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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.
- Acc on offense mode (which is intended for melee) will currently use .Acc weaponskill
- mode for both melee and ranged weaponskills. Need to fix that in core.
- --]]
- -- 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")
- -- Detect Triple Shot
- state.Buff['Triple Shot'] = buffactive['Triple Shot'] or false
- -- Whether a warning has been given for low ammo
- state.warned = M(false)
- state.Obi = 'ON' -- Turn Default Obi ON or OFF Here --
- 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')
- gear.RAbullet = "Adlivun Bullet"
- gear.WSbullet = "Eminent Bullet"
- gear.MAbullet = "Bronze Bullet"
- gear.QDbullet = "Animikii Bullet"
- gear.WScape = {name="Gunslinger's Cape", augments={'"Mag.Atk.Bns."+5','Enmity-1','"Phantom Roll" ability delay -1','Weapon skill damage +4%'}}
- gear.PRcape = {name="Gunslinger's Cape", augments={'"Mag.Atk.Bns."+1','Enmity-2','"Phantom Roll" ability delay -5'}}
- options.ammo_warning_limit = 15
- -- Additional local binds
- end
- -- Called when this job file is unloaded (eg: job change)
- function user_unload()
- 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['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.Obi = {}
- sets.Obi.Thunder = {waist='Hachirin-no-Obi'}
- sets.Obi.Water = {waist='Hachirin-no-Obi'}
- sets.Obi.Fire = {waist='Hachirin-no-Obi'}
- sets.Obi.Ice = {waist='Hachirin-no-Obi'}
- sets.Obi.Wind = {waist='Hachirin-no-Obi'}
- sets.Obi.Earth = {waist='Hachirin-no-Obi'}
- sets.Obi.Light = {waist='Hachirin-no-Obi'}
- sets.Obi.Dark = {waist='Hachirin-no-Obi'}
- sets.precast.CorsairRoll = {head="Lanun Tricorne +1",hands="Chasseur's Gants +1", ring2="Barataria Ring", legs="Desultor Tassets", back=gear.PRcape}
- sets.precast.CorsairRoll["Caster's Roll"] = set_combine(sets.precast.CorsairRoll, {legs="Chas. Culottes +1"})
- sets.precast.CorsairRoll["Courser's Roll"] = set_combine(sets.precast.CorsairRoll, {feet="Chass. Bottes +1"})
- sets.precast.CorsairRoll["Blitzer's Roll"] = set_combine(sets.precast.CorsairRoll, {head="Chass. Tricorne +1"})
- 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 = {ring1="Luzaf's Ring"}
- sets.precast.FoldDoubleBust = {hands="Chasseur's Gants +1"}
- sets.precast.CorsairShot = {head="Blood Mask"}
- -- Waltz set (chr and vit)
- sets.precast.Waltz = {
- head="Whirlpool Mask",
- body="Iuitl Vest",hands="Iuitl Wristbands",
- legs="Nahtirah Trousers",feet="Iuitl Gaiters +1"}
- -- Don't need any special gear for Healing Waltz.
- sets.precast.Waltz['Healing Waltz'] = {}
- -- Fast cast sets for spells
- sets.precast.FC = {head="Haruspex Hat",ear2="Loquacious Earring",hands="Thaumas Gloves",ring1="Prolix Ring"}
- sets.precast.FC.Utsusemi = set_combine(sets.precast.FC, {neck="Magoraga Beads"})
- sets.precast.RA = {ammo=gear.RAbullet,
- head="Pursuer's Beret",neck="Ocachi Gorget",ear1="Volley Earring",ear2="Clearview Earring",
- body="Pursuer's Doublet",hands="Lanun Gants +1",ring1="Rajas Ring",ring2="Haverton Ring",
- back=gear.WScape,waist="Impulse Belt",legs="Chas. Culottes +1",feet="Scopuli Nails +1"}
- -- Weaponskill sets
- -- Default set for any weaponskill that isn't any more specifically defined
- sets.precast.WS = {
- head="Lanun Tricorne +1",neck=gear.ElementalGorget,ear1="Steelflash Earring",ear2="Bladeborn Earring",
- body="Lanun Frac +1",hands="Taeon Gloves",ring1="Stormsoul Ring",ring2="Garuda Ring",
- back="Amemet Mantle +1",waist=gear.ElementalBelt,legs="Lanun Culottes +1",feet="Lanun Bottes +1"}
- -- Specific weaponskill sets. Uses the base set if an appropriate WSMod version isn't found.
