protected void UseItem(int slot, IEnumerable <Combatant> targets, bool releaseAlly = true) { Item item = (Item)BattleState.Party.Inventory.GetItem(slot); Ally source = BattleState.Commanding; UseItemEvent e = new UseItemEvent(item, slot, source, targets, releaseAlly); BattleState.EnqueueAction(e); }
public override void applyEffect(Person owner, Person target, float startTime, Ability ab) { var e = new UseItemEvent(); e.owner = owner; e.target = target; e.item = item; e.eventTime = startTime; EventQueueSingleton.queue.add(e); }
public static void EventHandler(string script) { var e = new UseItemEvent(script); switch (script) { case BEFORE_USE: BeforeUseItem(e); break; case AFTER_USE: AfterUseItem(e); break; default: break; } }
internal static void InvokeUseItemEvent(Player player, ItemType item, out bool allow) { allow = true; if (UseItemEvent == null) { return; } var ev = new UseItemEvent { Player = player, Item = item, Allow = true }; UseItemEvent.Invoke(ev); allow = ev.Allow; }
protected void UseItem(int slot, IEnumerable<Combatant> targets, bool releaseAlly = true) { Item item = (Item)BattleState.Party.Inventory.GetItem(slot); Ally source = BattleState.Commanding; UseItemEvent e = new UseItemEvent(item, slot, source, targets, releaseAlly); BattleState.EnqueueAction(e); }