예제 #1
0
파일: ClassSaves.cs 프로젝트: RogaDanar/Dnd
 public ClassSaves(SaveBonusType fortitude, SaveBonusType reflex, SaveBonusType will, int level)
 {
     FortitudeSave = new Save(_bonusses[fortitude], level);
     ReflexSave = new Save(_bonusses[reflex], level);
     WillSave = new Save(_bonusses[will], level);
 }
예제 #2
0
        private void modifyAbilityTypeBox_SelectedIndexChanged(object sender, EventArgs e)
        {
            TypeToModify typeToModify;

            Enum.TryParse <TypeToModify>(this.modifyAbilityTypeBox.SelectedValue.ToString(), out typeToModify);

            this.statisticBox.Visible = false;
            switch (typeToModify)
            {
            case TypeToModify.Attack:
                this.bonusTypeBox.DataSource = AttackBonusType.GetValues(typeof(AttackBonusType));
                break;

            case TypeToModify.Damage:
                this.bonusTypeBox.DataSource = DamageBonusType.GetValues(typeof(DamageBonusType));
                break;

            case TypeToModify.Skill:
                this.bonusTypeBox.DataSource = SkillCheckBonusType.GetValues(typeof(SkillCheckBonusType));
                break;

            case TypeToModify.Save:
                this.bonusTypeBox.DataSource = SaveBonusType.GetValues(typeof(SaveBonusType));
                break;

            case TypeToModify.ArmorCheckPenalty:
                this.bonusTypeBox.Enabled = false;
                break;

            case TypeToModify.CasterLevel:
                this.bonusTypeBox.DataSource = DCBonusType.GetValues(typeof(DCBonusType));
                break;

            case TypeToModify.CMB:
                this.bonusTypeBox.DataSource = CombatManeuverTypes.GetValues(typeof(CombatManeuverTypes));
                break;

            case TypeToModify.CMD:
                this.bonusTypeBox.DataSource = CombatManeuverTypes.GetValues(typeof(CombatManeuverTypes));
                break;

            case TypeToModify.ArmorClass:
                this.bonusTypeBox.DataSource = ArmorBonusType.GetValues(typeof(ArmorBonusType));
                break;

            case TypeToModify.Resist:
                this.bonusTypeBox.Enabled = false;
                break;

            case TypeToModify.Bonus:
                this.bonusTypeBox.DataSource = AllBonusType.GetValues(typeof(AllBonusType));
                break;

            case TypeToModify.SaveVSpell:
                this.bonusTypeBox.DataSource = SaveBonusType.GetValues(typeof(SaveBonusType));
                break;

            case TypeToModify.SaveVSLA:
                this.bonusTypeBox.Enabled = false;
                break;

            case TypeToModify.SaveVPoison:
                this.bonusTypeBox.Enabled = false;
                break;

            case TypeToModify.SaveVFear:
                this.bonusTypeBox.Enabled = false;
                break;

            case TypeToModify.SaveVDisease:
                this.bonusTypeBox.Enabled = false;
                break;

            case TypeToModify.Immunities:
                this.bonusTypeBox.DataSource = ImmunityTypes.GetValues(typeof(ImmunityTypes));
                break;

            case TypeToModify.DamageReduction:
                this.bonusTypeBox.DataSource = DamageReductionTypes.GetValues(typeof(DamageReductionTypes));
                break;

            case TypeToModify.SpellResistance:
                this.bonusTypeBox.Enabled = false;
                break;

            case TypeToModify.Statistic:
                this.statisticBox.Visible    = true;
                this.bonusTypeBox.DataSource = AbilityScoreBonusType.GetValues(typeof(AbilityScoreBonusType));
                this.statisticBox.DataSource = StatType.GetValues(typeof(StatType));
                break;

            default:
                break;
            }
        }