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- -------------------------------------------------------------------------------------------------------------------
- -- Setup functions for this job. Generally should not be modified.
- -------------------------------------------------------------------------------------------------------------------
- --[[
- gs c toggle LuzafRing -- Toggles use of Luzaf Ring on and off
- Offense mode is melee or ranged. Used ranged offense mode if you are engaged
- for ranged weaponskills, but not actually meleeing.
- Weaponskill mode, if set to 'Normal', is handled separately for melee and ranged weaponskills.
- --]]
- -- Initialization function for this job file.
- function get_sets()
- mote_include_version = 2
- -- Load and initialize the include file.
- include('Mote-Include.lua')
- end
- -- Setup vars that are user-independent. state.Buff vars initialized here will automatically be tracked.
- function job_setup()
- -- Whether to use Luzaf's Ring
- state.LuzafRing = M(false, "Luzaf's Ring")
- -- Whether a warning has been given for low ammo
- state.warned = M(false)
- define_roll_values()
- end
- -------------------------------------------------------------------------------------------------------------------
- -- User setup functions for this job. Recommend that these be overridden in a sidecar file.
- -------------------------------------------------------------------------------------------------------------------
- -- Setup vars that are user-dependent. Can override this function in a sidecar file.
- function user_setup()
- state.OffenseMode:options('Ranged', 'Melee', 'Acc')
- state.RangedMode:options('Normal', 'Acc')
- state.WeaponskillMode:options('Normal', 'Acc', 'Att', 'Mod')
- state.CastingMode:options('Normal', 'Resistant')
- state.IdleMode:options('Normal', 'PDT', 'Refresh')
- state.AutoWS = M{['description']='Automatic Weaponskill Mode', 'off', 'COR'}
- gear.RAbullet = "Chrono Bullet"
- gear.MAbullet = "Living Bullet"
- gear.QDbullet = "Living Bullet"
- gear.WSbullet = "Chrono Bullet"
- options.ammo_warning_limit = 15
- -- Additional local binds
- send_command('bind ^` input /ja "Double-up" <me>')
- send_command('bind !` input /ja "Bolter\'s Roll" <me>')
- send_command('bind ^Delete input //gs c cycle LuzafRing')
- select_default_macro_book()
- end
- -- Called when this job file is unloaded (eg: job change)
- function user_unload()
- send_command('unbind ^`')
- send_command('unbind !`')
- end
- function job_post_midcast(spell, action, spellMap, eventArgs)
- if spell.element == world.weather_element or spell_element == world.day_element then
- equip({waist="Hachirin-no-Obi"})
- end
- end
- -- Define sets and vars used by this job file.
- function init_gear_sets()
- --------------------------------------
- -- Start defining the sets
- --------------------------------------
- include('augmented-items.lua')
- --------------------------------------------------------------------------------------------------------------------------------------
- -- Precast sets
- --------------------------------------------------------------------------------------------------------------------------------------
- sets.precast.JA['Triple Shot'] = {body="Chasseur's Frac +1"}
- sets.precast.JA['Snake Eye'] = {legs="Lanun Culottes +1"}
- sets.precast.JA['Wild Card'] = {feet="Lanun Bottes +1"}
- sets.precast.JA['Random Deal'] = {body="Lanun Frac +1"}
- sets.precast.CorsairRoll = {head="Lanun Tricorne +1",hands="Chasseur's Gants +1",Ring1="Barataria Ring",Back="Camulus's Mantle"}
- sets.precast.CorsairRoll["Caster's Roll"] = set_combine(sets.precast.CorsairRoll, {legs="Chasseur's Culottes +1"})
- sets.precast.CorsairRoll["Courser's Roll"] = set_combine(sets.precast.CorsairRoll, {feet="Chasseur's Bottes +1"})
- sets.precast.CorsairRoll["Blitzer's Roll"] = set_combine(sets.precast.CorsairRoll, {head="Chasseur's Tricorne"})
