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https://github.com/mod-playerbots/mod-playerbots
synced 2025-11-29 15:58:20 +08:00
increase revive spell priority
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@@ -87,7 +87,7 @@ void GenericDruidNonCombatStrategy::InitTriggers(std::vector<TriggerNode*>& trig
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triggers.push_back(new TriggerNode("thorns", NextAction::array(0, new NextAction("thorns", 12.0f), nullptr)));
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// triggers.push_back(new TriggerNode("cure poison", NextAction::array(0, new NextAction("abolish poison", 21.0f), nullptr)));
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triggers.push_back(new TriggerNode("party member cure poison", NextAction::array(0, new NextAction("abolish poison on party", 20.0f), nullptr)));
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triggers.push_back(new TriggerNode("party member dead", NextAction::array(0, new NextAction("revive", 22.0f), nullptr)));
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triggers.push_back(new TriggerNode("party member dead", NextAction::array(0, new NextAction("revive", ACTION_CRITICAL_HEAL + 10), nullptr)));
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// triggers.push_back(new TriggerNode("low mana", NextAction::array(0, new NextAction("innervate", ACTION_EMERGENCY + 5), nullptr)));
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// triggers.push_back(new TriggerNode("swimming", NextAction::array(0, new NextAction("aquatic form", 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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@@ -15,7 +15,7 @@ void GenericPaladinNonCombatStrategy::InitTriggers(std::vector<TriggerNode*>& tr
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{
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NonCombatStrategy::InitTriggers(triggers);
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triggers.push_back(new TriggerNode("party member dead", NextAction::array(0, new NextAction("redemption", 30.0f), nullptr)));
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triggers.push_back(new TriggerNode("party member dead", NextAction::array(0, new NextAction("redemption", ACTION_CRITICAL_HEAL + 10), nullptr)));
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triggers.push_back(new TriggerNode("party member almost full health", NextAction::array(0, new NextAction("flash of light on party", 25.0f), NULL)));
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triggers.push_back(new TriggerNode("party member medium health", NextAction::array(0, new NextAction("holy light on party", 26.0f), NULL)));
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triggers.push_back(new TriggerNode("party member low health", NextAction::array(0, new NextAction("holy light on party", 27.0f), NULL)));
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@@ -23,7 +23,7 @@ void PriestNonCombatStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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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("party member dead", NextAction::array(0, new NextAction("remove shadowform", ACTION_CRITICAL_HEAL + 11), new NextAction("resurrection", ACTION_CRITICAL_HEAL + 10), 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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@@ -9,7 +9,7 @@ void ShamanNonCombatStrategy::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("party member dead", NextAction::array(0, new NextAction("ancestral spirit", 33.0f), nullptr)));
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triggers.push_back(new TriggerNode("party member dead", NextAction::array(0, new NextAction("ancestral spirit", ACTION_CRITICAL_HEAL + 10), nullptr)));
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triggers.push_back(new TriggerNode("water breathing", NextAction::array(0, new NextAction("water breathing", 12.0f), nullptr)));
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triggers.push_back(new TriggerNode("water walking", NextAction::array(0, new NextAction("water walking", 12.0f), nullptr)));
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triggers.push_back(new TriggerNode("water breathing on party", NextAction::array(0, new NextAction("water breathing on party", 11.0f), nullptr)));
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