Beispiel #1
0
        // マップ画面上でマウスカーソルを移動
        private void picMain_MouseMove(object eventSender, MouseEventArgs eventArgs)
        {
            short Button = (short)((int)eventArgs.Button / 0x100000);
            short Shift  = (short)((int)ModifierKeys / 0x10000);
            float X      = (float)Microsoft.VisualBasic.Compatibility.VB6.Support.PixelsToTwipsX(eventArgs.X);
            float Y      = (float)Microsoft.VisualBasic.Compatibility.VB6.Support.PixelsToTwipsY(eventArgs.Y);
            short Index  = picMain.GetIndex((PictureBox)eventSender);

            ;
#error Cannot convert LocalDeclarationStatementSyntax - see comment for details

            /* Cannot convert LocalDeclarationStatementSyntax, System.NotSupportedException: StaticKeyword not supported!
             * 場所 ICSharpCode.CodeConverter.CSharp.SyntaxKindExtensions.ConvertToken(SyntaxKind t, TokenContext context)
             * 場所 ICSharpCode.CodeConverter.CSharp.CommonConversions.ConvertModifier(SyntaxToken m, TokenContext context)
             * 場所 ICSharpCode.CodeConverter.CSharp.CommonConversions.<ConvertModifiersCore>d__43.MoveNext()
             * 場所 System.Linq.Enumerable.<ConcatIterator>d__59`1.MoveNext()
             * 場所 System.Linq.Enumerable.WhereEnumerableIterator`1.MoveNext()
             * 場所 System.Linq.Buffer`1..ctor(IEnumerable`1 source)
             * 場所 System.Linq.OrderedEnumerable`1.<GetEnumerator>d__1.MoveNext()
             * 場所 Microsoft.CodeAnalysis.SyntaxTokenList.CreateNode(IEnumerable`1 tokens)
             * 場所 ICSharpCode.CodeConverter.CSharp.CommonConversions.ConvertModifiers(SyntaxNode node, IReadOnlyCollection`1 modifiers, TokenContext context, Boolean isVariableOrConst, SyntaxKind[] extraCsModifierKinds)
             * 場所 ICSharpCode.CodeConverter.CSharp.MethodBodyExecutableStatementVisitor.<VisitLocalDeclarationStatement>d__31.MoveNext()
             * --- 直前に例外がスローされた場所からのスタック トレースの終わり ---
             * 場所 ICSharpCode.CodeConverter.CSharp.HoistedNodeStateVisitor.<AddLocalVariablesAsync>d__6.MoveNext()
             * --- 直前に例外がスローされた場所からのスタック トレースの終わり ---
             * 場所 ICSharpCode.CodeConverter.CSharp.CommentConvertingMethodBodyVisitor.<DefaultVisitInnerAsync>d__3.MoveNext()
             *
             * Input:
             *      Static LastMouseX, LastMouseY As Short
             *
             */
            ;
#error Cannot convert LocalDeclarationStatementSyntax - see comment for details

