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EA 23.102 Nightly
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Tactics.cs
Go to the documentation of this file.
1
public
class
Tactics
:
EClass
2
{
3
public
SourceTactics.Row
source
;
4
5
public
SourceChara.Row
sourceChara
;
6
7
public
Chara
owner
;
8
9
public
static
ConfigAutoCombat
at
=>
EClass
.
game
.
config
.
autoCombat
;
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
55
public
int
ChanceSecondMove
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
{
170
SourceChara.Row
row =
EClass
.
sources
.
charas
.map[
item
.id];
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];
182
sourceChara
= c.
source
;
183
}
184
}
185
}
ContainerFlag.item
@ item
CardRow.id
string id
Definition:
CardRow.cs:7
Card.id
string id
Definition:
Card.cs:31
Card.c_genes
CharaGenes c_genes
Definition:
Card.cs:1745
CharaGenes.items
List< DNA > items
Definition:
CharaGenes.cs:7
Chara
Definition:
Chara.cs:10
Chara.IsPC
override bool IsPC
Definition:
Chara.cs:597
Chara.job
SourceJob.Row job
Definition:
Chara.cs:451
Chara.IsPCParty
override bool IsPCParty
Definition:
Chara.cs:600
Chara.source
SourceChara.Row source
Definition:
Chara.cs:143
ConfigAutoCombat
Definition:
ConfigAutoCombat.cs:4
ConfigAutoCombat.bCastParty
bool bCastParty
Definition:
ConfigAutoCombat.cs:36
DNA
Definition:
DNA.cs:8
DNA.Type
Type
Definition:
DNA.cs:10
EClass
Definition:
EClass.cs:5
EClass.game
static Game game
Definition:
EClass.cs:8
EClass.sources
static SourceManager sources
Definition:
EClass.cs:42
Game.Config.autoCombat
ConfigAutoCombat autoCombat
Definition:
Game.cs:93
Game.config
Config config
Definition:
Game.cs:215
SourceChara.Row
Definition:
SourceChara.cs:8
SourceChara.Row.tactics
string tactics
Definition:
SourceChara.cs:25
SourceChara.Row.job
string job
Definition:
SourceChara.cs:23
SourceManager.charas
SourceChara charas
Definition:
SourceManager.cs:18
SourceManager.tactics
SourceTactics tactics
Definition:
SourceManager.cs:22
SourceTactics.Row
Definition:
SourceTactics.cs:7
Tactics
Definition:
Tactics.cs:2
Tactics.ChanceSecondMove
int ChanceSecondMove
Definition:
Tactics.cs:56
Tactics.RandomFacotr
int RandomFacotr
Definition:
Tactics.cs:12
Tactics.P_Party
int P_Party
Definition:
Tactics.cs:71
Tactics.P_Spell
int P_Spell
Definition:
Tactics.cs:100
Tactics.CastPartyBuff
bool CastPartyBuff
Definition:
Tactics.cs:118
Tactics.at
static ConfigAutoCombat at
Definition:
Tactics.cs:9
Tactics.P_Debuff
int P_Debuff
Definition:
Tactics.cs:113
Tactics.owner
Chara owner
Definition:
Tactics.cs:7
Tactics.P_Buff
int P_Buff
Definition:
Tactics.cs:111
Tactics.ChanceMove
int ChanceMove
Definition:
Tactics.cs:40
Tactics.P_Melee
int P_Melee
Definition:
Tactics.cs:74
Tactics.DestDist
int DestDist
Definition:
Tactics.cs:24
Tactics.RangedChance
int RangedChance
Definition:
Tactics.cs:146
Tactics.P_Heal
int P_Heal
Definition:
Tactics.cs:97
Tactics.source
SourceTactics.Row source
Definition:
Tactics.cs:3
Tactics.AbilityChance
int AbilityChance
Definition:
Tactics.cs:130
Tactics.P_Range
int P_Range
Definition:
Tactics.cs:86
Tactics.sourceChara
SourceChara.Row sourceChara
Definition:
Tactics.cs:5
Tactics.Tactics
Tactics(Chara c)
Definition:
Tactics.cs:161
Tactics.P_Summon
int P_Summon
Definition:
Tactics.cs:115
Elin
Tactics.cs
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