コード例 #1
0
ファイル: BattleSetup.cs プロジェクト: blastboy/PMD-Toolkit
 public BattleSetup(BattleSetup copy)
 {
     Attacker = copy.Attacker;
     Defender = copy.Defender;
     DefenderTile = copy.DefenderTile;
     AllTargets = copy.AllTargets;
     moveSlot = copy.moveSlot;
     moveIndex = copy.moveIndex;
     Move = new MoveEntry(copy.Move);
     Cancel = copy.Cancel;
     Multiplier = copy.Multiplier;
     BattleTags = copy.BattleTags;
     TimeForHit = copy.TimeForHit;
     TotalWaveTime = copy.TotalWaveTime;
     TotalWaves = copy.TotalWaves;
 }
コード例 #2
0
ファイル: MoveEntry.cs プロジェクト: blastboy/PMD-Toolkit
        public MoveEntry(MoveEntry copy)
        {
            Name = copy.Name;
            Desc = copy.Desc;

            PP = copy.PP;

            Type = copy.Type;
            Category = copy.Category;
            Contact = copy.Contact;
            SoundBased = copy.SoundBased;
            FistBased = copy.FistBased;
            PulseBased = copy.PulseBased;
            BulletBased = copy.BulletBased;
            JawBased = copy.JawBased;

            Power = copy.Power;
            Accuracy = copy.Accuracy;

            Effect = copy.Effect;
            Effect1 = copy.Effect1;
            Effect2 = copy.Effect2;
            Effect3 = copy.Effect3;

            Range = new MoveRange(copy.Range);

            StartAnim = new MoveAnimation(copy.StartAnim);
            StartUserAnim = new CharAnimation(copy.StartUserAnim);
            StartSound = copy.StartSound;
            MidAnim = new MoveAnimation(copy.MidAnim);
            MidUserAnim = new CharAnimation(copy.MidUserAnim);
            MidTargetAnim = new CharAnimation(copy.MidTargetAnim);
            MidSound = copy.MidSound;
            EndAnim = new MoveAnimation(copy.EndAnim);
            EndUserAnim = new CharAnimation(copy.EndUserAnim);
            EndTargetAnim = new CharAnimation(copy.EndTargetAnim);
            EndSound = copy.EndSound;
        }
コード例 #3
0
        public MoveEntry(MoveEntry copy)
        {
            Name = copy.Name;
            Desc = copy.Desc;

            PP = copy.PP;

            Type        = copy.Type;
            Category    = copy.Category;
            Contact     = copy.Contact;
            SoundBased  = copy.SoundBased;
            FistBased   = copy.FistBased;
            PulseBased  = copy.PulseBased;
            BulletBased = copy.BulletBased;
            JawBased    = copy.JawBased;

            Power    = copy.Power;
            Accuracy = copy.Accuracy;

            Effect  = copy.Effect;
            Effect1 = copy.Effect1;
            Effect2 = copy.Effect2;
            Effect3 = copy.Effect3;

            Range = new MoveRange(copy.Range);

            StartAnim     = new MoveAnimation(copy.StartAnim);
            StartUserAnim = new CharAnimation(copy.StartUserAnim);
            StartSound    = copy.StartSound;
            MidAnim       = new MoveAnimation(copy.MidAnim);
            MidUserAnim   = new CharAnimation(copy.MidUserAnim);
            MidTargetAnim = new CharAnimation(copy.MidTargetAnim);
            MidSound      = copy.MidSound;
            EndAnim       = new MoveAnimation(copy.EndAnim);
            EndUserAnim   = new CharAnimation(copy.EndUserAnim);
            EndTargetAnim = new CharAnimation(copy.EndTargetAnim);
            EndSound      = copy.EndSound;
        }
コード例 #4
0
ファイル: SpellEditor.cs プロジェクト: blastboy/PMD-Toolkit
        MoveEntry GetEntry()
        {
            MoveEntry entry = new MoveEntry();

            entry.Name = txtName.Text;
            entry.Power = (int)nudPower.Value;
            entry.Accuracy = (int)nudAccuracy.Value;
            entry.Desc = txtDescription.Text;

