PHP Code:
package com.progrestar.game.fight.attacker
{
import com.progrestar.common.lang.*;
import com.progrestar.common.util.*;
import com.progrestar.game.lib.*;
public class AttackerData extends Object
{
private const LOCAL_PREFIX:String = "T_BATTLE_OBJECT_";
private var _attack:int;
private var _hp:int;
private var _recharge:Number;
private var _attackDelay:Number;
private var _speed:Number;
private var _range:int;
private var _visibleRange:int;
private var _startHeight:Number;
private var _minAttackRange:int;
private var _bulletLibItem:BulletLibItem;
private var _attackerType:String;
private var _targetTypes:Array;
private var _priorityTypes:Array;
public var armySlots:int;
private var _empty:Boolean;
private var _targetBoosts:Object;
private var _skills:Object;
private var _attackerFaction:String;
private static const fDamageFactors:String = "damageFactors";
public function AttackerData(param1:Object)
{
_targetBoosts = {};
_skills = {};
_empty = true;
Assert.isTrue(param1 && param1.type !== undefined);
if (param1.type == "groundUnit")
{
TypeUtils.checkData(param1, ["speed", "range", "air", "type", "targetTypes"]);
}
_attack = param1.attack;
_hp = param1.hitpoints;
_speed = param1.speed;
_range = param1.range;
_visibleRange = param1.visibleRange;
_minAttackRange = param1.minAttackRange;
_bulletLibItem = BulletLib.instance.getById(param1.bulletId);
_attackerType = param1.type;
_targetTypes = param1.targetTypes;
_priorityTypes = param1.priorityTypes;
armySlots = param1.armySlots;
_empty = _range == 0;
_startHeight = param1.startHeight ? (param1.startHeight) : (0);
_recharge = param1.recharge ? (param1.recharge) : (1);
_attackDelay = param1.hasOwnProperty("attackDelay") ? (param1.attackDelay) : (0.5);
_attackerFaction = param1["faction"];
if (param1.hasOwnProperty("damageFactors"))
{
_targetBoosts = param1["damageFactors"];
}
var _loc_2:* = param1["skills"] as Array;
if (_loc_2 != null && _loc_2.length > 0)
{
for each (_loc_3 in _loc_2)
{
_skills[_loc_3] = true;
}
}
return;
}// end function
public function get attack() : int
{
return _attack;
}// end function
public function get hp() : int
{
return _hp;
}// end function
public function get recharge() : Number
{
return _recharge;
}// end function
public function get attackDelay() : Number
{
return _attackDelay;
}// end function
public function get speed() : Number
{
return _speed;
}// end function
public function get range() : int
{
return _range;
}// end function
public function get canShoot() : Boolean
{
return _range > 1;
}// end function
public function get visibleRange() : int
{
return _visibleRange;
}// end function
public function get startHeight() : Number
{
return _startHeight;
}// end function
public function get minAttackRange() : int
{
return _minAttackRange;
}// end function
public function get bulletLibItem() : BulletLibItem
{
return _bulletLibItem;
}// end function
public function get attackerType() : String
{
return _attackerType;
}// end function
public function get targetTypes() : Array
{
return _targetTypes;
}// end function
public function get priorityTypes() : Array
{
return _priorityTypes;
