Kaworu Tabris LS Mate replied

613 weeks ago

monk profile:

––––––––––––––––––––––

–gear used within is purely for example,
–you MUST modify sets to match your gea, and possibly create
–additional rules for other job abilities or weaponskills.

idle =
{
[SLOT_HEAD] = "Walahra Turban",
[SLOT_BODY] = "Shura togi",
[SLOT_HANDS] = "Ochimusha kote",
[SLOT_LEGS] = "Shura haidate",
[SLOT_FEET] = "Sarutobi kyahan",
[SLOT_NECK] = "Peacock amulet",
[SLOT_WAIST] = "Brown Belt",
[SLOT_EARLEFT] = "Minuet earring",
[SLOT_EARRIGHT] = "Bloodbead earring",
[SLOT_RINGLEFT] = "Jaeger ring",
[SLOT_RINGRIGHT] = "Bomb Queen ring",
[SLOT_BACK] = "Amemet mantle +1",
};
AddGearset('idle', idle );
tp =
{
[SLOT_HEAD] = "Walahra Turban",
[SLOT_BODY] = "Shura togi",
[SLOT_HANDS] = "Ochimusha kote",
[SLOT_LEGS] = "Byakko's haidate",
[SLOT_FEET] = "Junhanshi habaki",
[SLOT_NECK] = "Peacock amulet",
[SLOT_WAIST] = "Brown Belt",
[SLOT_EARLEFT] = "Minuet earring",
[SLOT_EARRIGHT] = "Suppanomimi",
[SLOT_RINGLEFT] = "Jaeger ring",
[SLOT_RINGRIGHT] = "Bomb Queen ring",
[SLOT_BACK] = "Amemet mantle +1",
};
AddGearset( 'tp', tp );
ws =
{
[SLOT_HEAD] = "Voyager sallet",
[SLOT_BODY] = "Shura togi",
[SLOT_HANDS] = "Enkelados's bracelets",
[SLOT_LEGS] = "Shura haidate",
[SLOT_FEET] = "Junhanshi habaki",
[SLOT_NECK] = "Fang necklace",
[SLOT_WAIST] = "Warwolf Belt",
[SLOT_EARLEFT] = "Minuet earring",
[SLOT_EARRIGHT] = "Bloodbead earring",
[SLOT_RINGLEFT] = "San d'Orian ring",
[SLOT_RINGRIGHT] = "Bomb Queen ring",
[SLOT_BACK] = "Amemet mantle +1",
};
AddGearset('ws', ws);
afWS =
{
[SLOT_HEAD] = "Voyager sallet",
[SLOT_BODY] = "Shura togi",
[SLOT_HANDS] = "Ochimusha kote",
[SLOT_LEGS] = "Byakko's haidate",
[SLOT_FEET] = "Sarutobi kyahan",
[SLOT_NECK] = "Peacock amulet",
[SLOT_WAIST] = "Brown Belt",
[SLOT_EARLEFT] = "Minuet earring",
[SLOT_EARRIGHT] = "Suppanomimi",
[SLOT_RINGLEFT] = "Jaeger ring",
[SLOT_RINGRIGHT] = "Bomb Queen ring",
[SLOT_BACK] = "Amemet mantle +1",
};
pre_utsu =
{
[SLOT_HEAD] = "Walahra Turban",
[SLOT_BODY] = "Shura togi",
[SLOT_HANDS] = "Ochimusha kote",
[SLOT_LEGS] = "Byakko's haidate",
[SLOT_FEET] = "Sarutobi kyahan",
[SLOT_NECK] = "Peacock amulet",
[SLOT_WAIST] = "Brown Belt",
[SLOT_EARLEFT] = "Minuet earring",
[SLOT_EARRIGHT] = "Bloodbead earring",
[SLOT_RINGLEFT] = "Jaeger ring",
[SLOT_RINGRIGHT] = "Bomb Queen ring",
[SLOT_BACK] = "Amemet mantle +1",
};
AddGearset('putsu', pre_utsu);
MNK_kick =
{
[SLOT_HEAD] = "Walahra Turban",
[SLOT_BODY] = "Shura togi",
[SLOT_HANDS] = "Ochimusha kote",
[SLOT_LEGS] = "Byakko's haidate",
[SLOT_FEET] = "Junhanshi habaki",
[SLOT_NECK] = "Peacock amulet",
[SLOT_WAIST] = "Brown Belt",
[SLOT_EARLEFT] = "Minuet earring",
[SLOT_EARRIGHT] = "Bloodbead earring",
[SLOT_RINGLEFT] = "Jaeger ring",
[SLOT_RINGRIGHT] = "Bomb Queen ring",
[SLOT_BACK] = "Amemet mantle +1",
};
AddGearset( 'MNK_kick', MNK_kick );
mnk_chakra =
{
[SLOT_BODY] = "Temple cyclas",
[SLOT_HANDS] = "Melee gloves",
};
AddGearset('chakra', mnk_chakra);
mnk_counter =
{
[SLOT_FEET] = "Mel. Gaiters +2",
};
AddGearset('counter', mnk_counter);
mid_utsu =
{
[SLOT_NECK] = "Magoraga Beads",
[SLOT_EARLEFT] = "Loquac. Earring",
};
AddGearset('utsu', mid_utsu);
mnk_boost =
{
[SLOT_HANDS] = "Temple gloves",

