SimulationCraft
SimulationCraft is a tool to explore combat mechanics in the popular MMO RPG World of Warcraft (tm).
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Classes | |
struct | options_t |
struct | target_cache_t |
Target Cache System. More... | |
Public Types | |
enum | target_if_mode_e { TARGET_IF_NONE, TARGET_IF_FIRST, TARGET_IF_MIN, TARGET_IF_MAX } |
Public Member Functions | |
action_t (action_e type, util::string_view token, player_t *p) | |
action_t (action_e type, util::string_view token, player_t *p, const spell_data_t *s) | |
void | add_child (action_t *child) |
void | add_option (std::unique_ptr< option_t > new_option) |
void | check_spec (specialization_e) |
void | check_spell (const spell_data_t *) |
const spell_data_t & | data () const |
Spell Data associated with the action. More... | |
const spell_data_t & | data_reporting () const |
dot_t * | find_dot (player_t *target) const |
bool | is_aoe () const |
const char * | name () const |
const char * | name_reporting () const |
size_t | num_travel_events () const |
bool | has_travel_events () const |
timespan_t | shortest_travel_event () const |
Determine the remaining duration of the next travel event. | |
bool | has_travel_events_for (const player_t *target) const |
Determine if a travel event for given target currently exists. | |
virtual bool | has_amount_result () const |
Determine if the action can have a resulting damage/heal amount > 0. | |
void | parse_spell_data (const spell_data_t &) |
Parse spell data values and write them into corresponding action_t members. | |
void | parse_effect_direct_mods (const spelleffect_data_t &spelleffect_data, bool item_scaling) |
void | parse_effect_periodic_mods (const spelleffect_data_t &spelleffect_data, bool item_scaling) |
void | parse_effect_period (const spelleffect_data_t &) |
void | parse_effect_data (const spelleffect_data_t &) |
void | parse_target_str () |
void | remove_travel_event (travel_event_t *e) |
void | reschedule_queue_event () |
rng::rng_t & | rng () |
rng::rng_t & | rng () const |
player_t * | select_target_if_target () |
void | apply_affecting_aura (const spell_data_t *) |
void | apply_affecting_effect (const spelleffect_data_t &effect) |
void | apply_affecting_conduit (const conduit_data_t &conduit, int effect_num=1) |
void | apply_affecting_conduit_effect (const conduit_data_t &conduit, size_t effect_num) |
action_state_t * | get_state (const action_state_t *=nullptr) |
void | execute_on_target (player_t *, double=-1.0) |
virtual bool | verify_actor_level () const |
virtual bool | verify_actor_spec () const |
virtual bool | verify_actor_weapon () const |
virtual double | cost () const |
Resource cost of the action for current_resource() | |
virtual double | base_cost () const |
virtual double | cost_per_tick (resource_e) const |
virtual timespan_t | cooldown_duration () const |
virtual timespan_t | gcd () const |
virtual double | false_positive_pct () const |
False Positive skill chance, executes command regardless of expression. More... | |
virtual double | false_negative_pct () const |
virtual timespan_t | execute_time () const |
virtual timespan_t | tick_time (const action_state_t *state) const |
virtual timespan_t | travel_time () const |
virtual timespan_t | distance_targeting_travel_time (action_state_t *s) const |
virtual result_e | calculate_result (action_state_t *) const |
virtual block_result_e | calculate_block_result (action_state_t *s) const |
virtual double | calculate_direct_amount (action_state_t *state) const |
virtual double | calculate_tick_amount (action_state_t *state, double multiplier) const |
virtual double | calculate_weapon_damage (double attack_power) const |
virtual double | calculate_crit_damage_bonus (action_state_t *s) const |
virtual double | recharge_multiplier (const cooldown_t &) const |
virtual double | recharge_rate_multiplier (const cooldown_t &) const |
virtual timespan_t | cooldown_base_duration (const cooldown_t &cd) const |
Cooldown base duration for action based cooldowns. More... | |
virtual resource_e | current_resource () const |
virtual int | n_targets () const |
virtual double | last_tick_factor (const dot_t *d, timespan_t time_to_tick, timespan_t duration) const |
virtual result_amount_type | amount_type (const action_state_t *, bool=false) const |
virtual result_amount_type | report_amount_type (const action_state_t *state) const |
virtual school_e | get_school () const |
Use when damage schools change during runtime. | |
virtual double | miss_chance (double, player_t *) const |
virtual double | dodge_chance (double, player_t *) const |
virtual double | parry_chance (double, player_t *) const |
virtual double | glance_chance (int) const |
virtual double | block_chance (action_state_t *) const |
