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  1.    -------------------------------------------------------------------------------------------------------------------
  2.     -- Initialization function that defines sets and variables to be used.
  3.     -------------------------------------------------------------------------------------------------------------------
  4.      
  5.     -- IMPORTANT: Make sure to also get the Mote-Include.lua file (and its supplementary files) to go with this.
  6.      
  7.     -- Initialization function for this job file.
  8.     function get_sets()
  9.             mote_include_version = 2
  10.      
  11.             -- Load and initialize the include file.
  12.             include('Mote-Include.lua')
  13.     end
  14.      
  15.     -- Setup vars that are user-independent.
  16.     function job_setup()
  17.    
  18.     end
  19.      
  20.     -- Setup vars that are user-dependent. Can override this function in a sidecar file.
  21.     function user_setup()
  22.             -- Options: Override default values
  23.             state.OffenseMode:options('Normal')
  24.             state.HybridMode:options('Normal', 'PDT')
  25.             state.WeaponskillMode:options('Normal', 'Acc')
  26.             state.PhysicalDefenseMode:options('PDT')
  27.          
  28.             -- Additional local binds
  29.             send_command('bind ^` input /ja "Hasso" <me>')
  30.             send_command('bind !` input /ja "Seigan" <me>')
  31.      
  32.             select_default_macro_book()
  33.     end
  34.      
  35.     -- Called when this job file is unloaded (eg: job change)
  36.     function job_file_unload()
  37.             send_command('unbind ^`')
  38.             send_command('unbind !-')
  39.     end
  40.      
  41.     -- Define sets and vars used by this job file.
  42.     function init_gear_sets()
  43.             --------------------------------------
  44.             -- Start defining the sets
  45.             --------------------------------------
  46.             XaddiBody={}
  47.             XaddiBody.Acc={name="Xaddi Mail",augments={'HP+45','Accuracy+15','Phys. dmg. taken -3%'}}
  48.             XaddiBody.PDT={name="Xaddi Mail", augments={'VIT+12','Phys. dmg. taken -5%', 'Magic dmg. taken -3%'}}
  49.             XaddiBody.Atk={name="Xaddi Mail", augments={'Attack+15','Accuracy+10','"Store TP"+3'}}
  50.      
  51.             -- Precast Sets
  52.             -- Precast sets to enhance JAs
  53.             sets.precast.JA['Warcry'] = {head="Agoge Mask +1"}
  54.             sets.precast.JA['Berserk'] = {feet="Agoge Calligae"}
  55.             sets.precast.JA['Aggressor'] = {body="Agoge Lorica +1", head="Pummeler's Mask"}
  56.             sets.precast.JA['Mighty Strikes'] = {body="Agoge Mufflers +1"}
  57.             sets.precast.JA['Tomahawk'] = {ammo="Tomahawk", feet="Agoge Calligae"}
  58.             sets.precast.JA['Blood Rage'] = {body="Ravager's Lorica +2"}
  59.             sets.precast.JA["Warrior's Charge"] = {legs="Agoge Cuisses +1"}
  60.      
  61.             -- Weaponskill sets
  62.             -- Default set for any weaponskill that isn't any more specifically defined
  63.             sets.precast.WS = {ammo="Ravager's Orb", head="Otomi Helm",neck="Asperity Necklace",ear1="Brutal Earring",ear2="Moonshade Earring",
  64.                     body=XaddiBody.Atk,hands="Xaddi Gauntlets",ring1="Ifrit Ring",ring2="Ifrit Ring",
  65.                     back="Mauler's Mantle",waist="Windbuffet Belt",legs="Agoge Cuisses +1",feet="Pummeler's Calligae +1"}
  66.      
  67.             -- Specific weaponskill sets. Uses the base set if an appropriate WSMod version isn't found.
  68.             sets.precast.WS['Upheaval'] = {ammo="Oneiros Pebble", head="Felistris mask", neck="Flame Gorget", ear1="Brutal Earring", ear2="Moonshade Earring"
  69.                     body=XaddiBody.PDT, hands="Agoge Mufflers +1", ring1="Titan Ring+1", ring2="Titan Ring +1",
  70.                     back="Iximulew Cape", waist="Flame Belt", legs="Agoge Cuisses +1", feet="Pummeler's Calligae +1"})
  71.                    
  72.             sets.precast.WS['Resolution'] = {ammo="Ravager's Orb", head="Otomi Helm", neck="Breeze Gorget", ear1="Brutal Earring", ear2="Moonshade Earring"
  73.                     body=XaddiBody.Atk, hands="Xaddi Gauntlets", ring1="Ifrit Ring", ring2="Ifrit Ring",
  74.                     back="Mauler's Mantle", waist="Breeze Belt", legs="Agoge Cuisses +1", feet="Pummeler's Calligae +1"})
  75.      
  76.             sets.precast.WS.Flash = {}
  77.      
  78.      
  79.             -- Idle sets (default idle set not needed since the other three are defined, but leaving for testing purposes)
  80.             sets.idle.Town = {ammo="Oneiros Pebble", head="Adaman Barbuta", neck="Wiglen Gorget",ear1="Dawn Earring",ear2="Colossus's Earring",
  81.                     body="Kirin's Osode", hands="Cizin Mufflers +1", ring1="Paguroidea Ring", ring2="Sheltered Ring",
  82.                     back="Repulse Mantle", waist="Flume Belt", legs="Cizin Breeches +1", feet="Hermes' Sandals"}
  83.      
