public FeatureAssoc(NewCharacter character, Feature feat) { CharacterId = character.CharacterId; PlayerA = character; FeatureA = feat; FeatureId = feat.FeatureId; }
public SpellAssoc(NewCharacter character, Spell spell) { CharacterId = character.CharacterId; PlayerA = character; SpellA = spell; SpellId = spell.SpellId; Prepped = false; AlwaysPrepped = false; }
public void AlwaysPreppedChecker(NewCharacter test, Spell s, SpellAssoc a) { switch (test.playerClass.SubClassName) { case "Circle of the Land: Arctic": if (s.SpellName == "Hold Person" || s.SpellName == "Spike Growth" || s.SpellName == "Sleet Storm" || s.SpellName == "Slow" || s.SpellName == "Freedom of Movement" || s.SpellName == "Ice Storm" || s.SpellName == "Commune with Nature" || s.SpellName == "Cone of Cold") { a.AlwaysPrepped = true; } ; break; case "Circle of the Land: Coast": if (s.SpellName == "Mirror Image" || s.SpellName == "Misty Step" || s.SpellName == "Water Breathing" || s.SpellName == "Water Walk" || s.SpellName == "Freedom of Movement" || s.SpellName == "Control Water" || s.SpellName == "Conjure Elemental" || s.SpellName == "Scrying") { a.AlwaysPrepped = true; } break; case "Circle of the Land: Desert": if (s.SpellName == "Blur" || s.SpellName == "Silence" || s.SpellName == "Create Food and Water" || s.SpellName == "Protection from Energy" || s.SpellName == "Blight" || s.SpellName == "Hallucinatory Terrain" || s.SpellName == "Insect Plague" || s.SpellName == "Wall of Stone") { a.AlwaysPrepped = true; } break; case "Circle of the Land: Forest": if (s.SpellName == "Barkskin" || s.SpellName == "Spider Climb" || s.SpellName == "Call Lightning" || s.SpellName == "Plant Growth" || s.SpellName == "Freedom of Movement" || s.SpellName == "Divination" || s.SpellName == "Commune with Nature" || s.SpellName == "Tree Stride") { a.AlwaysPrepped = true; } break; case "Circle of the Land: Grassland": if (s.SpellName == "Invisibilty" || s.SpellName == "Pass Without Trace" || s.SpellName == "Daylight" || s.SpellName == "Haste" || s.SpellName == "Freedom of Movement" || s.SpellName == "Divination" || s.SpellName == "Dream" || s.SpellName == "Insect Plague") { a.AlwaysPrepped = true; } break; case "Circle of the Land: Mountain": if (s.SpellName == "Spider Climb" || s.SpellName == "Spike Growth" || s.SpellName == "Lightning Bolt" || s.SpellName == "Meld into Stone" || s.SpellName == "Stone Shape" || s.SpellName == "Stoneskin" || s.SpellName == "Passwall" || s.SpellName == "Wall of Stone") { a.AlwaysPrepped = true; } break; case "Circle of the Land: Swamp": if (s.SpellName == "Acid Arrow" || s.SpellName == "Darkness" || s.SpellName == "Water Walk" || s.SpellName == "Stinking Cloud" || s.SpellName == "Freedom of Movement" || s.SpellName == "Locate Creature" || s.SpellName == "Insect Plague" || s.SpellName == "Scrying") { a.AlwaysPrepped = true; } break; case "Life Domain": if (s.SpellName == "Bless" || s.SpellName == "Cure Wounds" || s.SpellName == "Lesser Restoration" || s.SpellName == "Spiritual Weapon" || s.SpellName == "Beacon of Hope" || s.SpellName == "Revivify" || s.SpellName == "Death Ward" || s.SpellName == "Guardian of Faith" || s.SpellName == "Mass Cure Wounds" || s.SpellName == "Raise Dead") { a.AlwaysPrepped = true; } break; case "Oath of Devotion": if (s.SpellName == "Protection from Evil & Good" || s.SpellName == "Sanctuary" || s.SpellName == "Lesser Restoration" || s.SpellName == "Zone of Truth" || s.SpellName == "Beacon of Hope" || s.SpellName == "Dispel Magic" || s.SpellName == "Freedom of Movement" || s.SpellName == "Guardian of Faith" || s.SpellName == "Commune" || s.SpellName == "Flame Strike") { a.AlwaysPrepped = true; } break; case "The Fiend": if (s.SpellName == "Burning Hands" || s.SpellName == "Command" || s.SpellName == "Blindness/Deafness" || s.SpellName == "Scorching Ray" || s.SpellName == "Fireball" || s.SpellName == "Stinking Cloud" || s.SpellName == "Fire Shield" || s.SpellName == "Wall of Fire" || s.SpellName == "Flame Strike" || s.SpellName == "Hallow") { a.AlwaysPrepped = true; } break; } if (test.playerClass.ClassName == "Sorcerer" || test.playerClass.ClassName == "Warlock" || test.playerClass.ClassName == "Bard" || test.playerClass.ClassName == "Ranger") { a.AlwaysPrepped = true; } }