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increase revive spell priority
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@@ -15,7 +15,7 @@ void GenericPaladinNonCombatStrategy::InitTriggers(std::vector<TriggerNode*>& tr
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{
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NonCombatStrategy::InitTriggers(triggers);
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triggers.push_back(new TriggerNode("party member dead", NextAction::array(0, new NextAction("redemption", 30.0f), nullptr)));
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triggers.push_back(new TriggerNode("party member dead", NextAction::array(0, new NextAction("redemption", ACTION_CRITICAL_HEAL + 10), nullptr)));
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triggers.push_back(new TriggerNode("party member almost full health", NextAction::array(0, new NextAction("flash of light on party", 25.0f), NULL)));
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triggers.push_back(new TriggerNode("party member medium health", NextAction::array(0, new NextAction("holy light on party", 26.0f), NULL)));
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triggers.push_back(new TriggerNode("party member low health", NextAction::array(0, new NextAction("holy light on party", 27.0f), NULL)));
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