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Mage Overhaul
Hello everyone, Back again with another class overhaul. Here is a list of what changes have been made: 1. Consolidated the AoE strategies into "aoe". For light aoe (2+ enemies) the mage will use Cone of Cold (frost)/Arcane Explosion (Arcane)/Multi-Dot with Living Bomb (Fire/Frostfire). For medium aoe (3+ enemies) they will use Flamestrike -> Blizzard. Also, the mage will automatically cancel channeling their blizzard if there is less than 2 enemies around. This is huge, since the mage would often stand there and finish their entire channel during a boss fight after the adds died. 2. Organized actions, triggers, and the aiobjectcontext 3. Enabled Deep Freeze to be casted on bosses regardless of their immune status. Big benefit for frost dps on boss fights. 4. Slight tweaks in the conf so Arcane gets Arcane Barrage and Frostfire gets 2/2 Firestarter 5. Streamlined Arcane DPS to use Missile Barrage proc when at 4 stacks of Arcane Blast 5. Streamlined Fire/Frostfire DPS to keep Improved Scorch active (5% spell crit) unless there is a debuff of equal type 6. Added "firestarter" strategy, that utilizes the Fire talent Firestarter better. The mage will multi-dot Living Bomb while running towards melee, and cast Dragon's Breath -> instant cast Flamestrike -> Blast Wave -> instant cast Flamestrike -> Blizzard for bonkers damage. Disabled by default - not everyone wants their mages running into melee. Enable by typing "co +firestarter" on fire and frostfire mages. 7. Streamlined Frost DPS by finally adding support for Cold Snap for mages. It will proc when both Icy Veins and Deep Freeze are on cooldown. There is an exception to this - if the mage is level 30-59, it will not check for Deep Freeze - only Icy Veins. 8. Added Conjure Mana Gem support in the generic non-combat strategy and Use Mana Gem support in the generic combat strategy. This might be the biggest benefit of the overhaul - the gem has a 90 second cooldown, not shared with mana potions. It really prevents the mage from gassing out in longer fights. And the mana gem has 3 charges! 9. Added Mana Shield ability, which triggers on low health. 10. Changed Mirror Image from a boost ability to an anti-threat tool. Not many people know this, but it's best use in PvE is it's anti-threat modifier: "Mod Total Threat - Temporary Value: -90000000". It also doesn't do good damage, and is essentially used best as a pre-pull spell. But until the mages know how to react to a pull-timer, it's going to be used to reduce threat. Let me know what y'all think!
This commit is contained in:
@@ -4,9 +4,9 @@
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*/
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#include "ArcaneMageStrategy.h"
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#include "Playerbots.h"
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// ===== Action Node Factory =====
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class ArcaneMageStrategyActionNodeFactory : public NamedObjectFactory<ActionNode>
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{
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public:
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@@ -15,69 +15,48 @@ public:
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creators["arcane blast"] = &arcane_blast;
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creators["arcane barrage"] = &arcane_barrage;
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creators["arcane missiles"] = &arcane_missiles;
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// creators["firebolt"] = &firebolt;
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creators["fire blast"] = &fire_blast;
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creators["frostbolt"] = &frostbolt;
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creators["arcane power"] = &arcane_power;
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creators["icy veins"] = &icy_veins;
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}
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private:
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static ActionNode* arcane_blast([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("arcane blast",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("arcane missiles"), nullptr),
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/*C*/ nullptr);
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}
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static ActionNode* arcane_barrage([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("arcane barrage",
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/*P*/ nullptr,
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/*A*/ nullptr,
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/*C*/ nullptr);
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}
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static ActionNode* arcane_missiles([[maybe_unused]] PlayerbotAI* botAI)
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{
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return new ActionNode("arcane missiles",
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/*P*/ nullptr,
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/*A*/ NextAction::array(0, new NextAction("fireball"), nullptr),
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/*C*/ nullptr);
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}
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// static ActionNode* firebolt([[maybe_unused]] PlayerbotAI* botAI)
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// {
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// return new ActionNode ("firebolt",
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// /*P*/ nullptr,
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// /*A*/ NextAction::array(0, new NextAction("shoot"), nullptr),
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// /*C*/ nullptr);
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// }
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static ActionNode* arcane_blast(PlayerbotAI*) { return new ActionNode("arcane blast", nullptr, nullptr, nullptr); }
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static ActionNode* arcane_barrage(PlayerbotAI*) { return new ActionNode("arcane barrage", nullptr, nullptr, nullptr); }
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static ActionNode* arcane_missiles(PlayerbotAI*) { return new ActionNode("arcane missiles", nullptr, nullptr, nullptr); }
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static ActionNode* fire_blast(PlayerbotAI*) { return new ActionNode("fire blast", nullptr, nullptr, nullptr); }
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static ActionNode* frostbolt(PlayerbotAI*) { return new ActionNode("frostbolt", nullptr, nullptr, nullptr); }
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static ActionNode* arcane_power(PlayerbotAI*) { return new ActionNode("arcane power", nullptr, nullptr, nullptr); }
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static ActionNode* icy_veins(PlayerbotAI*) { return new ActionNode("icy veins", nullptr, nullptr, nullptr); }
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};
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// ===== Single Target Strategy =====
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ArcaneMageStrategy::ArcaneMageStrategy(PlayerbotAI* botAI) : GenericMageStrategy(botAI)
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{
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actionNodeFactories.Add(new ArcaneMageStrategyActionNodeFactory());
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}
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// ===== Default Actions =====
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NextAction** ArcaneMageStrategy::getDefaultActions()
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{
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return NextAction::array(0, new NextAction("arcane blast", ACTION_DEFAULT + 0.3f),
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new NextAction("frostbolt", ACTION_DEFAULT + 0.2f), // arcane immune target
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new NextAction("fire blast", ACTION_DEFAULT + 0.1f), // cast during movement
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new NextAction("shoot", ACTION_DEFAULT), nullptr);
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return NextAction::array(0, new NextAction("arcane blast", 5.6f),
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new NextAction("arcane missiles", 5.5f),
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new NextAction("arcane barrage", 5.4f), // cast while moving
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new NextAction("fire blast", 5.3f), // cast while moving if arcane barrage isn't available/learned
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new NextAction("frostbolt", 5.2f), // for arcane immune targets
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new NextAction("shoot", 5.1f), nullptr);
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}
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// ===== Trigger Initialization ===
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void ArcaneMageStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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GenericMageStrategy::InitTriggers(triggers);
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triggers.push_back(
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new TriggerNode("arcane blast stack", NextAction::array(0, new NextAction("arcane missiles", 15.0f), NULL)));
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// Cooldown Triggers
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triggers.push_back(new TriggerNode("arcane power", NextAction::array(0, new NextAction("arcane power", 29.0f), nullptr)));
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triggers.push_back(new TriggerNode("icy veins", NextAction::array(0, new NextAction("icy veins", 28.5f), nullptr)));
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// Proc Trigger
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triggers.push_back(new TriggerNode("arcane blast 4 stacks and missile barrage", NextAction::array(0, new NextAction("arcane missiles", 15.0f), nullptr)));
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}
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void ArcaneMageAoeStrategy::InitTriggers(std::vector<TriggerNode*>& triggers)
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{
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// triggers.push_back(new TriggerNode(
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// "high aoe",
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// NextAction::array(0, new NextAction("arcane explosion", 39.0f), NULL)));
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triggers.push_back(new TriggerNode("medium aoe", NextAction::array(0, new NextAction("blizzard", 40.0f), NULL)));
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}
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