Exemplo n.º 1
0
        //Base class for each individual class!
        protected PlayerClass()
        {
            HotBar.RefreshHotbar();
            HotBar.RefreshPassives();
            HotBar.UpdateRepeatAbilityTimes();

            Skill healthPotionSkill = new DrinkHealthPotion();

            AbilityLogicConditions.CreateAbilityLogicConditions(ref healthPotionSkill);
            HealthPotionAbility = (DrinkHealthPotion)healthPotionSkill;

            LastUsedAbility = DefaultAttack;
            PowerPrime      = DefaultAttack;
            Logger.DBLog.InfoFormat("[Funky] Finished Creating Player Class");
        }
Exemplo n.º 2
0
        ///<summary>
        ///Used to check for a secondary hotbar set. Currently only used for wizards with Archon.
        ///</summary>
        internal override bool SecondaryHotbarBuffPresent()
        {
            bool ArchonBuffPresent = HotBar.HasBuff(SNOPower.Wizard_Archon);

            //Confirm we don't have archon Ability without archon buff.
            bool RefreshNeeded = ((!ArchonBuffPresent && Abilities.ContainsKey(SNOPower.Wizard_Archon_ArcaneBlast)) ||
                                  (ArchonBuffPresent && !Abilities.ContainsKey(SNOPower.Wizard_Archon_ArcaneBlast)));

            if (RefreshNeeded)
            {
                Logger.DBLog.InfoFormat("Updating Hotbar abilities!");
                HotBar.CachedPowers = new HashSet <SNOPower>(HotBar.HotbarPowers);
                HotBar.RefreshHotbar();
                HotBar.UpdateRepeatAbilityTimes();
                RecreateAbilities();
                return(true);
            }

            return(false);
        }