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- -------------------------------------------------------------------------------------------------------------------
- -- Initialization function that defines sets and variables to be used.
- -------------------------------------------------------------------------------------------------------------------
- -- IMPORTANT: Make sure to also get the Mote-Include.lua file (and its supplementary files) to go with this.
- -- Initialization function for this job file.
- function get_sets()
- -- Load and initialize the include file.
- include('Mote-Include.lua')
- end
- -- Setup vars that are user-dependent. Can override this function in a sidecar file.
- function user_setup()
- -- Options: Override default values
- options.OffenseModes = {'Normal', 'Acc'}
- options.DefenseModes = {'Normal', 'PDT', 'Reraise'}
- options.WeaponskillModes = {'Normal', 'Acc', 'Att', 'Mod'}
- options.CastingModes = {'Normal'}
- options.IdleModes = {'Normal'}
- options.RestingModes = {'Normal'}
- options.PhysicalDefenseModes = {'PDT', 'Reraise'}
- options.MagicalDefenseModes = {'MDT'}
- state.Defense.PhysicalMode = 'PDT'
- -- Default macro set/book
- set_macro_page(4, 4)
- end
- -- Called when this job file is unloaded (eg: job change)
- function file_unload()
- if binds_on_unload then
- binds_on_unload()
- end
- send_command('unbind ^`')
- send_command('unbind !-')
- end
- -- Define sets and vars used by this job file.
- function init_gear_sets()
- --------------------------------------
- -- Start defining the sets
- --------------------------------------
- -- Precast Sets
- -- Precast sets to enhance JAs
- sets.precast.JA['Vallation'] = {body="Runeist Coat +1",legs="Futhark Trousers +1"}
- sets.precast.JA['Swordplay'] = {hands="Futhark Mitons"}
- sets.precast.JA['Gambit'] = {hands="Runeist Mitons"}
- sets.precast.JA['Pflug'] = {feet="Runeist Bottes"}
- sets.precast.JA['Battuta'] = {head="Futhark Bandeau +1"}
- sets.precast.JA['Valiance'] = {body="Runeist Coat +1",legs="Futhark Trousers +1"}
- sets.precast.JA['Vivacious Pulse'] = {head="Felistris Mask",body="Futhark Coat +1",hands="Umuthi Gloves",
- legs="Osmium Cuisses",feet="Iuitl Gaiters +1",neck="Tjukurrpa Medal",ring1="Terrasoul Ring",ring2="Terrasoul Ring",ammo="Brigantia Pebble"}
- sets.precast.JA['Liement'] = {body="Futhark Coat +1"}
- sets.precast.JA['Elemental Sforzo'] = {body="Futhark Coat +1"}
- sets.precast.JA['Lunge'] = {head="Felistris Mask",neck="Eddy Necklace",
- body="Futhark Coat +1",hands="Umuthi Gloves",legs="Iuitl Tights",feet="Iuitl Gaiters +1",
- back="Evasionist's Cape",ear1="Friomisi Earring",ear2="Novio Earring",ring1="Strendu Ring"}
- -- Waltz set (chr and vit)
- sets.precast.Waltz = {ammo="Sonia's Plectrum",
- head="Yaoyotl Helm",
- body="Otronif Harness",hands="Buremte Gloves",ring1="Spiral Ring",
- back="Iximulew Cape",waist="Caudata Belt",legs="Karieyh Brayettes +1",feet="Otronif Boots +1"}
- -- Don't need any special gear for Healing Waltz.
- sets.precast.Waltz['Healing Waltz'] = {}
- -- Precast Fastcast
- sets.precast.FC = {head="Runeist Bandeau",
- body="Futhark Coat +1",hands="Thaumas Gloves",ring1="Prolix Ring",
- ear1="Loquacious Earring",legs="Orvail Pants +1",feet="Chelona Boots"}
- -- Weaponskill sets
- -- Default set for any weaponskill that isn't any more specifically defined
- sets.precast.WS = {ammo="Thew Bomblet",
- head="Whirlpool Mask",neck="Justiciar's Torque",ear1="Brutal Earring",ear2="Moonshade Earring",
- body="Manibozho Jerkin",hands="Umuthi Gloves",ring1="Epona's Ring",ring2="Pyrosoul Ring",
- back="Atheling Mantle",waist="Caudata Belt",legs="Ighwa Trousers",feet="Manibozho Boots"}
- sets.precast.WS.Acc = set_combine(sets.precast.WS, {back="Evasionist's Cape"})
- -- Specific weaponskill sets. Uses the base set if an appropriate WSMod version isn't found.
