mirror of
https://github.com/mod-playerbots/mod-playerbots
synced 2025-11-29 15:58:20 +08:00
Increase reach melee relevance
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@@ -101,7 +101,7 @@ void FeralDruidStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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// triggers.push_back(new TriggerNode("not facing target", NextAction::array(0, new NextAction("set facing",
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// ACTION_NORMAL + 7), nullptr)));
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triggers.push_back(new TriggerNode(
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"enemy out of melee", NextAction::array(0, new NextAction("reach melee", ACTION_NORMAL + 8), nullptr)));
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"enemy out of melee", NextAction::array(0, new NextAction("reach melee", ACTION_HIGH + 1), nullptr)));
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// triggers.push_back(new TriggerNode("enemy too close for melee", NextAction::array(0, new NextAction("move out of
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// enemy contact", ACTION_NORMAL + 8), nullptr)));
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triggers.push_back(new TriggerNode(
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@@ -131,5 +131,5 @@ void DpsPaladinStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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// NextAction::array(0, new NextAction("set facing", ACTION_NORMAL + 7), NULL)));
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triggers.push_back(new TriggerNode("enemy out of melee",
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NextAction::array(0, new NextAction("reach melee", ACTION_NORMAL + 8), NULL)));
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NextAction::array(0, new NextAction("reach melee", ACTION_HIGH + 1), NULL)));
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}
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@@ -113,5 +113,5 @@ void TankPaladinStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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triggers.push_back(new TriggerNode("not facing target",
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NextAction::array(0, new NextAction("set facing", ACTION_NORMAL + 7), nullptr)));
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triggers.push_back(new TriggerNode(
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"enemy out of melee", NextAction::array(0, new NextAction("reach melee", ACTION_NORMAL + 8), nullptr)));
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"enemy out of melee", NextAction::array(0, new NextAction("reach melee", ACTION_HIGH + 1), nullptr)));
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}
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@@ -88,6 +88,6 @@ void AssassinationRogueStrategy::InitTriggers(std::vector<TriggerNode*>& trigger
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triggers.push_back(new TriggerNode(
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"enemy out of melee",
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NextAction::array(0, new NextAction("stealth", ACTION_NORMAL + 9), new NextAction("sprint", ACTION_NORMAL + 8),
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new NextAction("reach melee", ACTION_NORMAL + 7), NULL)));
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NextAction::array(0, new NextAction("stealth", ACTION_HIGH + 3), new NextAction("sprint", ACTION_HIGH + 2),
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new NextAction("reach melee", ACTION_HIGH + 1), NULL)));
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}
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@@ -134,8 +134,8 @@ void DpsRogueStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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triggers.push_back(new TriggerNode(
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"enemy out of melee",
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NextAction::array(0, new NextAction("stealth", ACTION_NORMAL + 9), new NextAction("sprint", ACTION_NORMAL + 8),
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new NextAction("reach melee", ACTION_NORMAL + 7), nullptr)));
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NextAction::array(0, new NextAction("stealth", ACTION_HIGH + 3), new NextAction("sprint", ACTION_HIGH + 2),
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new NextAction("reach melee", ACTION_HIGH + 1), nullptr)));
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triggers.push_back(new TriggerNode("expose armor",
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NextAction::array(0, new NextAction("expose armor", ACTION_HIGH + 3), nullptr)));
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@@ -77,7 +77,7 @@ void MeleeShamanStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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triggers.push_back(new TriggerNode(
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"medium aoe", NextAction::array(0, new NextAction("strength of earth totem", ACTION_LIGHT_HEAL), nullptr)));
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triggers.push_back(new TriggerNode(
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"enemy out of melee", NextAction::array(0, new NextAction("reach melee", ACTION_NORMAL + 8), nullptr)));
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"enemy out of melee", NextAction::array(0, new NextAction("reach melee", ACTION_HIGH + 1), nullptr)));
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triggers.push_back(new TriggerNode(
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"no fire totem",
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@@ -16,7 +16,7 @@ void GenericWarriorStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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CombatStrategy::InitTriggers(triggers);
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triggers.push_back(new TriggerNode(
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"enemy out of melee", NextAction::array(0, new NextAction("reach melee", ACTION_NORMAL + 8), nullptr)));
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"enemy out of melee", NextAction::array(0, new NextAction("reach melee", ACTION_HIGH + 1), nullptr)));
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/*triggers.push_back(new TriggerNode("bloodrage", NextAction::array(0, new NextAction("bloodrage", ACTION_HIGH + 1),
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nullptr))); triggers.push_back(new TriggerNode("shield bash", NextAction::array(0, new NextAction("shield bash",
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ACTION_INTERRUPT + 4), nullptr))); triggers.push_back(new TriggerNode("shield bash on enemy healer",
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@@ -14,7 +14,7 @@ void MeleeCombatStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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// triggers.push_back(new TriggerNode("not facing target", NextAction::array(0, new NextAction("set facing",
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// ACTION_MOVE + 7), nullptr)));
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triggers.push_back(new TriggerNode(
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"enemy out of melee", NextAction::array(0, new NextAction("reach melee", ACTION_NORMAL + 8), nullptr)));
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"enemy out of melee", NextAction::array(0, new NextAction("reach melee", ACTION_HIGH + 1), nullptr)));
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// triggers.push_back(new TriggerNode("enemy too close for melee", NextAction::array(0, new NextAction("move out of
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// enemy contact", ACTION_NORMAL + 8), nullptr)));
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}
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