Documentation
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Index ¶
Constants ¶
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Variables ¶
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var ItemSetBlackfathomAvengerMail = core.NewItemSet(core.ItemSet{ Name: "Blackfathom Avenger's Mail", Bonuses: map[int32]core.ApplyEffect{ 2: func(agent core.Agent) { c := agent.GetCharacter() c.AddStat(stats.AttackPower, 12) }, 3: func(agent core.Agent) { c := agent.GetCharacter() c.AddStat(stats.MeleeHit, 1) c.AddStat(stats.SpellHit, 1) }, }, })
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var ItemSetBlackfathomElementalistHide = core.NewItemSet(core.ItemSet{ Name: "Blackfathom Elementalist's Hide", Bonuses: map[int32]core.ApplyEffect{ 2: func(agent core.Agent) { c := agent.GetCharacter() c.AddStat(stats.SpellPower, 12) }, 3: func(agent core.Agent) { c := agent.GetCharacter() c.AddStat(stats.MeleeHit, 1) c.AddStat(stats.SpellHit, 1) }, }, })
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var ItemSetBlackfathomInvokerVestaments = core.NewItemSet(core.ItemSet{ Name: "Twilight Invoker's Vestments", Bonuses: map[int32]core.ApplyEffect{ 2: func(agent core.Agent) { c := agent.GetCharacter() c.AddStat(stats.SpellPower, 9) }, 3: func(agent core.Agent) { c := agent.GetCharacter() c.AddStat(stats.MeleeHit, 1) c.AddStat(stats.SpellHit, 1) }, }, })
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var ItemSetBlackfathomSlayerLeather = core.NewItemSet(core.ItemSet{ Name: "Blackfathom Slayer's Leather", Bonuses: map[int32]core.ApplyEffect{ 2: func(agent core.Agent) { c := agent.GetCharacter() c.AddStat(stats.AttackPower, 12) }, 3: func(agent core.Agent) { c := agent.GetCharacter() c.AddStat(stats.MeleeHit, 1) c.AddStat(stats.SpellHit, 1) }, }, })
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var ItemSetElectromanticDevastator = core.NewItemSet(core.ItemSet{ Name: "Electromantic Devastator's Mail", Bonuses: map[int32]core.ApplyEffect{ 2: func(agent core.Agent) { c := agent.GetCharacter() c.AddStat(stats.AttackPower, 24) c.AddStat(stats.RangedAttackPower, 24) }, 3: func(agent core.Agent) { c := agent.GetCharacter() if !c.HasManaBar() { return } metrics := c.NewManaMetrics(core.ActionID{SpellID: 435982}) proc := c.RegisterSpell(core.SpellConfig{ ActionID: core.ActionID{SpellID: 435981}, SpellSchool: core.SpellSchoolHoly, ApplyEffects: func(sim *core.Simulation, u *core.Unit, spell *core.Spell) { c.AddMana(sim, 100, metrics) }, }) procChance := 0.05 c.RegisterAura(core.Aura{ Label: "Electromantic Devastator's Mail 3pc", ActionID: core.ActionID{SpellID: 435982}, Duration: core.NeverExpires, OnReset: func(aura *core.Aura, sim *core.Simulation) { aura.Activate(sim) }, OnSpellHitDealt: func(aura *core.Aura, sim *core.Simulation, spell *core.Spell, result *core.SpellResult) { if spell.ProcMask.Matches(core.ProcMaskEmpty | core.ProcMaskProc | core.ProcMaskWeaponProc) { return } if spell.ProcMask.Matches(core.ProcMaskWhiteHit | core.ProcMaskRanged) { if sim.RandomFloat("Electromantic Devastator's Mail 3pc") > procChance { return } } else { if !result.Landed() { return } if sim.RandomFloat("Electromantic Devastator's Mail 3pc") > procChance { return } } proc.Cast(sim, result.Target) }, }) }, }, })
