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- -------------------------------------------------------------------------------------------------------------------
- -- Setup functions for this job. Generally should not be modified.
- -------------------------------------------------------------------------------------------------------------------
- -- 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()
- state.Buff['Aftermath'] = buffactive['Aftermath: Lv.1'] or
- buffactive['Aftermath: Lv.2'] or
- buffactive['Aftermath: Lv.3'] or false
- state.Buff['Mighty Strikes'] = buffactive['Mighty Strikes'] or false
- 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('Normal', 'Axe', 'Dual', 'PDT')
- state.WeaponskillMode:options('Normal', 'ACC')
- state.IdleMode:options('Normal', 'Regen')
- end
- function init_gear_sets()
- --------------------------------------
- -- Precast sets
- --------------------------------------
- -- Sets to apply to arbitrary JAs
- sets.precast.JA.Berserk = {feet="Warrior's Calligae"}
- sets.precast.JA['Aggressor'] = {body="Warrior's Lorica"}
- sets.precast.JA['Warcry'] = {head="Warrior's Mask"}
- sets.precast.JA['Provoke'] = {head="Warrior's Mask",body="Hydra Haubert",hands="Hydra Moufles",
- legs="Warrior's Cuisses",feet="Warrior's Calligae",neck="Ritter Gorget",waist="Warwolf Belt",
- back="Cerb. Mantle +1"}
- -- Sets for fast cast gear for spells
- sets.precast.FC = {ammo="Bibiki Seashell",
- head="Walahra Turban",neck="Evasion Torque",ear1="Triton Earring",ear2="Loquacious Earring",
- body="Scorpion Harness +1",hands="Dusk Gloves +1",ring1="Blitz Ring",ring2="Defending Ring",
- back="Boxer's Mantle",waist="Velocious Belt",legs="Byakko's Haidate",feet="Dusk Ledelsens +1"}
- -- Fast cast gear for specific spells or spell maps
- sets.precast.FC.Utsusemi = sets.precast.FC
- -- Weaponskill sets
- sets.precast.WS = {ammo="Fire Bomblet",
- head="Hecatomb Cap +1",neck="Peacock Amulet",ear1="Harmonius Earring",ear2="Brutal Earring",
- body="Armada Hauberk",hands="Hecatomb Mittens +1",ring1="Flame Ring",ring2="Rajas Ring",
- back="Cerberus Mantle +1",waist="Warwolf Belt",legs="Hachiryu Haidate",feet="Hecatomb Leggings +1"}
- sets.precast.WS.ACC = {ammo="Fire Bomblet",
- head="Hecatomb Cap +1",neck="Peacock Amulet",ear1="Harmonius Earring Earring",ear2="Brutal Earring",
- body="Armada Hauberk",hands="Hecatomb Mittens +1",ring1="Toreador's Ring",ring2="Rajas Ring",
- back="Cuchulain's Mantle",waist="Warwolf Belt",legs="Hachiryu Haidate",feet="Hecatomb Leggings +1"}
- -- Specific weaponskill sets.
- --Gorget=Snow/Aqua. Chain=Induration/Reverberation. Mod= STR 50%
- sets.precast.WS['Raging Rush'] = set_combine(sets.precast.WS, {neck="Aqua Gorget"})
- sets.precast.WS['Raging Rush'].ACC = set_combine(sets.precast.WS.ACC['Raging Rush'], {})
- --DR 20.4% or 52/256. 20/40/60Sec. Gorget=Flame/Light. Chain=Light/Fusion. Mod= STR 80%
- sets.precast.WS['Metatron Torment'] = set_combine(sets.precast.WS, {neck="Flame Gorget"})
- sets.precast.WS['Metatron Torment'].ACC = set_combine(sets.precast.WS.ACC['Metatron Torment'], {neck="Flame Gorget"})
- --Gorget=Aqua/Snow. Chain=Distortion/Detonation. Mod= STR 60%/VIT 60%
- sets.precast.WS['Steel Cyclone'] = {neck="Snow Gorget"}
- sets.precast.WS['Steel Cyclone'].ACC = set_combine(sets.precast.WS.ACC['Steel Cyclone'], {neck="Breeze Gorget"})
- --Gorget=Aqua. Chain=Distortion Mod= STR 50%/VIT 50%
- sets.precast.WS['Full Break'] = set_combine(sets.precast.WS, {neck="Aqua Gorget"})
- sets.precast.WS['Full Break'].ACC = set_combine(sets.precast.WS.ACC['Full Break'], {neck="Aqua Gorget"})
- --Gorget=Soil. Chain=Scission Mod= STR 50%
- sets.precast.WS['Rampage'] = set_combine(sets.precast.WS, {neck="Soil Gorget"})