            /* Cannot convert LocalDeclarationStatementSyntax, System.NotSupportedException: StaticKeyword not supported!
             * 場所 ICSharpCode.CodeConverter.CSharp.SyntaxKindExtensions.ConvertToken(SyntaxKind t, TokenContext context)
             * 場所 ICSharpCode.CodeConverter.CSharp.CommonConversions.ConvertModifier(SyntaxToken m, TokenContext context)
             * 場所 ICSharpCode.CodeConverter.CSharp.CommonConversions.<ConvertModifiersCore>d__43.MoveNext()
             * 場所 System.Linq.Enumerable.<ConcatIterator>d__59`1.MoveNext()
             * 場所 System.Linq.Enumerable.WhereEnumerableIterator`1.MoveNext()
             * 場所 System.Linq.Buffer`1..ctor(IEnumerable`1 source)
             * 場所 System.Linq.OrderedEnumerable`1.<GetEnumerator>d__1.MoveNext()
             * 場所 Microsoft.CodeAnalysis.SyntaxTokenList.CreateNode(IEnumerable`1 tokens)
             * 場所 ICSharpCode.CodeConverter.CSharp.CommonConversions.ConvertModifiers(SyntaxNode node, IReadOnlyCollection`1 modifiers, TokenContext context, Boolean isVariableOrConst, SyntaxKind[] extraCsModifierKinds)
             * 場所 ICSharpCode.CodeConverter.CSharp.MethodBodyExecutableStatementVisitor.<VisitLocalDeclarationStatement>d__31.MoveNext()
             * --- 直前に例外がスローされた場所からのスタック トレースの終わり ---
             * 場所 ICSharpCode.CodeConverter.CSharp.HoistedNodeStateVisitor.<AddLocalVariablesAsync>d__6.MoveNext()
             * --- 直前に例外がスローされた場所からのスタック トレースの終わり ---
             * 場所 ICSharpCode.CodeConverter.CSharp.CommentConvertingMethodBodyVisitor.<DefaultVisitInnerAsync>d__3.MoveNext()
             *
             * Input:
             *      Static LastMapX, LastMapY As Short
             *
             */
            ;
#error Cannot convert LocalDeclarationStatementSyntax - see comment for details

            /* Cannot convert LocalDeclarationStatementSyntax, System.NotSupportedException: StaticKeyword not supported!
             * 場所 ICSharpCode.CodeConverter.CSharp.SyntaxKindExtensions.ConvertToken(SyntaxKind t, TokenContext context)
             * 場所 ICSharpCode.CodeConverter.CSharp.CommonConversions.ConvertModifier(SyntaxToken m, TokenContext context)
             * 場所 ICSharpCode.CodeConverter.CSharp.CommonConversions.<ConvertModifiersCore>d__43.MoveNext()
             * 場所 System.Linq.Enumerable.<ConcatIterator>d__59`1.MoveNext()
             * 場所 System.Linq.Enumerable.WhereEnumerableIterator`1.MoveNext()
             * 場所 System.Linq.Buffer`1..ctor(IEnumerable`1 source)
             * 場所 System.Linq.OrderedEnumerable`1.<GetEnumerator>d__1.MoveNext()
             * 場所 Microsoft.CodeAnalysis.SyntaxTokenList.CreateNode(IEnumerable`1 tokens)
             * 場所 ICSharpCode.CodeConverter.CSharp.CommonConversions.ConvertModifiers(SyntaxNode node, IReadOnlyCollection`1 modifiers, TokenContext context, Boolean isVariableOrConst, SyntaxKind[] extraCsModifierKinds)
             * 場所 ICSharpCode.CodeConverter.CSharp.MethodBodyExecutableStatementVisitor.<VisitLocalDeclarationStatement>d__31.MoveNext()
             * --- 直前に例外がスローされた場所からのスタック トレースの終わり ---
             * 場所 ICSharpCode.CodeConverter.CSharp.HoistedNodeStateVisitor.<AddLocalVariablesAsync>d__6.MoveNext()
             * --- 直前に例外がスローされた場所からのスタック トレースの終わり ---
             * 場所 ICSharpCode.CodeConverter.CSharp.CommentConvertingMethodBodyVisitor.<DefaultVisitInnerAsync>d__3.MoveNext()
             *
             * Input:
             *      Static LastHostSpot As String
             *
             */
            short xx, yy;
            short i;

            // 前回のマウス位置を記録
            LastMouseX = (short)GUI.MouseX;
            LastMouseY = (short)GUI.MouseY;

            // 現在のマウス位置を記録
            GUI.MouseX = X;
            GUI.MouseY = Y;

            // GUIロック中?
            if (GUI.IsGUILocked)
            {
                if (!Commands.WaitClickMode)
                {
                    return;
                }

