BATTLE_FIGHTER_DAMAGE/BATTLE_FIGHTER_HEAL let a move's own cutscene apply damage/healing to "target" or "user", resolved from BATTLE_FIGHTER_POS_TARGET/USER sentinels against the current action by battleStateExecutingInit. fire/slash now call BATTLE_FIGHTER_DAMAGE on their target. BATTLE_POST_MOVE checks fighter health after each move and sets BATTLE.result (now a real field, previously commented out) to win/loss, transitioning into BATTLE_STATE_WON/LOST; fleeing sets BATTLE_RESULT_FLED. All three end states now show a textbox before moving on to BATTLE_STATE_ENDING. Co-Authored-By: Claude Sonnet 5 <[email protected]>
22 lines
329 B
JSON
22 lines
329 B
JSON
{
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"items": [
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{
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"type": "MODAL",
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"title": "Fire",
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"message": "A burst of flame scorches the target."
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},
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{
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"type": "WAIT",
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"seconds": 2
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},
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{
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"type": "MODAL_CLOSE"
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},
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{
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"type": "BATTLE_FIGHTER_DAMAGE",
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"fighter": "target",
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"amount": 12
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}
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]
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}
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