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BLU.lua

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May 22nd, 2016
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  1. -------------------------------------------------------------------------------------------------------------------
  2. -- Setup functions for this job.  Generally should not be modified.
  3. -------------------------------------------------------------------------------------------------------------------
  4.  
  5. -- Initialization function for this job file.
  6. function get_sets()
  7.     mote_include_version = 2
  8.    
  9.     -- Load and initialize the include file.
  10.     include('Mote-Include.lua')
  11.     include('organizer-lib')
  12. end
  13.  
  14.  
  15. -- Setup vars that are user-independent.  state.Buff vars initialized here will automatically be tracked.
  16. function job_setup()
  17.     state.Buff['Burst Affinity'] = buffactive['Burst Affinity'] or false
  18.     state.Buff['Chain Affinity'] = buffactive['Chain Affinity'] or false
  19.     state.Buff.Convergence = buffactive.Convergence or false
  20.     state.Buff.Diffusion = buffactive.Diffusion or false
  21.     state.Buff.Efflux = buffactive.Efflux or false
  22.    
  23.     state.Buff['Unbridled Learning'] = buffactive['Unbridled Learning'] or false
  24.  
  25.  
  26.     blue_magic_maps = {}
  27.    
  28.     -- Mappings for gear sets to use for various blue magic spells.
  29.     -- While Str isn't listed for each, it's generally assumed as being at least
  30.     -- moderately signficant, even for spells with other mods.
  31.    
  32.     -- Physical Spells --
  33.    
  34.     -- Physical spells with no particular (or known) stat mods
  35.     blue_magic_maps.Physical = S{
  36.         'Bilgestorm'
  37.     }
  38.  
  39.     -- Spells with heavy accuracy penalties, that need to prioritize accuracy first.
  40.     blue_magic_maps.PhysicalAcc = S{
  41.         'Heavy Strike',
  42.     }
  43.  
  44.     -- Physical spells with Str stat mod
  45.     blue_magic_maps.PhysicalStr = S{
  46.         'Battle Dance','Bloodrake','Death Scissors','Dimensional Death',
  47.         'Empty Thrash','Quadrastrike','Sinker Drill','Spinal Cleave',
  48.         'Uppercut','Vertical Cleave'
  49.     }
  50.        
  51.     -- Physical spells with Dex stat mod
  52.     blue_magic_maps.PhysicalDex = S{
  53.         'Amorphic Spikes','Asuran Claws','Barbed Crescent','Claw Cyclone','Disseverment',
  54.         'Foot Kick','Frenetic Rip','Goblin Rush','Hysteric Barrage','Paralyzing Triad',
  55.         'Seedspray','Sickle Slash','Smite of Rage','Terror Touch','Thrashing Assault',
  56.         'Vanity Dive'
  57.     }
  58.        
  59.     -- Physical spells with Vit stat mod
  60.     blue_magic_maps.PhysicalVit = S{
  61.         'Body Slam','Cannonball','Delta Thrust','Glutinous Dart','Grand Slam',
  62.         'Power Attack','Quad. Continuum','Sprout Smack','Sub-zero Smash'
  63.     }
  64.        
  65.     -- Physical spells with Agi stat mod
  66.     blue_magic_maps.PhysicalAgi = S{
  67.         'Benthic Typhoon','Feather Storm','Helldive','Hydro Shot','Jet Stream',
  68.         'Pinecone Bomb','Spiral Spin','Wild Oats'
  69.     }
  70.  
  71.     -- Physical spells with Int stat mod
  72.     blue_magic_maps.PhysicalInt = S{
  73.         'Mandibular Bite','Queasyshroom'
  74.     }
  75.  
  76.     -- Physical spells with Mnd stat mod
  77.     blue_magic_maps.PhysicalMnd = S{
  78.         'Ram Charge','Screwdriver','Tourbillion'
  79.     }
  80.  
  81.     -- Physical spells with Chr stat mod
  82.     blue_magic_maps.PhysicalChr = S{
  83.         'Bludgeon'
  84.     }
  85.  
  86.     -- Physical spells with HP stat mod
  87.     blue_magic_maps.PhysicalHP = S{
  88.         'Final Sting'
  89.     }
  90.  