- sets.precast.CorsairRoll["Tactician's Roll"] = set_combine(sets.precast.CorsairRoll, {body="Chasseur's Frac +1"})
- sets.precast.CorsairRoll["Allies' Roll"] = set_combine(sets.precast.CorsairRoll, {hands="Chasseur's Gants +1"})
- sets.precast.LuzafRing = {ring2="Luzaf's Ring"}
- sets.precast.FoldDoubleBust = {hands="Lanun Gants +1"}
- sets.precast.CorsairShot = {head="Blood Mask"}
- sets.precast.FC = {
- head={ name="Carmine Mask +1", augments={'Accuracy+20','Mag. Acc.+12','"Fast Cast"+4',}},
- body="",
- hands={ name="Leyline Gloves", augments={'Accuracy+15','Mag. Acc.+15','"Mag.Atk.Bns."+15','"Fast Cast"+3',}},
- legs={ name="Psycloth Lappas", augments={'MP+80','Mag. Acc.+15','"Fast Cast"+7',}},
- feet={ name="Carmine Greaves +1", augments={'HP+80','MP+80','Phys. dmg. taken -4',}},
- neck="Voltsurge Torque",
- waist="Witful Belt",
- left_ear="Etiolation Earring",
- right_ear="Loquac. Earring",
- left_ring="Prolix Ring",
- right_ring="Epona's Ring",
- back="Swith Cape +1",
- }
- sets.precast.RA = {
- ammo="Chrono Bullet",
- head="Aurore Beret +1",
- body={ name="Lanun Frac +1", augments={'Enhances "Loaded Deck" effect',}},
- hands={ name="Lanun Gants +1", augments={'Enhances "Fold" effect',}},
- legs="Chas. Culottes +1",
- feet={ name="Adhemar Gamashes", augments={'HP+50','"Store TP"+6','"Snapshot"+8',}},
- neck="Loricate Torque +1",
- waist="Impulse Belt",
- left_ear="Infused Earring",
- right_ear="Etiolation Earring",
- left_ring="Sheltered Ring",
- right_ring="Gelatinous Ring +1",
- back={ name="Camulus's Mantle", augments={'"Snapshot"+10',}},
- }
- --------------------------------------------------------------------------------------------------------------------------------------
- -- Weaponskill sets
- --------------------------------------------------------------------------------------------------------------------------------------
- sets.precast.WS = {}
- sets.precast.WS['Requiescat'] = {}
- sets.precast.WS['Last Stand'] = {
- ammo=gear.WSbullet,
- head=herchelm_rwsd,
- body="Laksa. Frac +2",
- hands="Meg. Gloves +1",
- legs=herchtrou_rwsd,
- feet=hercfeet_rwsd,
- neck="Bilious Torque",
- waist="Fotia Belt",
- left_ear="Enervating Earring",
- right_ear="Neritic Earring",
- left_ring="Garuda Ring +1",
- right_ring="Apate Ring",
- back={ name="Camulus's Mantle", augments={'AGI+20','Rng.Acc.+20 Rng.Atk.+20','Weapon skill damage +10%',}},
- }
- sets.precast.WS['Wildfire'] = {
- ammo=gear.MAbullet,
- head=herchelm_mab,
- body={ name="Carm. Sc. Mail +1", augments={'Attack+20','"Mag.Atk.Bns."+12','"Dbl.Atk."+4',}},
- hands={ name="Carmine Fin. Ga. +1", augments={'Rng.Atk.+20','"Mag.Atk.Bns."+12','"Store TP"+6',}},
- legs=herctrou_mab,
- feet=hercfeet_mab,
- neck="Baetyl Pendant",
- waist="Eschan Stone",
- left_ear="Friomisi Earring",
- right_ear="Hecate's Earring",
- left_ring="Shiva Ring +1",
- right_ring="Fenrir Ring +1",
- back={ name="Camulus's Mantle", augments={'AGI+20','Rng.Acc.+20 Rng.Atk.+20','Weapon skill damage +10%',}},
- }
- sets.precast.WS['Leaden Salute'] = {
- ammo="Living Bullet",
- head="Pixie Hairpin +1",
- body={ name="Carm. Sc. Mail +1", augments={'Attack+20','"Mag.Atk.Bns."+12','"Dbl.Atk."+4',}},
- hands={ name="Carmine Fin. Ga. +1", augments={'Rng.Atk.+20','"Mag.Atk.Bns."+12','"Store TP"+6',}},
- legs=herctrou_mab,
- feet=hercfeet_mab,
- neck="Baetyl Pendant",
- waist="Eschan Stone",
- left_ear="Friomisi Earring",
- right_ear="Hecate's Earring",
- left_ring="Archon Ring",
- right_ring="Fenrir Ring +1",
- back={ name="Camulus's Mantle", augments={'AGI+20','Rng.Acc.+20 Rng.Atk.+20','Weapon skill damage +10%',}},
- }
- --------------------------------------------------------------------------------------------------------------------------------------
- -- Midcast sets
- --------------------------------------------------------------------------------------------------------------------------------------