};
AddGearset('boost', mnk_boost);
pdt =
{
[SLOT_NECK] = "Twilight Torque",
[SLOT_BACK] = "Shadow Mantle",
};
AddGearset('pdt', pdt);
mdt =
{
[SLOT_NECK] = "Twilight Torque",
[SLOT_RINGLEFT] = "Shadow Ring",
};
AddGearset('mdt', mdt);






–––––––––––––––––––––––––––––––––––-
WS_POSTDELAY = 2.0;
RA_MIDDELAY = 2.0;
RA_POSTDELAY = 1.5;
–––––––––––-

function updateAliases()
–this is an optional section, but do not remove the function itself
–leave the function empty similar to how healGearAdjust is left empty(only comments inside)

–these are for your /scotty set <blah> aliases, they will
–need to be updated if your playstyle still revolves around
–doing /scotty set <gearset>; you can make make it easier on
–yourself and re-direct which gear the 'tp' alias equips.

if (isBuffActive('Footwork')) then
UpdateGearset( 'tp', MNK_kick ); –updates /scotty set 'tp' set
else
UpdateGearset( 'tp', tp );
end
end
function tpGearAdjust() –! called when your status is triggered as 'Fighting', or when you gain/lose buffs and your status is fighting or etc..
print('tpAdj');
– ja's that will modify tp set(or next hit etc…)–
if (isBuffActive('Footwork')) then
equipSet( MNK_footwork );
return true;
end
end

macros =
{
['CTR1'] = '/ja "Berserk" <me>',
['CTR2'] = '/ja "Warcry" <me>',
['CTR3'] = '/ja "Aggressor" <me>',
['CTR5'] = '/ja "Focus" <me>',
['CTR6'] = '/ja "Dodge" <me>',
['CTR7'] = '/ja "Impetus" <me>',
['CTR8'] = '/ja "Counterstance" <me>',
['CTR9'] = '/ja "Perfect Counter" <me>',
['CTR0'] = '/ja "Chi Blast" <me>',
['ALT1'] = '/ja "Perfect Counter" <me>',
['ALT2'] = '/ma "Utsusemi: Ichi" <me>',
['ALT3'] = '/ma "Utsusemi: Ni" <me>',
['ALT4'] = '/ws "Ascetic\'s Fury" <t>',
['ALT5'] = '/ws "Asuran Fists" <t>',
['ALTq'] = '/scotty set idle',
['ALT`'] = '/scotty set pdt',
['CTR`'] = '/scotty set mdt',
['CTR]'] = '/item "Champion\'s Tonic" <me>',
['ALT-'] = '/item "Stalwart\'s Tonic" <me>',
};


–start of screen stuff..
–ill show an example of how to make onscreen text objects.
–in this example we will print our macro table to our screen when we do a command /mnk macroHelp, the screen will stay for 15 seconds.
–the screen can be manually turned on with /mnk mscreen, and turned off with /mnk uscreen.
function makeScreen()
local font = 'Arial'; –pick our font
local fontSize = 7; –pick our font size
local posX, posY = 80,90; –pick our x and y coordinates to start at.

