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, }); }
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, }); }
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, }); }