Elin Decompiled Documentation EA 23.102 Nightly
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Tactics Class Reference
Inheritance diagram for Tactics:
EClass

Public Member Functions

 Tactics (Chara c)
 

Public Attributes

SourceTactics.Row source
 
SourceChara.Row sourceChara
 
Chara owner
 

Properties

static ConfigAutoCombat at [get]
 
int RandomFacotr [get]
 
int DestDist [get]
 
int ChanceMove [get]
 
int ChanceSecondMove [get]
 
int P_Party [get]
 
int P_Melee [get]
 
int P_Range [get]
 
int P_Heal [get]
 
int P_Spell [get]
 
int P_Buff [get]
 
int P_Debuff [get]
 
int P_Summon [get]
 
bool CastPartyBuff [get]
 
int AbilityChance [get]
 
int RangedChance [get]
 
- Properties inherited from EClass
static Game game [get]
 
static bool AdvMode [get]
 
static Player player [get]
 
static Chara pc [get]
 
static UI ui [get]
 
static Map _map [get]
 
static Zone _zone [get]
 
static FactionBranch Branch [get]
 
static FactionBranch BranchOrHomeBranch [get]
 
static Faction Home [get]
 
static Faction Wilds [get]
 
static Scene scene [get]
 
static BaseGameScreen screen [get]
 
static GameSetting setting [get]
 
static GameData gamedata [get]
 
static ColorProfile Colors [get]
 
static World world [get]
 
static SourceManager sources [get]
 
static SourceManager editorSources [get]
 
static SoundManager Sound [get]
 
static CoreDebug debug [get]
 

Additional Inherited Members

- Static Public Member Functions inherited from EClass
static int rnd (int a)
 
static int curve (int a, int start, int step, int rate=75)
 
static int rndHalf (int a)
 
static float rndf (float a)
 
static int rndSqrt (int a)
 
static void Wait (float a, Card c)
 
static void Wait (float a, Point p)
 
static int Bigger (int a, int b)
 
static int Smaller (int a, int b)
 
- Static Public Attributes inherited from EClass
static Core core
 

Detailed Description

Definition at line 1 of file Tactics.cs.

Constructor & Destructor Documentation

◆ Tactics()

Tactics.Tactics ( Chara  c)
inline

Definition at line 161 of file Tactics.cs.

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 }
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
SourceJob.Row job
Definition: Chara.cs:451
SourceChara.Row source
Definition: Chara.cs:143
Definition: DNA.cs:8
Type
Definition: DNA.cs:10
Definition: EClass.cs:5
static SourceManager sources
Definition: EClass.cs:42
SourceChara charas
SourceTactics tactics
Chara owner
Definition: Tactics.cs:7
SourceTactics.Row source
Definition: Tactics.cs:3
SourceChara.Row sourceChara
Definition: Tactics.cs:5

References Card.c_genes, SourceManager.charas, Card.id, CardRow.id, item, CharaGenes.items, Chara.job, SourceChara.Row.job, owner, Chara.source, source, sourceChara, EClass.sources, SourceChara.Row.tactics, and SourceManager.tactics.

Member Data Documentation

◆ owner

Chara Tactics.owner

Definition at line 7 of file Tactics.cs.

Referenced by Tactics().

◆ source

SourceTactics.Row Tactics.source

Definition at line 3 of file Tactics.cs.

Referenced by Tactics(), GoalCombat.TryMove(), and GoalCombat.TryUseAbility().

◆ sourceChara

SourceChara.Row Tactics.sourceChara

Definition at line 5 of file Tactics.cs.

Referenced by Tactics().

Property Documentation

◆ AbilityChance

int Tactics.AbilityChance
get

Definition at line 129 of file Tactics.cs.

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 }
override bool IsPC
Definition: Chara.cs:597
override bool IsPCParty
Definition: Chara.cs:600

Referenced by GoalCombat.TryUseAbility().

◆ at

ConfigAutoCombat Tactics.at
staticget

Definition at line 9 of file Tactics.cs.

◆ CastPartyBuff

bool Tactics.CastPartyBuff
get

Definition at line 117 of file Tactics.cs.

118 {
119 get
120 {
121 if (!owner.IsPC)
122 {
123 return source.tag.Contains("pt");
124 }
125 return at.bCastParty;
126 }
127 }
static ConfigAutoCombat at
Definition: Tactics.cs:9

Referenced by GoalCombat.TryUseAbility().

◆ ChanceMove

int Tactics.ChanceMove
get

Definition at line 39 of file Tactics.cs.

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 }

◆ ChanceSecondMove

int Tactics.ChanceSecondMove
get

Definition at line 55 of file Tactics.cs.

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 }

Referenced by GoalCombat.Run().

◆ DestDist

int Tactics.DestDist
get

Definition at line 23 of file Tactics.cs.

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 }

Referenced by GoalCombat.TryMove().

◆ P_Buff

int Tactics.P_Buff
get

Definition at line 111 of file Tactics.cs.

Referenced by GoalCombat.TryUseAbility().

◆ P_Debuff

int Tactics.P_Debuff
get

Definition at line 113 of file Tactics.cs.

Referenced by GoalCombat.TryUseAbility().

◆ P_Heal

int Tactics.P_Heal
get

Definition at line 97 of file Tactics.cs.

◆ P_Melee

int Tactics.P_Melee
get

Definition at line 73 of file Tactics.cs.

74 {
75 get
76 {
77 if (!owner.IsPC)
78 {
79 return 50;
80 }
81 return source.melee;
82 }
83 }

Referenced by GoalCombat.TryUseAbility().

◆ P_Party

int Tactics.P_Party
get

Definition at line 71 of file Tactics.cs.

Referenced by GoalCombat.TryUseAbility().

◆ P_Range

int Tactics.P_Range
get

Definition at line 85 of file Tactics.cs.

86 {
87 get
88 {
89 if (!owner.IsPC)
90 {
91 return 50;
92 }
93 return source.range;
94 }
95 }

Referenced by GoalCombat.TryUseAbility().

◆ P_Spell

int Tactics.P_Spell
get

Definition at line 99 of file Tactics.cs.

100 {
101 get
102 {
103 if (!owner.IsPC)
104 {
105 return 50;
106 }
107 return source.spell;
108 }
109 }

Referenced by GoalCombat.TryUseAbility().

◆ P_Summon

int Tactics.P_Summon
get

Definition at line 115 of file Tactics.cs.

Referenced by GoalCombat.TryUseAbility().

◆ RandomFacotr

int Tactics.RandomFacotr
get

Definition at line 11 of file Tactics.cs.

12 {
13 get
14 {
15 if (!owner.IsPC)
16 {
17 return 30;
18 }
19 return 10;
20 }
21 }

Referenced by GoalCombat.TryUseAbility().

◆ RangedChance

int Tactics.RangedChance
get

Definition at line 145 of file Tactics.cs.

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 }

Referenced by GoalCombat.TryUseAbility().


The documentation for this class was generated from the following file: