コード例 #1
0
        protected virtual void initAbilities()
        {
            AbilityList.Clear();
            WhiteAtks.InvalidateCache();
            // Whites
            //WhiteAtks = new Skills.WhiteAtks(Char, StatS, CombatFactors);
            // Anti-Debuff
            //AddAbility(new AbilWrapper(new Skills.HeroicFury(        Char, StatS, CombatFactors, WhiteAtks, CalcOpts)));
            //AddAbility(new AbilWrapper(new Skills.EveryManForHimself(Char, StatS, CombatFactors, WhiteAtks, CalcOpts)));
            //AddAbility(new AbilWrapper(new Skills.Charge(Char, StatS, CombatFactors, WhiteAtks, CalcOpts)));
            //AddAbility(new AbilWrapper(new Skills.Intercept(Char, StatS, CombatFactors, WhiteAtks, CalcOpts)));
            //AddAbility(new AbilWrapper(new Skills.Intervene(Char, StatS, CombatFactors, WhiteAtks, CalcOpts)));
            // Rage Generators
            //AddAbility(new AbilWrapper(new Skills.SecondWind(Char, StatS, CombatFactors, WhiteAtks, CalcOpts)));
            //AddAbility(new AbilWrapper(new Skills.BerserkerRage(Char, StatS, CombatFactors, WhiteAtks, CalcOpts)));
            //AddAbility(new AbilWrapper(new Skills.Bloodrage(Char, StatS, CombatFactors, WhiteAtks, CalcOpts)));
            // Maintenance
            //AddAbility(new AbilWrapper(new Skills.BattleShout(Char, StatS, CombatFactors, WhiteAtks, CalcOpts)));
            //AddAbility(new AbilWrapper(new Skills.CommandingShout(Char, StatS, CombatFactors, WhiteAtks, CalcOpts)));
            //AddAbility(new AbilWrapper(new Skills.DemoralizingShout(Char, StatS, CombatFactors, WhiteAtks, CalcOpts)));
            //AddAbility(new AbilWrapper(new Skills.SunderArmor(Char, StatS, CombatFactors, WhiteAtks, CalcOpts)));
            //AddAbility(new AbilWrapper(new Skills.ThunderClap(Char, StatS, CombatFactors, WhiteAtks, CalcOpts)));
            //AddAbility(new AbilWrapper(new Skills.Hamstring(Char, StatS, CombatFactors, WhiteAtks, CalcOpts)));
            //AddAbility(new AbilWrapper(new Skills.EnragedRegeneration(Char, StatS, CombatFactors, WhiteAtks, CalcOpts)));
            // Periodics
            //AddAbility(new AbilWrapper(new Skills.ShatteringThrow(Char, StatS, CombatFactors, WhiteAtks, CalcOpts)));
            //AddAbility(new AbilWrapper(new Skills.SweepingStrikes(Char, StatS, CombatFactors, WhiteAtks, CalcOpts)));
            //AddAbility(new AbilWrapper(new Skills.DeathWish(Char, StatS, CombatFactors, WhiteAtks, CalcOpts)));
            //AddAbility(new AbilWrapper(new Skills.Recklessness(Char, StatS, CombatFactors, WhiteAtks, CalcOpts)));

            // Slam used by Bloodsurge, WW used by Bladestorm, so they're shared
            SteadyShot Steady = new Skills.SteadyShot(Char, StatS, CombatFactors, WhiteAtks, CalcOpts);

            AddAbility(new AbilWrapper(Steady));
            Skills.Ability Multi = new Skills.MultiShot(Char, StatS, CombatFactors, WhiteAtks, CalcOpts);
            AddAbility(new AbilWrapper(Multi));

            //AddAbility(new AbilWrapper(new Skills.Cleave(Char, StatS, CombatFactors, WhiteAtks, CalcOpts)));
            //AddAbility(new AbilWrapper(new Skills.HeroicStrike(Char, StatS, CombatFactors, WhiteAtks, CalcOpts)));
            Skills.Ability Kill = new Skills.KillShot(Char, StatS, CombatFactors, WhiteAtks, CalcOpts);
            AddAbility(new AbilWrapper(Kill));

            // Arms abilities
            //AddAbility(new AbilWrapper(new Skills.Bladestorm(Char, StatS, CombatFactors, WhiteAtks, CalcOpts, WW)));
            //AddAbility(new AbilWrapper(new Skills.MortalStrike(Char, StatS, CombatFactors, WhiteAtks, CalcOpts)));
            //AddAbility(new AbilWrapper(new Skills.Rend(Char, StatS, CombatFactors, WhiteAtks, CalcOpts)));
            //Skills.Ability SS = new Skills.Swordspec(Char, StatS, CombatFactors, WhiteAtks, CalcOpts);
            //AddAbility(new AbilWrapper(SS));
            //AddAbility(new AbilWrapper(new Skills.OverPower(Char, StatS, CombatFactors, WhiteAtks, CalcOpts, SS)));
            //AddAbility(new AbilWrapper(new Skills.TasteForBlood(Char, StatS, CombatFactors, WhiteAtks, CalcOpts)));
            //AddAbility(new AbilWrapper(new Skills.Suddendeath(Char, StatS, CombatFactors, WhiteAtks, CalcOpts, EX)));

