/*public static int GetSpellID(string name) * { * switch (name) * { * case "Word of Kings: Light": return (int)SPELL.WORD_OF_KINGS_LIGHT; * case "Word of Kings: Courage": return (int)SPELL.WORD_OF_KINGS_COURAGE; * case "Word of Kings: Faith": return (int)SPELL.WORD_OF_KINGS_FAITH; * case "Word of Kings: Loyalty": return (int)SPELL.WORD_OF_KINGS_LOYALTY; * case "Divine Interveniton": return (int)SPELL.DIVINE_INTERVENTION; * case "WoKLoyaltyHealing": return (int)SPELL.WORD_OF_KINGS_LOYALTY_HEALING; * * case "Soothing Void": return (int)SPELL.SOOTHING_VOID; * case "Shadowsurge": return (int)SPELL.SHADOWSURGE; * case "Twilight Beam": return (int)SPELL.TWILIGHT_BEAM; * case "Shadowsong": return (int)SPELL.SHADOWSONG; * case "Sacrifice": return (int)SPELL.SACRIFICE; * case "SoothingVoidJump": return (int)SPELL.SOOTHING_VOID_JUMP; * * default: return 0; * } * } * * public static SpellEffect GetSpellEffectFromID(int _ID) * { * switch (_ID) * { * case (int)SPELL.WORD_OF_KINGS_LIGHT: return new WordOfKingsLight(); * case (int)SPELL.WORD_OF_KINGS_COURAGE: return new WordOfKingsCourage(); * case (int)SPELL.WORD_OF_KINGS_FAITH: return new WordOfKingsFaith(); * case (int)SPELL.WORD_OF_KINGS_LOYALTY: return new WordOfKingsLoyalty(); * case (int)SPELL.WORD_OF_KINGS_LOYALTY_HEALING: return new WoKL_Healing(); * case (int)SPELL.DIVINE_INTERVENTION: return new DivineIntervention(); * * case (int)SPELL.SOOTHING_VOID: return new SoothingVoid(); * case (int)SPELL.SHADOWSURGE: return new Shadowsurge(); * case (int)SPELL.TWILIGHT_BEAM: return new TwilightBeam(); * case (int)SPELL.SHADOWSONG: return new Shadowsong(); * case (int)SPELL.SACRIFICE: return new Sacrifice(); * default: return new WordOfKingsLight(); * } * }*/ public static void Cast(SpellEffect _meffect, Soldier _target, Caster _caster, int minval = 0, int maxval = 0) { if (!_target.isDead) { _meffect.Execute(_caster, _target, minval, maxval); } }