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SwitchParty

This action coroutine alloews to rotate the party once. It is possible to do it without a fancy visual animation.

private IEnumerator SwitchParty(bool fast)

NOTE: The process of switching is complex and involves battle playerdata addressing documentation. It is recommended to check this documentation to fully understand how a party rotation works.

Parameters

  • fast: Whether to include vidual animations and waiting.

Procedure

  • action is set to true changing to an uncontrolled flow
  • currentturn is set to -1 which unselects the current player party member
  • SetLastTurns is called which resets lastturns to a new aray with the length being the amount of free players - 1 and all elements being -1 (this resets the player selection cycle)
  • If fast is false
    • All player party members has their battleentity.spin set to (0.0, -20.0, 0.0)
    • 0.33 seconds are yielded
  • MainManager.SwitchParty is called with the battle version which rotates the partypointer elements
  • 0.1 seconds are yielded
  • For each player party members, the second part of the rotation is performed:
    • battleentity.overridejump is set to true
    • battleentity.spin is zeroed out
    • pointer is set to the matching partypointer. This gives a way to do the same function than partypointer, but using playerdata indexes. In practice, this feature is UNUSED because the field is only written to
    • playerdata[partypointer[j]].battleentity position is set to the matching partypos. This can be thought as the player party member who had this formation position in the player party is moved to be physically at the matching position of that formation position
    • If battleentity.deathcoroutine is in progress, it is stopped and set to null followed by battleentity.animstate being set to 18 (KO)
  • 0.7 seconds are yielded if fast is false
  • CancelList is called
  • UpdateConditionIcons is called which calls UpdateConditionBubbles on all battleentity (all playerdata with right to false and all enemydata with hp above 0 with right to true)
  • A frame is yielded
  • action is set to false changing to a controlled flow
  • A frame is yielded (this frame will process in a controlled flow, but the rest is just visual updates so it's safe)
  • UpdateAnim is called
  • UpdateText is called