AttackDown¶
A condition that gives a -1 damage malus on attacks by the actor while it is active when the AttackProperty isn't NoExceptions.
SetCondition¶
When amending the condition, the turn amount is always increased by the existing one (meaning it stacks).
When inflicted as a new condition, nothing special happens.
StatusEffect¶
This condition is supported by this method and it is always inflicted to the actor when called.
It includes optional visual effects when effect is true:
- StatEffect is called with type 2 (red down arrow)
- The StatDownsound is played if it wasn't already
CalculateBaseDamage¶
If the attacker has this condition, a -1 damage malus is applied unless property is NoExceptions.
A variation of this logic is also enforced outside of the damage pipeline in GetMultiDamage. That method is used by the following skills:
- IceSphere
- IceDrill
- BeeFly
DoDamage¶
After damage calculations, if the target's hp is still above 0 and it doesn't have the Shield condition, this condition will be inflicted via StatusEffect if property is AtkDownOnBlock. The amount of turn to inflict is 2 turns unless block is true where it's 1 turn instead. On top of this, it inflicts for one more turn if the target is a player party member (meaning 3 turns or 2 with block).
AdvanceTurnEntity¶
When an AttackUp condition is processed (when hp is above 0), if the actor's atkdownonloseatkup is true, this condition is inflicted by doing the following:
- actor's atkdownonloseatkupis set to false
- SetCondition is called to inflict this condition for 2 turns on the actor
- The StatDownsound is played
- StatEffect is called with type 2 (red down arrow)
UseCharm¶
This condition prevents a charm of type AttackUp to take effect as its effect would become redundant. Check the method's documentation to learn more.
CheckDead¶
When summoning extraenemies at the AbandonedCity map while flags 400 is true, this condition is inflicted to all enemies alongside DefenseUp for 999999 turns.