private void btnTreRRoll_Click(object sender, EventArgs e) { //treasure re-roll Treasure tr = new Treasure(); tbTreRes.Text = tr.TreasureRoll(); }
private void btnMap_Click(object sender, EventArgs e) { tbChaRes.Text = ""; tbEncRes.Text = ""; tbPasRes.Text = ""; tbTreRes.Text = ""; if (cbRoomFreq.Text == "Few") { roomFreq = 2; } else if (cbRoomFreq.Text == "Moderate") { roomFreq = 4; } else if (cbRoomFreq.Text == "Average") { roomFreq = 6; } else if (cbRoomFreq.Text == "More") { roomFreq = 8; } else if (cbRoomFreq.Text == "Many") { roomFreq = 10; } else { roomFreq = 0; } if (cbHallDist.Text == "Shortest") { roomSpread = 0; } else if (cbHallDist.Text == "Short") { roomSpread = 1; } else if (cbHallDist.Text == "Moderate") { roomSpread = 2; } else if (cbHallDist.Text == "Long") { roomSpread = 3; } else if (cbHallDist.Text == "Longest") { roomSpread = 4; } else { roomSpread = 0; } Passage p = new Passage(); p.SetupRollMods(roomFreq, roomSpread); //main generate methods...// RoomChamber rc = new RoomChamber(); Encounter en = new Encounter(); Treasure t = new Treasure(); tbPasRes.Text = p.PassageChk(); if (tbPasRes.Text.Contains("wandering monster")) { tbEncRes.Text = en.Wandering(); } if (tbPasRes.Text.Contains("room")) { tbChaRes.Text = rc.Chamber(); } if (tbChaRes.Text.Contains("an encounter")) { tbEncRes.Text = en.Monster(); } if (tbChaRes.Text.Contains("treasure")) { tbTreRes.Text = t.TreasureRoll(); } //#################################################################################################################################### //#################################################################################################################################### // #################### need to check reg to see if anything saved, if not popup setup form. ######################################### //#################################################################################################################################### //#################################################################################################################################### }