示例#1
0
        public virtual void refresh_info(Game_Actor actor, Data_Equipment item,
                                         int[] statValues, int[] baseStatValues)
        {
            // No item
            if (item == null)
            {
                Item_Description.text = "";
            }
            // Weapon
            else if (is_weapon_highlighted(item))
            {
                ShowingDescription = false;
                var type = (item as Data_Weapon).main_type();
                Stats[0].text = statValues[0].ToString();
                Stats[1].text = ((Data_Weapon)item).Crt < 0 ? "--" : statValues[1].ToString();
                Stats[2].text = statValues[2].ToString();
                Stats[3].text = statValues[3].ToString();
                for (int i = 0; i < 4; i++)
                {
                    Arrows[i].value = statValues[i] == baseStatValues[i] ?
                                      WeaponTriangle.Nothing : (statValues[i] > baseStatValues[i] ?
                                                                WeaponTriangle.Advantage : WeaponTriangle.Disadvantage);
                }
                Type_Icon.index = type.IconIndex;
            }
            // Item
            else
            {
                ShowingDescription    = true;
                Item_Description.text = "";
                string[] desc_ary = item.Quick_Desc.Split('|');
                for (int i = 0; i < desc_ary.Length; i++)
                {
                    Item_Description.text += desc_ary[i] + "\n";
                }
            }

            WTHelp.set_item(item);
        }
        protected override void set_images()
        {
            Game_Unit  unit   = get_unit();
            Game_Actor actor1 = unit.actor;
            Game_Unit  target = Global.game_map.units[this.target];
            Game_Actor actor2 = target.actor;

            // Get weapon data // This is dancing, why do we need weapons? //Yeti
            TactileLibrary.Data_Weapon weapon1 = actor1.weapon, weapon2 = actor2.weapon;
            // Map Sprite //
            Target_Sprite.texture = Scene_Map.get_team_map_sprite(target.team, target.map_sprite_name);
            Target_Sprite.offset  = new Vector2(
                (Target_Sprite.texture.Width / Target_Sprite.frame_count) / 2,
                (Target_Sprite.texture.Height / Target_Sprite.facing_count) - 8);
            Target_Sprite.mirrored = target.has_flipped_map_sprite;
            // Sets Name //
            Name.offset = new Vector2(-(32), -(8));
            Name.text   = actor2.name;

            Stats = new List <TextSprite>();
            for (int i = 0; i < 3; i++)
            {
                Stats.Add(i % 2 == 0 ? new RightAdjustedText() : new TextSprite());
                Stats[i].offset = new Vector2(-24 - ((i / 2) * 24), -24);
                Stats[i].SetFont(Config.UI_FONT, Global.Content, (i % 2 == 0 ? "Blue" : "White"));
            }
            Stats[1].text   = "/";
            Stats[0].offset = new Vector2(-48, -24);
            Stats[1].offset = new Vector2(-48, -24);
            Stats[2].offset = new Vector2(-72, -24);
            // Hp
            Stats[0].text = actor2.hp.ToString();
            // Max Hp
            Stats[2].text = actor2.maxhp.ToString();

            refresh();
        }
        internal void update(Game_Unit unit)
        {
            Game_Actor actor = unit.actor;

            float hp_percent = (float)actor.hp / actor.maxhp;

            if (Hp_Percent != hp_percent ||
                HpGaugesMode != Global.game_options.hp_gauges)
            {
                Hp_Percent   = hp_percent;
                HpGaugesMode = Global.game_options.hp_gauges;

                float hue;
                // Simple mode
                if (HpGaugesMode == (int)Constants.Hp_Gauge_Modes.Basic)
                {
                    hue = Hp_Percent * Config.SIMPLE_HPGAUGE_MAX_HUE;
                }
                // Advanced mode
                else
                {
                    hue = (Math.Min(actor.hp, Global.ActorConfig.HpMax) /
                           (float)Global.ActorConfig.HpMax) *
                          Config.ADVANCED_HPGAUGE_MAX_HUE;
                }
                Hp_Hue = color_from_hue(hue);
                if (Hp_Percent > 0 && Hp_Percent < 1f / (WIDTH - 3))
                {
                    Hp_Percent = 1f / (WIDTH - 3);
                }
            }

