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- -------------------------------------------------------------------------------------------------------------------
- -- Initialization function that defines sets and variables to be used.
- -------------------------------------------------------------------------------------------------------------------
- -- Last Modified: 1/6/2014 7:32:07 AM
- -- IMPORTANT: Make sure to also get the Mote-Include.lua file to go with this.
- function get_sets()
- -- Load and initialize the include file.
- include('Mote-Include.lua')
- init_include()
- -- Options: Override default values
- options.OffenseModes = {'Normal', 'Acc'}
- options.DefenseModes = {'Normal', 'Evasion', 'PDT'}
- options.WeaponskillModes = {'Normal', 'Acc', 'Att', 'Mod'}
- options.IdleModes = {'Normal'}
- options.RestingModes = {'Normal'}
- options.PhysicalDefenseModes = {'Evasion', 'PDT'}
- options.MagicalDefenseModes = {'MDT'}
- state.Defense.PhysicalMode = 'Evasion'
- state.Buff = {}
- state.Buff['Sneak Attack'] = buffactive['sneak attack'] or false
- state.Buff['Trick Attack'] = buffactive['trick attack'] or false
- state.Buff['Feint'] = buffactive['feint'] or false
- -- TH mode handling
- options.TreasureModes = {'None','Tag','SATA','Fulltime'}
- state.TreasureMode = 'Tag'
- tag_with_th = false
- tp_on_engage = 0
- --------------------------------------
- -- Start defining the sets
- --------------------------------------
- sets.TreasureHunter = {hands="Assassin's Armlets +2", feet="Raider's Poulaines +2"}
- -- Precast Sets
- sets.precast = {}
- -- Precast sets to enhance JAs
- sets.precast.JA = {}
- sets.precast.JA['Collaborator'] = {}
- sets.precast.JA['Accomplice'] = {}
- sets.precast.JA['Flee'] = {feet="Pillager's Poulaines"}
- sets.precast.JA['Hide'] = {body="Pillager's Vest +1"}
- sets.precast.JA['Conspirator'] = {} -- {body="Raider's Vest +2"}
- sets.precast.JA['Steal'] = {hands="Pill. Armlets +1"}
- sets.precast.JA['Despoil'] = {feet="Raider's Poulaines +2"}
- sets.precast.JA['Perfect Dodge'] = {hands="Assassin's Armlets +2"}
- sets.precast.JA['Feint'] = {} -- {legs="Assassin's Culottes +2"}
- sets.precast.JA['Sneak Attack'] = {
- head="Pill. Bonnet +1",neck="Love Torque",ear1="Dudgeon Earring",ear2="Heartseeker Earring",
- body="Pillager's Vest +1",hands="Raid. Armlets +2",ring1="Epona's Ring",ring2="Rajas Ring",
- back="Cavaros Mantle",waist="Patentia Sash",legs="Pill. Culottes +1",feet="Manibozho Boots"}
- sets.precast.JA['Trick Attack'] = {
- head="Pill. Bonnet +1",neck="Asperity Necklace",ear1="Dudgeon Earring",ear2="Heartseeker Earring",
- body="Pillager's Vest +1",hands="Pill. Armlets +1",ring1="Epona's Ring",ring2="Rajas Ring",
- back="Cavaros Mantle",waist="Patentia Sash",legs="Pill. Culottes +1",feet="Manibozho Boots"}
- -- Waltz set (chr and vit)
- sets.precast.Waltz = {}
- -- Don't need any special gear for Healing Waltz.
- sets.precast.Waltz['Healing Waltz'] = {}
- -- Fast cast sets for spells
- sets.precast.FC = {ear2="Loquacious Earring",hands="Thaumas Gloves",ring1="Prolix Ring",legs="Enif Cosciales"}
- sets.precast.FC.Utsusemi = set_combine(sets.precast.FC, {neck="Magoraga Beads"})
- -- Weaponskill sets
- -- Default set for any weaponskill that isn't any more specifically defined
- sets.precast.WS = {
- head="Whirlpool Mask",neck="Asperity Necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring",
- body="Iuitl Vest",hands="Pill. Armlets +1",ring1="Epona's Ring",ring2="Rajas Ring",
- back="Atheling Mantle",waist="Caudata Belt",legs="Pill. Culottes +1",feet="Manibozho Boots"}
- sets.precast.WS.Acc = set_combine(sets.precast.WS, {back="Letalis Mantle"})
- -- Specific weaponskill sets. Uses the base set if an appropriate WSMod version isn't found.
