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- -------------------------------------------------------------------------------------------------------------------
- -- Setup functions for this job. Generally should not be modified.
- -------------------------------------------------------------------------------------------------------------------
- --[[
- gs c toggle LuzafRing -- Toggles use of Luzaf Ring on and off
- Offense mode is melee or ranged. Used ranged offense mode if you are engaged
- for ranged weaponskills, but not actually meleeing.
- Weaponskill mode, if set to 'Normal', is handled separately for melee and ranged weaponskills.
- --]]
- -- Initialization function for this job file.
- function get_sets()
- mote_include_version = 2
- -- Load and initialize the include file.
- include('Mote-Include.lua')
- end
- -- Setup vars that are user-independent. state.Buff vars initialized here will automatically be tracked.
- function job_setup()
- -- Whether to use Luzaf's Ring
- state.LuzafRing = M(true, false)
- -- Whether a warning has been given for low ammo
- state.warned = M(false)
- random_lockstyle_list = {13}
- -- Display Roll Mode Info as on-screen Text
- TextBoxX = 1075
- TextBoxY = 47
- TextSize = 10
- RollOne = "Chaos Roll";RollTwo = "Hunter's Roll";RollThree = "Samurai Roll";RollFour = "Fighter's Roll"
- define_roll_values()
- end
- -------------------------------------------------------------------------------------------------------------------
- -- User setup functions for this job. Recommend that these be overridden in a sidecar file.
- -------------------------------------------------------------------------------------------------------------------
- -- Setup vars that are user-dependent. Can override this function in a sidecar file.
- function user_setup()
- state.OffenseMode:options('Ranged', 'Melee', 'Acc')
- state.RangedMode:options('Normal', 'Acc')
- state.WeaponskillMode:options('Normal', 'Acc', 'Att', 'Mod')
- state.CastingMode:options('Normal', 'Resistant')
- state.IdleMode:options('Normal', 'PDT', 'Refresh')
- gear.RAbullet = "Chrono Bullet"
- gear.WSbullet = "Chrono Bullet"
- gear.MAbullet = "Animikii Bullet"
- gear.QDbullet = "Animikii Bullet"
- options.ammo_warning_limit = 15
- -- Additional local binds
- send_command('bind ^` input /ja "Double-Up" <me>')
- send_command('bind !` input /ja "Bolter\'s Roll" <me>')
- -- Set up Roll Modes and keybind alt+=
- state.RollMode = M{['description']='Roll Mode', 'Melee', 'Magic', 'Pet'}
- send_command('bind != gs c cycle RollMode')
- -- Random Lockstyle generator.
- local randomLockstyle = random_lockstyle_list[math.random(1, #random_lockstyle_list)]
- send_command('@wait 5;input /lockstyleset '.. randomLockstyle)
- display_roll_mode()
- end
- -- Called when this job file is unloaded (eg: job change)
- function user_unload()
- send_command('unbind ^`')
- send_command('unbind !`')
- send_command('text RollModeText delete')
- end
- -- Define sets and vars used by this job file.
- function init_gear_sets()
- --------------------------------
- -- Augmented Gear Definitions --
- --------------------------------
- Snapshot_head = {name="Taeon Chapeau", augments={'Mag. Evasion+19','"Snapshot"+5','"Snapshot"+4',}}
- FC_head = {name="Herculean Helm", augments={'"Mag.Atk.Bns."+14','"Fast Cast"+4','MND+9',}}
- FC_body = {name="Taeon Tabard", augments={'"Mag.Atk.Bns."+20','"Fast Cast"+5','Weapon skill damage +2%',}}
- FC_hands = "Leyline Gloves"
- FC_legs = "Rawhide Trousers"
- FC_feet = {name="Taeon Boots", augments={'Mag. Acc.+13 "Mag.Atk.Bns."+13','"Fast Cast"+5','Weapon skill damage +2%',}}
- MAB_head = {name="Herculean Helm", augments={'"Mag.Atk.Bns."+14','"Fast Cast"+4','MND+9',}}
- MAB_legs = {name="Herculean Trousers", augments={'Mag. Acc.+20 "Mag.Atk.Bns."+20','CHR+4','"Mag.Atk.Bns."+15',}}
- MAB_feet = {name="Herculean Boots", augments={'Mag. Acc.+14 "Mag.Atk.Bns."+14','Weapon skill damage +3%','MND+9','"Mag.Atk.Bns."+15',}}