            Team    = unit.team;
            visible = !actor.is_full_hp() ||
                      Global.game_options.hp_gauges != (int)Constants.Hp_Gauge_Modes.Injured;
        }
示例#4
0
        protected virtual int sort_switch(Game_Actor actor_a, Game_Actor actor_b, int new_sort)
        {
            int value;

            switch ((Unit_Sort)new_sort)
            {
            case Unit_Sort.Name:
                if (Preparations)
                {
                    bool deployed_a = PickUnits_Window.actor_deployed(actor_a.id);
                    bool deployed_b = PickUnits_Window.actor_deployed(actor_b.id);
                    if (deployed_a != deployed_b)
                    {
                        return(deployed_a ? -1 : 1);
                    }
                }
                if (Global.battalion.actors.Contains(actor_a.id) && Global.battalion.actors.Contains(actor_b.id))
                {
                    value = Global.battalion.actors.IndexOf(actor_a.id) - Global.battalion.actors.IndexOf(actor_b.id);
                }
                else
                {
                    value = actor_a.id - actor_b.id;
                }
                break;

            case Unit_Sort.Anim:
                value = actor_a.individual_animation - actor_b.individual_animation;
                break;

            default:
                value = 0;
                break;
            }
            return(value);
        }
 internal LevelUpProcessor(Game_Actor actor)
 {
     Actor = actor;
 }
示例#6
0
        private int dmg_target(Game_Unit target)
        {
            Data_Weapon weapon = this.attacker_weapon;

            // Checks if weapon is magic
            bool        magic_attack = attacker.check_magic_attack(weapon, Distance);
            bool        imbue = (magic_attack && attacker.actor.power_type() == Power_Types.Strength);
            bool        is_staff = weapon.is_staff();
            Game_Actor  actor2 = target.actor;
            Data_Weapon weapon2 = actor2.weapon;
            int         total_damage, target_def;
            int         actor_dmg, weapon_dmg, skill_dmg, support_dmg;

            // Staff
            if (is_staff)
            {
                actor_dmg  = attacker.atk_pow(weapon, magic_attack);
                weapon_dmg = weapon.Mgt;
                skill_dmg  = 0;
                attacker.dmg_staff_skill(
                    ref skill_dmg, ref weapon_dmg, ref actor_dmg,
                    target, magic_attack, Distance);
                support_dmg = support_bonus(Combat_Stat_Labels.Dmg);
                target_def  = 0;
            }
            // Weapon
            else
            {
                var target_stats = this.target_stats();
                target_def = magic_attack ?
                             target_stats.res() : target_stats.def();
                target_def = (weapon.Ignores_Def() ? target_def / 2 : target_def);
                if (weapon.Halves_HP())
                {
                    int total_weapon_damage = target_def + (int)Math.Ceiling(target.actor.hp / 2.0f);
                    actor_dmg  = (int)Math.Ceiling(total_weapon_damage / 2.0f);
                    weapon_dmg = (int)Math.Floor(total_weapon_damage / 2.0f);
                }
                else
                {
                    actor_dmg = weapon.Ignores_Pow() ?
                                0 : ((int)(attacker.atk_pow(weapon, magic_attack) *
                                           (imbue ? Constants.Combat.MAGIC_WEAPON_STR_RATE : 1)));
                    weapon_dmg = (int)(weapon.Mgt * (imbue ? Constants.Combat.MAGIC_WEAPON_MGT_RATE : 1));
                    if (weapon.Ignores_Def())
                    {
                        weapon_dmg += target_def;
                    }
                }
                // Weapon triangle
                skill_dmg = 0;
                WeaponTriangle tri = Combat.weapon_triangle(attacker, target, weapon, weapon2, Distance);
                if (tri != WeaponTriangle.Nothing)
                {
                    skill_dmg += Weapon_Triangle.DMG_BONUS * (tri == WeaponTriangle.Advantage ? 1 : -1) *
                                 Combat.weapon_triangle_mult(attacker, target, weapon, weapon2, Distance);
                }

