Example #1
0
        public static Test_Battle_Character_Data from_data(string type, string identifier, string data)
        {
            Test_Battle_Character_Data battler = new Test_Battle_Character_Data();

            battler.Generic    = type == "generic";
            battler.Identifier = identifier;
            for (int i = 0; i < battler.Items.Length; i++)
            {
                battler.Items[i] = new TactileLibrary.Item_Data();
            }
            if (battler.Generic)
            {
                battler.Actor_Id = -1;
                string[] ary = data.Split('\n');
                battler.Name     = ary[0].Split('|')[0];
                battler.Class_Id = Convert.ToInt32(ary[1].Split('|')[0]);
                battler.Gender   = Convert.ToInt32(ary[2].Split('|')[0]);
                battler.Level    = Convert.ToInt32(ary[3].Split('|')[0]);
                //battler.Exp = ary[4    0|Exp
                battler.Team = Convert.ToInt32(ary[5].Split('|')[0]);
                battler.Prepromote_Levels = Convert.ToInt32(ary[6].Split('|')[0]);
                battler.Build             = (Generic_Builds)Convert.ToInt32(ary[7].Split('|')[0]);
                battler.Con       = Convert.ToInt32(ary[8].Split('|')[0]);
                battler.Priority  = Convert.ToInt32(ary[9].Split('|')[0]);
                battler.Mission   = Convert.ToInt32(ary[10].Split('|')[0]);
                battler.Weapon_Id = Convert.ToInt32(ary[11].Split('|')[0].Split(new string[] { ", " }, StringSplitOptions.None)[1]);

                // If units were created with NUM_ITEMS = 6,
                // and then NUM_ITEMS was changed to 4 or 6, things would break
                // Come up with a longterm solution//Yeti
                for (int i = 0; i < battler.Items.Length; i++)
                {
                    string[] item = ary[i + 11].Split('|')[0].Split(new string[] { ", " }, StringSplitOptions.None);
                    battler.Items[i] = new TactileLibrary.Item_Data(Convert.ToInt32(item[0]), Convert.ToInt32(item[1]), Convert.ToInt32(item[2]));
                }

                int      index_after_items = 11 + Global.ActorConfig.NumItems;
                string[] wlvls             = ary[index_after_items].Split('|')[0]
                                             .Split(new string[] { ", " }, StringSplitOptions.None);
                for (int i = 0; i < battler.WLvls.Length; i++)
                {
                    if (i < wlvls.Length)
                    {
                        battler.WLvls[i] = Convert.ToInt32(wlvls[i]);
                    }
                }
            }
            else
            {
                string[] ary = data.Split('\n');
                battler.Actor_Id = Convert.ToInt32(ary[0].Split('|')[0]);
                battler.Team     = Convert.ToInt32(ary[1].Split('|')[0]);
                battler.Priority = Convert.ToInt32(ary[2].Split('|')[0]);
                battler.Mission  = Convert.ToInt32(ary[3].Split('|')[0]);
            }
            return(battler);
        }
Example #2
0
        public void UnitEditorUnitMenuCopyUnit()
        {
            Game_Unit unit = Global.game_map.units[Global.game_system.Selected_Unit_Id];

            Global.test_battler_1 = Test_Battle_Character_Data.from_data(
                _unitData.Units[unit.loc].type, _unitData.Units[unit.loc].identifier, _unitData.Units[unit.loc].data);
            if (Global.test_battler_1.Generic)
            {
                Global.test_battler_1.Actor_Id = Global.game_actors.next_actor_id();
            }
            Global.game_temp.menuing = false;
            close_map_menu();
            Global.game_system.Selected_Unit_Id = -1;
            Global.game_map.move_range_visible  = true;
            Global.game_map.highlight_test();
        }
Example #3
0
        public void UnitEditorUnitMenuChangeTeam(bool increment)
        {
            Game_Unit unit = Global.game_map.units[Global.game_system.Selected_Unit_Id];
            int       team = unit.team;

            team = new_team(team, !increment);

            Global.game_map.change_unit_team(unit.id, team);
            Global.game_map.refresh_move_ranges();
            Global.game_map.wait_for_move_update();

            Global.test_battler_1 = Test_Battle_Character_Data.from_data(
                _unitData.Units[unit.loc].type,
                _unitData.Units[unit.loc].identifier,
                _unitData.Units[unit.loc].data);
            string[] ary = Global.test_battler_1.to_string(unit.team);
            _unitData.Units[Global.player.loc] = new Data_Unit(ary[0], ary[1], ary[2]);
        }
Example #4
0
        private static void load_data_content()
        {
            Loaded_Files = Content.Load <List <string> >(@"manifest");
            repair_loaded_filenames();

