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wt_profession_ranger.lua
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wt_profession_ranger.lua
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-- This file contains ranger specific combat routines
-- load routine only if player is a ranger
if ( 4 ~= Player.profession ) then
return
end
-- The following values have to get set ALWAYS for ALL professions!!
wt_profession_ranger = inheritsFrom( nil )
wt_profession_ranger.professionID = 4 -- needs to be set
wt_profession_ranger.professionRoutineName = "Ranger"
wt_profession_ranger.professionRoutineVersion = "1.0"
wt_profession_ranger.RestHealthLimit = 70
-----------------------------------------------------------------------------------
-----------------------------------------------------------------------------------
local debug_slot, debug_tid = nil, nil
local debug_attack, debug_move, debug_heal = true, true, true
local debug_attack_msg_format = "Ranger: Use %s (Slot %u) on %s (%u) - Dist %.f"
local debug_move_msg_format = "Ranger: Move to %s (%u) - Dist %.f"
local debug_heal_msg_format = "Ranger: Use %s - Slot %u - %u"
function debug_msg( tid, t, slot, name )
if ( slot ~= nil ) then
if ( debug_attack and tid ~= nil ) then
if ( debug_slot ~= slot ) then
wt_debug( string.format( debug_attack_msg_format, tostring( name ) or "", slot, t.name or "MOB", tid, t.distance ) )
debug_slot = slot
end
elseif ( debug_heal and tid == nil ) then
if ( debug_slot ~= slot ) then
wt_debug( string.format( debug_heal_msg_format, tostring( name ) or "", slot, Player.health.percent ).."% health" )
debug_slot = slot
end
end
if ( debug_tid ~= tid ) then
debug_tid = tid
end
else
if ( debug_move ) then
if ( debug_tid ~= tid ) then
wt_debug( string.format( debug_move_msg_format, t.name or "MOB", tid, t.distance ) )
debug_tid = tid
end
end
debug_slot = nil
end
end
-----------------------------------------------------------------------------------
-----------------------------------------------------------------------------------
--[[ Human weapon information - name = { skill_x = range_y, ect. }
mainhand = {
Sword = { s1 = 130, s2 = 130, s3 = 130 }
Longbow = { s1 = 1200, s2 = 1200, s3 = 1200, s4 = 750, s5 = 1200 } s1 -> s2, s2 -> s3, s3 -> s4, s4 -> s1, s5 -> s5
Shortbow = { s1 = 1200, s2 = 1200, s3 = 1200, s4 = 1200, s5 = 1200 }
Axe = { s1 = 900, s2 = 900, s3 = 900 }
Greatsword = { s1 = 150, s2 = 150, s3 = 1100, s4 = 300, s5 = 300 }
Spear = { s1 = 150, s2 = 150, s3 = 900, s4 = 240, s5 = 150 }
HarpoonGun = { s1 = 1200, s2 = 1200, s3 = 1200, s4 = 1200, s5 = 1200 }
}
offhand = {
Axe = { s4 = 900, s5 = 150 }
Dagger = { s4 = 250, s5 = 900 }
Torch = { s4 = 900, s5 = 120 }
Warhorn = { s4 = 900, s5 = 600 }
}
]]--
------------------------------------------------------------------------------
------------------------------------------------------------------------------
-- NeedHeal Check
wt_profession_ranger.c_heal_action = inheritsFrom( wt_cause )
wt_profession_ranger.e_heal_action = inheritsFrom( wt_effect )
function wt_profession_ranger.c_heal_action:evaluate()
