RapidGameFramework
Reusable Godot managers for data-driven small games
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battle_sequence_manager Namespace Reference

Variables

 mode = selected_mode if selected_mode in [STANDARD, RAID] else STANDARD
 Select standard or raid mode and reset active sequence progress.
 
int raid_step = 0
 Advance or end the current sequence after one fight result.
 
 tuned
 Return a tuned opponent card for the current raid step.
 
 step
 
 raid_total = int(state.get("raid_total", 3))
 

Variable Documentation

◆ mode

battle_sequence_manager.mode = selected_mode if selected_mode in [STANDARD, RAID] else STANDARD

Select standard or raid mode and reset active sequence progress.

Return saveable sequence state.

Restore sequence state.

Definition at line 20 of file battle_sequence_manager.gd.

◆ raid_step

int battle_sequence_manager.raid_step = 0

Advance or end the current sequence after one fight result.

Definition at line 21 of file battle_sequence_manager.gd.

◆ raid_total

battle_sequence_manager.raid_total = int(state.get("raid_total", 3))

Definition at line 89 of file battle_sequence_manager.gd.

◆ step

battle_sequence_manager.step

Definition at line 63 of file battle_sequence_manager.gd.

◆ tuned

battle_sequence_manager.tuned

Return a tuned opponent card for the current raid step.

Definition at line 60 of file battle_sequence_manager.gd.