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https://github.com/mod-playerbots/mod-playerbots.git
synced 2026-02-15 16:16:11 +00:00
Enchant paladin divine sacrifice
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@@ -43,6 +43,7 @@ class GenericPaladinStrategyActionNodeFactory : public NamedObjectFactory<Action
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creators["taunt spell"] = &hand_of_reckoning;
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creators["righteous defense"] = &righteous_defense;
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creators["avenger's shield"] = &avengers_shield;
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creators["divine sacrifice"] = &divine_sacrifice;
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}
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private:
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static ActionNode* blessing_of_sanctuary(PlayerbotAI* ai)
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@@ -84,7 +85,7 @@ class GenericPaladinStrategyActionNodeFactory : public NamedObjectFactory<Action
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{
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return new ActionNode ("retribution aura",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("devotion aura"), NULL),
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/*A*/ NextAction::array(0, new NextAction("devotion aura"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* lay_on_hands(PlayerbotAI* ai)
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@@ -112,7 +113,7 @@ class GenericPaladinStrategyActionNodeFactory : public NamedObjectFactory<Action
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{
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return new ActionNode ("cleanse poison",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("purify poison"), NULL),
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/*A*/ NextAction::array(0, new NextAction("purify poison"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* cleanse_magic(PlayerbotAI* ai)
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@@ -126,21 +127,21 @@ class GenericPaladinStrategyActionNodeFactory : public NamedObjectFactory<Action
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{
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return new ActionNode ("cleanse disease",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("purify disease"), NULL),
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/*A*/ NextAction::array(0, new NextAction("purify disease"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* cleanse_poison_on_party(PlayerbotAI* ai)
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{
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return new ActionNode ("cleanse poison on party",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("purify poison on party"), NULL),
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/*A*/ NextAction::array(0, new NextAction("purify poison on party"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* cleanse_disease_on_party(PlayerbotAI* ai)
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{
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return new ActionNode ("cleanse disease on party",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("purify disease on party"), NULL),
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/*A*/ NextAction::array(0, new NextAction("purify disease on party"), nullptr),
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/*C*/ nullptr);
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}
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// static ActionNode* seal_of_wisdom(PlayerbotAI* ai)
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@@ -154,35 +155,42 @@ class GenericPaladinStrategyActionNodeFactory : public NamedObjectFactory<Action
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{
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return new ActionNode ("seal of justice",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("seal of righteousness"), NULL),
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/*A*/ NextAction::array(0, new NextAction("seal of righteousness"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* hand_of_reckoning(PlayerbotAI* ai)
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{
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return new ActionNode ("hand of reckoning",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("righteous defense"), NULL),
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/*A*/ NextAction::array(0, new NextAction("righteous defense"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* righteous_defense(PlayerbotAI* ai)
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{
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return new ActionNode ("righteous defense",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("avenger's shield"), NULL),
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/*A*/ NextAction::array(0, new NextAction("avenger's shield"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* avengers_shield(PlayerbotAI* ai)
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{
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return new ActionNode ("avenger's shield",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("judgement of wisdom"), NULL),
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/*A*/ NextAction::array(0, new NextAction("judgement of wisdom"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* divine_sacrifice(PlayerbotAI* ai)
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{
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return new ActionNode ("divine sacrifice",
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/*P*/ nullptr,
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/*A*/ nullptr,
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/*C*/ NextAction::array(0, new NextAction("cancel divine sacrifice"), nullptr));
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}
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static ActionNode* judgement_of_wisdom(PlayerbotAI* ai)
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{
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return new ActionNode ("judgement of wisdom",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("judgement of light"), NULL),
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/*A*/ NextAction::array(0, new NextAction("judgement of light"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* judgement(PlayerbotAI* ai)
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@@ -196,21 +204,21 @@ class GenericPaladinStrategyActionNodeFactory : public NamedObjectFactory<Action
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{
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return new ActionNode ("divine shield",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("divine protection"), NULL),
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/*A*/ NextAction::array(0, new NextAction("divine protection"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* flash_of_light(PlayerbotAI* ai)
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{
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return new ActionNode ("flash of light",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("holy light"), NULL),
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/*A*/ NextAction::array(0, new NextAction("holy light"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* flash_of_light_on_party(PlayerbotAI* ai)
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{
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return new ActionNode ("flash of light on party",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("holy light on party"), NULL),
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/*A*/ NextAction::array(0, new NextAction("holy light on party"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* holy_wrath(PlayerbotAI* ai)
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@@ -231,7 +239,7 @@ class GenericPaladinStrategyActionNodeFactory : public NamedObjectFactory<Action
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{
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return new ActionNode ("seal of command",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("seal of righteousness"), NULL),
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/*A*/ NextAction::array(0, new NextAction("seal of righteousness"), nullptr),
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/*C*/ nullptr);
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}
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};
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