}// end function
public function get empty() : Boolean
{
return _empty;
}// end function
public function get targetBoosts() : Object
{
return _targetBoosts;
}// end function
public function get canAttackAir() : Boolean
{
return _targetTypes && _targetTypes.indexOf("airUnit") >= 0;
}// end function
public function get canAttackGround() : Boolean
{
return _targetTypes && _targetTypes.indexOf("groundUnit") >= 0;
}// end function
public function haveSkill(param1:String) : Boolean
{
return _skills[param1];
}// end function
public function get skillList() : Object
{
return _skills;
}// end function
public function get attackerFaction() : String
{
return _attackerFaction;
}// end function
public function get favorGoalLocal() : String
{
var _loc_1:* = null;
if (_priorityTypes && _priorityTypes.length > 0)
{
_loc_1 = _priorityTypes[0];
_loc_1 = "T_BATTLE_OBJECT_" + _loc_1.toUpperCase();
_loc_1 = Translate.translate(_loc_1);
}
else
{
_loc_1 = Translate.translate("T_BATTLE_TARGET_ANY");
}
return _loc_1;
}// end function
public function getTypeLocal() : String
{
var _loc_1:* = "T_BATTLE_OBJECT_" + _attackerType.toUpperCase();
_loc_1 = Translate.translate(_loc_1);
return _loc_1;
}// end function
public function getAttackTypeLocal() : String
{
var _loc_1:* = Translate.translate("T_ATTACK_TYPE_SINGLE");
if (_bulletLibItem)
{
if (_bulletLibItem.splashInterval && _bulletLibItem.splashRange)
{
_loc_1 = Translate.translate("T_ATTACK_TYPE_SPLASH");
}
}
return _loc_1;
}// end function
}
}
PHP Code:
package com.progrestar.game.fight.attacker
{
import com.progrestar.common.lang.*;
import com.progrestar.common.util.*;
import com.progrestar.game.lib.*;
public class AttackerData extends Object
{
private const LOCAL_PREFIX:String = "T_BATTLE_OBJECT_";
private var _attack:int;
private var _hp:int;
private var _recharge:Number;
private var _attackDelay:Number;
private var _speed:Number;
private var _range:int;
private var _visibleRange:int;
private var _startHeight:Number;
private var _minAttackRange:int;
private var _bulletLibItem:BulletLibItem;
private var _attackerType:String;
private var _targetTypes:Array;
private var _priorityTypes:Array;
public var armySlots:int;
private var _empty:Boolean;
private var _targetBoosts:Object;
private var _skills:Object;
private var _attackerFaction:String;
private static const fDamageFactors:String = "damageFactors";
public function AttackerData(param1:Object)
{
//d0
_as3_getlocal <0>
//30
_as3_pushscope
//55 00
_as3_newobject {object count:0}
//5e 9a 7a
_as3_findproperty com.progrestar.game.fight.attacker:AttackerData::_targetBoosts
//2b
_as3_swap
//61 9a 7a
_as3_setproperty com.progrestar.game.fight.attacker:AttackerData::_targetBoosts
//55 00
_as3_newobject {object count:0}
//5e 9c 7a
_as3_findproperty com.progrestar.game.fight.attacker:AttackerData::_skills
//2b
_as3_swap
//61 9c 7a
_as3_setproperty com.progrestar.game.fight.attacker:AttackerData::_skills
//d0
_as3_getlocal <0>
//49 00
_as3_constructsuper (param count:0)
//26
_as3_pushtrue
//5e 99 7a
_as3_findproperty com.progrestar.game.fight.attacker:AttackerData::_empty
//2b
_as3_swap
//61 99 7a
