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- -- *** Credit goes to Flippant for helping me with Gearswap *** --
- -- ** I Use Some of Motenten's Functions ** --
- function get_sets()
- AccIndex = 1
- AccArray = {"LowACC","MidACC","HighACC"} -- 3 Levels Of Accuracy Sets For Shooting/TP/WS. First Set Is LowACC. Add More ACC Sets If Needed Then Create Your New ACC Below. Most of These Sets Are Empty So You Need To Edit Them On Your Own. Remember To Check What The Combined Set Is For Each Sets. --
- WeaponIndex = 1
- WeaponArray = {"Annihilator","Yoichinoyumi"} -- Default Ranged Weapon Is Annihilator. Can Delete Any Weapons/Sets That You Don't Need Or Replace/Add The New Weapons That You Want To Use. --
- IdleIndex = 1
- IdleArray = {"Movement","Regen"} -- Default Idle Set Is Movement --
- Armor = 'None'
- warning = false
- AutoGunWS = "Coronach" -- Set Auto Gun WS Here --
- AutoBowWS = "Namas Arrow" -- Set Auto Bow WS Here --
- AutoMode = 'OFF' -- Set Default Auto RA/WS ON or OFF Here --
- Attack = 'OFF' -- Set Default WS Attack Set ON or OFF Here --
- Enmity = 'OFF' -- Set Default Enmity Set ON or OFF Here --
- ammo_warning_limit = 10 -- Set Ammo Limit Check Here --
- Samurai_Roll = 'ON' -- Set Default SAM Roll ON or OFF Here --
- target_distance = 5 -- Set Default Distance Here --
- select_default_macro_book() -- Change Default Macro Book At The End --
- sc_map = {SC1="LastStand", SC2="Coronach", SC3="Ranged"} -- 3 Additional Binds. Can Change Whatever JA/WS/Spells You Like Here. Remember Not To Use Spaces. --
- sets.Idle = {}
- -- Idle/Town Sets --
- sets.Idle.Regen = {}
- sets.Idle.Regen.Annihilator = set_combine(sets.Idle.Regen,{
- main="Oneiros Knife",
- sub="Moogle Guard +1",
- range="Annihilator",
- ammo="Achiyal. Bullet"})
- sets.Idle.Regen.Yoichinoyumi = set_combine(sets.Idle.Regen,{
- main="Oneiros Knife",
- sub="Moogle Guard +1",
- range="Yoichinoyumi",
- ammo="Achiyal. Arrow"})
- sets.Idle.Regen.Annihilator.NIN = set_combine(sets.Idle.Regen,{
- main="Hurlbat",
- sub="Courser's Pugio",
- range="Annihilator",
- ammo="Achiyal. Bullet"})
- sets.Idle.Regen.Yoichinoyumi.NIN = set_combine(sets.Idle.Regen,{
- main="Hurlbat",
- sub="Courser's Pugio",
- range="Yoichinoyumi",
- ammo="Achiyal. Arrow"})
- sets.Idle.Movement = set_combine(sets.Idle.Regen,{})
- sets.Idle.Movement.Annihilator = set_combine(sets.Idle.Movement,{
- range="Annihilator",
- ammo="Achiyal. Bullet"})
- sets.Idle.Movement.Yoichinoyumi = set_combine(sets.Idle.Movement,{
- range="Yoichinoyumi",
- ammo="Achiyal. Arrow"})
- sets.Idle.Movement.Annihilator.NIN = set_combine(sets.Idle.Movement,{
- main="Hurlbat",
- sub="Courser's Pugio",
- range="Annihilator",
- ammo="Achiyal. Bullet"})
- sets.Idle.Movement.Yoichinoyumi.NIN = set_combine(sets.Idle.Movement,{
- main="Hurlbat",
- sub="Courser's Pugio",
- range="Yoichinoyumi",
- ammo="Achiyal. Arrow"})
- -- Preshot --
- sets.Preshot = {
- head="Amini Gapette +1",
- body="Amini Caban +1",
- hands="Iuitl Wristbands +1",
- back="Lutian Cape",
- waist="Impulse Belt",
- legs="Nahtirah Trousers",
- feet="Taeon Boots"}
- -- Barrage Base Set. This Set Takes Priority Over Other Pieces. --
- Barrage = {
- hands="Orion Bracers +1",
- legs="Desultor Tassets"}
- -- Shooting Base Set --
- sets.Midshot = {}
- -- Annihilator(Decoy Down) Sets --
- sets.Midshot.Annihilator = {
- range="Annihilator",
- ammo="Achiyal. Bullet"}
- sets.Midshot.Annihilator.MidACC = set_combine(sets.Midshot.Annihilator,{})
- sets.Midshot.Annihilator.HighACC = set_combine(sets.Midshot.Annihilator.MidACC,{})
- -- Annihilator(Decoy Up) Sets --
- sets.Midshot.Annihilator.Decoy = set_combine(sets.Midshot.Annihilator,{})
- sets.Midshot.Annihilator.MidACC.Decoy = set_combine(sets.Midshot.Annihilator.MidACC,{})
- sets.Midshot.Annihilator.HighACC.Decoy = set_combine(sets.Midshot.Annihilator.HighACC,{})
- -- Annihilator(Enmity) Sets --
- sets.Midshot.Annihilator.Enmity = set_combine(sets.Midshot.Annihilator,{})
- sets.Midshot.Annihilator.MidACC.Enmity = set_combine(sets.Midshot.Annihilator.MidACC,{})
- sets.Midshot.Annihilator.HighACC.Enmity = set_combine(sets.Midshot.Annihilator.HighACC,{})
- -- Annihilator(AM) Sets --
- sets.Midshot.Annihilator.AM = set_combine(sets.Midshot.Annihilator,{})
- sets.Midshot.Annihilator.MidACC.AM = set_combine(sets.Midshot.Annihilator.MidACC,{})
- sets.Midshot.Annihilator.HighACC.AM = set_combine(sets.Midshot.Annihilator.HighACC,{})
- -- Annihilator(AM: Ionis) Sets --
- sets.Midshot.Annihilator.AM.Ionis = set_combine(sets.Midshot.Annihilator,{})
- sets.Midshot.Annihilator.MidACC.AM.Ionis = set_combine(sets.Midshot.Annihilator.MidACC,{})
- sets.Midshot.Annihilator.HighACC.AM.Ionis = set_combine(sets.Midshot.Annihilator.HighACC,{})
- -- Annihilator(Decoy Down: Ionis) Sets --
- sets.Midshot.Annihilator.Ionis = set_combine(sets.Midshot.Annihilator,{})
- sets.Midshot.Annihilator.MidACC.Ionis = set_combine(sets.Midshot.Annihilator.MidACC,{})
- sets.Midshot.Annihilator.HighACC.Ionis = set_combine(sets.Midshot.Annihilator.HighACC,{})
- -- Annihilator(Decoy Up: Ionis) Sets --
- sets.Midshot.Annihilator.Decoy.Ionis = set_combine(sets.Midshot.Annihilator,{})
- sets.Midshot.Annihilator.MidACC.Decoy.Ionis = set_combine(sets.Midshot.Annihilator.MidACC,{})
- sets.Midshot.Annihilator.HighACC.Decoy.Ionis = set_combine(sets.Midshot.Annihilator.HighACC,{})
- -- Annihilator(Decoy Down: SAM Roll) Sets --
- sets.Midshot.Annihilator.STP = set_combine(sets.Midshot.Annihilator,{})
- sets.Midshot.Annihilator.MidACC.STP = set_combine(sets.Midshot.Annihilator.MidACC,{})
- sets.Midshot.Annihilator.HighACC.STP = set_combine(sets.Midshot.Annihilator.HighACC,{})
- -- Annihilator(Decoy Up: SAM Roll) Sets --
- sets.Midshot.Annihilator.Decoy.STP = set_combine(sets.Midshot.Annihilator,{})
- sets.Midshot.Annihilator.MidACC.Decoy.STP = set_combine(sets.Midshot.Annihilator.MidACC,{})
- sets.Midshot.Annihilator.HighACC.Decoy.STP = set_combine(sets.Midshot.Annihilator.HighACC,{})
- -- Annihilator(Decoy Down: Ionis + SAM Roll) Sets --
- sets.Midshot.Annihilator.Ionis.STP = set_combine(sets.Midshot.Annihilator,{})
- sets.Midshot.Annihilator.MidACC.Ionis.STP = set_combine(sets.Midshot.Annihilator.MidACC,{})
- sets.Midshot.Annihilator.HighACC.Ionis.STP = set_combine(sets.Midshot.Annihilator.HighACC,{})
- -- Annihilator(Decoy Up: Ionis + SAM Roll) Sets --
- sets.Midshot.Annihilator.Decoy.Ionis.STP = set_combine(sets.Midshot.Annihilator,{})
- sets.Midshot.Annihilator.MidACC.Decoy.Ionis.STP = set_combine(sets.Midshot.Annihilator.MidACC,{})
- sets.Midshot.Annihilator.HighACC.Decoy.Ionis.STP = set_combine(sets.Midshot.Annihilator.HighACC,{})
- -- Annihilator Barrage Sets --
- sets.Midshot.Annihilator.Barrage = set_combine(sets.Midshot.Annihilator,{},Barrage)
- sets.Midshot.Annihilator.MidACC.Barrage = set_combine(sets.Midshot.Annihilator.MidACC,{},Barrage)
- sets.Midshot.Annihilator.HighACC.Barrage = set_combine(sets.Midshot.Annihilator.HighACC,{},Barrage)
- -- Yoichinoyumi(Decoy Down) Sets --
- sets.Midshot.Yoichinoyumi = {
- range="Yoichinoyumi",
- ammo="Achiyal. Arrow"}
- sets.Midshot.Yoichinoyumi.MidACC = set_combine(sets.Midshot.Yoichinoyumi,{})
- sets.Midshot.Yoichinoyumi.HighACC = set_combine(sets.Midshot.Yoichinoyumi.MidACC,{})
- -- Yoichinoyumi(Decoy Up) Sets --
- sets.Midshot.Yoichinoyumi.Decoy = set_combine(sets.Midshot.Yoichinoyumi,{})
- sets.Midshot.Yoichinoyumi.MidACC.Decoy = set_combine(sets.Midshot.Yoichinoyumi.MidACC,{})
- sets.Midshot.Yoichinoyumi.HighACC.Decoy = set_combine(sets.Midshot.Yoichinoyumi.HighACC,{})
- -- Yoichinoyumi(Enmity) Sets --
- sets.Midshot.Yoichinoyumi.Enmity = set_combine(sets.Midshot.Yoichinoyumi,{})
- sets.Midshot.Yoichinoyumi.MidACC.Enmity = set_combine(sets.Midshot.Yoichinoyumi.MidACC,{})
- sets.Midshot.Yoichinoyumi.HighACC.Enmity = set_combine(sets.Midshot.Yoichinoyumi.HighACC,{})
- -- Yoichinoyumi(AM) Sets --
- sets.Midshot.Yoichinoyumi.AM = set_combine(sets.Midshot.Yoichinoyumi,{})
- sets.Midshot.Yoichinoyumi.MidACC.AM = set_combine(sets.Midshot.Yoichinoyumi.MidACC,{})
- sets.Midshot.Yoichinoyumi.HighACC.AM = set_combine(sets.Midshot.Yoichinoyumi.HighACC,{})
- -- Yoichinoyumi(AM: Ionis) Sets --
- sets.Midshot.Yoichinoyumi.AM.Ionis = set_combine(sets.Midshot.Yoichinoyumi,{})
- sets.Midshot.Yoichinoyumi.MidACC.AM.Ionis = set_combine(sets.Midshot.Yoichinoyumi.MidACC,{})
- sets.Midshot.Yoichinoyumi.HighACC.AM.Ionis = set_combine(sets.Midshot.Yoichinoyumi.HighACC,{})
- -- Yoichinoyumi(Decoy Down: Ionis) Sets --
- sets.Midshot.Yoichinoyumi.Ionis = set_combine(sets.Midshot.Yoichinoyumi,{})
- sets.Midshot.Yoichinoyumi.MidACC.Ionis = set_combine(sets.Midshot.Yoichinoyumi.MidACC,{})
- sets.Midshot.Yoichinoyumi.HighACC.Ionis = set_combine(sets.Midshot.Yoichinoyumi.HighACC,{})
- -- Yoichinoyumi(Decoy Up: Ionis) Sets --
- sets.Midshot.Yoichinoyumi.Decoy.Ionis = set_combine(sets.Midshot.Yoichinoyumi,{})
- sets.Midshot.Yoichinoyumi.MidACC.Decoy.Ionis = set_combine(sets.Midshot.Yoichinoyumi.MidACC,{})
- sets.Midshot.Yoichinoyumi.HighACC.Decoy.Ionis = set_combine(sets.Midshot.Yoichinoyumi.HighACC,{})
- -- Yoichinoyumi(Decoy Down: SAM Roll) Sets --
- sets.Midshot.Yoichinoyumi.STP = set_combine(sets.Midshot.Yoichinoyumi,{})
- sets.Midshot.Yoichinoyumi.MidACC.STP = set_combine(sets.Midshot.Yoichinoyumi.STP,{})
- sets.Midshot.Yoichinoyumi.HighACC.STP = set_combine(sets.Midshot.Yoichinoyumi.MidACC.STP,{})
- -- Yoichinoyumi(Decoy Up: SAM Roll) Sets --
- sets.Midshot.Yoichinoyumi.Decoy.STP = set_combine(sets.Midshot.Yoichinoyumi,{})
- sets.Midshot.Yoichinoyumi.MidACC.Decoy.STP = set_combine(sets.Midshot.Yoichinoyumi.MidACC,{})
- sets.Midshot.Yoichinoyumi.HighACC.Decoy.STP = set_combine(sets.Midshot.Yoichinoyumi.HighACC,{})
- -- Yoichinoyumi(Decoy Down: Ionis + SAM Roll) Sets --
- sets.Midshot.Yoichinoyumi.Ionis.STP = set_combine(sets.Midshot.Yoichinoyumi,{})
- sets.Midshot.Yoichinoyumi.MidACC.Ionis.STP = set_combine(sets.Midshot.Yoichinoyumi.MidACC,{})
- sets.Midshot.Yoichinoyumi.HighACC.Ionis.STP = set_combine(sets.Midshot.Yoichinoyumi.HighACC,{})
- -- Yoichinoyumi(Decoy Up: Ionis + SAM Roll) Sets --
- sets.Midshot.Yoichinoyumi.Decoy.Ionis.STP = set_combine(sets.Midshot.Yoichinoyumi,{})
- sets.Midshot.Yoichinoyumi.MidACC.Decoy.Ionis.STP = set_combine(sets.Midshot.Yoichinoyumi.MidACC,{})
- sets.Midshot.Yoichinoyumi.HighACC.Decoy.Ionis.STP = set_combine(sets.Midshot.Yoichinoyumi.HighACC,{})
- -- Yoichinoyumi Barrage Sets --
- sets.Midshot.Yoichinoyumi.Barrage = set_combine(sets.Midshot.Yoichinoyumi,{},Barrage)
- sets.Midshot.Yoichinoyumi.MidACC.Barrage = set_combine(sets.Midshot.Yoichinoyumi.MidACC,{},Barrage)
- sets.Midshot.Yoichinoyumi.HighACC.Barrage = set_combine(sets.Midshot.Yoichinoyumi.HighACC,{},Barrage)
- -- Annihilator(Decoy Down) /SAM Sets --
- sets.Midshot.Annihilator.SAM = {
- range="Annihilator",
- ammo="Achiyal. Bullet"}
- sets.Midshot.Annihilator.SAM.MidACC = set_combine(sets.Midshot.Annihilator.SAM,{})
- sets.Midshot.Annihilator.SAM.HighACC = set_combine(sets.Midshot.Annihilator.SAM.MidACC,{})
- -- Annihilator(Decoy Up) /SAM Sets --
- sets.Midshot.Annihilator.SAM.Decoy = set_combine(sets.Midshot.Annihilator.SAM,{})
- sets.Midshot.Annihilator.SAM.MidACC.Decoy = set_combine(sets.Midshot.Annihilator.SAM.MidACC,{})
- sets.Midshot.Annihilator.SAM.HighACC.Decoy = set_combine(sets.Midshot.Annihilator.SAM.HighACC,{})
- -- Annihilator(Enmity) /SAM Sets --
- sets.Midshot.Annihilator.SAM.Enmity = set_combine(sets.Midshot.Annihilator.SAM,{})
- sets.Midshot.Annihilator.SAM.MidACC.Enmity = set_combine(sets.Midshot.Annihilator.SAM.MidACC,{})
- sets.Midshot.Annihilator.SAM.HighACC.Enmity = set_combine(sets.Midshot.Annihilator.SAM.HighACC,{})
- -- Annihilator(AM) /SAM Sets --
