Closed CryoGenesisX closed 7 years ago
Update for class detection from patch 5.x:
if (HasAbility("Healing Scan") && advancedClass == AdvancedClass.Mercenary) { discipline = CharacterDiscipline.Bodyguard; return true; } if (HasAbility("Tracer Missile") && advancedClass == AdvancedClass.Mercenary) { discipline = CharacterDiscipline.Arsenal; return true; } if (HasAbility("Incendiary Missile") && advancedClass == AdvancedClass.Mercenary) { discipline = CharacterDiscipline.InnovativeOrdnance; return true; } if (HasAbility("Oil Slick") && advancedClass == AdvancedClass.Powertech) { discipline = CharacterDiscipline.ShieldTech; return true; } if (HasAbility("Flaming Fist") && advancedClass == AdvancedClass.Powertech) { discipline = CharacterDiscipline.Pyrotech; return true; } if (HasAbility("Retractable Blade") && advancedClass == AdvancedClass.Powertech) { discipline = CharacterDiscipline.AdvancedPrototype; return true; } if (HasAbility("Kolto Injection") && advancedClass == AdvancedClass.Operative) { discipline = CharacterDiscipline.Medicine; return true; } if (HasAbility("Laceration") && advancedClass == AdvancedClass.Operative) { discipline = CharacterDiscipline.Concealment; return true; } if (HasAbility("Corrosive Assault") && advancedClass == AdvancedClass.Operative) { discipline = CharacterDiscipline.Lethality; return true; } if (HasAbility("Ambush") && advancedClass == AdvancedClass.Sniper) { discipline = CharacterDiscipline.Markmanship; return true; } if (HasAbility("Explosive Probe") && advancedClass == AdvancedClass.Sniper) { discipline = CharacterDiscipline.Engineering; return true; } if (HasAbility("Corrosive Grenade") && advancedClass == AdvancedClass.Sniper) { discipline = CharacterDiscipline.Virulence; return true; } if (HasAbility("Depredating Volts") && advancedClass == AdvancedClass.Assassin) { discipline = CharacterDiscipline.Darkness; return true; } if (HasAbility("Reaping Strike") && advancedClass == AdvancedClass.Assassin) { discipline = CharacterDiscipline.Deception; return true; } if (HasAbility("Death Field") && advancedClass == AdvancedClass.Assassin) { discipline = CharacterDiscipline.Hatred; return true; } if (HasAbility("Dark Infusion") && advancedClass == AdvancedClass.Sorcerer) { discipline = CharacterDiscipline.Corruption; return true; } if (HasAbility("Chain Lightning") && advancedClass == AdvancedClass.Sorcerer) { discipline = CharacterDiscipline.Lightning; return true; } if (HasAbility("Death Field") && advancedClass == AdvancedClass.Sorcerer) { discipline = CharacterDiscipline.Madness; return true; } if (HasAbility("Aegis Assault") && advancedClass == AdvancedClass.Juggernaut) { discipline = CharacterDiscipline.Immortal; return true; } if (HasAbility("Shatter") && advancedClass == AdvancedClass.Juggernaut) { discipline = CharacterDiscipline.Vengeance; return true; } if (HasAbility("Raging Burst") && advancedClass == AdvancedClass.Juggernaut) { discipline = CharacterDiscipline.Rage; return true; } if (HasAbility("Force Rend") && advancedClass == AdvancedClass.Marauder) { discipline = CharacterDiscipline.Annihilation; return true; } if (HasAbility("Gore") && advancedClass == AdvancedClass.Marauder) { discipline = CharacterDiscipline.Carnage; return true; } if (HasAbility("Raging Burst") && advancedClass == AdvancedClass.Marauder) { discipline = CharacterDiscipline.Fury; return true; } if (HasAbility("Advanced Medical Probe") && advancedClass == AdvancedClass.Commando) { discipline = CharacterDiscipline.CombatMedic; return true; } if (HasAbility("Grav Round") && advancedClass == AdvancedClass.Commando) { discipline = CharacterDiscipline.Gunnery; return true; } if (HasAbility("Incendiary Round") && advancedClass == AdvancedClass.Commando) { discipline = CharacterDiscipline.AssaultSpecialist; return true; } if (HasAbility("Riot Gas") && advancedClass == AdvancedClass.Vanguard) { discipline = CharacterDiscipline.ShieldSpecialist; return true; } if (HasAbility("Shockstrike") && advancedClass == AdvancedClass.Vanguard) { discipline = CharacterDiscipline.Plasmatech; return true; } if (HasAbility("Gut") && advancedClass == AdvancedClass.Vanguard) { discipline = CharacterDiscipline.Tactics; return true; } if (HasAbility("Underworld Medicine") && advancedClass == AdvancedClass.Scoundrel) { discipline = CharacterDiscipline.Sawbones; return true; } if (HasAbility("Sucker Punch") && advancedClass == AdvancedClass.Scoundrel) { discipline = CharacterDiscipline.Scrapper; return true; } if (HasAbility("Brutal Shots") && advancedClass == AdvancedClass.Scoundrel) { discipline = CharacterDiscipline.Ruffian; return true; } if (HasAbility("Aimed Shot") && advancedClass == AdvancedClass.Gunslinger) { discipline = CharacterDiscipline.Sharpshooter; return true; } if (HasAbility("Explosive Charge") && advancedClass == AdvancedClass.Gunslinger) { discipline = CharacterDiscipline.Saboteur; return true; } if (HasAbility("Shrap Bomb") && advancedClass == AdvancedClass.Gunslinger) { discipline = CharacterDiscipline.DirtyFighting; return true; } if (HasAbility("Cascading Debris") && advancedClass == AdvancedClass.Shadow) { discipline = CharacterDiscipline.KeneticCombat; return true; } if (HasAbility("Vaulting Slash") && advancedClass == AdvancedClass.Shadow) { discipline = CharacterDiscipline.Infiltration; return true; } if (HasAbility("Force in Balance") && advancedClass == AdvancedClass.Shadow) { discipline = CharacterDiscipline.Serenity; return true; } if (HasAbility("Deliverence") && advancedClass == AdvancedClass.Sage) { discipline = CharacterDiscipline.Seer; return true; } if (HasAbility("Telekinetic Wave") && advancedClass == AdvancedClass.Sage) { discipline = CharacterDiscipline.Telekinetics; return true; } if (HasAbility("Force in Balance") && advancedClass == AdvancedClass.Sage) { discipline = CharacterDiscipline.Balance; return true; } if (HasAbility("Warding Strike") && advancedClass == AdvancedClass.Guardian) { discipline = CharacterDiscipline.Defense; return true; } if (HasAbility("Plasma Brand") && advancedClass == AdvancedClass.Guardian) { discipline = CharacterDiscipline.Vigilance; ``` return true; } if (HasAbility("Focused Burst") && advancedClass == AdvancedClass.Guardian) { discipline = CharacterDiscipline.Focus; return true; } if (HasAbility("Force Melt") && advancedClass == AdvancedClass.Sentinel) { discipline = CharacterDiscipline.Watchman; return true; } if (HasAbility("Lance") && advancedClass == AdvancedClass.Sentinel) { discipline = CharacterDiscipline.Combat; return true; } if (HasAbility("Focused Burst") && advancedClass == AdvancedClass.Sentinel) { discipline = CharacterDiscipline.Concentration; return true; }
Implemented in BW discipline detection. Thanks a ton for this contribution!
Update for class detection from patch 5.x: