示例#1
0
 public RecruitData()
 {
     HeldItemSlot = -1;
     Moves = new Characters.Move[4];
     for (int i = 0; i < Moves.Length; i++) {
         Moves[i] = new Characters.Move();
     }
     VolatileStatus = new List<Characters.VolatileStatus>();
 }
示例#2
0
 public RecruitData()
 {
     HeldItemSlot = -1;
     Moves        = new Characters.Move[4];
     for (int i = 0; i < Moves.Length; i++)
     {
         Moves[i] = new Characters.Move();
     }
     VolatileStatus = new List <Characters.VolatileStatus>();
 }
示例#3
0
        public MapNpc(int mapSlot)
        {
            this.mapSlot = mapSlot;
            //Mobility = new bool[16];
            //TimeMultiplier = 1000;
            Moves = new Characters.Move[4];
            for (int i = 0; i < Moves.Length; i++) {
                Moves[i] = new Characters.Move();
            }

            VolatileStatus = new List<Characters.VolatileStatus>();
            HeldItem = new Characters.InventoryItem();
            HeldItem.Num = -1;
        }
示例#4
0
        // Final Stats
        //int maxHP;
        //int mBaseAtk;
        //int mAtkBonus;
        //int mAtkBoost;
        //int mBaseDef;
        //int mBaseMaxHP;
        //int mBaseSpclAtk;
        //int mBaseSpclDef;
        //int mBaseSpd;
        //int mDefBonus;
        //int mDefBoost;
        //int mMaxHPBonus;
        //int mMaxHPBoost;
        //int mSpclAtkBonus;
        //int mSpclAtkBoost;
        //int mSpclDefBonus;
        //int mSpclDefBoost;
        //int mSpdBonus;
        //int mSpdBoost;
        //int spclAtk;
        //int spclDef;
        //int spd;

        #endregion Fields

        #region Constructors

        public MapNpc(int mapSlot)
        {
            this.mapSlot = mapSlot;
            //Mobility = new bool[16];
            //TimeMultiplier = 1000;
            Moves = new Characters.Move[4];
            for (int i = 0; i < Moves.Length; i++)
            {
                Moves[i] = new Characters.Move();
            }

            VolatileStatus = new List <Characters.VolatileStatus>();
            HeldItem       = new Characters.InventoryItem();
            HeldItem.Num   = -1;
        }
示例#5
0
        public static void LoadMapDump(MySql database, string mapID, MapDump mapDump)
        {
            // First, load the raw map data
            LoadRawMap(database, mapID, mapDump);

            mapID = database.VerifyValueString(mapID);

            // Load map state data
            string query = "SELECT mapstate_data.ActivationTime, mapstate_data.ProcessingPaused, mapstate_data.SpawnMarker, " +
                           "mapstate_data.NpcSpawnWait, mapstate_data.TempChange, mapstate_data.CurrentWeather " +
                           "FROM mapstate_data WHERE mapstate_data.MapID = \'" + mapID + "\'";;

            {
                DataColumnCollection row = database.RetrieveRow(query);
                if (row != null)
                {
                    int counter = 0;
                    mapDump.ActivationTime   = Convert.ToInt32(row[counter++].Value);
                    mapDump.ProcessingPaused = row[counter++].ValueString.ToBool();
                    mapDump.SpawnMarker      = Convert.ToInt32(row[counter++].Value);
                    mapDump.NpcSpawnWait     = Convert.ToInt32(row[counter++].Value);
                    mapDump.TempChange       = row[counter++].ValueString.ToBool();
                    mapDump.CurrentWeather   = Convert.ToByte(row[counter++].Value);
                }
                else
                {
                    throw new Exception("Map state data not found");
                }
            }