  91.     -- Magical Spells --
  92.  
  93.     -- Magical spells with the typical Int mod
  94.     blue_magic_maps.Magical = S{
  95.         'Blastbomb','Blazing Bound','Bomb Toss','Cursed Sphere','Dark Orb','Death Ray',
  96.         'Diffusion Ray','Droning Whirlwind','Embalming Earth','Firespit','Foul Waters',
  97.         'Ice Break','Leafstorm','Maelstrom','Rail Cannon','Regurgitation','Rending Deluge',
  98.         'Retinal Glare','Subduction','Tem. Upheaval','Water Bomb'
  99.     }
  100.  
  101.     -- Magical spells with a primary Mnd mod
  102.     blue_magic_maps.MagicalMnd = S{
  103.         'Acrid Stream','Evryone. Grudge','Magic Hammer','Mind Blast'
  104.     }
  105.  
  106.     -- Magical spells with a primary Chr mod
  107.     blue_magic_maps.MagicalChr = S{
  108.         'Eyes On Me','Mysterious Light'
  109.     }
  110.  
  111.     -- Magical spells with a Vit stat mod (on top of Int)
  112.     blue_magic_maps.MagicalVit = S{
  113.         'Thermal Pulse'
  114.     }
  115.  
  116.     -- Magical spells with a Dex stat mod (on top of Int)
  117.     blue_magic_maps.MagicalDex = S{
  118.         'Charged Whisker','Gates of Hades'
  119.     }
  120.            
  121.     -- Magical spells (generally debuffs) that we want to focus on magic accuracy over damage.
  122.     -- Add Int for damage where available, though.
  123.     blue_magic_maps.MagicAccuracy = S{
  124.         '1000 Needles','Absolute Terror','Actinic Burst','Auroral Drape','Awful Eye',
  125.         'Blank Gaze','Blistering Roar','Blood Drain','Blood Saber','Chaotic Eye',
  126.         'Cimicine Discharge','Cold Wave','Corrosive Ooze','Demoralizing Roar','Digest',
  127.         'Dream Flower','Enervation','Feather Tickle','Filamented Hold','Frightful Roar',
  128.         'Geist Wall','Hecatomb Wave','Infrasonics','Jettatura','Light of Penance',
  129.         'Lowing','Mind Blast','Mortal Ray','MP Drainkiss','Osmosis','Reaving Wind',
  130.         'Sandspin','Sandspray','Sheep Song','Soporific','Sound Blast','Stinking Gas',
  131.         'Sub-zero Smash','Venom Shell','Voracious Trunk','Yawn'
  132.     }
  133.        
  134.     -- Breath-based spells
  135.     blue_magic_maps.Breath = S{
  136.         'Bad Breath','Flying Hip Press','Frost Breath','Heat Breath',
  137.         'Hecatomb Wave','Magnetite Cloud','Poison Breath','Radiant Breath','Self-Destruct',
  138.         'Thunder Breath','Vapor Spray','Wind Breath'
  139.     }
  140.  
  141.     -- Stun spells
  142.     blue_magic_maps.Stun = S{
  143.         'Blitzstrahl','Frypan','Head Butt','Sudden Lunge','Tail slap','Temporal Shift',
  144.         'Thunderbolt','Whirl of Rage'
  145.     }
  146.        
  147.     -- Healing spells
  148.     blue_magic_maps.Healing = S{
  149.         'Healing Breeze','Magic Fruit','Plenilune Embrace','Pollen','Restoral','White Wind',
  150.         'Wild Carrot'
  151.     }
  152.    
  153.     -- Buffs that depend on blue magic skill
  154.     blue_magic_maps.SkillBasedBuff = S{
  155.         'Barrier Tusk','Diamondhide','Magic Barrier','Metallic Body','Plasma Charge',
  156.         'Pyric Bulwark','Reactor Cool',
  157.     }
  158.  
  159.     -- Other general buffs
  160.     blue_magic_maps.Buff = S{
  161.         'Amplification','Animating Wail','Battery Charge','Carcharian Verve','Cocoon',
  162.         'Erratic Flutter','Exuviation','Fantod','Feather Barrier','Harden Shell',
  163.         'Memento Mori','Nat. Meditation','Occultation','Orcish Counterstance','Refueling',
  164.         'Regeneration','Saline Coat','Triumphant Roar','Warm-Up','Winds of Promyvion',
  165.         'Zephyr Mantle'
  166.     }
  167.    
