I had things as arrays or lists that made more sense as dictionary's because i had an ability id from the save files but i was converting it to int and offsetting it and checking the max value just to reference something in kernel.bin.
I added multi char per byte support to render text method. At least for the ones that don't have an icon in the font texture. This might be made better by having a byte to byte[] dictionary. But instead I convert it to string and back to byte[].
Command abilities now have a reference to their battle command counterpart required to have the correct text description appear.
I have the descriptions now populating for the command slots and ability slots.
I changed some structs to classes. I think this means the other variables are going to refer back to the original. And I won't be making a ton of copies.
I had to replace the special characters for Equippable Abilities with values from namedic.
Made an Equippable ability base type and ability base type. The ones that go in ability slots will be "equippable" rest are just ability. Commands have their own slots and they are the only ones that use those. So they are just going to be ability.
I had things as arrays or lists that made more sense as dictionary's because i had an ability id from the save files but i was converting it to int and offsetting it and checking the max value just to reference something in kernel.bin.
I added multi char per byte support to render text method. At least for the ones that don't have an icon in the font texture. This might be made better by having a byte to byte[] dictionary. But instead I convert it to string and back to byte[].
Command abilities now have a reference to their battle command counterpart required to have the correct text description appear.
I have the descriptions now populating for the command slots and ability slots.
I changed some structs to classes. I think this means the other variables are going to refer back to the original. And I won't be making a ton of copies.
I had to replace the special characters for Equippable Abilities with values from namedic.
Made an Equippable ability base type and ability base type. The ones that go in ability slots will be "equippable" rest are just ability. Commands have their own slots and they are the only ones that use those. So they are just going to be ability.