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wt_profession_elementalist.lua
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-- This file contains Elementalist specific combat routines
-- load routine only if player is a Elementalist
if ( 6 ~= Player.profession ) then
return
end
-- The following values have to get set ALWAYS for ALL professions!!
wt_profession_elementalist = inheritsFrom( nil )
wt_profession_elementalist.professionID = 6 -- needs to be set
wt_profession_elementalist.professionRoutineName = "Elementalist"
wt_profession_elementalist.professionRoutineVersion = "1.0"
wt_profession_elementalist.RestHealthLimit = 70
-----------------------------------------------------------------------------------
-----------------------------------------------------------------------------------
-- NeedHeal Check
wt_profession_elementalist.c_heal_action = inheritsFrom(wt_cause)
wt_profession_elementalist.e_heal_action = inheritsFrom(wt_effect)
function wt_profession_elementalist.c_heal_action:evaluate()
return (Player.health.percent < 50 and not Player:IsSpellOnCooldown(GW2.SKILLBARSLOT.Slot_6))
end
wt_profession_elementalist.e_heal_action.usesAbility = true
function wt_profession_elementalist.e_heal_action:execute()
wt_debug("e_heal_action")
Player:CastSpell(GW2.SKILLBARSLOT.Slot_6)
end
------------------------------------------------------------------------------
------------------------------------------------------------------------------
-- Move Closer to Target Check
wt_profession_elementalist.c_MoveCloser = inheritsFrom(wt_cause)
wt_profession_elementalist.e_MoveCloser = inheritsFrom(wt_effect)
function wt_profession_elementalist.c_MoveCloser:evaluate()
if ( wt_core_state_combat.CurrentTarget ~= 0 ) then
local T = CharacterList:Get(wt_core_state_combat.CurrentTarget)
local Distance = T ~= nil and T.distance or 0
local LOS = T~=nil and T.los or false
if (Distance >= wt_global_information.AttackRange or LOS~=true) then
return true
else
if( Player:GetTarget() ~= wt_core_state_combat.CurrentTarget) then
Player:SetTarget(wt_core_state_combat.CurrentTarget)
end
end
end
return false;
end
function wt_profession_elementalist.e_MoveCloser:execute()
wt_debug("e_MoveCloser ")
local T = CharacterList:Get(wt_core_state_combat.CurrentTarget)
if ( T ~= nil ) then
Player:MoveTo(T.pos.x,T.pos.y,T.pos.z,120) -- the last number is the distance to the target where to stop
end
end
------------------------------------------------------------------------------
------------------------------------------------------------------------------
-- Update Weapon Data
wt_profession_elementalist.c_update_weapons = inheritsFrom(wt_cause)
wt_profession_elementalist.e_update_weapons = inheritsFrom(wt_effect)
function wt_profession_elementalist.c_update_weapons:evaluate()
wt_profession_elementalist.MHweapon = Inventory:GetEquippedItemBySlot(GW2.EQUIPMENTSLOT.MainHandWeapon)
wt_profession_elementalist.OHweapon = Inventory:GetEquippedItemBySlot(GW2.EQUIPMENTSLOT.OffHandWeapon)
return false
end
function wt_profession_elementalist.e_update_weapons:execute()
end
------------------------------------------------------------------------------
------------------------------------------------------------------------------
-- Combat Attack Staff
wt_profession_elementalist.c_attack_Staff = inheritsFrom(wt_cause)
wt_profession_elementalist.e_attack_Staff = inheritsFrom(wt_effect)
function wt_profession_elementalist.c_attack_Staff:evaluate()
if (MHweapon ~= nil and OHweapon == nil and MHweapon.weapontype == GW2.WEAPONTYPE.Staff ) then
return wt_core_state_combat.CurrentTarget ~= 0