- sets.precast.WS['Exenterator'] = {
- head="Pill. Bonnet +1",neck="Asperity Necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring",
- body="Pillager's Vest +1",hands="Pill. Armlets +1",ring1="Epona's Ring",ring2="Mars's Ring",
- back="Canny Cape",waist="Caudata Belt",legs="Pill. Culottes +1",feet="Manibozho Boots"}
- sets.precast.WS['Exenterator'].Acc = set_combine(sets.precast.WS['Exenterator'], {back="Letalis Mantle"})
- sets.precast.WS['Exenterator'].Mod = set_combine(sets.precast.WS['Exenterator'], {waist="Thunder Belt"})
- sets.precast.WS['Exenterator'].SA = set_combine(sets.precast.WS['Exenterator'].Mod, {neck="Thunder Gorget"})
- sets.precast.WS['Exenterator'].TA = set_combine(sets.precast.WS['Exenterator'].Mod, {neck="Thunder Gorget"})
- sets.precast.WS['Exenterator'].SATA = set_combine(sets.precast.WS['Exenterator'].Mod, {neck="Thunder Gorget"})
- sets.precast.WS['Dancing Edge'] = {ammo="Thew Bomblet",
- head="Whirlpool Mask",neck="Soil Gorget",ear1="Bladeborn Earring",ear2="Steelflash Earring",
- body="Manibozho Jerkin",hands="Buremte Gloves",ring1="Rajas Ring",ring2="Epona's Ring",
- back="Atheling Mantle",waist="Caudata Belt",legs="Manibozho Brais",feet="Iuitl Gaiters"}
- sets.precast.WS['Dancing Edge'].Acc = set_combine(sets.precast.WS['Dancing Edge'], {ammo="Honed Tathlum", back="Letalis Mantle"})
- sets.precast.WS['Dancing Edge'].Mod = set_combine(sets.precast.WS['Dancing Edge'], {waist="Soil Belt"})
- sets.precast.WS['Dancing Edge'].SA = set_combine(sets.precast.WS['Dancing Edge'].Mod, {ammo="Qirmiz Tathlum",neck="Moepapa Medal"})
- sets.precast.WS['Dancing Edge'].TA = set_combine(sets.precast.WS['Dancing Edge'].Mod, {ammo="Qirmiz Tathlum",neck="Moepapa Medal",hands="Pillager's Armlets"})
- sets.precast.WS['Dancing Edge'].SATA = set_combine(sets.precast.WS['Dancing Edge'].Mod, {ammo="Qirmiz Tathlum",neck="Moepapa Medal",hands="Pillager's Armlets"})
- sets.precast.WS['Evisceration'] = {
- head="Uk'uxkaj Cap",neck="Nefarious Collar",ear1="Bladeborn Earring",ear2="Steelflash Earring",
- body="Pillager's Vest +1",hands="Pill. Armlets +1",ring1="Epona's Ring",ring2="Rajas Ring",
- back="Rancorous Mantle",waist="Caudata Belt",legs="Pill. Culottes +1",feet="Manibozho Boots"}
- sets.precast.WS['Evisceration'].Acc = set_combine(sets.precast.WS['Evisceration'], {back="Letalis Mantle",ring2="Mars's Ring"})
- sets.precast.WS['Evisceration'].Mod = set_combine(sets.precast.WS['Evisceration'], {waist="Soil Belt"})
- sets.precast.WS['Evisceration'].SA = set_combine(sets.precast.WS['Evisceration'].Mod, {head="Pill. Bonnet +1",neck="Soil Gorget",hands="Raid. Armlets +2",back="Cavaros Mantle"})
- sets.precast.WS['Evisceration'].TA = set_combine(sets.precast.WS['Evisceration'].Mod, {head="Pill. Bonnet +1",neck="Soil Gorget",back="Cavaros Mantle"})