                // ホットポイントが定義されている場合はツールチップを変更
                var loopTo = (short)Information.UBound(Event_Renamed.HotPointList);
                for (i = 1; i <= loopTo; i++)
                {
                    {
                        var withBlock = Event_Renamed.HotPointList[i];
                        if (withBlock.Left_Renamed <= GUI.MouseX & GUI.MouseX < withBlock.Left_Renamed + withBlock.width & withBlock.Top <= GUI.MouseY & GUI.MouseY < withBlock.Top + withBlock.Height)
                        {
                            if (withBlock.Caption == "非表示" | string.IsNullOrEmpty(withBlock.Caption))
                            {
                                break;
                            }

                            if ((withBlock.Name ?? "") != (LastHostSpot ?? "") & !string.IsNullOrEmpty(LastHostSpot))
                            {
                                break;
                            }

                            // ツールチップの表示
                            My.MyProject.Forms.frmToolTip.ShowToolTip(ref withBlock.Caption);
                            {
                                var withBlock1 = picMain[0];
                                // UPGRADE_ISSUE:  プロパティ . はカスタム マウスポインタをサポートしません。 詳細については、'ms-help://MS.VSCC.v90/dv_commoner/local/redirect.htm?keyword="45116EAB-7060-405E-8ABE-9DBB40DC2E86"' をクリックしてください。
                                if (!withBlock1.Cursor.Equals(99))
                                {
                                    withBlock1.Refresh();
                                    // UPGRADE_ISSUE: PictureBox プロパティ picMain.MousePointer はカスタム マウスポインタをサポートしません。 詳細については、'ms-help://MS.VSCC.v90/dv_commoner/local/redirect.htm?keyword="45116EAB-7060-405E-8ABE-9DBB40DC2E86"' をクリックしてください。
                                    withBlock1.Cursor = vbCustom;
                                }
                            }

                            LastHostSpot = withBlock.Name;
                            return;
                        }
                    }
                }

                // ホットポイント上にカーソルがなければツールチップを消す
                My.MyProject.Forms.frmToolTip.Hide();
                LastHostSpot      = "";
                picMain[0].Cursor = Cursors.Default;
                return;
            }

            // マップが設定されていない場合はこれ以降の判定は不要
            if (Map.MapWidth < 15 | Map.MapHeight < 15)
            {
                return;
            }

            // カーソル上にユニットがいればステータスウィンドウにそのユニットを表示
            xx = GUI.PixelToMapX((short)X);
            yy = GUI.PixelToMapY((short)Y);
            if (GUI.MainWidth == 15)
            {
                if (1 <= xx & xx <= Map.MapWidth & 1 <= yy & yy <= Map.MapHeight)
                {
                    if (Map.MapDataForUnit[xx, yy] is object)
                    {
                        Status.InstantUnitStatusDisplay(xx, yy);
                    }
                }
            }
            else if ((Commands.CommandState == "ターゲット選択" | Commands.CommandState == "移動後ターゲット選択") & Commands.SelectedCommand != "移動" & Commands.SelectedCommand != "テレポート" & Commands.SelectedCommand != "ジャンプ")
            {
                if (1 <= xx & xx <= Map.MapWidth & 1 <= yy & yy <= Map.MapHeight)
                {
                    if (Map.MapDataForUnit[xx, yy] is object)
                    {
                        Status.InstantUnitStatusDisplay(xx, yy);
                    }
                }
            }
            else if (GUI.MouseX != (float)LastMouseX | GUI.MouseY != (float)LastMouseY)
            {
                Status.ClearUnitStatus();
            }

            // マップをドラッグ中?
            if (IsDragging & Button == 1)
            {
                // X軸の移動量を算出
                GUI.MapX = (short)(GUI.PrevMapX - (long)(X - GUI.PrevMouseX) / 32L);
                if (GUI.MapX < 1)
                {
                    GUI.MapX = 1;
                }
                else if (GUI.MapX > HScroll_Renamed.Maximum - HScroll_Renamed.LargeChange + 1)
                {
                    GUI.MapX = (short)(HScroll_Renamed.Maximum - HScroll_Renamed.LargeChange + 1);
                }

