public void ParseEntry(String[] raw) { Comment = CsvParser.String(raw[0]); Id = CsvParser.Int32(raw[1]); GemsCount = CsvParser.Byte(raw[2]); }
public void ParseEntry(String[] raw) { Comment = CsvParser.String(raw[0]); Id = CsvParser.Int32(raw[1]); TargetDisplay menuWindow = CsvParser.EnumValue <TargetDisplay>(raw[2]); TargetType targets = CsvParser.EnumValue <TargetType>(raw[3]); Boolean defaultAlly = CsvParser.Boolean(raw[4]); Boolean forDead = CsvParser.Boolean(raw[5]); Boolean defaultOnDead = CsvParser.Boolean(raw[6]); Boolean defaultCamera = CsvParser.Boolean(raw[7]); Int16 animation1 = CsvParser.Int16(raw[8]); UInt16 animation2 = CsvParser.UInt16(raw[9]); Byte scriptId = CsvParser.Byte(raw[10]); Byte power = CsvParser.Byte(raw[11]); Byte elements = CsvParser.Byte(raw[12]); Byte rate = CsvParser.ByteOrMinusOne(raw[13]); Byte category = CsvParser.Byte(raw[14]); Byte statusIndex = CsvParser.Byte(raw[15]); Byte mp = CsvParser.Byte(raw[16]); Byte type = CsvParser.Byte(raw[17]); BattleCommandInfo cmd = new BattleCommandInfo(targets, defaultAlly, menuWindow, animation1, forDead, defaultCamera, defaultOnDead); BTL_REF btl = new BTL_REF(scriptId, power, elements, rate); ActionData = new AA_DATA(cmd, btl, category, statusIndex, mp, type, animation2); }
public void ParseEntry(String[] raw) { Int32 index = 0; Price = CsvParser.UInt16(raw[index++]); GraphicsId = CsvParser.Byte(raw[index++]); ColorId = CsvParser.Byte(raw[index++]); Quality = CsvParser.Byte(raw[index++]); BonusId = CsvParser.Byte(raw[index++]); AbilityIds = CsvParser.ByteArray(raw[index++]); Byte type = 0; for (Int32 i = 0; i < 8; i++) { type <<= 1; type |= CsvParser.Byte(raw[index++]); } TypeMask = (ItemType)type; Order = CsvParser.Byte(raw[index++]); UInt16 equippable = 0; for (Int32 i = 0; i < 12; i++) { equippable <<= 1; equippable |= CsvParser.Byte(raw[index++]); } CharacterMask = (ItemCharacter)equippable; }
public void ParseEntry(String[] raw) { Regular1 = (command_tags)CsvParser.Byte(raw[0]); Regular2 = (command_tags)CsvParser.Byte(raw[1]); Trance1 = (command_tags)CsvParser.Byte(raw[2]); Trance2 = (command_tags)CsvParser.Byte(raw[3]); }
public void ParseEntry(String[] raw) { Regular1 = (BattleCommandId)CsvParser.Byte(raw[0]); Regular2 = (BattleCommandId)CsvParser.Byte(raw[1]); Trance1 = (BattleCommandId)CsvParser.Byte(raw[2]); Trance2 = (BattleCommandId)CsvParser.Byte(raw[3]); }
public void ParseEntry(String[] raw) { Comment = CsvParser.String(raw[0]); Id = CsvParser.Byte(raw[1]); Dexterity = CsvParser.Byte(raw[2]); Strength = CsvParser.Byte(raw[3]); Magic = CsvParser.Byte(raw[4]); Will = CsvParser.Byte(raw[5]); Gems = CsvParser.Byte(raw[6]); }
public void ParseEntry(String[] raw) { Comment = CsvParser.String(raw[0]); Id = CsvParser.Int32(raw[1]); Shops = CsvParser.Byte(raw[2]); Price = CsvParser.UInt16(raw[3]); Result = CsvParser.Byte(raw[4]); Ingredients = new Byte[SynthesisItemCount]; for (int i = 0; i < SynthesisItemCount; i++) { Ingredients[i] = CsvParser.Byte(raw[5 + i]); } }
public void ParseEntry(String[] raw) { Int32 index = 0; Targets = (TargetType)CsvParser.Byte(raw[index++]); DefaultAlly = CsvParser.Boolean(raw[index++]); Display = (TargetDisplay)CsvParser.Byte(raw[index++]); AnimationId = CsvParser.Int16(raw[index++]); Dead = CsvParser.Boolean(raw[index++]); DefaultDead = CsvParser.Boolean(raw[index++]); ScriptId = CsvParser.Byte(raw[index++]); Power = CsvParser.Byte(raw[index++]); Rate = CsvParser.Byte(raw[index++]); Element = (EffectElement)CsvParser.Byte(raw[index++]); Status = (BattleStatus)CsvParser.UInt32(raw[index]); }
public void ParseEntry(String[] raw) { Comment = CsvParser.String(raw[0]); Id = CsvParser.Int32(raw[1]); dex = CsvParser.Byte(raw[2]); str = CsvParser.Byte(raw[3]); mgc = CsvParser.Byte(raw[4]); wpr = CsvParser.Byte(raw[5]); p_up_attr = CsvParser.Byte(raw[6]); Byte invalid = CsvParser.Byte(raw[7]); Byte absorb = CsvParser.Byte(raw[8]); Byte half = CsvParser.Byte(raw[9]); Byte weak = CsvParser.Byte(raw[10]); def_attr = new DEF_ATTR(invalid, absorb, half, weak); }
public void ParseEntry(String[] raw) { Comment = CsvParser.String(raw[0]); Id = CsvParser.Int32(raw[1]); Category = CsvParser.Byte(raw[2]); StatusIndex = CsvParser.Byte(raw[3]); ModelName = CsvParser.String(raw[4]); if (!String.IsNullOrEmpty(ModelName)) { ModelId = (UInt16)FF9BattleDB.GEO.GetKey(ModelName); } Byte scriptId = CsvParser.Byte(raw[5]); Byte power = CsvParser.Byte(raw[6]); Byte elements = CsvParser.Byte(raw[7]); Byte rate = CsvParser.Byte(raw[8]); Ref = new BTL_REF(scriptId, power, elements, rate); Offset1 = Int16.Parse(raw[9]); Offset2 = Int16.Parse(raw[10]); }
public void ParseEntry(String[] raw) { Id = CsvParser.Byte(raw[0]); Ap = CsvParser.Byte(raw[1]); }
public void ParseEntry(String[] raw) { Type = (CharacterCommandType)CsvParser.Byte(raw[0]); Ability = CsvParser.Byte(raw[1]); Abilities = CsvParser.ByteArray(raw[2]); }