public void FinalACBonusInput() { ACBonus ac = new ACBonus(lev, level, attribute, circumstantial, item, status, untyped); int expected = 1 + 2 + 13 + 10 + 3 + 5 + 7 + 11; int actual = ac.FinalACBonus(); Assert.AreEqual(expected, actual, 0.001, "ACBonus with all args calculating wrong. \n Expected: " + expected + " Got: " + actual); }
public void FinalACBonusDefault() { ACBonus ac = new ACBonus(lev, level, attribute); int expected = 1 + 2 + 13 + 10; int actual = ac.FinalACBonus(); Assert.AreEqual(expected, actual, 0.001, "ACBonus with defualt args calculating wrong. \n Expected: " + expected + " Got: " + actual); }
public void FinalACBonusMax() { ACBonus ac = new ACBonus(lev, level, attribute, circumstantial, item, status, untyped); ac.MaxArmorBonus(5); int expected = 1 + 2 + 5 + 10 + 3 + 5 + 7 + 11; int actual = ac.FinalACBonus(); Assert.AreEqual(expected, actual, 0.001, "ACBonus with max armorclass bonsus calculating wrong. \n Expected: " + expected + " Got: " + actual); }
public void FinalACBonusforced() { ACBonus ac = new ACBonus(lev, level, attribute, circumstantial, item, status, untyped); ac.Force(forced); int expected = 4; int actual = ac.FinalACBonus(); Assert.AreEqual(expected, actual, 0.001, "ACBonus with forced value calculating wrong. \n Expected: " + expected + " Got: " + actual); }
/// <summary> /// Creates an effect that increases the AC of an object. /// </summary> /// <param name="amount">The AC bonus.</param> /// <param name="acType">The AC type of the AC bonus.</param> public static Effect ACIncrease(int amount, ACBonus acType = ACBonus.Dodge) => NWScript.EffectACIncrease(amount, (int)acType);
/// <summary> /// Creates an effect that decreases the AC of an object.<br/> /// </summary> /// <param name="amount">The AC penalty.</param> /// <param name="acType">The type of AC to decrease (Dodge).</param> public static Effect ACDecrease(int amount, ACBonus acType = ACBonus.Dodge) { return(NWScript.EffectACDecrease(amount, (int)acType) !); }