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  1. handletarget.cs
  2.  
  3. ~145-------------------------------- i don't know if this log message actually gets shown. in theory it should
  4.  
  5. if (WaitForAttackToFinish)
  6. {
  7. Logger.LogVerbose("Wait for Attack to finish");
  8. }
  9.  
  10. ~222--------------------------------- this where handle target will wait if the skill is supposed to be waited.
  11.  
  12. // Some skills we need to wait to finish (like cyclone strike while epiphany is active)
  13. if (WaitForAttackToFinish)
  14. {
  15. if (ZetaDia.Me.LoopingAnimationEndTime > 0 || ZetaDia.Me.CommonData.AnimationState == AnimationState.Attacking || ZetaDia.Me.CommonData.AnimationState == AnimationState.Casting)
  16. {
  17. return GetRunStatus(RunStatus.Running, "WaitForAttackToFinish");
  18. }
  19. WaitForAttackToFinish = false;
  20. }
  21.  
  22. ~1900---------------------------------- this is where spells with the property 'WaitForAttackToFinish' set to true will cause handle target to start waiting.
  23.  
  24. if (powerBuff != null && powerBuff.WaitForAttackToFinish)
  25. WaitForAttackToFinish = true;
  26.  
  27.  
  28. ------------------------------------------
  29.  
  30. TrinityPower.cs
  31.  
  32. ~312 ------------------------------------ this is where the powers requiring a wait to be finished are defined should probably be in the data dictionary instead.
  33.  
  34.  
  35. private readonly HashSet<SNOPower> _waitForAttackToFinishPowers = new HashSet<SNOPower>
  36. {
  37. SNOPower.Monk_CycloneStrike,
  38. SNOPower.X1_Crusader_Bombardment,
  39. };
  40.  
  41.  
  42. ~336--------------------------------------- this is method called by handletarget to determine if the spell should be waited on after use
  43.  
  44.  
  45. public bool WaitForAttackToFinish
  46. {
  47. get { return _waitForAttackToFinishPowers.Contains(this.SNOPower); }
  48. }
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