예제 #1
0
파일: Lookup.cs 프로젝트: edekk/rawr-2.3.23
        public static float GlancingReduction(Character character)
        {
            CalculationOptionsProtWarr calcOpts = character.CalculationOptions as CalculationOptionsProtWarr;

            return((Math.Min(0.91f, 1.3f - (0.05f * (calcOpts.TargetLevel - character.Level) * 5.0f)) +
                    Math.Max(0.99f, 1.2f - (0.03f * (calcOpts.TargetLevel - character.Level) * 5.0f))) / 2);
        }
        protected override void LoadCalculationOptions()
        {
            _loadingCalculationOptions = true;
            if (Character.CalculationOptions == null)
            {
                Character.CalculationOptions = new CalculationOptionsProtWarr();
            }

            CalculationOptionsProtWarr calcOpts = Character.CalculationOptions as CalculationOptionsProtWarr;

            comboBoxTargetLevel.SelectedItem           = calcOpts.TargetLevel.ToString();
            trackBarTargetArmor.Value                  = calcOpts.TargetArmor;
            trackBarBossAttackValue.Value              = calcOpts.BossAttackValue;
            trackBarThreatScale.Value                  = (int)calcOpts.ThreatScale;
            trackBarMitigationScale.Value              = calcOpts.MitigationScale;
            trackBarShieldBlockUptime.Value            = (int)calcOpts.ShieldBlockUptime;
            checkBoxUseShieldBlock.Checked             = calcOpts.UseShieldBlock;
            checkBoxEnforceMetagemRequirements.Checked = Character.EnforceMetagemRequirements;
            radioButtonAldor.Checked  = calcOpts.ShattrathFaction == "Aldor";
            radioButtonScryer.Checked = calcOpts.ShattrathFaction == "Scryer";

            labelTargetArmorDescription.Text = trackBarTargetArmor.Value.ToString() + (armorBosses.ContainsKey(trackBarTargetArmor.Value) ? armorBosses[trackBarTargetArmor.Value] : "");
            labelBossAttackValue.Text        = trackBarBossAttackValue.Value.ToString();
            labelThreatScale.Text            = trackBarThreatScale.Value.ToString();
            labelMitigationScale.Text        = trackBarMitigationScale.Value.ToString();
            labelShieldBlockUptime.Text      = trackBarShieldBlockUptime.Value.ToString() + "%";

            _loadingCalculationOptions = false;
        }
        private void checkBoxUseShieldBlock_CheckedChanged(object sender, EventArgs e)
        {
            CalculationOptionsProtWarr calcOpts = Character.CalculationOptions as CalculationOptionsProtWarr;

            calcOpts.UseShieldBlock = checkBoxUseShieldBlock.Checked;
            Character.OnItemsChanged();
        }
예제 #4
0
파일: Lookup.cs 프로젝트: edekk/rawr-2.3.23
        public static float ArmorReduction(Character character, Stats stats)
        {
            CalculationOptionsProtWarr calcOpts = character.CalculationOptions as CalculationOptionsProtWarr;

            return(StatConversion.GetArmorDamageReduction(calcOpts.TargetLevel, stats.Armor, 0.0f, 0.0f, 0.0f));
            // return Math.Max(0.0f, Math.Min(0.75f, stats.Armor / (stats.Armor + (467.5f * calcOpts.TargetLevel - 22167.5f))));
        }
예제 #5
0
파일: Lookup.cs 프로젝트: edekk/rawr-2.3.23
        public static float MagicReduction(Character character, Stats stats, DamageType school)
        {
            CalculationOptionsProtWarr calcOpts = character.CalculationOptions as CalculationOptionsProtWarr;
            float damageReduction = Lookup.StanceDamageReduction(character, stats, school);
            float totalResist     = stats.AllResist;
            float resistScale     = 0.0f;

            switch (school)
            {
            case DamageType.Arcane: totalResist += stats.ArcaneResistance; break;

            case DamageType.Fire: totalResist += stats.FireResistance; break;

            case DamageType.Frost: totalResist += stats.FrostResistance; break;

            case DamageType.Nature: totalResist += stats.NatureResistance; break;

            case DamageType.Shadow: totalResist += stats.ShadowResistance; break;
            }

            if ((calcOpts.TargetLevel - character.Level) < 3)
            {
                resistScale = 400.0f;
            }
            else
            {
                // This number is still being tested by many and may be slightly higher
                resistScale = 510.0f;
            }

            return(Math.Max(0.0f, (1.0f - (totalResist / (resistScale + totalResist))) * damageReduction));
        }
        private void checkBoxEnforceMetagemRequirements_CheckedChanged(object sender, EventArgs e)
        {
            CalculationOptionsProtWarr calcOpts = Character.CalculationOptions as CalculationOptionsProtWarr;