- sets.midcast.CorsairShot = {
- ammo="Living Bullet",
- head=herchelm_mab,
- body={ name="Carm. Sc. Mail +1", augments={'Attack+20','"Mag.Atk.Bns."+12','"Dbl.Atk."+4',}},
- hands={ name="Carmine Fin. Ga. +1", augments={'Rng.Atk.+20','"Mag.Atk.Bns."+12','"Store TP"+6',}},
- legs=herctrou_mab,
- feet=hercfeet_mab,
- neck="Baetyl Pendant",
- waist="Eschan Stone",
- left_ear="Friomisi Earring",
- right_ear="Hecate's Earring",
- left_ring="Shiva Ring +1",
- right_ring="Fenrir Ring +1",
- back={ name="Gunslinger's Cape", augments={'Enmity-3','"Mag.Atk.Bns."+4','"Phantom Roll" ability delay -3',}},
- }
- sets.midcast.RA = {
- head="Meghanada Visor +1",
- body=herchelm_rwsd,
- hands={ name="Adhemar Wristbands", augments={'AGI+10','Rng.Acc.+15','Rng.Atk.+15',}},
- legs="Meg. Chausses +1",
- feet="Meg. Jam. +1",
- neck="Ej Necklace",
- waist="Yemaya Belt",
- left_ear="Enervating Earring",
- right_ear="Volley Earring",
- left_ring="Hajduk Ring +1",
- right_ring="Hajduk Ring +1",
- back={ name="Camulus's Mantle", augments={'Rng.Acc.+20 Rng.Atk.+20','Rng.Acc.+10','"Store TP"+10',}},
- }
- --------------------------------------------------------------------------------------------------------------------------------------
- -- Idle sets
- --------------------------------------------------------------------------------------------------------------------------------------
- sets.idle = {
- main="",
- sub="",
- range="",
- ammo="",
- head="Meghanada Visor +1",
- body="Meg. Cuirie +1",
- hands="Meg. Gloves +1",
- legs={ name="Carmine Cuisses +1", augments={'Accuracy+20','Attack+12','"Dual Wield"+6',}},
- feet={ name="Carmine Greaves +1", augments={'HP+80','MP+80','Phys. dmg. taken -4',}},
- neck="Loricate Torque +1",
- waist="Flume Belt",
- left_ear="Infused Earring",
- right_ear="Etiolation Earring",
- left_ring="Defending Ring",
- right_ring="Gelatinous Ring +1",
- back="Agema Cape",
- }
- --------------------------------------------------------------------------------------------------------------------------------------
- -- Melee sets
- --------------------------------------------------------------------------------------------------------------------------------------
- -- Normal melee group
- sets.engaged.Melee = {
- main="",
- sub="",
- range="",
- ammo="",
- head="Meghanada Visor +1",
- body="Meg. Cuirie +1",
- hands="Meg. Gloves +1",
- legs={ name="Carmine Cuisses +1", augments={'Accuracy+20','Attack+12','"Dual Wield"+6',}},
- feet={ name="Carmine Greaves +1", augments={'HP+80','MP+80','Phys. dmg. taken -4',}},
- neck="Lissome Necklace",
- waist="Reiki Yotai",
- left_ear="Brutal Earring",
- right_ear="Suppanomimi",
- left_ring="Hetairoi Ring",
- right_ring="Epona's Ring",
- back="Letalis Mantle",
- }
- sets.engaged.Ranged = {
- head="Meghanada Visor +1",
- body=herchelm_rwsd,
- hands={ name="Adhemar Wristbands", augments={'AGI+10','Rng.Acc.+15','Rng.Atk.+15',}},
- legs="Meg. Chausses +1",
- feet="Meg. Jam. +1",
- neck="Ej Necklace",
- waist="Yemaya Belt",
- left_ear="Enervating Earring",
- right_ear="Volley Earring",
- left_ring="Hajduk Ring +1",
- right_ring="Hajduk Ring +1",
- back={ name="Camulus's Mantle", augments={'Rng.Acc.+20 Rng.Atk.+20','Rng.Acc.+10','"Store TP"+10',}},
- }
- end
- -------------------------------------------------------------------------------------------------------------------
- -- Job-specific hooks for standard casting events.
- -------------------------------------------------------------------------------------------------------------------
- -- Set eventArgs.handled to true if we don't want any automatic gear equipping to be done.
- -- Set eventArgs.useMidcastGear to true if we want midcast gear equipped on precast.
- function job_precast(spell, action, spellMap, eventArgs)
- -- Check that proper ammo is available if we're using ranged attacks or similar.