            { // Load map active items
                query = "SELECT mapstate_activeitem.Slot, mapstate_activeitem.Number, mapstate_activeitem.Value, mapstate_activeitem.Sticky, " +
                        "mapstate_activeitem.Tag, mapstate_activeitem.Hidden, mapstate_activeitem.X, mapstate_activeitem.Y, " +
                        "mapstate_activeitem.TimeRemaining, mapstate_activeitem.ItemOwner " +
                        "FROM mapstate_activeitem WHERE mapstate_activeitem.MapID = \'" + mapID + "\'";
                foreach (DataColumnCollection row in database.RetrieveRowsEnumerable(query))
                {
                    MapItem mapItem = new MapItem();
                    int     counter = 0;
                    int     slot    = Convert.ToInt32(row[counter++].Value);
                    mapItem.Num           = Convert.ToInt32(row[counter++].Value);
                    mapItem.Value         = Convert.ToInt32(row[counter++].Value);
                    mapItem.Sticky        = row[counter++].ValueString.ToBool();
                    mapItem.Tag           = row[counter++].ValueString;
                    mapItem.Hidden        = row[counter++].ValueString.ToBool();
                    mapItem.X             = Convert.ToInt32(row[counter++].Value);
                    mapItem.Y             = Convert.ToInt32(row[counter++].Value);
                    mapItem.TimeRemaining = Convert.ToInt32(row[counter++].Value);
                    mapItem.PlayerFor     = row[counter++].ValueString;

                    mapDump.ActiveItem[slot] = mapItem;
                }
            }

            { // Load map active npcs
                query = "SELECT mapstate_activenpc_data.MapNpcSlot, mapstate_activenpc_data.Name, mapstate_activenpc_data.Shiny, mapstate_activenpc_data.Form, " +
                        "mapstate_activenpc_data.Level, mapstate_activenpc_data.NpcNumber, mapstate_activenpc_data.Sex, " +
                        "mapstate_activenpc_data.AttackTimer, mapstate_activenpc_data.PauseTimer, mapstate_activenpc_data.StatusAilment, " +
                        "mapstate_activenpc_data.StatusAilmentCounter, mapstate_activenpc_data.HPStepCounter, " +
                        "mapstate_activenpc_data.Target, " +
                        "mapstate_activenpc_location.X, mapstate_activenpc_location.Y, mapstate_activenpc_location.Direction, " +
                        "mapstate_activenpc_stats.IQ, mapstate_activenpc_stats.HP, mapstate_activenpc_stats.HPRemainder, " +
                        "mapstate_activenpc_stats.MaxHPBonus, mapstate_activenpc_stats.AtkBonus, mapstate_activenpc_stats.DefBonus, " +
                        "mapstate_activenpc_stats.SpdBonus, mapstate_activenpc_stats.SpclAtkBonus, mapstate_activenpc_stats.SpclDefBonus, " +
                        "mapstate_activenpc_stats.AttackBuff, " +
                        "mapstate_activenpc_stats.DefenseBuff, mapstate_activenpc_stats.SpAtkBuff, mapstate_activenpc_stats.SpDefBuff, mapstate_activenpc_stats.SpeedBuff, " +
                        "mapstate_activenpc_stats.AccuracyBuff, mapstate_activenpc_stats.EvasionBuff " +
                        "FROM mapstate_activenpc_data " +
                        "LEFT OUTER JOIN mapstate_activenpc_location ON mapstate_activenpc_data.MapID = mapstate_activenpc_location.MapID AND mapstate_activenpc_data.MapNpcSlot = mapstate_activenpc_location.MapNpcSlot " +
                        "JOIN mapstate_activenpc_stats ON mapstate_activenpc_data.MapID = mapstate_activenpc_stats.MapID AND mapstate_activenpc_data.MapNpcSlot = mapstate_activenpc_stats.MapNpcSlot " +
                        "WHERE mapstate_activenpc_data.MapID = \'" + mapID + "\'";
                foreach (DataColumnCollection row in database.RetrieveRowsEnumerable(query))
                {
                    int    counter = 0;
                    int    slot    = Convert.ToInt32(row[counter++].Value);
                    MapNpc npc     = new MapNpc(slot);
                    npc.Name  = row[counter++].ValueString;
                    npc.Shiny = Convert.ToByte(row[counter++].Value);
                    npc.Form  = Convert.ToInt32(row[counter++].Value);
                    npc.Level = Convert.ToInt32(row[counter++].Value);
                    npc.Num   = Convert.ToInt32(row[counter++].Value);
                    //npc.Sprite = Convert.ToInt32(row[counter++].Value);
                    npc.Sex = Convert.ToByte(row[counter++].Value);
                    //npc.Type1 = Convert.ToByte(row[counter++].Value);
                    //npc.Type2 = Convert.ToByte(row[counter++].Value);
                    //npc.Ability1 = row[counter++].ValueString;
                    //npc.Ability2 = row[counter++].ValueString;
                    //npc.Ability3 = row[counter++].ValueString;
                    //npc.TimeMultiplier = Convert.ToInt32(row[counter++].Value);
                    npc.AttackTimer          = Convert.ToInt32(row[counter++].Value);
                    npc.PauseTimer           = Convert.ToInt32(row[counter++].Value);
                    npc.StatusAilment        = Convert.ToByte(row[counter++].Value);
                    npc.StatusAilmentCounter = Convert.ToInt32(row[counter++].Value);
                    npc.HPStepCounter        = Convert.ToInt32(row[counter++].Value);
                    //npc.ConfusionStepCounter = Convert.ToInt32(row[counter++].Value);
                    //npc.SpeedLimit = Convert.ToByte(row[counter++].Value);
                    npc.Target = row[counter++].ValueString;
                    //npc.ItemActive = row[counter++].ValueString.ToBool();


