Also, if I set a debug breakpoint on
public int[] BaseAbilityScore
{
get { return baseAbilityScore; }
break set
{
baseAbilityScore = value;
UpdateCreature();
}
}
when I execute this
private void abilityUpDown_ValueChanged(object currentAdjuster, EventArgs e)
{
if (initialized)
{
NumericUpDown adjuster = (NumericUpDown)currentAdjuster;
if (generateAbilityScoresRadioButton.Checked)
{
switch (adjuster.Tag.ToString())
{
case "Strength":
playerCharacter.BaseAbilityScore[(int)Ability.Strength] = (int)strengthUpDown.Value;
break;
case "Dexterity":
playerCharacter.BaseAbilityScore[(int)Ability.Dexterity] = (int)dexterityUpDown.Value;
break;
case "Constitution":
playerCharacter.BaseAbilityScore[(int)Ability.Constitution] = (int)constitutionUpDown.Value;
break;
case "Intelligence":
playerCharacter.BaseAbilityScore[(int)Ability.Intelligence] = (int)intelligenceUpDown.Value;
break;
case "Wisdom":
playerCharacter.BaseAbilityScore[(int)Ability.Wisdom] = (int)wisdomUpDown.Value;
break;
case "Charisma":
playerCharacter.BaseAbilityScore[(int)Ability.Charisma] = (int)charismaUpDown.Value;
break;
default:
break;
}
}
it never breaks on the breakpoint.
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