public GunnerLayoutVM() { Game.DB !.SkillsDatabase.TryGetSkill(51000, Class.Gunner, out var bfire); Game.DB.SkillsDatabase.TryGetSkill(130200, Class.Gunner, out var balder); Game.DB.SkillsDatabase.TryGetSkill(20600, Class.Gunner, out var bombard); Game.DB.SkillsDatabase.TryGetSkill(410100, Class.Gunner, out var modSys); BurstFire = new Cooldown(bfire, false); Bombardment = new Cooldown(bombard, true) { CanFlash = true }; Balder = new Cooldown(balder, true) { CanFlash = true }; ModularSystem = new SkillWithEffect(Dispatcher, modSys); // ???? //Balder.FlashOnAvailable = true; //Bombardment.FlashOnAvailable = true; //ModularSystem.Cooldown.FlashOnAvailable = true; //StaminaTracker.PropertyChanged += FlashBfIfFullWp; }
protected override void LoadSpecialSkills() { SkillsDatabase.TryGetSkill(150700, Class.Assassin, out Skill bh); SkillsDatabase.TryGetSkill(80200, Class.Assassin, out Skill fa); BurningHeart = new FixedSkillCooldown(bh, CooldownType.Skill, _dispatcher, false); FireAvalanche = new FixedSkillCooldown(fa, CooldownType.Skill, _dispatcher, false); }
protected override void LoadSpecialSkills() { ShadowReaping = new DurationCooldownIndicator(_dispatcher); SkillsDatabase.TryGetSkill(160100, Class.Soulless, out Skill sr); ShadowReaping.Cooldown = new FixedSkillCooldown(sr, CooldownType.Skill, _dispatcher, true); ShadowReaping.Buff = new FixedSkillCooldown(sr, CooldownType.Skill, _dispatcher, true); }
protected override void LoadSpecialSkills() { ManaBoost = new DurationCooldownIndicator(_dispatcher); SkillsDatabase.TryGetSkill(340200, Class.Sorcerer, out Skill mb); ManaBoost.Cooldown = new FixedSkillCooldown(mb, CooldownType.Skill, _dispatcher, true); ManaBoost.Buff = new FixedSkillCooldown(mb, CooldownType.Skill, _dispatcher, false); }
public PriestLayoutVM() { //Energy Stars Game.DB !.SkillsDatabase.TryGetSkill(350410, Class.Priest, out var es); EnergyStars = new SkillWithEffect(Dispatcher, es); // Grace Game.DB.SkillsDatabase.TryGetSkill(390100, Class.Priest, out var gr); Grace = new SkillWithEffect(Dispatcher, gr); Grace.Effect.Started += OnGraceBuffStarted; Grace.Effect.Ended += OnGraceBuffEnded; // Edict Of Judgment Game.DB.SkillsDatabase.TryGetSkill(430100, Class.Priest, out var ed); EdictOfJudgment = new SkillWithEffect(Dispatcher, ed); EdictOfJudgment.Effect.Started += OnEdictBuffStarted; EdictOfJudgment.Effect.Ended += OnEdictBuffEnded; // Divine Charge Game.DB.SkillsDatabase.TryGetSkill(280200, Class.Priest, out var dc); DivineCharge = new SkillWithEffect(Dispatcher, dc); // Tripple Nenesis Game.DB.SkillsDatabase.TryGetSkill(290100, Class.Priest, out var tn); TripleNemesis = new SkillWithEffect(Dispatcher, tn); AbnormalityTracker.MarkingExpired += OnTripleNemesisExpired; AbnormalityTracker.MarkingRefreshed += OnTripleNemesisRefreshed; }
public ReaperLayoutVM() { Game.DB !.SkillsDatabase.TryGetSkill(160100, Class.Reaper, out var sr); ShadowReaping = new SkillWithEffect(Dispatcher, sr); Game.DB.SkillsDatabase.TryGetSkill(180100, Class.Reaper, out var se); ShroudedEscape = new SkillWithEffect(Dispatcher, se); }
protected override void LoadSpecialSkills() { //Ragnarok Ragnarok = new DurationCooldownIndicator(_dispatcher); SkillsDatabase.TryGetSkill(120100, Class.Glaiver, out Skill rag); Ragnarok.Cooldown = new FixedSkillCooldown(rag, CooldownType.Skill, _dispatcher, true); Ragnarok.Buff = new FixedSkillCooldown(rag, CooldownType.Skill, _dispatcher, false); }
