private static void SendEffectMessage(GameConstants.TemporaryEffects effect, bool isAffected)
 {
     if (isAffected)
     {
         outputMessageQueue.Add(affectedStatement[effect]);
     }
     else
     {
         outputMessageQueue.Add(unaffectedStatement[effect]);
     }
 }
Esempio n. 2
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 /// <summary>
 /// Constructor to create a scroll template of a predefined type for the scrollArchives.
 /// Declared private so a new scroll isn't created that doesn't have an original in the archive.
 /// </summary>
 /// <param name="effectType"></param>
 /// <param name="tempEffect"></param>
 /// <param name="instantEffect"></param>
 private MagicalScroll(Type effectType, GameConstants.TemporaryEffects tempEffect, GameConstants.InstantEffects instantEffect)
 {
     titleOfOneScroll = "a scroll called \"" + GenerateMagicalName() + "\"";
     discoveredEffect = false;
     InventoryWeight  = UNIT_WEIGHT;
     Location         = Point.Zero;
     qty                = 0;
     itemClass          = GameConstants.ItemClasses.Scroll;
     this.effectType    = effectType;
     this.tempEffect    = tempEffect;
     this.instantEffect = instantEffect;
 }