//return whether or not the spell travels. It is needed if the spell needs to be placed on the floor public bool doesSpellTravel(SPELLS s) { switch (s) { case SPELLS.red: if (redSpell.name == "Lava") { return(false); } return(false); case SPELLS.blue: if (blueSpell.name == "HealthPool") { return(false); } return(false); case SPELLS.green: if (greenSpell.name == "ClearPath") { return(true); } return(false); case SPELLS.trap: return(false); default: return(false); } }
public void RemoveSpellsFromCharacter() { var selectedSpells = _view.CharacterSpellsListBox.SelectedItems.Cast <SPELLS>().ToList(); foreach (var spell in selectedSpells) { var spellToRemoveFromCharacter = new SPELLS { s_id = spell.s_id, s_name = spell.s_name, s_school = spell.s_school, s_level = spell.s_level, s_castingtime = spell.s_castingtime, s_range = spell.s_range, s_target = spell.s_target, s_component_m = spell.s_component_m, s_component_s = spell.s_component_s, s_component_v = spell.s_component_v, s_isconcentration = spell.s_isconcentration, s_durationminutes = spell.s_durationminutes, s_description = spell.s_description }; _loadedSpells.Add(spellToRemoveFromCharacter); _loadedCharacterSpells.Remove(_loadedCharacterSpells.First(x => x.s_id == spellToRemoveFromCharacter.s_id)); } UpdateSpellsSelection(selectedSpells); UpdateSpellDescription(true); }
public void EquipSpell(int index, int number) { spellSlots[number] = spells.get(index); spells.remove(index); if (curSpell == null) { curSpell = spellSlots[number]; curSpellPos = number; } }
//set up a specific spell's cost public void setUpSpellCost(SPELLS c, int cost) { if (spellCost[c] != null) { spellCost.Add(c, cost); } else { spellCost.Remove(c); spellCost.Add(c, cost); } }
void Start() { string[] abl_N = { "", "", "", "", "", "" }; WEAPONS fallenSword = new WEAPONS("Fallen Sword", 10, 5, 0, 0, 0, 0, 0, 0, false, false, 0, 1.7f, WEAPONS.weaponType.Edge, WEAPONS.weaponClass.Sword, true, 0, 0.45f, 2.2f); Classes novice = new Classes("Novice", "The start of everything", fallenSword, null, 0, 1, 3, abl_N); SPELLS fireBall = new SPELLS(false, false, "Fire Ball", "Cast a huge fire with this spell.", 0, 0, 1, SPELLS.SpellType.Fire, SPELLS.AtkType.Attack, 10, 0, 0); SPELLS magicMiss = new SPELLS(false, false, "Magic Missile", "Cast magic missile with this spell.", 0, 0, 1, SPELLS.SpellType.Magic, SPELLS.AtkType.Attack, 0, 10, 0); GameObject.FindGameObjectWithTag("Player").GetComponent <Equip>().FindEmpty(novice, false); GameObject.FindGameObjectWithTag("Player").GetComponent <Equip>().mask = GameObject.FindGameObjectWithTag("Player").GetComponent <Equip>().Mask.get(0); GameObject.FindGameObjectWithTag("Player").GetComponent <Equip>().FindEmpty(fireBall, true); GameObject.FindGameObjectWithTag("Player").GetComponent <Equip>().FindEmpty(magicMiss, true); //GameObject.FindGameObjectWithTag ("MasterSave").GetComponent<UltraSave> ().SavePlayer (); }
