void DoNonCombatActions() { //if eating or drinking don't do anything if (me->HasAura(10256) || me->HasAura(1137)) return; Feast(); //buff master if (!HasAuraName(master, SPELL_PRAYER_OF_SHADOW, 0) && isTimerReady(uiGc_Timer)) doCast(master, SPELL_PRAYER_OF_SHADOW, true); if (!HasAuraName(master, SPELL_FEAR_WARD, 0) && isTimerReady(uiGc_Timer)) doCast(master, SPELL_FEAR_WARD, true); if (!HasAuraName(master, SPELL_DIVINE_SPIRIT, 0) && isTimerReady(uiGc_Timer)) { doCast(master, SPELL_DIVINE_SPIRIT, true); GiveManaBack(); } //buff myself if (!me->HasAura(SPELL_INNER_FIRE, 0) && isTimerReady(uiGc_Timer)) doCast(me, SPELL_INNER_FIRE, true); if (!me->HasAura(SPELL_PW_FORTITUDE, 0) && isTimerReady(uiGc_Timer)) doCast(me, SPELL_PW_FORTITUDE, true); //buff and heal master's group if (master->GetGroup()) RezGroup(SPELL_RESURRECTION, master); }
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 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 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 */ }