public TwoSquadConsequencesCharacterTest(string descr, string goodDescription, string badDescription, int dif, int att, int tal, IConsequence goodConsequence, IConsequence badConsequence) { description = descr; gDescription = goodDescription; bDescription = badDescription; difficulty = dif; attribute = att; skill = tal; gConsequence = goodConsequence; bConsequence = badConsequence; }
public NextCharacterConsequence(string descr, IConsequence cons) { description = descr; consequence = cons; }
public ICheck <T> Should <T>(IConsequence <T> question) { return(this.AsksFor(question)); }
public NextRestCharacterConsequence(int e, IConsequence cons) { rest = e; consequence = cons; }
public NextDamageCharacterConsequence(int d, IConsequence cons) { damage = d; consequence = cons; }
public NextStressCharacterConsequence(int r, IConsequence cons) { rlx = r; consequence = cons; }
public NextExhaustCharacterConsequence(int e, IConsequence cons) { exhaust = e; consequence = cons; }
public NextGetItemCharacterConsequence(int i, IConsequence cons) { id = i; consequence = cons; }
public NextRelaxCharacterConsequence(int r, IConsequence cons) { rlx = r; consequence = cons; }
public NextChangeProgressConsequence(int pc, IConsequence cons) { progressChange = pc; consequence = cons; }
public NextEatCharacterConsequence(int h, IConsequence cons) { eat = h; consequence = cons; }
public NextHungerCharacterConsequence(int h, IConsequence cons) { hunger = h; consequence = cons; }
public NextHealCharacterConsequence(int d, IConsequence cons) { heal = d; consequence = cons; }
public UseItem(string desc, bool consum, IConsequence cons) { description = desc; consume = consum; consequence = cons; }