midash

Wonderousgoat_BLU

Mar 5th, 2016
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  1. include('organizer-lib')
  2. include('organizer-lib')
  3. -------------------------------------------------------------------------------------------------------------------
  4. -- Setup functions for this job. Generally should not be modified.
  5. -------------------------------------------------------------------------------------------------------------------
  6.  
  7. -- Initialization function for this job file.
  8. function get_sets()
  9. mote_include_version = 2
  10.  
  11. -- Load and initialize the include file.
  12. include('Mote-Include.lua')
  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','Ifrit 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. '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','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',
  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','Occultation','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. 'Droning Whirlwind','Gates of Hades','Harden Shell','Pyric Bulwark','Thunderbolt',
  174. 'Tourbillion'
  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', 'DWNormAcc')
  185. state.WeaponskillMode:options('Normal', 'Acc')
  186. state.CastingMode:options('Normal', 'Resistant')
  187. state.IdleMode:options('Normal', 'PDT', 'Learning')
  188.  
  189.  
  190. -- Additional local binds
  191. send_command('bind ^` input /ja "Chain Affinity" <me>')
  192. send_command('bind !` input /ja "Efflux" <me>')
  193. send_command('bind @` input /ja "Burst Affinity" <me>')
  194.  
  195. update_combat_form()
  196. select_default_macro_book()
  197. end
  198.  
  199.  
  200. -- Called when this job file is unloaded (eg: job change)
  201. function user_unload()
  202. send_command('unbind ^`')
  203. send_command('unbind !`')
  204. send_command('unbind @`')
  205. end
  206.  
  207.  
  208. -- Set up gear sets.
  209. function init_gear_sets()
  210. --------------------------------------
  211. -- Start defining the sets
  212. --------------------------------------
  213.  
  214. organizer_items = {
  215. echos="Echo Drops",
  216. remedy="Remedy",
  217. orb="Macrocosmic Orb",
  218. sushi="Squid Sushi",
  219. Crepe="Pear Crepe",
  220. main="Tizona",
  221. sub="Colada",
  222. sushi2="Sole Sushi"
  223. }
  224.  
  225. sets.buff['Burst Affinity'] = {feet="Hashi. Basmak +2"}
  226. --sets.buff['Chain Affinity'] = {head="Mavi Kavuk +2", feet="Assimilator's Charuqs"}
  227. sets.buff.Convergence = {head="Luhlaza Keffiyeh +1"}
  228. sets.buff.Diffusion = {feet="Luhlaza Charuqs +1"}
  229. --sets.buff.Enchainment = {body="Luhlaza Jubbah"}
  230. sets.buff.Efflux = {legs="Hashishin Tayt +1"}
  231.  
  232.  
  233. -- Precast Sets
  234.  
  235. -- Precast sets to enhance JAs
  236. --sets.precast.JA['Azure Lore'] = {hands="Mirage Bazubands +2"}
  237.  
  238.  
  239. -- Waltz set (chr and vit)
  240. sets.precast.Waltz = {
  241. head="Lithelimb Cap",
  242. body="Assim. Jubbah +1",hands="Umuthi Gloves",
  243. back="Solemnity Cape",waist="Chuq'aba Belt",legs="Gyve Trousers",feet="Hashi. Basmak +1"}
  244.  
  245. -- Don't need any special gear for Healing Waltz.
  246. sets.precast.Waltz['Healing Waltz'] = {}
  247.  
  248. -- Fast cast sets for spells
  249.  
  250. sets.precast.FC = {
  251. head="Amalric Coif",ear2="Loquacious Earring",neck="Voltsurge Torque",
  252. body="Emet Harness +1",hands="Leyline Gloves",ring1="Prolix Ring",ring2="Weather. Ring",
  253. back="Swith Cape +1",waist="Witful Belt",legs="Psycloth Lappas",feet="Carmine Greaves +1"}
  254.  
  255. sets.precast.FC['Blue Magic'] = set_combine(sets.precast.FC, {body="Hashishin Mintan +1",hands="Hashi. Bazubands"})
  256.  
  257.  
