private void presetAbil_SelectedIndexChanged(object sender, EventArgs e) { string system = presetSystem.SelectedItem.ToString(); string tla = presetTLA.SelectedItem.ToString(); string abil = presetAbil.SelectedItem.ToString(); abil = abil.Remove(abil.IndexOf('(')).Trim(); LoadAbility(system, tla, abil); if (GrimoireHandler.AllowLoad(system, tla, abil)) { LoadAbility(system, tla, abil); } }
private void presetTLA_SelectedIndexChanged(object sender, EventArgs e) { string system = presetSystem.SelectedItem.ToString(); string tla = presetTLA.SelectedItem.ToString(); List <String> abilities = GrimoireHandler.AbilityList(system, tla); presetAbil.Items.Clear(); presetAbil.Items.AddRange(abilities.ToArray()); if (presetAbil.Items.Count > 0) { presetAbil.SelectedIndex = 0; } }
private void LoadAbility(string system, string job, string abil) { GrimoireAbility ability = GrimoireHandler.Ability(system, job, abil); AbilityName = ability.Name; SlotCost = ability.SlotCost; Notes = ability.Notes; DeactivateKeywords(); Keywords = ability.Keywords; ActivateKeywords(); AbilityType = ability.AbilityType; Element = ability.Element; if (AbilityType == AbilityType.Action) { if (Keywords.Contains(Keyword.Weapon)) { DelayMod = ability.Delay; FloorMod = ability.Floor; MP = ability.MP; MPPerTier = ability.MPPerTier; CT = ability.CT; CoSMod = ability.CoS; TargetType = ability.Target; DieMod = ability.Dice; DieModPerTier = ability.DicePerTier; PowerMod = ability.Power; PowerModPerTier = ability.PowerPerTier; PowerMultiplier = ability.Multiplier; } else { Delay = ability.Delay; Floor = ability.Floor; MP = ability.MP; MPPerTier = ability.MPPerTier; CT = ability.CT; CoS = ability.CoS; TargetType = ability.Target; DieType = ability.DieType; AttackType = ability.AttackType; Dice = ability.Dice; DicePerTier = ability.DicePerTier; BasePower = ability.Power; PowerPerTier = ability.PowerPerTier; } } }