// Creates a default new hero party for a new game public static void NewHeroParty() { //Create HeroParty Party = new HeroParty(1); // Add default heroes to HeroParty Party.AddHero(new BattleHero(HeroType.Sabin, new BattleStats(), null, "Hero1")); if (DefaultNumPartyMembers > 1) { Party.AddHero(new BattleHero(HeroType.Edgar, new BattleStats(), null, "Hero2")); } if (DefaultNumPartyMembers > 2) { Party.AddHero(new BattleHero(HeroType.Locke, new BattleStats(), null, "Hero3")); } if (DefaultNumPartyMembers > 3) { Party.AddHero(new BattleHero(HeroType.Celes, new BattleStats(), null, "Hero4")); } // Add gold and default items to the new HeroParty Party.Gold = 275; Party.Inventory.AddInvItem(InvNames.Potion_Health_Small, 1); Party.Inventory.AddInvItem(InvNames.Potion_Health_Tiny, 2); }
// Used for debugging, provides 4 overpowered public static void NewBuffParty() { int gold = Party.Gold; Party = new HeroParty(4); Party.AddHero(new BattleHero(HeroType.Sabin, new BattleStats(), null, "Hero1")); Party.AddHero(new BattleHero(HeroType.Edgar, new BattleStats(), null, "Hero2")); Party.AddHero(new BattleHero(HeroType.Locke, new BattleStats(), null, "Hero3")); Party.AddHero(new BattleHero(HeroType.Celes, new BattleStats(), null, "Hero4")); BattleStats stats = new BattleStats(); int[] bonuses = new int[] { 2000, 2000, 750, 750, 750, 750, 50, 50, 50, 50, 50, 0, 0 }; stats.Import(bonuses); foreach (BattleHero hero in Party.Hero) { hero.BStats.Equip(stats); hero.HealAll(); } Party.Gold = gold; }