protected override void LoadSpecialSkills() { //Deadly gamble DeadlyGamble = new DurationCooldownIndicator(_dispatcher); SkillsDatabase.TryGetSkill(200200, Class.Warrior, out Skill dg); DeadlyGamble.Buff = new FixedSkillCooldown(dg, CooldownType.Skill, _dispatcher, false); DeadlyGamble.Cooldown = new FixedSkillCooldown(dg, CooldownType.Skill, _dispatcher, true); }
protected override void LoadSpecialSkills() { SkillsDatabase.TryGetSkill(410100, Class.Elementalist, out Skill cont); SkillsDatabase.TryGetSkill(120100, Class.Elementalist, out Skill vow); Contagion = new FixedSkillCooldown(cont, CooldownType.Skill, _dispatcher, true); Vow = new DurationCooldownIndicator(_dispatcher); Vow.Buff = new FixedSkillCooldown(vow, CooldownType.Skill, _dispatcher, false); Vow.Cooldown = new FixedSkillCooldown(vow, CooldownType.Skill, _dispatcher, false); }
public SlayerLayoutVM() { // In Cold Blood Game.DB !.SkillsDatabase.TryGetSkill(200200, Class.Slayer, out var icb); InColdBlood = new SkillWithEffect(Dispatcher, icb); // Overhand Strike Game.DB.SkillsDatabase.TryGetSkill(80900, Class.Slayer, out var ohs); OverhandStrike = new Cooldown(ohs, false); }
public static void CheckHurricane(S_ABNORMALITY_BEGIN msg) { if (msg.AbnormalityId == HurricaneId) { Debug.WriteLine("Checking hurricane; id={0} caster={1} player={2}", msg.AbnormalityId, msg.CasterId, SessionManager.CurrentPlayer.EntityId); } if (msg.AbnormalityId == HurricaneId && msg.CasterId == SessionManager.CurrentPlayer.EntityId) { SkillsDatabase.TryGetSkill(HurricaneId, Class.Common, out Skill hurricane); SkillManager.AddSkillDirectly(hurricane, HurricaneDuration); } }
public ValkyrieLayoutVM() { RunemarksCounter = new Counter(7, false); Game.DB !.SkillsDatabase.TryGetSkill(120100, Class.Valkyrie, out var rag); Ragnarok = new SkillWithEffect(Dispatcher, rag); Game.DB.SkillsDatabase.TryGetSkill(250100, Class.Valkyrie, out var gf); Godsfall = new SkillWithEffect(Dispatcher, gf); Ragnarok.Effect.SecondsUpdated += OnEffectSecondsUpdated; }
protected override void LoadSpecialSkills() { //Energy Stars EnergyStars = new DurationCooldownIndicator(_dispatcher); SkillsDatabase.TryGetSkill(350410, Class.Priest, out Skill es); EnergyStars.Cooldown = new FixedSkillCooldown(es, CooldownType.Skill, _dispatcher, true); EnergyStars.Buff = new FixedSkillCooldown(es, CooldownType.Skill, _dispatcher, false); Grace = new DurationCooldownIndicator(_dispatcher); SkillsDatabase.TryGetSkill(390100, Class.Priest, out Skill gr); Grace.Cooldown = new FixedSkillCooldown(gr, CooldownType.Skill, _dispatcher, false); Grace.Buff = new FixedSkillCooldown(gr, CooldownType.Skill, _dispatcher, false); }
protected override void LoadSpecialSkills() { SkillsDatabase.TryGetSkill(200200, Class.Slayer, out Skill icb); SkillsDatabase.TryGetSkill(80900, Class.Slayer, out Skill ohs); InColdBlood = new DurationCooldownIndicator(_dispatcher) { Buff = new FixedSkillCooldown(icb, CooldownType.Skill, _dispatcher, false), Cooldown = new FixedSkillCooldown(icb, CooldownType.Skill, _dispatcher, true) }; OverhandStrike = new FixedSkillCooldown(ohs, CooldownType.Skill, _dispatcher, false); }
protected override void LoadSpecialSkills() { SkillsDatabase.TryGetSkill(80600, Class.Berserker, out Skill fr); SkillsDatabase.TryGetSkill(210200, Class.Berserker, out Skill bl); FieryRage = new DurationCooldownIndicator(_dispatcher) { Cooldown = new FixedSkillCooldown(fr, CooldownType.Skill, _dispatcher, true), Buff = new FixedSkillCooldown(fr, CooldownType.Skill, _dispatcher, true) }; Bloodlust = new DurationCooldownIndicator(_dispatcher) { Cooldown = new FixedSkillCooldown(bl, CooldownType.Skill, _dispatcher, true), Buff = new FixedSkillCooldown(bl, CooldownType.Skill, _dispatcher, true) }; }