end
return false
end
wt_profession_elementalist.e_attack_Staff.usesAbility = true
function wt_profession_elementalist.e_attack_Staff:execute()
Player:StopMoving()
TID = wt_core_state_combat.CurrentTarget
if ( TID ~= 0 ) then
local T = CharacterList:Get(TID)
if ( T ~= nil ) then
wt_debug("attacking " .. TID .. " Distance " .. T.distance)
Player:SetFacing(T.pos.x-Player.pos.x,T.pos.z-Player.pos.z,T.pos.y-Player.pos.y)
local s1 = Player:GetSpellInfo(GW2.SKILLBARSLOT.Slot_1)
local s2 = Player:GetSpellInfo(GW2.SKILLBARSLOT.Slot_2)
local s3 = Player:GetSpellInfo(GW2.SKILLBARSLOT.Slot_3)
local s4 = Player:GetSpellInfo(GW2.SKILLBARSLOT.Slot_4)
local s5 = Player:GetSpellInfo(GW2.SKILLBARSLOT.Slot_5)
if (s1 ~= nil) then
wt_global_information.AttackRange = s1.maxRange
if (not Player:IsSpellOnCooldown(GW2.SKILLBARSLOT.Slot_5) and s5~=nil and T.distance < s5.maxRange) then
Player:CastSpell(GW2.SKILLBARSLOT.Slot_5,TID)
elseif (not Player:IsSpellOnCooldown(GW2.SKILLBARSLOT.Slot_4) and s4~=nil and T.distance < s4.maxRange) then
Player:CastSpell(GW2.SKILLBARSLOT.Slot_4,TID)
elseif (not Player:IsSpellOnCooldown(GW2.SKILLBARSLOT.Slot_3) and s3~=nil and T.distance < s3.maxRange) then
Player:CastSpell(GW2.SKILLBARSLOT.Slot_3,TID)
elseif (not Player:IsSpellOnCooldown(GW2.SKILLBARSLOT.Slot_2) and s2~=nil and T.distance < s2.maxRange) then
Player:CastSpell(GW2.SKILLBARSLOT.Slot_2,TID)
elseif (not Player:IsSpellOnCooldown(GW2.SKILLBARSLOT.Slot_1) and s1~=nil and T.distance < s1.maxRange) then
Player:CastSpell(GW2.SKILLBARSLOT.Slot_1,TID)
end
end
end
end
end
------------------------------------------------------------------------------
------------------------------------------------------------------------------
-- Combat Dagger
wt_profession_elementalist.c_attack_dagger = inheritsFrom(wt_cause)
wt_profession_elementalist.e_attack_dagger = inheritsFrom(wt_effect)
function wt_profession_elementalist.c_attack_dagger:evaluate()
if (MHweapon ~= nil and OHweapon == nil and MHweapon.weapontype == GW2.WEAPONTYPE.Dagger ) then
return wt_core_state_combat.CurrentTarget ~= 0
end
return false
end
wt_profession_elementalist.e_attack_dagger.usesAbility = true
function wt_profession_elementalist.e_attack_dagger:execute()
Player:StopMoving()
TID =wt_core_state_combat.CurrentTarget
if ( TID ~= 0 ) then
local T = CharacterList:Get(TID)
if ( T ~= nil ) then
wt_debug("attacking " .. TID .. " Distance " .. T.distance)
Player:SetFacing(T.pos.x-Player.pos.x,T.pos.z-Player.pos.z,T.pos.y-Player.pos.y)
local s1 = Player:GetSpellInfo(GW2.SKILLBARSLOT.Slot_1)
local s2 = Player:GetSpellInfo(GW2.SKILLBARSLOT.Slot_2)
local s3 = Player:GetSpellInfo(GW2.SKILLBARSLOT.Slot_3)
if (s1 ~= nil) then
wt_global_information.AttackRange = s1.maxRange
if (not Player:IsSpellOnCooldown(GW2.SKILLBARSLOT.Slot_3) and s3~=nil and T.distance < s3.maxRange) then
Player:CastSpell(GW2.SKILLBARSLOT.Slot_3,TID)
elseif (not Player:IsSpellOnCooldown(GW2.SKILLBARSLOT.Slot_2) and s2~=nil and T.distance < s2.maxRange) then
Player:CastSpell(GW2.SKILLBARSLOT.Slot_2,TID)
elseif (not Player:IsSpellOnCooldown(GW2.SKILLBARSLOT.Slot_1) and s1~=nil and T.distance < s1.maxRange) then
Player:CastSpell(GW2.SKILLBARSLOT.Slot_1,TID)
end
end
end
end
end
------------------------------------------------------------------------------
------------------------------------------------------------------------------
-- Combat Scepter
wt_profession_elementalist.c_attack_scepter = inheritsFrom(wt_cause)
wt_profession_elementalist.e_attack_scepter = inheritsFrom(wt_effect)
function wt_profession_elementalist.c_attack_scepter:evaluate()
