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: Theenemydataindex whose actor turn should be ending
Procedure¶
- If we were not in the enemy party member's hitaction, the
DoublePainmedal isn't equipped and the enemy party member'snotiredis false, itstiredfield 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
cantmoveis incremented (this consumes the actor turn) - The enemy party member's hitaction is reset to false
- The enemy party member's
blockTimesis reset to 0 - Unless
dontusechargeis true, the enemy party member'schargeis reset to 0 - RefreshAllData is called which sets
alldatato a new list which consists of all theplayerdatafollowed by all theenemydataappended together and it also resets all enemy party member'sblockTimesto 0 - Unless we were
inevent, ReorganizeEnemies(true) is called which removes all dead enemies and orders allenemydataby their battleentity's x position