public BuffFormulaDescriptor(float constantOffset, float levelOffset, float variable, int traitSelf, int traitSrc, ParseEnum.BuffAttribute result)
 {
     _constantOffset = constantOffset;
     _levelOffset    = levelOffset;
     _variable       = variable;
     _traitSrc       = traitSrc;
     _traitSelf      = traitSelf;
     _result         = result;
 }
Beispiel #2
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        private static string GetPercent(ParseEnum.BuffAttribute attribute1, ParseEnum.BuffAttribute attribute2)
        {
            if (attribute2 != Unknown && attribute2 != None)
            {
                return("%");
            }
            switch (attribute1)
            {
            case PhysInc:
            case CondInc:
            case CondRec:
            case PhysRec:
            case AttackSpeed:
            case ConditionDurationIncrease:
            case GlancingBlow:
            case CriticalChance:
            case PowerDamageToHP:
            case ConditionDamageToHP:
            case EnduranceRegeneration:
            case IncomingHealingEffectiveness:
            case OutgoingHealingEffectivenessConvInc:
            case OutgoingHealingEffectivenessFlatInc:
            case ExperienceFromKills:
            case ExperienceFromAll:
            case GoldFind:
            case MovementSpeed:
            case KarmaBonus:
            case SkillCooldownReduction:
            case MagicFind:
            case WXP:
                return("%");

            case ConditionMovementActivationFormula:
                return(" adds");

            case ConditionSkillActivationFormula:
                return(" replaces");

            case Unknown:
                return("Unknown");

            default:
                return("");
            }
        }
Beispiel #3
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        private static string GetVariableStat(ParseEnum.BuffAttribute attribute)
        {
            switch (attribute)
            {
            case BuffPowerDamageFormula:
                return("Power");

            case ConditionDamageFormula:
            case ConditionSkillActivationFormula:
            case ConditionMovementActivationFormula:
                return("Condition Damage");

            case HealingOutputFormula:
                return("Healing Power");

            case Unknown:
                return("Unknown");

            default:
                return("");
            }
        }
Beispiel #4
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        private static string GetAttributeString(ParseEnum.BuffAttribute attribute)
        {
            switch (attribute)
            {
            case Power:
                return("Power");

            case Precision:
                return("Precision");

            case Toughness:
                return("Toughness");

            case Vitality:
                return("Vitality");

            case Ferocity:
                return("Ferocity");

            case Healing:
                return("Healing Power");

            case Condition:
                return("Condition Damage");

            case Concentration:
                return("Concentration");

            case Expertise:
                return("Expertise");

            case Armor:
                return("Armor");

            case Agony:
                return("Agony");

            case PhysInc:
                return("Outgoing Physical Damage");

            case CondInc:
                return("Outgoing Condition Damage");

            case CondRec:
                return("Incoming Condition Damage");

            case PhysRec:
                return("Incoming Physical Damage");

            case AttackSpeed:
                return("Attack Speed");

            case ConditionDurationIncrease:
                return("Condition Duration Increase");

            case BuffPowerDamageFormula:
            case ConditionDamageFormula:
                return("Damage Formula");

            case GlancingBlow:
                return("Glancing Blow");

            case CriticalChance:
                return("Critical Chance");

            case PowerDamageToHP:
                return("Physical Damage to Health");

            case ConditionDamageToHP:
                return("Condition Damage to Health");

            case ConditionSkillActivationFormula:
                return("Damage Formula on Skill Activation");

            case ConditionMovementActivationFormula:
                return("Damage Formula on Movement");

            case EnduranceRegeneration:
                return("Endurance Regeneration");

            case IncomingHealingEffectiveness:
                return("Incoming Healing Effectiveness");

            case OutgoingHealingEffectivenessConvInc:
            case OutgoingHealingEffectivenessFlatInc:
                return("Outgoing Healing Effectiveness");

            case HealingOutputFormula:
                return("Healing Formula");

            case ExperienceFromKills:
                return("Experience From Kills");

            case ExperienceFromAll:
                return("Experience From All");

            case GoldFind:
                return("Gold Find");

            case MovementSpeed:
                return("Movement Speed");

            case KarmaBonus:
                return("Karma Bonus");

            case SkillCooldownReduction:
                return("Skill Cooldown Reduction");

            case MagicFind:
                return("Magic Find");

            case WXP:
                return("WXP");

            case Unknown:
                return("Unknown");

            default:
                return("");
            }
        }