_as3_setproperty com.progrestar.game.fight.attacker:AttackerData::_empty
//60 b5 01
_as3_getlex com.progrestar.common.util::Assert
//d1
_as3_getlocal <1>
//2a
_as3_dup
//12 09 00 00
_as3_iffalse offset: 9
//29
_as3_pop
//d1
_as3_getlocal <1>
//66 a5 7a
_as3_getproperty type
//21
_as3_pushundefined
//ac
_as3_strictequals
//96
_as3_not
//82
_as3_coerce_a
//4f b6 01 01
_as3_callpropvoid isTrue(param count:1)
//2c cb 8c 01
_as3_pushstring "groundUnit"
//d1
_as3_getlocal <1>
//66 a5 7a
_as3_getproperty type
//14 1b 00 00
_as3_ifne offset: 27
//60 a5 07
_as3_getlex com.progrestar.common.util::TypeUtils
//d1
_as3_getlocal <1>
//2c fe 22
_as3_pushstring "speed"
//2c b1 8c 01
_as3_pushstring "range"
//2c 95 1f
_as3_pushstring "air"
//2c b6 08
_as3_pushstring "type"
//2c bc 8c 01
_as3_pushstring "targetTypes"
//56 05
_as3_newarray [array size:5]
//4f c7 2b 02
_as3_callpropvoid checkData(param count:2)
//d1
_as3_getlocal <1>
//66 a6 7a
_as3_getproperty attack
//5e 85 7a
_as3_findproperty com.progrestar.game.fight.attacker:AttackerData::_attack
//2b
_as3_swap
//61 85 7a
_as3_setproperty com.progrestar.game.fight.attacker:AttackerData::_attack
//d1
_as3_getlocal <1>
//66 a7 7a
_as3_getproperty hitpoints
//5e 86 7a
_as3_findproperty com.progrestar.game.fight.attacker:AttackerData::_hp
//2b
_as3_swap
//61 86 7a
_as3_setproperty com.progrestar.game.fight.attacker:AttackerData::_hp
//d1
_as3_getlocal <1>
//66 a8 7a
_as3_getproperty speed
//5e 89 7a
_as3_findproperty com.progrestar.game.fight.attacker:AttackerData::_speed
//2b
_as3_swap
//61 89 7a
_as3_setproperty com.progrestar.game.fight.attacker:AttackerData::_speed
//d1
_as3_getlocal <1>
//66 a9 7a
_as3_getproperty range
//5e 8a 7a
_as3_findproperty com.progrestar.game.fight.attacker:AttackerData::_range
//2b
_as3_swap
//61 8a 7a
_as3_setproperty com.progrestar.game.fight.attacker:AttackerData::_range
//d1
_as3_getlocal <1>
//66 aa 7a
_as3_getproperty visibleRange
//5e 8d 7a
_as3_findproperty com.progrestar.game.fight.attacker:AttackerData::_visibleRange
//2b
_as3_swap
//61 8d 7a
_as3_setproperty com.progrestar.game.fight.attacker:AttackerData::_visibleRange
//d1
_as3_getlocal <1>
//66 ab 7a
_as3_getproperty minAttackRange
//5e 91 7a
_as3_findproperty com.progrestar.game.fight.attacker:AttackerData::_minAttackRange
//2b
_as3_swap
//61 91 7a
_as3_setproperty com.progrestar.game.fight.attacker:AttackerData::_minAttackRange
//60 fa 1d
_as3_getlex com.progrestar.game.lib::BulletLib
//66 99 01
_as3_getproperty instance
//d1
_as3_getlocal <1>
//66 ac 7a
_as3_getproperty bulletId
//46 dd 25 01
_as3_callproperty getById(param count:1)
//5e 93 7a
_as3_findproperty com.progrestar.game.fight.attacker:AttackerData::_bulletLibItem
//2b
_as3_swap
//61 93 7a
_as3_setproperty com.progrestar.game.fight.attacker:AttackerData::_bulletLibItem
//d1
_as3_getlocal <1>
//66 a5 7a
_as3_getproperty type
//5e 94 7a
_as3_findproperty com.progrestar.game.fight.attacker:AttackerData::_attackerType
//2b
_as3_swap
//61 94 7a
_as3_setproperty com.progrestar.game.fight.attacker:AttackerData::_attackerType
//d1
_as3_getlocal <1>
//66 ad 7a
_as3_getproperty targetTypes
