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rename variable to avoid conflicts
1 parent a41b232 commit f5dbe99

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+18
-18
lines changed

1 file changed

+18
-18
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battle/main.py

Lines changed: 18 additions & 18 deletions
Original file line numberDiff line numberDiff line change
@@ -819,7 +819,7 @@ def afterBlitz3LateHaste(earlyHaste):
819819
def MiihenRoad(selfDestruct=False):
820820
print("Fight start: Mi'ihen Road")
821821
print("Mi'ihen battle. Self-destruct:", gameVars.selfDestructGet())
822-
battle = memory.main.getEncounterID()
822+
encounterID = memory.main.getEncounterID()
823823

824824
while not memory.main.battleComplete(): # AKA end of battle screen
825825
if memory.main.battleType() == 2 and not checkTidusOk():
@@ -829,11 +829,11 @@ def MiihenRoad(selfDestruct=False):
829829
if memory.main.turnReady():
830830
if screen.turnTidus():
831831
if not gameVars.selfDestructGet():
832-
if battle == 51 or battle == 64 or battle == 66 or battle == 87:
832+
if encounterID == 51 or encounterID == 64 or encounterID == 66 or encounterID == 87:
833833
lancetSwap('none')
834834
gameVars.selfDestructLearned()
835835
break
836-
elif battle == 65 or battle == 84:
836+
elif encounterID == 65 or encounterID == 84:
837837
lancetSwap('right')
838838
gameVars.selfDestructLearned()
839839
break
@@ -931,11 +931,11 @@ def MRRbattle(status):
931931
print("------------------------------")
932932
print("------------------------------")
933933
print("Fight start: MRR")
934-
battle = memory.main.getEncounterID()
935-
print("Battle number:", battle)
934+
encounterID = memory.main.getEncounterID()
935+
print("Battle number:", encounterID)
936936
# nextCritKim = memory.nextCrit(character=3, charLuck=18, enemyLuck=15)
937937

938-
if battle == 102:
938+
if encounterID == 102:
939939
print("Garuda battle, we want nothing to do with this.")
940940
elif status[5] == 0:
941941
print("If funguar present or more than three flees already, Valefor overdrive.")
@@ -962,11 +962,11 @@ def MRRbattle(status):
962962
elif checkPetrify():
963963
print("------------Someone has been petrified which messes up the battle logic. Escaping.")
964964
fleeAll()
965-
elif battle == 102: # Garuda, flee no matter what.
965+
elif encounterID == 102: # Garuda, flee no matter what.
966966
fleeAll()
967967
elif status[5] == 0: # Phase zero - use Valefor overdrive to overkill for levels
968968
if status[3] < 3 and memory.main.rngSeed() != 160: # Battle number (zero-index)
969-
if battle == 100 or battle == 101: # The two battles with Funguar
969+
if encounterID == 100 or encounterID == 101: # The two battles with Funguar
970970
while memory.main.battleActive(): # end of battle screen
971971
if memory.main.turnReady():
972972
if checkPetrify():
@@ -985,7 +985,7 @@ def MRRbattle(status):
985985
buddySwapYuna()
986986
aeonSummon(0)
987987
screen.awaitTurn()
988-
battle.overdrive.valefor(version=1)
988+
encounterID.overdrive.valefor(version=1)
989989
status[2] = 1
990990
status[5] = 1
991991
else:
@@ -1009,7 +1009,7 @@ def MRRbattle(status):
10091009
buddySwapYuna()
10101010
aeonSummon(0)
10111011
screen.awaitTurn()
1012-
battle.overdrive.valefor(version=1)
1012+
encounterID.overdrive.valefor(version=1)
10131013
status[2] = 1
10141014
status[5] = 1
10151015
elif status[5] == 1: # Next need to recharge Valefor
@@ -1018,7 +1018,7 @@ def MRRbattle(status):
10181018
for _ in range(3):
10191019
screen.awaitTurn()
10201020
defend()
1021-
if battle == 96: # Gandarewa, Red Element, Raptor (camera front)
1021+
if encounterID == 96: # Gandarewa, Red Element, Raptor (camera front)
10221022
wakkaTurns = 0
10231023
while memory.main.battleActive(): # end of battle screen
10241024
if memory.main.turnReady():
@@ -1054,7 +1054,7 @@ def MRRbattle(status):
10541054
aeonTurn = 2
10551055
else:
10561056
aeonSpell2(3, 'none')
1057-
elif battle == 97: # Lamashtu, Gandarewa, Red Element (camera front)
1057+
elif encounterID == 97: # Lamashtu, Gandarewa, Red Element (camera front)
10581058
while memory.main.battleActive(): # end of battle screen
10591059
if memory.main.turnReady():
10601060
if checkPetrify():
@@ -1082,7 +1082,7 @@ def MRRbattle(status):
10821082
aeonTurn = 2
10831083
else:
10841084
aeonSpell(3)
1085-
elif battle == 98: # Raptor, Red Element, Gandarewa (camera side)
1085+
elif encounterID == 98: # Raptor, Red Element, Gandarewa (camera side)
10861086
while memory.main.battleActive(): # end of battle screen
10871087
if memory.main.turnReady():
10881088
if checkPetrify():
@@ -1112,7 +1112,7 @@ def MRRbattle(status):
11121112
else:
11131113
aeonSpell2(3, 'right')
11141114
# battle 99 is never used.
1115-
elif battle == 100: # Raptor, Funguar, Red Element (camera front)
1115+
elif encounterID == 100: # Raptor, Funguar, Red Element (camera front)
11161116
while memory.main.battleActive(): # end of battle screen
11171117
if memory.main.turnReady():
11181118
if checkPetrify():
@@ -1149,7 +1149,7 @@ def MRRbattle(status):
11491149
else:
11501150
aeonSpell(3)
11511151
# Funguar, Red Element, Gandarewa (camera reverse angle)
1152-
elif battle == 101:
1152+
elif encounterID == 101:
11531153
while memory.main.battleActive(): # end of battle screen
11541154
if memory.main.turnReady():
11551155
if checkPetrify():
@@ -1215,12 +1215,12 @@ def MRRbattle(status):
12151215
else:
12161216
fleeAll()
12171217
elif screen.turnWakka():
1218-
if battle == 96 or battle == 97 or battle == 101:
1219-
if battle == 101:
1218+
if encounterID == 96 or encounterID == 97 or encounterID == 101:
1219+
if encounterID == 101:
12201220
attackByNum(22, 'l')
12211221
else:
12221222
attackByNum(21, 'l')
1223-
elif battle == 98 or battle == 100:
1223+
elif encounterID == 98 or encounterID == 100:
12241224
attack('none')
12251225
else:
12261226
fleeAll()

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