예제 #1
0
        // 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));
        }
예제 #2
0
        /// <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));
        }