virtual double | crit_block_chance (action_state_t *) const |
virtual double | total_crit_bonus (const action_state_t *) const |
virtual int | num_targets () const |
virtual size_t | available_targets (std::vector< player_t * > &) const |
virtual std::vector< player_t *> & | target_list () const |
virtual player_t * | find_target_by_number (int number) const |
virtual bool | execute_targeting (action_t *action) const |
virtual std::vector< player_t * > & | targets_in_range_list (std::vector< player_t * > &tl) const |
virtual std::vector< player_t * > & | check_distance_targeting (std::vector< player_t * > &tl) const |
virtual double | ppm_proc_chance (double PPM) const |
virtual bool | usable_moving () const |
virtual timespan_t | composite_dot_duration (const action_state_t *) const |
virtual double | attack_direct_power_coefficient (const action_state_t *) const |
virtual double | amount_delta_modifier (const action_state_t *) const |
virtual double | attack_tick_power_coefficient (const action_state_t *) const |
virtual double | spell_direct_power_coefficient (const action_state_t *) const |
virtual double | spell_tick_power_coefficient (const action_state_t *) const |
virtual double | base_da_min (const action_state_t *) const |
virtual double | base_da_max (const action_state_t *) const |
virtual double | base_ta (const action_state_t *) const |
virtual double | bonus_da (const action_state_t *) const |
virtual double | bonus_ta (const action_state_t *) const |
virtual double | range_ () const |
virtual double | radius_ () const |
virtual double | action_multiplier () const |
virtual double | action_da_multiplier () const |
virtual double | action_ta_multiplier () const |
virtual double | composite_hit () const |
virtual double | composite_crit_chance () const |
virtual double | composite_crit_chance_multiplier () const |
virtual double | composite_crit_damage_bonus_multiplier () const |
virtual double | composite_haste () const |
virtual attack_power_type | get_attack_power_type () const |
virtual double | composite_attack_power () const |
virtual double | composite_spell_power () const |
virtual double | composite_target_armor (player_t *t) const |
virtual double | composite_target_crit_chance (player_t *target) const |
virtual double | composite_target_crit_damage_bonus_multiplier (player_t *) const |
virtual double | composite_target_multiplier (player_t *target) const |
virtual double | composite_target_damage_vulnerability (player_t *target) const |
virtual double | composite_versatility (const action_state_t *) const |
virtual double | composite_leech (const action_state_t *) const |
virtual double | composite_run_speed () const |
virtual double | composite_avoidance () const |
virtual double | composite_corruption () const |
virtual double | composite_corruption_resistance () const |
virtual double | composite_total_corruption () const |
virtual double | composite_target_da_multiplier (player_t *target) const |
Direct amount multiplier due to debuffs on the target. | |
virtual double | composite_target_ta_multiplier (player_t *target) const |
Tick amount multiplier due to debuffs on the target. | |
virtual double | composite_da_multiplier (const action_state_t *) const |
virtual double | composite_ta_multiplier (const action_state_t *) const |
Normal ticking modifiers that are updated every tick. | |
virtual double | composite_persistent_multiplier (const action_state_t *) const |
Persistent modifiers that are snapshot at the start of the spell cast. | |
virtual double | composite_aoe_multiplier (const action_state_t *) const |
Generic aoe multiplier for the action. More... | |
virtual double | composite_target_mitigation (player_t *t, school_e s) const |
virtual double | composite_player_critical_multiplier (const action_state_t *s) const |
virtual proc_types | proc_type () const |
Action proc type, needed for dynamic aoe stuff and such. | |
virtual bool | has_movement_directionality () const |
virtual double | composite_teleport_distance (const action_state_t *) const |
virtual timespan_t | calculate_dot_refresh_duration (const dot_t *, timespan_t triggered_duration) const |
Calculates the new dot length after a refresh Necessary because we have both pandemic behaviour ( last 30% of the dot are preserved ) and old Cata/MoP behavior ( only time to the next tick is preserved ) | |
virtual bool | dot_refreshable (const dot_t *dot, timespan_t triggered_duration) const |
virtual double | composite_energize_amount (const action_state_t *) const |
virtual resource_e | energize_resource_ () const |
virtual action_energize | energize_type_ () const |
virtual gain_t * | energize_gain (const action_state_t *) const |
virtual void | parse_options (util::string_view options_str) |
