This is defined in MainManager, but it is primarily used for the battle system. It contains all the data associated with an actor, but it primarily augments an EntityControl which is stored in the battleentity field (or the entity field for the overworld version for player party members).
Fields can be intended to be used for only player party members, only enemy party members or any actors depending on the specific field.
If true, this player party member has already relayed which prevents it to relay again
lockrelayreceive
bool
If true, prevents to be relayed to from another player party member
lockcantmove
bool
If true, prevents cantmove to be set to 0 (one action available) whenever the MiracleMattermedal triggers. It is set to false after the medal triggers
didnothing
bool
Tells if the player party member already has chosen to do nothing on a previous action in the same main turn which prevents to benefits from some medals's effects
Tells if the Platingmedal is equipped on this player party member and it is active
eatenby
EntityControl
If not null, this player party member is trapped via eating by the entity corresponding to the value (this is only used when a Pitcherenemy eats a player party member and it not being null is treated the same as having an hp of 0 or below which is death)
The list of enemy ids that when hit, will cause this enemy to have its hitaction set to true
blockTimes
int
A DoDamage calls counter when the enemy party member is the target for use with the DoBlock property in their weakness. It is only incremented if they aren't IsStoppedLite (same as IsStopped, but the Flipped condition doesn't count)
Tells if the enemy party member is guarding which increases its effective defense by defenseonhit (It can also affect hitaction if it's -1, check the feature documentation to learn more)
The EventDialogue to trigger when the enemy party member falls to the ground when sustaining damage (meaning Drop is called on the battleentity as a result of sustaining damage). -1 means no EventDialogue will occur
If true, the enemy party member cannot be inflicted by the Taunted condition from the player party (this doesn't remove the logic, see the documentation of the feature to learn more)
If true, it indicates the enemy party member fled the battle which is seen the same way than if the hp reached 0 during CheckDead which means it's the same than dying, but with less logic involved to kill the enemy party member
notired
bool
If true, the enemy party member will not cumulated any tired (meaning it can't gain exhaustion) whenever the DoublePainmedal is not equipped. NOTE: This doesn't cover HARDEST correctly, see the EndEnemyTurn documentation to learn more
If true, it means the enemy party member will die if all of the ones left have this field set to true automatically when CheckDead detects this situation after it had killed any other enemy party members. This is done by setting the hp to 0 manually before running a second check on all enemy party members which will kill them
alreadycounted
bool
Indicates to CheckDead that the enemy party member was already killed prior and therefore, shouldn't cause another increment of the bestiary entry's defeat counter the next time the enemy party member dies
destroyentity
bool
If the enemy party member fled and this is true while the fleeing is found by CheckDead, the battleentity will be disabled as part of the killing process
The entity this enemy party member is trapping via eating (this is only used for the Pitcherenemy)
frostbitep
ParticleSystem
An instance of Prefabs/Particles/Snowflakes childed to the battleentity that is initialised whenever the Freeze condition is added as a delayed condition
The amount of actor turns that needs to pass until an action is possible. 0 Means one action is possible and anything negative further adds possible actions on the same main turn
moreturnnextturn
int
When above 0, on the next main turn, the actor's cantmove will be decreased by it which gives it this amount of additional actor turns available
The list of condition applied. Each element is an array of 2 elements, the first being the BattleCondition id and the second being the amount of actor turns it is in effect
These fields are never referenced or never used in any meaningful ways.
Name
Type
Description
tiredpart
ParticleSystem
UNUSED
noblock
bool
UNUSED
pointer
int
UNUSED, This field is maintained to be the same value as partypointer, but by indexing playerdata instead. This means that playerdata[X].pointer is the same than partypointer[X] where X is a valid playerdata index. In practice, this field is only written into making it unused
turnsnodamage
int
UNUSED
hardhp
int
UNUSED
harddef
int
UNUSED
lv
int
UNUSED
id
int
UNUSED (only read from DoAction, but never written to so it stays at 0)
noexpatstart
bool
UNUSED (intended for enemy party members only, only read during damage pipeline, but never written to so it always have the value false)