static MyPets() { _petLua = PetLua.Instance; _pets = new BattlePet[3]; _pets[0] = new BattlePet(); _pets[1] = new BattlePet(); _pets[2] = new BattlePet(); _enemeyActivePet = new BattlePet(); _activePet = 0; // 0 to 2 Reported = ""; _weather = ""; //updatePets(); --Removed because we might not always have 3 pets. updateMyPets(); // TODO: test with 1 pet acc updateEnemyActivePet(); }
public Pet( Pet pet) { // TODO: make this thing normal _petLua = pet._petLua; Level = pet.Level; PetId = pet.PetId; SpeciesID = pet.SpeciesID; CreatureID = pet.CreatureID; _health = pet.Health; _maxHealth = pet.MaxHealth; _attack = pet.Attack; _speed = pet.Speed; IsWild = pet.IsWild; CanBattle = pet.CanBattle; _rarity = pet.Rarity; _isFav = pet.IsFav; PROTECTEDfromreleasing = pet.PROTECTEDfromreleasing; Name = pet.Name; _statsAreLoaded = pet._statsAreLoaded; }
public Pet(Pet pet) { // TODO: make this thing normal _petLua = pet._petLua; Level = pet.Level; PetId = pet.PetId; SpeciesID = pet.SpeciesID; CreatureID = pet.CreatureID; _health = pet.Health; _maxHealth = pet.MaxHealth; _attack = pet.Attack; _speed = pet.Speed; IsWild = pet.IsWild; CanBattle = pet.CanBattle; _rarity = pet.Rarity; _isFav = pet.IsFav; PROTECTEDfromreleasing = pet.PROTECTEDfromreleasing; Name = pet.Name; _statsAreLoaded = pet._statsAreLoaded; }
public PetLoader(IPetLua petLua) { _petLua = petLua; }
public Pet(IPetLua petLua) { _petLua = petLua; }
public override void Initialize() { if (WasInitialized) return; battleCount = 0; _petLua = PetLua.Instance; _pluginSettings = new PluginSettings(); _pluginProperties = _pluginSettings as IPluginProperties; _petJournal = new PetJournal(_pluginProperties, _petLua); _petChooser = new PetChooser(_pluginProperties, _petLua, _petJournal); _petLoader = new PetLoader(_petLua); _petReport = new PetReport(); _zoneTable = new ZoneList(); _lastEnemyLevel = 0; CurrentProfileLevel = 0; MyPets.updateMyPets(); // some healing behavior may need to know the current state Moved = false; Selected = false; AnimationActive = false; LoadSuccess = true; // no failures detected yet rand = new Random(); ReactionTime = rand.NextDouble() * 1000 + 500; Logger.Write(string.Format("Reaction time set about {0:F1} msec" , ReactionTime)); numPetsOwnedOnStart = _petLua.GetNumPetsOwned(); isSlotAvailableOnStart = ! _petLua.IsSlotLocked(1); Logger.WriteDebug("Owned on start: " + numPetsOwnedOnStart + ", slot available: " + isSlotAvailableOnStart); if( !string.IsNullOrEmpty(PluginSettings.Instance.LastProfile) ) LoadProfile(PluginSettings.Instance.LastProfile); // will fight everything. Is "nothing" better? WasInitialized = true; }
public PetJournal(IPluginProperties pluginProperties, IPetLua petLua) { _petLua = petLua; _pluginProperties = pluginProperties; Instance = this; }
public PetChooser(IPluginProperties pluginProperties, IPetLua petLua, IPetJournal petJournal) { _petLua = petLua; _pluginProperties = pluginProperties; _petJournal = petJournal; }