–well start by adding a single line that says 'Macro Display..'
–here we make a variable to store the object were creating
local macroDisplay_header = AshitaCore:GetDirectxModule():GetTextObjectManager():CreateTextObject("macroScreen_header");
macroDisplay_header:SetFont(font, fontSize); –font and font size
macroDisplay_header:SetColor(255, 255, 255, 255); –white text color in (a,r,g,b) format
macroDisplay_header:SetBGColor(100, 0, 0, 0); –makes the background black with 100/255 opacity(transparency) (a,r,g,b)
macroDisplay_header:SetBGVisibility(true); –you can turn backgrounds off if you want by setting this to true.
macroDisplay_header:SetLocation(posX, posY); –set the location the text object will start at
macroDisplay_header:SetText('Macro Display..'); –set the text we want.

–now for the content that will display your macro table entries until you are used to them.
–to do this we need to make a loop so it will read/add every line from the macro table, we will have 3(4?) columns, alt, ctrl, (add shift?) comboination keys
local line = 0; –we need to track the current macro number were on since were not using ipairs
for k,v in pairs(macros) do –loops thru all keys and values inside macros
line = line+1; –increase the current line each time we go thru here

–i made two columns, column1 for the keys "ALT3", column2 for the macros '/ja "Provoke" <t>' etc..
local macroDisplay_column1 = AshitaCore:GetDirectxModule():GetTextObjectManager():CreateTextObject("macroScreen_column1_line_" .. line);
local macroDisplay_column2 = AshitaCore:GetDirectxModule():GetTextObjectManager():CreateTextObject("macroScreen_column2_line_" .. line);

–set the attriutes for column1(we set these above in the local section font, fontSize, posX, posY)
macroDisplay_column1:SetFont(font, fontSize); –font and font size
macroDisplay_column1:SetColor(255, 255, 255, 255); –white text color in (a,r,g,b) format
macroDisplay_column1:SetBGColor(100, 0, 0, 0); –makes the background black with 100/255 opacity(transparency) (a,r,g,b)
macroDisplay_column1:SetBGVisibility(true); –you can turn backgrounds off if you want by setting this to true.
–set the attriutes for column2
macroDisplay_column2:SetFont(font, fontSize); –font and font size
macroDisplay_column2:SetColor(255, 255, 255, 255); –white text color in (a,r,g,b) format
macroDisplay_column2:SetBGColor(100, 0, 0, 0); –makes the background black with 100/255 opacity(transparency) (a,r,g,b)
macroDisplay_column2:SetBGVisibility(true); –you can turn backgrounds off if you want by setting this to true.

–set the colum1 and 2 locations and texts,
–posY+(1*(fontSize+5)) this prevents lines from overlapping by offsetting their Y pos by the height of the fontSize + 5px.
macroDisplay_column1:SetLocation(posX, posY+(line*(fontSize+5))); –set the location for column1 (see pos info in the above comment)
macroDisplay_column1:SetText(('Key[%s]'):format(tostring(k))); –set the text for column1 to k(the key of the macro)

macroDisplay_column2:SetLocation(posX+65, posY+(line*(fontSize+5))); –set the location for column2, we push these forward 45px
macroDisplay_column2:SetText(('Macro[%s]'):format(tostring(v))); –set the text for column2 to v(the actual macro)
end
print('screen made');
end
function unmakeScreen()
AshitaCore:GetDirectxModule():GetTextObjectManager():DeleteTextObject("macroScreen_header"); –deletes the header line,
local line = 0; –just to keep it simple we will delete them the same way as we created them by counting a var 'line' up
for k,v in pairs(macros) do
line = line+1;
AshitaCore:GetDirectxModule():GetTextObjectManager():DeleteTextObject("macroScreen_column1_line_" .. line);
AshitaCore:GetDirectxModule():GetTextObjectManager():DeleteTextObject("macroScreen_column2_line_" .. line);
end
print('screen unmade');
end

function mnk_cmds(cmd,nType)
local args = cmd:GetArgs(); –this turns 'args' into a table, where '/mnk mode tank' would be args[1] = /mnk args[2] = mode args[3] = tank
if not (args[1] == '/mnk') then return false; else –this makes it ignore all commands that arent /mnk
if (args[2] == 'mscreen') then –catches '/mnk mscreen' commands. this will also do makeScreen();
makeScreen(); –manually make the screen
end
if (args[2] == 'uscreen') then –catches '/mnk uscreen' commands. that will also do unmakeScreen()
unmakeScreen(); –manually unmake the screen.
end
if (args[2] == 'macroHelp') then –catches '/mnk uscreen' commands. that will also do unmakeScreen()
print('displaying macro help display for 15 seconds…');
makeScreen(); –make the screen
timer.Once(15, unmakeScreen); –unmake the screen in 15seconds
end
end
end
events.Add("onHandleCommand","monk_commandHandler",mnk_cmds);