- sets.precast.WS['Rampage'].ACC = set_combine(sets.precast.WS.ACC['Rampage'], {neck="Soil Gorget",ring1="Toreador's Ring"})
- --Gorget=Aqua/Snow. Chain=Distortion/Detonation Mod= STR 73%
- sets.precast.WS['Ruinator'] = set_combine(sets.precast.WS, {neck="Breeze Gorget"})
- sets.precast.WS['Ruinator'].ACC = set_combine(sets.precast.WS.ACC['Ruinator'], {neck="Snow Gorget",ring1="Toreador's Ring"})
- --Gorget=Shadow/Soil. Chain=Gravitation/Scission Mod= MND 73%
- sets.precast.WS['Requiescat'] = set_combine(sets.precast.WS, {neck="Soil Gorget"})
- sets.precast.WS['Requiescat'].ACC = set_combine(sets.precast.WS.ACC['Requiescat'], {neck="Soil Gorget"})
- --Gorget=Flame/Light/Thunder. Chain=Fusion/Impact/Scission Mod= MND 73%
- sets.precast.WS['Realmrazer'] = set_combine(sets.precast.WS, {neck="Flame Gorget"})
- sets.precast.WS['Realmrazer'].ACC = set_combine(sets.precast.WS.ACC['Realmrazer'], {neck="Flame Gorget",ring1="Toreador's Ring"})
- sets.precast.WS['Cloudsplitter'] = set_combine(sets.precast.WS, {neck="Soil Gorget"})
- sets.precast.WS['Cloudsplitter'].Acc = set_combine(sets.precast.WS.Acc, {neck="Temperance Torque"})
- --------------------------------------
- -- Midcast sets
- --------------------------------------
- -- Generic spell recast set
- sets.midcast.FastRecast = {ammo="Bibiki Seashell",
- head="Walahra Turban",neck="Evasion Torque",ear1="Triton Earring",ear2="Loquacious Earring",
- body="Scorpion Harness +1",hands="Dusk Gloves +1",ring1="Blitz Ring",ring2="Defending Ring",
- back="Boxer's Mantle",waist="Velocious Belt",legs="Byakko's Haidate",feet="Aurum Sabatons"}
- -- Specific spells
- sets.midcast.Utsusemi = {ammo="Bibiki Seashell",
- head="Walahra Turban",neck="Evasion Torque",ear1="Triton Earring",ear2="Loquacious Earring",
- body="Scorpion Harness +1",hands="Dusk Gloves +1",ring1="Blitz Ring",ring2="Defending Ring",
- back="Boxer's Mantle",waist="Velocious Belt",legs="Byakko's Haidate",feet="Aurum Sabatons"}
- --------------------------------------
- -- Idle/resting/defense/etc sets
- --------------------------------------
- -- Resting sets
- sets.resting = {}
- -- Idle sets
- sets.idle = {ammo="Fire Bomblet",
- head="Walahra Turban",neck="Temperance Torque",ear1="Brutal Earring",ear2="Ethereal Earring",
- body="Armada Hauberk",hands="Dusk Gloves +1",ring1="Toreador's Ring",ring2="Defending Ring",
- back="Cerberus Mantle +1",waist="Velocious Belt",legs="Byakko's Haidate",feet="Hermes' Sandals"}
- sets.idle.Town = {ammo="Fire Bomblet",
- head="Walahra Turban",neck="Temperance Torque",ear1="Ethereal Earring",ear2="Brutal Earring",
- body="Armada Hauberk",hands="Dusk Gloves +1",ring1="Toreador's Ring",ring2="Defending Ring",
- back="Cerberus Mantle +1",waist="Velocious Belt",legs="Byakko's Haidate",feet="Hermes' Sandals"}
- sets.idle.Regen = {ammo="Bibiki Seashell",
- head="Walahra Turban",neck="Orochi Nodowa",ear1="Triton Earring",ear2="Ethereal Earring",
- body="Barone Corazza",hands="Dusk Gloves +1",ring1="Hercules' Ring",ring2="Defending Ring",
- back="Boxer's Mantle",waist="Velocious Belt",legs="Byakko's Haidate",feet="Dusk Ledelsens +1"}
- sets.idle.Weak = {}
- -- Defense sets
- sets.defense.PDT = {ammo="Bibiki Seashell",
- head="Darksteel Cap +1",neck="Evasion Torque",ear1="Triton Earring",ear2="Ethereal Earring",
- body="Valhalla Breastplate",hands="Heavy Gauntlets",ring1="Defending Ring",ring2="Jelly Ring",
- back="Boxer's Mantle +1",waist="Scouter's Rope",legs="Darksteel Subligar +1",feet="Darksteel Leggings +1"}
- -- Gear to wear for kiting
- sets.Kiting = {}
- --------------------------------------
- -- 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
- -- If using a weapon that isn't specified later, the basic engaged sets should automatically be used.
