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[Class spell] Hunter auto shot
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@@ -79,7 +79,7 @@ void GenericHunterStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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CombatStrategy::InitTriggers(triggers);
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triggers.push_back(new TriggerNode("enemy is close",
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triggers.push_back(new TriggerNode("enemy within melee",
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NextAction::array(0,
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new NextAction("wing clip", ACTION_HIGH + 1),
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new NextAction("mongoose bite", ACTION_HIGH),
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@@ -88,7 +88,7 @@ void GenericHunterStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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triggers.push_back(new TriggerNode("hunters pet medium health", NextAction::array(0, new NextAction("mend pet", ACTION_HIGH + 2), nullptr)));
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// triggers.push_back(new TriggerNode("no ammo", NextAction::array(0, new NextAction("switch to melee", ACTION_HIGH + 1), new NextAction("say::no ammo", ACTION_HIGH), nullptr)));
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triggers.push_back(new TriggerNode("aspect of the viper", NextAction::array(0, new NextAction("aspect of the viper", ACTION_HIGH), NULL)));
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triggers.push_back(new TriggerNode("enemy too close for shoot", NextAction::array(0, new NextAction("flee", ACTION_MOVE + 9), nullptr)));
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triggers.push_back(new TriggerNode("enemy too close for auto shot", NextAction::array(0, new NextAction("flee", ACTION_MOVE + 9), nullptr)));
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triggers.push_back(new TriggerNode("misdirection on main tank", NextAction::array(0, new NextAction("misdirection on main tank", ACTION_HIGH + 7), NULL)));
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triggers.push_back(new TriggerNode("tranquilizing shot", NextAction::array(0, new NextAction("tranquilizing shot", 61.0f), NULL)));
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