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Found 3 translations.
Name | Current message text |
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h English (en) | <source lang="c++"> if (actor->params["LevelSensorMode"] < 1) return false; // if (actor_name.contains("Enemy")) { for (enemy_table : this->byml["enemy"]) { i = -1; for (j = 0; j < enemy_table["actors"].size; ++j) { entry = enemy_table["actors"][j]; if (entry["name"] == actor_name && this->enemy_points > entry["value"]) { i = j; break; } } // if (i == -1) continue; // do { entry = enemy_table["actors"][i]; if (this->enemy_points <= entry["value"]) break; ++i; } while (i < enemy_table["actors"].size); // *actor_to_use = entry["name"]; return true; } return false; // cannot scale up } // if (actor_name.contains("Weapon")) { weapon_name = actor->getWeaponName(); modifier = actor->params["SharpWeaponJudgeType"]; if (modifier == WeaponModifier::RandomBlue) modifier = get_random_blue_modifier(actor->getWeaponName()); // if (scaleWeapon(weapon_name, &weapon_to_use, &modifier_to_use)) { actor->setProperty("SharpWeaponJudgeType", modifier_to_use); *actor_to_use = weapon_to_use; return true; } return false; // cannot scale up } </source> |
h French (fr) | <source lang="c++"> if (actor->params["LevelSensorMode"] < 1) return false; // if (actor_name.contains("Enemy")) { for (enemy_table : this->byml["enemy"]) { i = -1; for (j = 0; j < enemy_table["actors"].size; ++j) { entry = enemy_table["actors"][j]; if (entry["name"] == actor_name && this->enemy_points > entry["value"]) { i = j; break; } } // if (i == -1) continue; // do { entry = enemy_table["actors"][i]; if (this->enemy_points <= entry["value"]) break; ++i; } while (i < enemy_table["actors"].size); // *actor_to_use = entry["name"]; return true; } return false; // ne peut pas niveller } // if (actor_name.contains("Weapon")) { weapon_name = actor->getWeaponName(); modifier = actor->params["SharpWeaponJudgeType"]; if (modifier == WeaponModifier::RandomBlue) modifier = get_random_blue_modifier(actor->getWeaponName()); // if (scaleWeapon(weapon_name, &weapon_to_use, &modifier_to_use)) { actor->setProperty("SharpWeaponJudgeType", modifier_to_use); *actor_to_use = weapon_to_use; return true; } return false; // ne peut pas niveller } </source> |
h Chinese (zh) | <source lang="c++"> if (actor->params["LevelSensorMode"] < 1) return false; if (actor_name.contains("Enemy")) { for (enemy_table : this->byml["enemy"]) { i = -1; for (j = 0; j < enemy_table["actors"].size; ++j) { entry = enemy_table["actors"][j]; if (entry["name"] == actor_name && this->enemy_points > entry["value"]) { i = j; // 名字對,而且經驗值也夠 break; } } if (i == -1) continue; // 找不到換下一個 do { entry = enemy_table["actors"][i]; if (this->enemy_points <= entry["value"]) break; // 有找到就枚舉到經驗值最高又符合條件的才停 ++i; } while (i < enemy_table["actors"].size); *actor_to_use = entry["name"]; return true; } return false; // cannot scale up } if (actor_name.contains("Weapon")) { // 找到敵人後,手上的武器單獨處理 weapon_name = actor->getWeaponName(); modifier = actor->params["SharpWeaponJudgeType"]; if (modifier == WeaponModifier::RandomBlue) modifier = get_random_blue_modifier(actor->getWeaponName()); // 抽獎 if (scaleWeapon(weapon_name, &weapon_to_use, &modifier_to_use)) { actor->setProperty("SharpWeaponJudgeType", modifier_to_use); // 用找的 *actor_to_use = weapon_to_use; return true; // 有找到 } return false; // cannot scale up // 沒找到 } </source> |