- sets.precast.WS['Evisceration'] = sets.precast.WS
- sets.precast.WS['Exenterator'] = set_combine(sets.precast.WS, {legs="Nahtirah Trousers"})
- sets.precast.WS['Requiescat'] = set_combine(sets.precast.WS, {legs="Nahtirah Trousers"})
- sets.precast.WS['Last Stand'] = {ammo=gear.WSbullet,
- head="Lanun Tricorne +1",neck=gear.ElementalGorget,ear1="Moonshade Earring",ear2="Clearview Earring",
- body="Pursuer's Doublet",hands="Lanun Gants +1",ring1="Rajas Ring",ring2="Garuda Ring",
- back="Buquwik Cape",waist=gear.ElementalBelt,legs="Lanun Culottes +1",feet="Scopuli Nails +1"}
- sets.precast.WS['Last Stand'].Acc = {ammo=gear.WSbullet,
- head="Lanun Tricorne +1",neck=gear.ElementalGorget,ear1="Moonshade Earring",ear2="Clearview Earring",
- body="Pursuer's Doublet",hands="Pursuer's Cuffs",ring1="Rajas Ring",ring2="Garuda Ring",
- back=gear.WScape,waist=gear.ElementalBelt,legs="Lanun Culottes +1",feet="Scopuli Nails +1"}
- sets.precast.WS['Wildfire'] = {ammo=gear.MAbullet,
- head="Fugacity Beret +1",neck="Deviant Necklace",ear1="Novio Earring",ear2="Friomisi Earring",
- body="Rawhide Vest",hands="Pursurer's Cuffs",ring1="Arvina Ringlet +1",ring2=gear.ElementalRing,
- back=gear.WScape,waist=gear.ElementalObi,legs="Shned. Tights +1",feet="Lanun Bottes +1"}
- sets.precast.WS['Wildfire'].Brew = {ammo=gear.MAbullet,
- head="Fugacity Beret +1",neck="Deviant Necklace",ear1="Novio Earring",ear2="Friomisi Earring",
- body="Rawhide Vest",hands="Pursurer's Cuffs",ring1="Arvina Ringlet +1",ring2=gear.ElementalRing,
- back=gear.WScape,waist=gear.ElementalObi,legs="Shned. Tights +1",feet="Lanun Bottes +1"}
- sets.precast.WS['Leaden Salute'] = {ammo=gear.MAbullet,
- head="Pixie Hairpin +1",neck="Deviant Necklace",ear1="Moonshade Earring",ear2="Friomisi Earring",
- body="Rawhide Vest",hands="Pursurer's Cuffs",ring1=gear.ElementalRing,ring2="Archon Ring",
- back=gear.WScape,waist=gear.ElementalObi,legs="Shned. Tights +1",feet="Lanun Bottes +1"}
- sets.precast.WS['Aeolian Edge'] = {ammo=gear.QDbullet,
- head="Fugacity Beret +1",neck="Deviant Necklace",ear1="Novio Earring",ear2="Friomisi Earring",
- body="Lanun Frac +1",hands="Thur. Gloves +1",ring1="Fenrir Ring +1",ring2=gear.ElementalRing,
- back=gear.WScape,waist=gear.ElementalObi,legs="Shned. Tights +1",feet="Lanun Bottes +1"}
- -- Midcast Sets
- sets.midcast.FastRecast = {
- head="Whirlpool Mask",
- body="Iuitl Vest",hands="Iuitl Wristbands",
- legs="Manibozho Brais",feet="Iuitl Gaiters +1"}
- -- Specific spells
- sets.midcast.Utsusemi = sets.midcast.FastRecast
- sets.midcast.CorsairShot = {ammo=gear.QDbullet,
- head="Blood Mask",neck="Deviant Necklace",ear1="Novio Earring",ear2="Friomisi Earring",
- body="Rawhide Vest",hands="Taeon Gloves",ring1="Fenrir Ring +1",ring2=gear.ElementalRing,
- back=gear.WScape,waist=gear.ElementalObi,legs="Shned. Tights +1",feet="Chass. Bottes +1"}
- sets.midcast.CorsairShot.Acc = {ammo=gear.QDbullet,
- head="Blood Mask",neck="Deviant Necklace",ear1="Lifestorm Earring",ear2="Psystorm Earring",
- body="Chasseur's Frac +1",hands="Chasseur's Gants +1",ring1="Garuda Ring",ring2=gear.ElementalRing,
- back=gear.WScape,waist=gear.ElementalObi,legs="Shned. Tights +1",feet="Chass. Bottes +1"}
