public Attack_Breath(Constants.DamageTypes _newType, Constants.AttackShapes _newShape, Constants.Abilities _newSave, int _newRange) { _damageType = _newType; _shape = _newShape; _save = _newSave; _range = _newRange; }
public int AbilityBonus(Constants.Abilities ability) { switch (ability) { case Constants.Abilities.Strength: return(Mod(Strength)); case Constants.Abilities.Dexterity: return(Mod(Dexterity)); case Constants.Abilities.Constitution: return(Mod(Constitution)); case Constants.Abilities.Intelligence: return(Mod(Intelligence)); case Constants.Abilities.Wisdom: return(Mod(Wisdom)); case Constants.Abilities.Charisma: return(Mod(Charisma)); default: throw new InvalidCastException(); } }
public void AddSave(Constants.Abilities save) => component.AddSave(save);
void ICharacter.AddSave(Constants.Abilities save) { Saves()[save] = true; }