public void ApplyBonus(BonusesData _bonus) { switch (_bonus.AffectedValue.ToLower()) { case "hitdiemod": this.HitDieMod += _bonus.Value; break; case "clear": this.HitDieMod = 0; break; default: break; } }
public void ApplyBonus(BonusesData _bonus) { switch (_bonus.AffectedValue.ToLower()) { case "strength": this.MiscStrengthAdj += _bonus.Value; break; case "dexterity": this.MiscDexterityAdj += _bonus.Value; break; case "constitution": this.MiscConstitutionAdj += _bonus.Value; break; case "intelligence": this.MiscIntelligenceAdj += _bonus.Value; break; case "wisdom": this.MiscWisdomAdj += _bonus.Value; break; case "charisma": this.MiscCharismaAdj += _bonus.Value; break; case "clear": this.MiscStrengthAdj = 0; this.MiscDexterityAdj = 0; this.MiscConstitutionAdj = 0; this.MiscIntelligenceAdj = 0; this.MiscWisdomAdj = 0; this.MiscCharismaAdj = 0; break; default: break; } }