return ( Player.health.percent < 50 and not Player:IsSpellOnCooldown( GW2.SKILLBARSLOT.Slot_6 ) )
end
wt_profession_ranger.e_heal_action.usesAbility = true
function wt_profession_ranger.e_heal_action:execute()
local s6 = Player:GetSpellInfo( GW2.SKILLBARSLOT.Slot_6 )
if ( not Player:IsSpellOnCooldown( GW2.SKILLBARSLOT.Slot_6 ) ) then
-- wt_debug( "e_heal_action" )
if ( Player:IsCasting( GW2.SKILLBARSLOT.Slot_6 ) and Player:GetCurrentlyCastedSpell() == GW2.SKILLBARSLOT.Slot_6 ) then
debug_msg( nil, nil, 6, s6.name )
end
Player:CastSpell( GW2.SKILLBARSLOT.Slot_6 )
end
end
------------------------------------------------------------------------------
------------------------------------------------------------------------------
-- Move Closer to Target Check
wt_profession_ranger.c_MoveCloser = inheritsFrom( wt_cause )
wt_profession_ranger.e_MoveCloser = inheritsFrom( wt_effect )
function wt_profession_ranger.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_ranger.e_MoveCloser:execute()
local TID = wt_core_state_combat.CurrentTarget
local T = CharacterList:Get( TID )
if ( T ~= nil ) then
debug_msg( TID, T, nil)
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_ranger.c_update_weapons = inheritsFrom( wt_cause )
wt_profession_ranger.e_update_weapons = inheritsFrom( wt_effect )
function wt_profession_ranger.c_update_weapons:evaluate()
wt_profession_ranger.MHweapon = Inventory:GetEquippedItemBySlot( GW2.EQUIPMENTSLOT.MainHandWeapon )
wt_profession_ranger.OHweapon = Inventory:GetEquippedItemBySlot( GW2.EQUIPMENTSLOT.OffHandWeapon )
return false
end
function wt_profession_ranger.e_update_weapons:execute()
end
------------------------------------------------------------------------------
------------------------------------------------------------------------------
-- Combat Default Attack
wt_profession_ranger.c_attack_default = inheritsFrom( wt_cause )
wt_profession_ranger.e_attack_default = inheritsFrom( wt_effect )
function wt_profession_ranger.c_attack_default:evaluate()
return wt_core_state_combat.CurrentTarget ~= 0
end
wt_profession_ranger.e_attack_default.usesAbility = true
function wt_profession_ranger.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
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 )
--[[
-- Utility & Elite slots
local s7 = Player:GetSpellInfo( GW2.SKILLBARSLOT.Slot_7 )
local s8 = Player:GetSpellInfo( GW2.SKILLBARSLOT.Slot_8 )
local s9 = Player:GetSpellInfo( GW2.SKILLBARSLOT.Slot_9 )
local s10 = Player:GetSpellInfo( GW2.SKILLBARSLOT.Slot_10 )
if ( not Player:IsSpellOnCooldown( GW2.SKILLBARSLOT.Slot_7 ) and s7 ~= nil and ( T.distance < s7.maxRange ) ) then
Player:CastSpell( GW2.SKILLBARSLOT.Slot_7, TID )
debug_msg( TID, T, 7 )
end
]]--
if( wt_profession_ranger.MHweapon ~= nil and wt_profession_ranger.OHweapon == nil ) then
if ( wt_profession_ranger.MHweapon.weapontype == GW2.WEAPONTYPE.Sword ) then
wt_global_information.AttackRange = 130
if ( not Player:IsSpellOnCooldown( GW2.SKILLBARSLOT.Slot_3 ) and s3 ~= nil and ( T.distance < s3.maxRange or s3.maxRange < 130 ) ) then
Player:CastSpell( GW2.SKILLBARSLOT.Slot_3, TID )
debug_msg( TID, T, 3, s3.name )