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var ItemSetElectromanticStormbringer = core.NewItemSet(core.ItemSet{ Name: "Electromantic Stormbringer's Chain", Bonuses: map[int32]core.ApplyEffect{ 2: func(agent core.Agent) { c := agent.GetCharacter() c.AddStat(stats.SpellPower, 12) }, 3: func(agent core.Agent) {}, }, })
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var ItemSetHazardSuit = core.NewItemSet(core.ItemSet{ Name: "H.A.Z.A.R.D. Suit", Bonuses: map[int32]core.ApplyEffect{ 2: func(agent core.Agent) { c := agent.GetCharacter() c.AddStat(stats.Defense, 7) c.AddStat(stats.AttackPower, 16) c.AddStat(stats.RangedAttackPower, 16) }, 3: func(agent core.Agent) { c := agent.GetCharacter() c.AddStat(stats.MeleeHit, 1) c.AddStat(stats.SpellHit, 1) }, }, })
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var ItemSetHyperconductiveMendersMeditation = core.NewItemSet(core.ItemSet{ Name: "Hyperconductive Mender's Meditation", Bonuses: map[int32]core.ApplyEffect{ 2: func(agent core.Agent) { c := agent.GetCharacter() c.AddStat(stats.Spirit, 14) }, 3: func(agent core.Agent) { c := agent.GetCharacter() c.AddStat(stats.MP5, 7) }, }, })
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var ItemSetHyperconductiveWizardsAttire = core.NewItemSet(core.ItemSet{ Name: "Hyperconductive Wizard's Attire", Bonuses: map[int32]core.ApplyEffect{ 2: func(agent core.Agent) { c := agent.GetCharacter() c.AddStat(stats.MeleeHit, 1) c.AddStat(stats.SpellHit, 1) c.AddStat(stats.BonusArmor, 100) }, 3: func(agent core.Agent) { character := agent.GetCharacter() procAura := character.NewTemporaryStatsAura("Energized Hyperconductor Proc", core.ActionID{SpellID: 435978}, stats.Stats{stats.SpellPower: 40}, time.Second*10) handler := func(sim *core.Simulation, _ *core.Spell, _ *core.SpellResult) { procAura.Activate(sim) } core.MakeProcTriggerAura(&character.Unit, core.ProcTrigger{ ActionID: core.ActionID{ItemID: 435977}, Name: "Energized Hyperconductor", Callback: core.CallbackOnCastComplete, ProcMask: core.ProcMaskDirect, ProcChance: 0.10, Handler: handler, }) }, }, })
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var ItemSetInsulatedLeather = core.NewItemSet(core.ItemSet{ Name: "Insulated Leathers", Bonuses: map[int32]core.ApplyEffect{ 2: func(agent core.Agent) { c := agent.GetCharacter() c.AddStat(stats.MeleeCrit, 1) c.AddStat(stats.SpellCrit, 1) }, 3: func(agent core.Agent) { c := agent.GetCharacter() c.PseudoStats.DaggersSkill += 3 c.AddStat(stats.FeralAttackPower, 20) }, }, })
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var ItemSetInsulatedSorcerorLeather = core.NewItemSet(core.ItemSet{ Name: "Insulated Sorceror's Leathers", Bonuses: map[int32]core.ApplyEffect{ 2: func(agent core.Agent) { c := agent.GetCharacter() c.AddStat(stats.SpellPower, 16) }, 3: func(agent core.Agent) {}, }, })
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var ItemSetIrradiatedGarments = core.NewItemSet(core.ItemSet{ Name: "Irradiated Garments", Bonuses: map[int32]core.ApplyEffect{ 2: func(agent core.Agent) { c := agent.GetCharacter() c.AddStat(stats.MeleeCrit, 1) c.AddStat(stats.SpellCrit, 1) c.AddStat(stats.Stamina, -5) }, 3: func(agent core.Agent) { c := agent.GetCharacter() c.AddStat(stats.SpellPower, 11) }, }, })
Functions ¶
This section is empty.
Types ¶
This section is empty.
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