void Scene_Battle_Rpg2k3::CommandSelected() { const RPG::BattleCommand& command = Data::battlecommands.commands[active_actor->GetBattleCommands()[command_window->GetIndex()] - 1]; active_actor->SetLastBattleAction(command.ID); switch (command.type) { case RPG::BattleCommand::Type_attack: Game_System::SePlay(Game_System::GetSystemSE(Game_System::SFX_Decision)); AttackSelected(); break; case RPG::BattleCommand::Type_defense: Game_System::SePlay(Game_System::GetSystemSE(Game_System::SFX_Decision)); DefendSelected(); break; case RPG::BattleCommand::Type_escape: if (!Game_Battle::IsEscapeAllowed()) { Game_System::SePlay(Game_System::GetSystemSE(Game_System::SFX_Buzzer)); } else { Game_System::SePlay(Game_System::GetSystemSE(Game_System::SFX_Decision)); SetState(State_Escape); } break; case RPG::BattleCommand::Type_item: Game_System::SePlay(Game_System::GetSystemSE(Game_System::SFX_Decision)); SetState(State_SelectItem); break; case RPG::BattleCommand::Type_skill: Game_System::SePlay(Game_System::GetSystemSE(Game_System::SFX_Decision)); skill_window->SetSubsetFilter(0); SetState(State_SelectSkill); break; case RPG::BattleCommand::Type_special: Game_System::SePlay(Game_System::GetSystemSE(Game_System::SFX_Decision)); Output::Warning("Battle: Event calling unsupported"); //SpecialSelected() break; case RPG::BattleCommand::Type_subskill: Game_System::SePlay(Game_System::GetSystemSE(Game_System::SFX_Decision)); SubskillSelected(); break; } }
void Scene_Battle_Rpg2k::CommandSelected() { Game_System::SePlay(Game_System::GetSystemSE(Game_System::SFX_Decision)); switch (command_window->GetIndex()) { case 0: // Attack AttackSelected(); break; case 1: // Skill SetState(State_SelectSkill); break; case 2: // Defense DefendSelected(); break; case 3: // Item SetState(State_SelectItem); break; default: // no-op break; } }