public static int?SPELL_BRIGHTEN_OFFSET(int anim_id) { int anim_offset = Global.animation_group("Spells"); if (anim_id == anim_offset + 10) // Arcfire { return(3 + 2); } if (anim_id == anim_offset + 124) // Wind { return(10); } if (anim_id == anim_offset + 182) // Lightning { return(0); //10 } if (anim_id == anim_offset + 186) // Shine { return(53 + 13); } if (anim_id == anim_offset + 190) // Divine { return(32 + 2); } if (anim_id == anim_offset + 196) // Purge { return(10); } if (anim_id == anim_offset + 257) // Nosferatu (miss) { return(36); } if (anim_id == anim_offset + 312) // Silence { return(7); } if (anim_id == anim_offset + 318) // Sleep { return(15); } if (anim_id == anim_offset + 331) // Barrier { return(13); } return(null); }
public static bool BOTH_PLATFORM_SHAKE(int anim_id) { if (anim_id == Global.animation_group("General-Sword") + 23) // General Lance Kamaitachi { return(true); } if (anim_id == Global.animation_group("General-Sword") + 26) // General Lance Kamaitachi (crit) { return(true); } if (anim_id == Global.animation_group("General-Lance") + 23) // General Sword Kamaitachi { return(true); } if (anim_id == Global.animation_group("General-Lance") + 26) // General Sword Kamaitachi (crit) { return(true); } return(false); }
public static List <Tuple <int, List <int> > > ADDED_EFFECTS(int anim_id) { // Brigand if (anim_id == Global.animation_group("Brigand-Axe") + 11) // Brigand Attack { return new List <Tuple <int, List <int> > > { Tuple.Create(13, Global.animation_group("Effects").list_add(new List <int> { 1 })) // Dust } } ; // Pirate if (anim_id == Global.animation_group("Pirate-Axe") + 11) // Pirate Attack { return new List <Tuple <int, List <int> > > { Tuple.Create(23, Global.animation_group("Effects").list_add(new List <int> { 1 })) // Dust } } ; if (anim_id == Global.animation_group("Pirate-Axe") + 14) // Pirate Crit Attack { return new List <Tuple <int, List <int> > > { Tuple.Create(21, Global.animation_group("Pirate-Axe").list_add(new List <int> { 22 })) // Crit Dust } } ; if (anim_id == Global.animation_group("Pirate-Axe") + 17) // Pirate Hold (miss) { return new List <Tuple <int, List <int> > > { Tuple.Create(1, Global.animation_group("Effects").list_add(new List <int> { 1 })) // Dust } } ; // Corsair if (anim_id == Global.animation_group("Corsair-Axe") + 11) // Corsair Attack { return new List <Tuple <int, List <int> > > { Tuple.Create(26, Global.animation_group("Effects").list_add(new List <int> { 1 })) // Dust } } ; if (anim_id == Global.animation_group("Corsair-Axe") + 14) // Corsair Crit Attack { return new List <Tuple <int, List <int> > > { Tuple.Create(21, Global.animation_group("Corsair-Axe").list_add(new List <int> { 22 })) // Crit Dust } } ; if (anim_id == Global.animation_group("Corsair-Axe") + 17) // Corsair Hold (miss) { return new List <Tuple <int, List <int> > > { Tuple.Create(1, Global.animation_group("Effects").list_add(new List <int> { 1 })) // Dust } } ; // Sage if (anim_id == Global.animation_group("Sage-Magic") + 11) // Sage Attack1 { return new List <Tuple <int, List <int> > > { Tuple.Create(6, Global.animation_group("Sage-Magic").list_add(new List <int> { 29 })) // Rune } } ; if (anim_id == Global.animation_group("Sage-Magic") + 16) // Sage Crit Attack1 { return new List <Tuple <int, List <int> > > { Tuple.Create(10, Global.animation_group("Sage-Magic").list_add(new List <int> { 30 })), // Crit Rune Tuple.Create(111, Global.animation_group("Sage-Magic").list_add(new List <int> { 29 })) // Rune } } ; // Justice if (anim_id == Global.animation_group("Justice-Magic") + 14) // Justice Crit Attack { return new List <Tuple <int, List <int> > > { Tuple.Create(1, Global.animation_group("Justice-Magic").list_add(new List <int> { 28, 29, 29, 30 })) // Crit Rune } } ; // Dragon if (anim_id == Global.animation_group("Dragon-Dragon") + 13) // Dragon Hit { return new List <Tuple <int, List <int> > > { Tuple.Create(1, Global.animation_group("Dragon-Dragon").list_add(new List <int> { 17 })) // Fire Breath Heat } } ; return(null); } } }
internal static List <int> correct_animation_value(int anim_id, BattlerSpriteData battler) { int terrain; // Pirate Crit Dust if (anim_id == Global.animation_group("Pirate-Axe") + 22) { terrain = Global.scene.scene_type == "Class_Reel" ? ((Scene_Class_Reel)Global.scene).terrain_tag : Global.game_map.terrain_id(battler.Unit.loc); if (Global.data_terrains.ContainsKey(terrain) && Global.data_terrains[terrain].Dust_Type == 1) { return new List <int> { anim_id + 1 } } ; return(new List <int> { anim_id }); } // Dust if (anim_id == Global.animation_group("Effects") + 1) { terrain = Global.scene.scene_type == "Class_Reel" ? ((Scene_Class_Reel)Global.scene).terrain_tag : Global.game_map.terrain_id(battler.Unit.loc); if (Global.data_terrains.ContainsKey(terrain) && Global.data_terrains[terrain].Dust_Type == 1) { return new List <int> { anim_id + 1 } } ; return(new List <int> { anim_id }); } // Spiral Dive if (anim_id == Global.animation_group("Skills") + 4) { TactileLibrary.Data_Weapon weapon = battler.Weapon; if (weapon.main_type().Name == "Sword") { return new List <int> { anim_id + 1 } } ; return(new List <int> { anim_id }); } return(new List <int> { anim_id }); } } /*struct Battler_Sprite_Data * { * public string filename; * public int y; * public Texture2D texture; * }*/ }
internal static List <int> refresh_animation_value(BattlerSpriteData battler, int ring_id) { int offset = Global.animation_group("Effects"); return(TactileBattlerImage.refresh_animation_value(animation_processor(battler, 1), offset, ring_id)); // Distance? //Yeti }
/// <summary> /// Returns the animation numbers of the given spell's life drain effect, starts at the same time as recovery /// </summary> internal static List <int> spell_lifedrain_end_animation_value(int weapon_id, bool magic) { int offset = Global.animation_group("Spells"); return(TactileBattlerImage.spell_lifedrain_end_animation_value(weapon_id, offset, magic)); }
/// <summary> /// Returns the animation numbers of the given spell's start up, played above the HUD /// </summary> internal static List <int> spell_attack_animation_value_fg(int weapon_id, bool magic, int distance, bool hit) { int offset = Global.animation_group("Spells"); return(TactileBattlerImage.spell_attack_animation_value_fg(weapon_id, offset, magic, distance, hit)); }