Ejemplo n.º 1
0
        private void CharacterSheet_Load(object sender, EventArgs e)
        {
            //createTestCharacter(); /* used to bypass the normal character creation process */
            playerCharacter.StartingInventory(); /* populate inventory with test items */
            // ensures that the createChar object is correctly cast as the starting form
            int i = 0;

            while (createChar == null)
            {
                if (Application.OpenForms[i] is CreateCharacter)
                {
                    createChar = (CreateCharacter)Application.OpenForms[i];
                }
                else
                {
                    i++;
                }
            }
            /**** Profile *****/
            picPortrait.Image = playerCharacter.Portrait;
            boxStr.Text       = Convert.ToString(playerCharacter.Strength);
            boxDex.Text       = Convert.ToString(playerCharacter.Dexterity);
            boxCon.Text       = Convert.ToString(playerCharacter.Constitution);
            boxInt.Text       = Convert.ToString(playerCharacter.Intelligence);
            boxWis.Text       = Convert.ToString(playerCharacter.Wisdom);
            boxCha.Text       = Convert.ToString(playerCharacter.Charisma);
            lblCharName.Text  = playerCharacter.ToString();
            lblCharInfo.Text  = playerCharacter.CharInfoToString();
            boxExp.Text       = playerCharacter.ExperienceToString();
            boxHP.Text        = playerCharacter.HitPointsToString();
            boxWillSave.Text  = playerCharacter.WillSaveToString();
            boxRefSave.Text   = playerCharacter.RefSaveToString();
            boxFortSave.Text  = playerCharacter.FortSaveToString();
            updateArmour();
            updatePlayerAttack();
            /**** Inventory *****/
            boxGold.Text = String.Format("{0:N0}", playerCharacter.Gold);
            generateInventoryPics();
            //initWeaponPics();
            //Allow drop for equipped item slots
            picMainHand.AllowDrop = true;
            picArmour.AllowDrop   = true;
        }