void DoNonCombatActions() { if (me->HasAura(SPELL_DEVOTION_AURA)) Aura = DevotionAura; else if (me->HasAura(SPELL_FIRE_RESISTANCE_AURA)) Aura = FireResistanceAura; else Aura = NoAura; //buff myself if (!master->HasAura(SPELL_DEVOTION_AURA) && isTimerReady(uiGc_Timer)) doCast(me, SPELL_DEVOTION_AURA, true); else // I already have devotion aura and its not mine, cast different aura if (master->HasAura(SPELL_DEVOTION_AURA) && !master->HasAura(SPELL_DEVOTION_AURA, me->GetGUID()) && Aura == NoAura && isTimerReady(uiGc_Timer)) doCast(me, SPELL_FIRE_RESISTANCE_AURA, true); if (!me->HasAura(SPELL_SEAL_OF_LIGHT) && isTimerReady(uiGc_Timer)) doCast(me, SPELL_SEAL_OF_LIGHT, true); //buff and heal master's group if (master->GetGroup()) { RezGroup(SPELL_REDEMPTION, master); BuffAndHealGroup(master); CureGroup(master); } }
void UpdateAI(uint32 diff) { ReduceCD(diff); if (IAmDead()) return; if (!me->GetVictim()) Evade(); if (clearcast && !me->IsNonMeleeSpellCast(false)) { if (Aura* potency = me->GetAura(ARCANE_POTENCY_BUFF)) { if (potency->GetCharges() == 1) clearcast = false; potency->DropCharge(AURA_REMOVE_BY_EXPIRE); if (me->HasAura(CLEARCASTBUFF)) { me->ModifyPower(POWER_MANA, cost); me->RemoveAurasDueToSpell(CLEARCASTBUFF, me->GetGUID(), 0, AURA_REMOVE_BY_EXPIRE); } } } CheckAuras(); if (wait == 0) wait = GetWait(); else return; BreakCC(diff); if (CCed(me) && (!ICEBLOCK || !me->HasAura(ICEBLOCK))) return;//TODO CheckBlink(diff); CheckPoly(diff); CheckPots(diff); //CureTarget(master, REMOVE_CURSE, diff); //CureTarget(me, REMOVE_CURSE, diff); CureGroup(master, REMOVE_CURSE, diff); FocusMagic(diff); BuffAndHealGroup(master, diff); if (!me->IsInCombat()) DoNonCombatActions(diff); if (!CheckAttackTarget(CLASS_MAGE)) return; CheckPoly2();//this should go AFTER getting opponent Counter(); CheckSpellSteal(diff); DoNormalAttack(diff); }
void UpdateAI(const uint32 diff) { DoMeleeAttackIfReady(); if (IAmDead()) return; ReduceCD(diff); opponent = me->getVictim(); if (!opponent ) { ResetOrGetNextTarget(); DoNonCombatActions(); return; } me->ApplySpellImmune(0, IMMUNITY_STATE, SPELL_AURA_MOD_TAUNT, true); me->ApplySpellImmune(0, IMMUNITY_EFFECT, SPELL_EFFECT_ATTACK_ME, true); if (me->GetHealth() < me->GetMaxHealth()*0.5 && isTimerReady(uiPotion_Timer)) { doCast(me, SPELL_HEALING_POTION); uiPotion_Timer = 60000; } oom_spam = false; //buff and heal master's group if (master->GetGroup()) { BuffAndHealGroup(master); CureGroup(master); } // Heal myself HealTarget (me, me->GetHealth() * 100 / me->GetMaxHealth()); DoNormalAttack(diff); Counter(diff); ScriptedAI::UpdateAI(diff); }
