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index.js
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module.exports = function supervalk(mod) {
//Variables
let cid
let myPosition
let myAngle
let enabled = true
let distance = 1000
let dolance = false
let stacks = 0
let replaced = false
let category_enabled = false
let runes = 0
let just_hit_crescent = false
let wait = false
let bs = false
let gun_cat = 13023
let gun_enab = false
let cast_gun = false
let cast_cresc = false
//TimeOuts
let isCD_overhead_timeOut = null
let isCD_glaive_timeOut = null
let isCD_charge_timeOut = null
let isCD_maelstrom_timeOut = null
let isCD_leaping_timeOut = null
let isCD_spinning_timeOut = null
let isCD_titan_timeOut = null
let isCD_ground_timeOut = null
let isCD_dream_timeOut = null
let isCD_crescent_timeOut = null
let isCD_ragnarok_timeOut = null
let isCD_bloodflower_timeOut = null
let isCD_windslash_timeOut = null
let isCD_runeburst_timeOut = null
let isCD_balders_timeOut = null
let isCD_reclamation_timeOut = null
let isCD_backstab_timeOut = null
let isCD_herald_timeOut = null
let isCD_gungnir_timeOut = null
let isCD_twilight_timeOut = null
let isCD_godsfall_timeOut = null
let isCD_crescent_1_timeOut = null
//CDs
let isCD_overhead = false
let isCD_glaive = false
let isCD_charge = false
let isCD_maelstrom = false
let isCD_leaping = false
let isCD_spinning = false
let isCD_titan = false
let isCD_ground = false
let isCD_dream = false
let isCD_crescent = false
let isCD_ragnarok = false
let isCD_bloodflower = false
let isCD_windslash = false
let isCD_runeburst = false
let isCD_balders = false
let isCD_reclamation = false
let isCD_backstab = false
let isCD_herald = false
let isCD_gungnir = false
let isCD_twilight = false
let isCD_godsfall = false
let isCD_crescent_1 = false
//IDs
let slash_id = 11200
let category = 13009
let overhead_id = 25700
let glaive_id = 35900
let charge_id = 46000
let maelstrom_id = 50500
let leaping_id = 61200
let spinning_id = 75900
let titan_id = 80100
let ground_id = 96100
let dream_id = 101100
let crescent_id = 110400
let ragnarok_id = 120100
let bloodflower_id = 131100
let windslash_id = 151100
let runeburst_id = 161200
let balders_id = 170100
let reclamation_id = 190100
let backstab_id = 205800
let herald_id = 210100
let gungnir_id = 230100
let twilight_0_id = 240100,
twilight_1_id = 240101,
twilight_2_id = 240102,
twilight_3_id = 240103,
twilight_4_id = 240104
let godsfall_id = 250100
//Boss
let bossid
let bossloc
let bossw
let monsters = []
let block_hit = false
mod.command.add('valk', () => {
enabled = !enabled
mod.command.message(`Salchy's valk mod is now ${(enabled) ? 'en' : 'dis'}abled.`)
})
mod.hook('S_LOGIN', 14, (event) => {
cid = event.gameId
})
mod.hook('S_WEAK_POINT', 1, (event) => {
runes = event.runemarksAdded
})
mod.hook('S_SKILL_CATEGORY', 4, event => {
if(!enabled) return
if(mod.game.me.class !== 'glaiver') return
if(event.category==category) {
category_enabled = event.enabled
}
if(event.category==gun_cat) {
gun_enab = event.enabled
}
})
mod.hook('S_START_COOLTIME_SKILL', 3, {order: -999999}, event => {
if(!enabled) return
if(mod.game.me.class !== 'glaiver') return
if(event.skill.id==overhead_id) {
