private static void Create() { UnitDatabase unitDatabase = ScriptableObject.CreateInstance <UnitDatabase>(); //武器の初期化用にデータベース取得 WeaponDatabase weaponDatabase = Resources.Load <WeaponDatabase>("weaponDatabase"); //200719 職業をデータベースから取得 JobDatabase jobDatabase = Resources.Load <JobDatabase>("jobDatabase"); PotionDatabase potionDatabase = Resources.Load <PotionDatabase>("potionDatabase"); //210218 装飾品を追加 AccessoryDatabase accessoryDatabase = Resources.Load <AccessoryDatabase>("accessoryDatabase"); ToolDatabase toolDatabase = Resources.Load <ToolDatabase>("toolDatabase"); //霊夢 int[] reimuStatus = new int[] { 1, 21, 7, 5, 8, 7, 8, 6, 4 }; //手持ちアイテム var reimuItem = new List <Item>(); Item equipItem = new Item(weaponDatabase.FindByName("ホーミングアミュレット")); equipItem.isEquip = true; reimuItem.Add(equipItem); Item item = new Item(weaponDatabase.FindByName("お祓い棒")); reimuItem.Add(item); item = new Item(weaponDatabase.FindByName("博麗の癒符")); reimuItem.Add(item); item = new Item(potionDatabase.FindByName("霧雨の傷薬")); reimuItem.Add(item); Item accessoryItem = new Item(accessoryDatabase.FindByName("博麗の形代")); accessoryItem.isEquip = true; reimuItem.Add(accessoryItem); //210301 宝箱テスト /*item = new Item(toolDatabase.FindByName("宝の鍵")); * reimuItem.Add(item);*/ /*item = new Item(weaponDatabase.FindByName("先代巫女のお札")); * reimuItem.Add(item);*/ // 210217 スキルレベルが足りないテスト /*item = new Item(weaponDatabase.FindByName("奇跡の癒符")); * reimuItem.Add(item);*/ //武器のバフがされるかテスト //equipWeapon = weaponDatabase.FindByName("先代巫女のお札"); string pathName = "Reimu"; //200827 スキルレベル実装 var skillLevelMap = new Dictionary <WeaponType, SkillLevel>() { { WeaponType.SHOT, SkillLevel.D }, { WeaponType.STRIKE, SkillLevel.D }, { WeaponType.HEAL, SkillLevel.D }, }; //200719 職業を追加 Job job = jobDatabase.FindByJob(JobName.巫女); //200830 霊夢ルート、レミリアルート実装 bool isReimuRoute = true; //210219 種族追加 RaceType race = RaceType.HUMAN; Unit reimu = new Unit("霊夢", "博麗 霊夢", job, race, reimuStatus, reimuItem, pathName, skillLevelMap, isReimuRoute); unitDatabase.unitList.Add(reimu); //魔理沙 int[] marisaStatus = new int[] { 3, 21, 11, 5, 8, 10, 5, 5, 3 }; var marisaItem = new List <Item>(); item = new Item(weaponDatabase.FindByName("香霖堂の霊符")); marisaItem.Add(item); item = new Item(weaponDatabase.FindByName("香霖堂の術符")); marisaItem.Add(item); item = new Item(weaponDatabase.FindByName("ミニ八卦炉")); item.isEquip = true; marisaItem.Add(item); item = new Item(potionDatabase.FindByName("霧雨の傷薬")); marisaItem.Add(item); //210301 宝の鍵消費しないかテスト item = new Item(toolDatabase.FindByName("宝の鍵")); marisaItem.Add(item); //210217 魔理沙に装備出来ない武器を持たせるテスト 最終的には消す //技能レベルは足りているが専用ではない /*item = new Item(weaponDatabase.FindByName("ホーミングアミュレット")); * marisaItem.Add(item); * //適性が無い * item = new Item(weaponDatabase.FindByName("新聞紙の撃符")); * marisaItem.Add(item); * //スキルレベルが足りない * item = new Item(weaponDatabase.FindByName("死神の霊符")); * marisaItem.Add(item);*/ pathName = "Marisa"; skillLevelMap = new Dictionary <WeaponType, SkillLevel>() { { WeaponType.SHOT, SkillLevel.E }, { WeaponType.LASER, SkillLevel.D }, }; job = jobDatabase.FindByJob(JobName.