//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"); }
///<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); }