Taunted¶
A condition that prevents a player party member from selecting the Skill, Item and Relay vine menu Actions and prevents other player party member from relaying to them.
GetChoiceInput¶
This condition prevents the following Actions option (the buzzer is played instead):
SkillItemRelay
This condition will also deny the confirmation of another player party member's choice when selecting who to relay to when handling the Relay choice for a SelectPlayer action. Effectively, it means not only the condition prevents the player party member from relaying, it also prevents them to be relayed to.
SetMaxOptions¶
This condition causes the vine icons for these Actions to render with the MainManager.grayscale material instead of MainManager.spritedefaultunity:
SkillItemRelay
ClearStatus¶
This condition is excluded from removal meaning it will remain even after calling this method.
UpdateAnim¶
For all player party members with an hp above 4 with this condition and whose battleentity.overrideanim is false, their battleentity.animstate may be set to AngryAnim which depends on the animid: 10 (Flustered) for Bee, 5 (Angry) for Beetle and 102 for Moth. Check the method's documentation for the exact conditions.
About enemy party members¶
The BeetleTaunt skill allows to inflict this condition to an enemy party member, but it effectively doesn't do anything on its own for enemy party members because the effects described above only concerns the player party.
Instead, the skill itself has logic to affect enemy party members: it sets the forceattack field to currentturn (the player party member using the BeetleTaunt skill). This has the only effect of changing the logic of GetRandomAvaliablePlayer to override its return to forceattack if playerdata[forceattack].eatenby is null (otherwise, it generates a random target ignoring the eaten player party member).
The overall effect is enemy party members using this method in their action logic will be forced to target whoever used the skill. It implies the conditions doesn't make them do that, only the skill's action logic does.