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Copy pathTHF.lua
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THF.lua
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local profile = {};
gcinclude = gFunc.LoadFile('common\\include.lua');
local actions = {
['Shark Bite'] = 'Gonna take a chomp outta this <t>! Shark Bite',
['Evisceration'] = 'Exsanguinate. Eviscerate. Exterminate.',
['Accomplice'] = 'Accomplice <t>',
['Collaborator'] = 'Collaborator <t>',
};
local sets = {
TpHaste = {
Head = 'Panther Mask',
Neck = 'Peacock Amulet',
Ear1 = 'Brutal Earring',
Ear2 = 'Suppanomimi',
Body = 'Rapparee Harness',
Hands = 'Dusk Gloves',
Ring1 = 'Toreador\'s Ring',
Ring2 = 'Rajas Ring',
Back = 'Amemet Mantle +1',
Waist = 'Swift Belt',
Legs = 'Homam Cosciales',
Feet = 'Dusk Ledelsens',
},
TpBalanced = {
Head = 'Optical Hat',
Neck = 'Peacock Amulet',
Ear1 = 'Brutal Earring',
Ear2 = 'Suppanomimi',
Body = 'Rapparee Harness',
Hands = 'Dusk Gloves',
Ring1 = 'Toreador\'s Ring',
Ring2 = 'Rajas Ring',
Back = 'Amemet Mantle +1',
Waist = 'Swift Belt',
Legs = 'Homam Cosciales',
Feet = 'Dusk Ledelsens',
},
TpAccuracy = {
Head = 'Optical Hat',
Neck = 'Peacock Amulet',
Ear1 = 'Optical Earring',
Ear2 = 'Suppanomimi',
Body = 'Scorpion Harness',
Hands = 'War Gloves +1',
Ring1 = 'Toreador\'s Ring',
Ring2 = 'Rajas Ring',
Back = 'Amemet Mantle +1',
Waist = 'Swift Belt',
Legs = 'Dragon Subligar',
Feet = 'Dusk Ledelsens',
},
Kiting = {
Head = 'Optical Hat',
Body = 'Scorpion Harness',
Neck = 'Evasion Torque',
Ear1 = 'Genin Earring',
Ear2 = 'Suppanomimi',
Hands = 'War Gloves +1',
Ring1 = 'Breeze Ring',
Ring2 = 'Rajas Ring',
Back = 'Nomad\'s Mantle',
Waist = 'Scouter\'s Rope',
Legs = 'Crow Hose',
Feet = 'Dance Shoes',
-- Feet = 'Trotters Boots',
},
SneakAttack = {
Head = 'Assassin\'s Bonnet',
Neck = 'Spike Necklace',
Ear1 = 'Spike Earring',
Ear2 = 'Suppanomimi',
Body = 'Dragon Harness',
Hands = 'Hecatomb Mittens',
Ring1 = 'Thunder Ring',
Ring2 = 'Rajas Ring',
Back = 'Amemet Mantle +1',
Waist = 'Warwolf Belt',
Legs = 'Dragon Subligar',
Feet = 'Hct. Leggings',
},
TpEvasion = {
Head = 'Optical Hat',
Body = 'Scorpion Harness',
Neck = 'Evasion Torque',
Ear1 = 'Brutal Earring',
Ear2 = 'Suppanomimi',
Hands = 'War Gloves +1',
Ring1 = 'Breeze Ring',
Ring2 = 'Rajas Ring',
Back = 'Nomad\'s Mantle',
Waist = 'Scouter\'s Rope',
Legs = 'Crow Hose',
Feet = 'Dance Shoes',
-- Feet = 'Dance Shoes +1',
},
Ranged = {
Head = 'Optical Hat',
Neck = 'Peacock Amulet',
Ear1 = 'Drone Earring',
Ear2 = 'Genin Earring',
Body = 'Dragon Harness',
Hands = 'Dragon Mittens',
Ring1 = 'Behemoth Ring',
Ring2 = 'Behemoth Ring',
Back = 'Amemet Mantle +1',
Waist = 'Ryl.Kgt. Belt +1',
Legs = 'Dusk Trousers',
Feet = 'Dragon Leggings',
},
TrickAttack = {
Head = 'Dragon Cap',
