//should only be used for a player team public void CacheActiveSodaScriptReferences() { numMembersUsingCustomSodaScript = 0; for (int i = 0; i < members.Count; i++) { members[i].activeSodaScript = SodaScript.GetPremadeScript(SodaScript.SCRIPT_DEFAULT_PLAYER); } }
private List <CharacterData[]> pendingCharacterTransformations; //this is NOT for transmuting. this is for when a character "dies" and turns into another public BattleManager(Adventure inAdventure) { adventure = inAdventure; curFile = SaveFile.GetSaveFile(); charactersInBattle = new List <CharacterData>(); turnQueue = new List <CharacterData>(); currentSkillResults = new List <SkillResult>(); currentDeadCharacters = new List <CharacterData>(); pendingCharacterTransformations = new List <CharacterData[]>(); cachedSkillCommand = new SkillCommand(); stepsInATurn = new List <Action>(); stepsInATurn.Add(EnactPendingCharacterTransformations); stepsInATurn.Add(BeginTurn); stepsInATurn.Add(CheckForRegenProc); stepsInATurn.Add(ActivateNextCharacter); stepsInATurn.Add(RequestActiveCharacterInput); stepsInATurn.Add(ResolveActiveSkillCommand); stepsInATurn.Add(CleanupActiveSkillCommand); stepsInATurn.Add(DeactivateActiveCharacter); stepsInATurn.Add(CheckForStatusProc); stepsInATurn.Add(CheckForDeaths); stepsInATurn.Add(EarnLootForDeadEnemies); stepsInATurn.Add(EndTurn); stepsInATurn.Add(CheckForPlayerTeamRevive); stepsInATurn.Add(CheckForBattleEnd); stepsInATurn.Add(Repeat); defaultEnemyScript = SodaScript.GetPremadeScript(SodaScript.SCRIPT_DEFAULT_ENEMY); playerTeamHasRevivedOnceThisTrip = false; }