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dungeon_set_1.go
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355 lines (335 loc) · 9.95 KB
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package item_sets
import (
"time"
"github.com/wowsims/classic/sim/core"
"github.com/wowsims/classic/sim/core/stats"
)
//We can place these in the class items_sets_pve.go if wanted.
var ItemSetWildheartRaiment = core.NewItemSet(core.ItemSet{
Name: "Wildheart Raiment",
Bonuses: map[int32]core.ApplyEffect{
// +200 Armor.
2: func(agent core.Agent) {
c := agent.GetCharacter()
c.AddStat(stats.Armor, 200)
},
// +26 Attack Power,increases damage and healing done by magical spells and effects by up to 15.
4: func(agent core.Agent) {
c := agent.GetCharacter()
c.AddStats(stats.Stats{
stats.AttackPower: 26,
stats.RangedAttackPower: 26,
stats.SpellDamage: 15,
stats.HealingPower: 15,
})
},
// When struck in combat has a chance of returning 300 mana, 10 rage, or 40 energy to the wearer.
6: func(agent core.Agent) {
c := agent.GetCharacter()
actionID := core.ActionID{SpellID: 27781}
manaMetrics := c.NewManaMetrics(actionID)
energyMetrics := c.NewEnergyMetrics(actionID)
rageMetrics := c.NewRageMetrics(actionID)
core.MakeProcTriggerAura(&c.Unit, core.ProcTrigger{
ActionID: actionID,
Name: "Nature's Bounty",
Callback: core.CallbackOnSpellHitTaken,
ProcMask: core.ProcMaskMelee,
ProcChance: 0.02,
Handler: func(sim *core.Simulation, spell *core.Spell, _ *core.SpellResult) {
if c.HasManaBar() {
c.AddMana(sim, 300, manaMetrics)
}
if c.HasEnergyBar() {
c.AddEnergy(sim, 40, energyMetrics)
}
if c.HasRageBar() {
c.AddRage(sim, 10, rageMetrics)
}
},
})
},
// +8 All Resistances.
8: func(agent core.Agent) {
c := agent.GetCharacter()
c.AddResistances(8)
},
},
})
var ItemSetBeaststalkerArmor = core.NewItemSet(core.ItemSet{
Name: "Beaststalker Armor",
Bonuses: map[int32]core.ApplyEffect{
// +200 Armor.
2: func(agent core.Agent) {
c := agent.GetCharacter()
c.AddStat(stats.Armor, 200)
},
// +40 Attack Power.
4: func(agent core.Agent) {
c := agent.GetCharacter()
c.AddStats(stats.Stats{
stats.AttackPower: 40,
stats.RangedAttackPower: 40,
})
},
// Your normal ranged attacks have a 4% chance of restoring 200 mana.
6: func(agent core.Agent) {
c := agent.GetCharacter()
actionID := core.ActionID{SpellID: 27785}
manaMetrics := c.NewManaMetrics(actionID)
core.MakeProcTriggerAura(&c.Unit, core.ProcTrigger{
ActionID: actionID,
Name: "Hunter Armor Energize",
Callback: core.CallbackOnSpellHitDealt,
Outcome: core.OutcomeLanded,
ProcMask: core.ProcMaskWhiteHit,
ProcChance: 0.04,
Handler: func(sim *core.Simulation, spell *core.Spell, _ *core.SpellResult) {
if c.HasManaBar() {
c.AddMana(sim, 200, manaMetrics)
}
},
})
},
// +8 All Resistances.
8: func(agent core.Agent) {
c := agent.GetCharacter()
c.AddResistances(8)
},
},
})
var ItemSetMagistersRegalia = core.NewItemSet(core.ItemSet{
Name: "Magister's Regalia",
Bonuses: map[int32]core.ApplyEffect{
// +200 Armor.
2: func(agent core.Agent) {
c := agent.GetCharacter()
c.AddStat(stats.Armor, 200)
},
// Increases damage and healing done by magical spells and effects by up to 23.
