update formatting in src/Episode3
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@@ -521,11 +521,31 @@ struct CardDefinition {
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/* 02 */ pstring<TextEncoding::ASCII, 0x0F> expr;
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// when specifies in which phase the effect should activate.
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/* 11 */ EffectWhen when;
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// arg1 generally specifies how long the effect activates for.
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// Arguments are encoded as 3-character null-terminated strings (why?!), and are used for adding conditions to
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// effects (e.g. making them only trigger in certain situations) or otherwise customizing their results. The
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// arguments are heterogeneous based on their position; that is, the first argument always has the same meaning,
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// and meaning letters that are valid in arg1 are not necessarily valid in arg2, etc.
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// arg1 specifies how long the effect activates for:
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// a01 = argument value (meaning depends on condition type)
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// eXX = effect lasts while equipped
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// fXX = TODO (remaining_turns=100)
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// rXX = TODO (remaining_turns=102)
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// tXX = effect lasts for XX (decimal) turns
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/* 12 */ pstring<TextEncoding::ASCII, 4> arg1;
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// arg2 generally specifies a condition for when the effect activates.
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// arg2 restricts a condition to only activate in certain conditions:
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// bXX = require attack doing not more than XX damage
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// cXY/CXY = linked items (require item with cYX/CYX to be equipped as well)
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// dXY = roll one die; require result between X and Y inclusive
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// hXX = require HP >= XX
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// iXX = require HP <= XX
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// mXX = require attack doing at least XX damage
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// nXX = require condition (see description_for_n_condition for values here)
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// oXY = require effect #Y to have occurred (if X != 1, on this card; if X = 1, on opponent card)
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// rXX = randomly pass with XX% chance
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// sXY = require card cost between X and Y ATK points (inclusive)
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// tXX = activate after XX turns from card set
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/* 16 */ pstring<TextEncoding::ASCII, 4> arg2;
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// arg3 generally specifies who is targeted by the effect.
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// arg3 specifies who is affected by the condition; see description_for_p_target for possible values.
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/* 1A */ pstring<TextEncoding::ASCII, 4> arg3;
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// apply_criterion can be used to apply an additional condition for when the effect should activate. For example,
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// it can be used to make the effect only activate if the target is not a Story Character.
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