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Skillchains.lua
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--[[
Copyright © 2017, Ivaar
All rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are met:
* Redistributions of source code must retain the above copyright
notice, this list of conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above copyright
notice, this list of conditions and the following disclaimer in the
documentation and/or other materials provided with the distribution.
* Neither the name of SkillChains nor the
names of its contributors may be used to endorse or promote products
derived from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL IVAAR BE LIABLE FOR ANY
DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
]]
_addon.author = 'Ivaar'
_addon.command = 'sc'
_addon.name = 'SkillChains'
_addon.version = '2.20.08.25'
require('luau')
require('pack')
require('actions')
texts = require('texts')
skills = require('skills')
_static = S{'WAR','MNK','WHM','BLM','RDM','THF','PLD','DRK','BST','BRD','RNG','SAM','NIN','DRG','SMN','BLU','COR','PUP','DNC','SCH','GEO','RUN'}
default = {}
default.Show = {burst=_static, pet=S{'BST','SMN'}, props=_static, spell=S{'SCH','BLU'}, step=_static, timer=_static, weapon=_static}
default.UpdateFrequency = 0.2
default.aeonic = false
default.color = false
default.display = {text={size=12,font='Consolas'},pos={x=0,y=0},bg={visible=true}}
settings = config.load(default)
skill_props = texts.new('',settings.display,settings)
message_ids = S{110,185,187,317,802}
skillchain_ids = S{288,289,290,291,292,293,294,295,296,297,298,299,300,301,385,386,387,388,389,390,391,392,393,394,395,396,397,767,768,769,770}
buff_dur = {[163]=40,[164]=30,[470]=60}
info = {}
resonating = {}
buffs = {}
colors = {} -- Color codes by Sammeh
colors.Light = '\\cs(255,255,255)'
colors.Dark = '\\cs(0,0,204)'
colors.Ice = '\\cs(0,255,255)'
colors.Water = '\\cs(0,0,255)'
colors.Earth = '\\cs(153,76,0)'
colors.Wind = '\\cs(102,255,102)'
colors.Fire = '\\cs(255,0,0)'
colors.Lightning = '\\cs(255,0,255)'
colors.Gravitation = '\\cs(102,51,0)'
colors.Fragmentation = '\\cs(250,156,247)'
colors.Fusion = '\\cs(255,102,102)'
colors.Distortion = '\\cs(51,153,255)'
colors.Darkness = colors.Dark
colors.Umbra = colors.Dark
colors.Compression = colors.Dark
colors.Radiance = colors.Light
colors.Transfixion = colors.Light
colors.Induration = colors.Ice
colors.Reverberation = colors.Water
colors.Scission = colors.Earth
colors.Detonation = colors.Wind
colors.Liquefaction = colors.Fire
colors.Impaction = colors.Lightning
skillchains = {'Light','Darkness','Gravitation','Fragmentation','Distortion','Fusion','Compression','Liquefaction','Induration','Reverberation','Transfixion','Scission','Detonation','Impaction','Radiance','Umbra'}
sc_info = {
Radiance = {'Fire','Wind','Lightning','Light', lvl=4},
Umbra = {'Earth','Ice','Water','Dark', lvl=4},
Light = {'Fire','Wind','Lightning','Light', Light={4,'Light','Radiance'}, lvl=3},
Darkness = {'Earth','Ice','Water','Dark', Darkness={4,'Darkness','Umbra'}, lvl=3},
Gravitation = {'Earth','Dark', Distortion={3,'Darkness'}, Fragmentation={2,'Fragmentation'}, lvl=2},
Fragmentation = {'Wind','Lightning', Fusion={3,'Light'}, Distortion={2,'Distortion'}, lvl=2},
Distortion = {'Ice','Water', Gravitation={3,'Darkness'}, Fusion={2,'Fusion'}, lvl=2},
Fusion = {'Fire','Light', Fragmentation={3,'Light'}, Gravitation={2,'Gravitation'}, lvl=2},
Compression = {'Darkness', Transfixion={1,'Transfixion'}, Detonation={1,'Detonation'}, lvl=1},
Liquefaction = {'Fire', Impaction={2,'Fusion'}, Scission={1,'Scission'}, lvl=1},