- sets.Midshot.Annihilator.SAM.AM = set_combine(sets.Midshot.Annihilator.SAM,{})
- sets.Midshot.Annihilator.SAM.MidACC.AM = set_combine(sets.Midshot.Annihilator.SAM.MidACC,{})
- sets.Midshot.Annihilator.SAM.HighACC.AM = set_combine(sets.Midshot.Annihilator.SAM.HighACC,{})
- -- Annihilator(AM: Ionis) /SAM Sets --
- sets.Midshot.Annihilator.SAM.AM.Ionis = set_combine(sets.Midshot.Annihilator.SAM,{})
- sets.Midshot.Annihilator.SAM.MidACC.AM.Ionis = set_combine(sets.Midshot.Annihilator.SAM.MidACC,{})
- sets.Midshot.Annihilator.SAM.HighACC.AM.Ionis = set_combine(sets.Midshot.Annihilator.SAM.HighACC,{})
- -- Annihilator(Decoy Down: Ionis) /SAM Sets --
- sets.Midshot.Annihilator.SAM.Ionis = set_combine(sets.Midshot.Annihilator.SAM,{})
- sets.Midshot.Annihilator.SAM.MidACC.Ionis = set_combine(sets.Midshot.Annihilator.SAM.MidACC,{})
- sets.Midshot.Annihilator.SAM.HighACC.Ionis = set_combine(sets.Midshot.Annihilator.SAM.HighACC,{})
- -- Annihilator(Decoy Up: Ionis) /SAM Sets --
- sets.Midshot.Annihilator.SAM.Decoy.Ionis = set_combine(sets.Midshot.Annihilator.SAM,{})
- sets.Midshot.Annihilator.SAM.MidACC.Decoy.Ionis = set_combine(sets.Midshot.Annihilator.SAM.MidACC,{})
- sets.Midshot.Annihilator.SAM.HighACC.Decoy.Ionis = set_combine(sets.Midshot.Annihilator.SAM.HighACC,{})
- -- Annihilator(Decoy Down: SAM Roll) /SAM Sets --
- sets.Midshot.Annihilator.SAM.STP = set_combine(sets.Midshot.Annihilator.SAM,{})
- sets.Midshot.Annihilator.SAM.MidACC.STP = set_combine(sets.Midshot.Annihilator.SAM.MidACC,{})
- sets.Midshot.Annihilator.SAM.HighACC.STP = set_combine(sets.Midshot.Annihilator.SAM.HighACC,{})
- -- Annihilator(Decoy Up: SAM Roll) /SAM Sets --
- sets.Midshot.Annihilator.SAM.Decoy.STP = set_combine(sets.Midshot.Annihilator.SAM,{})
- sets.Midshot.Annihilator.SAM.MidACC.Decoy.STP = set_combine(sets.Midshot.Annihilator.SAM.Decoy.STP,{})
- sets.Midshot.Annihilator.SAM.HighACC.Decoy.STP = set_combine(sets.Midshot.Annihilator.SAM.MidACC.Decoy.STP,{})
- -- Annihilator(Decoy Down: Ionis + SAM Roll) /SAM Sets --
- sets.Midshot.Annihilator.SAM.Ionis.STP = set_combine(sets.Midshot.Annihilator.SAM,{})
- sets.Midshot.Annihilator.SAM.MidACC.Ionis.STP = set_combine(sets.Midshot.Annihilator.SAM.MidACC,{})
- sets.Midshot.Annihilator.SAM.HighACC.Ionis.STP = set_combine(sets.Midshot.Annihilator.SAM.HighACC,{})
- -- Annihilator(Decoy Up: Ionis + SAM Roll) /SAM Sets --
- sets.Midshot.Annihilator.SAM.Decoy.Ionis.STP = set_combine(sets.Midshot.Annihilator.SAM,{})
- sets.Midshot.Annihilator.SAM.MidACC.Decoy.Ionis.STP = set_combine(sets.Midshot.Annihilator.SAM.MidACC,{})
- sets.Midshot.Annihilator.SAM.HighACC.Decoy.Ionis.STP = set_combine(sets.Midshot.Annihilator.SAM.HighACC,{})
- -- Annihilator /SAM Barrage Sets --
- sets.Midshot.Annihilator.SAM.Barrage = set_combine(sets.Midshot.Annihilator.SAM,{},Barrage)
- sets.Midshot.Annihilator.SAM.MidACC.Barrage = set_combine(sets.Midshot.Annihilator.SAM.MidACC,{},Barrage)
- sets.Midshot.Annihilator.SAM.HighACC.Barrage = set_combine(sets.Midshot.Annihilator.SAM.HighACC,{},Barrage)
- -- Yoichinoyumi(Decoy Down) /SAM Sets --
- sets.Midshot.Yoichinoyumi.SAM = {
- range="Yoichinoyumi",
- ammo="Achiyal. Arrow"}
- sets.Midshot.Yoichinoyumi.SAM.MidACC = set_combine(sets.Midshot.Yoichinoyumi.SAM,{})
- sets.Midshot.Yoichinoyumi.SAM.HighACC = set_combine(sets.Midshot.Yoichinoyumi.SAM.MidACC,{})
- -- Yoichinoyumi(Decoy Up) /SAM Sets --
- sets.Midshot.Yoichinoyumi.SAM.Decoy = set_combine(sets.Midshot.Yoichinoyumi.SAM,{})
- sets.Midshot.Yoichinoyumi.SAM.MidACC.Decoy = set_combine(sets.Midshot.Yoichinoyumi.SAM.MidACC,{})
- sets.Midshot.Yoichinoyumi.SAM.HighACC.Decoy = set_combine(sets.Midshot.Yoichinoyumi.SAM.HighACC,{})
- -- Yoichinoyumi(Enmity) /SAM Sets --
- sets.Midshot.Yoichinoyumi.SAM.Enmity = set_combine(sets.Midshot.Yoichinoyumi.SAM,{})
- sets.Midshot.Yoichinoyumi.SAM.MidACC.Enmity = set_combine(sets.Midshot.Yoichinoyumi.SAM.MidACC,{})
- sets.Midshot.Yoichinoyumi.SAM.HighACC.Enmity = set_combine(sets.Midshot.Yoichinoyumi.SAM.HighACC,{})
- -- Yoichinoyumi(AM) /SAM Sets --
- sets.Midshot.Yoichinoyumi.SAM.AM = set_combine(sets.Midshot.Yoichinoyumi.SAM,{})
- sets.Midshot.Yoichinoyumi.SAM.MidACC.AM = set_combine(sets.Midshot.Yoichinoyumi.SAM.MidACC,{})
- sets.Midshot.Yoichinoyumi.SAM.HighACC.AM = set_combine(sets.Midshot.Yoichinoyumi.SAM.HighACC,{})
- -- Yoichinoyumi(AM: Ionis) /SAM Sets --
- sets.Midshot.Yoichinoyumi.SAM.AM.Ionis = set_combine(sets.Midshot.Yoichinoyumi.SAM,{})
- sets.Midshot.Yoichinoyumi.SAM.MidACC.AM.Ionis = set_combine(sets.Midshot.Yoichinoyumi.SAM.MidACC,{})
- sets.Midshot.Yoichinoyumi.SAM.HighACC.AM.Ionis = set_combine(sets.Midshot.Yoichinoyumi.SAM.HighACC,{})
- -- Yoichinoyumi(Decoy Down: Ionis) /SAM Sets --
- sets.Midshot.Yoichinoyumi.SAM.Ionis = set_combine(sets.Midshot.Yoichinoyumi.SAM,{})
- sets.Midshot.Yoichinoyumi.SAM.MidACC.Ionis = set_combine(sets.Midshot.Yoichinoyumi.SAM.MidACC,{})
- sets.Midshot.Yoichinoyumi.SAM.HighACC.Ionis = set_combine(sets.Midshot.Yoichinoyumi.SAM.HighACC,{})
- -- Yoichinoyumi(Decoy Up: Ionis) /SAM Sets --
- sets.Midshot.Yoichinoyumi.SAM.Decoy.Ionis = set_combine(sets.Midshot.Yoichinoyumi.SAM,{})
- sets.Midshot.Yoichinoyumi.SAM.MidACC.Decoy.Ionis = set_combine(sets.Midshot.Yoichinoyumi.SAM.MidACC,{})
- sets.Midshot.Yoichinoyumi.SAM.HighACC.Decoy.Ionis = set_combine(sets.Midshot.Yoichinoyumi.SAM.HighACC,{})
- -- Yoichinoyumi(Decoy Down: SAM Roll) /SAM Sets --
- sets.Midshot.Yoichinoyumi.SAM.STP = set_combine(sets.Midshot.Yoichinoyumi.SAM,{})
- sets.Midshot.Yoichinoyumi.SAM.MidACC.STP = set_combine(sets.Midshot.Yoichinoyumi.SAM.MidACC,{})
- sets.Midshot.Yoichinoyumi.SAM.HighACC.STP = set_combine(sets.Midshot.Yoichinoyumi.SAM.HighACC,{})
- -- Yoichinoyumi(Decoy Up: SAM Roll) /SAM Sets --
- sets.Midshot.Yoichinoyumi.SAM.Decoy.STP = set_combine(sets.Midshot.Yoichinoyumi.SAM,{})
