static CharacterAbilityTrees() { frostBiteCurseAbility.buffDebuffName = CharAbilities.frostbiteBuff; frostBiteCurseAbility.minimumIntervalBetweenUsagesMs = 2000; frostBiteCurseAbility.activationComposite = CharAbilities.ComboHotkey(x => Keys.LControlKey, x => Keys.Q); steelSkinAbility.activationComposite = CharAbilities.ComboHotkey(x => Keys.LControlKey, x => Keys.H); steelSkinAbility.skillCooldownMs = 500; enfeebleCurseAbility.buffDebuffName = CharAbilities.enfeebleBuff; enfeebleCurseAbility.minimumIntervalBetweenUsagesMs = 2000; enfeebleCurseAbility.activationComposite = CharAbilities.ComboHotkey(x => Keys.LControlKey, x => Keys.Q); bloodRageAbility.buffDebuffName = CharAbilities.bloodRageBuff; bloodRageAbility.minimumIntervalBetweenUsagesMs = 2000; bloodRageAbility.activationComposite = CharAbilities.ComboHotkey(x => Keys.LControlKey, x => Keys.J); berserkAbility.buffDebuffName = CharAbilities.berserkBuff; berserkAbility.minimumIntervalBetweenUsagesMs = 5000; berserkAbility.activationComposite = CharAbilities.ComboHotkey(x => Keys.LControlKey, x => Keys.M); //generateRageAbility.buffDebuffName = CharAbilities.frostbiteBuff; generateRageAbility.minimumIntervalBetweenUsagesMs = 1000; //generateRageAbility.activationComposite = CharAbilities.ComboHotkey(x => Keys.LControlKey, x => Keys.Q); tempChainsBlashpemy.buffDebuffName = CharAbilities.tempChainsBuff; tempChainsBlashpemy.minimumIntervalBetweenUsagesMs = 30; tempChainsBlashpemy.skillCooldownMs = 1200; tempChainsBlashpemy.activationComposite = CharAbilities.ComboHotkey(x => Keys.None, x => Keys.T); }
public static Composite ActivateNecroAuras() { return(new PrioritySelector( CharAbilities.ActivateAura(x => CharAbilities.skitterBotsBuff, x => Keys.LControlKey, x => Keys.R), CharAbilities.ActivateAura(x => CharAbilities.hatredBuff, x => Keys.LControlKey, x => Keys.H), CharAbilities.ActivateAura(x => CharAbilities.carrionGolemBuff, x => Keys.None, x => Keys.W) )); }
public static Composite CreateBamaBuffTree() { return(new Decorator(delegate { return WillBot.Plugin.TreeHelper.CanTickMap(); }, new PrioritySelector( CharAbilities.CreateUseGuardSkillComposite(steelSkinAbility) // Create snipers mark // Create Flesh offering ))); }
public static Composite CreateNecroBuffTree() { return(new Decorator(delegate { return WillBot.Plugin.TreeHelper.CanTickMap(); }, new PrioritySelector( CharAbilities.CreateUseEnduringCryComposite(), CharAbilities.CreateUseVortexComposite(), CharAbilities.CreateUseBoneArmorComposite(), CharAbilities.UseConvocation(), CharAbilities.CreateUseFrostbiteComposite(), CharAbilities.RaiseZombieComposite() ))); }
public static Composite CreateRageWarriorBuffTree() { return(new Decorator(delegate { return WillBot.Plugin.TreeHelper.CanTickMap(); }, new PrioritySelector( CharAbilities.CreatePFRageComposite(generateRageAbility) // CharAbilities.CreateUseGuardSkillComposite(steelSkinAbility) // CharAbilities.ActivateBuffIfNotPresent(bloodRageAbility) //CharAbilities.CreateBerserkComposite() // CharAbilities.CreateUseWarcryToGenerateRageCompositeWithoutWeaponSwap(generateRageAbility) //CharAbilities.CreateUseWarcryToGenerateRageComposite(generateRageAbility), //CharAbilities.SwapBackToMainWeaponSet() ))); }
public static Composite CreateScourgeArrowPfTree() { return(new Decorator(delegate { return WillBot.Plugin.TreeHelper.CanTickMap(); }, new PrioritySelector( CharAbilities.HandleScourgeArrow(), CharAbilities.CreateUseBerserkViaTempChainsActivations(tempChainsBlashpemy), CharAbilities.ActivateBuffIfNotPresent(bloodRageAbility, onlyActivateIfNearbyEnemies: true), CharAbilities.ActivateBuffIfNotPresent(berserkAbility, onlyActivateIfNearbyEnemies: false), CharAbilities.CreateUseGuardSkillComposite(steelSkinAbility, healthThreshold: 70) //CharAbilities.CreateBerserkComposite() // CharAbilities.CreateUseWarcryToGenerateRageCompositeWithoutWeaponSwap(generateRageAbility) //CharAbilities.CreateUseWarcryToGenerateRageComposite(generateRageAbility), //CharAbilities.SwapBackToMainWeaponSet() ))); }
public static Composite CreateVortexCharAbilityTree() { return(new Decorator(delegate { return WillBot.Plugin.TreeHelper.CanTickMap(); }, new PrioritySelector( //CharAbilities.SmokeMineMacroComposite() //CharAbilities.CreateBerserkComposite() //CharAbilities.CreateUseFrostbiteComposite() //CharAbilities.CreateUseCurseComposite(frostBiteCurseAbility), //LevelGemsBehavior.LevelGems() //CharAbilities.CreateUseVortexComposite(), //CharAbilities.CreateUseEnduringCryComposite() // CharAbilities.CreateUseGuardSkillComposite(steelSkinAbility), CharAbilities.CreateUseCurseComposite(enfeebleCurseAbility), CharAbilities.CreateUseVortexComposite(), CharAbilities.CreateBerserkComposite() ))); }