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- -------------------------------------------------------------------------------------------------------------------
- -- Keybinds
- -------------------------------------------------------------------------------------------------------------------
- -- Modes: [ F9 ] Cycle Offense Modes
- -- [ CTRL+F9 ] Cycle Hybrid Modes
- -- [ ALT+F9 ] Cycle Ranged Modes
- -- [ WIN+F9 ] Cycle Weapon Skill Modes
- -- [ F10 ] Emergency -PDT Mode
- -- [ ALT+F10 ] Toggle Kiting Mode
- -- [ F11 ] Emergency -MDT Mode
- -- [ F12 ] Update Current Gear / Report Current Status
- -- [ CTRL+F12 ] Cycle Idle Modes
- -- [ ALT+F12 ] Cancel Emergency -PDT/-MDT Mode
- -- [ WIN+C ] Toggle Capacity Points Mode
- -- [ WIN+` ] Toggle use of Luzaf Ring.
- -- [ WIN+Q ] Quick Draw shot mode selector.
- --
- -- Abilities: [ CTRL+- ] Quick Draw primary shot element cycle forward.
- -- [ CTRL+= ] Quick Draw primary shot element cycle backward.
- -- [ ALT+- ] Quick Draw secondary shot element cycle forward.
- -- [ ALT+= ] Quick Draw secondary shot element cycle backward.
- -- [ CTRL+[ ] Quick Draw toggle target type.
- -- [ CTRL+] ] Quick Draw toggle use secondary shot.
- --
- -- [ CTRL+C ] Crooked Cards
- -- [ CTRL+` ] Double-Up
- -- [ CTRL+X ] Fold
- -- [ CTRL+S ] Snake Eye
- -- [ CTRL+NumLock ] Triple Shot
- -- [ CTRL+Numpad/ ] Berserk
- -- [ CTRL+Numpad* ] Warcry
- -- [ CTRL+Numpad- ] Aggressor
- --
- --
- -- Weapons: [ WIN+E ] Cycles between available ranged weapons
- -- [ WIN+W ] Toggle Ranged Weapon Lock
- --
- -- WS: [ CTRL+Numpad7 ] Savage Blade
- -- [ CTRL+Numpad8 ] Last Stand
- -- [ CTRL+Numpad4 ] Leaden Salute
- -- [ CTRL+Numpad6 ] Wildfire
- -- [ CTRL+Numpad1 ] Evisceration
- -- [ CTRL+Numpad3 ] Exenterator
- --
- -- RA: [ ALT+Numpad0 ] Ranged Attack
- --
- --
- -- (Global-Binds.lua contains additional non-job-related keybinds)
- -------------------------------------------------------------------------------------------------------------------
- -- Custom Commands (preface with /console to use these in macros)
- -------------------------------------------------------------------------------------------------------------------
- -- gs c qd Uses the currently configured shot on the target, with either <t> or
- -- <stnpc> depending on setting.
- -- gs c qd t Uses the currently configured shot on the target, but forces use of <t>.
- --
- -- gs c cycle mainqd Cycles through the available steps to use as the primary shot when using
- -- one of the above commands.
- -- gs c cycle altqd Cycles through the available steps to use for alternating with the
- -- configured main shot.
- -- gs c toggle usealtqd Toggles whether or not to use an alternate shot.
- -- gs c toggle selectqdtarget Toggles whether or not to use <stnpc> (as opposed to <t>) when using a shot.
- --
- -- gs c toggle LuzafRing Toggles use of Luzaf Ring on and off
- -------------------------------------------------------------------------------------------------------------------
- -- 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()
- send_command('alias hw input /item "Holy Water" <me>' )
- send_command('alias re input /item "Remedy" <me>' )
- send_command('alias ed input /item "Echo Drops" <me>' )
- send_command('alias pa input /item "Panacea" <me>' )
- state.mainweapon = M{['description'] = 'Main Weapon'}
- state.mainweapon:options('DP','Evis','Melee')
- -- QuickDraw Selector
- state.Mainqd = M{['description']='Primary Shot', 'Fire Shot', 'Ice Shot', 'Wind Shot', 'Earth Shot', 'Thunder Shot', 'Water Shot'}
- state.Altqd = M{['description']='Secondary Shot', 'Fire Shot', 'Ice Shot', 'Wind Shot', 'Earth Shot', 'Thunder Shot', 'Water Shot'}
- state.UseAltqd = M(false, 'Use Secondary Shot')
- state.SelectqdTarget = M(false, 'Select Quick Draw Target')
- state.IgnoreTargetting = M(false, 'Ignore Targetting')
- state.DualWield = M(false, 'Dual Wield III')
- state.QDMode = M{['description']='Quick Draw Mode', 'STP', 'Magic Enhance', 'Magic Attack'}
- state.Currentqd = M{['description']='Current Quick Draw', 'Main', 'Alt'}