- sets.precast.WS['Resolution'] = set_combine(sets.precast.WS, {neck="Soil Gorget"})
- sets.precast.WS['Resolution'].Acc = set_combine(sets.precast.WS.Acc, {neck="Soil Gorget",
- waist="Anguinus Belt",head="Whirlpool Mask",hands="Umuthi Gloves",body="Manibozho Jerkin",
- ammo="Honed Tathlum",back="Evasionist's Cape"})
- -- Midcast Sets
- sets.midcast.FastRecast = {
- head="Runeist Bandeau",
- body="Futhark Coat +1",hands="Runeist Mitons",
- legs="Igwha Trousers",feet="Chelona Boots",waist="Goading Belt",
- ring1="Prolix Ring",ear1="Loquacious Earring"}
- sets.midcast['Enhancing Magic'] = {hands="Runeist Mitons",legs="Futhark Trousers +1"}
- sets.midcast.Phalanx = {hands="Futhark Mitons",head="Futhark Bandeau +1",legs="Futhark Trousers +1"}
- sets.midcast.Regen = {head="Runeist Bandeau",legs="Futhark Trousers +1"}
- sets.midcast.Refresh = {legs="Futhark Trousers +1"}
- -- Sets to return to when not performing an action.
- -- Resting sets
- sets.resting = {neck="Wiglen Gorget",ring1="Sheltered Ring",ring2="Paguroidea Ring"}
- -- Idle sets (default idle set not needed since the other three are defined, but leaving for testing purposes)
- sets.idle.Town = {main="Aettir", sub="Bloodrain Strap",ammo="Brigantia Pebble",
- head="Felistris Mask",neck="Twilight Torque",ear1="Sanare Earring",ear2="Moonshade Earring",
- body="Futhark Coat +1",hands="Umuthi Gloves",ring1="Defending Ring",ring2="Dark Ring",
- back="Evasionist's Cape",waist="Chaac Belt",legs="Ighwa Trousers",feet="Iuitl Gaiters +1"}
- sets.idle.Field = {ammo="Brigantia Pebble",
- head="Futhark Bandeau +1",neck="Wiglen Gorget",ear1="Sanare Earring",ear2="Mujin Stud",
- body="Runeist Coat +1",hands="Umuthi Gloves",ring1="Defending Ring",ring2="Sheltered Ring",
- back="Mollusca Mantle",waist="Flume Belt",legs="Ighwa Trousers",feet="Iuitl Gaiters +1"}
- sets.idle.Weak = {
- head="Futhark Bandeau +1",neck="Twilight Torque",ear1="Sanare Earring",ear2="Mujin Stud",
- body="Runeist Coat +1",hands="Buremte Gloves",ring1="Defending Ring",ring2="Paguroidea Ring",
- back="Mollusca Mantle",waist="Flume Belt",legs="Ighwa Trousers",feet="Iuitl Gaiters +1"}
- -- Defense sets
- sets.defense.PDT = {ammo="Brigantia Pebble",sub="Tzacab Grip",
- head="Futhark Bandeau +1",neck="Twilight Torque",ear1="Sanare Earring",ear2="Mujin Stud",
- body="Futhark Coat +1",hands="Umuthi Gloves",ring1="Defending Ring",ring2="Dark Ring",
- back="Mollusca Mantle",waist="Flume Belt",legs="Osmium Cuisses",feet="Iuitl Gaiters +1"}
- sets.defense.MDT = {ammo="Demonry Stone",sub="Tzacab Grip",
- head="Futhark Bandeau +1",neck="Twilight Torque",ear1="Sanare Earring",ear2="Mujin Stud",
- body="Futhark Coat +1",hands="Umuthi Gloves",ring1="Defending Ring",ring2="Dark Ring",
- back="Mollusca Mantle",waist="Flume Belt",legs="Ighwa Trousers",feet="Iuitl Gaiters +1"}
- sets.Kiting = {feet="Danzo Sune-ate"}
- sets.Reraise = {head="Twilight Helm",body="Twilight Mail"}
- -- Engaged sets
- -- Variations for TP weapon and (optional) offense/defense modes. Code will fall back on previous
- -- sets if more refined versions aren't defined.
