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- -------------------------------------------------------------------------------------------------------------------
- -- Setup functions for this job. Generally should not be modified.
- -------------------------------------------------------------------------------------------------------------------
- --[[
- gs c toggle luzaf -- 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()
- -- 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 = false
- -- Whether a warning has been given for low ammo
- state.warned = false
- define_roll_values()
- end
- -------------------------------------------------------------------------------------------------------------------
- -- User setup functions for this job. Recommend that these be overridden in a sidecar file.
- -------------------------------------------------------------------------------------------------------------------
- -- Setup vars that are user-dependent. Can override this function in a sidecar file.
- function user_setup()
- -- Options: Override default values
- options.OffenseModes = {'Ranged', 'Melee', 'Acc'}
- options.RangedModes = {'Normal', 'Acc'}
- options.WeaponskillModes = {'Normal', 'Acc', 'Att', 'Mod'}
- options.CastingModes = {'Normal', 'Resistant'}
- options.IdleModes = {'Normal'}
- options.RestingModes = {'Normal'}
- options.PhysicalDefenseModes = {'PDT'}
- options.MagicalDefenseModes = {'MDT'}
- state.Defense.PhysicalMode = 'PDT'
- gear.RAbullet = "Bullet"
- gear.WSbullet = "Oberon's Bullet"
- gear.MAbullet = "Bronze Bullet"
- gear.QDbullet = "Animikii Bullet"
- options.ammo_warning_limit = 15
- -- Additional local binds
- -- Cor doesn't use hybrid defense mode; using that for ranged mode adjustments.
- send_command('bind ^f9 gs c cycle RangedMode')
- send_command('bind ^` input /ja "Double-up" <me>')
- send_command('bind !` input /ja "Bolter\'s Roll" <me>')
- end
- -- Called when this job file is unloaded (eg: job change)
- function user_unload()
- send_command('unbind ^`')
- send_command('unbind !`')
- 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="Navarch's Frac +2"}
- sets.precast.JA['Snake Eye'] = {legs="Comm. Culottes +2"}
- sets.precast.JA['Wild Card'] = {feet="Comm. Bottes +2"}
- sets.precast.JA['Random Deal'] = {body="Comm. Frac +2"}
- sets.precast.CorsairRoll = {head="Lanun Tricorne",hands="Navarch's Gants +2", ring2="Barataria Ring"}
- sets.precast.CorsairRoll["Caster's Roll"] = set_combine(sets.precast.CorsairRoll, {legs="Navarch's Culottes +2"})
- sets.precast.CorsairRoll["Courser's Roll"] = set_combine(sets.precast.CorsairRoll, {feet="Navarch's Bottes +2"})
- sets.precast.CorsairRoll["Blitzer's Roll"] = set_combine(sets.precast.CorsairRoll, {head="Navarch's Tricorne +2"})
- sets.precast.CorsairRoll["Tactician's Roll"] = set_combine(sets.precast.CorsairRoll, {body="Navarch's Frac +2"})
- sets.precast.CorsairRoll["Allies' Roll"] = set_combine(sets.precast.CorsairRoll, {hands="Navarch's Gants +2"})
- sets.precast.LuzafRing = {ring2="Luzaf's Ring"}
- sets.precast.FoldDoubleBust = {hands="Nvrch. Gants +2"}
- sets.precast.CorsairShot = {head="Wayfarer Circlet"}
- -- 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="Navarch's Tricorne +2",
- body="Mextli Harness",hands="Nvrch. Gants +2",
- back="Navarch's Mantle",waist="Impulse Belt",legs="Thur. Tights +1",feet="Cor. Bottes +1"}
- -- Weaponskill sets
- -- Default set for any weaponskill that isn't any more specifically defined
- sets.precast.WS = {
- head="Lanun Tricorne",neck=gear.ElementalGorget,ear1="Altdorf's Earring",ear2="Wilhelm's Earring",
- body="Tessera Saio",hands="Schutzen Mittens",ring1="Stormsoul Ring",ring2="Stormsoul Ring",
- back="Amemet Mantle +1",waist=gear.ElementalBelt,legs="Thur. Tights +1",feet="Nvrch. Bottes +2"}
