Retry¶
This method serves as a transition from a GameOver to a complete retry of the battle using StartBattle.
private void Retry(bool skipdata)
Parameters¶
skipdata
: If true, ReloadInitialData won't be called. This is done if the caller already called it which is needed to adjust the starting stats to what they were on the first StartBattle recorded fromsdata
Prcedure¶
- All delprojs's
obj
are destroyed followed by thedelprojs
array set to null - The
battlemap
is destroyed - SetDefaultCamera with reset is called
chompyattacked
is set to falseaiattcked
is set to falsetskybox
is set to RenderSettings.skybox- RenderSettings.skybox is set to null
- instance.
enemyencounter
is set tosdata.encounter
- If skipdata is false, ReloadInitialData is called which does the following (mostly loads from the StartUpData):
- ApplyBadges is called
- ApplyStatBonus is called
- instance.
maxtp
is set tosdata.maxtp
- instance.
tp
is set tosdata.tp
clamped from 0 to instance.maxtp
- For each player party member:
atk
is set to the matchingsdata.atk
def
is set to the matchingsdata.def
hp
is set to the matchingsdata.hp
clamped from 0 to the player party member'smaxhp
lockitems
is set to the matchingsdata.partyitemuse
- instance.
items[0]
(standard items) is set tosdata.items
- instance.
items[1]
(key items) is set tosdata.keyitem
- A StartBattle call starts with the following:
- enemyids:
sdata.enemies
- stageid:
sdata.stage
- adv:
sdata.adv
- music:
sdata.music
- calledfrom:
sdata.called
- canescape:
canflee
(from this BattleControl)
- enemyids: