상속: MoveData
예제 #1
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 public AcornShot(Ability baseAbility)
     : base(baseAbility)
 {
     this.RadiusData     = new SpecialData(baseAbility, "bounce_range");
     this.DamageData     = new SpecialData(baseAbility, "acorn_shot_damage");
     this.multiplierData = new SpecialData(baseAbility, "base_damage_pct");
 }
예제 #2
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 public HomingMissile(Ability baseAbility)
     : base(baseAbility)
 {
     this.ActivationDelayData   = new SpecialData(baseAbility, "pre_flight_time");
     this.SpeedData             = new SpecialData(baseAbility, "speed");
     this.speedAccelerationData = new SpecialData(baseAbility, "acceleration");
 }
예제 #3
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 public HavocHammer(Ability baseAbility)
     : base(baseAbility)
 {
     this.RadiusData           = new SpecialData(baseAbility, "range");
     this.DamageData           = new SpecialData(baseAbility, "nuke_base_dmg");
     this.damageMultiplierData = new SpecialData(baseAbility, "nuke_str_dmg");
 }
예제 #4
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 public Firefly(Ability baseAbility)
     : base(baseAbility)
 {
     this.RadiusData         = new SpecialData(baseAbility, "radius");
     this.DamageData         = new SpecialData(baseAbility, "damage_per_second");
     this.bonusMoveSpeedData = new SpecialData(baseAbility, "movement_speed");
 }
예제 #5
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 public ShadowRealm(Ability baseAbility)
     : base(baseAbility)
 {
     this.attackRange           = new SpecialData(baseAbility, "attack_range_bonus");
     this.DamageData            = new SpecialData(baseAbility, "damage");
     this.maxDamageDurationData = new SpecialData(baseAbility, "max_damage_duration");
 }
예제 #6
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        public Bloodthorn(Ability baseAbility)
            : base(baseAbility)
        {
            //todo enable amplifier ?

            this.amplifierData = new SpecialData(baseAbility, "silence_damage_percent");
        }
            public static void T1(
                [FakeQueue] IAsyncCollector <SpecialData> qAsync,
                [FakeQueue(Prefix = "%appsetting1%")] ICollector <SpecialData> qSync,
                [FakeQueue] out SpecialData q2,   // other bindings
                [FakeQueue] out SpecialData[] q3, // other bindings
                [FakeQueue] IAsyncCollector <DateTime> qStruct)
            {
                // Collectors are queued immediatley.
                qAsync.AddAsync(new SpecialData {
                    Message = "q1a"
                }).Wait();
                qSync.Add(new SpecialData {
                    Message = "q1b"
                });

                // Test queuing a struct.
                qStruct.AddAsync(DateTime.MaxValue).Wait();

                // Out parameters are queued afte rthe function returns.
                q2 = new SpecialData {
                    Message = "q2"
                };
                q3 = new SpecialData[] {
                    new SpecialData {
                        Message = "q3a"
                    },
                    new SpecialData {
                        Message = "q3b"
                    }
                };
            }
예제 #8
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        public ManaShield(Ability baseAbility)
            : base(baseAbility)
        {
            //todo improve amp calcs

            this.amplifierData = new SpecialData(baseAbility, "absorption_pct");
        }
예제 #9
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        public EyesInTheForest(IContext9 context, INotificator notificator, IHudMenu hudMenu)
            : base(context, notificator, hudMenu)
        {
            var radiusData = new SpecialData(AbilityId.treant_eyes_in_the_forest, "vision_aoe").GetValue(1);

            this.radius = new Vector3(radiusData, -radiusData, -radiusData);
        }
예제 #10
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 public RequiemOfSouls(Ability baseAbility)
     : base(baseAbility)
 {
     this.RadiusData    = new SpecialData(baseAbility, "requiem_radius");
     this.SpeedData     = new SpecialData(baseAbility, "requiem_line_speed");
     this.endRadiusData = new SpecialData(baseAbility, "requiem_line_width_end");
 }
예제 #11
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        public OrchidMalevolence(Ability baseAbility)
            : base(baseAbility)
        {
            //todo enable amplifier ?

            this.amplifierData = new SpecialData(baseAbility, "silence_damage_percent");
        }
예제 #12
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        public CallDown(INotificator notificator, IHudMenu hudMenu)
            : base(notificator, hudMenu)
        {
            var radiusData = new SpecialData(AbilityId.gyrocopter_call_down, "radius").GetValue(1);