- -- Whether to use Luzaf's Ring
- state.LuzafRing = M(false, "Luzaf's Ring")
- -- Whether a warning has been given for low ammo
- state.warned = M(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()
- state.OffenseMode:options('Normal', 'Acc')
- state.HybridMode:options('Normal', 'DT')
- state.RangedMode:options('Normal', 'HighAcc', 'Critical')
- state.WeaponskillMode:options('Normal', 'Acc')
- state.CastingMode:options('Normal', 'Resistant')
- state.IdleMode:options('Normal', 'Refresh')
- state.Gun = M{['description']='Current Gun', 'Death Penalty', 'Fomalhaut', 'Ataktos'}
- state.CP = M(false, "Capacity Points Mode")
- DP_weapons = S{'DP'}
- Evis_weapons = S{'Evis'}
- SB_weapons = S{'SB'}
- gear.RAbullet = "Chrono Bullet"
- gear.WSbullet = "Chrono Bullet"
- gear.MAbullet = "Living Bullet"
- gear.QDbullet = "Living Bullet"
- options.ammo_warning_limit = 10
- -- Additional local binds
- send_command('bind ^` input /ja "Double-up" <me>')
- send_command('bind ^c input /ja "Crooked Cards" <me>')
- send_command('bind ^s input /ja "Snake Eye" <me>')
- send_command('bind ^f input /ja "Fold" <me>')
- send_command('bind !` input /ja "Bolter\'s Roll" <me>')
- send_command ('bind @` gs c toggle LuzafRing')
- send_command('bind ^- gs c cycleback mainqd')
- send_command('bind ^= gs c cycle mainqd')
- send_command('bind !- gs c cycle altqd')
- send_command('bind != gs c cycleback altqd')
- send_command('bind ^[ gs c toggle selectqdtarget')
- send_command('bind ^] gs c toggle usealtqd')
- send_command('bind @c gs c toggle CP')
- send_command('bind @q gs c cycle QDMode')
- send_command('bind @e gs c cycle Gun')
- send_command('bind @d gs c mainweapon')
- send_command('bind @s gs c cycle AutoWSMode')
- send_command('bind ^numlock input /ja "Triple Shot" <me>')
- if player.sub_job == 'WAR' then
- send_command('bind ^numpad/ input /ja "Berserk" <me>')
- send_command('bind ^numpad* input /ja "Warcry" <me>')
- send_command('bind ^numpad- input /ja "Aggressor" <me>')
- end
- send_command('bind ^numpad7 input /ws "Savage Blade" <t>')
- send_command('bind ^numpad8 input /ws "Last Stand" <t>')
- send_command('bind ^numpad4 input /ws "Leaden Salute" <t>')
- send_command('bind ^numpad6 input /ws "Wildfire" <t>')
- send_command('bind ^numpad1 input /ws "Evisceration" <t>')
- send_command('bind ^numpad2 input /ws "Aeolian Edge" <t>')
- send_command('bind ^numpad3 input /ws "Exenterator" <t>')
- send_command('bind !numpad0 input /ra <t>')
- update_combat_form()
- select_default_macro_book()
- end
- -- Called when this job file is unloaded (eg: job change)
- function user_unload()
- send_command('unbind ^`')
- send_command('unbind ^c')
- send_command('unbind ^s')
- send_command('unbind ^f')
- send_command('unbind !`')
- send_command('unbind @`')
- send_command('unbind ^-')
- send_command('unbind ^=')
- send_command('unbind !-')
- send_command('unbind !=')
- send_command('unbind ^[')
- send_command('unbind ^]')
- send_command('unbind ^,')
- send_command('unbind @c')
- send_command('unbind @q')
- send_command('unbind @e')
- send_command('unbind @w')
- send_command('unbind @d')
- send_command('unbind ^numlock')
- send_command('unbind ^numpad/')
- send_command('unbind ^numpad*')
- send_command('unbind ^numpad-')
- send_command('unbind ^numpad8')
- send_command('unbind ^numpad4')
- send_command('unbind ^numpad6')
- send_command('unbind ^numpad1')
- send_command('unbind ^numpad2')
- send_command('unbind ^numpad3')
- send_command('unbind !numpad0')
- send_command('unbind #`')
- send_command('unbind #1')
- send_command('unbind #2')
- send_command('unbind #3')
- send_command('unbind #4')
- send_command('unbind #5')
- send_command('unbind #6')
- send_command('unbind #7')
- send_command('unbind #8')
- send_command('unbind #9')
- send_command('unbind #0')
- end
- sets.mainweapon = {}
- sets.mainweapon.DP = {
- main="Lanun Knife",
- sub="Fettering Blade", }
- sets.mainweapon.Evis = {
- main="Lanun Knife",
- sub="Blurred Knife +1", }
- sets.mainweapon.SB = {
- main="Hep. Sapara +1",
- sub="Blurred Knife +1", }
- -- Define sets and vars used by this job file.
