// Returns the animation numbers of the given class as it returns after attack internal static List <int> return_animation_value(BattlerSpriteData battler, bool crit, int distance, bool hit, bool no_damage) { bool mweapon = battler.MWeapon(distance); return(TactileBattlerImage.return_animation_value( animation_processor(battler, distance), battler.AnimationGroupOffset, crit, hit, no_damage)); }
/// <summary> /// Returns the animation numbers for avoid animations /// </summary> internal static List <int> avoid_animation_value(BattlerSpriteData battler, int distance) { bool mweapon = battler.MWeapon(distance); // this needs to take forceably unequipped anims for dancers into account //Yeti return(TactileBattlerImage.avoid_animation_value( animation_processor(battler, distance), battler.AnimationGroupOffset)); }
internal static List <int> dance_return_animation_value(BattlerSpriteData battler) { return(TactileBattlerImage.dance_return_animation_value( animation_processor(battler, 1), battler.AnimationGroupOffset)); // Distance? //Yeti }
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)); }