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Flipped

An ephemeral condition specific to enemy party members that is only inflicted with a Flip AttackProperty to an enemy party member with a Flip weakness. It causes all the enemy party member's def to be ignored during damage calculation which is recognised by TrueDef. This process can be hampered by Topple's defense mechanism if it applies. NOTE: The condition logic has caveats, check the CalculateBaseDamage documentation to learn more.

IsStopped

This condition is considered a stop condition and will always make this method returns true (unless skipimmobile is false while the actor'a actimmobile is true). This include the lite version used in the enemy 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.

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.

Relay

This condition will not be transfered to the target of the relay if the relayer had a RelayTransfer medal. 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.

CalculateBaseDamage

This condition will cause the battleentity.animstate to be set to 25 (SleepFallen) instead of 14 (Sleep) if a Sleep infliction occurs.

If property is Flip while the target has this condition, it will change the logic to call DefaultDamageCalc instead of the standard 1 def ignore logic that the property normally has. In DefaultDamageCalc, this condition will actually prevent the damage to be decreased by the target's def which means the overall effect is this condition causes the def to be ignored (but not other forms of defenses). This is recognised by TrueDef, but this comes with caveats, check the method's documentation to learn more.

If this condition wasn't present, but property is Flip while the target has a Flip weakness, a weaknesshit is recognised and the condition will be inflicted for 1 turn unless the target has the ToppleFirst weakness without a Topple condition (since this is where Topple is inflicted instead as a defensive mechanism). In the case where ToppleFirst exists AND it already has Topple, Topple is removed and Flipped is added in its place. For more information, check the method's documentation.

AdvanceTurnEntity

When the condition is processed (when hp is above 0), if there's more than 1 turn left on it, the actor turn count is decremented. Otherwise, this condition isn't processed in any way meaning it exceptionally doesn't feature a normal actor turn decrease (it is always manually removed).

DoAction

Before an enemy party member acts, if it has this condition or Topple for exactly 1 actor turn left, both are removed alongside the following logic:

  • Jump is called on the enemy party member with a height of 10.0
  • entity.overrideanim is set to false
  • entity.basestate and entity.animstate is set to 0 (Idle)
  • startstate is set to 0 (Idle)
  • 0.1 seconds are yielded

ClearStatus

This condition is excluded from removal meaning it will remain even after calling this method.

DoDamageAnim

This condition may cause the actor's battleentity.animstate and basestate to be set to 15 (Fallen) alongside setting overrideanim to false. Check the method's documentation to learn more.

UpdateAnim

For all alive (hp above 0) enemy party members with this condition and whose droproutine isn't in progress, their battleentity.animstate is set to 15 (Fallen) (or 25 (SleepFallen) if they also have the Sleep condition).

Numb

For every enemy party member with this condition, every 60 frames, their animstate gets set to 16 (HurtFallen) instead of 11 (Hurt).