private void CopyDataToRecruitData() { if (recruitData == null) { recruitData = new RecruitData(); } // General recruitData.UsingTempStats = this.InTempMode; recruitData.Name = this.Name; recruitData.Nickname = this.Nickname; recruitData.NpcBase = this.NpcBase; recruitData.Species = this.Species; recruitData.Sex = (byte)this.Sex; recruitData.Form = this.PermanentForm; recruitData.Costume = this.Costume; recruitData.Shiny = (int)this.Shiny; recruitData.Level = this.Level; recruitData.Exp = this.Exp; recruitData.HP = this.HP; recruitData.StatusAilment = (int)this.StatusAilment; recruitData.StatusAilmentCounter = this.StatusAilmentCounter; recruitData.IQ = this.IQ; recruitData.Belly = this.Belly; recruitData.MaxBelly = this.MaxBelly; recruitData.AtkBonus = this.AtkBonus; recruitData.DefBonus = this.DefBonus; recruitData.SpeedBonus = this.SpeedBuff; recruitData.SpclAtkBonus = this.SpclAtkBonus; recruitData.SpclDefBonus = this.SpclDefBonus; // Moves for (int i = 0; i < this.Moves.Length; i++) { RecruitMove move = this.Moves[i]; recruitData.Moves[i].MoveNum = move.MoveNum; recruitData.Moves[i].CurrentPP = move.CurrentPP; recruitData.Moves[i].MaxPP = move.MaxPP; //recruitData.Moves[i].Sealed = move.Sealed; } // Volatile status recruitData.VolatileStatus.Clear(); for (int i = 0; i < this.VolatileStatus.Count; i++) { Characters.VolatileStatus recruitDataVolatileStatus = new Characters.VolatileStatus(); recruitDataVolatileStatus.Name = this.VolatileStatus[i].Name; recruitDataVolatileStatus.Emoticon = this.VolatileStatus[i].Emoticon; recruitDataVolatileStatus.Counter = this.VolatileStatus[i].Counter; recruitData.VolatileStatus.Add(recruitDataVolatileStatus); } }
private void CopyDataToRecruitData() { if (recruitData == null) { recruitData = new RecruitData(); } // General recruitData.UsingTempStats = this.InTempMode; recruitData.Name = this.Name; recruitData.Nickname = this.Nickname; recruitData.NpcBase = this.NpcBase; recruitData.Species = this.Species; recruitData.Sex = (byte)this.Sex; recruitData.Form = this.Form; recruitData.Shiny = (int)this.Shiny; recruitData.Level = this.Level; recruitData.Exp = this.Exp; recruitData.HP = this.HP; recruitData.StatusAilment = (int)this.StatusAilment; recruitData.StatusAilmentCounter = this.StatusAilmentCounter; recruitData.IQ = this.IQ; recruitData.Belly = this.Belly; recruitData.MaxBelly = this.MaxBelly; recruitData.AtkBonus = this.AtkBonus; recruitData.DefBonus = this.DefBonus; recruitData.SpeedBonus = this.SpeedBuff; recruitData.SpclAtkBonus = this.SpclAtkBonus; recruitData.SpclDefBonus = this.SpclDefBonus; // Moves for (int i = 0; i < this.Moves.Length; i++) { RecruitMove move = this.Moves[i]; recruitData.Moves[i].MoveNum = move.MoveNum; recruitData.Moves[i].CurrentPP = move.CurrentPP; recruitData.Moves[i].MaxPP = move.MaxPP; //recruitData.Moves[i].Sealed = move.Sealed; } // Volatile status recruitData.VolatileStatus.Clear(); for (int i = 0; i < this.VolatileStatus.Count; i++) { Characters.VolatileStatus recruitDataVolatileStatus = new Characters.VolatileStatus(); recruitDataVolatileStatus.Name = this.VolatileStatus[i].Name; recruitDataVolatileStatus.Emoticon = this.VolatileStatus[i].Emoticon; recruitDataVolatileStatus.Counter = this.VolatileStatus[i].Counter; recruitData.VolatileStatus.Add(recruitDataVolatileStatus); } }