void Start(){ party = new PokeParty(this); inventory = new Inventory(this); //kanto starters, why not party.AddPokemon(new Pokemon(1, true)); party.AddPokemon(new Pokemon(4, true)); party.AddPokemon(new Pokemon(7, true)); Pokedex.states [1] = Pokedex.State.Captured; Pokedex.states [4] = Pokedex.State.Captured; Pokedex.states [7] = Pokedex.State.Captured; inventory.Add(1, 5); //New inventory code references shared item data. (id, quantity) inventory.Add(4, 2); }
void Start() { party = new PokeParty(this); inventory = new Inventory(this); //kanto starters, why not party.AddPokemon(new Pokemon(1, true)); party.AddPokemon(new Pokemon(4, true)); party.AddPokemon(new Pokemon(7, true)); Pokedex.states [1] = Pokedex.State.Captured; Pokedex.states [4] = Pokedex.State.Captured; Pokedex.states [7] = Pokedex.State.Captured; inventory.Add(1, 5); //New inventory code references shared item data. (id, quantity) inventory.Add(4, 2); }
public Trainer(string name) : base() { //Will give to both the player and the npc (just like in multiplayer) this.name = name; party = new PokeParty(this); inventory = new Inventory(this); //kanto starters, why not party.AddPokemon(new Pokemon(1, null, true)); party.AddPokemon(new Pokemon(4, null, true)); party.AddPokemon(new Pokemon(7, null, true)); Pokedex.states [1] = Pokedex.State.Captured; Pokedex.states [4] = Pokedex.State.Captured; Pokedex.states [7] = Pokedex.State.Captured; inventory.Add(1, 5); //New inventory code references shared item data. (id, quantity) inventory.Add(4, 2); }
public Slot(PokeParty pokeParty, Pokemon pokemon) { this.pokeParty = pokeParty; this.index = -1; this.pokemon = pokemon; }
void Start(){ party = new PokeParty(this); inventory = new Inventory(this); }