                    // Load location data
                    npc.X         = Convert.ToInt32(row[counter++].Value);
                    npc.Y         = Convert.ToInt32(row[counter++].Value);
                    npc.Direction = Convert.ToByte(row[counter++].Value);

                    // Load stat data
                    npc.IQ          = Convert.ToInt32(row[counter++].Value);
                    npc.HP          = Convert.ToInt32(row[counter++].Value);
                    npc.HPRemainder = Convert.ToInt32(row[counter++].Value);
                    //npc.BaseMaxHP = Convert.ToInt32(row[counter++].Value);
                    //npc.BaseAtk = Convert.ToInt32(row[counter++].Value);
                    //npc.BaseDef = Convert.ToInt32(row[counter++].Value);
                    //npc.BaseSpd = Convert.ToInt32(row[counter++].Value);
                    //npc.BaseSpclAtk = Convert.ToInt32(row[counter++].Value);
                    //npc.BaseSpclDef = Convert.ToInt32(row[counter++].Value);
                    //npc.MaxHPBonus = Convert.ToInt32(row[counter++].Value);
                    npc.AtkBonus     = Convert.ToInt32(row[counter++].Value);
                    npc.DefBonus     = Convert.ToInt32(row[counter++].Value);
                    npc.SpdBonus     = Convert.ToInt32(row[counter++].Value);
                    npc.SpclAtkBonus = Convert.ToInt32(row[counter++].Value);
                    npc.SpclDefBonus = Convert.ToInt32(row[counter++].Value);
                    //npc.MaxHPBoost = Convert.ToInt32(row[counter++].Value);
                    //npc.AtkBoost = Convert.ToInt32(row[counter++].Value);
                    //npc.DefBoost = Convert.ToInt32(row[counter++].Value);
                    //npc.SpdBoost = Convert.ToInt32(row[counter++].Value);
                    //npc.SpclAtkBoost = Convert.ToInt32(row[counter++].Value);
                    //npc.SpclDefBoost = Convert.ToInt32(row[counter++].Value);
                    npc.AttackBuff   = Convert.ToInt32(row[counter++].Value);
                    npc.DefenseBuff  = Convert.ToInt32(row[counter++].Value);
                    npc.SpAtkBuff    = Convert.ToInt32(row[counter++].Value);
                    npc.SpDefBuff    = Convert.ToInt32(row[counter++].Value);
                    npc.SpeedBuff    = Convert.ToInt32(row[counter++].Value);
                    npc.AccuracyBuff = Convert.ToInt32(row[counter++].Value);
                    npc.EvasionBuff  = Convert.ToInt32(row[counter++].Value);