  258. -- Weaponskill sets
  259. -- Default set for any weaponskill that isn't any more specifically defined
  260. sets.precast.WS = {
  261. head="Dampening Tam",neck="Fotia Gorget",ear1="Brutal Earring",ear2="Moonshade Earring",
  262. body="Herculean Vest",hands="Herculean Gloves",ring1="Rajas Ring",ring2="Ifrit Ring",
  263. back="Lupine Cape",waist="Fotia Belt",legs="Samnuha Tights",feet="Herculean Boots"}
  264.  
  265. sets.precast.WS.acc = set_combine(sets.precast.WS, {})
  266.  
  267. sets.precast.WS['Chant du Cygne'] = set_combine(sets.precast.WS, {
  268. ammo="Jukukik Feather",
  269. head="Adhemar Bonnet",neck="Fotia Gorget",
  270. ear1="Brutal Earring",ear2="Moonshade Earring",
  271. body="Adhemar Jacket",hands="Adhemar Wristbands",
  272. ring1="Ramuh Ring +1",ring2="Ramuh Ring +1",
  273. back="Ground. Mantle +1",waist="Fotia Belt",
  274. legs="Carmine Cuisses +1",feet="Carmine Greaves +1"})
  275.  
  276.  
  277. -- Specific weaponskill sets. Uses the base set if an appropriate WSMod version isn't found.
  278. sets.precast.WS['Requiescat'] = set_combine(sets.precast.WS, {})
  279.  
  280. sets.precast.WS['Expiacion'] = set_combine(sets.precast.WS['Chant du Cygne'], {})
  281. sets.precast.WS['Savage Blade'] = set_combine(sets.precast.WS, {})
  282.  
  283. sets.precast.WS['Sanguine Blade'] = {ammo="Ghastly Tathlum",
  284. head="Herculean Helm",neck="Eddy Necklace",ear1="Friomisi Earring",ear2="Crematio Earring",
  285. hands="Amalric Gages",ring1="Shiva Ring +1",ring2="Shiva Ring +1",
  286. back="Cornflower Cape",legs="Gyve Trousers",feet="Amalric Nails"}
  287.  
  288.  
  289. -- Midcast Sets
  290. sets.midcast.FastRecast = {
  291. head="Amalric Coif",ear2="Loquacious Earring",neck="Voltsurge Torque",
  292. body="Emet Harness +1",hands="Leyline Gloves",ring1="Prolix Ring",ring2="Weather. Ring",
  293. back="Swith Cape +1",waist="Witful Belt",legs="Psycloth Lappas",feet="Carmine Greaves +1"}
  294.  
  295. sets.midcast['Blue Magic'] = {Hands="Hashi. Bazubands"}
  296.  
  297. -- Physical Spells --
  298.  
  299. sets.midcast['Blue Magic'].Physical = {ammo="Mavi Tathlum",
  300. head="Taeon Chapeau",neck="Voltsurge Torque",ear1="Corbant Pearl",ear2="Dignitary's Earring",
  301. body="Adhemar Jacket",hands="Adhemar Wristbands",ring1="Ramuh Ring +1",ring2="Ramuh Ring +1",
  302. back="Cornflower Cape",waist="Prosilio Belt",legs="Carmine Cuisses +1",feet="Carmine Greaves +1"}
  303.  
  304. sets.midcast['Blue Magic'].PhysicalAcc = {ammo="Ginsen",
  305. head="Taeon Chapeau",neck="Voltsurge Torque",ear1="Corbant Pearl",ear2="Dignitary's Earring",
  306. body="Adhemar Jacket",
  307. hands="Adhemar Wristbands",ring1="Ramuh Ring +1",ring2="Ramuh Ring +1",
  308. back="Cornflower Cape",waist="Prosilio Belt",legs="Carmine Cuisses +1",feet="Carmine Greaves +1"}
  309.  
  310. sets.midcast['Blue Magic'].PhysicalStr = set_combine(sets.midcast['Blue Magic'].Physical,
  311. {})
  312.  
  313. sets.midcast['Blue Magic'].PhysicalDex = set_combine(sets.midcast['Blue Magic'].Physical,
  314. {ammo="Jukukik Feather"})
  315.  
  316. sets.midcast['Blue Magic'].PhysicalVit = set_combine(sets.midcast['Blue Magic'].Physical,
  317. {})
  318.  
