Documentation
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Index ¶
- Variables
- func ConstructValkyrPets(character *core.Character)
- func CreateBlackMagicProcAura(character *core.Character) *core.Aura
- func MakeNibelungTriggerAura(agent core.Agent, isHeroic bool)
- func NewItemEffectWithHeroic(f func(isHeroic bool))
- type CapacitorAura
- type CapacitorDamageEffect
- type CapacitorHandler
- type HighestStatAura
- type ProcDamageEffect
- type ProcStatBonusEffect
- type StackingStatBonusCD
- type StackingStatBonusEffect
- type StatCDFactory
- type ValkyrPet
Constants ¶
This section is empty.
Variables ¶
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var ItemSetBlessedBattlegearOfUndeadSlaying = makeUndeadSet("Blessed Battlegear of Undead Slaying")
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var ItemSetBlessedGarbOfTheUndeadSlayer = makeUndeadSet("Blessed Garb of the Undead Slayer")
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var ItemSetBlessedRegaliaOfUndeadCleansing = makeUndeadSet("Blessed Regalia of Undead Cleansing")
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var ItemSetPurifiedShardOfTheGods = core.NewItemSet(core.ItemSet{ Name: "Purified Shard of the Gods", Bonuses: map[int32]core.ApplyEffect{ 2: func(agent core.Agent) { agent.GetCharacter().AddStats(stats.Stats{stats.SpellPower: 222}) applyShardOfTheGodsDamageProc(agent.GetCharacter(), false) applyShardOfTheGodsHealingProc(agent.GetCharacter(), false) }, }, })
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var ItemSetShinyShardOfTheGods = core.NewItemSet(core.ItemSet{ Name: "Shiny Shard of the Gods", Bonuses: map[int32]core.ApplyEffect{ 2: func(agent core.Agent) { agent.GetCharacter().AddStats(stats.Stats{stats.SpellPower: 250}) applyShardOfTheGodsDamageProc(agent.GetCharacter(), true) applyShardOfTheGodsHealingProc(agent.GetCharacter(), true) }, }, })
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var ItemSetUndeadSlayersBlessedArmor = makeUndeadSet("Undead Slayer's Blessed Armor")
Functions ¶
func ConstructValkyrPets ¶ added in v1.0.1
func CreateBlackMagicProcAura ¶ added in v1.0.1
func MakeNibelungTriggerAura ¶ added in v1.0.1
func NewItemEffectWithHeroic ¶ added in v1.0.1
func NewItemEffectWithHeroic(f func(isHeroic bool))
Types ¶
type CapacitorAura ¶
type CapacitorAura struct { Aura core.Aura Handler CapacitorHandler }
type CapacitorDamageEffect ¶
type CapacitorDamageEffect struct { Name string ID int32 MaxStacks int32 Trigger core.ProcTrigger School core.SpellSchool MinDmg float64 MaxDmg float64 }
type CapacitorHandler ¶
type CapacitorHandler func(*core.Simulation)
type HighestStatAura ¶ added in v1.0.1
type HighestStatAura struct {
// contains filtered or unexported fields
}
func NewHighestStatAura ¶ added in v1.0.1
func (HighestStatAura) Get ¶ added in v1.0.1
func (hsa HighestStatAura) Get(character *core.Character) *core.Aura
func (HighestStatAura) Init ¶ added in v1.0.1
func (hsa HighestStatAura) Init(character *core.Character)
type ProcDamageEffect ¶
type ProcDamageEffect struct { ID int32 Trigger core.ProcTrigger School core.SpellSchool MinDmg float64 MaxDmg float64 }
type ProcStatBonusEffect ¶
type ProcStatBonusEffect struct { Name string ID int32 AuraID int32 Bonus stats.Stats Duration time.Duration Callback core.AuraCallback ProcMask core.ProcMask Outcome core.HitOutcome Harmful bool ProcChance float64 PPM float64 ICD time.Duration // For ignoring a hardcoded spell. IgnoreSpellID int32 }
type StackingStatBonusCD ¶
type StackingStatBonusEffect ¶
type StatCDFactory ¶ added in v1.0.1
type ValkyrPet ¶ added in v1.0.1
func (*ValkyrPet) Initialize ¶ added in v1.0.1
func (valkyr *ValkyrPet) Initialize()
func (*ValkyrPet) OnGCDReady ¶ added in v1.0.1
func (valkyr *ValkyrPet) OnGCDReady(sim *core.Simulation)
func (*ValkyrPet) Reset ¶ added in v1.0.1
func (valkyr *ValkyrPet) Reset(_ *core.Simulation)
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