Induration = {'Ice', Reverberation={2,'Fragmentation'}, Compression={1,'Compression'}, Impaction={1,'Impaction'}, lvl=1},
Reverberation = {'Water', Induration={1,'Induration'}, Impaction={1,'Impaction'}, lvl=1},
Transfixion = {'Light', Scission={2,'Distortion'}, Reverberation={1,'Reverberation'}, Compression={1,'Compression'}, lvl=1},
Scission = {'Earth', Liquefaction={1,'Liquefaction'}, Reverberation={1,'Reverberation'}, Detonation={1,'Detonation'}, lvl=1},
Detonation = {'Wind', Compression={2,'Gravitation'}, Scission={1,'Scission'}, lvl=1},
Impaction = {'Lightning', Liquefaction={1,'Liquefaction'}, Detonation={1,'Detonation'}, lvl=1},
}
chainbound = {}
chainbound[1] = L{'Compression','Liquefaction','Induration','Reverberation','Scission'}
chainbound[2] = L{'Gravitation','Fragmentation','Distortion'} + chainbound[1]
chainbound[3] = L{'Light','Darkness'} + chainbound[2]
local aeonic_weapon = {
[20515] = 'Godhands',
[20594] = 'Aeneas',
[20695] = 'Sequence',
[20843] = 'Chango',
[20890] = 'Anguta',
[20935] = 'Trishula',
[20977] = 'Heishi Shorinken',
[21025] = 'Dojikiri Yasutsuna',
[21082] = 'Tishtrya',
[21147] = 'Khatvanga',
[21485] = 'Fomalhaut',
[21694] = 'Lionheart',
[21753] = 'Tri-edge',
[22117] = 'Fail-Not',
[22131] = 'Fail-Not',
[22143] = 'Fomalhaut'
}
initialize = function(text, settings)
if not windower.ffxi.get_info().logged_in then
return
end
if not info.job then
local player = windower.ffxi.get_player()
info.job = player.main_job
info.player = player.id
end
local properties = L{}
if settings.Show.timer[info.job] then
properties:append('${timer}')
end
if settings.Show.step[info.job] then
properties:append('Step: ${step} → ${name}')
end
if settings.Show.props[info.job] then
properties:append('[${props}] ${elements}')
elseif settings.Show.burst[info.job] then
properties:append('${elements}')
end
properties:append('${disp_info}')
text:clear()
text:append(properties:concat('\n'))
end
skill_props:register_event('reload', initialize)
function update_weapon()
if not settings.Show.weapon[info.job] then
return
end
local main_weapon = windower.ffxi.get_items(info.main_bag, info.main_weapon).id
if main_weapon ~= 0 then
info.aeonic = aeonic_weapon[main_weapon] or info.range and aeonic_weapon[windower.ffxi.get_items(info.range_bag, info.range).id]
return
end
if not check_weapon or coroutine.status(check_weapon) ~= 'suspended' then
check_weapon = coroutine.schedule(update_weapon, 10)
end
end
function aeonic_am(step)
for x=270,272 do
if buffs[info.player][x] then
return 272-x < step
end
end
return false
end
function aeonic_prop(ability, actor)
if ability.aeonic and (ability.weapon == info.aeonic and actor == info.player or settings.aeonic and info.player ~= actor) then
return {ability.skillchain[1], ability.skillchain[2], ability.aeonic}
end
return ability.skillchain
end
function check_props(old, new)
for k = 1, #old do
local first = old[k]
local combo = sc_info[first]
for i = 1, #new do
local second = new[i]
local result = combo[second]
if result then
return unpack(result)
end
if #old > 3 and combo.lvl == sc_info[second].lvl then
break
end
end
end
end
function add_skills(t, abilities, active, resource, AM)
local tt = {{},{},{},{}}
for k=1,#abilities do
local ability_id = abilities[k]
local skillchain = skills[resource][ability_id]
if skillchain then
local lv, prop, aeonic = check_props(active, aeonic_prop(skillchain, info.player))
if prop then
prop = AM and aeonic or prop
tt[lv][#tt[lv]+1] = settings.color and
'%-16s → Lv.%d %s%-14s\\cr':format(res[resource][ability_id].name, lv, colors[prop], prop) or
'%-16s → Lv.%d %-14s':format(res[resource][ability_id].name, lv, prop)
end
end
end
for x=4,1,-1 do
for k=#tt[x],1,-1 do
t[#t+1] = tt[x][k]
end
end
return t
end
function check_results(reson)