– so with that all done you can fire the screen up manually with /mnk mscreen, and turn it off with /mnk uscreen,
– or call it with /mnk macroHelp, where it will display for 15 seconds, then unmake the screen automatically


––––––- end screen stuff ––


function healGearAdjust()
end
function idleGearAdjust()
equipSet( idle );
end
function statusGearAdjust()
end
function tpGearAdjust()
equipSet( tp );
return true;
end
function jaGearAdjust(jaName)
if (jaName == 'Chakra') then
print('\30\02chakra-ing\30\01');
equipSet( mnk_chakra );
return true;
end
if (jaName == 'Boost') then
print('\30\02boost-ing\30\01');
equipSet( mnk_boost );
return true;
end
if (jaName == 'Counterstance') then
equipSet( mnk_counter );
return true;
end

return true;
end
function wsGearAdjust(wsName)
if (myTP() < 100) then
return true;
end
if (wsName == 'Asuran fists') then
equipSet( ws );
return true;
end
equipSet( ws );
return true;
end
function wsGearAdjust(wsName)
if (myTP() < 100) then
return true;
end
if (wsName == 'Raging fists') then
equipSet( ws );
return true;
end
equipSet( ws );
return true;
end
function maGearAdjust( spellName )
local spell = AshitaCore:GetResources():GetSpellByName( spellName )
if (magicSkillType(spell.Skill) == 'Ninjutsu') then
if (string.Contains(spell.Name, 'Utsusemi')) then
equipSet( pre_utsu );
return true;
end
end
return true;
end
function midMaGearAdjust( spellName )
local spell = AshitaCore:GetResources():GetSpellByName( spellName )
if (magicSkillType(spell.Skill) == 'Ninjutsu') then
if (string.Contains(spell.Name, 'Utsusemi')) then
equipSet( mid_utsu );
return true;
end
end
return true;
end
function raGearAdjust()
return true;
end
function midRaGearAdjust()
return true;
end

Kaworu Tabris LS Mate replied

613 weeks ago

SCH profile:

USE_HP_TRACKER = 1;
function hpTracker()
if (myHPP() <= 75) then
print('your hp 75% equal to or less');
end
if (myHPP() > 79) then
end
end

idle =
{
[SLOT_MAIN] = "Iridal staff",
[SLOT_HEAD] = "Argute mortarboard",
[SLOT_BODY] = "Argute gown",
[SLOT_HANDS] = "Argute bracers",
[SLOT_FEET] = "Argute loafers",
[SLOT_LEGS] = "Argute pants",
[SLOT_WAIST] = "Headlong Belt",
[SLOT_EARLEFT] = "Astral Earring",
[SLOT_EARRIGHT] = "Bloodbead earring",
[SLOT_RINGLEFT] = "Astral ring",
[SLOT_RINGRIGHT] = "Astral ring",
[SLOT_BACK] = "Skulker's cape",
};
AddGearset( 'idle', idle );

move =
{
[SLOT_BODY] = "Argute gown",
[SLOT_HEAD] = "Argute mortarboard",
[SLOT_HANDS] = "Argute bracers",
[SLOT_FEET] = "Argute loafers",
[SLOT_LEGS] = "Argute pants",
[SLOT_WAIST] = "Headlong Belt",
[SLOT_EARLEFT] = "Astral Earring",
[SLOT_EARRIGHT] = "Bloodbead earring",
[SLOT_RINGLEFT] = "Astral ring",
[SLOT_RINGRIGHT] = "Astral ring",
[SLOT_BACK] = "Skulker's cape",
};
AddGearset( 'move', move );

pdt =
{
[SLOT_MAIN] = "Earth Staff",
[SLOT_HEAD] = "Argute mortarboard",
[SLOT_BODY] = "Argute gown",
[SLOT_HANDS] = "Argute bracers",
[SLOT_FEET] = "Argute loafers",
[SLOT_LEGS] = "Argute pants",
[SLOT_WAIST] = "Headlong Belt",
[SLOT_EARLEFT] = "Astral Earring",
[SLOT_EARRIGHT] = "Bloodbead earring",
[SLOT_RINGLEFT] = "Astral ring",
[SLOT_RINGRIGHT] = "Astral ring",
[SLOT_BACK] = "Skulker's cape",
};
AddGearset('pdt', pdt);

