public override object Evaluate(List <string> args, ExpressionEvaluator evaluator, Character player, Target target = null, CastedSpell spell = null, DiceStoppedRollingData dice = null) { ExpectingArguments(args, 2, 10); if (player != null) { if (target == null) { target = Expressions.Get <Target>(args[0]); } string magicItemName = Expressions.GetStr(args[1]); object data1 = null; object data2 = null; object data3 = null; object data4 = null; object data5 = null; object data6 = null; object data7 = null; object data8 = null; if (args.Count > 2) { data1 = Expressions.Get(args[2], player, target, spell); } if (args.Count > 3) { data2 = Expressions.Get(args[3], player, target, spell); } if (args.Count > 4) { data3 = Expressions.Get(args[4], player, target, spell); } if (args.Count > 5) { data4 = Expressions.Get(args[5], player, target, spell); } if (args.Count > 6) { data5 = Expressions.Get(args[6], player, target, spell); } if (args.Count > 7) { data6 = Expressions.Get(args[7], player, target, spell); } if (args.Count > 8) { data7 = Expressions.Get(args[8], player, target, spell); } if (args.Count > 9) { data8 = Expressions.Get(args[9], player, target, spell); } //if (target == null) // target = player.ActiveTarget; // TODO: consider passing in the spell name as well for unique id (if castedSpell is valid). player.GiveMagic(magicItemName, spell, target, data1, data2, data3, data4, data5, data6, data7, data8); } return(null); }