battle 
Vars | |
| blocked | the player cannot make any move while this is set to TRUE. should only TRUE during enemy turns. |
|---|---|
| bomb_cooldown | unique to the emag mode, acts as a time limit where the player dies when it reaches 0. |
| chosen_weapon | weapon wielded by the enemy, the shotgun doesn't count. |
| enemy_hp | Enemy health/attack points |
| enemy_passive | the list of passive skill the enemy currently has. the actual passives are added in the enemy_setup() proc |
| finishing_move | if all the enemy's weakpoints have been triggered becomes TRUE |
| gameover | if the enemy or player died. restart the game when TRUE |
| last_three_move | used to remember the last three move of the player before this turn. |
| max_passive | the number of passives the enemy will start with |
| pissed_off | linked to passives, when it's equal or above the max_passive finishing move will become TRUE |
| player_hp | Player health |
| player_mp | player magic points |
| temp | Temporary message, for attack messages, etc |
| timer_id | used to clear the enemy_action proc timer when the game is restarted |
| weapons | weapon used by the enemy, pure fluff.for certain actions |
Procs | |
| arcade_action | happens after a player action and before the enemy turn. the enemy turn will be cancelled if there's a gameover. |
| enemy_action | the enemy turn, the enemy's action entirely depend on their current passive and a teensy tiny bit of randomness |
| enemy_setup | creates the enemy base stats for a new round along with the enemy passives |
| screen_setup | sets up the main screen for the user |
| weakpoint_check | used to check if the last three move of the player are the one we want in the right order and if the passive's weakpoint has been triggered yet |
Var Details
blocked 
the player cannot make any move while this is set to TRUE. should only TRUE during enemy turns.
bomb_cooldown 
unique to the emag mode, acts as a time limit where the player dies when it reaches 0.
chosen_weapon 
weapon wielded by the enemy, the shotgun doesn't count.
enemy_hp 
Enemy health/attack points
enemy_passive 
the list of passive skill the enemy currently has. the actual passives are added in the enemy_setup() proc
finishing_move 
if all the enemy's weakpoints have been triggered becomes TRUE
gameover 
if the enemy or player died. restart the game when TRUE
last_three_move 
used to remember the last three move of the player before this turn.
max_passive 
the number of passives the enemy will start with
pissed_off 
linked to passives, when it's equal or above the max_passive finishing move will become TRUE
player_hp 
Player health
player_mp 
player magic points
temp 
Temporary message, for attack messages, etc
timer_id 
used to clear the enemy_action proc timer when the game is restarted
weapons 
weapon used by the enemy, pure fluff.for certain actions
Proc Details
arcade_action
happens after a player action and before the enemy turn. the enemy turn will be cancelled if there's a gameover.
enemy_action
the enemy turn, the enemy's action entirely depend on their current passive and a teensy tiny bit of randomness
enemy_setup
creates the enemy base stats for a new round along with the enemy passives
screen_setup
sets up the main screen for the user
weakpoint_check
used to check if the last three move of the player are the one we want in the right order and if the passive's weakpoint has been triggered yet