Esempio n. 1
0
 public DirectDamageEvent(CombatItem evtcItem, AgentData agentData, SkillData skillData, long offset) : base(evtcItem, agentData, skillData, offset)
 {
     Damage = evtcItem.Value;
     ParseEnum.PhysicalResult result = ParseEnum.GetPhysicalResult(evtcItem.Result);
     IsAbsorbed     = result == ParseEnum.PhysicalResult.Absorb;
     IsBlind        = result == ParseEnum.PhysicalResult.Blind;
     IsBlocked      = result == ParseEnum.PhysicalResult.Block;
     HasCrit        = result == ParseEnum.PhysicalResult.Crit;
     HasDowned      = result == ParseEnum.PhysicalResult.Downed;
     IsEvaded       = result == ParseEnum.PhysicalResult.Evade;
     HasGlanced     = result == ParseEnum.PhysicalResult.Glance;
     HasHit         = result == ParseEnum.PhysicalResult.Normal || result == ParseEnum.PhysicalResult.Crit || result == ParseEnum.PhysicalResult.Glance || result == ParseEnum.PhysicalResult.KillingBlow; //Downed and Interrupt omitted for now due to double procing mechanics || result == ParseEnum.PhysicalResult.Downed || result == ParseEnum.PhysicalResult.Interrupt;
     HasKilled      = result == ParseEnum.PhysicalResult.KillingBlow;
     HasInterrupted = result == ParseEnum.PhysicalResult.Interrupt;
     ShieldDamage   = evtcItem.IsShields > 0 ? (int)evtcItem.OverstackValue : 0;
 }
Esempio n. 2
0
 public static bool IsHit(this ParseEnum.PhysicalResult result)
 {
     return(result == ParseEnum.PhysicalResult.Normal || result == ParseEnum.PhysicalResult.Crit || result == ParseEnum.PhysicalResult.Glance || result == ParseEnum.PhysicalResult.KillingBlow); //Downed and Interrupt omitted for now due to double procing mechanics || result == ParseEnum.Result.Downed || result == ParseEnum.Result.Interrupt;
 }