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Feb 19th, 2019
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  1. if snd.class == "Shapeshifter" then
  2. snd.starting_attack()
  3. function snd.attack_function()
  4. if not snd.waiting.queue then
  5. local function feralityConvert(limb)
  6. if string.find(limb, "leg") then
  7. return "hamstring "..limb:gsub(" leg", "")
  8. elseif string.find(limb, "arm") then
  9. return "rend "..limb:gsub(" arm", "")
  10. elseif limb == "torso" then
  11. return "bodypunch"
  12. elseif limb == "head" then
  13. return "skullwhack"
  14. else
  15. end
  16. end
  17. -- list what limbs to hit
  18. limbs = {"left leg", "right leg", "left arm", "right arm", "head", "torso"}
  19. mangled = "nothing"
  20. broken = "nothing"
  21. crippled = "nothing"
  22. for limb in pairs(limbs) do
  23. if snd.limb_status[limbs[limb]] == "mangled" and mangled == "nothing" then
  24. if string.find(limbs[limb], "leg") and not table.contains(snd.target_has, "thighlock") then
  25. mangled = limbs[limb]
  26. elseif limbs[limb] == "head" and not table.contains(snd.target_has, "necklock") then
  27. mangled = limbs[limb]
  28. elseif not table.contains(snd.target_has, "armpitlock") and (limbs[limb] == "torso" or string.find(limbs[limb], "arm")) then
  29. mangled = limbs[limb]
  30. end
  31. elseif snd.limb_status[limbs[limb]] == "broken" and snd.limb_dmg[limbs[limb]] < 66.66 and broken == "nothing" then
  32. if string.find(limbs[limb], "leg") or string.find(limbs[limb], "arm") then
  33. broken = limbs[limb]
  34. end
  35. elseif table.contains(snd.target_has, "a broken "..limbs[limb]) and snd.limb_dmg[limbs[limb]] < 33.33 and crippled == "nothing" then
  36. if string.find(limbs[limb], "leg") or string.find(limbs[limb], "arm") then
  37. crippled = limbs[limb]
  38. end
  39. end
  40. end
  41. if snd.used.shield then
  42. string = "pounce "..snd.target
  43. elseif snd.necklock then
  44. string = "throatrip "..snd.target
  45. elseif snd.armpitlock then
  46. string = "spleenrip "..snd.target
  47. elseif snd.thighlock then
  48. string = "groinrip "..snd.target
  49. -- check if we can jawlock now!
  50. elseif snd.proned() and mangled ~= "nothing" and not snd.jawlocked then
  51. if string.find(mangled, "leg") then
  52. string = "jawlock thigh of "..snd.target
  53. elseif mangled == "head" then
  54. string = "jawlock neck of "..snd.target
  55. elseif mangled == "torso" or string.find(mangled, "arm") then
  56. string = "jawlock armpit of "..snd.target
  57. end elseif broken ~= "nothing" and not snd.jawlocked and snd.defenses.def_fury.state ~= "deffed" then
  58. string = "destroy "..broken.." of "..snd.target
  59. elseif crippled ~= "nothing" and not snd.jawlocked and snd.defenses.def_fury.state ~= "deffed" then
  60. string = "mangle "..crippled.." of "..snd.target
  61. elseif snd.resto_limb ~= "none" and snd.defenses.def_fury.state ~= "deffed" then
  62. string = "combo "..snd.target.." hamstring left hamstring right"
  63. else
  64. left = "nothing"
  65. right = "nothing"
  66. for limb in pairs(limbs) do
  67. if limbs[limb] ~= snd.parried_limb and limbs[limb] ~= snd.last_hit_limb and (limbs[limb] ~= snd.resto_limb or snd.limb_dmg[limbs[limb]] >= 33.33) then
  68. if right == "nothing" then
  69. right = limbs[limb]
  70. elseif left == "nothing" then
  71. left = limbs[limb]
  72. end
  73. end
  74. end
  75. if left == "nothing" then -- we only found one limb to hit
  76. left = right -- double up!
  77. end
  78. string = "combo "..snd.target.." slash "..left.." slash "..right
  79. if snd.defenses.def_fury.state == "deffed" then
  80. string = "pounce "..snd.target..snd.sep..string
  81. end
  82. end
  83. if string ~= snd.last_attack and not snd.waiting.queue then
  84. snd.last_attack = string
  85. snd.send("qeb "..snd.last_attack)
  86. snd.waiting.queue = true
  87. tempTimer(snd.delay(), [[snd.waiting.queue = false]])
  88. end
  89. end
  90. end
  91. snd.attack_function()
  92. end
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