if (MHweapon ~= nil and OHweapon == nil and MHweapon.weapontype == GW2.WEAPONTYPE.Scepter ) then
return wt_core_state_combat.CurrentTarget ~= 0
end
return false
end
wt_profession_elementalist.e_attack_scepter.usesAbility = true
function wt_profession_elementalist.e_attack_scepter:execute()
Player:StopMoving()
TID = wt_core_state_combat.CurrentTarget
if ( TID ~= 0 ) then
local T = CharacterList:Get(TID)
if ( T ~= nil ) then
wt_debug("attacking " .. TID .. " Distance " .. T.distance)
Player:SetFacing(T.pos.x-Player.pos.x,T.pos.z-Player.pos.z,T.pos.y-Player.pos.y)
local s1 = Player:GetSpellInfo(GW2.SKILLBARSLOT.Slot_1)
local s2 = Player:GetSpellInfo(GW2.SKILLBARSLOT.Slot_2)
local s3 = Player:GetSpellInfo(GW2.SKILLBARSLOT.Slot_3)
if (s1 ~= nil) then
wt_global_information.AttackRange = s1.maxRange
if (not Player:IsSpellOnCooldown(GW2.SKILLBARSLOT.Slot_3) and s3~=nil and (T.distance < s3.maxRange or T.distance < 300)) then
Player:CastSpell(GW2.SKILLBARSLOT.Slot_3,TID)
elseif (not Player:IsSpellOnCooldown(GW2.SKILLBARSLOT.Slot_2) and s2~=nil and T.distance < s2.maxRange) then
Player:CastSpell(GW2.SKILLBARSLOT.Slot_2,TID)
elseif (not Player:IsSpellOnCooldown(GW2.SKILLBARSLOT.Slot_1) and s1~=nil and T.distance < s1.maxRange) then
Player:CastSpell(GW2.SKILLBARSLOT.Slot_1,TID)
end
end
end
end
end
------------------------------------------------------------------------------
------------------------------------------------------------------------------
-- Combat Attack Dagger Dagger
wt_profession_elementalist.c_attack_daggerdagger = inheritsFrom(wt_cause)
wt_profession_elementalist.e_attack_daggerdagger = inheritsFrom(wt_effect)
function wt_profession_elementalist.c_attack_daggerdagger:evaluate()
if (MHweapon ~= nil and OHweapon ~= nil and MHweapon.weapontype == GW2.WEAPONTYPE.Dagger and OHweapon.weapontype == GW2.WEAPONTYPE.Dagger ) then
return wt_core_state_combat.CurrentTarget ~= 0
end
return false
end
wt_profession_elementalist.e_attack_daggerdagger.usesAbility = true
function wt_profession_elementalist.e_attack_daggerdagger:execute()
Player:StopMoving()
TID =wt_core_state_combat.CurrentTarget
if ( TID ~= 0 ) then
local T = CharacterList:Get(TID)
if ( T ~= nil ) then
wt_debug("attacking " .. TID .. " Distance " .. T.distance)
Player:SetFacing(T.pos.x-Player.pos.x,T.pos.z-Player.pos.z,T.pos.y-Player.pos.y)
local s1 = Player:GetSpellInfo(GW2.SKILLBARSLOT.Slot_1)
local s2 = Player:GetSpellInfo(GW2.SKILLBARSLOT.Slot_2)
local s3 = Player:GetSpellInfo(GW2.SKILLBARSLOT.Slot_3)
local s4 = Player:GetSpellInfo(GW2.SKILLBARSLOT.Slot_4)
local s5 = Player:GetSpellInfo(GW2.SKILLBARSLOT.Slot_5)
if (s1 ~= nil) then
wt_global_information.AttackRange = s1.maxRange
if (not Player:IsSpellOnCooldown(GW2.SKILLBARSLOT.Slot_5) and s5~=nil and T.distance < s5.maxRange) then
Player:CastSpell(GW2.SKILLBARSLOT.Slot_5,TID)
elseif (not Player:IsSpellOnCooldown(GW2.SKILLBARSLOT.Slot_4) and s4~=nil and (T.distance < s4.maxRange or T.distance < 200)) then
Player:CastSpell(GW2.SKILLBARSLOT.Slot_4,TID)
elseif (not Player:IsSpellOnCooldown(GW2.SKILLBARSLOT.Slot_3) and s3~=nil and T.distance < s3.maxRange) then
Player:CastSpell(GW2.SKILLBARSLOT.Slot_3,TID)
elseif (not Player:IsSpellOnCooldown(GW2.SKILLBARSLOT.Slot_2) and s2~=nil and T.distance < s2.maxRange) then
Player:CastSpell(GW2.SKILLBARSLOT.Slot_2,TID)
elseif (not Player:IsSpellOnCooldown(GW2.SKILLBARSLOT.Slot_1) and s1~=nil and T.distance < s1.maxRange) then
Player:CastSpell(GW2.SKILLBARSLOT.Slot_1,TID)
end
end
end
end
end
------------------------------------------------------------------------------
