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 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() ))); }