Documentation
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Index ¶
- func AddWeaponProcAura(character *core.Character, itemID int32, itemName string, ppm float64, ...)
- func CreateFeralWeaponProcSpell(itemID int32, itemName string, ppm float64, ...)
- func CreateWeaponCoHProcDamage(itemID int32, itemName string, ppm float64, spellId int32, ...)
- func CreateWeaponEquipProcDamage(itemID int32, itemName string, ppm float64, spellId int32, ...)
- func CreateWeaponProcAura(itemID int32, itemName string, ppm float64, ...)
- func CreateWeaponProcDamage(itemID int32, itemName string, ppm float64, spellID int32, ...)
- func CreateWeaponProcSpell(itemID int32, itemName string, ppm float64, ...)
- type ProcStatBonusEffect
Constants ¶
This section is empty.
Variables ¶
This section is empty.
Functions ¶
func AddWeaponProcAura ¶ added in v0.0.52
func AddWeaponProcAura(character *core.Character, itemID int32, itemName string, ppm float64, procAuraGenerator func(character *core.Character) *core.Aura)
Create a weapon proc for a custom aura and add it to an existing item effect.
func CreateFeralWeaponProcSpell ¶ added in v0.0.53
func CreateWeaponCoHProcDamage ¶ added in v0.0.24
func CreateWeaponCoHProcDamage(itemID int32, itemName string, ppm float64, spellId int32, school core.SpellSchool, dmgMin float64, dmgRange float64, bonusCoef float64, defType core.DefenseType)
Creates a weapon proc for "Chance on Hit" weapon effects
func CreateWeaponEquipProcDamage ¶ added in v0.0.24
func CreateWeaponEquipProcDamage(itemID int32, itemName string, ppm float64, spellId int32, school core.SpellSchool, dmgMin float64, dmgRange float64, bonusCoef float64, defType core.DefenseType)
Creates a weapon proc for "Equip" weapon effects
func CreateWeaponProcAura ¶
func CreateWeaponProcAura(itemID int32, itemName string, ppm float64, procAuraGenerator func(character *core.Character) *core.Aura)
Create a weapon proc for a custom aura.
func CreateWeaponProcDamage ¶
func CreateWeaponProcDamage(itemID int32, itemName string, ppm float64, spellID int32, school core.SpellSchool, dmgMin float64, dmgRange float64, bonusCoef float64, defType core.DefenseType, spellFlagExclude core.SpellFlag)
Create a simple weapon proc that deals damage.
Types ¶
type ProcStatBonusEffect ¶
type ProcStatBonusEffect struct {
Name string
ID int32
AuraID int32
Bonus stats.Stats
Duration time.Duration
Callback core.AuraCallback
ProcMask core.ProcMask
CanProcFromProcs bool // Can Proc From Procs flag
Outcome core.HitOutcome
Harmful bool
ProcChance float64
PPM float64
ICD time.Duration
// For ignoring a hardcoded spell.
IgnoreSpellID int32
}
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