//cast the spell at/towards the casting point public void cast(SPELLS spellToCast, Vector3 castPoint) { switch (spellToCast) { case SPELLS.red: if (redSpell.name == "Lava") { Instantiate(redSpell, castPoint + redSpell.GetComponent <Lava>().offSet, Quaternion.identity); } break; case SPELLS.blue: if (blueSpell.name == "HealthPool") { Instantiate(blueSpell, castPoint + blueSpell.GetComponent <HealthPool>().offSet, Quaternion.identity); } break; case SPELLS.green: if (greenSpell.name == "ClearPath") { GameObject cp = Instantiate(greenSpell, transform.position + new Vector3(0, 0.5f, 0), Quaternion.identity) as GameObject; cp.GetComponent <ClearPath>().setTravelPoint(castPoint); } break; case SPELLS.trap: if (trapSpell.name == "Mine") { Instantiate(trapSpell, castPoint + trapSpell.GetComponent <Mine>().offSet, Quaternion.identity); } if (trapSpell.name == "Spikes") { Instantiate(trapSpell, castPoint + trapSpell.GetComponent <Spikes>().offSet, Quaternion.identity); } break; default: print("ERROR: No spell was selected to cast."); break; } }
//return the current energy of the spell public int checkEnergy(SPELLS color) { switch (color) { case (SPELLS.red): return(redEnergy); case (SPELLS.blue): return(blueEnergy); case (SPELLS.green): return(greenEnergy); case (SPELLS.trap): return(trapEnergy); default: return(0); } }
//Get the torch prefab public GameObject getTorch(SPELLS color) { switch (color) { case SPELLS.red: return(redTorch); case SPELLS.blue: return(blueTorch); case SPELLS.green: return(greenTorch); case SPELLS.trap: return(genericLight); default: return(redTorch); } }
//return the selected spell public GameObject getSelectedSpell(SPELLS color) { switch (color) { case SPELLS.red: return(redSpell); case SPELLS.blue: return(blueSpell); case SPELLS.green: return(greenSpell); case SPELLS.trap: return(trapSpell); default: return(trapSpell); } }
//Get the minimum distance the spell must be cast away from the player in order to prevent self-mutilation public float getSpellMinDistance(SPELLS s) { switch (s) { case SPELLS.red: if (redSpell.name == "Lava") { return(redSpell.GetComponent <Lava>().radius + playerRadius); } return(0.0f); case SPELLS.blue: if (blueSpell.name == "HealthPool") { return(blueSpell.GetComponent <HealthPool>().radius); } return(0.0f); case SPELLS.green: if (greenSpell.name == "ClearPath") { return(greenSpell.GetComponent <ClearPath>().radius); } return(0.0f); case SPELLS.trap: if (trapSpell.name == "Mine") { return(trapSpell.GetComponent <Mine>().radius + playerRadius); } if (trapSpell.name == "Spikes") { return(trapSpell.GetComponent <Spikes>().radius + playerRadius); } return(0.0f); default: return(0.0f); } }
void Start() { //Default to the trap spell. selectedSpell = SPELLS.trap; TORCHHANDLER = GetComponent <TorchHandler>(); SPELLMANAGER = GetComponent <SpellManager>(); PLAYERMANAGER = GetComponent <PlayerManager>(); //A cooldown references the spell, a countdown until recast, if it has been cast, and its cooldown time. cdTracker = new Hashtable(); cdTracker[SPELLMANAGER.redSpell] = new Cooldown(SPELLMANAGER.redSpell, 1.0f); cdTracker[SPELLMANAGER.blueSpell] = new Cooldown(SPELLMANAGER.blueSpell, 1.0f); cdTracker[SPELLMANAGER.greenSpell] = new Cooldown(SPELLMANAGER.greenSpell, 1.0f); cdTracker[SPELLMANAGER.trapSpell] = new Cooldown(SPELLMANAGER.trapSpell, 1.0f); cdTracker[TORCHHANDLER.redTorch] = new Cooldown(TORCHHANDLER.redTorch, 1.0f); cdTracker[TORCHHANDLER.blueTorch] = new Cooldown(TORCHHANDLER.blueTorch, 1.0f); cdTracker[TORCHHANDLER.greenTorch] = new Cooldown(TORCHHANDLER.greenTorch, 1.0f); cdTracker[TORCHHANDLER.genericLight] = new Cooldown(TORCHHANDLER.genericLight, 1.0f); lMask = ~lMask; }
