this command's text by the number of collectible medals in the game (hardcoded to 108)|REPLACE|
|215|[GetFromMap](Individual%20commands/GetFromMap.md)|Replace the text of this command to a dialogue line that belongs to a specific [Map](../Enums%20and%20IDs/Maps.md)|REPLACE|
|217|[Plural](Individual%20commands/Layer.md)|Replaces this command's text by one of 2 strings depending on if a value or a [flagvar](../../Flags%20arrays/flagvar.md) slot containing it is equal to 1 or not|REPLACE, UNUSED|
|217|[Plural](Individual%20commands/Layer.md)|Replaces this command's text by one of 2 strings depending on if a value or a [flagvar](../Flags%20arrays/flagvar.md) slot containing it is equal to 1 or not|REPLACE, UNUSED|

### Sprite rendering

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