protected void update_animation() { switch (Action) { // Load battler, fade in screen case 0: switch (Timer) { case 0: set_stats(); Message.set_text("" + class_data.Description); Timer++; Black_Bar_Timer = 1; Black_Bar1.visible = true; Black_Bar2.visible = true; Black_Screen.visible = false; break; case 51: Timer = 0; Action++; break; default: Timer++; break; } break; // Starts attacks case 1: if (Battler_Action == Class_Reel_Battler_Actions.Idle) { if (Attack_Count > 0) { Attack_Count--; Battler.attack(false, class_data.Distance); Battler_Action = Class_Reel_Battler_Actions.Start_Attack; } else { change_phase(Class_Reel_Phases.Closing); } } break; } }
protected void set_text(int message_id) { Message_Id = message_id; string message = Shop.text(message_id); int cost = item_cost(); message = Regex.Replace(message, @"<cost>", cost.ToString()); string convoy_name, convoy_capital_name; if (Global.battalion.convoy_id == -1) { convoy_name = "your merchant"; convoy_capital_name = "Your merchant"; } else { convoy_name = convoy_capital_name = Global.game_actors[Global.battalion.convoy_id].name; } message = Regex.Replace(message, @"<Merchant>", convoy_capital_name); message = Regex.Replace(message, @"<merchant>", convoy_name); message = Regex.Replace(message, @"\\n", "\n"); Message.set_text(string.Format("{0}{1}", message, is_wait_text(message_id) ? "|" : "")); }