- function init_gear_sets()
- ------------------------------------------------------------------------------------------------
- ---------------------------------------- Precast Sets ------------------------------------------
- ------------------------------------------------------------------------------------------------
- sets.precast.JA['Snake Eye'] = {legs="Lanun Trews +1"}
- sets.precast.JA['Wild Card'] = {feet="Lanun Bottes +3"}
- sets.precast.JA['Random Deal'] = {body="Lanun Frac +3"}
- sets.precast.CorsairRoll = {
- main="Rostam",
- head="Lanun Tricorne +3",
- neck="Regal Necklace",
- body="Lanun Frac +3",
- hands="Chasseur's Gants +1",
- feet="Lanun Bottes +3",
- waist="Flume Belt",
- back={ name="Camulus's Mantle", augments={'DEX+20','Accuracy+20 Attack+20','Accuracy+10','"Dbl.Atk."+10','Damage taken-5%',}},
- }
- sets.precast.CorsairRoll.Gun = set_combine(sets.precast.CorsairRoll.Engaged, {})
- sets.precast.CorsairRoll["Caster's Roll"] = set_combine(sets.precast.CorsairRoll, {legs="Chas. Culottes +1"})
- sets.precast.CorsairRoll["Courser's Roll"] = set_combine(sets.precast.CorsairRoll, {feet="Chass. Bottes +1"})
- sets.precast.CorsairRoll["Blitzer's Roll"] = set_combine(sets.precast.CorsairRoll, {head="Chass. 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 = set_combine(sets.precast.CorsairRoll, {ring1="Luzaf's Ring"})
- sets.precast.FoldDoubleBust = {hands="Lanun Gants +3"}
- sets.precast.Waltz = {
- body="Passion Jacket",
- neck="Phalaina Locket",
- ring1="Asklepian Ring",
- waist="Gishdubar Sash",
- }
- sets.precast.Waltz['Healing Waltz'] = {}
- sets.precast.FC = {
- head="Carmine Mask",
- neck="Voltsurge Torque",
- ear2="Loquacious Earring",
- hands="Leyline Gloves",
- ring1="Prolix Ring",
- ring2="Kishar Ring",
- feet="Carmine Greaves +1"
- }
- sets.precast.FC.Utsusemi = set_combine(sets.precast.FC, {
- body="Passion Jacket",
- neck="Magoraga Beads",
- ring1="Lebeche Ring",
- })
- -- (10% Snapshot from JP Gifts)
- sets.precast.RA = {
- ammo=gear.RAbullet,
- head="Aurore Beret +1",
- neck="Comm. Charm +2",
- body="Laksa. Frac +3",
- hands="Carmine Fin. Ga. +1",
- legs="Laksa. Trews +3",
- feet="Meg. Jam. +2",
- waist="Impulse Belt",
- back={ name="Camulus's Mantle", augments={'"Snapshot"+10',}},
- }
- ------------------------------------------------------------------------------------------------
- ------------------------------------- Weapon Skill Sets ----------------------------------------
- ------------------------------------------------------------------------------------------------
- sets.precast.WS = {
- ammo=gear.WSbullet,
- head="Lanun Tricorne +3",
- body="Laksa. Frac +3",
- hands="Meg. Gloves +2",
- legs={ name="Herculean Trousers", augments={'Rng.Acc.+22 Rng.Atk.+22','Weapon skill damage +3%','DEX+5','Rng.Acc.+15','Rng.Atk.+2',}},
- feet="Lanun Bottes +3",
- neck="Fotia Gorget",
- ear1="Moonshade Earring",
- ear2="Ishvara Earring",
- ring1="Ilabrat Ring",
- ring2="Dingir Ring",
- back={ name="Camulus's Mantle", augments={'AGI+20','Rng.Acc.+20 Rng.Atk.+20','AGI+10','Weapon skill damage +10%',}},
- waist="Fotia Belt",
- }
- sets.precast.WS.Acc = set_combine(sets.precast.WS, {
- ear2="Telos Earring",
- ring1="Hajduk Ring +1",
- ring2="Cacoethic Ring",
- })
- sets.precast.WS['Last Stand'] = sets.precast.WS
- sets.precast.WS['Last Stand'].Acc = set_combine(sets.precast.WS['Last Stand'], {
- head="Meghanada Visor +2",
- ear1="Enervating Earring",
- ear2="Telos Earring",
- ring1="Hajduk Ring +1",
- ring2="Cacoethic Ring",
- legs="Laksa. Trews +3",
- feet="Meg. Jam. +2",
- })
- sets.precast.WS['Wildfire'] = {
- ammo=gear.MAbullet,
- head={ name="Herculean Helm", augments={'"Mag.Atk.Bns."+25','Weapon skill damage +4%','INT+9',}},
- body="Lanun Frac +3",
- hands={ name="Herculean Gloves", augments={'Mag. Acc.+19 "Mag.Atk.Bns."+19','Weapon skill damage +4%','STR+6','Mag. Acc.+2','"Mag.Atk.Bns."+12',}},
