public void UnitMenuDiscard(Game_Unit unit, int index) { TactileLibrary.Item_Data discarded_item = unit.actor.whole_inventory[index]; if (Global.battalion.convoy_ready_for_sending) { Global.game_battalions.add_item_to_convoy(discarded_item); set_item_sent_popup(discarded_item, 240); } else { set_item_drop_popup(discarded_item, 240); } unit.actor.discard_item(index); unit.actor.organize_items(); // If the inventory is still too full after discarding, // the discard menu just goes inactive until the map popup closes if (unit.actor.too_many_items) { UnitMenu = UnitMenuManager.ReopenDiscard(this); } else { UnitMenu = null; if (!Global.game_system.preparations) { Global.game_temp.menuing = false; } Global.game_temp.discard_menuing = false; Global.game_temp.force_send_to_convoy = false; } }
public Test_Battle_Character_Data() { WLvls = new int[Global.weapon_types.Count - 1]; for (int i = 0; i < Items.Length; i++) { Items[i] = new TactileLibrary.Item_Data(); } }
public bool can_target_item(Item_Data item_data) { if (can_repair && item_data.is_weapon) { Data_Weapon weapon = item_data.to_weapon; if (!weapon.is_staff() && weapon.Uses > 0 && item_data.Uses < weapon.Uses) { return(true); } } return(false); }
private void item_node(int unit_index, int index, List <CommandUINode> nodes) { Status_Item item = new Status_Item(); TactileLibrary.Item_Data item_data = unit_index == 0 ? actor1.whole_inventory[index] : actor2.whole_inventory[index]; item.set_image(unit_index == 0 ? actor1 : actor2, item_data); var node = new ItemUINode("", item, SPACING - 16); //Debug node.loc = new Vector2(8, 8) + new Vector2(SPACING * unit_index, index * 16); nodes.Add(node); }
public static Item_Data read(BinaryReader reader) { int count = reader.ReadInt32(); Item_Data result; if (count == 3) { result = new Item_Data(reader.ReadInt32(), reader.ReadInt32(), reader.ReadInt32()); } else //Debug { result = new Item_Data(reader.ReadInt32(), reader.ReadInt32(), reader.ReadInt32()); } return(result); }
public bool same_item(Item_Data item) { return(Type == item.Type && Id == item.Id); }
public Item_Data(Item_Data data) : this(data.Type, data.Id, data.Uses) { }
protected override bool buyable_text(int price, TactileLibrary.Item_Data item_data) { return(item_data.to_equipment.Can_Sell); }