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1607 lines (1607 loc) · 35.4 KB
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var elemental_items=[
["hammer",
["aether","D",],
["poison","D+8","D+7"],
["ice","D"],
["default",
"stone hammer+7","aether hammer D"],
],
["wand",
["vigor","D+8","D+7"],
["default",
"vigor wand D+8","vigor wand D+7"],
],
["staff",
["aether","dU"]
],
["crossbow",
["poison","dP"],
["fire","dF"],
["ice","dI"],
],
["sword",
["aether","dU+9","dU+8"],
["fire","D+7","dF"],
["ice","dI"],
["poison","dP","D"],
["vigor","D","dL+10","dL+9"],
["default",
"aether sword dU+9","aether sword dU+8",
"vigor sword dL","poison sword D"],
],
["shield",
["vigor","A"],
["poison","A"],
["ice","A"],
["aether","A"],
["fire","A"],
["default","compound"],
],
]
var special_weapons=["bardiche","blade",
"heavy hammer","repeater","arm"]
var for_melee_single_target=[
"sword","hammer",
]
var use_mods_for_dmg=false
var aoe_threshold=4
var for_melee_aoe=["arm"]
var prefer_ranged=false
var prefer_ranged_foes=[]
var must_ranged_foes=["wasp","wasp nest",
"mosquito","huge mosquito"]
var for_ranged_single_target=["crossbow",
"repeating","wand",]
var enable_repeating_aac=true
var for_ranged_aoe=["wand","staff"]
var for_phys_immune=["wand","staff"]
var evade_shield="vigor shield ah"
var do_stunlock=[
"poena","ceiling decorator","ice elemental"
]
var stunlock_weapons=[
"aether hammer D","stone hammer+7"]
var unmaking_threshold=600
var debuff_bosses="always"
var debuff_non_bosses="smite"
var useable_abilities=["dash","bash",
"skeleton_arm","mask","blade","hammer",
"fire_talisman","bardiche","quarterstaff",
]
var hammer_frames=14
var bardiche_frames=22
var bardiche_dmg=52 * (7.6+2)
var use_potions_for_bosses=true
var fast_potion_bosses=[
"xylo","mushrooms","pallas",
]
var low_hp_threshold=0.5
var use_shield_on_low_hp=true
var max_chill_stacks=6
var max_ignition_stacks=10
var cinderwisp_dmg=24
var smite_threshold=7
var smite_damage=85
var long_long_smite=true
var bfg_defeated_foes=[]
var pickpocket_quest=false
var arm_damage=44
var max_pickpocket_stacks=3
var mask_quest=false
var ui_show_cd=true
var ui_show_statuses=true
var ui_show_debug=true
var enable_tracing=true
var enable_hit_tracking=false
var speedrun=false
var harvesting=false
func progress()
?pickup.distance<9
return equip_L("star")&equip_R("trisk")
?long_long_smite&smite_two_screens()
return true
?healwalk()
return true
?ff=explode
return avoid_explosion()
?ll=caves
check_stunlock()
?!ib&!at_boss
free_mind=true
return regular_fight()
trace("boss")
?loc.stars>5&!pickpocket_quest
dr("skeleton_arm")
?ll=rocky
?fi="acronian_scout"
trace("miniboss")
return fight_scout()
return fight_dysan()
:?ll=deadwood
return fight_xyloalgia()
:?ll=caves
?is(fi,"cool_bat")
trace("miniboss")
?can_stunlock&
^do_stunlock.Contains("ceiling decorator")
dr("mask")
dr("blade")
dr("bardiche")
return stunlock()
return auto_melee_miniboss()
:
return fight_bolesh()
:?ll=fungus_forest_boss
return fight_mushrooms()
:?ll=mushroom&is(fi,"epic_snail")
return dr("hammer")&
^dr("bash")&auto_melee_miniboss()
:?ll=undead_crypt_boss
return fight_pallas()
:?ll=halls
trace("miniboss")
return ranged("aoe")
:?ll=bronze_guardian
return fight_bronze_guardian()
:?ll=icy_ridge
?fi="ice_elemental_elite"
?!at_boss
trace("miniboss")
?can_stunlock&
^do_stunlock.Contains("ice elemental")
dr("mask")
dr("blade")
dr("hammer")
return stunlock()
:
return auto_melee_miniboss()
:
return ranged("aoe")
return fight_hrimnir()
:?ll=temple&
^is(fi,"acronian_cultist")
trace("miniboss")
