public override void update() { if (update_soft_reset()) { return; } update_skip(); if (!is_message_window_active && Message_Active) { HUD.move_on(); Message_Active = false; } base.update(); update_white_flash(); if (!Skipping) { // Hit/Crit Spark update_hit_spark(); if (Battler_1_Sprite != null) { // Update battler 1's sprite Battler_1_Sprite.update(); // Causes HUD effects when battler 1 activates a skill /*if (Battler_1_Sprite.battler.actor.skill_flash) //Yeti * { * HUD.skill_flash(1); * HUD.add_message(Battler_1_Sprite.battler.actor.skill_name(), Battler_1_Sprite.battler.team, 90, "Yellow"); * Battler_1_Sprite.battler.actor.skill_flash = false; * }*/ int battler_shake = Battler_1_Sprite.shake(); if (battler_shake > 0) { mini_shake(battler_shake); } } if (Battler_2_Sprite != null) { // Update battler 2's sprite Battler_2_Sprite.update(); // Causes HUD effects when battler 2 activates a skill /*if (Battler_2_Sprite.battler.actor.skill_flash) //Yeti * { * HUD.skill_flash(2); * HUD.add_message(Battler_2_Sprite.battler.actor.skill_name(), Battler_2_Sprite.battler.team, 90, "Yellow"); * Battler_2_Sprite.battler.actor.skill_flash = false; * }*/ int battler_shake = Battler_2_Sprite.shake(); if (battler_shake > 0) { mini_shake(battler_shake); } } switch (Phase) { case 0: update_phase_0(); break; case 1: update_phase_1(); break; case 2: update_phase_2(); break; case 3: update_phase_3(); break; } if (Shake_Reset) { Layer_2_Shake = Vector2.Zero; Layer_3_Shake = Vector2.Zero; Layer_5_Shake = Vector2.Zero; Platform_1_Shake = Vector2.Zero; Platform_2_Shake = Vector2.Zero; Shake_Reset = false; } update_shake(); update_pan(); if (Brightness.Count > 0) { Black_Fill.TintA = (byte)Brightness.pop(); } if (Weather_Visible == BattleWeathers.Visible && Phase >= 1 && Phase <= 2) { float minimum = 0.25f; if (Bg_Magic_Darken && Weather_Opacity > minimum) { Weather_Opacity = Math.Max(minimum, Weather_Opacity - 1 / 24f); } else if (!Bg_Magic_Darken && Weather_Opacity < 1) { Weather_Opacity = Math.Min(1, Weather_Opacity + 1 / 24f); } } if (HUD != null) { HUD.update(); } // Miss effect update_miss_text(); // No Damage effect update_nodamage_text(); } }