Пример #1
0
        protected override bool ShouldCripplingWave(out TrinityActor target)
        {
            target = null;

            if (!Skills.Monk.CripplingWave.CanCast())
            {
                return(false);
            }

            target = TargetUtil.BestEliteInRange(45, true);
            if (target != null && target.Distance < 12)
            {
                return(true);
            }

            target = TargetUtil.BestAoeUnit(45, true);
            if (target != null && target.Distance < 12) //removed resource check here
            {
                return(true);
            }

            target = TargetUtil.BestAuraUnit(SNOPower.Monk_CripplingWave, 12f, true);
            if (target != null && target.Distance < 12)
            {
                return(true);
            }

            target = TargetUtil.GetClosestUnit(12f);
            return(target != null);
        }
        protected override bool ShouldHaunt(out TrinityActor target)
        {
            target = null;

            if (!Skills.WitchDoctor.Haunt.CanCast())
            {
                return(false);
            }

            if (SpellHistory.LastPowerUsed == Skills.WitchDoctor.Haunt.SNOPower)
            {
                return(false);
            }

            target = TargetUtil.BestAuraUnit(SNOPower.Witchdoctor_Haunt, 35, true) ?? CurrentTarget;

            return(target != null);
        }
Пример #3
0
        protected virtual bool ShouldCripplingWave(out TrinityActor target)
        {
            target = null;

            if (!Skills.Monk.CripplingWave.CanCast())
            {
                return(false);
            }

            var range = Skills.Monk.Epiphany.TimeSinceUse < 15000 ? 20 : 7f;

            target = TargetUtil.BestAuraUnit(SNOPower.Monk_CripplingWave, range, true) ?? target;
            if (target != null && target.Distance < range)
            {
                return(true);
            }

            target = TargetUtil.GetClosestUnit(range);
            return(target != null);
        }