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 );
Kaworu Tabris LS Mate replied
613 weeks ago