excluded_items="vigor"
return auto_melee_miniboss()
:?ll=nagaraja
return fight_nagaraja()
:
dbg("Fighting unknown boss:"+fi)
auto_melee_boss()
func healwalk()
trace("healwalk")
?ff&(fd<23)
?hp<(maxhp/4)&item.potion!empty&
^(item.potion="healing"|
^item.potion="vampiric")
activate potion
return false
:?harvesting&harvest.distance<3&
^_harvest()
return true
:?should_summon()
return equip_L("trisk")&summon()
:?can_qs_dash()
return qs_dash()
ae_shield()
?hp<maxhp
return equip_L("ouroboros")
return equip_L("trisk")
func _harvest()
?ll=Rocky
return equip_L("shovel")
:?ll=Deadwood
equip_R("hatchet")
?harvest.distance<2
use("hatchet")
return true
return false
func avoid_explosion()
trace("explode")
?fd<5
return try_evade()
return ae_L("melee",false)&
^equip_R("dashing")
var scrolling=0
func smite_two_screens()
var cd_ok=get_cd("blade")<=0
?cd_ok&fc>3
scrolling++
screen.Next()
:
scrolling=0
screen.ResetOffset()
?foe_ehp<600&foe_ehp>0&cd_ok&
^fd<25&
^(fc>5|scrolling>15)
return smite()
return scrolling>0
func try_evade()
trace("try_evade")
?can_mind
set_lock("mind",2)
return backflip()
return hard_block()
func hard_block()
trace("hard_block")
return equip_L("quest")&
^equip_R(evade_shield)
func evade_at(t)
trace("evade_at")
?ft>=t
return try_evade()
?ft<t&get_cd("mind")<=(t-ft)
?ft>(t-bardiche_frames)
dr("bardiche")
?ft>(t-hammer_frames)
dr("hammer")
return false
func soft_block()
trace("soft_block")
?lock
return false
return equip_R(evade_shield)
func around(t)
return ft>(t-2)&ft<(t+2)
func fight_scout()
?is(mask_quest,"prevent")
equip_L("trisk")
?fs=32&ft>11&can_mask()
return mask()
?get_cd("mask")>0&
^!foe_debuff("debuff_feeble")
return loc.Leave()
?have_dashing
equip_R("dashing")
return
:
auto_melee_miniboss()
var last_state=0
var dysan_step=-1
func fight_dysan()
dr("skeleton_arm")
var delay=chill_delay()
var hit=28
?loc.stars>10
hit=22
?ff=phase1
dr("blade")
maybe_drink()
?(fs=33&ft=23)|
^(fs=32&around(hit+delay))
return soft_block()
:?ff=phase2
?smite_at_exact()|dash_closer()|
^(fs=33&use_abilities())
return true
trace("match_element")
f=f_weapon("melee",false,
^weak_elem,"stats","false")
?f
equip_L(f)
?fs=32&around(58+delay)
return soft_block()
f=false
?should_debuff()
f=f_debuff_weapon("melee",
^false,debuff_elems[0],false)
?f
return equip_R(f)
return ae_R("melee",false)
:?ff=phase3
weak_elem="default"
hit=20+math.Max(0,delay-6)
?fs=32&ft>hit&dysan_step=0
^&fd>10&can_hammer()
return hammer()
var resist=foe_buff("adaptive_defense")
?!(low_hp&is(resist,"vigor"))
excluded_items=resist
?(last_state=32&fs=33)|
^(last_state=33&fs=2)|
^(last_state=2&fs=32)
dysan_step++
:?(fs!32)&(fs!33)&
^(fs!2)
dysan_step=0
last_state=fs
?fs=32&dysan_step>=6&
^evade_at(hit)
dysan_step=0
return
:?fs=115&ft<=70&
^evade_at(70)
return set_lock("boss",7)
:?fs=32&(dysan_step<7)&
^around(48+delay)
return soft_block()
auto_melee_boss()
func fight_xyloalgia()
dr("skeleton_arm")
var stunlock_poena=loc.stars>5&
^can_stunlock&do_stunlock.Contains("poena")
?ff=phase1
?fast_potion_bosses.Contains("xylo")
maybe_drink()
?stunlock_poena
dr("mask")
dr("hammer")
dr("blade")
dr("bardiche")
?fs=32&
^evade_at(31+chill_delay())
return
auto_melee_boss()
:?ff=phase2
?unsummon()
return
excluded_items="dU"
?stunlock_poena
stunlock()
:?(disable_debuffs&fh>(fm/4))|
^(fs=32&ft=41)
hard_block()
:
auto_melee_boss()
func fight_bolesh()
?fs=133&(around(11)|around(16))
hard_block()
:?fs=142&evade_at(60)
return
:?can_mind&
^!foe_buff("spider_buff_damage")
maybe_drink()
return use_abilities()|
^auto_melee_boss()
:
?for_ranged_single_target.
