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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.     state.Runes = {"Tellus","Unda","Flabra","Ignis","Gelus","Sulpor","Lux","Tenebrae"}
  13.     end
  14.  
  15.  
  16. -- Setup vars that are user-independent.  state.Buff vars initialized here will automatically be tracked.
  17. function job_setup()
  18.     state.Buff['Burst Affinity'] = buffactive['Burst Affinity'] or false
  19.     state.Buff['Chain Affinity'] = buffactive['Chain Affinity'] or false
  20.     state.Buff.Convergence = buffactive.Convergence or false
  21.     state.Buff.Diffusion = buffactive.Diffusion or false
  22.     state.Buff.Efflux = buffactive.Efflux or false
  23.    
  24.     state.Buff['Unbridled Learning'] = buffactive['Unbridled Learning'] or false
  25.  
  26.  
  27.     blue_magic_maps = {}
  28.    
  29.     -- Mappings for gear sets to use for various blue magic spells.
  30.     -- While Str isn't listed for each, it's generally assumed as being at least
  31.     -- moderately signficant, even for spells with other mods.
  32.    
  33.     -- Physical Spells --
  34.    
  35.     -- Physical spells with no particular (or known) stat mods
  36.     blue_magic_maps.Physical = S{
  37.         'Bilgestorm'
  38.     }
  39.  
  40.     -- Spells with heavy accuracy penalties, that need to prioritize accuracy first.
  41.     blue_magic_maps.PhysicalAcc = S{
  42.         'Heavy Strike',
  43.     }
  44.  
  45.     -- Physical spells with Str stat mod
  46.     blue_magic_maps.PhysicalStr = S{
  47.         'Battle Dance','Bloodrake','Death Scissors','Dimensional Death',
  48.         'Empty Thrash','Quadrastrike','Sinker Drill','Spinal Cleave',
  49.         'Uppercut','Vertical Cleave'
  50.     }
  51.        
  52.     -- Physical spells with Dex stat mod
  53.     blue_magic_maps.PhysicalDex = S{
  54.         'Amorphic Spikes','Asuran Claws','Barbed Crescent','Claw Cyclone','Disseverment',
  55.         'Foot Kick','Frenetic Rip','Goblin Rush','Hysteric Barrage','Paralyzing Triad',
  56.         'Seedspray','Sickle Slash','Smite of Rage','Terror Touch','Thrashing Assault',
  57.         'Vanity Dive'
  58.     }
  59.        
  60.     -- Physical spells with Vit stat mod
  61.     blue_magic_maps.PhysicalVit = S{
  62.         'Body Slam','Cannonball','Delta Thrust','Glutinous Dart','Grand Slam',
  63.         'Power Attack','Quad. Continuum','Sprout Smack','Sub-zero Smash'
  64.     }
  65.        
  66.     -- Physical spells with Agi stat mod
  67.     blue_magic_maps.PhysicalAgi = S{
  68.         'Benthic Typhoon','Feather Storm','Helldive','Hydro Shot','Jet Stream',
  69.         'Pinecone Bomb','Spiral Spin','Wild Oats'
  70.     }
  71.  
  72.     -- Physical spells with Int stat mod
  73.     blue_magic_maps.PhysicalInt = S{
  74.         'Mandibular Bite','Queasyshroom'
  75.     }
  76.  
  77.     -- Physical spells with Mnd stat mod
  78.     blue_magic_maps.PhysicalMnd = S{
  79.         'Ram Charge','Screwdriver','Tourbillion'
  80.     }
  81.  
  82.     -- Physical spells with Chr stat mod
  83.     blue_magic_maps.PhysicalChr = S{
  84.         'Bludgeon'
  85.     }
  86.  
  87.     -- Physical spells with HP stat mod
  88.     blue_magic_maps.PhysicalHP = S{
  89.         'Final Sting'
  90.     }
  91.  
  92.     -- Magical Spells --
  93.  
  94.     -- Magical spells with the typical Int mod
  95.     blue_magic_maps.Magical = S{
  96.         'Anvil Lightning','Blastbomb','Blazing Bound','Bomb Toss','Cursed Sphere','Dark Orb','Death Ray',
  97.         'Diffusion Ray','Droning Whirlwind','Embalming Earth','Firespit','Foul Waters',
  98.         'Ice Break','Leafstorm','Maelstrom','Rail Cannon','Regurgitation','Rending Deluge',
  99.         'Retinal Glare','Spectral Floe','Subduction','Tem. Upheaval','Water Bomb'
  100.     }
  101.  
  102.     -- Magical spells with a primary Mnd mod
  103.     blue_magic_maps.MagicalMnd = S{
  104.         'Acrid Stream','Evryone. Grudge','Magic Hammer','Mind Blast'
  105.     }
  106.  
