- Joined
- Jan 9, 2016
- Messages
- 1,487
Target = Integer to determine which enemy is selectedTargetMax = Max of TargetIfAttack/Skill/ItemTime = Just un-necessary booleansEnemyIsEmpty = If enemy slot is emptyEnemyIsDead = Its what it isTrigger Battle ActionsUpdateTarget = Contains variables that set TargetedEnemy to Target-
Battle ActionsRightTARGET
-

Events
-


Player - Player 1 (Red) Presses the Right Arrow key
-
-

Conditions
-


Multiple ConditionsOr - Any (Conditions) are true
-



Conditions
-




IfAttackTime Equal to (==) True
-




IfSkillTime Equal to (==) True
-




IfItemTime Equal to (==) True
-
-
-
-

Actions
-


Set Target = (Target - 1)
-



Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
-




If - Conditions
-





Target Greater than (>) TargetMax
-
-




Then - Actions
-





Set Target = 1
-
-




Else - Actions
-
-



Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
-




If - Conditions
-





Multiple ConditionsOr - Any (Conditions) are true
-






Conditions
-







EnemyIsEmpty[Target] Equal to (==) False
-







EnemyIsDead[Target] Equal to (==) True
-
-
-
-




Then - Actions
-





Trigger - Run (This trigger) (checking conditions)
-
-




Else - Actions
-
-
-


Trigger - Run Battle ActionsUpdateTarget <gen> (ignoring conditions)
-
-






