mirror of
https://github.com/mod-playerbots/mod-playerbots
synced 2025-11-29 15:58:20 +08:00
Update ArmsWarriorStrategy.cpp
This commit is contained in:
@@ -44,25 +44,41 @@ void ArmsWarriorStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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GenericWarriorStrategy::InitTriggers(triggers);
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GenericWarriorStrategy::InitTriggers(triggers);
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triggers.push_back(new TriggerNode("enemy out of melee",
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triggers.push_back(new TriggerNode("enemy out of melee",
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NextAction::array(0, new NextAction("charge", ACTION_MOVE + 10), nullptr)));
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NextAction::array(0, new NextAction("charge", ACTION_MOVE + 10), nullptr)));
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triggers.push_back(new TriggerNode(
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"battle stance", NextAction::array(0, new NextAction("battle stance", ACTION_HIGH + 10), nullptr)));
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triggers.push_back(new TriggerNode("battle stance",
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NextAction::array(0, new NextAction("battle stance", ACTION_HIGH + 10), nullptr)));
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triggers.push_back(new TriggerNode("battle shout",
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triggers.push_back(new TriggerNode("battle shout",
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NextAction::array(0, new NextAction("battle shout", ACTION_HIGH + 9), nullptr)));
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NextAction::array(0, new NextAction("battle shout", ACTION_HIGH + 9), nullptr)));
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triggers.push_back(new TriggerNode(
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"mortal strike", NextAction::array(0, new NextAction("mortal strike", ACTION_HIGH + 3), nullptr)));
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triggers.push_back(new TriggerNode("rend",
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NextAction::array(0, new NextAction("rend", ACTION_HIGH + 8), nullptr)));
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triggers.push_back(new TriggerNode("rend on attacker",
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NextAction::array(0, new NextAction("rend on attacker", ACTION_HIGH + 8), nullptr)));
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triggers.push_back(new TriggerNode("mortal strike",
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NextAction::array(0, new NextAction("mortal strike", ACTION_HIGH + 3), nullptr)));
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triggers.push_back(new TriggerNode("target critical health",
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triggers.push_back(new TriggerNode("target critical health",
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NextAction::array(0, new NextAction("execute", ACTION_HIGH + 5), nullptr)));
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NextAction::array(0, new NextAction("execute", ACTION_HIGH + 5), nullptr)));
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triggers.push_back(
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new TriggerNode("sudden death", NextAction::array(0, new NextAction("execute", ACTION_HIGH + 5), nullptr)));
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triggers.push_back(new TriggerNode("sudden death",
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triggers.push_back(
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NextAction::array(0, new NextAction("execute", ACTION_HIGH + 5), nullptr)));
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new TriggerNode("hamstring", NextAction::array(0, new NextAction("piercing howl", ACTION_HIGH), nullptr)));
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triggers.push_back(
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triggers.push_back(new TriggerNode("hamstring",
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new TriggerNode("overpower", NextAction::array(0, new NextAction("overpower", ACTION_HIGH + 4), nullptr)));
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NextAction::array(0, new NextAction("piercing howl", ACTION_HIGH), nullptr)));
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triggers.push_back(new TriggerNode("overpower",
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NextAction::array(0, new NextAction("overpower", ACTION_HIGH + 4), nullptr)));
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triggers.push_back(new TriggerNode("taste for blood",
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triggers.push_back(new TriggerNode("taste for blood",
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NextAction::array(0, new NextAction("overpower", ACTION_HIGH + 4), nullptr)));
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NextAction::array(0, new NextAction("overpower", ACTION_HIGH + 4), nullptr)));
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triggers.push_back(new TriggerNode(
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"victory rush", NextAction::array(0, new NextAction("victory rush", ACTION_INTERRUPT), nullptr)));
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triggers.push_back(new TriggerNode("victory rush",
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NextAction::array(0, new NextAction("victory rush", ACTION_INTERRUPT), nullptr)));
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triggers.push_back(new TriggerNode("high rage available",
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triggers.push_back(new TriggerNode("high rage available",
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NextAction::array(0, new NextAction("heroic strike", ACTION_HIGH),
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NextAction::array(0, new NextAction("heroic strike", ACTION_HIGH),
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new NextAction("slam", ACTION_HIGH + 1),
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new NextAction("slam", ACTION_HIGH + 1),
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@@ -73,17 +89,19 @@ void ArmsWarriorStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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// nullptr)));
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// nullptr)));
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triggers.push_back(
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triggers.push_back(
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new TriggerNode("bloodrage", NextAction::array(0, new NextAction("bloodrage", ACTION_HIGH + 2), nullptr)));
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new TriggerNode("bloodrage", NextAction::array(0, new NextAction("bloodrage", ACTION_HIGH + 2), nullptr)));
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triggers.push_back(
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triggers.push_back(
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new TriggerNode("death wish", NextAction::array(0, new NextAction("death wish", ACTION_HIGH + 2), nullptr)));
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new TriggerNode("death wish", NextAction::array(0, new NextAction("death wish", ACTION_HIGH + 2), nullptr)));
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triggers.push_back(new TriggerNode("rend", NextAction::array(0, new NextAction("rend", ACTION_HIGH + 8), nullptr)));
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triggers.push_back(new TriggerNode(
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"rend on attacker", NextAction::array(0, new NextAction("rend on attacker", ACTION_HIGH + 8), nullptr)));
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triggers.push_back(new TriggerNode(
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triggers.push_back(new TriggerNode(
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"critical health", NextAction::array(0, new NextAction("intimidating shout", ACTION_EMERGENCY), nullptr)));
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"critical health", NextAction::array(0, new NextAction("intimidating shout", ACTION_EMERGENCY), nullptr)));
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// triggers.push_back(new TriggerNode("medium aoe",
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// triggers.push_back(new TriggerNode("medium aoe",
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// NextAction::array(0, new NextAction("thunder clap", ACTION_HIGH + 2), nullptr)));
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// NextAction::array(0, new NextAction("thunder clap", ACTION_HIGH + 2), nullptr)));
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/*
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triggers.push_back(new TriggerNode("medium aoe",
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triggers.push_back(new TriggerNode("medium aoe",
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NextAction::array(0, new NextAction("sweeping strikes", ACTION_HIGH + 7),
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NextAction::array(0, new NextAction("sweeping strikes", ACTION_HIGH + 7),
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new NextAction("bladestorm", ACTION_HIGH + 6),
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new NextAction("bladestorm", ACTION_HIGH + 6),
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nullptr)));
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nullptr)));
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*/
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}
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}
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