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
objare destroyed followed by thedelprojsarray set to null - The
battlemapis destroyed - SetDefaultCamera with reset is called
chompyattackedis set to falseaiattckedis set to falsetskyboxis set to RenderSettings.skybox- RenderSettings.skybox is set to null
- instance.
enemyencounteris 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.
maxtpis set tosdata.maxtp - instance.
tpis set tosdata.tpclamped from 0 to instance.maxtp - For each player party member:
atkis set to the matchingsdata.atkdefis set to the matchingsdata.defhpis set to the matchingsdata.hpclamped from 0 to the player party member'smaxhplockitemsis 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: