//Takes data from form and saves in data structure private statBlockPF Save_Character() { // pulling needed information to call the constructor for a statblockPF string playername = this.inputPfPName.Text; string charactername = this.inputPfCName.Text; string race_level = this.inputPfRace.Text; // statblock is created with the above information, error checking will be implemented to ensure the required information // is available to be entered into the new statblock for creation statBlockPF temp = new statBlockPF(characterLL.getLast().blockID + 1, charactername, playername, race_level); temp.STR = Convert.ToInt32(BTNSaveChecking(this.inputPfStr.Text)); temp.DEX = Convert.ToInt32(BTNSaveChecking(this.inputPfDex.Text)); temp.CON = Convert.ToInt32(BTNSaveChecking(this.inputPfCon.Text)); temp.INT = Convert.ToInt32(BTNSaveChecking(this.inputPfInt.Text)); temp.WIS = Convert.ToInt32(BTNSaveChecking(this.inputPfWis.Text)); temp.CHA = Convert.ToInt32(BTNSaveChecking(this.inputPfCha.Text)); temp.AC = Convert.ToInt32(BTNSaveChecking(this.inputPfAC.Text)); temp.fort = Convert.ToInt32(BTNSaveChecking(this.inputPfFort.Text)); temp.reflex = Convert.ToInt32(BTNSaveChecking(this.inputPfRef.Text)); temp.will = Convert.ToInt32(BTNSaveChecking(this.inputPfWill.Text)); temp.speed = Convert.ToInt32(BTNSaveChecking(this.inputPfSpeed.Text)); temp.reach = Convert.ToInt32(BTNSaveChecking(this.inputPfReach.Text)); temp.touchAC = Convert.ToInt32(BTNSaveChecking(this.inputPfTAC.Text)); temp.flatAC = Convert.ToInt32(BTNSaveChecking(this.inputPfFFAC.Text)); temp.BAB = Convert.ToInt32(BTNSaveChecking(this.inputPfBAB.Text)); temp.CMB = Convert.ToInt32(BTNSaveChecking(this.inputPfCMB.Text)); temp.CMD = Convert.ToInt32(BTNSaveChecking(this.inputPfCMD.Text)); temp.initiative = Convert.ToInt32(BTNSaveChecking(this.inputPfInit.Text)); temp.sklAcro = Convert.ToInt32(BTNSaveChecking(this.txtPfSklAcro.Text)); temp.sklAppr = Convert.ToInt32(BTNSaveChecking(this.txtPfSklAppr.Text)); temp.sklBluf = Convert.ToInt32(BTNSaveChecking(this.txtPfSklBluf.Text)); temp.sklClim = Convert.ToInt32(BTNSaveChecking(this.txtPfSklClim.Text)); temp.sklCraf = Convert.ToInt32(BTNSaveChecking(this.txtPfSklCraft.Text)); temp.sklDipl = Convert.ToInt32(BTNSaveChecking(this.txtPfSklDiplomacy.Text)); temp.sklDisa = Convert.ToInt32(BTNSaveChecking(this.txtPfSklDisableDevice.Text)); temp.sklDisg = Convert.ToInt32(BTNSaveChecking(this.txtPfSklDisguise.Text)); temp.sklEsca = Convert.ToInt32(BTNSaveChecking(this.txtPfSklEscapeArtist.Text)); temp.sklFly = Convert.ToInt32(BTNSaveChecking(this.txtPfSklFly.Text)); temp.sklHand = Convert.ToInt32(BTNSaveChecking(this.txtPfSklHandleAnimal.Text)); temp.sklHeal = Convert.ToInt32(BTNSaveChecking(this.txtPfSklHeal.Text)); temp.sklInti = Convert.ToInt32(BTNSaveChecking(this.txtPfSklIntimidate.Text)); temp.sklLing = Convert.ToInt32(BTNSaveChecking(this.txtPfSklLinguistics.Text)); temp.sklPerc = Convert.ToInt32(BTNSaveChecking(this.txtPfSklPerception.Text)); temp.sklPerf = Convert.ToInt32(BTNSaveChecking(this.txtPfSklPreform.Text)); temp.sklProf = Convert.ToInt32(BTNSaveChecking(this.txtPfSklProfession.Text)); temp.sklRide = Convert.ToInt32(BTNSaveChecking(this.txtPfSklRide.Text)); temp.sklSens = Convert.ToInt32(BTNSaveChecking(this.txtPfSklSenseMotive.Text)); temp.sklSlei = Convert.ToInt32(BTNSaveChecking(this.txtPfSklSleightofHand.Text)); temp.sklSpel = Convert.ToInt32(BTNSaveChecking(this.txtPfSklSpellCraft.Text)); temp.sklStel = Convert.ToInt32(BTNSaveChecking(this.txtPfSklStealth.Text)); temp.sklSurv = Convert.ToInt32(BTNSaveChecking(this.txtPfSklSurvival.Text)); temp.sklSwim = Convert.ToInt32(BTNSaveChecking(this.txtPfSklSwim.Text)); temp.sklUseD = Convert.ToInt32(BTNSaveChecking(this.txtPfSklUseMagicDevice.Text)); temp.knwArca = Convert.ToInt32(BTNSaveChecking(this.txtPfSklArcana.Text)); temp.knwDung = Convert.ToInt32(BTNSaveChecking(this.txtPfSklDungeoneering.Text)); temp.knwEngi = Convert.ToInt32(BTNSaveChecking(this.txtPfSklEngineering.Text)); temp.knwGeog = Convert.ToInt32(BTNSaveChecking(this.txtPfSklGeography.Text)); temp.knwHist = Convert.ToInt32(BTNSaveChecking(this.txtPfSklHistory.Text)); temp.knwLoca = Convert.ToInt32(BTNSaveChecking(this.txtPfSklLocal.Text)); temp.knwNatu = Convert.ToInt32(BTNSaveChecking(this.txtPfSklNature.Text)); temp.knwNobi = Convert.ToInt32(BTNSaveChecking(this.txtPfSklNobility.Text)); temp.knwPlan = Convert.ToInt32(BTNSaveChecking(this.txtPfSklPlanes.Text)); temp.knwReli = Convert.ToInt32(BTNSaveChecking(this.txtPfSklReligion.Text)); //Passes the Checked state to the data structure //Checked == true Unchecked == false temp.acroTrn = checkStateToBool(chkPfSklAcro.CheckState); temp.apprTrn = checkStateToBool(chkPfSklAppr.CheckState); temp.blufTrn = checkStateToBool(chkPfSklBluf.CheckState); temp.climTrn = checkStateToBool(chkPfSklClim.CheckState); temp.crafTrn = checkStateToBool(chkPfSklCraft.CheckState); temp.diplTrn = checkStateToBool(chkPfSklDiplomacy.CheckState); temp.disaTrn = checkStateToBool(chkPfSklDisableDevice.CheckState); temp.disgTrn = checkStateToBool(chkPfSklDisguise.CheckState); temp.escaTrn = checkStateToBool(chkPfSklEscapeArtist.CheckState); temp.flyTrn = checkStateToBool(chkPfSklFly.CheckState); temp.handTrn = checkStateToBool(chkPfSklHandleAnimal.CheckState); temp.healTrn = checkStateToBool(chkPfSklHeal.CheckState); temp.intiTrn = checkStateToBool(chkPfSklintimidate.CheckState); temp.lingTrn = checkStateToBool(chkPfSklLinguistics.CheckState); temp.percTrn = checkStateToBool(chkPfSklPerception.CheckState); temp.perfTrn = checkStateToBool(chkPfSklPreform.CheckState); temp.profTrn = checkStateToBool(chkPfSklProfession.CheckState); temp.rideTrn = checkStateToBool(chkPfSklRide.CheckState); temp.sensTrn = checkStateToBool(chkPfSklSenseMotive.CheckState); temp.sleiTrn = checkStateToBool(chkPfSklSleightofHand.CheckState); temp.spelTrn = checkStateToBool(chkPfSklSpellCraft.CheckState); temp.steaTrn = checkStateToBool(chkPfSklStealth.CheckState); temp.survTrn = checkStateToBool(chkPfSklSurvival.CheckState); temp.swimTrn = checkStateToBool(chkPfSklSwim.CheckState); temp.useMTrn = checkStateToBool(chkPfSklUseMagicDevice.CheckState); temp.arcaTrn = checkStateToBool(chkPfSklArcana.CheckState); temp.dungTrn = checkStateToBool(chkPfSklDungeoneering.CheckState); temp.engiTrn = checkStateToBool(chkPfSklEngineering.CheckState); temp.geogTrn = checkStateToBool(chkPfSklGeography.CheckState); temp.histTrn = checkStateToBool(chkPfSklHistory.CheckState); temp.locaTrn = checkStateToBool(chkPfSklLocal.CheckState); temp.natuTrn = checkStateToBool(chkPfSklNature.CheckState); temp.nobiTrn = checkStateToBool(chkPfSklNobility.CheckState); temp.planTrn = checkStateToBool(chkPfSklPlanes.CheckState); temp.reliTrn = checkStateToBool(chkPfSklReligion.CheckState); // The three for loops below handle the gathering and saving of each boxes information, using the total amount fron the list box to dynamically // add everything in, be it 2 items to 100 items. string selected; LSTBOXClassFeatLang.BeginUpdate(); for (int i = 0; i < LSTBOXClassFeatLang.Items.Count; i++) { LSTBOXClassFeatLang.SetSelected(i, true); selected = LSTBOXClassFeatLang.SelectedItem.ToString(); temp.classFeat.Add(LSTBOXClassFeatLang.SelectedItem.ToString()); LSTBOXClassFeatLang.SetSelected(i, false); } LSTBOXClassFeatLang.EndUpdate(); LSTBOXitemsEquip.BeginUpdate(); for (int i = 0; i < LSTBOXitemsEquip.Items.Count; i++) { LSTBOXitemsEquip.SetSelected(i, true); selected = LSTBOXitemsEquip.SelectedItem.ToString(); temp.equipment.Add(LSTBOXitemsEquip.SelectedItem.ToString()); LSTBOXitemsEquip.SetSelected(i, false); } LSTBOXitemsEquip.EndUpdate(); TXTBOXknownSpells.BeginUpdate(); for (int i = 0; i < TXTBOXknownSpells.Items.Count; i++) { TXTBOXknownSpells.SetSelected(i, true); selected = TXTBOXknownSpells.SelectedItem.ToString(); temp.spells.Add(TXTBOXknownSpells.SelectedItem.ToString()); TXTBOXknownSpells.SetSelected(i, false); } TXTBOXknownSpells.EndUpdate(); //update the list box with a new entry LSTBOXCharacters.BeginUpdate(); LSTBOXCharacters.Items.Add(charactername); LSTBOXCharacters.EndUpdate(); // return the class to the save buttons call return temp; }
//Populates form from data structure private void Load_Character(statBlockPF temp_load_in) { this.inputPfPName.Text = temp_load_in.playerName; this.inputPfCName.Text = temp_load_in.name; this.inputPfRace.Text = temp_load_in.raceClass; // the load character function acts like the save character function, except in reverse, by pulling the information and setting the // by setting the interfaces information to what is inside the characters statblockpf this.inputPfStr.Text = Convert.ToString(temp_load_in.STR); this.inputPfDex.Text = Convert.ToString(temp_load_in.DEX); this.inputPfCon.Text = Convert.ToString(temp_load_in.CON); this.inputPfInt.Text = Convert.ToString(temp_load_in.INT); this.inputPfWis.Text = Convert.ToString(temp_load_in.WIS); this.inputPfCha.Text = Convert.ToString(temp_load_in.CHA); this.inputPfAC.Text = Convert.ToString(temp_load_in.AC); this.inputPfFort.Text = Convert.ToString(temp_load_in.fort); this.inputPfRef.Text = Convert.ToString(temp_load_in.reflex); this.inputPfWill.Text = Convert.ToString(temp_load_in.will); this.inputPfSpeed.Text = Convert.ToString(temp_load_in.speed); this.inputPfReach.Text = Convert.ToString(temp_load_in.reach); this.inputPfTAC.Text = Convert.ToString(temp_load_in.touchAC); this.inputPfFFAC.Text = Convert.ToString(temp_load_in.flatAC); this.inputPfBAB.Text = Convert.ToString(temp_load_in.BAB); this.inputPfCMB.Text = Convert.ToString(temp_load_in.CMB); this.inputPfCMD.Text = Convert.ToString(temp_load_in.CMD); this.inputPfInit.Text = Convert.ToString(temp_load_in.initiative); this.txtPfSklAcro.Text = Convert.ToString(temp_load_in.sklAcro); this.txtPfSklAppr.Text = Convert.ToString(temp_load_in.sklAppr); this.txtPfSklBluf.Text = Convert.ToString(temp_load_in.sklBluf); this.txtPfSklClim.Text = Convert.ToString(temp_load_in.sklClim); this.txtPfSklCraft.Text = Convert.ToString(temp_load_in.sklCraf); this.txtPfSklDiplomacy.Text = Convert.ToString(temp_load_in.sklDipl); this.txtPfSklDisableDevice.Text = Convert.ToString(temp_load_in.sklDisa); this.txtPfSklDisguise.Text = Convert.ToString(temp_load_in.sklDisg); this.txtPfSklEscapeArtist.Text = Convert.ToString(temp_load_in.sklEsca); this.txtPfSklFly.Text = Convert.ToString(temp_load_in.sklFly); this.txtPfSklHandleAnimal.Text = Convert.ToString(temp_load_in.sklHand); this.txtPfSklHeal.Text = Convert.ToString(temp_load_in.sklHeal); this.txtPfSklIntimidate.Text = Convert.ToString(temp_load_in.sklInti); this.txtPfSklLinguistics.Text = Convert.ToString(temp_load_in.sklLing); this.txtPfSklPerception.Text = Convert.ToString(temp_load_in.sklPerc); this.txtPfSklPreform.Text = Convert.ToString(temp_load_in.sklPerf); this.txtPfSklProfession.Text = Convert.ToString(temp_load_in.sklProf); this.txtPfSklRide.Text = Convert.ToString(temp_load_in.sklRide); this.txtPfSklSenseMotive.Text = Convert.ToString(temp_load_in.sklSens); this.txtPfSklSleightofHand.Text = Convert.ToString(temp_load_in.sklSlei); this.txtPfSklSpellCraft.Text = Convert.ToString(temp_load_in.sklSpel); this.txtPfSklStealth.Text = Convert.ToString(temp_load_in.sklStel); this.txtPfSklSurvival.Text = Convert.ToString(temp_load_in.sklSurv); this.txtPfSklSwim.Text = Convert.ToString(temp_load_in.sklSwim); this.txtPfSklUseMagicDevice.Text = Convert.ToString(temp_load_in.sklUseD); this.txtPfSklArcana.Text = Convert.ToString(temp_load_in.knwArca); this.txtPfSklDungeoneering.Text = Convert.ToString(temp_load_in.knwDung); this.txtPfSklEngineering.Text = Convert.ToString(temp_load_in.knwEngi); this.txtPfSklGeography.Text = Convert.ToString(temp_load_in.knwGeog); this.txtPfSklHistory.Text = Convert.ToString(temp_load_in.knwHist); this.txtPfSklLocal.Text = Convert.ToString(temp_load_in.knwLoca); this.txtPfSklNature.Text = Convert.ToString(temp_load_in.knwNatu); this.txtPfSklNobility.Text = Convert.ToString(temp_load_in.knwNobi); this.txtPfSklPlanes.Text = Convert.ToString(temp_load_in.knwPlan); this.txtPfSklReligion.Text = Convert.ToString(temp_load_in.knwReli); chkPfSklAcro.CheckState = boolToCheckState(temp_load_in.acroTrn); chkPfSklAppr.CheckState = boolToCheckState(temp_load_in.apprTrn); chkPfSklBluf.CheckState = boolToCheckState(temp_load_in.blufTrn); chkPfSklClim.CheckState = boolToCheckState(temp_load_in.climTrn); chkPfSklCraft.CheckState = boolToCheckState(temp_load_in.crafTrn); chkPfSklDiplomacy.CheckState = boolToCheckState(temp_load_in.diplTrn); chkPfSklDisableDevice.CheckState = boolToCheckState(temp_load_in.disaTrn); chkPfSklDisguise.CheckState = boolToCheckState(temp_load_in.disgTrn); chkPfSklEscapeArtist.CheckState = boolToCheckState(temp_load_in.escaTrn); chkPfSklFly.CheckState = boolToCheckState(temp_load_in.flyTrn); chkPfSklHandleAnimal.CheckState = boolToCheckState(temp_load_in.handTrn); chkPfSklHeal.CheckState = boolToCheckState(temp_load_in.healTrn); chkPfSklintimidate.CheckState = boolToCheckState(temp_load_in.intiTrn); chkPfSklLinguistics.CheckState = boolToCheckState(temp_load_in.lingTrn); chkPfSklPerception.CheckState = boolToCheckState(temp_load_in.percTrn); chkPfSklPreform.CheckState = boolToCheckState(temp_load_in.perfTrn); chkPfSklProfession.CheckState = boolToCheckState(temp_load_in.profTrn); chkPfSklRide.CheckState = boolToCheckState(temp_load_in.rideTrn); chkPfSklSenseMotive.CheckState = boolToCheckState(temp_load_in.sensTrn); chkPfSklSleightofHand.CheckState = boolToCheckState(temp_load_in.sleiTrn); chkPfSklSpellCraft.CheckState = boolToCheckState(temp_load_in.spelTrn); chkPfSklStealth.CheckState = boolToCheckState(temp_load_in.steaTrn); chkPfSklSurvival.CheckState = boolToCheckState(temp_load_in.survTrn); chkPfSklSwim.CheckState = boolToCheckState(temp_load_in.swimTrn); chkPfSklUseMagicDevice.CheckState = boolToCheckState(temp_load_in.useMTrn); chkPfSklArcana.CheckState = boolToCheckState(temp_load_in.arcaTrn); chkPfSklDungeoneering.CheckState = boolToCheckState(temp_load_in.dungTrn); chkPfSklEngineering.CheckState = boolToCheckState(temp_load_in.engiTrn); chkPfSklGeography.CheckState = boolToCheckState(temp_load_in.geogTrn); chkPfSklHistory.CheckState = boolToCheckState(temp_load_in.histTrn); chkPfSklLocal.CheckState = boolToCheckState(temp_load_in.locaTrn); chkPfSklNature.CheckState = boolToCheckState(temp_load_in.natuTrn); chkPfSklNobility.CheckState = boolToCheckState(temp_load_in.nobiTrn); chkPfSklPlanes.CheckState = boolToCheckState(temp_load_in.planTrn); chkPfSklReligion.CheckState = boolToCheckState(temp_load_in.reliTrn); string selected; LSTBOXClassFeatLang.BeginUpdate(); LSTBOXClassFeatLang.Items.Clear(); for (int i = 0; i < temp_load_in.classFeat.Count(); i++) { selected = Convert.ToString(temp_load_in.classFeat[i]); LSTBOXClassFeatLang.Items.Add(selected); } LSTBOXClassFeatLang.EndUpdate(); LSTBOXitemsEquip.BeginUpdate(); LSTBOXitemsEquip.Items.Clear(); for (int i = 0; i < temp_load_in.equipment.Count(); i++) { selected = Convert.ToString(temp_load_in.equipment[i]); LSTBOXitemsEquip.Items.Add(selected); } LSTBOXitemsEquip.EndUpdate(); TXTBOXknownSpells.BeginUpdate(); TXTBOXknownSpells.Items.Clear(); for (int i = 0; i < temp_load_in.spells.Count(); i++) { selected = Convert.ToString(temp_load_in.spells[i]); TXTBOXknownSpells.Items.Add(selected); } TXTBOXknownSpells.EndUpdate(); }
