internal void set_next_level_bonus(Game_Actor actor, Game_Actor target) { for (int i = 0; i < 6; i++) { if (target != null && Global.battalion.actors.Contains(target.id) && //!actor.is_support_maxed(false, target.id) && //!actor.is_support_level_maxed(target.id) && actor.is_support_ready(target.id)) { int bonus = actor.support_bonus_from_next_level(target.id, (Combat_Stat_Labels)i); Bonuses[i].stat_bonus(bonus); } else { Bonuses[i].stat_bonus(0); } } }