^Contains("repeating")
return equip_L("repeating")
ranged("single")
func fight_mushrooms()
var delay=chill_delay()
?ff=phase1
?fast_potion_bosses.Contains("mushrooms")
maybe_drink()
dr("skeleton_arm")
?fs=32&evade_at(46+delay)
return
:?fs=33&ft=fd+4
return soft_block()
:?ff=mushroom_boss_fat
maybe_drink()
?fs=32&evade_at(26+delay)
return
auto_melee_boss()
func fight_pallas()
dr("skeleton_arm")
?ff=phase1
?fast_potion_bosses.Contains("pallas")
maybe_drink()
?fs=32&ft=68
soft_block()
:
auto_melee_boss()
:?ff=phase2
maybe_drink()
?fc>2
return ranged("aoe")
auto_melee_boss()
func fight_bronze_guardian()
?fast_potion_bosses.Contains("bronze")
maybe_drink()
?fs=32&ft=33&
^armor<foe.damage
backflip()
:?fs=33
maybe_drink()
auto_melee_boss()
:
ranged("single")
func fight_hrimnir()
at_boss=true
?is_snowball_near()|
^(ib&fd<=6&
^fs=32&around(23+chill_delay()))
?useable_abilities.Contains("fire_talisman")
equip_L("fire talisman")
soft_block()
:?draw.GetSymbol(56,13)="o"|ib&
^fs=133
?fc>1
ranged("aoe")
:
ranged("single")
:?ib&fs=132&ft>24
set_lock("boss",2)
auto_melee_boss()
:?ib&fs=142&ft>83
set_lock("boss",2)
?fc>1
ranged("aoe")
:
ranged("single")
:?ib&fc=1
?fa>0
?can_hammer()
return hammer()
return melee("dps")
maybe_drink()
auto_melee_boss()
:?fd<8
auto_melee()
:
auto_melee_boss()
var dists=[3,4]
func is_snowball_near()
var x=screen.FromWorldX(pos.x)
var y=screen.FromWorldZ(pos.z)
for dist:dists
?draw.GetSymbol(x+dist,y-3)="("&
^draw.GetSymbol(x+dist+1,y-3)="_"&
^draw.GetSymbol(x+dist+2,y-3)=")"
return true
return false
var naga_step=0
func fight_nagaraja()
?fast_potion_bosses.Contains("naga")
maybe_drink()
var to_dodge=1
?loc.stars>10
to_dodge=4
:?loc.stars>5
to_dodge=2
?is_poison_near()
?naga_step<=to_dodge
?can_mind&fd<12
naga_step=0
maybe_drink()
auto_melee_boss()
:
naga_step++
qs_dash()
:
evade_naga()
:?fs=112&ft=59&
^fd<10
evade_naga()
:?naga_step<=to_dodge
?use_abilities()
return
?fs=32|fs=33|
^((fs=101|fs=112)
^&ft<20)
excluded_items="wand"
f=f_dps_weapon("ranged",false,true)
?f
return equip_L(f)
excluded_items=false
ranged("single")
:
maybe_drink()
auto_melee_boss()
func evade_naga()
?can_mind
naga_step=0
return backflip()
:
return soft_block()
func is_poison_near()
var x=screen.FromWorldX(pos.x)
var y=screen.FromWorldZ(pos.z)
return draw.GetSymbol(x+2,y-6)="("|
^(draw.GetSymbol(x+1,y-6)="(")
func regular_fight()
trace("fight")
?must_ranged_foe()
return ranged("single")
?ff=immune_to_ranged|ff=ranged
return auto_melee()
?prefer_ranged_foe()&can_aoe&
^fd>melee_aoe_range
return auto_ranged()
?prefer_ranged
return (can_backflip()&backflip())|
^auto_ranged()
return auto_melee()
func must_ranged_foe()
for enemy:must_ranged_foes
?ff=enemy
return true
func prefer_ranged_foe()
for enemy:prefer_ranged_foes
?ff=enemy
return true
func auto_melee()
trace("auto_m")
?use_abilities()
return true
:?can_aoe&fd<=melee_aoe_range
return melee("aoe")
:?low_hp&use_shield_on_low_hp
return melee("def")
return melee("dps")
func melee(mode)
trace("m_"+mode)
?dash_closer()
return true
var aoe=is(mode,"aoe")