elseif ( not Player:IsSpellOnCooldown( GW2.SKILLBARSLOT.Slot_2 ) and s2 ~= nil and ( T.distance < s2.maxRange or s2.maxRange < 130 ) ) then
Player:CastSpell( GW2.SKILLBARSLOT.Slot_2, TID )
debug_msg( TID, T, 2, s2.name )
elseif ( not Player:IsSpellOnCooldown( GW2.SKILLBARSLOT.Slot_1 ) and s1 ~= nil and ( T.distance < s1.maxRange or s1.maxRange < 130 ) ) then
Player:CastSpell( GW2.SKILLBARSLOT.Slot_1, TID )
debug_msg( TID, T, 1, s1.name )
end
elseif ( wt_profession_ranger.MHweapon.weapontype == GW2.WEAPONTYPE.Longbow ) then
wt_global_information.AttackRange = 1200
if ( not Player:IsSpellOnCooldown( GW2.SKILLBARSLOT.Slot_5 ) and s5 ~= nil and ( T.distance < s5.maxRange or s5.maxRange < 1200 ) ) then
Player:CastSpell( GW2.SKILLBARSLOT.Slot_5, TID )
debug_msg( TID, T, 5, s5.name ) -- Barrage ( bar slot 5 )
elseif ( not Player:IsSpellOnCooldown( GW2.SKILLBARSLOT.Slot_4 ) and s4 ~= nil and ( T.distance < s4.maxRange or s4.maxRange < 1200 ) ) then
Player:CastSpell( GW2.SKILLBARSLOT.Slot_4, TID )
debug_msg( TID, T, 1, s4.name ) -- Long Range Shot ( bar slot 1 )
elseif ( not Player:IsSpellOnCooldown( GW2.SKILLBARSLOT.Slot_3 ) and s3 ~= nil and ( T.distance < s3.maxRange or s3.maxRange < 750 ) ) then
Player:CastSpell( GW2.SKILLBARSLOT.Slot_3, TID )
debug_msg( TID, T, 4, s3.name ) -- Point Blank Shot ( bar slot 4 )
elseif ( not Player:IsSpellOnCooldown( GW2.SKILLBARSLOT.Slot_2 ) and s2 ~= nil and ( T.distance < s2.maxRange or s2.maxRange < 1200 ) ) then
Player:CastSpell( GW2.SKILLBARSLOT.Slot_2, TID )
debug_msg( TID, T, 3, s2.name ) -- Hunter's Shot ( bar slot 3 )
elseif ( not Player:IsSpellOnCooldown( GW2.SKILLBARSLOT.Slot_1 ) and s1 ~= nil and ( T.distance < s1.maxRange or s1.maxRange < 1200 ) ) then
Player:CastSpell( GW2.SKILLBARSLOT.Slot_1, TID )
debug_msg( TID, T, 2, s1.name ) -- Rapid Fire ( bar slot 2 )
end
elseif ( wt_profession_ranger.MHweapon.weapontype == GW2.WEAPONTYPE.Shortbow ) then
wt_global_information.AttackRange = 1200
if ( not Player:IsSpellOnCooldown( GW2.SKILLBARSLOT.Slot_5 ) and s5 ~= nil and ( T.distance < s5.maxRange or s5.maxRange < 1200 ) ) then
Player:CastSpell( GW2.SKILLBARSLOT.Slot_5, TID )
debug_msg( TID, T, 5, s5.name )
elseif ( not Player:IsSpellOnCooldown( GW2.SKILLBARSLOT.Slot_4 ) and s4 ~= nil and ( T.distance < s4.maxRange or s4.maxRange < 1200 ) ) then
Player:CastSpell( GW2.SKILLBARSLOT.Slot_4, TID )
debug_msg( TID, T, 4, s4.name )
elseif ( not Player:IsSpellOnCooldown( GW2.SKILLBARSLOT.Slot_3 ) and s3 ~= nil and ( T.distance < s3.maxRange or s3.maxRange < 1200 ) ) then
Player:CastSpell( GW2.SKILLBARSLOT.Slot_3, TID )
debug_msg( TID, T, 3, s3.name )
elseif ( not Player:IsSpellOnCooldown( GW2.SKILLBARSLOT.Slot_2 ) and s2 ~= nil and ( T.distance < s2.maxRange or s2.maxRange < 1200 ) ) then
Player:CastSpell( GW2.SKILLBARSLOT.Slot_2, TID )
debug_msg( TID, T, 2, s2.name )
elseif ( not Player:IsSpellOnCooldown( GW2.SKILLBARSLOT.Slot_1 ) and s1 ~= nil and ( T.distance < s1.maxRange or s1.maxRange < 1200 ) ) then
Player:CastSpell( GW2.SKILLBARSLOT.Slot_1, TID )
debug_msg( TID, T, 1, s1.name )
end
elseif ( wt_profession_ranger.MHweapon.weapontype == GW2.WEAPONTYPE.Axe ) then
