internal Melee(MainHand mainHand, OffHand offHand, AttackPower attackPower, Hit hit, Crit crit, Expertise expertise) { MainHand = mainHand; OffHand = offHand; AttackPower = attackPower; Hit = hit; Crit = crit; Expertise = expertise; }
private static void LoadMelee(Character character, Stats stats, XmlNode searchResults) { //<melee> // <mainHandDamage dps="184.7" max="532" min="429" percent="0" speed="2.60"/> // <offHandDamage dps="138.5" max="242" min="174" percent="0" speed="1.50"/> // <mainHandSpeed hastePercent="0.00" hasteRating="0" value="2.60"/> // <offHandSpeed hastePercent="0.00" hasteRating="0" value="1.50"/> // <power base="528" effective="1218" increasedDps="87.0"/> // <hitRating increasedHitPercent="6.72" value="106"/> // <critChance percent="19.90" plusPercent="7.29" rating="161"/> // <expertise additional="0" percent="2.50" rating="0" value="10"/> //</melee> XmlNode characterNode = searchResults.SelectSingleNode("characterTab/melee"); XmlNode mainHandNode = characterNode.SelectSingleNode("mainHandDamage"); XmlNode mainHandSpeedNode = characterNode.SelectSingleNode("mainHandSpeed"); M.MainHand mainHand = new M.MainHand( Convert.ToDouble(mainHandNode.Attributes["dps"].Value, Util.NumberFormatter), Convert.ToInt32(mainHandNode.Attributes["min"].Value), Convert.ToInt32(mainHandNode.Attributes["max"].Value), Convert.ToDouble(mainHandNode.Attributes["speed"].Value, Util.NumberFormatter)); XmlNode offHandNode = characterNode.SelectSingleNode("offHandDamage"); XmlNode offHandSpeedNode = characterNode.SelectSingleNode("offHandSpeed"); M.OffHand offHand = new M.OffHand( Convert.ToDouble(mainHandNode.Attributes["dps"].Value, Util.NumberFormatter), Convert.ToInt32(mainHandNode.Attributes["min"].Value), Convert.ToInt32(mainHandNode.Attributes["max"].Value), Convert.ToDouble(mainHandNode.Attributes["speed"].Value, Util.NumberFormatter)); XmlNode apNode = characterNode.SelectSingleNode("power"); M.AttackPower attackPower = new M.AttackPower( Convert.ToInt32(apNode.Attributes["base"].Value), Convert.ToInt32(apNode.Attributes["effective"].Value), Convert.ToDouble(apNode.Attributes["increasedDps"].Value, Util.NumberFormatter)); XmlNode hitNode = characterNode.SelectSingleNode("hitRating"); M.Hit hit = new M.Hit( Convert.ToInt32(hitNode.Attributes["value"].Value), Convert.ToDouble(hitNode.Attributes["increasedHitPercent"].Value, Util.NumberFormatter), character.Level); XmlNode critNode = characterNode.SelectSingleNode("critChance"); M.Crit crit = new M.Crit( Convert.ToInt32(critNode.Attributes["rating"].Value), Convert.ToDouble(critNode.Attributes["percent"].Value, Util.NumberFormatter), Convert.ToDouble(critNode.Attributes["plusPercent"].Value, Util.NumberFormatter)); XmlNode expertiseNode = characterNode.SelectSingleNode("expertise"); M.Expertise expertise = new M.Expertise( Convert.ToDouble(expertiseNode.Attributes["percent"].Value, Util.NumberFormatter)); Melee melee = new Melee(mainHand, offHand, attackPower, hit, crit, expertise); stats.Melee = melee; }