public MapNpc(string mapID, int mapSlot) : base(new DataManager.Maps.MapNpc(mapSlot)) { SpeedLimit = Enums.Speed.Running; Moves = new Players.RecruitMove[4]; for (int i = 0; i < Moves.Length; i++) { Moves[i] = new Players.RecruitMove(RawNpc.Moves[i]); } //if (RawNpc.HeldItem == null) { // HeldItem = null; //} else { // HeldItem = new InventoryItem(RawNpc.HeldItem); //} heldItem = new InventoryItem(RawNpc.HeldItem); VolatileStatus = new ExtraStatusCollection(); for (int i = 0; i < RawNpc.VolatileStatus.Count; i++) { VolatileStatus.Add(new ExtraStatus(RawNpc.VolatileStatus[i])); } MapID = mapID; ActiveItems = new List <int>(); SpeedLimit = Enums.Speed.Running; }
public MapNpc(string mapID, DataManager.Maps.MapNpc rawNpc) : base(rawNpc) { SpeedLimit = Enums.Speed.Running; Moves = new Players.RecruitMove[4]; for (int i = 0; i < Moves.Length; i++) { Moves[i] = new Players.RecruitMove(RawNpc.Moves[i]); } //if (RawNpc.HeldItem == null) { // HeldItem = null; //} else { // HeldItem = new InventoryItem(RawNpc.HeldItem); //} heldItem = new InventoryItem(RawNpc.HeldItem); VolatileStatus = new ExtraStatusCollection(); for (int i = 0; i < RawNpc.VolatileStatus.Count; i++) { VolatileStatus.Add(new ExtraStatus(RawNpc.VolatileStatus[i])); } MapID = mapID; ActiveItems = new List <int>(); //CalculateOriginalSprite(); //CalculateOriginalStats(); //CalculateOriginalType(); //CalculateOriginalAbility(); //CalculateOriginalMobility(); if (Num > 0) { LoadActiveItemList(); } }