private void InitializeStats() { SPlayerStatus status = SPlayerStatus.BaseAttentäter; if( string.IsNullOrEmpty( Properties.Settings.Default.LastOpened ) == false ) { try { using( FileStream fs = File.OpenRead( Properties.Settings.Default.LastOpened ) ) status = mXml.Deserialize( fs ) as SPlayerStatus; this.Text = "Shaiya Status Calculator - " + Path.GetFileName( Properties.Settings.Default.LastOpened ); } catch { status = SPlayerStatus.BaseAttentäter; } } cbClass.SelectedIndex = (int)status.Class; cbMode.SelectedIndex = (int)status.Mode; txtLevel.Text = status.Level.ToString(); txtSTR.Text = status.STR.ToString(); txtABW.Text = status.ABW.ToString(); txtINT.Text = status.INT.ToString(); txtWEI.Text = status.WEI.ToString(); txtGES.Text = status.GES.ToString(); txtGLU.Text = status.GLU.ToString(); mStats = status; UpdateAll(); }
private void InitializeStats() { SPlayerStatus status = SPlayerStatus.BaseAttentäter; if (string.IsNullOrEmpty(Properties.Settings.Default.LastOpened) == false) { try { using (FileStream fs = File.OpenRead(Properties.Settings.Default.LastOpened)) status = mXml.Deserialize(fs) as SPlayerStatus; this.Text = "Shaiya Status Calculator - " + Path.GetFileName(Properties.Settings.Default.LastOpened); } catch { status = SPlayerStatus.BaseAttentäter; } } cbClass.SelectedIndex = (int)status.Class; cbMode.SelectedIndex = (int)status.Mode; txtLevel.Text = status.Level.ToString(); txtSTR.Text = status.STR.ToString(); txtABW.Text = status.ABW.ToString(); txtINT.Text = status.INT.ToString(); txtWEI.Text = status.WEI.ToString(); txtGES.Text = status.GES.ToString(); txtGLU.Text = status.GLU.ToString(); mStats = status; UpdateAll(); }
private void UpdateLabel(SPlayerStatus state, Dictionary <EItemBonus, decimal> bonusList) { if (state == null) { state = mStats; } cbClass.SelectedIndex = (int)state.Class; cbMode.SelectedIndex = (int)state.Mode; txtLevel.Text = state.Level.ToString(); txtSTR.Text = state.STRAll.ToString(); txtABW.Text = state.ABWAll.ToString(); txtINT.Text = state.INTAll.ToString(); txtWEI.Text = state.WEIAll.ToString(); txtGES.Text = state.GESAll.ToString(); txtGLU.Text = state.GLUAll.ToString(); lblSTR.Text = bonusList[EItemBonus.Stärke] > 0 ? "+ " + (int)bonusList[EItemBonus.Stärke] : bonusList[EItemBonus.Stärke] < 0 ? "- " + ((int)bonusList[EItemBonus.Stärke] * -1) : ""; lblABW.Text = bonusList[EItemBonus.Abwehr] > 0 ? "+ " + (int)bonusList[EItemBonus.Abwehr] : bonusList[EItemBonus.Abwehr] < 0 ? "- " + ((int)bonusList[EItemBonus.Abwehr] * -1) : ""; lblINT.Text = bonusList[EItemBonus.Intelligenz] > 0 ? "+ " + (int)bonusList[EItemBonus.Intelligenz] : bonusList[EItemBonus.Intelligenz] < 0 ? "- " + ((int)bonusList[EItemBonus.Intelligenz] * -1) : ""; lblWEI.Text = bonusList[EItemBonus.Weisheit] > 0 ? "+ " + (int)bonusList[EItemBonus.Weisheit] : bonusList[EItemBonus.Weisheit] < 0 ? "- " + ((int)bonusList[EItemBonus.Weisheit] * -1) : ""; lblGES.Text = bonusList[EItemBonus.Geschick] > 0 ? "+ " + (int)bonusList[EItemBonus.Geschick] : bonusList[EItemBonus.Geschick] < 0 ? "- " + ((int)bonusList[EItemBonus.Geschick] * -1) : ""; lblGLÜ.Text = bonusList[EItemBonus.Glück] > 0 ? "+ " + (int)bonusList[EItemBonus.Glück] : bonusList[EItemBonus.Glück] < 0 ? "- " + ((int)bonusList[EItemBonus.Glück] * -1) : ""; }
public void SetBaseStatus(SPlayerStatus state) { mSTRBase = state.STR; mABWBase = state.ABW; mINTBase = state.INT; mWEIBase = state.WEI; mGESBase = state.GES; mGLUBase = state.GLU; }
private void UpdateLabel( SPlayerStatus state, Dictionary<EItemBonus, decimal> bonusList ) { if( state == null ) state = mStats; cbClass.SelectedIndex = (int)state.Class; cbMode.SelectedIndex = (int)state.Mode; txtLevel.Text = state.Level.ToString(); txtSTR.Text = state.STRAll.ToString(); txtABW.Text = state.ABWAll.ToString(); txtINT.Text = state.INTAll.ToString(); txtWEI.Text = state.WEIAll.ToString(); txtGES.Text = state.GESAll.ToString(); txtGLU.Text = state.GLUAll.ToString(); lblSTR.Text = bonusList[ EItemBonus.Stärke ] > 0 ? "+ " + (int)bonusList[ EItemBonus.Stärke ] : bonusList[ EItemBonus.Stärke ] < 0 ? "- " + ( (int)bonusList[ EItemBonus.Stärke ] * -1 ) : ""; lblABW.Text = bonusList[ EItemBonus.Abwehr ] > 0 ? "+ " + (int)bonusList[ EItemBonus.Abwehr ] : bonusList[ EItemBonus.Abwehr ] < 0 ? "- " + ( (int)bonusList[ EItemBonus.Abwehr ] * -1 ) : ""; lblINT.Text = bonusList[ EItemBonus.Intelligenz ] > 0 ? "+ " + (int)bonusList[ EItemBonus.Intelligenz ] : bonusList[ EItemBonus.Intelligenz ] < 0 ? "- " + ( (int)bonusList[ EItemBonus.Intelligenz ] * -1 ) : ""; lblWEI.Text = bonusList[ EItemBonus.Weisheit ] > 0 ? "+ " + (int)bonusList[ EItemBonus.Weisheit ] : bonusList[ EItemBonus.Weisheit ] < 0 ? "- " + ( (int)bonusList[ EItemBonus.Weisheit ] * -1 ) : ""; lblGES.Text = bonusList[ EItemBonus.Geschick ] > 0 ? "+ " + (int)bonusList[ EItemBonus.Geschick ] : bonusList[ EItemBonus.Geschick ] < 0 ? "- " + ( (int)bonusList[ EItemBonus.Geschick ] * -1 ) : ""; lblGLÜ.Text = bonusList[ EItemBonus.Glück ] > 0 ? "+ " + (int)bonusList[ EItemBonus.Glück ] : bonusList[ EItemBonus.Glück ] < 0 ? "- " + ( (int)bonusList[ EItemBonus.Glück ] * -1 ) : ""; }
public void SetBaseStatus( SPlayerStatus state ) { mSTRBase = state.STR; mABWBase = state.ABW; mINTBase = state.INT; mWEIBase = state.WEI; mGESBase = state.GES; mGLUBase = state.GLU; }