clearTimeout(isCD_overhead_timeOut)
isCD_overhead = true
isCD_overhead_timeOut = setTimeout(function () {
isCD_overhead = false
}, event.cooldown)
}
if(event.skill.id==glaive_id) {
clearTimeout(isCD_glaive_timeOut)
isCD_glaive = true
isCD_glaive_timeOut = setTimeout(function () {
isCD_glaive = false
}, event.cooldown)
}
if(event.skill.id==charge_id) {
clearTimeout(isCD_charge_timeOut)
isCD_charge = true
isCD_charge_timeOut = setTimeout(function () {
isCD_charge = false
}, event.cooldown)
}
if(event.skill.id==maelstrom_id) {
clearTimeout(isCD_maelstrom_timeOut)
isCD_maelstrom = true
isCD_maelstrom_timeOut = setTimeout(function () {
isCD_maelstrom = false
}, event.cooldown)
}
if(event.skill.id==leaping_id) {
clearTimeout(isCD_leaping_timeOut)
isCD_leaping = true
isCD_leaping_timeOut = setTimeout(function () {
isCD_leaping = false
}, event.cooldown)
}
if(event.skill.id==spinning_id) {
clearTimeout(isCD_spinning_timeOut)
isCD_spinning = true
isCD_spinning_timeOut = setTimeout(function () {
isCD_spinning = false
}, event.cooldown)
}
if(event.skill.id==titan_id) {
clearTimeout(isCD_titan_timeOut)
isCD_titan = true
isCD_titan_timeOut = setTimeout(function () {
isCD_titan = false
}, event.cooldown)
}
if(event.skill.id==ground_id) {
clearTimeout(isCD_ground_timeOut)
isCD_ground = true
isCD_ground_timeOut = setTimeout(function () {
isCD_ground = false
}, event.cooldown)
}
if(event.skill.id==dream_id) {
clearTimeout(isCD_dream_timeOut)
isCD_dream = true
isCD_dream_timeOut = setTimeout(function () {
isCD_dream = false
}, event.cooldown)
}
if(event.skill.id==crescent_id) {
clearTimeout(isCD_crescent_timeOut)
isCD_crescent = true
isCD_crescent_timeOut = setTimeout(function () {
isCD_crescent = false
}, event.cooldown)
}
if(event.skill.id==crescent_id + 1) {
clearTimeout(isCD_crescent_1_timeOut)
isCD_crescent_1 = true
isCD_crescent_1_timeOut = setTimeout(function () {
isCD_crescent_1 = false
}, event.cooldown)
}
if(event.skill.id==ragnarok_id) {
clearTimeout(isCD_ragnarok_timeOut)
isCD_ragnarok = true
isCD_ragnarok_timeOut = setTimeout(function () {
isCD_ragnarok = false
}, event.cooldown)
}
if(event.skill.id==bloodflower_id) {
clearTimeout(isCD_bloodflower_timeOut)
isCD_bloodflower = true
isCD_bloodflower_timeOut = setTimeout(function () {
isCD_bloodflower = false
}, event.cooldown)
}
if(event.skill.id==windslash_id) {
clearTimeout(isCD_windslash_timeOut)
isCD_windslash = true
isCD_windslash_timeOut = setTimeout(function () {
isCD_windslash = false
}, event.cooldown)
}
if(event.skill.id==runeburst_id) {
clearTimeout(isCD_runeburst_timeOut)
isCD_runeburst = true
isCD_runeburst_timeOut = setTimeout(function () {
isCD_runeburst = false
}, event.cooldown)
}
if(event.skill.id==balders_id) {
clearTimeout(isCD_balders_timeOut)
isCD_balders = true
isCD_balders_timeOut = setTimeout(function () {
isCD_balders = false
}, event.cooldown)
}
if(event.skill.id==reclamation_id) {
clearTimeout(isCD_reclamation_timeOut)
isCD_reclamation = true
isCD_reclamation_timeOut = setTimeout(function () {
isCD_reclamation = false
}, event.cooldown)
}
if(event.skill.id==backstab_id) {
clearTimeout(isCD_backstab_timeOut)
isCD_backstab = true
