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Conditions

A condition is a temporary effect applied for a limited amount of main turns on an actor. They are tracked in the actor's condition array.

A condition element contains an int[] of 2 elements:

  • 0: The BattleCondition (in int form) representing the kind of effects this condition involves
  • 1: The amount of actor turns left for the effects to apply. 0 and below values are technically allowed, but frequently causes the whole condition to be removed and they are not considered to be present in the actor

It is considered invalid to have duplicate conditions in the list. An existing condition should be amended if it exist already instead of adding a new element to the list.

Some conditions are tested for resistance before being added to condition. This usually involves the actor's resistance compared to a random number with immunity starting at a resistance of 100 and a certainty of infliction being 0 with everything in between being (100 - resistance) / 100 chance to inflict. The presence of this test, its methodology and its accuracy (not all have the correct odds) depends on the specific method used to add the condition.

Conditions are used heavily throughout the battle system and even come with a set of utility methods to inflict / amend one, check the presence of one and remove one. Here are links to learn more about these methods:

BattleCondition table

Here are the different BattleCondition that exists in the game and a summary of what they do (with links to further documentations):

ID Name Summary
0 Freeze A stopping condition that encases the actor in a block of ice. Most attacks will remove this condition and thaw out the ice, but with a +1 damage to the attack. It also allows the target to process a FrostBite medal when attacked
1 Poison A condition that either deals non lethal damage or heals the actor each actor turn depending on if they have a ReversePoison medal or not. It also allows several poison specific medals to take effect
2 Numb A stopping condition that gives the actor a point of defense (with caveats, see CalculateBaseDamage documentation for details). It also allows the target to process a ShockTrooper medal which can bypass damage calculation
3 Sleep A stopping condition that will heal the attacker on each actor turn and be removed on most attacks due to waking up (with caveats, see CalculateBaseDamage documentation for details). It also allows the target to process a HeavySleeper medal which can prevent waking up, halve the damage amount and heal for more per actor turn
4 AttackUp A condition that gives a +1 damage bonus on attacks by the actor while it is active when the AttackProperty isn't NoExceptions
5 DefenseUp A condition that gives a -1 damage on attacks to the actor as a point of defense recognised by TrueDef while the condition is active and property isn't NoExceptions NOTE: This has several caveats, check the CalculateBaseDamage documentation to learn more
6 AttackDown A condition that gives a -1 damage malus on attacks by the actor while it is active when the AttackProperty isn't NoExceptions
7 DefenseDown A condition that removes a point of defense recognised by TrueDef which can result in a +1 damage effects while it is active when the AttackProperty isn't NoExceptions. NOTE: This has several caveats, check the CalculateBaseDamage documentation to learn more
8 Topple A 1 hit defensive mechanism in the form of a condition for an enemy party member where if it has a ToppleFirst or ToppleAirOnly (if their position is Flying) weakness it won't get dropped or Flipped immediately when it was supposed to otherwise. Instead, this condition will be inflicted without the drop or flip featuring a Woobly animstate and it will be removed after most attacks which allows the drop or flip to occur on any subsequent hit
9 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
10 Shield A condition that encases the acotr in a shield by controlling its battleentity.shieldenabled which allows it to bypass damage calculation and not loose its plating
11 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
12 Sturdy A condition that prevents other conditions from being inflicted (even through using an item) while also getting a -3 damage effect applied in CalculateBaseDamage at the expense that the actor cannot be relayed to
13 GradualHP A condition that increases the actor's hp by 2 (clamped from 0 to maxhp) every actor turn while active
14 GradualTP A condition that increases instance.tp by 2 (clamped from 0 to instance.maxtp) every actor turn while active
15 Eaten A special stopping condition specific to the Pitcher enemy that allows through unorthodox methods to treat a player party member as if they were dead alongside having their eatenby not null
16 EventStop A stop condition specifically made for event 182 (trying to exit the room after approaching the tank in the last room of Upper Snakemouth) that simply disables a party member until it is manually removed (it is not meant to expire naturally)
17 Fire A condition that deals non lethal damage (more than Poison) every actor turn while it is active that may be inflicted in CalculateBaseDamage if property is Fire (without a resistance field) featuring a Prefabs/Particles/Flame as a firepart
18 Inked A condition that prevents a player party member from using a skill that may be inflicted in CalculateBaseDamage if property is Ink or InkOnBlock (without a resistance field) featuring a Prefabs/Particles/InkDrip as a firepart
19 Sticky A condition that prevents a player party member from using an item that may be inflicted in CalculateBaseDamage if property is Sticky (without a resistance field) featuring a Prefabs/Particles/StickyDrip as a firepart
20 Reflection A condition that causes a player party member to sustain less damage from CalculateBaseDamage with the reduction amount being the amount of Reflection medal equipped. It always expire on the next actor turn, but the turn counter is used to visually show the amount of the damage reduction