示例#1
0
 public static Composite CreateStayAwayFromFrozenTargetsBehavior()
 {
     return(Avoidance.CreateAvoidanceBehavior(
                "Blink",
                TalentManager.HasGlyph("Blink") ? 28 : 20,
                Disengage.Direction.Frontwards,
                crowdControl: CreateSlowMeleeBehavior(),
                needDisengage: nd => Me.GotTarget() && Me.CurrentTarget.IsCrowdControlled() && Me.CurrentTarget.SpellDistance() < SingularSettings.Instance.KiteAvoidDistance,
                needKiting: nk => Me.GotTarget() && (Me.CurrentTarget.IsCrowdControlled() || Me.CurrentTarget.IsSlowed(60)) && Me.CurrentTarget.SpellDistance() < SingularSettings.Instance.KiteAvoidDistance
                ));
 }
示例#2
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        /// <summary>
        /// creates a Mage specific avoidance behavior based upon settings.  will check for safe landing
        /// zones before using Blink or Rocket Jump.  will additionally do a running away or jump turn
        /// attack while moving away from attacking mob if behaviors provided
        /// </summary>
        /// <param name="nonfacingAttack">behavior while running away (back to target - instants only)</param>
        /// <param name="jumpturnAttack">behavior while facing target during jump turn (instants only)</param>
        /// <returns></returns>
        public static Composite CreateMageAvoidanceBehavior()
        {
            int distBlink = TalentManager.HasGlyph("Blink") ? 28 : 20;

            return(Avoidance.CreateAvoidanceBehavior(
                       "Blink",
                       distBlink,
                       Disengage.Direction.Frontwards,
                       crowdControl: CreateSlowMeleeBehavior(),
                       needDisengage: nd => false,
                       needKiting: nk => Me.GotTarget() && Me.CurrentTarget.IsFrozen() && Me.CurrentTarget.SpellDistance() < 8
                       ));
        }
示例#3
0
 /// <summary>
 /// creates a Priest specific avoidance behavior based upon settings.  will check for safe landing
 /// zones before using WildCharge or rocket jump.  will additionally do a running away or jump turn
 /// attack while moving away from attacking mob if behaviors provided
 /// </summary>
 /// <param name="nonfacingAttack">behavior while running away (back to target - instants only)</param>
 /// <param name="jumpturnAttack">behavior while facing target during jump turn (instants only)</param>
 /// <returns></returns>
 public static Composite CreatePriestAvoidanceBehavior()
 {
     // use Rocket Jump if available
     return(Avoidance.CreateAvoidanceBehavior("", 0, Disengage.Direction.Frontwards, new ActionAlwaysSucceed()));
 }