function Tranquility() if env(GetSpEffectID, 1749100) == FALSE then return FALSE end act(ClearSpEffect, 1749100) local threatLevel = GetThreatLevel() if threatLevel == ThreatLevel.None then return FALSE end act(AddSpEffect, 1749100 + (threatLevel * 10)) return TRUE end local TranqActive = false function TranquilityAiToggle() if TranqActive then if env(GetSpEffectType, 570) == FALSE then SetPointerValue(CHR_INS_BASE.CHR_FLAGS.NO_ATTACK, FALSE) SetPointerValue(CHR_INS_BASE.CHR_FLAGS.NO_MOVE, FALSE) TranqActive = false end return elseif env(GetSpEffectType, 570) == FALSE then return end SetPointerValue(CHR_INS_BASE.CHR_FLAGS.NO_ATTACK, TRUE) SetPointerValue(CHR_INS_BASE.CHR_FLAGS.NO_MOVE, TRUE) TranqActive = true end function InvocationOfSaintTrina() if env(GetSpEffectID, 1749220) == FALSE then return FALSE end act(ClearSpEffect, 1749220) local threatLevel = GetThreatLevel() if threatLevel == ThreatLevel.None then return FALSE end if env(GetSpEffectType, SP_EFFECT_TYPE_SLEEP) == FALSE and env(GetSpEffectType, 560) == FALSE and IsNodeActive("Sleep_SM") == FALSE and env(GetSpEffectID, 102320) == FALSE then act(AddSpEffect, 1749200) -- Sleep Buildup return TRUE end if threatLevel > ThreatLevel.LesserEnemy then local multiplier = 1 if GetEntityId() == 17000850 then -- Quicksilver Husk multiplier = 0.5 end local damage = (env(GetMaxHP) * 0.13) + 400 DealCalculatedDamage(damage * multiplier) -- Sleep Damage return TRUE end if IsExistAnime("W_DeathIdleSleep") == TRUE then Fire("W_DeathIdleSleep") elseif IsExistAnime("W_DeathStartSleep") == TRUE then Fire("W_DeathStartSleep") elseif IsExistAnime("W_DeathIdleSleepCollect") == TRUE then Fire("W_DeathIdleSleepCollect") elseif IsExistAnime("W_DeathStartSleepCollect") == TRUE then Fire("W_DeathStartSleepCollect") else ForceKill() end return TRUE end