/tg/ Station 13 - Modules - TypesVar Details - Proc Details

battle

Vars

all_worldsList of all worlds in the game.
battle_arcade_gear_listList of all battle arcade gear that is available in the shop in game.
bomb_cooldownunique to the emag mode, acts as a time limit where the player dies when it reaches 0.
enemies_defeatedHow many enemies we've defeated in a row, used to tell when we need to spawn the boss in.
enemy_gold_rewardHow much gold the enemy will drop, randomized on new opponent.
enemy_hpHow much HP the current enemy has.
enemy_icon_idDetermines which boss image to use on the UI.
enemy_max_hpHow much HP the current enemy has.
enemy_mpHow much MP the current enemy has.
enemy_nameThe enemy's name
equipped_gearAssoc list of gear the player has equipped.
feedback_messageCURRENT ENEMY INFORMATION A feedback message displayed in the UI during combat sequences.
latest_unlocked_worldThe latest world the player has unlocked, granting access to all worlds below this.
player_current_hpThe current amount of HP the player has.
player_current_mpThe current amount of MP the player has.
player_current_worldThe world we're currently in.
player_goldHow much money the player has, used in the Inn. Starts with the default price for a single item.
player_turnPLAYER INFORMATION Boolean on whether it's the player's time to do their turn.
ui_panelThe current panel the player is viewieng in the UI.

Procs

lose_gameCalled when a mob loses at the battle arcade.
on_battle_winon_battle_win
perform_enemy_turnperform_enemy_turn
process_enemy_turnHandles the delay between the user's and enemy's turns to process what's going on.
process_player_attackCalled when you attack the enemy.
setup_new_opponentSets up a new opponent depending on what stage they are at.
successful_counterattackCalled when you successfully counterattack the enemy.
user_take_damageCalled when the enemy attacks you.

Var Details

all_worlds

List of all worlds in the game.

battle_arcade_gear_list

List of all battle arcade gear that is available in the shop in game.

bomb_cooldown

unique to the emag mode, acts as a time limit where the player dies when it reaches 0.

enemies_defeated

How many enemies we've defeated in a row, used to tell when we need to spawn the boss in.

enemy_gold_reward

How much gold the enemy will drop, randomized on new opponent.

enemy_hp

How much HP the current enemy has.

enemy_icon_id

Determines which boss image to use on the UI.

enemy_max_hp

How much HP the current enemy has.

enemy_mp

How much MP the current enemy has.

enemy_name

The enemy's name

equipped_gear

Assoc list of gear the player has equipped.

feedback_message

CURRENT ENEMY INFORMATION A feedback message displayed in the UI during combat sequences.

latest_unlocked_world

The latest world the player has unlocked, granting access to all worlds below this.

player_current_hp

The current amount of HP the player has.

player_current_mp

The current amount of MP the player has.

player_current_world

The world we're currently in.

player_gold

How much money the player has, used in the Inn. Starts with the default price for a single item.

player_turn

PLAYER INFORMATION Boolean on whether it's the player's time to do their turn.

ui_panel

The current panel the player is viewieng in the UI.

Proc Details

lose_game

Called when a mob loses at the battle arcade.

on_battle_win

on_battle_win

Called when the player wins a level, this handles giving EXP, loot, tickets, etc. It also handles clearing the enemy out for the next one, and unlocking new worlds. We stop at BATTLE_WORLD_NINE because it is the last stage, and has infinite bosses.

perform_enemy_turn

perform_enemy_turn

Actually performs the enemy's turn. We first roll to see if the enemy should use magic. As their HP goes lower, the chances of self healing goes higher, but if they lack the MP, then it's rolling to steal MP from the player. After, we will roll to see if the player counterattacks the enemy (if set), otherwise we will attack normally.

process_enemy_turn

Handles the delay between the user's and enemy's turns to process what's going on.

process_player_attack

Called when you attack the enemy.

setup_new_opponent

Sets up a new opponent depending on what stage they are at.

successful_counterattack

Called when you successfully counterattack the enemy.

user_take_damage

Called when the enemy attacks you.