public BuffFormulaDescriptor(float constantOffset, float levelOffset, float variable, int traitSelf, int traitSrc, ParseEnum.BuffAttribute result) { _constantOffset = constantOffset; _levelOffset = levelOffset; _variable = variable; _traitSrc = traitSrc; _traitSelf = traitSelf; _result = result; }
private static string GetPercent(ParseEnum.BuffAttribute attribute1, ParseEnum.BuffAttribute attribute2) { if (attribute2 != Unknown && attribute2 != None) { return("%"); } switch (attribute1) { case PhysInc: case CondInc: case CondRec: case PhysRec: case AttackSpeed: case ConditionDurationIncrease: case GlancingBlow: case CriticalChance: case PowerDamageToHP: case ConditionDamageToHP: case EnduranceRegeneration: case IncomingHealingEffectiveness: case OutgoingHealingEffectivenessConvInc: case OutgoingHealingEffectivenessFlatInc: case ExperienceFromKills: case ExperienceFromAll: case GoldFind: case MovementSpeed: case KarmaBonus: case SkillCooldownReduction: case MagicFind: case WXP: return("%"); case ConditionMovementActivationFormula: return(" adds"); case ConditionSkillActivationFormula: return(" replaces"); case Unknown: return("Unknown"); default: return(""); } }
private static string GetVariableStat(ParseEnum.BuffAttribute attribute) { switch (attribute) { case BuffPowerDamageFormula: return("Power"); case ConditionDamageFormula: case ConditionSkillActivationFormula: case ConditionMovementActivationFormula: return("Condition Damage"); case HealingOutputFormula: return("Healing Power"); case Unknown: return("Unknown"); default: return(""); } }
private static string GetAttributeString(ParseEnum.BuffAttribute attribute) { switch (attribute) { case Power: return("Power"); case Precision: return("Precision"); case Toughness: return("Toughness"); case Vitality: return("Vitality"); case Ferocity: return("Ferocity"); case Healing: return("Healing Power"); case Condition: return("Condition Damage"); case Concentration: return("Concentration"); case Expertise: return("Expertise"); case Armor: return("Armor"); case Agony: return("Agony"); case PhysInc: return("Outgoing Physical Damage"); case CondInc: return("Outgoing Condition Damage"); case CondRec: return("Incoming Condition Damage"); case PhysRec: return("Incoming Physical Damage"); case AttackSpeed: return("Attack Speed"); case ConditionDurationIncrease: return("Condition Duration Increase"); case BuffPowerDamageFormula: case ConditionDamageFormula: return("Damage Formula"); case GlancingBlow: return("Glancing Blow"); case CriticalChance: return("Critical Chance"); case PowerDamageToHP: return("Physical Damage to Health"); case ConditionDamageToHP: return("Condition Damage to Health"); case ConditionSkillActivationFormula: return("Damage Formula on Skill Activation"); case ConditionMovementActivationFormula: return("Damage Formula on Movement"); case EnduranceRegeneration: return("Endurance Regeneration"); case IncomingHealingEffectiveness: return("Incoming Healing Effectiveness"); case OutgoingHealingEffectivenessConvInc: case OutgoingHealingEffectivenessFlatInc: return("Outgoing Healing Effectiveness"); case HealingOutputFormula: return("Healing Formula"); case ExperienceFromKills: return("Experience From Kills"); case ExperienceFromAll: return("Experience From All"); case GoldFind: return("Gold Find"); case MovementSpeed: return("Movement Speed"); case KarmaBonus: return("Karma Bonus"); case SkillCooldownReduction: return("Skill Cooldown Reduction"); case MagicFind: return("Magic Find"); case WXP: return("WXP"); case Unknown: return("Unknown"); default: return(""); } }