- sets.midcast.CorsairShot['Light Shot'] = {ammo=gear.QDbullet,
- head="Blood Mask",neck="Deviant Necklace",ear1="Lifestorm Earring",ear2="Psystorm Earring",
- body="Chasseur's Frac +1",hands="Thur. Gloves +1",ring1="Stormsoul Ring",ring2="Garuda Ring",
- back=gear.WScape,waist=gear.ElementalObi,legs="Lanun Culottes +1",feet="Chass. Bottes +1"}
- sets.midcast.CorsairShot['Dark Shot'] = sets.midcast.CorsairShot['Light Shot']
- -- Ranged gear
- sets.midcast.RA = {ammo=gear.RAbullet,
- head="Pursuer's Beret",neck="Ocachi Gorget",ear1="Volley Earring",ear2="Clearview Earring",
- body="Pursuer's Doublet",hands="Lanun Gants +1",ring1="Rajas Ring",ring2="Haverton Ring",
- back=gear.WScape,waist="Impulse Belt",legs="Chas. Culottes +1",feet="Scopuli Nails +1"}
- sets.midcast.TS = {ammo=gear.RAbullet,
- head="Chass. Tricorne +1",neck="Ocachi Gorget",ear1="Volley Earring",ear2="Clearview Earring",
- body="Chasseur's Frac +1",hands="Lanun Gants +1",ring1="Rajas Ring",ring2="Haverton Ring",
- back=gear.WScape,waist="Impulse Belt",legs="Chas. Culottes +1",feet="Scopuli Nails +1"}
- sets.midcast.RA.Acc = {ammo=gear.RAbullet,
- head="Chass. Tricorne +1",neck="Iqabi Necklace",ear1="Volley Earring",ear2="Clearview Earring",
- body="Chasseur's Frac +1",hands="Buremte Gloves",ring1="Hajduk Ring",ring2="Haverton Ring",
- back=gear.WScape,waist="Eschan Stone",legs="Lanun Culottes +1",feet="Scopuli Nails +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
- sets.idle = {ammo=gear.RAbullet,
- head="Chass. Tricorne +1",neck="Deviant Necklace",ear1="Novio Earring",ear2="Friomisi Earring",
- body="Mekosu. Harness",hands="Pursuer's Cuffs",ring1="Rajas Ring",ring2="Haverton Ring",
- back=gear.WScape,waist="Eschan Stone",legs="Lanun Culottes +1",feet="Lanun Bottes +1"}
- sets.idle.Town = {ammo=gear.QDbullet,
- head="Chass. Tricorne +1",neck="Deviant Necklace",ear1="Novio Earring",ear2="Friomisi Earring",
- body="Pursuer's Doublet",hands="Pursuer's Cuffs",ring1="Rajas Ring",ring2="Haverton Ring",
- back=gear.WScape,waist="Eschan Stone",legs="Chas. Culottes +1",feet="Chass. Bottes +1"}
- -- Defense sets
- sets.defense.PDT = {
- head="Fugacity Beret +1",neck="Twilight Torque",
- body="Lanun Frac +1",hands="Taeon Gloves",ring1="Jelly Ring",ring2="Archonm Ring",
- back="Iximulew Cape",waist="Flume Belt",legs="Chas. Culottes +1",feet="Lanun Bottes +1"}
- sets.defense.MDT = {
- head="Fugacity Beret +1",neck="Twilight Torque",
- body="Lanun Frac +1",hands="Taeon Gloves",ring1="Minerva's Ring",ring2="Archonm Ring",
- back="Shadow Mantle",waist="Flume Belt",legs="Chas. Culottes +1",feet="Chass. Bottes +1"}
- sets.Kiting = {feet="Skadi's Jambeaux +1"}
- -- buff sets
- sets.buff['Triple Shot'] = {body="Chasseur's Frac +1"}
- -- 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
- sets.engaged.Melee = {ammo=gear.RAbullet,
- head="Taeon Chapeau",neck="Iqabi Necklace",ear1="Steelflash Earring",ear2="Bladeborn Earring",
- body="Mekosu. Harness",hands="Chasseur's Gants +1",ring1="Rajas Ring",ring2="Mars's Ring",
- back="Bleating Mantle",waist="Windbuffet Belt",legs="Taeon Tights",feet="Lanun Bottes +1"}
- sets.engaged.Acc = {ammo=gear.RAbullet,