                // Y軸の移動量を算出
                GUI.MapY = (short)(GUI.PrevMapY - (long)(Y - GUI.PrevMouseY) / 32L);
                if (GUI.MapY < 1)
                {
                    GUI.MapY = 1;
                }
                else if (GUI.MapY > VScroll_Renamed.Maximum - VScroll_Renamed.LargeChange + 1)
                {
                    GUI.MapY = (short)(VScroll_Renamed.Maximum - VScroll_Renamed.LargeChange + 1);
                }

                if (string.IsNullOrEmpty(Map.MapFileName))
                {
                    // ステータス画面の場合は移動量を限定
                    GUI.MapX = 8;
                    if (GUI.MapY < 8)
                    {
                        GUI.MapY = 8;
                    }
                    else if (GUI.MapY > Map.MapHeight - 7)
                    {
                        GUI.MapY = (short)(Map.MapHeight - 7);
                    }
                }

                // マップ画面を新しい座標で更新
                if (!(GUI.MapX == LastMapX) | !(GUI.MapY == LastMapY))
                {
                    GUI.RefreshScreen();
                }
            }
        }
Beispiel #2
0
        // ユニット u のシチュエーション msg_situation におけるダイアログを選択
        public Dialog SelectDialog(ref string msg_situation, ref Unit u, bool ignore_condition = false)
        {
            Dialog SelectDialogRet = default;

            string[] situations;
            string[] sub_situations;
            short[]  list0;
            short    list0_num;

            short[] tlist;
            short   tlist_num;

            short[] list;
            short   list_num;
            short   j, i, k;
            bool    found;
            var     t = default(Unit);
            short   w, tw;

            // 配列領域確保
            list0 = new short[301];
            tlist = new short[101];
            list  = new short[201];

            // シチュエーションを設定
            switch (msg_situation ?? "")
            {
            case "格闘":
            case "射撃":
            {
                situations    = new string[3];
                situations[2] = "攻撃";
                break;
            }

            case "格闘(命中)":
            case "射撃(命中)":
            {
                situations    = new string[3];
                situations[2] = "攻撃(命中)";
                break;
            }

            case "格闘(回避)":
            case "射撃(回避)":
            {
                situations    = new string[3];
                situations[2] = "攻撃(回避)";
                break;
            }

            case "格闘(とどめ)":
            case "射撃(とどめ)":
            {
                situations    = new string[3];
                situations[2] = "攻撃(とどめ)";
                break;
            }

            case "格闘(クリティカル)":
            case "射撃(クリティカル)":
            {
                situations    = new string[3];
                situations[2] = "攻撃(クリティカル)";
                break;
            }

            case "格闘(反撃)":
            case "射撃(反撃)":
            {
                situations    = new string[3];
                situations[2] = "攻撃(反撃)";
                break;
            }

            case "格闘(命中)(反撃)":
            case "射撃(命中)(反撃)":
            {
                situations    = new string[3];
                situations[2] = "攻撃(命中)(反撃)";
                break;
            }

            case "格闘(回避)(反撃)":
            case "射撃(回避)(反撃)":
            {
                situations    = new string[3];
                situations[2] = "攻撃(回避)(反撃)";
                break;
            }

            case "格闘(とどめ)(反撃)":
            case "射撃(とどめ)(反撃)":
            {
                situations    = new string[3];
                situations[2] = "攻撃(とどめ)(反撃)";
                break;
            }

            case "格闘(クリティカル)(反撃)":
            case "射撃(クリティカル)(反撃)":
            {
                situations    = new string[3];
                situations[2] = "攻撃(クリティカル)(反撃)";
                break;
            }

            default:
            {
                situations = new string[2];
                break;
            }
            }

            situations[1] = msg_situation;

            // メッセージの候補リスト第一次審査
            list0_num = 0;
            var loopTo = intDialogNum;

            for (i = 1; i <= loopTo; i++)
            {
                var loopTo1 = (short)Information.UBound(situations);
                for (j = 1; j <= loopTo1; j++)
                {
                    if ((Strings.Left(strSituation[i], Strings.Len(situations[j])) ?? "") == (situations[j] ?? ""))
                    {
                        if (Dialoges[i].get_IsAvailable(u, ignore_condition))
                        {
                            list0_num = (short)(list0_num + 1);
                            if (list0_num > Information.UBound(list0))
                            {
                                Array.Resize(ref list0, list0_num + 1);
                            }

