Public feed #530235

Mine

public text v1 · immutable
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·published 2007-06-02 02:09 UTC
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using System;
using LavishScriptAPI;
using PRModuleInterface;
using PRCoreInterface;

namespace PRModuleLibrary
{
    //Main Code
    public partial class PRModule: IPlugin
    {
    //My declares
    bool UseSoulStone;
    bool UseHealthStone;
    bool UseWhichPet;
    bool NeedBuffs;
    bool CheckedBuffs;

    RoutineStates RoutineStateSwitch = new RoutineStates();
    CombatPrepStates CombatPrepStateSwitch = new CombatPrepStates();
    PullingStates PullingStateSwitch = new PullingStates();
    SingleTargetCombat SingleTargetCombatSwitch = new SingleTargetCombat();
    DoubleTargetCombat DoubleTargetCombatSwitch = new DoubleTargetCombat();
    MultiTargetCombat MultiTargetCombatSwitch = new MultiTargetCombat();
    BuffStates BuffStateSwitch = new BuffStates();

        public enum RoutineStates
        {
            CombatPrep, //Prep before combat
            Pulling,    //When target is targeted
            Combat      //Actual kill sequence and fighting
        }
        public enum CombatPrepStates //Precombat Checks
        {
            CheckingBuffs, //Checks if we need Demon Skin, Armor or any other buffs
            CastBuffs, //Cast buff sequence
            CheckingSoulStoneAndHealthStone //Check if we need a healthstone and soul, if so make em
            CheckMana, //Check our mana if we can continue on
        }
        public enum PullingStates
        {
            Advancing, //Moving closer to mob
            Casting    //The actual pull/spell
        }
        public enum SingTargetCombat
        {
            Doting,  //CoA,Corruption,Immolate
            PreFlee, //Our Fleeing function
            SwaptoDoubleTargetCombat //basically cast fear on add
        }
        public enum DoubleTargetCombat
        {
            Doting, //CoA,Corruption,Immolate
            Fear, //Fear when add is acquired
            SwapToMultiTargetCombat //Basically Howl of Terror
            PreFlee //Same fleeing function probably
        }
        public enum MultiTargetCombat
        {
            HowlOfTerror, //Cast Howl of Terror when 2nd add comes
            PreFlee       // Probably same fleeing function
        }
        
        private void GetCombatPrepState()
        {
            if (!CheckingBuffs)
                return CombatPrepStates.CheckingBuffs;
            if (!Requiem.Character.Buff("Demon Skin").IsValid || (!Requiem.Character.Buff("Demon Armor").IsValid)
            return CombatPrepStates.CastBuffs;  //Not lacking anything

            if (UseSoulStone == 1 || UseHealthStone == 1)
                return.CombatPrepStates.CheckingSoulStoneAndHealthStone;
        }
        private void CheckBuffs()
        {
            if(!Requiem.Character.Buff("Demon Skin") || !Requiem.Character.Buff("Demon Armor")
            {
                NeedArmorSpell = true;
            }
            
            private void Buffs()
            {
                if (NeedArmorSpell)
                {
                    Requiem.Character.Cast("Demon Armor") || Requiem.Character.Cast("Demon Skin")
                }
                private void CheckSoulStoneAndHealthStone
                {
                    if (!Requiem.Inventory.GetItem("Healthstone")
                {
                    if (!Requiem.Character.Cast("Healthstone")
                }
                    private void Pull()