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- ===============================================zealot hitter
- function FlowHitter(attack)
- if attack:find("leftarm")
- then
- return "flowlarm"
- elseif attack:find("rightarm")
- then
- return "flowrarm"
- elseif attack:find("leftleg")
- then
- return "flowlleg"
- elseif attack:find("rightleg")
- then
- return "flowrleg"
- elseif attack:find("torso")
- then
- return "flowtor"
- elseif attack:find("head")
- then
- return "flowhead"
- end
- end
- =============================================================================
- main off
- function ZealotOffense()
- if getClass(mayhem.target) == "Indorani" and not mayhem.defenses.speed then
- table.insert(curing.qeb, "touch shield")
- return
- end
- if mayhem.afflictions.slickness and mayhem.afflictions.asthma and mayhem.afflictions.anorexia and mayhem.afflictions.paresis then
- table.insert(curing.qeb, "swagger")
- table.insert(curing.qeb, "psi recover")
- return
- end
- if mayhem.afflictions.slickness and mayhem.afflictions.asthma and mayhem.afflictions.anorexia then
- table.insert(curing.qeb, "psi recover")
- return
- end
- if not combat.afflictions.tether then
- table.insert(curing.qeb, "psi tether " .. mayhem.target)
- end
- if not mayhem.defenses.firefist then
- table.insert(curing.qeb, "enact firefist")
- table.insert(curing.qeb, "wrath")
- end
- if not mayhem.defenses.pyromania and combat.afflictions.shield then
- table.insert(curing.qeb, "enact PYROMANIA")
- elseif combat.afflictions.shield then
- table.insert(curing.qeb, "touch hammer " .. mayhem.target)
- end
- -----------------------instant kill zone----------------------
- if combat.checks.immolation then
- table.insert(curing.qeb, "enact immolation " .. mayhem.target)
- end
- if not combat.afflictions.torsodamaged and not combat.afflictions.heatspear and not mayhem.defenses.zenith then
- table.insert(curing.qeb, "enact zenith")
- elseif combat.afflictions.torsomangled and combat.afflictions.heatspear and combat.afflictions.ablaze then
- table.insert(curing.qeb, "enact quicken " .. mayhem.target)
- elseif not combat.afflictions.shield and combat.checks.pendulum then
- table.insert(curing.qeb, "enact pendulum " .. mayhem.target)
- elseif not combat.afflictions.shield and combat.checks.pendulumrev then
- table.insert(curing.qeb, "enact pendulum " .. mayhem.target .. " reverse")
- elseif combat.afflictions.torsodamaged and combat.afflictions.ablaze and not combat.afflictions.heatspear then
- table.insert(curing.qeb, "enact heatspear " .. mayhem.target)
- elseif not combat.afflictions.sorewrist and not combat.afflictions.musclespasms and (combat.afflictions.rightlegdamaged or combat.afflictions.leftlegdamaged or combat.afflictions.rightarmdamaged or combat.afflictions.leftarmdamaged) then
- table.insert(curing.qeb, "FLOW "..mayhem.target .." wristlash twinpress")
- elseif combat.afflictions.leftarmdamaged and combat.afflictions.rightarmdamaged and not combat.afflictions.musclespasms and combat.afflictions.ablaze then
- table.insert(curing.qeb, "FLOW "..mayhem.target .." twinpress direblow")
- elseif combat.afflictions.leftarmdamaged and combat.afflictions.rightarmdamaged and combat.afflictions.headmangled then
- table.insert(curing.qeb, "FLOW "..mayhem.target .." heelrush head sunkick")
- table.insert(curing.qeb, "psi shock " .. mayhem.target)
- elseif combat.afflictions.leftarmdamaged and combat.afflictions.rightarmdamaged and (not combat.afflictions.torsodamaged or not combat.afflictions.headmangled) then
- table.insert(curing.qeb, "FLOW "..mayhem.target .." direblow heelrush head")
- elseif not combat.afflictions.whiplash and not combat.afflictions.musclespasms and (combat.afflictions.rightlegdamaged or combat.afflictions.leftlegdamaged or combat.afflictions.rightarmdamaged or combat.afflictions.leftarmdamaged) then
