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;
                }
            }
        }