  168.    
  169.     -- Spells that require Unbridled Learning to cast.
  170.     unbridled_spells = S{
  171.         'Absolute Terror','Bilgestorm','Blistering Roar','Bloodrake','Carcharian Verve',
  172.         'Crashing Thunder','Droning Whirlwind','Gates of Hades','Harden Shell','Polar Roar',
  173.         'Pyric Bulwark','Thunderbolt','Tourbillion','Uproot'
  174.     }
  175. end
  176.  
  177. -------------------------------------------------------------------------------------------------------------------
  178. -- User setup functions for this job.  Recommend that these be overridden in a sidecar file.
  179. -------------------------------------------------------------------------------------------------------------------
  180.  
  181. -- Setup vars that are user-dependent.  Can override this function in a sidecar file.
  182. function user_setup()
  183.     state.OffenseMode:options('Normal', 'Acc', 'Refresh', 'Learning')
  184.     state.WeaponskillMode:options('Normal', 'Acc')
  185.     state.CastingMode:options('Normal', 'Resistant')
  186.     state.IdleMode:options('Normal', 'PDT', 'Learning')
  187.  
  188.     gear.macc_hagondes = {name="Hagondes Cuffs", augments={'Phys. dmg. taken -3%','Mag. Acc.+29'}}
  189.  
  190.     -- Additional local binds
  191.     send_command('bind ^` input /ja "Chain Affinity" <me>')
  192.     send_command('bind !` input /ja "Efflux" <me>')
  193.     send_command('bind @` input /ja "Burst Affinity" <me>')
  194.  
  195.     update_combat_form()
  196.     select_default_macro_book()
  197. end
  198.  
  199.  
  200. -- Called when this job file is unloaded (eg: job change)
  201. function user_unload()
  202.     send_command('unbind ^`')
  203.     send_command('unbind !`')
  204.     send_command('unbind @`')
  205. end
  206.  
  207.  
  208. -- Set up gear sets.
  209. function init_gear_sets()
  210.     --------------------------------------
  211.     -- Start defining the sets
  212.     --------------------------------------
  213.  
  214.     sets.buff['Burst Affinity'] = {feet="Mavi Basmak"}
  215.     sets.buff['Chain Affinity'] = {head="Mavi Kavuk"}
  216.     sets.buff.Convergence = {}
  217.     sets.buff.Diffusion = {}
  218.     sets.buff.Enchainment = {}
  219.     sets.buff.Efflux = {legs="Mavi Tayt"}
  220.  
  221.     organizer_items = {
  222.         main="Anahera Saber",sub="Buramenk'ah",warp2="Warp Cudgel",
  223.         item="Remedy",warp3="Warp Ring",echo="Echo Drops"}
  224.    
  225.     -- Precast Sets
  226.    
  227.     -- Precast sets to enhance JAs
  228.     sets.precast.JA['Azure Lore'] = {hands="Mirage Bazubands +2"}
  229.  
  230.  
  231.     -- Waltz set (chr and vit)
  232.     sets.precast.Waltz = {head="Uk'uxkaj Cap",ear1="Kemas Earring",
  233.         body="Shneddick Tabard +1",hands="Slither Gloves +1",ring1="Asklepian Ring",ring2="Valseur's Ring",
  234.         waist="Caudata Belt",legs="Wayfarer Slops",feet="Wayfarer Clogs"}
  235.        
  236.     -- Don't need any special gear for Healing Waltz.
  237.     sets.precast.Waltz['Healing Waltz'] = {}
  238.  
  239.     -- Fast cast sets for spells
  240.    
  241.     sets.precast.FC = {ear1="Loquac. Earring",
  242.                         ring1="Prolix Ring",
  243.                         back="Swith Cape +1",waist="Witful Belt"}
  244.        
  245.     sets.precast.FC['Blue Magic'] = set_combine(sets.precast.FC, {body="Mavi Mintan"})
  246.  
  247.        
