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RapidGameFramework
Reusable Godot managers for data-driven small games
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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)) | |
| 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.
| 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.
| battle_sequence_manager.raid_total = int(state.get("raid_total", 3)) |
Definition at line 89 of file battle_sequence_manager.gd.
| battle_sequence_manager.step |
Definition at line 63 of file battle_sequence_manager.gd.
| battle_sequence_manager.tuned |
Return a tuned opponent card for the current raid step.
Definition at line 60 of file battle_sequence_manager.gd.