protected override void InternalInit() { ScreenState state = new ScreenState { Width = Seven.Configuration.WindowWidth, Height = Seven.Configuration.WindowHeight }; Screens.Victory.VictoryLabel victoryLabel = new Screens.Victory.VictoryLabel(state); List <GameMenu> victoryMenus = new List <GameMenu>(); victoryMenus.Add(victoryLabel); victoryMenus.Add(new Screens.Victory.VictoryEXP(this, state)); victoryMenus.Add(new Screens.Victory.VictoryAP(this, state)); victoryMenus.Add(new Screens.Victory.Top(this, state)); victoryMenus.Add(new Screens.Victory.Middle(this, state)); victoryMenus.Add(new Screens.Victory.Bottom(this, state)); Mastered = new Mastered(state); Mastered.Visible = false; victoryMenus.Add(Mastered); for (int i = 0; i < LevelUp.Length; i++) { LevelUp[i] = new LevelUp(state, i); LevelUp[i].Visible = false; victoryMenus.Add(LevelUp[i]); } for (int i = 0; i < MateriaLevelUp.Length; i++) { MateriaLevelUp[i] = new MateriaLevelUp(state, i); MateriaLevelUp[i].Visible = false; victoryMenus.Add(MateriaLevelUp[i]); } VictoryScreen = new MenuScreen(victoryMenus, victoryLabel); Screens.Hoard.Label hoardLabel = new Screens.Hoard.Label(state); HoardItemLeft = new Screens.Hoard.ItemLeft(this, state, Gil); List <GameMenu> hoardMenus = new List <GameMenu>(); hoardMenus.Add(hoardLabel); hoardMenus.Add(new Screens.Hoard.GilLeft(this, state)); hoardMenus.Add(new Screens.Hoard.HoardGilRight(this, state)); hoardMenus.Add(HoardItemLeft); hoardMenus.Add(new Screens.Hoard.ItemRight(this, state)); HoardScreen = new MenuScreen(hoardMenus, hoardLabel); _screen = VictoryScreen; }
internal PostBattleState(Seven seven, int exp, int ap, int gil, List<IInventoryItem> items) : base(seven) { Exp = exp; AP = ap; Gil = gil; Items = new List<Inventory.Record>(); LevelUp = new LevelUp[Party.PARTY_SIZE]; MateriaLevelUp = new MateriaLevelUp[Party.PARTY_SIZE]; Exp_multiplier = new int[] { 100, 100, 100 }; Gil_multiplier = 100; for (int i = 0; i < 3; i++) { if (Party[i] != null) { foreach (MateriaOrb m in Party[i].Materia) { if (m != null) { if (m.Name == "gilplus") { switch (m.Level) { case 0: Gil_multiplier += 50; break; case 1: Gil_multiplier += 100; break; case 2: Gil_multiplier += 200; break; } } if (m.Name == "expplus") { switch (m.Level) { case 0: Exp_multiplier[i] += 50; break; case 1: Exp_multiplier[i] += 75; break; case 2: Exp_multiplier[i] += 100; break; } } } } } } CollectItems(items); _state = State.BeforeGainExp; }
protected override void InternalInit() { ScreenState state = new ScreenState { Width = Seven.Configuration.WindowWidth, Height = Seven.Configuration.WindowHeight }; Screens.Victory.VictoryLabel victoryLabel = new Screens.Victory.VictoryLabel(state); List<GameMenu> victoryMenus = new List<GameMenu>(); victoryMenus.Add(victoryLabel); victoryMenus.Add(new Screens.Victory.VictoryEXP(this, state)); victoryMenus.Add(new Screens.Victory.VictoryAP(this, state)); victoryMenus.Add(new Screens.Victory.Top(this, state)); victoryMenus.Add(new Screens.Victory.Middle(this, state)); victoryMenus.Add(new Screens.Victory.Bottom(this, state)); Mastered = new Mastered(state); Mastered.Visible = false; victoryMenus.Add(Mastered); for (int i = 0; i < LevelUp.Length; i++) { LevelUp[i] = new LevelUp(state, i); LevelUp[i].Visible = false; victoryMenus.Add(LevelUp[i]); } for (int i = 0; i < MateriaLevelUp.Length; i++) { MateriaLevelUp[i] = new MateriaLevelUp(state, i); MateriaLevelUp[i].Visible = false; victoryMenus.Add(MateriaLevelUp[i]); } VictoryScreen = new MenuScreen(victoryMenus, victoryLabel); Screens.Hoard.Label hoardLabel = new Screens.Hoard.Label(state); HoardItemLeft = new Screens.Hoard.ItemLeft(this, state, Gil); List<GameMenu> hoardMenus = new List<GameMenu>(); hoardMenus.Add(hoardLabel); hoardMenus.Add(new Screens.Hoard.GilLeft(this, state)); hoardMenus.Add(new Screens.Hoard.HoardGilRight(this, state)); hoardMenus.Add(HoardItemLeft); hoardMenus.Add(new Screens.Hoard.ItemRight(this, state)); HoardScreen = new MenuScreen(hoardMenus, hoardLabel); _screen = VictoryScreen; }
internal PostBattleState(Seven seven, int exp, int ap, int gil, List <IInventoryItem> items) : base(seven) { Exp = exp; AP = ap; Gil = gil; Items = new List <Inventory.Record>(); LevelUp = new LevelUp[Party.PARTY_SIZE]; MateriaLevelUp = new MateriaLevelUp[Party.PARTY_SIZE]; Exp_multiplier = new int[] { 100, 100, 100 }; Gil_multiplier = 100; for (int i = 0; i < 3; i++) { if (Party[i] != null) { foreach (MateriaOrb m in Party[i].Materia) { if (m != null) { if (m.Name == "gilplus") { switch (m.Level) { case 0: Gil_multiplier += 50; break; case 1: Gil_multiplier += 100; break; case 2: Gil_multiplier += 200; break; } } if (m.Name == "expplus") { switch (m.Level) { case 0: Exp_multiplier[i] += 50; break; case 1: Exp_multiplier[i] += 75; break; case 2: Exp_multiplier[i] += 100; break; } } } } } } CollectItems(items); _state = State.BeforeGainExp; }