private void SetModifiers(Attributes attributes) { Strength = CALC.Bonus(StrengthSave, attributes.StrengthModifier, attributes.StrengthSign); Dexterity = CALC.Bonus(DexteritySave, attributes.DexterityModifier, attributes.DexteritySign); Constitution = CALC.Bonus(ConstitutionSave, attributes.ConstitutionModifier, attributes.ConstitutionSign); Intelligence = CALC.Bonus(IntelligenceSave, attributes.IntelligenceModifier, attributes.IntelligenceSign); Wisdom = CALC.Bonus(WisdomSave, attributes.WisdomModifier, attributes.WisdomSign); Charisma = CALC.Bonus(CharismaSave, attributes.CharismaModifier, attributes.CharismaSign); }
private void SetModifiers(Attributes attributes) { Strength = CALC.CalcBonus(_Strength, attributes.StrengthModifier); Dexterity = CALC.CalcBonus(_Dexterity, attributes.DexterityModifier); Constitution = CALC.CalcBonus(_Constitution, attributes.ConstitutionModifier); Intelligence = CALC.CalcBonus(_Intelligence, attributes.IntelligenceModifier); Wisdom = CALC.CalcBonus(_Wisdom, attributes.WisdomModifier); Charisma = CALC.CalcBonus(_Charisma, attributes.CharismaModifier); }
private void SetModifiers(Attributes attributes) { AcrobaticsLabel = CALC.Bonus(Acrobatics, attributes.DexterityModifier, attributes.DexteritySign); AnimalHandlingLabel = CALC.Bonus(AnimalHandling, attributes.WisdomModifier, attributes.WisdomSign); ArcanaLabel = CALC.Bonus(Arcana, attributes.IntelligenceModifier, attributes.IntelligenceSign); AthleticsLabel = CALC.Bonus(Athletics, attributes.StrengthModifier, attributes.StrengthSign); DeceptionLabel = CALC.Bonus(Deception, attributes.CharismaModifier, attributes.CharismaSign); HistoryLabel = CALC.Bonus(History, attributes.IntelligenceModifier, attributes.IntelligenceSign); InsightLabel = CALC.Bonus(Insight, attributes.WisdomModifier, attributes.WisdomSign); IntimidationLabel = CALC.Bonus(Intimidation, attributes.CharismaModifier, attributes.CharismaSign); InvestigationLabel = CALC.Bonus(Investigation, attributes.IntelligenceModifier, attributes.IntelligenceSign); MedicineLabel = CALC.Bonus(Medicine, attributes.WisdomModifier, attributes.WisdomSign); NatureLabel = CALC.Bonus(Nature, attributes.IntelligenceModifier, attributes.IntelligenceSign); PerceptionLabel = CALC.Bonus(Perception, attributes.WisdomModifier, attributes.WisdomSign); PerformanceLabel = CALC.Bonus(Performance, attributes.CharismaModifier, attributes.CharismaSign); PersuassionLabel = CALC.Bonus(Persuassion, attributes.CharismaModifier, attributes.CharismaSign); ReligionLabel = CALC.Bonus(Religion, attributes.IntelligenceModifier, attributes.IntelligenceSign); SlightOfHandLabel = CALC.Bonus(SlightOfHand, attributes.DexterityModifier, attributes.DexteritySign); StealthLabel = CALC.Bonus(Stealth, attributes.DexterityModifier, attributes.DexteritySign); SurvivalLabel = CALC.Bonus(Survival, attributes.WisdomModifier, attributes.WisdomSign); }
private void SetModifiers(Attributes attributes) { Acrobatics = CALC.CalcBonus(_Acrobatics, attributes.DexterityModifier); AnimalHandling = CALC.CalcBonus(_AnimalHandling, attributes.WisdomModifier); Arcana = CALC.CalcBonus(_Arcana, attributes.IntelligenceModifier); Athletics = CALC.CalcBonus(_Athletics, attributes.StrengthModifier); Deception = CALC.CalcBonus(_Deception, attributes.CharismaModifier); History = CALC.CalcBonus(_History, attributes.IntelligenceModifier); Insight = CALC.CalcBonus(_Insight, attributes.WisdomModifier); Intimidation = CALC.CalcBonus(_Intimidation, attributes.CharismaModifier); Investigation = CALC.CalcBonus(_Investigation, attributes.IntelligenceModifier); Medicine = CALC.CalcBonus(_Medicine, attributes.WisdomModifier); Nature = CALC.CalcBonus(_Nature, attributes.IntelligenceModifier); Perception = CALC.CalcBonus(_Nature, attributes.IntelligenceModifier); Performance = CALC.CalcBonus(_Performance, attributes.CharismaModifier); Persuassion = CALC.CalcBonus(_Persuassion, attributes.CharismaModifier); Religion = CALC.CalcBonus(_Religion, attributes.IntelligenceModifier); SlightOfHand = CALC.CalcBonus(_SlightOfHand, attributes.DexterityModifier); Stealth = CALC.CalcBonus(_Stealth, attributes.DexterityModifier); Survival = CALC.CalcBonus(_Survival, attributes.WisdomModifier); }