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- --Azure Lore : Blue Magic Set Handler by Sylow
- ----------------------------------------------------------------------------
- -- this is pretty much required to make everything work
- -- but i'm terrible at lua so i don't actually know why
- -- p.s. i'm okay with being terrible at lua because it is
- -- an affront to the almighty gods of programming
- ----------------------------------------------------------------------------
- local assimilation = {}
- assimilation.azure_lore = {}
- assimilation.azure_lore.physical = {}
- -------------------------------------------------------------------------------
- --build a table for blue magic physical spells
- -------------------------------------------------------------------------------
- -- the format is ['Spell Name'] = {'wsc1','wsc2','attribute'}
- -- if there is no secondary modifier it is left as the empty string
- -- if there is no known modifier, then 'wsc1' is defined to be 'str'
- -- currently the attributes are defined as follows:
- -- 'damage' : if i'm casting this spell, i'm casting it for damage
- -- 'effect' : this spell has an additional effect that's more useful than its damage
- -- so i favor magic accuracy
- -- 'stun' : i use this spell to stun, so i favor magic accuracy and recast
- -- 'h_strike': heavy strike is a special spell, so it needs its own set
- -- 'hp_diff' : not that there's a reason to cast final sting, but lol?
- -------------------------------------------------------------------------------
- assimilation.azure_lore.physical['Foot Kick'] = {'str','dex','damage'}
- assimilation.azure_lore.physical['Power Attack'] = {'str','vit','damage'}
- assimilation.azure_lore.physical['Sprout Smack'] = {'vit','','effect'}
- assimilation.azure_lore.physical['Wild Oats'] = {'agi','','effect'}
- assimilation.azure_lore.physical['Queasyshroom'] = {'int','','damage'}
- assimilation.azure_lore.physical['Battle Dance'] = {'str','','effect'}
- assimilation.azure_lore.physical['Head Butt'] = {'str','dex','stun'}
- assimilation.azure_lore.physical['Feather Storm'] = {'chr','','damage'}
- assimilation.azure_lore.physical['Helldive'] = {'agi','','damage'}
- assimilation.azure_lore.physical['Bludgeon'] = {'chr','','damage'}
- assimilation.azure_lore.physical['Claw Cyclone'] = {'dex','','damage'}
- assimilation.azure_lore.physical['Screwdriver'] = {'str','mnd','damage'}
- assimilation.azure_lore.physical['Grand Slam'] = {'vit','','damage'}
- assimilation.azure_lore.physical['Smite of Rage'] = {'str','dex','damage'}
- assimilation.azure_lore.physical['Pinecone Bomb'] = {'str','','effect'}
- assimilation.azure_lore.physical['Jet Stream'] = {'agi','','damage'}
- assimilation.azure_lore.physical['Uppercut'] = {'str','','damage'}
- assimilation.azure_lore.physical['Terror Touch'] = {'dex','int','effect'}
- assimilation.azure_lore.physical['Mandibular Bite'] = {'str','int','damage'}
- assimilation.azure_lore.physical['Sickle Slash'] = {'dex','','damage'}
- assimilation.azure_lore.physical['Death Scissors'] = {'str','','damage'}
- assimilation.azure_lore.physical['Dimensional Death'] = {'str','','damage'}
- assimilation.azure_lore.physical['Spiral Spin'] = {'agi','','effect'}
- assimilation.azure_lore.physical['Seedspray'] = {'dex','','effect'}
- assimilation.azure_lore.physical['Body Slam'] = {'vit','','damage'}
- assimilation.azure_lore.physical['Spinal Cleave'] = {'str','','damage'}
- assimilation.azure_lore.physical['Frenetic Rip'] = {'str','dex','damage'}
- assimilation.azure_lore.physical['Frypan'] = {'str','mnd','stun'}
- assimilation.azure_lore.physical['Hydro Shot'] = {'agi','','effect'}
- assimilation.azure_lore.physical['Tail Slap'] = {'str','vit','stun'}
- assimilation.azure_lore.physical['Hysteric Barrage'] = {'dex','','damage'}
- assimilation.azure_lore.physical['Cannonball'] = {'str','vit','damage'}
- assimilation.azure_lore.physical['Asuran Claws'] = {'agi','','damage'}
- assimilation.azure_lore.physical['Disseverment'] = {'str','dex','effect'}
- assimilation.azure_lore.physical['Sub-zero Smash'] = {'vit','','effect'}
- assimilation.azure_lore.physical['Ram Charge'] = {'str','mnd','damage'}
- assimilation.azure_lore.physical['Vertical Cleave'] = {'str','','damage'}
- assimilation.azure_lore.physical['Final Sting'] = {'','','hp_diff'}
- assimilation.azure_lore.physical['Goblin Rush'] = {'str','dex','damage'}
- assimilation.azure_lore.physical['Vanity Dive'] = {'dex','','damage'}
- assimilation.azure_lore.physical['Whirl of Rage'] = {'str','mnd','stun'}
- assimilation.azure_lore.physical['Benthic Typhoon'] = {'agi','','effect'}
