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Fix an outdated issue about strong start and tiredpart
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aldelaro5 authored Jan 23, 2025
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Expand Up @@ -263,7 +263,7 @@ This part only contains miscellaneous initialisations logic before `halfload` is
- A frame is yielded
- We exit the `pause` entered earlier
- If there's more than one `playerdata` element, then as long as the first `partypointer` doesn't match the first instance.`partyorder` (meaning the `battle` doesn't point to the leading party member), a [SwitchParty](../Battle%20flow/Action%20coroutines/SwitchParty.md) action coroutine is started with fast (which ends up calling MainManager.SwitchParty immediately) followed by a frame yield until they both match. NOTE: It does mean the coroutine calls can be spammed, but in theory, the while condition gets updated information everytime since the StartCoroutine call immediately causes the party to be updated. For more information on why this is done, check [battle party addressing](../playerdata%20addressing.md#methods-of-addressing-durring-battle)
- If the `StrongStart` [medal](../../Enums%20and%20IDs/Medal.md) is equipped on a party member, the corresponding `playerdata` gets its `cantmove` decremented which gives it an additional turn. NOTE: The `tiredpart` may not render after the first actor turn because the corresponding `receviedrelay` may not be set to true
- If the `StrongStart` [medal](../../Enums%20and%20IDs/Medal.md) is equipped on a party member, the corresponding `playerdata` gets its `cantmove` decremented which gives it an additional turn
- UpdateConditionIcons is called which calls UpdateConditionBubbles on all battleentity (all `playerdata` with right to false and all `enemydata` with `hp` above 0 with right to true)
- All frames are yielded while `action` is true until it goes to false (this is done to ensure all remainings SwitchParty calls done earlier are fully finished)
- [RefreshEXP](../Visual%20rendering/RefreshEXP.md) is called
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