            SetConstants(Content.Load <TactileLibrary.Config.ConfigData>(@"Data/ConfigData"));

            Data_Actors = Content.Load <Dictionary <int, TactileLibrary.Data_Actor> >(@"Data/Actor_Data");
#if DEBUG
            System.Diagnostics.Debug.Assert(Data_Actors.Keys.Max() <= Tactile.Constants.Actor.MAX_ACTOR_COUNT,
                                            string.Format("An actor has a higher id than the maximum value \"{0}\"",
                                                          Tactile.Constants.Actor.MAX_ACTOR_COUNT));
#endif
            if (content_exists(@"Data\Generic_Actor_Data"))
            {
                DataGenericActors = Content.Load <Dictionary <string, TactileLibrary.Data_Generic_Actor> >(@"Data\Generic_Actor_Data");
            }
            Data_Animations         = Content.Load <Dictionary <int, TactileLibrary.Battle_Animation_Data> >(@"Data/Animation_Data");
            Data_Animation_Groups   = Content.Load <Dictionary <string, int> >(@"Data/Animation_Group_Data");
            Data_Battler_Animations = Content.Load <Dictionary <string, Battle_Animation_Association_Set> >(@"Data/Animation_Battler_Data");
            var chapters = Content.Load <List <TactileLibrary.Data_Chapter> >(@"Data/Chapter_Data");
            Chapter_List  = chapters.Select(x => x.Id).ToList();
            Data_Chapters = chapters.ToDictionary(x => x.Id, x => x);
            Data_Classes  = Content.Load <Dictionary <int, TactileLibrary.Data_Class> >(@"Data/Class_Data");
            Data_Items    = Content.Load <Dictionary <int, TactileLibrary.Data_Item> >(@"Data/Item_Data");
            Data_Skills   = Content.Load <Dictionary <int, TactileLibrary.Data_Skill> >(@"Data/Skill_Data");
            Data_Statuses = Content.Load <Dictionary <int, TactileLibrary.Data_Status> >(@"Data/Status_Data");
            Data_Supports = load_supports(Content.Load <List <TactileLibrary.Data_Support> >(@"Data/Support_Data"));
            Data_Terrains = Content.Load <Dictionary <int, TactileLibrary.Data_Terrain> >(@"Data/Terrain_Data");
            Data_Tilesets = Content.Load <Dictionary <int, TactileLibrary.Data_Tileset> >(@"Data/Tileset_Data");
            Data_Weapons  = Content.Load <Dictionary <int, TactileLibrary.Data_Weapon> >(@"Data/Weapon_Data");
            WeaponTypes   = Content.Load <List <WeaponType> >(@"Weapon_Types");
            Frame_Data    = Content.Load <Dictionary <string, TactileLibrary.Frame_Data> >(@"Data/Frame_Data");
            if (content_exists("Face_Data"))
            {
                FaceData = Content.Load <Dictionary <string, TactileLibrary.Face_Data> >(@"Face_Data");
            }
            BattlerPaletteData = Content.Load <Dictionary <string, SpritePalette> >(@"Battler_Palette_Data");
            BattlerRecolorData = Content.Load <Dictionary <string, RecolorData> >(@"Data/BattlerRecolorData");
            Face_Palette_Data  = Content.Load <Dictionary <string, Color[]> >(@"Face_Palette_Data");
            Map_Sprite_Colors  = Global.Content.Load <MapSpriteRecolorData>(@"MapSpriteRecolors");

            GlobalText   = Global.Content.Load <TextData>(@"Data/Text/Global").Text;
            Battle_Text  = Global.Content.Load <TextData>(@"Data/Text/Battle Quotes").Text;
            Death_Quotes = Global.Content.Load <TextData>(@"Data/Text/Death Quotes").Text;
            Supports     = Global.Content.Load <TextData>(@"Data/Text/Supports").Text;
            System_Text  = Global.Content.Load <TextData>(@"Data/Text/System").Text;

            Actor_Descriptions = new Dictionary <string, string>();
            foreach (KeyValuePair <string, string> description in Generic_Unit_Descriptions.DESCRIPTIONS)
            {
                Actor_Descriptions[description.Key] = description.Value;
            }
            foreach (TactileLibrary.Data_Actor actor in Data_Actors.Values)
            {
                Actor_Descriptions[actor.Name] = actor.Description;
            }

            Palette_Pool = new Palette_Handler();
#if DEBUG
            Test_Battler_1 = new Test_Battle_Character_Data();
            Test_Battler_2 = new Test_Battle_Character_Data();
#endif
        }