            Character.EnforceMetagemRequirements = checkBoxEnforceMetagemRequirements.Checked;
            Character.OnItemsChanged();
        }
        private void calculationOptionControl_Changed(object sender, EventArgs e)
        {
            if (!_loadingCalculationOptions)
            {
                CalculationOptionsProtWarr calcOpts = Character.CalculationOptions as CalculationOptionsProtWarr;
                // Attacker Stats
                LB_BossAttackValue.Text      = Bar_BossAttackValue.Value.ToString();
                LB_BossAttackSpeedValue.Text = String.Format("{0:0.00}s", ((float)(Bar_BossAttackSpeed.Value) * 0.25f));
                // Ranking System
                LB_ThreatScale.Text          = String.Format("{0:0.0}", ((float)(Bar_ThreatScale.Value) * 0.1f));
                LB_MitigationScaleValue.Text = String.Format("{0:0.0}", ((float)(Bar_MitigationScale.Value) * 0.1f));
                // Warrior Abilities
                LB_VigilanceValue.Text   = Bar_VigilanceValue.Value.ToString();
                LB_HSFrequencyValue.Text = Bar_HSFrequency.Value.ToString() + "%";

                calcOpts.TargetLevel           = int.Parse(CB_TargetLevel.Text.ToString());
                calcOpts.TargetArmor           = int.Parse(CB_TargetArmor.Text);
                calcOpts.BossAttackValue       = Bar_BossAttackValue.Value;
                calcOpts.BossAttackSpeed       = ((float)(Bar_BossAttackSpeed.Value) * 0.25f);
                calcOpts.ThreatScale           = ((float)(Bar_ThreatScale.Value) * 0.1f * 8.0f);
                calcOpts.MitigationScale       = ((float)(Bar_MitigationScale.Value) * 0.1f / 8.0f);
                calcOpts.VigilanceValue        = Bar_VigilanceValue.Value;
                calcOpts.HeroicStrikeFrequency = ((float)Bar_HSFrequency.Value / 100.0f);

                Character.OnCalculationsInvalidated();
            }
        }
예제 #8
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        public AttackModel(Character character, Stats stats, AttackModelMode attackModelMode, RageModelMode rageModelMode)
        {
            Character        = character;
            Options          = Character.CalculationOptions as CalculationOptionsProtWarr;
            Stats            = stats;
            DefendTable      = new DefendTable(character, stats);
            ParryModel       = new ParryModel(character, stats);
            _attackModelMode = attackModelMode;
            _rageModelMode   = rageModelMode;

            Abilities.Add(Ability.None, character, stats);
            Abilities.Add(Ability.Cleave, character, stats);
            Abilities.Add(Ability.ConcussionBlow, character, stats);
            Abilities.Add(Ability.DamageShield, character, stats);
            Abilities.Add(Ability.DeepWounds, character, stats);
            Abilities.Add(Ability.Devastate, character, stats);
            Abilities.Add(Ability.HeroicStrike, character, stats);
            Abilities.Add(Ability.HeroicThrow, character, stats);
            Abilities.Add(Ability.Rend, character, stats);
            Abilities.Add(Ability.Revenge, character, stats);
            Abilities.Add(Ability.ShieldSlam, character, stats);
            Abilities.Add(Ability.Shockwave, character, stats);
            Abilities.Add(Ability.Slam, character, stats);
            Abilities.Add(Ability.SunderArmor, character, stats);
            Abilities.Add(Ability.ThunderClap, character, stats);
            Abilities.Add(Ability.Vigilance, character, stats);

            Calculate();
        }
        protected override void LoadCalculationOptions()
        {
            _loadingCalculationOptions = true;
            if (Character.CalculationOptions == null)
            {
                Character.CalculationOptions = new CalculationOptionsProtWarr();
            }

            CalculationOptionsProtWarr calcOpts = Character.CalculationOptions as CalculationOptionsProtWarr;

