/// <summary> /// Generate a rotation based on available resources. /// </summary> public void PostAbilitiesSingleUse(bool bThreat) { // Setup an instance of each ability. // No runes: AbilityDK_Outbreak OutB = new AbilityDK_Outbreak(m_CState); // Single Runes: AbilityDK_IcyTouch IT = new AbilityDK_IcyTouch(m_CState); PostData(IT); AbilityDK_FrostFever FF = new AbilityDK_FrostFever(m_CState); PostData(FF); AbilityDK_PlagueStrike PS = new AbilityDK_PlagueStrike(m_CState); PostData(PS); AbilityDK_BloodPlague BP = new AbilityDK_BloodPlague(m_CState); PostData(BP); AbilityDK_BloodStrike BS = new AbilityDK_BloodStrike(m_CState); PostData(BS); AbilityDK_HeartStrike HS = new AbilityDK_HeartStrike(m_CState); PostData(HS); AbilityDK_NecroticStrike NS = new AbilityDK_NecroticStrike(m_CState); PostData(NS); // AbilityDK_Pestilence Pest = new AbilityDK_Pestilence(m_CState); AbilityDK_BloodBoil BB = new AbilityDK_BloodBoil(m_CState); PostData(BB); AbilityDK_HowlingBlast HB = new AbilityDK_HowlingBlast(m_CState); PostData(HB); AbilityDK_ScourgeStrike SS = new AbilityDK_ScourgeStrike(m_CState); PostData(SS); AbilityDK_DeathNDecay DnD = new AbilityDK_DeathNDecay(m_CState); PostData(DnD); // Multi Runes: AbilityDK_DeathStrike DS = new AbilityDK_DeathStrike(m_CState); PostData(DS); AbilityDK_FesteringStrike Fest = new AbilityDK_FesteringStrike(m_CState); PostData(Fest); AbilityDK_Obliterate OB = new AbilityDK_Obliterate(m_CState); PostData(OB); // RP: AbilityDK_RuneStrike RS = new AbilityDK_RuneStrike(m_CState); PostData(RS); AbilityDK_DeathCoil DC = new AbilityDK_DeathCoil(m_CState); PostData(DC); AbilityDK_FrostStrike FS = new AbilityDK_FrostStrike(m_CState); PostData(FS); }
/// <summary> /// This is my fire 1 of everything rotation. /// </summary> public void PRE_OneEachRot() { m_szRotationName = "One Each Rotation"; ResetRotation(); // Setup an instance of each ability. // No runes: AbilityDK_Outbreak OutB = new AbilityDK_Outbreak(m_CT.m_CState); // Single Runes: AbilityDK_IcyTouch IT = new AbilityDK_IcyTouch(m_CT.m_CState); AbilityDK_FrostFever FF = new AbilityDK_FrostFever(m_CT.m_CState); AbilityDK_PlagueStrike PS = new AbilityDK_PlagueStrike(m_CT.m_CState); AbilityDK_BloodPlague BP = new AbilityDK_BloodPlague(m_CT.m_CState); AbilityDK_BloodStrike BS = new AbilityDK_BloodStrike(m_CT.m_CState); AbilityDK_HeartStrike HS = new AbilityDK_HeartStrike(m_CT.m_CState); AbilityDK_NecroticStrike NS = new AbilityDK_NecroticStrike(m_CT.m_CState); AbilityDK_Pestilence Pest = new AbilityDK_Pestilence(m_CT.m_CState); AbilityDK_BloodBoil BB = new AbilityDK_BloodBoil(m_CT.m_CState); AbilityDK_HowlingBlast HB = new AbilityDK_HowlingBlast(m_CT.m_CState); AbilityDK_ScourgeStrike SS = new AbilityDK_ScourgeStrike(m_CT.m_CState); AbilityDK_DeathNDecay DnD = new AbilityDK_DeathNDecay(m_CT.m_CState); // Multi Runes: AbilityDK_DeathStrike DS = new AbilityDK_DeathStrike(m_CT.m_CState); AbilityDK_FesteringStrike Fest = new AbilityDK_FesteringStrike(m_CT.m_CState); AbilityDK_Obliterate OB = new AbilityDK_Obliterate(m_CT.m_CState); // RP: Unlikely to start w/ RP abilities to open. AbilityDK_RuneStrike RS = new AbilityDK_RuneStrike(m_CT.m_CState); AbilityDK_DeathCoil DC = new AbilityDK_DeathCoil(m_CT.m_CState); AbilityDK_FrostStrike FS = new AbilityDK_FrostStrike(m_CT.m_CState); // For now, let's just blow everything in here one each. ml_Rot.Add(IT); ml_Rot.Add(FF); ml_Rot.Add(PS); ml_Rot.Add(BP); ml_Rot.Add(BS); ml_Rot.Add(HS); ml_Rot.Add(BB); ml_Rot.Add(NS); ml_Rot.Add(HB); ml_Rot.Add(SS); ml_Rot.Add(DnD); ml_Rot.Add(DS); ml_Rot.Add(OB); ml_Rot.Add(Fest); ml_Rot.Add(RS); ml_Rot.Add(DC); ml_Rot.Add(FS); BuildCosts(); }