- -- Equip the weapon you want to use and engage, disengage, or force update with f12, the correct gear will be used; default weapon is whats equip when file loads.
- sets.engaged = {ammo="Fire Bomblet",
- head="Walahra Turban",neck="Fortitude Torque",ear1="Ethereal Earring",ear2="Brutal Earring",
- body="Armada Hauberk",hands="Dusk Gloves +1",ring1="Toreador's Ring",ring2="Rajas Ring",
- back="Cerberus Mantle +1",waist="Velocious Belt",legs="Byakko's Haidate",feet="Aurum Sabatons"}
- sets.engaged.Axe = set_combine(sets.engaged, {ammo="Fire Bomblet",
- head="Walahra Turban",neck="Temperance Torque",ear1="Suppanomimi",ear2="Brutal Earring",
- body="Armada Hauberk",hands="Dusk Gloves +1",ring1="Toreador's Ring",ring2="Rajas Ring",
- back="Cerberus Mantle +1",waist="Velocious Belt",legs="Byakko's Haidate",feet="Aurum Sabatons"})
- sets.engaged.Dual = set_combine(sets.engaged.ACC, {ammo="Fire Bomblet",
- head="Walahra Turban",neck="Peacock Amulet",ear1="Suppanomimi",ear2="Brutal Earring",
- body="Armada Hauberk",hands="Dusk Gloves +1",ring1="Toreador's Ring",ring2="Rajas Ring",
- back="Cuchulain's Mantle",waist="Velocious Belt",legs="Byakko's Haidate",feet="Aurum Sabatons"})
- --------------------------------------
- -- Custom buff sets
- --------------------------------------
- -- Mighty Strikes TP Gear, combines with current melee set.
- sets.buff.MS = {}
- -- Day/Element Helm, if helm is not in inventory or wardrobe, this will not fire, for those who do not own one
- sets.WSDayBonus = {}
- -- Earrings to use with Upheaval when TP is 3000
- sets.VIT_earring = {}
- sets.VIT_earring = {}
- -- Earrings to use with all other weaponskills when TP is 3000
- sets.STR_earring = {}
- -- Mantle to use with Upheaval on Darksday
- sets.Upheaval_shadow = {}
- end
- -------------------------------------------------------------------------------------------------------------------
- -- Job-specific hooks for standard casting events.
- -------------------------------------------------------------------------------------------------------------------
- -- Set eventArgs.handled to true if we don't want any automatic target handling to be done.
- function job_pretarget(spell, action, spellMap, eventArgs)
- end
- -- 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
- -- Run after the default precast() is done.
- -- eventArgs is the same one used in job_precast, in case information needs to be persisted.
- function precast(spell)
- if sets.JA[spell.english] then
- equip(sets.JA[spell.english])
- end
- if spell.english == 'Berserk' then
- equip(sets.precast.JA['Berserk'])
- end
- if spell.english == 'Aggressor' then
- equip(sets.precast.JA['Aggressor'])
- end
- if spell.english == 'Warcry' then
- equip(sets.precast.JA['Warcry'])
- end
- end
- -- Run after the default midcast() is done.
- -- eventArgs is the same one used in job_midcast, in case information needs to be persisted.
- function job_post_midcast(spell, action, spellMap, eventArgs)
- if spell.action_type == 'Ranged Attack' or
- (spell.type == 'WeaponSkill' and (spell.skill == 'Marksmanship' or spell.skill == 'Archery')) then
- if world.time >= 6*60 or world.time < 18*60 then -- Dusk to Dawn time. if world.time >= 17*60 or world.time < 7*60 then
- equip({ear1="Ladybug Earring +1", ear2="Ladybug Earring +1"})
- end
- end
- if spell.type == 'WeaponSkill' then
- if world.time >= 18*60 or world.time < 6*60 then
- equip({ear1="Vampire Earring"})
- 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.english == "Tomahawk" and not spell.interrupted then
- send_command('timers create "Tomahawk" 90 down')
- end
- end
- -- Run after the default aftercast() is done.
- -- eventArgs is the same one used in job_aftercast, in case information needs to be persisted.
- function job_post_aftercast(spell, action, spellMap, eventArgs)
- end
- -------------------------------------------------------------------------------------------------------------------
- -- Job-specific hooks for non-casting events.
- -------------------------------------------------------------------------------------------------------------------
- -- Called when the player's status changes.