mdt =
{

[SLOT_BODY] = "Argute Gown +2",
[SLOT_NECK] = "Twilight Torque",
[SLOT_RINGLEFT] = "Archon Ring",
[SLOT_RINGRIGHT] = "Dark Ring",
[SLOT_BACK] = "Hexerie Cape",
};
AddGearset('mdt', mdt);

pre_cure =
{
[SLOT_MAIN] = "Iridal Staff",
[SLOT_HEAD] = "Argute mortarboard",
[SLOT_BODY] = "Argute gown",
[SLOT_HANDS] = "Argute bracers",
[SLOT_FEET] = "Argute loafers",
[SLOT_LEGS] = "Argute pants",
[SLOT_WAIST] = "Headlong Belt",
[SLOT_EARLEFT] = "Astral Earring",
[SLOT_EARRIGHT] = "Bloodbead earring",
[SLOT_RINGLEFT] = "Astral ring",
[SLOT_RINGRIGHT] = "Astral ring",
[SLOT_BACK] = "Skulker's cape",
};
AddGearset('pre_cure', pre_cure);

mid_cure =
{
[SLOT_MAIN] = "Iridal staff",
[SLOT_HEAD] = "Argute mortarboard",
[SLOT_BODY] = "Argute gown",
[SLOT_HANDS] = "Argute bracers",
[SLOT_FEET] = "Argute loafers",
[SLOT_LEGS] = "Argute pants",
[SLOT_WAIST] = "Headlong Belt",
[SLOT_EARLEFT] = "Astral Earring",
[SLOT_EARRIGHT] = "Bloodbead earring",
[SLOT_RINGLEFT] = "Astral ring",
[SLOT_RINGRIGHT] = "Astral ring",
[SLOT_BACK] = "Skulker's cape",
};
AddGearset('mid_cure', mid_cure);

healing =
{
[SLOT_BODY] = "Argute gown",
[SLOT_HEAD] = "Argute mortarboard",
[SLOT_HANDS] = "Argute bracers",
[SLOT_FEET] = "Argute loafers",
[SLOT_LEGS] = "Argute pants",
[SLOT_WAIST] = "Headlong Belt",
[SLOT_EARLEFT] = "Astral Earring",
[SLOT_EARRIGHT] = "Bloodbead earring",
[SLOT_RINGLEFT] = "Astral ring",
[SLOT_RINGRIGHT] = "Astral ring",
[SLOT_BACK] = "Skulker's cape",
};
AddGearset('healing', healing);

lyna =
{
[SLOT_BODY] = "Argute gown",
[SLOT_HEAD] = "Argute mortarboard",
[SLOT_HANDS] = "Argute bracers",
[SLOT_FEET] = "Argute loafers",
[SLOT_LEGS] = "Argute pants",
[SLOT_WAIST] = "Headlong Belt",
[SLOT_EARLEFT] = "Astral Earring",
[SLOT_EARRIGHT] = "Bloodbead earring",
[SLOT_RINGLEFT] = "Astral ring",
[SLOT_RINGRIGHT] = "Astral ring",
[SLOT_BACK] = "Skulker's cape",
};
AddGearset('lyna', lyna);

mid_enhancing =
{
[SLOT_MAIN] = "Kirin's Pole",
[SLOT_HEAD] = "Argute mortarboard",
[SLOT_BODY] = "Argute Gown",
[SLOT_HANDS] = "Argute bracers",
[SLOT_FEET] = "Argute loafers",
[SLOT_LEGS] = "Argute pants",
[SLOT_WAIST] = "Headlong Belt",
[SLOT_EARLEFT] = "Astral Earring",
[SLOT_EARRIGHT] = "Bloodbead earring",
[SLOT_RINGLEFT] = "Astral ring",
[SLOT_RINGRIGHT] = "Astral ring",
[SLOT_BACK] = "Skulker's cape",
};
AddGearset('mid_enhancing', mid_enhancing);

pre_fastcast =
{
[SLOT_BODY] = "Argute gown",
[SLOT_HEAD] = "Argute mortarboard",
[SLOT_HANDS] = "Argute bracers",
[SLOT_FEET] = "Argute loafers",
[SLOT_LEGS] = "Argute pants",
[SLOT_WAIST] = "Headlong Belt",
[SLOT_EARLEFT] = "Astral Earring",
[SLOT_EARRIGHT] = "Bloodbead earring",
[SLOT_RINGLEFT] = "Astral ring",
[SLOT_RINGRIGHT] = "Astral ring",
[SLOT_BACK] = "Skulker's cape",
};
AddGearset('pre_fastcast', pre_fastcast);