//5e 95 7a
_as3_findproperty com.progrestar.game.fight.attacker:AttackerData::_targetTypes
//2b
_as3_swap
//61 95 7a
_as3_setproperty com.progrestar.game.fight.attacker:AttackerData::_targetTypes
//d1
_as3_getlocal <1>
//66 ae 7a
_as3_getproperty priorityTypes
//5e 97 7a
_as3_findproperty com.progrestar.game.fight.attacker:AttackerData::_priorityTypes
//2b
_as3_swap
//61 97 7a
_as3_setproperty com.progrestar.game.fight.attacker:AttackerData::_priorityTypes
//d1
_as3_getlocal <1>
//66 af 7a
_as3_getproperty armySlots
//5e de 55
_as3_findproperty armySlots
//2b
_as3_swap
//61 de 55
_as3_setproperty armySlots
//60 8a 7a
_as3_getlex com.progrestar.game.fight.attacker:AttackerData::_range
//24 00
_as3_pushbyte 0
//ab
_as3_equals
//5e 99 7a
_as3_findproperty com.progrestar.game.fight.attacker:AttackerData::_empty
//2b
_as3_swap
//61 99 7a
_as3_setproperty com.progrestar.game.fight.attacker:AttackerData::_empty
//d1
_as3_getlocal <1>
//66 b0 7a
_as3_getproperty startHeight
//12 08 00 00
_as3_iffalse offset: 8
//d1
_as3_getlocal <1>
//66 b0 7a
_as3_getproperty startHeight
//10 03 00 00
_as3_jump offset: 3
//24 00
_as3_pushbyte 0
//82
_as3_coerce_a
//5e 8f 7a
_as3_findproperty com.progrestar.game.fight.attacker:AttackerData::_startHeight
//2b
_as3_swap
//61 8f 7a
_as3_setproperty com.progrestar.game.fight.attacker:AttackerData::_startHeight
//d1
_as3_getlocal <1>
//66 b1 7a
_as3_getproperty recharge
//12 08 00 00
_as3_iffalse offset: 8
//d1
_as3_getlocal <1>
//66 b1 7a
_as3_getproperty recharge
//10 03 00 00
_as3_jump offset: 3
//24 01
_as3_pushbyte 1
//82
_as3_coerce_a
//5e 87 7a
_as3_findproperty com.progrestar.game.fight.attacker:AttackerData::_recharge
//2b
_as3_swap
//61 87 7a
_as3_setproperty com.progrestar.game.fight.attacker:AttackerData::_recharge
//d1
_as3_getlocal <1>
//2c c4 77
_as3_pushstring "attackDelay"
//46 d1 05 01
_as3_callproperty http://adobe.com/AS3/2006/builtin::hasOwnProperty(param count:1)
//12 08 00 00
_as3_iffalse offset: 8
//d1
_as3_getlocal <1>
//66 b2 7a
_as3_getproperty attackDelay
//10 03 00 00
_as3_jump offset: 3
//2f 05
_as3_pushdouble 0.5
//82
_as3_coerce_a
//5e 88 7a
_as3_findproperty com.progrestar.game.fight.attacker:AttackerData::_attackDelay
//2b
_as3_swap
//61 88 7a
_as3_setproperty com.progrestar.game.fight.attacker:AttackerData::_attackDelay
//d1
_as3_getlocal <1>
//2c d0 8c 01
_as3_pushstring "faction"
//66 a4 7a
_as3_getproperty {}
//5e 9f 7a
_as3_findproperty com.progrestar.game.fight.attacker:AttackerData::_attackerFaction
//2b
_as3_swap
//61 9f 7a
_as3_setproperty com.progrestar.game.fight.attacker:AttackerData::_attackerFaction
//d1
_as3_getlocal <1>
//2c ab 8c 01
_as3_pushstring "damageFactors"
//46 d1 05 01
_as3_callproperty http://adobe.com/AS3/2006/builtin::hasOwnProperty(param count:1)
//12 0f 00 00
_as3_iffalse offset: 15
//d1
_as3_getlocal <1>
//2c ab 8c 01
_as3_pushstring "damageFactors"
//66 a4 7a
_as3_getproperty {}
//5e 9a 7a
_as3_findproperty com.progrestar.game.fight.attacker:AttackerData::_targetBoosts
//2b
_as3_swap
//61 9a 7a
_as3_setproperty com.progrestar.game.fight.attacker:AttackerData::_targetBoosts
