public static void NewClass() { Fusilier.Clear(); Fusilier.level = 0; CurrentGame.game.memoryGeneral.impClassProgress.fusilier.level = 0; CurrentGame.game.memoryGeneral.impClassProgress.fusilier.name = "Fusilier"; CurrentGame.game.memoryGeneral.impClassProgress.fusilier.movement = 5; CurrentGame.game.memoryGeneral.impClassProgress.fusilier.classWeapons.classWeapon1.type = "Ranged"; CurrentGame.game.memoryGeneral.impClassProgress.fusilier.classWeapons.classWeapon1.rank = 3; CurrentGame.game.memoryGeneral.impClassProgress.fusilier.classWeapons.classWeapon1.type = "Axe"; CurrentGame.game.memoryGeneral.impClassProgress.fusilier.classWeapons.classWeapon2.rank = 2; CurrentGame.game.memoryGeneral.impClassProgress.fusilier.caps = Fusilier.Caplist(); LevelUpClass(); }
public static void LevelUpClass() { Fusilier.LevelUp(); CurrentGame.game.memoryGeneral.impClassProgress.fusilier.level = CurrentGame.game.memoryGeneral.impClassProgress.fusilier.level + 1; CurrentGame.game.memoryGeneral.impClassProgress.fusilier.modifiers = Fusilier.ModList(); foreach (string id in CurrentGame.game.memoryGeneral.impClassProgress.fusilier.subbed) { Unit me = new Unit(); foreach (Unit u in CurrentGame.game.storeroom.units) { if (id == u.unitID) { u.unitClass.main.imp.fusilier.modifiers = CurrentGame.game.memoryGeneral.impClassProgress.fusilier.modifiers; u.unitClass.main.imp.fusilier.level = CurrentGame.game.memoryGeneral.impClassProgress.fusilier.level; } } } }