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Update _item_sets_pve.go
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kayla-glick authored Dec 23, 2024
1 parent 9b05a1d commit b7775c7
Showing 1 changed file with 0 additions and 123 deletions.
123 changes: 0 additions & 123 deletions sim/druid/_item_sets_pve.go
Original file line number Diff line number Diff line change
Expand Up @@ -9,129 +9,6 @@ import (
"github.com/wowsims/classic/sim/core/stats"
)

///////////////////////////////////////////////////////////////////////////
// SoD Phase 3 Item Sets
///////////////////////////////////////////////////////////////////////////

var ItemSetLostWorshippersArmor = core.NewItemSet(core.ItemSet{
Name: "Lost Worshipper's Armor",
Bonuses: map[int32]core.ApplyEffect{
2: func(agent core.Agent) {
c := agent.GetCharacter()
c.AddStat(stats.MeleeHit, 1)
c.AddStat(stats.SpellHit, 1)
},
3: func(agent core.Agent) {
c := agent.GetCharacter()
c.OnSpellRegistered(func(spell *core.Spell) {
if spell.SpellCode == SpellCode_DruidWrath || spell.SpellCode == SpellCode_DruidStarfire {
spell.BonusCritRating += 3 * core.CritRatingPerCritChance
}
})
},
},
})

var ItemSetCoagulateBloodguardsLeathers = core.NewItemSet(core.ItemSet{
Name: "Coagulate Bloodguard's Leathers",
Bonuses: map[int32]core.ApplyEffect{
2: func(agent core.Agent) {
c := agent.GetCharacter()
c.AddStat(stats.Strength, 10)
},
3: func(agent core.Agent) {
druid := agent.(DruidAgent).GetDruid()

// Power Shredder
procAura := druid.GetOrRegisterAura(core.Aura{
Label: "Power Shredder Proc",
ActionID: core.ActionID{SpellID: 449925},
Duration: time.Second * 10,
OnGain: func(aura *core.Aura, sim *core.Simulation) {
druid.CatForm.Cost.Multiplier -= 30
//druid.BearForm.CostMultiplier -= 0.3
},
OnExpire: func(aura *core.Aura, sim *core.Simulation) {
druid.CatForm.Cost.Multiplier += 30
//druid.BearForm.CostMultiplier += 0.3
},
OnCastComplete: func(aura *core.Aura, sim *core.Simulation, spell *core.Spell) {
if spell == druid.CatForm.Spell /* || spell == druid.BearForm.Spell */ {
aura.Deactivate(sim)
}
},
})

core.MakeProcTriggerAura(&druid.Unit, core.ProcTrigger{
Name: "Power Shredder",
Callback: core.CallbackOnCastComplete,
Handler: func(sim *core.Simulation, spell *core.Spell, result *core.SpellResult) {
if spell.SpellCode == SpellCode_DruidShred {
procAura.Activate(sim)
}
},
})

// Precise Claws should be implemented in the bear form spells when those get added back
// Adds 2% hit while in bear/dire bear forms
},
},
})

var ItemSetExiledProphetsRaiment = core.NewItemSet(core.ItemSet{
Name: "Exiled Prophet's Raiment",
Bonuses: map[int32]core.ApplyEffect{
2: func(agent core.Agent) {
c := agent.GetCharacter()
c.AddStat(stats.MP5, 4)
},
3: func(agent core.Agent) {
druid := agent.(DruidAgent).GetDruid()
// TODO: Not tested because Druid doesn't have healing spells implemented at the moment
if druid.HasRune(proto.DruidRune_RuneFeetDreamstate) {
core.MakeProcTriggerAura(&druid.Unit, core.ProcTrigger{
Name: "Exiled Dreamer",
Callback: core.CallbackOnHealDealt,
ProcMask: core.ProcMaskSpellHealing,
Outcome: core.OutcomeCrit,
ProcChance: 0.5,
Handler: func(sim *core.Simulation, _ *core.Spell, _ *core.SpellResult) {
druid.DreamstateManaRegenAura.Activate(sim)
},
})
}
},
},
})

var ItemSetEmeraldWatcherVestments = core.NewItemSet(core.ItemSet{
Name: "Emerald Watcher Vestments",
Bonuses: map[int32]core.ApplyEffect{
3: func(agent core.Agent) {
c := agent.GetCharacter()
c.AddStat(stats.Stamina, 10)
},
6: func(agent core.Agent) {
c := agent.GetCharacter()
c.AddStat(stats.SpellPower, 12)
},
},
})

var ItemSetEmeraldDreamkeeperGarb = core.NewItemSet(core.ItemSet{
Name: "Emerald Dreamkeeper Garb",
Bonuses: map[int32]core.ApplyEffect{
3: func(agent core.Agent) {
c := agent.GetCharacter()
c.AddStat(stats.Stamina, 10)
},
6: func(agent core.Agent) {
c := agent.GetCharacter()
c.AddStat(stats.HealingPower, 22)
},
},
})

///////////////////////////////////////////////////////////////////////////
// SoD Phase 4 Item Sets
///////////////////////////////////////////////////////////////////////////
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