//d1
_as3_getlocal <1>
//2c d1 8c 01
_as3_pushstring "skills"
//66 a4 7a
_as3_getproperty {}
//60 7c
_as3_getlex Array
//87
_as3_astypelate
//80 7c
_as3_coerce Array
//d6
_as3_setlocal <2>
//d2
_as3_getlocal <2>
//20
_as3_pushnull
//ab
_as3_equals
//96
_as3_not
//2a
_as3_dup
//12 08 00 00
_as3_iffalse offset: 8
//29
_as3_pop
//d2
_as3_getlocal <2>
//66 84 01
_as3_getproperty length
//24 00
_as3_pushbyte 0
//af
_as3_greaterthan
//12 22 00 00
_as3_iffalse offset: 34
//24 00
_as3_pushbyte 0
//63 05
_as3_setlocal <5>
//d2
_as3_getlocal <2>
//63 04
_as3_setlocal <4>
//10 10 00 00
_as3_jump offset: 16
//09
_as3_label
//62 04
_as3_getlocal <4>
//62 05
_as3_getlocal <5>
//23
_as3_nextvalue
//85
_as3_coerce_s
//d7
_as3_setlocal <3>
//60 9c 7a
_as3_getlex com.progrestar.game.fight.attacker:AttackerData::_skills
//d3
_as3_getlocal <3>
//26
_as3_pushtrue
//61 a4 7a
_as3_setproperty {}
//32 04 05
_as3_hasnext2 4, 5
//11 e9 ff ff
_as3_iftrue offset: -23
//47
_as3_returnvoid
}// end function
public function get attack() : int
{
//d0
_as3_getlocal <0>
//30
_as3_pushscope
//60 85 7a
_as3_getlex com.progrestar.game.fight.attacker:AttackerData::_attack
//48
_as3_returnvalue
}// end function
public function get hp() : int
{
//d0
_as3_getlocal <0>
//30
_as3_pushscope
//60 86 7a
_as3_getlex com.progrestar.game.fight.attacker:AttackerData::_hp
//48
_as3_returnvalue
}// end function
public function get recharge() : Number
{
//d0
_as3_getlocal <0>
//30
_as3_pushscope
//60 87 7a
_as3_getlex com.progrestar.game.fight.attacker:AttackerData::_recharge
//48
_as3_returnvalue
}// end function
public function get attackDelay() : Number
{
//d0
_as3_getlocal <0>
//30
_as3_pushscope
//60 88 7a
_as3_getlex com.progrestar.game.fight.attacker:AttackerData::_attackDelay
//48
_as3_returnvalue
}// end function
public function get speed() : Number
{
//d0
_as3_getlocal <0>
//30
_as3_pushscope
//60 89 7a
_as3_getlex com.progrestar.game.fight.attacker:AttackerData::_speed
//48
_as3_returnvalue
}// end function
public function get range() : int
{
//d0
_as3_getlocal <0>
//30
_as3_pushscope
//60 8a 7a
_as3_getlex com.progrestar.game.fight.attacker:AttackerData::_range
//48
_as3_returnvalue
}// end function
public function get canShoot() : Boolean
{
//d0
_as3_getlocal <0>
//30
_as3_pushscope
//60 8a 7a
_as3_getlex com.progrestar.game.fight.attacker:AttackerData::_range
//24 01
_as3_pushbyte 1
//af
_as3_greaterthan
//48
_as3_returnvalue
}// end function
public function get visibleRange() : int
{
//d0
_as3_getlocal <0>
//30
_as3_pushscope
//60 8d 7a
_as3_getlex com.progrestar.game.fight.attacker:AttackerData::_visibleRange
//48
_as3_returnvalue
}// end function
public function get startHeight() : Number
{
//d0
_as3_getlocal <0>
//30
_as3_pushscope
//60 8f 7a
_as3_getlex com.progrestar.game.fight.attacker:AttackerData::_startHeight
//48
_as3_returnvalue
}// end function
public function get minAttackRange() : int
{
//d0
_as3_getlocal <0>
//30
_as3_pushscope
//60 91 7a
_as3_getlex com.progrestar.game.fight.attacker:AttackerData::_minAttackRange
//48
_as3_returnvalue
}// end function