4: func(agent core.Agent) {
c := agent.GetCharacter()
c.AddStat(stats.SpellPower, 23)
},
// When struck in combat has a chance of freezing the attacker in place for 3 sec.
6: func(agent core.Agent) {
// No implementation in sim
},
// +8 All Resistances.
8: func(agent core.Agent) {
c := agent.GetCharacter()
c.AddResistances(8)
},
},
})
var ItemSetLightforgeArmor = core.NewItemSet(core.ItemSet{
Name: "Lightforge Armor",
Bonuses: map[int32]core.ApplyEffect{
// +200 Armor.
2: func(agent core.Agent) {
c := agent.GetCharacter()
c.AddStat(stats.Armor, 200)
},
// +40 Attack Power
4: func(agent core.Agent) {
c := agent.GetCharacter()
c.AddStats(stats.Stats{
stats.AttackPower: 40,
stats.RangedAttackPower: 40,
})
},
// Chance on melee attack to increase your damage and healing done by magical spells and effects by up to 95 for 10 sec.
6: func(agent core.Agent) {
c := agent.GetCharacter()
actionID := core.ActionID{SpellID: 27498}
procAura := c.NewTemporaryStatsAura("Crusader's Wrath", actionID, stats.Stats{stats.SpellPower: 95}, time.Second*10)
handler := func(sim *core.Simulation, spell *core.Spell, _ *core.SpellResult) {
procAura.Activate(sim)
}
core.MakeProcTriggerAura(&c.Unit, core.ProcTrigger{
ActionID: actionID,
Name: "Item - Crusader's Wrath Proc - Lightforge Armor",
Callback: core.CallbackOnSpellHitDealt,
Outcome: core.OutcomeLanded,
ProcMask: core.ProcMaskMeleeWhiteHit,
PPM: 3, //6% is the sod proc rate, best data I could find online says 3 ppm
Handler: handler,
})
},
// +8 All Resistances.
8: func(agent core.Agent) {
c := agent.GetCharacter()
c.AddResistances(8)
},
},
})
var ItemSetVestmentsOfTheDevout = core.NewItemSet(core.ItemSet{
Name: "Vestments of the Devout",
Bonuses: map[int32]core.ApplyEffect{
// +200 Armor.
2: func(agent core.Agent) {
c := agent.GetCharacter()
c.AddStat(stats.Armor, 200)
},
// Increases damage and healing done by magical spells and effects by up to 23.
4: func(agent core.Agent) {
c := agent.GetCharacter()
c.AddStat(stats.SpellPower, 23)
},
// 6 pieces: When struck in combat has a chance of shielding the wearer in a protective shield which will absorb 350 damage.
6: func(agent core.Agent) {
//No use case in Classic Sim
},
// +8 All Resistances.
8: func(agent core.Agent) {
c := agent.GetCharacter()
c.AddResistances(8)
},
},
})
var ItemSetShadowcraftArmor = core.NewItemSet(core.ItemSet{
Name: "Shadowcraft Armor",
Bonuses: map[int32]core.ApplyEffect{
// +200 Armor.
2: func(agent core.Agent) {
c := agent.GetCharacter()
c.AddStat(stats.Armor, 200)
},
// +40 Attack Power.
4: func(agent core.Agent) {
c := agent.GetCharacter()
c.AddStats(stats.Stats{
stats.AttackPower: 40,
stats.RangedAttackPower: 40,
})
},
// Chance on melee attack to restore 35 energy.
6: func(agent core.Agent) {
c := agent.GetCharacter()
actionID := core.ActionID{SpellID: 27787}
energyMetrics := c.NewEnergyMetrics(actionID)
core.MakeProcTriggerAura(&c.Unit, core.ProcTrigger{
ActionID: actionID,
Name: "Rogue Armor Energize",
Callback: core.CallbackOnSpellHitDealt,
Outcome: core.OutcomeLanded,
ProcMask: core.ProcMaskMeleeWhiteHit,
PPM: 1,
Handler: func(sim *core.Simulation, spell *core.Spell, _ *core.SpellResult) {
if c.HasEnergyBar() {
c.AddEnergy(sim, 35, energyMetrics)
}
},
})
},
// +8 All Resistances.