魔法使い); race = RaceType.HUMAN; Unit marisa = new Unit("魔理沙", "霧雨 魔理沙", job, race, marisaStatus, marisaItem, pathName, skillLevelMap, isReimuRoute); //レベルアップテストの為 marisa.exp = 99; unitDatabase.unitList.Add(marisa); //文 int[] ayaStatus = new int[] { 16, 30, 14, 11, 16, 20, 15, 8, 11 }; var ayaItem = new List <Item>(); item = new Item(weaponDatabase.FindByName("天狗のカメラ")); item.isEquip = true; ayaItem.Add(item); item = new Item(weaponDatabase.FindByName("新聞紙の術符")); ayaItem.Add(item); item = new Item(weaponDatabase.FindByName("天狗の羽団扇")); ayaItem.Add(item); item = new Item(potionDatabase.FindByName("永遠亭の傷薬")); ayaItem.Add(item); //210220 勇者武器テスト item = new Item(weaponDatabase.FindByName("賢者の術符")); ayaItem.Add(item); pathName = "Aya"; skillLevelMap = new Dictionary <WeaponType, SkillLevel>() { { WeaponType.SHOT, SkillLevel.B }, { WeaponType.STRIKE, SkillLevel.C }, }; job = jobDatabase.FindByJob(JobName.伝統の幻想ブン屋); race = RaceType.YOUKAI; Unit aya = new Unit("文", "射命丸 文", job, race, ayaStatus, ayaItem, pathName, skillLevelMap, isReimuRoute); unitDatabase.unitList.Add(aya); //ルーミア int[] rumiaStatus = new int[] { 5, 24, 9, 8, 5, 6, 4, 9, 8 }; var rumiaItem = new List <Item>(); item = new Item(weaponDatabase.FindByName("香霖堂の霊符")); item.isEquip = true; rumiaItem.Add(item); item = new Item(weaponDatabase.FindByName("香霖堂の術符")); rumiaItem.Add(item); pathName = "Rumia"; skillLevelMap = new Dictionary <WeaponType, SkillLevel>() { { WeaponType.SHOT, SkillLevel.E }, { WeaponType.LASER, SkillLevel.D }, }; job = jobDatabase.FindByJob(JobName.暗闇の妖怪); race = RaceType.YOUKAI; Unit rumia = new Unit("ルーミア", "ルーミア", job, race, rumiaStatus, rumiaItem, pathName, skillLevelMap, isReimuRoute); unitDatabase.unitList.Add(rumia); //大妖精 int[] daiyouseiStatus = new int[] { 6, 21, 7, 3, 9, 8, 7, 8, 5 }; var daiyouseiItem = new List <Item>(); item = new Item(weaponDatabase.FindByName("香霖堂の術符")); item.isEquip = true; daiyouseiItem.Add(item); item = new Item(potionDatabase.FindByName("霧雨の傷薬")); daiyouseiItem.Add(item); item = new Item(weaponDatabase.FindByName("妖精の癒符")); daiyouseiItem.Add(item); pathName = "Daiyousei"; skillLevelMap = new Dictionary <WeaponType, SkillLevel>() { { WeaponType.SHOT, SkillLevel.D }, { WeaponType.HEAL, SkillLevel.C }, }; job = jobDatabase.FindByJob(JobName.大妖精); race = RaceType.FAIRY; Unit daiyousei = new Unit("大妖精", "大妖精", job, race, daiyouseiStatus, daiyouseiItem, pathName, skillLevelMap, isReimuRoute); unitDatabase.unitList.Add(daiyousei); //ツィルノ int[] chirnoStatus = new int[] { 7, 23, 7, 11, 7, 10, 9, 6, 7 }; var chirnoItem = new List <Item>(); item = new Item(weaponDatabase.FindByName("氷つぶて")); item.isEquip = true; chirnoItem.Add(item); //試験用にアイテムを持たせる item = new Item(potionDatabase.FindByName("妖精の果実")); chirnoItem.Add(item); item = new Item(toolDatabase.FindByName("大きな金塊")); chirnoItem.Add(item); item = new Item(toolDatabase.FindByName("扉の鍵")); chirnoItem.Add(item); item = new Item(toolDatabase.FindByName("勝利のビール")); chirnoItem.Add(item); pathName = "Cirno"; skillLevelMap = new Dictionary <WeaponType, SkillLevel>() { { WeaponType.SHOT, SkillLevel.C }, { WeaponType.STRIKE, SkillLevel.D }, }; job = jobDatabase.FindByJob(JobName.