void SetProficiency(DFCareer.Proficiency mod, string secondary) { switch (secondary) { case HardStrings.axe: advantageData.Axes = mod; break; case HardStrings.bluntWeapon: advantageData.BluntWeapons = mod; break; case HardStrings.handToHand: advantageData.HandToHand = mod; break; case HardStrings.longBlade: advantageData.LongBlades = mod; break; case HardStrings.missileWeapon: advantageData.MissileWeapons = mod; break; case HardStrings.shortBlade: advantageData.ShortBlades = mod; break; default: break; } }
void SetProficiency(DFCareer.Proficiency mod, string secondary) { switch (secondary) { case HardStrings.axe: advantageData.Axes = mod; switch (mod) { case DFCareer.Proficiency.Expert: advantageData.ExpertProficiencies |= DFCareer.ProficiencyFlags.Axes; break; case DFCareer.Proficiency.Forbidden: advantageData.ForbiddenProficiencies |= DFCareer.ProficiencyFlags.Axes; break; default: break; } break; case HardStrings.bluntWeapon: advantageData.BluntWeapons = mod; switch (mod) { case DFCareer.Proficiency.Expert: advantageData.ExpertProficiencies |= DFCareer.ProficiencyFlags.BluntWeapons; break; case DFCareer.Proficiency.Forbidden: advantageData.ForbiddenProficiencies |= DFCareer.ProficiencyFlags.BluntWeapons; break; default: break; } break; case HardStrings.handToHand: advantageData.HandToHand = mod; switch (mod) { case DFCareer.Proficiency.Expert: advantageData.ExpertProficiencies |= DFCareer.ProficiencyFlags.HandToHand; break; case DFCareer.Proficiency.Forbidden: advantageData.ForbiddenProficiencies |= DFCareer.ProficiencyFlags.HandToHand; break; default: break; } break; case HardStrings.longBlade: advantageData.LongBlades = mod; switch (mod) { case DFCareer.Proficiency.Expert: advantageData.ExpertProficiencies |= DFCareer.ProficiencyFlags.LongBlades; break; case DFCareer.Proficiency.Forbidden: advantageData.ForbiddenProficiencies |= DFCareer.ProficiencyFlags.LongBlades; break; default: break; } break; case HardStrings.missileWeapon: advantageData.MissileWeapons = mod; switch (mod) { case DFCareer.Proficiency.Expert: advantageData.ExpertProficiencies |= DFCareer.ProficiencyFlags.MissileWeapons; break; case DFCareer.Proficiency.Forbidden: advantageData.ForbiddenProficiencies |= DFCareer.ProficiencyFlags.MissileWeapons; break; default: break; } break; case HardStrings.shortBlade: advantageData.ShortBlades = mod; switch (mod) { case DFCareer.Proficiency.Expert: advantageData.ExpertProficiencies |= DFCareer.ProficiencyFlags.ShortBlades; break; case DFCareer.Proficiency.Forbidden: advantageData.ForbiddenProficiencies |= DFCareer.ProficiencyFlags.ShortBlades; break; default: break; } break; default: break; } }