private void CheckedListStatesOnItemChanged(object sender, MultiStateCheckEventArgs e)
 {
     if (SuppressEvents) return;
     var multiStateCheckbox = sender as MultiStateCheckbox;
     if (multiStateCheckbox != null)
         this._enemy.state_ranks[e.Index + 1] = multiStateCheckbox.SelectedState;
 }
 private void CheckedListBoxStatesOnItemChanged(object sender, MultiStateCheckEventArgs e)
 {
     if (SuppressEvents) return;
     var id = e.Index + 1;
     this._item.plus_state_set.Remove(id);
     this._item.minus_state_set.Remove(id);
     if (e.ValueIndex == 1)
         this._item.plus_state_set.Add(id);
     if (e.ValueIndex == 2)
         this._item.minus_state_set.Add(id);
 }
 private void EfficiencyStatesOnItemChanged(object sender, MultiStateCheckEventArgs e)
 {
     if (!SuppressEvents)
     {
         var multiStateCheckbox = sender as MultiStateCheckbox;
         if (multiStateCheckbox != null)
             this._class.state_ranks[e.Index + 1] = multiStateCheckbox.SelectedState;
     }
 }