becorath 0 Posted November 26, 2017 Share Posted November 26, 2017 What I have.. internal void CastSpell(Spell Spell, int shards, int playerHP, int targetHP) { if ((Spell.KnownSpell && Spell.IsSpellUsable && Spell.IsDistanceGood) && (ObjectManager.Me.SoulShards > shards) && (ObjectManager.Me.HealthPercent <= playerHP && ObjectManager.Target.HealthPercent <= targetHP)) { Logging.Write("Doing Stuff.. " + Spell.Name); Spell.Launch(); return; } } What I want to do... (left blank areas between , for reference) CastSpell(Agony, 3); CastSpell(Siphon, , 30, 20); CastSpell(Reap, 3); CastSpell(DrainSoul, , 30, 15); Some spells require knowing how many shards I have, so not, same with player and target HP. How would I go about making this work without having to input a value for each? Note: This works for all 4 variables(to be expanded on later), but I want it where I only have to input what is necessary. I feel this is something I should already know, but it seems to be eluding me. Any suggestions or recommendations? I'f i'm going down the wrong path, please let me know. Link to comment Share on other sites More sharing options...
becorath 0 Posted November 28, 2017 Author Share Posted November 28, 2017 Overloading! I knew it was simple. Link to comment Share on other sites More sharing options...
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