  107.     -- Magical spells with a primary Chr mod
  108.     blue_magic_maps.MagicalChr = S{
  109.         'Eyes On Me','Mysterious Light'
  110.     }
  111.  
  112.     -- Magical spells with a Vit stat mod (on top of Int)
  113.     blue_magic_maps.MagicalVit = S{
  114.         'Thermal Pulse'
  115.     }
  116.  
  117.     -- Magical spells with a Dex stat mod (on top of Int)
  118.     blue_magic_maps.MagicalDex = S{
  119.         'Charged Whisker','Gates of Hades'
  120.     }
  121.            
  122.     -- Magical spells (generally debuffs) that we want to focus on magic accuracy over damage.
  123.     -- Add Int for damage where available, though.
  124.     blue_magic_maps.MagicAccuracy = S{
  125.         '1000 Needles','Absolute Terror','Actinic Burst','Auroral Drape','Awful Eye',
  126.         'Blank Gaze','Blistering Roar','Blood Drain','Blood Saber','Chaotic Eye',
  127.         'Cimicine Discharge','Cold Wave','Corrosive Ooze','Demoralizing Roar','Digest',
  128.         'Dream Flower','Enervation','Feather Tickle','Filamented Hold','Frightful Roar',
  129.         'Geist Wall','Hecatomb Wave','Infrasonics','Jettatura','Light of Penance',
  130.         'Lowing','Mind Blast','Mortal Ray','MP Drainkiss','Osmosis','Reaving Wind',
  131.         'Sandspin','Sandspray','Sheep Song','Soporific','Sound Blast','Stinking Gas',
  132.         'Sub-zero Smash','Venom Shell','Voracious Trunk','Yawn'
  133.     }
  134.        
  135.     -- Breath-based spells
  136.     blue_magic_maps.Breath = S{
  137.         'Bad Breath','Flying Hip Press','Frost Breath','Heat Breath',
  138.         'Hecatomb Wave','Magnetite Cloud','Poison Breath','Radiant Breath','Self-Destruct',
  139.         'Thunder Breath','Vapor Spray','Wind Breath'
  140.     }
  141.  
  142.     -- Stun spells
  143.     blue_magic_maps.Stun = S{
  144.         'Blitzstrahl','Frypan','Head Butt','Sudden Lunge','Tail slap','Temporal Shift',
  145.         'Thunderbolt','Whirl of Rage'
  146.     }
  147.        
  148.     -- Healing spells
  149.     blue_magic_maps.Healing = S{
  150.         'Healing Breeze','Magic Fruit','Plenilune Embrace','Pollen','Restoral','White Wind',
  151.         'Wild Carrot'
  152.     }
  153.    
  154.     -- Buffs that depend on blue magic skill
  155.     blue_magic_maps.SkillBasedBuff = S{
  156.         'Barrier Tusk','Diamondhide','Magic Barrier','Metallic Body','Plasma Charge',
  157.         'Pyric Bulwark','Reactor Cool','Occultation',
  158.     }
  159.  
  160.     -- Other general buffs
  161.     blue_magic_maps.Buff = S{
  162.         'Amplification','Animating Wail','Battery Charge','Carcharian Verve','Cocoon',
  163.         'Erratic Flutter','Exuviation','Fantod','Feather Barrier','Harden Shell',
  164.         'Memento Mori','Nat. Meditation','Orcish Counterstance','Refueling',
  165.         'Regeneration','Saline Coat','Triumphant Roar','Warm-Up','Winds of Promyvion',
  166.         'Zephyr Mantle'
  167.     }
  168.    
  169.    
  170.     -- Spells that require Unbridled Learning to cast.
  171.     unbridled_spells = S{
  172.         'Absolute Terror','Bilgestorm','Blistering Roar','Bloodrake','Carcharian Verve',
  173.         'Crashing Thunder','Droning Whirlwind','Gates of Hades','Harden Shell','Polar Roar',
  174.         'Pyric Bulwark','Thunderbolt','Tourbillion','Uproot'
  175.     }
  176. end
  177.  
  178. -------------------------------------------------------------------------------------------------------------------
  179. -- User setup functions for this job.  Recommend that these be overridden in a sidecar file.
  180. -------------------------------------------------------------------------------------------------------------------
  181.  
  182. -- Setup vars that are user-dependent.  Can override this function in a sidecar file.
  183. function user_setup()
  184.     state.OffenseMode:options('Normal', 'Acc', 'Refresh', 'Learning')
  185.     state.WeaponskillMode:options('Normal', 'Acc')
  186.     state.CastingMode:options('Normal', 'Resistant')
  187.     state.IdleMode:options('Normal', 'PDT', 'Learning')
  188.  
  189.     gear.macc_hagondes = {name="Hagondes Cuffs", augments={'Phys. dmg. taken -3%','Mag. Acc.+29'}}
  190.  
