public override void Initialize() { FullMarauderSetBonus = Equipment.CheckLegendaryItemCount(LegendaryItemTypes.EmbodimentoftheMarauder, 6); BombadiersRucksack=Equipment.CheckLegendaryItemCount(LegendaryItemTypes.BombadiersRucksack); WaitVars = new WaitLoops(0, 0, true); Cost = 30; Range = 55; Priority = SkillPriority.High; PreCast = new SkillPreCast { Flags = SkillPrecastFlags.CheckPlayerIncapacitated | SkillPrecastFlags.CheckCanCast, }; PreCast.Criteria += skill => FunkyGame.Targeting.Cache.Environment.HeroPets.DemonHunterSentry < SentryMax(); PreCast.CreatePrecastCriteria(); SingleUnitCondition.Add(new UnitTargetConditions(TargetProperties.None, Range, MinimumHealthPercent: 0.95d, falseConditionalFlags: TargetProperties.Normal)); //Any unit when our energy is greater than 90%! SingleUnitCondition.Add(new UnitTargetConditions { TrueConditionFlags = TargetProperties.None, Criteria = (unit) => FunkyGame.Hero.dCurrentEnergyPct > (FullMarauderSetBonus ? 0.5d : 0.9d), MaximumDistance = Range, FalseConditionFlags = TargetProperties.LowHealth, }); ClusterConditions.Add(new SkillClusterConditions(6d, Range, 3, true)); FcriteriaCombat = (u) => FunkyGame.Targeting.Cache.Environment.HeroPets.DemonHunterSentry < SentryMax(); }
public override void Initialize() { Priority = SkillPriority.Low; Range = 16; //Combot Strike? lets enforce recast timer and cast check //if (FunkyBaseExtension.Settings.Monk.bMonkComboStrike) //precastflags |= SkillPrecastFlags.CheckRecastTimer | SkillPrecastFlags.CheckCanCast; if (FunkyBaseExtension.Settings.Monk.bMonkComboStrike) { PreCast = new SkillPreCast { Flags = SkillPrecastFlags.CheckPlayerIncapacitated }; PreCast.Criteria += skill => FunkyGame.Hero.Class.LastUsedAbilities.IndexOf(this) >= FunkyBaseExtension.Settings.Monk.iMonkComboStrikeAbilities-1; PreCast.CreatePrecastCriteria(); //Use as third hitter! if (RuneIndex==0) Priority=SkillPriority.None; } else PreCast = new SkillPreCast(SkillPrecastFlags.CheckPlayerIncapacitated); }
public override void Initialize() { Priority = SkillPriority.Medium; PreCast = new SkillPreCast { Flags = SkillPrecastFlags.CheckRecastTimer | SkillPrecastFlags.CheckPlayerIncapacitated | SkillPrecastFlags.CheckCanCast, }; PreCast.Criteria += skill => Hotbar.HasBuff(SNOPower.Barbarian_Revenge_Buff); PreCast.CreatePrecastCriteria(); SingleUnitCondition.Add(new UnitTargetConditions(TargetProperties.None, 10, falseConditionalFlags: TargetProperties.Normal)); ClusterConditions.Add(new SkillClusterConditions(5d, 7, 2, false, useRadiusDistance: true)); }
/* Rune Index * * 2 = Black Blood (3 sec Stun) * 4 = 35% resurect * 3 = Mana Return * 1 = All Dogs Explode * 0 = 5 sec damage buff * */ public override void Initialize() { Cooldown = 1000; WaitVars = new WaitLoops(1, 0, true); Cost = 10; Range = 51; Priority = SkillPriority.High; PreCast = new SkillPreCast { Flags = SkillPrecastFlags.CheckPlayerIncapacitated | SkillPrecastFlags.CheckCanCast, }; PreCast.Criteria += skill => FunkyGame.Targeting.Cache.Environment.HeroPets.ZombieDogs>0; PreCast.CreatePrecastCriteria(); if (RuneIndex == 2 || RuneIndex == 4 || RuneIndex==-1) {//normal explosions.. SingleUnitCondition.Add(new UnitTargetConditions(TargetProperties.None,-1,-1,0.99d,TargetProperties.Normal)); ClusterConditions.Add(new SkillClusterConditions(12d, 45f, 3, true)); } else if (RuneIndex == 3) {//mana return.. SingleUnitCondition.Add(new UnitTargetConditions(TargetProperties.None)); ClusterConditions.Add(new SkillClusterConditions(12d, 45f, 3, true)); FcriteriaCombat = (u) => FunkyGame.Hero.dCurrentEnergyPct<=0.30d; } else if (RuneIndex == 1) {//All Explode! SingleUnitCondition.Add(new UnitTargetConditions(TargetProperties.None, -1, -1, 0.99d, TargetProperties.Normal)); ClusterConditions.Add(new SkillClusterConditions(12d, 50f, 5, true)); } else if (RuneIndex == 0) {//Buff SingleUnitCondition.Add(new UnitTargetConditions(TargetProperties.None, -1, -1, 0.95d)); ClusterConditions.Add(new SkillClusterConditions(12d, 45f, 3, true)); } }
