public void Give(ICreature giver) { _giveStrategy.Give(this, _world, giver); if (GiveItem != null) { GiveItem(this, giver); } }
public void Give(IItem item, World world, ICreature giver) { for (int i = giver.TemporaryEffects.Count - 1; i >= 0; i--) { if (giver.TemporaryEffects[i].Id == _id) { giver.TemporaryEffects[i].TurnsRemaining = 0; break; } } _standardGive.Give(item, world, giver); }