private static void SendEffectMessage(GameConstants.TemporaryEffects effect, bool isAffected) { if (isAffected) { outputMessageQueue.Add(affectedStatement[effect]); } else { outputMessageQueue.Add(unaffectedStatement[effect]); } }
/// <summary> /// Constructor to create a scroll template of a predefined type for the scrollArchives. /// Declared private so a new scroll isn't created that doesn't have an original in the archive. /// </summary> /// <param name="effectType"></param> /// <param name="tempEffect"></param> /// <param name="instantEffect"></param> private MagicalScroll(Type effectType, GameConstants.TemporaryEffects tempEffect, GameConstants.InstantEffects instantEffect) { titleOfOneScroll = "a scroll called \"" + GenerateMagicalName() + "\""; discoveredEffect = false; InventoryWeight = UNIT_WEIGHT; Location = Point.Zero; qty = 0; itemClass = GameConstants.ItemClasses.Scroll; this.effectType = effectType; this.tempEffect = tempEffect; this.instantEffect = instantEffect; }