Documentation ¶
Index ¶
- func RegisterRetributionPaladin()
- type RetributionPaladin
- func (ret *RetributionPaladin) ApplyJudgmentsOfTheBold()
- func (ret *RetributionPaladin) ApplyTalents()
- func (ret *RetributionPaladin) GetPaladin() *paladin.Paladin
- func (ret *RetributionPaladin) Initialize()
- func (ret *RetributionPaladin) RegisterMastery()
- func (ret *RetributionPaladin) RegisterSpecializationEffects()
- func (ret *RetributionPaladin) Reset(sim *core.Simulation)
Constants ¶
This section is empty.
Variables ¶
This section is empty.
Functions ¶
func RegisterRetributionPaladin ¶
func RegisterRetributionPaladin()
Types ¶
type RetributionPaladin ¶
type RetributionPaladin struct { *paladin.Paladin Seal proto.PaladinSeal HoLDamage float64 }
func NewRetributionPaladin ¶
func NewRetributionPaladin(character *core.Character, options *proto.Player) *RetributionPaladin
func (*RetributionPaladin) ApplyJudgmentsOfTheBold ¶ added in v0.0.2
func (ret *RetributionPaladin) ApplyJudgmentsOfTheBold()
func (*RetributionPaladin) ApplyTalents ¶
func (ret *RetributionPaladin) ApplyTalents()
func (*RetributionPaladin) GetPaladin ¶
func (ret *RetributionPaladin) GetPaladin() *paladin.Paladin
func (*RetributionPaladin) Initialize ¶
func (ret *RetributionPaladin) Initialize()
func (*RetributionPaladin) RegisterMastery ¶ added in v0.0.2
func (ret *RetributionPaladin) RegisterMastery()
func (*RetributionPaladin) RegisterSpecializationEffects ¶ added in v0.0.2
func (ret *RetributionPaladin) RegisterSpecializationEffects()
func (*RetributionPaladin) Reset ¶
func (ret *RetributionPaladin) Reset(sim *core.Simulation)
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