public static void GoToBattleState() { //if (Battle != null) // Battle.Dispose(); Battle = new BattleState(); SwitchState(Battle); }
public PostBattleState(BattleState battle) { _exp = battle.Exp; _ap = battle.AP; _gil = battle.Gil; _items = new List<InventoryRecord>(); _exp_multiplier = new int[] { 100, 100, 100 }; for (int i = 0; i < 3; i++) if (battle.Allies[i] != null) foreach (Materia m in battle.Allies[i].Materia) if (m != null) { if (m.ID == "gilplus") switch (m.Level) { case 0: _gil_multiplier += 50; break; case 1: _gil_multiplier += 100; break; case 2: _gil_multiplier += 200; break; } if (m.ID == "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(battle.Items); _state = State.BeforeGain; }