  248.     -- Weaponskill sets
  249.     -- Default set for any weaponskill that isn't any more specifically defined
  250.     sets.precast.WS = {ammo="Quartz Tathlum +1",
  251.                         head="Adhemar Bonnet",neck="Fotia Gorget",ear1="Brutal earring",ear2="Moonshade earring",
  252.                         body={ name="Taeon Tabard", augments={'Accuracy+18 Attack+18','"Triple Atk."+2','DEX+5',}},hands={ name="Taeon Gloves", augments={'Accuracy+25','"Triple Atk."+2','STR+2 AGI+2',}},ring1="Epona's ring",ring2="Levia. Ring +1",
  253.                         back="Atheling mantle",waist="Fotia Belt",legs={ name="Taeon Tights", augments={'Accuracy+20 Attack+20','"Triple Atk."+2','DEX+1',}},feet={ name="Taeon Boots", augments={'Accuracy+25','"Triple Atk."+2','STR+1 AGI+1',}}}
  254.    
  255.     sets.precast.WS.acc = set_combine(sets.precast.WS, {})
  256.  
  257.     -- Specific weaponskill sets.  Uses the base set if an appropriate WSMod version isn't found.
  258.     sets.precast.WS['Requiescat'] = set_combine(sets.precast.WS, {})
  259.  
  260.     sets.precast.WS['Sanguine Blade'] = {}
  261.    
  262.    
  263.     -- Midcast Sets
  264.     sets.midcast.FastRecast = {}
  265.        
  266.     sets.midcast['Blue Magic'] = {}
  267.    
  268.     -- Physical Spells --
  269.    
  270.     sets.midcast['Blue Magic'].Physical = {ammo="Mavi tathlum",
  271.                           head="Adhemar Bonnet",neck="Lacono Necklace +1",ear1="Bladeborn Earring",ear2="Dudgeon Earring",
  272.                           body={ name="Taeon Tabard", augments={'Accuracy+18 Attack+18','"Triple Atk."+2','DEX+5',}},hands={ name="Taeon Gloves", augments={'Accuracy+25','"Triple Atk."+2','STR+2 AGI+2',}},ring1="Ifrit Ring",ring2="Ifrit Ring",
  273.                           back="Buquwik Cape",waist="Prosilio Belt +1",legs={ name="Taeon Tights", augments={'Accuracy+20 Attack+20','"Triple Atk."+2','DEX+1',}},feet={ name="Taeon Boots", augments={'Accuracy+25','"Triple Atk."+2','STR+1 AGI+1',}}}
  274.  
  275.     sets.midcast['Blue Magic'].PhysicalAcc = {}
  276.  
  277.     sets.midcast['Blue Magic'].PhysicalStr = set_combine(sets.midcast['Blue Magic'].Physical,
  278.         {})
  279.  
  280.     sets.midcast['Blue Magic'].PhysicalDex = set_combine(sets.midcast['Blue Magic'].Physical,
  281.         {ring1="Spiral Ring"})
  282.  
  283.     sets.midcast['Blue Magic'].PhysicalVit = set_combine(sets.midcast['Blue Magic'].Physical,
  284.         {ring1="Spiral Ring"})
  285.  
  286.     sets.midcast['Blue Magic'].PhysicalAgi = set_combine(sets.midcast['Blue Magic'].Physical,
  287.         {})
  288.  
  289.     sets.midcast['Blue Magic'].PhysicalInt = set_combine(sets.midcast['Blue Magic'].Physical,
  290.         {head={ name="Helios Band", augments={'Mag. Acc.+20 "Mag.Atk.Bns."+20','Magic crit. hit rate +5','Magic burst mdg.+7%',}},ear1="Novio Earring",ear2="Friomisi Earring",
  291.         body="Helios Jacket",hands="Amalric Gages",ring1="Shiva Ring +1",ring2="Shiva Ring",
  292.         back="Cornflower Cape",waist="Penitent's Rope",legs="Telchine Braconi",feet={ name="Helios Boots", augments={'Mag. Acc.+20 "Mag.Atk.Bns."+20','Magic crit. hit rate +2','Magic burst mdg.+8%',}}})
  293.  
  294.     sets.midcast['Blue Magic'].PhysicalMnd = set_combine(sets.midcast['Blue Magic'].Physical,
  295.         {ring1="Levia. Ring +1",ring2="Levia. Ring +1"})
  296.  