- sets.precast.WS['Evisceration'].SATA = set_combine(sets.precast.WS['Evisceration'].Mod, {head="Pill. Bonnet +1",neck="Soil Gorget",back="Cavaros Mantle"})
- sets.precast.WS['Mercy Stroke'] = {
- head="Whirlpool Mask",neck="Justiciar's Torque",ear1="Vulcan's Pearl",ear2="Brutal Earring",
- body="Pillager's Vest +1",hands="Pill. Armlets +1",ring1="Epona's Ring",ring2="Strigoi Ring",
- back="Buquwik Cape",waist="Caudata Belt",legs="Pill. Culottes +1",feet="Manibozho Boots"}
- sets.precast.WS['Mercy Stroke'].Acc = set_combine(sets.precast.WS['Mercy Stroke'], {back="Letalis Mantle"})
- sets.precast.WS['Mercy Stroke'].Mod = set_combine(sets.precast.WS['Mercy Stroke'], {waist="Soil Belt"})
- sets.precast.WS['Mercy Stroke'].SA = set_combine(sets.precast.WS['Mercy Stroke'].Mod, {head="Pill. Bonnet +1",neck="Soil Gorget",ring1="Candent Ring",hands="Raid. Armlets +2",back="Cavaros Mantle"})
- sets.precast.WS['Mercy Stroke'].TA = set_combine(sets.precast.WS['Mercy Stroke'].Mod, {head="Pill. Bonnet +1",neck="Soil Gorget",ring1="Candent Ring",back="Cavaros Mantle"})
- sets.precast.WS['Mercy Stroke'].SATA = set_combine(sets.precast.WS['Mercy Stroke'].Mod, {head="Pill. Bonnet +1",neck="Thunder Gorget",ring1="Candent Ring",back="Cavaros Mantle"})
- sets.precast.WS['Rudra\'s Storm' ] = {
- head="Pill. Bonnet +1",neck="Love Torque",ear1="Moonshade Earring",ear2="Brutal Earring",
- body="Pillager's Vest +1",hands="Pill. Armlets +1",ring1="Epona's Ring",ring2="Rajas Ring",
- back="Atheling Mantle",waist="Caudata Belt",legs="Pill. Culottes +1",feet="Manibozho Boots"}
- sets.precast.WS['Rudra\'s Storm' ].Acc = set_combine(sets.precast.WS['Rudra\'s Storm' ], {back="Letalis Mantle"})
- sets.precast.WS['Rudra\'s Storm' ].Mod = set_combine(sets.precast.WS['Rudra\'s Storm' ], {waist="Snow Belt"})
- sets.precast.WS['Rudra\'s Storm' ].SA = set_combine(sets.precast.WS['Rudra\'s Storm' ].Mod, {neck="Snow Gorget",hands="Raid. Armlets +2",back="Cavaros Mantle"})
- sets.precast.WS['Rudra\'s Storm' ].TA = set_combine(sets.precast.WS['Rudra\'s Storm' ].Mod, {neck="Snow Gorget",back="Cavaros Mantle"})
- sets.precast.WS['Rudra\'s Storm' ].SATA = set_combine(sets.precast.WS['Rudra\'s Storm' ].Mod, {neck="Snow Gorget",back="Cavaros Mantle"})
- sets.precast.WS['Aeolian Edge'] = {}
- -- Midcast Sets
- sets.midcast = {}
- sets.midcast.FastRecast = {
- head="Pill. Bonnet +1",ear2="Loquacious Earring",
- body="Pillager's Vest +1",hands="Thaumas Gloves",
- back="Shadow Mantle",waist="Hurch'lan Sash",legs="Enif Cosciales",feet="Manibozho Boots"}
- -- Specific spells
- sets.midcast.Utsusemi = {
- head="Pill. Bonnet +1",neck="Torero Torque",ear2="Loquacious Earring",
- body="Pillager's Vest +1",hands="Thaumas Gloves",ring1="Beeline Ring",
- back="Shadow Mantle",waist="Hurch'lan Sash",legs="Enif Cosciales",feet="Manibozho Boots"}
- -- Sets to return to when not performing an action.
