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https://github.com/mod-playerbots/mod-playerbots.git
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miscs(class spell)
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@@ -83,9 +83,9 @@ NextAction** BloodDKStrategy::getDefaultActions()
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new NextAction("rune strike", ACTION_NORMAL + 7),
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new NextAction("icy touch", ACTION_NORMAL + 6),
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new NextAction("heart strike", ACTION_NORMAL + 5),
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new NextAction("death coil", ACTION_NORMAL + 4),
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new NextAction("plague strike", ACTION_NORMAL + 3),
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new NextAction("blood strike", ACTION_NORMAL + 2),
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new NextAction("blood strike", ACTION_NORMAL + 4),
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new NextAction("death coil", ACTION_NORMAL + 3),
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new NextAction("plague strike", ACTION_NORMAL + 2),
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new NextAction("melee", ACTION_NORMAL),
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NULL);
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}
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@@ -86,7 +86,7 @@ void DpsPaladinStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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NextAction::array(0, new NextAction("seal of vengeance", 89.0f), NULL)));
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// triggers.push_back(new TriggerNode("seal", NextAction::array(0, new NextAction("seal of command", 90.0f), nullptr)));
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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("sanctity aura", NextAction::array(0, new NextAction("sanctity aura", 90.0f), nullptr)));
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// triggers.push_back(new TriggerNode("sanctity aura", NextAction::array(0, new NextAction("sanctity aura", 90.0f), nullptr)));
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// triggers.push_back(new TriggerNode("low health", NextAction::array(0, new NextAction("repentance or shield", ACTION_CRITICAL_HEAL + 3), new NextAction("holy light", ACTION_CRITICAL_HEAL + 2), nullptr)));
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// triggers.push_back(new TriggerNode("judgement of wisdom", NextAction::array(0, new NextAction("judgement of wisdom", ACTION_NORMAL + 10), nullptr)));
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// triggers.push_back(new TriggerNode("judgement", NextAction::array(0, new NextAction("judgement", ACTION_HIGH + 10), nullptr)));
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@@ -51,7 +51,6 @@ void PaladinBuffAoeStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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void PaladinBuffThreatStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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triggers.push_back(new TriggerNode("righteous fury", NextAction::array(0, new NextAction("righteous fury", ACTION_HIGH + 8), nullptr)));
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}
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void PaladinBuffStatsStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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@@ -47,14 +47,14 @@ 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 command", 90.0f), NULL)));
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triggers.push_back(new TriggerNode("seal", NextAction::array(0, new NextAction("seal of command", 90.0f), nullptr)));
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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(
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"devotion aura",
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NextAction::array(0, new NextAction("devotion aura", 90.0f), NULL)));
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// triggers.push_back(new TriggerNode("devotion aura", NextAction::array(0, new NextAction("devotion aura", 90.0f), NULL)));
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triggers.push_back(new TriggerNode("light aoe", NextAction::array(0, new NextAction("avenger's shield", ACTION_HIGH + 5), nullptr)));
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triggers.push_back(new TriggerNode("medium aoe", NextAction::array(0, new NextAction("consecration", ACTION_HIGH + 7), new NextAction("avenger's shield", ACTION_HIGH + 6), NULL)));
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triggers.push_back(new TriggerNode("medium aoe", NextAction::array(0,
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new NextAction("consecration", ACTION_HIGH + 7),
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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 + 7), 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 + 4), nullptr)));
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@@ -62,11 +62,11 @@ void TankPaladinStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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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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triggers.push_back(new TriggerNode(
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"righteous fury",
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NextAction::array(0, new NextAction("righteous fury", ACTION_HIGH + 8), NULL)));
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NextAction::array(0, new NextAction("righteous fury", ACTION_HIGH + 8), nullptr)));
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triggers.push_back(new TriggerNode(
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"not facing target",
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NextAction::array(0, new NextAction("set facing", ACTION_NORMAL + 7), NULL)));
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NextAction::array(0, new NextAction("set facing", ACTION_NORMAL + 7), nullptr)));
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triggers.push_back(new TriggerNode(
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"enemy out of melee",
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NextAction::array(0, new NextAction("reach melee", ACTION_NORMAL + 8), NULL)));
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NextAction::array(0, new NextAction("reach melee", ACTION_NORMAL + 8), nullptr)));
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}
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@@ -80,10 +80,10 @@ void HealPriestStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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// triggers.push_back(new TriggerNode("party member almost full health", NextAction::array(0, new NextAction("heal on party", 41.0f), new NextAction("renew on party", 40.0f), nullptr)));
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// triggers.push_back(new TriggerNode("party member medium health", NextAction::array(0, new NextAction("greater heal on party", 47.0f), nullptr)));
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// triggers.push_back(new TriggerNode("party member low health", NextAction::array(0, new NextAction("power word: shield on party", 51.0f), new NextAction("greater heal on party", 50.0f), nullptr)));
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triggers.push_back(new TriggerNode("party member to heal out of spell range", NextAction::array(0, new NextAction("reach party member to heal", ACTION_CRITICAL_HEAL), nullptr)));
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triggers.push_back(new TriggerNode("party member to heal out of spell range", NextAction::array(0, new NextAction("reach party member to heal", ACTION_CRITICAL_HEAL + 10), nullptr)));
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// triggers.push_back(new TriggerNode("medium aoe heal", NextAction::array(0, new NextAction("prayer of mending", 49.0f), nullptr)));
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// triggers.push_back(new TriggerNode("medium aoe heal", NextAction::array(0, new NextAction("circle of healing", 48.0f), nullptr)));
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triggers.push_back(new TriggerNode("binding heal", NextAction::array(0, new NextAction("binding heal", 52.0f), nullptr)));
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// triggers.push_back(new TriggerNode("binding heal", NextAction::array(0, new NextAction("binding heal", 52.0f), nullptr)));
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// triggers.push_back(new TriggerNode("low mana", NextAction::array(0, new NextAction("shadowfiend", ACTION_HIGH), nullptr)));
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triggers.push_back(new TriggerNode("critical health", NextAction::array(0, new NextAction("pain suppression", ACTION_EMERGENCY + 1), nullptr)));
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