wt_global_information.AttackRange = 900
if ( not Player:IsSpellOnCooldown( GW2.SKILLBARSLOT.Slot_3 ) and s3 ~= nil and ( T.distance < s3.maxRange or s3.maxRange < 900 ) ) then
Player:CastSpell( GW2.SKILLBARSLOT.Slot_3, TID )
debug_msg( TID, T, 3, s3.name )
elseif ( not Player:IsSpellOnCooldown( GW2.SKILLBARSLOT.Slot_2 ) and s2 ~= nil and ( T.distance < s2.maxRange or s2.maxRange < 900 ) ) then
Player:CastSpell( GW2.SKILLBARSLOT.Slot_2, TID )
debug_msg( TID, T, 2, s2.name )
elseif ( not Player:IsSpellOnCooldown( GW2.SKILLBARSLOT.Slot_1 ) and s1 ~= nil and ( T.distance < s1.maxRange or s1.maxRange < 900 ) ) then
Player:CastSpell( GW2.SKILLBARSLOT.Slot_1, TID )
debug_msg( TID, T, 1, s1.name )
end
elseif ( wt_profession_ranger.MHweapon.weapontype == GW2.WEAPONTYPE.Greatsword ) then
wt_global_information.AttackRange = 150
if ( not Player:IsSpellOnCooldown( GW2.SKILLBARSLOT.Slot_5 ) and s5 ~= nil and ( T.distance < s5.maxRange or s5.maxRange < 300 ) ) then
Player:CastSpell( GW2.SKILLBARSLOT.Slot_5, TID )
debug_msg( TID, T, 5, s5.name )
elseif ( not Player:IsSpellOnCooldown( GW2.SKILLBARSLOT.Slot_4 ) and s4 ~= nil and ( T.distance < s4.maxRange or s4.maxRange < 300 ) ) then
Player:CastSpell( GW2.SKILLBARSLOT.Slot_4, TID )
debug_msg( TID, T, 4, s4.name )
elseif ( not Player:IsSpellOnCooldown( GW2.SKILLBARSLOT.Slot_3 ) and s3 ~= nil and ( T.distance < s3.maxRange or s3.maxRange < 1100 ) ) then
Player:CastSpell( GW2.SKILLBARSLOT.Slot_3, TID )
debug_msg( TID, T, 3, s3.name )
elseif ( not Player:IsSpellOnCooldown( GW2.SKILLBARSLOT.Slot_2 ) and s2 ~= nil and ( T.distance < s2.maxRange or s2.maxRange < 150 ) ) then
Player:CastSpell( GW2.SKILLBARSLOT.Slot_2, TID )
debug_msg( TID, T, 2, s2.name )
elseif ( not Player:IsSpellOnCooldown( GW2.SKILLBARSLOT.Slot_1 ) and s1 ~= nil and ( T.distance < s1.maxRange or s1.maxRange < 150 ) ) then
Player:CastSpell( GW2.SKILLBARSLOT.Slot_1, TID )
debug_msg( TID, T, 1, s1.name )
end
elseif ( wt_profession_ranger.MHweapon.weapontype == GW2.WEAPONTYPE.Spear ) then
wt_global_information.AttackRange = 150
if ( not Player:IsSpellOnCooldown( GW2.SKILLBARSLOT.Slot_5 ) and s5 ~= nil and ( T.distance < s5.maxRange or s5.maxRange < 150 ) ) then
Player:CastSpell( GW2.SKILLBARSLOT.Slot_5, TID )
debug_msg( TID, T, 5, s5.name )
elseif ( not Player:IsSpellOnCooldown( GW2.SKILLBARSLOT.Slot_4 ) and s4 ~= nil and ( T.distance < s4.maxRange or s4.maxRange < 240 ) ) then
Player:CastSpell( GW2.SKILLBARSLOT.Slot_4, TID )
debug_msg( TID, T, 4, s4.name )
elseif ( not Player:IsSpellOnCooldown( GW2.SKILLBARSLOT.Slot_3 ) and s3 ~= nil and ( T.distance < s3.maxRange or s3.maxRange < 900 ) ) then
Player:CastSpell( GW2.SKILLBARSLOT.Slot_3, TID )
debug_msg( TID, T, 3, s3.name )
elseif ( not Player:IsSpellOnCooldown( GW2.SKILLBARSLOT.Slot_2 ) and s2 ~= nil and ( T.distance < s2.maxRange or s2.maxRange < 150 ) ) then
Player:CastSpell( GW2.SKILLBARSLOT.Slot_2, TID )
debug_msg( TID, T, 2, s2.name )
elseif ( not Player:IsSpellOnCooldown( GW2.SKILLBARSLOT.Slot_1 ) and s1 ~= nil and ( T.distance < s1.maxRange or s1.maxRange < 150 ) ) then
