addFeatureEffects = function(charId, newFeature){ _.each(newFeature.effects, function(effect){ if(newFeature.name) effect.name = newFeature.name; pushEffect(charId, effect); }); _.each(newFeature.actions, function(action){ pushAction(charId, action); }); _.each(newFeature.attacks, function(attack){ pushAttack(charId, attack); }); _.each(newFeature.spells, function(spell){ pushSpell(charId, spell); }); } removeFeatureEffects = function(charId, oldFeature){ _.each(oldFeature.effects, function(effect){ pullEffect(charId, effect); }); _.each(oldFeature.actions, function(action){ pullAction(charId, action); }); _.each(oldFeature.attacks, function(attack){ pullAttack(charId, attack); }); _.each(oldFeature.spells, function(spell){ pullSpell(charId, spell); }); };