public void UnitMenuSteal(Game_Unit unit, int targetId, int itemIndex) { Global.game_map.remove_updated_move_range(unit.id); Global.game_map.clear_move_range(); Global.game_map.range_start_timer = 0; Global.game_state.call_steal(unit.id, targetId, itemIndex); // Adds to list of attacked units for this turn if (Global.game_map.units.ContainsKey(Global.game_system.Battler_2_Id) && unit.is_attackable_team(Global.game_map.units[Global.game_system.Battler_2_Id])) { unit.add_attack_target(Global.game_system.Battler_2_Id); unit.same_target_support_gain_display(Global.game_system.Battler_2_Id); } Global.game_temp.menuing = false; close_unit_menu(true); unit.cantoing = false; // Lock in unit movement unit.moved(); if (unit.has_canto() && !unit.full_move()) { unit.cantoing = true; } }
public void UnitMenuTalk(Game_Unit unit, int targetId, Canto_Records canto) { Global.game_map.remove_updated_move_range(unit.id); Global.game_map.clear_move_range(); Global.game_map.range_start_timer = 0; Global.game_state.activate_talk(unit.id, targetId); Global.game_temp.menuing = false; close_unit_menu(true); unit.cantoing = false; // Lock in unit movement unit.moved(); bool cantoMovement = unit.has_canto() && !unit.full_move(); if (Constants.Gameplay.TALKING_IS_FREE_ACTION) { Global.game_system.Menu_Canto = canto | Canto_Records.Talk | (cantoMovement ? Canto_Records.Horse : Canto_Records.None); unit.cantoing = true; } else if (cantoMovement) { unit.cantoing = true; } Global.player.facing = 6; Global.player.frame = 1; }
public void UnitMenuDance(Game_Unit unit, int targetId, int ringIndex) { Global.game_map.remove_updated_move_range(unit.id); Global.game_map.clear_move_range(); Global.game_map.range_start_timer = 0; Global.game_state.call_dance(unit.id, targetId, ringIndex); Global.game_temp.menuing = false; close_unit_menu(true); unit.cantoing = false; // Lock in unit movement unit.moved(); if (unit.has_canto() && !unit.full_move()) { unit.cantoing = true; } }
public void UnitMenuDoor(Game_Unit unit, Vector2 targetLoc) { Global.game_map.remove_updated_move_range(unit.id); Global.game_map.clear_move_range(); Global.game_map.range_start_timer = 0; Global.game_state.call_visit(Tactile.State.Visit_Modes.Door, unit.id, targetLoc); Global.game_temp.menuing = false; close_unit_menu(true); unit.cantoing = false; // Lock in unit movement unit.moved(); if (unit.has_canto() && !unit.full_move()) { unit.cantoing = true; } }
private void EndConstruct(Game_Unit unit) { Global.game_temp.menuing = false; close_unit_menu(true); unit.cantoing = false; // Lock in unit movement unit.moved(); if (unit.has_canto() && !unit.full_move()) { unit.cantoing = true; } // Simplified wait @Debug unit.start_wait(); suspend(); }
public void UnitMenuEscape(Game_Unit unit) { Global.game_map.remove_updated_move_range(unit.id); Global.game_map.clear_move_range(); Global.game_map.range_start_timer = 0; Global.game_state.call_visit(Tactile.State.Visit_Modes.Escape, unit.id, unit.loc); Global.game_temp.menuing = false; close_unit_menu(true); Global.game_system.Selected_Unit_Id = -1; unit.cantoing = false; // Lock in unit movement unit.moved(); if (unit.has_canto() && !unit.full_move()) { unit.cantoing = true; } }
public void UnitMenuSupport(Game_Unit unit, int targetId) { Global.game_map.remove_updated_move_range(unit.id); Global.game_map.clear_move_range(); Global.game_map.range_start_timer = 0; Global.game_state.call_support(unit.id, targetId); Global.game_temp.menuing = false; close_unit_menu(true); unit.cantoing = false; // Lock in unit movement unit.moved(); if (unit.has_canto() && !unit.full_move()) { unit.cantoing = true; } Global.player.facing = 6; Global.player.frame = 1; }