- STP_back = {name="Camulus's Mantle", augments={'AGI+20','Rng.Acc.+20 Rng.Atk.+20','Rng.Acc.+10','"Store TP"+10',}}
- WSDMG_back = {name="Camulus's Mantle", augments={'AGI+20','Rng.Acc.+20 Rng.Atk.+20','Weapon skill damage +10%',}}
- --------------------------------------
- -- Start defining the sets
- --------------------------------------
- -- Precast Sets
- sets.precast.JA['Triple Shot'] = {body="Chasseur's Frac +1"}
- sets.precast.JA['Snake Eye'] = {legs="Lanun Culottes +1"}
- sets.precast.JA['Wild Card'] = {feet="Lanun Bottes +1"}
- sets.precast.JA['Random Deal'] = {body="Lanun Frac +1"}
- sets.precast.CorsairRoll = {head="Lanun Tricorne +1",neck="Regal Necklace",
- hands="Chasseur's Gants +1",
- back=STP_back,legs="Desultor Tassets"}
- sets.precast.CorsairRoll["Caster's Roll"] = set_combine(sets.precast.CorsairRoll, {legs="Chasseur's Culottes +1"})
- sets.precast.CorsairRoll["Courser's Roll"] = set_combine(sets.precast.CorsairRoll, {feet="Chasseur's Bottes +1"})
- sets.precast.CorsairRoll["Blitzer's Roll"] = set_combine(sets.precast.CorsairRoll, {head="Chasseur's Tricorne +1"})
- sets.precast.CorsairRoll["Tactician's Roll"] = set_combine(sets.precast.CorsairRoll, {body="Chasseur's Frac +1"})
- sets.precast.CorsairRoll["Allies' Roll"] = set_combine(sets.precast.CorsairRoll, {hands="Chasseur's Gants +1"})
- sets.precast.LuzafRing = {ring2="Luzaf's Ring"}
- sets.precast.FoldDoubleBust = {hands="Lanun Gants +1"}
- sets.precast.CorsairShot = {head="Blood Mask"}
- -- Waltz set (chr and vit)
- sets.precast.Waltz = {}
- -- Fast cast sets for spells
- sets.precast.FC = {head=FC_head,neck="Orunmila's Torque",ear1="Enchanter Earring +1",ear2="Loquacious Earring",
- body=FC_body,hands=FC_hands,ring1="Prolix Ring",ring2="Kishar Ring",
- waist="Moblin Cest",legs=FC_legs,feet=FC_feet}
- sets.precast.FC.Utsusemi = set_combine(sets.precast.FC, {neck="Magoraga Beads"})
- sets.precast.RA = {ammo=gear.RAbullet,
- head=Snapshot_head,
- body="Furia Jerkin",hands="Carmine Finger Gauntlets +1",
- back="Navarch's Mantle",waist="Impulse Belt",legs="Chasseur's Culottes +1",feet="Meghanada Jambeaux +2"}
- -- Weaponskill sets
- -- Default set for any weaponskill that isn't any more specifically defined
- sets.precast.WS = {
- head="Meghanada Visor +2",neck="Fotia Gorget",ear1="Telos Earring",ear2="Dedition Earring",
- body="Laksamana's Frac +3",hands="Meghanada Gloves +2",ring1="Meghanada Ring",ring2="Regal Ring",
- back=WSDMG_back,waist="Fotia Belt",legs="Meghanada Chausses +2",feet="Meghanada Jambeaux +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'] = sets.precast.WS
- sets.precast.WS['Requiescat'] = sets.precast.WS
- sets.precast.WS['Last Stand'] = {ammo=gear.WSbullet,
- head="Meghanada Visor +2",neck="Fotia Gorget",ear1="Moonshade Earring",ear2="Ishvara Earring",
- body="Laksamana's Frac +3",hands="Meghanada Gloves +2",ring1="Regal Ring",ring2="Dingir Ring",
- back=WSDMG_back,waist="Fotia Belt",legs="Meghanada Chausses +2",feet="Meghanada Jambeaux +2"}
- sets.precast.WS['Wildfire'] = {ammo=gear.MAbullet,
- head=MAB_head,neck="Baetyl Pendant",ear1="Hecate's Earring",ear2="Friomisi Earring",
- body="Laksamana's Frac +3",hands="Carmine Finger Gauntlets +1",ring1="Ilabrat Ring",ring2="Dingir Ring",
- back=WSDMG_back,waist="Eschan Stone",legs=MAB_legs,feet=MAB_feet}
- sets.precast.WS['Leaden Salute'] = {ammo=gear.MAbullet,
- head="Pixie Hairpin +1",neck="Baetyl Pendant",ear1="Moonshade Earring",ear2="Friomisi Earring",
- body="Laksamana's Frac +3",hands="Carmine Finger Gauntlets +1",ring1="Archon Ring",ring2="Dingir Ring",
- back=WSDMG_back,waist="Eschan Stone",legs=MAB_legs,feet=MAB_feet}
- -- Midcast Sets
- sets.midcast.FastRecast = sets.precast.FC
- -- Specific spells
- sets.midcast.Utsusemi = sets.midcast.FastRecast
- sets.midcast.CorsairShot = {ammo=gear.QDbullet,
- head=MAB_head,neck="Baetyl Pendant",ear1="Hecate's Earring",ear2="Friomisi Earring",
- body="Samnuha Coat",hands="Carmine Finger Gauntlets +1",ring1="Fenrir Ring +1",ring2="Dingir Ring",
