mirror of
https://github.com/mod-playerbots/mod-playerbots
synced 2025-11-29 15:58:20 +08:00
rogue debuff spell
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@@ -16,6 +16,7 @@ class DpsRogueStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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creators["kidney shot"] = &kidney_shot;
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creators["kidney shot"] = &kidney_shot;
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creators["backstab"] = &backstab;
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creators["backstab"] = &backstab;
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creators["melee"] = &melee;
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creators["melee"] = &melee;
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creators["rupture"] = &rupture;
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}
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}
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private:
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private:
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@@ -61,6 +62,14 @@ class DpsRogueStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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/*A*/ NextAction::array(0, new NextAction("mutilate"), NULL),
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/*A*/ NextAction::array(0, new NextAction("mutilate"), NULL),
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/*C*/ NULL);
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/*C*/ NULL);
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}
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}
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static ActionNode* rupture(PlayerbotAI* botAI)
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{
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return new ActionNode ("rupture",
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/*P*/ NULL,
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/*A*/ NextAction::array(0, new NextAction("eviscerate"), NULL),
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/*C*/ NULL);
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}
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};
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};
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DpsRogueStrategy::DpsRogueStrategy(PlayerbotAI* botAI) : MeleeCombatStrategy(botAI)
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DpsRogueStrategy::DpsRogueStrategy(PlayerbotAI* botAI) : MeleeCombatStrategy(botAI)
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@@ -89,7 +98,8 @@ void DpsRogueStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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triggers.push_back(new TriggerNode(
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triggers.push_back(new TriggerNode(
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"combo points available",
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"combo points available",
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NextAction::array(0, new NextAction("rupture", ACTION_HIGH + 1), NULL)));
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NextAction::array(0,
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new NextAction("rupture", ACTION_HIGH + 1), NULL)));
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triggers.push_back(new TriggerNode(
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triggers.push_back(new TriggerNode(
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"medium threat",
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"medium threat",
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@@ -21,16 +21,16 @@ class CastSliceAndDiceAction : public CastMeleeSpellAction
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CastSliceAndDiceAction(PlayerbotAI* botAI) : CastMeleeSpellAction(botAI, "slice and dice") { }
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CastSliceAndDiceAction(PlayerbotAI* botAI) : CastMeleeSpellAction(botAI, "slice and dice") { }
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};
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};
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class CastExposeArmorAction : public CastMeleeSpellAction
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class CastExposeArmorAction : public CastDebuffSpellAction
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{
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{
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public:
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public:
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CastExposeArmorAction(PlayerbotAI* botAI) : CastMeleeSpellAction(botAI, "expose armor") { }
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CastExposeArmorAction(PlayerbotAI* botAI) : CastDebuffSpellAction(botAI, "expose armor", false, 25.0f) { }
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};
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};
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class CastRuptureAction : public CastMeleeSpellAction
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class CastRuptureAction : public CastDebuffSpellAction
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{
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{
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public:
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public:
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CastRuptureAction(PlayerbotAI* botAI) : CastMeleeSpellAction(botAI, "rupture") { }
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CastRuptureAction(PlayerbotAI* botAI) : CastDebuffSpellAction(botAI, "rupture") { }
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};
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};
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class CastKidneyShotAction : public CastMeleeSpellAction
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class CastKidneyShotAction : public CastMeleeSpellAction
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