EndEnemyTurn¶
This method is only called by DoAction during the post action phase if the actionid isn't -555 (it's not blank dummy call) and it's an enemy party member's action. It will end an enemy party member's actor turn, just like EndPlayerTurn, but for enemy party members instead of player party members.
private void EndEnemyTurn(int id)
Parameters¶
id
: Theenemydata
index whose actor turn should be ending
Procedure¶
- If we were not in the enemy party member's hitaction, the
DoublePain
medal isn't equipped and the enemy party member'snotired
is false, itstired
field is incremented (this adds an exhaustion). NOTE: This neglects HARDEST and B.O.S.S's EX mode making this check incorrect as it leaves exhaustion enabled on HARDEST withoutDoublePain
, same for EX mode - If we were not in the enemy party member's hitaction, the enemy party member's
cantmove
is incremented (this consumes the actor turn) - The enemy party member's hitaction is reset to false
- The enemy party member's
blockTimes
is reset to 0 - Unless
dontusecharge
is true, the enemy party member'scharge
is reset to 0 - RefreshAllData is called which sets
alldata
to a new list which consists of all theplayerdata
followed by all theenemydata
appended together and it also resets all enemy party member'sblockTimes
to 0 - Unless we were
inevent
, ReorganizeEnemies(true) is called which removes all dead enemies and orders allenemydata
by their battleentity's x position