  297.     sets.midcast['Blue Magic'].PhysicalChr = set_combine(sets.midcast['Blue Magic'].Physical,
  298.         {})
  299.  
  300.     sets.midcast['Blue Magic'].PhysicalHP = set_combine(sets.midcast['Blue Magic'].Physical)
  301.  
  302.  
  303.     -- Magical Spells --
  304.    
  305.     sets.midcast['Blue Magic'].Magical = {head={ name="Helios Band", augments={'Mag. Acc.+20 "Mag.Atk.Bns."+20','Magic crit. hit rate +5','Magic burst mdg.+7%',}},ear1="Novio Earring",ear2="Friomisi Earring",
  306.         body="Helios Jacket",hands="Amalric Gages",ring1="Shiva Ring +1",ring2="Acumen ring",
  307.         back="Cornflower Cape",waist="Penitent's Rope",legs="Telchine Braconi",feet={ name="Helios Boots", augments={'Mag. Acc.+20 "Mag.Atk.Bns."+20','Magic crit. hit rate +2','Magic burst mdg.+8%',}}}
  308.  
  309.     sets.midcast['Blue Magic'].Magical.Resistant = set_combine(sets.midcast['Blue Magic'].Magical,
  310.         {})
  311.    
  312.     sets.midcast['Blue Magic'].MagicalMnd = set_combine(sets.midcast['Blue Magic'].Magical,
  313.         {ring1="Levia. Ring +1",ring2="Levia. Ring +1"})
  314.  
  315.     sets.midcast['Blue Magic'].MagicalChr = set_combine(sets.midcast['Blue Magic'].Magical)
  316.  
  317.     sets.midcast['Blue Magic'].MagicalVit = set_combine(sets.midcast['Blue Magic'].Magical,
  318.         {ring1="Spiral Ring"})
  319.  
  320.     sets.midcast['Blue Magic'].MagicalDex = set_combine(sets.midcast['Blue Magic'].Magical)
  321.  
  322.     sets.midcast['Blue Magic'].MagicAccuracy = {}
  323.  
  324.     -- Breath Spells --
  325.    
  326.     sets.midcast['Blue Magic'].Breath = {ammo="Mavi Tathlum",
  327.         head="Luhlaza Keffiyeh",neck="Ej Necklace",ear1="Lifestorm Earring",ear2="Psystorm Earring",
  328.         body="Vanir Cotehardie",hands="Assimilator's Bazubands +1",ring1="K'ayres Ring",ring2="Beeline Ring",
  329.         back="Refraction Cape",legs="Enif Cosciales",feet="Iuitl Gaiters +1"}
  330.  
  331.     -- Other Types --
  332.    
  333.     sets.midcast['Blue Magic'].Stun = set_combine(sets.midcast['Blue Magic'].MagicAccuracy,
  334.         {})
  335.        
  336.     sets.midcast['Blue Magic']['White Wind'] = {ammo="Quartz Tathlum +1",
  337.                                         head="Telchine Cap",neck="Nuna Gorget +1",ear1="Telchine Pigaches",ear2="Neptune's Pearl",
  338.                                         body="Weatherspoon Robe +1",hands="Telchine Gloves",ring1="Levia. Ring +1",ring2="Levia. Ring +1",
  339.                                         back="Oretania's Cape +1",waist="Pythia Sash +1",legs="Telchine Braconi",feet="Telchine Pigaches"}
  340.  
  341.     sets.midcast['Blue Magic'].Healing = {ammo="Quartz Tathlum +1",
  342.                                         head="Telchine Cap",neck="Nuna Gorget +1",ear1="Telchine Pigaches",ear2="Neptune's Pearl",
  343.                                         body="Weatherspoon Robe +1",hands="Telchine Gloves",ring1="Levia. Ring +1",ring2="Levia. Ring +1",
  344.                                         back="Oretania's Cape +1",waist="Pythia Sash +1",legs="Telchine Braconi",feet="Telchine Pigaches"}                                 
  345.                                        
  346.     sets.midcast['Blue Magic'].SkillBasedBuff = {ammo="Mavi Tathlum",
  347.         head="Luhlaza Keffiyeh",
  348.         body="Assimilator's Jubbah",
  349.         back="Cornflower Cape",legs="Mavi Tayt +2",feet="Luhlaza Charuqs"}
  350.  
