protected override void SequenceStartBranch()
        {
            switch (SequenceStep)
            {
            case 0:
                //Remove evasion and other properties
                BattleEntity allyAffected = EntitiesAffected[0];

                User.RemoveEvasionMod(0d);
                allyAffected.RemoveEvasionMod(0d);

                //Remove Effects suppression from the Poison, Burn, and Frozen Status Effects
                User.EntityProperties.UnsuppressStatuses(Enumerations.StatusSuppressionTypes.Effects, Enumerations.StatusTypes.Poison, Enumerations.StatusTypes.Burn, Enumerations.StatusTypes.Frozen);
                allyAffected.EntityProperties.UnsuppressStatuses(Enumerations.StatusSuppressionTypes.Effects, Enumerations.StatusTypes.Poison, Enumerations.StatusTypes.Burn, Enumerations.StatusTypes.Frozen);

                //Make them visible
                User.Scale         /= ScaleVal;
                allyAffected.Scale /= ScaleVal;

                CurSequenceAction = new WaitSeqAction(0d);

                ChangeSequenceBranch(SequenceBranch.Main);
                break;

            default:
                PrintInvalidSequence();
                break;
            }
        }
Ejemplo n.º 2
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        protected override void SequenceStartBranch()
        {
            switch (SequenceStep)
            {
            case 0:
                //Remove evasion and other properties
                BattleEntity allyAffected = EntitiesAffected[0];

                User.RemoveEvasionMod(0d);
                allyAffected.RemoveEvasionMod(0d);

                //Remove Invincibility
                User.EntityProperties.RemoveAdditionalProperty(Enumerations.AdditionalProperty.Invincible);
                allyAffected.EntityProperties.RemoveAdditionalProperty(Enumerations.AdditionalProperty.Invincible);

                //Make them visible
                User.TintColor         = Color.White;
                allyAffected.TintColor = Color.White;

                CurSequenceAction = new WaitSeqAction(0d);

                ChangeSequenceBranch(SequenceBranch.Main);
                break;

            default:
                PrintInvalidSequence();
                break;
            }
        }
        protected override void SequenceStartBranch()
        {
            switch (SequenceStep)
            {
            case 0:
                //Remove the evasion mod and turn transparency back to normal
                //NOTE: Find a way to get the original transparency (Ex. Invisible causes additional transparency)
                BattleEntity allyAffected = EntitiesAffected[0];
                User.RemoveEvasionMod(0d);
                allyAffected.RemoveEvasionMod(0d);

                //Turn transparency back
                User.TintColor         = Color.White;
                allyAffected.TintColor = Color.White;

                //Make the ally play its idle animation
                allyAffected.AnimManager.PlayAnimation(EntitiesAffected[0].GetIdleAnim());

                CurSequenceAction = new WaitSeqAction(0d);

                ChangeSequenceBranch(SequenceBranch.Main);
                break;

            default:
                PrintInvalidSequence();
                break;
            }
        }
        protected override void SequenceStartBranch()
        {
            switch (SequenceStep)
            {
            case 0:
                //Remove the evasion mod and turn transparency back to normal
                //NOTE: Find a way to get the original transparency (Ex. Invisible causes additional transparency)
                BattleEntity allyAffected = EntitiesAffected[0];
                User.RemoveEvasionMod(0d);
                allyAffected.RemoveEvasionMod(0d);

                //Turn transparency back
                Color entityColor = User.TintColor;
                Color allyColor   = allyAffected.TintColor;

                double colorDiff = (1 / (double)AlphaVal);

                User.TintColor         = new Color((int)Math.Ceiling(entityColor.R * colorDiff), (int)Math.Ceiling(entityColor.G * colorDiff), (int)Math.Ceiling(entityColor.B * colorDiff), (int)Math.Ceiling(entityColor.A * colorDiff));
                allyAffected.TintColor = new Color((int)Math.Ceiling(allyColor.R * colorDiff), (int)Math.Ceiling(allyColor.G * colorDiff), (int)Math.Ceiling(allyColor.B * colorDiff), (int)Math.Ceiling(allyColor.A * colorDiff));

                User.EntityProperties.UnsuppressStatuses(Enumerations.StatusSuppressionTypes.Effects, Enumerations.StatusTypes.Poison, Enumerations.StatusTypes.Burn, Enumerations.StatusTypes.Frozen);
                allyAffected.EntityProperties.UnsuppressStatuses(Enumerations.StatusSuppressionTypes.Effects, Enumerations.StatusTypes.Poison, Enumerations.StatusTypes.Burn, Enumerations.StatusTypes.Frozen);
                User.EntityProperties.UnsuppressStatuses(Enumerations.StatusSuppressionTypes.TurnCount, Enumerations.StatusTypes.Invisible);
                allyAffected.EntityProperties.UnsuppressStatuses(Enumerations.StatusSuppressionTypes.TurnCount, Enumerations.StatusTypes.Invisible);

                //Make the ally play its idle animation
                allyAffected.AnimManager.PlayAnimation(allyAffected.GetIdleAnim());

                CurSequenceAction = new WaitSeqAction(0d);

                ChangeSequenceBranch(SequenceBranch.Main);
                break;

            default:
                PrintInvalidSequence();
                break;
            }
        }