- -- 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",neck=gear.ElementalGorget,ear1="Altdorf's Earring",ear2="Wilhelm's Earring",
- body="Tessera Saio",hands="Iuitl Wristbands",ring1="Rajas Ring",ring2="Stormsoul Ring",
- back="Gunslinger's Cape",waist=gear.ElementalBelt,legs="Thur. Tights +1",feet="Nvrch. Bottes +2"}
- sets.precast.WS['Last Stand'].Acc = {ammo=gear.WSbullet,
- head="Nvrch. Tricorne +2",neck=gear.ElementalGorget,ear1="Altdorf's Earring",ear2="Wilhelm's Earring",
- body="Tessera Saio",hands="Iuitl Wristbands",ring1="Rajas Ring",ring2="Stormsoul Ring",
- back="Gunslinger's Cape",waist=gear.ElementalBelt,legs="Thur. Tights +1",feet="Nvrch. Bottes +2"}
- sets.precast.WS['Wildfire'] = {ammo=gear.MAbullet,
- head="Wayfarer Circlet",neck="Stoicheion Medal",ear1="Novio Earring",ear2="Hecate's Earring",
- body="Tessera Saio",hands="Iuitl Wristbands",ring1="Stormsoul Ring",ring2="Stormsoul Ring",
- back="Gunslinger's Cape",waist=gear.ElementalBelt,legs="Thur. Tights +1",feet="Nvrch. Bottes +2"}
- sets.precast.WS['Wildfire'].Brew = {ammo=gear.MAbullet,
- head="Wayfarer Circlet",neck="Stoicheion Medal",ear1="Novio Earring",ear2="Hecate's Earring",
- body="Tessera Saio",hands="Iuitl Wristbands",ring1="Stormsoul Ring",ring2="Stormsoul Ring",
- back="Gunslinger's Cape",waist=gear.ElementalBelt,legs="Shned. Tights +1",feet="Nvrch. Bottes +2"}
- sets.precast.WS['Leaden Salute'] = sets.precast.WS['Wildfire']
- -- 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="Pandinus Beret",neck="Stoicheion Medal",ear1="Novio Earring",ear2="Hecate's Earring",
- body="Mirke Wardecors",hands="Nvrch. Gants +2",ring1="Stormsoul Ring",ring2="Stormsoul Ring",
- back="Gunslinger's Cape",waist="Aquiline Belt",legs="Shned. Tights +1",feet="Nvrch. Bottes +2"}
- sets.midcast.CorsairShot.Acc = {ammo=gear.QDbullet,
- head="Wayfarer Circlet",neck="Stoicheion Medal",ear1="Altdorf's Earring",ear2="Wilhelm's Earring",
- body="Mirke Wardecors",hands="Nvrch. Gants +2",ring1="Stormsoul Ring",ring2="Stormsoul Ring",
- back="Gunslinger's Cape",waist="Aquiline Belt",legs="Shned. Tights +1",feet="Nvrch. Bottes +2"}
- sets.midcast.CorsairShot['Light Shot'] = {ammo=gear.QDbullet,
- head="Lanun Tricorne",neck="Stoicheion Medal",ear1="Altdorf's Earring",ear2="Wilhelm's Earring",
- body="Mirke Wardecors",hands="Schutzen Mittens",ring1="Stormsoul Ring",ring2="Stormsoul Ring",
- back="Gunslinger's Cape",waist="Aquiline Belt",legs="Thur. Tights +1",feet="Nvrch. Bottes +2"}
- sets.midcast.CorsairShot['Dark Shot'] = sets.midcast.CorsairShot['Light Shot']
- -- Ranged gear
- sets.midcast.RA = {ammo=gear.RAbullet,
- head="Nvrch. Tricorne +2",neck="Peacock Amulet",ear1="Hollow Earring",ear2="Volley Earring",
- body="Mextli Harness",hands="Nvrch. Gants +2",ring1="Rajas Ring",ring2="Jalzahn's Ring",
- back="Gunslinger's Cape",waist="Impulse Belt",legs="Thur. Tights +1",feet="Iuitl Gaiters +1"}
- sets.midcast.RA.Acc = {ammo=gear.RAbullet,
- head="Nvrch. Tricorne +2",neck="Peacock Amulet",ear1="Hollow Earring",ear2="Volley Earring",
- body="Mextli Harness",hands="Nvrch. Gants +2",ring1="Rajas Ring",ring2="Jalzahn's Ring",
- back="Gunslinger's Cape",waist="Impulse Belt",legs="Thur. Tights +1",feet="Cor. Bottes +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="Lanun Tricorne",neck="Peacock Amulet",ear1="Novio Earring",ear2="Hecate's Earring",
- body="Tessera Saio",hands="Nvrch. Gants +2",ring1="Rajas Ring",ring2="Jalzahn's Ring",
- back="Gunslinger's Cape",waist="Aquiline Belt",legs="Shned. Tights +1",feet="Nvrch. Bottes +2"}
- sets.idle.Town = {ammo=gear.QDbullet,
- head="Lanun Tricorne",neck="Peacock Amulet",ear1="Novio Earring",ear2="Hecate's Earring",
- body="Tessera Saio",hands="Nvrch. Gants +2",ring1="Rajas Ring",ring2="Jalzahn's Ring",
- back="Gunslinger's Cape",waist="Aquiline Belt",legs="Shned. Tights +1",feet="Nvrch. Bottes +2"}
