- 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
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Battle ActionsRightTARGET
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Events
- Player - Player 1 (Red) Presses the Right Arrow key
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Conditions
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Multiple ConditionsOr - Any (Conditions) are true
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Conditions
- IfAttackTime Equal to (==) True
- IfSkillTime Equal to (==) True
- IfItemTime Equal to (==) True
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Conditions
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Multiple ConditionsOr - Any (Conditions) are true
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Actions
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Set Target = (Target - 1)
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Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- Target Greater than (>) TargetMax
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Then - Actions
- Set Target = 1
- Else - Actions
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If - Conditions
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Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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Multiple ConditionsOr - Any (Conditions) are true
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Conditions
- EnemyIsEmpty[Target] Equal to (==) False
- EnemyIsDead[Target] Equal to (==) True
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Conditions
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Multiple ConditionsOr - Any (Conditions) are true
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Then - Actions
- Trigger - Run (This trigger) (checking conditions)
- Else - Actions
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If - Conditions
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Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Trigger - Run Battle ActionsUpdateTarget <gen> (ignoring conditions)
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Set Target = (Target - 1)
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Events