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https://github.com/mod-playerbots/mod-playerbots.git
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[HOT FIX] MS build issues regarding folder / command lenght usage or rc.exe (#2038)
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32
src/Ai/Class/Paladin/Trigger/PaladinTriggers.cpp
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32
src/Ai/Class/Paladin/Trigger/PaladinTriggers.cpp
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/*
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* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU AGPL v3 license, you may redistribute it
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* and/or modify it under version 3 of the License, or (at your option), any later version.
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*/
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#include "PaladinTriggers.h"
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#include "PaladinActions.h"
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#include "PlayerbotAIConfig.h"
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#include "Playerbots.h"
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bool SealTrigger::IsActive()
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{
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Unit* target = GetTarget();
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return !botAI->HasAura("seal of justice", target) && !botAI->HasAura("seal of command", target) &&
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!botAI->HasAura("seal of vengeance", target) && !botAI->HasAura("seal of corruption", target) &&
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!botAI->HasAura("seal of righteousness", target) && !botAI->HasAura("seal of light", target) &&
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(!botAI->HasAura("seal of wisdom", target) || AI_VALUE2(uint8, "mana", "self target") > 70);
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}
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bool CrusaderAuraTrigger::IsActive()
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{
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Unit* target = GetTarget();
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return AI_VALUE2(bool, "mounted", "self target") && !botAI->HasAura("crusader aura", target);
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}
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bool BlessingTrigger::IsActive()
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{
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Unit* target = GetTarget();
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return SpellTrigger::IsActive() && !botAI->HasAnyAuraOf(target, "blessing of might", "blessing of wisdom",
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"blessing of kings", "blessing of sanctuary", nullptr);
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}
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251
src/Ai/Class/Paladin/Trigger/PaladinTriggers.h
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251
src/Ai/Class/Paladin/Trigger/PaladinTriggers.h
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/*
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* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU AGPL v3 license, you may redistribute it
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* and/or modify it under version 3 of the License, or (at your option), any later version.
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*/
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#ifndef _PLAYERBOT_PALADINTRIGGERS_H
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#define _PLAYERBOT_PALADINTRIGGERS_H
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#include "CureTriggers.h"
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#include "GenericTriggers.h"
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#include "SharedDefines.h"
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#include "Unit.h"
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class PlayerbotAI;
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inline std::string const GetActualBlessingOfMight(Unit* target)
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{
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switch (target->getClass())
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{
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case CLASS_MAGE:
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case CLASS_PRIEST:
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case CLASS_WARLOCK:
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return "blessing of wisdom";
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}
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return "blessing of might";
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}
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inline std::string const GetActualBlessingOfWisdom(Unit* target)
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{
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switch (target->getClass())
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{
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case CLASS_WARRIOR:
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case CLASS_ROGUE:
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case CLASS_DEATH_KNIGHT:
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return "blessing of might";
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}
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return "blessing of wisdom";
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}
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BUFF_TRIGGER(HolyShieldTrigger, "holy shield");
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BUFF_TRIGGER(RighteousFuryTrigger, "righteous fury");
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BUFF_TRIGGER(RetributionAuraTrigger, "retribution aura");
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BUFF_TRIGGER(SanctityAuraTrigger, "sanctity aura");
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class CrusaderAuraTrigger : public BuffTrigger
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{
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public:
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CrusaderAuraTrigger(PlayerbotAI* botAI) : BuffTrigger(botAI, "crusader aura") {}
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bool IsActive() override;
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};
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class SealTrigger : public BuffTrigger
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{
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public:
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SealTrigger(PlayerbotAI* botAI) : BuffTrigger(botAI, "seal") {}
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bool IsActive() override;
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};
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// judgements
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DEBUFF_TRIGGER(JudgementTrigger, "judgement");
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DEBUFF_TRIGGER(JudgementOfLightTrigger, "judgement of light");
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DEBUFF_TRIGGER(JudgementOfWisdomTrigger, "judgement of wisdom");
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DEBUFF_TRIGGER(ConsecrationTrigger, "consecration");
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// repentance triggers
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INTERRUPT_HEALER_TRIGGER(RepentanceOnHealerTrigger, "repentance on enemy healer");
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SNARE_TRIGGER(RepentanceSnareTrigger, "repentance on snare target");
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INTERRUPT_TRIGGER(RepentanceInterruptTrigger, "repentance");
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class BlessingOnPartyTrigger : public BuffOnPartyTrigger
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{
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public:
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BlessingOnPartyTrigger(PlayerbotAI* botAI)
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: BuffOnPartyTrigger(botAI, "blessing of kings,blessing of might,blessing of wisdom", 2 * 2000)
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{
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}
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};
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class BlessingTrigger : public BuffTrigger
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{
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public:
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BlessingTrigger(PlayerbotAI* botAI) : BuffTrigger(botAI, "blessing of sanctuary", 2 * 2000) {}
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bool IsActive() override;
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};
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class HammerOfJusticeInterruptSpellTrigger : public InterruptSpellTrigger
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{
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public:
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HammerOfJusticeInterruptSpellTrigger(PlayerbotAI* botAI) : InterruptSpellTrigger(botAI, "hammer of justice") {}
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};
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class HammerOfJusticeSnareTrigger : public SnareTargetTrigger
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{
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public:
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HammerOfJusticeSnareTrigger(PlayerbotAI* botAI) : SnareTargetTrigger(botAI, "hammer of justice") {}
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};
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class ArtOfWarTrigger : public HasAuraTrigger
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{
