FANDOM


currantEdit

 
 
 
 
 
 
Ability
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Command
 
Active
 
Passive
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Hyperactive
 
Reactive
 
Local
 
Global

desire demonEdit

 
 
 
 
 
 
 
 
 
 
 
 
Ability
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Active / Activated
 
 
 
 
 
 
 
 
 
Passive
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Actives
 
Command
 
Reactive
 
Hyperactive
 
Local
 
Global

or more likeEdit

 
 
 
 
 
 
 
 
 
 
 
 
Ability
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Active / Activated
 
 
 
 
 
 
 
 
 
Passive
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Reactive
 
Active
 
Command
 
 
 
 
 
Local
 
Global
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Basic attack
 
Hyperactive
 
 
 
 
 
 
 
 
 

akaEdit

 
 
 
 
 
 
 
 
 
 
 
 
Ability
Equipped to character
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Active / Activated
Appears in battle menu, press to activate
 
 
 
 
 
 
 
 
 
Passive
Doesn't appear in battle menu, appears in special arrays at battleflow checkpoints
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Reactive
Doesn't appear in battle menu until special conditions have met
So really a fuse between act and pass?
 
Active
Conventional abilities, AP cost, damage asf
 
Command
Appears in the battle menu regardless of position
Perhaps it doesn't need its own class?
 
 
 
 
 
Local
Dependent on the position
Check on Move(), so remove/add from battleflow checkpoints? Doesn't need its own class?
 
Global
Independent on position, so really just a local that's only checked on beginning and end battleflow checkpoints
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Basic attack
Like any other active, except this one is independent on position, and dependent on Equip command
 
Hyperactive
Command that has own point bar, activates input, Then performs regular active depending on result
 
 
 
 
 
 
 
 
 

Common denominatorsEdit

Fire
onMove func*
tile == 0
addTo battleMenu func*
tile == 0
battleFlow
onClick func*
select targets(1,0)
attack(targets[], 100
cost(0,50)
endTurn()
Attack
onMove func*
true
addTo battleMenu func*
true
battleFlow
onClick func*
select targets(1,0)
attack(targets[], 100
cost(0,50)
endTurn()
Move
onMove func*
true
addTo battleMenu func*
true
battleFlow
onClick func*
selectTile()
move()
calls onMove for all the user's abilities in their abils list
cost(0,25)
X Hyperactive
onMove func*
true
addTo battleMenu func*
hyperpoints == 0
battleFlow
onClick func*
initInput()
repeat(10) input()
action()
endAction()
cost()
endTurn()
statsUpTurnOnly
onMove func*
tile == 0
addTo battleMenu
battleFlow func*
getTurn check statsUpTurnOnly_getTurnCheck()
do statsUpTurnOnly_getTurnDo()//+stats
turnOver check statsUpTurnOnly_turnOverCheck()
do statsUpTurnOnly_turnOverDo()//-stats
onClick


  • So
    • Actives
      • battleMenu not needed or always set to const true
      • battleFlow (-)
    • Commands
      • onMove not needed or always set to a const value
    • Passives
      • battleMenu (-)
      • onClick (-)
      • Globals
        • onMove not needed or always set to a const value

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