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https://github.com/mod-playerbots/mod-playerbots
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Enchance shaman healer
This commit is contained in:
@@ -49,19 +49,19 @@ void HealShamanStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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triggers.push_back(new TriggerNode(
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triggers.push_back(new TriggerNode(
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"party member critical health",
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"party member critical health",
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NextAction::array(0, new NextAction("riptide on party", 24.0f), new NextAction("healing wave on party", 23.0f), NULL)));
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NextAction::array(0, new NextAction("riptide on party", 24.0f), new NextAction("lesser healing wave on party", 23.0f), nullptr)));
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triggers.push_back(new TriggerNode(
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triggers.push_back(new TriggerNode(
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"party member low health",
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"party member low health",
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NextAction::array(0, new NextAction("riptide on party", 18.0f), new NextAction("healing wave on party", 17.0f), NULL)));
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NextAction::array(0, new NextAction("riptide on party", 18.0f), new NextAction("lesser healing wave on party", 17.0f), nullptr)));
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triggers.push_back(new TriggerNode(
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triggers.push_back(new TriggerNode(
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"party member medium health",
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"party member medium health",
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NextAction::array(0, new NextAction("riptide on party", 15.0f), new NextAction("lesser healing wave on party", 14.0f), NULL)));
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NextAction::array(0, new NextAction("riptide on party", 15.0f), new NextAction("lesser healing wave on party", 14.0f), nullptr)));
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triggers.push_back(new TriggerNode(
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triggers.push_back(new TriggerNode(
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"party member almost full health",
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"party member almost full health",
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NextAction::array(0, new NextAction("riptide on party", 12.0f), new NextAction("lesser healing wave on party", 11.0f), NULL)));
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NextAction::array(0, new NextAction("riptide on party", 12.0f), nullptr)));
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triggers.push_back(new TriggerNode(
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triggers.push_back(new TriggerNode(
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"party member cleanse spirit poison",
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"party member cleanse spirit poison",
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@@ -85,9 +85,9 @@ void HealShamanStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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// "no fire totem",
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// "no fire totem",
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// NextAction::array(0, new NextAction("flametongue totem", 10.0f), NULL)));
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// NextAction::array(0, new NextAction("flametongue totem", 10.0f), NULL)));
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triggers.push_back(new TriggerNode(
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// triggers.push_back(new TriggerNode(
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"no water totem",
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// "no water totem",
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NextAction::array(0, new NextAction("healing stream totem", 13.0f), NULL)));
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// NextAction::array(0, new NextAction("healing stream totem", 13.0f), NULL)));
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triggers.push_back(new TriggerNode(
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triggers.push_back(new TriggerNode(
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"earth shield on main tank",
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"earth shield on main tank",
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@@ -147,7 +147,7 @@ class CastStrengthOfEarthTotemAction : public CastTotemAction
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class CastManaSpringTotemAction : public CastTotemAction
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class CastManaSpringTotemAction : public CastTotemAction
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{
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{
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public:
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public:
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CastManaSpringTotemAction(PlayerbotAI* botAI) : CastTotemAction(botAI, "mana spring totem", "mana spring", 20.0f) { }
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CastManaSpringTotemAction(PlayerbotAI* botAI) : CastTotemAction(botAI, "mana spring totem", "mana spring", 0.0f) { }
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bool isUseful() override;
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bool isUseful() override;
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};
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};
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@@ -16,19 +16,19 @@ void ShamanNonCombatStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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triggers.push_back(new TriggerNode("water walking on party", NextAction::array(0, new NextAction("water walking on party", 11.0f), nullptr)));
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triggers.push_back(new TriggerNode("water walking on party", NextAction::array(0, new NextAction("water walking on party", 11.0f), nullptr)));
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triggers.push_back(new TriggerNode(
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triggers.push_back(new TriggerNode(
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"party member critical health",
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"party member critical health",
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NextAction::array(0, new NextAction("healing wave on party", 27.0f), NULL)));
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NextAction::array(0, new NextAction("riptide on party", 31.0f), new NextAction("healing wave on party", 30.0f), NULL)));
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triggers.push_back(new TriggerNode(
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triggers.push_back(new TriggerNode(
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"party member low health",
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"party member low health",
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NextAction::array(0, new NextAction("healing wave on party", 26.0f), NULL)));
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NextAction::array(0, new NextAction("riptide on party", 29.0f), new NextAction("healing wave on party", 28.0f), NULL)));
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triggers.push_back(new TriggerNode(
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triggers.push_back(new TriggerNode(
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"party member medium health",
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"party member medium health",
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NextAction::array(0, new NextAction("healing wave on party", 25.0f), NULL)));
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NextAction::array(0, new NextAction("riptide on party", 27.0f), new NextAction("healing wave on party", 26.0f), NULL)));
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triggers.push_back(new TriggerNode(
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triggers.push_back(new TriggerNode(
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"party member almost full health",
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"party member almost full health",
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NextAction::array(0, new NextAction("lesser healing wave on party", 24.0f), NULL)));
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NextAction::array(0, new NextAction("riptide on party", 25.0f), new NextAction("lesser healing wave on party", 24.0f), NULL)));
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triggers.push_back(new TriggerNode(
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triggers.push_back(new TriggerNode(
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"medium aoe heal",
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"medium aoe heal",
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