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;