湖上の氷精); race = RaceType.FAIRY; Unit chirno = new Unit("チルノ", "チルノ", job, race, chirnoStatus, chirnoItem, pathName, skillLevelMap, isReimuRoute); unitDatabase.unitList.Add(chirno); //うどんげ氏 int[] udonStatus = new int[] { 10, 26, 13, 6, 15, 11, 3, 9, 7 }; var udonItem = new List <Item>(); item = new Item(weaponDatabase.FindByName("玉兎の弾丸")); item.isEquip = true; udonItem.Add(item); item = new Item(weaponDatabase.FindByName("月人の術符")); udonItem.Add(item); item = new Item(potionDatabase.FindByName("永遠亭の傷薬")); udonItem.Add(item); item = new Item(potionDatabase.FindByName("薬箱")); udonItem.Add(item); pathName = "Udon"; skillLevelMap = new Dictionary <WeaponType, SkillLevel>() { { WeaponType.SHOT, SkillLevel.B }, { WeaponType.STRIKE, SkillLevel.C }, }; job = jobDatabase.FindByJob(JobName.狂気の月の兎); race = RaceType.MOON_RABBIT; Unit udonge = new Unit("鈴仙", "鈴仙・U・イナバ", job, race, udonStatus, udonItem, pathName, skillLevelMap, isReimuRoute); unitDatabase.unitList.Add(udonge); //ここからレミリアルート isReimuRoute = false; //美鈴 int[] meirinStatus = new int[] { 6, 28, 5, 13, 8, 10, 5, 5, 8 }; var meirinItem = new List <Item>(); item = new Item(weaponDatabase.FindByName("拳")); item.isEquip = true; meirinItem.Add(item); item = new Item(weaponDatabase.FindByName("香霖堂の撃符")); meirinItem.Add(item); item = new Item(weaponDatabase.FindByName("妖精の癒符")); meirinItem.Add(item); item = new Item(potionDatabase.FindByName("霧雨の傷薬")); meirinItem.Add(item); skillLevelMap = new Dictionary <WeaponType, SkillLevel>() { { WeaponType.STRIKE, SkillLevel.D }, { WeaponType.HEAL, SkillLevel.E }, }; pathName = "Meirin"; job = jobDatabase.FindByJob(JobName.門番); race = RaceType.YOUKAI; Unit meirin = new Unit("美鈴", "紅 美鈴", job, race, meirinStatus, meirinItem, pathName, skillLevelMap, isReimuRoute); unitDatabase.unitList.Add(meirin); //小悪魔 int[] koakumaStatus = new int[] { 8, 23, 11, 7, 9, 11, 5, 6, 8 }; //アイテム var koakumaItem = new List <Item>(); item = new Item(weaponDatabase.FindByName("香霖堂の術符")); item.isEquip = true; koakumaItem.Add(item); item = new Item(weaponDatabase.FindByName("妖精の癒符")); koakumaItem.Add(item); item = new Item(potionDatabase.FindByName("霧雨の傷薬")); koakumaItem.Add(item); skillLevelMap = new Dictionary <WeaponType, SkillLevel>() { { WeaponType.SHOT, SkillLevel.D }, { WeaponType.HEAL, SkillLevel.D }, }; pathName = "Koakuma"; race = RaceType.YOUKAI; job = jobDatabase.FindByJob(JobName.小悪魔); Unit koakuma = new Unit("小悪魔", "小悪魔", job, race, koakumaStatus, koakumaItem, pathName, skillLevelMap, isReimuRoute); unitDatabase.unitList.Add(koakuma); //パチュリー int[] patuStatus = new int[] { 10, 21, 15, 1, 16, 6, 8, 11, 3 }; pathName = "Patu"; //アイテム var patuItem = new List <Item>(); item = new Item(weaponDatabase.FindByName("河童の術符")); patuItem.Add(item); item = new Item(weaponDatabase.FindByName("仙人の霊符")); item.isEquip = true; patuItem.Add(item); item = new Item(potionDatabase.FindByName("永遠亭の傷薬")); patuItem.Add(item); skillLevelMap = new Dictionary <WeaponType, SkillLevel>() { { WeaponType.SHOT, SkillLevel.C }, { WeaponType.LASER, SkillLevel.B }, }; job = jobDatabase.FindByJob(JobName.