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https://github.com/mod-playerbots/mod-playerbots
synced 2025-11-29 15:58:20 +08:00
Fix hunger for blood target
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@@ -42,20 +42,20 @@ NextAction** AssassinationRogueStrategy::getDefaultActions()
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void AssassinationRogueStrategy::InitTriggers(std::vector<TriggerNode*> &triggers)
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{
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MeleeCombatStrategy::InitTriggers(triggers);
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triggers.push_back(new TriggerNode(
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"high energy available",
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NextAction::array(0,
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new NextAction("garrote", ACTION_HIGH + 0.3f),
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new NextAction("ambush", ACTION_HIGH + 0.2f), nullptr)));
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new NextAction("garrote", ACTION_HIGH + 7),
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new NextAction("ambush", ACTION_HIGH + 6), nullptr)));
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triggers.push_back(new TriggerNode(
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"high energy available",
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NextAction::array(0, new NextAction("mutilate", ACTION_NORMAL + 3), NULL)));
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triggers.push_back(new TriggerNode(
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"hunder for blood",
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NextAction::array(0, new NextAction("hunder for blood", ACTION_HIGH + 6), NULL)));
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"hunger for blood",
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NextAction::array(0, new NextAction("hunger for blood", ACTION_HIGH + 6), NULL)));
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triggers.push_back(new TriggerNode(
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"slice and dice",
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@@ -91,8 +91,8 @@ void DpsRogueStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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triggers.push_back(new TriggerNode(
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"high energy available",
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NextAction::array(0,
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new NextAction("garrote", ACTION_HIGH + 0.3f),
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new NextAction("ambush", ACTION_HIGH + 0.2f), nullptr)));
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new NextAction("garrote", ACTION_HIGH + 7),
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new NextAction("ambush", ACTION_HIGH + 6), nullptr)));
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triggers.push_back(new TriggerNode(
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"high energy available",
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@@ -20,6 +20,7 @@ class CastHungerForBloodAction : public CastBuffSpellAction
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{
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public:
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CastHungerForBloodAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "hunger for blood") { }
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std::string const GetTargetName() override { return "current target"; }
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};
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class CastSprintAction : public CastBuffSpellAction
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