public bool Matches(string text, bool nameOnly) { CultureInfo Culture = CultureInfo.InvariantCulture; if (nameOnly) { return(Culture.CompareInfo.IndexOf(Name ?? "", text, CompareOptions.IgnoreCase) >= 0); } return(Culture.CompareInfo.IndexOf(Name ?? "", text, CompareOptions.IgnoreCase) >= 0 || Culture.CompareInfo.IndexOf(Source ?? "", text, CompareOptions.IgnoreCase) >= 0 || Culture.CompareInfo.IndexOf(Description ?? "", text, CompareOptions.IgnoreCase) >= 0 || Culture.CompareInfo.IndexOf(Alignment ?? "", text, CompareOptions.IgnoreCase) >= 0 || Speeds.Exists(s => Culture.CompareInfo.IndexOf(s ?? "", text, CompareOptions.IgnoreCase) >= 0) || Senses.Exists(s => Culture.CompareInfo.IndexOf(s ?? "", text, CompareOptions.IgnoreCase) >= 0) || Resistances.Exists(s => Culture.CompareInfo.IndexOf(s ?? "", text, CompareOptions.IgnoreCase) >= 0) || Vulnerablities.Exists(s => Culture.CompareInfo.IndexOf(s ?? "", text, CompareOptions.IgnoreCase) >= 0) || Immunities.Exists(s => Culture.CompareInfo.IndexOf(s ?? "", text, CompareOptions.IgnoreCase) >= 0) || Languages.Exists(s => Culture.CompareInfo.IndexOf(s ?? "", text, CompareOptions.IgnoreCase) >= 0) || ConditionImmunities.Exists(s => Culture.CompareInfo.IndexOf(s ?? "", text, CompareOptions.IgnoreCase) >= 0) || Descriptions.Exists(s => s.Matches(text, nameOnly)) || Traits.Exists(s => s.Matches(text, nameOnly)) || LegendaryActions.Exists(s => s.Matches(text, nameOnly)) || Actions.Exists(s => s.Matches(text, nameOnly)) || Keywords.Exists(s => Culture.CompareInfo.IndexOf(s.Name ?? "", text, CompareOptions.IgnoreCase) >= 0)); }
// Methods for altering data structure. #region public static void Clear(bool isNew = false) { Title = ""; STR = 10; DEX = 10; CON = 10; INT = 10; WIS = 10; CHA = 10; Speed = ""; AC = ""; HP = ""; CR = Help.FindCRByIndex(0); CreatureAlign = ""; CreatureName = ""; CreatureSize = ""; CreatureType = ""; output.Clear(); output = new List <string>(); DamageImmunities.Clear(); DamageResistances.Clear(); DamageVulnerability.Clear(); ConditionImmunities.Clear(); SavingThrowBonuses.Clear(); SkillBonuses.Clear(); if (isNew) { _Abilities.Clear(); _Actions.Clear(); _Legendaries.Clear(); _Reactions.Clear(); _advancedSpellData.Clear(); _advancedSpells.Clear(); } _Languages.Clear(); _Senses.Clear(); }
// Methods for altering data structure. #region public static void Clear(bool isNew = false) { Title = ""; STR = 0; DEX = 0; CON = 0; INT = 0; WIS = 0; CHA = 0; Speed = ""; AC = ""; HP = ""; CR = Help.ChallengeRatings[0]; CreatureAlign = ""; CreatureName = ""; CreatureSize = ""; CreatureType = ""; output.Clear(); output = new List <string>(); DamageImmunities.Clear(); DamageResistances.Clear(); DamageVulnerability.Clear(); ConditionImmunities.Clear(); SavingThrowBonuses.Clear(); SkillBonuses.Clear(); if (isNew) { _Abilities.Clear(); _Attacks.Clear(); _Legendaries.Clear(); } _Languages.Clear(); _Senses.Clear(); }
public static void AddConditionImmunity(string immunity) { ConditionImmunities.Add(immunity); }