                            list0[list0_num] = i;
                        }

                        break;
                    }
                }
            }

            if (list0_num == 0)
            {
                return(SelectDialogRet);
            }

            // 最初に相手限定のシチュエーションのみで検索
            if (ReferenceEquals(u, Commands.SelectedUnit))
            {
                t = Commands.SelectedTarget;
            }
            else if (ReferenceEquals(u, Commands.SelectedTarget))
            {
                t = Commands.SelectedUnit;
            }

            if (t is null)
            {
                goto SkipMessagesWithTarget;
            }

            // 相手限定メッセージのリストを作成
            tlist_num = 0;
            var loopTo2 = list0_num;

            for (i = 1; i <= loopTo2; i++)
            {
                if (Strings.InStr(strSituation[list0[i]], "(対") > 0)
                {
                    tlist_num = (short)(tlist_num + 1);
                    if (tlist_num > Information.UBound(tlist))
                    {
                        Array.Resize(ref tlist, tlist_num + 1);
                    }

                    tlist[tlist_num] = list0[i];
                }
            }

            if (tlist_num == 0)
            {
                // 相手限定メッセージがない
                goto SkipMessagesWithTarget;
            }

            // 自分自身にアビリティを使う場合は必ず「(対自分)」を優先
            if (ReferenceEquals(t, u))
            {
                list_num = 0;
                var loopTo3 = tlist_num;
                for (i = 1; i <= loopTo3; i++)
                {
                    var loopTo4 = (short)Information.UBound(situations);
                    for (j = 1; j <= loopTo4; j++)
                    {
                        if ((strSituation[tlist[i]] ?? "") == (situations[j] + "(対自分)" ?? ""))
                        {
                            list_num = (short)(list_num + 1);
                            if (list_num > Information.UBound(list))
                            {
                                Array.Resize(ref list, list_num + 1);
                            }

                            list[list_num] = tlist[i];
                            break;
                        }
                    }
                }

                if (list_num > 0)
                {
                    SelectDialogRet = Dialoges[list[GeneralLib.Dice(list_num)]];
                    return(SelectDialogRet);
                }
            }

            string wclass, ch;

            {
                var withBlock = t;
                if (withBlock.Status != "出撃")
                {
                    goto SkipMessagesWithTarget;
                }

                sub_situations = new string[9];
                // 対パイロット名称
                sub_situations[1] = "(対" + withBlock.MainPilot().Name + ")";
                // 対パイロット愛称
                sub_situations[2] = "(対" + withBlock.MainPilot().get_Nickname(false) + ")";
                // 対ユニット名称
                sub_situations[3] = "(対" + withBlock.Name + ")";
                // 対ユニット愛称
                sub_situations[4] = "(対" + withBlock.Nickname + ")";
                // 対ユニットクラス
                sub_situations[5] = "(対" + withBlock.Class0 + ")";
                // 対ユニットサイズ
                sub_situations[6] = "(対" + withBlock.Size + ")";
                // 対地形名
                sub_situations[7] = "(対" + Map.TerrainName(withBlock.x, withBlock.y) + ")";
                // 対エリア
                sub_situations[8] = "(対" + withBlock.Area + ")";

                // 対メッセージクラス
                string argfname = "メッセージクラス";
                if (withBlock.IsFeatureAvailable(ref argfname))
                {
                    Array.Resize(ref sub_situations, Information.UBound(sub_situations) + 1 + 1);
                    object argIndex1 = "メッセージクラス";
                    sub_situations[Information.UBound(sub_situations)] = "(対" + withBlock.FeatureData(ref argIndex1) + ")";
                }

