public BattleMemberAttackRun(Summary1 s1, int num1) { set1(s1); this.num1 = num1; battle_member_attack_damage_calc = new BattleMemberAttackDamageCalc(s1, num1); }
public BattleEnemyAttackRun(Summary1 s1, int num1) { set1(s1); this.num1 = num1; battle_enemy_attack_damage_calc = new BattleEnemyAttackDamageCalc(s1, num1); }
public BattleVariableControl battle_variable_control;//戦闘をプレイするにあたって、重要な変数の管理 /* * //保存事項------------ * public int enchant1; * public int enchant2; * * //------------ */ public BattleRun1(Summary1 s1) { set1(s1); // long time1 = m1.get_time(); battle_flow1 = new BattleFlow1(s1); battle_bg = new BattleBg(s1); battle_menu = new BattleMenu(s1); battle_member_group = new BattleMemberGroup(s1); battle_enemy_group = new BattleEnemyGroup(s1); battle_member_group_attack_run = new BattleMemberGroupAttackRun(s1); battle_enemy_group_attack_run = new BattleEnemyGroupAttackRun(s1); battle_enemy_skill_run = new BattleEnemySkillRun(s1); battle_member_group_status_control = new BattleMemberGroupStatusControl(s1); battle_enchantment = new BattleEnchantment(s1); battle_skill = new BattleSkill(s1); battle_mana = new BattleMana(s1); battle_variable_control = new BattleVariableControl(s1); battle_message_window = new BattleMessageWindow(s1); // m1.msbox((m1.get_time() - time1)); }
public BaseRun(Summary1 s1) { set1(s1); character_organization_group = new CharacterOrganizationGroup(s1); equipment_organization_group = new EquipmentOrganizationGroup(s1); party_select_group = new PartySelectGroup(s1); base_stage_select_group = new BaseStageSelectGroup1(s1); character_status = new CharacterStatus(s1); base_menu = new BaseMenu(s1); base_title_menu = new BaseTitleMenu(s1); base_bg_control = new BaseBgControl(s1); base_button_group = new BaseButtonGroup(s1); base_function = new BaseFunction(s1); base_main_add_menu = new BaseMainAddMenu(s1); base_stage_result = new BaseStageResult(s1); base_option = new BaseOption(s1); clear_change = new ClearChange(s1); }
public PartySelectGroup(Summary1 s1) { set1(s1); for (int t1 = 0; t1 < max1(); t1++) { party_select[t1] = new PartySelect(s1, t1); } party_camera_control = new PartyCameraControl(s1); { int length1 = 64; int length2 = 6; party_save = new int[length1][]; for (int t1 = 0; t1 < length1; t1++) { party_save[t1] = new int[length2]; for (int t2 = 0; t2 < length2; t2++) { party_save[t1][t2] = s1.am1.character_null_num(); } } // m1.msbox(); } }
public void set1(Summary1 s1) { this.m1 = s1.m1; this.g1 = s1.g1; this.ic1 = s1.ic1; this.input1 = s1.input1; this.s1 = s1; }
public Effect1(Summary1 s1, int num1) { this.num1 = num1; set1(s1); clear_change = new ClearChange(s1); }
public TitleBgEffectGroup(Summary1 s1) { set1(s1); for (int t1 = 0; t1 < max(); t1++) { title_bg_effect[t1] = new TitleBgEffect(s1); } }
public void init_set1(Summary1 s1) { set1(s1); init1(); this.s = s1; this.m = s1.m1; this.g = s1.g1; }
public BattleMemberGroupAttackRun(Summary1 s1) { set1(s1); for (int t1 = 0; t1 < max1(); t1++) { battle_member_attack_run[t1] = new BattleMemberAttackRun(s1, t1); } }
public int skill_end_flag; //最後の攻撃が、通常かスキルかを判断するもの public BattleEnemyGroupAttackRun(Summary1 s1) { set1(s1); for (int t1 = 0; t1 < max1(); t1++) { battle_enemy_attack_run[t1] = new BattleEnemyAttackRun(s1, t1); } }
