Esempio n. 1
0
        // 「補給」コマンドを終了
        private void FinishSupplyCommand()
        {
            GUI.LockGUI();
            GUI.OpenMessageForm(SelectedTarget, SelectedUnit);
            var currentUnit = SelectedUnit;

            // 選択内容を変更
            Event.SelectedUnitForEvent   = SelectedUnit;
            Event.SelectedTargetForEvent = SelectedTarget;

            // 補給メッセージ&特殊効果
            if (currentUnit.IsMessageDefined("補給"))
            {
                currentUnit.PilotMessage("補給", msg_mode: "");
            }

            if (currentUnit.IsAnimationDefined("補給", currentUnit.FeatureName("補給装置")))
            {
                currentUnit.PlayAnimation("補給", currentUnit.FeatureName("補給装置"));
            }
            else
            {
                currentUnit.SpecialEffect("補給", currentUnit.FeatureName("補給装置"));
            }

            GUI.DisplaySysMessage(currentUnit.Nickname + "は" + SelectedTarget.Nickname + "に" + currentUnit.FeatureName("補給装置") + "を使った。");

            // 補給を実施
            SelectedTarget.FullSupply();
            SelectedTarget.IncreaseMorale(-10);

            if (Information.IsNumeric(GeneralLib.LIndex(currentUnit.FeatureData("補給装置"), 2)))
            {
                currentUnit.EN = currentUnit.EN - Conversions.ToInteger(GeneralLib.LIndex(currentUnit.FeatureData("補給装置"), 2));
            }

            GUI.UpdateMessageForm(SelectedTarget, SelectedUnit);
            GUI.DisplaySysMessage(SelectedTarget.Nickname + "の弾数と" + Expression.Term("EN", SelectedTarget) + "が全快した。");

            // 経験値を獲得
            currentUnit.GetExp(SelectedTarget, "補給", exp_mode: "");
            if (GUI.MessageWait < 10000)
            {
                GUI.Sleep(GUI.MessageWait);
            }

            // 形態変化のチェック
            SelectedTarget.Update();
            SelectedTarget.CurrentForm().CheckAutoHyperMode();
            SelectedTarget.CurrentForm().CheckAutoNormalMode();
            GUI.CloseMessageForm();

            // 行動終了
            WaitCommand();
        }
Esempio n. 2
0
        // 「修理」コマンドを終了
        private void FinishFixCommand()
        {
            GUI.LockGUI();
            GUI.OpenMessageForm(SelectedTarget, SelectedUnit);

            var currentUnit = SelectedUnit;

            // 選択内容を変更
            Event.SelectedUnitForEvent   = SelectedUnit;
            Event.SelectedTargetForEvent = SelectedTarget;

            // 修理メッセージ&特殊効果
            if (currentUnit.IsMessageDefined("修理"))
            {
                currentUnit.PilotMessage("修理", msg_mode: "");
            }

            if (currentUnit.IsAnimationDefined("修理", currentUnit.FeatureName("修理装置")))
            {
                currentUnit.PlayAnimation("修理", currentUnit.FeatureName("修理装置"));
            }
            else
            {
                currentUnit.SpecialEffect("修理", currentUnit.FeatureName("修理装置"));
            }

            GUI.DisplaySysMessage(currentUnit.Nickname + "は" + SelectedTarget.Nickname + "に" + currentUnit.FeatureName("修理装置") + "を使った。");

            // 修理を実行
            var tmp = SelectedTarget.HP;

            switch (currentUnit.FeatureLevel("修理装置"))
            {
            case 1d:
            case -1:
            {
                SelectedTarget.RecoverHP(30d + 3d * SelectedUnit.MainPilot().SkillLevel("修理", ref_mode: ""));
                break;
            }

            case 2d:
            {
                SelectedTarget.RecoverHP(50d + 5d * SelectedUnit.MainPilot().SkillLevel("修理", ref_mode: ""));
                break;
            }

            case 3d:
            {
                SelectedTarget.RecoverHP(100d);
                break;
            }
            }

            if (Information.IsNumeric(GeneralLib.LIndex(currentUnit.FeatureData("修理装置"), 2)))
            {
                currentUnit.EN = currentUnit.EN - Conversions.ToInteger(GeneralLib.LIndex(currentUnit.FeatureData("修理装置"), 2));
            }

            GUI.DrawSysString(SelectedTarget.x, SelectedTarget.y, "+" + SrcFormatter.Format(SelectedTarget.HP - tmp));
            GUI.UpdateMessageForm(SelectedTarget, SelectedUnit);
            GUI.DisplaySysMessage(SelectedTarget.Nickname + "の" + Expression.Term("HP", SelectedTarget) + "が" + SrcFormatter.Format(SelectedTarget.HP - tmp) + "回復した。");

            // 経験値獲得
            currentUnit.GetExp(SelectedTarget, "修理", exp_mode: "");
            if (GUI.MessageWait < 10000)
            {
                GUI.Sleep(GUI.MessageWait);
            }

            GUI.CloseMessageForm();

            // 形態変化のチェック
            SelectedTarget.Update();
            SelectedTarget.CurrentForm().CheckAutoHyperMode();
            SelectedTarget.CurrentForm().CheckAutoNormalMode();

            // 行動終了
            WaitCommand();
        }