            // Attacker Stats
            CB_TargetLevel.Text       = calcOpts.TargetLevel.ToString();
            CB_TargetArmor.Text       = (CB_TargetArmor.Items.Contains(calcOpts.TargetArmor.ToString()) ? calcOpts.TargetArmor.ToString() : CB_TargetArmor.Items[0].ToString());
            Bar_BossAttackValue.Value = calcOpts.BossAttackValue;
            Bar_BossAttackSpeed.Value = (int)(calcOpts.BossAttackSpeed / 0.25f);
            CB_UseParryHaste.Checked  = calcOpts.UseParryHaste;
            // Stupid hack since you can't put in newlines into the VS editor properties
            LB_UseParryHaste.ToolTipText = LB_UseParryHaste.ToolTipText.Replace("May not", Environment.NewLine + "May not");

            // Fix for Saves With TankPoints Still Enabled
            if (calcOpts.RankingMode == 2)
            {
                calcOpts.RankingMode = 1;
            }

            // Ranking System
            if (calcOpts.ThreatScale > 24.0f)
            {
                calcOpts.ThreatScale = 8f;
            }                                                               // Old scale value being saved, reset to default
            if (calcOpts.MitigationScale > 1.0f)
            {
                calcOpts.MitigationScale = (1f / 8f);
            }                                                                             // Old scale value being saved, reset to default
            Bar_ThreatScale.Value      = Convert.ToInt32(calcOpts.ThreatScale / 8f / 0.1f);
            Bar_MitigationScale.Value  = Convert.ToInt32((calcOpts.MitigationScale * 8.0f / 0.1f));
            RB_MitigationScale.Checked = (calcOpts.RankingMode == 1);
            //RB_TankPoints.Checked = (calcOpts.RankingMode == 2);
            RB_BurstTime.Checked        = (calcOpts.RankingMode == 3);
            RB_DamageOutput.Checked     = (calcOpts.RankingMode == 4);
            Bar_ThreatScale.Enabled     = LB_ThreatScale.Enabled = (calcOpts.RankingMode != 4);
            Bar_MitigationScale.Enabled = LB_MitigationScaleValue.Enabled = (calcOpts.RankingMode == 1);

            // Warrior Abilities
            CB_UseVigilance.Checked    = calcOpts.UseVigilance;
            Bar_VigilanceValue.Enabled = calcOpts.UseVigilance;
            Bar_VigilanceValue.Value   = (int)calcOpts.VigilanceValue;
            Bar_HSFrequency.Value      = (int)Math.Round(calcOpts.HeroicStrikeFrequency * 100.0f, 0);

            // Label Text
            LB_BossAttackValue.Text      = Bar_BossAttackValue.Value.ToString();
            LB_BossAttackSpeedValue.Text = String.Format("{0:0.00}s", ((float)(Bar_BossAttackSpeed.Value) * 0.25f));
            LB_ThreatScale.Text          = String.Format("{0:0.0}", ((float)(Bar_ThreatScale.Value) * 0.1f));
            LB_MitigationScaleValue.Text = String.Format("{0:0.0}", ((float)(Bar_MitigationScale.Value) * 0.1f));
            LB_VigilanceValue.Text       = Bar_VigilanceValue.Value.ToString();
            LB_HSFrequencyValue.Text     = Bar_HSFrequency.Value.ToString() + "%";

            _loadingCalculationOptions = false;
        }
예제 #10
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 protected void Initialize(Character character, Stats stats, CalculationOptionsProtWarr options, Ability ability)
 {
     Character = character;
     Options   = options;
     Stats     = stats;
     Ability   = ability;
     Calculate();
 }
 private void checkBoxUseParryHaste_CheckedChanged(object sender, EventArgs e)
 {
     if (!_loadingCalculationOptions)
     {
         CalculationOptionsProtWarr calcOpts = Character.CalculationOptions as CalculationOptionsProtWarr;
         calcOpts.UseParryHaste = CB_UseParryHaste.Checked;
         Character.OnCalculationsInvalidated();
     }
 }
예제 #12
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 public DefendModel(Character character, Stats stats)
 {
     Character   = character;
     Stats       = stats;
     Options     = Character.CalculationOptions as CalculationOptionsProtWarr;
     ParryModel  = new ParryModel(character, stats);
     DefendTable = new DefendTable(character, stats);
     Calculate();
 }
예제 #13
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 public Player(Character character)
 {
     this.Character = character;
     this.Stats = new Base.StatsWarrior();
     this.Talents = this.Character.WarriorTalents;
     this.CalcOpts = this.Character.CalculationOptions as CalculationOptionsProtWarr;
     this.BossOpts = this.Character.BossOptions;
     this.DefendModel = null;
     this.AttackModel = null;
 }
예제 #14
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        public ParryModel(Character character, Stats stats, CalculationOptionsProtWarr options)
        {
            Character   = character;
            Stats       = stats;
            Options     = options;
            AttackTable = new AttackTable(character, stats, options);
            DefendTable = new DefendTable(character, stats, options);

