private void _statsList(DisplayStats _data) { CharStatData localStats = World.Instance.MainPlayer.ActiveCharacter.Stats; if (_data.IsStatsData) localStats.statpoints = _data.StatPoints; else World.Instance.MainPlayer.ActiveCharacter.Class = _data.Class; localStats.SetStr(_data.Str); localStats.SetInt(_data.Int); localStats.SetWis(_data.Wis); localStats.SetAgi(_data.Agi); localStats.SetCon(_data.Con); localStats.SetCha(_data.Cha); localStats.SetMaxHP(_data.MaxHP); localStats.SetMaxTP(_data.MaxTP); localStats.SetSP(_data.MaxSP); localStats.SetMaxSP(_data.MaxSP); World.Instance.MainPlayer.ActiveCharacter.MaxWeight = _data.MaxWeight; localStats.SetMinDam(_data.MinDam); localStats.SetMaxDam(_data.MaxDam); localStats.SetAccuracy(_data.Accuracy); localStats.SetEvade(_data.Evade); localStats.SetArmor(_data.Armor); m_game.Hud.RefreshStats(); }
private void _statsList(DisplayStats _data) { CharStatData localStats = World.Instance.MainPlayer.ActiveCharacter.Stats; if (_data.IsStatsData) localStats.StatPoints = _data.StatPoints; else World.Instance.MainPlayer.ActiveCharacter.Class = _data.Class; localStats.Str = _data.Str; localStats.Int = _data.Int; localStats.Wis = _data.Wis; localStats.Agi = _data.Agi; localStats.Con = _data.Con; localStats.Cha = _data.Cha; localStats.MaxHP = _data.MaxHP; localStats.MaxTP = _data.MaxTP; localStats.SP = _data.MaxSP; localStats.MaxSP = _data.MaxSP; World.Instance.MainPlayer.ActiveCharacter.MaxWeight = _data.MaxWeight; localStats.MinDam = _data.MinDam; localStats.MaxDam = _data.MaxDam; localStats.Accuracy = _data.Accuracy; localStats.Evade = _data.Evade; localStats.Armor = _data.Armor; m_game.Hud.RefreshStats(); }