public bool OnCommand(Character chr, string args) { Character character = chr; if (chr is PC && (chr as PC).ImpLevel >= Globals.eImpLevel.DEVJR && args != null && args.Length > 0 && args.ToLower() != "ac" && args.ToLower() != "armorclass" && args.ToLower() != "armor class") { character = GameSystems.Targeting.TargetAquisition.FindTargetInView(chr, args, true, true); if (character == null) { chr.WriteToDisplay("Unable to find character: " + args); return(true); } } chr.WriteToDisplay("Armor Class Statistics"); chr.WriteToDisplay("Base Armor Class : " + character.baseArmorClass + " (Armor Class is NOT Armor Rating. Most humans/humanoids have base AC 10.)"); chr.WriteToDisplay("Armor Rating : " + Combat.AC_GetArmorClassRating(character)); chr.WriteToDisplay("Shield Rating vs. Ranged : " + Combat.AC_GetShieldingArmorClass(character, true)); chr.WriteToDisplay("Shield Rating vs. Melee : " + Combat.AC_GetShieldingArmorClass(character, false)); chr.WriteToDisplay("Unarmed Armor Class Adj. : " + Combat.AC_GetUnarmedArmorClassBonus(null, character)); chr.WriteToDisplay("Dexterity Armor Class Adj. : " + Combat.AC_GetDexterityArmorClassBonus(null, character)); chr.WriteToDisplay("Right Hand Armor Class : " + Combat.AC_GetRightHandArmorClass(null, character)); chr.WriteToDisplay("Left Hand Armor Class : " + Combat.AC_GetLeftHandArmorClass(null, character)); chr.WriteToDisplay("Some armor class information is not displayed here. Unarmed, dexterity, right and left hand AC is only applied against targets you are aware of."); return(true); }