protected virtual void clear_graphic_objects() { LevelUp_Spark = null; Level_Window = null; }
protected void update_level_up() { bool cont = false; while (!cont) { cont = true; switch (Level_Up_Action) { case 0: update_level_up_action_0(); break; case 1: update_level_up_action_1(); break; case 2: update_level_up_action_2(); break; case 3: update_level_up_action_3(); break; case 4: switch (Level_Up_Timer) { case 31: Level_Up_Action++; Level_Up_Timer = 0; Level_Window.execute = true; break; default: Level_Up_Timer++; break; } break; case 5: if (Level_Window.is_ready()) { Level_Window.finish(); Level_Up_Action++; Level_Up_Timer = 0; } break; case 6: switch (Level_Up_Timer) { case 58: Level_Up_Action++; Level_Up_Timer = 0; break; default: Level_Up_Timer++; break; } break; case 7: update_level_up_action_7(); break; case 8: Leveling_Up = false; Level_Up_Action = 0; Level_Up_Timer = 0; Level_Up_Battler_Ids.RemoveAt(0); if (Level_Window != null) { Level_Window = null; } break; } } }
protected void create_levelup_window() { Level_Window = new Window_LevelUp(level_up_content(), Global.game_map.units[Level_Up_Battler_Ids[0]].actor.id); }