  351.     sets.midcast['Blue Magic'].Buff = {}
  352.    
  353.     sets.midcast.Protect = {ring1="Sheltered Ring"}
  354.     sets.midcast.Protectra = {ring1="Sheltered Ring"}
  355.     sets.midcast.Shell = {ring1="Sheltered Ring"}
  356.     sets.midcast.Shellra = {ring1="Sheltered Ring"}
  357.    
  358.  
  359.    
  360.    
  361.     -- Sets to return to when not performing an action.
  362.  
  363.     -- Gear for learning spells: +skill and AF hands.
  364.     sets.Learning = {ammo="Mavi Tathlum",hands="Assimilator's Bazubands +1"}
  365.         --head="Luhlaza Keffiyeh",  
  366.         --body="Assimilator's Jubbah",hands="Assimilator's Bazubands +1",
  367.         --back="Cornflower Cape",legs="Mavi Tayt +2",feet="Luhlaza Charuqs"}
  368.  
  369.  
  370.     sets.latent_refresh = {waist="Fucho-no-obi"}
  371.  
  372.     -- Resting sets
  373.     sets.resting = {
  374.         head="Ocelomeh Headpiece +1",neck="Wiglen Gorget",
  375.         body="Hagondes Coat",hands="Serpentes Cuffs",ring1="Sheltered Ring",ring2="Paguroidea Ring",
  376.         waist="Austerity Belt",feet="Chelona Boots +1"}
  377.    
  378.     -- Idle sets
  379.     sets.idle = {ammo="Ginsen",
  380.                 neck="Twilight torque", ear1="Merman's Earring", ear2="Merman's Earring",
  381.                 body="Respite Cloak",hands="Serpentes Cuffs",ring1="Defending Ring",ring2="Dark ring",
  382.                 back="Lamia Mantle +1",waist="Flume belt",legs={ name="Taeon Tights", augments={'Accuracy+20 Attack+20','"Triple Atk."+2','DEX+1',}},feet={ name="Taeon Boots", augments={'Accuracy+17 Attack+17','"Dual Wield"+5','STR+1 DEX+1',}}}
  383.  
  384.     sets.idle.PDT = {ammo="Ginsen",
  385.                     head="Adhemar Bonnet",neck="Twilight torque", ear1="Merman's Earring", ear2="Merman's Earring",
  386.                     body="Qaaxo Harness",hands={ name="Taeon Gloves", augments={'Accuracy+25','"Triple Atk."+2','STR+2 AGI+2',}},ring1="Defending Ring",ring2="Dark Ring",
  387.                     back="Lamia Mantle +1",waist="Flume belt",legs={ name="Taeon Tights", augments={'Accuracy+20 Attack+20','"Triple Atk."+2','DEX+1',}},feet={ name="Taeon Boots", augments={'Accuracy+17 Attack+17','"Dual Wield"+5','STR+1 DEX+1',}}}
  388.  
  389.     sets.idle.Town = {ammo="Ginsen",
  390.                 neck="Twilight torque", ear1="Merman's Earring", ear2="Merman's Earring",
  391.                 body="Respite Cloak",hands="Serpentes Cuffs",ring1="Defending Ring",ring2="Dark ring",
  392.                 back="Lamia Mantle +1",waist="Flume belt",legs={ name="Taeon Tights", augments={'Accuracy+20 Attack+20','"Triple Atk."+2','DEX+1',}},feet={ name="Taeon Boots", augments={'Accuracy+17 Attack+17','"Dual Wield"+5','STR+1 DEX+1',}}}
  393.  
  394.     sets.idle.Learning = set_combine(sets.idle, sets.Learning)
  395.  
  396.    