public function get bulletLibItem() : BulletLibItem
{
//d0
_as3_getlocal <0>
//30
_as3_pushscope
//60 93 7a
_as3_getlex com.progrestar.game.fight.attacker:AttackerData::_bulletLibItem
//48
_as3_returnvalue
}// end function
public function get attackerType() : String
{
//d0
_as3_getlocal <0>
//30
_as3_pushscope
//60 94 7a
_as3_getlex com.progrestar.game.fight.attacker:AttackerData::_attackerType
//48
_as3_returnvalue
}// end function
public function get targetTypes() : Array
{
//d0
_as3_getlocal <0>
//30
_as3_pushscope
//60 95 7a
_as3_getlex com.progrestar.game.fight.attacker:AttackerData::_targetTypes
//48
_as3_returnvalue
}// end function
public function get priorityTypes() : Array
{
//d0
_as3_getlocal <0>
//30
_as3_pushscope
//60 97 7a
_as3_getlex com.progrestar.game.fight.attacker:AttackerData::_priorityTypes
//48
_as3_returnvalue
}// end function
public function get empty() : Boolean
{
//d0
_as3_getlocal <0>
//30
_as3_pushscope
//60 99 7a
_as3_getlex com.progrestar.game.fight.attacker:AttackerData::_empty
//48
_as3_returnvalue
}// end function
public function get targetBoosts() : Object
{
//d0
_as3_getlocal <0>
//30
_as3_pushscope
//60 9a 7a
_as3_getlex com.progrestar.game.fight.attacker:AttackerData::_targetBoosts
//48
_as3_returnvalue
}// end function
public function get canAttackAir() : Boolean
{
//d0
_as3_getlocal <0>
//30
_as3_pushscope
//60 95 7a
_as3_getlex com.progrestar.game.fight.attacker:AttackerData::_targetTypes
//2a
_as3_dup
//12 10 00 00
_as3_iffalse offset: 16
//29
_as3_pop
//60 95 7a
_as3_getlex com.progrestar.game.fight.attacker:AttackerData::_targetTypes
//2c ca 8c 01
_as3_pushstring "airUnit"
//46 f2 01 01
_as3_callproperty http://adobe.com/AS3/2006/builtin::indexOf(param count:1)
//24 00
_as3_pushbyte 0
//b0
_as3_greaterequals
//82
_as3_coerce_a
//48
_as3_returnvalue
}// end function
public function get canAttackGround() : Boolean
{
//d0
_as3_getlocal <0>
//30
_as3_pushscope
//60 95 7a
_as3_getlex com.progrestar.game.fight.attacker:AttackerData::_targetTypes
//2a
_as3_dup
//12 10 00 00
_as3_iffalse offset: 16
//29
_as3_pop
//60 95 7a
_as3_getlex com.progrestar.game.fight.attacker:AttackerData::_targetTypes
//2c cb 8c 01
_as3_pushstring "groundUnit"
//46 f2 01 01
_as3_callproperty http://adobe.com/AS3/2006/builtin::indexOf(param count:1)
//24 00
_as3_pushbyte 0
//b0
_as3_greaterequals
//82
_as3_coerce_a
//48
_as3_returnvalue
}// end function
public function haveSkill(param1:String) : Boolean
{
//d0
_as3_getlocal <0>
//30
_as3_pushscope
//60 9c 7a
_as3_getlex com.progrestar.game.fight.attacker:AttackerData::_skills
//d1
_as3_getlocal <1>
//66 a4 7a
_as3_getproperty {}
//76
_as3_convert_b
//48
_as3_returnvalue
}// end function
public function get skillList() : Object
{
//d0
_as3_getlocal <0>
//30
_as3_pushscope
//60 9c 7a
_as3_getlex com.progrestar.game.fight.attacker:AttackerData::_skills
//48
_as3_returnvalue
}// end function
public function get attackerFaction() : String
{
//d0
_as3_getlocal <0>
//30
_as3_pushscope
//60 9f 7a
_as3_getlex com.progrestar.game.fight.attacker:AttackerData::_attackerFaction
//48
_as3_returnvalue
}// end function