  319. sets.midcast['Blue Magic'].PhysicalAgi = set_combine(sets.midcast['Blue Magic'].Physical,
  320. {})
  321.  
  322. sets.midcast['Blue Magic'].PhysicalInt = set_combine(sets.midcast['Blue Magic'].Physical,
  323. {ring1="Shiva Ring +1",ring2="Shiva Ring +1",})
  324.  
  325. sets.midcast['Blue Magic'].PhysicalMnd = set_combine(sets.midcast['Blue Magic'].Physical,
  326. {})
  327.  
  328. sets.midcast['Blue Magic'].PhysicalChr = set_combine(sets.midcast['Blue Magic'].Physical,
  329. {})
  330.  
  331. sets.midcast['Blue Magic'].PhysicalHP = set_combine(sets.midcast['Blue Magic'].Physical)
  332.  
  333.  
  334. -- Magical Spells --
  335.  
  336. sets.midcast['Blue Magic'].Magical = {ammo="Ghastly Tathlum",
  337. head="Amalric Coif",neck="Eddy Necklace",ear1="Friomisi Earring",ear2="Crematio Earring",
  338. body="Amalric Doublet",hands="Amalric Gages",ring1="Shiva Ring +1",ring2="Shiva Ring +1",
  339. back="Cornflower Cape",waist="Eschan Stone",legs="Amalric Slops",feet="Amalric Nails"}
  340.  
  341. sets.midcast['Blue Magic'].Magical.Resistant = set_combine(sets.midcast['Blue Magic'].Magical,
  342. {ring1="Sangoma Ring"})
  343.  
  344. sets.midcast['Blue Magic'].MagicalMnd = set_combine(sets.midcast['Blue Magic'].Magical,
  345. {})
  346.  
  347. sets.midcast['Blue Magic'].MagicalChr = set_combine(sets.midcast['Blue Magic'].Magical)
  348.  
  349. sets.midcast['Blue Magic'].MagicalVit = set_combine(sets.midcast['Blue Magic'].Magical,
  350. {})
  351.  
  352. sets.midcast['Blue Magic'].MagicalDex = set_combine(sets.midcast['Blue Magic'].Magical)
  353.  
  354. sets.midcast['Blue Magic'].MagicAccuracy = {ammo="Mavi Tathlum",
  355. head="Amalric Coif",neck="Eddy Necklace",ear1="Lifestorm Earring",ear2="Psystorm Earring",
  356. body="Hashishin Mintan +1",hands="Amalric Gages",ring2="Sangoma Ring",ring1="Weather. Ring",
  357. back="Cornflower Cape",legs="Amalric Slops",feet="Amalric Nails"}
  358.  
  359. -- Breath Spells --
  360.  
  361. sets.midcast['Blue Magic'].Breath = {ammo="Ghastly Tathlum",
  362. head="Amalric Coif",neck="Eddy Necklace",ear1="Friomisi Earring",ear2="Crematio Earring",
  363. body="Amalric Doublet",hands="Amalric Gages",ring1="Shiva Ring +1",ring2="Shiva Ring +1",
  364. back="Cornflower Cape",waist="Eschan Stone",legs="Amalric Slops",feet="Amalric Nails"}
  365.  
  366. -- Other Types --
  367.  
  368. sets.midcast['Blue Magic'].Stun = set_combine(sets.midcast['Blue Magic'].MagicAccuracy,
  369. {waist="Chaac Belt"})
  370.  
  371. sets.midcast['Blue Magic']['White Wind'] = {
  372. head="Telchine Cap",
  373. body="Telchine Chasuble",hands="Telchine Gloves",ring1="K'ayres Ring",
  374. waist="Eschan Stone",legs="Carmine Cuisses +1",feet="Telchine Pigaches"}
  375.  
  376. sets.midcast['Blue Magic'].Healing = {
  377. head="Telchine Cap",
  378. body="Telchine Chasuble",hands="Telchine Gloves",ring1="K'ayres Ring",
  379. waist="Eschan Stone",legs="Carmine Cuisses +1",feet="Telchine Pigaches"}
  380.  
  381. sets.midcast['Blue Magic'].SkillBasedBuff = {ammo="Mavi Tathlum",
  382. head="Luhlaza Keffiyeh +1",neck="Incantor's Torque",
  383. body="Assimilator's Jubbah +1",
  384. back="Cornflower Cape",legs="Hashishin Tayt +1",feet="Luhlaza Charuqs +1"}
  385.  