------------------------------------------------------------------------------
-- Combat Attack Dagger Dagger
wt_profession_elementalist.c_attack_daggerfocus = inheritsFrom(wt_cause)
wt_profession_elementalist.e_attack_daggerfocus = inheritsFrom(wt_effect)
function wt_profession_elementalist.c_attack_daggerfocus:evaluate()
if (MHweapon ~= nil and OHweapon ~= nil and MHweapon.weapontype == GW2.WEAPONTYPE.Dagger and OHweapon.weapontype == GW2.WEAPONTYPE.Focus ) then
return wt_core_state_combat.CurrentTarget ~= 0
end
return false
end
wt_profession_elementalist.e_attack_daggerfocus.usesAbility = true
function wt_profession_elementalist.e_attack_daggerfocus:execute()
Player:StopMoving()
TID = wt_core_state_combat.CurrentTarget
if ( TID ~= 0 ) then
local T = CharacterList:Get(TID)
if ( T ~= nil ) then
wt_debug("attacking " .. TID .. " Distance " .. T.distance)
Player:SetFacing(T.pos.x-Player.pos.x,T.pos.z-Player.pos.z,T.pos.y-Player.pos.y)
local s1 = Player:GetSpellInfo(GW2.SKILLBARSLOT.Slot_1)
local s2 = Player:GetSpellInfo(GW2.SKILLBARSLOT.Slot_2)
local s3 = Player:GetSpellInfo(GW2.SKILLBARSLOT.Slot_3)
local s4 = Player:GetSpellInfo(GW2.SKILLBARSLOT.Slot_4)
local s5 = Player:GetSpellInfo(GW2.SKILLBARSLOT.Slot_5)
if (s1 ~= nil) then
wt_global_information.AttackRange = s1.maxRange
if (not Player:IsSpellOnCooldown(GW2.SKILLBARSLOT.Slot_5) and s5~=nil and (T.distance < s5.maxRange or T.distance < 200)) then
Player:CastSpell(GW2.SKILLBARSLOT.Slot_5,TID)
elseif (not Player:IsSpellOnCooldown(GW2.SKILLBARSLOT.Slot_4) and s4~=nil and (T.distance < s4.maxRange or T.distance < 200)) then
Player:CastSpell(GW2.SKILLBARSLOT.Slot_4,TID)
elseif (not Player:IsSpellOnCooldown(GW2.SKILLBARSLOT.Slot_3) and s3~=nil and T.distance < s3.maxRange) then
Player:CastSpell(GW2.SKILLBARSLOT.Slot_3,TID)
elseif (not Player:IsSpellOnCooldown(GW2.SKILLBARSLOT.Slot_2) and s2~=nil and T.distance < s2.maxRange) then
Player:CastSpell(GW2.SKILLBARSLOT.Slot_2,TID)
elseif (not Player:IsSpellOnCooldown(GW2.SKILLBARSLOT.Slot_1) and s1~=nil and T.distance < s1.maxRange) then
Player:CastSpell(GW2.SKILLBARSLOT.Slot_1,TID)
end
end
end
end
end
------------------------------------------------------------------------------
------------------------------------------------------------------------------
-- Combat Default Attack
wt_profession_elementalist.c_attack_default = inheritsFrom(wt_cause)
wt_profession_elementalist.e_attack_default = inheritsFrom(wt_effect)
function wt_profession_elementalist.c_attack_default:evaluate()
return wt_core_state_combat.CurrentTarget ~= 0
end
wt_profession_elementalist.e_attack_default.usesAbility = true
function wt_profession_elementalist.e_attack_default:execute()
Player:StopMoving()
TID = wt_core_state_combat.CurrentTarget
if ( TID ~= 0 ) then
local T = CharacterList:Get(TID)
if ( T ~= nil ) then
wt_debug("attacking " .. TID .. " Distance " .. T.distance)
Player:SetFacing(T.pos.x-Player.pos.x,T.pos.z-Player.pos.z,T.pos.y-Player.pos.y)
local s1 = Player:GetSpellInfo(GW2.SKILLBARSLOT.Slot_1)
local s2 = Player:GetSpellInfo(GW2.SKILLBARSLOT.Slot_2)
local s3 = Player:GetSpellInfo(GW2.SKILLBARSLOT.Slot_3)
local s4 = Player:GetSpellInfo(GW2.SKILLBARSLOT.Slot_4)
local s5 = Player:GetSpellInfo(GW2.SKILLBARSLOT.Slot_5)
if (s1 ~= nil) then
wt_global_information.AttackRange = s1.maxRange
if (not Player:IsSpellOnCooldown(GW2.SKILLBARSLOT.Slot_5) and s5~=nil and (T.distance < s5.maxRange or s5.maxRange < 100)) then
Player:CastSpell(GW2.SKILLBARSLOT.Slot_5,TID)
elseif (not Player:IsSpellOnCooldown(GW2.SKILLBARSLOT.Slot_4) and s4~=nil and (T.distance < s4.maxRange or s4.maxRange < 100)) then