  191.     -- Additional local binds
  192.  
  193.     update_combat_form()
  194.     select_default_macro_book()
  195. end
  196.  
  197.  
  198. -- Called when this job file is unloaded (eg: job change)
  199. function user_unload()
  200.     send_command('unbind ^`')
  201.     send_command('unbind !`')
  202.     send_command('unbind @`')
  203. end
  204.  
  205.  
  206. -- Set up gear sets.
  207. function init_gear_sets()
  208.     --------------------------------------
  209.     -- Start defining the sets
  210.     --------------------------------------
  211.  
  212.     sets.buff['Burst Affinity'] = {feet="Mavi Basmak +2"}
  213.     sets.buff['Chain Affinity'] = {head="Mavi Kavuk +2", feet="Assimilator's Charuqs +1"}
  214.     sets.buff.Convergence = {head="Luhlaza Keffiyeh +1"}
  215.     sets.buff.Diffusion = {feet="Luhlaza Charuqs +1"}
  216.     sets.buff.Enchainment = {body="Luhlaza Jubbah +1"}
  217.     sets.buff.Efflux = {legs="Mavi Tayt +2"}
  218.  
  219.     Herculean = {}
  220.     Herculean.hands = {}
  221.     Herculean.feet = {}
  222.    
  223.     Herculean.hands.TP = {name="Herculean Gloves", augments={'STR+5','Accuracy+27','Attack+11','"Triple Atk."+3'}}
  224.     Herculean.hands.WS = {name="Herculean Gloves", augments={'Accuracy+29','DEX+15','Attack+15'}}
  225.  
  226.     Herculean.feet.TP = {name="Herculean Boots", augments={'Accuracy+29','"Triple Atk."+3','DEX+4','Attack+5'}}
  227.     Herculean.feet.WS = {name="Herculean Boots", augments={'Accuracy+18','Weapon skill damage +4%','DEX+10'}}
  228.     Herculean.feet.MAB = {name="Herculean Boots", augments={'Mag. Acc.+15 "Mag.Atk.Bns."+15','Crit.hit rate+1','INT+10','Mag. Acc.+4','"Mag.Atk.Bns."+12'}}
  229.    
  230.     -- Precast Sets
  231.    
  232.     -- Precast sets to enhance JAs
  233.     sets.precast.JA['Azure Lore'] = {hands="Mirage Bazubands +2"}
  234.  
  235.     sets.precast.Effusion = {}
  236.  
  237.     -- Effusions
  238.     sets.precast.Effusion.Lunge = {ammo="Erlene's Notebook",
  239.         head="Herculean Helm",neck="Eddy Necklace",ear1="Friomisi Earring",ear2="Crematio Earring",
  240.         body="Samnuha Coat",hands="Amalric Gages",ring1="Strendu Ring",ring2="Acumen Ring",
  241.         back="Cornflower Cape",waist="Eschan Stone",legs="Hagondes Pants +1",feet=Herculean.feet.MAB}
  242.        
  243.     sets.precast.Effusion.Swipe = {ammo="Erlene's Notebook",
  244.         head="Herculean Helm",neck="Eddy Necklace",ear1="Friomisi Earring",ear2="Crematio Earring",
  245.         body="Samnuha Coat",hands="Amalric Gages",ring1="Strendu Ring",ring2="Acumen Ring",
  246.         back="Cornflower Cape",waist="Eschan Stone",legs="Hagondes Pants +1",feet=Herculean.feet.MAB}
  247.    
  248.     -- Waltz set (chr and vit)
  249.     sets.precast.Waltz = {ammo="Sonia's Plectrum",
  250.         head="Uk'uxkaj Cap",
  251.         body="Vanir Cotehardie",hands="Buremte Gloves",ring1="Spiral Ring",
  252.         back="Iximulew Cape",waist="Caudata Belt",legs="Hagondes Pants",feet="Iuitl Gaiters +1"}
  253.        
  254.     -- Don't need any special gear for Healing Waltz.
  255.     sets.precast.Waltz['Healing Waltz'] = {}
  256.  
  257.     -- Fast cast sets for spells
  258.    
  259.     sets.precast.FC = {
  260.         head="Herculean Helm",neck="Voltsurge Torque",ear2="Loquacious Earring",
  261.         body="Samnuha Coat",hands="Leyline Gloves",ring1="Prolix Ring",
  262.         back="Swith Cape",waist="Witful Belt",pants="Psycloth Lappas",feet="Telchine Pigaches"}
  263.        
  264.     sets.precast.FC['Blue Magic'] = set_combine(sets.precast.FC, {body="Mavi Mintan +2"})
  265.  
  266.        
