protected override void SequenceStartBranch() { switch (SequenceStep) { case 0: //Remove evasion and other properties BattleEntity allyAffected = EntitiesAffected[0]; User.RemoveEvasionMod(0d); allyAffected.RemoveEvasionMod(0d); //Remove Effects suppression from the Poison, Burn, and Frozen Status Effects User.EntityProperties.UnsuppressStatuses(Enumerations.StatusSuppressionTypes.Effects, Enumerations.StatusTypes.Poison, Enumerations.StatusTypes.Burn, Enumerations.StatusTypes.Frozen); allyAffected.EntityProperties.UnsuppressStatuses(Enumerations.StatusSuppressionTypes.Effects, Enumerations.StatusTypes.Poison, Enumerations.StatusTypes.Burn, Enumerations.StatusTypes.Frozen); //Make them visible User.Scale /= ScaleVal; allyAffected.Scale /= ScaleVal; CurSequenceAction = new WaitSeqAction(0d); ChangeSequenceBranch(SequenceBranch.Main); break; default: PrintInvalidSequence(); break; } }
protected override void SequenceStartBranch() { switch (SequenceStep) { case 0: //Remove evasion and other properties BattleEntity allyAffected = EntitiesAffected[0]; User.RemoveEvasionMod(0d); allyAffected.RemoveEvasionMod(0d); //Remove Invincibility User.EntityProperties.RemoveAdditionalProperty(Enumerations.AdditionalProperty.Invincible); allyAffected.EntityProperties.RemoveAdditionalProperty(Enumerations.AdditionalProperty.Invincible); //Make them visible User.TintColor = Color.White; allyAffected.TintColor = Color.White; CurSequenceAction = new WaitSeqAction(0d); ChangeSequenceBranch(SequenceBranch.Main); break; default: PrintInvalidSequence(); break; } }
protected override void SequenceStartBranch() { switch (SequenceStep) { case 0: //Remove the evasion mod and turn transparency back to normal //NOTE: Find a way to get the original transparency (Ex. Invisible causes additional transparency) BattleEntity allyAffected = EntitiesAffected[0]; User.RemoveEvasionMod(0d); allyAffected.RemoveEvasionMod(0d); //Turn transparency back User.TintColor = Color.White; allyAffected.TintColor = Color.White; //Make the ally play its idle animation allyAffected.AnimManager.PlayAnimation(EntitiesAffected[0].GetIdleAnim()); CurSequenceAction = new WaitSeqAction(0d); ChangeSequenceBranch(SequenceBranch.Main); break; default: PrintInvalidSequence(); break; } }
protected override void SequenceStartBranch() { switch (SequenceStep) { case 0: //Remove the evasion mod and turn transparency back to normal //NOTE: Find a way to get the original transparency (Ex. Invisible causes additional transparency) BattleEntity allyAffected = EntitiesAffected[0]; User.RemoveEvasionMod(0d); allyAffected.RemoveEvasionMod(0d); //Turn transparency back Color entityColor = User.TintColor; Color allyColor = allyAffected.TintColor; double colorDiff = (1 / (double)AlphaVal); User.TintColor = new Color((int)Math.Ceiling(entityColor.R * colorDiff), (int)Math.Ceiling(entityColor.G * colorDiff), (int)Math.Ceiling(entityColor.B * colorDiff), (int)Math.Ceiling(entityColor.A * colorDiff)); allyAffected.TintColor = new Color((int)Math.Ceiling(allyColor.R * colorDiff), (int)Math.Ceiling(allyColor.G * colorDiff), (int)Math.Ceiling(allyColor.B * colorDiff), (int)Math.Ceiling(allyColor.A * colorDiff)); User.EntityProperties.UnsuppressStatuses(Enumerations.StatusSuppressionTypes.Effects, Enumerations.StatusTypes.Poison, Enumerations.StatusTypes.Burn, Enumerations.StatusTypes.Frozen); allyAffected.EntityProperties.UnsuppressStatuses(Enumerations.StatusSuppressionTypes.Effects, Enumerations.StatusTypes.Poison, Enumerations.StatusTypes.Burn, Enumerations.StatusTypes.Frozen); User.EntityProperties.UnsuppressStatuses(Enumerations.StatusSuppressionTypes.TurnCount, Enumerations.StatusTypes.Invisible); allyAffected.EntityProperties.UnsuppressStatuses(Enumerations.StatusSuppressionTypes.TurnCount, Enumerations.StatusTypes.Invisible); //Make the ally play its idle animation allyAffected.AnimManager.PlayAnimation(allyAffected.GetIdleAnim()); CurSequenceAction = new WaitSeqAction(0d); ChangeSequenceBranch(SequenceBranch.Main); break; default: PrintInvalidSequence(); break; } }