private void btnReroll4_Click(object sender, EventArgs e) { Die DieTemp = new Die(6); this.txtValue4.Text = DieTemp.GenerateRandomNumber().ToString(); DisableReRollButtons(); CalculateTotal(); }
private int GetRandomDie(int size) { Die Die1 = new Die(6); int intReturnVal = Die1.GenerateRandomNumber(); Die1.Dispose(true); Die1 = null; return(intReturnVal); }
private void btnCommitChanges_Click(object sender, EventArgs e) { //Save Class Level CharacterClassLevel objNewCL = new CharacterClassLevel(); objNewCL.ClassID = objCALC.objSelectedClass.ClassID; objNewCL.ClassLevel = objCALC.ClassLevel; objNewCL.CharacterID = objCALC.objCharacter.CharacterID; objNewCL.SaveCharacterClassLevel(); //Update New Character Level objCALC.objCharacter.CharacterLevelID = objCALC.objNewCharLevel.CharacterLevelID; //Add Talent if (objCALC.objSelectedTalent.TalentName != null) { objCALC.objSelectedTalent.SaveCharacterTalent(objCALC.objCharacter.CharacterID, objCALC.objSelectedTalent.TalentID); } //Add objAbility1Modified if (objCALC.objAbility1Modified.AbilityName != null) { Ability.IncreaseCharacterAbility(objCALC.objAbility1Modified.AbilityID, 1, ref objCALC.objCharacter); } //Add objAbility2Modified if (objCALC.objAbility2Modified.AbilityName != null) { Ability.IncreaseCharacterAbility(objCALC.objAbility2Modified.AbilityID, 1, ref objCALC.objCharacter); } //Add Bonus Feat if (objCALC.objBonusFeat.FeatName != null) { objCALC.objBonusFeat.SaveCharacterFeat(objCALC.objCharacter.CharacterID, objCALC.objBonusFeat.FeatID); } //Add Level Feat if (objCALC.objCharLevelFeat.FeatName != null) { objCALC.objCharLevelFeat.SaveCharacterFeat(objCALC.objCharacter.CharacterID, objCALC.objCharLevelFeat.FeatID); } //Add Starting Feat if (objCALC.lstStartingFeat.Count > 0) { foreach (Feat objSF in objCALC.lstStartingFeat) { objSF.SaveCharacterFeat(objCALC.objCharacter.CharacterID, objSF.FeatID); } } //Add Force Powers if (objCALC.lstNewForcePowers.Count > 0) { foreach (ForcePower objFP in objCALC.lstNewForcePowers) { objFP.SaveCharacterForcePower(objCALC.objCharacter.CharacterID, objFP.ForcePowerID); } } //Add Character Skill if (objCALC.lstNewSkills.Count > 0) { foreach (CharacterSkill objCS in objCALC.lstNewSkills) { objCS.AbilityMod = Ability.GetAbilityMod(objCS.objSkill.objAbility.AbilityID, objCALC.objCharacter); objCS.HalfLevel = objCALC.objCharacter.CharacterLevelID / 2; if (CharacterSkill.DoesCharacterHaveSkillFocusForSkill(objCS.objSkill.SkillID, objCALC.objCharacter)) { objCS.SkillFocus = 5; } else { objCS.SkillFocus = 0; } objCS.Trained = 5; //Added a skill, don't check the skill training Feat objCS.Miscellaneous = 0; objCS.CharacterID = objCALC.objCharacter.CharacterID; objCS.SaveCharacterSkill(); } } if (objCALC.objForceSecret.ForceSecretName != null) { //save character force secret objCALC.objForceSecret.SaveCharacterForceSecret(objCALC.objCharacter.CharacterID); } if (objCALC.objForceTechnique.ForceTechniqueName != null) { //save character force secret objCALC.objForceTechnique.SaveCharacterForceTechnique(objCALC.objCharacter.CharacterID); } //Add Languages if (objCALC.lstLanguages.Count > 0) { foreach (Language objLan in objCALC.lstLanguages) { objLan.SaveCharacterLanguage(objCALC.objCharacter.CharacterID, objLan.LanguageID); } } //Now that we have added a Character Level's objects, we need to update the character. //Hit Points Ability objAbility = new Ability("Constitution"); Die objDie = new Die(objCALC.objSelectedClass.HitDieType); objCALC.objCharacter.HitPoints = objCALC.objCharacter.HitPoints + objDie.GenerateRandomNumber() + objCALC.objCharacter.GetCharacterAbilityModifier(objAbility); //Base Attack ClassLevelInfo objCLI = new ClassLevelInfo(); objCLI.GetClassLevel(objCALC.objSelectedClass.ClassID, objCALC.ClassLevel); objCALC.objCharacter.BaseAttack = objCALC.objCharacter.BaseAttack + objCLI.BaseAttack; //Grapple //Skill Increase //Defense Modifications //Weapon To hit / Damage //Damage Thresold //Reset force points //Increase Destiny Points ? }