            this.radius = new Vector3(radiusData, -radiusData, -radiusData);
        }
예제 #13
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 public ManaBreak(Ability baseAbility)
     : base(baseAbility)
 {
     this.DamageData         = new SpecialData(baseAbility, "mana_per_hit");
     this.burnMultiplierData = new SpecialData(baseAbility, "percent_damage_per_burn");
     this.maxManaBurnData    = new SpecialData(baseAbility, "mana_per_hit_pct");
 }
예제 #14
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 public WaningRift(Ability baseAbility)
     : base(baseAbility)
 {
     this.RadiusData    = new SpecialData(baseAbility, "radius");
     this.castRangeData = new SpecialData(baseAbility, "max_distance");
     this.DamageData    = new SpecialData(baseAbility, "damage");
 }
예제 #15
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 public Supernova(Ability baseAbility)
     : base(baseAbility)
 {
     this.RadiusData    = new SpecialData(baseAbility, "aura_radius");
     this.DamageData    = new SpecialData(baseAbility, "damage_per_sec");
     this.castRangeData = new SpecialData(baseAbility, "cast_range_tooltip_scepter");
 }
예제 #16
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 public Earthshock(Ability baseAbility)
     : base(baseAbility)
 {
     this.ActivationDelayData = new SpecialData(baseAbility, "hop_duration");
     this.RadiusData          = new SpecialData(baseAbility, "shock_radius");
     this.castRangeData       = new SpecialData(baseAbility, "hop_distance");
 }
예제 #17
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파일: ArcaneBolt.cs 프로젝트: vana41203/O9K
 public ArcaneBolt(Ability baseAbility)
     : base(baseAbility)
 {
     this.SpeedData            = new SpecialData(baseAbility, "bolt_speed");
     this.DamageData           = new SpecialData(baseAbility, "bolt_damage");
     this.damageMultiplierData = new SpecialData(baseAbility, "int_multiplier");
 }
예제 #18
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 public EnchantTotem(Ability baseAbility)
     : base(baseAbility)
 {
     //todo improve aghs prediction
     this.RadiusData   = new SpecialData(baseAbility, "aftershock_range");
     this.scepterRange = new SpecialData(baseAbility, "distance_scepter");
 }
예제 #19
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 public StormHammer(Ability baseAbility)
     : base(baseAbility)
 {
     this.RadiusData = new SpecialData(baseAbility, "bolt_aoe");
     this.SpeedData  = new SpecialData(baseAbility, "bolt_speed");
     this.scepterBonusCastRangeData = new SpecialData(baseAbility, "cast_range_bonus_scepter");
 }
예제 #20
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 public StiflingDagger(Ability baseAbility)
     : base(baseAbility)
 {
     this.DamageData     = new SpecialData(baseAbility, "base_damage");
     this.SpeedData      = new SpecialData(baseAbility, "dagger_speed");
     this.multiplierData = new SpecialData(baseAbility, "attack_factor_tooltip");
 }
예제 #21
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 public Bottle(Ability ability)
     : base(ability)
 {
     this.bottle            = (Ensage.Items.Bottle)ability;
     this.healthRestoreData = new SpecialData(ability, "health_restore");
     this.manaRestoreData   = new SpecialData(ability, "mana_restore");
 }
예제 #22
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        public MortimerKisses(INotificator notificator, IHudMenu hudMenu)
            : base(notificator, hudMenu)
        {
            var radiusData = new SpecialData(AbilityId.snapfire_mortimer_kisses, "impact_radius").GetValue(1);

            this.radius = new Vector3(radiusData, -radiusData, -radiusData);
        }
예제 #23
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 public NaturesAttendants(Ability baseAbility)
     : base(baseAbility)
 {
     this.RadiusData        = new SpecialData(baseAbility, "radius");
     this.healthRestoreData = new SpecialData(baseAbility, "heal");
     this.wispsCountData    = new SpecialData(baseAbility, "wisp_count");
 }
예제 #24
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 public PurifyingFlames(Ability baseAbility)
     : base(baseAbility)
 {
     this.DamageData        = new SpecialData(baseAbility, "damage");
     this.DurationData      = new SpecialData(baseAbility, "duration");
     this.healthRestoreData = new SpecialData(baseAbility, "heal_per_second");
 }
예제 #25
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 public UnstableConcoctionThrow(Ability baseAbility)
     : base(baseAbility)
 {
     this.RadiusData   = new SpecialData(baseAbility, "midair_explosion_radius");
     this.SpeedData    = new SpecialData(baseAbility, "movement_speed");
     this.brewTimeData = new SpecialData(baseAbility, "brew_time");
 }
예제 #26
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파일: SplitEarth.cs 프로젝트: vana41203/O9K
        public SplitEarth(IContext9 context, INotificator notificator, IHudMenu hudMenu)
            : base(context, notificator, hudMenu)
        {
            var radiusData = new SpecialData(AbilityId.leshrac_split_earth, "radius").GetValue(3);

            this.radius = new Vector3(radiusData, -radiusData, -radiusData);
        }
예제 #27
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 public Assassinate(Ability baseAbility)
     : base(baseAbility)
 {
     //todo add stun?
     this.SpeedData            = new SpecialData(baseAbility, "projectile_speed");
     this.scepterCastPointData = new SpecialData(baseAbility, "scepter_cast_point");
 }
예제 #28
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 public GuardianGreaves(Ability baseAbility)
     : base(baseAbility)
 {
     this.RadiusData        = new SpecialData(baseAbility, "replenish_radius");
     this.healthRestoreData = new SpecialData(baseAbility, "replenish_health");
     this.manaRestoreData   = new SpecialData(baseAbility, "replenish_mana");
 }
예제 #29
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 public Waveform(Ability baseAbility)
     : base(baseAbility)
 {
     this.RadiusData    = new SpecialData(baseAbility, "width");
     this.SpeedData     = new SpecialData(baseAbility, "speed");
     this.castRangeData = new SpecialData(baseAbility, "abilitycastrange");
 }
예제 #30
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 public ChaosBolt(Ability baseAbility)
     : base(baseAbility)
 {
     this.SpeedData     = new SpecialData(baseAbility, "chaos_bolt_speed");
     this.DamageData    = new SpecialData(baseAbility, "damage_min");
     this.maxDamageData = new SpecialData(baseAbility, "damage_max");
 }