- -- Defense sets
- sets.defense.PDT = {
- head="Whirlpool Mask",neck="Twilight Torque",ear1="Clearview Earring",ear2="Volley Earring",
- body="Iuitl Vest",hands="Iuitl Wristbands",ring1="Defending Ring",ring2=gear.DarkRing.physical,
- back="Shadow Mantle",waist="Flume Belt",legs="Nahtirah Trousers",feet="Iuitl Gaiters +1"}
- sets.defense.MDT = {
- head="Whirlpool Mask",neck="Twilight Torque",ear1="Clearview Earring",ear2="Volley Earring",
- body="Iuitl Vest",hands="Iuitl Wristbands",ring1="Defending Ring",ring2="Shadow Ring",
- back="Engulfer Cape",waist="Flume Belt",legs="Nahtirah Trousers",feet="Iuitl Gaiters +1"}
- 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.Melee = {ammo=gear.RAbullet,
- head="Cuauh. Headpiece",neck="Peacock Amulet",ear1="Hollow Earring",ear2="Suppanomimi",
- body="Mextli Harness",hands="Dusk Gloves +1",ring1="Rajas Ring",ring2="Adler Ring",
- back="Amemet Mantle +1",waist="Twilight Belt",legs="Aurore Brais",feet="Comm. Bottes +2"}
- sets.engaged.Acc = {ammo=gear.RAbullet,
- head="Cuauh. Headpiece",neck="Peacock Amulet",ear1="Hollow Earring",ear2="Suppanomimi",
- body="Mextli Harness",hands="Dusk Gloves +1",ring1="Rajas Ring",ring2="Adler Ring",
- back="Amemet Mantle +1",waist="Twilight Belt",legs="Aurore Brais",feet="Comm. Bottes +2"}
- sets.engaged.Melee.DW = {ammo=gear.RAbullet,
- head="Cuauh. Headpiece",neck="Peacock Amulet",ear1="Hollow Earring",ear2="Suppanomimi",
- body="Mextli Harness",hands="Dusk Gloves +1",ring1="Rajas Ring",ring2="Adler Ring",
- back="Amemet Mantle +1",waist="Twilight Belt",legs="Aurore Brais",feet="Comm. Bottes +2"}
- sets.engaged.Acc.DW = {ammo=gear.RAbullet,
- head="Cuauh. Headpiece",neck="Peacock Amulet",ear1="Hollow Earring",ear2="Suppanomimi",
- body="Mextli Harness",hands="Dusk Gloves +1",ring1="Rajas Ring",ring2="Adler Ring",
- back="Amemet Mantle +1",waist="Twilight Belt",legs="Aurore Brais",feet="Comm. Bottes +2"}
- sets.engaged.Ranged = {ammo=gear.RAbullet,
- head="Nvrch. Tricorne +2",neck="Peacock Amulet",ear1="Hollow Earring",ear2="Volley Earring",
- body="Mextli Harness",hands="Nvrch. Gants +2",ring1="Rajas Ring",ring2="Jalzahn's Ring",
- back="Gunslinger's Cape",waist="Impulse Belt",legs="Thur. Tights +1",feet="Iuitl Gaiters +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
- -- gear sets
- if (spell.type == 'CorsairRoll' or spell.english == "Double-Up") and state.LuzafRing then
- equip(sets.precast.LuzafRing)
- elseif spell.type == 'CorsairShot' and state.CastingMode == '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
- -------------------------------------------------------------------------------------------------------------------
- -- Job-specific hooks for non-casting events.
- -------------------------------------------------------------------------------------------------------------------
- -- Called when the player's status changes.
- function job_status_change(newStatus, oldStatus, eventArgs)
- if newStatus == 'Engaged' and player.equipment.main == 'Chatoyant Staff' then
- state.OffenseMode = 'Ranged'
- 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 = 'Ranged'
- end
- end
- -- Set eventArgs.handled to true if we don't want the automatic display to be run.
- function display_current_job_state(eventArgs)
- local 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
- local rollsize = (state.LuzafRing and 'Large') or 'Small'
- local pcTarget = ''
- if state.PCTargetMode ~= 'default' then
- pcTarget = ', Target PC: '..state.PCTargetMode
- end
- local npcTarget = ''
- if state.SelectNPCTargets then
- pcTarget = ', Target NPCs'
- end
- add_to_chat(122,'Off.: '..state.OffenseMode..', Rng.: '..state.RangedMode..', WS: '..state.WeaponskillMode..
- ', QD: '..state.CastingMode..', '..defenseString..'Kite: '..on_off_names[state.Kiting]..
