// 「アビリティ一覧」コマンド private void AbilityListCommand() { LogDebug(); GUI.LockGUI(); while (true) { var currentAbility = GUI.AbilityListBox(SelectedUnit, new UnitAbilityList(AbilityListMode.List, SelectedUnit), Expression.Term("アビリティ", SelectedUnit) + "一覧", "一覧"); if (currentAbility == null) { SelectedAbility = 0; // キャンセル if (SRC.AutoMoveCursor) { GUI.RestoreCursorPos(); } GUI.CloseListBox(); GUI.UnlockGUI(); CommandState = "ユニット選択"; return; } SelectedAbility = currentAbility.AbilityNo(); // 指定されたアビリティの属性一覧を作成 { var list = new List <string>(); var i = 0; var u = SelectedUnit; var aclass = currentAbility.Data.Class; while (i <= Strings.Len(aclass)) { i = (i + 1); var buf = GeneralLib.GetClassBundle(aclass, ref i); var atype = ""; var alevel = ""; // 非表示? if (buf == "|") { break; } // M属性 if (Strings.Mid(aclass, i, 1) == "M") { i = (i + 1); buf = buf + Strings.Mid(aclass, i, 1); } // レベル指定 if (Strings.Mid(aclass, i + 1, 1) == "L") { i = (i + 2); var c = Strings.Mid(aclass, i, 1); while (Information.IsNumeric(c) || c == "." || c == "-") { alevel = alevel + c; i = (i + 1); c = Strings.Mid(aclass, i, 1); } i = (i - 1); } // 属性の名称 atype = Help.AttributeName(SelectedUnit, buf); if (Strings.Len(atype) > 0) { if (Strings.Len(alevel) > 0) { list.Add(GeneralLib.RightPaddedString(buf + "L" + alevel, 8) + atype + "レベル" + alevel); } else { list.Add(GeneralLib.RightPaddedString(buf, 8) + atype); } } } if (!Map.IsStatusView) { list.Add("射程範囲"); } if (list.Count > 0) { GUI.TopItem = 1; while (true) { if (list.Count == 1 && list[0] == "射程範囲") { i = 1; } else { i = GUI.ListBox(new ListBoxArgs { lb_caption = "アビリティ属性一覧", Items = list.Select(x => new ListBoxItem(x)).ToList(), lb_info = "属性 効果", lb_mode = "連続表示", }); } if (i == 0) { // キャンセル break; } else if (list[i - 1] == "射程範囲") { GUI.CloseListBox(); // 武器の射程を求めておく var min_range = currentAbility.AbilityMinRange(); var max_range = currentAbility.AbilityMaxRange(); // 射程範囲表示 if ((max_range == 1 || currentAbility.IsAbilityClassifiedAs("P")) && !currentAbility.IsAbilityClassifiedAs("Q")) { Map.AreaInReachable(SelectedUnit, max_range, u.Party + "の敵"); } else if (currentAbility.IsAbilityClassifiedAs("M直")) { Map.AreaInCross(u.x, u.y, min_range, max_range); } else if (currentAbility.IsAbilityClassifiedAs("M拡")) { Map.AreaInWideCross(u.x, u.y, min_range, max_range); } else if (currentAbility.IsAbilityClassifiedAs("M扇")) { Map.AreaInSectorCross(u.x, u.y, min_range, max_range, (int)currentAbility.AbilityLevel("M扇")); } else if (currentAbility.IsAbilityClassifiedAs("M全") || currentAbility.IsAbilityClassifiedAs("M線")) { Map.AreaInRange(u.x, u.y, max_range, min_range, "すべて"); } else if (currentAbility.IsAbilityClassifiedAs("M投")) { max_range = ((int)(max_range + currentAbility.AbilityLevel("M投"))); min_range = ((int)(min_range - currentAbility.AbilityLevel("M投"))); min_range = GeneralLib.MaxLng(min_range, 1); Map.AreaInRange(u.x, u.y, max_range, min_range, "すべて"); } else if (currentAbility.IsAbilityClassifiedAs("M移")) { Map.AreaInMoveAction(SelectedUnit, max_range); } else { Map.AreaInRange(u.x, u.y, max_range, min_range, u.Party + "の敵"); } GUI.Center(u.x, u.y); GUI.MaskScreen(); // 先行入力されていたクリックイベントを解消 GUI.DoEvents(); WaitClickMode = true; GUI.IsFormClicked = false; // クリックされるまで待つ while (!GUI.IsFormClicked) { GUI.Sleep(25); if (GUI.IsRButtonPressed(true)) { break; } } GUI.RedrawScreen(); if (list.Count == 1) { break; } } else { // 指定された属性の解説を表示 GUI.CloseListBox(); Help.AttributeHelp(SelectedUnit, GeneralLib.LIndex(list[i - 1], 1), currentAbility.AbilityNo(), true); } } } } } }