- sets.Midshot.Yoichinoyumi.SAM.MidACC.Decoy.STP = set_combine(sets.Midshot.Yoichinoyumi.SAM.Decoy.STP,{})
- sets.Midshot.Yoichinoyumi.SAM.HighACC.Decoy.STP = set_combine(sets.Midshot.Yoichinoyumi.SAM.MidACC.Decoy.STP,{})
- -- Yoichinoyumi(Decoy Down: Ionis + SAM Roll) /SAM Sets --
- sets.Midshot.Yoichinoyumi.SAM.Ionis.STP = set_combine(sets.Midshot.Yoichinoyumi.SAM,{})
- sets.Midshot.Yoichinoyumi.SAM.MidACC.Ionis.STP = set_combine(sets.Midshot.Yoichinoyumi.SAM.MidACC,{})
- sets.Midshot.Yoichinoyumi.SAM.HighACC.Ionis.STP = set_combine(sets.Midshot.Yoichinoyumi.SAM.HighACC,{})
- -- Yoichinoyumi(Decoy Up: Ionis + SAM Roll) /SAM Sets --
- sets.Midshot.Yoichinoyumi.SAM.Decoy.Ionis.STP = set_combine(sets.Midshot.Yoichinoyumi.SAM,{})
- sets.Midshot.Yoichinoyumi.SAM.MidACC.Decoy.Ionis.STP = set_combine(sets.Midshot.Yoichinoyumi.SAM.MidACC,{})
- sets.Midshot.Yoichinoyumi.SAM.HighACC.Decoy.Ionis.STP = set_combine(sets.Midshot.Yoichinoyumi.SAM.HighACC,{})
- -- Yoichinoyumi /SAM Barrage Sets --
- sets.Midshot.Yoichinoyumi.SAM.Barrage = set_combine(sets.Midshot.Yoichinoyumi.SAM,{},Barrage)
- sets.Midshot.Yoichinoyumi.SAM.MidACC.Barrage = set_combine(sets.Midshot.Yoichinoyumi.SAM.MidACC,{},Barrage)
- sets.Midshot.Yoichinoyumi.SAM.HighACC.Barrage = set_combine(sets.Midshot.Yoichinoyumi.SAM.HighACC,{},Barrage)
- -- Annihilator(Decoy Down) /NIN Sets --
- sets.Midshot.Annihilator.NIN = {
- range="Annihilator",
- ammo="Achiyal. Bullet"}
- sets.Midshot.Annihilator.NIN.MidACC = set_combine(sets.Midshot.Annihilator.NIN,{})
- sets.Midshot.Annihilator.NIN.HighACC = set_combine(sets.Midshot.Annihilator.NIN.MidACC,{})
- -- Annihilator(Decoy Up) /NIN Sets --
- sets.Midshot.Annihilator.NIN.Decoy = set_combine(sets.Midshot.Annihilator.NIN,{})
- sets.Midshot.Annihilator.NIN.MidACC.Decoy = set_combine(sets.Midshot.Annihilator.NIN.MidACC,{})
- sets.Midshot.Annihilator.NIN.HighACC.Decoy = set_combine(sets.Midshot.Annihilator.NIN.HighACC,{})
- -- Annihilator(Enmity) /NIN Sets --
- sets.Midshot.Annihilator.NIN.Enmity = set_combine(sets.Midshot.Annihilator.NIN,{})
- sets.Midshot.Annihilator.NIN.MidACC.Enmity = set_combine(sets.Midshot.Annihilator.NIN.MidACC,{})
- sets.Midshot.Annihilator.NIN.HighACC.Enmity = set_combine(sets.Midshot.Annihilator.NIN.HighACC,{})
- -- Annihilator(AM) /NIN Sets --
- sets.Midshot.Annihilator.NIN.AM = set_combine(sets.Midshot.Annihilator.NIN,{})
- sets.Midshot.Annihilator.NIN.MidACC.AM = set_combine(sets.Midshot.Annihilator.NIN.MidACC,{})
- sets.Midshot.Annihilator.NIN.HighACC.AM = set_combine(sets.Midshot.Annihilator.NIN.HighACC,{})
- -- Annihilator(AM: Ionis) /NIN Sets --
- sets.Midshot.Annihilator.NIN.AM.Ionis = set_combine(sets.Midshot.Annihilator.NIN,{})
- sets.Midshot.Annihilator.NIN.MidACC.AM.Ionis = set_combine(sets.Midshot.Annihilator.NIN.MidACC,{})
- sets.Midshot.Annihilator.NIN.HighACC.AM.Ionis = set_combine(sets.Midshot.Annihilator.NIN.HighACC,{})
- -- Annihilator(Decoy Down: Ionis) /NIN Sets --
- sets.Midshot.Annihilator.NIN.Ionis = set_combine(sets.Midshot.Annihilator.NIN,{})
- sets.Midshot.Annihilator.NIN.MidACC.Ionis = set_combine(sets.Midshot.Annihilator.NIN.MidACC,{})
- sets.Midshot.Annihilator.NIN.HighACC.Ionis = set_combine(sets.Midshot.Annihilator.NIN.HighACC,{})
- -- Annihilator(Decoy Up: Ionis) /NIN Sets --
- sets.Midshot.Annihilator.NIN.Decoy.Ionis = set_combine(sets.Midshot.Annihilator.NIN,{})
- sets.Midshot.Annihilator.NIN.MidACC.Decoy.Ionis = set_combine(sets.Midshot.Annihilator.NIN.MidACC,{})
- sets.Midshot.Annihilator.NIN.HighACC.Decoy.Ionis = set_combine(sets.Midshot.Annihilator.NIN.HighACC,{})
- -- Annihilator(Decoy Down: SAM Roll) /NIN Sets --
- sets.Midshot.Annihilator.NIN.STP = set_combine(sets.Midshot.Annihilator.NIN,{})
- sets.Midshot.Annihilator.NIN.MidACC.STP = set_combine(sets.Midshot.Annihilator.NIN.MidACC,{})
- sets.Midshot.Annihilator.NIN.HighACC.STP = set_combine(sets.Midshot.Annihilator.NIN.HighACC,{})
- -- Annihilator(Decoy Up: SAM Roll) /NIN Sets --
- sets.Midshot.Annihilator.NIN.Decoy.STP = set_combine(sets.Midshot.Annihilator.NIN,{})
- sets.Midshot.Annihilator.NIN.MidACC.Decoy.STP = set_combine(sets.Midshot.Annihilator.NIN.MidACC,{})
- sets.Midshot.Annihilator.NIN.HighACC.Decoy.STP = set_combine(sets.Midshot.Annihilator.NIN.HighACC,{})
- -- Annihilator(Decoy Down: Ionis + SAM Roll) /NIN Sets --
- sets.Midshot.Annihilator.NIN.Ionis.STP = set_combine(sets.Midshot.Annihilator.NIN,{})
- sets.Midshot.Annihilator.NIN.MidACC.Ionis.STP = set_combine(sets.Midshot.Annihilator.NIN.MidACC,{})
- sets.Midshot.Annihilator.NIN.HighACC.Ionis.STP = set_combine(sets.Midshot.Annihilator.NIN.HighACC,{})
- -- Annihilator(Decoy Up: Ionis + SAM Roll) /NIN Sets --
- sets.Midshot.Annihilator.NIN.Decoy.Ionis.STP = set_combine(sets.Midshot.Annihilator.NIN,{})
- sets.Midshot.Annihilator.NIN.MidACC.Decoy.Ionis.STP = set_combine(sets.Midshot.Annihilator.NIN.MidACC,{})
- sets.Midshot.Annihilator.NIN.HighACC.Decoy.Ionis.STP = set_combine(sets.Midshot.Annihilator.NIN.HighACC,{})
- -- Annihilator /NIN Barrage Sets --
- sets.Midshot.Annihilator.NIN.Barrage = set_combine(sets.Midshot.Annihilator.NIN,{},Barrage)
- sets.Midshot.Annihilator.NIN.MidACC.Barrage = set_combine(sets.Midshot.Annihilator.NIN.MidACC,{},Barrage)
- sets.Midshot.Annihilator.NIN.HighACC.Barrage = set_combine(sets.Midshot.Annihilator.NIN.HighACC,{},Barrage)
- -- Yoichinoyumi(Decoy Down) /NIN Sets --
- sets.Midshot.Yoichinoyumi.NIN = {
- range="Yoichinoyumi",
- ammo="Achiyal. Arrow"}
- sets.Midshot.Yoichinoyumi.NIN.MidACC = set_combine(sets.Midshot.Yoichinoyumi.NIN,{})
- sets.Midshot.Yoichinoyumi.NIN.HighACC = set_combine(sets.Midshot.Yoichinoyumi.NIN.MidACC,{})
- -- Yoichinoyumi(Decoy Up) /NIN Sets --
- sets.Midshot.Yoichinoyumi.NIN.Decoy = set_combine(sets.Midshot.Yoichinoyumi.NIN,{})
- sets.Midshot.Yoichinoyumi.NIN.MidACC.Decoy = set_combine(sets.Midshot.Yoichinoyumi.NIN.MidACC,{})