  267.     -- Weaponskill sets
  268.     -- Default set for any weaponskill that isn't any more specifically defined
  269.     sets.precast.WS = {
  270.         head="Whirlpool Mask",neck="Fotia Gorget",ear1="Bladeborn Earring",ear2="Steelflash Earring",
  271.         body="Adhemar Jacket",hands=Herculean.hands.WS,ring1="Mar's Ring",ring2="Cacoethic Ring",
  272.         back="Atheling Mantle",waist="Fotia Belt",legs="Taeon Tights",feet=Herculean.feet.WS}
  273.    
  274.     sets.precast.WS.acc = set_combine(sets.precast.WS, {hands="Buremte Gloves"})
  275.  
  276.     -- Specific weaponskill sets.  Uses the base set if an appropriate WSMod version isn't found.
  277.     sets.precast.WS['Requiescat'] = {ammo="Honed Tathlum",
  278.         head="Whirlpool Mask",neck="Fotia Gorget",ear1="Friomisi Earring",ear2="",
  279.         body="Rawhide Vest",hands=Herculean.hands.WS,ring1="Globidonta Ring",ring2="Karieyh Ring",
  280.         back="Cornflower Cape",waist="Fotia Belt",legs="Psycloth Lappas",feet=Herculean.feet.WS}
  281.  
  282.     sets.precast.WS['Sanguine Blade'] = {ammo="Erlene's Notebook",
  283.         head="Herculean Helm",neck="Fotia Gorget",ear1="Friomisi Earring",ear2="Crematio Earring",
  284.         body="Samnuha Coat",hands="Amalric Gages",ring1="Strendu Ring",ring2="Acumen Ring",
  285.         back="Cornflower Cape",waist="Fotia Belt",legs="Hagondes Pants +1",feet=Herculean.feet.MAB}
  286.    
  287.     sets.precast.WS['Chant du Cygne'] = {ammo="Falcon Eye",
  288.         head="Adhemar Bonnet",neck="Fotia Gorget",ear1="Bladeborn Earring",ear2="Steelflash Earring",
  289.         body="Rawhide Vest",hands=Herculean.hands.WS,ring1="Karieyh Ring",ring2="Apate Ring",
  290.         back="Kayapa Cape",waist="Fotia Belt",legs="Samnuha Tights",feet=Herculean.feet.WS}
  291.    
  292.     sets.precast.WS['Flash Nova'] = {ammo="Erlene's Notebook",
  293.         head="Herculean Helm",neck="Fotia Gorget",ear1="Friomisi Earring",ear2="Crematio Earring",
  294.         body="Samnuha Coat",hands="Amalric Gages",ring1="Strendu Ring",ring2="Acumen Ring",
  295.         back="Cornflower Cape",waist="Fotia Belt",legs="Hagondes Pants +1",feet=Herculean.feet.MAB}
  296.    
  297.     -- Midcast Sets
  298.     sets.midcast.FastRecast = {
  299.         head="Herculean Helm",neck="Voltsurge Torque",ear2="Loquacious Earring",
  300.         body="Samnuha Coat",ring1="Prolix Ring",
  301.         back="Swith Cape",waist="Witful Belt",legs="Psycloth Lappas",feet="Helios Boots"}
  302.        
  303.     sets.midcast['Blue Magic'] = {}
  304.    
  305.     -- Physical Spells --
  306.    
  307.     sets.midcast['Blue Magic'].Physical = {ammo="Mavi Tathlum",
  308.         head="Whirlpool Mask",neck="Iqabi Necklace",ear1="Zennaroi Earring",ear2="Steelflash Earring",
  309.         body="Vanir Cotehardie",hands="",ring1="Rajas Ring",ring2="Ifrit Ring",
  310.         back="Cornflower Cape",waist="",legs="",feet=Herculean.feet.ws}
  311.  
  312.     sets.midcast['Blue Magic'].PhysicalAcc = {ammo="Jukukik Feather",
  313.         head="Whirlpool Mask",neck="Iqabi Necklace",ear1="Zennaroi Earring",ear2="Steelflash Earring",
  314.         body="Luhlaza Jubbah",hands="",ring1="Rajas Ring",ring2="Patricius Ring",
  315.         back="Letalis Mantle",waist="",legs="",feet=Herculean.feet.WS}
  316.  
  317.     sets.midcast['Blue Magic'].PhysicalStr = set_combine(sets.midcast['Blue Magic'].Physical,
  318.         {body="Iuitl Vest",hands="Assimilator's Bazubands +1"})
  319.  
  320.     sets.midcast['Blue Magic'].PhysicalDex = set_combine(sets.midcast['Blue Magic'].Physical,
  321.         {ammo="Jukukik Feather",body="Iuitl Vest",hands="Assimilator's Bazubands +1",
  322.          waist="Chaac Belt",legs="Manibozho Brais"})
  323.  