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public:
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ArtOfWarTrigger(PlayerbotAI* botAI) : HasAuraTrigger(botAI, "the art of war") {}
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};
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class ShadowResistanceAuraTrigger : public BuffTrigger
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{
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public:
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ShadowResistanceAuraTrigger(PlayerbotAI* botAI) : BuffTrigger(botAI, "shadow resistance aura") {}
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};
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class FrostResistanceAuraTrigger : public BuffTrigger
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{
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public:
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FrostResistanceAuraTrigger(PlayerbotAI* botAI) : BuffTrigger(botAI, "frost resistance aura") {}
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};
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class FireResistanceAuraTrigger : public BuffTrigger
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{
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public:
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FireResistanceAuraTrigger(PlayerbotAI* botAI) : BuffTrigger(botAI, "fire resistance aura") {}
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};
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class DevotionAuraTrigger : public BuffTrigger
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{
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public:
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DevotionAuraTrigger(PlayerbotAI* botAI) : BuffTrigger(botAI, "devotion aura") {}
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};
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BUFF_TRIGGER(ConcentrationAuraTrigger, "concentration aura");
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class CleanseCureDiseaseTrigger : public NeedCureTrigger
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{
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public:
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CleanseCureDiseaseTrigger(PlayerbotAI* botAI) : NeedCureTrigger(botAI, "cleanse", DISPEL_DISEASE) {}
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};
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class CleanseCurePartyMemberDiseaseTrigger : public PartyMemberNeedCureTrigger
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{
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public:
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CleanseCurePartyMemberDiseaseTrigger(PlayerbotAI* botAI)
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: PartyMemberNeedCureTrigger(botAI, "cleanse", DISPEL_DISEASE)
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{
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}
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};
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class CleanseCurePoisonTrigger : public NeedCureTrigger
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{
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public:
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CleanseCurePoisonTrigger(PlayerbotAI* botAI) : NeedCureTrigger(botAI, "cleanse", DISPEL_POISON) {}
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};
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class CleanseCurePartyMemberPoisonTrigger : public PartyMemberNeedCureTrigger
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{
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public:
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CleanseCurePartyMemberPoisonTrigger(PlayerbotAI* botAI)
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: PartyMemberNeedCureTrigger(botAI, "cleanse", DISPEL_POISON)
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{
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}
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};
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class CleanseCureMagicTrigger : public NeedCureTrigger
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{
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public:
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CleanseCureMagicTrigger(PlayerbotAI* botAI) : NeedCureTrigger(botAI, "cleanse", DISPEL_MAGIC) {}
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};
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class CleanseCurePartyMemberMagicTrigger : public PartyMemberNeedCureTrigger
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{
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public:
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CleanseCurePartyMemberMagicTrigger(PlayerbotAI* botAI) : PartyMemberNeedCureTrigger(botAI, "cleanse", DISPEL_MAGIC)
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{
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}
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};
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class HammerOfJusticeEnemyHealerTrigger : public InterruptEnemyHealerTrigger
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{
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public:
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HammerOfJusticeEnemyHealerTrigger(PlayerbotAI* botAI) : InterruptEnemyHealerTrigger(botAI, "hammer of justice") {}
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};
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class DivineFavorTrigger : public BuffTrigger
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{
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public:
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DivineFavorTrigger(PlayerbotAI* botAI) : BuffTrigger(botAI, "divine favor") {}
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};
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class TurnUndeadTrigger : public HasCcTargetTrigger
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{
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public:
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TurnUndeadTrigger(PlayerbotAI* botAI) : HasCcTargetTrigger(botAI, "turn undead") {}
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};
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DEBUFF_TRIGGER(AvengerShieldTrigger, "avenger's shield");
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class BeaconOfLightOnMainTankTrigger : public BuffOnMainTankTrigger
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{
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public:
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BeaconOfLightOnMainTankTrigger(PlayerbotAI* ai) : BuffOnMainTankTrigger(ai, "beacon of light", true) {}
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};
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class SacredShieldOnMainTankTrigger : public BuffOnMainTankTrigger
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{
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public:
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SacredShieldOnMainTankTrigger(PlayerbotAI* ai) : BuffOnMainTankTrigger(ai, "sacred shield", false) {}
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};
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class BlessingOfKingsOnPartyTrigger : public BuffOnPartyTrigger
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{
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public:
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BlessingOfKingsOnPartyTrigger(PlayerbotAI* botAI) : BuffOnPartyTrigger(botAI, "blessing of kings", 2 * 2000) {}
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};
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class BlessingOfWisdomOnPartyTrigger : public BuffOnPartyTrigger
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{
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public:
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BlessingOfWisdomOnPartyTrigger(PlayerbotAI* botAI)
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: BuffOnPartyTrigger(botAI, "blessing of might,blessing of wisdom", 2 * 2000)
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{
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}
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};
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class BlessingOfMightOnPartyTrigger : public BuffOnPartyTrigger
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{
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public:
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BlessingOfMightOnPartyTrigger(PlayerbotAI* botAI)
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: BuffOnPartyTrigger(botAI, "blessing of might,blessing of wisdom", 2 * 2000)
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{
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}
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};
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class BlessingOfSanctuaryOnPartyTrigger : public BuffOnPartyTrigger
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{
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public:
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BlessingOfSanctuaryOnPartyTrigger(PlayerbotAI* botAI)
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: BuffOnPartyTrigger(botAI, "blessing of sanctuary", 2 * 2000)
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{
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}
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};
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class AvengingWrathTrigger : public BoostTrigger
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{
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public:
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AvengingWrathTrigger(PlayerbotAI* botAI) : BoostTrigger(botAI, "avenging wrath") {}
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};
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#endif
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