public override void apply_combat(bool immediate_level, bool skip_exp) { // Prevents data from being applied multiple times if (Applied) { return; } Applied = true; Game_Unit battler_1 = Global.game_map.units[Battler_1_Id]; Combat_Map_Object battler_2 = Global.game_map.get_map_object((int)Battler_2_Id) as Combat_Map_Object; int battler_1_hp = battler_1.hp; int battler_2_hp = battler_2 != null ? battler_2.hp : -1; for (int i = 0; i < Data.Count; i++) { Combat_Round_Data data = Data[i].Key; data.cause_damage(); } Global.game_state.add_combat_metric(Metrics.CombatTypes.DestroyableTerrain, Battler_1_Id, Battler_2_Id, battler_1_hp, battler_2_hp, Weapon_1_Id, Weapon_2_Id, Data.Where(x => x.Key.Attacker == 1).Count(), Data.Where(x => x.Key.Attacker != 1).Count()); use_weapons(battler_1, null); battler_1.actor.clear_added_attacks(); if (skip_exp) { Exp_Gain1 = 0; Exp_Gain2 = 0; } else { exp_gain(battler_1.actor, Exp_Gain1); if (battler_1.is_player_team) { if (Global.game_state.is_battle_map && !Global.game_system.In_Arena) { Global.game_system.chapter_exp_gain += Exp_Gain1; } } } if (Wexp1 > 0) { TactileLibrary.WeaponType type = battler_1.actor.valid_weapon_type_of(Global.data_weapons[Weapon_1_Id]); battler_1.actor.wexp_gain(type, Wexp1); } if (immediate_level) { if (battler_1.actor.needed_levels > 0) { battler_1.actor.level_up(); } battler_1.actor.clear_wlvl_up(); } }
public override void apply_combat(bool immediate_level, bool skip_exp) { // Prevents data from being applied multiple times if (Applied) { return; } Applied = true; Game_Unit battler_1 = Global.game_map.units[Battler_1_Id]; int battler_1_hp = battler_1.hp; List <int> battler_2_hps = Battler_2_Ids.Select(x => { var map_object = Global.game_map.attackable_map_object(x); return(map_object == null ? map_object.hp : -1); }).ToList(); for (int i = 0; i < Data.Count; i++) { Combat_Round_Data data = Data[i].Key; data.cause_damage(); } Global.game_state.add_combat_metric(Metrics.CombatTypes.Battle, Battler_1_Id, Battler_2_Ids, battler_1_hp, battler_2_hps, Weapon_1_Id, Data.Where(x => x.Key.Attacker == 1).Count()); use_weapons(battler_1, null); battler_1.actor.clear_added_attacks(); if (skip_exp) { Exp_Gain1 = 0; } else { exp_gain(battler_1.actor, Exp_Gain1); if (battler_1.is_player_team) { if (Global.game_state.is_battle_map && !Global.game_system.In_Arena) { Global.game_system.chapter_exp_gain += Exp_Gain1; } } } if (Constants.Combat.AOE_WEXP_GAIN) { if (Wexp1 > 0) { TactileLibrary.WeaponType type = battler_1.actor.valid_weapon_type_of(Global.data_weapons[Weapon_1_Id]); battler_1.actor.wexp_gain(type, Wexp1); } } if (immediate_level) { if (battler_1.actor.needed_levels > 0) { battler_1.actor.level_up(); } battler_1.actor.clear_wlvl_up(); } }
/// <summary> /// Applies the effects of this round of combat, such as damage taken, weapon uses, exp gain, etc. /// </summary> /// <param name="immediate_level">Immediately applies level ups from exp gain, instead of letting the combat routine detect a level up is needed and display it. /// Used for battles during skipped AI turns.</param> /// <param name="skip_exp">Skips exp and wexp gain for this round. Used by the arena.</param> public virtual void apply_combat(bool immediate_level = false, bool skip_exp = false) { // Prevents data from being applied multiple times if (Applied) { return; } Applied = true; Game_Unit battler_1 = Global.game_map.units[Battler_1_Id]; Game_Unit battler_2 = Battler_2_Id == null ? null : Global.game_map.units[(int)Battler_2_Id]; int battler_1_hp = battler_1.hp; int battler_2_hp = battler_2 != null ? battler_2.hp : -1; for (int i = 0; i < Data.Count; i++) { Combat_Round_Data data = Data[i].Key; data.cause_damage(); } // shouldn't really use 'this is' //Yeti Global.game_state.add_combat_metric( this is Staff_Data ? Metrics.CombatTypes.Staff : Metrics.CombatTypes.Battle, Battler_1_Id, Battler_2_Id, battler_1_hp, battler_2_hp, Weapon_1_Id, Weapon_2_Id, Data.Where(x => x.Key.Attacker == 1).Count(), Data.Where(x => x.Key.Attacker != 1).Count()); // Charge Masteries if (Attacked_1 && battler_2 != null && battler_2.different_team(battler_1)) { battler_1.charge_masteries(Game_Unit.MASTERY_RATE_BATTLE_END); } if (Attacked_2 && battler_2 != null && battler_2.different_team(battler_1)) { battler_2.charge_masteries(Game_Unit.MASTERY_RATE_BATTLE_END); } use_weapons(battler_1, battler_2); battler_1.actor.clear_added_attacks(); if (battler_2 != null) { battler_2.actor.clear_added_attacks(); } if (skip_exp) { //Exp_Gain1 = 0; //Debug //Exp_Gain2 = 0; } else { exp_gain(battler_1.actor, Exp_Gain1); if (battler_2 != null) { exp_gain(battler_2.actor, Exp_Gain2); } // Increase exp amounts given out from each unit if (Exp_Gain2 > 0 && exp_gain_cap(battler_1)) { battler_1.add_exp_given(Exp_Gain2); } if (battler_2 != null && Exp_Gain1 > 0 && exp_gain_cap(battler_2)) { battler_2.add_exp_given(Exp_Gain1); } if (battler_1.is_player_team) { if (Global.game_state.is_battle_map && !Global.game_system.In_Arena) { Global.game_system.chapter_exp_gain += Exp_Gain1; } } if (battler_2 != null && battler_2.is_player_team) { if (Global.game_state.is_battle_map && !Global.game_system.In_Arena) { Global.game_system.chapter_exp_gain += Exp_Gain2; } } } if (!skip_exp) { if (Wexp1 > 0) { WeaponType type = battler_1.actor.valid_weapon_type_of(Global.data_weapons[Weapon_1_Id]); battler_1.actor.wexp_gain(type, Wexp1); } if (Wexp2 > 0) { WeaponType type = battler_2.actor.valid_weapon_type_of(Global.data_weapons[(int)Weapon_2_Id]); battler_2.actor.wexp_gain(type, Wexp2); } } if (immediate_level) { if (battler_1.actor.needed_levels > 0) { battler_1.actor.level_up(); } battler_1.actor.clear_wlvl_up(); if (battler_2 != null) { if (battler_2.actor.needed_levels > 0) { battler_2.actor.level_up(); } battler_2.actor.clear_wlvl_up(); } } }