- back="Argochampsa Mantle",waist="Eschan Stone",legs=MAB_legs,feet="Chasseur's Bottes +1"}
- sets.midcast.CorsairShot['Light Shot'] = {ammo=gear.QDbullet,
- head="Dampening Tam",neck="Sanctity Necklace",ear1="Dignitary's Earring",ear2="Hermetic Earring",
- body="Mirke Wardecors",hands="Schutzen Mittens",ring1="Sangoma Ring",ring2="Kishar Ring",
- back="Navarch's Mantle",waist="Eschan Stone",legs=MAB_legs,feet=MAB_feet}
- sets.midcast.CorsairShot['Dark Shot'] = sets.midcast.CorsairShot['Light Shot']
- -- Ranged gear
- sets.midcast.RA = {ammo=gear.RAbullet,
- head="Meghanada Visor +2",neck="Combatant's Torque",ear1="Telos Earring",ear2="Dedition Earring",
- body="Meghanada Cuirie +2",hands="Meghanada Gloves +2",ring1="Ilabrat Ring",ring2="Petrov Ring",
- back=STP_back,waist="Reiki Yotai",legs="Meghanada Chausses +2",feet="Meghanada Jambeaux +2"}
- sets.midcast.RA.Triple = set_combine(sets.midcast.RA, {body="Chasseur's Frac +1"})
- -- Idle sets
- sets.idle = {ammo=gear.RAbullet,
- head="Meghanada Visor +2",neck="Bathy Choker +1",ear1="Infused Earring",ear2="Dawn Earring",
- body="Meghanada Cuirie +2",hands="Meghanada Gloves +2",ring1="Meghanada Ring",ring2="Paguroidea Ring",
- back="Shadow Mantle",waist="Flume Belt +1",legs="Meghanada Chausses +2",feet="Skadi's Jambeaux +1"}
- -- Defense sets
- sets.defense.PDT = {
- head="Meghanada Visor +2",neck="Loricate Torque +1",ear1="Impregnable Earring",ear2="Genmei Earring",
- body="Meghanada Cuirie +2",hands="Meghanada Gloves +2",ring1="Gelatinous Ring +1",ring2="Defending Ring",
- back="Shadow Mantle",waist="Flume Belt +1",legs="Meghanada Chausses +2",feet="Meghanada Jambeaux +2"}
- sets.defense.MDT = {
- head="Dampening Tam",neck="Loricate Torque +1",ear1="Etiolation Earring",ear2="Sanare Earring",
- body="Meghanada Cuirie +2",hands="Kurys Gloves",ring1="Shadow Ring",ring2="Defending Ring",
- back="Engulfer Cape +1",waist="Lieutenant's Sash",legs="Mummu Kecks +1",feet="Lanun Bottes +1"}
- sets.Kiting = {feet="Skadi's Jambeaux +1"}
- -- Engaged sets
- sets.engaged.Melee = {ammo=gear.RAbullet,
- head="Meghanada Visor +2",neck="Combatant's Torque",ear1="Telos Earring",ear2="Brutal Earring",
- body="Meghanada Cuirie +2",hands="Meghanada Gloves +2",ring1="Meghanada Ring",ring2="Regal Ring",
- back=STP_back,waist="Windbuffet Belt +1",legs="Samnuha Tights",feet="Meghanada Jambeaux +2"}
- sets.engaged.Melee.DW = {ammo=gear.RAbullet,
- head="Meghanada Visor +2",neck="Combatant's Torque",ear1="Telos Earring",ear2="Brutal Earring",
- body="Meghanada Cuirie +2",hands="Meghanada Gloves +2",ring1="Meghanada Ring",ring2="Regal Ring",
- back=STP_back,waist="Windbuffet Belt +1",legs="Samnuha Tights",feet="Meghanada Jambeaux +2"}
- sets.engaged.Ranged = {ammo=gear.RAbullet,
- head="Meghanada Visor +2",neck="Combatant's Torque",ear1="Telos Earring",ear2="Dedition Earring",
- body="Meghanada Cuirie +2",hands="Meghanada Gloves +2",ring1="Meghanada Ring",ring2="Regal Ring",
- back=STP_back,waist="Reiki Yotai",legs="Meghanada Chausses +2",feet="Meghanada Jambeaux +2"}
- 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.value then
- equip(sets.precast.LuzafRing)
- elseif spell.type == 'CorsairShot' and state.CastingMode.value == 'Resistant' then
- classes.CustomClass = 'Acc'
- elseif spell.english == 'Fold' and buffactive['Bust'] == 2 then
- if sets.precast.FoldDoubleBust then
- equip(sets.precast.FoldDoubleBust)
- eventArgs.handled = true
- end
- end
- end
- function job_post_midcast(spell, action, spellMap, eventArgs)
- if spell.action_type == 'Ranged Attack' and buffactive['Triple Shot'] then
- equip(sets.midcast.RA.Triple)
- 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
- if spell.english == 'Double-up' then
- return
- else
- display_roll_info(spell)
- end
- end
- end
- -------------------------------------------------------------------------------------------------------------------
- -- User code that supplements standard library decisions.
