forked from PCMRShutnik/Rage-Trigger
-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathItemBuildlogic.lua
More file actions
99 lines (99 loc) · 3.75 KB
/
ItemBuildlogic.lua
File metadata and controls
99 lines (99 loc) · 3.75 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
local X = {}
local rand = true;
function X.FillTalenTable(npcBot)
local talents = {};
for i = 0, 23
do
local ability = npcBot:GetAbilityInSlot(i);
if ability ~= nil and ability:IsTalent() then
table.insert(talents, ability:GetName());
end
end
return talents;
end
function X.FillSkillTable(npcBot, slots)
local skills = {};
for _,slot in pairs(slots)
do
table.insert(skills, npcBot:GetAbilityInSlot(slot):GetName());
end
return skills;
end
function X.GetSlotPattern(nPattern)
if nPattern == 1 then
return {0,1,2,3};
elseif nPattern == 2 then
return {0,1,3,4};
elseif nPattern == 3 then
return {0,1,2,5};
elseif nPattern == 4 then
return {0,1,2,4};
elseif nPattern == 5 then
return {0,1,2};
elseif nPattern == 6 then
return {0,1,4,7};
elseif nPattern == 7 then
return {0,3,4,5};
elseif nPattern == 8 then
return {0,2,3,6};
end
end
function X.GetBuildPattern(status, s, skills, t, talents)
if status == "normal"
then
if rand then
return {
skills[s[1]], skills[s[2]], skills[s[3]], skills[s[4]], skills[s[5]],
skills[s[6]], skills[s[7]], skills[s[8]], skills[s[9]], talents[RandomInt(1,2)],
skills[s[10]], skills[s[11]], skills[s[12]], skills[s[13]], talents[RandomInt(3,4)],
skills[s[14]], "-1", skills[s[15]], "-1", talents[RandomInt(5,6)],
"-1", "-1", "-1", "-1", talents[RandomInt(7,8)]
}
else
return {
skills[s[1]], skills[s[2]], skills[s[3]], skills[s[4]], skills[s[5]],
skills[s[6]], skills[s[7]], skills[s[8]], skills[s[9]], talents[t[1]],
skills[s[10]], skills[s[11]], skills[s[12]], skills[s[13]], talents[t[2]],
skills[s[14]], "-1", skills[s[15]], "-1", talents[t[3]],
"-1", "-1", "-1", "-1", talents[t[4]]
}
end
elseif status == "invoker" then
if rand then
return {
skills[s[1]], skills[s[2]], skills[s[3]], skills[s[4]], skills[s[5]],
skills[s[6]], skills[s[7]], skills[s[8]], skills[s[9]], talents[RandomInt(1,2)],
skills[s[10]], skills[s[11]], skills[s[12]], skills[s[13]], talents[RandomInt(3,4)],
skills[s[14]], skills[s[15]], skills[s[16]], skills[s[17]], talents[RandomInt(5,6)],
skills[s[18]], skills[s[19]], skills[s[20]], skills[s[21]], talents[RandomInt(7,8)]
}
else
return {
skills[s[1]], skills[s[2]], skills[s[3]], skills[s[4]], skills[s[5]],
skills[s[6]], skills[s[7]], skills[s[8]], skills[s[9]], talents[t[1]],
skills[s[10]], skills[s[11]], skills[s[12]], skills[s[13]], talents[t[2]],
skills[s[14]], skills[s[15]], skills[s[16]], skills[s[17]], talents[t[3]],
skills[s[18]], skills[s[19]], skills[s[20]], skills[s[21]], talents[t[4]]
}
end
elseif status == "meepo" then
if rand then
return {
skills[s[1]], skills[s[2]], skills[s[3]], skills[s[4]], skills[s[5]],
skills[s[6]], skills[s[7]], skills[s[8]], skills[s[9]], skills[s[10]],
talents[RandomInt(1,2)], skills[s[11]], skills[s[12]], skills[s[13]], talents[RandomInt(3,4)],
skills[s[14]], skills[s[15]], "-1", "-1", talents[RandomInt(5,6)],
"-1", "-1", "-1", "-1", talents[RandomInt(7,8)]
}
else
return {
skills[s[1]], skills[s[2]], skills[s[3]], skills[s[4]], skills[s[5]],
skills[s[6]], skills[s[7]], skills[s[8]], skills[s[9]], skills[s[10]],
talents[t[1]], skills[s[11]], skills[s[12]], skills[s[13]], talents[t[2]],
skills[s[14]], skills[s[15]], "-1", "-1", talents[t[3]],
"-1", "-1", "-1", "-1", talents[t[4]]
}
end
end
end
return X;