  397.     -- Defense sets
  398.     sets.defense.PDT = {ammo="Ginsen",
  399.                     head="Adhemar Bonnet",neck="Asperity necklace",ear1="Brutal Earring",ear2="Suppanomimi",
  400.                     body="Qaaxo Harness",hands={ name="Taeon Gloves", augments={'Accuracy+25','"Triple Atk."+2','STR+2 AGI+2',}},ring1="Epona's ring",ring2="Rajas ring",
  401.                     back="Bleating Mantle",waist="Windbuffet Belt +1",legs={ name="Taeon Tights", augments={'Accuracy+20 Attack+20','"Triple Atk."+2','DEX+1',}},feet={ name="Taeon Boots", augments={'Accuracy+17 Attack+17','"Dual Wield"+5','STR+1 DEX+1',}}}
  402.  
  403.     sets.defense.MDT = {ammo="Ginsen",
  404.                     head="Adhemar Bonnet",neck="Asperity necklace",ear1="Brutal Earring",ear2="Suppanomimi",
  405.                     body="Qaaxo Harness",hands={ name="Taeon Gloves", augments={'Accuracy+25','"Triple Atk."+2','STR+2 AGI+2',}},ring1="Epona's ring",ring2="Rajas ring",
  406.                     back="Bleating Mantle",waist="Windbuffet Belt +1",legs={ name="Taeon Tights", augments={'Accuracy+20 Attack+20','"Triple Atk."+2','DEX+1',}},feet={ name="Taeon Boots", augments={'Accuracy+17 Attack+17','"Dual Wield"+5','STR+1 DEX+1',}}}
  407.  
  408.     sets.Kiting = {legs="Crimson Cuisses"}
  409.  
  410.     -- Engaged sets
  411.  
  412.     -- Variations for TP weapon and (optional) offense/defense modes.  Code will fall back on previous
  413.     -- sets if more refined versions aren't defined.
  414.     -- If you create a set with both offense and defense modes, the offense mode should be first.
  415.     -- EG: sets.engaged.Dagger.Accuracy.Evasion
  416.    
  417.     -- Normal melee group
  418.     sets.engaged = {ammo="Ginsen",
  419.                     head="Adhemar Bonnet",neck="Asperity necklace",ear1="Brutal Earring",ear2="Suppanomimi",
  420.                     body={ name="Taeon Tabard", augments={'Accuracy+18 Attack+18','"Triple Atk."+2','DEX+5',}},hands={ name="Taeon Gloves", augments={'Accuracy+25','"Triple Atk."+2','STR+2 AGI+2',}},ring1="Epona's ring",ring2="Rajas ring",
  421.                     back="Bleating Mantle",waist="Windbuffet Belt +1",legs={ name="Taeon Tights", augments={'Accuracy+20 Attack+20','"Triple Atk."+2','DEX+1',}},feet={ name="Taeon Boots", augments={'Accuracy+17 Attack+17','"Dual Wield"+5','STR+1 DEX+1',}}}
  422.  
  423.     sets.engaged.Acc = {ammo="Ginsen",
  424.                         head={ name="Taeon Chapeau", augments={'Accuracy+20 Attack+20','"Triple Atk."+2','Sklchn.dmg.+2%',}},neck="Ej Necklace",ear1="Zennaroi EarRing",ear2="Steelflash EarRing",
  425.                         body={ name="Taeon Tabard", augments={'Accuracy+18 Attack+18','"Triple Atk."+2','DEX+5',}},hands={ name="Taeon Gloves", augments={'Accuracy+25','"Triple Atk."+2','STR+2 AGI+2',}},ring1="Epona's ring",ring2="Rajas ring",
  426.                         back="Bleating Mantle",waist="Windbuffet Belt +1",legs={ name="Taeon Tights", augments={'Accuracy+20 Attack+20','"Triple Atk."+2','DEX+1',}},feet={ name="Taeon Boots", augments={'Accuracy+17 Attack+17','"Dual Wield"+5','STR+1 DEX+1',}}}
  427.  
  428.     sets.engaged.Refresh = {}
  429.  
  430.     sets.engaged.DW = {}
  431.  
  432.     sets.engaged.DW.Acc = {}
  433.  
  434.     sets.engaged.DW.Refresh = {}
  435.  
  436.     sets.engaged.Learning = set_combine(sets.engaged, sets.Learning)
  437.     sets.engaged.DW.Learning = set_combine(sets.engaged.DW, sets.Learning)
  438.  
  439.  
  440.     sets.self_healing = {ring2="Kunaji Ring",waist="Cascade Belt"}
  441. end
  442.  