?should_unmake()
?te_unmake("melee",aoe)
trace("unmaking")
mode="unmake"
return approach()
:?should_debuff()
?te_debuff("melee",aoe)
trace("debuff")
mode="debuff"
return approach()
?is(mode,"def")
ae_L("melee",false)
?use_shield_on_low_hp
ae_shield()
ae_R("melee",false)
:
ae_dps("melee",aoe)
return approach()
func approach()
var range=6
?f_type
range=get(weapon_ranges,f_type)+1
?fd>range
trace("approach")
?!is_2hander(f_type)
ae_shield()
return true
func dash_closer()
trace("dash_closer")
?can_dash()
return dash()
:?should_qs_dash()
return qs_dash()
return false
func auto_ranged()
trace("auto_r")
?use_abilities()
return true
:?can_aoe&for_ranged_aoe.Count()>0&
^fd<=ranged_range
return ranged("aoe")
:?for_ranged_single_target.Count()>0
return ranged("single")
return auto_melee()
func ranged(mode)
trace("r_"+mode)
var aoe=is(mode,"aoe")
?!aoe&must_ranged_foe()&
^for_ranged_single_target.
^Contains("repeating")
return equip_L("repeating")
?should_unmake()
?te_unmake("melee",aoe)
trace("unmaking")
mode="unmake"
:?should_debuff()
?te_debuff("ranged",aoe)
return
return ae_dps("ranged",aoe)
func auto_melee_boss()
trace("auto_m_boss")
?use_abilities()|dash_closer()
return true
?should_unmake()&
^te_unmake("melee",false)
trace("unmaking")
return approach()
:?should_debuff()
?te_debuff("melee",false)
trace("debuff")
return approach()
ae_dps("melee",false)
return approach()
func auto_melee_miniboss()
trace("auto_m_miniboss")
return dr("blade")&
^dr("mask")&dr("cinderwisp")&
^auto_melee()
var can_stunlock=do_stunlock.Count()>0&
^stunlock_weapons.Count()>0
func check_stunlock()
?can_stunlock&fi!"cool_bat"&
^do_stunlock.Contains("ceiling decorator")
dr("hammer")
func stunlock()
trace("stunlock")
dr("skeleton_arm")
?dash_closer()
return true
?disable_debuffs
return maybe_drink()&melee("dps")
var stunned=foe_debuff("stun")
?(can_hammer()&fd<=17)|
^is(lock,"hammer")
return hammer()
:?(stunned>bardiche_frames+10)&
^should_bard()|is(lock,"bardiche")
return bardiche()
:?stunned>10
?should_cinder()
return cinder()
?should_smite()
return smite()
?should_mask()
return mask()
:?stunned<=3
?get_cd("bash")<=0&fd<10&
^foe_ehp>100&can_backflip()
return backflip()
?can_qs_dash()
return qs_dash()
f=false
for it:stunlock_weapons
?!f&!(it=excluded_items)&
^!(it=foe_elem)
f=it
?f
equip_L(f)
:
equip_L(stunlock_weapons[0])
f=false
?should_unmake()
f=f_unmake_weapon("melee",
^false,false)
:?should_debuff()
f=f_debuff_weapon("melee",
^false,debuff_elems[0],false)
?f
equip_R(f)
:
ae_R("melee",false)
var _equip_L=false
func equip_L(it)
_equip_L=it
?is_2hander(it)|is_2hander(f_type)
return aac(it)
equipL @it@
return it
var _equip_R=false
func equip_R(it)
_equip_R=it
?is_2hander(it)|is_2hander(f_type)
return aac(it)
equipR @it@
return it
func is_2hander(ty)
return ty&all_2h_types.Contains(ty)
func ae_L(range,aoe)
trace("auto_eq_L")
f=f_dps_weapon(range,aoe,true)
?f
return equip_L(f)
return false
func ae_R(range,aoe)
trace("auto_eq_R")
f=f_dps_weapon(range,aoe,false)
?f
return equip_R(f)
return ae_shield()
