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RNG.lua
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local profile = {};
gcinclude = gFunc.LoadFile('common\\include.lua');
local actions = {
['Slug Shot'] = 'Livin\' that slug life',
['Sidewinder'] = 'Go go gadget Sidewinder!',
['Velocity Shot'] = 'MOAR POWER!',
};
local sets = {
StrBalanced = {
Head = 'Hunter\'s Beret',
Neck = 'Spike Necklace',
Ear1 = 'Genin Earring',
Ear2 = 'Drone Earring',
-- Ear2 = 'Brutal Earring',
Body = 'Shikaree Aketon',
Hands = 'Hunter\'s Bracers',
-- Hands = 'Dragon Finger Gauntlets',
Ring1 = 'Scorpion Ring +1',
Ring2 = 'Rajas Ring',
Waist = 'R.K. Belt +1',
Back = 'Amemet Mantle +1',
Legs = 'Dusk Trousers',
Feet = 'Savage Gaiters',
},
TpBalanced = {
Head = 'Hunter\'s beret',
Neck = 'Peacock Amulet',
Ear1 = 'Genin Earring',
-- Ear2 = 'Brutal Earring',
Ear2 = 'Drone Earring',
Body = 'Hunter\'s Jerkin',
-- Hands = 'Seiryu\'s Kote',
Hands = 'Hunter\'s Bracers',
Ring1 = 'Scorpion Ring +1',
Ring2 = 'Rajas Ring',
Waist = 'R.K. Belt +1',
Back = 'Amemet Mantle +1',
Legs = 'Dusk Trousers',
Feet = 'Hunter\'s Socks',
},
StrHaste = {
Hands = 'Dusk Gloves',
Feet = 'Dusk Ledelsens',
Waist = 'Swift Belt',
},
TpHaste = {
Hands = 'Dusk Gloves',
Feet = 'Dusk Ledelsens',
Waist = 'Swift Belt',
},
StrAccuracy = {
},
TpAccuracy = {
Head = 'Optical Hat',
Neck = 'Peacock Amulet',
Ear1 = 'Genin Earring',
-- Ear2 = 'Brutal Earring',
Ear2 = 'Drone Earring',
Body = 'Hunter\'s Jerkin',
-- Hands = 'Seiryu\'s Kote',
Hands = 'Hunter\'s Bracers',
Ring1 = 'Scorpion Ring +1',
Ring2 = 'Rajas Ring',
Waist = 'R.K. Belt +1',
Back = 'Amemet Mantle +1',
Legs = 'Dusk Trousers',
Feet = 'Hunter\'s Socks',
},
StrEvasion = {
},
TpEvasion = {
Head = 'Optical Hat',
Neck = 'Evasion Torque',
Ear1 = 'Genin Earring',
Ear2 = 'Suppanomimi',
Hands = 'Scout\'s Bracers',
Ring1 = 'Breeze Ring',
Back = 'Nomad\'s Mantle',
Waist = 'Scouter\'s Rope',
Legs = 'Crow Hose',
},
Kiting = {
Head = 'Optical Hat',
Neck = 'Evasion Torque',
Ear1 = 'Genin Earring',
Ear2 = 'Suppanomimi',
Hands = 'Scout\'s Bracers',
Ring1 = 'Breeze Ring',
Back = 'Nomad\'s Mantle',
Waist = 'Scouter\'s Rope',
Legs = 'Crow Hose',
},
Emnity = {
Body = 'Shikaree Aketon',
-- Head = 'Scout\'s Beret',
Hands = 'Scout\'s Bracers',
Head = 'Pumpkin Head',
Waist = 'Swift Belt',
Legs = 'Crow Hose',
},
Bow = {
Range = 'Selene\'s Bow',
Ammo = 'Demon Arrow',
Unlimited = 'Cmb.Cst. Arrow',
},
Gun = {
-- Range = 'Hellfire +1',
Range = 'Musketeer Gun +1',
Ammo = 'Silver Bullet',
Unlimited = 'Cannon Shell'
-- Unlimited = 'Carapace Bullet',
}
};
profile.Sets = sets;
profile.Packer = {
};
profile.Macros = function()
AshitaCore:GetChatManager():QueueCommand(1, '/macro book 2');
AshitaCore:GetChatManager():QueueCommand(1, '/macro set 1');
end
profile.OnLoad = function()
gSettings.AllowAddSet = true;
gcinclude.Initialize();
gcinclude.TpVariant = 3;
profile.Macros();
end
profile.OnUnload = function()
gcinclude.Unload();
end
profile.HandleCommand = function(args)
profile.Macros();
gcinclude.HandleCommands(args);
end
profile.HandleDefault = function()
local player = gData.GetPlayer();
local ss = gData.GetBuffCount('Sharpshot');
if (player.Status == 'Engaged') then
if(ss == 1) then
gFunc.EquipSet('Str' .. gcinclude.TpVariantTable[gcinclude.TpVariant]);
else
gFunc.EquipSet('Tp' .. gcinclude.TpVariantTable[gcinclude.TpVariant]);
end
elseif (player.Status == 'Resting') then
gFunc.EquipSet(sets.Resting);
else
gFunc.EquipSet(sets.Kiting);
end
gcinclude.CheckDefault();
end
profile.HandleAbility = function()
local action = gData.GetAction();
-- Minus emnity anywhere we don't do DPS
gFunc.EquipSet('Emnity');
if (action.Name == 'Camouflage') then
gFunc.Equip('Body', 'Hunter\'s Jerkin');
elseif (action.Name == 'Scavenge') then
gFunc.Equip('Feet', 'Hunter\'s Socks');
elseif(action.Name == 'Shadowbind') then
gFunc.Equip('Hands', 'Hunter\'s Bracers');
elseif(action.Name == 'Sharpshot') then
gFunc.Equip('Legs', 'Hunter\'s Braccae');
end
gcinclude.TelegraphAction(actions, action.Name);
end
profile.HandleItem = function()
end
-- Before we cast a spell like utsu
profile.HandlePrecast = function()
gFunc.EquipSet('TpHaste');
end
profile.HandleMidcast = function()
gFunc.EquipSet(sets.TpEvasion);
end
profile.HandlePreshot = function()
profile.handleUnlimitedShot();
end
profile.HandleMidshot = function()
profile.handleUnlimitedShot();
end
profile.HandleWeaponskill = function()
local ws = gData.GetAction();
gcinclude.TelegraphAction(actions, ws.Name);
profile.handleUnlimitedShot();
end
profile.handleUnlimitedShot = function()
local us = gData.GetBuffCount('Unlimited Shot');
local equip = gData.GetEquipment();
-- Get the right arrow
if (us == 0) then
if(equip.Range.Name == sets.Bow.Range) then
gFunc.Equip('ammo', sets.Bow.Ammo);
else
gFunc.Equip('ammo', sets.Gun.Ammo)
end
else
gFunc.EquipSet(sets.StrBalanced);
if (equip.Range.Name == sets.Bow.Range) then
gFunc.Equip('ammo', sets.Bow.Unlimited);
else
gFunc.Equip('ammo', sets.Gun.Unlimited);
end
end
end
return profile;