//update character private void button1_Click(object sender, EventArgs e) { foreach (Character update in CombatHolder._inCombatChars) { Character c = Utilities.GetCharByName(update.Name); CombatHolder.UpdateCharInventorySpellsSkillsEffectsAndStats(c); } updateRTBWithCharacternames(); cboBoxInCombat.DataSource = CombatHolder.getInCombatCharNames(); }
public static void RemoveEffect(Effect toRem, Character c, bool isPermanent) { Utilities.forceTypesToConformToTag(toRem); if (isPermanent) { Effect toRemFromChar = c.Effects.Find(A => A.Equals(toRem)); c.Effects.Remove(toRemFromChar); Utilities.SaveCharacter(c); CombatHolder.UpdateCharInventorySpellsSkillsEffectsAndStats(c); } else { Effect toRemFromChar = c.TemporaryEffects.Find(A => A.Equals(toRem)); c.TemporaryEffects.Remove(toRemFromChar); } }
public static void CreateEffect(Effect toAdd, Character c, bool isPermanent) { Utilities.forceTypesToConformToTag(toAdd); if (toAdd.effectStrength > 0) { List <Effect> toDecFrom = new List <Effect>(); if (isPermanent) { toDecFrom = c.Effects; } else { toDecFrom = c.TemporaryEffects; } switch (toAdd.effectTag) { case EffectHolder.EffectTag.Bleed: DecrementTaggedEffect(toAdd, true, toDecFrom); Utilities.SaveCharacter(c); CombatHolder.UpdateCharInventorySpellsSkillsEffectsAndStats(c); return; case EffectHolder.EffectTag.Trauma: DecrementTaggedEffect(toAdd, true, toDecFrom); Utilities.SaveCharacter(c); CombatHolder.UpdateCharInventorySpellsSkillsEffectsAndStats(c); return; case EffectHolder.EffectTag.BoneImpairment: DecrementTaggedEffect(toAdd, false, toDecFrom); Utilities.SaveCharacter(c); CombatHolder.UpdateCharInventorySpellsSkillsEffectsAndStats(c); return; case EffectHolder.EffectTag.MuscleImpairment: DecrementTaggedEffect(toAdd, false, toDecFrom); Utilities.SaveCharacter(c); CombatHolder.UpdateCharInventorySpellsSkillsEffectsAndStats(c); return; case EffectHolder.EffectTag.NerveImpairment: DecrementTaggedEffect(toAdd, false, toDecFrom); Utilities.SaveCharacter(c); CombatHolder.UpdateCharInventorySpellsSkillsEffectsAndStats(c); return; case EffectHolder.EffectTag.Disorientation: DecrementTaggedEffect(toAdd, true, toDecFrom); Utilities.SaveCharacter(c); CombatHolder.UpdateCharInventorySpellsSkillsEffectsAndStats(c); return; case EffectHolder.EffectTag.NoTag: break; } } if (isPermanent) { c.Effects.Add(toAdd); Utilities.SaveCharacter(c); CombatHolder.UpdateCharInventorySpellsSkillsEffectsAndStats(c); } else { c.TemporaryEffects.Add(toAdd); } }