private void Up_Click(object sender, UpEventArgs e) { RankUp(); }
private void RangedUp_Click(object sender, UpEventArgs e) { DefenseStatControl.LeftValueUp(); }
private void MeleeUp_Click(object sender, UpEventArgs e) { DefenseStatControl.RightValueUp(); }
private void WoundsUp_Click(object sender, UpEventArgs e) { WoundStatControl.BaseUp(); }
private void StrainUp_Click(object sender, UpEventArgs e) { StrainStatControl.BaseUp(); }
private void PresenceUp_Click(object sender, UpEventArgs e) { PresenceCharacteristic.ValueUp(); }
private void SoakUp_Click(object sender, UpEventArgs e) { SoakValueStatControl.BaseUp(); }
private void CunningUp_Click(object sender, UpEventArgs e) { CunningCharacteristic.ValueUp(); }
private void WillpowerUp_Click(object sender, UpEventArgs e) { WillpowerCharacteristic.ValueUp(); }
private void AgilityUp_Click(object sender, UpEventArgs e) { AgilityCharacteristic.ValueUp(); }
private void IntellectUp_Click(object sender, UpEventArgs e) { IntellectCharacteristic.ValueUp(); }
private void BrawnUp_Click(object sender, UpEventArgs e) { BrawnCharacteristic.ValueUp(); }
private void XpUp_Click(object sender, UpEventArgs e) { StartingExperience.Value += 5; }
private void StrainUp_Click(object sender, UpEventArgs e) { StrainControl.BaseValue += 1; }
private void WoundsUp_Click(object sender, UpEventArgs e) { WoundsControl.BaseValue += 1; }
private void StartingRankUp_Click(object sender, UpEventArgs e) { StartingRankTextBox.Text = (Int32.Parse(StartingRankTextBox.Text) + 1).ToString(); }