                float effectiveness = weapon.effective_multiplier(attacker, target);
                skill_dmg  += (int)((weapon_dmg + skill_dmg) * (effectiveness - 1));
                support_dmg = support_bonus(Combat_Stat_Labels.Dmg);
                attacker.dmg_skill(
                    ref skill_dmg, ref weapon_dmg, ref actor_dmg, ref support_dmg,
                    ref target_def, weapon, target, weapon2, tri, magic_attack,
                    Distance, effectiveness);
            }
            total_damage = actor_dmg + weapon_dmg + skill_dmg + support_dmg - target_def;
            int result = attacker.dmg_target_skill(target, weapon, Distance, Math.Max(0, total_damage));

            return(result);
        }
        private void RollSemifixedGrowths(
            int[] growthRates,
            IEnumerable <int> stats,
            List <int> randomStatOrder,
            int multiplier)
        {
            // Skip if no stats to process
            if (!stats.Any())
            {
                return;
            }

            // Get totals
            float growthTotal = multiplier * stats
                                .Select(x => growthRates[x] / (float)Game_Actor.GetStatRatio(x))
                                .Sum();

            // Take the roll for each growth rate and get the difference
            var rolls = new List <Tuple <int, int> >();

            foreach (int j in stats)
            {
                rolls.Add(Tuple.Create(j,
                                       Rolls[j] - (multiplier * growthRates[j])));
            }
            // Sort by how far under the growth the roll was
            rolls.Sort(delegate(Tuple <int, int> a, Tuple <int, int> b)
            {
                int sortValue = a.Item2 - b.Item2;
                if (sortValue == 0)
                {
                    return(randomStatOrder.IndexOf(b.Item1));
                }
                return(sortValue);
            });

            // Go through stats in the order they beat the rng by
            while (growthTotal > 0 && rolls.Any())
            {
                int stat = rolls[0].Item1;
                rolls.RemoveAt(0);
                float value     = 1 / (float)Game_Actor.GetStatRatio(stat);
                float statWorth = value * 100;

                // IF the remaining points to gain are worth more than the current stat,
                // automatically grant the point
                if (growthTotal >= statWorth)
                {
                    StatGains[stat] += multiplier;
                    growthTotal     -= statWorth;
                }
                // Else roll for this stat, with the probability being the percentage
                // of a point remaining
                else
                {
                    if (Global.game_system.get_rng() < growthTotal / value)
                    {
                        StatGains[stat] += multiplier;
                    }
                    growthTotal = 0;
                }
            }
        }
示例#8
0
 public PromotionProcessor(Game_Actor actor, int oldClassId)
     : base(actor)
 {
     OldClassId = oldClassId;
     SetLevelUpData(0);
 }
        private void UseItem(
            ConfirmationMenu useConfirmMenu,
            ItemUseMenu useMenu,
            ItemRepairMenu repairMenu)
        {
            Game_Actor actor = useMenu.Actor;
            Data_Item  item  = useMenu.SelectedItemData.to_item;

            // Use -1 if nothing
            int inventoryTarget = -1;

            if (repairMenu != null)
            {
                inventoryTarget = repairMenu.SelectedItem;
            }

            // If promoting
            if (actor.PromotedBy(item))
            {
                // If there are multiple promotion choices
                if (actor.PromotedBy(item) &&
                    actor.NeedsPromotionMenu)
                {
                    Global.game_map.add_actor_unit(Constants.Team.PLAYER_TEAM, Config.OFF_MAP, actor.id, "");
                    var unit = Global.game_map.last_added_unit;

                    var promotionChoiceMenu = new PromotionChoiceMenu(unit);
                    promotionChoiceMenu.Selected  += PromotionChoiceMenu_Selected;
                    promotionChoiceMenu.Canceled  += PromotionChoiceMenu_Canceled;
                    promotionChoiceMenu.Closed    += menu_Closed;
                    promotionChoiceMenu.Confirmed += PromotionChoiceMenu_Confirmed;
                    AddMenu(promotionChoiceMenu);

                    var promotionMenuFadeIn = promotionChoiceMenu.FadeInMenu(false);
                    promotionMenuFadeIn.Finished += menu_Closed;
                    AddMenu(promotionMenuFadeIn);
                }
                else
                {
                    Promote(useMenu);
                }
            }
            else
            {
                RemoveTopMenu(useConfirmMenu);
                if (repairMenu != null)
                {
                    RemoveTopMenu(repairMenu);
                }