- table.insert(curing.qeb, "FLOW "..mayhem.target .." uprise twinpress")
- elseif not combat.afflictions.sorewrist and not combat.afflictions.musclespasms and (combat.afflictions.rightlegdamaged or combat.afflictions.leftlegdamaged or combat.afflictions.rightarmdamaged or combat.afflictions.leftarmdamaged) then
- table.insert(curing.qeb, "FLOW "..mayhem.target .." wristlash twinpress")
- 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
- table.insert(curing.qeb, "FLOW "..mayhem.target .." dislocate right arm dislocate left arm ")
- 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
- table.insert(curing.qeb, "FLOW "..mayhem.target .." dislocate right leg dislocate left leg ")
- elseif not combat.afflictions.whiplash and not combat.afflictions.sorewrist and (combat.afflictions.rightlegdamaged or combat.afflictions.leftlegdamaged or combat.afflictions.rightarmdamaged or combat.afflictions.leftarmdamaged) then
- table.insert(curing.qeb, "FLOW "..mayhem.target .." uprise wristlash")
- elseif combat.afflictions.backstrain and not combat.afflictions.torsodamaged and (combat.afflictions.rightlegdamaged or combat.afflictions.leftlegdamaged) and not combat.afflictions.prone then
- table.insert(curing.qeb, "FLOW "..mayhem.target .." clawtwist palmforce ")
- end
- -----------------------------------------------------------------------------------------------------------------------------------
- local next_attacks = getMonkPriority("zealot", 1)
- local attack1 = FlowHitter(next_attacks[1] or "flowlleg")
- expandAlias(attack1, false)
- if not combat.afflictions.hackles and combat.afflictions.heatspear then
- send("hackles " .. mayhem.target .. " whipburst")
- elseif not combat.afflictions.hackles and not combat.afflictions.blurryvision then
- send("hackles " .. mayhem.target .. " jawcrack")
- elseif not combat.afflictions.hackles and combat.afflictions.prone and combat.afflictions.heatspear then
- send("hackles " .. mayhem.target .. " whipburst")
- elseif not combat.afflictions.hackles and combat.afflictions.blurryvision and not combat.afflictions.backstrain then
- send("hackles " .. mayhem.target .. " descent")
- elseif not combat.afflictions.hackles and combat.afflictions.blurryvision and not combat.afflictions.whiplash then
- send("hackles " .. mayhem.target .. " uprise")
- elseif not combat.afflictions.hackles and not combat.afflictions.sorewirst and combat.afflictions.whiplash and combat.afflictions.blurryvision then
- send("hackles " .. mayhem.target .. " wristlash")
- elseif not combat.afflictions.hackles and combat.afflictions.blurryvision and combat.afflictions.sorewrist and combat.afflictions.whiplash and not combat.afflictions.soreankle then
- send("hackles " .. mayhem.target .. " anklepin")
- else
- ----send("hackles " .. mayhem.target .. " rive")
- end
- end
- ===========================================================================================
- combat.priority.zealot.normal = {
- "rightlegdamaged",
- "torsodamaged",
- "rightarmdamaged",
- "leftarmdamaged",
- "torsodamaged",
- "leftlegdamaged",
- "headdamaged",
- }
- combat.priority.zealot.normaltwo = {
- "leftarmdamaged",
- "leftlegdamaged",
- "rightarmdamaged",
- "rightlegdamaged",
- "torsodamaged",
- "headdamaged",
- }
- combat.priority.zealot.damage = {
- "headdamaged",
- "rightlegdamaged",
- "leftarmdamaged",
- "torsodamaged",
- "leftlegdamaged",
- "rightarmdamaged",
- }
- combat.priority.zealot.arms = {
- "leftarmdamaged",
- "rightarmdamaged",
- "rightlegdamaged",
- "leftlegdamaged",
- "rightlegdamaged",
- "torsodamaged",
- "headdamaged",
- }
- combat.priority.zealot.legs = {
- "rightlegdamaged",
- "leftlegdamaged",
- "rightarmdamaged",
- "leftlegdamaged",
- "leftarmdamaged",
- "torsodamaged",
- "headdamaged",
- }
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