virtual void | consume_resource () |
virtual void | execute () |
virtual void | tick (dot_t *d) |
virtual void | last_tick (dot_t *d) |
virtual void | assess_damage (result_amount_type, action_state_t *state) |
virtual void | record_data (action_state_t *data) |
virtual void | schedule_execute (action_state_t *state=nullptr) |
virtual void | queue_execute (execute_type type) |
virtual void | reschedule_execute (timespan_t time) |
virtual void | start_gcd () |
virtual void | update_ready (timespan_t cd_duration=timespan_t::min()) |
virtual bool | ready () |
Is the ability ready based on spell characteristics. | |
virtual bool | action_ready () |
Is the action ready, as a combination of ability characteristics and user input? Main ntry-point when selecting something to do for an actor. More... | |
virtual bool | select_target () |
Select a target to execute on. | |
virtual bool | target_ready (player_t *target) |
Target readiness state checking. | |
virtual bool | usable_during_current_cast () const |
Ability usable during an on-going cast. | |
virtual bool | usable_during_current_gcd () const |
Ability usable during the on-going global cooldown. | |
virtual void | init () |
virtual void | init_finished () |
virtual void | reset () |
virtual void | cancel () |
virtual void | interrupt_action () |
virtual void | activate () |
virtual std::unique_ptr< expr_t > | create_expression (util::string_view name) |
virtual action_state_t * | new_state () |
virtual void | do_schedule_travel (action_state_t *, timespan_t) |
virtual void | schedule_travel (action_state_t *) |
virtual void | impact (action_state_t *) |
virtual void | trigger_dot (action_state_t *) |
virtual void | snapshot_internal (action_state_t *, unsigned flags, result_amount_type) |
virtual void | snapshot_state (action_state_t *s, unsigned flags, result_amount_type rt) |
virtual void | snapshot_state (action_state_t *s, result_amount_type rt) |
virtual void | update_state (action_state_t *s, unsigned flags, result_amount_type rt) |
virtual void | update_state (action_state_t *s, result_amount_type rt) |
event_t * | start_action_execute_event (timespan_t time, action_state_t *state=nullptr) |
virtual bool | consume_cost_per_tick (const dot_t &dot) |
If the action is still ticking and all resources could be successfully consumed, return true to indicate continued ticking. | |
virtual void | do_teleport (action_state_t *) |
virtual dot_t * | get_dot (player_t *=nullptr) |
virtual void | acquire_target (retarget_source, player_t *, player_t *) |
Acquire a new target, where the context is the actor that sources the retarget event, and the actor-level candidate is given as a parameter (selected by player_t::acquire_target). More... | |
virtual void | set_target (player_t *target) |
virtual void | gain_energize_resource (resource_e resource_type, double amount, gain_t *gain) |
Static Public Member Functions | |
static bool | result_is_hit (result_e r) |
static bool | result_is_miss (result_e r) |
static bool | result_is_block (block_result_e r) |
Public Attributes | |
const spell_data_t * | s_data |
const spell_data_t * | s_data_reporting |
sim_t * | sim |
const action_e | type |
std::string | name_str |
std::string | name_str_reporting |
player_t *const | player |
player_t * | target |
const item_t * | item |
Item back-pointer for trinket-sourced actions so we can show proper tooltips in reports. | |
weapon_t * | weapon |
Weapon used for this ability. If set extra weapon damage is calculated. | |
player_t * | default_target |
Default target is needed, otherwise there's a chance that cycle_targets option will MAJORLY mess up the action list for the actor, as there's no guarantee cycle_targets will end up on the "initial target" when an iteration ends. | |
school_e | school |
What type of damage this spell does. | |
std::vector< school_e > | base_schools |
What base school components this spell has. | |
unsigned | id |
Spell id if available, 0 otherwise. | |
int | internal_id |
player & action-name unique id. More... | |
resource_e | resource_current |
What resource does this ability use. | |
int | aoe |
The amount of targets that an ability impacts on. -1 will hit all targets. | |
bool | dual |
If set to true, this action will not be counted toward total amount of executes in reporting. Useful for abilities with parent/children attacks. | |
bool | callbacks |
enables/disables proc callback system on the action, like trinkets, enchants, rppm. | |
bool | allow_class_ability_procs |
Allows triggering of procs marked to only proc from class abilities. | |
bool | not_a_proc |
Specifies that a spell is not a proc and can be considered for triggering only proc from class abilities procs even if it is a background ability. | |