public function get favorGoalLocal() : String
{
//d0
_as3_getlocal <0>
//30
_as3_pushscope
//20
_as3_pushnull
//d5
_as3_setlocal <1>
//60 97 7a
_as3_getlex com.progrestar.game.fight.attacker:AttackerData::_priorityTypes
//2a
_as3_dup
//12 0b 00 00
_as3_iffalse offset: 11
//29
_as3_pop
//60 97 7a
_as3_getlex com.progrestar.game.fight.attacker:AttackerData::_priorityTypes
//66 84 01
_as3_getproperty length
//24 00
_as3_pushbyte 0
//af
_as3_greaterthan
//82
_as3_coerce_a
//12 24 00 00
_as3_iffalse offset: 36
//60 97 7a
_as3_getlex com.progrestar.game.fight.attacker:AttackerData::_priorityTypes
//24 00
_as3_pushbyte 0
//66 a4 7a
_as3_getproperty {}
//85
_as3_coerce_s
//d5
_as3_setlocal <1>
//2c ad 8c 01
_as3_pushstring "T_BATTLE_OBJECT_"
//d1
_as3_getlocal <1>
//46 b6 0b 00
_as3_callproperty http://adobe.com/AS3/2006/builtin::toUpperCase(param count:0)
//a0
_as3_add
//85
_as3_coerce_s
//d5
_as3_setlocal <1>
//60 e0 03
_as3_getlex com.progrestar.common.lang::Translate
//d1
_as3_getlocal <1>
//46 85 05 01
_as3_callproperty translate(param count:1)
//85
_as3_coerce_s
//d5
_as3_setlocal <1>
//10 0d 00 00
_as3_jump offset: 13
//60 e0 03
_as3_getlex com.progrestar.common.lang::Translate
//2c cd 8c 01
_as3_pushstring "T_BATTLE_TARGET_ANY"
//46 85 05 01
_as3_callproperty translate(param count:1)
//85
_as3_coerce_s
//d5
_as3_setlocal <1>
//d1
_as3_getlocal <1>
//48
_as3_returnvalue
}// end function
public function getTypeLocal() : String
{
//d0
_as3_getlocal <0>
//30
_as3_pushscope
//2c ad 8c 01
_as3_pushstring "T_BATTLE_OBJECT_"
//60 94 7a
_as3_getlex com.progrestar.game.fight.attacker:AttackerData::_attackerType
//46 b6 0b 00
_as3_callproperty http://adobe.com/AS3/2006/builtin::toUpperCase(param count:0)
//a0
_as3_add
//85
_as3_coerce_s
//d5
_as3_setlocal <1>
//60 e0 03
_as3_getlex com.progrestar.common.lang::Translate
//d1
_as3_getlocal <1>
//46 85 05 01
_as3_callproperty translate(param count:1)
//85
_as3_coerce_s
//d5
_as3_setlocal <1>
//d1
_as3_getlocal <1>
//48
_as3_returnvalue
}// end function
public function getAttackTypeLocal() : String
{
//d0
_as3_getlocal <0>
//30
_as3_pushscope
//60 e0 03
_as3_getlex com.progrestar.common.lang::Translate
//2c ce 8c 01
_as3_pushstring "T_ATTACK_TYPE_SINGLE"
//46 85 05 01
_as3_callproperty translate(param count:1)
//85
_as3_coerce_s
//d5
_as3_setlocal <1>
//60 93 7a
_as3_getlex com.progrestar.game.fight.attacker:AttackerData::_bulletLibItem
//12 24 00 00
_as3_iffalse offset: 36
//60 93 7a
_as3_getlex com.progrestar.game.fight.attacker:AttackerData::_bulletLibItem
//66 fe 57
_as3_getproperty splashInterval
//2a
_as3_dup
//12 08 00 00
_as3_iffalse offset: 8
//29
_as3_pop
//60 93 7a
_as3_getlex com.progrestar.game.fight.attacker:AttackerData::_bulletLibItem
//66 9c 48
_as3_getproperty splashRange
//75
_as3_convert_d
//12 0d 00 00
_as3_iffalse offset: 13
//60 e0 03
_as3_getlex com.progrestar.common.lang::Translate
//2c cf 8c 01
_as3_pushstring "T_ATTACK_TYPE_SPLASH"
//46 85 05 01
_as3_callproperty translate(param count:1)
//85
_as3_coerce_s
//d5
_as3_setlocal <1>
//d1
_as3_getlocal <1>
//48
_as3_returnvalue
}// end function
}
}
range attack






