private void RelicCommand() { ArrJobs tempJob = ArrWeapon.JobList[ArrInfo.JobListString.IndexOf(CurrentRelic)]; ArrStageCompleter.ProgressClass(selectedCharacter, tempJob.Relic, true); AvailableRelicJobs.Remove(CurrentRelic); }
private void CompleteCommand() { ArrJobs tempJob = ArrWeapon.JobList[ArrInfo.JobListString.IndexOf(CurrentNexus)]; ArrStageCompleter.ProgressClass(selectedCharacter, tempJob.Nexus, true); CurrentLight = 0; LoadAvailableJobs(); }
private void CompleteCommand() { ArrJobs tempJob = ArrWeapon.JobList[ArrInfo.JobListString.IndexOf(CurrentZeta)]; ArrStageCompleter.ProgressClass(selectedCharacter, tempJob.Zeta, true); ResetBools(); LoadAvailableJobs(); }
private void ArrCommand(object param) { //Object[] values = (object[])param; //string jobInfo = (string)values[0]; //ArrJobs tempJob = SummaryModel.JobDictionary[jobInfo].Key; //ArrProgress tempProgress= SummaryModel.JobDictionary[jobInfo].Value; ArrProgress tempProgress = (ArrProgress)param; ArrStageCompleter.ProgressClass(selectedCharacter, tempProgress); }
private void CompleteCommand() { ArrJobs tempJob = ArrWeapon.JobList[ArrInfo.JobListString.IndexOf(CurrentNovus)]; ArrStageCompleter.ProgressClass(selectedCharacter, tempJob.Novus, true); //int subtractAlexandrite = 75; //subtractAlexandrite -= MateriaShieldSum + MateriaSwordSum + MateriaSum; //if (subtractAlexandrite >= AlexandriteCount) { AlexandriteCount = 0; } //else { AlexandriteCount -= subtractAlexandrite; } ResetCounts(); LoadAvailableJobs(); PLDNovus = false; NonPLDNovus = false; }