- if spell.action_type == 'Ranged Attack' or spell.type == 'WeaponSkill' or spell.type == 'CorsairShot' then
- do_bullet_checks(spell, spellMap, eventArgs)
- end
- -- gear sets
- if (spell.type == 'CorsairRoll' or spell.english == "Double-Up") and state.LuzafRing.value then
- equip(sets.precast.LuzafRing)
- elseif spell.type == 'CorsairShot' and state.CastingMode.value == 'Resistant' then
- classes.CustomClass = 'Acc'
- elseif spell.english == 'Fold' and buffactive['Bust'] == 2 then
- if sets.precast.FoldDoubleBust then
- equip(sets.precast.FoldDoubleBust)
- eventArgs.handled = true
- end
- 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 spell.type == 'CorsairRoll' and not spell.interrupted then
- display_roll_info(spell)
- end
- end
- -- Weather checker for obi.
- -------------------------------------------------------------------------------------------------------------------
- -- User code that supplements standard library decisions.
- -------------------------------------------------------------------------------------------------------------------
- -- Return a customized weaponskill mode to use for weaponskill sets.
- -- Don't return anything if you're not overriding the default value.
- function get_custom_wsmode(spell, spellMap, default_wsmode)
- if buffactive['Transcendancy'] then
- return 'Brew'
- end
- end
- -- Called by the 'update' self-command, for common needs.
- -- Set eventArgs.handled to true if we don't want automatic equipping of gear.
- function job_update(cmdParams, eventArgs)
- if newStatus == 'Engaged' and player.equipment.main == 'Chatoyant Staff' then
- state.OffenseMode:set('Ranged')
- end
- end
- -- Set eventArgs.handled to true if we don't want the automatic display to be run.
- function display_current_job_state(eventArgs)
- local msg = ''
- msg = msg .. 'Off.: '..state.OffenseMode.current
- msg = msg .. ', Rng.: '..state.RangedMode.current
- msg = msg .. ', WS.: '..state.WeaponskillMode.current
- msg = msg .. ', QD.: '..state.CastingMode.current
- if state.DefenseMode.value ~= 'None' then
- local defMode = state[state.DefenseMode.value ..'DefenseMode'].current
- msg = msg .. ', Defense: '..state.DefenseMode.value..' '..defMode
- end
- if state.Kiting.value then
- msg = msg .. ', Kiting'
- end
- if state.PCTargetMode.value ~= 'default' then
- msg = msg .. ', Target PC: '..state.PCTargetMode.value
- end
- if state.SelectNPCTargets.value then
- msg = msg .. ', Target NPCs'
- end
- msg = msg .. ', Roll Size: ' .. ((state.LuzafRing.value and 'Large') or 'Small')
- add_to_chat(122, msg)
- eventArgs.handled = true
- end
- -------------------------------------------------------------------------------------------------------------------
- -- Utility functions specific to this job.
- -------------------------------------------------------------------------------------------------------------------
- function define_roll_values()
- rolls = {
- ["Corsair's Roll"] = {lucky=5, unlucky=9, bonus="Experience Points"},
- ["Ninja Roll"] = {lucky=4, unlucky=8, bonus="Evasion"},
- ["Hunter's Roll"] = {lucky=4, unlucky=8, bonus="Accuracy"},
- ["Chaos Roll"] = {lucky=4, unlucky=8, bonus="Attack"},
- ["Magus's Roll"] = {lucky=2, unlucky=6, bonus="Magic Defense"},
- ["Healer's Roll"] = {lucky=3, unlucky=7, bonus="Cure Potency Received"},
- ["Puppet Roll"] = {lucky=4, unlucky=8, bonus="Pet Magic Accuracy/Attack"},
- ["Choral Roll"] = {lucky=2, unlucky=6, bonus="Spell Interruption Rate"},
- ["Monk's Roll"] = {lucky=3, unlucky=7, bonus="Subtle Blow"},
- ["Beast Roll"] = {lucky=4, unlucky=8, bonus="Pet Attack"},
- ["Samurai Roll"] = {lucky=2, unlucky=6, bonus="Store TP"},
- ["Evoker's Roll"] = {lucky=5, unlucky=9, bonus="Refresh"},
- ["Rogue's Roll"] = {lucky=5, unlucky=9, bonus="Critical Hit Rate"},
- ["Warlock's Roll"] = {lucky=4, unlucky=8, bonus="Magic Accuracy"},
- ["Fighter's Roll"] = {lucky=5, unlucky=9, bonus="Double Attack Rate"},
