protected void insert_battle_action(int index, Battle_Actions action) { Battle_Action.Insert(index, (int)action); #if DEBUG Last_Added_Action = action; #endif }
protected void remove_battle_action(Battle_Actions action) { Battle_Action.Remove((int)action); #if DEBUG Last_Removed_Action = action; #endif }
protected void add_battle_action(Battle_Actions action) { Battle_Action.Add((int)action); #if DEBUG Last_Added_Action = action; #endif }
private IEnumerable <bool> end_aoe_phase_1() { Game_Unit battler_1 = null; if (Battler_1_Id > -1) { battler_1 = Units[Battler_1_Id]; } Combat_Phase = 2; Weapon1 = battler_1.actor.weapon; Battle_Action.Clear(); yield break; }