public static Composite CreatePriestShadowRest() { return(new PrioritySelector( Spell.Resurrect("Resurrection"), Rest.CreateDefaultRestBehaviour() )); }
public static Composite CreateMistweaverRest() { return(new PrioritySelector( CancelSoothingMistAsNeeded(), new Decorator( ret => !Spell.IsGlobalCooldown(), new PrioritySelector( CreateMistweaverMonkHealing(true), Rest.CreateDefaultRestBehaviour(null, "Resuscitate"), CreateMistweaverMonkHealing(false) ) ), Spell.WaitForCastOrChannel(), // HealerManager.CreateStayNearTankBehavior(), Spell.WaitForGlobalCooldown() )); }
public static Composite CreateMonkRest() { return(new PrioritySelector( new Decorator( ret => !Helpers.Rest.IsEatingOrDrinking, new PrioritySelector( // pickup free heals from Life Spheres new Decorator( ret => Me.HealthPercent < 95 && AnySpheres(SphereType.Life, SingularSettings.Instance.SphereDistanceAtRest), CreateMoveToSphereBehavior(SphereType.Life, SingularSettings.Instance.SphereDistanceAtRest) ), // pickup free chi from Chi Spheres new Decorator( ret => Me.CurrentChi < Me.MaxChi && AnySpheres(SphereType.Chi, SingularSettings.Instance.SphereDistanceAtRest), CreateMoveToSphereBehavior(SphereType.Chi, SingularSettings.Instance.SphereDistanceAtRest) ) ) ), Common.CreateMonkDpsHealBehavior(), // Rest up! Do this first, so we make sure we're fully rested. Rest.CreateDefaultRestBehaviour("Effuse", "Resuscitate") )); }
public static Composite CreateShadowPriestRestBehavior() { return(new PrioritySelector( Spell.BuffSelf("Dispersion", ret => Me.ManaPercent < SingularSettings.Instance.MinMana && Me.IsSwimming), Rest.CreateDefaultRestBehaviour("Shadow Mend", "Resurrection"), Common.CreatePriestMovementBuffOnTank("Rest") )); }
public static Composite CreateUnholylDeathKnightRest() { return(new PrioritySelector( Spell.WaitForCastOrChannel(), UnholyCastRaiseDead(), Rest.CreateDefaultRestBehaviour() )); }
public static Composite CreatePaladinHolyRest() { return(new PrioritySelector( // Rest up damnit! Do this first, so we make sure we're fully rested. Rest.CreateDefaultRestBehaviour(), // Can we res people? Spell.Resurrect("Redemption"))); }
public static Composite CreateProtectionRest() { return(new PrioritySelector( // Rest up damnit! Do this first, so we make sure we're fully rested. Spell.BuffSelf("Consecration", ret => Me.HealthPercent < 70 && SpellManager.CanCast("Light of the Protector")), // 20% Extra health boost. Rest.CreateDefaultRestBehaviour("Light of the Protector", "Redemption") )); }
public static Composite CreateMistweaverMonkRestBehavior() { return(new PrioritySelector( CreateMistweaverMonkHealing(true), Rest.CreateDefaultRestBehaviour(), Spell.Resurrect("Resuscitate"), CreateMistweaverMonkHealing(false) )); }
public static Composite CreateRogueRest() { return(new PrioritySelector( Spell.BuffSelf("Stealth", ret => StyxWoW.Me.HasAura("Food")), new Decorator( ret => StyxWoW.Me.HasAura("Vanish") && StyxWoW.Me.CurrentMap.IsContinent, new ActionAlwaysSucceed()), Rest.CreateDefaultRestBehaviour() )); }
public static Composite CreateDemonHunterRest() { return(new PrioritySelector( new Decorator( ret => Settings.OOCUseSoulFragments && !Rest.IsEatingOrDrinking && Me.HealthPercent <= Settings.OOCSoulFragmentHealthPercent, CreateCollectFragmentsBehavior(Settings.OOCSoulFragmentRange) ), Rest.CreateDefaultRestBehaviour() )); }
public static Composite CreateShamanElementalRest() { return (new PrioritySelector( new Decorator( ret => !StyxWoW.Me.HasAura("Drink") && !StyxWoW.Me.HasAura("Food"), CreateShamanElementalHeal()), Rest.CreateDefaultRestBehaviour(), Spell.Resurrect("Ancestral Spirit") )); }
public static Composite CreateRestoDruidRest() { return(new PrioritySelector( new Decorator( req => !Rest.IsEatingOrDrinking, CreateRestoNonCombatHeal(true) ), Rest.CreateDefaultRestBehaviour(null, "Revive"), CreateRestoNonCombatHeal(false) )); }
public static Composite CreatePaladinHolyRest() { return(new PrioritySelector( // Heal self before resting. There is no need to eat while we have 100% mana CreatePaladinHealBehavior(true), // Rest up damnit! Do this first, so we make sure we're fully rested. Rest.CreateDefaultRestBehaviour(), // Can we res people? Spell.Resurrect("Redemption"), // Make sure we're healing OOC too! CreatePaladinHealBehavior(false, false))); }
