Elin Decompiled Documentation EA 23.253 Nightly
Loading...
Searching...
No Matches
Tactics.cs
Go to the documentation of this file.
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 => source.melee;
74
75 public int P_Range => source.range;
76
77 public int P_Heal => source.heal;
78
79 public int P_Spell => source.spell;
80
81 public int P_Buff => source.buff;
82
83 public int P_Debuff => source.debuff;
84
85 public int P_Summon => source.summon;
86
87 public bool CastPartyBuff
88 {
89 get
90 {
91 if (!owner.IsPC)
92 {
93 return source.tag.Contains("pt");
94 }
95 return at.bCastParty;
96 }
97 }
98
99 public int AbilityChance
100 {
101 get
102 {
103 if (!owner.IsPC)
104 {
105 if (!owner.IsPCParty)
106 {
107 return 50;
108 }
109 return 80;
110 }
111 return 100;
112 }
113 }
114
115 public int RangedChance
116 {
117 get
118 {
119 if (!owner.IsPC)
120 {
121 if (!owner.IsPCParty)
122 {
123 return 50;
124 }
125 return 100;
126 }
127 return 100;
128 }
129 }
130
131 public Tactics(Chara c)
132 {
133 owner = c;
134 if (c.c_genes != null)
135 {
136 foreach (DNA item in c.c_genes.items)
137 {
138 if (item.type == DNA.Type.Brain && !item.id.IsEmpty())
139 {
141 string key = row.tactics.IsEmpty(EClass.sources.tactics.map.TryGetValue(row.id)?.id ?? EClass.sources.tactics.map.TryGetValue(row.job)?.id ?? "predator");
142 source = EClass.sources.tactics.map[key];
143 sourceChara = row;
144 break;
145 }
146 }
147 }
148 if (source == null)
149 {
150 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"));
151 source = EClass.sources.tactics.map[key2];
153 }
154 }
155}
string id
Definition: CardRow.cs:7
string id
Definition: Card.cs:35
CharaGenes c_genes
Definition: Card.cs:1845
List< DNA > items
Definition: CharaGenes.cs:7
Definition: Chara.cs:10
override bool IsPC
Definition: Chara.cs:612
SourceJob.Row job
Definition: Chara.cs:466
override bool IsPCParty
Definition: Chara.cs:615
SourceChara.Row source
Definition: Chara.cs:158
Definition: DNA.cs:8
Type
Definition: DNA.cs:10
Definition: EClass.cs:6
static Game game
Definition: EClass.cs:9
static SourceManager sources
Definition: EClass.cs:43
ConfigAutoCombat autoCombat
Definition: Game.cs:93
Config config
Definition: Game.cs:218
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:79
bool CastPartyBuff
Definition: Tactics.cs:88
static ConfigAutoCombat at
Definition: Tactics.cs:9
int P_Debuff
Definition: Tactics.cs:83
Chara owner
Definition: Tactics.cs:7
int P_Buff
Definition: Tactics.cs:81
int ChanceMove
Definition: Tactics.cs:40
int P_Melee
Definition: Tactics.cs:73
int DestDist
Definition: Tactics.cs:24
int RangedChance
Definition: Tactics.cs:116
int P_Heal
Definition: Tactics.cs:77
SourceTactics.Row source
Definition: Tactics.cs:3
int AbilityChance
Definition: Tactics.cs:100
int P_Range
Definition: Tactics.cs:75
SourceChara.Row sourceChara
Definition: Tactics.cs:5
Tactics(Chara c)
Definition: Tactics.cs:131
int P_Summon
Definition: Tactics.cs:85