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189 lines (159 loc) · 4.66 KB
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let lastUse_Agitate = new Date(0);
let lastUse_Charge = new Date(0);
let lastUse_Cleave = new Date(0);
let lastUse_HardShell = new Date(0);
let lastUse_Stomp = new Date(0);
let lastUse_Taunt = new Date(0);
let lastUse_WarCry = new Date(0);
function init() {
parent.attackActive = true;
parent.walkingActive = true;
parent.isPartyLeader = true;
parent.partyLeader = Characters.Warrior; //character.name
}
function useCombatSkills(target) {
if (canUseAgitate() || canUseTaunt()) {
let used = false;
if (canUseAgitate()) used = useAgitate();
if (!used && canUseTaunt()) used = useTaunt(target);
if (used) {
if (canUseCleave()) {
useCleave();
}
if (canUseStomp()) {
useStomp();
}
}
}
}
setInterval(function callForParty() {
createParty();
}, 3600000); //loop every hour
/**
* Taunts all nearby monsters.
*/
function useAgitate() {
let nearbyMonsters = getMonstersNearby(WarriorSkills.Agitate.range);
if (nearbyMonsters.length) {
game_log("Taunting nearby monsters!", colorGreen);
actionText(parent.G.skills[WarriorSkills.Agitate.name].name, colorGreen);
use_skill(WarriorSkills.Agitate.name);
lastUse_Agitate = new Date();
return true;
}
return false;
}
/**
* Gain 30 Speed for a short duration.
*/
function useCharge() {
}
/**
* Swing your axe in a flurry to damage all enemies nearby!
*/
function useCleave() {
game_log("Swinging my axe!", colorGreen);
actionText(parent.G.skills[WarriorSkills.Cleave.name].name, colorGreen);
use_skill(WarriorSkills.Cleave.name);
lastUse_Cleave = new Date();
}
/**
* Use everything at your disposal to protect yourself from physical attacks for a short duration.
*/
function useHardShell() {
}
/**
* Use your basher to Stomp the ground to Stun enemies nearby!
*/
function useStomp() {
game_log("I'm an earthquake!", colorGreen);
actionText(parent.G.skills[WarriorSkills.Stomp.name].name, colorGreen);
use_skill(WarriorSkills.Stomp.name);
lastUse_Stomp = new Date();
}
/**
* Taunts an enemy. Prevents players from escaping in pvp. Steals aggro from friendly targets.
*/
function useTaunt(target) {
if (parent.distance(target, character) <= WarriorSkills.Taunt.range) {
game_log("Come at me bruh!", colorGreen);
actionText(parent.G.skills[WarriorSkills.Taunt.name].name, colorGreen);
use_skill(WarriorSkills.Taunt.name, target);
lastUse_Taunt = new Date();
return true;
}
return false;
}
/**
* Motivate your allies to fight!
*/
function useWarCry() {
}
function canUseCleave() {
return (mssince(lastUse_Cleave) > WarriorSkills.Cleave.cd
&& character.mp > WarriorSkills.Cleave.mp
&& character.level >= WarriorSkills.Cleave.level);
}
function canUseStomp() {
return (mssince(lastUse_Stomp) > WarriorSkills.Stomp.cd
&& character.mp > WarriorSkills.Stomp.mp
&& character.level >= WarriorSkills.Stomp.level
&& parent.G.items[character.slots.mainhand.name].wtype === WeaponTypes.Basher);
}
function canUseAgitate() {
return (mssince(lastUse_Agitate) > WarriorSkills.Agitate.cd
&& character.mp > WarriorSkills.Agitate.mp
&& character.level >= WarriorSkills.Agitate.level);
}
function canUseTaunt() {
return (mssince(lastUse_Taunt) > WarriorSkills.Taunt.cd
&& character.mp > WarriorSkills.Taunt.mp);
}
add_bottom_button(1, 'Update Code', function () {
const baseURL = "https://raw.githubusercontent.com/D4ddy-LiLd4rk/AdventureLand/master/";
const allFiles = ["01_master.js",
"02_constants.js",
"03_movement.js",
"04_attack.js",
"05_consumables.js",
"06_skills.js",
"92_rogue.js",
"93_priest.js",
"94_ranger.js",
"95_mage.js",
"96_warrior.js",
"97_merchant.js",
"98_farming.js",
"99_utils.js"];
parent.api_call("list_codes", {
callback: function () {
game_log("Updating from GitHub/D4ddy-LiLd4rk...");
for (let file of allFiles) {
let request = new XMLHttpRequest();
request.open("GET", baseURL + file);
request.onreadystatechange = function () {
if (request.readyState === 4 && request.status === 200) {
let codeObject = getCodeObject(file);
let data = {
name: codeObject.name,
slot: codeObject.slot,
code: request.responseText
}
parent.api_call("save_code", data);
game_log("Saved to slot [" + codeObject.name + "] as " + codeObject.slot);
}
}
request.send();
}
}
});
function getCodeObject(file) {
let codeObject;
let arr = file.substring(0, file.length - 3).split("_");
codeObject = {
slot: arr[0],
name: arr[1]
};
return codeObject;
}
});