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) { 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); }