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
}