                Global.game_system.play_se(System_Sounds.Gain);
                Dictionary <Boosts, int> boosts = actor.item_boosts(item);
                // Apply item effect
                actor.item_effect(item, inventoryTarget);
                actor.recover_hp();

                useMenu.UseItem();
                useMenu.ShowWindow();
                if (item.is_stat_booster() || item.is_growth_booster())
                {
                    useMenu.CreateStatsPopup(item, boosts);
                }
                else if (item.can_repair)
                {
                    useMenu.CreateRepairPopup(inventoryTarget);
                }
            }
        }
示例#10
0
 protected virtual void set_hp(Game_Actor actor)
 {
     Hp.text = actor.maxhp.ToString();
 }
示例#11
0
 public void set_images(Game_Actor actor)
 {
     Supports.set_images(actor);
 }
        protected override void set_images()
        {
            Icon1.flash = false;
            Icon2.flash = false;
            Mult1.value = 0;
            Mult2.value = 0;
            WTA1.set_effectiveness(1);
            WTA2.set_effectiveness(1);
            Game_Unit         unit   = get_unit();
            Game_Actor        actor1 = unit.actor;
            Combat_Map_Object target =
                Global.game_map.attackable_map_object(this.target);
            Game_Unit  target_unit    = null;
            Game_Actor actor2         = null;
            bool       is_target_unit = false;

            if (target.is_unit())
            {
                is_target_unit = true;
                target_unit    = (Game_Unit)target;
                actor2         = target_unit.actor;
                Window.team2   = target_unit.team;
            }
            else
            {
                Window.team2 = target.team;
            }
            int distance = combat_distance(unit.id, this.target);

            // Get weapon data
            TactileLibrary.Data_Weapon weapon1 = actor1.weapon, weapon2 = null;
            if (is_target_unit)
            {
                weapon2 = actor2.weapon;
            }
            // Weapon triangle arrows
            WTA1.value = 0;
            WTA2.value = 0;
            WeaponTriangle tri = WeaponTriangle.Nothing;

            if (is_target_unit)
            {
                tri = Combat.weapon_triangle(unit, target_unit, weapon1, weapon2, distance);
            }
            if (tri != WeaponTriangle.Nothing)
            {
                WTA1.value = tri;
                if (weapon2 != null)
                {
                    WTA2.value = Combat.reverse_wta(tri);
                }
            }

            List <int?> combat_stats = get_combat_stats(unit.id, this.target, distance);

            Stats = new List <Sprite>();
            for (int i = 0; i < stat_rows * 2; i++)
            {
                RightAdjustedText text = new RightAdjustedText();
                Stats.Add(text);
                text.draw_offset = new Vector2(68 - (48 * (i / 4)), 4 + ((i % 4 + 1) * LINE_HEIGHT));
                text.SetFont(Config.UI_FONT, Global.Content, "Blue");
                text.text = "0";
            }
            // Sets first units's stats //
            Name1.draw_offset = new Vector2(44, 4);
            Name1.text        = actor1.name;
            Name1.offset      = new Vector2(Name1.text_width / 2, 0);
            // Multiplier
            Mult1.value = Mult1.get_multi(unit, target, weapon1, distance);
            // Icon
            Icon1.index   = weapon1.Image_Index;
            Icon1.texture = Global.Content.Load <Texture2D>(@"Graphics/Icons/" + weapon1.Image_Name);
            if (weapon1.effective_multiplier(unit, target_unit) > 1)
            {
                Icon1.flash = true;
            }
            float effectiveness = weapon1.effective_multiplier(unit, target_unit, false);

            WTA1.set_effectiveness((int)effectiveness,
                                   is_target_unit && target_unit.halve_effectiveness());
            // Hp
            if (actor1.hp >= Math.Pow(10, Global.BattleSceneConfig.StatusHpCounterValues))
            {
                ((RightAdjustedText)Stats[0]).text = "--";
            }
            else
            {
                ((RightAdjustedText)Stats[0]).text = actor1.hp.ToString();
            }
            // Dmg
            ((RightAdjustedText)Stats[1]).text = combat_stats[1].ToString();
            // Hit
            if (combat_stats[0] >= 100)
            {
                ((RightAdjustedText)Stats[2]).SetFont("Blue_100", Global.Content);
            }
            ((RightAdjustedText)Stats[2]).text = combat_stats[0].ToString();
            // Crt
            if (combat_stats[2] >= 100)
            {
                ((RightAdjustedText)Stats[3]).SetFont("Blue_100", Global.Content);
            }
            ((RightAdjustedText)Stats[3]).text = combat_stats[2].ToString();
            // Sets second units's stats //
            string name2 = is_target_unit ? actor2.name : target.name;