- -- Resting sets
- sets.resting = {neck="Wiglen Gorget",
- ring1="Sheltered Ring",ring2="Paguroidea Ring"}
- -- Idle sets (default idle set not needed since the other three are defined, but leaving for testing purposes)
- sets.idle = {}
- sets.idle.Town = {main="Mandau", sub="Izhiikoh",
- head="Pill. Bonnet +1",neck="Wiglen Gorget",ear1="Dudgeon Earring",ear2="Heartseeker Earring",
- body="Pillager's Vest +1",hands="Pill. Armlets +1",ring1="Dark Ring",ring2="Defending Ring",
- back="Iximulew Cape",waist="Flume Belt",legs="Pill. Culottes +1",feet="Skadi's Jambeaux +1"}
- sets.idle.Field = {
- head="Pill. Bonnet +1",neck="Wiglen Gorget",ear1="Dudgeon Earring",ear2="Heartseeker Earring",
- body="Pillager's Vest +1",hands="Pill. Armlets +1",ring1="Sheltered Ring",ring2="Paguroidea Ring",
- back="Iximulew Cape",waist="Flume Belt",legs="Pill. Culottes +1",feet="Skadi's Jambeaux +1"}
- sets.idle.Weak = {
- head="Whirlpool Mask",neck="Wiglen Gorget",ear1="Dudgeon Earring",ear2="Heartseeker Earring",
- body="Manibozho Jerkin",hands="Buremte Gloves",ring1="Sheltered Ring",ring2="Paguroidea Ring",
- back="Iximulew Cape",waist="Flume Belt",legs="Nahtirah Trousers",feet="Skadi's Jambeaux +1"}
- -- Defense sets
- sets.defense = {}
- sets.defense.Evasion = {
- head="Pill. Bonnet +1",neck="Torero Torque",
- body="Pillager's Vest +1",hands="Pill. Armlets +1",ring1="Beeline Ring",ring2="Defending Ring",
- back="Canny Cape",waist="Flume Belt",legs="Pill. Culottes +1",feet="Manibozho Boots"}
- sets.defense.PDT = {
- head="Pill. Bonnet +1",neck="Twilight Torque",
- body="Pillager's Vest +1",hands="Iuitl Wristbands",ring1="Dark Ring",ring2="Defending Ring",
- back="Iximulew Cape",waist="Flume Belt",legs="Iuitl Tights",feet="Thurandaut Boots"}
- sets.defense.MDT = {
- head="Pill. Bonnet +1",neck="Twilight Torque",
- body="Pillager's Vest +1",hands="Pill. Armlets +1",ring1="Dark Ring",ring2="Defending Ring",
- back="Mollusca Mantle",waist="Flume Belt",legs="Pill. Culottes +1",feet="Manibozho Boots"}
- sets.Kiting = {feet="Skadi's Jambeaux +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 = {ranged="Raider's Bmrng.",
- head="Uk'uxkaj Cap",neck="Asperity Necklace",ear1="Dudgeon Earring",ear2="Heartseeker Earring",
- body="Thaumas Coat",hands="Pill. Armlets +1",ring1="Epona's Ring",ring2="Rajas Ring",
- back="Atheling Mantle",waist="Patentia Sash",legs="Pill. Culottes +1",feet="Manibozho Boots"}
- sets.engaged.Acc = {ammo="Honed Tathlum",
- head="Whirlpool Mask",neck="Love Torque",ear1="Bladeborn Earring",ear2="Steelflash Earring",
- body="Thaumas Coat",hands="Pill. Armlets +1",ring1="Epona's Ring",ring2="Mars's Ring",
- back="Letalis Mantle",waist="Patentia Sash",legs="Pill. Culottes +1",feet="Manibozho Boots"}
- sets.engaged.Evasion = {ranged="Raider's Bmrng.",
- head="Pill. Bonnet +1",neck="Torero Torque",ear1="Dudgeon Earring",ear2="Heartseeker Earring",
- body="Pillager's Vest +1",hands="Pill. Armlets +1",ring1="Beeline Ring",ring2="Defending Ring",
- back="Canny Cape",waist="Patentia Sash",legs="Pill. Culottes +1",feet="Manibozho Boots"}
- sets.engaged.Acc.Evasion = {ammo="Honed Tathlum",
- head="Whirlpool Mask",neck="Twilight Torque",ear1="Bladeborn Earring",ear2="Steelflash Earring",
- body="Pillager's Vest +1",hands="Pill. Armlets +1",ring1="Beeline Ring",ring2="Defending Ring",
- back="Letalis Mantle",waist="Patentia Sash",legs="Pill. Culottes +1",feet="Manibozho Boots"}
- sets.engaged.PDT = {
- head="Pill. Bonnet +1",neck="Twilight Torque",ear1="Dudgeon Earring",ear2="Heartseeker Earring",
- body="Pillager's Vest +1",hands="Iuitl Wristbands",ring1="Dark Ring",ring2="Defending Ring",
- back="Iximulew Cape",waist="Flume Belt",legs="Iuitl Tights",feet="Thurandaut Boots"}
- sets.engaged.Acc.PDT = {ammo="Honed Tathlum",
