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https://github.com/mod-playerbots/mod-playerbots
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major class spells
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@@ -105,9 +105,9 @@ CasterDruidStrategy::CasterDruidStrategy(PlayerbotAI* botAI) : GenericDruidStrat
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NextAction** CasterDruidStrategy::getDefaultActions()
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{
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return NextAction::array(0,
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new NextAction("starfall", ACTION_NORMAL + 3),
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new NextAction("starfall", ACTION_NORMAL + 2),
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new NextAction("wrath", ACTION_NORMAL + 1),
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new NextAction("starfire", ACTION_NORMAL),
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// new NextAction("starfire", ACTION_NORMAL),
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nullptr);
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}
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@@ -119,9 +119,11 @@ void CasterDruidStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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triggers.push_back(new TriggerNode("insect swarm", NextAction::array(0, new NextAction("insect swarm", ACTION_NORMAL + 5), nullptr)));
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triggers.push_back(new TriggerNode("moonfire", NextAction::array(0, new NextAction("moonfire", ACTION_NORMAL + 4), nullptr)));
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triggers.push_back(new TriggerNode("eclipse (solar)", NextAction::array(0, new NextAction("wrath", ACTION_NORMAL + 6), nullptr)));
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triggers.push_back(new TriggerNode("eclipse (lunar) cooldown", NextAction::array(0, new NextAction("starfire", ACTION_NORMAL + 2), nullptr)));
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triggers.push_back(new TriggerNode("eclipse (lunar)", NextAction::array(0, new NextAction("starfire", ACTION_NORMAL + 6), nullptr)));
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triggers.push_back(new TriggerNode("eclipse (solar) cooldown", NextAction::array(0, new NextAction("wrath", ACTION_NORMAL + 2), nullptr)));
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triggers.push_back(new TriggerNode("moonfire", NextAction::array(0, new NextAction("moonfire", ACTION_NORMAL + 4), nullptr)));
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triggers.push_back(new TriggerNode("medium mana", NextAction::array(0, new NextAction("innervate", ACTION_HIGH + 5), NULL)));
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triggers.push_back(new TriggerNode("medium mana", NextAction::array(0, new NextAction("innervate", ACTION_HIGH + 9), NULL)));
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triggers.push_back(new TriggerNode("enemy too close for spell", NextAction::array(0, new NextAction("flee", ACTION_HIGH), nullptr)));
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triggers.push_back(new TriggerNode(
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"party member remove curse",
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@@ -134,9 +136,9 @@ void CasterDruidAoeStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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triggers.push_back(new TriggerNode(
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"light aoe",
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NextAction::array(0,
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new NextAction("starfall", ACTION_NORMAL + 4),
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new NextAction("starfall", ACTION_NORMAL + 5),
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new NextAction("insect swarm on attacker", ACTION_NORMAL + 3),
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new NextAction("moonfire on attacker", ACTION_NORMAL + 2),
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new NextAction("moonfire on attacker", ACTION_NORMAL + 3),
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NULL)));
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}
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