- -- If you create a set with both offense and defense modes, the offense mode should be first.
- -- EG: sets.engaged.Dagger.Accuracy.Evasion
- -- Normal melee group
- -- Delay 450 GK, 25 Save TP => 65 Store TP for a 5-hit (25 Store TP in gear)
- sets.engaged = {ammo="Hagneia Stone",sub="Bloodrain Strap",
- head="Felistris Mask",neck="Asperity Necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring",
- body="Thaumas Coat",hands="Umuthi Gloves",ring1="Rajas Ring",ring2="Epona's Ring",
- back="Atheling Mantle",waist="Windbuffet Belt",legs="Osmium Cuisses",feet="Manibozho Boots"}
- sets.engaged.Acc = {ammo="Honed Tathlum",
- head="Whirlpool Mask",neck="Iqabi Necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring",
- body="Manibozho Jerkin",hands="Buremte Gloves",ring1="Patricius Ring",ring2="Epona's Ring",
- back="Evasionist's Cape",waist="Anguinus Belt",legs="Manibozho Brais",feet="Manibozho Boots"}
- sets.engaged.PDT = {ammo="Brigantia Pebble",
- head="Futhark Bandeu +1",neck="Twilight Torque",ear1="Bladeborn Earring",ear2="Steelflash Earring",
- body="Futhark Coat +1",hands="Umuthi Gloves",ring1="Defending Ring",ring2="Dark Ring",
- back="Mollusca Mantle",waist="Flume Belt",legs="Osmium Cuisses",feet="Iuitl Gaiters +1"}
- end
- -------------------------------------------------------------------------------------------------------------------
- -- Job-specific hooks that are called to process player actions at specific points in time.
- -------------------------------------------------------------------------------------------------------------------
- --
- if buffactive['Reive Mark'] and player.hpp <= 50 then
- equip({neck="Adoulin's Refuge"})
- end
- -- Set eventArgs.handled to true if we don't want any automatic gear equipping to be done.
- function job_midcast(spell, action, spellMap, eventArgs)
- if spell.action_type == 'Magic' then
- -- Default base equipment layer of fast recast.
- equip(sets.midcast.FastRecast)
- end
- end
- -- Set eventArgs.handled to true if we don't want any automatic gear equipping to be done.
- function job_aftercast(spell, action, spellMap, eventArgs)
- if not spell.interrupted then
- if state.Buff[spell.english] ~= nil then
- state.Buff[spell.english] = true
- end
- end
- end
- -------------------------------------------------------------------------------------------------------------------
- -- Customization hooks for idle and melee sets, after they've been automatically constructed.
- -------------------------------------------------------------------------------------------------------------------
- -------------------------------------------------------------------------------------------------------------------
- -- General hooks for other events.
- -------------------------------------------------------------------------------------------------------------------
- -- Called when a player gains or loses a buff.
- -- buff == buff gained or lost
- -- gain == true if the buff was gained, false if it was lost.
- function job_buff_change(buff, gain)
- if state.Buff[buff] ~= nil then
- state.Buff[buff] = gain
- end
- end
- -------------------------------------------------------------------------------------------------------------------
- -- User code that supplements self-commands.
- -------------------------------------------------------------------------------------------------------------------
- -- Set eventArgs.handled to true if we don't want the automatic display to be run.
- function display_current_job_state(eventArgs)
- end
- -------------------------------------------------------------------------------------------------------------------
- -- Utility functions specific to this job.
- -------------------------------------------------------------------------------------------------------------------
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