public void PerformBattle() { AutomataApi.UseSameSnapIn(OnTurnStarted); AutomataApi.Wait(2); var wereNpsClicked = false; if (Preferences.Instance.EnableAutoSkill) { wereNpsClicked = AutoSkill.Execute(); AutoSkill.ResetNpTimer(); } if (!HasClickedAttack) { ClickAttack(); } if (Card.CanClickNpCards) { // We shouldn't do the long wait due to NP spam/danger modes // They click on NPs even when not charged // So, don't assign wereNpsClicked here Card.ClickNpCards(); } Card.ClickCommandCards(5); Card.ResetCommandCards(); AutomataApi.Wait(wereNpsClicked ? 25 : 5); }
public void PerformBattle() { AutomataApi.UseSameSnapIn(OnTurnStarted); AutomataApi.Wait(2); var NpsClicked = false; if (Preferences.Instance.EnableAutoSkill) { NpsClicked = AutoSkill.Execute(); AutoSkill.ResetNpTimer(); } if (!HasClickedAttack) { ClickAttack(); } if (Card.CanClickNpCards) { NpsClicked = Card.ClickNpCards(); } Card.ClickCommandCards(5); if (Preferences.Instance.UnstableFastSkipDeadAnimation) { SkipDeathAnimation(); } Card.ResetCommandCards(); AutomataApi.Wait(NpsClicked ? 25 : 5); }
public void Init(AutoSkill AutoSkillModule, Battle BattleModule) { AutoSkill = AutoSkillModule; Battle = BattleModule; InitCardPriorityArray(); }
public void Init(AutoSkill AutoSkillModule, Card CardModule) { AutoSkill = AutoSkillModule; Card = CardModule; chaining = chains ?? false; ResetState(); }
public void ResetState() { AutoSkill.ResetState(); CurrentStage = CurrentTurn = -1; _hasTakenFirstStageSnapshot = HasChoosenTarget = HasClickedAttack = false; _chaining = chaining; _servantChain = 0; _npsClicked = 0; }