void update_list()
        {
            SkillList.BeginUpdate();

            SkillList.Items.Clear();

            List <ListViewItem> items = new List <ListViewItem>();

            foreach (SkillData sd in fSkills)
            {
                ListViewItem lvi = new ListViewItem(sd.SkillName);
                lvi.SubItems.Add((sd.Level >= 0) ? "+" + sd.Level.ToString() : sd.Level.ToString());
                lvi.SubItems.Add((sd.Ability >= 0) ? "+" + sd.Ability.ToString() : sd.Ability.ToString());
                lvi.SubItems.Add(sd.Trained ? "+5" : "");
                if (sd.Misc != 0)
                {
                    lvi.SubItems.Add((sd.Misc >= 0) ? "+" + sd.Misc.ToString() : sd.Misc.ToString());
                }
                else
                {
                    lvi.SubItems.Add("");
                }
                lvi.SubItems.Add((sd.Total >= 0) ? "+" + sd.Total.ToString() : sd.Total.ToString());

                if (!sd.Show)
                {
                    lvi.ForeColor = SystemColors.GrayText;
                    lvi.UseItemStyleForSubItems = false;
                }

                lvi.Tag = sd;

                items.Add(lvi);
            }

            SkillList.Items.AddRange(items.ToArray());

            SkillList.EndUpdate();
        }
        void update_skills()
        {
            int level = (int)LevelBox.Value;

            SkillList.BeginUpdate();
            SkillList.Items.Clear();

            ListViewItem lvi_easy = SkillList.Items.Add("Easy");

            lvi_easy.SubItems.Add(AI.GetSkillDC(Difficulty.Easy, level).ToString());

            ListViewItem lvi_moderate = SkillList.Items.Add("Moderate");

            lvi_moderate.SubItems.Add(AI.GetSkillDC(Difficulty.Moderate, level).ToString());

            ListViewItem lvi_hard = SkillList.Items.Add("Hard");

            lvi_hard.SubItems.Add(AI.GetSkillDC(Difficulty.Hard, level).ToString());

            SkillList.EndUpdate();

            DamageList.BeginUpdate();
            DamageList.Items.Clear();

            DamageList.ShowGroups = false;

            ListViewItem lvi_damage = DamageList.Items.Add("Against a single target");

            lvi_damage.SubItems.Add(Statistics.NormalDamage(level));
            lvi_damage.Group = DamageList.Groups[0];

            ListViewItem lvi_multiple = DamageList.Items.Add("Against multiple targets");

            lvi_multiple.SubItems.Add(Statistics.MultipleDamage(level));
            lvi_multiple.Group = DamageList.Groups[0];

            DamageList.EndUpdate();
        }
Beispiel #3
0
        void update_list()
        {
            int level = (int)LevelBox.Value;

            int aid_another = 10 + (level / 2);

            string normal   = Statistics.NormalDamage(level);
            string multiple = Statistics.MultipleDamage(level);
            string minion   = Statistics.MinionDamage(level).ToString();

            SkillList.BeginUpdate();
            SkillList.Items.Clear();

            #region Skill DCs

            ListViewItem lvi_easy = SkillList.Items.Add("Easy");
            lvi_easy.SubItems.Add("DC " + AI.GetSkillDC(Difficulty.Easy, level));
            lvi_easy.Group = SkillList.Groups[0];

            ListViewItem lvi_moderate = SkillList.Items.Add("Moderate");
            lvi_moderate.SubItems.Add("DC " + AI.GetSkillDC(Difficulty.Moderate, level));
            lvi_moderate.Group = SkillList.Groups[0];

            ListViewItem lvi_hard = SkillList.Items.Add("Hard");
            lvi_hard.SubItems.Add("DC " + AI.GetSkillDC(Difficulty.Hard, level));
            lvi_hard.Group = SkillList.Groups[0];

            #endregion

            #region Aid Another

            ListViewItem lvi_aid = SkillList.Items.Add("Aid Another");
            lvi_aid.SubItems.Add("DC " + aid_another);
            lvi_aid.Group = SkillList.Groups[1];

            #endregion

            #region Damage

            ListViewItem lvi_damage = SkillList.Items.Add("Against a single target");
            lvi_damage.SubItems.Add(normal);
            lvi_damage.Tag   = DiceExpression.Parse(normal);
            lvi_damage.Group = SkillList.Groups[2];

            ListViewItem lvi_multiple = SkillList.Items.Add("Against multiple targets");
            lvi_multiple.SubItems.Add(multiple);
            lvi_multiple.Tag   = DiceExpression.Parse(multiple);
            lvi_multiple.Group = SkillList.Groups[2];

            ListViewItem lvi_minion = SkillList.Items.Add("From a minion");
            lvi_minion.SubItems.Add(minion);
            lvi_minion.Tag   = DiceExpression.Parse(minion);
            lvi_minion.Group = SkillList.Groups[2];

            #endregion

            #region Monster Knowledge

            ListViewItem lvi_aberrant = SkillList.Items.Add("Aberrant");
            lvi_aberrant.SubItems.Add("Dungeoneering");
            lvi_aberrant.Group = SkillList.Groups[3];

            ListViewItem lvi_elemental = SkillList.Items.Add("Elemental");
            lvi_elemental.SubItems.Add("Arcana");
            lvi_elemental.Group = SkillList.Groups[3];

            ListViewItem lvi_fey = SkillList.Items.Add("Fey");
            lvi_fey.SubItems.Add("Arcana");
            lvi_fey.Group = SkillList.Groups[3];

            ListViewItem lvi_immortal = SkillList.Items.Add("Immortal");
            lvi_immortal.SubItems.Add("Religion");
            lvi_immortal.Group = SkillList.Groups[3];

            ListViewItem lvi_natural = SkillList.Items.Add("Natural");
            lvi_natural.SubItems.Add("Nature");
            lvi_natural.Group = SkillList.Groups[3];

            ListViewItem lvi_shadow = SkillList.Items.Add("Shadow");
            lvi_shadow.SubItems.Add("Arcana");
            lvi_shadow.Group = SkillList.Groups[3];

            ListViewItem lvi_undead = SkillList.Items.Add("Undead keyword");
            lvi_undead.SubItems.Add("Religion");
            lvi_undead.Group = SkillList.Groups[3];

            #endregion

            SkillList.EndUpdate();
        }