void Update() { //Reference Unity's input manager to select a spell. if (Input.GetButtonDown("QSpell")) { selectedSpell = SPELLS.red; } if (Input.GetButtonDown("ESpell")) { selectedSpell = SPELLS.blue; } if (Input.GetButton("ZSpell")) { selectedSpell = SPELLS.green; } if (Input.GetButton("CSpell")) { selectedSpell = SPELLS.trap; } //Increment the cooldowns. Probably should be done elsewhere. if (cdTracker.Values.Count > 0) { foreach (Cooldown g in cdTracker.Values) { if (g.isCasting) { g.countdown += Time.deltaTime; } if (g.countdown >= g.cooldownTime) { print(g.spell.name + " is off cooldown"); g.isCasting = false; g.countdown = 0.0f; } } } }
//change the current energy of the spell public void changeEnergy(SPELLS color, int amount) { switch (color) { case (SPELLS.red): redEnergy += amount; break; case (SPELLS.blue): blueEnergy += amount; break; case (SPELLS.green): greenEnergy += amount; break; case (SPELLS.trap): trapEnergy += amount; break; default: break; } }
//Place a torch from InputManager by finding it in the torches list then altering its scale, then unequip it public void placeTorch(SPELLS torchColor, Vector3 clickPoint) { if (torchColor == SPELLS.trap) { print("ERROR: Passed in a trap (not a torch)to the torch placer."); return; } //by referencing the prefab we can find exactly which torch we need in the torches list GameObject torchToPlace = getTorch(torchColor); int torchIndex = getTorchIndex(torchToPlace, torchPrefabs); if (torchIndex == -1) { print("ERROR: Could not find " + torchToPlace.name + " in the prefab list"); return; } //set the scale for the real world Transform parent = torches[torchIndex].transform.parent; float x = torches[torchIndex].transform.localScale.x, y = torches[torchIndex].transform.localScale.y, z = torches[torchIndex].transform.localScale.z; while (parent != null) { x *= (1 / parent.transform.localScale.x); y *= (1 / parent.transform.localScale.y); z *= (1 / parent.transform.localScale.z); parent = parent.transform.parent; } //Unequip the torch Torch t = torches[torchIndex].GetComponent("Torch") as Torch; t.unEquip(new Vector3(x, y, z), clickPoint, Vector3.zero); }
public int getSpellCost(SPELLS s) { return((int)spellCost[s]); }
void Start() { //Armor //bool buyable, bool sellable, string name, string description,EquipRegion slot, int buyPrice, int sellPrice, //int meleeDefense, int magicDefense,int fireDefense, int artDefense // MASK fallenMask = new MASK(false,false,"Fallen Mask","A mask from a fallen friend", // 10,1,5,0,0,0,0,3,0,0,0,0,0); // MASK PerfectMask = new MASK(false,false,"Perfect Mask","The ultimate mask", // 10,1,5,0,0,0,5,5,5,5,5,5,5); // ARMOR LeatherShirt = new ARMOR(false,true,"Leather Shirt","A worn down white shirt",ITEMS.EquipRegion.ChestSlot, // 