mid_nuke =
{
[SLOT_BODY] = "Argute gown",
[SLOT_HEAD] = "Argute mortarboard",
[SLOT_HANDS] = "Argute bracers",
[SLOT_FEET] = "Argute loafers",
[SLOT_LEGS] = "Argute pants",
[SLOT_WAIST] = "Headlong Belt",
[SLOT_EARLEFT] = "Astral Earring",
[SLOT_EARRIGHT] = "Bloodbead earring",
[SLOT_RINGLEFT] = "Astral ring",
[SLOT_RINGRIGHT] = "Astral ring",
[SLOT_BACK] = "Skulker's cape",
};
AddGearset('mid_nuke', mid_nuke);

mid_ice =
{
[SLOT_BODY] = "Argute gown",
[SLOT_HEAD] = "Argute mortarboard",
[SLOT_HANDS] = "Argute bracers",
[SLOT_FEET] = "Argute loafers",
[SLOT_LEGS] = "Argute pants",
[SLOT_WAIST] = "Headlong Belt",
[SLOT_EARLEFT] = "Astral Earring",
[SLOT_EARRIGHT] = "Bloodbead earring",
[SLOT_RINGLEFT] = "Astral ring",
[SLOT_RINGRIGHT] = "Astral ring",
[SLOT_BACK] = "Skulker's cape",
};
AddGearset('mid_ice', mid_ice);

mid_thunder =
{
[SLOT_BODY] = "Argute gown",
[SLOT_HEAD] = "Argute mortarboard",
[SLOT_HANDS] = "Argute bracers",
[SLOT_FEET] = "Argute loafers",
[SLOT_LEGS] = "Argute pants",
[SLOT_WAIST] = "Headlong Belt",
[SLOT_EARLEFT] = "Astral Earring",
[SLOT_EARRIGHT] = "Bloodbead earring",
[SLOT_RINGLEFT] = "Astral ring",
[SLOT_RINGRIGHT] = "Astral ring",
[SLOT_BACK] = "Skulker's cape",
};
AddGearset('mid_thunder', mid_thunder);

mid_darknuke =
{
[SLOT_BODY] = "Argute gown",
[SLOT_HEAD] = "Argute mortarboard",
[SLOT_HANDS] = "Argute bracers",
[SLOT_FEET] = "Argute loafers",
[SLOT_LEGS] = "Argute pants",
[SLOT_WAIST] = "Headlong Belt",
[SLOT_EARLEFT] = "Astral Earring",
[SLOT_EARRIGHT] = "Bloodbead earring",
[SLOT_RINGLEFT] = "Astral ring",
[SLOT_RINGRIGHT] = "Astral ring",
[SLOT_BACK] = "Skulker's cape",
};
AddGearset('mid_darknuke', mid_darknuke);

––––––––––––––––––––––––––––––––––––––
–these are custom vars, you can make thme as needed
WS_POSTDELAY = 2.0; –delay used for how long after ws'ing before reparsing tpGearChanges
RA_MIDDELAY = 2.0; –2.5 working for me –delay for equipping mid /ra gear
RA_POSTDELAY = 1.5; –delay from when midcast is procssed onward, its procsses its value(seconds) after ra_middelay(seconds) have elapsed
MA_PREDELAY = 0.5;
MA_POSTDELAY = 1.0;
–you need the above 3 entries


function updateAliases()
end
function healGearAdjust()
–print('idle Adjust is procing');
equipSet( healing );
end
function updateAliases()
if (isBuffActive('Sandstorm')) then
UpdateGearset('idle', move);
else
UpdateGearset('idle', idle);
end
end