  324.     sets.midcast['Blue Magic'].PhysicalVit = set_combine(sets.midcast['Blue Magic'].Physical,
  325.         {body="Vanir Cotehardie",hands="Assimilator's Bazubands +1",back="Iximulew Cape"})
  326.  
  327.     sets.midcast['Blue Magic'].PhysicalAgi = set_combine(sets.midcast['Blue Magic'].Physical,
  328.         {body="Vanir Cotehardie",hands="Iuitl Wristbands",ring2="Stormsoul Ring",
  329.          waist="Chaac Belt",feet="Iuitl Gaiters +1"})
  330.  
  331.     sets.midcast['Blue Magic'].PhysicalInt = set_combine(sets.midcast['Blue Magic'].Physical,
  332.         {ear1="Psystorm Earring",body="Vanir Cotehardie",hands="Assimilator's Bazubands +1",
  333.          ring2="Icesoul Ring",back="Toro Cape",feet="Hagondes Sabots"})
  334.  
  335.     sets.midcast['Blue Magic'].PhysicalMnd = set_combine(sets.midcast['Blue Magic'].Physical,
  336.         {ear1="Lifestorm Earring",body="Vanir Cotehardie",hands="Assimilator's Bazubands +1",
  337.          ring2="Aquasoul Ring",back="Refraction Cape"})
  338.  
  339.     sets.midcast['Blue Magic'].PhysicalChr = set_combine(sets.midcast['Blue Magic'].Physical,
  340.         {body="Vanir Cotehardie",hands="Assimilator's Bazubands +1",back="Refraction Cape",
  341.          waist="Chaac Belt"})
  342.  
  343.     sets.midcast['Blue Magic'].PhysicalHP = set_combine(sets.midcast['Blue Magic'].Physical)
  344.  
  345.  
  346.     -- Magical Spells --
  347.    
  348.     sets.midcast['Blue Magic'].Magical = {ammo="Erlene's Notebook",
  349.         head="Herculean Helm",neck="Eddy Necklace",ear1="Friomisi Earring",ear2="Crematio Earring",
  350.         body="Samnuha Coat",hands="Amalric Gages",ring1="Strendu Ring",ring2="Acumen Ring",
  351.         back="Cornflower Cape",waist="Eschan Stone",legs="Hagondes Pants +1",feet=Herculean.feet.MAB}
  352.  
  353.     sets.midcast['Blue Magic'].Magical.Resistant = set_combine(sets.midcast['Blue Magic'].Magical,
  354.         {ring1="Sangoma Ring"})
  355.    
  356.     sets.midcast['Blue Magic'].MagicalMnd = set_combine(sets.midcast['Blue Magic'].Magical,
  357.         {ring1="Aquasoul Ring"})
  358.  
  359.     sets.midcast['Blue Magic'].MagicalChr = set_combine(sets.midcast['Blue Magic'].Magical)
  360.  
  361.     sets.midcast['Blue Magic'].MagicalVit = set_combine(sets.midcast['Blue Magic'].Magical)
  362.  
  363.     sets.midcast['Blue Magic'].MagicalDex = set_combine(sets.midcast['Blue Magic'].Magical)
  364.  
  365.     sets.midcast['Blue Magic'].MagicAccuracy = {ammo="Mavi Tathlum",
  366.         head="Herculean Helm",neck="Deceiver's Torque",ear1="Lifestorm Earring",ear2="Psystorm Earring",
  367.         body="Mekosuchinae Harness",hands="Rawhide Gloves",ring1="Strendu Ring",ring2="Angha Ring",
  368.         back="Cornflower Cape",Waist="Eschan Stone",legs="Psycloth Lappas",feet="Medium's Sabots"}
  369.  
  370.     -- Breath Spells --
  371.    
  372.     sets.midcast['Blue Magic'].Breath = {ammo="Mavi Tathlum",
  373.         head="Luhlaza Keffiyeh",neck="Ej Necklace",ear1="Lifestorm Earring",ear2="Psystorm Earring",
  374.         body="Vanir Cotehardie",hands="Assimilator's Bazubands +1",ring1="K'ayres Ring",ring2="Beeline Ring",
  375.         back="Refraction Cape",legs="Enif Cosciales",feet="Iuitl Gaiters +1"}
  376.  
  377.     -- Other Types --
  378.    
  379.     sets.midcast['Blue Magic'].Stun = set_combine(sets.midcast['Blue Magic'].MagicAccuracy,
  380.         {waist="Eschan Stone"})
  381.        
  382.     sets.midcast['Blue Magic']['White Wind'] = {
  383.         head="Whirlpool Mask",neck="Lavalier +1",ear1="Bloodgem Earring",ear2="Loquacious Earring",
  384.         body="Vanir Cotehardie",hands="Buremte Gloves",ring1="K'ayres Ring",ring2="Meridian Ring",
  385.         back="Fravashi Mantle",waist="Hurch'lan Sash",legs="Enif Cosciales",feet=""}
  386.  