- legs={ name="Herculean Trousers", augments={'"Mag.Atk.Bns."+25','Weapon skill damage +4%','MND+9','Mag. Acc.+6',}},
- feet="Lanun Bottes +3",
- neck="Comm. Charm +2",
- waist="Eschan Stone",
- left_ear="Crematio Earring",
- right_ear="Friomisi Earring",
- left_ring="Ilabrat Ring",
- right_ring="Dingir Ring",
- back={ name="Camulus's Mantle", augments={'AGI+20','Mag. Acc+20 /Mag. Dmg.+20','AGI+10','Weapon skill damage +10%',}},
- }
- sets.precast.WS['Hot Shot'] = sets.precast.WS['Wildfire']
- sets.precast.WS['Leaden Salute'] = set_combine(sets.precast.WS['Wildfire'], {
- head="Pixie Hairpin +1",
- neck="Comm. Charm +2",
- ear1="Moonshade Earring",
- ring1="Archon Ring",
- waist="Svelt. Gouriz +1",
- })
- sets.precast.WS['Leaden Salute'].FullTP = {ear1="Crematio Earring", waist="Svelt. Gouriz +1"}
- sets.precast.WS['Evisceration'] = {
- head={ name="Herculean Helm", augments={'Attack+21','Weapon skill damage +4%','DEX+10','Accuracy+14',}},
- body="Laksa. Frac +3",
- hands="Meg. Gloves +2",
- legs="Mummu Kecks +2",
- feet="Lanun Bottes +3",
- neck="Fotia Gorget",
- waist="Fotia Belt",
- left_ear="Mache Earring +1",
- right_ear="Mache Earring +1",
- left_ring="Ilabrat Ring",
- right_ring="Mummu Ring",
- back={ name="Camulus's Mantle", augments={'STR+20','Accuracy+20 Attack+20','STR+10','Weapon skill damage +10%',}},
- }
- sets.precast.WS['Evisceration'].Acc = set_combine(sets.precast.WS['Evisceration'], {
- head="Meghanada Visor +2",
- ear2="Telos Earring",
- })
- sets.precast.WS['Exenterator'] = set_combine(sets.precast.WS,
- {head="Lanun Tricorne +3",
- hands="Meg. Gloves +2",
- legs="Mummu Kecks +2",
- })
- sets.precast.WS['Exenterator'].Acc = set_combine(sets.precast.WS['Exenterator'], {})
- sets.precast.WS['Savage Blade'] = set_combine(sets.precast.WS, {
- head={ name="Herculean Helm", augments={'Accuracy+9','Weapon skill damage +5%','STR+1','Attack+15',}},
- hands="Meg. Gloves +2",
- legs={ name="Herculean Trousers", augments={'Accuracy+15','Weapon skill damage +4%','STR+9','Attack+6',}},
- left_ring="Rufescent Ring",
- right_ring="Shukuyu Ring",
- back={ name="Camulus's Mantle", augments={'STR+20','Accuracy+20 Attack+20','STR+10','Weapon skill damage +10%',}},
- waist="Prosilio Belt +1",
- })
- sets.precast.WS['Savage Blade'].Acc = set_combine(sets.precast.WS['Savage Blade'], {
- ear2="Telos Earring",
- waist="Grunfeld Rope",
- })
- sets.precast.WS['Swift Blade'] = set_combine(sets.precast.WS, {
- head={ name="Adhemar Bonnet +1", augments={'STR+12','DEX+12','Attack+20',}},
- body={ name="Adhemar Jacket +1", augments={'DEX+12','AGI+12','Accuracy+20',}},
- legs={ name="Herculean Trousers", augments={'Accuracy+15','Weapon skill damage +4%','STR+9','Attack+6',}},
- feet={ name="Carmine Greaves +1", augments={'Accuracy+12','DEX+12','MND+20',}},
- ear1="Cessance Earring",
- ear2="Brutal Earring",
- left_ring="Petrov Ring",
- ring2="Epona's Ring",
- back={ name="Camulus's Mantle", augments={'STR+20','Accuracy+20 Attack+20','STR+10','Weapon skill damage +10%',}},
- })
- sets.precast.WS['Swift Blade'].Acc = set_combine(sets.precast.WS['Swift Blade'], {
- head="Meghanada Visor +2",
- hands="Meg. Gloves +2",
- ear2="Telos Earring",
- })
- sets.precast.WS['Aeolian Edge'] = set_combine(sets.precast.WS['Wildfire'], {})
- ------------------------------------------------------------------------------------------------
- ---------------------------------------- Midcast Sets ------------------------------------------
- ------------------------------------------------------------------------------------------------
- sets.midcast.FastRecast = sets.precast.FC
- sets.midcast.SpellInterrupt = {
- ear1="Halasz Earring",
- hands="Rawhide Gloves",
- legs="Carmine Cuisses +1",
- ring1="Evanescence Ring",
- }
- sets.midcast.Cure = {
- neck="Phalaina Locket",
- ring1="Lebeche Ring",