void DoNonCombatActions() { Feast(); if (isTimerReady(uiGc_Timer) && !me->HasAura(SPELL_LIGHTNING_SHIELD, 0)) doCast(me, SPELL_LIGHTNING_SHIELD); if (master->GetGroup()) { RezGroup(SPELL_ANCESTRAL_SPIRIT, master); BuffAndHealGroup(master); } /* TESTING */ Group::MemberSlotList const &a =((Player*)master)->GetGroup()->GetMemberSlots(); for (Group::member_citerator itr = a.begin(); itr != a.end(); itr++) { Player* tPlayer = ((Player *)master)->GetObjPlayer(itr->guid); if (tPlayer == NULL) continue; //healing others if (tPlayer->isAlive() && isTimerReady(uiOthersHeal_Timer) && tPlayer->GetGUID() != master->GetGUID() && tPlayer->GetHealth() * 100 / tPlayer->GetMaxHealth() < 75 && CanCast(tPlayer, GetSpellStore()->LookupEntry(SPELL_CHAIN_HEAL))) { doCast(tPlayer, SPELL_CHAIN_HEAL, false); uiOthersHeal_Timer = 100; } //rezzes if (tPlayer->isDead() && !me->isInCombat() && me->GetDistance(tPlayer) < 40 && isTimerReady(uiRez_Timer)) { char* str = (char *)malloc(32); sprintf(str, "Resucitando a %s", tPlayer->GetName()); me->MonsterSay(str, LANG_UNIVERSAL, NULL); free(str); doCast(tPlayer, SPELL_ANCESTRAL_SPIRIT, false); uiRez_Timer = 160; } } /* TESTING */ if ((master->GetHealth() * 100 / master->GetMaxHealth() < 90) && uiLesserHealing_Timer <= 0) { doCast(master, SPELL_LESSER_HEALING); uiLesserHealing_Timer = 90; uiHeal_Timer = uiHeal_Timer + 5; //wait 5 seconds before casting a real heal return; } else if (uiLesserHealing_Timer >= 0) --uiLesserHealing_Timer; if ((master->GetHealth() * 100 / master->GetMaxHealth() < 75) && isTimerReady(uiHeal_Timer)) { doCast(master, SPELL_CHAIN_HEAL); uiHeal_Timer = 10; } if (me->GetHealth() * 100 / me->GetMaxHealth() < 90) { if (uiSelfLesserHealing_Timer <= 0) { doCast(me, SPELL_LESSER_HEALING); uiSelfLesserHealing_Timer = 90; return; } else if (uiSelfLesserHealing_Timer >= 0) --uiSelfLesserHealing_Timer; } }
void UpdateAI(const uint32 diff) { DoMeleeAttackIfReady(); decrementTimers(); if (IAmDead()) return; if (me->GetPower(POWER_MANA) < 400 && isTimerReady(uiPotion_Timer)) { doCast(me, SPELL_MANA_POTION); uiPotion_Timer = 150; } if (me->GetPower(POWER_MANA)/me->GetMaxPower(POWER_MANA) < 10) { if (uiOom_Timer == 0) uiOom_Timer = 1; } BuffAndHealGroup(master); // Heal myself HealTarget (me, me->GetHealth() * 100 / me->GetMaxHealth()); //the rest are combat so return if not fighting opponent = SelectTarget(SELECT_TARGET_TOPAGGRO, 0); if (!opponent && !me->getVictim()) { DoNonCombatActions(); ResetOrGetNextTarget(); return; } //Cast totems. if (me->isInCombat() && isTimerReady(uiEarthTotem_Timer) && !master->HasAura(SPELL_STONE_SKIN_AURA, 0)) { doCast(me, SPELL_STONE_SKIN_TOTEM); GiveManaBack(); uiEarthTotem_Timer = 90; return; } if (me->isInCombat() && isTimerReady(uiFireTotem_Timer)) { doCast(me, SPELL_SEARING_TOTEM); GiveManaBack(); uiFireTotem_Timer = 180; return; } if (me->isInCombat() && isTimerReady(uiWindTotem_Timer)) { doCast(me, SPELL_WINDFURY_TOTEM); GiveManaBack(); uiWindTotem_Timer = 180; return; } if (me->isInCombat()) { switch(master->getClass()) { case CLASS_WARRIOR: case CLASS_DEATH_KNIGHT: case CLASS_ROGUE: if (isTimerReady(uiWaterTotem_Timer) && !master->HasAura(SPELL_HEALING_STREAM_AURA)) { doCast(me, SPELL_HEALING_STREAM_TOTEM); uiWaterTotem_Timer = 90; GiveManaBack(); return; } break; default: //everyone else gets a mana totem if (isTimerReady (uiWaterTotem_Timer) && !master->HasAura(SPELL_MANA_SPRING_AURA, 0)) { doCast(me, SPELL_MANA_SPRING_TOTEM); uiWaterTotem_Timer = 90; GiveManaBack(); return; } } } if (isTimerReady(uiFlameShock_Timer)) { doCast(opponent, SPELL_FLAME_SHOCK); uiFlameShock_Timer = 120; return; } if (isTimerReady(uiLightningBolt_Timer)) { doCast(opponent, SPELL_LIGHTNING_BOLT); uiLightningBolt_Timer = 180; return; } if (isTimerReady(uiEarthShock_Timer)) { doCast(opponent, SPELL_EARTH_SHOCK); uiEarthShock_Timer = 250; return; } //now try to heal bots and pets. DoSelectLowestHpFriendly will get //everyone in group including bots and pets. Unfortunately it can //not be triggered for % of lost HP, so we just set it to -1000. //This means low level players wont be healed because they wont have //enough HP. Unit* target = DoSelectLowestHpFriendly(40, 1000); if (target) { if (CanCast(target, GetSpellStore()->LookupEntry (SPELL_CHAIN_HEAL))) { doCast(target, SPELL_CHAIN_HEAL, false); uiOthersHeal_Timer = 50; } } else { target = DoSelectLowestHpFriendly(40, 500); //now try someone with less HP lost if (target) { if (CanCast(target, GetSpellStore()->LookupEntry (SPELL_CHAIN_HEAL))) { doCast(target, SPELL_CHAIN_HEAL, false); uiOthersHeal_Timer = 100; } } } ScriptedAI::UpdateAI(diff); }
void DoNonCombatActions() { Feast(); if(isTimerReady(GC_Timer) && !m_creature->HasAura(SPELL_LIGHTNING_SHIELD, 0)) doCast(m_creature, SPELL_LIGHTNING_SHIELD); //Casts buffs // if(!m_creature->isInCombat()) // { //if(!m_creature->HasAura(SPELL_WINDFURY_WEAPON, 0)) doCast(m_creature, SPELL_WINDFURY_WEAPON); // if(isTimerReady(GC_Timer) && !m_creature->HasAura(SPELL_LIGHTNING_SHIELD, 0)) // doCast(m_creature, SPELL_LIGHTNING_SHIELD); // } //Heal/rez others // //check group members, this doesn't check bots/pets. They will be done later. Preference //goes to real players first. // //buff and heal group if(master->GetGroup()) { RezGroup(SPELL_SHAMAN_REZZ, master); BuffAndHealGroup(master); // CureGroup(master); } /* TESTING */ Group::MemberSlotList const &a =((Player*)master)->GetGroup()->GetMemberSlots(); for(Group::member_citerator itr = a.begin(); itr != a.end(); itr++) { Player *tPlayer = ((Player *)master)->GetObjPlayer(itr->guid); if(tPlayer == NULL) continue; //healing others if(tPlayer->isAlive() && isTimerReady(Others_Heal_Timer) && tPlayer->GetGUID() != master->GetGUID() && tPlayer->GetHealth()*100 / tPlayer->GetMaxHealth() < 75 && CanCast(tPlayer, GetSpellStore()->LookupEntry (SPELL_CHAIN_HEAL))) { doCast(tPlayer, SPELL_CHAIN_HEAL, false); Others_Heal_Timer = 100; } //rezzes if(tPlayer->isDead() && !m_creature->isInCombat() && //CanCast(tPlayer, GetSpellStore()->LookupEntry (SPELL_SHAMAN_REZZ)) && m_creature->GetDistance(tPlayer) < 40 && isTimerReady(Rez_Timer)) { char *str = (char *)malloc(32); sprintf(str, "Rezzing %s", tPlayer->GetName()); m_creature->MonsterSay(str, LANG_UNIVERSAL, NULL); free(str); doCast(tPlayer, SPELL_SHAMAN_REZZ, false); Rez_Timer = 160; } } /* TESTING */ /* TESTING */ if((master->GetHealth()*100 / master->GetMaxHealth() < 90) && Lesser_Healing_Timer <= 0) { doCast(master, SPELL_LESSER_HEALING); Lesser_Healing_Timer = 90; Heal_Timer = Heal_Timer + 5; //wait 5 seconds before casting a real heal //if(master->isInCombat()) && master->getVictim() == NULL) return; return; } else if(Lesser_Healing_Timer >= 0) --Lesser_Healing_Timer; if((master->GetHealth()*100 / master->GetMaxHealth() < 75) && isTimerReady(Heal_Timer)) { doCast(master, SPELL_CHAIN_HEAL); Heal_Timer = 10; } if(m_creature->GetHealth()*100 / m_creature->GetMaxHealth() < 90) { if(Self_Lesser_Healing_Timer <= 0) { doCast(m_creature, SPELL_LESSER_HEALING); Self_Lesser_Healing_Timer = 90; return; } else if(Self_Lesser_Healing_Timer >= 0) --Self_Lesser_Healing_Timer; } /* TESTING */ }
void UpdateAI(const uint32 diff) { decrementTimers(); if (IAmDead()) return; if (!me->isInCombat()) DoNonCombatActions(); //buff and heal master's group BuffAndHealGroup(master); //check group members Group::MemberSlotList const &a =((Player*)master)->GetGroup()->GetMemberSlots(); for (Group::member_citerator itr = a.begin(); itr != a.end(); itr++) { Player *tPlayer = ((Player *)master)->GetObjPlayer(itr->guid); if (tPlayer == NULL) continue; } //if low on mana, drink a potion if (me->GetPower(POWER_MANA) < 400 && isTimerReady(uiPotion_Timer)) { doCast(me, SPELL_MANA_POTION, true); uiPotion_Timer = 1500; } //if after drinking a potion still low on mana //let everyone know that you are oom. if (me->GetPower(POWER_MANA)/me->GetMaxPower(POWER_MANA) < 10) { if (uiOom_Timer == 0) uiOom_Timer = 1; } // Heal myself if (me->GetHealth() * 100 / me->GetMaxHealth() < 90) { if (uiFade_Timer <= 0 && me->isInCombat() && isTimerReady(uiFade_Timer)) { doCast(me, SPELL_FADE); uiFade_Timer = 30; return; } HealTarget (me, me->GetHealth() * 100 / me->GetMaxHealth()); } //now try to heal bots and pets. DoSelectLowestHpFriendly will get //everyone in group including bots and pets. Unfortunately it can //not be triggered for % of lost HP, so we just set it to -1000. //This means low level players wont be healed because they wont have //enough HP. if (isTimerReady(uiOthersHeal_Timer)) { Unit* target; if (target = DoSelectLowestHpFriendly(40, 1000)) { doCast(target, SPELL_HEAL, false); GiveManaBack(); uiOthersHeal_Timer = 50; } else if (target = DoSelectLowestHpFriendly(40, 500)) { if (!target->HasAura(SPELL_RENEW, 0)) { doCast(target, SPELL_RENEW, false); GiveManaBack(); uiOthersHeal_Timer = 100; } } } }