Example #1
0
    public static void FF9Play_Update(PLAYER play)
    {
        FF9PLAY_INFO  info  = new FF9PLAY_INFO();
        FF9PLAY_SKILL skill = new FF9PLAY_SKILL();

        info.Base   = play.basis;
        info.cur_hp = play.cur.hp;
        info.cur_mp = (ushort)play.cur.mp;
        for (int index = 0; index < 1; ++index)
        {
            info.sa[index] = play.sa[index];
        }
        for (int index = 0; index < 5; ++index)
        {
            info.equip[index] = play.equip[index];
        }
        FF9Play_GetSkill(ref info, ref skill);
        play.elem.dex      = skill.Base[0];
        play.elem.str      = skill.Base[1];
        play.elem.mgc      = skill.Base[2];
        play.elem.wpr      = skill.Base[3];
        play.defence.p_def = (byte)skill.weapon[1];
        play.defence.p_ev  = (byte)skill.weapon[2];
        play.defence.m_def = (byte)skill.weapon[3];
        play.defence.m_ev  = (byte)skill.weapon[4];
        play.cur.hp        = skill.cur_hp;
        play.cur.mp        = (short)skill.cur_mp;
        play.max.hp        = skill.max_hp;
        play.max.mp        = (short)skill.max_mp;
    }
Example #2
0
    public static void FF9Play_Update(PLAYER play)
    {
        FF9PLAY_INFO  info  = new FF9PLAY_INFO();
        FF9PLAY_SKILL skill = new FF9PLAY_SKILL();

        info.Base   = play.basis;
        info.cur_hp = play.cur.hp;
        info.cur_mp = (UInt16)play.cur.mp;
        for (Int32 index = 0; index < 1; ++index)
        {
            info.sa[index] = play.sa[index];
        }
        info.equip.Absorb(play.equip);
        FF9Play_GetSkill(ref info, ref skill);
        play.elem.dex = skill.Base[0];
        play.elem.str = skill.Base[1];
        play.elem.mgc = skill.Base[2];
        play.elem.wpr = skill.Base[3];
        play.defence.PhisicalDefence = (Byte)skill.weapon[1];
        play.defence.PhisicalEvade   = (Byte)skill.weapon[2];
        play.defence.MagicalDefence  = (Byte)skill.weapon[3];
        play.defence.MagicalEvade    = (Byte)skill.weapon[4];
        play.cur.hp = skill.cur_hp;
        play.cur.mp = (Int16)skill.cur_mp;
        play.max.hp = skill.max_hp;
        play.max.mp = (Int16)skill.max_mp;
    }
Example #3
0
    public static FF9PLAY_SKILL FF9Play_GetSkill(ref FF9PLAY_INFO info, ref FF9PLAY_SKILL skill)
    {
        byte[] numArray1 = { 197, 198, 199, 200 };
        byte[] numArray2 = { 50, 99, 99, 50 };
        skill = new FF9PLAY_SKILL
        {
            cur_hp = info.cur_hp,
            cur_mp = info.cur_mp,
            max_hp = (ushort)info.Base.max_hp,
            max_mp = (ushort)info.Base.max_mp,
            Base   =
            {
                [0] = info.Base.dex,
                [1] = info.Base.str,
                [2] = info.Base.mgc,
                [3] = info.Base.wpr
            }
        };
        int index1;

        if ((index1 = info.equip[0]) != byte.MaxValue)
        {
            skill.weapon[0] = ff9weap._FF9Weapon_Data[index1].Ref.power;
        }
        for (int index2 = 0; index2 < 4; ++index2)
        {
            int num;
            if ((num = info.equip[1 + index2]) != byte.MaxValue && num >= 88 && num < 224)
            {
                DEF_PARAMS defParams = ff9armor._FF9Armor_Data[num - 88];
                skill.weapon[1] += defParams.p_def;
                skill.weapon[2] += defParams.p_ev;
                skill.weapon[3] += defParams.m_def;
                skill.weapon[4] += defParams.m_ev;
            }
        }
        for (int index2 = 0; index2 < 5; ++index2)
        {
            int index3;
            if ((index3 = info.equip[index2]) != byte.MaxValue)
            {
                FF9ITEM_DATA    ff9ItemData    = ff9item._FF9Item_Data[index3];
                EQUIP_PRIVILEGE equipPrivilege = ff9equip._FF9EquipBonus_Data[ff9ItemData.bonus];
                skill.Base[0] += equipPrivilege.dex;
                skill.Base[1] += equipPrivilege.str;
                skill.Base[2] += equipPrivilege.mgc;
                skill.Base[3] += equipPrivilege.wpr;
            }
        }
        for (int index2 = 0; index2 < 4; ++index2)
        {
            if (ff9abil.FF9Abil_IsEnableSA(info.sa, numArray1[index2]))
            {
                switch (numArray1[index2])
                {
                case 197:
                    skill.max_hp = (ushort)(skill.max_hp + skill.max_hp / 10U);
                    continue;

