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https://github.com/mod-playerbots/mod-playerbots.git
synced 2026-02-14 23:56:13 +00:00
fix(spell): paladin and dk aggro spell, warrior
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@@ -77,7 +77,8 @@ class BearTankDruidStrategyActionNodeFactory : public NamedObjectFactory<ActionN
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{
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return new ActionNode ("mangle (bear)",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("lacerate"), nullptr),
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// /*A*/ NextAction::array(0, new NextAction("lacerate"), nullptr),
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nullptr,
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/*C*/ nullptr);
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}
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@@ -138,10 +139,10 @@ BearTankDruidStrategy::BearTankDruidStrategy(PlayerbotAI* botAI) : FeralDruidStr
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NextAction** BearTankDruidStrategy::getDefaultActions()
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{
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return NextAction::array(0,
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new NextAction("lacerate", ACTION_NORMAL + 4),
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new NextAction("mangle (bear)", ACTION_NORMAL + 3),
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new NextAction("mangle (bear)", ACTION_NORMAL + 5),
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new NextAction("faerie fire (feral)", ACTION_NORMAL + 4),
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new NextAction("lacerate", ACTION_NORMAL + 3),
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new NextAction("maul", ACTION_NORMAL + 2),
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new NextAction("faerie fire (feral)", ACTION_NORMAL + 1),
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new NextAction("melee", ACTION_NORMAL),
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nullptr);
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}
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@@ -17,10 +17,10 @@ class CastFaerieFireAction : public CastDebuffSpellAction
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CastFaerieFireAction(PlayerbotAI* botAI) : CastDebuffSpellAction(botAI, "faerie fire") { }
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};
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class CastFaerieFireFeralAction : public CastDebuffSpellAction
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class CastFaerieFireFeralAction : public CastSpellAction
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{
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public:
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CastFaerieFireFeralAction(PlayerbotAI* botAI) : CastDebuffSpellAction(botAI, "faerie fire (feral)") { }
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CastFaerieFireFeralAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "faerie fire (feral)") { }
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};
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class CastRejuvenationAction : public CastHealingSpellAction
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@@ -41,6 +41,6 @@ bool CastCasterFormAction::Execute(Event event)
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}
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bool CastTreeFormAction::isUseful() {
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return GetTarget() && (GetTarget() != nullptr) && (GetTarget() != nullptr) &&
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return GetTarget() &&
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CastSpellAction::isUseful() && !botAI->HasAura(33891, bot);
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}
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@@ -101,8 +101,6 @@ void FeralDruidStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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triggers.push_back(new TriggerNode("enemy too close for melee", NextAction::array(0, new NextAction("move out of enemy contact", ACTION_NORMAL + 8), nullptr)));
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triggers.push_back(new TriggerNode("critical health", NextAction::array(0, new NextAction("survival instincts", ACTION_EMERGENCY + 1), nullptr)));
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triggers.push_back(new TriggerNode("omen of clarity", NextAction::array(0, new NextAction("omen of clarity", ACTION_HIGH + 9), nullptr)));
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//triggers.push_back(new TriggerNode("player has no flag", NextAction::array(0, new NextAction("prowl", ACTION_HIGH + 1), nullptr)));
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//triggers.push_back(new TriggerNode("enemy out of melee", NextAction::array(0, new NextAction("prowl", ACTION_INTERRUPT + 1), nullptr)));
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triggers.push_back(new TriggerNode("player has flag", NextAction::array(0, new NextAction("dash", ACTION_EMERGENCY + 2), nullptr)));
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triggers.push_back(new TriggerNode("enemy flagcarrier near", NextAction::array(0, new NextAction("dash", ACTION_EMERGENCY + 2), nullptr)));
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}
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