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--require 'stringhelper' --require 'tablehelper' function get_sets() -- Static Sets sets.Iuitl = {head = "Iuitl Headgear", legs = "Iuitl Tights", feet = "Iuitl Gaiters"} sets.Haste = set_combine(sets.Iuitl, {range = "Raider's Bmrng.", ear1 = "Suppanomimi", body = "Thaumas Coat", waist = "Twilight Belt"}) sets.Regen = {neck = "Orochi Nodowa"} sets.TH = {hands = "Asn. Armlets +2", feet = "Raid. Poulaines +2"} sets.Kite = {feet = "Fajin Boots"} sets.DEX = set_combine(sets.Iuitl, {neck = "Spike Necklace", body = "Loki's Kaftan", hands = "Raid. Armlets", ring1 = "Rajas Ring", ring2 = "Airy Ring", waist = "Cuchulain's Belt", legs = "Hecatomb Subligar"}) sets.AGI = set_combine(sets.Iuitl, {neck = "Houyi's Gorget", body = "Loki's Kaftan", hands = "Thaumas Gloves", ring1 = "Rajas Ring", ring2 = "Solemn Ring", waist = "Cuchulain's Belt"}) sets.JA = {} sets.JA.Steal = {head = "Rogue's Bonnet", hands = "Rog. Armlets + 1", waist = "Key Ring Belt", legs = "Assassin's Culottes", feet = "Rogue's Poulaines"} sets.JA.Despoil = {legs = "Raid. Culottes +2", feet = "Raid. Poulaines +2"} sets.JA.Accomplice = {head = "Raid. Bonnet +2"} sets.JA.Collaborator = sets.JA.Accomplice sets.JA.Conspirator = {body = "Raider's Vest +2"} sets.JA.Flee = {feet = "Rogue's Poulaines"} sets.DT = {neck = "Twilight Torque"} sets.PDT = set_combine(sets.DT, {}) sets.MDT = set_combine(sets.DT, {}) -- Static Sets -- Dynamic Sets Weapon_Set = "Default" Weapon_Set_Toggles = T{ "Default", "Dagger", "Sword", "Club", "Staff" } sets.Weapons = {} sets.Weapons.Default = {main = "Eminent Dagger", sub = "Leisilonu +1"} sets.Weapons.Dagger = {main = "Thokcha", sub = "Thief's Knife"} sets.Weapons.Sword = {main = "Mailbreaker", sub = "Thief's Knife"} sets.Weapons.Club = {main = "Shellbuster", sub = "Thief's Knife"} sets.Weapons.Staff = {main = "Earth Staff", sub = "Pole Grip", ear1 = "Ethereal Earring"} sets.Weapons.Master = sets.Weapons[Weapon_Set] optional_toggles = {} optional_toggles.Engaged = T{['PDT'] = 0, ['MDT'] = 0, ['Kite'] = 0, ['TH'] = 0} sets.Engaged = {} sets.Engaged.Default = {} sets.Engaged.Master = {} optional_toggles.Idle = T{['Regen'] = 1, ['PDT'] = 0, ['MDT'] = 0, ['Kite'] = 1} sets.Idle = {} sets.Idle.Default = {} sets.Idle.Master = {} sets.Resting = {} sets.Resting.Default = {} sets.Resting.Master = {} optional_toggles.Ranged = T{['TH'] = 1} sets.Ranged = {} sets.Ranged.Default = {} sets.Ranged.Master = {} optional_toggles.Weaponskill = T{['TH'] = 0} -- Not implemented yet sets.Weaponskill = {} sets.Weaponskill.Evisceration = set_combine(sets.DEX, {neck = "Rancor Collar"}) sets.Weaponskill.Exenterator = set_combine(sets.AGI, {neck = "Soil Gorget", body = "Thaumas Coat", waist = "Breeze Belt"}) sets.Weaponskill["Mandalic Stab"] = set_combine(sets.DEX, {neck = "Flame Gorget"}) sets.Weaponskill["Aeolian Edge"] = set_combine(sets.DEX, {neck = "Stoicheion Medal", legs = "Iuitl Tights"}) sets.Weaponskill["Last Stand"] = set_combine(sets.AGI, {neck = "Flame Gorget"}) sets.Weaponskill.Master = {} optional_toggles.SATA = T{['PDT'] = 0, ['MDT'] = 0, ['Kite'] = 0, ['TH'] = 0} sets.SA = {} sets.SA.Default = {} sets.SA.Master = {} sets.TA = {} sets.TA.Default = {} sets.TA.Master = {} build_default_sets() build_master_sets() end function build_default_sets() -- Build Default Engaged Set sets.Engaged.Default = {neck = "Houyi's Gorget", ear2 = "Brutal Earring", hands = "Raid. Armlets +2", ring1 = "Rajas Ring", ring2 = "Heed Ring", back = "Atheling Mantle"} sets.Engaged.Default = set_combine(sets.Engaged.Default, sets.Haste) sets.Engaged.Default = set_combine(sets.Engaged.Default, sets.Weapons.Master) -- Build Default Idle Set sets.Idle.Default = sets.Engaged.Default for key, value in pairs(optional_toggles.Idle) do if value == 1 then sets.Idle.Default = set_combine(sets.Idle.Default, sets[key]) end end -- Build Default Resting Set sets.Resting.Default = sets.Idle.Default -- Build Default Ranged Sets sets.Ranged.Default = set_combine(sets.AGI, {neck = "Arctier's Torque", ear2 = "Volley Earring", body = "Aurore Doublet", back = "Libeccio Mantle", waist = "Buccaneer's Belt"}) -- Build Default SA and TA sets sets.SA.Default = set_combine(sets.DEX, {hands = "Raid. Armlets +2"}) sets.TA.Default = set_combine(sets.AGI, {hands = "Rog. Armlets +1"}) end function build_master_set(setName) if sets[setName].Master then sets[setName].Master = sets[setName].Default used_toggles = 'Currently Used Toggles - ' toggles = T{} if optional_toggles[setName] then for key, value in pairs(optional_toggles[setName]) do if value == 1 then sets[setName].Master = set_combine(sets[setName].Master, sets[key]) toggles:insert(key) end end windower.add_to_chat(123, used_toggles .. toggles:concat(':')) else windower.add_to_chat(123, 'There are no toggles for this set: ' .. setName) end else windower.add_to_chat(123, 'There is no master set for this variable') end end function build_master_sets() --master_sets = T{'Engaged', 'Idle', 'Resting', 'Ranged', 'SA', 'TA'} --for i = 1, i < #master_sets, i + 1 do --build_master_set(i) --end build_master_set('Engaged') build_master_set('Idle') build_master_set('Resting') build_master_set('Ranged') build_master_set('SA') build_master_set('TA') end function build_weaponskill_master(spell, action) sets.Weaponskill.Master = {} if sets.Weaponskill[spell.english] then sets.Weaponskill.Master = sets.Weaponskill[spell.english] end if not (spell.english == 'Aeolian Edge') then if buffactive['Trick Attack'] and (spell.english == 'Exenterator' or not buffactive['Sneak Attack']) then sets.Weaponskill.Master = set_combine(sets.Weaponskill.Master, {hands = 'Rog. Armlets +1'}) elseif buffactive['Sneak Attack'] then sets.Weaponskill.Master = set_combine(sets.Weaponskill.Master, {hands = 'Raid. Armlets +2'}) end end end function precast(spell, action) verify_equip() if sets.JA[spell.english] then equip(sets.JA[spell.english]) elseif spell.type == 'Weaponskill' then build_weaponskill_master(spell, action) equip(sets.Weaponskill.Master) end end function midcast(spell, action) end function aftercast(spell, action) if T{'Idle', 'Resting', 'Engaged'}:contains(player.status) then equip(sets[player.status].Master) end end function pet_midcast(spell, action) end function pet_aftercast(spell, action) end function status_change(new, old) if T{'Zoning', 'Fishing', 'Event', 'Dead'}:contains(old) then return end if T{'Idle', 'Resting', 'Engaged'}:contains(new) then equip(sets[new].Master) end end function buff_change(buff, gain_or_loss) if buff == 'Sneak Attack' or buff == 'Trick Attack' then if buff == 'Sneak Attack' and gain_or_loss == 'gain' then sets.Engaged.Master = sets.SA.Master elseif buff == 'Trick Attack' and gain_or_loss == 'gain' and not buffactive['Sneak Attack'] then sets.Engaged.Master = sets.TA.Master elseif (buff == 'Sneak Attack' or buff == 'Trick Attack') and gain_or_loss == 'loss' then build_master_set('Engaged') end if player.status == 'Engaged' then equip(sets.Engaged.Master) end end end function self_command(command) -- Toggle Commands: toggle engaged, toggle idle, toggle ranged, toggle SATA, toggle TH end
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