bool | special |
Whether or not the spell uses the yellow attack hit table. | |
bool | channeled |
Tells the sim to not perform any other actions, as the ability is channeled. | |
bool | sequence |
mark this as a sequence_t action | |
bool | quiet |
Disables/enables reporting of this action. More... | |
bool | background |
Enables/Disables direct execution of the ability in an action list. More... | |
bool | use_off_gcd |
Check if action is executable between GCD's. More... | |
bool | use_while_casting |
True if ability should be used while casting another spell. | |
bool | usable_while_casting |
True if ability is usable while casting another spell. | |
bool | interrupt_auto_attack |
False if channeled action does not reschedule autoattacks, used on abilities such as bladestorm. | |
bool | reset_auto_attack |
True if channeled action fully resets the autoattack timer rather than simply delaying it. | |
bool | ignore_false_positive |
Used for actions that will do awful things to the sim when a "false positive" skill roll happens. | |
double | action_skill |
Skill is now done per ability, with the default being set to the player option. | |
bool | direct_tick |
Used with DoT Drivers, tells simc that the direct hit is actually a tick. | |
bool | ignores_armor |
Used with psudo-DoT effects, tells us to ignore armor even if the physical damage is direct. | |
bool | repeating |
Used for abilities that repeat themselves without user interaction, only used on autoattacks. | |
bool | harmful |
Simplified: Will the ability pull the boss if used. More... | |
bool | proc |
Whether or not this ability is a proc. More... | |
bool | is_interrupt |
Whether or not the action is an interrupt (specifically triggers PF2_CAST_INTERRUPT callbacks) | |
bool | is_precombat |
Whether the action is used from the precombat action list. Will be set up automatically by action_t::init_finished. | |
bool | initialized |
Is the action initialized? (action_t::init ran successfully) | |
bool | may_hit |
Self explanatory. | |
bool | may_miss |
bool | may_dodge |
bool | may_parry |
bool | may_glance |
bool | may_block |
bool | may_crit |
bool | tick_may_crit |
bool | tick_zero |
Whether or not the ability/dot ticks immediately on usage. | |
bool | tick_on_application |
Whether or not the ability/dot ticks when it is first applied, but not on refresh applications. | |
bool | hasted_ticks |
Whether or not ticks scale with haste. More... | |
bool | consume_per_tick_ |
Need to consume per tick? | |
bool | split_aoe_damage |
Split damage evenly between targets. | |
double | reduced_aoe_targets |
Reduce damage to targets when total targets is greater than value Formula used is <damage per="" target>=""> = sqrt( reduced_aoe_targets / <number of="" targets>=""> ) | |
int | full_amount_targets |
If reduced_aoe_targets > 0, the number of target(s) that will take full unreduced amount. | |
bool | normalize_weapon_speed |
Normalize weapon speed for weapon damage calculations. More... | |
bool | ground_aoe |
This ability leaves a ticking dot on the ground, and doesn't move when the target moves. Used with original_x and original_y. | |
bool | round_base_dmg |
Round spell base damage to integer before using. | |
bool | dynamic_tick_action |
Used with tick_action, tells tick_action to update state on every tick. | |
bool | interrupt_immediate_occurred |
Did a channel action have an interrupt_immediate used to cancel it on it. | |
bool | hit_any_target |
timespan_t | ground_aoe_duration |
Duration of the ground area trigger. | |
attack_power_type | ap_type |
Type of attack power used by the ability. | |
dot_behavior_e | dot_behavior |
Behavior of dot. More... | |
timespan_t | ability_lag |
Ability specific extra player ready delay. | |
timespan_t | ability_lag_stddev |
timespan_t | min_gcd |
The minimum gcd triggered no matter the haste. | |
gcd_haste_type | gcd_type |
Hasted GCD stat type. One of HASTE_NONE, HASTE_ATTACK, HASTE_SPELL, SPEED_ATTACK, SPEED_SPELL. | |
timespan_t | trigger_gcd |
Length of unhasted gcd triggered when used. | |
double | range |
This is how far away the target can be from the player, and still be hit or targeted. | |
double | radius |
AoE ability area of influence. More... | |
double | weapon_power_mod |
Weapon AP multiplier. | |
struct { | |
double direct | |
double tick | |
} | attack_power_mod |
Attack/Spell power scaling of the ability. | |
struct { | |
double direct | |
double tick | |
} | spell_power_mod |
double | amount_delta |
full damage variation in % More... | |
timespan_t | base_execute_time |
Amount of time the ability uses to execute before modifiers. | |
timespan_t | base_tick_time |
Amount of time the ability uses between ticks. | |
timespan_t | dot_duration |
Default full duration of dot. | |
