示例#1
0
	public BetterList<MoveTreeCompletionDataRow> getBranch(EMoveBranch aBranch) {
		BetterList<MoveTreeCompletionDataRow> r = new BetterList<MoveTreeCompletionDataRow>();
		int i = _items.size;
		while(i>0) {
			i--;
			if(_items[i].moveBranch==aBranch) {
				r.Add(_items[i]);
			}
		}
		return r;
	}
示例#2
0
	private BetterList<MoveTreeCompletionDataRow> getBranchByPower(EMoveBranch aMoveBranch,byte aMaxMoves) {
		BetterList<MoveTreeCompletionDataRow> r = new BetterList<MoveTreeCompletionDataRow>();
		int i = _items.size;
		while(i>0&&r.size<aMaxMoves) {
			i--;
			if(_items[i].moveBranch==aMoveBranch&&_items[i].canBeSelected) {
				r.Add(_items[i]);
			}
		}
		return r;
	}
示例#3
0
	public MoveTreeItem(MoveTreeDataRow aInitData) {
		_id = aInitData._ID;
		_preceedingMoveID = aInitData._PreceedingMoveOnTree;
		_levelToUnlock = (byte) aInitData._LevelToUnlock;
		_move = MovesLib.REF.getMove (aInitData._Move);
		_requiresEvolutionLevel = (byte) aInitData._RequiresEvolutionLevel;
		switch(aInitData._Branch) {
		case("Attacking Branch 1"):_moveBranch = EMoveBranch.AttackingBranch1;break;
		case("Attacking Branch 2"):_moveBranch = EMoveBranch.AttackingBranch2;break;
		case("Status Effect Branch"):_moveBranch = EMoveBranch.StatusEffectBranch;break;
		case("Supporting Branch"):_moveBranch = EMoveBranch.StatusEffectBranch;break;
		}

	}
示例#4
0
				public MonsterDataMain addNPCMonster (int aMonsterID,byte aMonsterLevel,EMoveBranch aMoveBranchBias,string aNPCName,string aOverrideMove1,string aOverrideMove2,string aOverrideMove3,string aOverrideMove4) {
					MonsterDataMain monster = new MonsterDataMain();
					monster.initMonster(aMonsterID,aMonsterLevel,true);
					monster.ownersName = aNPCName;
					monster.removePassiveEffects();
					if(aOverrideMove1.Length>0) {
						monster.doOverrideMoves(aOverrideMove1,aOverrideMove2,aOverrideMove3,aOverrideMove4);
					}
					monstersToUse.Add(monster);
				
					PlayerMain.REF.addMonsterToSeen(monster.monsterBreedRef.ID);
					return monster;
				}
示例#5
0
	private bool hasMoveInBranch(EMoveBranch aBranch) {
		for(int i = 0;i<_items.size;i++) {
			if(_items[i].moveBranch==aBranch&&_items[i].currentUnlockLevel>0) {
				return true;
			}
		}
		return false;
	}