  84.             sets.idle.Field = {ammo="Oneiros Pebble", head="Adaman Barbuta", neck="Wiglen Gorget",ear1="Dawn Earring",ear2="Colossus's Earring",
  85.                     body="Kirin's Osode", hands="Cizin Mufflers +1", ring1="Paguroidea Ring", ring2="Sheltered Ring",
  86.                     back="Repulse Mantle", waist="Flume Belt", legs="Cizin Breeches +1", feet="Hermes' Sandals"}
  87.      
  88.             -- Defense sets
  89.             sets.defense.PDT = {}
  90.  
  91.             sets.defense.MDT = {}
  92.  
  93.      
  94.      
  95.  
  96.            
  97.     --------------------------------------
  98.     -- Melee Mode Sets
  99.     --------------------------------------
  100.  
  101.  
  102.    
  103.     -- Engaged sets
  104.    
  105.             sets.engaged = {ammo="Yetshila", head="Felistris Mask", Neck="Asperity Necklace", ear1="Bladeborn Earring", ear2="Steelflash Earring"
  106.                     body=XaddiBody.Atk, hands="Cizin Mufflers +1", Ring1="Rajas Ring", Ring2="K'ayres Ring"
  107.                     back="Mauler's Mantle", waist="Windbuffet Belt", legs="Agoge Cuisses +1", feet="Pummeler's Calligae +1"}
  108.                    
  109.             sets.engaged.MidAcc = {ammo="Yetshila", head="Felistris Mask", Neck="Asperity Necklace", ear1="Bladeborn Earring", ear2="Steelflash Earring"
  110.                     body=XaddiBody.Atk, hands="Cizin Mufflers +1", Ring1="Rajas Ring", Ring2="K'ayres Ring"
  111.                     back="Mauler's Mantle", waist="Windbuffet Belt", legs="Agoge Cuisses +1", feet="Pummeler's Calligae +1"}
  112.                    
  113.             sets.engage.Acc = {ammo="Yetshila", head="Felistris Mask", Neck="Asperity Necklace", ear1="Bladeborn Earring", ear2="Steelflash Earring"
  114.                     body=XaddiBody.Atk, hands="Cizin Mufflers +1", Ring1="Rajas Ring", Ring2="K'ayres Ring"
  115.                     back="Mauler's Mantle", waist="Windbuffet Belt", legs="Agoge Cuisses +1", feet="Pummeler's Calligae +1"}
  116.  
  117.     end
  118.      
  119.     -------------------------------------------------------------------------------------------------------------------
  120.     -- Job-specific hooks that are called to process player actions at specific points in time.
  121.     -------------------------------------------------------------------------------------------------------------------
  122.      
  123.     -- Run after the default precast() is done.
  124.     -- eventArgs is the same one used in job_precast, in case information needs to be persisted.
  125.     function job_post_precast(spell, action, spellMap, eventArgs)
  126.             if spell.type:lower() == 'weaponskill' then
  127.                     if spell.type == 'WeaponSkill' and buffactive['Flash'] then
  128.                             equip(sets.precast.WS.Flash)
  129.                     end
  130.             end
  131.     end
  132.      
  133.     function job_buff_change(buff, gain)
  134.             if buff == 'Asleep' then
  135.                     if gain then
  136.                             equip({neck="Berserker's Torque"})
  137.                             add_to_chat(122, "***Asleep!! Equipping Berserker's Torque!!***")
  138.                     else
  139.                             if player.status == 'Engaged' then
  140.                                     equip(meleeSet)
  141.                                     add_to_chat(122, "***Awake!! Un-Equipping Berserker's Torque!!***")
  142.                             elseif player.status == 'Idle' then
  143.                                     equip(idleSet)
  144.                                     add_to_chat(122, "***Awake!! Un-Equipping Berserker's Torque!!***")
  145.                             end
  146.                     end
  147.             end
  148.            
  149.             if buff == 'Encumbrance' then
  150.                     if gain then
  151.                             add_to_chat(122, '***Encumbered!! Equipment lost!!***')
  152.                     else
  153.                             if player.status == 'Engaged' then
  154.                                     equip(meleeSet)
  155.                                     add_to_chat(122, '***No longer encumbered. Engaged set re-equipped.***')
  156.                             elseif player.status == 'Idle' then
  157.                                     equip(idleSet)
  158.                                     add_to_chat(122, '***No longer encumbered. Idle set re-equipped.***')
  159.                             end
  160.                     end
  161.             end
  162.     end
  163.      
  164.     -------------------------------------------------------------------------------------------------------------------
  165.     -- User code that supplements standard library decisions.
  166.     -------------------------------------------------------------------------------------------------------------------
  167.      
  168.     -- Called by the 'update' self-command, for common needs.
  169.     -- Set eventArgs.handled to true if we don't want automatic equipping of gear.
  170.     function job_update(cmdParams, eventArgs)
  171.             update_combat_form()
  172.     end
  173.      
  174.     -- Set eventArgs.handled to true if we don't want the automatic display to be run.
  175.     function display_current_job_state(eventArgs)
  176.      
  177.     end
  178.      
  179.      
  180. -- Select default macro book on initial load or subjob change.
  181.     function select_default_macro_book()
  182.             -- Default macro set/book
  183.             if player.sub_job == 'Sam' then
  184.                     set_macro_page(1, 6)
  185.             end
  186.     end
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