void Scene_Skill::Update() { help_window->Update(); skillstatus_window->Update(); skill_window->Update(); if (Input::IsTriggered(Input::CANCEL)) { Game_System::SePlay(Data::system.cancel_se); Scene::Pop(); } else if (Input::IsTriggered(Input::DECISION)) { int skill_id = skill_window->GetSkillId(); Game_Actor* actor = Game_Party::GetActors()[actor_index]; if (actor->IsSkillUsable(skill_id)) { Game_System::SePlay(Data::system.decision_se); if (Data::skills[skill_id - 1].type == RPG::Skill::Type_switch) { actor->SetSp(actor->GetSp() - actor->CalculateSkillCost(skill_id)); Game_Switches[Data::skills[skill_id - 1].switch_id] = true; Scene::PopUntil(Scene::Map); Game_Map::SetNeedRefresh(true); } else if (Data::skills[skill_id - 1].type == RPG::Skill::Type_normal) { Scene::Push(EASYRPG_MAKE_SHARED<Scene_ActorTarget>(skill_id, actor_index, skill_window->GetIndex())); skill_index = skill_window->GetIndex(); } else if (Data::skills[skill_id - 1].type == RPG::Skill::Type_teleport) { // ToDo: Displays the teleport target scene/window } else if (Data::skills[skill_id - 1].type == RPG::Skill::Type_escape) { // ToDo: Displays the escape target scene/window } } else { Game_System::SePlay(Data::system.buzzer_se); } } }
void Scene_ActorTarget::UpdateSkill() { if (Input::IsTriggered(Input::DECISION)) { Game_Actor* actor = static_cast<Game_Actor*>(&(*Main_Data::game_party)[actor_index]); if (actor->GetSp() < actor->CalculateSkillCost(id)) { Game_System::SePlay(Game_System::GetSystemSE(Game_System::SFX_Buzzer)); return; } if (Main_Data::game_party->UseSkill(id, actor, target_window->GetActor())) { Game_System::SePlay(Game_System::GetSystemSE(Game_System::SFX_UseItem)); } else { Game_System::SePlay(Game_System::GetSystemSE(Game_System::SFX_Buzzer)); } status_window->Refresh(); target_window->Refresh(); } }
bool Game_Interpreter::CommandChangeSP(RPG::EventCommand const& com) { // Code 10470 std::vector<Game_Actor*> actors = GetActors(com.parameters[0], com.parameters[1]); bool remove = com.parameters[2] != 0; int amount = ValueOrVariable(com.parameters[3], com.parameters[4]); if (remove) amount = -amount; for (std::vector<Game_Actor*>::iterator i = actors.begin(); i != actors.end(); i++) { Game_Actor* actor = *i; int sp = actor->GetSp() + amount; if (sp < 0) sp = 0; actor->SetSp(sp); } return true; }
// Command control vars bool Game_Interpreter::CommandControlVariables(RPG::EventCommand const& com) { // Code ControlVars int i, value = 0; Game_Actor* actor; Game_Character* character; switch (com.parameters[4]) { case 0: // Constant value = com.parameters[5]; break; case 1: // Var A ops B value = Game_Variables[com.parameters[5]]; break; case 2: // Number of var A ops B value = Game_Variables[Game_Variables[com.parameters[5]]]; break; case 3: // Random between range int a, b; a = max(com.parameters[5], com.parameters[6]); b = min(com.parameters[5], com.parameters[6]); value = rand() % (a-b+1)+b; break; case 4: // Items switch (com.parameters[6]) { case 0: // Number of items posessed value = Game_Party::ItemNumber(com.parameters[5]); break; case 1: // How often the item is equipped value = Game_Party::ItemNumber(com.parameters[5], true); break; } break; case 5: // Hero actor = Game_Actors::GetActor(com.parameters[5]); if (actor != NULL) { switch (com.parameters[6]) { case 0: // Level value = actor->GetLevel(); break; case 1: // Experience value = actor->GetExp(); break; case 2: // Current HP value = actor->GetHp(); break; case 