function idleGearAdjust() –the idle function
if (isBuffActive('Sandstorm')) then
equipSet(move);
–equip("feet", "Desert Boots");
– either the equipSet or the equip('feet', etc..) do the same end goal, so use whichever method you prefer
else
equipSet(idle);
end
end
function statusGearAdjust()
–print('status Adjust is procing'); –used these to test with
end
function tpGearAdjust()
equipSet( idel );
return true;
end
function jaGearAdjust(jaName)
return true;
end
function wsGearAdjust(wsName)
if (myTP() < 100) then
return true;
end
equipSet( ws );
return true;
end
function maGearAdjust(spellName) –? adjust gearset right before you cast(precast) based on rules within(spellname/target name)
local spell = AshitaCore:GetResources():GetSpellByName( spellName )
if (magicSkillType(spell.Skill) == 'Healing') then
if (string.Contains(spell.Name, 'Cur')) then
equipSet( pre_cure );
return true;
end
if (string.Contains(spell.Name, 'na')) then
if (isBuffActive('Accession')) then
equipSet( pre_fastcast );
return true;
end
equipSet( lyna );
return true;
end
return true;
end
if (magicSkillType(spell.Skill) == 'Enhancing') then
if (string.Contains(spell.Name, 'bar')) then
print('Barspell');
equipSet( pre_fastcast );
return true;
end
equipSet( mid_enhancing ) –default
return true;
end
end
function midMaGearAdjust(spellName)
local spell = AshitaCore:GetResources():GetSpellByName( spellName )
if (magicSkillType(spell.Skill) == 'Healing') then
if (string.Contains(spell.Name, 'Cure')) then
equipSet( mid_cure );
return true;
end
if (string.Contains(spell.Name, 'na')) then
if (isBuffActive('Accession')) then
equipSet( mid_enhancing );
return true;
end
equipSet( lyna );
return true;
end
if (string.Contains(spell.Name, 'erase')) then
if (isBuffActive('Accession')) then
equipSet( mid_enhancing );
return true;
end
equipSet( lyna );
return true;
end
return true;
end
if (magicSkillType(spell.Skill) == 'Enhancing') then
if (string.Contains(spell.Name, 'Haste')) then
if (isBuffActive('Perpetuance')) then
equipSet( mid_enhancing );
return true;
end
equipSet( lyna );
return true;
end
return true;
end
if (string.Contains(spell.Name, 'Refresh')) then
equipSet( mid_fastcast );
return true;
end
if (string.Contains(spell.Name, 'Bar')) then
if (isBuffActive('Perpetuance')) then
equipSet( mid_enhancing );
return true;
end
return true;
end
if (magicSkillType(spell.Skill) == 'Elemental') then
if (string.Contains(spell.Name, 'Cyro')) then
equipSet( mid_ice );
return true;
end
if (string.Contains(spell.Name, 'Iono')) then
equipSet( mid_thunder );
return true;
end
if (string.Contains(spell.Name, 'Nocto')) then
equipSet( mid_darknuke );
return true;
end
if (elementType(spell.Element) == 'Ice') then
if (isBuffActive('Hailstorm')) then
equipSet( mid_ice );
elseif (dayType == (Iceday)) then
equipSet( mid_ice );
return true;
end
end
if (elementType(spell.Element) == 'Thunder') then
if (isBuffActive('Thunderstorm')) then
equipSet( mid_thunder );
elseif (dayType == (Lighteningday)) then
equipSet( mid_thunder );
return true;
end
end
if (elementType(spell.Element) == 'Dark') then
if (isBuffActive('Voidstorm')) then
equipSet( mid_darknuke );
elseif (dayType == (Darksday)) then
equipSet( mid_darknuke );
return true;
end
equipSet( mid_darknuke );
return true;
end
equipSet( mid_nuke );
end
if (magicSkillType(spell.Skill) == 'Enfeebling') then
if (elementType(spell.Element) == 'Ice') then
if (isBuffActive('Hailstorm')) then
equipSet( mid_ice );
elseif (dayType == (Iceday)) then
equipSet( mid_ice );
return true;
end
end
if (elementType(spell.Element) == 'Thunder') then
if (isBuffActive('Thunderstorm')) then
equipSet( mid_thunder );
elseif (dayType == (Lighteningday)) then
equipSet( mid_thunder );
return true;
end
end
if (elementType(spell.Element) == 'Dark') then
if (isBuffActive('Voidstorm')) then
equipSet( mid_darknuke );
elseif (dayType == (Darksday)) then
equipSet( mid_darknuke );
return true;
end
equipSet( mid_darknuke );
return true;
end
equipSet( mid_nuke );
return true;
end
end
function raGearAdjust() –? adjust's /ra gear; snapshot gear/aiming phase
return true;
end
function midRaGearAdjust() –X e custom attribute(equips x-hit/dmg gear beore shot lands)
return true;
end
events.Add( "commandHandler", "luaCast_onStatusGearAdjust", onStatusGearAdjust );
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