public void saveCampagainAs() { //TEST DATA FOR gameDateList Class gameDateEntry BK_GDEntry1 = new gameDateEntry(0, "Test GD Entry 0"); gameDateEntry BK_GDEntry2 = new gameDateEntry(1, "Test GD Entry 1"); gameDateList BK_GDList1 = new gameDateList(); BK_GDList1.addEntry(BK_GDEntry1); BK_GDList1.addEntry(BK_GDEntry2); //TEST DATA FOR statBlockPF statBlockPF BK_char1 = new statBlockPF(); BK_char1.blockID = 5; BK_char1.name = "This Char Works!"; statBlockPF BK_char2 = new statBlockPF(); BK_char2.blockID = 12; BK_char2.name = "This Char works too!"; //Setting up save dialog SaveFileDialog saveFileDialog1 = new SaveFileDialog(); saveFileDialog1.Filter = "XML File|*.xml"; saveFileDialog1.Title = "Save your Campaign"; //Valid File Name is Entered if (saveFileDialog1.ShowDialog() == DialogResult.OK) { System.IO.FileStream fs = (System.IO.FileStream)saveFileDialog1.OpenFile(); System.Xml.Serialization.XmlSerializer writer = new System.Xml.Serialization.XmlSerializer(typeof(serializationWrapper)); gameDateEntry index = BK_GDList1.getFirst(); serializationWrapper myTester = new serializationWrapper(); while (index.gameDateID < BK_GDList1.getLast().gameDateID) { myTester.gameDateHolder.Add(index); index = BK_GDList1.getNext(index.gameDateID); } myTester.gameDateHolder.Add(index); myTester.charStatHolder.Add(BK_char1); myTester.charStatHolder.Add(BK_char2); writer.Serialize(fs, myTester); fs.Close(); } }
//Add specified payload to list or update entry public Boolean addEntry(statBlockPF newBlock) { if (charList.Count == 0) { charList.AddFirst(newBlock); return true; } LinkedListNode<statBlockPF> current = charList.First; while (current != null) { if (current.Value.blockID == newBlock.blockID) { //If updating an entry current.Value = newBlock; return true; } else if (current.Value.blockID > newBlock.blockID) { //Inserting within list charList.AddBefore(current, newBlock); return true; } else if (current == charList.Last) { //Inserting at end of list charList.AddAfter(current, newBlock); return true; } current = current.Next; } return false; }
private statBlockPF Save_Character() { // pulling needed information to call the constructor for a statblockPF string playername = this.inputPfPName.Text; string charactername = this.inputPfCName.Text; string race_level = this.inputPfRace.Text; // statblock is created with the above information, error checking will be implemented to ensure the required information // is available statBlockPF temp = new statBlockPF(characterLL.getLast().blockID + 1, charactername, playername, race_level); temp.STR = Convert.ToInt32(this.inputPfStr.Text); temp.DEX = Convert.ToInt32(this.inputPfDex.Text); temp.CON = Convert.ToInt32(this.inputPfCon.Text); temp.INT = Convert.ToInt32(this.inputPfInt.Text); temp.WIS = Convert.ToInt32(this.inputPfWis.Text); temp.CHA = Convert.ToInt32(this.inputPfCha.Text); temp.AC = Convert.ToInt32(this.inputPfAC.Text); temp.fort = Convert.ToInt32(this.inputPfFort.Text); temp.reflex = Convert.ToInt32(this.inputPfRef.Text); temp.will = Convert.ToInt32(this.inputPfWill.Text); temp.speed = Convert.ToInt32(this.inputPfSpeed.Text); temp.reach = Convert.ToInt32(this.inputPfReach.Text); temp.touchAC = Convert.ToInt32(this.inputPfTAC.Text); temp.flatAC = Convert.ToInt32(this.inputPfFFAC.Text); temp.BAB = Convert.ToInt32(this.inputPfBAB.Text); temp.CMB = Convert.ToInt32(this.inputPfCMB.Text); temp.CMD = Convert.ToInt32(this.inputPfCMD.Text); temp.initiaitive = Convert.ToInt32(this.inputPfInit.Text); temp.sklAcro = Convert.ToInt32(this.txtPfSklAcro.Text); temp.sklAppr = Convert.ToInt32(this.txtPfSklAppr.Text); temp.sklBluf = Convert.ToInt32(this.txtPfSklBluf.Text); temp.sklClim = Convert.ToInt32(this.txtPfSklClim.Text); temp.sklCraf = Convert.ToInt32(this.txtPfSklCraft.Text); temp.sklDipl = Convert.ToInt32(this.txtPfSklDiplomacy.Text); temp.sklDisa = Convert.ToInt32(this.txtPfSklDisableDevice.Text); temp.sklDisg = Convert.ToInt32(this.txtPfSklDisguise.Text); temp.sklEsca = Convert.ToInt32(this.txtPfSklEscapeArtist.Text); temp.sklFly = Convert.ToInt32(this.txtPfSklFly.Text); temp.sklHand = Convert.ToInt32(this.txtPfSklHandleAnimal.Text); temp.sklHeal = Convert.ToInt32(this.txtPfSklHeal.Text); temp.sklInti = Convert.ToInt32(this.txtPfSklIntimidate.Text); temp.sklLing = Convert.ToInt32(this.txtPfSklLinguistics.Text); temp.sklPerc = Convert.ToInt32(this.txtPfSklPerception.Text); temp.sklPerf = Convert.ToInt32(this.txtPfSklPreform.Text); temp.sklProf = Convert.ToInt32(this.txtPfSklProfession.Text); temp.sklRide = Convert.ToInt32(this.txtPfSklRide.Text); temp.sklSens = Convert.ToInt32(this.txtPfSklSenseMotive.Text); temp.sklSlei = Convert.ToInt32(this.txtPfSklSleightofHand.Text); temp.sklSpel = Convert.ToInt32(this.txtPfSklSpellCraft.Text); temp.sklStel = Convert.ToInt32(this.txtPfSklStealth.Text); temp.sklSurv = Convert.ToInt32(this.txtPfSklSurvival.Text); temp.sklSwim = Convert.ToInt32(this.txtPfSklSwim.Text); temp.sklUseD = Convert.ToInt32(this.txtPfSklUseMagicDevice.Text); temp.knwArca = Convert.ToInt32(this.txtPfSklArcana.Text); temp.knwDung = Convert.ToInt32(this.txtPfSklDungeoneering.Text); temp.knwEngi = Convert.ToInt32(this.txtPfSklEngineering.Text); temp.knwGeog = Convert.ToInt32(this.txtPfSklGeography.Text); temp.knwHist = Convert.ToInt32(this.txtPfSklHistory.Text); temp.knwLoca = Convert.ToInt32(this.txtPfSklLocal.Text); temp.knwNatu = Convert.ToInt32(this.txtPfSklNature.Text); temp.knwNobi = Convert.ToInt32(this.txtPfSklNobility.Text); temp.knwPlan = Convert.ToInt32(this.txtPfSklPlanes.Text); temp.knwReli = Convert.ToInt32(this.txtPfSklReligion.Text); string selected; LSTBOXClassFeatLang.BeginUpdate(); //LSTBOXClassFeatLang.SelectionMode = SelectionMode.MultiExtended; for (int i = 0; i < LSTBOXClassFeatLang.Items.Count; i++) { LSTBOXClassFeatLang.SetSelected(i, true); selected = LSTBOXClassFeatLang.SelectedItem.ToString(); temp.classFeat.Add(LSTBOXClassFeatLang.SelectedItem.ToString()); System.Windows.Forms.MessageBox.Show(selected); //LSTBOXClassFeatLang.Items.Remove(selected); } LSTBOXClassFeatLang.EndUpdate(); // return the class to the save buttons call return temp; }