  386. sets.midcast['Blue Magic'].Buff = {}
  387.  
  388. sets.midcast.Protect = {ring1="Sheltered Ring"}
  389. sets.midcast.Protectra = {ring1="Sheltered Ring"}
  390. sets.midcast.Shell = {ring1="Sheltered Ring"}
  391. sets.midcast.Shellra = {ring1="Sheltered Ring"}
  392.  
  393.  
  394.  
  395.  
  396. -- Sets to return to when not performing an action.
  397.  
  398. -- Gear for learning spells: +skill and AF hands.
  399. sets.Learning = {ammo="Mavi Tathlum",hands="Assimilator's Bazubands +1",
  400. head="Luhlaza Keffiyeh +1",
  401. body="Assimilator's Jubbah +1",hands="Assimilator's Bazubands +1",
  402. back="Cornflower Cape",legs="Hashishin Tayt +1",feet="Luhlaza Charuqs +1"}
  403.  
  404.  
  405. sets.latent_refresh = {waist="Fucho-no-obi"}
  406.  
  407. -- Resting sets
  408. sets.resting = {ammo="Ginsen",
  409. head="Adhemar Bonnet",neck="Loricate Torque +1",ear1="Genmei Earring",ear2="Loquacious Earring",
  410. body="Amalric Doublet",hands="Umuthi Gloves",ring1="Defending Ring",ring2="Dark Ring",
  411. back="Solemnity Cape",waist="",legs="Carmine Cuisses +1",feet="Carmine Greaves +1"}
  412.  
  413. -- Idle sets
  414. sets.idle = {ammo="Ginsen",
  415. head="Adhemar Bonnet",neck="Loricate Torque +1",ear1="Genmei Earring",ear2="Loquacious Earring",
  416. body="Amalric Doublet",hands="Umuthi Gloves",ring1="Defending Ring",ring2="Dark Ring",
  417. back="Solemnity Cape",waist="",legs="Carmine Cuisses +1",feet="Carmine Greaves +1"}
  418.  
  419. sets.idle.PDT = {ammo="Impatiens",
  420. head="Lithelimb Cap",neck="Loricate Torque +1",ear1="Genmei Earring",ear2="Loquacious Earring",
  421. body="Emet Harness +1",hands="Umuthi Gloves",ring1="Defending Ring",ring2="Dark Ring",
  422. back="Solemnity Cape",waist="Flume Belt",legs="Carmine Cuisses +1",feet="Carmine Greaves +1"}
  423.  
  424. sets.idle.Town = {ammo="Ginsen",
  425. head="Adhemar Bonnet",neck="Loricate Torque +1",ear1="Genmei Earring",ear2="Loquacious Earring",
  426. body="Amalric Doublet",hands="Umuthi Gloves",ring1="Defending Ring",ring2="Dark Ring",
  427. back="Solemnity Cape",waist="",legs="Carmine Cuisses +1",feet="Carmine Greaves +1"}
  428.  
  429. sets.Medicine = {hands="Remedy",head="Echo Drops"}
  430.  
  431. sets.idle.Learning = set_combine(sets.idle, sets.Learning)
  432.  
  433.  
  434. -- Defense sets
  435. sets.defense.PDT = {ammo="Impatiens",
  436. head="Lithelimb Cap",neck="Loricate Torque +1",ear1="Genmei Earring",ear2="Loquacious Earring",
  437. body="Emet Harness +1",hands="Umuthi Gloves",ring1="Defending Ring",ring2="Dark Ring",
  438. back="Solemnity Cape",waist="Flume Belt",legs="Carmine Cuisses +1",feet="Carmine Greaves +1"}
  439.  
  440. sets.defense.MDT = {ammo="Impatiens",
  441. head="Lithelimb Cap",neck="Loricate Torque +1",ear1="Genmei Earring",ear2="Loquacious Earring",
  442. body="Emet Harness +1",hands="Umuthi Gloves",ring1="Defending Ring",ring2="Dark Ring",
  443. back="Solemnity Cape",waist="Flume Belt",legs="Carmine Cuisses +1",feet="Carmine Greaves +1"}
  444.  
