increase revive spell priority

This commit is contained in:
Yunfan Li
2023-07-15 11:28:39 +08:00
parent 6ff7ebec02
commit 68adc0e81a
4 changed files with 4 additions and 4 deletions

View File

@@ -87,7 +87,7 @@ void GenericDruidNonCombatStrategy::InitTriggers(std::vector<TriggerNode*>& trig
triggers.push_back(new TriggerNode("thorns", NextAction::array(0, new NextAction("thorns", 12.0f), nullptr)));
// triggers.push_back(new TriggerNode("cure poison", NextAction::array(0, new NextAction("abolish poison", 21.0f), nullptr)));
triggers.push_back(new TriggerNode("party member cure poison", NextAction::array(0, new NextAction("abolish poison on party", 20.0f), nullptr)));
triggers.push_back(new TriggerNode("party member dead", NextAction::array(0, new NextAction("revive", 22.0f), nullptr)));
triggers.push_back(new TriggerNode("party member dead", NextAction::array(0, new NextAction("revive", ACTION_CRITICAL_HEAL + 10), nullptr)));
// triggers.push_back(new TriggerNode("low mana", NextAction::array(0, new NextAction("innervate", ACTION_EMERGENCY + 5), nullptr)));
// triggers.push_back(new TriggerNode("swimming", NextAction::array(0, new NextAction("aquatic form", 1.0f), nullptr)));
triggers.push_back(new TriggerNode("often", NextAction::array(0, new NextAction("apply oil", 1.0f), nullptr)));