func ae_shield()
trace("auto_eq_sh")
f=false
f_type=false
?low_hp
f=get_item("shield","vigor","mod")
?!f
f=get_item("shield",weak_elem,"stats")
?!f
f=get_item("shield","default","")
?f
return equip_R(f)
return false
func ae_dps(range,aoe)
trace("auto_eq_dps")
f=f_dps_weapon(range,aoe,true)
?!f
return false
equip_L(f)
?is_2hander(f_type)
return f
f=f_dps_weapon(range,aoe,false)
?f
return equip_R(f)
return false
func f_dps_weapon(range,aoe,allow_2h)
trace("f_dps_weapon")
f=false
?low_hp
f=f_weapon(range,aoe,
^"vigor","mod",allow_2h)
?!f
f=f_weapon(range,aoe,
^weak_elem,"stats",allow_2h)
trace(""+f)
return f
func te_debuff(range,aoe)
trace("try_eq_debuff")
f=false
for elem:debuff_elems
f=f_debuff_weapon(range,aoe,
^elem,!_equip_L)
?f
?!_equip_L
equip_L(f)
?is_2hander(f_type)
return true
:?!_equip_R
?low_hp
return ae_R(range,aoe)
return equip_R(f)
?_equip_L
?!_equip_R
return ae_R(range,aoe)
:
trace("no_debuff_weapon")
return false
return true
func f_debuff_weapon(range,aoe,
^elem,allow_2h)
trace("f_debuff_wep")
f=f_weapon(range,aoe,
^elem,"mod",allow_2h)
?!f&range="melee"&
^!(ff=immune_to_ranged|ff=ranged)
f=f_weapon("ranged",aoe,elem,
^"mod",allow_2h)
return f
func te_unmake(range,aoe)
trace("try_eq_unmake")
?prefer_ranged&fd>melee_range
range="ranged"
f=f_unmake_weapon(range,aoe,true)
?!f
aoe=false
f=f_unmake_weapon(range,aoe,true)
?!f
trace("no_unmake_weapon")
return false
equip_L(f)
?is_2hander(f_type)
return true
?low_hp
return ae_R(range,aoe)
f=f_unmake_weapon(range,aoe,false)
?f
return equip_R(f)
return ae_R()
func f_unmake_weapon(range,aoe,allow_2h)
trace("f_unmake_wep")
f=f_weapon(range,aoe,
^"aether","mod",allow_2h)
?!f&range="melee"
f=f_weapon("ranged",aoe,
^"aether","mod",allow_2h)
return f
func f_weapon(range,aoe,elem,
^purpose,allow_2h)
f=false
f_type=false
var types=get_preferred_types(range,aoe)
for ty:types
?allow_2h|!is_2hander(ty)
?!elem_types.Contains(ty)&
^!is(purpose,"mod")
f_type=ty
return ty
f=get_item(ty,elem,purpose)
?!f&purpose="stats"
?use_mods_for_dmg
f=get_item(ty,elem,"mod")
?!f
f=get_item(ty,"default","")
?f
f_type=ty
return f
return false
func get_preferred_types(range,aoe)
?phys_immune|
^(can_aoe&ff=magic_vulnerability)
return for_phys_immune
var types=for_melee_single_target
?is(range,"melee")
?fa>0
?aoe
types=aa_aoe_types
:
types=aa_st_types
:?aoe
types=for_melee_aoe
:
?aoe
types=for_ranged_aoe
:
types=for_ranged_single_target
return types
var excluded_items=""
func get_item(ty,elem,purpose)
var h
?is(elem,"default")
h=hash([ty,"default"])
:
h=hash([ty,elem,purpose])
var items=try_get(all_items,h,false)
?!items|items.Count()=0
return false
for it:items
?(!_equip_L|!is(it,_equip_L))&
^(!excluded_items|!(it=excluded_items))
return it
return false
func should_unmake()
return unmaking_threshold>0&!ib&
^fm>=unmaking_threshold
var only_dot=false
func can_debuff()
only_dot=false
?disable_debuffs
return false
?ib
?is(debuff_bosses,"never")
return false
?is(debuff_bosses,"smite")&smite_stacks=0
?ll=Rocky
return true
?cbd("debuff_dot")
only_dot=true
return true