                    mapDump.ActiveNpc[slot] = npc;
                }

                query = "SELECT mapstate_activenpc_helditem.MapNpcSlot, mapstate_activenpc_helditem.ItemNumber, mapstate_activenpc_helditem.Amount, " +
                        "mapstate_activenpc_helditem.Sticky, mapstate_activenpc_helditem.Tag " +
                        "FROM mapstate_activenpc_helditem " +
                        "WHERE mapstate_activenpc_helditem.MapID = \'" + mapID + "\'";
                foreach (DataColumnCollection row in database.RetrieveRowsEnumerable(query))
                {
                    int    counter = 0;
                    int    slot    = Convert.ToInt32(row[counter++].Value);
                    MapNpc npc     = new MapNpc(slot);
                    // Load held item
                    {
                        int heldItemNum = Convert.ToInt32(row[counter++].Value);
                        if (heldItemNum > 0)
                        {
                            // The npc has a held item! Continue loading it
                            npc.HeldItem        = new Characters.InventoryItem();
                            npc.HeldItem.Num    = heldItemNum;
                            npc.HeldItem.Amount = Convert.ToInt32(row[counter++].Value);
                            npc.HeldItem.Sticky = row[counter++].ValueString.ToBool();
                            npc.HeldItem.Tag    = row[counter++].ValueString;
                        }
                        else
                        {
                            // No held item - skip loading the other values
                            npc.HeldItem = new Characters.InventoryItem();
                            counter     += 3;
                        }
                    }

                    mapDump.ActiveNpc[slot] = npc;
                }

                query = "SELECT mapstate_activenpc_moves.MapNpcSlot, mapstate_activenpc_moves.MoveSlot, mapstate_activenpc_moves.CurrentPP, " +
                        "mapstate_activenpc_moves.MaxPP, mapstate_activenpc_moves.MoveNum " +
                        "FROM mapstate_activenpc_moves WHERE mapstate_activenpc_moves.MapID = \'" + mapID + "\'";
                foreach (DataColumnCollection row in database.RetrieveRowsEnumerable(query))
                {
                    int counter  = 0;
                    int slot     = Convert.ToInt32(row[counter++].Value);
                    int moveSlot = Convert.ToInt32(row[counter++].Value);

                    Characters.Move move = new Characters.Move();
                    move.CurrentPP = Convert.ToInt32(row[counter++].Value);
                    move.MaxPP     = Convert.ToInt32(row[counter++].Value);
                    move.MoveNum   = Convert.ToInt32(row[counter++].Value);
                    //move.Sealed = row[counter++].ValueString.ToBool();

                    mapDump.ActiveNpc[slot].Moves[moveSlot] = move;
                }

                //query = "SELECT mapstate_activenpc_mobility.MapNpcSlot, mapstate_activenpc_mobility.MobilitySlot, mapstate_activenpc_mobility.Mobile " +
                //   "FROM mapstate_activenpc_mobility WHERE mapstate_activenpc_mobility.MapID = \'" + mapID + "\'";
                //foreach (DataColumnCollection row in database.RetrieveRowsEnumerable(query)) {
                //    int counter = 0;
                //    int slot = Convert.ToInt32(row[counter++].Value);
                //    int mobilitySlot = Convert.ToInt32(row[counter++].Value);

                //    mapDump.ActiveNpc[slot].Mobility[mobilitySlot] = row[counter++].ValueString.ToBool();
                //}

                query = "SELECT mapstate_activenpc_volatilestatus.MapNpcSlot, mapstate_activenpc_volatilestatus.Name, " +
                        "mapstate_activenpc_volatilestatus.Emoticon, mapstate_activenpc_volatilestatus.Counter, mapstate_activenpc_volatilestatus.Tag " +
                        "FROM mapstate_activenpc_volatilestatus WHERE mapstate_activenpc_volatilestatus.MapID = \'" + mapID + "\' ORDER BY mapstate_activenpc_volatilestatus.StatusIndex";
                foreach (DataColumnCollection row in database.RetrieveRowsEnumerable(query))
                {
                    int counter = 0;
                    int slot    = Convert.ToInt32(row[counter++].Value);