- sets.Midshot.Yoichinoyumi.NIN.HighACC.Decoy = set_combine(sets.Midshot.Yoichinoyumi.NIN.HighACC,{})
- -- Yoichinoyumi(Enmity) /NIN Sets --
- sets.Midshot.Yoichinoyumi.NIN.Enmity = set_combine(sets.Midshot.Yoichinoyumi.NIN,{})
- sets.Midshot.Yoichinoyumi.NIN.MidACC.Enmity = set_combine(sets.Midshot.Yoichinoyumi.NIN.MidACC,{})
- sets.Midshot.Yoichinoyumi.NIN.HighACC.Enmity = set_combine(sets.Midshot.Yoichinoyumi.NIN.HighACC,{})
- -- Yoichinoyumi(AM) /NIN Sets --
- sets.Midshot.Yoichinoyumi.NIN.AM = set_combine(sets.Midshot.Yoichinoyumi.NIN,{})
- sets.Midshot.Yoichinoyumi.NIN.MidACC.AM = set_combine(sets.Midshot.Yoichinoyumi.NIN.MidACC,{})
- sets.Midshot.Yoichinoyumi.NIN.HighACC.AM = set_combine(sets.Midshot.Yoichinoyumi.NIN.HighACC,{})
- -- Yoichinoyumi(AM: Ionis) /NIN Sets --
- sets.Midshot.Yoichinoyumi.NIN.AM.Ionis = set_combine(sets.Midshot.Yoichinoyumi.NIN,{})
- sets.Midshot.Yoichinoyumi.NIN.MidACC.AM.Ionis = set_combine(sets.Midshot.Yoichinoyumi.NIN.MidACC,{})
- sets.Midshot.Yoichinoyumi.NIN.HighACC.AM.Ionis = set_combine(sets.Midshot.Yoichinoyumi.NIN.HighACC,{})
- -- Yoichinoyumi(Decoy Down: Ionis) /NIN Sets --
- sets.Midshot.Yoichinoyumi.NIN.Ionis = set_combine(sets.Midshot.Yoichinoyumi.NIN,{})
- sets.Midshot.Yoichinoyumi.NIN.MidACC.Ionis = set_combine(sets.Midshot.Yoichinoyumi.NIN.MidACC,{})
- sets.Midshot.Yoichinoyumi.NIN.HighACC.Ionis = set_combine(sets.Midshot.Yoichinoyumi.NIN.HighACC,{})
- -- Yoichinoyumi(Decoy Up: Ionis) /NIN Sets --
- sets.Midshot.Yoichinoyumi.NIN.Decoy.Ionis = set_combine(sets.Midshot.Yoichinoyumi.NIN,{})
- sets.Midshot.Yoichinoyumi.NIN.MidACC.Decoy.Ionis = set_combine(sets.Midshot.Yoichinoyumi.NIN.MidACC,{})
- sets.Midshot.Yoichinoyumi.NIN.HighACC.Decoy.Ionis = set_combine(sets.Midshot.Yoichinoyumi.NIN.HighACC,{})
- -- Yoichinoyumi(Decoy Down: SAM Roll) /NIN Sets --
- sets.Midshot.Yoichinoyumi.NIN.STP = set_combine(sets.Midshot.Yoichinoyumi.NIN,{})
- sets.Midshot.Yoichinoyumi.NIN.MidACC.STP = set_combine(sets.Midshot.Yoichinoyumi.NIN.MidACC,{})
- sets.Midshot.Yoichinoyumi.NIN.HighACC.STP = set_combine(sets.Midshot.Yoichinoyumi.NIN.HighACC,{})
- -- Yoichinoyumi(Decoy Up: SAM Roll) /NIN Sets --
- sets.Midshot.Yoichinoyumi.NIN.Decoy.STP = set_combine(sets.Midshot.Yoichinoyumi.NIN,{})
- sets.Midshot.Yoichinoyumi.NIN.MidACC.Decoy.STP = set_combine(sets.Midshot.Yoichinoyumi.NIN.MidACC,{})
- sets.Midshot.Yoichinoyumi.NIN.HighACC.Decoy.STP = set_combine(sets.Midshot.Yoichinoyumi.NIN.HighACC,{})
- -- Yoichinoyumi(Decoy Down: Ionis + SAM Roll) /NIN Sets --
- sets.Midshot.Yoichinoyumi.NIN.Ionis.STP = set_combine(sets.Midshot.Yoichinoyumi.NIN,{})
- sets.Midshot.Yoichinoyumi.NIN.MidACC.Ionis.STP = set_combine(sets.Midshot.Yoichinoyumi.NIN.MidACC,{})
- sets.Midshot.Yoichinoyumi.NIN.HighACC.Ionis.STP = set_combine(sets.Midshot.Yoichinoyumi.NIN.HighACC,{})
- -- Yoichinoyumi(Decoy Up: Ionis + SAM Roll) /NIN Sets --
- sets.Midshot.Yoichinoyumi.NIN.Decoy.Ionis.STP = set_combine(sets.Midshot.Yoichinoyumi.NIN,{})
- sets.Midshot.Yoichinoyumi.NIN.MidACC.Decoy.Ionis.STP = set_combine(sets.Midshot.Yoichinoyumi.NIN.MidACC,{})
- sets.Midshot.Yoichinoyumi.NIN.HighACC.Decoy.Ionis.STP = set_combine(sets.Midshot.Yoichinoyumi.NIN.HighACC,{})
- -- Yoichinoyumi /NIN Barrage Sets --
- sets.Midshot.Yoichinoyumi.NIN.Barrage = set_combine(sets.Midshot.Yoichinoyumi.NIN,{},Barrage)
- sets.Midshot.Yoichinoyumi.NIN.MidACC.Barrage = set_combine(sets.Midshot.Yoichinoyumi.NIN.MidACC,{},Barrage)
- sets.Midshot.Yoichinoyumi.NIN.HighACC.Barrage = set_combine(sets.Midshot.Yoichinoyumi.NIN.HighACC,{},Barrage)
- -- PDT/MDT Sets --
- sets.PDT = {}
- sets.MDT = set_combine(sets.PDT,{})
- -- Melee Sets --
- sets.Melee = {}
- sets.Melee.MidACC = set_combine(sets.Melee,{})
- sets.Melee.HighACC = set_combine(sets.Melee.MidACC,{})
- -- WS Base Set --
- sets.WS = {}
- -- Coronach Sets --
- sets.WS.Coronach = {}
- sets.WS.Coronach.MidACC = set_combine(sets.WS.Coronach,{})
- sets.WS.Coronach.HighACC = set_combine(sets.WS.Coronach.MidACC,{})
- -- Coronach(Attack) Set. This Set Takes Priority Over Other Sets. --
- sets.WS.Coronach.ATT = set_combine(sets.WS.Coronach,{})
- -- Coronach(Enmity) Sets --
- sets.WS.Coronach.Enmity = set_combine(sets.WS.Coronach,{})
- sets.WS.Coronach.MidACC.Enmity = set_combine(sets.WS.Coronach.MidACC,{})
- sets.WS.Coronach.HighACC.Enmity = set_combine(sets.WS.Coronach.HighACC,{})
- -- Coronach(AM) Sets --
- sets.WS.Coronach.AM = set_combine(sets.WS.Coronach,{})
- sets.WS.Coronach.MidACC.AM = set_combine(sets.WS.Coronach.MidACC,{})
- sets.WS.Coronach.HighACC.AM = set_combine(sets.WS.Coronach.HighACC,{})
- -- Coronach(SAM Roll) Sets --
- sets.WS.Coronach.STP = set_combine(sets.WS.Coronach,{})
- sets.WS.Coronach.MidACC.STP = set_combine(sets.WS.Coronach.MidACC,{})
- sets.WS.Coronach.HighACC.STP = set_combine(sets.WS.Coronach.HighACC,{})
- -- Last Stand Sets --
- sets.WS["Last Stand"] = {}
- sets.WS["Last Stand"].MidACC = set_combine(sets.WS["Last Stand"],{})
- sets.WS["Last Stand"].HighACC = set_combine(sets.WS["Last Stand"].MidACC,{})
- -- Last Stand(Attack) Set. This Set Takes Priority Over Other Sets. --
- sets.WS["Last Stand"].ATT = set_combine(sets.WS["Last Stand"],{})
- -- Last Stand(Enmity) Sets --
- sets.WS["Last Stand"].Enmity = set_combine(sets.WS["Last Stand"],{})
- sets.WS["Last Stand"].MidACC.Enmity = set_combine(sets.WS["Last Stand"].MidACC,{})
- sets.WS["Last Stand"].HighACC.Enmity = set_combine(sets.WS["Last Stand"].HighACC,{})
- -- Last Stand(AM) Sets --
- sets.WS["Last Stand"].AM = set_combine(sets.WS["Last Stand"],{})
- sets.WS["Last Stand"].MidACC.AM = set_combine(sets.WS["Last Stand"].MidACC,{})
- sets.WS["Last Stand"].HighACC.AM = set_combine(sets.WS["Last Stand"].HighACC,{})
- -- Last Stand(SAM Roll) Sets --
- sets.WS["Last Stand"].STP = set_combine(sets.WS["Last Stand"],{})