int | dot_max_stack |
std::array< double, RESOURCE_MAX > | base_costs |
Cost of using the ability. | |
std::array< double, RESOURCE_MAX > | secondary_costs |
std::array< double, RESOURCE_MAX > | base_costs_per_tick |
Cost of using ability per periodic effect tick. | |
double | base_dd_min |
Minimum base direct damage. | |
double | base_dd_max |
Maximum base direct damage. | |
double | base_td |
Base tick damage. | |
double | base_dd_multiplier |
base direct damage multiplier | |
double | base_td_multiplier |
base tick damage multiplier | |
double | base_multiplier |
base damage multiplier (direct and tick damage) | |
double | base_hit |
double | base_crit |
double | crit_multiplier |
double | crit_bonus_multiplier |
double | crit_bonus |
double | base_dd_adder |
double | base_ta_adder |
double | weapon_multiplier |
Weapon damage for the ability. | |
double | chain_multiplier |
Damage modifier for chained/AoE, exponentially increased by number of target hit. | |
double | chain_bonus_damage |
Damage modifier for chained/AoE, linearly increasing with each target hit. | |
double | base_aoe_multiplier |
Static reduction of damage for AoE. | |
double | base_recharge_multiplier |
Static action cooldown duration multiplier. | |
double | base_recharge_rate_multiplier |
A second static action cooldown duration multiplier that also reduces the effectiveness of flat cooldown adjustments. | |
double | dynamic_recharge_multiplier |
Dynamically adjustable action cooldown duration multipliers. These are reset to 1.0 in action_t::reset. | |
double | dynamic_recharge_rate_multiplier |
double | base_teleport_distance |
Maximum distance that the ability can travel. Used on abilities that instantly move you, or nearly instantly move you to a location. | |
double | travel_speed |
Missile travel speed in yards / second. | |
double | travel_delay |
Missile travel delay in seconds. | |
double | min_travel_time |
Minimum travel time in seconds. | |
double | energize_amount |
movement_direction_type | movement_directionality |
Movement Direction. More... | |
dot_t * | parent_dot |
This is used to cache/track spells that have a parent driver, such as most channeled/ground aoe abilities. | |
std::vector< action_t *> | child_action |
action_t * | tick_action |
This action will execute every tick. | |
action_t * | execute_action |
This action will execute every execute. | |
action_t * | impact_action |
This action will execute every impact - Useful for AoE debuffs. | |
gain_t * | gain |
action_energize | energize_type |
resource_e | energize_resource |
cooldown_t * | cooldown |
Used to manipulate cooldown duration and charges. More... | |
cooldown_t * | internal_cooldown |
stats_t * | stats |
action statistics, merged by action-name | |
event_t * | execute_event |
Execute event (e.g., "casting" of the action) | |
event_t * | queue_event |
Queue delay event (for queueing cooldowned actions shortly before they execute. More... | |
timespan_t | time_to_execute |
Last available, effectively used execute time. | |
timespan_t | time_to_travel |
Last available, effectively used travel time. | |
double | last_resource_cost |
Last available, effectively used resource cost. | |
int | num_targets_hit |
Last available number of targets effectively hit. | |
char | marker |
Marker for sample action priority list reporting. | |
timespan_t | last_used |
struct action_t::options_t | option |
bool | interrupt_global |
std::unique_ptr< expr_t > | if_expr |
enum action_t::target_if_mode_e | target_if_mode |
std::unique_ptr< expr_t > | target_if_expr |
std::unique_ptr< expr_t > | interrupt_if_expr |
std::unique_ptr< expr_t > | early_chain_if_expr |
std::unique_ptr< expr_t > | cancel_if_expr |
action_t * | sync_action |
std::string | signature_str |
target_specific_t< dot_t > | target_specific_dot |
action_priority_list_t * | action_list |
proc_t * | starved_proc |
Resource starvation tracking. More... | |
proc_t * | queue_failed_proc |
uint_least64_t | total_executions |
std::unique_ptr< cooldown_t > | line_cooldown |
Cooldown for specific APL line. More... | |
const action_priority_t * | signature |
action_state_t * | execute_state |
State of the last execute() | |
action_state_t * | pre_execute_state |
Optional - if defined before execute(), will be copied into execute_state. | |
unsigned | snapshot_flags |
unsigned | update_flags |
struct action_t::target_cache_t | target_cache |
Friends | |
struct | action_state_t |
void | sc_format_to (const action_t &, fmt::format_context::iterator) |
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virtual |
Acquire a new target, where the context is the actor that sources the retarget event, and the actor-level candidate is given as a parameter (selected by player_t::acquire_target).