  387.     sets.midcast['Blue Magic'].Healing = {
  388.         head="Telchine Cap",ear1="Mendicant's Earring",ear2="Beatific Earring",neck="Phalaina Locket",
  389.         body="Telchine Chasuble",hands="Telchine Gloves",ring1="Globidonta Ring",ring2="Sirona's Ring",
  390.         back="Tempered Cape",legs="Psycloth Lappas",feet="Medium's Sabots"}
  391.  
  392.     sets.midcast['Blue Magic'].SkillBasedBuff = {ammo="Mavi Tathlum",
  393.         head="Luhlaza Keffiyeh +1",neck="",neck="Deceiver's Torque",
  394.         body="Assimilator's Jubbah",hands="Rawhide Gloves",
  395.         back="Cornflower Cape",legs="Mavi Tayt +2",feet="Luhlaza Charuqs +1"}
  396.  
  397.     sets.midcast['Blue Magic'].Buff = {}
  398.    
  399.     sets.midcast.Protect = {ring1="Sheltered Ring"}
  400.     sets.midcast.Protectra = {ring1="Sheltered Ring"}
  401.     sets.midcast.Shell = {ring1="Sheltered Ring"}
  402.     sets.midcast.Shellra = {ring1="Sheltered Ring"}
  403.      
  404.     -- Sets to return to when not performing an action.
  405.  
  406.     -- Gear for learning spells: +skill and AF hands.
  407.     --sets.Learning = {ammo="Mavi Tathlum",hands="Assimilator's Bazubands +1"}
  408.         --head="Luhlaza Keffiyeh",  
  409.         --body="Assimilator's Jubbah",hands="Assimilator's Bazubands +1",
  410.         --back="Cornflower Cape",legs="Mavi Tayt +2",feet="Luhlaza Charuqs"}
  411.  
  412.  
  413.     sets.latent_refresh = {waist="Fucho-no-obi"}
  414.  
  415.     -- Resting sets
  416.     sets.resting = {
  417.         neck="Wiglen Gorget",
  418.         body="Mekosuchinae Harness",hands="Serpentes Cuffs",ring1="Sheltered Ring",ring2="Paguroidea Ring",
  419.         waist="Flume Belt",feet="Serpentes Sabots"}
  420.    
  421.     -- Idle sets
  422.     sets.idle = {ammo="Ginsen",
  423.         head="Rawhide Mask",neck="Twilight Torque",ear2="Loquacious Earring",
  424.         body="Mekosuchinae Harness",hands="Serpentes Cuffs",ring1="Defending Ring",ring2="Dark Ring",
  425.         back="Solemnity Cape",waist="Flume Belt",legs="Lengo Pants",feet="Serpentes Sabots"}
  426.  
  427.     sets.idle.PDT = {ammo="Ginsen",
  428.         head="Rawhide Mask",neck="Twilight Torque",ear2="Loquacious Earring",
  429.         body="Mekosuchinae Harness",hands="Serpentes Cuffs",ring1="Defending Ring",ring2="Dark Ring",
  430.         back="Solemnity Cape",waist="Flume Belt",legs="Lengo Pants",feet="Serpentes Sabots"}
  431.  
  432.     sets.idle.Town = {ammo="Ginsen",
  433.         head="Rawhide Mask",neck="Twilight Torque",ear2="Loquacious Earring",
  434.         body="Mekosuchinae Harness",hands="Serpentes Cuffs",ring1="Defending Ring",ring2="Dark Ring",
  435.         back="Solemnity Cape",waist="Flume Belt",legs="Lengo Pants",feet="Serpentes Sabots"}
  436.  
  437.     sets.idle.Learning = set_combine(sets.idle, sets.Learning)
  438.  
  439.    
  440.     -- Defense sets
  441.     sets.defense.PDT = {head="Lithelimb Cap",neck="Twilight Torque",
  442.         body="Emet Harness +1",hands="Umuthi Gloves",ring1="Defending Ring",ring2="Dark Ring",
  443.         back="Solemnity Cape",waist="Flume Belt",legs="Taeon Tights",feet="Herculean Boots"}
  444.  
  445.     sets.defense.MDT = {head="Lithelimb Cap",neck="Twilight Torque",
  446.         body="Emet Harness +1",hands="Umuthi Gloves",ring1="Defending Ring",ring2="Dark Ring",
  447.         back="Xucau Mantle",waist="Flume Belt",legs="Taeon Tights",feet="Herculean Boots"}
  448.  
  449.     sets.Kiting = {legs="Crimson Cuisses"}
  450.  
  451.     -- Engaged sets
  452.  