            Calculate();
        }
 private void checkBoxUseVigilance_CheckedChanged(object sender, EventArgs e)
 {
     if (!_loadingCalculationOptions)
     {
         CalculationOptionsProtWarr calcOpts = Character.CalculationOptions as CalculationOptionsProtWarr;
         calcOpts.UseVigilance      = CB_UseVigilance.Checked;
         Bar_VigilanceValue.Enabled = CB_UseVigilance.Checked;
         Character.OnCalculationsInvalidated();
     }
 }
 public void LoadCalculationOptions()
 {
     _loadingCalculationOptions = true;
     if (Character.CalculationOptions == null)
     {
         Character.CalculationOptions = new CalculationOptionsProtWarr();
     }
     calcOpts = Character.CalculationOptions as CalculationOptionsProtWarr;
     // Model Specific Code
     //
     _loadingCalculationOptions = false;
 }
예제 #17
0
파일: Lookup.cs 프로젝트: edekk/rawr-2.3.23
        public static float TargetArmorReduction(Character character, Stats stats)
        {
            CalculationOptionsProtWarr calcOpts = character.CalculationOptions as CalculationOptionsProtWarr;
            int   targetArmor = calcOpts.TargetArmor;
            float ignoreArmor = 0.0f;

            if (character.MainHand != null && (character.MainHand.Type == ItemType.OneHandMace))
            {
                ignoreArmor += character.WarriorTalents.MaceSpecialization * 0.03f;
            }

            return(StatConversion.GetArmorDamageReduction(character.Level, targetArmor, stats.ArmorPenetration, ignoreArmor, stats.ArmorPenetrationRating));
        }
예제 #18
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        public AbilityModel(Character character, Stats stats, Ability ability)
        {
            Character   = character;
            Stats       = stats;
            Ability     = ability;
            Options     = Character.CalculationOptions as CalculationOptionsProtWarr;
            Talents     = Character.WarriorTalents;
            AttackTable = new AttackTable(character, stats, ability);

            Name             = Lookup.Name(Ability);
            ArmorReduction   = Lookup.TargetArmorReduction(Character, Stats);
            DamageMultiplier = Lookup.StanceDamageMultipler(Character, Stats);

            CalculateDamage();
            CalculateThreat();
        }
        public void LoadCalculationOptions()
        {
            _loadingCalculationOptions = true;
            if (Character.CalculationOptions == null) Character.CalculationOptions = new CalculationOptionsProtWarr();
            calcOpts = Character.CalculationOptions as CalculationOptionsProtWarr;

            // Model Specific Code
            bool showSliders = false;
            if (calcOpts.RankingMode == 1)
                showSliders = true;

            LB_HitsToSurvive.Visibility = (showSliders ? Visibility.Visible : Visibility.Collapsed);
            NUD_HitsToSurvive.Visibility = (showSliders ? Visibility.Visible : Visibility.Collapsed);
            LB_ThreatScale.Visibility = (showSliders ? Visibility.Visible : Visibility.Collapsed);
            NUD_ThreatScale.Visibility = (showSliders ? Visibility.Visible : Visibility.Collapsed);

            _loadingCalculationOptions = false;
        }
예제 #20
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파일: Lookup.cs 프로젝트: edekk/rawr-2.3.23
        public static float AvoidanceChance(Character character, Stats stats, HitResult avoidanceType)
        {
            CalculationOptionsProtWarr calcOpts = character.CalculationOptions as CalculationOptionsProtWarr;

            return(StatConversion.GetDRAvoidanceChance(character, stats, avoidanceType, calcOpts.TargetLevel));