- assimilation.azure_lore.physical['Quad. Continuum'] = {'str','vit','damage'}
- assimilation.azure_lore.physical['Empty Thrash'] = {'str','','damage'}
- assimilation.azure_lore.physical['Delta Thrust'] = {'str','vit','damage'}
- assimilation.azure_lore.physical['Heavy Strike'] = {'str','','h_strike'}
- assimilation.azure_lore.physical['Sudden Lunge'] = {'dex','agi','stun'}
- assimilation.azure_lore.physical['Quadrastrike'] = {'str','','damage'}
- assimilation.azure_lore.physical['Tourbillion'] = {'str','mnd','effect'}
- assimilation.azure_lore.physical['Amorphic Spikes'] = {'dex','int','damage'}
- assimilation.azure_lore.physical['Barbed Crescent'] = {'dex','','effect'}
- assimilation.azure_lore.physical['Bilgestorm'] = {'int','mnd','effect'}
- assimilation.azure_lore.physical['Bloodrake'] = {'str','mnd','damage'}
- assimilation.azure_lore.physical['Paralyzing Triad'] = {'str','','effect'}
- assimilation.azure_lore.physical['Glutinous Dart'] = {'str','','damage'}
- assimilation.azure_lore.no_skill_buff = {
- 'Refueling' , 'Animating Wail' , 'Cocoon' , 'Harden Shell' , 'Pyric Bulwark' ,
- 'Battery Charge' ,'Regeneration','Carcharian Verve','Nat. Meditation','Orcish Counterstance','Barrier Tusk',
- 'Winds of Promyvion','Fantod' ,'Reactor Cool' ,'Saline Coat' ,'Amplification' ,'Warm-Up' ,'Memento Mori' ,
- 'Zephyr Mantle' ,'Feather Barrier' }
- assimilation.azure_lore.skill_buff = {
- 'Magic Barrier' , 'Occultation' , 'Metallic Body' , 'Diamondhide'}
- assimilation.azure_lore.hmg_cure = {
- 'Pollen' , 'Wild Carrot' , 'Magic Fruit' , 'Plenilune Embrace' }
- assimilation.azure_lore.mhp_cure = {
- 'Healing Breeze' , 'White Wind' }
- function assimilation.physical_blue_magic_build_set(blue_magic_spell)
- wsc1 = azure_lore.physical[blue_magic_spell][1]
- wsc2 = azure_lore.physical[blue_magic_spell][2]
- attribute = azure_lore.physical[blue_magic_spell][3]
- out_set = ''
- if attribute ~= 'damage' then return 'blue_'..attribute
- elseif wsc1 == 'str' and wsc2 == '' then return 'blue_str'
- elseif wsc2 == '' then out_set = 'blue_str_'..wsc1
- else out_set = 'blue_'..wsc1..'_'..wsc2
- end
- if not sets.blue[out_set] then return 'blue_str'
- else return out_set end
- end
- function assimilation.initialize_default_sets()
- if not sets.blue then sets.blue = {} end
- if not sets.blue['blue_str'] then sets.blue['blue_str'] = {
- ammo = "Mavi Tathlum" ,
- head = "Uk'uxkaj Cap" ,
- body = "Assimilator's Jubbah +1" ,
- hands = "Assimilator's Bazubands +1" ,
- lring = "Rajas Ring" ,
- back = "Cornflower Cape" ,
- waist = "Wanion Belt" ,
- legs = "Assimilator's Shalwar +1" ,
- feet = "Assimilator's Charuqs +1" } end
- if not sets.blue['blue_stun'] then sets.blue['blue_stun'] = {} end
- if not sets.blue['blue_effect'] then sets.blue['blue_effect'] = {} end
- if not sets.blue['blue_h_strike'] then sets.blue['blue_h_strike'] = {} end
- if not sets.blue['blue_hp_diff'] then sets.blue['blue_hp_diff'] = {} end
- if not sets.blue['blue_recast'] then sets.blue['blue_recast'] = {} end
- if not sets.blue['blue_skill'] then sets.blue['blue_skill'] = {} end
- if not sets.blue['blue_hmg_cure'] then sets.blue['blue_hmg_cure'] = {} end
- if not sets.blue['blue_mhp_cure'] then sets.blue['blue_mhp_cure'] = {} end
- if not sets.precast then sets.precast = {} end
- if not sets.precast.fast_cast then sets.precast.fast_cast = {} end
- if not sets.precast.blue then
- sets.precast.blue = set_combine(sets.precast.fast_cast,{body = "Mavi Mintan +2"})
- end
- if not sets.precast.quick_cast
- then sets.precast.quick_cast = { ammo = "Impatiens" , waist = "Witful Belt" }
- end
- end
- function assimilation.initialize_blue_library()
- initialize_default_sets()
- for spell in pairs(azure_lore.physical) do
- to_set = physical_blue_magic_build_set(spell)
- sets.blue[spell] = sets.blue[to_set]
- sets.precast[spell] = sets.precast.blue
- end
- for index,spell in pairs(azure_lore.no_skill_buff) do
- sets.blue[spell] = sets.blue['blue_recast']
- sets.precast[spell] = set_combine(sets.precast.blue , sets.precast.quick_cast)
- if spell == "Animating Wail" then
- for element,detail in pairs(sets.precast[spell]) do
- print(element, detail)
- end
- end
- end
- for index,spell in pairs(azure_lore.skill_buff) do
- sets.blue[spell] = sets.blue['blue_skill']
- sets.precast[spell] = sets.precast.blue
- end
- for index,spell in pairs(azure_lore.hmg_cure) do
- sets.blue[spell] = sets.blue['blue_hmg_cure']
- sets.precast[spell] = sets.precast.blue
- end
- for index,spell in pairs(azure_lore.mhp_cure) do
- sets.blue[spell] = sets.blue['blue_mhp_cure']
- sets.precast[spell] = sets.precast.blue
- end
- end
- return assimilation
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