            entry.Type = (Enums.Element)cbType.SelectedIndex;
            entry.Category = (Enums.MoveCategory)cbCategory.SelectedIndex;
            entry.Effect = (int)nudEffect.Value;
            entry.Effect1 = (int)nudEffect1.Value;
            entry.Effect2 = (int)nudEffect2.Value;
            entry.Effect3 = (int)nudEffect3.Value;

            entry.Contact = chkContact.Checked;
            entry.SoundBased = chkSound.Checked;
            entry.FistBased = chkFist.Checked;
            entry.PulseBased = chkPulse.Checked;
            entry.BulletBased = chkBullet.Checked;
            entry.JawBased = chkJaw.Checked;

            entry.Range.RangeType = (Enums.RangeType)cbRange.SelectedIndex;
            entry.Range.Distance = (int)nudDistance.Value;
            entry.Range.Mobility = (int)nudMobility.Value;
            entry.Range.CutsCorners = chkCorners.Checked;
            entry.Range.HitsSelf = chkSelf.Checked;
            entry.Range.HitsFriend = chkFriend.Checked;
            entry.Range.HitsFoe = chkFoe.Checked;

            entry.StartAnim.AnimType = (Logic.Display.MoveAnimationType)cbStartAnim.SelectedIndex;
            entry.StartAnim.AnimIndex = (int)nudStartIndex.Value;
            entry.StartAnim.FrameLength = RenderTime.FromMillisecs((int)nudStartLength.Value);
            entry.StartAnim.Anim1 = (int)nudStartData1.Value;
            entry.StartAnim.Anim2 = (int)nudStartData2.Value;
            entry.StartAnim.Anim3 = (int)nudStartData3.Value;

            entry.StartUserAnim.ActionType = (Logic.Display.CharSprite.ActionType)cbStartUser.SelectedIndex;

            entry.StartSound = (int)nudStartSound.Value;

            entry.MidAnim.AnimType = (Logic.Display.MoveAnimationType)cbMidAnim.SelectedIndex;
            entry.MidAnim.AnimIndex = (int)nudMidIndex.Value;
            entry.MidAnim.FrameLength = RenderTime.FromMillisecs((int)nudMidLength.Value);
            entry.MidAnim.Anim1 = (int)nudMidData1.Value;
            entry.MidAnim.Anim2 = (int)nudMidData2.Value;
            entry.MidAnim.Anim3 = (int)nudMidData3.Value;

            entry.MidUserAnim.ActionType = (Logic.Display.CharSprite.ActionType)cbMidUser.SelectedIndex;

            entry.MidTargetAnim.ActionType = (Logic.Display.CharSprite.ActionType)cbMidTarget.SelectedIndex;

            entry.MidSound = (int)nudMidSound.Value;

            entry.EndAnim.AnimType = (Logic.Display.MoveAnimationType)cbEndAnim.SelectedIndex;
            entry.EndAnim.AnimIndex = (int)nudEndIndex.Value;
            entry.EndAnim.FrameLength = RenderTime.FromMillisecs((int)nudEndLength.Value);
            entry.EndAnim.Anim1 = (int)nudEndData1.Value;
            entry.EndAnim.Anim2 = (int)nudEndData2.Value;
            entry.EndAnim.Anim3 = (int)nudEndData3.Value;

            entry.EndUserAnim.ActionType = (Logic.Display.CharSprite.ActionType)cbEndUser.SelectedIndex;

            entry.EndTargetAnim.ActionType = (Logic.Display.CharSprite.ActionType)cbEndTarget.SelectedIndex;

            entry.EndSound = (int)nudEndSound.Value;

            return entry;
        }
コード例 #5
0
        public static void Init()
        {
#if GAME_MODE
            ItemDex = new ItemEntry[MAX_ITEMS];
            for (int i = 0; i < MAX_ITEMS; i++)
            {
                ItemDex[i] = new ItemEntry();
                ItemDex[i].Load(i);
            }