            Name2.draw_offset = new Vector2(28, 4 + (Window.rows + 1) * LINE_HEIGHT);
            Name2.offset      = new Vector2(Font_Data.text_width(name2, Config.UI_FONT) / 2, 0);
            Name2.text        = name2;
            // Icon
            if (weapon2 != null)
            {
                Target_Weapon.text        = weapon2.Name;
                Target_Weapon.draw_offset = new Vector2(
                    32 - Target_Weapon.text_width / 2, 4 + (Window.rows + 2) * LINE_HEIGHT);
                Icon2.index   = weapon2.Image_Index;
                Icon2.texture = Global.Content.Load <Texture2D>(@"Graphics/Icons/" + weapon2.Image_Name);
                if (weapon2.effective_multiplier(target_unit, unit) > 1)
                {
                    Icon2.flash = true;
                }
                effectiveness = weapon2.effective_multiplier(target_unit, unit, false);
                WTA2.set_effectiveness((int)effectiveness, unit.halve_effectiveness());
            }
            else
            {
                Target_Weapon.draw_offset = new Vector2(
                    32 - Font_Data.text_width("---", Config.UI_FONT) / 2, 4 + (Window.rows + 2) * LINE_HEIGHT);
                Target_Weapon.text = "---";
                Icon2.texture      = null;
            }
            // Hp
            //int target_hp = is_target_unit ? actor2.hp : ((Destroyable_Object)target).hp; //Debug

            if (target.hp >= Math.Pow(10, Global.BattleSceneConfig.StatusHpCounterValues))
            {
                ((RightAdjustedText)Stats[4]).text = "--";
            }
            else
            {
                ((RightAdjustedText)Stats[4]).text = target.hp.ToString();
            }
            if (is_target_unit && can_counter(unit, target_unit, weapon1, distance))
            {
                // Multiplier
                Mult2.value = Mult2.get_multi(target_unit, unit, weapon2, distance);
                // Dmg
                ((RightAdjustedText)Stats[5]).text = combat_stats[5].ToString();
                // Hit
                if (combat_stats[4] >= 100)
                {
                    ((RightAdjustedText)Stats[6]).SetFont("Blue_100", Global.Content);
                }
                ((RightAdjustedText)Stats[6]).text = combat_stats[4].ToString();
                // Crt
                if (combat_stats[6] >= 100)
                {
                    ((RightAdjustedText)Stats[7]).SetFont("Blue_100", Global.Content);
                }
                ((RightAdjustedText)Stats[7]).text = combat_stats[6].ToString();
            }
            else
            {
                ((RightAdjustedText)Stats[5]).text = "--";
                ((RightAdjustedText)Stats[6]).text = "--";
                ((RightAdjustedText)Stats[7]).text = "--";
            }
            refresh();
        }
 internal void refresh(Game_Actor actor)
 {
     Text.text = ActorTextFormula(actor);
     stat_bonus(0);
 }
示例#14
0
 protected override void set_face(Game_Actor actor)
 {
     Face     = new Status_Face(actor);
     Face.loc = new Vector2(48, 96);
 }
示例#15
0
 public StandardLevelUp(Game_Actor actor, int levelCount = 1)
     : base(actor, levelCount)
 {
 }
示例#16
0
 public LevelUpProcessor(Game_Actor actor, int levelCount = 1)
 {
     Actor = actor;
     SetLevelUpData(levelCount);
 }
示例#17
0
 public SemifixedLevelUp(Game_Actor actor, int levelCount = 1)
     : base(actor, levelCount)
 {
 }
        protected override void set_images()
        {
            if (Mode != Staff_Target_Mode.Torch)
            {
                Game_Unit  unit     = get_unit();
                Game_Actor actor1   = unit.actor;
                Game_Unit  target   = Global.game_map.units[this.target];
                Game_Actor actor2   = target.actor;
                int        distance = Global.game_map.combat_distance(unit.id, target.id);
                // Get weapon data
                TactileLibrary.Data_Weapon weapon1 = actor1.weapon, weapon2 = actor2.weapon;
                // Map Sprite //
                Target_Sprite.texture = Scene_Map.get_team_map_sprite(target.team, target.map_sprite_name);
                Target_Sprite.offset  = new Vector2(
                    (Target_Sprite.texture.Width / Target_Sprite.frame_count) / 2,
                    (Target_Sprite.texture.Height / Target_Sprite.facing_count) - 8);
                Target_Sprite.mirrored = target.has_flipped_map_sprite;
                // Sets Name //
                Name.offset = new Vector2(-(32), -(8));
                Name.text   = actor2.name;