10,1,5,0,0,0,24); // ARMOR LeatherPants = new ARMOR(false,true,"Leather Pants","A worn down brown pants",ITEMS.EquipRegion.LegSlot, // 10,1,5,0,0,0,13); WEAPONS Axe = new WEAPONS(false, true, "Hatchet", "Worn down hatchet", ITEMS.Type.Weapon , 100, 20, 12, 0, 0, 0, false, WEAPONS.scaleBonus.Str, true, 20, 2f, WEAPONS.weaponType.Edge , 4, 1, 0, 0, 'C', WEAPONS.weaponClass.Axe, true, 0, 0.60f, .5f); WEAPONS fallenSword = new WEAPONS(false, true, "Fallen Sword", "Broken Sword from a friend", ITEMS.Type.Weapon , 10, 1, 10, 0, 0, 0, false, WEAPONS.scaleBonus.Str, false, 15, 2f, WEAPONS.weaponType.Edge , 3, 2, 0, 0, 'C', WEAPONS.weaponClass.Sword, true, 0, 0.60f, 0f); WEAPONS sheild = new WEAPONS(false, true, "Broken Sheild", "Worn down sheild", ITEMS.Type.Weapon , 250, 50, 95, 50, 50, 50, true, WEAPONS.scaleBonus.none, false, 0, 0f, WEAPONS.weaponType.Blunt , 0, 0, 0, 0, 'C', WEAPONS.weaponClass.Sheild, false, 0, 0f, 0f); WEAPONS FireGem = new WEAPONS(false, true, "Fire Gem", "Gem that allows you to control fire.", ITEMS.Type.Weapon , 250, 50, 0, 20, 0, 0, true, WEAPONS.scaleBonus.Int, false, 5, 0f, WEAPONS.weaponType.Magic , 0, 0, 0, 4, 'C', WEAPONS.weaponClass.Gem, false, 0, 0.60f, 0f); WEAPONS MagicGem = new WEAPONS(false, true, "Magic Gem", "Gem that allows you to control Magic.", ITEMS.Type.Weapon , 250, 50, 0, 0, 20, 0, true, WEAPONS.scaleBonus.Int, false, 5, 0f, WEAPONS.weaponType.Magic , 0, 0, 0, 4, 'C', WEAPONS.weaponClass.Gem, false, 0, 0.60f, 0f); WEAPONS ArtGem = new WEAPONS(false, true, "Artificial Gem", "Gem that allows you to control lightning.", ITEMS.Type.Weapon , 250, 50, 0, 0, 0, 20, true, WEAPONS.scaleBonus.Int, false, 5, 0f, WEAPONS.weaponType.Magic , 0, 0, 0, 4, 'C', WEAPONS.weaponClass.Gem, false, 0, 0.60f, 0f); WEAPONS GreatSword = new WEAPONS(true, true, "Great Sword", "Broken Great Sword from a friend", ITEMS.Type.Weapon , 20, 1, 25, 0, 0, 0, false, WEAPONS.scaleBonus.Str, true, 30, 2f, WEAPONS.weaponType.Edge , 5, 2, 0, 0, 'C', WEAPONS.weaponClass.GreatSword, true, 0, 1.1f, 1.5f); WEAPONS staff = new WEAPONS(true, true, "Wooden Staff", "An Elder Staff forged from the great wood trees.", ITEMS.Type.Weapon , 2000, 1, 0, 20, 5, 5, false, WEAPONS.scaleBonus.Int, true, 5, 3f, WEAPONS.weaponType.Magic , 0, 0, 0, 5, 'A', WEAPONS.weaponClass.Staff, false, 0, 0.60f, 0f); // WEAPONS Hammer = new WEAPONS(false,true,"Hammer","Old Hammer",ITEMS.EquipRegion.LeftHandSlot,ITEMS.Type.Weapon // ,500,100,20,0,0,0,false,WEAPONS.scaleBonus.Str,true,50,2f,WEAPONS.weaponType.Blunt // ,12,0,0,'A',WEAPONS.weaponClass.Hammer,true,0); // GRIMOIRE book = new GRIMOIRE(true,true,"Fire Grimoire","Old dusty book",5,1,0,5,0,0,0,0,5,'C',0,GRIMOIRE.BookType.Fire); WEAPONS Gun = new WEAPONS(false, true, "Old Pistol", "A pistol that barely works", ITEMS.Type.Weapon , 10, 1, 5, 0, 0, 0, true, WEAPONS.scaleBonus.Pre, true, 15, 10f, WEAPONS.weaponType.Pierce , 0, 0, 2, 0, 'C', WEAPONS.weaponClass.Gun, false, 0, 0.60f, 0f); // WEAPONS poke = new WEAPONS(false,true,"Rapier","Worn down rapier",ITEMS.EquipRegion.LeftHandSlot,ITEMS.Type.Weapon // ,100,20,3,0,0,0,false,WEAPONS.scaleBonus.Dex,false,20,2f,WEAPONS.weaponType.Pierce // ,1,5,0,'B',WEAPONS.weaponClass.Rapier,true,0); WEAPONS poke = new WEAPONS(true, true, "Rapier", "Worn down rapier", ITEMS.Type.Weapon , 100, 50, 5, 0, 0, 0, false, WEAPONS.scaleBonus.Dex, false, 3, 2f, WEAPONS.weaponType.Pierce , 1, 5, 0, 0, 'B', WEAPONS.weaponClass.Rapier, true, 0, 0.60f, 0f); ITEMS relic = new ITEMS(false, true, true, "Old Relic", "Ancient relic used in rituals. Regains small Hp.", true, ITEMS.Type.Item, 50, 0, true, 10, 10, ITEMS.StatBoost.CurHp, 50, 0f, ITEMS.typeOfItem.Consumable); ITEMS paper = new ITEMS(false, true, true, "Fire Paper", "Ignite your main weapon in flames", true, ITEMS.Type.Item, 100, 0, true, 20, 10, ITEMS.StatBoost.Fire, 10, 0f, ITEMS.typeOfItem.Buff); ITEMS magicPaper = new ITEMS(false, true, true, "Magic Paper", "Embuted your main weapon in magic", true, ITEMS.Type.Item, 100, 0, true, 20, 10, ITEMS.StatBoost.Magic, 10, 0f, ITEMS.typeOfItem.Buff); ITEMS ArtPaper = new ITEMS(false, true, true, "Mother Board", "Enhance your main weapon in artificial technology", true, ITEMS.Type.Item, 100, 0, true, 20, 10, ITEMS.StatBoost.Artificial, 10, 0f, ITEMS.typeOfItem.Buff); ITEMS grass = new ITEMS(false, true, true, "Grass", "Holy Grass", true, ITEMS.Type.Item, 50, 0, true, 99, 99, ITEMS.StatBoost.CurStam, 0, 0f, ITEMS.typeOfItem.Consumable); ITEMS purus = new ITEMS(false, true, true, "Purus", "Regain mana.", true, ITEMS.Type.Item, 50, 0, true, 99, 99, ITEMS.StatBoost.CurMana, 25, 0f, ITEMS.typeOfItem.Consumable); ITEMS knives = new ITEMS(false, true, true, "Throwing Knives", "Normal Knives", true, ITEMS.Type.Item, 150, 0, true, 99, 15, ITEMS.StatBoost.None, 10, 0f, ITEMS.typeOfItem.Throwable); ITEMS bullets = new ITEMS(false, true, true, "Bullets", "Used with a Pistol", false, ITEMS.Type.Item, 30, 0, true, 25, 25, ITEMS.StatBoost.None, 0, 0f, ITEMS.typeOfItem.Bullets); ITEMS fireBomb = new ITEMS(false, true, true, "Fire Bomb", "Explodes on contact", true, ITEMS.Type.Item, 150, 0, true, 10, 10, ITEMS.StatBoost.None, 0, 0f, ITEMS.typeOfItem.Throwable); ITEMS antidote = new ITEMS(false, true, true, "Antidote", "Used for curing poison.", true, ITEMS.Type.Item, 0, 0, true, 20, 10, ITEMS.StatBoost.Poison, 0, 0f, ITEMS.typeOfItem.Consumable); ITEMS shard = new ITEMS(false, true, true, "Tablet Shard", "Used for upgrading weapons.", false, ITEMS.Type.Item, 0, 0, true, 99, 1, ITEMS.StatBoost.Shards, 0, 0f, ITEMS.typeOfItem.Consumable); SPELLS fireBall = new SPELLS(false, false, "Fire Ball", "Cast a huge fire with this spell.", 0, 0, 10, SPELLS.SpellType.Fire, SPELLS.AtkType.Attack, 10, 0, 0); SPELLS magicMiss = new SPELLS(false, false, "Magic Missile", "Cast magic missile with this spell.", 0, 0, 10, SPELLS.SpellType.Magic, SPELLS.AtkType.Attack, 0, 10, 0); // ARMOR Ulta = new ARMOR(false,true,"Ultra Armor","Best in its class",ITEMS.EquipRegion.ChestSlot, // 10000,1,50,50,50,50,124); // ARMOR KnightArmor = new ARMOR(false,true,"Knight Armor","2nd best in its class",ITEMS.EquipRegion.ChestSlot, // 10000,1,25,25,25,25,70); // //Fire Grimoire // GameObject.FindGameObjectWithTag("Player").GetComponent<Equipment>().FindEmpty2(fallenMask); // GameObject.FindGameObjectWithTag("Player").GetComponent<Equipment>().EquipArmor(0,0); // GameObject.FindGameObjectWithTag("Player").GetComponent<Equipment>().FindEmpty2(PerfectMask); // GameObject.FindGameObjectWithTag("Player").GetComponent<Equipment>().FindEmpty2(LeatherShirt); // GameObject.FindGameObjectWithTag("Player").GetComponent<Equipment>().EquipArmor(0,1); // GameObject.FindGameObjectWithTag("Player").GetComponent<Equipment>().FindEmpty2(Ulta); // GameObject.FindGameObjectWithTag("Player").GetComponent<Equipment>().FindEmpty2(KnightArmor); // GameObject.FindGameObjectWithTag("Player").GetComponent<Equipment>().FindEmpty2(LeatherPants); // GameObject.FindGameObjectWithTag("Player").GetComponent<Equipment>().EquipArmor(0,2); //// GameObject.FindGameObjectWithTag("Player").GetComponent<Equipment>().EquipMainHand(0); // GameObject.FindGameObjectWithTag("Player").GetComponent<Equipment>().FindEmpty2(Gun); //// GameObject.FindGameObjectWithTag("Player").GetComponent<Equipment>().EquipOffHand(0); // GameObject.FindGameObjectWithTag("Player").GetComponent<Equipment>().FindEmpty2(sheild); // GameObject.FindGameObjectWithTag("Player").GetComponent<Equipment>().FindEmpty2(FireGem); // GameObject.FindGameObjectWithTag("Player").GetComponent<Equipment>().FindEmpty2(MagicGem); // GameObject.FindGameObjectWithTag("Player").GetComponent<Equipment>().FindEmpty2(ArtGem); //// GameObject.FindGameObjectWithTag("Player").GetComponent<Equipment>().FindEmpty2(Hammer); //// GameObject.FindGameObjectWithTag("Player").GetComponent<Equipment>().FindEmpty2(Gun); // GameObject.FindGameObjectWithTag("Player").GetComponent<Equipment>().FindEmpty2(fallenSword); // GameObject.FindGameObjectWithTag("Player").GetComponent<Equipment>().FindEmpty2(relic); // GameObject.FindGameObjectWithTag("Player").GetComponent<Equipment>().EquipItem(0,0); // GameObject.FindGameObjectWithTag("Player").GetComponent<Equipment>().FindEmpty2(paper); // GameObject.FindGameObjectWithTag("Player").GetComponent<Equipment>().FindEmpty2(magicPaper); // GameObject.FindGameObjectWithTag("Player").GetComponent<Equipment>().FindEmpty2(ArtPaper); // GameObject.FindGameObjectWithTag("Player").GetComponent<Equipment>().FindEmpty2(grass); // GameObject.FindGameObjectWithTag("Player").GetComponent<Equipment>().FindEmpty2(poke); // GameObject.FindGameObjectWithTag("Player").GetComponent<Equipment>().FindEmpty2(GreatSword); // GameObject.FindGameObjectWithTag("Player").GetComponent<Equipment>().FindEmpty2(staff); // // GameObject.FindGameObjectWithTag("Player").GetComponent<Equipment>().EquipMainHand(0); // GameObject.FindGameObjectWithTag("Player").GetComponent<Equipment>().FindEmpty2(bullets); // GameObject.FindGameObjectWithTag("Player").GetComponent<Equipment>().FindEmpty2(knives); // // GameObject.FindGameObjectWithTag("Player").GetComponent<Equipment>().FindEmpty2(book); // GameObject.FindGameObjectWithTag("Player").GetComponent<Equipment>().FindEmpty2(fireBomb); // GameObject.FindGameObjectWithTag("Player").GetComponent<Equipment>().FindEmpty2(antidote); // GameObject.FindGameObjectWithTag("Player").GetComponent<Equipment>().FindEmpty2(shard); // GameObject.FindGameObjectWithTag("Player").GetComponent<Equipment>().FindEmpty2(purus); // GameObject.FindGameObjectWithTag("Player").GetComponent<Equipment>().FindEmpty2(Axe); // GameObject.FindGameObjectWithTag("Player").GetComponent<Equipment>().FindEmpty2(fireBall); // GameObject.FindGameObjectWithTag("Player").GetComponent<Equipment>().FindEmpty2(magicMiss); // GameObject.FindGameObjectWithTag("Player").GetComponent<Equipment>().ChangeClass("Novice"); // if(this.GetComponent<PlayerSave>().enabled == true) // this.GetComponent<PlayerSave>().SaveObject(); //GameObject.FindGameObjectWithTag("Player").GetComponent<Equipment>().EquipOffHand(0); // GameObject.FindGameObjectWithTag("Player").GetComponent<Equipment>().FindEmpty(Body,false); // GameObject.FindGameObjectWithTag("Player").GetComponent<Equipment>().FindEmpty(Leg,false); // GameObject.FindGameObjectWithTag("Player").GetComponent<Equipment>().FindEmpty(item,false); // GameObject.FindGameObjectWithTag("Player").GetComponent<Equipment>().FindEmpty(perm1,false); // GameObject.FindGameObjectWithTag("Player").GetComponent<Equipment>().FindEmpty(perm2,false); }
private void GenerateSpellDescription(SPELLS selectedSpell) { if (selectedSpell != null) { if (!selectedSpell.s_name.Equals("")) { _view.SpellDescription += selectedSpell.s_name + "\r\n"; } if (!selectedSpell.s_school.Equals("")) { _view.SpellDescription += selectedSpell.s_school + " "; } if (selectedSpell.s_level != null) { _view.SpellDescription += "lvl " + selectedSpell.s_level.ToString() + "\r\n"; } else if (!selectedSpell.s_school.Equals("")) { _view.SpellDescription += "\r\n"; } if (!selectedSpell.s_range.Equals("")) { _view.SpellDescription += "Range: " + selectedSpell.s_range + "\r\n"; } if (!selectedSpell.s_target.Equals("")) { _view.SpellDescription += "Target: " + selectedSpell.s_target + "\r\n"; } if (selectedSpell.s_castingtime != null) { _view.SpellDescription += "Casting Time: " + selectedSpell.s_castingtime.ToString() + "\r\n"; } if (selectedSpell.s_durationminutes != null) { _view.SpellDescription += "Duration: " + selectedSpell.s_durationminutes.ToString() + "\r\n"; } if (selectedSpell.s_isconcentration != null) { _view.SpellDescription += "Concentration: " + (selectedSpell.s_isconcentration.GetValueOrDefault(false) ? "Y" : "N") + "\r\n"; } if ((selectedSpell.s_component_m != null) || (selectedSpell.s_component_s != null) || (selectedSpell.s_component_v != null)) { _view.SpellDescription += "Components: "; if (selectedSpell.s_component_m != null && !selectedSpell.s_component_m.Equals("")) { _view.SpellDescription += "M (" + selectedSpell.s_component_m + ") "; } if (selectedSpell.s_component_s != null && selectedSpell.s_component_s == true) { _view.SpellDescription += "S "; } if (selectedSpell.s_component_v != null && selectedSpell.s_component_v == true) { _view.SpellDescription += "V "; } _view.SpellDescription += "\r\n"; } if (selectedSpell.s_description != null && !selectedSpell.s_description.Equals("")) { _view.SpellDescription += "\r\n" + selectedSpell.s_description; } } }