8: func(agent core.Agent) {
c := agent.GetCharacter()
c.AddResistances(8)
},
},
})
var ItemSetTheElements = core.NewItemSet(core.ItemSet{
Name: "The Elements",
Bonuses: map[int32]core.ApplyEffect{
// +200 Armor.
2: func(agent core.Agent) {
c := agent.GetCharacter()
c.AddStat(stats.Armor, 200)
},
// Increases damage and healing done by magical spells and effects by up to 23.
4: func(agent core.Agent) {
c := agent.GetCharacter()
c.AddStats(stats.Stats{
stats.SpellDamage: 23,
stats.HealingPower: 23,
})
},
// Chance on spell cast to increase your damage and healing by up to 95 for 10 sec.
6: func(agent core.Agent) {
c := agent.GetCharacter()
actionID := core.ActionID{SpellID: 27774}
procAura := c.NewTemporaryStatsAura("The Furious Storm", core.ActionID{SpellID: 27774}, stats.Stats{stats.SpellPower: 95}, time.Second*10)
handler := func(sim *core.Simulation, spell *core.Spell, _ *core.SpellResult) {
procAura.Activate(sim)
}
core.MakeProcTriggerAura(&c.Unit, core.ProcTrigger{
ActionID: actionID,
Name: "Item - The Furious Storm Proc",
Callback: core.CallbackOnCastComplete,
ProcMask: core.ProcMaskSpellDamage | core.ProcMaskSpellHealing,
ProcChance: 0.04,
Handler: handler,
})
},
// +8 All Resistances.
8: func(agent core.Agent) {
c := agent.GetCharacter()
c.AddResistances(8)
},
},
})
var ItemSetDreadmistRaiment = core.NewItemSet(core.ItemSet{
Name: "Dreadmist Raiment",
Bonuses: map[int32]core.ApplyEffect{
// +200 Armor.
2: func(agent core.Agent) {
c := agent.GetCharacter()
c.AddStat(stats.Armor, 200)
},
// Increases damage and healing done by magical spells and effects by up to 23.
4: func(agent core.Agent) {
c := agent.GetCharacter()
c.AddStat(stats.SpellPower, 23)
},
// When struck in combat has a chance of causing the attacker to flee in terror for 2 seconds.
6: func(agent core.Agent) {
//No use case in Classic Sim
},
// +8 All Resistances.
8: func(agent core.Agent) {
c := agent.GetCharacter()
c.AddResistances(8)
},
},
})
var ItemSetBattlegearOfValor = core.NewItemSet(core.ItemSet{
Name: "Battlegear of Valor",
Bonuses: map[int32]core.ApplyEffect{
// +200 Armor.
2: func(agent core.Agent) {
c := agent.GetCharacter()
c.AddStat(stats.Armor, 200)
},
// +40 Attack Power.
4: func(agent core.Agent) {
c := agent.GetCharacter()
c.AddStats(stats.Stats{
stats.AttackPower: 40,
stats.RangedAttackPower: 40,
})
},
// Chance on melee attack to heal you for 88 to 132
6: func(agent core.Agent) {
c := agent.GetCharacter()
actionID := core.ActionID{SpellID: 27419}
healthMetrics := c.NewHealthMetrics(core.ActionID{SpellID: 27419})
core.MakeProcTriggerAura(&c.Unit, core.ProcTrigger{
ActionID: actionID,
Name: "Warrior's Resolve",
Callback: core.CallbackOnSpellHitDealt,
Outcome: core.OutcomeLanded,
ProcMask: core.ProcMaskMelee,
PPM: 1,
Handler: func(sim *core.Simulation, spell *core.Spell, _ *core.SpellResult) {
c.GainHealth(sim, sim.Roll(88, 133), healthMetrics)
},
})
},
// +8 All Resistances.
8: func(agent core.Agent) {
c := agent.GetCharacter()
c.AddResistances(8)
},
},
})