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);
 }