3: // Current MP value = actor->GetSp(); break; case 4: // Max HP value = actor->GetMaxHp(); break; case 5: // Max MP value = actor->GetMaxSp(); break; case 6: // Attack value = actor->GetAtk(); break; case 7: // Defense value = actor->GetDef(); break; case 8: // Intelligence value = actor->GetSpi(); break; case 9: // Agility value = actor->GetAgi(); break; case 10: // Weapon ID value = actor->GetWeaponId(); break; case 11: // Shield ID value = actor->GetShieldId(); break; case 12: // Armor ID value = actor->GetArmorId(); break; case 13: // Helmet ID value = actor->GetHelmetId(); break; case 14: // Accesory ID value = actor->GetAccessoryId(); break; } } break; case 6: // Characters if (com.parameters[6] != 0){ character = GetCharacter(com.parameters[5]); } else { // Special case for Player Map ID character = NULL; value = Game_Map::GetMapId(); } // Other cases if (character != NULL) { switch (com.parameters[6]) { case 1: // X Coordinate value = character->GetX(); break; case 2: // Y Coordinate value = character->GetY(); break; case 3: // TODO Orientation // Needs testing value = character->GetDirection(); break; case 4: // Screen X value = character->GetScreenX(); break; case 5: // Screen Y value = character->GetScreenY(); } } break; case 7: // More switch (com.parameters[5]) { case 0: // Gold value = Game_Party::GetGold(); break; case 1: value = Game_Party::ReadTimer(Game_Party::Timer1); break; case 2: // Number of heroes in party value = Game_Party::GetActors().size(); break; case 3: // Number of saves value = Game_System::GetSaveCount(); break; case 4: // Number of battles value = Game_Party::GetBattleCount(); break; case 5: // Number of wins value = Game_Party::GetWinCount(); break; case 6: // Number of defeats value = Game_Party::GetDefeatCount(); break; case 7: // Number of escapes (aka run away) value = Game_Party::GetRunCount(); break; case 8: // TODO: MIDI play position break; case 9: value = Game_Party::ReadTimer(Game_Party::Timer2); break; } break; default: ; } switch (com.parameters[0]) { case 0: case 1: // Single and Var range for (i = com.parameters[1]; i <= com.parameters[2]; i++) { switch (com.parameters[3]) { case 0: // Assignement Game_Variables[i] = value; break; case 1: // Addition Game_Variables[i] += value; break; case 2: // Subtraction Game_Variables[i] -= value; break; case 3: // Multiplication Game_Variables[i] *= value; break; case 4: // Division if (value != 0) { Game_Variables[i] /= value; } break; case 5: // Module if (value != 0) { Game_Variables[i] %= value; } else { Game_Variables[i] = 0; } } if (Game_Variables[i] > MaxSize) { Game_Variables[i] = MaxSize; } if (Game_Variables[i] < MinSize) { Game_Variables[i] = MinSize; } } break; case 2: switch (com.parameters[3]) { case 0: // Assignement Game_Variables[com.parameters[1]] = value; break; case 1: // Addition Game_Variables[com.parameters[1]] += value; break; case 2: // Subtraction Game_Variables[com.parameters[1]] -= value; break; case 3: // Multiplication Game_Variables[com.parameters[1]] *= value; break; case 4: // Division if (value != 0) { Game_Variables[com.parameters[1]] /= value; } break; case 5: // Module if (value != 0) { Game_Variables[com.parameters[1]] %= value; } } if (Game_Variables[com.parameters[1]] > MaxSize) { Game_Variables[com.parameters[1]] = MaxSize; } if (Game_Variables[com.parameters[1]] < MinSize) { Game_Variables[com.parameters[1]] = MinSize; } } Game_Map::SetNeedRefresh(true); return true; }