public void PassiveMagicSkillTest()
        {
            // Check the basics
            Assert.AreEqual(0, passiveMagicSkill.Id);
            Assert.AreEqual("A +10 Buff to the user's strength.", passiveMagicSkill.Description);
            Assert.AreEqual("ShadowStrength (Cost: 10, Body +10 for 10 sec)", passiveMagicSkill.ToString());

            // Check if the combination matches
            Assert.IsFalse(passiveMagicSkill.Match(new int[] { }));
            Assert.IsFalse(passiveMagicSkill.Match(new int[] { coin.Id }));
            Assert.IsFalse(passiveMagicSkill.Match(new int[] { herb.Id, coin.Id }));
            Assert.IsFalse(passiveMagicSkill.Match(new int[] { coin.Id, herb.Id }));
            Assert.IsTrue(passiveMagicSkill.Match(new int[] { herb.Id }));

            // Player triggers a Skill that is not learned yet
            bool triggered = player.TriggerMagicSkill(passiveMagicSkill.Id);

            Assert.IsFalse(triggered);

            // Player learns the Skill and triggers it
            player.LearnMagicSkill(passiveMagicSkill.Id);
            triggered = player.TriggerMagicSkill(passiveMagicSkill.Id);
            Assert.IsTrue(triggered);

            // Check the effect on the modified attribute
            Assert.AreEqual(10, player.Stats.Body.Value);

            // Player triggers it again right away, which is not possible due to cooldown time
            triggered = player.TriggerMagicSkill(passiveMagicSkill.Id);
            Assert.IsFalse(triggered);

            // Enemy uses the same passive skill
            enemy.LearnMagicSkill(passiveMagicSkill.Id);
            triggered = enemy.TriggerMagicSkill(passiveMagicSkill.Id);
            Assert.IsTrue(triggered);

            // Advance in Time and trigger again
            GameTime.time = 5;
            triggered     = player.TriggerMagicSkill(passiveMagicSkill.Id);
            Assert.IsTrue(triggered);

            // Take the use costs into account
            GameTime.time = 10;
            triggered     = player.TriggerMagicSkill(passiveMagicSkill.Id);
            Assert.IsFalse(triggered);
        }
Esempio n. 2
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        protected override void WriteDataXML(XElement ele, ElderScrollsPlugin master)
        {
            XElement subEle;

            ele.TryPathTo("CreatureType", true, out subEle);
            subEle.Value = CreatureType.ToString();

            ele.TryPathTo("Skill/Combat", true, out subEle);
            subEle.Value = CombatSkill.ToString();

            ele.TryPathTo("Skill/Magic", true, out subEle);
            subEle.Value = MagicSkill.ToString();

            ele.TryPathTo("Skill/Stealth", true, out subEle);
            subEle.Value = StealthSkill.ToString();

            ele.TryPathTo("Health", true, out subEle);
            subEle.Value = Health.ToString();

            WriteUnusedXML(ele, master);

            ele.TryPathTo("Damage", true, out subEle);
            subEle.Value = Damage.ToString();

            ele.TryPathTo("Strength", true, out subEle);
            subEle.Value = Strength.ToString();

            ele.TryPathTo("Perception", true, out subEle);
            subEle.Value = Perception.ToString();

            ele.TryPathTo("Endurance", true, out subEle);
            subEle.Value = Endurance.ToString();

            ele.TryPathTo("Charisma", true, out subEle);
            subEle.Value = Charisma.ToString();

            ele.TryPathTo("Intelligence", true, out subEle);
            subEle.Value = Intelligence.ToString();

            ele.TryPathTo("Agility", true, out subEle);
            subEle.Value = Agility.ToString();

            ele.TryPathTo("Luck", true, out subEle);
            subEle.Value = Luck.ToString();
        }