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  1. ===============================================zealot hitter
  2.  
  3. function FlowHitter(attack)
  4.  
  5. if attack:find("leftarm")
  6. then
  7. return "flowlarm"
  8.  
  9. elseif attack:find("rightarm")
  10. then
  11. return "flowrarm"
  12.  
  13. elseif attack:find("leftleg")
  14. then
  15. return "flowlleg"
  16.  
  17. elseif attack:find("rightleg")
  18. then
  19. return "flowrleg"
  20.  
  21. elseif attack:find("torso")
  22. then
  23. return "flowtor"
  24.  
  25. elseif attack:find("head")
  26. then
  27. return "flowhead"
  28.  
  29. end
  30.  
  31. end
  32.  
  33. =============================================================================
  34.  
  35. main off
  36.  
  37. function ZealotOffense()
  38. if getClass(mayhem.target) == "Indorani" and not mayhem.defenses.speed then
  39. table.insert(curing.qeb, "touch shield")
  40. return
  41. end
  42.  
  43. if mayhem.afflictions.slickness and mayhem.afflictions.asthma and mayhem.afflictions.anorexia and mayhem.afflictions.paresis then
  44. table.insert(curing.qeb, "swagger")
  45. table.insert(curing.qeb, "psi recover")
  46. return
  47. end
  48. if mayhem.afflictions.slickness and mayhem.afflictions.asthma and mayhem.afflictions.anorexia then
  49. table.insert(curing.qeb, "psi recover")
  50. return
  51. end
  52. if not combat.afflictions.tether then
  53. table.insert(curing.qeb, "psi tether " .. mayhem.target)
  54. end
  55. if not mayhem.defenses.firefist then
  56. table.insert(curing.qeb, "enact firefist")
  57. table.insert(curing.qeb, "wrath")
  58. end
  59.  
  60. if not mayhem.defenses.pyromania and combat.afflictions.shield then
  61. table.insert(curing.qeb, "enact PYROMANIA")
  62.  
  63. elseif combat.afflictions.shield then
  64. table.insert(curing.qeb, "touch hammer " .. mayhem.target)
  65. end
  66.  
  67.  
  68. -----------------------instant kill zone----------------------
  69. if combat.checks.immolation then
  70. table.insert(curing.qeb, "enact immolation " .. mayhem.target)
  71. end
  72. if not combat.afflictions.torsodamaged and not combat.afflictions.heatspear and not mayhem.defenses.zenith then
  73. table.insert(curing.qeb, "enact zenith")
  74. elseif combat.afflictions.torsomangled and combat.afflictions.heatspear and combat.afflictions.ablaze then
  75. table.insert(curing.qeb, "enact quicken " .. mayhem.target)
  76. elseif not combat.afflictions.shield and combat.checks.pendulum then
  77. table.insert(curing.qeb, "enact pendulum " .. mayhem.target)
  78. elseif not combat.afflictions.shield and combat.checks.pendulumrev then
  79. table.insert(curing.qeb, "enact pendulum " .. mayhem.target .. " reverse")
  80.  
  81.  
  82.  
  83. elseif combat.afflictions.torsodamaged and combat.afflictions.ablaze and not combat.afflictions.heatspear then
  84. table.insert(curing.qeb, "enact heatspear " .. mayhem.target)
  85. 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
  86. table.insert(curing.qeb, "FLOW "..mayhem.target .." wristlash twinpress")
  87. elseif combat.afflictions.leftarmdamaged and combat.afflictions.rightarmdamaged and not combat.afflictions.musclespasms and combat.afflictions.ablaze then
  88. table.insert(curing.qeb, "FLOW "..mayhem.target .." twinpress direblow")
  89. elseif combat.afflictions.leftarmdamaged and combat.afflictions.rightarmdamaged and combat.afflictions.headmangled then
  90. table.insert(curing.qeb, "FLOW "..mayhem.target .." heelrush head sunkick")
  91. table.insert(curing.qeb, "psi shock " .. mayhem.target)
  92. elseif combat.afflictions.leftarmdamaged and combat.afflictions.rightarmdamaged and (not combat.afflictions.torsodamaged or not combat.afflictions.headmangled) then
  93. table.insert(curing.qeb, "FLOW "..mayhem.target .." direblow heelrush head")
  94.  