public override void Initialize() { Priority = SkillPriority.Low; Range = RuneIndex == 0 ? 25 : 12; if (FunkyBaseExtension.Settings.Monk.bMonkComboStrike) { PreCast = new SkillPreCast { Flags = SkillPrecastFlags.CheckPlayerIncapacitated }; PreCast.Criteria += skill => FunkyGame.Hero.Class.LastUsedAbilities.IndexOf(this) >= FunkyBaseExtension.Settings.Monk.iMonkComboStrikeAbilities-1; PreCast.CreatePrecastCriteria(); } else PreCast = new SkillPreCast(SkillPrecastFlags.CheckPlayerIncapacitated); ClusterConditions.Add(new SkillClusterConditions(5d, 20f, 1, true)); SingleUnitCondition.Add(new UnitTargetConditions(TargetProperties.None)); }
public override void Initialize() { //if (FunkyBaseExtension.Settings.Monk.bMonkComboStrike) //Cooldown = 250 + (250 * FunkyBaseExtension.Settings.Monk.iMonkComboStrikeAbilities); Priority = SkillPriority.Low; Range = 14; if (FunkyBaseExtension.Settings.Monk.bMonkComboStrike) { PreCast = new SkillPreCast { Flags = SkillPrecastFlags.CheckPlayerIncapacitated }; PreCast.Criteria += skill => FunkyGame.Hero.Class.LastUsedAbilities.IndexOf(this) >= FunkyBaseExtension.Settings.Monk.iMonkComboStrikeAbilities-1; PreCast.CreatePrecastCriteria(); } else PreCast = new SkillPreCast(SkillPrecastFlags.CheckPlayerIncapacitated); }
public override void Initialize() { WaitVars = new WaitLoops(1, 1, true); Cost = 35; Range = 45; Priority = SkillPriority.Medium; //Buff Type Casting if (RuneIndex == 2) { _executiontype=SkillExecutionFlags.Self; PreCast = new SkillPreCast { Flags = SkillPrecastFlags.CheckPlayerIncapacitated | SkillPrecastFlags.CheckCanCast, }; PreCast.Criteria += skill => FunkyGame.Targeting.Cache.Environment.HeroPets.WizardArcaneOrbs == 0; PreCast.CreatePrecastCriteria(); } else { PreCast = new SkillPreCast(SkillPrecastFlags.CheckPlayerIncapacitated | SkillPrecastFlags.CheckCanCast); ClusterConditions.Add(new SkillClusterConditions(5d, 40, 3, true)); //Any unit when our energy is greater than 90%! SingleUnitCondition.Add(new UnitTargetConditions { TrueConditionFlags = TargetProperties.None, Criteria = (unit) => FunkyGame.Hero.dCurrentEnergyPct > 0.9d, MaximumDistance = 40, }); SingleUnitCondition.Add(new UnitTargetConditions(TargetProperties.None, maxdistance: 40, MinimumHealthPercent: 0.95d, falseConditionalFlags: TargetProperties.Normal | TargetProperties.Fast | TargetProperties.MissileDampening)); SingleUnitCondition.Add(new UnitTargetConditions(TargetProperties.Boss, maxdistance: 40)); } FcriteriaCombat = (u) => !FunkyGame.Hero.Class.bWaitingForSpecial; }
public override void Initialize() { WaitVars = new WaitLoops(0, 0, true); Priority = SkillPriority.Medium; PreCast = new SkillPreCast { Flags = SkillPrecastFlags.CheckPlayerIncapacitated | SkillPrecastFlags.CheckCanCast, }; PreCast.Criteria += skill => !Hotbar.HasBuff(SNOPower.Witchdoctor_BigBadVoodoo); PreCast.CreatePrecastCriteria(); SingleUnitCondition.Add(new UnitTargetConditions(TargetProperties.Boss, MinimumHealthPercent: 0.95d)); SingleUnitCondition.Add(new UnitTargetConditions(TargetProperties.None, 25, MinimumHealthPercent: 0.95d, falseConditionalFlags: TargetProperties.Normal)); //Reduced CD Dagger! if (Equipment.CheckLegendaryItemCount(LegendaryItemTypes.StarmetalKukri)) { ClusterConditions.Add(new SkillClusterConditions(9d, 50f, 5, true, clusterflags: ClusterProperties.Strong)); ClusterConditions.Add(new SkillClusterConditions(9d, 50f, 10, false)); } }