            /*
             * float defSkill = (float)Math.Floor(stats.DefenseRating * ProtWarr.DefenseRatingToDefense);
             * float baseAvoid = 0.0f;
             * float modifiedAvoid = 0.0f;
             *
             * switch (avoidanceType)
             * {
             *  case HitResult.Dodge:
             *      baseAvoid = stats.Dodge + (stats.BaseAgility * ProtWarr.AgilityToDodge) - LevelModifier(character);
             *      modifiedAvoid = ((stats.Agility - stats.BaseAgility) * ProtWarr.AgilityToDodge) +
             *                          (stats.DodgeRating * ProtWarr.DodgeRatingToDodge) + (defSkill * ProtWarr.DefenseToDodge);
             *      modifiedAvoid = 1.0f / (1.0f / 88.129021f + 0.9560f / modifiedAvoid);
             *      break;
             *  case HitResult.Parry:
             *      baseAvoid = stats.Parry - LevelModifier(character);
             *      modifiedAvoid = (stats.ParryRating * ProtWarr.ParryRatingToParry) + (defSkill * ProtWarr.DefenseToParry);
             *      modifiedAvoid = 1.0f / (1.0f / 47.003525f + 0.9560f / modifiedAvoid);
             *      break;
             *  case HitResult.Miss:
             *      baseAvoid = stats.Miss * 100f - LevelModifier(character);
             *      modifiedAvoid = (defSkill * ProtWarr.DefenseToMiss);
             *      modifiedAvoid = 1.0f / (1.0f / 16.0f + 0.9560f / modifiedAvoid);
             *      break;
             *  case HitResult.Block:
             *      // The 5% base block should be moved into stats.Block as a base value like the others
             *      baseAvoid = 5.0f + stats.Block - LevelModifier(character);
             *      modifiedAvoid = (stats.BlockRating * ProtWarr.BlockRatingToBlock) + (defSkill * ProtWarr.DefenseToBlock);
             *      break;
             *  case HitResult.Crit:
             *      modifiedAvoid = (defSkill * ProtWarr.DefenseToCritReduction) + (stats.Resilience * ProtWarr.ResilienceRatingToCritReduction);
             *      break;
             * }
             *
             * // Many of the base values are whole numbers, so need to get it back to decimal.
             * // May want to look at making this more consistant in the future.
             * return (baseAvoid + modifiedAvoid) / 100.0f;
             */
        }
예제 #21
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파일: Lookup.cs 프로젝트: edekk/rawr-2.3.23
        public static float BonusCritPercentage(Character character, Stats stats)
        {
            CalculationOptionsProtWarr calcOpts = character.CalculationOptions as CalculationOptionsProtWarr;

            return(Math.Max(0.0f, Math.Min(1.0f,
                                           StatConversion.GetPhysicalCritFromRating(stats.CritRating, CharacterClass.Warrior) +
                                           StatConversion.GetPhysicalCritFromAgility(stats.Agility, CharacterClass.Warrior) +
                                           stats.PhysicalCrit - StatConversion.NPC_LEVEL_CRIT_MOD[calcOpts.TargetLevel - character.Level])));

            /*
             * if ((calcOpts.TargetLevel - character.Level) < 3)
             *  // This formula may or may not be accurate anymore, as the modifier on +1/2 mobs is untested
             *  return Math.Min(1.0f, (((stats.CritRating * ProtWarr.CritRatingToCrit) + (stats.Agility * ProtWarr.AgilityToCrit)
             *                      - LevelModifier(character)) / 100.0f) + stats.PhysicalCrit);
             * else
             *  // 4.8% critical hit supression as tested on bosses
             *  return Math.Min(1.0f, (((stats.CritRating * ProtWarr.CritRatingToCrit) + (stats.Agility * ProtWarr.AgilityToCrit)
             *                      - 4.8f) / 100.0f) + stats.PhysicalCrit);
             */
        }
예제 #22
0
파일: Lookup.cs 프로젝트: edekk/rawr-2.3.23
        public static float TargetAvoidanceChance(Character character, Stats stats, HitResult avoidanceType)
        {
            CalculationOptionsProtWarr calcOpts = character.CalculationOptions as CalculationOptionsProtWarr;

            switch (avoidanceType)
            {
            case HitResult.Miss:
                return(StatConversion.WHITE_MISS_CHANCE_CAP[calcOpts.TargetLevel - 80]);

            case HitResult.Dodge:
                return(StatConversion.YELLOW_DODGE_CHANCE_CAP[calcOpts.TargetLevel - 80] - (0.01f * character.WarriorTalents.WeaponMastery));

            case HitResult.Parry:
                return(StatConversion.YELLOW_PARRY_CHANCE_CAP[calcOpts.TargetLevel - 80]);

            case HitResult.Glance:
                return(0.06f + ((calcOpts.TargetLevel - character.Level) * 0.06f));