local t = {}
if settings.Show.spell[info.job] and info.job == 'SCH' then
t = add_skills(t, {0,1,2,3,4,5,6,7}, reson.active, 'elements')
elseif settings.Show.spell[info.job] and info.job == 'BLU' then
t = add_skills(t, windower.ffxi.get_mjob_data().spells, reson.active, 'spells')
elseif settings.Show.pet[info.job] and windower.ffxi.get_mob_by_target('pet') then
t = add_skills(t, windower.ffxi.get_abilities().job_abilities, reson.active, 'job_abilities')
end
if settings.Show.weapon[info.job] then
t = add_skills(t, windower.ffxi.get_abilities().weapon_skills, reson.active, 'weapon_skills', info.aeonic and aeonic_am(reson.step))
end
return _raw.table.concat(t, '\n')
end
function colorize(t)
local temp
if settings.color then
temp = {}
for k=1,#t do
temp[k] = '%s%s\\cr':format(colors[t[k]], t[k])
end
end
return _raw.table.concat(temp or t, ',')
end
local next_frame = os.clock()
windower.register_event('prerender', function()
local now = os.clock()
if now < next_frame then
return
end
next_frame = now + 0.1
for k, v in pairs(resonating) do
if v.times - now + 10 < 0 then
resonating[k] = nil
end
end
local targ = windower.ffxi.get_mob_by_target('t', 'bt')
targ_id = targ and targ.id
local reson = resonating[targ_id]
local timer = reson and (reson.times - now) or 0
if targ and targ.hpp > 0 and timer > 0 then
if not reson.closed then
reson.disp_info = reson.disp_info or check_results(reson)
local delay = reson.delay
reson.timer = now < delay and
'\\cs(255,0,0)Wait %.1f\\cr':format(delay - now) or
'\\cs(0,255,0)Go! %.1f\\cr':format(timer)
elseif settings.Show.burst[info.job] then
reson.disp_info = ''
reson.timer = 'Burst %d':format(timer)
else
resonating[targ_id] = nil
return
end
reson.name = res[reson.res][reson.id].name
reson.props = reson.props or not reson.bound and colorize(reson.active) or 'Chainbound Lv.%d':format(reson.bound)
reson.elements = reson.elements or reson.step > 1 and settings.Show.burst[info.job] and '(%s)':format(colorize(sc_info[reson.active[1]])) or ''
skill_props:update(reson)
skill_props:show()
elseif not visible then
skill_props:hide()
end
end)
function check_buff(t, i)
if t[i] == true or t[i] - os.time() > 0 then
return true
end
t[i] = nil
end
function chain_buff(t)
local i = t[164] and 164 or t[470] and 470
if i and check_buff(t, i) then
t[i] = nil
return true
end
return t[163] and check_buff(t, 163)
end
categories = S{
'weaponskill_finish',
'spell_finish',
'job_ability',
'mob_tp_finish',
'avatar_tp_finish',
'job_ability_unblinkable',
}
function apply_properties(target, resource, action_id, properties, delay, step, closed, bound)
local clock = os.clock()
resonating[target] = {
res=resource,
id=action_id,
active=properties,
delay=clock+delay,
times=clock+delay+8-step,
step=step,
closed=closed,
bound=bound
}
if target == targ_id then
next_frame = clock
end
end
function action_handler(act)
local actionpacket = ActionPacket.new(act)
local category = actionpacket:get_category_string()
if not categories:contains(category) or act.param == 0 then
return
end
local actor = actionpacket:get_id()
local target = actionpacket:get_targets()()
local action = target:get_actions()()
local message_id = action:get_message_id()
local add_effect = action:get_add_effect()
--local basic_info = action:get_basic_info()
local param, resource, action_id, interruption, conclusion = action:get_spell()
local ability = skills[resource] and skills[resource][action_id]
if add_effect and conclusion and skillchain_ids:contains(add_effect.message_id) then
local skillchain = add_effect.animation:ucfirst()
local level = sc_info[skillchain].lvl
local reson = resonating[target.id]
local delay = ability and ability.delay or 3
