//How to End A Battle
function BattleStateVictoryCheck() {
//battleState = BattleStateTurnProgression;
RefreshPartyHealthOrder = function(){
PartyUnitsByHP = []
array_copy(PartyUnitsByHP,0,partyUnits,0,array_length(partyUnits));
array_sort(PartyUnitsByHP,function(_1,_2){
return _2.hp - _1.hp;
});
}
RefreshPartyHealthOrder();
RefreshEnemyHealthOrder = function(){
EnemyUnitsByHP = []
array_copy(EnemyUnitsByHP,0,enemyUnits,0,array_length(enemyUnits));
array_sort(EnemyUnitsByHP,function(_1,_2){
return _2.hp - _1.hp;
});
}
RefreshEnemyHealthOrder();
if (PartyUnitsByHP[0].hp <= 0)
{
room_goto(Room1) //Add gameover room later
}
if (EnemyUnitsByHP[0].hp <= 0)
{
for (var i = 0; i < array_length(global.party); i++)
{
global.party[i].hp = partyUnits[i].hp
}
instance_activate_all();
instance_destroy(creator);
instance_destroy();
}
battleState = BattleStateTurnProgression;
}