- head="Whirlpool Mask",neck="Twilight Torque",ear1="Bladeborn Earring",ear2="Steelflash Earring",
- body="Pillager's Vest +1",hands="Pill. Armlets +1",ring1="Beeline Ring",ring2="Defending Ring",
- back="Letalis Mantle",waist="Patentia Sash",legs="Pill. Culottes +1",feet="Manibozho Boots"}
- -- Ranged gaer
- sets.ranged = {hands="Assassin's Armlets +2",feet="Raider's Poulaines +2"}
- gearswap_binds_on_load()
- windower.send_command('bind ^- gs c toggle target')
- windower.send_command('bind !- gs c cycle targetmode')
- windower.send_command('bind ^= gs c cycle treasuremode')
- windower.send_command('bind ^` input /ja "Flee" <me>')
- end
- -- Called when this job file is unloaded (eg: job change)
- function file_unload()
- --spellcast_binds_on_unload()
- windower.send_command('unbind ^`')
- end
- -------------------------------------------------------------------------------------------------------------------
- -- Job-specific hooks that are called to process player actions at specific points in time.
- -------------------------------------------------------------------------------------------------------------------
- -- 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)
- end
- function get_job_wsmode(spell, action, spellMap)
- local wsmode = ''
- if state.Buff['Sneak Attack'] then
- wsmode = 'SA'
- end
- if state.Buff['Trick Attack'] then
- wsmode = wsmode .. 'TA'
- end
- if wsmode ~= '' then
- return wsmode
- end
- end
- -- Run after the general precast() is done.
- function job_post_precast(spell, action, spellMap, eventArgs)
- if spell.type == 'Step' or spell.type == 'Flourish1' then
- if state.TreasureMode ~= 'None' then
- equip(sets.TreasureHunter)
- end
- elseif (spell.english=='Sneak Attack' or spell.english=='Trick Attack') and
- (state.TreasureMode == 'SATA' or state.TreasureMode == 'Fulltime' or tag_with_th) then
- equip(sets.TreasureHunter)
- end
- end
- -- Return true if we handled the aftercast work. Otherwise it will fall back
- -- to the general aftercast() code in Mote-Include.
- function job_aftercast(spell, action, spellMap, eventArgs)
- -- Update the state of certain buff JAs if the action wasn't interrupted.
- if not spell.interrupted then
- if state.Buff[spell.name] ~= nil then
- state.Buff[spell.name] = true
- end
- end
- -- Don't let aftercast revert gear set for SA/TA/Feint
- if S{'Sneak Attack', 'Trick Attack', 'Feint'}[spell.english] and not spell.interrupted then
- eventArgs.handled = true
- -- If SA/TA/Feint are active, put appropriate gear back on (including TH gear).
- elseif state.Buff['Sneak Attack'] then
- equip(sets.precast.JA['Sneak Attack'])
- if state.TreasureMode == 'SATA' or state.TreasureMode == 'Fulltime' or tag_with_th then
- equip(sets.TreasureHunter)
- end
- eventArgs.handled = true
- elseif state.Buff['Trick Attack'] then
- equip(sets.precast.JA['Trick Attack'])
- if state.TreasureMode == 'SATA' or state.TreasureMode == 'Fulltime' or tag_with_th then
- equip(sets.TreasureHunter)
- end
- eventArgs.handled = true
- elseif state.Buff['Feint'] then
- --equip(sets.precast.JA['Feint'])
- if state.TreasureMode == 'SATA' or state.TreasureMode == 'Fulltime' or tag_with_th then
- equip(sets.TreasureHunter)
- end
- eventArgs.handled = true
- end
- if not spell.interrupted then
- if spell.target and spell.target.type == 'Enemy' then
- tag_with_th = false
- tp_on_engage = 0
- elseif (spell.type == 'Waltz' or spell.type == 'Samba') and tag_with_th then
- -- Update current TP if we spend TP before we actually hit the mob
- tp_on_engage = player.tp
- end
- end
- end
- -------------------------------------------------------------------------------------------------------------------
- -- Customization hooks for idle and melee sets, after they've been automatically constructed.