local step = (reson and reson.step or 1) + 1
if level == 3 and reson and ability then
level = check_props(reson.active, aeonic_prop(ability, actor))
end
local closed = step > 5 or level == 4
apply_properties(target.id, resource, action_id, {skillchain}, delay, step, closed)
elseif ability and (message_ids:contains(message_id) or message_id == 2 and buffs[actor] and chain_buff(buffs[actor])) then
apply_properties(target.id, resource, action_id, aeonic_prop(ability, actor), ability.delay or 3, 1)
elseif message_id == 529 then
apply_properties(target.id, resource, action_id, chainbound[param], 2, 1, false, param)
elseif message_id == 100 and buff_dur[param] then
buffs[actor] = buffs[actor] or {}
buffs[actor][param] = buff_dur[param] + os.time()
end
end
ActionPacket.open_listener(action_handler)
windower.register_event('incoming chunk', function(id, data)
if id == 0x29 and data:unpack('H', 25) == 206 and data:unpack('I', 9) == info.player then
buffs[info.player][data:unpack('H', 13)] = nil
elseif id == 0x50 and data:byte(6) == 0 then
info.main_weapon = data:byte(5)
info.main_bag = data:byte(7)
update_weapon()
elseif id == 0x50 and data:byte(6) == 2 then
info.range = data:byte(5)
info.range_bag = data:byte(7)
update_weapon()
elseif id == 0x63 and data:byte(5) == 9 then
local set_buff = {}
for n=1,32 do
local buff = data:unpack('H', n*2+7)
if buff_dur[buff] or buff > 269 and buff < 273 then
set_buff[buff] = true
end
end
buffs[info.player] = set_buff
end
end)
windower.register_event('addon command', function(cmd, ...)
cmd = cmd and cmd:lower()
if cmd == 'move' then
visible = not visible
if visible and not skill_props:visible() then
skill_props:update({disp_info=' --- SkillChains ---\n\n\n\nClick and drag to move display.'})
skill_props:show()
elseif not visible then
skill_props:hide()
end
elseif cmd == 'save' then
local arg = ... and ...:lower() == 'all' and 'all'
config.save(settings, arg)
windower.add_to_chat(207, '%s: settings saved to %s character%s.':format(_addon.name, arg or 'current', arg and 's' or ''))
elseif default.Show[cmd] then
if not default.Show[cmd][info.job] then
return error('unable to set %s on %s.':format(cmd, info.job))
end
local key = settings.Show[cmd][info.job]
if not key then
settings.Show[cmd]:add(info.job)
else
settings.Show[cmd]:remove(info.job)
end
config.save(settings)
config.reload(settings)
windower.add_to_chat(207, '%s: %s info will no%s be displayed on %s.':format(_addon.name, cmd, key and ' longer' or 'w', info.job))--'t' or 'w'
elseif type(default[cmd]) == 'boolean' then
settings[cmd] = not settings[cmd]
windower.add_to_chat(207, '%s: %s %s':format(_addon.name, cmd, settings[cmd] and 'on' or 'off'))
elseif cmd == 'eval' then
assert(loadstring(table.concat({...}, ' ')))()
else
windower.add_to_chat(207, '%s: valid commands [save | move | burst | weapon | spell | pet | props | step | timer | color | aeonic]':format(_addon.name))
end
end)
windower.register_event('job change', function(job, lvl)
job = res.jobs:with('id', job).english_short
if job ~= info.job then
info.job = job
config.reload(settings)
end
end)
windower.register_event('zone change', function()
resonating = {}
end)
windower.register_event('load', function()
if windower.ffxi.get_info().logged_in then
local equip = windower.ffxi.get_items('equipment')
info.main_weapon = equip.main
info.main_bag = equip.main_bag
info.range = equip.range
info.range_bag = equip.range_bag
update_weapon()
buffs[info.player] = {}
end
end)
windower.register_event('unload', function()
coroutine.close(check_weapon)
end)
windower.register_event('logout', function()
coroutine.close(check_weapon)
check_weapon = nil
info = {}
resonating = {}
buffs = {}
end)