return false
?!ib&(is(debuff_non_bosses,"never")|
^is(debuff_non_bosses,"smite")&smite_stacks=0)
return false
return true
var disable_debuffs=false
var debuff_elems=[]
func should_debuff()
?!can_debuff()
return false
debuff_elems.Clear()
?cbd("debuff_dot")
debuff_elems.Add("fire")
?only_dot
return true
?cbd("debuff_chill")
debuff_elems.Add("ice")
?cbd("debuff_damage")
debuff_elems.Add("poison")
var c=debuff_elems.Count()
?c>1&
^ff=debuff_elems[0]
var move=debuff_elems[0]
debuff_elems.Emplace(0,debuff_elems[c-1])
debuff_elems.Emplace(c-1,move)
return c>0
func cbd(debuff_uid)
?(ff="immune_to_"+debuff_uid)
return false
?is(debuff_uid,"debuff_chill")
var c=foe_debuff("debuff_chill")
return c<max_chill_stacks
return!foe_debuff(debuff_uid)
func get_cd(ability)
return try_get(cooldowns,ability,9999)
func allowed(ability)
return try_get(abilities,ability,false)
func set_lock(tag,timer)
?!lock|(is(tag,"boss")&lock_timer<timer)
lock=tag
lock_timer=timer
return true
func cu(ability)
?lock
return is(lock,ability)
return allowed(ability)
func ca()
return ai.enabled&item.CanActivate()
func use(ability)
?item.CanActivate(ability)
activate R
return true
func maybe_drink()
?use_potions_for_bosses&
^(item.potion="berserk"|item.potion="lucky")
^&(fd<=melee_range|
^ll=bronze_guardian&
^fast_potion_bosses.Contains("bronze")|
^ll=nagaraja&
^fast_potion_bosses.Contains("naga"))
trace("drink")
activate potion
return true
func can_dash()
return ca()&(cu("dash")|
^cu("bash")&!disable_debuffs)
^&fd>10&fd<16
func dash()
trace("dash")
?!disable_debuffs&cu("bash")
trace("bashing")
return equip_R("bashing")
:?cu("dash")
trace("dashing")
return equip_R("dashing")
return false
func can_qs_dash()
return cu("quarterstaff")&
^ca()
func should_qs_dash()
return (prefer_ranged&fd>28)|
^(fd>16|
^fd<11&fd>5)&
^can_qs_dash()
func qs_dash()
trace("qs_dash")
equip_L("quarterstaff")
return use("quarterstaff")
func can_backflip()
return cu("mind")&free_mind&
^screen.FromWorldX(pos.x)>5
func backflip()
trace("backflip")
ae_shield()
return equip_L("mind")
func can_slap()
return cu("skeleton_arm")&
^!(fi="ice_pillar")&
^fd<7&!phys_immune&
^ca()
func should_slap()
return can_slap()&(!pickpocket_quest|
^foe_ehp<=arm_damage)
func slap()
trace("slap")
?pickpocket_stacks<max_pickpocket_stacks
return aac("arm")
equip_L("arm")
return use("skeleton_arm")
func can_smite()
return cu("blade")&
^fd<=20&(ff!pallas)&
^ca()
func should_smite()
?bfg_defeated_foes.Count()>0
?foe_ehp<=smite_damage&can_smite()
for e:bfg_defeated_foes
?ff=e
return false
return true
return false
return (fc>=smite_threshold
^&foe_ehp<=smite_damage)&can_smite()
func smite()
trace("smite")
equip_L("blade")
return use("blade")
func smite_at_exact()
dr("blade")
?fh<=smite_damage&get_cd("blade")<=0
return smite()
return false
func can_hammer()
return cu("hammer")&!phys_immune&
^fd<=21&ca()
func should_hammer()
?!can_hammer()
return false
return is(lock,"hammer")|
^(ib|can_aoe&fd<15)
^&(fa>0|ff=spawner|
^can_debuff()&
^!(ff=immune_to_stun))
func hammer()
trace("hammer")