- -------------------------------------------------------------------------------------------------------------------
- function customize_idle_set(idleSet)
- if player.hpp < 80 then
- idleSet.head = "Pill. Bonnet +1"
- end
- return idleSet
- end
- function customize_melee_set(meleeSet)
- if state.TreasureMode == 'Fulltime' or tag_with_th then
- meleeSet = set_combine(meleeSet, sets.TreasureHunter)
- end
- return meleeSet
- end
- -------------------------------------------------------------------------------------------------------------------
- -- General hooks for other events.
- -------------------------------------------------------------------------------------------------------------------
- -- Called when the player's status changes.
- function job_status_change(newStatus, oldStatus, eventArgs)
- if newStatus == 'Engaged' and state.TreasureMode ~= 'None' then
- equip(sets.TreasureHunter)
- tag_with_th = true
- tp_on_engage = player.tp
- windower.send_command('wait 3;gs c update th')
- elseif oldStatus == 'Engaged' then
- tag_with_th = false
- tp_on_engage = 0
- end
- -- If SA/TA/Feint are active, don't change gear sets
- if satafeint_active() then
- eventArgs.handled = true
- end
- end
- -- Called when a player gains or loses a buff.
- -- buff == buff gained or lost
- -- gain == true if the buff was gained, false if it was lost.
- function job_buff_change(buff, gain)
- if state.Buff[buff] ~= nil then
- state.Buff[buff] = gain
- if not satafeint_active() then
- handle_equipping_gear(player.status)
- end
- end
- end
- -- Function to indicate if any buffs have been activated that we don't want to equip gear over.
- function satafeint_active()
- return state.Buff['Sneak Attack'] or state.Buff['Trick Attack'] or state.Buff['Feint']
- end
- -------------------------------------------------------------------------------------------------------------------
- -- Hooks for TH mode handling.
- -------------------------------------------------------------------------------------------------------------------
- -- Request job-specific mode tables.
- -- Return true on the third returned value to indicate an error: that we didn't recognize the requested field.
- function job_get_mode_table(field)
- if field == 'Treasure' then
- return options.TreasureModes, state.TreasureMode
- end
- -- Return an error if we don't recognize the field requested.
- return nil, nil, true
- end
- -- Set job-specific mode values.
- -- Return true if we recognize and set the requested field.
- function job_set_mode(field, val)
- if field == 'Treasure' then
- state.TreasureMode = val
- return true
- end
- end
- -------------------------------------------------------------------------------------------------------------------
- -- User code that supplements self-commands.
- -------------------------------------------------------------------------------------------------------------------
- -- Called for direct player commands.
- function job_self_command(cmdParams)
- end
- -- Called by the 'update' self-command.
- function job_update(cmdParams, eventArgs)
- if state.TreasureMode == 'None' then
- tag_with_th = false
- tp_on_engage = 0
- elseif tag_with_th and player.tp ~= tp_on_engage then
- tag_with_th = false
- tp_on_engage = 0
- elseif cmdParams[1] == 'th' and player.status == 'Engaged' then
- windower.send_command('wait 3;gs c update th')
- end
- if player.equipment.range ~= 'empty' then
- disable('range', 'ammo')
- else
- enable('range', 'ammo')
- end
- -- Don't trigger equipping gear if SA/TA/Feint is active.
- if buffactive['sneak attack'] or buffactive['trick attack'] or buffactive['feint'] then
- eventArgs.handled = true
- end
- end
- -- Function to display the current relevant user state when doing an update.
- -- Return true if display was handled, and you don't want the default info shown.
- function display_current_job_state(eventArgs)
- local defenseString = ''
- if state.Defense.Active then
- local defMode = state.Defense.PhysicalMode
- if state.Defense.Type == 'Magical' then
- defMode = state.Defense.MagicalMode
- end
- defenseString = 'Defense: '..state.Defense.Type..' '..defMode..' '
- end
- add_to_chat(122,'Melee: '..state.OffenseMode..'/'..state.DefenseMode..' WS: '..state.WeaponskillMode..' '..
- defenseString..'Kiting: '..on_off_names[state.Kiting]..' TH: '..state.TreasureMode)
- eventArgs.handled = true
- end
- -------------------------------------------------------------------------------------------------------------------
- -- Utility functions specific to this job.
- -------------------------------------------------------------------------------------------------------------------
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