public EffectGroup(Summary1 s1) { set1(s1); for (int t = 0; t < max_num(); t++) { effect1[t] = new Effect1(s1, t); } }
public ImageSaveEquipment(Summary1 s1) { set1(s1); for (int t = 0; t < IMG_MAX; t++) { img1[t] = new ImageData1(); } }
public BattleMemberGroup(Summary1 s1) { set1(s1); for (int t1 = 0; t1 < member_data_max(); t1++) { battle_member[t1] = new BattleMember(s1, t1); } }
public BattleMana(Summary1 s1) { set1(s1); for (int t1 = 0; t1 < mana_max(); t1++) { value_change[t1] = new ValueChange(s1); } }
public ImageSaveCharacterWindow(Summary1 s1) { set1(s1); for (int t = 0; t < img_max(); t++) { img1[t] = new ImageData1(); } }
public ImageSaveEnemy(Summary1 s1) { set1(s1); for (int t = 0; t < ENEMY_IMG_MAX; t++) { img1[t] = new ImageData1(); } }
public SoundEffectControl(Summary1 s1) { set1(s1); for (int t = 0; t < MAX1; t++) { sound_effect_data1[t] = new SoundEffectData1(); } }
public BattleMember(Summary1 s1, int num1) { this.num1 = num1; set1(s1); battle_member_status = new BattleMemberStatus(s1, num1); // init1(); }
public ImageSaveDungeonBg(Summary1 s1) { set1(s1); for (int t = 0; t < IMG_MAX; t++) { img2[t] = new ImageData1(); loadmemo2[t] = new int[1]; } }
} //列数 public EquipmentOrganizationGroup(Summary1 s1) { set1(s1); for (int t1 = 0; t1 < now_over_max1(); t1++) { equipment_organization[t1] = new EquipmentOrganization(s1, t1); } // character_organization_group_support = new CharacterOrganizationGroupSupport(s1); }
public BaseStageSelectGroup1(Summary1 s1) { set1(s1); for (int t1 = 0; t1 < max(); t1++) { base_stage_select1[t1] = new BaseStageSelect1(s1, t1); } // base_button_support = new BaseButtonSupport(s1); }
public BGMControl(Summary1 s1) { set1(s1); for (int t = 0; t < MAX1; t++) { bgm_data1[t] = new BGMData1(); } name = new BGMNameExtend(); }
public CharacterDrawPoint(Summary1 s1) { set1(s1); for (int t = 0; t < max(); t++) { load_type1[t] = 0; character_draw_point_child[t] = new CharacterDrawPointChild(s1, t); } }
public EnemyDrawPoint(Summary1 s1) { set1(s1); for (int t = 0; t < max(); t++) { load_type1[t] = 0; enemy_draw_point_child[t] = new EnemyDrawPointChild(s1, t); } }
public BaseButtonGroup(Summary1 s1) { set1(s1); for (int t1 = 0; t1 < max(); t1++) { base_button1[t1] = new BaseButton1(s1, t1); } base_button_support = new BaseButtonSupport(s1); }
public BattleEnemyAppearControl(Summary1 s1) { set1(s1); for (int t1 = 0; t1 < max1(); t1++) { battle_enemy_slot[t1] = new BattleEnemySlot(); battle_enemy_slot[t1].init1(); } init_flag = 0; }
public CharacterStatus(Summary1 s1) { set1(s1); clear_change = new ClearChange(s1); { back_base_type = 2; character_link = 0; } }
public CsvManager(Summary1 s1) { set1(s1); for (int t1 = 0; t1 < max1(); t1++) { // csv_data[t1] = new CsvData(s1); filename[t1] = ""; column_length[t1] = 0; } }
public BattleMemberGroupStatusControl(Summary1 s1) { set1(s1); value_change1_1 = new ValueChange(s1); value_change1_2 = new ValueChange(s1); value_change2_1 = new ValueChange(s1); value_change2_2 = new ValueChange(s1); value_move1 = new ValueMove(s1); value_move2 = new ValueMove(s1); shake_move1 = new ShakeMove(s1); shake_move2 = new ShakeMove(s1); }