  453.     -- Variations for TP weapon and (optional) offense/defense modes.  Code will fall back on previous
  454.     -- sets if more refined versions aren't defined.
  455.     -- If you create a set with both offense and defense modes, the offense mode should be first.
  456.     -- EG: sets.engaged.Dagger.Accuracy.Evasion
  457.    
  458.     -- Normal melee group
  459.     sets.engaged = {ammo="Ginsen",
  460.         head="Adhemar Bonnet",neck="Lissome Necklace",ear1="Brutal Earring",ear2="Suppanomimi",
  461.         body="Adhemar Jacket",hands=Herculean.hands.TP,ring1="Petrov Ring",ring2="Epona's Ring",
  462.         back="Letalis Mantle",waist="Cetl Belt",legs="Taeon Tights",feet=Herculean.feet.TP}
  463.  
  464.     sets.engaged.Acc = {ammo="Honed Tathlum",
  465.         head="Whirlpool Mask",neck="Iqabi Necklace",ear1="Zennaroi Earring",ear2="Suppanomimi",
  466.         body="Adhemar Jacket",hands=Herculean.hands.TP,ring1="Mars's Ring",ring2="Cacoethic Ring",
  467.         back="Letalis Mantle",waist="Anguinus Belt",legs="Taeon Tights",feet=Herculean.feet.TP}
  468.  
  469.     sets.engaged.Refresh = {ammo="Ginsen",
  470.         head="Rawhide Mask",neck="Lissome Necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring",
  471.         body="Mekosuchinae Harness",hands="Umuthi Gloves",ring1="Defending Ring",ring2="Epona's Ring",
  472.         back="Solemnity Cape",waist="Cetl Belt",legs="Lengo Pants",feet=Herculean.feet.TP}
  473.  
  474.     sets.engaged.DW = {ammo="Ginsen",
  475.         head="Adhemar Bonnet",neck="Lissome Necklace",ear1="Brutal Earring",ear2="Suppanomimi",
  476.         body="Adhemar Jacket",hands=Herculean.hands.TP,ring1="Petrov Ring",ring2="Epona's Ring",
  477.         back="Letalis Mantle",waist="Cetl Belt",legs="Taeon Tights",feet=Herculean.feet.TP}
  478.  
  479.     sets.engaged.DW.Acc = {ammo="Honed Tathlum",
  480.         head="Whirlpool Mask",neck="Iqabi Necklace",ear1="Zennaroi Earring",ear2="Suppanomimi",
  481.         body="Adhemar Jacket",hands=Herculean.hands.TP,ring1="Mars's Ring",ring2="Cacoethic Ring",
  482.         back="Letalis Mantle",waist="Anguinus Belt",legs="Taeon Tights",feet=Herculean.feet.TP}
  483.  
  484.     sets.engaged.DW.Refresh = {ammo="Ginsen",
  485.         head="Rawhide Mask",neck="Lissome Necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring",
  486.         body="Mekosuchinae Harness",hands="Umuthi Gloves",ring1="Defending Ring",ring2="Epona's Ring",
  487.         back="Solemnity Cape",waist="Cetl Belt",legs="Lengo Pants",feet=Herculean.feet.TP}
  488.  
  489.     sets.engaged.Learning = set_combine(sets.engaged, sets.Learning)
  490.     sets.engaged.DW.Learning = set_combine(sets.engaged.DW, sets.Learning)
  491.  
  492.  
  493.     sets.self_healing = {ring1="Kunaji Ring",ring2="Asklepian Ring"}
  494. end
  495.  
  496. -------------------------------------------------------------------------------------------------------------------
  497. -- Job-specific hooks for standard casting events.
  498. -------------------------------------------------------------------------------------------------------------------
  499.  
  500. -- Set eventArgs.handled to true if we don't want any automatic gear equipping to be done.
  501. -- Set eventArgs.useMidcastGear to true if we want midcast gear equipped on precast.
  502. function job_precast(spell, action, spellMap, eventArgs)
  503.     if unbridled_spells:contains(spell.english) and not state.Buff['Unbridled Learning'] then
  504.         eventArgs.cancel = true
  505.         windower.send_command('@input /ja "Unbridled Learning" <me>; wait 1.5; input /ma "'..spell.name..'" '..spell.target.name)
  506.     end
  507. end
  508.  
  509. -- Run after the default midcast() is done.
  510. -- eventArgs is the same one used in job_midcast, in case information needs to be persisted.
  511. function job_post_midcast(spell, action, spellMap, eventArgs)
  512.     -- Add enhancement gear for Chain Affinity, etc.
  513.     if spell.skill == 'Blue Magic' then
  514.         for buff,active in pairs(state.Buff) do
  515.             if active and sets.buff[buff] then
  516.                 equip(sets.buff[buff])
  517.             end
  518.         end
  519.         if spellMap == 'Healing' and spell.target.type == 'SELF' and sets.self_healing then
  520.             equip(sets.self_healing)
  521.         end
  522.     end
  523.  