魔女); race = RaceType.YOUKAI; Unit patu = new Unit("パチュリー", "パチュリー・ノーレッジ", job, race, patuStatus, patuItem, pathName, skillLevelMap, isReimuRoute); unitDatabase.unitList.Add(patu); //咲夜 int[] sakuyaStatus = new int[] { 8, 23, 9, 10, 12, 14, 12, 8, 10 }; //アイテム var sakuyaItem = new List <Item>(); item = new Item(weaponDatabase.FindByName("銀のナイフ")); item.isEquip = true; sakuyaItem.Add(item); item = new Item(weaponDatabase.FindByName("香霖堂の術符")); sakuyaItem.Add(item); item = new Item(potionDatabase.FindByName("永遠亭の傷薬")); sakuyaItem.Add(item); skillLevelMap = new Dictionary <WeaponType, SkillLevel>() { { WeaponType.SHOT, SkillLevel.D }, { WeaponType.STRIKE, SkillLevel.C }, }; pathName = "Sakuya"; job = jobDatabase.FindByJob(JobName.紅魔館のメイド); race = RaceType.HUMAN; Unit sakuya = new Unit("咲夜", "十六夜 咲夜", job, race, sakuyaStatus, sakuyaItem, pathName, skillLevelMap, isReimuRoute); unitDatabase.unitList.Add(sakuya); //レミリア int[] remilliaStatus = new int[] { 18, 36, 15, 18, 16, 22, 20, 10, 15 }; pathName = "Remilia"; //アイテム var remilliaItem = new List <Item>(); item = new Item(weaponDatabase.FindByName("グングニル")); item.isEquip = true; remilliaItem.Add(item); item = new Item(weaponDatabase.FindByName("河童の撃符")); remilliaItem.Add(item); skillLevelMap = new Dictionary <WeaponType, SkillLevel>() { { WeaponType.STRIKE, SkillLevel.B }, }; job = jobDatabase.FindByJob(JobName.紅い悪魔); race = RaceType.YOUKAI; Unit remillia = new Unit("レミリア", "レミリア・スカーレット", job, race, remilliaStatus, remilliaItem, pathName, skillLevelMap, isReimuRoute); unitDatabase.unitList.Add(remillia); //フラン int[] frandreStatus = new int[] { 25, 42, 24, 27, 16, 24, 12, 11, 18 }; pathName = "Fran"; //アイテム var franItem = new List <Item>(); item = new Item(weaponDatabase.FindByName("レーヴァテイン")); item.isEquip = true; franItem.Add(item); item = new Item(weaponDatabase.FindByName("死神の撃符")); franItem.Add(item); skillLevelMap = new Dictionary <WeaponType, SkillLevel>() { { WeaponType.STRIKE, SkillLevel.A }, }; job = jobDatabase.FindByJob(JobName.紅のカタストロフ); race = RaceType.YOUKAI; Unit frandre = new Unit("フランドール", "フランドール・スカーレット", job, race, frandreStatus, franItem, pathName, skillLevelMap, isReimuRoute); unitDatabase.unitList.Add(frandre); //ファイル書き出し Resources配下に作る AssetDatabase.CreateAsset(unitDatabase, "Assets/Resources/unitDatabase.asset"); }
private static void LoadDataFromKernel() { if (FF7?.MainModule == null) { throw new Exception("FF7 Process MUST be discovered before data can be loaded"); } var ff7Exe = FF7.MainModule?.FileName; var ff7Folder = Path.GetDirectoryName(ff7Exe); var kernelLocation = Path.Combine(ff7Folder, "data", "lang-en", "kernel"); var elena = new KernelReader(Path.Combine(kernelLocation, "KERNEL.BIN")); elena.MergeKernel2Data(Path.Combine(kernelLocation, "kernel2.bin")); // Map Elena's data into local data dbs. foreach (var materia in elena.MateriaData.Materias) { var m = new