- }
- sets.midcast.Utsusemi = sets.midcast.SpellInterrupt
- -- Occult Acumen Set
- sets.midcast['Dark Magic'] = {
- ammo=gear.QDbullet,
- head={ name="Herculean Helm", augments={'Mag. Acc.+20 "Mag.Atk.Bns."+20','"Fast Cast"+2','VIT+10','Mag. Acc.+5','"Mag.Atk.Bns."+14',}},
- body="Mummu Jacket +2",
- hands={ name="Adhemar Wrist. +1", augments={'AGI+12','Rng.Acc.+20','Rng.Atk.+20',}},
- legs={ name="Herculean Trousers", augments={'Mag. Acc.+20 "Mag.Atk.Bns."+20','DEX+5','Mag. Acc.+14','"Mag.Atk.Bns."+12',}},
- feet="Carmine Greaves +1",
- neck="Sanctity Necklace",
- ear1="Dedition Earring",
- ear2="Telos Earring",
- ring1="Archon Ring",
- ring2="Dingir Ring",
- back={ name="Camulus's Mantle", augments={'AGI+20','Rng.Acc.+20 Rng.Atk.+20','"Store TP"+10',}},
- waist="Eschan Stone",
- }
- sets.midcast.CorsairShot = {
- ammo=gear.QDbullet,
- head={ name="Herculean Helm", augments={'Mag. Acc.+20 "Mag.Atk.Bns."+20','"Fast Cast"+2','VIT+10','Mag. Acc.+5','"Mag.Atk.Bns."+14',}},
- body="Lanun Frac +3",
- hands="Carmine Fin. Ga. +1",
- legs={ name="Herculean Trousers", augments={'Mag. Acc.+20 "Mag.Atk.Bns."+20','DEX+5','Mag. Acc.+14','"Mag.Atk.Bns."+12',}},
- feet="Lanun Bottes +3",
- neck="Comm. Charm +2",
- left_ear="Crematio Earring",
- ear2="Friomisi Earring",
- ring1="Fenrir Ring +1",
- ring2="Dingir Ring",
- back="Gunslinger's Cape",
- waist="Eschan Stone",
- }
- sets.midcast.CorsairShot.STP = {
- ammo=gear.QDbullet,
- head={ name="Herculean Helm", augments={'Mag. Acc.+20 "Mag.Atk.Bns."+20','"Fast Cast"+2','VIT+10','Mag. Acc.+5','"Mag.Atk.Bns."+14',}},
- body="Mummu Jacket +2",
- hands="Carmine Fin. Ga. +1",
- legs={ name="Adhemar Kecks +1", augments={'AGI+12','"Rapid Shot"+13','Enmity-6',}},
- feet="Carmine Greaves +1",
- neck="Iskur Gorget",
- ear1="Dedition Earring",
- ear2="Telos Earring",
- ring1="Petrov Ring",
- ring2="Chirich Ring +1",
- back={ name="Camulus's Mantle", augments={'AGI+20','Rng.Acc.+20 Rng.Atk.+20','"Store TP"+10',}},
- waist="Yemaya Belt",
- }
- sets.midcast.CorsairShot.Resistant = set_combine(sets.midcast.CorsairShot, {
- head={ name="Herculean Helm", augments={'Mag. Acc.+20 "Mag.Atk.Bns."+20','"Fast Cast"+2','VIT+10','Mag. Acc.+5','"Mag.Atk.Bns."+14',}},
- body="Mummu Jacket +2",
- hands="Lanun Gants +3",
- legs={ name="Herculean Trousers", augments={'Mag. Acc.+20 "Mag.Atk.Bns."+20','DEX+5','Mag. Acc.+14','"Mag.Atk.Bns."+12',}},
- feet="Mummu Gamash. +2",
- neck="Sanctity Necklace",
- back={ name="Camulus's Mantle", augments={'AGI+20','Mag. Acc+20 /Mag. Dmg.+20','AGI+10','Weapon skill damage +10%',}},
- waist="Kwahu Kachina Belt +1",
- })
- sets.midcast.CorsairShot['Light Shot'] = sets.midcast.CorsairShot.Resistant
- sets.midcast.CorsairShot['Dark Shot'] = sets.midcast.CorsairShot.Resistant
- sets.midcast.CorsairShot.Enhance = {feet="Chass. Bottes +1"}
- -- Ranged gear
- sets.midcast.RA = {
- ammo=gear.RAbullet,
- head="Meghanada Visor +2",
- body="Laksa. Frac +3",
- hands={ name="Adhemar Wrist. +1", augments={'AGI+12','Rng.Acc.+20','Rng.Atk.+20',}},
- legs={ name="Adhemar Kecks +1", augments={'AGI+12','"Rapid Shot"+13','Enmity-6',}},
- feet={ name="Adhe. Gamashes +1", augments={'AGI+12','Rng.Acc.+20','Rng.Atk.+20',}},
- neck="Iskur Gorget",
- ear1="Enervating Earring",
- ear2="Telos Earring",
- ring1="Ilabrat Ring",
- ring2="Dingir Ring",
- back={ name="Camulus's Mantle", augments={'AGI+20','Rng.Acc.+20 Rng.Atk.+20','Rng.Acc.+10','"Store TP"+10',}},
- waist="Yemaya Belt",
- }
- sets.midcast.RA.HighAcc = set_combine(sets.midcast.RA, {
- ring1="Cacoethic Ring",
- ring2="Hajduk Ring +1",
- feet="Meg. Jam. +2",
- })
- sets.midcast.RA.Critical = set_combine(sets.midcast.RA, {
- head="Meghanada Visor +2",
- body="Mummu Jacket +2",
- hands="Mummu Wrists +1",
- legs="Mummu Kecks +2",
- feet="Oshosi Leggings",
- ring1="Begrudging Ring",
- ring2="Mummu Ring",
- waist="Kwahu Kachina Belt +1",
