Ejemplo n.º 1
0
        protected void set_animation_mode(int id1, int id2, bool fighting, Combat_Data data)
        {
            bool scene_battle = is_scene_battle(id1, id2, fighting, data);

            // If not using map battle mode, ensure battlers actually have sprites for scene battle mode
            if (scene_battle)
            {
                foreach (int id in new int[] { id1, id2 })
                {
                    if (!Units.ContainsKey(id))
                    {
                        scene_battle = false;
                        break;
                    }
                    Game_Unit unit        = Units[id];
                    var       battlerData = new BattlerSpriteData(unit);
                    if (!battlerData.AnimData(Global.game_state.dance_active && id == id1).ValidAnim)
                    {
                        scene_battle = false;
                        break;
                    }
                }
            }
            Global.game_system.Battle_Mode = scene_battle ?
                                             Constants.Animation_Modes.Full : Constants.Animation_Modes.Map;
        }
Ejemplo n.º 2
0
        private void RefreshBattler()
        {
            ChangingSprite = false;
            Name.visible   = true;
            NameBg.visible = true;

            int promotionClassId = this.PromotionChoice;
            var battlerData      = new BattlerSpriteData(this.Unit, promotionClassId);

            Battler          = new Battler_Sprite(battlerData, true, 1);
            Battler.loc      = new Vector2(BATTLER_X, 176);
            Battler.offset.Y = 120;
            Battler.visible  = true;
            Battler.initialize_animation();
            Battler.reset_pose();
            Battler.start_battle();
            Battler.stereoscopic = Config.BATTLE_BATTLERS_DEPTH;
        }