public static void KeepHP(BattleServantData data) { if (keepAlive && !data.isEnemy && data.hp == 0) { data.hp = UnityEngine.Random.Range(5, 8) * 100; } }
public static string skipTactical(BattleLogic logic, string endproc) { if (logic.isTutorial()) { return(endproc); } if (autoCombat) { return("SKIP"); } else { BattleServantData[] svts = logic.data.getFieldPlayerServantList(); for (int i = 0; i < svts.Length; i++) { BattleServantData svt = svts[i]; if (svt.isAlive() && !svt.isTDSeraled() && svt.followerType != Follower.Type.NOT_FRIEND) { NPLevel level = (NPLevel)nplevel; if (NPLevel.Always100NP == level && svt.np < svt.lineMaxNp) { svt.addNp(svt.lineMaxNp); } if (NPLevel.AlwaysFull == level) { svt.addNp(svt.getMaxNp()); } } } } return(endproc); }
// BattleServantData::addNP public static void useNoble(BattleServantData svt) { if (ignoreNPGauge && svt.followerType != Follower.Type.FRIEND) { svt.followerType = Follower.Type.FRIEND; } }
public static int ForceInstantDeath(int num2, BattleServantData actor) { return((actor.checkPlayer() && forceDeath && num2 > 0) ? 1000 : num2); }