protected void create_battler() { var battlerData = new BattlerSpriteData(Unit); //@Debug: could probably roll this without a unit Battler = new Battler_Sprite(battlerData, true, class_data.Distance); Battler.loc = new Vector2(256, 176); Battler.offset.Y = 120; Battler.visible = true; Battler.initialize_animation(); Battler.reset_pose(); Battler.start_battle(); Battler.stereoscopic = Config.BATTLE_BATTLERS_DEPTH; }
private void RefreshBattler() { ChangingSprite = false; Name.visible = true; NameBg.visible = true; int promotionClassId = this.PromotionChoice; var battlerData = new BattlerSpriteData(this.Unit, promotionClassId); Battler = new Battler_Sprite(battlerData, true, 1); Battler.loc = new Vector2(BATTLER_X, 176); Battler.offset.Y = 120; Battler.visible = true; Battler.initialize_animation(); Battler.reset_pose(); Battler.start_battle(); Battler.stereoscopic = Config.BATTLE_BATTLERS_DEPTH; }
protected override void update_phase_1() { base.update_phase_1(); switch (Segment) { case 0: Battler_1_Sprite.class_change_start(); darken(); Segment = 1; break; case 1: if (Battler_1_Sprite.duration <= 1 && Battler_1_Sprite.spell_effect_duration <= 1) { OldClass = Battler_1.actor.class_id; OldLevel = Battler_1.actor.level; Battler_1.actor.promotion_class_id = Global.game_system.Class_Change_To; var battler1Data = new BattlerSpriteData(Battler_1); Battler_1_Sprite = new Battler_Sprite(battler1Data, !Reverse, Distance, Reverse); Battler_1_Sprite.start_battle(); Battler_1_Sprite.loc = Battler_1_Loc = new Vector2((!Reverse ? 184 + (Distance == 1 ? 0 : 56) : 136 - (Distance == 1 ? 0 : 56)) + (Distance > 2 ? (Reverse ? -270 : 270) : 0), 176); Battler_1_Sprite.reset_pose(); Battler_1_Sprite.update_animation_position(); Battler_1_Sprite.visible = true; Battler_1_Sprite.class_change_end(); Battler_1_Sprite.stereoscopic = Config.BATTLE_BATTLERS_DEPTH; Segment = 2; } break; case 2: if (Battler_1_Sprite.duration >= 163) { brighten(); } if (Battler_1_Sprite.duration <= 1 && Battler_1_Sprite.spell_effect_duration <= 1) { Segment = 3; } break; case 3: switch (Timer) { case 104: Phase = 2; Segment = 0; Timer = 0; break; default: Timer++; break; } break; } // Updates screen flash Battler_1_Sprite.update_flash(); update_spell_flash(Battler_1_Sprite); }