- sets.WS["Last Stand"].MidACC.STP = set_combine(sets.WS["Last Stand"].MidACC,{})
- sets.WS["Last Stand"].HighACC.STP = set_combine(sets.WS["Last Stand"].HighACC,{})
- -- Namas Arrow Sets --
- sets.WS["Namas Arrow"] = {}
- sets.WS["Namas Arrow"].MidACC = set_combine(sets.WS["Namas Arrow"],{})
- sets.WS["Namas Arrow"].HighACC = set_combine(sets.WS["Namas Arrow"].MidACC,{})
- -- Namas Arrow(Attack) Set. This Set Takes Priority Over Other Sets. --
- sets.WS["Namas Arrow"].ATT = set_combine(sets.WS["Namas Arrow"],{})
- -- Namas Arrow(Enmity) Sets --
- sets.WS["Namas Arrow"].Enmity = set_combine(sets.WS["Namas Arrow"],{})
- sets.WS["Namas Arrow"].MidACC.Enmity = set_combine(sets.WS["Namas Arrow"].MidACC,{})
- sets.WS["Namas Arrow"].HighACC.Enmity = set_combine(sets.WS["Namas Arrow"].HighACC,{})
- -- Namas Arrow(AM) Sets --
- sets.WS["Namas Arrow"].AM = set_combine(sets.WS["Namas Arrow"],{})
- sets.WS["Namas Arrow"].MidACC.AM = set_combine(sets.WS["Namas Arrow"].MidACC,{})
- sets.WS["Namas Arrow"].HighACC.AM = set_combine(sets.WS["Namas Arrow"].HighACC,{})
- -- Namas Arrow(SAM Roll) Sets --
- sets.WS["Namas Arrow"].STP = set_combine(sets.WS["Namas Arrow"],{})
- sets.WS["Namas Arrow"].MidACC.STP = set_combine(sets.WS["Namas Arrow"].MidACC,{})
- sets.WS["Namas Arrow"].HighACC.STP = set_combine(sets.WS["Namas Arrow"].HighACC,{})
- -- Jishnu's Radiance Sets --
- sets.WS["Jishnu's Radiance"] = {}
- sets.WS["Jishnu's Radiance"].MidACC = set_combine(sets.WS["Jishnu's Radiance"],{})
- sets.WS["Jishnu's Radiance"].HighACC = set_combine(sets.WS["Jishnu's Radiance"].MidACC,{})
- -- Jishnu's Radiance(Attack) Set. This Set Takes Priority Over Other Sets. --
- sets.WS["Jishnu's Radiance"].ATT = set_combine(sets.WS["Jishnu's Radiance"],{})
- -- Jishnu's Radiance(Enmity) Sets --
- sets.WS["Jishnu's Radiance"].Enmity = set_combine(sets.WS["Jishnu's Radiance"],{})
- sets.WS["Jishnu's Radiance"].MidACC.Enmity = set_combine(sets.WS["Jishnu's Radiance"].MidACC,{})
- sets.WS["Jishnu's Radiance"].HighACC.Enmity = set_combine(sets.WS["Jishnu's Radiance"].HighACC,{})
- -- Jishnu's Radiance(AM) Sets --
- sets.WS["Jishnu's Radiance"].AM = set_combine(sets.WS["Jishnu's Radiance"],{})
- sets.WS["Jishnu's Radiance"].MidACC.AM = set_combine(sets.WS["Jishnu's Radiance"].MidACC,{})
- sets.WS["Jishnu's Radiance"].HighACC.AM = set_combine(sets.WS["Jishnu's Radiance"].HighACC,{})
- -- Jishnu's Radiance(SAM Roll) Sets --
- sets.WS["Jishnu's Radiance"].STP = set_combine(sets.WS["Jishnu's Radiance"],{})
- sets.WS["Jishnu's Radiance"].MidACC.STP = set_combine(sets.WS["Jishnu's Radiance"].MidACC,{})
- sets.WS["Jishnu's Radiance"].HighACC.STP = set_combine(sets.WS["Jishnu's Radiance"].HighACC,{})
- -- Apex Arrow Sets --
- sets.WS["Apex Arrow"] = {}
- sets.WS["Apex Arrow"].MidACC = set_combine(sets.WS["Apex Arrow"],{})
- sets.WS["Apex Arrow"].HighACC = set_combine(sets.WS["Apex Arrow"].MidACC,{})
- -- Wildfire Set --
- sets.WS.Wildfire = {}
- -- JA Sets --
- sets.JA = {}
- sets.JA.Shadowbind = {
- hands="Orion Bracers +1"}
- sets.JA.Scavenge = {feet="Orion Socks +1"}
- sets.JA.Camouflage = {body="Orion Jerkin +1"}
- sets.JA.Sharpshot = {legs="Orion Braccae +1"}
- sets.JA["Bounty Shot"] = {hands="Amini Glove. +1"}
- sets.JA["Eagle Eye Shot"] = {
- legs="Arc. Braccae +1"}
- -- Waltz Set --
- sets.Waltz = {}
- sets.Precast = {}
- -- Fastcast Set --
- sets.Precast.FastCast = {}
- -- Utsusemi Precast Set --
- sets.Precast.Utsusemi = set_combine(sets.Precast.FastCast,{neck="Magoraga Beads"})
- sets.Midcast = {}
- -- Magic Haste Set --
- sets.Midcast.Haste = set_combine(sets.PDT,{})
- end
- function pretarget(spell,action)
- if spell.action_type == 'Magic' and buffactive.silence then -- Auto Use Echo Drops If You Are Silenced --
- cancel_spell()
- send_command('input /item "Echo Drops" <me>')
- elseif spell.english == "Berserk" and buffactive.Berserk then -- Change Berserk To Aggressor If Berserk Is On --
- cancel_spell()
- send_command('Aggressor')
- elseif spell.english == "Seigan" and buffactive.Seigan then -- Change Seigan To Third Eye If Seigan Is On --
- cancel_spell()
- send_command('ThirdEye')
- elseif spell.english == "Meditate" and player.tp > 2900 then -- Cancel Meditate If TP Is Above 2900 --
- cancel_spell()
- add_to_chat(123, spell.name .. ' Canceled: ['..player.tp..' TP]')
- elseif spell.action_type == 'Ranged Attack' then
- if spell.target.distance > 24.9 then -- Cancel Ranged Attack If You Are Out Of Range --
- cancel_spell()
- add_to_chat(123, spell.name..' Canceled: [Out of Range]')
- return
- else
- if AutoMode == 'ON' and not buffactive.amnesia then -- Auto WS/Decoy Shot/Double Shot --
- if player.tp >= 1000 then
- cancel_spell()
- autoWS()
- elseif windower.ffxi.get_ability_recasts()[52] < 1 then
- cancel_spell()
- send_command('DecoyShot')
- elseif windower.ffxi.get_ability_recasts()[126] < 1 then
- cancel_spell()
- send_command('DoubleShot')
- end
- end
- end
- elseif spell.type == 'WeaponSkill' and player.status == 'Engaged' then -- Cancel WS If You Are Out Of Range --
- if (spell.skill == 'Archery' or spell.skill == 'Marksmanship') and spell.target.distance > 16+target_distance then
- cancel_spell()
- add_to_chat(123, spell.name..' Canceled: [Out of Range]')
- return
- else
- if spell.english ~= 'Bora Axe' and spell.target.distance > target_distance then
- cancel_spell()
- add_to_chat(123, spell.name..' Canceled: [Out of Range]')
- return
- end
- end
- end
- end
- function precast(spell,action)
- local check_ammo
- local check_ammo_count = 1
- if spell.action_type == 'Ranged Attack' then
- check_ammo = player.equipment.ammo
- if player.equipment.ammo == 'empty' or player.inventory[check_ammo].count <= check_ammo_count then
- add_to_chat(123, spell.name..' Canceled: [Out of Ammo]')
- cancel_spell()
- return
- else
- equip(sets.Preshot)
