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EntityStates  
a list of states that entities can have
Phase-Design
Updated Mar 29, 2008 by sethgalb...@gmail.com

state destination next state facing animation
stand (default state, also after hit, defend, finishAttack or finishHealing, or being healed) home stand forward healthy or injured
lie (when incapacitated - at the beginning of enemy's finishAttack) current position lie either incapacitated
hit (at the beginning of enemy's finishAttack) home stand forward pain
defend (at the beginning of enemy's finishAttack) home stand or fear either block
fear (leaving - when the character chooses escape, after defend or being healed while fleeing) home fear backward healthy or injured
run (gone - when an entity begins a turn while trying to escape) off screen run backward healthy or injured
wait (when the entity begins a turn but is not incapacitated, leaving or gone) center wait forward healthy or injured
headToAttack (when the character chooses to attack an enemy on his turn) partway to target beginAttack forward healthy or injured
beginAttack (after headToAttack) target finishAttack forward attack
finishAttack (after beginAttack) partway home stand forward attack
healSelf (when the character chooses to target himself on his turn) one step backward stand forward injured
headToHeal (when the character chooses an ally target on his turn) partway to target beginHealing backward healthy or injured
beginHealing (after headToHeal) target finishHealing backward heal
finishHealing (after beginHealing) partway home stand backward heal

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