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https://github.com/mod-playerbots/mod-playerbots.git
synced 2026-01-18 03:05:43 +00:00
General improvement on init and strats (#1064)
* Potions strats and potions init * Druid and shaman spell in low level * Ammo init improvement * Rogue low level * Fix melee attack action (for caster with no mana) * Disable pet spells that reduce dps * Talents improvement * Remove CanFreeMove check * Reduce penalty for non-dagger weapon for rogue
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@@ -143,7 +143,8 @@ void CasterDruidStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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triggers.push_back(new TriggerNode("eclipse (lunar)",
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NextAction::array(0, new NextAction("starfire", ACTION_NORMAL + 6), nullptr)));
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triggers.push_back(
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new TriggerNode("medium mana", NextAction::array(0, new NextAction("innervate", ACTION_HIGH + 9), NULL)));
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new TriggerNode("medium mana", NextAction::array(0, new NextAction("innervate", ACTION_HIGH + 9), nullptr)));
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triggers.push_back(new TriggerNode("enemy too close for spell",
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NextAction::array(0, new NextAction("flee", ACTION_MOVE + 9), nullptr)));
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}
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@@ -113,10 +113,10 @@ public:
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SavageRoarTrigger(PlayerbotAI* botAI) : BuffTrigger(botAI, "savage roar") {}
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};
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class NaturesGraspTrigger : public BoostTrigger
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class NaturesGraspTrigger : public BuffTrigger
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{
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public:
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NaturesGraspTrigger(PlayerbotAI* botAI) : BoostTrigger(botAI, "nature's grasp") {}
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NaturesGraspTrigger(PlayerbotAI* botAI) : BuffTrigger(botAI, "nature's grasp") {}
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};
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class EntanglingRootsTrigger : public HasCcTargetTrigger
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@@ -169,4 +169,6 @@ void GenericDruidBuffStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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NextAction::array(0, new NextAction("mark of the wild on party", 13.0f), nullptr)));
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triggers.push_back(new TriggerNode("thorns on main tank",
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NextAction::array(0, new NextAction("thorns on main tank", 11.0f), nullptr)));
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triggers.push_back(new TriggerNode("thorns",
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NextAction::array(0, new NextAction("thorns", 10.0f), nullptr)));
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}
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@@ -121,6 +121,8 @@ void GenericDruidStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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// NextAction::array(0, new NextAction("innervate", ACTION_EMERGENCY + 5), nullptr)));
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triggers.push_back(new TriggerNode("combat party member dead",
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NextAction::array(0, new NextAction("rebirth", ACTION_HIGH + 9), NULL)));
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triggers.push_back(new TriggerNode("being attacked",
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NextAction::array(0, new NextAction("nature's grasp", ACTION_HIGH + 1), nullptr)));
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}
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void DruidCureStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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