Beispiel #1
0
        protected RotationShot createRotationShot(Shots type)
        {
            RotationShot shot = new RotationShot();

            switch (type)
            {
            case Shots.SteadyShot:
                //shot.casttime = (calculatedStats.SteadySpeed < 1.5 ? 1.5 : calculatedStats.SteadySpeed) + options.Latency;
                shot.cooldown = 0.0;
                shot.type     = Shots.SteadyShot;
                break;

            case Shots.SerpentSting:
                shot.casttime = 1.5 + options.Latency;
                shot.cooldown = 15.0;
                shot.type     = Shots.SerpentSting;
                break;

            case Shots.MultiShot:
                shot.casttime = 1.5 + options.Latency;
                shot.cooldown = 10.0;
                shot.type     = Shots.MultiShot;
                break;

            case Shots.ExplosiveShot:
                shot.casttime = 1.5 + options.Latency;
                shot.cooldown = 6.0;
                shot.type     = Shots.ExplosiveShot;
                break;

            //case Shots.ChimeraShot_Serpent:
            //    shot.casttime = 1.5 + options.Latency;
            //    shot.cooldown = 10.0;
            //    shot.type = Shots.ChimeraShot_Serpent;
            //    break;

            case Shots.ArcaneShot:
                shot.casttime = 1.5 + options.Latency;
                shot.cooldown = 6.0;
                shot.type     = Shots.ArcaneShot;
                break;

            case Shots.AimedShot:
                shot.casttime = 1.5 + options.Latency;
                shot.cooldown = 10.0;
                shot.type     = Shots.AimedShot;
                break;
            }
            return(shot);
        }
Beispiel #2
0
        protected RotationShot createRotationShot(Shots type)
        {
            RotationShot shot = new RotationShot();
            switch (type)
            {
                case Shots.SteadyShot:
                    //shot.casttime = (calculatedStats.SteadySpeed < 1.5 ? 1.5 : calculatedStats.SteadySpeed) + options.Latency;
                    shot.cooldown = 0.0;
                    shot.type = Shots.SteadyShot;
                    break;

                case Shots.SerpentSting:
                    shot.casttime = 1.5 + options.Latency;
                    shot.cooldown = 15.0;
                    shot.type = Shots.SerpentSting;
                    break;

                case Shots.MultiShot:
                    shot.casttime = 1.5 + options.Latency;
                    shot.cooldown = 10.0;
                    shot.type = Shots.MultiShot;
                    break;

                case Shots.ExplosiveShot:
                    shot.casttime = 1.5 + options.Latency;
                    shot.cooldown = 6.0;
                    shot.type = Shots.ExplosiveShot;
                    break;

                //case Shots.ChimeraShot_Serpent:
                //    shot.casttime = 1.5 + options.Latency;
                //    shot.cooldown = 10.0;
                //    shot.type = Shots.ChimeraShot_Serpent;
                //    break;

                case Shots.ArcaneShot:
                    shot.casttime = 1.5 + options.Latency;
                    shot.cooldown = 6.0;
                    shot.type = Shots.ArcaneShot;
                    break;

                case Shots.AimedShot:
                    shot.casttime = 1.5 + options.Latency;
                    shot.cooldown = 10.0;
                    shot.type = Shots.AimedShot;
                    break;
            }
            return shot;
        }