Add quest rewards to gear initialization

This commit is contained in:
Yunfan Li
2024-08-19 18:46:23 +08:00
parent 0be18889e5
commit 1700a20c89
9 changed files with 151 additions and 122 deletions

View File

@@ -99,10 +99,11 @@ void DpsRogueStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
"slice and dice", NextAction::array(0, new NextAction("slice and dice", ACTION_HIGH + 2), nullptr)));
triggers.push_back(new TriggerNode("combo points available",
NextAction::array(0, new NextAction("rupture", ACTION_HIGH + 1), nullptr)));
NextAction::array(0, new NextAction("rupture", ACTION_HIGH + 1),
new NextAction("eviscerate", ACTION_HIGH), nullptr)));
triggers.push_back(new TriggerNode("target with combo points almost dead",
NextAction::array(0, new NextAction("eviscerate", ACTION_HIGH + 1), nullptr)));
NextAction::array(0, new NextAction("eviscerate", ACTION_HIGH + 2), nullptr)));
triggers.push_back(
new TriggerNode("medium threat", NextAction::array(0, new NextAction("vanish", ACTION_HIGH), nullptr)));
@@ -111,8 +112,8 @@ void DpsRogueStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
new TriggerNode("low health", NextAction::array(0, new NextAction("evasion", ACTION_HIGH + 9),
new NextAction("feint", ACTION_HIGH + 8), nullptr)));
triggers.push_back(
new TriggerNode("critical health", NextAction::array(0, new NextAction("cloak of shadows", ACTION_HIGH + 7), nullptr)));
triggers.push_back(new TriggerNode(
"critical health", NextAction::array(0, new NextAction("cloak of shadows", ACTION_HIGH + 7), nullptr)));
triggers.push_back(
new TriggerNode("kick", NextAction::array(0, new NextAction("kick", ACTION_INTERRUPT + 2), nullptr)));
@@ -128,8 +129,8 @@ void DpsRogueStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
triggers.push_back(
new TriggerNode("light aoe", NextAction::array(0, new NextAction("blade flurry", ACTION_HIGH + 3), nullptr)));
triggers.push_back(
new TriggerNode("blade flurry", NextAction::array(0, new NextAction("blade flurry", ACTION_HIGH + 2), nullptr)));
triggers.push_back(new TriggerNode("blade flurry",
NextAction::array(0, new NextAction("blade flurry", ACTION_HIGH + 2), nullptr)));
triggers.push_back(new TriggerNode(
"enemy out of melee",