/// <summary> /// Change Equipment /// </summary> bool Command319() { // Get actor GameActor actor = InGame.Actors[intParams[0] - 1]; // Change Equipment if (actor != null) { actor.Equip(intParams[1], intParams[2]); } return(true); }
/// <summary> /// Refresh /// </summary> public void Refresh() { // Set item window to visible weaponWindow.IsVisible = (rightWindow.Index == 0); shieldWindow.IsVisible = (rightWindow.Index == 1); headWindow.IsVisible = (rightWindow.Index == 2); bodyWindow.IsVisible = (rightWindow.Index == 3); accessoryWindow.IsVisible = (rightWindow.Index == 4); // Get currently equipped item Carriable _item1 = rightWindow.Item; // Set current item window to item_window switch (rightWindow.Index) { case 0: itemWindow = weaponWindow; break; case 1: itemWindow = shieldWindow; break; case 2: itemWindow = headWindow; break; case 3: itemWindow = bodyWindow; break; case 4: itemWindow = accessoryWindow; break; } // If right window is active if (rightWindow.IsActive) { // Erase parameters for after equipment change leftWindow.SetNewParameters(null, null, null); } // If item window is active if (itemWindow.IsActive) { // Get currently selected item Carriable _item2 = itemWindow.Item; // Change equipment int last_hp = actor.Hp; int last_sp = actor.Sp; actor.Equip(rightWindow.Index, _item2 == null ? 0 : _item2.Id); // Get parameters for after equipment change int _new_atk = actor.Atk; int _new_pdef = actor.Pdef; int _new_mdef = actor.Mdef; // Return equipment actor.Equip(rightWindow.Index, _item1 == null ? 0 : _item1.Id); actor.Hp = last_hp; actor.Sp = last_sp; // Draw in left window leftWindow.SetNewParameters(_new_atk, _new_pdef, _new_mdef); } }