Materia { Id = materia.Index, Name = materia.Name }; switch (materia.MateriaType) { case Shojy.FF7.Elena.Materias.MateriaType.Command: m.Type = MateriaType.Command; break; case Shojy.FF7.Elena.Materias.MateriaType.Magic: m.Type = MateriaType.Magic; break; case Shojy.FF7.Elena.Materias.MateriaType.Summon: m.Type = MateriaType.Summon; break; case Shojy.FF7.Elena.Materias.MateriaType.Support: m.Type = MateriaType.Support; break; case Shojy.FF7.Elena.Materias.MateriaType.Independent: m.Type = MateriaType.Independent; break; default: m.Type = MateriaType.None; break; } MateriaDatabase.Add(m); } MateriaDatabase.Add(new Materia { Id = 255, Name = "Empty Slot", Type = MateriaType.None }); foreach (var wpn in elena.WeaponData.Weapons) { var w = new Weapon { Name = wpn.Name, Id = wpn.Index, Growth = (int)wpn.GrowthRate, LinkedSlots = wpn.MateriaSlots.Count(slot => slot == MateriaSlot.EmptyLeftLinkedSlot || slot == MateriaSlot.EmptyRightLinkedSlot || slot == MateriaSlot.NormalLeftLinkedSlot || slot == MateriaSlot.NormalRightLinkedSlot), SingleSlots = wpn.MateriaSlots.Count(slot => slot == MateriaSlot.EmptyUnlinkedSlot || slot == MateriaSlot.NormalUnlinkedSlot) }; // Work out what weapon icon to use if ((wpn.EquipableBy & (EquipableBy.Cloud | EquipableBy.YoungCloud)) == wpn.EquipableBy) { w.Type = WeaponType.Sword; } else if (wpn.EquipableBy == (wpn.EquipableBy & EquipableBy.Barret)) { w.Type = WeaponType.Arm; } else if (wpn.EquipableBy == (wpn.EquipableBy & EquipableBy.Tifa)) { w.Type = WeaponType.Glove; } else if (wpn.EquipableBy == (wpn.EquipableBy & EquipableBy.Aeris)) { w.Type = WeaponType.Staff; } else if (wpn.EquipableBy == (wpn.EquipableBy & EquipableBy.RedXIII)) { w.Type = WeaponType.Hairpin; } else if (wpn.EquipableBy == (wpn.EquipableBy & EquipableBy.Yuffie)) { w.Type = WeaponType.Shuriken; } else if (wpn.EquipableBy == (wpn.EquipableBy & EquipableBy.CaitSith)) { w.Type = WeaponType.Megaphone; } else if (wpn.EquipableBy == (wpn.EquipableBy & EquipableBy.Vincent)) { w.Type = WeaponType.Gun; } else if (wpn.EquipableBy == (wpn.EquipableBy & EquipableBy.Cid)) { w.Type = WeaponType.Pole; } else { w.Type = WeaponType.Other; } WeaponDatabase.Add(w); } foreach (var arm in elena.ArmorData.Armors) { ArmletDatabase.Add(new Armlet { Id = arm.Index, Name = arm.Name, Growth = (int)arm.GrowthRate, LinkedSlots = arm.MateriaSlots.Count(slot => slot == MateriaSlot.EmptyLeftLinkedSlot || slot == MateriaSlot.EmptyRightLinkedSlot || slot == MateriaSlot.NormalLeftLinkedSlot || slot == MateriaSlot.NormalRightLinkedSlot), SingleSlots = arm.MateriaSlots.Count(slot => slot == MateriaSlot.EmptyUnlinkedSlot || slot == MateriaSlot.NormalUnlinkedSlot) }); } foreach (var acc in elena.AccessoryData.Accessories) { AccessoryDatabase.Add(new Accessory { Id = acc.Index, Name = acc.Name }); } }