protected override void LoadSpecialSkills() { SkillsDatabase.TryGetSkill(70300, Class.Lancer, out Skill gshout); SkillsDatabase.TryGetSkill(170200, Class.Lancer, out Skill arush); SkillsDatabase.TryGetSkill(120100, Class.Lancer, out Skill infu); GuardianShout = new DurationCooldownIndicator(_dispatcher); AdrenalineRush = new DurationCooldownIndicator(_dispatcher); Infuriate = new DurationCooldownIndicator(_dispatcher); GuardianShout.Cooldown = new FixedSkillCooldown(gshout, CooldownType.Skill, _dispatcher, true); GuardianShout.Buff = new FixedSkillCooldown(gshout, CooldownType.Skill, _dispatcher, false); AdrenalineRush.Cooldown = new FixedSkillCooldown(arush, CooldownType.Skill, _dispatcher, true); AdrenalineRush.Buff = new FixedSkillCooldown(arush, CooldownType.Skill, _dispatcher, false); Infuriate.Cooldown = new FixedSkillCooldown(infu, CooldownType.Skill, _dispatcher, true); }
public LancerLayoutVM() { LH = new LancerLineHeldTracker(); Game.Me.Death += OnDeath; Game.DB !.SkillsDatabase.TryGetSkill(70300, Class.Lancer, out var gshout); GuardianShout = new SkillWithEffect(Dispatcher, gshout); Game.DB.SkillsDatabase.TryGetSkill(170200, Class.Lancer, out var arush); AdrenalineRush = new SkillWithEffect(Dispatcher, arush); Game.DB.SkillsDatabase.TryGetSkill(120100, Class.Lancer, out var infu); Infuriate = new Cooldown(infu, true) { CanFlash = true }; }
protected override void LoadSpecialSkills() { SkillsDatabase.TryGetSkill(51000, Class.Engineer, out Skill bfire); SkillsDatabase.TryGetSkill(130200, Class.Engineer, out Skill balder); SkillsDatabase.TryGetSkill(20700, Class.Engineer, out Skill bombard); BurstFire = new DurationCooldownIndicator(_dispatcher); Balder = new DurationCooldownIndicator(_dispatcher); Bombardment = new DurationCooldownIndicator(_dispatcher); BurstFire.Buff = new FixedSkillCooldown(bfire, CooldownType.Skill, _dispatcher, false); Balder.Buff = new FixedSkillCooldown(balder, CooldownType.Skill, _dispatcher, false); Bombardment.Buff = new FixedSkillCooldown(bombard, CooldownType.Skill, _dispatcher, false); BurstFire.Cooldown = new FixedSkillCooldown(bfire, CooldownType.Skill, _dispatcher, true); Balder.Cooldown = new FixedSkillCooldown(balder, CooldownType.Skill, _dispatcher, false); Bombardment.Cooldown = new FixedSkillCooldown(bombard, CooldownType.Skill, _dispatcher, false); }
public SorcererLayoutVM() { SorcererAbnormalityTracker.BoostChanged += OnBoostChanged; Game.DB !.SkillsDatabase.TryGetSkill(340200, Class.Sorcerer, out var mb); Game.DB.SkillsDatabase.TryGetSkill(360100, Class.Sorcerer, out var fusion); Game.DB.SkillsDatabase.TryGetSkill(360600, Class.Sorcerer, out var fusionBoost); Game.DB.SkillsDatabase.TryGetSkill(360200, Class.Sorcerer, out var primeFlame); Game.DB.SkillsDatabase.TryGetSkill(360400, Class.Sorcerer, out var iceberg); Game.DB.SkillsDatabase.TryGetSkill(360300, Class.Sorcerer, out var arcaneStorm); PrimeFlame = primeFlame; //fire ice Iceberg = iceberg; //ice arcane ArcaneStorm = arcaneStorm; //fire arcane FusionSkill = fusion; FusionSkillBoost = fusionBoost; ManaBoost = new SkillWithEffect(Dispatcher, mb); Fusion = new Cooldown(fusion, false); _sw = new Stopwatch(); }
protected override void LoadSpecialSkills() { SkillsDatabase.TryGetSkill(290100, Class.Archer, out Skill tb); Thunderbolt = new FixedSkillCooldown(tb, CooldownType.Skill, _dispatcher, true); }