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Enchant paladin divine sacrifice
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@@ -34,42 +34,48 @@ void HealPaladinStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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// triggers.push_back(new TriggerNode("concentration aura", NextAction::array(0, new NextAction("concentration aura", ACTION_NORMAL), nullptr)));
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triggers.push_back(new TriggerNode("seal", NextAction::array(0, new NextAction("seal of wisdom", ACTION_HIGH), nullptr)));
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triggers.push_back(new TriggerNode("medium mana", NextAction::array(0, new NextAction("divine illumination", ACTION_HIGH + 2), nullptr)));
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triggers.push_back(new TriggerNode("low mana", NextAction::array(0, new NextAction("divine favor", ACTION_HIGH + 1), 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("party member to heal out of spell range", NextAction::array(0, new NextAction("reach party member to heal", ACTION_EMERGENCY + 3), nullptr)));
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triggers.push_back(new TriggerNode(
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"medium group heal occasion",
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NextAction::array(0, new NextAction("divine sacrifice", ACTION_CRITICAL_HEAL + 5), nullptr)));
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triggers.push_back(new TriggerNode(
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"party member critical health",
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NextAction::array(0,
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new NextAction("holy shock on party", ACTION_CRITICAL_HEAL + 5),
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new NextAction("holy shock on party", ACTION_CRITICAL_HEAL + 6),
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new NextAction("divine sacrifice", ACTION_CRITICAL_HEAL + 5),
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new NextAction("holy light on party", ACTION_CRITICAL_HEAL + 4),
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NULL)));
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nullptr)));
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triggers.push_back(new TriggerNode(
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"party member low health",
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NextAction::array(0,
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new NextAction("holy light on party", ACTION_MEDIUM_HEAL + 5),
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NULL)));
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nullptr)));
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triggers.push_back(new TriggerNode(
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"party member medium health",
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NextAction::array(0,
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new NextAction("holy light on party", ACTION_LIGHT_HEAL + 9),
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new NextAction("flash of light on party", ACTION_LIGHT_HEAL + 8),
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NULL)));
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nullptr)));
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triggers.push_back(new TriggerNode(
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"party member almost full health",
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NextAction::array(0,
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new NextAction("flash of light on party", ACTION_LIGHT_HEAL + 3),
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NULL)));
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nullptr)));
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triggers.push_back(new TriggerNode(
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"beacon of light on main tank",
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NextAction::array(0, new NextAction("beacon of light on main tank", ACTION_CRITICAL_HEAL + 7), NULL)));
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NextAction::array(0, new NextAction("beacon of light on main tank", ACTION_CRITICAL_HEAL + 7), nullptr)));
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triggers.push_back(new TriggerNode(
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"sacred shield on main tank",
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NextAction::array(0, new NextAction("sacred shield on main tank", ACTION_CRITICAL_HEAL + 6), NULL)));
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NextAction::array(0, new NextAction("sacred shield on main tank", ACTION_CRITICAL_HEAL + 6), nullptr)));
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}
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