  95. 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
  96. table.insert(curing.qeb, "FLOW "..mayhem.target .." uprise twinpress")
  97.  
  98. 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
  99. table.insert(curing.qeb, "FLOW "..mayhem.target .." wristlash twinpress")
  100. 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
  101. table.insert(curing.qeb, "FLOW "..mayhem.target .." dislocate right arm dislocate left arm ")
  102.  
  103. 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
  104. table.insert(curing.qeb, "FLOW "..mayhem.target .." dislocate right leg dislocate left leg ")
  105.  
  106. 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
  107.  
  108. table.insert(curing.qeb, "FLOW "..mayhem.target .." uprise wristlash")
  109.  
  110.  
  111. elseif combat.afflictions.backstrain and not combat.afflictions.torsodamaged and (combat.afflictions.rightlegdamaged or combat.afflictions.leftlegdamaged) and not combat.afflictions.prone then
  112. table.insert(curing.qeb, "FLOW "..mayhem.target .." clawtwist palmforce ")
  113.  
  114.  
  115. end
  116.  
  117.  
  118. -----------------------------------------------------------------------------------------------------------------------------------
  119. local next_attacks = getMonkPriority("zealot", 1)
  120. local attack1 = FlowHitter(next_attacks[1] or "flowlleg")
  121.  
  122. expandAlias(attack1, false)
  123.  
  124. if not combat.afflictions.hackles and combat.afflictions.heatspear then
  125. send("hackles " .. mayhem.target .. " whipburst")
  126.  
  127. elseif not combat.afflictions.hackles and not combat.afflictions.blurryvision then
  128. send("hackles " .. mayhem.target .. " jawcrack")
  129. elseif not combat.afflictions.hackles and combat.afflictions.prone and combat.afflictions.heatspear then
  130. send("hackles " .. mayhem.target .. " whipburst")
  131. elseif not combat.afflictions.hackles and combat.afflictions.blurryvision and not combat.afflictions.backstrain then
  132. send("hackles " .. mayhem.target .. " descent")
  133. elseif not combat.afflictions.hackles and combat.afflictions.blurryvision and not combat.afflictions.whiplash then
  134. send("hackles " .. mayhem.target .. " uprise")
  135.  
  136. elseif not combat.afflictions.hackles and not combat.afflictions.sorewirst and combat.afflictions.whiplash and combat.afflictions.blurryvision then
  137. send("hackles " .. mayhem.target .. " wristlash")
  138.  
  139.  
  140.  
  141.  
  142. elseif not combat.afflictions.hackles and combat.afflictions.blurryvision and combat.afflictions.sorewrist and combat.afflictions.whiplash and not combat.afflictions.soreankle then
  143. send("hackles " .. mayhem.target .. " anklepin")
  144.  
  145. else
  146. ----send("hackles " .. mayhem.target .. " rive")
  147. end
  148. end
  149.  
  150. ===========================================================================================
  151.  
  152.  
  153. combat.priority.zealot.normal = {
  154. "rightlegdamaged",
  155. "torsodamaged",
  156. "rightarmdamaged",
  157. "leftarmdamaged",
  158. "torsodamaged",
  159. "leftlegdamaged",
  160. "headdamaged",
  161. }
  162.  
  163. combat.priority.zealot.normaltwo = {
  164. "leftarmdamaged",
  165. "leftlegdamaged",
  166. "rightarmdamaged",
  167. "rightlegdamaged",
  168. "torsodamaged",
  169. "headdamaged",
  170. }
  171.  
  172. combat.priority.zealot.damage = {
  173. "headdamaged",
  174. "rightlegdamaged",
  175. "leftarmdamaged",
  176. "torsodamaged",
  177. "leftlegdamaged",
  178. "rightarmdamaged",
  179. }
  180.  
  181. combat.priority.zealot.arms = {
  182. "leftarmdamaged",
  183. "rightarmdamaged",
  184. "rightlegdamaged",
  185. "leftlegdamaged",
  186. "rightlegdamaged",
  187. "torsodamaged",
  188. "headdamaged",
  189. }
  190.  
  191. combat.priority.zealot.legs = {
  192. "rightlegdamaged",
  193. "leftlegdamaged",
  194. "rightarmdamaged",
  195. "leftlegdamaged",
  196. "leftarmdamaged",
  197. "torsodamaged",
  198. "headdamaged",
  199. }
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