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Tactics.cs
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1public class Tactics : EClass
2{
4
6
7 public Chara owner;
8
10
11 public int RandomFacotr
12 {
13 get
14 {
15 if (!owner.IsPC)
16 {
17 return 30;
18 }
19 return 10;
20 }
21 }
22
23 public int DestDist
24 {
25 get
26 {
27 if (!owner.IsPC)
28 {
29 if (sourceChara.aiParam.Length < 1)
30 {
31 return source.dist;
32 }
33 return sourceChara.aiParam[0];
34 }
35 return 1;
36 }
37 }
38
39 public int ChanceMove
40 {
41 get
42 {
43 if (!owner.IsPC)
44 {
45 if (sourceChara.aiParam.Length < 2)
46 {
47 return source.move;
48 }
49 return sourceChara.aiParam[1];
50 }
51 return source.movePC;
52 }
53 }
54
56 {
57 get
58 {
59 if (!owner.IsPC)
60 {
61 if (sourceChara.aiParam.Length < 3)
62 {
63 return 100;
64 }
65 return sourceChara.aiParam[2];
66 }
67 return 100;
68 }
69 }
70
71 public int P_Party => source.party;
72
73 public int P_Melee
74 {
75 get
76 {
77 if (!owner.IsPC)
78 {
79 return 50;
80 }
81 return source.melee;
82 }
83 }
84
85 public int P_Range
86 {
87 get
88 {
89 if (!owner.IsPC)
90 {
91 return 50;
92 }
93 return source.range;
94 }
95 }
96
97 public int P_Heal => source.heal;
98
99 public int P_Spell
100 {
101 get
102 {
103 if (!owner.IsPC)
104 {
105 return 50;
106 }
107 return source.spell;
108 }
109 }
110
111 public int P_Buff => source.buff;
112
113 public int P_Debuff => source.debuff;
114
115 public int P_Summon => source.summon;
116
117 public bool CastPartyBuff
118 {
119 get
120 {
121 if (!owner.IsPC)
122 {
123 return source.tag.Contains("pt");
124 }
125 return at.bCastParty;
126 }
127 }
128
129 public int AbilityChance
130 {
131 get
132 {
133 if (!owner.IsPC)
134 {
135 if (!owner.IsPCParty)
136 {
137 return 50;
138 }
139 return 80;
140 }
141 return 100;
142 }
143 }
144
145 public int RangedChance
146 {
147 get
148 {
149 if (!owner.IsPC)
150 {
151 if (!owner.IsPCParty)
152 {
153 return 50;
154 }
155 return 100;
156 }
157 return 100;
158 }
159 }
160
161 public Tactics(Chara c)
162 {
163 owner = c;
164 if (c.c_genes != null)
165 {
166 foreach (DNA item in c.c_genes.items)
167 {
168 if (item.type == DNA.Type.Brain && !item.id.IsEmpty())
169 {
171 string key = row.tactics.IsEmpty(EClass.sources.tactics.map.TryGetValue(row.id)?.id ?? EClass.sources.tactics.map.TryGetValue(row.job)?.id ?? "predator");
172 source = EClass.sources.tactics.map[key];
173 sourceChara = row;
174 break;
175 }
176 }
177 }
178 if (source == null)
179 {
180 string key2 = (c.IsPC ? at.idType : c.source.tactics.IsEmpty(EClass.sources.tactics.map.TryGetValue(c.id)?.id ?? EClass.sources.tactics.map.TryGetValue(c.job.id)?.id ?? "predator"));
181 source = EClass.sources.tactics.map[key2];
183 }
184 }
185}
string id
Definition: CardRow.cs:7
string id
Definition: Card.cs:31
CharaGenes c_genes
Definition: Card.cs:1745
List< DNA > items
Definition: CharaGenes.cs:7
Definition: Chara.cs:10
override bool IsPC
Definition: Chara.cs:597
SourceJob.Row job
Definition: Chara.cs:451
override bool IsPCParty
Definition: Chara.cs:600
SourceChara.Row source
Definition: Chara.cs:143
Definition: DNA.cs:8
Type
Definition: DNA.cs:10
Definition: EClass.cs:5
static Game game
Definition: EClass.cs:8
static SourceManager sources
Definition: EClass.cs:42
ConfigAutoCombat autoCombat
Definition: Game.cs:93
Config config
Definition: Game.cs:215
SourceChara charas
SourceTactics tactics
int ChanceSecondMove
Definition: Tactics.cs:56
int RandomFacotr
Definition: Tactics.cs:12
int P_Party
Definition: Tactics.cs:71
int P_Spell
Definition: Tactics.cs:100
bool CastPartyBuff
Definition: Tactics.cs:118
static ConfigAutoCombat at
Definition: Tactics.cs:9
int P_Debuff
Definition: Tactics.cs:113
Chara owner
Definition: Tactics.cs:7
int P_Buff
Definition: Tactics.cs:111
int ChanceMove
Definition: Tactics.cs:40
int P_Melee
Definition: Tactics.cs:74
int DestDist
Definition: Tactics.cs:24
int RangedChance
Definition: Tactics.cs:146
int P_Heal
Definition: Tactics.cs:97
SourceTactics.Row source
Definition: Tactics.cs:3
int AbilityChance
Definition: Tactics.cs:130
int P_Range
Definition: Tactics.cs:86
SourceChara.Row sourceChara
Definition: Tactics.cs:5
Tactics(Chara c)
Definition: Tactics.cs:161
int P_Summon
Definition: Tactics.cs:115