public CoreStatTab(CoreAttribute pStat, CharacterSheet pCharSheetMain) { InitializeComponent(); cStat = pStat; charSheetMain = pCharSheetMain; StatName.Text = cStat.Name; }
public StatBlock() { AllStats = new List <Stat>(); Age = ""; Height = ""; Weight = ""; CoreAttributes = new List <CoreAttribute>(); Strength = new CoreAttribute(); Strength.Name = "Strength"; Strength.Type = "Core"; Strength.SubType = "Physical"; CoreAttributes.Add(Strength); AllStats.Add(Strength); Dexterity = new CoreAttribute(); Dexterity.Name = "Dexterity"; Dexterity.Type = "Core"; Dexterity.SubType = "Physical"; CoreAttributes.Add(Dexterity); AllStats.Add(Dexterity); Constitution = new CoreAttribute(); Constitution.Name = "Constitution"; Constitution.Type = "Core"; Constitution.SubType = "Physical"; CoreAttributes.Add(Constitution); AllStats.Add(Constitution); Intelligence = new CoreAttribute(); Intelligence.Name = "Intelligence"; Intelligence.Type = "Core"; Intelligence.SubType = "Mental"; CoreAttributes.Add(Intelligence); AllStats.Add(Intelligence); Wisdom = new CoreAttribute(); Wisdom.Name = "Wisdom"; Wisdom.Type = "Core"; Wisdom.SubType = "Mental"; CoreAttributes.Add(Wisdom); AllStats.Add(Wisdom); Charisma = new CoreAttribute(); Charisma.Name = "Charisma"; Charisma.Type = "Core"; Charisma.SubType = "Mental"; CoreAttributes.Add(Charisma); AllStats.Add(Charisma); MaxHitPoints = new Stat(); MaxHitPoints.Name = "Max Hit Points"; MaxHitPoints.Type = "Base"; AllStats.Add(MaxHitPoints); CurrentHitPoints = 0; TemporaryHitPoints = 0; Initiative = new Stat(); Initiative.Name = "Initiative"; Initiative.Type = "Base"; AllStats.Add(Initiative); ArmorClass = new Stat(); ArmorClass.Name = "Armor Class"; ArmorClass.Type = "Base"; AllStats.Add(ArmorClass); Speed = new List <Stat>(); PassivePerception = new Stat(); PassivePerception.Name = "Passive Perception"; PassivePerception.Type = "Base"; AllStats.Add(PassivePerception); Vision = new List <Stat>(); Size = new Stat(); Size.Name = "Size"; Size.Type = "Base"; AllStats.Add(Size); ProficiencyBonus = new Stat(); ProficiencyBonus.Name = "Proficiency Bonus"; ProficiencyBonus.Type = "Base"; AllStats.Add(ProficiencyBonus); Saves = new List <Stat>(); StrengthSave = new Stat(); StrengthSave.Name = "Strength Save"; StrengthSave.Type = "Save"; StrengthSave.SubType = "Physical"; Saves.Add(StrengthSave); AllStats.Add(StrengthSave); DexteritySave = new Stat(); DexteritySave.Name = "Dexterity Save"; DexteritySave.Type = "Save"; DexteritySave.SubType = "Physical"; Saves.Add(DexteritySave); AllStats.Add(DexteritySave); ConstitutionSave = new Stat(); ConstitutionSave.Name = "Constitution Save"; ConstitutionSave.Type = "Save"; ConstitutionSave.SubType = "Physical"; Saves.Add(ConstitutionSave); AllStats.Add(ConstitutionSave); IntelligenceSave = new Stat(); IntelligenceSave.Name = "Intelligence Save"; IntelligenceSave.Type = "Save"; IntelligenceSave.SubType = "Mental"; Saves.Add(IntelligenceSave); AllStats.Add(IntelligenceSave); WisdomSave = new Stat(); WisdomSave.Name = "Wisdom Save"; WisdomSave.Type = "Save"; WisdomSave.SubType = "Mental"; Saves.Add(WisdomSave); AllStats.Add(WisdomSave); CharismaSave = new Stat(); CharismaSave.Name = "Charisma Save"; CharismaSave.Type = "Save"; CharismaSave.SubType = "Mental"; Saves.Add(CharismaSave); AllStats.Add(CharismaSave); Skills = new List <Stat>(); Acrobatics = new Stat(); Acrobatics.Name = "Acrobatics"; Acrobatics.Type = "Skill"; Acrobatics.SubType = "Dexterity"; Skills.Add(Acrobatics); AllStats.Add(Acrobatics); AnimalHandling = new Stat(); AnimalHandling.Name = "Animal Handling"; AnimalHandling.Type = "Skill"; AnimalHandling.SubType = "Wisdom"; Skills.Add(AnimalHandling); AllStats.Add(AnimalHandling); Arcana = new Stat(); Arcana.Name = "Arcana"; Arcana.Type = "Skill"; Arcana.SubType = "Intelligence"; Skills.Add(Arcana); AllStats.Add(Arcana); Athletics = new Stat(); Athletics.Name = "Athletics"; Athletics.Type = "Skill"; Athletics.SubType = "Strength"; Skills.Add(Athletics); AllStats.Add(Athletics); Deception = new Stat(); Deception.Name = "Deception"; Deception.Type = "Skill"; Deception.SubType = "Charisma"; Skills.Add(Deception); AllStats.Add(Deception); History = new Stat(); History.Name = "History"; History.Type = "Skill"; History.SubType = "Intelligence"; Skills.Add(History); AllStats.Add(History); Insight = new Stat(); Insight.Name = "Insight"; Insight.Type = "Skill"; Insight.SubType = "Wisdom"; Skills.Add(Insight); AllStats.Add(Insight); Investigate = new Stat(); Investigate.Name = "Investigate"; Investigate.Type = "Skill"; Investigate.SubType = "Intelligence"; Skills.Add(Investigate); AllStats.Add(Investigate); Medicine = new Stat(); Medicine.Name = "Medicine"; Medicine.Type = "Skill"; Medicine.SubType = "Wisdom"; Skills.Add(Medicine); AllStats.Add(Medicine); Nature = new Stat(); Nature.Name = "Nature"; Nature.Type = "Skill"; Nature.SubType = "Intelligence"; Skills.Add(Nature); AllStats.Add(Nature); Perception = new Stat(); Perception.Name = "Perception"; Perception.Type = "Skill"; Perception.SubType = "Wisdom"; Skills.Add(Perception); AllStats.Add(Perception); Performance = new Stat(); Performance.Name = "Performance"; Performance.Type = "Skill"; Performance.SubType = "Charisma"; Skills.Add(Performance); AllStats.Add(Performance); Persuasion = new Stat(); Persuasion.Name = "Persuasion"; Persuasion.Type = "Skill"; Persuasion.SubType = "Charisma"; Skills.Add(Persuasion); AllStats.Add(Persuasion); Religion = new Stat(); Religion.Name = "Religion"; Religion.Type = "Skill"; Religion.SubType = "Intelligence"; Skills.Add(Religion); AllStats.Add(Religion); SleightOfHand = new Stat(); SleightOfHand.Name = "Sleight Of Hand"; SleightOfHand.Type = "Skill"; SleightOfHand.SubType = "Dexterity"; Skills.Add(SleightOfHand); AllStats.Add(SleightOfHand); Stealth = new Stat(); Stealth.Name = "Stealth"; Stealth.Type = "Skill"; Stealth.SubType = "Dexterity"; Skills.Add(Stealth); AllStats.Add(Stealth); Survival = new Stat(); Survival.Name = "Survival"; Survival.Type = "Skill"; Survival.SubType = "Wisdom"; Skills.Add(Survival); AllStats.Add(Survival); Proficiencies = new List <Stat>(); }