Documentation ¶
Index ¶
- Constants
- func RegisterArmsWarrior()
- type ArmsWarrior
- func (war *ArmsWarrior) ApplyGlyphs()
- func (war *ArmsWarrior) ApplyTalents()
- func (war *ArmsWarrior) GetMasteryProcChance() float64
- func (war *ArmsWarrior) GetWarrior() *warrior.Warrior
- func (war *ArmsWarrior) Initialize()
- func (war *ArmsWarrior) RegisterBladestorm()
- func (war *ArmsWarrior) RegisterDeadlyCalm()
- func (war *ArmsWarrior) RegisterMastery()
- func (war *ArmsWarrior) RegisterMortalStrike()
- func (war *ArmsWarrior) RegisterSpecializationEffects()
- func (war *ArmsWarrior) RegisterSweepingStrikes()
- func (war *ArmsWarrior) Reset(sim *core.Simulation)
- func (war *ArmsWarrior) TriggerSlaughter(sim *core.Simulation, target *core.Unit)
- func (war *ArmsWarrior) TriggerWreckingCrew(sim *core.Simulation)
Constants ¶
View Source
const (
StrikesOfOpportunityHitID int32 = 76858
)
Variables ¶
This section is empty.
Functions ¶
func RegisterArmsWarrior ¶
func RegisterArmsWarrior()
Types ¶
type ArmsWarrior ¶
type ArmsWarrior struct { *warrior.Warrior Options *proto.ArmsWarrior_Options // contains filtered or unexported fields }
func NewArmsWarrior ¶
func NewArmsWarrior(character *core.Character, options *proto.Player) *ArmsWarrior
func (*ArmsWarrior) ApplyGlyphs ¶
func (war *ArmsWarrior) ApplyGlyphs()
func (*ArmsWarrior) ApplyTalents ¶
func (war *ArmsWarrior) ApplyTalents()
func (*ArmsWarrior) GetMasteryProcChance ¶
func (war *ArmsWarrior) GetMasteryProcChance() float64
func (*ArmsWarrior) GetWarrior ¶
func (war *ArmsWarrior) GetWarrior() *warrior.Warrior
func (*ArmsWarrior) Initialize ¶
func (war *ArmsWarrior) Initialize()
func (*ArmsWarrior) RegisterBladestorm ¶
func (war *ArmsWarrior) RegisterBladestorm()
func (*ArmsWarrior) RegisterDeadlyCalm ¶
func (war *ArmsWarrior) RegisterDeadlyCalm()
func (*ArmsWarrior) RegisterMastery ¶
func (war *ArmsWarrior) RegisterMastery()
func (*ArmsWarrior) RegisterMortalStrike ¶
func (war *ArmsWarrior) RegisterMortalStrike()
func (*ArmsWarrior) RegisterSpecializationEffects ¶
func (war *ArmsWarrior) RegisterSpecializationEffects()
func (*ArmsWarrior) RegisterSweepingStrikes ¶
func (war *ArmsWarrior) RegisterSweepingStrikes()
func (*ArmsWarrior) Reset ¶
func (war *ArmsWarrior) Reset(sim *core.Simulation)
func (*ArmsWarrior) TriggerSlaughter ¶
func (war *ArmsWarrior) TriggerSlaughter(sim *core.Simulation, target *core.Unit)
func (*ArmsWarrior) TriggerWreckingCrew ¶
func (war *ArmsWarrior) TriggerWreckingCrew(sim *core.Simulation)
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