- ', Roll Size: '..rollsize..pcTarget..npcTarget)
- eventArgs.handled = true
- end
- -------------------------------------------------------------------------------------------------------------------
- -- User self-commands.
- -------------------------------------------------------------------------------------------------------------------
- -- Job-specific toggles.
- function job_toggle_state(field)
- if field:lower() == 'luzaf' then
- state.LuzafRing = not state.LuzafRing
- return "Use of Luzaf Ring", state.LuzafRing
- end
- end
- -------------------------------------------------------------------------------------------------------------------
- -- Utility functions specific to this job.
- -------------------------------------------------------------------------------------------------------------------
- function define_roll_values()
- rolls = {
- ["Corsair's Roll"] = {lucky=5, unlucky=9, bonus="Experience Points"},
- ["Ninja Roll"] = {lucky=4, unlucky=8, bonus="Evasion"},
- ["Hunter's Roll"] = {lucky=4, unlucky=8, bonus="Accuracy"},
- ["Chaos Roll"] = {lucky=4, unlucky=8, bonus="Attack"},
- ["Magus's Roll"] = {lucky=2, unlucky=6, bonus="Magic Defense"},
- ["Healer's Roll"] = {lucky=3, unlucky=7, bonus="Cure Potency Received"},
- ["Puppet Roll"] = {lucky=4, unlucky=8, bonus="Pet Magic Accuracy/Attack"},
- ["Choral Roll"] = {lucky=2, unlucky=6, bonus="Spell Interruption Rate"},
- ["Monk's Roll"] = {lucky=3, unlucky=7, bonus="Subtle Blow"},
- ["Beast Roll"] = {lucky=4, unlucky=8, bonus="Pet Attack"},
- ["Samurai Roll"] = {lucky=2, unlucky=6, bonus="Store TP"},
- ["Evoker's Roll"] = {lucky=5, unlucky=9, bonus="Refresh"},
- ["Rogue's Roll"] = {lucky=5, unlucky=9, bonus="Critical Hit Rate"},
- ["Warlock's Roll"] = {lucky=4, unlucky=8, bonus="Magic Accuracy"},
- ["Fighter's Roll"] = {lucky=5, unlucky=9, bonus="Double Attack Rate"},
- ["Drachen Roll"] = {lucky=3, unlucky=7, bonus="Pet Accuracy"},
- ["Gallant's Roll"] = {lucky=3, unlucky=7, bonus="Defense"},
- ["Wizard's Roll"] = {lucky=5, unlucky=9, bonus="Magic Attack"},
- ["Dancer's Roll"] = {lucky=3, unlucky=7, bonus="Regen"},
- ["Scholar's Roll"] = {lucky=2, unlucky=6, bonus="Conserve MP"},
- ["Bolter's Roll"] = {lucky=3, unlucky=9, bonus="Movement Speed"},
- ["Caster's Roll"] = {lucky=2, unlucky=7, bonus="Fast Cast"},
- ["Courser's Roll"] = {lucky=3, unlucky=9, bonus="Snapshot"},
- ["Blitzer's Roll"] = {lucky=4, unlucky=9, bonus="Attack Delay"},
- ["Tactician's Roll"] = {lucky=5, unlucky=8, bonus="Regain"},
- ["Allies's Roll"] = {lucky=3, unlucky=10, bonus="Skillchain Damage"},
- ["Miser's Roll"] = {lucky=5, unlucky=7, bonus="Save TP"},
- ["Companion's Roll"] = {lucky=2, unlucky=10, bonus="Pet Regain and Regen"},
- ["Avenger's Roll"] = {lucky=4, unlucky=8, bonus="Counter Rate"},
- }
- end
- function display_roll_info(spell)
- rollinfo = rolls[spell.english]
- local rollsize = (state.LuzafRing 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. Also Fire Cards
- 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
- if spell.type == 'CorsairShot' and player.inventory["Fire Card"] and player.inventory["Fire Card"].count < 10 then
- add_to_chat(104, 'Low on fire cards!')
- end
- function get_sets()
- --
- --
- special_QDbullet = S{'Animikii Bullet','Omphalos Bullet'}
- end
- -- Don't allow shooting or weaponskilling with ammo reserved for quick draw and stop losing Hurkan Bullets!
- if spell.type ~= 'CorsairShot' then
- if special_QDbullet:contains(player.equipment.ammo) then
- add_to_chat(104, 'Dont lose your special ammo! Cancelling.')
- eventArgs.cancel = true
- return
- elseif 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
- end
- -- Low ammo warning.
- if spell.type ~= 'CorsairShot' and not state.warned
- 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 = true
- elseif available_bullets.count > options.ammo_warning_limit and state.warned then
- state.warned = false
- end
- end
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