            default:
                return(0.0f);
            }
        }
        private void calculationOptionControl_Changed(object sender, EventArgs e)
        {
            if (!_loadingCalculationOptions)
            {
                CalculationOptionsProtWarr calcOpts = Character.CalculationOptions as CalculationOptionsProtWarr;
                trackBarTargetArmor.Value        = 100 * (trackBarTargetArmor.Value / 100);
                labelTargetArmorDescription.Text = trackBarTargetArmor.Value.ToString() + (armorBosses.ContainsKey(trackBarTargetArmor.Value) ? armorBosses[trackBarTargetArmor.Value] : "");
                labelBossAttackValue.Text        = trackBarBossAttackValue.Value.ToString();
                labelThreatScale.Text            = trackBarThreatScale.Value.ToString();
                labelMitigationScale.Text        = trackBarMitigationScale.Value.ToString();
                labelShieldBlockUptime.Text      = trackBarShieldBlockUptime.Value.ToString() + "%";

                calcOpts.TargetLevel       = int.Parse(comboBoxTargetLevel.SelectedItem.ToString());
                calcOpts.TargetArmor       = trackBarTargetArmor.Value;
                calcOpts.BossAttackValue   = trackBarBossAttackValue.Value;
                calcOpts.ThreatScale       = trackBarThreatScale.Value;
                calcOpts.MitigationScale   = trackBarMitigationScale.Value;
                calcOpts.ShieldBlockUptime = trackBarShieldBlockUptime.Value;
                calcOpts.ShattrathFaction  = radioButtonAldor.Checked ? "Aldor" : "Scryer";

                Character.OnItemsChanged();
            }
        }
        private void radioButton_CheckedChanged(object sender, EventArgs e)
        {
            if (!_loadingCalculationOptions)
            {
                CalculationOptionsProtWarr calcOpts = Character.CalculationOptions as CalculationOptionsProtWarr;
                //if      (RB_TankPoints.Checked  ) { calcOpts.RankingMode = 2; Bar_ThreatScale.Value = 10; }
                if (RB_BurstTime.Checked)
                {
                    calcOpts.RankingMode = 3; Bar_ThreatScale.Value = 0;
                }
                else if (RB_DamageOutput.Checked)
                {
                    calcOpts.RankingMode = 4; Bar_ThreatScale.Value = 10;
                }
                else
                {
                    calcOpts.RankingMode = 1; Bar_ThreatScale.Value = 10;
                }
                Bar_ThreatScale.Enabled     = LB_ThreatScale.Enabled = (calcOpts.RankingMode != 4);
                Bar_MitigationScale.Enabled = LB_MitigationScaleValue.Enabled = (calcOpts.RankingMode == 1);

                Character.OnCalculationsInvalidated();
            }
        }
        public void LoadCalculationOptions()
        {
            _loadingCalculationOptions = true;
            if (Character.CalculationOptions == null)
            {
                Character.CalculationOptions = new CalculationOptionsProtWarr();
            }
            calcOpts = Character.CalculationOptions as CalculationOptionsProtWarr;

            // Model Specific Code
            bool showSliders = false;

            if (calcOpts.RankingMode == 1)
            {
                showSliders = true;
            }

            LB_HitsToSurvive.Visibility  = (showSliders ? Visibility.Visible : Visibility.Collapsed);
            NUD_HitsToSurvive.Visibility = (showSliders ? Visibility.Visible : Visibility.Collapsed);
            LB_ThreatScale.Visibility    = (showSliders ? Visibility.Visible : Visibility.Collapsed);
            NUD_ThreatScale.Visibility   = (showSliders ? Visibility.Visible : Visibility.Collapsed);

            _loadingCalculationOptions = false;
        }
예제 #26
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파일: Lookup.cs 프로젝트: edekk/rawr-2.3.23
        public static float LevelModifier(Character character)
        {
            CalculationOptionsProtWarr calcOpts = character.CalculationOptions as CalculationOptionsProtWarr;

            return((calcOpts.TargetLevel - character.Level) * 0.2f);
        }
예제 #27
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 public AttackTable(Character character, Stats stats, CalculationOptionsProtWarr options, Ability ability)
 {
     Initialize(character, stats, options, ability);
 }
예제 #28
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 public DefendTable(Character character, Stats stats, CalculationOptionsProtWarr options)
 {
     Initialize(character, stats, options, Ability.None);
 }
예제 #29
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 public AttackModel(Character character, Stats stats, CalculationOptionsProtWarr options, AttackModelMode attackModelMode)
     : this(character, stats, options, attackModelMode, RageModelMode.Infinite)
 {
 }
예제 #30
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 public void Add(Ability ability, Character character, Stats stats, CalculationOptionsProtWarr options)
 {
     this.Add(new AbilityModel(character, stats, options, ability));
 }