Orig
Orig
Orig
?item.right.state = 3
equipR *0 shield //trash
equip @item.right@
?item.left.state = 3
equipL *0 wand //trash
equipL @item.left@
// Imports //
import UI/MindstoneButton
import UI/BetterInfo2
// Custom Vars //
func dodge()
?item.GetCooldown("mind_stone") <= 0
equipL Mind Stone
equipL @item.left@
func wands()
equipR Your Mom's Frozen Treat
equipL Ice Wand +16th
func ca3nUseDevour()
return item.GetCooldown("blade") >= 1
^ & item.GetCooldown("voidweaver") <= 0
func getDevourRangeMS()
return screen.x + 99 - pos.x
func getDevourFoesMS()
return foe.GetCount(getDevourRangeMS())
func useDevour()
activate voidweaver
return
var slideCount = 0
func useDevourMS()
?slideCount = 0
screen.Next()
slideCount = 20
:?slideCount > 0
slideCount--
?slideCount = 0
useBlade()
screen.ResetOffset()
return
func canUseBlade()
return item.GetCooldown("blade") <= 0
func getSmiteRangeMS()
return screen.x + 99 - pos.x
func getSmiteFoesMS()
return foe.GetCount(getSmiteRangeMS())
func useBlade()
equip blade
activate R
return
var slideCount = 0
func useBladeMS()
?slideCount = 0
screen.Next()
slideCount = 20
:?slideCount > 0
slideCount--
?slideCount = 0
useBlade()
screen.ResetOffset()
return
// Custom HUD //
var leave_button
?totaltime = 1
leave_button = ui.AddButton()
leave_button.x = -7
leave_button.y = 1
leave_button.w = 6
leave_button.h = 3
leave_button.style = 2
leave_button.anchor = "top_right"
leave_button.dock = "top_right"
leave_button.text = "Exit"
leave_button.SetPressed(loc.Leave)
>`0,20,#yellow,State: @foe.state@:@foe.time@
>`0,21,#8b0000,Damage: @foe.damage@
>`0,17,#fc642d,Debuffs: @debuffs.string@
>`0,16,buffs: @buffs.string@
>`0,18,Dist: @foe.distance@
>`0,12,AI:
>`8,12,|
>`14,12,|
>`20,12,|
?ai.enabled
>`3,12,#green,TRUE
:
>`3,12,#red,FALSE
?ai.paused
>`9,12,#green,TRUE
:
>`9,12,#red,FALSE
?ai.idle
>`15,12,#green,TRUE
:
>`15,12,#red,FALSE
?item.CanActivate
>`21,12,#green,TRUE
:
>`21,12,#red,FALSE
>`0,15,#bd9965,臼 @item.GetTreasureCount()@/
^ @item.GetTreasureLimit()@
>`0,19,#eb8200,Count:
^ @foe.GetCount(screen.x-pos.x+150)@
var loopcount = 0
?loc.loop =:loopcount + 1
>`0,14,#715189,Loop: @loopcount@
>`0,13,#715189,Screen: @screen.i@
>`0,22,Foe buffs:
>`09,22,#red,@foe.buffs.string@
>`0,23,Foe debuffs:
>`11,23,#red,@foe.debuffs.string@
>`0,25,Foe Armor/HP:
>`13,25,#red,@foe.Armor@/@foe.HP@
>`0,11,#715189,Loc: @loc@
var foes
foes = string.Break("Foe: "+foe,screen.w)
for i = 0 .. foes.Count()-1
>`0,@screen.h-3+i@,@foes[i]@
func PrettifyCooldowns(name)
var cd = itemCooldown(name)
var calccd
var result
?cd = 0
result = "[color=#green]RDY[/color]"
:?cd = -1
result = "N/A"
:
calccd = cd / 30.0
?calccd < 10
result =
^""+stringFloat(mathRound(10*calccd)/10)
:?calccd < 100
result = " "+mathRoundToInt(calccd)
:
result = mathRoundToInt(calccd)
return result
?(loc = "temple"
^ | loc = "deadwood_valley"
^ | loc = "bronze_mine"
^ | loc = "caustic_caves"
^ | (loc = "undead_crypt"
^ & loc ! "undead_crypt_intro")
^ | loc = "fungus_forest"
^ | loc = "rocky_plateau"
^ | loc = "icy_ridge")
var cooldownPanel
var topText
var bladeTextPanel
var maskTextPanel
var armTextPanel
var bardTextPanel
var staffTextPanel
var mindTextPanel
var hammerTextPanel
var dashTextPanel
var bashTextPanel
var HasSetup = false
?totaltime = 1
CreateUI()
func CreateUI()
cooldownPanel = ui.AddPanel()
topText = ui.AddText("Cooldowns:")
bladeTextPanel = ui.AddText()
maskTextPanel = ui.AddText()
bardTextPanel = ui.AddText()
armTextPanel = ui.AddText()
staffTextPanel = ui.AddText()
mindTextPanel = ui.AddText()
hammerTextPanel = ui.AddText()
dashTextPanel = ui.AddText()
bashTextPanel = ui.AddText()
cooldownPanel.Add(bladeTextPanel)
cooldownPanel.Add(maskTextPanel)