- })
- sets.TripleShot = {
- --head="Oshosi Mask",
- body="Chasseur's Frac +1",
- hands="Lanun Gants +3",
- legs="Oshosi Trousers",
- feet="Oshosi Leggings",
- }
- sets.TripleShotCritical = {
- head="Meghanada Visor +2",
- waist="Kwahu Kachina Belt +1",
- }
- ------------------------------------------------------------------------------------------------
- ----------------------------------------- Idle Sets --------------------------------------------
- ------------------------------------------------------------------------------------------------
- sets.idle = {
- ammo=gear.MAbullet,
- head="Meghanada Visor +2",
- body="Meg. Cuirie +2",
- hands="Meg. Gloves +2",
- legs={ name="Carmine Cuisses +1", augments={'Accuracy+20','Attack+12','"Dual Wield"+6',}},
- feet="Lanun Bottes +3",
- --neck="Comm. Charm +2",
- neck="Sanctity Necklace",
- waist="Flume Belt",
- ear1="Infused Earring",
- ear2="Odnowa Earring +1",
- left_ring="Vocane Ring",
- right_ring="Defending Ring",
- back={ name="Camulus's Mantle", augments={'DEX+20','Accuracy+20 Attack+20','Accuracy+10','"Dbl.Atk."+10','Damage taken-5%',}},
- }
- sets.idle.Refresh = set_combine(sets.idle, {
- head={ name="Rawhide Mask", augments={'HP+50','Accuracy+15','Evasion+20',}},
- hands={ name="Herculean Gloves", augments={'MND+4','Pet: INT+7','"Refresh"+2','Accuracy+14 Attack+14','Mag. Acc.+3 "Mag.Atk.Bns."+3',}},
- feet={ name="Herculean Boots", augments={'STR+11','Weapon Skill Acc.+3','"Refresh"+2','Accuracy+6 Attack+6','Mag. Acc.+9 "Mag.Atk.Bns."+9',}},
- right_ear="Ethereal Earring",
- })
- ------------------------------------------------------------------------------------------------
- ---------------------------------------- Defense Sets ------------------------------------------
- ------------------------------------------------------------------------------------------------
- sets.Kiting = {legs="Carmine Cuisses +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
- sets.engaged = {
- head="Adhemar Bonnet +1",
- body="Adhemar Jacket +1",
- hands={ name="Adhemar Wrist. +1", augments={'DEX+12','AGI+12','Accuracy+20',}},
- legs="Samnuha Tights",
- feet={ name="Herculean Boots", augments={'Accuracy+29','"Triple Atk."+4','STR+6',}},
- neck="Combatant's Torque",
- --neck="Comm. Charm +2",
- ear1="Cessance Earring",
- ear2="Telos Earring",
- ring1="Hetairoi Ring",
- ring2="Epona's Ring",
- back={ name="Camulus's Mantle", augments={'DEX+20','Accuracy+20 Attack+20','Accuracy+10','"Dbl.Atk."+10','Damage taken-5%',}},
- waist="Windbuffet Belt +1",
- }
- sets.engaged.DP = set_combine(sets.engaged, {
- main="Lanun Knife",
- sub="Fettering Blade", })
- sets.engaged.DP.DT = set_combine(sets.engaged.DP, {
- head="Meghanada Visor +2",
- body="Lanun Frac +3",
- left_ring="Vocane Ring",
- ring2="Defending Ring",
- hands={ name="Herculean Gloves", augments={'Accuracy+25 Attack+25','Phys. dmg. taken -5%','Accuracy+7','Attack+12',}},
- })
- sets.engaged.DP.Acc = set_combine(sets.engaged.DP, {
- head={ name="Herculean Helm", augments={'Accuracy+22 Attack+22','"Triple Atk."+4','AGI+1','Accuracy+2',}},
- ear1="Cessance Earring",
- ear2="Telos Earring",
- legs="Carmine Cuisses +1",
- left_ring="Cacoethic Ring",
- right_ring="Chirich Ring +1",
- waist="Kentarch Belt +1",
- })
- sets.engaged.Evis = set_combine(sets.engaged, {
- main="Lanun Knife",
- sub="Blurred Knife +1", })
- sets.engaged.Evis.DT = set_combine(sets.engaged.Evis, {
- head="Meghanada Visor +2",
- body="Lanun Frac +3",
- left_ring="Vocane Ring",
- ring2="Defending Ring",
- hands={ name="Herculean Gloves", augments={'Accuracy+25 Attack+25','Phys. dmg. taken -5%','Accuracy+7','Attack+12',}},
- })
- sets.engaged.Evis.Acc = set_combine(sets.engaged.Evis, {
- head={ name="Herculean Helm", augments={'Accuracy+22 Attack+22','"Triple Atk."+4','AGI+1','Accuracy+2',}},
- ear1="Cessance Earring",