Player:CastSpell(GW2.SKILLBARSLOT.Slot_4,TID)
elseif (not Player:IsSpellOnCooldown(GW2.SKILLBARSLOT.Slot_3) and s3~=nil and (T.distance < s3.maxRange or s3.maxRange < 100)) then
Player:CastSpell(GW2.SKILLBARSLOT.Slot_3,TID)
elseif (not Player:IsSpellOnCooldown(GW2.SKILLBARSLOT.Slot_2) and s2~=nil and (T.distance < s2.maxRange or s2.maxRange < 100)) then
Player:CastSpell(GW2.SKILLBARSLOT.Slot_2,TID)
elseif (not Player:IsSpellOnCooldown(GW2.SKILLBARSLOT.Slot_1) and s1~=nil and (T.distance < s1.maxRange or s1.maxRange < 100)) then
Player:CastSpell(GW2.SKILLBARSLOT.Slot_1,TID)
end
end
end
end
end
-----------------------------------------------------------------------------------
-- Registration and setup of causes and effects to the different states
-----------------------------------------------------------------------------------
-- We need to check if the players current profession is ours to only add our profession specific routines
if ( wt_profession_elementalist.professionID > -1 and wt_profession_elementalist.professionID == Player.profession) then
wt_debug("Initalizing profession routine for Elementalist")
-- Default Causes & Effects that are already in the wt_core_state_combat for all classes:
-- Death Check - Priority 10000 --> Can change state to wt_core_state_dead.lua
-- Combat Over Check - Priority 500 --> Can change state to wt_core_state_idle.lua
-- Our C & E´s for Elementalist combat:
local ke_heal_action = wt_kelement:create("heal_action",wt_profession_elementalist.c_heal_action,wt_profession_elementalist.e_heal_action, 100 )
wt_core_state_combat:add(ke_heal_action)
local ke_MoveClose_action = wt_kelement:create("Move closer",wt_profession_elementalist.c_MoveCloser,wt_profession_elementalist.e_MoveCloser, 75 )
wt_core_state_combat:add(ke_MoveClose_action)
local ke_Update_weapons = wt_kelement:create("UpdateWeaponData",wt_profession_elementalist.c_update_weapons,wt_profession_elementalist.e_update_weapons, 55 )
wt_core_state_combat:add(ke_Update_weapons)
local ke_Attack_Staff = wt_kelement:create("AttackStaff",wt_profession_elementalist.c_attack_Staff,wt_profession_elementalist.e_attack_Staff, 50 )
wt_core_state_combat:add(ke_Attack_Staff)
local ke_Attack_dagger = wt_kelement:create("AttackDagger",wt_profession_elementalist.c_attack_dagger,wt_profession_elementalist.e_attack_dagger, 50 )
wt_core_state_combat:add(ke_Attack_dagger)
local ke_Attack_scepter = wt_kelement:create("AttackScepter",wt_profession_elementalist.c_attack_scepter,wt_profession_elementalist.e_attack_scepter, 50 )
wt_core_state_combat:add(ke_Attack_scepter)
local ke_Attack_daggerdagger = wt_kelement:create("AttackDaggerDagger",wt_profession_elementalist.c_attack_daggerdagger,wt_profession_elementalist.e_attack_daggerdagger, 50 )
wt_core_state_combat:add(ke_Attack_daggerdagger)
local ke_Attack_daggerfocus = wt_kelement:create("AttackDaggerFocus",wt_profession_elementalist.c_attack_daggerfocus,wt_profession_elementalist.e_attack_daggerfocus, 50 )
wt_core_state_combat:add(ke_Attack_daggerfocus)
local ke_Attack_default = wt_kelement:create("Attackdefault",wt_profession_elementalist.c_attack_default,wt_profession_elementalist.e_attack_default, 45 )
wt_core_state_combat:add(ke_Attack_default)
-- We need to set the Currentprofession to our profession , so that other parts of the framework can use it.
wt_global_information.Currentprofession = wt_profession_elementalist
wt_global_information.AttackRange = 900
end
-----------------------------------------------------------------------------------