- if player.inventory[check_ammo].count <= ammo_warning_limit and player.inventory[check_ammo].count > 1 and not warning then
- add_to_chat(8, '***** [Low Ammo Warning!] *****')
- warning = true
- elseif player.inventory[check_ammo].count > ammo_warning_limit and warning then
- warning = false
- end
- end
- elseif spell.type == "WeaponSkill" then
- if player.status ~= 'Engaged' then -- Cancel WS If You Are Not Engaged. Can Delete It If You Don't Need It --
- cancel_spell()
- add_to_chat(123,'Unable To Use WeaponSkill: [Disengaged]')
- return
- else
- equipSet = sets.WS
- if equipSet[spell.english] then
- equipSet = equipSet[spell.english]
- end
- if Attack == 'ON' then
- equipSet = equipSet["ATT"]
- end
- if equipSet[AccArray[AccIndex]] then
- equipSet = equipSet[AccArray[AccIndex]]
- end
- if equipSet["Enmity"] and Enmity == 'ON' then
- equipSet = equipSet["Enmity"]
- end
- if buffactive.Aftermath and equipSet["AM"] then
- equipSet = equipSet["AM"]
- end
- if buffactive["Samurai Roll"] and equipSet["STP"] and Samurai_Roll == 'ON' then
- equipSet = equipSet["STP"]
- end
- if player.tp > 2990 or buffactive.Sekkanoki then
- if spell.english == "Last Stand" then -- Equip Altdorf's Earring and Wilhelm's Earring When You Have 3000 TP or Sekkanoki For Last Stand --
- equipSet = set_combine(equipSet,{ear1="Altdorf's Earring",ear2="Wilhelm's Earring"})
- elseif spell.english == "Jishnu's Radiance" then -- Equip Jupiter's Pearl When You Have 3000 TP or Sekkanoki For Jishnu's Radiance --
- equipSet = set_combine(equipSet,{ear1="Jupiter's Pearl"})
- end
- end
- if buffactive['Reive Mark'] then -- Equip Ygnas's Resolve +1 During Reive --
- equipSet = set_combine(equipSet,{neck="Ygnas's Resolve +1"})
- end
- equip(equipSet)
- end
- elseif spell.type == "JobAbility" then
- if sets.JA[spell.english] then
- equip(sets.JA[spell.english])
- end
- elseif spell.action_type == 'Magic' then
- if spell.english:startswith('Utsusemi') then
- if spell.english == 'Utsusemi: Ni' then
- if buffactive['Copy Image (3)'] then
- cancel_spell()
- add_to_chat(123, spell.name .. ' Canceled: [3 Images]')
- return
- else
- equip(sets.Precast.Utsusemi)
- end
- else
- equip(sets.Precast.Utsusemi)
- end
- else
- equip(sets.Precast.FastCast)
- end
- elseif spell.type == "Waltz" then
- equip(sets.Waltz)
- elseif spell.english == 'Spectral Jig' and buffactive.Sneak then
- cast_delay(0.2)
- send_command('cancel Sneak')
- end
- end
- function midcast(spell,action)
- if spell.action_type == 'Ranged Attack' then
- equipSet = sets.Midshot
- if equipSet[WeaponArray[WeaponIndex]] then
- equipSet = equipSet[WeaponArray[WeaponIndex]]
- end
- if equipSet[player.sub_job] then
- equipSet = equipSet[player.sub_job]
- end
- if equipSet[AccArray[AccIndex]] then
- equipSet = equipSet[AccArray[AccIndex]]
- end
- if buffactive.Barrage and equipSet["Barrage"] then
- equipSet = equipSet["Barrage"]
- end
- if buffactive["Decoy Shot"] and equipSet["Decoy"] then
- equipSet = equipSet["Decoy"]
- end
- if equipSet["Enmity"] and Enmity == 'ON' then
- equipSet = equipSet["Enmity"]
- end
- if buffactive.Aftermath and equipSet["AM"] then
- equipSet = equipSet["AM"]
- end
- if buffactive.Ionis and equipSet["Ionis"] then
- equipSet = equipSet["Ionis"]
- end
- if buffactive["Samurai Roll"] and equipSet["STP"] and Samurai_Roll == 'ON' then
- equipSet = equipSet["STP"]
- end
- equip(equipSet)
- elseif spell.action_type == 'Magic' then
- if spell.english:startswith('Utsusemi') then
- if spell.english == 'Utsusemi: Ichi' and (buffactive['Copy Image'] or buffactive['Copy Image (2)'] or buffactive['Copy Image (3)']) then
- send_command('@wait 1.7;cancel Copy Image*')
- end
- equip(sets.Midcast.Haste)
- elseif spell.english == 'Monomi: Ichi' then
- if buffactive['Sneak'] then
- send_command('@wait 1.7;cancel sneak')
- end
- equip(sets.Midcast.Haste)
- else
- equip(sets.Midcast.Haste)
- end
- end
- end
- function aftercast(spell,action)
- if spell.action_type == 'Ranged Attack' and AutoMode == 'ON' then
- autoRA()
- else
- status_change(player.status)
- end
- if spell.type == "WeaponSkill" and not spell.interrupted then
- send_command('wait 0.2;gs c TP')
- end
- end
- function status_change(new,old)
- check_equip_lock()
- if Armor == 'PDT' then
- equip(sets.PDT)
- elseif Armor == 'MDT' then
- equip(sets.MDT)
- elseif new == 'Engaged' then
- equipSet = sets.Melee
- if equipSet[AccArray[AccIndex]] then
- equipSet = equipSet[AccArray[AccIndex]]
- end
- equip(equipSet)
- else
- equipSet = sets.Idle
- if equipSet[IdleArray[IdleIndex]] then
- equipSet = equipSet[IdleArray[IdleIndex]]
- end
- if equipSet[WeaponArray[WeaponIndex]] then
- equipSet = equipSet[WeaponArray[WeaponIndex]]
- end
- if equipSet[player.sub_job] then
- equipSet = equipSet[player.sub_job]
- end
- if buffactive['Reive Mark'] then -- Equip Ygnas's Resolve +1 During Reive --
- equipSet = set_combine(equipSet,{neck="Ygnas's Resolve +1"})
- end
- if world.area:endswith('Adoulin') then
- equipSet = set_combine(equipSet,{body="Councilor's Garb"})
- end
- equip(equipSet)
- end
- end
- function buff_change(buff,gain)
- buff = string.lower(buff)
- if buff == "overkill" then -- Overkill Timer --
- if gain then
- send_command('timers create "Overkill" 60 down')
- else
- send_command('timers delete "Overkill"')
- add_to_chat(123,'Overkill: [OFF]')
- end
- elseif buff == "decoy shot" then -- Decoy Shot Timer --
- if gain then
- send_command('timers create "Decoy Shot" 180 down')
- else
- send_command('timers delete "Decoy Shot"')
- add_to_chat(123,'Decoy Shot: [OFF]')
- end
- elseif buff == "aftermath: lv.3" then -- AM3 Timer/Countdown --
- if gain then
- send_command('timers create "Aftermath: Lv.3" 180 down;wait 150;input /echo Aftermath: Lv.3 [WEARING OFF IN 30 SEC.];wait 15;input /echo Aftermath: Lv.3 [WEARING OFF IN 15 SEC.];wait 5;input /echo Aftermath: Lv.3 [WEARING OFF IN 10 SEC.]')
