internal void ReloadFromSave(CharacterSaveData csd) { for (int i = 0; i < savedEXP.Count; i++) { savedEXP[i].ReloadFromSaveFile(csd); } }
internal void ReloadFromSave(CharacterSaveData csd, CharacterClassCollection ccc) { postLoadCCC = ccc; postLoadAbiEquipList = ccc.abiEquipList; classExp.ReloadFromSave(csd); abilityEquipList.ReloadFromSave(csd); ccc.actualTalentSlots = actualTalentSlots; ccc.ReloadTalents(); }
internal void ReloadFromSave(CharacterSaveData csd) { csd.ccsd.postLoadAbiEquipList.abilityIDs.Clear(); csd.ccsd.postLoadAbiEquipList.abilities.Clear(); for (int i = 0; i < csd.ccsd.abilityEquipList.abilityIDs.Count; i++) { csd.ccsd.postLoadAbiEquipList.abilityIDs.Add(csd.ccsd.abilityEquipList.abilityIDs[i]); csd.ccsd.postLoadAbiEquipList.abilities.Add(GameProcessor.gcDB.gameAbilities.Find(abi => abi.abilityIdentifier == csd.ccsd.abilityEquipList.abilityIDs[i])); } }
internal void ReloadFromSaveFile(CharacterSaveData csd) { for (int i = 0; i < csd.ccsd.postLoadCCC.charClassList.Count; i++) { var c = csd.ccsd.postLoadCCC.charClassList[i]; c.classEXP.totalExp = exp; c.classEXP.classLevel = level; ClassPoints.PasteBackFromSave(classPoints, c); c.classStats = stats; c.bIsUnlocked = bIsUnlocked; c.classEXP.CalculateResetExpAndLevels(); } }
public void GenerateSave() { int i = 0; foreach (var hero in PlayerSaveData.heroParty) { CharacterSaveData newData = new CharacterSaveData(); newData.AdjustToCharacter(hero); heroTeamActive.Add(newData); if (hero.Equals(PlayerController.selectedSprite)) { mainControllerID = hero.shapeID; } i++; } mainControllerPos = PlayerController.selectedSprite.position; mapLoc = GameProcessor.loadedMap.mapLocation; if (mapLoc.EndsWith(".cgmapc")) { databaseLoc = mapLoc.Replace(".cgmapc", ".cgdbc"); } else if (mapLoc.EndsWith(".cgmap")) { databaseLoc = mapLoc.Replace(".cgmap", ".cgdb"); } timeIndex = DateTime.Now.Ticks; boolSaveInfo.Clear(); for (int j = 0; j < localBoolData.Count; j++) { boolSaveInfo.Add(BoolSaveInfo.toSaveInfo(localBoolData[j])); } wsi = WorldSaveInfo.GenerateSave(); }
internal void ReloadFromSave(CharacterSaveData csd) { csd.ccsd.ReloadFromSave(csd, this); }