  445. sets.Kiting = {legs="Carmine Cuisses +1"}
  446.  
  447. -- Engaged sets
  448.  
  449. -- Variations for TP weapon and (optional) offense/defense modes. Code will fall back on previous
  450. -- sets if more refined versions aren't defined.
  451. -- If you create a set with both offense and defense modes, the offense mode should be first.
  452. -- EG: sets.engaged.Dagger.Accuracy.Evasion
  453.  
  454. -- Normal melee group
  455. sets.engaged = {ammo="Ginsen",
  456. head="Adhemar Bonnet",neck="Combatant's Torque",ear1="Tripudio Earring",ear2="Dignitary's Earring",
  457. body="Adhemar Jacket",
  458. hands="Adhemar Wristbands",
  459. ring1="Epona's Ring",ring2="Petrov Ring",
  460. back="Lupine Cape",waist="Kentarch Belt +1",legs="Carmine Cuisses +1",feet="Carmine Greaves +1"}
  461.  
  462. sets.engaged.Acc = {ammo="Ginsen",
  463. head="Taeon Chapeau",neck="Combatant's Torque",ear1="Zennaroi Earring",ear2="Dignitary's Earring",
  464. body="Adhemar Jacket",
  465. hands="Taeon Gloves",ring1="Epona's Ring",ring2="Petrov Ring",
  466. back="Lupine Cape",waist="Eschan Stone",legs="Taeon Tights",feet="Taeon Boots"}
  467.  
  468. sets.engaged.Refresh = {ammo="Ginsen",
  469. head="Taeon Chapeau",neck="Asperity Necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring",
  470. body="Hagondes Coat +1",hands="Serpentes Cuffs",ring1="Epona's Ring",ring2="Petrov Ring",
  471. back="Lupine Cape",waist="Windbuffet Belt +1",legs="Taeon Tights",feet="Serpentes Sabots"}
  472.  
  473. sets.engaged.DW = {ammo="Ginsen",
  474. head="Adhemar Bonnet",neck="Combatant's Torque",ear1="Tripudio Earring",ear2="Dignitary's Earring",
  475. body="Adhemar Jacket",
  476. hands="Adhemar Wristbands",
  477. ring1="Epona's Ring",ring2="Petrov Ring",
  478. back="Lupine Cape",waist="Kentarch Belt +1",legs="Carmine Cuisses +1",feet="Carmine Greaves +1"}
  479.  
  480. sets.engaged.DW.DWNormAcc = {ammo="Ginsen",
  481. head="Taeon Chapeau",
  482. neck="Combatant's Torque",
  483. ear1="Tripudio Earring",ear2="Dignitary's Earring",
  484. body="Adhemar Jacket",
  485. hands="Adhemar Wristbands",
  486. wait="Kentarch Belt +1",
  487. ring1="Epona's Ring",ring2="Petrov Ring",
  488. back="Lupine Cape",waist="Windbuffet Belt +1",
  489. legs="Carmine Cuisses +1",feet="Carmine Greaves +1"}
  490.  
  491.  
  492. sets.engaged.DW.Acc = {ammo="Honed Tathlum",
  493. head="Taeon Chapeau",neck="Combatant's Torque",ear1="Zennaroi Earring",ear2="Dignitary's Earring",
  494. body="Adhemar Jacket",
  495. hands="Herculean Gloves",ring1="Epona's Ring",ring2="Petrov Ring",
  496. back="Lupine Cape",waist="Reiki Yotai",legs="Carmine Cuisses +1",feet="Carmine Greaves +1"}
  497.  
  498. sets.engaged.DW.Refresh = {ammo="Ginsen",
  499. head="Taeon Chapeau",neck="Asperity Necklace",ear1="Heartseeker Earring",ear2="Dudgeon Earring",
  500. body="Hagondes Coat +1",hands="Serpentes Cuffs",ring1="Rajas Ring",ring2="Epona's Ring",
  501. back="Lupine Cape",waist="Windbuffet Belt +1",legs="Taeon Tights",feet="Serpentes Sabots"}
  502.  
  503. sets.engaged.Learning = set_combine(sets.engaged, sets.Learning)
  504. sets.engaged.DW.Learning = set_combine(sets.engaged.DW, sets.Learning)
  505.  
