mirror of
https://github.com/mod-playerbots/mod-playerbots.git
synced 2026-02-15 16:16:11 +00:00
spell modification
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@@ -144,6 +144,7 @@ NextAction** BearTankDruidStrategy::getDefaultActions()
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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("enrage", 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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@@ -151,12 +152,12 @@ NextAction** BearTankDruidStrategy::getDefaultActions()
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void BearTankDruidStrategy::InitTriggers(std::vector<TriggerNode*> &triggers)
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{
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FeralDruidStrategy::InitTriggers(triggers);
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triggers.push_back(new TriggerNode("enemy out of melee", NextAction::array(0, new NextAction("feral charge - bear", ACTION_MOVE + 8), nullptr)));
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triggers.push_back(new TriggerNode("thorns", NextAction::array(0, new NextAction("thorns", ACTION_HIGH + 9), nullptr)));
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triggers.push_back(new TriggerNode("bear form", NextAction::array(0, new NextAction("dire bear form", ACTION_HIGH + 8), nullptr)));
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triggers.push_back(new TriggerNode("faerie fire (feral)", NextAction::array(0, new NextAction("faerie fire (feral)", ACTION_HIGH + 7), nullptr)));
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triggers.push_back(new TriggerNode("lose aggro", NextAction::array(0, new NextAction("growl", ACTION_HIGH + 8), nullptr)));
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triggers.push_back(new TriggerNode( "medium aoe", NextAction::array(0, new NextAction("demoralizing roar", ACTION_HIGH + 6), new NextAction("swipe (bear)", ACTION_HIGH + 6), nullptr)));
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triggers.push_back(new TriggerNode("medium aoe", NextAction::array(0, new NextAction("demoralizing roar", ACTION_HIGH + 6), new NextAction("swipe (bear)", ACTION_HIGH + 6), nullptr)));
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triggers.push_back(new TriggerNode("light aoe", NextAction::array(0, new NextAction("swipe (bear)", ACTION_HIGH + 5), nullptr)));
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triggers.push_back(new TriggerNode("bash", NextAction::array(0, new NextAction("bash", ACTION_INTERRUPT + 2), nullptr)));
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triggers.push_back(new TriggerNode("bash on enemy healer", NextAction::array(0, new NextAction("bash on enemy healer", ACTION_INTERRUPT + 1), nullptr)));
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@@ -279,4 +279,11 @@ class CastMoonfireOnAttackerAction : public CastDebuffSpellOnAttackerAction
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public:
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CastMoonfireOnAttackerAction(PlayerbotAI* ai) : CastDebuffSpellOnAttackerAction(ai, "moonfire") {}
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};
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class CastEnrageAction : public CastBuffSpellAction
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{
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public:
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CastEnrageAction(PlayerbotAI* ai) : CastBuffSpellAction(ai, "enrage") {}
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};
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#endif
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@@ -214,6 +214,7 @@ class DruidAiObjectContextInternal : public NamedObjectContext<Action>
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creators["remove curse on party"] = &DruidAiObjectContextInternal::remove_curse_on_party;
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creators["insect swarm on attacker"] = &DruidAiObjectContextInternal::insect_swarm_on_attacker;
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creators["moonfire on attacker"] = &DruidAiObjectContextInternal::moonfire_on_attacker;
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creators["enrage"] = &DruidAiObjectContextInternal::enrage;
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}
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private:
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@@ -292,6 +293,7 @@ class DruidAiObjectContextInternal : public NamedObjectContext<Action>
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static Action* remove_curse_on_party(PlayerbotAI *ai) { return new CastDruidRemoveCurseOnPartyAction(ai); }
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static Action* insect_swarm_on_attacker(PlayerbotAI* ai) { return new CastInsectSwarmOnAttackerAction(ai); }
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static Action* moonfire_on_attacker(PlayerbotAI* ai) { return new CastMoonfireOnAttackerAction(ai); }
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static Action* enrage(PlayerbotAI* ai) { return new CastEnrageAction(ai); }
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};
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DruidAiObjectContext::DruidAiObjectContext(PlayerbotAI* botAI) : AiObjectContext(botAI)
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@@ -77,10 +77,10 @@ class MoonfireTrigger : public DebuffTrigger
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bool IsActive() override;
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};
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class FaerieFireTrigger : public DebuffOnBossTrigger
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class FaerieFireTrigger : public DebuffTrigger
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{
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public:
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FaerieFireTrigger(PlayerbotAI* botAI) : DebuffOnBossTrigger(botAI, "faerie fire") { }
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FaerieFireTrigger(PlayerbotAI* botAI) : DebuffTrigger(botAI, "faerie fire", 1, false, 25.0f) { }
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};
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class FaerieFireFeralTrigger : public DebuffTrigger
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@@ -96,7 +96,7 @@ void FeralDruidStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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GenericDruidStrategy::InitTriggers(triggers);
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triggers.push_back(new TriggerNode("not facing target", NextAction::array(0, new NextAction("set facing", ACTION_NORMAL + 7), nullptr)));
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// triggers.push_back(new TriggerNode("not facing target", NextAction::array(0, new NextAction("set facing", ACTION_NORMAL + 7), nullptr)));
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triggers.push_back(new TriggerNode("enemy out of melee", NextAction::array(0, new NextAction("reach melee", ACTION_NORMAL + 8), nullptr)));
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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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