public static Composite CreatePaladinRetributionRest() { return(new PrioritySelector( Spell.WaitForCastOrChannel(), new Decorator( ret => !Spell.IsGlobalCooldown(), new PrioritySelector( Rest.CreateDefaultRestBehaviour("Flash of Light", "Redemption") ) ) )); }
public static Composite CreateRestoDruidHealRest() { return(new PrioritySelector( Spell.WaitForCast(), // Heal self before resting. There is no need to eat while we have 100% mana CreateRestoDruidHealOnlyBehavior(true), // Rest up damnit! Do this first, so we make sure we're fully rested. Rest.CreateDefaultRestBehaviour(), // Can we res people? Spell.Resurrect("Revive"), // Make sure we're healing OOC too! CreateRestoDruidHealOnlyBehavior(false, false))); }
public static Composite CreateWarlockRest() { return(new PrioritySelector( new Decorator(ctx => SingularSettings.Instance.DisablePetUsage && StyxWoW.Me.GotAlivePet, new Action(ctx => Lua.DoString("PetDismiss()"))), new Decorator( ctx => StyxWoW.Me.CastingSpell != null && StyxWoW.Me.CastingSpell.Name.Contains("Summon") && StyxWoW.Me.GotAlivePet, new Action(ctx => SpellManager.StopCasting())), Spell.WaitForCast(false), Spell.BuffSelf("Life Tap", ret => StyxWoW.Me.ManaPercent < 80 && StyxWoW.Me.HealthPercent > 60 && !StyxWoW.Me.HasAnyAura("Drink", "Food")), UseHealthStoneBehavior(ret => StyxWoW.Me.HealthPercent < 80), Rest.CreateDefaultRestBehaviour() )); }
public static Composite CreateDiscRest() { return(new PrioritySelector( new Decorator( req => SingularRoutine.CurrentWoWContext != WoWContext.Normal, CreateDiscDiagnosticOutputBehavior("REST") ), CreateSpiritShellCancel(), Rest.CreateDefaultRestBehaviour(SingularRoutine.CurrentWoWContext == WoWContext.Normal ? "Flash Heal" : null, "Resurrection"), CreateDiscOutOfCombatHeal(), Common.CreatePriestMovementBuffOnTank("Rest") )); }
public static Composite CreateHolyRest() { return(new PrioritySelector( CreateHolyDiagnosticOutputBehavior("REST"), // Heal self before resting. There is no need to eat while we have 100% mana CreateHolyHealOnlyBehavior(true, false), // Rest up damnit! Do this first, so we make sure we're fully rested. Rest.CreateDefaultRestBehaviour(SingularRoutine.CurrentWoWContext == WoWContext.Normal ? "Flash Heal" : null, "Resurrection"), // Make sure we're healing OOC too! CreateHolyHealOnlyBehavior(false, false), // now buff our movement if possible Common.CreatePriestMovementBuffOnTank("Rest") )); }
public static Composite CreatePaladinHolyRest() { return(new PrioritySelector( Spell.WaitForCast(), new Decorator( ret => !Spell.IsGlobalCooldown(), new PrioritySelector( // Heal self before resting. There is no need to eat while we have 100% mana CreatePaladinHealBehavior(true), // Rest up damnit! Do this first, so we make sure we're fully rested. Rest.CreateDefaultRestBehaviour(null, "Redemption"), // Make sure we're healing OOC too! CreatePaladinHealBehavior(false, false) ) ) )); }
public static Composite CreateElementalRest() { return(new PrioritySelector( Spell.WaitForCast(), new Decorator( ret => !Spell.IsGlobalCooldown(), new PrioritySelector( Common.CreateShamanDpsHealBehavior(), Rest.CreateDefaultRestBehaviour("Healing Surge", "Ancestral Spirit"), Common.CreateShamanMovementBuff() ) ) )); }
public static Composite CreateMonkRest() { return(new PrioritySelector( new Decorator( ret => Me.HealthPercent < 95 && AnySpheres(SphereType.Life, MonkSettings.SphereDistanceAtRest), CreateMoveToSphereBehavior(SphereType.Life, MonkSettings.SphereDistanceAtRest) ), new Decorator( ret => Me.CurrentChi < Me.MaxChi && AnySpheres(SphereType.Chi, MonkSettings.SphereDistanceAtRest), CreateMoveToSphereBehavior(SphereType.Chi, MonkSettings.SphereDistanceAtRest) ), // Rest up damnit! Do this first, so we make sure we're fully rested. Rest.CreateDefaultRestBehaviour(), // Can we res people? Spell.Resurrect("Resuscitate") )); }
public static Composite CreateBalanceAndDruidFeralRest() { return(new PrioritySelector( Spell.WaitForCast(false), new Decorator( ret => !Spell.IsGlobalCooldown(false, false), new PrioritySelector( Spell.Heal("Healing Touch", ctx => Me, ret => !StyxWoW.Me.HasAura("Drink") && !StyxWoW.Me.HasAura("Food") && Me.GetPredictedHealthPercent(true) <= SingularSettings.Instance.IgnoreHealTargetsAboveHealth), Rest.CreateDefaultRestBehaviour(), Spell.Resurrect("Revive") ) ) )); }
public static Composite CreateShamanLowbieRest() { return(Rest.CreateDefaultRestBehaviour("Healing Surge", "Ancestral Spirit")); }