  506.  
  507. sets.self_healing = {}
  508. end
  509.  
  510. -------------------------------------------------------------------------------------------------------------------
  511. -- Job-specific hooks for standard casting events.
  512. -------------------------------------------------------------------------------------------------------------------
  513.  
  514. -- Set eventArgs.handled to true if we don't want any automatic gear equipping to be done.
  515. -- Set eventArgs.useMidcastGear to true if we want midcast gear equipped on precast.
  516. function job_precast(spell, action, spellMap, eventArgs)
  517. if unbridled_spells:contains(spell.english) and not state.Buff['Unbridled Learning'] then
  518. eventArgs.cancel = true
  519. windower.send_command('@input /ja "Unbridled Learning" <me>; wait 1.5; input /ma "'..spell.name..'" '..spell.target.name)
  520. end
  521. end
  522.  
  523. -- Run after the default midcast() is done.
  524. -- eventArgs is the same one used in job_midcast, in case information needs to be persisted.
  525. function job_post_midcast(spell, action, spellMap, eventArgs)
  526. -- Add enhancement gear for Chain Affinity, etc.
  527. if spell.skill == 'Blue Magic' then
  528. for buff,active in pairs(state.Buff) do
  529. if active and sets.buff[buff] then
  530. equip(sets.buff[buff])
  531. end
  532. end
  533. if spellMap == 'Healing' and spell.target.type == 'SELF' and sets.self_healing then
  534. equip(sets.self_healing)
  535. end
  536. end
  537.  
  538. -- If in learning mode, keep on gear intended to help with that, regardless of action.
  539. if state.OffenseMode.value == 'Learning' then
  540. equip(sets.Learning)
  541. end
  542. end
  543.  
  544.  
  545. -------------------------------------------------------------------------------------------------------------------
  546. -- Job-specific hooks for non-casting events.
  547. -------------------------------------------------------------------------------------------------------------------
  548.  
  549. -- Called when a player gains or loses a buff.
  550. -- buff == buff gained or lost
  551. -- gain == true if the buff was gained, false if it was lost.
  552. function job_buff_change(buff, gain)
  553. if state.Buff[buff] ~= nil then
  554. state.Buff[buff] = gain
  555. end
  556. end
  557.  
  558. -------------------------------------------------------------------------------------------------------------------
  559. -- User code that supplements standard library decisions.
  560. -------------------------------------------------------------------------------------------------------------------
  561.  
  562. -- Custom spell mapping.
  563. -- Return custom spellMap value that can override the default spell mapping.
  564. -- Don't return anything to allow default spell mapping to be used.
  565. function job_get_spell_map(spell, default_spell_map)
  566. if spell.skill == 'Blue Magic' then
  567. for category,spell_list in pairs(blue_magic_maps) do
  568. if spell_list:contains(spell.english) then
  569. return category
  570. end
  571. end
  572. end
  573. end
  574.  
  575. -- Modify the default idle set after it was constructed.
  576. function customize_idle_set(idleSet)
  577. if player.mpp < 51 then
  578. set_combine(idleSet, sets.latent_refresh)
  579. end
  580. return idleSet
  581. end
  582.  
  583. -- Called by the 'update' self-command, for common needs.
  584. -- Set eventArgs.handled to true if we don't want automatic equipping of gear.
  585. function job_update(cmdParams, eventArgs)
  586. update_combat_form()
  587. end
  588.  
  589.  
  590.  
  591.  
  592. -------------------------------------------------------------------------------------------------------------------
  593. -- Utility functions specific to this job.
  594. -------------------------------------------------------------------------------------------------------------------
  595.  
  596. function update_combat_form()
  597. -- Check for H2H or single-wielding
  598. if player.equipment.sub == "Genbu's Shield" or player.equipment.sub == 'empty' then
  599. state.CombatForm:reset()
  600. else
  601. state.CombatForm:set('DW')
  602. end
  603. end
  604.  
  605.  
  606. -- Select default macro book on initial load or subjob change.
  607. function select_default_macro_book()
  608. -- Default macro set/book
  609. if player.sub_job == 'DNC' then
  610. set_macro_page(1, 9)
  611. else
  612. set_macro_page(1, 9)
  613. end
  614. end
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