Example #1
0
 private bool BattleAttack(Combatant c)
 {
     bool ok = false;
     if(this.combatant is Enemy)
     {
         c.AddAction(new BattleAction(
                 AttackSelection.ATTACK, c, this.combatant.battleID, -1, 0));
         ok = true;
     }
     return ok;
 }
Example #2
0
 // battle
 private bool BattleItem(int id, Combatant c)
 {
     bool ok = false;
     Item item = DataHolder.Item(id);
     if(item.useable && item.useInBattle)
     {
         if(item.TargetAlly() && this.combatant is Character)
         {
             if(item.TargetSingle())
             {
                 c.AddAction(new BattleAction(
                         AttackSelection.ITEM, c, this.combatant.battleID, id, 0));
             }
             else if(item.TargetGroup())
             {
                 c.AddAction(new BattleAction(
                         AttackSelection.ITEM, c, BattleAction.ALL_CHARACTERS, id, 0));
             }
             ok = true;
         }
         else if(item.TargetEnemy() && this.combatant is Enemy)
         {
             if(item.TargetSingle())
             {
                 c.AddAction(new BattleAction(
                         AttackSelection.ITEM, c, this.combatant.battleID, id, 0));
             }
             else if(item.TargetGroup())
             {
                 c.AddAction(new BattleAction(
                         AttackSelection.ITEM, c, BattleAction.ALL_ENEMIES, id, 0));
             }
             ok = true;
         }
         else if(item.TargetSelf() && this.combatant == c)
         {
             c.AddAction(new BattleAction(
                     AttackSelection.ITEM, c, c.battleID, id, 0));
             ok = true;
         }
     }
     return ok;
 }
Example #3
0
 private bool BattleSkill(int id, Combatant c, int ul)
 {
     bool ok = false;
     Skill skill = DataHolder.Skill(id);
     if(skill.useInBattle)
     {
         if(skill.TargetAlly() && this.combatant is Character)
         {
             if(skill.TargetSingle())
             {
                 c.AddAction(new BattleAction(
                         AttackSelection.SKILL, c, this.combatant.battleID, id, ul));
             }
             else if(skill.TargetGroup())
             {
                 c.AddAction(new BattleAction(
                         AttackSelection.SKILL, c, BattleAction.ALL_CHARACTERS, id, ul));
             }
             ok = true;
         }
         else if(skill.TargetEnemy() && this.combatant is Enemy)
         {
             if(skill.TargetSingle())
             {
                 c.AddAction(new BattleAction(
                         AttackSelection.SKILL, c, this.combatant.battleID, id, ul));
             }
             else if(skill.TargetGroup())
             {
                 c.AddAction(new BattleAction(
                         AttackSelection.SKILL, c, BattleAction.ALL_ENEMIES, id, ul));
             }
             ok = true;
         }
         else if(skill.TargetSelf() && this.combatant == c)
         {
             c.AddAction(new BattleAction(
                     AttackSelection.SKILL, c, c.battleID, id, ul));
             ok = true;
         }
     }
     return ok;
 }