/// <summary>Adds the skill without any checks</summary> protected void Add(Skill skill, bool isNew) { m_skills.Add(skill.SkillLine.Id, skill); ByField.Add(skill.PlayerField, skill); if (skill.SkillLine.Category == SkillCategory.Language) { m_owner.KnownLanguages.Add(skill.SkillLine.Language); } if (!isNew) { return; } skill.Push(); }
/// <summary> /// Adds the skill without any checks /// </summary> protected void Add(Skill skill, bool isNew) { m_skills.Add(skill.SkillLine.Id, skill); ByField.Add(skill.PlayerField, skill); if (skill.SkillLine.Category == SkillCategory.Language) { m_owner.KnownLanguages.Add(skill.SkillLine.Language); } if (isNew) { skill.Push(); //for (var i = 0; i < skill.SkillLine.InitialAbilities.Count; i++) //{ // var ability = skill.SkillLine.InitialAbilities[i]; // if (!m_owner.Spells.Contains(ability.Spell.Id)) // { // m_owner.Spells.Add(ability.Spell); // } //} } }
/// <summary> /// Adds the skill without any checks /// </summary> protected void Add(Skill skill, bool isNew) { m_skills.Add(skill.SkillLine.Id, skill); ByField.Add(skill.PlayerField, skill); if (skill.SkillLine.Category == SkillCategory.Language) { m_owner.KnownLanguages.Add(skill.SkillLine.Language); } else if (skill.SkillLine.Category == SkillCategory.ArmorProficiency) { CharacterHandler.SendProfiency(m_owner, ItemClass.Armor, ArmorProficiency); } else if (skill.SkillLine.Category == SkillCategory.WeaponProficiency) { CharacterHandler.SendProfiency(m_owner, ItemClass.Weapon, WeaponProficiency); } if (isNew) { skill.Push(); //for (var i = 0; i < skill.SkillLine.InitialAbilities.Count; i++) //{ // var ability = skill.SkillLine.InitialAbilities[i]; // if (!m_owner.Spells.Contains(ability.Spell.Id)) // { // m_owner.Spells.Add(ability.Spell); // } //} } }