- else
- send_command('timers delete "Aftermath: Lv.3"')
- add_to_chat(123,'AM3: [OFF]')
- end
- elseif buff == 'weakness' then -- Weakness Timer --
- if gain then
- send_command('timers create "Weakness" 300 up')
- else
- send_command('timers delete "Weakness"')
- end
- end
- if not midaction() then
- status_change(player.status)
- end
- end
- -- In Game: //gs c (command), Macro: /console gs c (command), Bind: gs c (command) --
- function self_command(command)
- if command == 'C1' then -- Accuracy Level Toggle --
- AccIndex = (AccIndex % #AccArray) + 1
- add_to_chat(158,'Accuracy Level: ' .. AccArray[AccIndex])
- status_change(player.status)
- elseif command == 'C17' then -- Ranged Weapon Toggle --
- WeaponIndex = (WeaponIndex % #WeaponArray) + 1
- add_to_chat(158,'Ranged Weapon: '..WeaponArray[WeaponIndex])
- status_change(player.status)
- elseif command == 'C5' then -- Auto Update Gear Toggle --
- status_change(player.status)
- add_to_chat(158,'Auto Update Gear')
- elseif command == 'C7' then -- PDT Toggle --
- if Armor == 'PDT' then
- Armor = 'None'
- add_to_chat(123,'PDT Set: [Unlocked]')
- else
- Armor = 'PDT'
- add_to_chat(158,'PDT Set: [Locked]')
- end
- status_change(player.status)
- elseif command == 'C15' then -- MDT Toggle --
- if Armor == 'MDT' then
- Armor = 'None'
- add_to_chat(123,'MDT Set: [Unlocked]')
- else
- Armor = 'MDT'
- add_to_chat(158,'MDT Set: [Locked]')
- end
- status_change(player.status)
- elseif command == 'C11' then -- SAM Roll Toggle --
- if Samurai_Roll == 'ON' then
- Samurai_Roll = 'OFF'
- add_to_chat(123,'SAM Roll: [OFF]')
- else
- Samurai_Roll = 'ON'
- add_to_chat(158,'SAM Roll: [ON]')
- end
- status_change(player.status)
- elseif command == 'C10' then -- Enmity Toggle --
- if Enmity == 'ON' then
- Enmity = 'OFF'
- add_to_chat(123,'Enmity Set: [OFF]')
- else
- Enmity = 'ON'
- add_to_chat(158,'Enmity Set: [ON]')
- end
- status_change(player.status)
- elseif command == 'C9' then -- Attack Toggle --
- if Attack == 'ON' then
- Attack = 'OFF'
- add_to_chat(123,'Attack: [OFF]')
- else
- Attack = 'ON'
- add_to_chat(158,'Attack: [ON]')
- end
- status_change(player.status)
- elseif command == 'C3' then -- Overkill Toggle --
- send_command('Overkill')
- add_to_chat(158,'Overkill: [ON]')
- elseif command == 'C8' then -- Distance Toggle --
- if player.target.distance then
- target_distance = math.floor(player.target.distance*10)/10
- add_to_chat(158,'Distance: '..target_distance)
- else
- add_to_chat(123,'No Target Selected')
- end
- elseif command == 'C6' then -- Idle Toggle --
- IdleIndex = (IdleIndex % #IdleArray) + 1
- add_to_chat(158,'Idle Set: ' .. IdleArray[IdleIndex])
- status_change(player.status)
- elseif command == 'C2' then -- Auto RA/WS Toggle --
- if AutoMode == 'ON' then
- AutoMode = 'OFF'
- add_to_chat(123,'Auto Mode: [OFF]')
- else
- AutoMode = 'ON'
- add_to_chat(158,'Auto Mode: [ON]')
- end
- elseif command == 'TP' then
- add_to_chat(158,'TP Return: ['..tostring(player.tp)..']')
- elseif command:match('^SC%d$') then
- send_command('//' .. sc_map[command])
- end
- end
- function check_equip_lock() -- Lock Equipment Here --
- if player.equipment.left_ring == "Warp Ring" or player.equipment.left_ring == "Capacity Ring" or player.equipment.right_ring == "Warp Ring" or player.equipment.right_ring == "Capacity Ring" then
- disable('ring1','ring2')
- elseif player.equipment.back == "Mecisto. Mantle" or player.equipment.back == "Aptitude Mantle +1" or player.equipment.back == "Aptitude Mantle" then
- disable('back')
- else
- enable('ring1','ring2','back')
- end
- end
- function autoRA() -- Make Auto RA Delay Adjustment Here --
- local delay = '2.2'
- if player.equipment.range == 'Annihilator' then
- if spell.type == "WeaponSkill" then
- delay = '2.25'
- else
- if buffactive["Courser's Roll"] then
- delay = '0.7'
- elseif buffactive.Overkill or buffactive[581] then -- Flurry II --
- delay = '0.5'
- else
- delay = '1.05'
- end
- end
- elseif player.equipment.range == 'Yoichinoyumi' then
- if spell.type == "WeaponSkill" then
- delay = '2.25'
- else
- if buffactive["Courser's Roll"] then
- delay = '0.7'
- elseif buffactive.Overkill or buffactive[581] then -- Flurry II --
- delay = '0.5'
- else
- delay = '1.05'
- end
- end
- end
- send_command('@wait '..delay..'; input /ra <t>')
- end
- function autoWS() -- Change Ranged Weapon Here --
- if player.equipment.range == 'Annihilator' then
- send_command('input /ws "'..AutoGunWS..'" <t>')
- elseif player.equipment.range == 'Yoichinoyumi' then
- send_command('input /ws "'..AutoBowWS..'" <t>')
- end
- end
- function sub_job_change(newSubjob, oldSubjob)
- select_default_macro_book()
- end
- function set_macro_page(set,book)
- if not tonumber(set) then
- add_to_chat(123,'Error setting macro page: Set is not a valid number ('..tostring(set)..').')
- return
- end
- if set < 1 or set > 10 then
- add_to_chat(123,'Error setting macro page: Macro set ('..tostring(set)..') must be between 1 and 10.')
- return
- end
- if book then
- if not tonumber(book) then
- add_to_chat(123,'Error setting macro page: book is not a valid number ('..tostring(book)..').')
- return
- end
- if book < 1 or book > 20 then
- add_to_chat(123,'Error setting macro page: Macro book ('..tostring(book)..') must be between 1 and 20.')
- return
- end
- send_command('@input /macro book '..tostring(book)..';wait .1;input /macro set '..tostring(set))
- else
- send_command('@input /macro set '..tostring(set))
- end
- end
- function select_default_macro_book()
- -- Default macro set/book
- if player.sub_job == 'WAR' then
- set_macro_page(1, 11)
- elseif player.sub_job == 'DNC' then
- set_macro_page(5, 11)
- elseif player.sub_job == 'SAM' then
- set_macro_page(2, 11)
- elseif player.sub_job == 'DRG' then
- set_macro_page(3, 11)
- elseif player.sub_job == 'NIN' then
- set_macro_page(10, 11)
- else
- set_macro_page(1, 11)
- end
- end
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