public int terrain_healing_amount(Vector2 loc) { TactileLibrary.Data_Terrain terrain = terrain_data(loc); if (terrain.Heal == null) { return(0); } return(terrain.Heal[0]); }
public int terrain_dust_type(Vector2 loc) { if (Global.game_system.In_Arena) { return(0); } TactileLibrary.Data_Terrain terrain = terrain_data(loc); return(terrain.Dust_Type); }
public int terrain_res_bonus(Vector2 loc) { TactileLibrary.Data_Terrain terrain = terrain_data(loc); if (Global.game_system.In_Arena) { return(0); } return(terrain.Res); // 0 if arena/some other cases //Yeti }
public bool terrain_heals(Vector2 loc) { TactileLibrary.Data_Terrain terrain = terrain_data(loc); return(terrain.Heal != null && terrain.Heal[0] > 0); }
public bool terrain_fire_through(Vector2 loc) { TactileLibrary.Data_Terrain terrain = terrain_data(loc); return(terrain.Fire_Through); }
public int terrain_id(Vector2 loc) { TactileLibrary.Data_Terrain terrain = terrain_data(loc); return(terrain.Id); }
public int terrain_step_sound_group(Vector2 loc) { TactileLibrary.Data_Terrain terrain = terrain_data(loc); return(terrain.Step_Sound_Group); }
internal int terrain_cost(int move_type, int terrainTag) { TactileLibrary.Data_Terrain terrain = terrain_data(terrainTag); return(terrain.Move_Costs[Global.game_state.weather][move_type]); // This might need to be a Game_Unit method //Yeti }