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https://github.com/mod-playerbots/mod-playerbots
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paladin and attackers value
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@@ -15,17 +15,49 @@ void PriestNonCombatStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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NonCombatStrategy::InitTriggers(triggers);
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triggers.push_back(new TriggerNode("power word: fortitude", NextAction::array(0, new NextAction("power word: fortitude", 12.0f), nullptr)));
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triggers.push_back(new TriggerNode("divine spirit", NextAction::array(0, new NextAction("divine spirit", 14.0f), nullptr)));
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// triggers.push_back(new TriggerNode("power word: fortitude", NextAction::array(0, new NextAction("power word: fortitude", 12.0f), nullptr)));
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// triggers.push_back(new TriggerNode("divine spirit", NextAction::array(0, new NextAction("divine spirit", 14.0f), nullptr)));
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triggers.push_back(new TriggerNode("inner fire", NextAction::array(0, new NextAction("inner fire", 10.0f), nullptr)));
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triggers.push_back(new TriggerNode("critical health", NextAction::array(0, new NextAction("greater heal", 70.0f), nullptr)));
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triggers.push_back(new TriggerNode("party member critical health", NextAction::array(0, new NextAction("greater heal on party", 60.0f), nullptr)));
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triggers.push_back(new TriggerNode("medium health", NextAction::array(0, new NextAction("renew", 41.0f), nullptr)));
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triggers.push_back(new TriggerNode("party member medium health", NextAction::array(0, new NextAction("renew on party", 40.0f), nullptr)));
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triggers.push_back(new TriggerNode("medium aoe heal", NextAction::array(0, new NextAction("lightwell", 42.f), nullptr)));
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// triggers.push_back(new TriggerNode("critical health", NextAction::array(0, new NextAction("greater heal", 70.0f), nullptr)));
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// triggers.push_back(new TriggerNode("party member critical health", NextAction::array(0, new NextAction("greater heal on party", 60.0f), nullptr)));
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// triggers.push_back(new TriggerNode("medium health", NextAction::array(0, new NextAction("renew", 41.0f), nullptr)));
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// triggers.push_back(new TriggerNode("party member medium health", NextAction::array(0, new NextAction("renew on party", 40.0f), nullptr)));
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// triggers.push_back(new TriggerNode("medium aoe heal", NextAction::array(0, new NextAction("lightwell", 42.f), nullptr)));
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triggers.push_back(new TriggerNode("party member dead", NextAction::array(0, new NextAction("remove shadowform", 51.0f), new NextAction("resurrection", 50.0f), nullptr)));
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//triggers.push_back(new TriggerNode("swimming", NextAction::array(0, new NextAction("levitate", 1.0f), nullptr)));
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triggers.push_back(new TriggerNode("often", NextAction::array(0, new NextAction("apply oil", 1.0f), 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("renew on party", ACTION_CRITICAL_HEAL + 3),
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new NextAction("penance on party", ACTION_CRITICAL_HEAL + 2),
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new NextAction("greater heal on party", ACTION_CRITICAL_HEAL + 1),
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NULL)));
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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("renew on party", ACTION_MEDIUM_HEAL + 3),
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new NextAction("penance on party", ACTION_MEDIUM_HEAL + 2),
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new NextAction("greater heal on party", ACTION_MEDIUM_HEAL + 1),
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NULL)));
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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("renew on party", ACTION_LIGHT_HEAL + 9),
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new NextAction("penance on party", ACTION_LIGHT_HEAL + 8),
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NULL)));
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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("renew on party", ACTION_LIGHT_HEAL + 3),
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NULL)));
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triggers.push_back(new TriggerNode(
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"medium aoe heal",
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NextAction::array(0, new NextAction("circle of healing", 27.0f), NULL)));
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}
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void PriestBuffStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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@@ -36,9 +68,9 @@ void PriestBuffStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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triggers.push_back(new TriggerNode("prayer of spirit on party", NextAction::array(0, new NextAction("prayer of spirit on party", 14.0f), nullptr)));
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triggers.push_back(new TriggerNode("power word: fortitude on party", NextAction::array(0, new NextAction("power word: fortitude on party", 11.0f), nullptr)));
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triggers.push_back(new TriggerNode("divine spirit on party", NextAction::array(0, new NextAction("divine spirit on party", 13.0f), nullptr)));
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triggers.push_back(new TriggerNode("fear ward", NextAction::array(0, new NextAction("fear ward", 10.0f), nullptr)));
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triggers.push_back(new TriggerNode("touch of weakness", NextAction::array(0, new NextAction("touch of weakness", 10.0f), nullptr)));
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triggers.push_back(new TriggerNode("shadowguard", NextAction::array(0, new NextAction("shadowguard", 10.0f), nullptr)));
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// triggers.push_back(new TriggerNode("fear ward", NextAction::array(0, new NextAction("fear ward", 10.0f), nullptr)));
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// triggers.push_back(new TriggerNode("touch of weakness", NextAction::array(0, new NextAction("touch of weakness", 10.0f), nullptr)));
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// triggers.push_back(new TriggerNode("shadowguard", NextAction::array(0, new NextAction("shadowguard", 10.0f), nullptr)));
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}
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void PriestShadowResistanceStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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@@ -47,5 +79,5 @@ void PriestShadowResistanceStrategy::InitTriggers(std::vector<TriggerNode*>& tri
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triggers.push_back(new TriggerNode("shadow protection", NextAction::array(0, new NextAction("shadow protection", 12.0f), nullptr)));
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triggers.push_back(new TriggerNode("shadow protection on party", NextAction::array(0, new NextAction("shadow protection on party", 11.0f), nullptr)));
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triggers.push_back(new TriggerNode("shadow protection on party", NextAction::array(0, new NextAction("shadow protection on party", 10.0f), nullptr)));
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// triggers.push_back(new TriggerNode("shadow protection on party", NextAction::array(0, new NextAction("shadow protection on party", 10.0f), nullptr)));
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}
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