- -------------------------------------------------------------------------------------------------------------------
- --function job_state_change(stateField, newValue, oldValue)
- -- if stateField == 'Roll Mode' then
- -- state.RollMode:set(newValue)
- -- roll_mode_update()
- -- end
- --end
- function job_self_command(cmdParams, eventArgs)
- if cmdParams[1]:lower() == 'roll' then
- roll_select(cmdParams)
- eventArgs.handled = true
- end
- end
- function roll_select(cmdParams)
- local roll = cmdParams[2]:lower()
- local CORRoll = ''
- if roll == 'one' then
- CORRoll = RollOne
- elseif roll == 'two' then
- CORRoll = RollTwo
- elseif roll == 'three' then
- CORRoll = RollThree
- else
- CORRoll = RollFour
- end
- send_command('input /ja "'.. CORRoll ..'" <me>')
- end
- -- Return a customized weaponskill mode to use for weaponskill sets.
- -- Don't return anything if you're not overriding the default value.
- function get_custom_wsmode(spell, spellMap, default_wsmode)
- if buffactive['Transcendancy'] then
- return 'Brew'
- end
- end
- -- Called by the 'update' self-command, for common needs.
- -- Set eventArgs.handled to true if we don't want automatic equipping of gear.
- function job_update(cmdParams, eventArgs)
- if newStatus == 'Engaged' and player.equipment.main == 'Chatoyant Staff' then
- state.OffenseMode:set('Ranged')
- end
- roll_mode_update()
- update_roll_mode_info()
- end
- -- Set eventArgs.handled to true if we don't want the automatic display to be run.
- function display_current_job_state(eventArgs)
- local msg = ''
- msg = msg .. 'Off.: '..state.OffenseMode.current
- msg = msg .. ', Rng.: '..state.RangedMode.current
- msg = msg .. ', WS.: '..state.WeaponskillMode.current
- msg = msg .. ', QD.: '..state.CastingMode.current
- if state.DefenseMode.value ~= 'None' then
- local defMode = state[state.DefenseMode.value ..'DefenseMode'].current
- msg = msg .. ', Defense: '..state.DefenseMode.value..' '..defMode
- end
- if state.Kiting.value then
- msg = msg .. ', Kiting'
- end
- if state.PCTargetMode.value ~= 'default' then
- msg = msg .. ', Target PC: '..state.PCTargetMode.value
- end
- if state.SelectNPCTargets.value then
- msg = msg .. ', Target NPCs'
- end
- msg = msg .. ', Roll Size: ' .. ((state.LuzafRing.value and 'Large') or 'Small')
- add_to_chat(28,'Rolls: 1.'.. RollOne ..' 2.'.. RollTwo ..' 3.'.. RollThree ..' 4.'.. RollFour ..'')
- add_to_chat(122, msg)
- eventArgs.handled = true
- end
- -------------------------------------------------------------------------------------------------------------------
- -- Utility functions specific to this job.
