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Paladin AI tweaks
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@@ -40,15 +40,18 @@ void TankPaladinStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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GenericPaladinStrategy::InitTriggers(triggers);
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triggers.push_back(new TriggerNode("seal", NextAction::array(0, new NextAction("seal of vengeance", 90.0f), nullptr)));
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triggers.push_back(new TriggerNode("judgement of light", NextAction::array(0, new NextAction("judgement of light", ACTION_NORMAL + 2), nullptr)));
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triggers.push_back(new TriggerNode("medium mana", NextAction::array(0, new NextAction("judgement of wisdom", ACTION_NORMAL + 3), nullptr)));
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triggers.push_back(new TriggerNode("enemy is close", NextAction::array(0, new NextAction("judgement", ACTION_NORMAL + 3), nullptr)));
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triggers.push_back(new TriggerNode("light aoe", NextAction::array(0, new NextAction("hammer of the righteous", ACTION_HIGH + 6), new NextAction("avenger's shield", ACTION_HIGH + 6), nullptr)));
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triggers.push_back(new TriggerNode("avenger's shield", NextAction::array(0, new NextAction("avenger's shield", ACTION_HIGH + 6), nullptr)));
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triggers.push_back(new TriggerNode("medium aoe", NextAction::array(0, new NextAction("consecration", ACTION_HIGH + 6), nullptr)));
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triggers.push_back(new TriggerNode("enemy is close", NextAction::array(0, new NextAction("consecration", ACTION_HIGH + 6), nullptr)));
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triggers.push_back(new TriggerNode("seal", NextAction::array(0, new NextAction("seal of vengeance", 90.0f), NULL)));
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triggers.push_back(new TriggerNode("low mana", NextAction::array(0, new NextAction("seal of wisdom", 91.0f), nullptr)));
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triggers.push_back(new TriggerNode("judgement of light", NextAction::array(0, new NextAction("judgement of light", ACTION_HIGH + 6), nullptr)));
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triggers.push_back(new TriggerNode("medium mana", NextAction::array(0, new NextAction("judgement of wisdom", ACTION_HIGH + 6), nullptr)));
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triggers.push_back(new TriggerNode("judgement", NextAction::array(0, new NextAction("judgement", ACTION_HIGH + 6), nullptr)));
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triggers.push_back(new TriggerNode("judgement", NextAction::array(0, new NextAction("exorcism", ACTION_HIGH + 6), nullptr)));
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triggers.push_back(new TriggerNode("light aoe", NextAction::array(0, new NextAction("hammer of the righteous", ACTION_HIGH + 8), new NextAction("avenger's shield", ACTION_HIGH + 7), nullptr)));
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triggers.push_back(new TriggerNode("avenger's shield", NextAction::array(0, new NextAction("avenger's shield", ACTION_HIGH + 7), nullptr)));
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triggers.push_back(new TriggerNode("enemy is close", NextAction::array(0, new NextAction("consecration", ACTION_INTERRUPT), nullptr)));
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triggers.push_back(new TriggerNode("lose aggro", NextAction::array(0, new NextAction("hand of reckoning", ACTION_HIGH + 7), nullptr)));
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triggers.push_back(new TriggerNode("holy shield", NextAction::array(0, new NextAction("holy shield", ACTION_HIGH + 7), nullptr)));
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triggers.push_back(new TriggerNode("lose aggro", NextAction::array(0, new NextAction("exorcism", ACTION_HIGH + 8), nullptr)));
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triggers.push_back(new TriggerNode("holy shield", NextAction::array(0, new NextAction("holy shield", ACTION_HIGH + 7), nullptr)));
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triggers.push_back(new TriggerNode("blessing", NextAction::array(0, new NextAction("blessing of sanctuary", ACTION_HIGH + 9), nullptr)));
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triggers.push_back(new TriggerNode("target critical health", NextAction::array(0, new NextAction("hammer of wrath", ACTION_CRITICAL_HEAL), nullptr)));
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}
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