// is "spell" aura is on the enemy team or on the enemy active pet? public static bool debuff(string spell) { return(MyPets.debuff(spell)); }
// number of turns left for such an aura (-1 if the aura is absent) public static int debuffLeft(string spell) { return(MyPets.debuffLeft(spell)); }
public static bool myPetHasAbility(string ability) { return(MyPets.myPetHasAbility(ability)); }
// checking if our ability is weak against the current enemy pet public static bool weak(string ability) { return(MyPets.IsWeak(ability)); }
// checking if our ability is strong against the current enemy pet public static bool strong(string ability) { return(MyPets.IsStrong(ability)); }
public void Load(PetPlace[] selectedpets) { int slot = 1; while (slot <= 3) { if ((slot == 1 && PluginSettings.Instance.LockFirstSlot) || (slot == 2 && PluginSettings.Instance.LockSecondSlot) || (slot == 3 && PluginSettings.Instance.LockThirdSlot)) { Logger.Write(string.Format("Filling pet Slot {0} -- locked. Keeping {1}", slot, MyPets.Pet(slot - 1).Name)); } else { if (selectedpets[slot - 1].opened) { if (selectedpets[slot - 1].opened) { _petLua.LoadPet(slot, selectedpets[slot - 1].pet.PetId); Logger.Write(string.Format("Filling pet Slot {0} with {1}", slot, selectedpets[slot - 1].pet.ToString())); } else { Logger.Write(string.Format("Filling pet Slot {0} -- nothing selected, unchanged", slot)); } } else { return; } } slot++; } }
private void CopyCurrentPet(int slot) { _selectedpets[slot].pet.PetId = MyPets.Pet(slot).PetID; _selectedpets[slot].pet.SetStatsInvalid(); // Only ID is needed, but just in case. }