cooldownPanel.Add(armTextPanel)
cooldownPanel.Add(bardTextPanel)
cooldownPanel.Add(staffTextPanel)
cooldownPanel.Add(mindTextPanel)
cooldownPanel.Add(hammerTextPanel)
cooldownPanel.Add(dashTextPanel)
cooldownPanel.Add(bashTextPanel)
cooldownPanel.Add(topText)
ConfigurePanels()
HasSetup = true
func DefaultSetup(component, x, y)
component.dock = "top_left"
component.anchor = "top_left"
component.w = 8
component.h = 1
component.x = x
component.y = y
component.align = right
func ConfigurePanels()
cooldownPanel.dock = "top_left"
cooldownPanel.anchor = "top_left"
cooldownPanel.x = 10
cooldownPanel.y = 1
cooldownPanel.w = 26
cooldownPanel.h = 4
cooldownPanel.style = 0
topText.dock = "top_center"
topText.w = 10
topText.h = 1
DefaultSetup(bladeTextPanel,0,1)
DefaultSetup(maskTextPanel,0,2)
DefaultSetup(armTextPanel,0,3)
DefaultSetup(bardTextPanel,9,1)
DefaultSetup(staffTextPanel,9,2)
DefaultSetup(mindTextPanel,9,3)
DefaultSetup(hammerTextPanel,18,1)
DefaultSetup(dashTextPanel,18,2)
DefaultSetup(bashTextPanel,18,3)
func stringFloat(number)
?(number*10)+"" = number+"0"
return number+".0"
:
return number+""
func PrettifyCooldowns(name)
var cd = itemCooldown(name)
var calccd
var result
?cd = 0
result = "[color=#green]RDY[/color]"
:?cd = -1
result = "N/A"
:
calccd = cd / 30.0
?calccd < 10
result =
^""+stringFloat(mathRound(10*calccd)/10)
:?calccd < 100
result = " "+mathRoundToInt(calccd)
:
result = mathRoundToInt(calccd)
return result
func UpdateCooldowns()
?!HasSetup
CreateUI()
bladeTextPanel.text =
^ "Blde:"+PrettifyCooldowns("blade")
maskTextPanel.text =
^ "Mask:"+PrettifyCooldowns("mask")
armTextPanel.text =
^ "SArm:"+PrettifyCooldowns("skeleton_arm")
bardTextPanel.text =
^ "Bard:"+PrettifyCooldowns("bardiche")
staffTextPanel.text =
^ "Staf:"+PrettifyCooldowns("quarterstaff")
mindTextPanel.text =
^ "Mind:"+PrettifyCooldowns("mind")
hammerTextPanel.text =
^ "Hamr:"+PrettifyCooldowns("hammer")
dashTextPanel.text =
^ "Dash:"+PrettifyCooldowns("dash")
bashTextPanel.text =
^ "Bash:"+PrettifyCooldowns("bash")
UpdateCooldowns()
?item.GetCooldown("quarterstaff") <= 0
^&item.CanActivate("quarterstaff")
^& foe!boss
^& summon.count >= 1
^& foe.GetCount(15) = 0
equip quarterstaff
activate R
:?summon.count <= 0
equipR aether
activate R
:?foe.distance <= 16
^& item.gdmfg??vvj ;bn,nhb&;bbbmmkkkjjjj(
:?foe.distance >= 17
^& foe.GetCount(10) = 0
?totalTime % 2 = 0
equipR tri
:
equipR mask
:?canUseBladeMS(16, screen.i)
useBladeMS()
:?canUseDevourMS(12, screen i)
useDevourMS()
:?item.GetCooldown("mask") <= 0
^& foe.count >= 1
equipR mask
activate R
:?foe = "immune_to_ranged"
^& foe.distance <= 12
equip skeleton_arm
:?buffs.count = 0
^& foe.distance <= 22
^& foe.distance >= 16
^& foe!immune_to_ranged
^& foe!boss
equip Repeating Crossbow
:?armor <= 70 & foe ! boss
^& foe.distance <= 16
equipL Ice Wand dI +16
?loc = Mushroom Forest
equipR Poison Shield A
:?loc = Caves of Fear | loc = Temple
equipR Ice Shield A
:?loc = Haunted Halls
equipR Vigor Shield A
:?loc = Boiling Mine
equipR Aether Shield A
:?foe.distance <= 16
^& armor >= 50
^& foe!boss
wands()
:?foe = boss
^& foe = flying
^& foe.distance <= 20
wands()
?foe = explodes
^& foe.distance <= 22
^& foe.distance >= 12
wands()
:?foe = explodes
^& foe.distance <= 9
dodge()
?pickup.distance <= 5
^& foe.distance >= 10
equipL star stone
?foe = Bolesh
^& foe.distance <= 19
wands()
?foe = Bolesh | foe = Pallas
^& foe.distance <= 20
activate potion
?foe = Pallas
^& foe.distance <= 20
^& foe.string = phase2
equipL broken tailsman
equipR vigor shield ah
:?foe = Pallas
^& foe.distance <= 20
^& foe.string ! phase2
wands()
?hp < 62
^& foe.distance <= 20
equipR vigor Shield ah +12
equipL vigor wand +11
*/