public static void AddMessage(Message msg) { if (MessageHandler.messages.Count >= MessageHandler.max_messages) { MessageHandler.messages.RemoveAt(0); } MessageHandler.messages.Add(msg); }
private void HandleInput(Message m) { PlayerCharacter pc = Party.party_list[actor_index]; bool clear_messages = true; if (m.type == STANDARD_ACTION) { switch (m.index) { case STANDARD_ATTACK: selected_ability = ATTACK_INDEX; waiting_ability = false; waiting_target = true; break; case STANDARD_ABILITY: if (open_ability_menu) { CleanUpAbilityButtons(); open_ability_menu = false; } else { CreateAbilityButtons(); open_ability_menu = true; } waiting_ability = true; waiting_target = false; break; case STANDARD_DEFEND: selected_ability = DEFEND_INDEX; waiting_ability = false; waiting_target = false; break; } } else if (m.type == ABILITY_ACTION) { } else if (m.type == TARGET_PLAYER) { target_player_bool = true; target_index = m.index; waiting_target = false; } else if (m.type == TARGET_MONSTER) { target_player_bool = false; target_index = m.index; waiting_target = false; } }