Player:CastSpell( GW2.SKILLBARSLOT.Slot_1, TID )
debug_msg( TID, T, 1, s1.name )
end
elseif ( wt_profession_ranger.MHweapon.weapontype == GW2.WEAPONTYPE.HarpoonGun ) then
wt_global_information.AttackRange = 1200
if ( not Player:IsSpellOnCooldown( GW2.SKILLBARSLOT.Slot_5 ) and s5 ~= nil and ( T.distance < s5.maxRange or s5.maxRange < 1200 ) ) then
Player:CastSpell( GW2.SKILLBARSLOT.Slot_5, TID )
debug_msg( TID, T, 5, s5.name )
elseif ( not Player:IsSpellOnCooldown( GW2.SKILLBARSLOT.Slot_4 ) and s4 ~= nil and ( T.distance < s4.maxRange or s4.maxRange < 1200 ) ) then
Player:CastSpell( GW2.SKILLBARSLOT.Slot_4, TID )
debug_msg( TID, T, 4, s4.name )
elseif ( not Player:IsSpellOnCooldown( GW2.SKILLBARSLOT.Slot_3 ) and s3 ~= nil and ( T.distance < s3.maxRange or s3.maxRange < 1200 ) ) then
Player:CastSpell( GW2.SKILLBARSLOT.Slot_3, TID )
debug_msg( TID, T, 3, s3.name )
elseif ( not Player:IsSpellOnCooldown( GW2.SKILLBARSLOT.Slot_2 ) and s2 ~= nil and ( T.distance < s2.maxRange or s2.maxRange < 1200 ) ) then
Player:CastSpell( GW2.SKILLBARSLOT.Slot_2, TID )
debug_msg( TID, T, 2, s2.name )
elseif ( not Player:IsSpellOnCooldown( GW2.SKILLBARSLOT.Slot_1 ) and s1 ~= nil and ( T.distance < s1.maxRange or s1.maxRange < 1200 ) ) then
Player:CastSpell( GW2.SKILLBARSLOT.Slot_1, TID )
debug_msg( TID, T, 1, s1.name )
end
end
elseif(wt_profession_ranger.MHweapon ~= nil and wt_profession_ranger.OHweapon ~= nil ) then
if ( wt_profession_ranger.MHweapon.weapontype == GW2.WEAPONTYPE.Sword ) then
if ( wt_profession_ranger.OHweapon.weapontype == GW2.WEAPONTYPE.Axe ) then
wt_global_information.AttackRange = 130
if ( not Player:IsSpellOnCooldown( GW2.SKILLBARSLOT.Slot_5 ) and s5 ~= nil and ( T.distance < s5.maxRange or s5.maxRange < 150 ) ) then
Player:CastSpell( GW2.SKILLBARSLOT.Slot_5, TID )
debug_msg( TID, T, 5, s5.name )
elseif ( not Player:IsSpellOnCooldown( GW2.SKILLBARSLOT.Slot_4 ) and s4 ~= nil and ( T.distance < s4.maxRange or s4.maxRange < 900 ) ) then
Player:CastSpell( GW2.SKILLBARSLOT.Slot_4, TID )
debug_msg( TID, T, 4, s4.name )
elseif ( not Player:IsSpellOnCooldown( GW2.SKILLBARSLOT.Slot_3 ) and s3 ~= nil and ( T.distance < s3.maxRange or s3.maxRange < 130 ) ) then
Player:CastSpell( GW2.SKILLBARSLOT.Slot_3, TID )
debug_msg( TID, T, 3, s3.name )
elseif ( not Player:IsSpellOnCooldown( GW2.SKILLBARSLOT.Slot_2 ) and s2 ~= nil and ( T.distance < s2.maxRange or s2.maxRange < 130 ) ) then
Player:CastSpell( GW2.SKILLBARSLOT.Slot_2, TID )
debug_msg( TID, T, 2, s2.name )
elseif ( not Player:IsSpellOnCooldown( GW2.SKILLBARSLOT.Slot_1 ) and s1 ~= nil and ( T.distance < s1.maxRange or s1.maxRange < 130 ) ) then
Player:CastSpell( GW2.SKILLBARSLOT.Slot_1, TID )
debug_msg( TID, T, 1, s1.name )
end
elseif ( wt_profession_ranger.OHweapon.weapontype == GW2.WEAPONTYPE.Dagger ) then
wt_global_information.AttackRange = 130
if ( not Player:IsSpellOnCooldown( GW2.SKILLBARSLOT.Slot_5 ) and s5 ~= nil and ( T.distance < s5.maxRange or s5.maxRange < 900 ) ) then
Player:CastSpell( GW2.SKILLBARSLOT.Slot_5, TID )
debug_msg( TID, T, 5, s5.name )
elseif ( not Player:IsSpellOnCooldown( GW2.SKILLBARSLOT.Slot_4 ) and s4 ~= nil and ( T.distance < s4.maxRange or s4.maxRange < 250 ) ) then