isCD_backstab_timeOut = setTimeout(function () {
isCD_backstab = false
}, event.cooldown)
}
if(event.skill.id==herald_id) {
clearTimeout(isCD_herald_timeOut)
isCD_herald = true
isCD_herald_timeOut = setTimeout(function () {
isCD_herald = false
}, event.cooldown)
}
if(event.skill.id==gungnir_id) {
clearTimeout(isCD_gungnir_timeOut)
isCD_gungnir = true
isCD_gungnir_timeOut = setTimeout(function () {
isCD_gungnir = false
}, event.cooldown)
}
if(event.skill.id==twilight_0_id) {
clearTimeout(isCD_twilight_timeOut)
isCD_twilight = true
isCD_twilight_timeOut = setTimeout(function () {
isCD_twilight = false
}, event.cooldown)
}
if(event.skill.id==godsfall_id) {
clearTimeout(isCD_godsfall_timeOut)
isCD_godsfall = true
isCD_godsfall_timeOut = setTimeout(function () {
isCD_godsfall = false
}, event.cooldown)
}
})
mod.hook('S_EACH_SKILL_RESULT', 15, event => {
if(!enabled) return
if(mod.game.me.class !== 'glaiver') return
})
mod.hook('S_SPAWN_NPC', 12, event => {
if(!enabled) return
if(mod.game.me.class !== 'glaiver') return
monsters.push({ gameId: event.gameId, loc: event.loc, w: event.w })
})
mod.hook('S_BOSS_GAGE_INFO', 3, event => {
if(!enabled) return
if(mod.game.me.class !== 'glaiver') return
if(bossid && bossid == event.id) return
bossid = event.id
mod.send("S_CUSTOM_STYLE_SYSTEM_MESSAGE", 1, {
message: "Boss detected",
style: 54
})
mod.send("S_PLAY_SOUND", 1, {
SoundID: 2023
})
let monster = monsters.find(m => m.gameId === event.id)
if (monster) {
bossloc = monster.loc
bossw = monster.w
}
})
mod.hook('S_NPC_LOCATION', 3, event => {
if(!enabled) return
if(mod.game.me.class !== 'glaiver') return
let monster = monsters.find(m => m.gameId === event.gameId)
if (monster) {
monster.loc = event.loc
monster.w = event.w
}
if(bossid == event.gameId) {
bossloc = event.loc
bossw = event.w
}
})
mod.hook('S_DESPAWN_NPC', 3, event => {
if(!enabled) return
if(mod.game.me.class !== 'glaiver') return
monsters = monsters.filter(m => m.gameId != event.gameId)
if(bossid == event.gameId) {
bossid = null
bossloc = null
bossw = null
}
})
mod.hook('S_START_USER_PROJECTILE', 9, event => {
if(!enabled) return
if(mod.game.me.class !== 'glaiver') return
block_hit = false
if(!bossid) return
let targets = []
targets.push({
gameId: bossid
})
if(!targets[0]) {
block_hit = false
return
} else {
block_hit = true
mod.send('S_START_USER_PROJECTILE', 9, event)
mod.send('C_HIT_USER_PROJECTILE', 4, {
id: event.id,
end: event.end,
loc: bossloc,
targets: targets
})
return false
}
})
mod.hook('C_HIT_USER_PROJECTILE', 4, event => {
if(!enabled) return
if(mod.game.me.class !== 'glaiver') return
//if(block_hit) return false
})
mod.hook('S_ACTION_STAGE', 9, event => {
if(!enabled) return
if(mod.game.me.class !== 'glaiver') return
if(bossid == event.gameId) {
bossloc = event.loc
bossw = event.w
}
})
mod.hook('S_ACTION_END', 5, event => {
if(!enabled) return
if(mod.game.me.class !== 'glaiver') return
if(bossid == event.gameId) {
bossloc = event.loc
bossw = event.w
}
})
mod.hook('S_CANNOT_START_SKILL', 4, event => {
if(!enabled) return
if(mod.game.me.class !== 'glaiver') return
if(event.skill.id==crescent_id) isCD_crescent = true
if(event.skill.id==crescent_id + 1) isCD_crescent_1 = true
