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Flee action, factory setting
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@@ -45,8 +45,8 @@ void GenericHunterNonCombatStrategy::InitTriggers(std::vector<TriggerNode*>& tri
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triggers.push_back(new TriggerNode("trueshot aura", NextAction::array(0, new NextAction("trueshot aura", 2.0f), nullptr)));
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triggers.push_back(new TriggerNode("often", NextAction::array(0, new NextAction("apply oil", 1.0f), nullptr)));
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triggers.push_back(new TriggerNode("low ammo", NextAction::array(0, new NextAction("say::low ammo", ACTION_NORMAL), nullptr)));
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triggers.push_back(new TriggerNode("no ammo", NextAction::array(0, new NextAction("switch to melee", ACTION_NORMAL + 1), new NextAction("say::no ammo", ACTION_NORMAL), nullptr)));
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triggers.push_back(new TriggerNode("has ammo", NextAction::array(0, new NextAction("switch to ranged", ACTION_NORMAL), nullptr)));
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// triggers.push_back(new TriggerNode("no ammo", NextAction::array(0, new NextAction("switch to melee", ACTION_NORMAL + 1), new NextAction("say::no ammo", ACTION_NORMAL), nullptr)));
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// triggers.push_back(new TriggerNode("has ammo", NextAction::array(0, new NextAction("switch to ranged", ACTION_NORMAL), nullptr)));
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}
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void HunterPetStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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