Player:CastSpell( GW2.SKILLBARSLOT.Slot_4, TID )
debug_msg( TID, T, 4, s4.name )
elseif ( not Player:IsSpellOnCooldown( GW2.SKILLBARSLOT.Slot_3 ) and s3 ~= nil and ( T.distance < s3.maxRange or s3.maxRange < 130 ) ) then
Player:CastSpell( GW2.SKILLBARSLOT.Slot_3, TID )
debug_msg( TID, T, 3, s3.name )
elseif ( not Player:IsSpellOnCooldown( GW2.SKILLBARSLOT.Slot_2 ) and s2 ~= nil and ( T.distance < s2.maxRange or s2.maxRange < 130 ) ) then
Player:CastSpell( GW2.SKILLBARSLOT.Slot_2, TID )
debug_msg( TID, T, 2, s2.name )
elseif ( not Player:IsSpellOnCooldown( GW2.SKILLBARSLOT.Slot_1 ) and s1 ~= nil and ( T.distance < s1.maxRange or s1.maxRange < 130 ) ) then
Player:CastSpell( GW2.SKILLBARSLOT.Slot_1, TID )
debug_msg( TID, T, 1, s1.name )
end
elseif ( wt_profession_ranger.OHweapon.weapontype == GW2.WEAPONTYPE.Torch ) then
wt_global_information.AttackRange = 130
if ( not Player:IsSpellOnCooldown( GW2.SKILLBARSLOT.Slot_5 ) and s5 ~= nil and ( T.distance < s5.maxRange or s5.maxRange < 120 ) ) then
Player:CastSpell( GW2.SKILLBARSLOT.Slot_5, TID )
debug_msg( TID, T, 5, s5.name )
elseif ( not Player:IsSpellOnCooldown( GW2.SKILLBARSLOT.Slot_4 ) and s4 ~= nil and ( T.distance < s4.maxRange or s4.maxRange < 900 ) ) then
Player:CastSpell( GW2.SKILLBARSLOT.Slot_4, TID )
debug_msg( TID, T, 4, s4.name )
elseif ( not Player:IsSpellOnCooldown( GW2.SKILLBARSLOT.Slot_3 ) and s3 ~= nil and ( T.distance < s3.maxRange or s3.maxRange < 130 ) ) then
Player:CastSpell( GW2.SKILLBARSLOT.Slot_3, TID )
debug_msg( TID, T, 3, s3.name )
elseif ( not Player:IsSpellOnCooldown( GW2.SKILLBARSLOT.Slot_2 ) and s2 ~= nil and ( T.distance < s2.maxRange or s2.maxRange < 130 ) ) then
Player:CastSpell( GW2.SKILLBARSLOT.Slot_2, TID )
debug_msg( TID, T, 2, s2.name )
elseif ( not Player:IsSpellOnCooldown( GW2.SKILLBARSLOT.Slot_1 ) and s1 ~= nil and ( T.distance < s1.maxRange or s1.maxRange < 130 ) ) then
Player:CastSpell( GW2.SKILLBARSLOT.Slot_1, TID )
debug_msg( TID, T, 1, s1.name )
end
elseif ( wt_profession_ranger.OHweapon.weapontype == GW2.WEAPONTYPE.Warhorn ) then
wt_global_information.AttackRange = 130
if ( not Player:IsSpellOnCooldown( GW2.SKILLBARSLOT.Slot_5 ) and s5 ~= nil and ( T.distance < s5.maxRange or s5.maxRange < 600 ) ) then
Player:CastSpell( GW2.SKILLBARSLOT.Slot_5, TID )
debug_msg( TID, T, 5, s5.name )
elseif ( not Player:IsSpellOnCooldown( GW2.SKILLBARSLOT.Slot_4 ) and s4 ~= nil and ( T.distance < s4.maxRange or s4.maxRange < 900 ) ) then
Player:CastSpell( GW2.SKILLBARSLOT.Slot_4, TID )
debug_msg( TID, T, 4, s4.name )
elseif ( not Player:IsSpellOnCooldown( GW2.SKILLBARSLOT.Slot_3 ) and s3 ~= nil and ( T.distance < s3.maxRange or s3.maxRange < 130 ) ) then
Player:CastSpell( GW2.SKILLBARSLOT.Slot_3, TID )
debug_msg( TID, T, 3, s3.name )
elseif ( not Player:IsSpellOnCooldown( GW2.SKILLBARSLOT.Slot_2 ) and s2 ~= nil and ( T.distance < s2.maxRange or s2.maxRange < 130 ) ) then
Player:CastSpell( GW2.SKILLBARSLOT.Slot_2, TID )
debug_msg( TID, T, 2, s2.name )
elseif ( not Player:IsSpellOnCooldown( GW2.SKILLBARSLOT.Slot_1 ) and s1 ~= nil and ( T.distance < s1.maxRange or s1.maxRange < 130 ) ) then