- ["Drachen Roll"] = {lucky=3, unlucky=7, bonus="Pet Accuracy"},
- ["Gallant's Roll"] = {lucky=3, unlucky=7, bonus="Defense"},
- ["Wizard's Roll"] = {lucky=5, unlucky=9, bonus="Magic Attack"},
- ["Dancer's Roll"] = {lucky=3, unlucky=7, bonus="Regen"},
- ["Scholar's Roll"] = {lucky=2, unlucky=6, bonus="Conserve MP"},
- ["Bolter's Roll"] = {lucky=3, unlucky=9, bonus="Movement Speed"},
- ["Caster's Roll"] = {lucky=2, unlucky=7, bonus="Fast Cast"},
- ["Courser's Roll"] = {lucky=3, unlucky=9, bonus="Snapshot"},
- ["Blitzer's Roll"] = {lucky=4, unlucky=9, bonus="Attack Delay"},
- ["Tactician's Roll"] = {lucky=5, unlucky=8, bonus="Regain"},
- ["Allies's Roll"] = {lucky=3, unlucky=10, bonus="Skillchain Damage"},
- ["Miser's Roll"] = {lucky=5, unlucky=7, bonus="Save TP"},
- ["Companion's Roll"] = {lucky=2, unlucky=10, bonus="Pet Regain and Regen"},
- ["Avenger's Roll"] = {lucky=4, unlucky=8, bonus="Counter Rate"},
- }
- end
- function display_roll_info(spell)
- rollinfo = rolls[spell.english]
- local rollsize = (state.LuzafRing.value and 'Large') or 'Small'
- if rollinfo then
- add_to_chat(104, spell.english..' provides a bonus to '..rollinfo.bonus..'. Roll size: '..rollsize)
- add_to_chat(104, 'Lucky roll is '..tostring(rollinfo.lucky)..', Unlucky roll is '..tostring(rollinfo.unlucky)..'.')
- end
- end
- -- Determine whether we have sufficient ammo for the action being attempted.
- function do_bullet_checks(spell, spellMap, eventArgs)
- local bullet_name
- local bullet_min_count = 1
- if spell.type == 'WeaponSkill' then
- if spell.skill == "Marksmanship" then
- if spell.element == 'None' then
- -- physical weaponskills
- bullet_name = gear.WSbullet
- else
- -- magical weaponskills
- bullet_name = gear.MAbullet
- end
- else
- -- Ignore non-ranged weaponskills
- return
- end
- elseif spell.type == 'CorsairShot' then
- bullet_name = gear.QDbullet
- elseif spell.action_type == 'Ranged Attack' then
- bullet_name = gear.RAbullet
- if buffactive['Triple Shot'] then
- bullet_min_count = 3
- end
- end
- local available_bullets = player.inventory[bullet_name] or player.wardrobe[bullet_name]
- -- If no ammo is available, give appropriate warning and end.
- if not available_bullets then
- if spell.type == 'CorsairShot' and player.equipment.ammo ~= 'empty' then
- add_to_chat(104, 'No Quick Draw ammo left. Using what\'s currently equipped ('..player.equipment.ammo..').')
- return
- elseif spell.type == 'WeaponSkill' and player.equipment.ammo == gear.RAbullet then
- add_to_chat(104, 'No weaponskill ammo left. Using what\'s currently equipped (standard ranged bullets: '..player.equipment.ammo..').')
- return
- else
- add_to_chat(104, 'No ammo ('..tostring(bullet_name)..') available for that action.')
- eventArgs.cancel = true
- return
- end
- end
- -- Don't allow shooting or weaponskilling with ammo reserved for quick draw.
- if spell.type ~= 'CorsairShot' and bullet_name == gear.QDbullet and available_bullets.count <= bullet_min_count then
- add_to_chat(104, 'No ammo will be left for Quick Draw. Cancelling.')
- eventArgs.cancel = true
- return
- end
- -- Low ammo warning.
- if spell.type ~= 'CorsairShot' and state.warned.value == false
- and available_bullets.count > 1 and available_bullets.count <= options.ammo_warning_limit then
- local msg = '***** LOW AMMO WARNING: '..bullet_name..' *****'
- --local border = string.repeat("*", #msg)
- local border = ""
- for i = 1, #msg do
- border = border .. "*"
- end
- add_to_chat(104, border)
- add_to_chat(104, msg)
- add_to_chat(104, border)
- state.warned:set()
- elseif available_bullets.count > options.ammo_warning_limit and state.warned then
- state.warned:reset()
- end
- end
- -- Select default macro book on initial load or subjob change.
- function select_default_macro_book()
- set_macro_page(1, 5)
- end
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