botw/src/KingSystem/ActorSystem/actInfoCommon.cpp

175 lines
5.9 KiB
C++

#include "KingSystem/ActorSystem/actInfoCommon.h"
#include "KingSystem/ActorSystem/actInfoData.h"
namespace ksys::act {
bool getSystemIsGetItemSelf(InfoData* data, const char* actor) {
return data->getBool(actor, "systemIsGetItemSelf");
}
bool getSystemIsGetItemSelf(const al::ByamlIter& iter) {
return InfoData::getBoolByKey(iter, "systemIsGetItemSelf");
}
int getGeneralLife(InfoData* data, const char* actor) {
return data->getInt(actor, "generalLife", 100);
}
int getGeneralLife(const al::ByamlIter& iter) {
return InfoData::getIntByKey(iter, "generalLife", 100);
}
int getEnemyRank(InfoData* data, const char* actor) {
return data->getInt(actor, "enemyRank");
}
int getAttackPower(InfoData* data, const char* actor) {
return data->getInt(actor, "attackPower");
}
int getWeaponCommonGuardPower(InfoData* data, const char* actor) {
return data->getInt(actor, "weaponCommonGuardPower");
}
float getWeaponCommonSharpWeaponPer(InfoData* data, const char* actor) {
return data->getFloat(actor, "weaponCommonSharpWeaponPer", 10.0);
}
int getWeaponCommonSharpWeaponAddAtkMin(const al::ByamlIter& iter) {
return InfoData::getIntByKey(iter, "weaponCommonSharpWeaponAddAtkMin");
}
int getWeaponCommonSharpWeaponAddAtkMax(const al::ByamlIter& iter) {
return InfoData::getIntByKey(iter, "weaponCommonSharpWeaponAddAtkMax");
}
int getWeaponCommonSharpWeaponAddLifeMin(const al::ByamlIter& iter) {
return InfoData::getIntByKey(iter, "weaponCommonSharpWeaponAddLifeMin");
}
int getWeaponCommonSharpWeaponAddLifeMax(const al::ByamlIter& iter) {
return InfoData::getIntByKey(iter, "weaponCommonSharpWeaponAddLifeMax");
}
bool getWeaponCommonSharpWeaponAddCrit(const al::ByamlIter& iter) {
return InfoData::getBoolByKey(iter, "weaponCommonSharpWeaponAddCrit");
}
int getWeaponCommonSharpWeaponAddGuardMin(const al::ByamlIter& iter) {
return InfoData::getIntByKey(iter, "weaponCommonSharpWeaponAddGuardMin");
}
int getWeaponCommonSharpWeaponAddGuardMax(const al::ByamlIter& iter) {
return InfoData::getIntByKey(iter, "weaponCommonSharpWeaponAddGuardMax");
}
int getWeaponCommonPoweredSharpAddAtkMin(const al::ByamlIter& iter) {
return InfoData::getIntByKey(iter, "weaponCommonPoweredSharpAddAtkMin");
}
int getWeaponCommonPoweredSharpAddAtkMax(const al::ByamlIter& iter) {
return InfoData::getIntByKey(iter, "weaponCommonPoweredSharpAddAtkMax");
}
int getWeaponCommonPoweredSharpAddLifeMin(const al::ByamlIter& iter) {
return InfoData::getIntByKey(iter, "weaponCommonPoweredSharpAddLifeMin");
}
int getWeaponCommonPoweredSharpAddLifeMax(const al::ByamlIter& iter) {
return InfoData::getIntByKey(iter, "weaponCommonPoweredSharpAddLifeMax");
}
int getWeaponCommonPoweredSharpAddGuardMin(const al::ByamlIter& iter) {
return InfoData::getIntByKey(iter, "weaponCommonPoweredSharpAddGuardMin");
}
int getWeaponCommonPoweredSharpAddGuardMax(const al::ByamlIter& iter) {
return InfoData::getIntByKey(iter, "weaponCommonPoweredSharpAddGuardMax");
}
float getWeaponCommonPoweredSharpAddThrowMin(const al::ByamlIter& iter) {
return InfoData::getFloatByKey(iter, "weaponCommonPoweredSharpAddThrowMin", 1.0);
}
float getWeaponCommonPoweredSharpAddThrowMax(const al::ByamlIter& iter) {
return InfoData::getFloatByKey(iter, "weaponCommonPoweredSharpAddThrowMax", 1.0);
}
bool getWeaponCommonPoweredSharpAddSpreadFire(const al::ByamlIter& iter) {
return InfoData::getBoolByKey(iter, "weaponCommonPoweredSharpAddSpreadFire");
}
bool getWeaponCommonPoweredSharpAddZoomRapid(const al::ByamlIter& iter) {
return InfoData::getBoolByKey(iter, "weaponCommonPoweredSharpAddZoomRapid");
}
float getWeaponCommonPoweredSharpAddRapidFireMin(const al::ByamlIter& iter) {
return InfoData::getFloatByKey(iter, "weaponCommonPoweredSharpAddRapidFireMin", 1.0);
}
float getWeaponCommonPoweredSharpAddRapidFireMax(const al::ByamlIter& iter) {
return InfoData::getFloatByKey(iter, "weaponCommonPoweredSharpAddRapidFireMax", 1.0);
}
bool getWeaponCommonPoweredSharpAddSurfMaster(const al::ByamlIter& iter) {
return InfoData::getBoolByKey(iter, "weaponCommonPoweredSharpAddSurfMaster");
}
const char* getBowArrowName(InfoData* data, const char* actor) {
return data->getString(actor, "bowArrowName");
}
bool getBowIsLeadShot(const al::ByamlIter& iter) {
return InfoData::getBoolByKey(iter, "bowIsLeadShot");
}
int getBowLeadShotNum(const al::ByamlIter& iter) {
return InfoData::getIntByKey(iter, "bowLeadShotNum");
}
bool getBowIsRapidFire(const al::ByamlIter& iter) {
return InfoData::getBoolByKey(iter, "bowIsRapidFire");
}
int getBowRapidFireNum(const al::ByamlIter& iter) {
return InfoData::getIntByKey(iter, "bowRapidFireNum");
}
int getMasterSwordTrueFormAttackPower(InfoData* data, const char* actor) {
return data->getInt(actor, "masterSwordTrueFormAttackPower", -1);
}
float getMasterSwordSearchEvilDist(InfoData* data, const char* actor) {
return data->getFloat(actor, "masterSwordSearchEvilDist", -1.0);
}
const char* getMasterSwordSleepActorName(InfoData* data, const char* actor) {
return data->getString(actor, "masterSwordSleepActorName");
}
const char* getMasterSwordTrueFormActorName(InfoData* data, const char* actor) {
return data->getString(actor, "masterSwordTrueFormActorName");
}
const char* getArmorNextRankName(InfoData* data, const char* actor) {
return data->getString(actor, "armorNextRankName", sead::SafeString::cEmptyString);
}
int getItemStainColor(InfoData* data, const char* actor) {
return data->getInt(actor, "itemStainColor", -1);
}
int getCureItemHitPointRecover(InfoData* data, const char* actor) {
return data->getInt(actor, "cureItemHitPointRecover");
}
int getCureItemHitPointRecover(const al::ByamlIter& iter) {
return InfoData::getIntByKey(iter, "cureItemHitPointRecover");
}
int getMonsterShopSellMamo(const al::ByamlIter& iter) {
return InfoData::getIntByKey(iter, "monsterShopSellMamo");
}
} // namespace ksys::act