Player:CastSpell( GW2.SKILLBARSLOT.Slot_1, TID )
debug_msg( TID, T, 1, s1.name )
end
end
elseif ( wt_profession_ranger.MHweapon.weapontype == GW2.WEAPONTYPE.Axe ) then
if ( wt_profession_ranger.OHweapon.weapontype == GW2.WEAPONTYPE.Axe ) then
wt_global_information.AttackRange = 900
if ( not Player:IsSpellOnCooldown( GW2.SKILLBARSLOT.Slot_5 ) and s5 ~= nil and ( T.distance < s5.maxRange or s5.maxRange < 150 ) ) then
Player:CastSpell( GW2.SKILLBARSLOT.Slot_5, TID )
debug_msg( TID, T, 5, s5.name )
elseif ( not Player:IsSpellOnCooldown( GW2.SKILLBARSLOT.Slot_4 ) and s4 ~= nil and ( T.distance < s4.maxRange or s4.maxRange < 900 ) ) then
Player:CastSpell( GW2.SKILLBARSLOT.Slot_4, TID )
debug_msg( TID, T, 4, s4.name )
elseif ( not Player:IsSpellOnCooldown( GW2.SKILLBARSLOT.Slot_3 ) and s3 ~= nil and ( T.distance < s3.maxRange or s3.maxRange < 900 ) ) then
Player:CastSpell( GW2.SKILLBARSLOT.Slot_3, TID )
debug_msg( TID, T, 3, s3.name )
elseif ( not Player:IsSpellOnCooldown( GW2.SKILLBARSLOT.Slot_2 ) and s2 ~= nil and ( T.distance < s2.maxRange or s2.maxRange < 900 ) ) then
Player:CastSpell( GW2.SKILLBARSLOT.Slot_2, TID )
debug_msg( TID, T, 2, s2.name )
elseif ( not Player:IsSpellOnCooldown( GW2.SKILLBARSLOT.Slot_1 ) and s1 ~= nil and ( T.distance < s1.maxRange or s1.maxRange < 900 ) ) then
Player:CastSpell( GW2.SKILLBARSLOT.Slot_1, TID )
debug_msg( TID, T, 1, s1.name )
end
elseif ( wt_profession_ranger.OHweapon.weapontype == GW2.WEAPONTYPE.Dagger ) then
wt_global_information.AttackRange = 900
if ( not Player:IsSpellOnCooldown( GW2.SKILLBARSLOT.Slot_5 ) and s5 ~= nil and ( T.distance < s5.maxRange or s5.maxRange < 900 ) ) then
Player:CastSpell( GW2.SKILLBARSLOT.Slot_5, TID )
debug_msg( TID, T, 5, s5.name )
elseif ( not Player:IsSpellOnCooldown( GW2.SKILLBARSLOT.Slot_4 ) and s4 ~= nil and ( T.distance < s4.maxRange or s4.maxRange < 250 ) ) then
Player:CastSpell( GW2.SKILLBARSLOT.Slot_4, TID )
debug_msg( TID, T, 4, s4.name )
elseif ( not Player:IsSpellOnCooldown( GW2.SKILLBARSLOT.Slot_3 ) and s3 ~= nil and ( T.distance < s3.maxRange or s3.maxRange < 900 ) ) then
Player:CastSpell( GW2.SKILLBARSLOT.Slot_3, TID )
debug_msg( TID, T, 3, s3.name )
elseif ( not Player:IsSpellOnCooldown( GW2.SKILLBARSLOT.Slot_2 ) and s2 ~= nil and ( T.distance < s2.maxRange or s2.maxRange < 900 ) ) then
Player:CastSpell( GW2.SKILLBARSLOT.Slot_2, TID )
debug_msg( TID, T, 2, s2.name )
elseif ( not Player:IsSpellOnCooldown( GW2.SKILLBARSLOT.Slot_1 ) and s1 ~= nil and ( T.distance < s1.maxRange or s1.maxRange < 900 ) ) then
Player:CastSpell( GW2.SKILLBARSLOT.Slot_1, TID )
debug_msg( TID, T, 1, s1.name )
end
elseif ( wt_profession_ranger.OHweapon.weapontype == GW2.WEAPONTYPE.Torch ) then
wt_global_information.AttackRange = 900
if ( not Player:IsSpellOnCooldown( GW2.SKILLBARSLOT.Slot_5 ) and s5 ~= nil and ( T.distance < s5.maxRange or s5.maxRange < 120 ) ) then
Player:CastSpell( GW2.SKILLBARSLOT.Slot_5, TID )
debug_msg( TID, T, 5, s5.name )
elseif ( not Player:IsSpellOnCooldown( GW2.SKILLBARSLOT.Slot_4 ) and s4 ~= nil and ( T.distance < s4.maxRange or s4.maxRange < 900 ) ) then