- ear2="Telos Earring",
- legs="Carmine Cuisses +1",
- left_ring="Cacoethic Ring",
- right_ring="Chirich Ring +1",
- waist="Kentarch Belt +1",
- })
- sets.engaged.SB = set_combine(sets.engaged, {
- main="Hep. Sapara +1",
- sub="Blurred Knife +1", })
- sets.engaged.SB.DT = set_combine(sets.engaged.SB, {
- head="Meghanada Visor +2",
- body="Lanun Frac +3",
- left_ring="Vocane Ring",
- ring2="Defending Ring",
- hands={ name="Herculean Gloves", augments={'Accuracy+25 Attack+25','Phys. dmg. taken -5%','Accuracy+7','Attack+12',}},
- })
- sets.engaged.SB.Acc = set_combine(sets.engaged.SB, {
- head={ name="Herculean Helm", augments={'Accuracy+22 Attack+22','"Triple Atk."+4','AGI+1','Accuracy+2',}},
- ear1="Cessance Earring",
- ear2="Telos Earring",
- legs="Carmine Cuisses +1",
- left_ring="Cacoethic Ring",
- right_ring="Chirich Ring +1",
- waist="Kentarch Belt +1",
- })
- sets.Obi = {waist="Hachirin-no-Obi"}
- sets.CP = {back="Mecisto. Mantle"}
- --sets.Reive = {neck="Ygnas's Resolve +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
- if (spell.type == 'CorsairRoll' or spell.english == "Double-Up") then
- if player.status ~= 'Engaged' then
- equip(sets.precast.CorsairRoll.Gun)
- end
- if state.LuzafRing.value then
- equip(sets.precast.LuzafRing)
- end
- elseif spell.type == 'CorsairShot' and state.CastingMode.value == 'Resistant' then
- classes.CustomClass = 'Acc'
- end
- if spell.english == 'Fold' and buffactive['Bust'] == 2 then
- if sets.precast.FoldDoubleBust then
- equip(sets.precast.FoldDoubleBust)
- eventArgs.handled = true
- end
- end
- if spellMap == 'Utsusemi' then
- if buffactive['Copy Image (3)'] or buffactive['Copy Image (4+)'] then
- cancel_spell()
- add_to_chat(123, '**!! '..spell.english..' Canceled: [3+ IMAGES] !!**')
- eventArgs.handled = true
- return
- elseif buffactive['Copy Image'] or buffactive['Copy Image (2)'] then
- send_command('cancel 66; cancel 444; cancel Copy Image; cancel Copy Image (2)')
- end
- end
- end
- function job_post_precast(spell, action, spellMap, eventArgs)
- if (spell.type == 'CorsairRoll' or spell.english == "Double-Up") then
- if player.status ~= 'Engaged' then
- equip(sets.precast.CorsairRoll.Gun)
- end
- -- Equip obi if weather/day matches for WS.
- elseif spell.type == 'WeaponSkill' then
- if spell.english == 'Leaden Salute' then
- if world.weather_element == 'Dark' or world.day_element == 'Dark' then
- equip(sets.Obi)
- end
- if player.tp > 2900 then
- equip(sets.precast.WS['Leaden Salute'].FullTP)
- end
- elseif spell.english == 'Wildfire' and (world.weather_element == 'Fire' or world.day_element == 'Fire') then
- equip(sets.Obi)
- end
- end
- end
- function job_post_midcast(spell, action, spellMap, eventArgs)
- -- Equip obi if weather/day matches for Quick Draw.
- if spell.type == 'CorsairShot' then
- if (spell.element == world.day_element or spell.element == world.weather_element) and
- (spell.english ~= 'Light Shot' and spell.english ~= 'Dark Shot') then
- equip(sets.Obi)
- end
- if state.QDMode.value == 'Magic Enhance' then
- equip(sets.midcast.CorsairShot.Enhance)
- elseif state.QDMode.value == 'STP' then
- equip(sets.midcast.CorsairShot.STP)
- end
- elseif spell.action_type == 'Ranged Attack' then
- if buffactive['Triple Shot'] then
- equip(sets.TripleShot)
- 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
- if spell.english == "Light Shot" then
- send_command('@timers c "Light Shot ['..spell.target.name..']" 60 down abilities/00195.png')
- end
- end
- -- Handle notifications of general user state change.
- function job_state_change(stateField, newValue, oldValue)
- if state.WeaponLock.value == true then
- disable('ranged')
- else
- enable('ranged')
- end
- end
- -------------------------------------------------------------------------------------------------------------------
- -- User code that supplements standard library decisions.
- -------------------------------------------------------------------------------------------------------------------
- -- Called by the 'update' self-command, for common needs.
- -- Set eventArgs.handled to true if we don't want automatic equipping of gear.
- -- Modify the default idle set after it was constructed.
- function customize_idle_set(idleSet)
- if state.Gun.current == 'Death Penalty' then
- equip({ranged="Death Penalty"})
- elseif state.Gun.current == 'Fomalhaut' then
- equip({ranged="Fomalhaut"})
- elseif state.Gun.current == 'Ataktos' then
- equip({ranged="Ataktos"})
- end
- if state.CP.current == 'on' then
- equip(sets.CP)
- disable('back')
- else
- enable('back')
- end
- return idleSet
- end
- -- Handle auto-targetting based on local setup.
- function job_auto_change_target(spell, action, spellMap, eventArgs)
- if spell.type == 'CorsairShot' then
- if state.IgnoreTargetting.value == true then
- state.IgnoreTargetting:reset()
- eventArgs.handled = true
- end
- eventArgs.SelectNPCTargets = state.SelectqdTarget.value
- 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 msg = ''
- msg = msg .. '[ Offense/Ranged: '..state.OffenseMode.current
- if state.HybridMode.value ~= 'Normal' then
- msg = msg .. '/' .. state.HybridMode.value
- end
- msg = msg .. '/' ..state.RangedMode.current .. ' ]'
- if state.WeaponskillMode.value ~= 'Normal' then
- msg = msg .. '[ WS: '..state.WeaponskillMode.current .. ' ]'
- end
- if state.DefenseMode.value ~= 'None' then
- msg = msg .. '[ Defense: ' .. state.DefenseMode.value .. state[state.DefenseMode.value .. 'DefenseMode'].value .. ' ]'
- end
- if state.Kiting.value then
- msg = msg .. '[ Kiting Mode: ON ]'
- end
- msg = msg .. '[ *'..state.Mainqd.current
- if state.UseAltqd.value == true then
- msg = msg .. '/'..state.Altqd.current
- end
- msg = msg .. ' ('
- if state.QDMode.value then
- msg = msg .. state.QDMode.current .. ') '
- end
- msg = msg .. ']'
- add_to_chat(060, msg)
- eventArgs.handled = true
- end
- function_update_combat_form()
- -- Check Weapontype
- if DP_weapons:contains(player.equipment.main) then
- state.CombatForm:set('DP')
- elseif
- Evis_weapons:contains(player.equipment.main) then
- state.CombatForm:set('Evis')
- elseif
- SB_weapons:contains(player.equipment.main) then
- state.CombatForm:set('SB')
- else
- state.CombatForm:reset()
- end
- function job_self_command(cmdParams, eventArgs)
- command = cmdParams[1]:lower()
- if command=='mainweapon' then
- enable('main','sub')
- mainswap=1
- send_command('gs c cycle mainweapon')
- end
- end
- function job_update(cmdParams, eventArgs)
- update_combat_form()
- end
- -------------------------------------------------------------------------------------------------------------------
- -- Utility functions specific to this job.
- -------------------------------------------------------------------------------------------------------------------
- function job_self_command(cmdParams, eventArgs)
- if cmdParams[1] == 'qd' then
- if cmdParams[2] == 't' then
- state.IgnoreTargetting:set()
- end
- local doqd = ''
- if state.UseAltqd.value == true then
- doqd = state[state.Currentqd.current..'qd'].current
- state.Currentqd:cycle()
- else
- doqd = state.Mainqd.current
- end
- send_command('@input /ja "'..doqd..'" <t>')
- end
- end
- 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"},
- ["Drachen 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"},
- ["Puppet Roll"] = {lucky=3, unlucky=7, bonus="Pet Magic Attack/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"},
- ["Naturalist's Roll"] = {lucky=3, unlucky=7, bonus="Enh. Magic Duration"},
- ["Runeist's Roll"] = {lucky=4, unlucky=8, bonus="Magic Evasion"},
- ["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' 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, '[ Lucky: '..tostring(rollinfo.lucky)..' / Unlucky: '..tostring(rollinfo.unlucky)..' ] '..spell.english..': '..rollinfo.bonus..' ('..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.english == 'Wildfire' or spell.english == 'Leaden Salute' then
- -- magical weaponskills
- bullet_name = gear.MAbullet
- else
- -- physical weaponskills
- bullet_name = gear.WSbullet
- 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
- -- Select default macro book on initial load or subjob change.
- function select_default_macro_book()
- if player.sub_job == 'DNC' then
- set_macro_page(1, 4)
- elseif player.sub_job == "NIN" then
- set_macro_page(2, 4)
- elseif player.sub_job == "WAR" then
- set_macro_page(3, 4)
- elseif player.sub_job == "RNG" then
- set_macro_page(4, 4)
- elseif player.sub_job == "WHM" then
- set_macro_page(5, 4)
- else
- set_macro_page(1, 4)
- end
- end
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