Пример #1
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        // 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));
        }
Пример #2
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        /// <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));
        }
Пример #3
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 internal static List <int> dance_return_animation_value(BattlerSpriteData battler)
 {
     return(TactileBattlerImage.dance_return_animation_value(
                animation_processor(battler, 1), battler.AnimationGroupOffset)); // Distance? //Yeti
 }
Пример #4
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        internal static List <int> refresh_animation_value(BattlerSpriteData battler, int ring_id)
        {
            int offset = Global.animation_group("Effects");

            return(TactileBattlerImage.refresh_animation_value(animation_processor(battler, 1), offset, ring_id)); // Distance? //Yeti
        }
Пример #5
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        /// <summary>
        /// Returns the animation numbers of the given spell's life drain effect, starts at the same time as recovery
        /// </summary>
        internal static List <int> spell_lifedrain_end_animation_value(int weapon_id, bool magic)
        {
            int offset = Global.animation_group("Spells");

            return(TactileBattlerImage.spell_lifedrain_end_animation_value(weapon_id, offset, magic));
        }
Пример #6
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        /// <summary>
        /// Returns the animation numbers of the given spell's start up, played above the HUD
        /// </summary>
        internal static List <int> spell_attack_animation_value_fg(int weapon_id, bool magic, int distance, bool hit)
        {
            int offset = Global.animation_group("Spells");

            return(TactileBattlerImage.spell_attack_animation_value_fg(weapon_id, offset, magic, distance, hit));
        }