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Apr 24th, 2019
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  1. function ZealotOffense()
  2. if getClass(mayhem.target) == "Indorani" and not mayhem.defenses.speed then
  3. table.insert(curing.qeb, "touch shield")
  4. return
  5. end
  6.  
  7. if mayhem.afflictions.slickness and mayhem.afflictions.asthma and mayhem.afflictions.anorexia and mayhem.afflictions.paresis then
  8. table.insert(curing.qeb, "swagger")
  9. table.insert(curing.qeb, "psi recover")
  10. return
  11. end
  12. if mayhem.afflictions.slickness and mayhem.afflictions.asthma and mayhem.afflictions.anorexia then
  13. table.insert(curing.qeb, "psi recover")
  14. return
  15. end
  16.  
  17. if not mayhem.defenses.firefist then
  18. table.insert(curing.qeb, "enact firefist")
  19. table.insert(curing.qeb, "wrath")
  20. end
  21. if not combat.afflictions.heatspear and not combat.afflictions.torsodamaged and not combat.afflictions.leftleftdislocated then
  22. table.insert(curing.qeb, "enact zenith")
  23. end
  24. if combat.afflictions.shield then
  25. table.insert(curing.qeb, "touch hammer " .. mayhem.target)
  26. end
  27.  
  28.  
  29. -----------------------instant kill zone----------------------
  30. if combat.checks.immolation then
  31. table.insert(curing.qeb, "enact immolation " .. mayhem.target)
  32. elseif combat.afflictions.torsomangled and combat.afflictions.heatspear and combat.afflictions.ablaze then
  33. table.insert(curing.qeb, "enact quicken " .. mayhem.target)
  34.  
  35. elseif not combat.afflictions.infernal and not mayhem.defenses.zenith and combat.afflictions.torsodamaged then
  36. table.insert(curing.qeb, "enact infernal " .. mayhem.target)
  37.  
  38. end
  39.  
  40. if combat.afflictions.torsodamaged and combat.afflictions.ablaze and not combat.afflictions.heatspear then
  41. table.insert(curing.qeb, "enact heatspear " .. mayhem.target)
  42. elseif not combat.afflictions.sorewrist and not combat.afflictions.musclespasms then
  43. table.insert(curing.qeb, "FLOW "..mayhem.target .." wristlash twinpress")
  44. elseif not combat.afflictions.whiplash and not combat.afflictions.musclespasms then
  45. table.insert(curing.qeb, "FLOW "..mayhem.target .." uprise twinpress")
  46.  
  47. elseif not combat.afflictions.sorewrist and not combat.afflictions.musclespasms then
  48. table.insert(curing.qeb, "FLOW "..mayhem.target .." wristlash twinpress")
  49.  
  50. elseif combat.afflictions.musclespasms and combat.afflictions.ablaze and not combat.afflictions.leftlegdislocated and not combat.afflictions.rightlegdislocated and not combat.afflictions.leftlegmangled and not combat.afflictions.rightlegmangled then
  51. table.insert(curing.qeb, "FLOW "..mayhem.target .." dislocate right leg dislocate left leg ")
  52.  
  53. elseif combat.afflictions.musclespasms and combat.afflictions.ablaze and not combat.afflictions.leftarmdislocated and not combat.afflictions.rightarmdislocated and not combat.afflictions.leftarmmangled and not combat.afflictions.rightarmmangled then
  54. table.insert(curing.qeb, "FLOW "..mayhem.target .." dislocate right arm dislocate left arm ")
  55. elseif not combat.afflictions.whiplash and not combat.afflictions.sorewrist then
  56.  
  57. table.insert(curing.qeb, "FLOW "..mayhem.target .." uprise wristlash")
  58.  
  59.  
  60. elseif not combat.afflictions.musclespasms and not combat.afflictions.leftlegdislocated and not combat.afflictions.leftlegmangled then
  61. table.insert(curing.qeb, "FLOW "..mayhem.target .." twinpress dislocate left leg ")
  62.  
  63. elseif not combat.afflictions.musclespasms and not combat.afflictions.leftarmdislocated and not combat.afflictions.leftarmmangled then
  64. table.insert(curing.qeb, "FLOW "..mayhem.target .." twinpress dislocate left arm ")
  65.  
  66. elseif not combat.afflictions.musclespasms and not combat.afflictions.leftlegdislocated and not combat.afflictions.leftlegmangled then
  67. table.insert(curing.qeb, "FLOW "..mayhem.target .." twinpress dislocate left leg ")
  68.  
  69. elseif not combat.afflictions.musclespasms and not combat.afflictions.rightarmdislocated and not combat.afflictions.rightarmmangled then
  70. table.insert(curing.qeb, "FLOW "..mayhem.target .." twinpress dislocate right arm ")
  71.  
  72.  
  73. elseif not combat.afflictions.musclespasms and not combat.afflictions.rightlegdislocated and not combat.afflictions.rightarmmangled then
  74. table.insert(curing.qeb, "FLOW "..mayhem.target .." twinpress dislocate right leg ")
  75.  
  76.  
  77. elseif combat.afflictions.backstrain and not combat.afflictions.torsodamaged and (combat.afflictions.rightlegdamaged or combat.afflictions.leftlegdamaged) and not combat.afflictions.prone then
  78. table.insert(curing.qeb, "FLOW "..mayhem.target .." clawtwist palmforce ")
  79.  
  80. -----------------------------------------------------------------------------------------------------------new
  81.  
  82. elseif not combat.afflictions.sorewrist and combat.parried ~= "leftleg" then
  83.  
  84. table.insert(curing.qeb, "FLOW "..mayhem.target .." wristlash pummel left leg")
  85. return
  86. end
  87.  
  88.  
  89. -----------------------------------------------------------------------------------------------------------------------------------
  90. local next_attacks = getMonkPriority("zealot", 1)
  91. local attack1 = FlowHitter(next_attacks[1] or "flowlleg")
  92.  
  93. expandAlias(attack1, false)
  94.  
  95.  
  96.  
  97. if not combat.afflictions.hackles and not combat.afflictions.backstrain then
  98. send("hackles " .. mayhem.target .. " descent")
  99. elseif not combat.afflictions.hackles and combat.afflictions.prone and combat.afflictions.heatspear then
  100. send("hackles " .. mayhem.target .. " whipburst")
  101. elseif not combat.afflictions.hackles and combat.afflictions.backstrain and not combat.afflictions.blurryvision then
  102. send("hackles " .. mayhem.target .. " jawcrack")
  103. elseif not combat.afflictions.hackles and combat.afflictions.blurryvision and not combat.afflictions.whiplash then
  104. send("hackles " .. mayhem.target .. " uprise")
  105.  
  106. elseif not combat.afflictions.hackles and not combat.afflictions.sorewirst and combat.afflictions.whiplash and combat.afflictions.blurryvision then
  107. send("hackles " .. mayhem.target .. " wristlash")
  108.  
  109.  
  110.  
  111.  
  112. elseif not combat.afflictions.hackles and combat.afflictions.blurryvision and combat.afflictions.sorewrist and combat.afflictions.whiplash and not combat.afflictions.soreankle then
  113. send("hackles " .. mayhem.target .. " anklepin")
  114.  
  115. else
  116. ----send("hackles " .. mayhem.target .. " rive")
  117. end
  118. end
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