                case 198:
                    skill.max_hp = (ushort)(skill.max_hp + skill.max_hp / 5U);
                    continue;

                case 199:
                    skill.max_mp = (ushort)(skill.max_mp + skill.max_mp / 10U);
                    continue;

                case 200:
                    skill.max_mp = (ushort)(skill.max_mp + skill.max_mp / 5U);
                    continue;

                default:
                    continue;
                }
            }
        }
        for (int index2 = 0; index2 < 4; ++index2)
        {
            if (skill.Base[index2] > numArray2[index2])
            {
                skill.Base[index2] = numArray2[index2];
            }
        }
        for (int index2 = 0; index2 < 5; ++index2)
        {
            if (skill.weapon[index2] > 999)
            {
                skill.weapon[index2] = 999;
            }
        }
        if (skill.max_hp > 9999)
        {
            skill.max_hp = 9999;
        }
        if (skill.max_mp > 999)
        {
            skill.max_mp = 999;
        }
        if (skill.cur_hp > skill.max_hp)
        {
            skill.cur_hp = skill.max_hp;
        }
        if (skill.cur_mp > skill.max_mp)
        {
            skill.cur_mp = skill.max_mp;
        }
        return(skill);
    }
Example #4
0
    public static FF9PLAY_SKILL FF9Play_GetSkill(ref FF9PLAY_INFO info, ref FF9PLAY_SKILL skill)
    {
        Byte[] numArray1 = { 197, 198, 199, 200 };
        Byte[] numArray2 = { 50, 99, 99, 50 };
        skill = new FF9PLAY_SKILL
        {
            cur_hp = info.cur_hp,
            cur_mp = info.cur_mp,
            max_hp = (UInt16)info.Base.max_hp,
            max_mp = (UInt16)info.Base.max_mp,
            Base   =
            {
                [0] = info.Base.dex,
                [1] = info.Base.str,
                [2] = info.Base.mgc,
                [3] = info.Base.wpr
            }
        };
        Int32 index1;

        if ((index1 = info.equip[0]) != Byte.MaxValue)
        {
            skill.weapon[0] = ff9weap.WeaponData[index1].Ref.Power;
        }
        for (Int32 index2 = 0; index2 < 4; ++index2)
        {
            Int32 num;
            if ((num = info.equip[1 + index2]) != Byte.MaxValue && num >= 88 && num < 224)
            {
                ItemDefence defParams = ff9armor.ArmorData[num - 88];
                skill.weapon[1] += defParams.PhisicalDefence;
                skill.weapon[2] += defParams.PhisicalEvade;
                skill.weapon[3] += defParams.MagicalDefence;
                skill.weapon[4] += defParams.MagicalEvade;
            }
        }
        for (Int32 index2 = 0; index2 < 5; ++index2)
        {
            Int32 index3;
            if ((index3 = info.equip[index2]) != Byte.MaxValue)
            {
                FF9ITEM_DATA ff9ItemData    = ff9item._FF9Item_Data[index3];
                ItemStats    equipPrivilege = ff9equip.ItemStatsData[ff9ItemData.bonus];
                skill.Base[0] += equipPrivilege.dex;
                skill.Base[1] += equipPrivilege.str;
                skill.Base[2] += equipPrivilege.mgc;
                skill.Base[3] += equipPrivilege.wpr;
            }
        }
        for (Int32 index2 = 0; index2 < 4; ++index2)
        {
            if (ff9abil.FF9Abil_IsEnableSA(info.sa, numArray1[index2]))
            {
                switch (numArray1[index2])
                {
                case 197:
                    skill.max_hp = (UInt16)(skill.max_hp + skill.max_hp / 10U);
                    continue;

                case 198:
                    skill.max_hp = (UInt16)(skill.max_hp + skill.max_hp / 5U);
                    continue;

                case 199:
                    skill.max_mp = (UInt16)(skill.max_mp + skill.max_mp / 10U);
                    continue;

                case 200:
                    skill.max_mp = (UInt16)(skill.max_mp + skill.max_mp / 5U);
                    continue;

                default:
                    continue;
                }
            }
        }
        for (Int32 index2 = 0; index2 < 4; ++index2)
        {
            if (skill.Base[index2] > numArray2[index2])
            {
                skill.Base[index2] = numArray2[index2];
            }
        }
        for (Int32 index2 = 0; index2 < 5; ++index2)
        {
            if (skill.weapon[index2] > 999)
            {
                skill.weapon[index2] = 999;
            }
        }
        if (skill.max_hp > 9999)
        {
            skill.max_hp = 9999;
        }
        if (skill.max_mp > 999)
        {
            skill.max_mp = 999;
        }
        if (skill.cur_hp > skill.max_hp)
        {
            skill.cur_hp = skill.max_hp;
        }
        if (skill.cur_mp > skill.max_mp)
        {
            skill.cur_mp = skill.max_mp;
        }
        return(skill);
    }