if(event.skill.id==leaping_id + 1) isCD_leaping = true
})
mod.hook('S_PLAYER_STAT_UPDATE', 17, event => {
if(!enabled) return
if(mod.game.me.class !== 'glaiver') return
})
mod.hook('C_PLAYER_LOCATION', 5, (event) => {
myPosition = event.loc
myAngle = event.w
})
mod.hook('C_START_SKILL', 7, { order: -1000 }, (event) => {
if(!enabled) return
if(mod.game.me.class !== 'glaiver') return
myPosition = event.loc
myAngle = event.w
replaced = false
let sInfo = getSkillInfo(event.skill.id)
if(sInfo.group===1 || sInfo.group===2) {
if(sInfo.group===1) bs = true
if(sInfo.group===2) bs = false
if(bs && !bossloc) return false
if(!isCD_crescent_1 && cast_cresc) {
event.skill.id = crescent_id + 1
replaced = true
cast_cresc = false
}
if(!isCD_gungnir && !replaced && cast_gun) {
event.skill.id = gungnir_id
replaced = true
cast_gun = false
}
if(!isCD_crescent && (runes>=7) && !replaced) {
event.skill.id = crescent_id
replaced = true
just_hit_crescent = true
cast_gun = true
cast_cresc = true
}
if(!isCD_twilight && !replaced && isCD_crescent) {
event.skill.id = twilight_0_id
replaced = true
cast_gun = true
}
if(!isCD_maelstrom && (runes<=2) && !replaced) {
event.skill.id = maelstrom_id
replaced = true
cast_gun = true
}
/*if(!isCD_crescent_1 && just_hit_crescent && (runes==0) && !replaced) {
event.skill.id = crescent_id + 1
replaced = true
just_hit_crescent = false
}*/
if(!isCD_ground && !replaced && category_enabled) {
event.skill.id = ground_id
replaced = true
}
if(!isCD_leaping && !replaced) {
event.skill.id = leaping_id
replaced = true
cast_gun = false
}
if(!isCD_herald && (runes>=7) && !replaced) {
event.skill.id = herald_id
replaced = true
wait = false
}
if(!isCD_runeburst && (runes>=7) && !replaced) {
event.skill.id = runeburst_id
replaced = true
wait = false
cast_gun = true
}
if(!isCD_glaive && !replaced && category_enabled) {
event.skill.id = glaive_id
replaced = true
cast_gun = true
}
if(!isCD_windslash && !replaced) {
event.skill.id = windslash_id
replaced = true
cast_gun = true
}
if(!isCD_dream && !replaced) {
event.skill.id = dream_id
replaced = true
cast_gun = true
}
if(!isCD_bloodflower && !replaced) {
event.skill.id = bloodflower_id
replaced = true
cast_gun = true
}
if(bs) {
event.loc.x = (Math.cos(bossw) * -150) + bossloc.x
event.loc.y = (Math.sin(bossw) * -150) + bossloc.y
event.loc.z = bossloc.z
event.w = bossw
}
/*if(event.skill.id==crescent_id && replaced) {
let packet_crescent = {}
packet_crescent = event
packet_crescent.skill.id = crescent_id + 1
setTimeout(function () {
mod.send('C_START_SKILL', 7, packet_crescent)
}, 2000)
}*/
if(replaced) return true
if(!replaced) return false
}
if((sInfo.group===1 || sInfo.group===2) && !bossloc) {
return false
}
})
mod.hook('C_START_INSTANCE_SKILL', 7, (event) => {
if(!enabled) return
if(mod.game.me.class !== 'glaiver') return
myPosition = event.loc
myAngle = event.w
})
mod.hook('C_PRESS_SKILL', 4, { filter: { fake: false } }, (event) => {
if(!enabled) return
if(mod.game.me.class !== 'glaiver') return
myPosition = event.loc
myAngle = event.w
})
function getSkillInfo(id) {
let nid = id;
return {
id: nid,
group: Math.floor(nid / 10000),
level: Math.floor(nid / 100) % 100,
sub: nid % 100
};
}
}