void SetProficiency(DFCareer.Proficiency mod, string secondary)
        {
            switch (secondary)
            {
            case HardStrings.axe:
                advantageData.Axes = mod;
                break;

            case HardStrings.bluntWeapon:
                advantageData.BluntWeapons = mod;
                break;

            case HardStrings.handToHand:
                advantageData.HandToHand = mod;
                break;

            case HardStrings.longBlade:
                advantageData.LongBlades = mod;
                break;

            case HardStrings.missileWeapon:
                advantageData.MissileWeapons = mod;
                break;

            case HardStrings.shortBlade:
                advantageData.ShortBlades = mod;
                break;

            default:
                break;
            }
        }
Beispiel #2
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        void SetProficiency(DFCareer.Proficiency mod, string secondary)
        {
            switch (secondary)
            {
            case HardStrings.axe:
                advantageData.Axes = mod;
                switch (mod)
                {
                case DFCareer.Proficiency.Expert:
                    advantageData.ExpertProficiencies |= DFCareer.ProficiencyFlags.Axes;
                    break;

                case DFCareer.Proficiency.Forbidden:
                    advantageData.ForbiddenProficiencies |= DFCareer.ProficiencyFlags.Axes;
                    break;

                default:
                    break;
                }
                break;

            case HardStrings.bluntWeapon:
                advantageData.BluntWeapons = mod;
                switch (mod)
                {
                case DFCareer.Proficiency.Expert:
                    advantageData.ExpertProficiencies |= DFCareer.ProficiencyFlags.BluntWeapons;
                    break;

                case DFCareer.Proficiency.Forbidden:
                    advantageData.ForbiddenProficiencies |= DFCareer.ProficiencyFlags.BluntWeapons;
                    break;

                default:
                    break;
                }
                break;

            case HardStrings.handToHand:
                advantageData.HandToHand = mod;
                switch (mod)
                {
                case DFCareer.Proficiency.Expert:
                    advantageData.ExpertProficiencies |= DFCareer.ProficiencyFlags.HandToHand;
                    break;

                case DFCareer.Proficiency.Forbidden:
                    advantageData.ForbiddenProficiencies |= DFCareer.ProficiencyFlags.HandToHand;
                    break;

                default:
                    break;
                }
                break;

            case HardStrings.longBlade:
                advantageData.LongBlades = mod;
                switch (mod)
                {
                case DFCareer.Proficiency.Expert:
                    advantageData.ExpertProficiencies |= DFCareer.ProficiencyFlags.LongBlades;
                    break;

                case DFCareer.Proficiency.Forbidden:
                    advantageData.ForbiddenProficiencies |= DFCareer.ProficiencyFlags.LongBlades;
                    break;

                default:
                    break;
                }
                break;

            case HardStrings.missileWeapon:
                advantageData.MissileWeapons = mod;
                switch (mod)
                {
                case DFCareer.Proficiency.Expert:
                    advantageData.ExpertProficiencies |= DFCareer.ProficiencyFlags.MissileWeapons;
                    break;

                case DFCareer.Proficiency.Forbidden:
                    advantageData.ForbiddenProficiencies |= DFCareer.ProficiencyFlags.MissileWeapons;
                    break;

                default:
                    break;
                }
                break;

            case HardStrings.shortBlade:
                advantageData.ShortBlades = mod;
                switch (mod)
                {
                case DFCareer.Proficiency.Expert:
                    advantageData.ExpertProficiencies |= DFCareer.ProficiencyFlags.ShortBlades;
                    break;

                case DFCareer.Proficiency.Forbidden:
                    advantageData.ForbiddenProficiencies |= DFCareer.ProficiencyFlags.ShortBlades;
                    break;

                default:
                    break;
                }
                break;

            default:
                break;
            }
        }