Add "up to" all skill buttons

This commit is contained in:
2026-01-09 20:54:35 +01:00
parent 169b041677
commit 1db6b3372c

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@@ -79,7 +79,7 @@ class ChangeAffectingSkills(ContextMenuSingle):
label = _t("Level %s") % i
id = ContextMenuSingle.nextID()
self.skillIds[id] = (skill, i)
self.skillIds[id] = (skill, i, False) # False = not "up" for individual skills
menuItem = wx.MenuItem(rootMenu, id, label, kind=wx.ITEM_RADIO)
rootMenu.Bind(wx.EVT_MENU, self.handleSkillChange, menuItem)
return menuItem
@@ -97,11 +97,24 @@ class ChangeAffectingSkills(ContextMenuSingle):
# For "All", only show levels 1-5 (not "Not Learned")
for i in range(1, 6):
id = ContextMenuSingle.nextID()
self.skillIds[id] = (None, i) # None indicates "All" was selected
self.skillIds[id] = (None, i, False) # None indicates "All" was selected, False = not "up"
label = _t("Level %s") % i
menuItem = wx.MenuItem(rootMenu if msw else grandSubAll, id, label, kind=wx.ITEM_RADIO)
grandSubAll.Bind(wx.EVT_MENU, self.handleSkillChange, menuItem)
grandSubAll.Append(menuItem)
# Add separator
grandSubAll.AppendSeparator()
# Add "Up Level 1..5" entries
for i in range(1, 6):
id = ContextMenuSingle.nextID()
self.skillIds[id] = (None, i, True) # None indicates "All" was selected, True = "up" only
label = _t("Up Level %s") % i
menuItem = wx.MenuItem(rootMenu if msw else grandSubAll, id, label, kind=wx.ITEM_RADIO)
grandSubAll.Bind(wx.EVT_MENU, self.handleSkillChange, menuItem)
grandSubAll.Append(menuItem)
sub.Append(allItem)
# Add separator
@@ -126,13 +139,23 @@ class ChangeAffectingSkills(ContextMenuSingle):
return sub
def handleSkillChange(self, event):
skill, level = self.skillIds[event.Id]
skill, level, up = self.skillIds[event.Id]
if skill is None: # "All" was selected
for s in self.skills:
self.sChar.changeLevel(self.charID, s.item.ID, level)
if up:
# Only increase skill if it's below the target level
if not s.learned or s.level < level:
self.sChar.changeLevel(self.charID, s.item.ID, level)
else:
self.sChar.changeLevel(self.charID, s.item.ID, level)
else:
self.sChar.changeLevel(self.charID, skill.item.ID, level)
if up:
# Only increase skill if it's below the target level
if not skill.learned or skill.level < level:
self.sChar.changeLevel(self.charID, skill.item.ID, level)
else:
self.sChar.changeLevel(self.charID, skill.item.ID, level)
fitID = self.mainFrame.getActiveFit()
self.sFit.changeChar(fitID, self.charID)