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Spells
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@@ -47,10 +47,13 @@ NextAction** CasterShamanStrategy::getDefaultActions()
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void CasterShamanStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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GenericShamanStrategy::InitTriggers(triggers);
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// triggers.push_back(new TriggerNode("enemy out of spell", NextAction::array(0, new NextAction("reach spell",
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// ACTION_NORMAL + 9), nullptr))); triggers.push_back(new TriggerNode("shaman weapon", NextAction::array(0, new
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// NextAction("flametongue weapon", 23.0f), nullptr)));
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triggers.push_back(new TriggerNode(
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"enough mana", NextAction::array(0, new NextAction("chain lightning", ACTION_DEFAULT + 0.1f), nullptr)));
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triggers.push_back(new TriggerNode("main hand weapon no imbue",
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NextAction::array(0, new NextAction("flametongue weapon", 22.0f), nullptr)));
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// triggers.push_back(new TriggerNode("searing totem", NextAction::array(0, new NextAction("searing totem", 19.0f),
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@@ -64,10 +67,12 @@ void CasterShamanStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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triggers.push_back(
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new TriggerNode("no fire totem", NextAction::array(0, new NextAction("totem of wrath", 15.0f), NULL)));
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triggers.push_back(new TriggerNode("enemy is close",
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NextAction::array(0, new NextAction("thunderstorm", ACTION_HIGH + 1), nullptr)));
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triggers.push_back(
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new TriggerNode("medium mana", NextAction::array(0, new NextAction("thunderstorm", ACTION_HIGH + 1), nullptr)));
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triggers.push_back(new TriggerNode("enemy is close",
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NextAction::array(0, new NextAction("thunderstorm", ACTION_HIGH + 1), 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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