Neck = 'Spike Necklace',
Ear1 = 'Spike Earring',
Ear2 = 'Suppanomimi',
Body = 'Dragon Harness',
Hands = 'Rog. Armlets +1',
Ring1 = 'Breeze Ring',
Ring2 = 'Rajas Ring',
Back = 'Amemet Mantle +1',
Waist = 'Warwolf Belt',
Legs = 'Rogue\'s Culottes',
Feet = 'Dragon Leggings',
},
Steal = {
Head = 'Rogue\'s Bonnet',
Hands = 'Thief\'s Kote',
Legs = 'Rogue\'s Culottes',
Feet = 'Rogue\'s Poulaines',
},
};
profile.Sets = sets;
profile.Packer = {
-- Shihei, Shinobi Tabi, food, bolts, etc
};
profile.Macros = function()
AshitaCore:GetChatManager():QueueCommand(1, '/macro book 1');
AshitaCore:GetChatManager():QueueCommand(1, '/macro set 1');
end
profile.OnLoad = function()
gSettings.AllowAddSet = true;
gcinclude.Initialize();
profile.Macros();
end
profile.OnUnload = function()
gcinclude.Unload();
end
profile.HandleCommand = function(args)
profile.Macros();
gcinclude.HandleCommands(args);
end
profile.HandleDefault = function()
local player = gData.GetPlayer();
local sa = gData.GetBuffCount('Sneak Attack');
local ta = gData.GetBuffCount('Trick Attack');
-- Catch our SATA states, otherwise use our normal variant check
if (sa == 1) then
gFunc.EquipSet(sets.SneakAttack);
elseif (ta == 1) then
gFunc.EquipSet(sets.TrickAttack);
else
if (player.Status == 'Engaged') then
gFunc.EquipSet('Tp' .. gcinclude.TpVariantTable[gcinclude.TpVariant]);
if (gcinclude.TreasureHunter == true) then
gFunc.Equip('Neck', 'Nanaa\'s Charm');
end
elseif (player.Status == 'Resting') then
gFunc.EquipSet(sets.Resting);
else
gFunc.EquipSet(sets.Kiting);
end
gcinclude.CheckDefault();
end
end
profile.HandleAbility = function()
local action = gData.GetAction();
if (action.Name == 'Sneak Attack') then
gFunc.EquipSet(sets.SneakAttack);
elseif (action.Name == 'Trick Attack') then
gFunc.EquipSet(sets.TrickAttack);
elseif (action.Name == 'Steal') then
gFunc.EquipSet(sets.Steal);
elseif (action.Name == 'Hide') then
gFunc.Equip('Body', 'Rogue\'s Vest');
elseif (action.Name == 'Flee') then
gFunc.Equip('Feet', 'Rogue\'s Poulaines');
end
gcinclude.TelegraphAction(actions, action.Name);
end
profile.HandleItem = function()
end
profile.HandlePrecast = function()
end
profile.HandleMidcast = function()
gFunc.EquipSet(sets.TpEvasion);
gFunc.Equip('Legs', 'Homam Cosciales');
end
profile.HandlePreshot = function()
end
profile.HandleMidshot = function()
gFunc.EquipSet(sets.Ranged);
end
profile.HandleWeaponskill = function()
-- We can really curate to Evisceration/Shark Bite/Dancing Edge and whether we use SA, TA, or neither here.
local ws = gData.GetAction();
if string.match(ws.Name, 'Evisceration') then
-- TODO: Create a evisceration-specific set
gFunc.EquipSet(sets.SneakAttack);
gFunc.Equip('body', 'Hecatomb Harness');
end
gcinclude.TelegraphAction(actions, ws.Name);
end
return profile;