Esempio n. 1
0
        public SoundForm()
        {
            InitializeComponent();

            // Disable NPC Randomization
            cbNpcSounds.Enabled   = false;
            flpNpcSounds.Enabled  = false;
            flpNpcSounds.Visible  = false;
            cbMixNpcParty.Enabled = false;
            cbMixNpcParty.Visible = false;

            RandomizeAreaMusic     = Properties.Settings.Default.RandomizeAreaMusic;
            RandomizeBattleMusic   = Properties.Settings.Default.RandomizeBattleMusic;
            RandomizeAmbientNoise  = Properties.Settings.Default.RandomizeAmbientNoise;
            RandomizeCutsceneNoise = Properties.Settings.Default.RandomizeCutsceneNoise;
            //RandomizeNpcSounds     = Properties.Settings.Default.RandomizeNpcSounds;
            RandomizeNpcSounds   = RandomizationLevel.None;     // Functionality Disabled
            RandomizePartySounds = Properties.Settings.Default.RandomizePartySounds;
            cbRemoveDmca.Checked = Properties.Settings.Default.RemoveDmcaMusic;

            //MixNpcAndParty = Properties.Settings.Default.MixNpcAndPartySounds;
            MixNpcAndParty = false; // Functionality Disabled

            // Create easy access lists.
            CheckBoxes.AddRange(new List <CheckBox>()
            {
                cbAreaMusic,
                cbBattleMusic,
                cbAmbientNoise,
                cbCutsceneNoise,
                //cbNpcSounds,      // Randomization not implemented.
                cbPartySounds,
            });

            TypeRadioButtons.AddRange(new List <RadioButton>()
            {
                rbAreaMusicType,
                rbBattleMusicType,
                rbAmbientNoiseType,
                rbCutsceneNoiseType,
                rbPartySoundsType,
            });

            MaxRadioButtons.AddRange(new List <RadioButton>()
            {
                rbAreaMusicMax,
                rbBattleMusicMax,
                rbAmbientNoiseMax,
                rbCutsceneNoiseMax,
                rbPartySoundsMax,
            });
        }
Esempio n. 2
0
        public TextureForm()
        {
            InitializeComponent();

            // Set Initial Values
            RandomizeCubeMaps   = Properties.Settings.Default.TextureRandomizeCubeMaps;
            RandomizeCreatures  = Properties.Settings.Default.TextureRandomizeCreatures;
            RandomizeEffects    = Properties.Settings.Default.TextureRandomizeEffects;
            RandomizeItems      = Properties.Settings.Default.TextureRandomizeItems;
            RandomizePlanetary  = Properties.Settings.Default.TextureRandomizePlanetary;
            RandomizeNPC        = Properties.Settings.Default.TextureRandomizeNPC;
            RandomizePlayHeads  = Properties.Settings.Default.TextureRandomizePlayHeads;
            RandomizePlayBodies = Properties.Settings.Default.TextureRandomizePlayBodies;
            RandomizePlaceables = Properties.Settings.Default.TextureRandomizePlaceables;
            RandomizeParty      = Properties.Settings.Default.TextureRandomizeParty;
            RandomizeStunt      = Properties.Settings.Default.TextureRandomizeStunt;
            RandomizeVehicles   = Properties.Settings.Default.TextureRandomizeVehicles;
            RandomizeWeapons    = Properties.Settings.Default.TextureRandomizeWeapons;
            RandomizeOther      = Properties.Settings.Default.TextureRandomizeOther;

            // Radio switch for which texture pack is to be randomized.
            // Right now its set up to only allow the user to randomize one of the 3 texture packs in the game. Primarily because most
            // people only use the high quality pack, and also if there are stability issues this allows them to switch to a stable pack
            // in-game, without opening this program up.
            switch (Properties.Settings.Default.TexturePack)
            {
            default:
            case TexturePack.HighQuality:
                rbTextHigh.Checked = true;
                break;

            case TexturePack.MedQuality:
                rbTextMed.Checked = true;
                break;

            case TexturePack.LowQuality:
                rbTextLow.Checked = true;
                break;
            }

            // Create easy access lists.
            CheckBoxes.AddRange(new List <CheckBox>()
            {
                cbCubeMaps,
                cbCreatures,
                cbEffects,
                cbItems,
                cbPlanetary,
                cbNPC,
                cbPlayHeads,
                cbPlayBodies,
                cbPlaceables,
                cbParty,
                cbStunt,
                cbVehicles,
                cbWeapons,
                cbOther,
            });