                    Characters.VolatileStatus status = new Characters.VolatileStatus();
                    status.Name     = row[counter++].ValueString;
                    status.Emoticon = Convert.ToInt32(row[counter++].Value);
                    status.Counter  = Convert.ToInt32(row[counter++].ValueString);
                    status.Tag      = row[counter++].ValueString;

                    mapDump.ActiveNpc[slot].VolatileStatus.Add(status);
                }
            }

            // Load map status
            query = "SELECT mapstate_mapstatus.StatusIndex, mapstate_mapstatus.Name, mapstate_mapstatus.Tag, mapstate_mapstatus.GraphicEffect, mapstate_mapstatus.Tag, mapstate_mapstatus.Counter " +
                    "FROM mapstate_mapstatus WHERE mapstate_mapstatus.MapID = \'" + mapID + "\' ORDER BY mapstate_mapstatus.StatusIndex";
            foreach (DataColumnCollection row in database.RetrieveRowsEnumerable(query))
            {
                MapStatus status  = new MapStatus();
                int       counter = 1;

                status.Name          = row[counter++].ValueString;
                status.Tag           = row[counter++].ValueString;
                status.GraphicEffect = Convert.ToInt32(row[counter++].ValueString);
                status.Counter       = Convert.ToInt32(row.FindByName("Counter").Value);

                mapDump.TempStatus.Add(status);
            }
        }
示例#6
0
        public static void LoadMapDump(MySql database, string mapID, MapDump mapDump)
        {
            // First, load the raw map data
            LoadRawMap(database, mapID, mapDump);

            mapID = database.VerifyValueString(mapID);

            // Load map state data
            string query = "SELECT mapstate_data.ActivationTime, mapstate_data.ProcessingPaused, mapstate_data.SpawnMarker, " +
                "mapstate_data.NpcSpawnWait, mapstate_data.TempChange, mapstate_data.CurrentWeather " +
                "FROM mapstate_data WHERE mapstate_data.MapID = \'" + mapID + "\'"; ;
            {
                DataColumnCollection row = database.RetrieveRow(query);
                if (row != null) {
                    int counter = 0;
                    mapDump.ActivationTime = Convert.ToInt32(row[counter++].Value);
                    mapDump.ProcessingPaused = row[counter++].ValueString.ToBool();
                    mapDump.SpawnMarker = Convert.ToInt32(row[counter++].Value);
                    mapDump.NpcSpawnWait = Convert.ToInt32(row[counter++].Value);
                    mapDump.TempChange = row[counter++].ValueString.ToBool();
                    mapDump.CurrentWeather = Convert.ToByte(row[counter++].Value);
                } else {
                    throw new Exception("Map state data not found");
                }
            }

            { // Load map active items
                query = "SELECT mapstate_activeitem.Slot, mapstate_activeitem.Number, mapstate_activeitem.Value, mapstate_activeitem.Sticky, " +
                   "mapstate_activeitem.Tag, mapstate_activeitem.Hidden, mapstate_activeitem.X, mapstate_activeitem.Y, " +
                   "mapstate_activeitem.TimeRemaining, mapstate_activeitem.ItemOwner " +
                   "FROM mapstate_activeitem WHERE mapstate_activeitem.MapID = \'" + mapID + "\'";
                foreach (DataColumnCollection row in database.RetrieveRowsEnumerable(query)) {
                    MapItem mapItem = new MapItem();
                    int counter = 0;
                    int slot = Convert.ToInt32(row[counter++].Value);
                    mapItem.Num = Convert.ToInt32(row[counter++].Value);
                    mapItem.Value = Convert.ToInt32(row[counter++].Value);
                    mapItem.Sticky = row[counter++].ValueString.ToBool();
                    mapItem.Tag = row[counter++].ValueString;
                    mapItem.Hidden = row[counter++].ValueString.ToBool();
                    mapItem.X = Convert.ToInt32(row[counter++].Value);
                    mapItem.Y = Convert.ToInt32(row[counter++].Value);
                    mapItem.TimeRemaining = Convert.ToInt32(row[counter++].Value);
                    mapItem.PlayerFor = row[counter++].ValueString;

