| 2208 | } |
| 2209 | |
| 2210 | Scene_Battle_Rpg2k3::BattleActionReturn Scene_Battle_Rpg2k3::ProcessBattleActionConditions(Game_BattleAlgorithm::AlgorithmBase* action) { |
| 2211 | (void)action; |
| 2212 | |
| 2213 | std::vector<Game_Battler*> battlers; |
| 2214 | Main_Data::game_party->GetActiveBattlers(battlers); |
| 2215 | Main_Data::game_enemyparty->GetActiveBattlers(battlers); |
| 2216 | |
| 2217 | for (auto* b : battlers) { |
| 2218 | b->BattleStateHeal(); |
| 2219 | int damageTaken = b->ApplyConditions(); |
| 2220 | if (damageTaken != 0) { |
| 2221 | DrawFloatText( |
| 2222 | b->GetBattlePosition().x, |
| 2223 | b->GetBattlePosition().y, |
| 2224 | damageTaken < 0 ? Font::ColorDefault : Font::ColorHeal, |
| 2225 | std::to_string(std::abs(damageTaken)), |
| 2226 | b, |
| 2227 | damageTaken < 0 ? Scene_Battle_Rpg2k3::FloatTextType::Damage : Scene_Battle_Rpg2k3::FloatTextType::Heal); |
| 2228 | } |
| 2229 | if (b->GetType() == Game_Battler::Type_Ally) { |
| 2230 | auto* sprite = static_cast<Game_Actor*>(b)->GetActorBattleSprite(); |
| 2231 | if (sprite) { |
| 2232 | sprite->DetectStateChange(); |
| 2233 | } |
| 2234 | } |
| 2235 | } |
| 2236 | |
| 2237 | status_window->Refresh(); |
| 2238 | |
| 2239 | SetBattleActionState(BattleActionState_Notify); |
| 2240 | return BattleActionReturn::eContinue; |
| 2241 | } |
| 2242 | |
| 2243 | Scene_Battle_Rpg2k3::BattleActionReturn Scene_Battle_Rpg2k3::ProcessBattleActionNotify(Game_BattleAlgorithm::AlgorithmBase* action) { |
| 2244 | std::string notification = action->GetStartMessage(0); |
nothing calls this directly
no test coverage detected