diff --git a/RotationSolver.Basic/Data/ActionID.cs b/RotationSolver.Basic/Data/ActionID.cs index a92de2fc4..cb3764331 100644 --- a/RotationSolver.Basic/Data/ActionID.cs +++ b/RotationSolver.Basic/Data/ActionID.cs @@ -925,7 +925,7 @@ public enum ActionID : uint /// /// 死亡箭雨 /// - RainofDeath = 117, + RainOfDeath = 117, /// /// 连珠箭 @@ -935,7 +935,7 @@ public enum ActionID : uint /// /// 影噬箭 /// - Shadowbite = 16494, + ShadowBite = 16494, /// /// 光阴神的礼赞凯歌 diff --git a/RotationSolver.Basic/Rotations/Basic/BRD_Base.cs b/RotationSolver.Basic/Rotations/Basic/BRD_Base.cs index ed3b7c721..c92016090 100644 --- a/RotationSolver.Basic/Rotations/Basic/BRD_Base.cs +++ b/RotationSolver.Basic/Rotations/Basic/BRD_Base.cs @@ -148,7 +148,10 @@ public abstract class BRD_Base : CustomRotation /// /// �������� /// - public static IBaseAction RainofDeath { get; } = new BaseAction(ActionID.RainofDeath); + public static IBaseAction RainOfDeath { get; } = new BaseAction(ActionID.RainOfDeath) + { + AOECount = 2, + }; /// /// ����� @@ -161,7 +164,7 @@ public abstract class BRD_Base : CustomRotation /// /// Ӱ�ɼ� /// - public static IBaseAction Shadowbite { get; } = new BaseAction(ActionID.Shadowbite) + public static IBaseAction ShadowBite { get; } = new BaseAction(ActionID.ShadowBite) { StatusNeed = new[] { StatusID.ShadowbiteReady } }; diff --git a/RotationSolver.Default/Ranged/BRD_Default.cs b/RotationSolver.Default/Ranged/BRD_Default.cs index eee185add..e324a741b 100644 --- a/RotationSolver.Default/Ranged/BRD_Default.cs +++ b/RotationSolver.Default/Ranged/BRD_Default.cs @@ -41,7 +41,7 @@ protected override bool GeneralGCD(out IAction act) } //群体GCD - if (Shadowbite.CanUse(out act)) return true; + if (ShadowBite.CanUse(out act)) return true; if (QuickNock.CanUse(out act)) return true; //上毒 @@ -169,7 +169,7 @@ protected override bool AttackAbility(byte abilitiesRemaining, out IAction act) if (EmpyrealArrow.IsCoolingDown || !EmpyrealArrow.WillHaveOneChargeGCD() || Repertoire != 3 || !EmpyrealArrow.EnoughLevel) { //死亡剑雨 - if (RainofDeath.CanUse(out act, emptyOrSkipCombo: empty)) return true; + if (RainOfDeath.CanUse(out act, emptyOrSkipCombo: empty)) return true; //失血箭 if (Bloodletter.CanUse(out act, emptyOrSkipCombo: empty)) return true;