Player:CastSpell( GW2.SKILLBARSLOT.Slot_4, TID )
debug_msg( TID, T, 4, s4.name )
elseif ( not Player:IsSpellOnCooldown( GW2.SKILLBARSLOT.Slot_3 ) and s3 ~= nil and ( T.distance < s3.maxRange or s3.maxRange < 900 ) ) then
Player:CastSpell( GW2.SKILLBARSLOT.Slot_3, TID )
debug_msg( TID, T, 3, s3.name )
elseif ( not Player:IsSpellOnCooldown( GW2.SKILLBARSLOT.Slot_2 ) and s2 ~= nil and ( T.distance < s2.maxRange or s2.maxRange < 900 ) ) then
Player:CastSpell( GW2.SKILLBARSLOT.Slot_2, TID )
debug_msg( TID, T, 2, s2.name )
elseif ( not Player:IsSpellOnCooldown( GW2.SKILLBARSLOT.Slot_1 ) and s1 ~= nil and ( T.distance < s1.maxRange or s1.maxRange < 900 ) ) then
Player:CastSpell( GW2.SKILLBARSLOT.Slot_1, TID )
debug_msg( TID, T, 1, s1.name )
end
elseif ( wt_profession_ranger.OHweapon.weapontype == GW2.WEAPONTYPE.Warhorn ) then
wt_global_information.AttackRange = 900
if ( not Player:IsSpellOnCooldown( GW2.SKILLBARSLOT.Slot_5 ) and s5 ~= nil and ( T.distance < s5.maxRange or s5.maxRange < 600 ) ) then
Player:CastSpell( GW2.SKILLBARSLOT.Slot_5, TID )
debug_msg( TID, T, 5, s5.name )
elseif ( not Player:IsSpellOnCooldown( GW2.SKILLBARSLOT.Slot_4 ) and s4 ~= nil and ( T.distance < s4.maxRange or s4.maxRange < 900 ) ) then
Player:CastSpell( GW2.SKILLBARSLOT.Slot_4, TID )
debug_msg( TID, T, 4, s4.name )
elseif ( not Player:IsSpellOnCooldown( GW2.SKILLBARSLOT.Slot_3 ) and s3 ~= nil and ( T.distance < s3.maxRange or s3.maxRange < 900 ) ) then
Player:CastSpell( GW2.SKILLBARSLOT.Slot_3, TID )
debug_msg( TID, T, 3, s3.name )
elseif ( not Player:IsSpellOnCooldown( GW2.SKILLBARSLOT.Slot_2 ) and s2 ~= nil and ( T.distance < s2.maxRange or s2.maxRange < 900 ) ) then
Player:CastSpell( GW2.SKILLBARSLOT.Slot_2, TID )
debug_msg( TID, T, 2, s2.name )
elseif ( not Player:IsSpellOnCooldown( GW2.SKILLBARSLOT.Slot_1 ) and s1 ~= nil and ( T.distance < s1.maxRange or s1.maxRange < 900 ) ) then
Player:CastSpell( GW2.SKILLBARSLOT.Slot_1, TID )
debug_msg( TID, T, 1, s1.name )
end
end
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_ranger.professionID > -1 and wt_profession_ranger.professionID == Player.profession ) then
wt_debug( "Initalizing profession routine for Ranger" )
-- 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 Ranger combat:
local ke_heal_action = wt_kelement:create( "heal_action", wt_profession_ranger.c_heal_action, wt_profession_ranger.e_heal_action, 100 )
wt_core_state_combat:add( ke_heal_action )
local ke_MoveClose_action = wt_kelement:create( "Move closer", wt_profession_ranger.c_MoveCloser, wt_profession_ranger.e_MoveCloser, 75 )
wt_core_state_combat:add( ke_MoveClose_action )
local ke_Update_weapons = wt_kelement:create( "UpdateWeaponData", wt_profession_ranger.c_update_weapons, wt_profession_ranger.e_update_weapons, 55 )
wt_core_state_combat:add( ke_Update_weapons )
local ke_Attack_default = wt_kelement:create( "Attackdefault", wt_profession_ranger.c_attack_default, wt_profession_ranger.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_ranger
wt_global_information.AttackRange = 900
end
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