private void _addStatusEffect(object[] args) { // addStatusEffect(string partyMemberSelector, StatusEffectType statusEffectType) string partyMemberSelector = (string)args[0]; StatusEffectType statusEffectType = (StatusEffectType)args[1]; StatusEffect statusEffect; switch (statusEffectType) { case StatusEffectType.Poison: statusEffect = new StatusEffects.Poison(); break; case StatusEffectType.Paralysis: statusEffect = new StatusEffects.Paralysis(); break; case StatusEffectType.Fear: statusEffect = new StatusEffects.Fear(actor); break; case StatusEffectType.Doom: statusEffect = new StatusEffects.Doom(actor); break; default: statusEffect = null; break; } if (statusEffect != null) { PartyMember partyMember = getPartyMemberFromSelector(partyMemberSelector); partyMember.AddStatusEffect(statusEffect); } }