            // Fury abilities
            //Ability BT = new Skills.BloodThirst(Char, StatS, CombatFactors, WhiteAtks, CalcOpts);
            //AddAbility(new AbilWrapper(BT));
            //AddAbility(new AbilWrapper(new Skills.BloodSurge(Char, StatS, CombatFactors, WhiteAtks, CalcOpts, SL, WW, BT)));

            Piercing = new Skills.PiercingShots(Char, StatS, CombatFactors, WhiteAtks, CalcOpts);
        }
コード例 #2
0
ファイル: Rotation.cs プロジェクト: rakot/rawr
        /// <summary>
        /// Initilize the abilties for use in generating the rotation.
        /// </summary>
        protected virtual void initAbilities()
        {
            AbilityList.Clear();
            if (WhiteAtks != null)
            {
                WhiteAtks.InvalidateCache();
            }

            // Whites
            WhiteAtks = new Skills.WhiteAttacks(Char, StatS, CombatFactors, CalcOpts, BossOpts);

            // Filler/ Focus regen.
            Steady = new Skills.SteadyShot(Char, StatS, CombatFactors, WhiteAtks, CalcOpts);
            AddAbility(new AbilWrapper(Steady));
            Cobra = new Skills.CobraShot(Char, StatS, CombatFactors, WhiteAtks, CalcOpts);
            AddAbility(new AbilWrapper(Cobra));

            // Shared Instants
            Multi = new Skills.MultiShot(Char, StatS, CombatFactors, WhiteAtks, CalcOpts);
            AddAbility(new AbilWrapper(Multi));
            Arcane = new Skills.ArcaneShot(Char, StatS, CombatFactors, WhiteAtks, CalcOpts);
            AddAbility(new AbilWrapper(Arcane));

            // Spec specific.
            Explosive = new Skills.ExplosiveShot(Char, StatS, CombatFactors, WhiteAtks, CalcOpts);
            AddAbility(new AbilWrapper(Explosive));
            this.BlackArrowD = new Skills.BlackArrow(Char, StatS, CombatFactors, WhiteAtks, CalcOpts);
            AddAbility(new AbilWrapper(BlackArrowD));
            Aimed = new Skills.AimedShot(Char, StatS, CombatFactors, WhiteAtks, CalcOpts);
            AddAbility(new AbilWrapper(Aimed));
            CAAimed = new Skills.CAAimedShot(Char, StatS, CombatFactors, WhiteAtks, CalcOpts);
            AddAbility(new AbilWrapper(CAAimed));
            MMMAimed = new Skills.MMMAimedShot(Char, StatS, CombatFactors, WhiteAtks, CalcOpts);
            AddAbility(new AbilWrapper(MMMAimed));
            ChimeraShot = new Skills.ChimeraShot(Char, StatS, CombatFactors, WhiteAtks, CalcOpts);
            AddAbility(new AbilWrapper(ChimeraShot));
            //Skills.Ability Intimidate = new Skills.Intimidate(Char, StatS, CombatFactors, WhiteAtks, CalcOpts);
            Bestial = new Skills.BestialWrath(Char, StatS, CombatFactors, WhiteAtks, CalcOpts);
            AddAbility(new AbilWrapper(Bestial));

            // Generic
            Piercing = new Skills.PiercingShots(Char, StatS, CombatFactors, WhiteAtks, CalcOpts);
            AddAbility(new AbilWrapper(Piercing));
            Kill = new Skills.KillShot(Char, StatS, CombatFactors, WhiteAtks, CalcOpts);
            AddAbility(new AbilWrapper(Kill));

            // Buffs
            Rapid = new Skills.RapidFire(Char, StatS, CombatFactors, WhiteAtks, CalcOpts);
            AddAbility(new AbilWrapper(Rapid));
            Ready = new Skills.Readiness(Char, StatS, CombatFactors, WhiteAtks, CalcOpts);
            AddAbility(new AbilWrapper(Ready));

            // DOT
            Serpent = new Skills.SerpentSting(Char, StatS, CombatFactors, WhiteAtks, CalcOpts);
            AddAbility(new AbilWrapper(Serpent));

            // Traps
            //AddAbility(new AbilWrapper(new Skills.ImmolationTrap(Char, StatS, CombatFactors, WhiteAtks, CalcOpts);
            //AddAbility(new AbilWrapper(new Skills.ExplosiveTrap(Char, StatS, CombatFactors, WhiteAtks, CalcOpts);
            //AddAbility(new AbilWrapper(new Skills.FreezingTrap(Char, StatS, CombatFactors, WhiteAtks, CalcOpts);
            //AddAbility(new AbilWrapper(new Skills.FrostTrap(Char, StatS, CombatFactors, WhiteAtks, CalcOpts);
        }