  443. -------------------------------------------------------------------------------------------------------------------
  444. -- Job-specific hooks for standard casting events.
  445. -------------------------------------------------------------------------------------------------------------------
  446.  
  447. -- Set eventArgs.handled to true if we don't want any automatic gear equipping to be done.
  448. -- Set eventArgs.useMidcastGear to true if we want midcast gear equipped on precast.
  449. function job_precast(spell, action, spellMap, eventArgs)
  450.     if unbridled_spells:contains(spell.english) and not state.Buff['Unbridled Learning'] then
  451.         eventArgs.cancel = true
  452.         windower.send_command('@input /ja "Unbridled Learning" <me>; wait 1.5; input /ma "'..spell.name..'" '..spell.target.name)
  453.     end
  454. end
  455.  
  456. -- Run after the default midcast() is done.
  457. -- eventArgs is the same one used in job_midcast, in case information needs to be persisted.
  458. function job_post_midcast(spell, action, spellMap, eventArgs)
  459.     -- Add enhancement gear for Chain Affinity, etc.
  460.     if spell.skill == 'Blue Magic' then
  461.         for buff,active in pairs(state.Buff) do
  462.             if active and sets.buff[buff] then
  463.                 equip(sets.buff[buff])
  464.             end
  465.         end
  466.         if spellMap == 'Healing' and spell.target.type == 'SELF' and sets.self_healing then
  467.             equip(sets.self_healing)
  468.         end
  469.     end
  470.  
  471.     -- If in learning mode, keep on gear intended to help with that, regardless of action.
  472.     if state.OffenseMode.value == 'Learning' then
  473.         equip(sets.Learning)
  474.     end
  475. end
  476.  
  477.  
  478. -------------------------------------------------------------------------------------------------------------------
  479. -- Job-specific hooks for non-casting events.
  480. -------------------------------------------------------------------------------------------------------------------
  481.  
  482. -- Called when a player gains or loses a buff.
  483. -- buff == buff gained or lost
  484. -- gain == true if the buff was gained, false if it was lost.
  485. function job_buff_change(buff, gain)
  486.     if state.Buff[buff] ~= nil then
  487.         state.Buff[buff] = gain
  488.     end
  489. end
  490.  
  491. -------------------------------------------------------------------------------------------------------------------
  492. -- User code that supplements standard library decisions.
  493. -------------------------------------------------------------------------------------------------------------------
  494.  
  495. -- Custom spell mapping.
  496. -- Return custom spellMap value that can override the default spell mapping.
  497. -- Don't return anything to allow default spell mapping to be used.
  498. function job_get_spell_map(spell, default_spell_map)
  499.     if spell.skill == 'Blue Magic' then
  500.         for category,spell_list in pairs(blue_magic_maps) do
  501.             if spell_list:contains(spell.english) then
  502.                 return category
  503.             end
  504.         end
  505.     end
  506. end
  507.  
  508. -- Modify the default idle set after it was constructed.
  509. function customize_idle_set(idleSet)
  510.     if player.mpp < 51 then
  511.         set_combine(idleSet, sets.latent_refresh)
  512.     end
  513.     return idleSet
  514. end
  515.  
  516. -- Called by the 'update' self-command, for common needs.
  517. -- Set eventArgs.handled to true if we don't want automatic equipping of gear.
  518. function job_update(cmdParams, eventArgs)
  519.     update_combat_form()
  520. end
  521.  
  522.  
  523. -------------------------------------------------------------------------------------------------------------------
  524. -- Utility functions specific to this job.
  525. -------------------------------------------------------------------------------------------------------------------
  526.  
  527. function update_combat_form()
  528.     -- Check for H2H or single-wielding
  529.     if player.equipment.sub == "Genbu's Shield" or player.equipment.sub == 'empty' then
  530.         state.CombatForm:reset()
  531.     else
  532.         state.CombatForm:set('DW')
  533.     end
  534. end
  535.  
  536.  
  537. -- Select default macro book on initial load or subjob change.
  538. function select_default_macro_book()
  539.     -- Default macro set/book
  540.     if player.sub_job == 'DNC' then
  541.         set_macro_page(2, 7)
  542.     else
  543.         set_macro_page(1, 7)
  544.     end
  545. end
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