// 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)); }