public static GameStatus ExtractStatusFromMap(FF7SaveMap map, FF7BattleMap battleMap) { var time = map.LiveTotalSeconds; var t = $"{(time / 3600):00}:{((time % 3600) / 60):00}:{(time % 60):00}"; var status = new GameStatus() { Gil = map.LiveGil, Location = map.LiveMapName, Party = new Models.Character[3], ActiveBattle = battleMap.IsActiveBattle, ColorTopLeft = map.WindowColorTopLeft, ColorBottomLeft = map.WindowColorBottomLeft, ColorBottomRight = map.WindowColorBottomRight, ColorTopRight = map.WindowColorTopRight, TimeActive = t }; var party = battleMap.Party; var chars = map.LiveParty; for (var index = 0; index < chars.Length; ++index) { // Skip empty party if (chars[index].Id == 0xFF) { continue; } var chr = new Models.Character() { MaxHp = chars[index].MaxHp, MaxMp = chars[index].MaxMp, CurrentHp = chars[index].CurrentHp, CurrentMp = chars[index].CurrentMp, Name = chars[index].Name, Level = chars[index].Level, Weapon = WeaponDatabase.FirstOrDefault(w => w.Id == chars[index].Weapon), Armlet = ArmletDatabase.FirstOrDefault(a => a.Id == chars[index].Armor), Accessory = AccessoryDatabase.FirstOrDefault(a => a.Id == chars[index].Accessory), WeaponMateria = new Materia[8], ArmletMateria = new Materia[8], Face = GetFaceForCharacter(chars[index]), BackRow = !chars[index].AtFront, }; for (var m = 0; m < chars[index].WeaponMateria.Length; ++m) { chr.WeaponMateria[m] = MateriaDatabase.FirstOrDefault(x => x.Id == chars[index].WeaponMateria[m]); } for (var m = 0; m < chars[index].ArmorMateria.Length; ++m) { chr.ArmletMateria[m] = MateriaDatabase.FirstOrDefault(x => x.Id == chars[index].ArmorMateria[m]); } var effect = (StatusEffect)chars[index].Flags; if (battleMap.IsActiveBattle) { chr.CurrentHp = party[index].CurrentHp; chr.MaxHp = party[index].MaxHp; chr.CurrentMp = party[index].CurrentMp; chr.MaxMp = party[index].MaxMp; chr.Level = party[index].Level; effect = party[index].Status; chr.BackRow = party[index].IsBackRow; } var effs = effect.ToString() .Split(new[] { ", " }, StringSplitOptions.RemoveEmptyEntries) .ToList(); effs.RemoveAll(x => new[] { "None", "Death" }.Contains(x)); chr.StatusEffects = effs.ToArray(); status.Party[index] = chr; } return(status); }
private static void Create() { //ScriptableObjectのインスタンスを作成 AccessoryDatabase accessoryDatabase = ScriptableObject.CreateInstance <AccessoryDatabase>(); //データを設定 string name = "経験の熊手"; string text = "獲得経験値1.5倍"; AccessoryEffectType effect = AccessoryEffectType.EXPUP; //アクセサリの効果 int delay = 0; //重さ int amount = 0; //補正値 経験の熊手はfloatになると面倒なので別個計算 int price = 5000; //値段 bool isNfs = true; //NotForSale 非売品 Accessory accessory = new Accessory(name, text, delay, effect, amount, price, isNfs); accessoryDatabase.accessoryList.Add(accessory); name = "流し雛"; text = "特効と必殺無効"; effect = AccessoryEffectType.CRITICAL_AND_SLAYER_INVALID; delay = 0; amount = 0; price = 5000; isNfs = true; accessory = new Accessory(name, text, delay, effect, amount, price, isNfs); accessoryDatabase.accessoryList.Add(accessory); name = "速さのお守り"; text = "速さ+2"; effect = AccessoryEffectType.AGIUP; isNfs = false; delay = 0; amount = 2; price = 3000; accessory = new Accessory(name, text, delay, effect, amount, price, isNfs); accessoryDatabase.accessoryList.Add(accessory); name = "回避のお守り"; text = "回避+10"; effect = AccessoryEffectType.EVASIONUP; isNfs = false; delay = 0; amount = 10; price = 3000; accessory = new Accessory(name, text, delay, effect, amount, price, isNfs); accessoryDatabase.accessoryList.Add(accessory); name = "必殺のお守り"; text = "必殺+10"; effect = AccessoryEffectType.CRITICALUP; isNfs = false; delay = 0; amount = 10; price = 3000; accessory = new Accessory(name, text, delay, effect, amount, price, isNfs); accessoryDatabase.accessoryList.Add(accessory); name = "命中のお守り"; text = "命中+10"; effect = AccessoryEffectType.HITUP; isNfs = false; delay = 0; amount = 10; price = 3000; accessory = new Accessory(name, text, delay, effect, amount, price, isNfs); accessoryDatabase.accessoryList.Add(accessory); name = "妖精安全の札"; text = "妖精特効無効 遠防+2"; effect = AccessoryEffectType.FAIRY_SLAYER_INVALID; isNfs = true; delay = 0; amount = 2; price = 5000; accessory = new Accessory(name, text, delay, effect, amount, price, isNfs); accessoryDatabase.accessoryList.Add(accessory); name = "人間安全の札"; text = "人間特効無効 遠防+2"; effect = AccessoryEffectType.HUMAN_SLAYER_INVALID; isNfs = true; delay = 0; amount = 2; price = 5000; accessory = new Accessory(name, text, delay, effect, amount, price, isNfs); accessoryDatabase.accessoryList.Add(accessory); name = "妖怪安全の札"; text = "妖怪特効無効 遠防+2"; effect = AccessoryEffectType.YOUKAI_SLAYER_INVALID; isNfs = true; delay = 0; amount = 2; price = 5000; accessory = new Accessory(name, text, delay, effect, amount, price, isNfs); accessoryDatabase.accessoryList.Add(accessory); name = "癒しのお祓い棒"; text = "回復量+10"; effect = AccessoryEffectType.HEALUP; delay = 0; amount = 10; price = 3000; isNfs = false; accessory = new Accessory(name, text, delay, effect, amount, price, isNfs); accessoryDatabase.accessoryList.Add(accessory); name = "風祝の髪飾り"; text = "遠攻+3"; effect = AccessoryEffectType.LATKUP; delay = 0; amount = 3; price = 3000; isNfs = false; accessory = new Accessory(name, text, delay, effect, amount, price, isNfs); accessoryDatabase.accessoryList.Add(accessory); name = "新聞紙の形代"; text = "遠防+1"; effect = AccessoryEffectType.LDEFUP; delay = 0; amount = 1; price = 500; isNfs = false; accessory = new Accessory(name, text, delay, effect, amount, price, isNfs); accessoryDatabase.accessoryList.Add(accessory); name = "博麗の形代"; text = "遠防+2"; effect = AccessoryEffectType.LDEFUP; delay = 0; amount = 1; price = 1000; isNfs = false; accessory = new Accessory(name, text, delay, effect, amount, price, isNfs); accessoryDatabase.accessoryList.Add(accessory); name = "仙人の形代"; text = "遠防+3"; effect = AccessoryEffectType.LDEFUP; delay = 0; amount = 1; price = 1500; isNfs = false; accessory = new Accessory(name, text, delay, effect, amount, price, isNfs); accessoryDatabase.accessoryList.Add(accessory); name = "賢者の形代"; text = "遠防+4"; effect = AccessoryEffectType.LDEFUP; delay = 0; amount = 1; price = 2000; isNfs = false; accessory = new Accessory(name, text, delay, effect, amount, price, isNfs); accessoryDatabase.accessoryList.Add(accessory); //ファイル書き出し Resources配下に作る AssetDatabase.CreateAsset(accessoryDatabase, "Assets/Resources/accessoryDatabase.asset"); }