public MTEML GetAttribute(MStatAttr stat) { switch (stat) { case MStatAttr.ATK: return(attacks); case MStatAttr.AC: return(armorClass); case MStatAttr.ABILITY_DC: return(abilitySaveDC); case MStatAttr.PERCEPT: return(perception); case MStatAttr.STEALTH: return(stealth); case MStatAttr.FORT: return(fort); case MStatAttr.REFX: return(refx); case MStatAttr.WILL: return(will); } return(MTEML.NONE); }
public MTEML GetAttribute(MStatAttr stat) { switch (stat) { case MStatAttr.AC: return(armorClass); case MStatAttr.ABILITY_DC: return(effectDifficultyClass); case MStatAttr.STEALTH: return(stealth); case MStatAttr.FORT: return(fortSave); case MStatAttr.REFX: return(refxSave); case MStatAttr.DISABLE: return(disable); } return(MTEML.TERRIBLE); }