public RecruitBase() { Moves = new RecruitMove[Constants.MAX_PLAYER_MOVES]; RecruitIndex = -1; MoveItem = -1; for (int i = 0; i < Constants.MAX_PLAYER_MOVES; i++) { Moves[i] = new RecruitMove(); } }
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 CopyDataFromRecruitData() { // General this.InTempMode = recruitData.UsingTempStats; this.Name = recruitData.Name; this.Nickname = recruitData.Nickname; this.NpcBase = recruitData.NpcBase; this.Species = recruitData.Species; this.Sex = (Enums.Sex)recruitData.Sex; this.PermanentForm = recruitData.Form; this.Form = this.PermanentForm; this.Costume = recruitData.Costume; this.Shiny = (Enums.Coloration)recruitData.Shiny; this.Level = recruitData.Level; this.Exp = recruitData.Exp; base.HP = recruitData.HP; this.StatusAilment = (Enums.StatusAilment)recruitData.StatusAilment; this.StatusAilmentCounter = recruitData.StatusAilmentCounter; this.IQ = recruitData.IQ; this.Belly = recruitData.Belly; this.MaxBelly = recruitData.MaxBelly; this.AtkBonus = recruitData.AtkBonus; this.DefBonus = recruitData.DefBonus; this.SpeedBuff = recruitData.SpeedBonus; this.SpclAtkBonus = recruitData.SpclAtkBonus; this.SpclDefBonus = recruitData.SpclDefBonus; // Moves for (int i = 0; i < this.Moves.Length; i++) { RecruitMove move = new RecruitMove(); move.MoveNum = recruitData.Moves[i].MoveNum; move.CurrentPP = recruitData.Moves[i].CurrentPP; move.MaxPP = recruitData.Moves[i].MaxPP; //move.Sealed = recruitData.Moves[i].Sealed; this.Moves[i] = move; } // Volatile status for (int i = 0; i < recruitData.VolatileStatus.Count; i++) { ExtraStatus volatileStatus = new ExtraStatus(); volatileStatus.Name = recruitData.VolatileStatus[i].Name; volatileStatus.Emoticon = recruitData.VolatileStatus[i].Emoticon; volatileStatus.Counter = recruitData.VolatileStatus[i].Counter; this.VolatileStatus.Add(volatileStatus); } }
private void CopyDataFromRecruitData() { // General this.InTempMode = recruitData.UsingTempStats; this.Name = recruitData.Name; this.Nickname = recruitData.Nickname; this.NpcBase = recruitData.NpcBase; this.Species = recruitData.Species; this.Sex = (Enums.Sex)recruitData.Sex; this.Form = recruitData.Form; this.Shiny = (Enums.Coloration)recruitData.Shiny; this.Level = recruitData.Level; this.Exp = recruitData.Exp; base.HP = recruitData.HP; this.StatusAilment = (Enums.StatusAilment)recruitData.StatusAilment; this.StatusAilmentCounter = recruitData.StatusAilmentCounter; this.IQ = recruitData.IQ; this.Belly = recruitData.Belly; this.MaxBelly = recruitData.MaxBelly; this.AtkBonus = recruitData.AtkBonus; this.DefBonus = recruitData.DefBonus; this.SpeedBuff = recruitData.SpeedBonus; this.SpclAtkBonus = recruitData.SpclAtkBonus; this.SpclDefBonus = recruitData.SpclDefBonus; // Moves for (int i = 0; i < this.Moves.Length; i++) { RecruitMove move = new RecruitMove(); move.MoveNum = recruitData.Moves[i].MoveNum; move.CurrentPP = recruitData.Moves[i].CurrentPP; move.MaxPP = recruitData.Moves[i].MaxPP; //move.Sealed = recruitData.Moves[i].Sealed; this.Moves[i] = move; } // Volatile status for (int i = 0; i < recruitData.VolatileStatus.Count; i++) { ExtraStatus volatileStatus = new ExtraStatus(); volatileStatus.Name = recruitData.VolatileStatus[i].Name; volatileStatus.Emoticon = recruitData.VolatileStatus[i].Emoticon; volatileStatus.Counter = recruitData.VolatileStatus[i].Counter; this.VolatileStatus.Add(volatileStatus); } }