                // 対性別
                switch (withBlock.MainPilot().Sex ?? "")
                {
                case "男性":
                {
                    Array.Resize(ref sub_situations, Information.UBound(sub_situations) + 1 + 1);
                    sub_situations[Information.UBound(sub_situations)] = "(対男性)";
                    break;
                }

                case "女性":
                {
                    Array.Resize(ref sub_situations, Information.UBound(sub_situations) + 1 + 1);
                    sub_situations[Information.UBound(sub_situations)] = "(対女性)";
                    break;
                }
                }

                // 対特殊能力
                {
                    var withBlock1 = withBlock.MainPilot();
                    var loopTo5    = withBlock1.CountSkill();
                    for (i = 1; i <= loopTo5; i++)
                    {
                        Array.Resize(ref sub_situations, Information.UBound(sub_situations) + 1 + 1);
                        string localSkillName0()
                        {
                            object argIndex1 = i; var ret = withBlock1.SkillName0(ref argIndex1); return(ret);
                        }

                        sub_situations[Information.UBound(sub_situations)] = "(対" + localSkillName0() + ")";
                        if (sub_situations[Information.UBound(sub_situations)] == "(対非表示)")
                        {
                            string localSkill()
                            {
                                object argIndex1 = i; var ret = withBlock1.Skill(ref argIndex1); return(ret);
                            }

                            sub_situations[Information.UBound(sub_situations)] = "(対" + localSkill() + ")";
                        }
                    }
                }

                var loopTo6 = withBlock.CountFeature();
                for (i = 1; i <= loopTo6; i++)
                {
                    Array.Resize(ref sub_situations, Information.UBound(sub_situations) + 1 + 1);
                    string localFeatureName0()
                    {
                        object argIndex1 = i; var ret = withBlock.FeatureName0(ref argIndex1); return(ret);
                    }

                    sub_situations[Information.UBound(sub_situations)] = "(対" + localFeatureName0() + ")";
                    if (sub_situations[Information.UBound(sub_situations)] == "(対)")
                    {
                        string localFeature()
                        {
                            object argIndex1 = i; var ret = withBlock.Feature(ref argIndex1); return(ret);
                        }

                        sub_situations[Information.UBound(sub_situations)] = "(対" + localFeature() + ")";
                    }
                }

                // 対弱点
                if (Strings.Len(withBlock.strWeakness) > 0)
                {
                    var loopTo7 = (short)Strings.Len(withBlock.strWeakness);
                    for (i = 1; i <= loopTo7; i++)
                    {
                        Array.Resize(ref sub_situations, Information.UBound(sub_situations) + 1 + 1);
                        sub_situations[Information.UBound(sub_situations)] = "(対弱点=" + Strings.Mid(withBlock.strWeakness, i, 1) + ")";
                    }
                }

                // 対有効
                if (Strings.Len(withBlock.strEffective) > 0)
                {
                    var loopTo8 = (short)Strings.Len(withBlock.strEffective);
                    for (i = 1; i <= loopTo8; i++)
                    {
                        Array.Resize(ref sub_situations, Information.UBound(sub_situations) + 1 + 1);
                        sub_situations[Information.UBound(sub_situations)] = "(対弱点=" + Strings.Mid(withBlock.strEffective, i, 1) + ")";
                    }
                }

                // 対ザコ
                if (Strings.InStr(withBlock.MainPilot().Name, "(ザコ)") > 0 & (u.MainPilot().Technique > withBlock.MainPilot().Technique | u.HP > withBlock.HP / 2))
                {
                    Array.Resize(ref sub_situations, Information.UBound(sub_situations) + 1 + 1);
                    sub_situations[Information.UBound(sub_situations)] = "(対ザコ)";
                }

                // 対強敵
                if (withBlock.BossRank >= 0 | Strings.InStr(withBlock.MainPilot().Name, "(ザコ)") == 0 & u.MainPilot().Technique <= withBlock.MainPilot().Technique)
                {
                    Array.Resize(ref sub_situations, Information.UBound(sub_situations) + 1 + 1);
                    sub_situations[Information.UBound(sub_situations)] = "(対強敵)";
                }

