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- handletarget.cs
- ~145-------------------------------- i don't know if this log message actually gets shown. in theory it should
- if (WaitForAttackToFinish)
- {
- Logger.LogVerbose("Wait for Attack to finish");
- }
- ~222--------------------------------- this where handle target will wait if the skill is supposed to be waited.
- // Some skills we need to wait to finish (like cyclone strike while epiphany is active)
- if (WaitForAttackToFinish)
- {
- if (ZetaDia.Me.LoopingAnimationEndTime > 0 || ZetaDia.Me.CommonData.AnimationState == AnimationState.Attacking || ZetaDia.Me.CommonData.AnimationState == AnimationState.Casting)
- {
- return GetRunStatus(RunStatus.Running, "WaitForAttackToFinish");
- }
- WaitForAttackToFinish = false;
- }
- ~1900---------------------------------- this is where spells with the property 'WaitForAttackToFinish' set to true will cause handle target to start waiting.
- if (powerBuff != null && powerBuff.WaitForAttackToFinish)
- WaitForAttackToFinish = true;
- ------------------------------------------
- TrinityPower.cs
- ~312 ------------------------------------ this is where the powers requiring a wait to be finished are defined should probably be in the data dictionary instead.
- private readonly HashSet<SNOPower> _waitForAttackToFinishPowers = new HashSet<SNOPower>
- {
- SNOPower.Monk_CycloneStrike,
- SNOPower.X1_Crusader_Bombardment,
- };
- ~336--------------------------------------- this is method called by handletarget to determine if the spell should be waited on after use
- public bool WaitForAttackToFinish
- {
- get { return _waitForAttackToFinishPowers.Contains(this.SNOPower); }
- }
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