- -------------------------------------------------------------------------------------------------------------------
- function define_roll_values()
- rolls = {
- ["Corsair's Roll"] = {lucky=5, unlucky=9, bonus="Experience Points"},
- ["Ninja Roll"] = {lucky=4, unlucky=8, bonus="Evasion"},
- ["Hunter's Roll"] = {lucky=4, unlucky=8, bonus="Accuracy"},
- ["Chaos Roll"] = {lucky=4, unlucky=8, bonus="Attack"},
- ["Magus's Roll"] = {lucky=2, unlucky=6, bonus="Magic Defense"},
- ["Healer's Roll"] = {lucky=3, unlucky=7, bonus="Cure Potency Received"},
- ["Puppet Roll"] = {lucky=3, unlucky=7, 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=4, unlucky=8, 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.value and 'Large') or 'Small'
- if rollinfo then
- --add_to_chat(104, spell.english..' provides a bonus to '..rollinfo.bonus..'.)
- add_to_chat(28, 'Lucky roll is '..tostring(rollinfo.lucky)..', Unlucky roll is '..tostring(rollinfo.unlucky)..'. [Roll size: '..rollsize..']')
- end
- end
- -- Determine whether we have sufficient ammo for the action being attempted.
- function do_bullet_checks(spell, spellMap, eventArgs)
- local bullet_name
- local bullet_min_count = 1
- if spell.type == 'WeaponSkill' then
- if spell.skill == "Marksmanship" then
- if spell.element == 'None' then
- -- physical weaponskills
- bullet_name = gear.WSbullet
- else
- -- magical weaponskills
- bullet_name = gear.MAbullet
- end
- else
- -- Ignore non-ranged weaponskills
- return
- end
- elseif spell.type == 'CorsairShot' then
- bullet_name = gear.QDbullet
- elseif spell.action_type == 'Ranged Attack' then
- bullet_name = gear.RAbullet
- if buffactive['Triple Shot'] then
- bullet_min_count = 3
- end
- end
- local available_bullets = player.inventory[bullet_name] or player.wardrobe[bullet_name]
- -- If no ammo is available, give appropriate warning and end.
- if not available_bullets then
- if spell.type == 'CorsairShot' and player.equipment.ammo ~= 'empty' then
- add_to_chat(104, 'No Quick Draw ammo left. Using what\'s currently equipped ('..player.equipment.ammo..').')
- return
- elseif spell.type == 'WeaponSkill' and player.equipment.ammo == gear.RAbullet then
- add_to_chat(104, 'No weaponskill ammo left. Using what\'s currently equipped (standard ranged bullets: '..player.equipment.ammo..').')
- return
- else
- add_to_chat(104, 'No ammo ('..tostring(bullet_name)..') available for that action.')
- eventArgs.cancel = true
- return
- end
- end
- -- Don't allow shooting or weaponskilling with ammo reserved for quick draw.
- if spell.type ~= 'CorsairShot' and bullet_name == gear.QDbullet and available_bullets.count <= bullet_min_count then
- add_to_chat(104, 'No ammo will be left for Quick Draw. Cancelling.')
- eventArgs.cancel = true
- return
- end
- -- Low ammo warning.
- if spell.type ~= 'CorsairShot' and state.warned.value == false
- and available_bullets.count > 1 and available_bullets.count <= options.ammo_warning_limit then
- local msg = '***** LOW AMMO WARNING: '..bullet_name..' *****'
- --local border = string.repeat("*", #msg)
- local border = ""
- for i = 1, #msg do
- border = border .. "*"
- end
- add_to_chat(104, border)
- add_to_chat(104, msg)
- add_to_chat(104, border)
- state.warned:set()
- elseif available_bullets.count > options.ammo_warning_limit and state.warned then
- state.warned:reset()
- end
- end
- function roll_mode_update()
- if state.RollMode.value == 'Melee' then
- RollOne = "Chaos Roll";RollTwo = "Hunter's Roll";RollThree = "Samurai Roll";RollFour = "Fighter's Roll"
- elseif state.RollMode.value == 'Magic' then
- RollOne = "Wizard's Roll";RollTwo = "Warlock's Roll";RollThree = "Caster's Roll";RollFour = "Naturalist's Roll"
- elseif state.RollMode.value == 'Pet' then
- RollOne = "Beast Roll";RollTwo = "Drachen Roll";RollThree = "Companion's Roll";RollFour = "Puppet Roll"
- end
- end
- function display_roll_mode()
- local x = TextBoxX
- local y = TextBoxY
- send_command('text RollModeText create Roll Mode: '..state.RollMode.value..'')
- send_command('text RollModeText pos '..x..' '..y..'')
- send_command('text RollModeText size '..TextSize..'')
- end
- function update_roll_mode_info()
- send_command('text RollModeText text Roll Mode: '..state.RollMode.value..'')
- end
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