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); }
public override void LoadSpecialSkills() { SessionManager.SkillsDatabase.TryGetSkill(150700, Class.Ninja, out var bh); SessionManager.SkillsDatabase.TryGetSkill(80200, Class.Ninja, out var fa); BurningHeart = new FixedSkillCooldown(bh, false); FireAvalanche = new FixedSkillCooldown(fa, false); StaminaTracker.PropertyChanged += FlashOnMaxSt; }
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); }
void Control_Loaded(object sender, RoutedEventArgs e) { if (DesignerProperties.GetIsInDesignMode(this) || DataContext == null) { return; } _context = (FixedSkillCooldown)DataContext; _context.PropertyChanged += _context_PropertyChanged; }
internal void DeleteFixedSkill(FixedSkillCooldown context) { if (MainSkills.Contains(context)) { MainSkills.Remove(context); } else if (SecondarySkills.Contains(context)) { SecondarySkills.Remove(context); } Save(); }
public override void LoadSpecialSkills() { // In Cold Blood SessionManager.SkillsDatabase.TryGetSkill(200200, Class.Slayer, out var icb); InColdBlood = new DurationCooldownIndicator(Dispatcher) { Buff = new FixedSkillCooldown(icb, false), Cooldown = new FixedSkillCooldown(icb, true) }; // Overhand Strike SessionManager.SkillsDatabase.TryGetSkill(80900, Class.Slayer, out var ohs); OverhandStrike = new FixedSkillCooldown(ohs, 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); }
public override void LoadSpecialSkills() { SessionManager.SkillsDatabase.TryGetSkill(70300, Class.Lancer, out var gshout); SessionManager.SkillsDatabase.TryGetSkill(170200, Class.Lancer, out var arush); SessionManager.SkillsDatabase.TryGetSkill(120100, Class.Lancer, out var infu); GuardianShout = new DurationCooldownIndicator(Dispatcher); AdrenalineRush = new DurationCooldownIndicator(Dispatcher); GuardianShout.Cooldown = new FixedSkillCooldown(gshout, true); GuardianShout.Buff = new FixedSkillCooldown(gshout, false); AdrenalineRush.Cooldown = new FixedSkillCooldown(arush, true); AdrenalineRush.Buff = new FixedSkillCooldown(arush, false); Infuriate = new FixedSkillCooldown(infu, true); }
private void UserControl_Loaded(object sender, RoutedEventArgs e) { if (!DesignerProperties.GetIsInDesignMode(this)) { _context = (FixedSkillCooldown)DataContext; _context.PropertyChanged += _context_PropertyChanged; } cdBar.RenderTransform = new ScaleTransform(0, 1, 0, .5); circle.RenderTransform = new TranslateTransform(0, 0); _numberTimer = new DispatcherTimer() { Interval = TimeSpan.FromMilliseconds(1000) }; _numberTimer.Tick += (s, o) => { CurrentCD = CurrentCD - 1 > 0 ? CurrentCD - 1 : 0; }; }
protected override void LoadSpecialSkills() { SkillsDatabase.TryGetSkill(290100, Class.Archer, out Skill tb); Thunderbolt = new FixedSkillCooldown(tb, CooldownType.Skill, _dispatcher, true); }
public DurationCooldownIndicator(Dispatcher d) { _dispatcher = d; Cooldown = new FixedSkillCooldown(_dispatcher); Buff = new FixedSkillCooldown(_dispatcher); }
internal void AddHiddenSkill(FixedSkillCooldown context) { HiddenSkills.Add(context.Skill); }