                // 自分が使用する武器をチェック
                w = 0;
                if (ReferenceEquals(Commands.SelectedUnit, u))
                {
                    if (0 < Commands.SelectedWeapon & Commands.SelectedWeapon <= u.CountWeapon())
                    {
                        w = Commands.SelectedWeapon;
                    }
                }
                else if (ReferenceEquals(Commands.SelectedTarget, u))
                {
                    if (0 < Commands.SelectedTWeapon & Commands.SelectedTWeapon <= u.CountWeapon())
                    {
                        w = Commands.SelectedTWeapon;
                    }
                }

                if (w > 0)
                {
                    // 対瀕死
                    if (withBlock.HP <= u.Damage(w, ref t, u.Party == "味方"))
                    {
                        Array.Resize(ref sub_situations, Information.UBound(sub_situations) + 1 + 1);
                        sub_situations[Information.UBound(sub_situations)] = "(対瀕死)";
                    }

                    switch (u.HitProbability(w, ref t, u.Party == "味方"))
                    {
                    case var @case when @case < 50:
                    {
                        // 対高回避率
                        Array.Resize(ref sub_situations, Information.UBound(sub_situations) + 1 + 1);
                        sub_situations[Information.UBound(sub_situations)] = "(対高回避率)";
                        break;
                    }

                    case var case1 when case1 >= 100:
                    {
                        // 対低回避率
                        Array.Resize(ref sub_situations, Information.UBound(sub_situations) + 1 + 1);
                        sub_situations[Information.UBound(sub_situations)] = "(対低回避率)";
                        break;
                    }
                    }
                }

                // 相手が使用する武器をチェック
                tw = 0;
                if (ReferenceEquals(Commands.SelectedUnit, t))
                {
                    if (0 < Commands.SelectedWeapon & Commands.SelectedWeapon <= withBlock.CountWeapon())
                    {
                        tw = Commands.SelectedWeapon;
                    }
                }
                else if (ReferenceEquals(Commands.SelectedTarget, t))
                {
                    if (0 < Commands.SelectedTWeapon & Commands.SelectedTWeapon <= withBlock.CountWeapon())
                    {
                        tw = Commands.SelectedTWeapon;
                    }
                }

                if (tw > 0)
                {
                    // 対武器名
                    Array.Resize(ref sub_situations, Information.UBound(sub_situations) + 1 + 1);
                    sub_situations[Information.UBound(sub_situations)] = "(対" + withBlock.Weapon(tw).Name + ")";

                    // 対武器属性
                    wclass = withBlock.WeaponClass(tw);
                    var loopTo9 = (short)Strings.Len(wclass);
                    for (i = 1; i <= loopTo9; i++)
                    {
                        ch = Strings.Mid(wclass, i, 1);
                        switch (ch ?? "")
                        {
                        case var case2 when 0.ToString() <= case2 && case2 <= 127.ToString():
                        {
                            break;
                        }

                        default:
                        {
                            Array.Resize(ref sub_situations, Information.UBound(sub_situations) + 1 + 1);
                            sub_situations[Information.UBound(sub_situations)] = "(対" + ch + "属性)";
                            break;
                        }
                        }
                    }

                    switch (withBlock.HitProbability(tw, ref u, withBlock.Party == "味方"))
                    {
                    case var case3 when case3 > 75:
                    {
                        // 対高命中率
                        Array.Resize(ref sub_situations, Information.UBound(sub_situations) + 1 + 1);
                        sub_situations[Information.UBound(sub_situations)] = "(対高命中率)";
                        break;
                    }

                    case var case4 when case4 < 25:
                    {
                        // 対低命中率
                        Array.Resize(ref sub_situations, Information.UBound(sub_situations) + 1 + 1);
                        sub_situations[Information.UBound(sub_situations)] = "(対低命中率)";
                        break;
                    }
                    }
                }
            }