            TypeRadioButtons.AddRange(new List <RadioButton>()
            {
                rbCubeMapsType,
                rbCreaturesType,
                rbEffectsType,
                rbItemsType,
                rbPlanetaryType,
                rbNPCType,
                rbPlayHeadsType,
                rbPlayBodiesType,
                rbPlaceablesType,
                rbPartyType,
                rbStuntType,
                rbVehiclesType,
                rbWeaponsType,
                rbOtherType,
            });

            MaxRadioButtons.AddRange(new List <RadioButton>()
            {
                rbCubeMapsMax,
                rbCreaturesMax,
                rbEffectsMax,
                rbItemsMax,
                rbPlanetaryMax,
                rbNPCMax,
                rbPlayHeadsMax,
                rbPlayBodiesMax,
                rbPlaceablesMax,
                rbPartyMax,
                rbStuntMax,
                rbVehiclesMax,
                rbWeaponsMax,
                rbOtherMax,
            });
        }
Esempio n. 3
0
        public ItemForm()
        {
            InitializeComponent();

            lbOmitItems.DataSource = Globals.OmitItems;

            //Set Intiial Values
            RandomizeArmbands    = Properties.Settings.Default.RandomizeArmbands;
            RandomizeArmor       = Properties.Settings.Default.RandomizeArmor;
            RandomizeBelts       = Properties.Settings.Default.RandomizeBelts;
            RandomizeBlasters    = Properties.Settings.Default.RandomizeBlasters;
            RandomizeHides       = Properties.Settings.Default.RandomizeHides;
            RandomizeCreature    = Properties.Settings.Default.RandomizeCreature;
            RandomizeDroid       = Properties.Settings.Default.RandomizeDroid;
            RandomizeGloves      = Properties.Settings.Default.RandomizeGloves;
            RandomizeGrenades    = Properties.Settings.Default.RandomizeGrenades;
            RandomizeImplants    = Properties.Settings.Default.RandomizeImplants;
            RandomizeLightsabers = Properties.Settings.Default.RandomizeLightsabers;
            RandomizeMask        = Properties.Settings.Default.RandomizeMask;
            RandomizeMelee       = Properties.Settings.Default.RandomizeMelee;
            RandomizeMines       = Properties.Settings.Default.RandomizeMines;
            RandomizePaz         = Properties.Settings.Default.RandomizePaz;
            RandomizeStims       = Properties.Settings.Default.RandomizeStims;
            RandomizeUpgrade     = Properties.Settings.Default.RandomizeUpgrade;
            RandomizeVarious     = Properties.Settings.Default.RandomizeVarious;

            // Create easy access lists.
            CheckBoxes.AddRange(new List <CheckBox>()
            {
                cbArmband,
                cbArmor,
                cbBelt,
                cbBlaster,
                cbCreatureHide,
                cbCreatureWeapon,
                cbDroid,
                cbGlove,
                cbGrenade,
                cbImplant,
                cbLightsaber,
                cbMask,
                cbMelee,
                cbMine,
                cbPazaak,
                cbStimulant,
                cbUpgrade,
                cbVarious,
            });

            SubtypeRadioButtons.AddRange(new List <RadioButton>()
            {
                rbArmbandSType,
                rbArmorSType,
                rbBlasterSType,
                rbCreatureWeaponSType,
                rbDroidSType,
                rbImplantSType,
                rbLightsaberSType,
                rbMaskSType,
                rbMeleeSType,
                rbMineSType,
                rbStimSType,
                rbUpgradeSType,
            });

            TypeRadioButtons.AddRange(new List <RadioButton>()
            {
                rbArmbandType,
                rbArmorType,
                rbBeltType,
                rbBlasterType,
                rbCreatureHideType,
                rbCreatureWeaponType,
                rbDroidType,
                rbGloveType,
                rbGrenadeType,
                rbImplantType,
                rbLightsaberType,
                rbMaskType,
                rbMeleeType,
                rbMineType,
                rbPazaakType,
                rbStimulantType,
                rbUpgradeType,
                rbVariousType,
            });

            MaxRadioButtons.AddRange(new List <RadioButton>()
            {
                rbArmbandMax,
                rbArmorMax,
                rbBeltMax,
                rbBlasterMax,
                rbCreatureHideMax,
                rbCreatureWeaponMax,
                rbDroidMax,
                rbGloveMax,
                rbGrenadeMax,
                rbImplantMax,
                rbLightsaberMax,
                rbMaskMax,
                rbMeleeMax,
                rbMineMax,
                rbPazaakMax,
                rbStimulantMax,
                rbUpgradeMax,
                rbVariousMax,
            });
        }