  524.     -- If in learning mode, keep on gear intended to help with that, regardless of action.
  525.     if state.OffenseMode.value == 'Learning' then
  526.         equip(sets.Learning)
  527.     end
  528. end
  529.  
  530.  
  531. function job_precast(spell, action, spellMap, eventArgs)
  532.     if spell.english == 'Lunge' then
  533.         local abil_recasts = windower.ffxi.get_ability_recasts()
  534.         if abil_recasts[spell.recast_id] > 0 then
  535.             send_command('input /jobability "Swipe" <t>')
  536.             add_to_chat(122, '***Lunge Aborted: Timer on Cooldown -- Downgrading to Swipe.***')
  537.             eventArgs.cancel = true
  538.             return
  539.         end
  540.     end
  541. end
  542. -------------------------------------------------------------------------------------------------------------------
  543. -- Job-specific hooks for non-casting events.
  544. -------------------------------------------------------------------------------------------------------------------
  545.  
  546. -- Called when a player gains or loses a buff.
  547. -- buff == buff gained or lost
  548. -- gain == true if the buff was gained, false if it was lost.
  549. function job_buff_change(buff, gain)
  550.     if state.Buff[buff] ~= nil then
  551.         state.Buff[buff] = gain
  552.     end
  553. end
  554.  
  555. function job_setup()
  556.     define_rune_info()
  557. end
  558.  
  559. function define_rune_info()
  560.     rune_info = {
  561.         ["Ignis"]   = {damage="Fire", resistance="Ice"},
  562.         ["Gelus"]   = {damage="Ice", resistance="Wind"},
  563.         ["Flabra"]  = {damage="Wind", resistance="Earth"},
  564.         ["Tellus"]  = {damage="Earth", resistance="Lightning"},
  565.         ["Sulpor"]  = {damage="Lightning", resistance="Water"},
  566.         ["Unda"]    = {damage="Water", resistance="Fire"},
  567.         ["Lux"]     = {damage="Light", resistance="Darkness"},
  568.         ["Tenebrae"]= {damage="Darkness", resistance="Light"},
  569.     }
  570. end
  571.  
  572. function display_rune_info(spell)
  573.     runeinfo = rune_info[spell.english]
  574.     if runeinfo then
  575.         add_to_chat(122, '***'..spell.english..' provides '..runeinfo.damage..'-based damage while offering '..runeinfo.resistance..' resistance.***')
  576.     end
  577. end
  578.  
  579. function job_aftercast(spell, action, spellMap, eventArgs)
  580.     if spell.type == 'Rune' and not spell.interrupted then
  581.         display_rune_info(spell)
  582.     end
  583. end
  584.  
  585. -------------------------------------------------------------------------------------------------------------------
  586. -- User code that supplements standard library decisions.
  587. -------------------------------------------------------------------------------------------------------------------
  588.  
  589. -- Custom spell mapping.
  590. -- Return custom spellMap value that can override the default spell mapping.
  591. -- Don't return anything to allow default spell mapping to be used.
  592. function job_get_spell_map(spell, default_spell_map)
  593.     if spell.skill == 'Blue Magic' then
  594.         for category,spell_list in pairs(blue_magic_maps) do
  595.             if spell_list:contains(spell.english) then
  596.                 return category
  597.             end
  598.         end
  599.     end
  600. end
  601.  
  602. -- Modify the default idle set after it was constructed.
  603. function customize_idle_set(idleSet)
  604.     if player.mpp < 51 then
  605.         set_combine(idleSet, sets.latent_refresh)
  606.     end
  607.     return idleSet
  608. end
  609.  
  610. -- Called by the 'update' self-command, for common needs.
  611. -- Set eventArgs.handled to true if we don't want automatic equipping of gear.
  612. function job_update(cmdParams, eventArgs)
  613.     update_combat_form()
  614. end
  615.  
  616.  
  617. -------------------------------------------------------------------------------------------------------------------
  618. -- Utility functions specific to this job.
  619. -------------------------------------------------------------------------------------------------------------------
  620.  
  621. function update_combat_form()
  622.     -- Check for H2H or single-wielding
  623.     if player.equipment.sub == "Genbu's Shield" or player.equipment.sub == 'empty' then
  624.         state.CombatForm:reset()
  625.     else
  626.         state.CombatForm:set('DW')
  627.     end
  628. end
  629.  
  630.  
  631. -- Select default macro book on initial load or subjob change.
  632. function select_default_macro_book()
  633.     -- Default macro set/book
  634.     if player.sub_job == 'DNC' then
  635.         set_macro_page(5, 5)
  636.     else
  637.         set_macro_page(5, 5)
  638.     end
  639. end
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