            MoveDex = new MoveEntry[MAX_MOVES];
            for (int i = 0; i < MAX_MOVES; i++)
            {
                MoveDex[i] = new MoveEntry();
                MoveDex[i].Load(i);
            }
#endif
            Dex = new DexEntry[MAX_DEX + 1];
            for (int i = 0; i <= MAX_DEX; i++)
            {
                try
                {
                    Dex[i] = new DexEntry();
                    Dex[i].Load(i);
                }
                catch (Exception ex)
                {
                    Logs.Logger.LogError(ex);
                }
            }

#if GAME_MODE
            RoomAlgorithmDex = new RoomAlgorithm[MAX_ROOM_ALGORITHMS];
            for (int i = 0; i < MAX_ROOM_ALGORITHMS; i++)
            {
                RoomAlgorithmDex[i] = new RoomAlgorithm();
                RoomAlgorithmDex[i].Load(i);
            }

            FloorAlgorithmDex = new FloorAlgorithm[MAX_FLOOR_ALGORITHMS];
            for (int i = 0; i < MAX_FLOOR_ALGORITHMS; i++)
            {
                FloorAlgorithmDex[i] = new FloorAlgorithm();
                FloorAlgorithmDex[i].Load(i);
            }

            DungeonAlgorithmDex = new AlgorithmEntry[MAX_DUNGEON_ALGORITHMS];
            for (int i = 0; i < MAX_DUNGEON_ALGORITHMS; i++)
            {
                DungeonAlgorithmDex[i] = new AlgorithmEntry();
                DungeonAlgorithmDex[i].Load(i);
            }

            RDungeonDex = new RDungeonEntry[MAX_RDUNGEONS];
            for (int i = 0; i < MAX_RDUNGEONS; i++)
            {
                RDungeonDex[i] = new RDungeonEntry();
                RDungeonDex[i].Load(i);
            }
#endif
        }
コード例 #6
0
ファイル: GameData.cs プロジェクト: blastboy/PMD-Toolkit
        public static void Init()
        {
            #if GAME_MODE

            ItemDex = new ItemEntry[MAX_ITEMS];
            for (int i = 0; i < MAX_ITEMS; i++) {
                ItemDex[i] = new ItemEntry();
                ItemDex[i].Load(i);
            }

            MoveDex = new MoveEntry[MAX_MOVES];
            for (int i = 0; i < MAX_MOVES; i++) {
                MoveDex[i] = new MoveEntry();
                MoveDex[i].Load(i);
            }

            #endif
            Dex = new DexEntry[MAX_DEX+1];
            for (int i = 0; i <= MAX_DEX; i++)
            {
                try
                {
                    Dex[i] = new DexEntry();
                    Dex[i].Load(i);
                }
                catch (Exception ex)
                {
                    Logs.Logger.LogError(ex);
                }
            }

            #if GAME_MODE
            RoomAlgorithmDex = new RoomAlgorithm[MAX_ROOM_ALGORITHMS];
            for (int i = 0; i < MAX_ROOM_ALGORITHMS; i++) {
                RoomAlgorithmDex[i] = new RoomAlgorithm();
                RoomAlgorithmDex[i].Load(i);
            }

            FloorAlgorithmDex = new FloorAlgorithm[MAX_FLOOR_ALGORITHMS];
            for (int i = 0; i < MAX_FLOOR_ALGORITHMS; i++) {
                FloorAlgorithmDex[i] = new FloorAlgorithm();
                FloorAlgorithmDex[i].Load(i);
            }

            DungeonAlgorithmDex = new AlgorithmEntry[MAX_DUNGEON_ALGORITHMS];
            for (int i = 0; i < MAX_DUNGEON_ALGORITHMS; i++) {
                DungeonAlgorithmDex[i] = new AlgorithmEntry();
                DungeonAlgorithmDex[i].Load(i);
            }

            RDungeonDex = new RDungeonEntry[MAX_RDUNGEONS];
            for (int i = 0; i < MAX_RDUNGEONS; i++) {
                RDungeonDex[i] = new RDungeonEntry();
                RDungeonDex[i].Load(i);
            }
            #endif
        }