- head="Ejekamal Mask",neck="Iqabi Necklace",ear1="Steelflash Earring",ear2="Bladeborn Earring",
- body="Mekosu. Harness",hands="Chasseur's Gants +1",ring1="Rajas Ring",ring2="Mars's Ring",
- back="Bleating Mantle",waist="Windbuffet Belt",legs="Kaabnax Trousers",feet="Lanun Bottes +1"}
- sets.engaged.Melee.DW = {ammo=gear.RAbullet,
- head="Taeon Chapeau",neck="Iqabi Necklace",ear1="Steelflash Earring",ear2="Suppanomimi",
- body="Lanun Frac +1",hands="Lanun Gants +1",ring1="Rajas Ring",ring2="Mars's Ring",
- back="Bleating Mantle",waist="Windbuffet Belt",legs="Taeon Tights",feet="Lanun Bottes +1"}
- sets.engaged.Acc.DW = {ammo=gear.RAbullet,
- head="Ejekamal Mask",neck="Iqabi Necklace",ear1="Steelflash Earring",ear2="Suppanomimi",
- body="Lanun Frac +1",hands="Lanun Gants +1",ring1="Rajas Ring",ring2="Mars's Ring",
- back="Bleating Mantle",waist="Windbuffet Belt",legs="Kaabnax Trousers",feet="Lanun Bottes +1"}
- sets.engaged.Ranged = {ammo=gear.RAbullet,
- head="Pursuer's Beret. Tricorne +1",neck="Ocachi Gorget",ear1="Clearview Earring",ear2="Volley Earring",
- body="Pursuer's Doublet",hands="Lanun Gants +1",ring1="Rajas Ring",ring2="Haverton Ring",
- back=gear.WScape,waist="Impulse Belt",legs="Chas. Culottes +1",feet="Scopuli Nails +1"}
- sets.engaged.TS = {ammo=gear.RAbullet,
- head="Chass. Tricorne +1",neck="Ocachi Gorget",ear1="Clearview Earring",ear2="Volley Earring",
- body="Chasseur's Frac +1",hands="Lanun Gants +1",ring1="Rajas Ring",ring2="Haverton Ring",
- back=gear.WScape,waist="Impulse Belt",legs="Chas. Culottes +1",feet="Scopuli Nails +1"}
- 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
- -- Define proper defaults for weaponskills that use obis
- if spell.english == 'Leaden Salute' then
- gear.default.obi_waist = "Eschan Stone"
- gear.default.obi_ring = "Arvina Ringlet +1"
- elseif spell.english == 'Wildfire' then
- gear.default.obi_waist = "Eschan Stone"
- gear.default.obi_ring = "Garuda Ring"
- elseif spell.type == 'CorsairShot' then
- gear.default.obi_waist = "Eschan Stone"
- gear.default.obi_ring = "Fenrir Ring +1"
- 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
- -------------------------------------------------------------------------------------------------------------------
- -- 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
- function job_self_command(cmdParams, eventArgs)
- if command == 'coffer' then
- cycle = 0
- invCount = windower.ffxi.get_bag_info(0).count
- if invCount == 80 then
- add_to_chat(140,'Inv. full. Ending cycle')
- elseif player.inventory["Velkk Coffer"] then
- send_command('input /item "Velkk Coffer"')
- cycle = 1
- else
- add_to_chat(140,'No Coffers found in inv.')
- send_command('findall Velkk Coffer')
- end
- if cycle == 1 then
- send_command('wait 2;gc c coffer')
- end
- 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"},
- ["Runeist's Roll"] = {lucky=4, unlucky=8, bonus="Magic Evasion"},
- }
- 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
- if spell.type == 'CorsairShot' and player.inventory["Trump Card"] and player.inventory["Trump Card"].count < 10 then
- add_to_chat(104, 'Low on trump cards!')
- 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
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