                var stats = new Calculations.Stats.CombatStats(
                    unit.id, target.id, distance: distance);
                var target_stats = new Calculations.Stats.CombatStats(
                    target.id, unit.id, distance: distance);
                Stats = new List <TextSprite>();
                // Healing
                if (Mode == Staff_Target_Mode.Heal)
                {
                    List <int> status_heal = unit.actor.weapon.healable_statuses(target);
                    Window.height = status_heal.Count > 0 ? 64 : 48;
                    for (int i = 0; i < 5; i++)
                    {
                        Stats.Add(i % 2 == 0 ? new RightAdjustedText() : new TextSprite());
                        Stats[i].offset = new Vector2(-(48 + ((i / 2) * 24)), -24);
                        Stats[i].SetFont(Config.UI_FONT, Global.Content, (i % 2 == 0 ? "Blue" : "White"));
                    }
                    bool hp_restore = unit.actor.weapon.Heals();
                    if (hp_restore)
                    {
                        Stats[1].text = "-";
                    }
                    Stats[3].text = "/";
                    if (hp_restore)
                    {
                        // Hp
                        Stats[0].text = actor2.hp.ToString();
                        // New Hp
                        Stats[2].text = Math.Min(actor2.hp + stats.dmg(), actor2.maxhp).ToString();
                    }
                    else
                    {
                        // Hp
                        Stats[2].text = actor2.hp.ToString();
                    }
                    // Max Hp
                    Stats[4].text = actor2.maxhp.ToString();
                    // Status
                    Status_Icons.Clear();
                    StatLabels[1].text = "";
                    if (status_heal.Count > 0)
                    {
                        StatLabels[1].SetFont(Config.UI_FONT);
                        StatLabels[1].text = "Cond";
                        for (int i = 0; i < status_heal.Count; i++)
                        {
                            Status_Icons.Add(new Status_Icon_Sprite());
                            Status_Icons[Status_Icons.Count - 1].texture = Global.Content.Load <Texture2D>(@"Graphics/Icons/Statuses");
                            Status_Icons[Status_Icons.Count - 1].size    = new Vector2(16, 16);
                            Status_Icons[Status_Icons.Count - 1].offset  = new Vector2(-(32 + (i * 16)), -40);
                            Status_Icons[Status_Icons.Count - 1].index   = Global.data_statuses[status_heal[i]].Image_Index;
                            Status_Icons[Status_Icons.Count - 1].counter = actor2.state_turns_left(status_heal[i]);
                        }
                    }
                }
                // Status Inflict
                else if (Mode == Staff_Target_Mode.Status_Inflict)
                {
                    for (int i = 0; i < 2; i++)
                    {
                        Stats.Add(new RightAdjustedText());
                        Stats[i].offset = new Vector2(-88, -(24 + i * 16));
                        Stats[i].SetFont(Config.UI_FONT, Global.Content, "Blue");
                    }
                    // Hp
                    Stats[0].text = target_stats.res().ToString();
                    // New Hp
                    Stats[1].text = Math.Min(100, stats.hit()).ToString();
                }
                // Barrier
                if (Mode == Staff_Target_Mode.Barrier)
                {
                    for (int i = 0; i < 3; i++)
                    {
                        Stats.Add(i % 2 == 0 ? new RightAdjustedText() : new TextSprite());
                        Stats[i].offset = new Vector2(-(48 + ((i / 2) * 24)), -24);
                        Stats[i].SetFont(Config.UI_FONT, Global.Content, (i % 2 == 0 ? "Blue" : "Yellow"));
                    }
                    Stats[1].text = "-";
                    // Res
                    Stats[0].text = (actor2.stat(Stat_Labels.Res) +
                                     target.temporary_stat_buff(TactileLibrary.Buffs.Res)).ToString();
                    // New Res
                    Stats[2].text = (actor2.stat(Stat_Labels.Res) +
                                     Constants.Combat.BARRIER_BONUS).ToString();
                }
                refresh();
            }
        }
示例#19
0
 public bool switch_unit(Game_Actor actor)
 {
     Unit_Window.actor_id = actor.id;
     return(switch_unit());
 }
示例#20
0
        protected override void set_images()
        {
            if (Mode != Staff_Target_Mode.Torch)
            {
                Game_Unit  unit   = get_unit();
                Game_Actor actor1 = unit.actor;
                Game_Unit  target = Global.game_map.units[this.target];
                Game_Actor actor2 = target.actor;
                // Map Sprite //
                Target_Sprite.texture = Scene_Map.get_team_map_sprite(target.team, target.map_sprite_name);
                Target_Sprite.offset  = new Vector2(
                    (Target_Sprite.texture.Width / Target_Sprite.frame_count) / 2,
                    (Target_Sprite.texture.Height / Target_Sprite.facing_count) - 8);
                Target_Sprite.mirrored = target.has_flipped_map_sprite;
                Unit_Sprite.texture    = Scene_Map.get_team_map_sprite(unit.team, unit.map_sprite_name);
                Unit_Sprite.offset     = new Vector2(
                    (Unit_Sprite.texture.Width / Unit_Sprite.frame_count) / 2,
                    (Unit_Sprite.texture.Height / Unit_Sprite.facing_count) - 8);
                Unit_Sprite.mirrored = unit.has_flipped_map_sprite;
                // Sets Name //
                Name.offset      = new Vector2(-(32), -(8));
                Name.text        = actor2.name;
                Unit_Name.offset = new Vector2(-(32), -(8 + 48));
                Unit_Name.text   = actor1.name;