                    mapDump.ActiveItem[slot] = mapItem;
                }
            }

            { // Load map active npcs
                query = "SELECT mapstate_activenpc_data.MapNpcSlot, mapstate_activenpc_data.Name, mapstate_activenpc_data.Shiny, mapstate_activenpc_data.Form, " +
                   "mapstate_activenpc_data.Level, mapstate_activenpc_data.NpcNumber, mapstate_activenpc_data.Sex, " +
                   "mapstate_activenpc_data.AttackTimer, mapstate_activenpc_data.PauseTimer, mapstate_activenpc_data.StatusAilment, " +
                   "mapstate_activenpc_data.StatusAilmentCounter, mapstate_activenpc_data.HPStepCounter, " +
                   "mapstate_activenpc_data.Target, " +
                   "mapstate_activenpc_location.X, mapstate_activenpc_location.Y, mapstate_activenpc_location.Direction, " +
                   "mapstate_activenpc_stats.IQ, mapstate_activenpc_stats.HP, mapstate_activenpc_stats.HPRemainder, " +
                   "mapstate_activenpc_stats.MaxHPBonus, mapstate_activenpc_stats.AtkBonus, mapstate_activenpc_stats.DefBonus, " +
                   "mapstate_activenpc_stats.SpdBonus, mapstate_activenpc_stats.SpclAtkBonus, mapstate_activenpc_stats.SpclDefBonus, " +
                   "mapstate_activenpc_stats.AttackBuff, " +
                   "mapstate_activenpc_stats.DefenseBuff, mapstate_activenpc_stats.SpAtkBuff, mapstate_activenpc_stats.SpDefBuff, mapstate_activenpc_stats.SpeedBuff, " +
                   "mapstate_activenpc_stats.AccuracyBuff, mapstate_activenpc_stats.EvasionBuff " +
                   "FROM mapstate_activenpc_data " +
                   "LEFT OUTER JOIN mapstate_activenpc_location ON mapstate_activenpc_data.MapID = mapstate_activenpc_location.MapID AND mapstate_activenpc_data.MapNpcSlot = mapstate_activenpc_location.MapNpcSlot " +
                   "JOIN mapstate_activenpc_stats ON mapstate_activenpc_data.MapID = mapstate_activenpc_stats.MapID AND mapstate_activenpc_data.MapNpcSlot = mapstate_activenpc_stats.MapNpcSlot " +
                   "WHERE mapstate_activenpc_data.MapID = \'" + mapID + "\'";
                foreach (DataColumnCollection row in database.RetrieveRowsEnumerable(query)) {
                    int counter = 0;
                    int slot = Convert.ToInt32(row[counter++].Value);
                    MapNpc npc = new MapNpc(slot);
                    npc.Name = row[counter++].ValueString;
                    npc.Shiny = Convert.ToByte(row[counter++].Value);
                    npc.Form = Convert.ToInt32(row[counter++].Value);
                    npc.Level = Convert.ToInt32(row[counter++].Value);
                    npc.Num = Convert.ToInt32(row[counter++].Value);
                    //npc.Sprite = Convert.ToInt32(row[counter++].Value);
                    npc.Sex = Convert.ToByte(row[counter++].Value);
                    //npc.Type1 = Convert.ToByte(row[counter++].Value);
                    //npc.Type2 = Convert.ToByte(row[counter++].Value);
                    //npc.Ability1 = row[counter++].ValueString;
                    //npc.Ability2 = row[counter++].ValueString;
                    //npc.Ability3 = row[counter++].ValueString;
                    //npc.TimeMultiplier = Convert.ToInt32(row[counter++].Value);
                    npc.AttackTimer = Convert.ToInt32(row[counter++].Value);
                    npc.PauseTimer = Convert.ToInt32(row[counter++].Value);
                    npc.StatusAilment = Convert.ToByte(row[counter++].Value);
                    npc.StatusAilmentCounter = Convert.ToInt32(row[counter++].Value);
                    npc.HPStepCounter = Convert.ToInt32(row[counter++].Value);
                    //npc.ConfusionStepCounter = Convert.ToInt32(row[counter++].Value);
                    //npc.SpeedLimit = Convert.ToByte(row[counter++].Value);
                    npc.Target = row[counter++].ValueString;
                    //npc.ItemActive = row[counter++].ValueString.ToBool();