- function job_status_change(newStatus, oldStatus, eventArgs)
- update_combat_weapon()
- update_melee_groups()
- 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 buff == "Aftermath: Lv.3" or buff == "Aftermath" then
- classes.CustomMeleeGroups:clear()
- if (buff == "Aftermath: Lv.3" and gain) or buffactive["Aftermath: Lv.3"] then
- if player.equipment.main == "Conqueror" then
- classes.CustomMeleeGroups:append('AM3')
- if gain then
- send_command('timers create "Aftermath: Lv.3" 180 down;wait 120;input /echo Aftermath: Lv.3 [WEARING OFF IN 60 SEC.];wait 30;input /echo Aftermath: Lv.3 [WEARING OFF IN 30 SEC.];wait 20;input /echo Aftermath: Lv.3 [WEARING OFF IN 10 SEC.]')
- else
- send_command('timers delete "Aftermath: Lv.3"')
- add_to_chat(123,'AM3: [OFF]')
- end
- end
- end
- if (buff == "Aftermath" and gain) or buffactive.Aftermath then
- if player.equipment.main == "Bravura" and state.HybridMode.value == 'PDT' then
- classes.CustomMeleeGroups:append('AM')
- end
- end
- end
- if buff == "Aftermath: Lv.3" or buff == "Aftermath" then
- handle_equipping_gear(player.status)
- end
- if buff == 'Warcry' and gain then
- send_command('timers create "Warcry" 60 down abilities/00255.png')
- else
- send_command('timers delete "Warcry"')
- end
- if buff == "sleep" and gain and player.hp > 200 and player.status == "Engaged" then
- equip({neck="Berserker's Torque"})
- else
- handle_equipping_gear(player.status)
- 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)
- local wsmode = ''
- if state.Buff['Mighty Strikes'] then
- wsmode = wsmode .. 'MS'
- end
- if wsmode ~= '' then
- return wsmode
- end
- if defaut_wsmode == 'Normal' then
- if spell.english == "Cloudsplitter" and (world.day_element == 'Lightning' or world.day_element == 'Lightning') then
- equip(sets.obi[spell.element])
- end
- end
- end
- -- Modify the default melee set after it was constructed.
- function customize_melee_set(meleeSet)
- if buffactive["Mighty Strikes"] then
- meleeSet = set_combine(meleeSet, sets.buff.MS)
- end
- return meleeSet
- 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)
- update_combat_weapon()
- update_melee_groups()
- 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 = 'Melee'
- if state.CombatForm.has_value then
- msg = msg .. ' (' .. state.CombatForm.value .. ')'
- end
- if state.CombatWeapon.has_value then
- msg = msg .. ' (' .. state.CombatWeapon.value .. ')'
- end
- msg = msg .. ': '
- msg = msg .. state.OffenseMode.value
- if state.HybridMode.value ~= 'Normal' then
- msg = msg .. '/' .. state.HybridMode.value
- end
- msg = msg .. ', WS: ' .. state.WeaponskillMode.value
- if state.DefenseMode.value ~= 'None' then
- msg = msg .. ', ' .. 'Defense: ' .. state.DefenseMode.value .. ' (' .. state[state.DefenseMode.value .. 'DefenseMode'].value .. ')'
- end
- if state.Kiting.value == true then
- msg = msg .. ', Kiting'
- end
- if state.PCTargetMode.value ~= 'default' then
- msg = msg .. ', Target PC: '..state.PCTargetMode.value
- end
- if state.SelectNPCTargets.value == true then
- msg = msg .. ', Target NPCs'
- end
- add_to_chat(122, msg)
- eventArgs.handled = true
- end
- -------------------------------------------------------------------------------------------------------------------
- -- Utility functions specific to this job.
- -------------------------------------------------------------------------------------------------------------------
- -- Select default macro book on initial load or subjob change.
- function select_default_macro_book()
- if player.sub_job == 'DNC' then
- set_macro_page(6, 1)
- elseif player.sub_job == 'WAR' then
- set_macro_page(6, 1)
- elseif player.sub_job == 'NIN' then
- set_macro_page(6, 1)
- else
- set_macro_page(6, 1)
- end
- end
- function update_combat_weapon()
- state.CombatWeapon:set(player.equipment.main)
- end
- function update_melee_groups()
- classes.CustomMeleeGroups:clear()
- if buffactive['Aftermath: Lv.3'] and player.equipment.main == "Conqueror" then
- classes.CustomMeleeGroups:append('AM3')
- end
- if buffactive.Aftermath and player.equipment.main == "Bravura" and state.HybridMode.value == 'PDT' then
- classes.CustomMeleeGroups:append('AM')
- end
- end
- function is_sc_element_today(spell)
- if spell.type ~= 'WeaponSkill' then
- return
- end
- local weaponskill_elements = S{}:
- union(skillchain_elements[spell.skillchain_a]):
- union(skillchain_elements[spell.skillchain_b]):
- union(skillchain_elements[spell.skillchain_c])
- if weaponskill_elements:contains(world.day_element) then
- return true
- else
- return false
- end
- end
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