Default target acquirement simply assigns the actor-selected candidate target to the current target. Event contains the retarget event type, context contains the (optional) actor that triggered the event.
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virtual |
Is the action ready, as a combination of ability characteristics and user input? Main ntry-point when selecting something to do for an actor.
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inlinevirtual |
Generic aoe multiplier for the action.
Used in action_t::calculate_direct_amount, and applied after other (passive) aoe multipliers are applied.
Reimplemented in monk::actions::spells::faeline_stomp_damage_t, monk::pets::sinister_teaching_tiger_adept_pet_t::sinister_teaching_tiger_adept_fists_of_fury_tick_t, monk::actions::attacks::fists_of_fury_tick_t, and monk::pets::tiger_adept_pet_t::tiger_adept_fists_of_fury_tick_t.
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virtual |
Cooldown base duration for action based cooldowns.
Reimplemented in priestspace::actions::spells::mind_blast_t.
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inline |
Spell Data associated with the action.
spell_data_t::nil() if no spell data is available, spell_data_t::not_found if spell given was not found.
This means that if no spell data is available/found (eg. talent not available), all spell data fields will be filled with 0 and can thus be used directly without checking specifically for the spell_data_t::ok()
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virtual |
False Positive skill chance, executes command regardless of expression.
double action_t::amount_delta |
full damage variation in %
Amount of variation of the full raw damage (base damage + AP/SP modified). Example: amount_delta = 0.1 means variation between 95% and 105%. Parsed from spell data.
bool action_t::background |
Enables/Disables direct execution of the ability in an action list.
Background actions cannot be executed via action list, but can be triggered by other actions. Background actions do not count for executes. Abilities with background = true can still be called upon by other actions, example being deep wounds and how it is activated by devastate.
cooldown_t* action_t::cooldown |
dot_behavior_e action_t::dot_behavior |
Behavior of dot.
Acceptable inputs are DOT_CLIP, DOT_EXTEND, DOT_REFRESH_PANDEMIC, DOT_REFRESH_DURATION, or DOT_NONE.
bool action_t::harmful |
Simplified: Will the ability pull the boss if used.
Also determines whether ability can be used precombat without counting towards the 1 harmful spell limit
bool action_t::hasted_ticks |
Whether or not ticks scale with haste.
Generally only used for bleeds that do not scale with haste, or with ability drivers that deal damage every x number of seconds.
int action_t::internal_id |
player & action-name unique id.
Every action – even actions without spelldata – is given an internal_id
std::unique_ptr<cooldown_t> action_t::line_cooldown |
Cooldown for specific APL line.
Tied to a action_t object, and not shared by action-name, this cooldown helps articifally restricting usage of a specific line in the APL.
movement_direction_type action_t::movement_directionality |
Movement Direction.
bool action_t::normalize_weapon_speed |
Normalize weapon speed for weapon damage calculations.
bool action_t::proc |
Whether or not this ability is a proc.
Procs do not consume resources.
event_t* action_t::queue_event |
Queue delay event (for queueing cooldowned actions shortly before they execute.
bool action_t::quiet |
Disables/enables reporting of this action.
When set to true, action will not show up in raid report or count towards executes.
double action_t::radius |
AoE ability area of influence.
Typically anything that has a radius, but not a range, is based on the players location.
proc_t* action_t::starved_proc |
Resource starvation tracking.
Tracking proc triggered on resource-starved ready() calls. Can be overridden by class modules for tracking purposes.
bool action_t::use_off_gcd |
Check if action is executable between GCD's.
When set to true, will check every 100 ms to see if this action needs to be used, rather than waiting until the next gcd. Slows simulation down significantly.