                Stats = new List <TextSprite>();
                // Healing
                if (Mode == Staff_Target_Mode.Heal)
                {
                    for (int i = 0; i < 5; i++)
                    {
                        Stats.Add(i % 2 == 0 ? new RightAdjustedText() : new TextSprite());
                        Stats[i].offset = new Vector2(-(48 + ((i / 2) * 24)), -24);
                        Stats[i].SetFont(Config.UI_FONT, Global.Content, (i % 2 == 0 ? "Blue" : "White"));
                    }
                    for (int i = 5; i < 10; i++)
                    {
                        Stats.Add(i % 2 == 1 ? new RightAdjustedText() : new TextSprite());
                        Stats[i].offset = new Vector2(-(48 + (((i - 5) / 2) * 24)), -72);
                        Stats[i].SetFont(Config.UI_FONT, Global.Content, (i % 2 == 1 ? "Blue" : "White"));
                    }

                    int heal = unit.sacrifice_heal_amount(target);

                    Stats[1].text = "-";
                    Stats[6].text = "-";
                    Stats[3].text = "/";
                    Stats[8].text = "/";
                    // Hp
                    Stats[0].text = actor2.hp.ToString();
                    Stats[5].text = actor1.hp.ToString();
                    // New Hp
                    Stats[2].text = (actor2.hp + heal).ToString();
                    Stats[7].text = (actor1.hp - heal).ToString();
                    // Max Hp
                    Stats[4].text = actor2.maxhp.ToString();
                    Stats[9].text = actor1.maxhp.ToString();
                    // Status
                    StatLabels[1].text = "";
                    StatLabels[3].text = "";
                }
                refresh();
            }
        }
示例#21
0
 public void set_images(Game_Actor actor, Game_Actor target = null)
 {
     Bonuses.set_images(null, actor);
     Bonuses.set_next_level_bonus(actor, target);
 }
 public PreparationsStatsPanel(Game_Actor actor) : base(actor)
 {
     //Item_Description.loc = new Vector2(128, 48);
     //Item_Description.loc =
     //    new Vector2(Config.WINDOW_WIDTH - 152, Config.WINDOW_HEIGHT - 56);
 }