                    // Load location data
                    npc.X = Convert.ToInt32(row[counter++].Value);
                    npc.Y = Convert.ToInt32(row[counter++].Value);
                    npc.Direction = Convert.ToByte(row[counter++].Value);

                    // Load stat data
                    npc.IQ = Convert.ToInt32(row[counter++].Value);
                    npc.HP = Convert.ToInt32(row[counter++].Value);
                    npc.HPRemainder = Convert.ToInt32(row[counter++].Value);
                    //npc.BaseMaxHP = Convert.ToInt32(row[counter++].Value);
                    //npc.BaseAtk = Convert.ToInt32(row[counter++].Value);
                    //npc.BaseDef = Convert.ToInt32(row[counter++].Value);
                    //npc.BaseSpd = Convert.ToInt32(row[counter++].Value);
                    //npc.BaseSpclAtk = Convert.ToInt32(row[counter++].Value);
                    //npc.BaseSpclDef = Convert.ToInt32(row[counter++].Value);
                    //npc.MaxHPBonus = Convert.ToInt32(row[counter++].Value);
                    npc.AtkBonus = Convert.ToInt32(row[counter++].Value);
                    npc.DefBonus = Convert.ToInt32(row[counter++].Value);
                    npc.SpdBonus = Convert.ToInt32(row[counter++].Value);
                    npc.SpclAtkBonus = Convert.ToInt32(row[counter++].Value);
                    npc.SpclDefBonus = Convert.ToInt32(row[counter++].Value);
                    //npc.MaxHPBoost = Convert.ToInt32(row[counter++].Value);
                    //npc.AtkBoost = Convert.ToInt32(row[counter++].Value);
                    //npc.DefBoost = Convert.ToInt32(row[counter++].Value);
                    //npc.SpdBoost = Convert.ToInt32(row[counter++].Value);
                    //npc.SpclAtkBoost = Convert.ToInt32(row[counter++].Value);
                    //npc.SpclDefBoost = Convert.ToInt32(row[counter++].Value);
                    npc.AttackBuff = Convert.ToInt32(row[counter++].Value);
                    npc.DefenseBuff = Convert.ToInt32(row[counter++].Value);
                    npc.SpAtkBuff = Convert.ToInt32(row[counter++].Value);
                    npc.SpDefBuff = Convert.ToInt32(row[counter++].Value);
                    npc.SpeedBuff = Convert.ToInt32(row[counter++].Value);
                    npc.AccuracyBuff = Convert.ToInt32(row[counter++].Value);
                    npc.EvasionBuff = Convert.ToInt32(row[counter++].Value);

                    mapDump.ActiveNpc[slot] = npc;
                }

                query = "SELECT mapstate_activenpc_helditem.MapNpcSlot, mapstate_activenpc_helditem.ItemNumber, mapstate_activenpc_helditem.Amount, " +
                   "mapstate_activenpc_helditem.Sticky, mapstate_activenpc_helditem.Tag " +
                   "FROM mapstate_activenpc_helditem " +
                   "WHERE mapstate_activenpc_helditem.MapID = \'" + mapID + "\'";
                foreach (DataColumnCollection row in database.RetrieveRowsEnumerable(query)) {
                    int counter = 0;
                    int slot = Convert.ToInt32(row[counter++].Value);
                    MapNpc npc = new MapNpc(slot);
                    // Load held item
                    {
                        int heldItemNum = Convert.ToInt32(row[counter++].Value);
                        if (heldItemNum > 0) {
                            // The npc has a held item! Continue loading it
                            npc.HeldItem = new Characters.InventoryItem();
                            npc.HeldItem.Num = heldItemNum;
                            npc.HeldItem.Amount = Convert.ToInt32(row[counter++].Value);
                            npc.HeldItem.Sticky = row[counter++].ValueString.ToBool();
                            npc.HeldItem.Tag = row[counter++].ValueString;
                        } else {
                            // No held item - skip loading the other values
                            npc.HeldItem = new Characters.InventoryItem();
                            counter += 3;
                        }
                    }