            // 定義されている相手限定メッセージのうち、状況に合ったメッセージを抜き出す
            list_num = 0;
            var loopTo10 = tlist_num;

            for (i = 1; i <= loopTo10; i++)
            {
                found = false;
                var loopTo11 = (short)Information.UBound(situations);
                for (j = 1; j <= loopTo11; j++)
                {
                    var loopTo12 = (short)Information.UBound(sub_situations);
                    for (k = 1; k <= loopTo12; k++)
                    {
                        if ((strSituation[tlist[i]] ?? "") == (situations[j] + sub_situations[k] ?? ""))
                        {
                            found = true;
                            break;
                        }
                    }

                    if (found)
                    {
                        break;
                    }
                }

                if (found)
                {
                    list_num = (short)(list_num + 1);
                    if (list_num > Information.UBound(list))
                    {
                        Array.Resize(ref list, list_num + 1);
                    }

                    list[list_num] = tlist[i];
                }
            }

            // 状況に合った相手限定メッセージが一つでもあれば、その中からメッセージを選択
            if (list_num > 0)
            {
                SelectDialogRet = Dialoges[list[GeneralLib.Dice(list_num)]];
                if (GeneralLib.Dice(2) == 1 | Strings.InStr(msg_situation, "(とどめ)") > 0 | msg_situation == "挑発" | msg_situation == "脱力" | msg_situation == "魅惑" | msg_situation == "威圧" | (u.Party ?? "") == (t.Party ?? ""))
                {
                    return(SelectDialogRet);
                }
            }

SkipMessagesWithTarget:
            ;


            // 次にサブシチュエーションなしとユニット限定のサブシチュエーションで検索
            if (u is object)
            {
                sub_situations    = new string[4];
                sub_situations[1] = "(" + u.Name + ")";
                sub_situations[2] = "(" + u.Nickname0 + ")";
                sub_situations[3] = "(" + u.Class0 + ")";
                switch (msg_situation ?? "")
                {
                case "格闘":
                case "射撃":
                case "格闘(反撃)":
                case "射撃(反撃)":
                {
                    if (ReferenceEquals(Commands.SelectedUnit, u))
                    {
                        // 自分が使用する武器をチェック
                        if (0 < Commands.SelectedWeapon & Commands.SelectedWeapon <= u.CountWeapon())
                        {
                            Array.Resize(ref sub_situations, 5);
                            sub_situations[4] = "(" + u.WeaponNickname(Commands.SelectedWeapon) + ")";
                        }
                    }

                    break;
                }
                }

                string argfname1 = "メッセージクラス";
                if (u.IsFeatureAvailable(ref argfname1))
                {
                    Array.Resize(ref sub_situations, Information.UBound(sub_situations) + 1 + 1);
                    object argIndex2 = "メッセージクラス";
                    sub_situations[Information.UBound(sub_situations)] = "(" + u.FeatureData(ref argIndex2) + ")";
                }
            }
            else
            {
                sub_situations = new string[1];
            }

            // 上で見つかったメッセージリストの中からシチュエーションに合ったメッセージを抜き出す
            list_num = 0;
            var loopTo13 = list0_num;

            for (i = 1; i <= loopTo13; i++)
            {
                found = false;
                var loopTo14 = (short)Information.UBound(situations);
                for (j = 1; j <= loopTo14; j++)
                {
                    if ((strSituation[list0[i]] ?? "") == (situations[j] ?? ""))
                    {
                        found = true;
                        break;
                    }

                    var loopTo15 = (short)Information.UBound(sub_situations);
                    for (k = 1; k <= loopTo15; k++)
                    {
                        if ((strSituation[list0[i]] ?? "") == (situations[j] + sub_situations[k] ?? ""))
                        {
                            found = true;
                            break;
                        }
                    }

                    if (found)
                    {
                        break;
                    }
                }

                if (found)
                {
                    list_num = (short)(list_num + 1);
                    if (list_num > Information.UBound(list))
                    {
                        Array.Resize(ref list, list_num + 1);
                    }

                    list[list_num] = list0[i];
                }
            }

            // シチュエーションに合ったメッセージが見つかれば、その中からメッセージを選択
            if (list_num > 0)
            {
                SelectDialogRet = Dialoges[list[GeneralLib.Dice(list_num)]];
            }

            return(SelectDialogRet);
        }