public void AddProficiency(Constants.Skills x) => component.AddProficiency(x);
public string BonusLabel(Constants.Skills skill) { var bonus = SkillBonus(skill); return((bonus < 0 ? "" : "+") + bonus.ToString()); }
public int SkillBonus(Constants.Skills skill) => SkillProficiencies()[skill] ? ProficiencyBonus() : 0;
public int SkillBonus(Constants.Skills skill) { int bonus = 0; switch (skill) { case Constants.Skills.Athletics: bonus = Mod(Strength) + Athletics; break; case Constants.Skills.Acrobatics: bonus = Mod(Dexterity) + Acrobatics; break; case Constants.Skills.SleightOfHand: bonus = Mod(Dexterity) + SleightOfHand; break; case Constants.Skills.Stealth: bonus = Mod(Dexterity) + Stealth; break; case Constants.Skills.Arcana: bonus = Mod(Intelligence) + Arcana; break; case Constants.Skills.History: bonus = Mod(Intelligence) + History; break; case Constants.Skills.Investigation: bonus = Mod(Intelligence) + Investigation; break; case Constants.Skills.Nature: bonus = Mod(Intelligence) + Nature; break; case Constants.Skills.Religion: bonus = Mod(Intelligence) + Religion; break; case Constants.Skills.AnimalHandling: bonus = Mod(Wisdom) + AnimalHandling; break; case Constants.Skills.Insight: bonus = Mod(Wisdom) + Insight; break; case Constants.Skills.Medicine: bonus = Mod(Wisdom) + Medicine; break; case Constants.Skills.Perception: bonus = Mod(Wisdom) + Perception; break; case Constants.Skills.Survival: bonus = Mod(Wisdom) + Survival; break; case Constants.Skills.Deception: bonus = Mod(Charisma) + Deception; break; case Constants.Skills.Intimidation: bonus = Mod(Charisma) + Intimidation; break; case Constants.Skills.Performance: bonus = Mod(Charisma) + Performance; break; case Constants.Skills.Persuasion: bonus = Mod(Charisma) + Persuasion; break; default: throw new InvalidOperationException(); } return(bonus); }
void ICharacter.AddProficiency(Constants.Skills x) { SkillProficiencies()[x] = true; }