                    mapDump.ActiveNpc[slot] = npc;
                }

                query = "SELECT mapstate_activenpc_moves.MapNpcSlot, mapstate_activenpc_moves.MoveSlot, mapstate_activenpc_moves.CurrentPP, " +
                    "mapstate_activenpc_moves.MaxPP, mapstate_activenpc_moves.MoveNum " +
                    "FROM mapstate_activenpc_moves WHERE mapstate_activenpc_moves.MapID = \'" + mapID + "\'";
                foreach (DataColumnCollection row in database.RetrieveRowsEnumerable(query)) {
                    int counter = 0;
                    int slot = Convert.ToInt32(row[counter++].Value);
                    int moveSlot = Convert.ToInt32(row[counter++].Value);

                    Characters.Move move = new Characters.Move();
                    move.CurrentPP = Convert.ToInt32(row[counter++].Value);
                    move.MaxPP = Convert.ToInt32(row[counter++].Value);
                    move.MoveNum = Convert.ToInt32(row[counter++].Value);
                    //move.Sealed = row[counter++].ValueString.ToBool();

                    mapDump.ActiveNpc[slot].Moves[moveSlot] = move;
                }

                //query = "SELECT mapstate_activenpc_mobility.MapNpcSlot, mapstate_activenpc_mobility.MobilitySlot, mapstate_activenpc_mobility.Mobile " +
                //   "FROM mapstate_activenpc_mobility WHERE mapstate_activenpc_mobility.MapID = \'" + mapID + "\'";
                //foreach (DataColumnCollection row in database.RetrieveRowsEnumerable(query)) {
                //    int counter = 0;
                //    int slot = Convert.ToInt32(row[counter++].Value);
                //    int mobilitySlot = Convert.ToInt32(row[counter++].Value);

                //    mapDump.ActiveNpc[slot].Mobility[mobilitySlot] = row[counter++].ValueString.ToBool();
                //}

                query = "SELECT mapstate_activenpc_volatilestatus.MapNpcSlot, mapstate_activenpc_volatilestatus.Name, " +
                    "mapstate_activenpc_volatilestatus.Emoticon, mapstate_activenpc_volatilestatus.Counter, mapstate_activenpc_volatilestatus.Tag " +
                    "FROM mapstate_activenpc_volatilestatus WHERE mapstate_activenpc_volatilestatus.MapID = \'" + mapID + "\' ORDER BY mapstate_activenpc_volatilestatus.StatusIndex";
                foreach (DataColumnCollection row in database.RetrieveRowsEnumerable(query)) {
                    int counter = 0;
                    int slot = Convert.ToInt32(row[counter++].Value);

                    Characters.VolatileStatus status = new Characters.VolatileStatus();
                    status.Name = row[counter++].ValueString;
                    status.Emoticon = Convert.ToInt32(row[counter++].Value);
                    status.Counter = Convert.ToInt32(row[counter++].ValueString);
                    status.Tag = row[counter++].ValueString;

                    mapDump.ActiveNpc[slot].VolatileStatus.Add(status);
                }

            }

            // Load map status
            query = "SELECT mapstate_mapstatus.StatusIndex, mapstate_mapstatus.Name, mapstate_mapstatus.Tag, mapstate_mapstatus.GraphicEffect, mapstate_mapstatus.Tag, mapstate_mapstatus.Counter " +
                "FROM mapstate_mapstatus WHERE mapstate_mapstatus.MapID = \'" + mapID + "\' ORDER BY mapstate_mapstatus.StatusIndex";
            foreach (DataColumnCollection row in database.RetrieveRowsEnumerable(query)) {
                MapStatus status = new MapStatus();
                int counter = 1;

                status.Name = row[counter++].ValueString;
                status.Tag = row[counter++].ValueString;
                status.GraphicEffect = Convert.ToInt32(row[counter++].ValueString);
                status.Counter = Convert.ToInt32(row.FindByName("Counter").Value);

                mapDump.TempStatus.Add(status);
            }
        }