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https://github.com/mod-playerbots/mod-playerbots.git
synced 2026-01-18 03:05:43 +00:00
shaman, rogue strategy port, use item action.
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@@ -43,7 +43,59 @@ void HealShamanStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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triggers.push_back(new TriggerNode("enemy out of spell", NextAction::array(0, new NextAction("reach spell", ACTION_NORMAL + 9), nullptr)));
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triggers.push_back(new TriggerNode("shaman weapon", NextAction::array(0, new NextAction("earthliving weapon", 22.0f), nullptr)));
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triggers.push_back(new TriggerNode("low mana", NextAction::array(0, new NextAction("mana tide totem", ACTION_EMERGENCY + 5), nullptr)));
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triggers.push_back(new TriggerNode("medium aoe", NextAction::array(0, new NextAction("healing stream totem", ACTION_LIGHT_HEAL), nullptr)));
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triggers.push_back(new TriggerNode(
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"group heal occasion",
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NextAction::array(0, new NextAction("chain heal", 22.0f), NULL)));
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triggers.push_back(new TriggerNode(
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"party member critical health",
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NextAction::array(0, new NextAction("riptide on party", 24.0f), new NextAction("lesser healing wave on party", 23.0f), NULL)));
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triggers.push_back(new TriggerNode(
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"party member low health",
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NextAction::array(0, new NextAction("riptide on party", 18.0f), new NextAction("lesser healing wave on party", 17.0f), NULL)));
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triggers.push_back(new TriggerNode(
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"party member medium health",
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NextAction::array(0, new NextAction("riptide on party", 15.0f), new NextAction("lesser healing wave on party", 14.0f), NULL)));
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triggers.push_back(new TriggerNode(
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"party member almost full health",
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NextAction::array(0, new NextAction("riptide on party", 12.0f), new NextAction("lesser healing wave on party", 11.0f), NULL)));
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triggers.push_back(new TriggerNode(
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"party member cleanse spirit poison",
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NextAction::array(0,
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new NextAction("cleanse spirit poison on party", ACTION_DISPEL + 2),
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new NextAction("cleansing totem", ACTION_DISPEL + 2),
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NULL)));
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triggers.push_back(new TriggerNode(
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"party member cleanse spirit disease",
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NextAction::array(0,
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new NextAction("cleanse spirit disease on party", ACTION_DISPEL + 2),
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new NextAction("cleansing totem", ACTION_DISPEL + 1),
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NULL)));
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triggers.push_back(new TriggerNode(
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"party member cleanse spirit curse",
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NextAction::array(0, new NextAction("cleanse spirit curse on party", ACTION_DISPEL + 2), NULL)));
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triggers.push_back(new TriggerNode(
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"no fire totem",
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NextAction::array(0, new NextAction("fire elemental totem", 11.0f), new NextAction("flametongue totem", 10.0f), NULL)));
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triggers.push_back(new TriggerNode(
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"no water totem",
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NextAction::array(0, new NextAction("healing stream totem", 13.0f), NULL)));
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triggers.push_back(new TriggerNode(
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"earth shield on main tank",
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NextAction::array(0, new NextAction("earth shield on main tank", ACTION_HIGH + 7), NULL)));
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triggers.push_back(new TriggerNode(
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"enemy too close for spell",
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NextAction::array(0, new NextAction("flee", 49.0f), NULL)));
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triggers.push_back(new TriggerNode("party member to heal out of spell range", NextAction::array(0, new NextAction("reach party member to heal", ACTION_CRITICAL_HEAL + 1), nullptr)));
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}
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