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- include('organizer-lib.lua')
- -------------------------------------------------------------------------------------------------------------------
- -- 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.Sentinel = buffactive.sentinel or false
- state.Buff.Cover = buffactive.cover or false
- state.Buff.Doom = buffactive.Doom 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', 'HiAcc', 'AdoulinAcc')
- state.HybridMode:options('Normal', 'PDT', 'Reraise')
- state.WeaponskillMode:options('Normal', 'Acc')
- state.CastingMode:options('Normal', 'Resistant')
- state.PhysicalDefenseMode:options('PDT', 'HP', 'Reraise', 'Charm')
- state.MagicalDefenseMode:options('MDT', 'HP', 'Reraise', 'Charm')
- state.ExtraDefenseMode = M{['description']='Extra Defense Mode', 'None', 'MP'}
- state.EquipShield = M(false, 'Equip Shield w/Defense')
- update_defense_mode()
- send_command('bind ^f11 gs c cycle MagicalDefenseMode')
- send_command('bind !f11 gs c cycle ExtraDefenseMode')
- send_command('bind @f10 gs c toggle EquipShield')
- send_command('bind @f11 gs c toggle EquipShield')
- select_default_macro_book()
- end
- function user_unload()
- send_command('unbind ^f11')
- send_command('unbind !f11')
- send_command('unbind @f10')
- send_command('unbind @f11')
- end
- -- Define sets and vars used by this job file.
- function init_gear_sets()
- --------------------------------------
- -- Precast sets
- --------------------------------------
- -- Precast sets to enhance JAs
- --sets.precast.JA['Invincible'] = {legs="Cab. Breeches +1"}
- --sets.precast.JA['Holy Circle'] = {feet="Reverence Leggings +1"}
- --sets.precast.JA['Shield Bash'] = {hands="Cab. Gauntlets +1"}
- --sets.precast.JA['Sentinel'] = {feet="Cab. Leggings"}
- --sets.precast.JA['Rampart'] = {head="Cab. Coronet +1"}
- sets.precast.JA['Fealty'] = {body="Cab. Surcoat +1"}
- --sets.precast.JA['Divine Emblem'] = {feet="Creed Sabatons +2"}
- --sets.precast.JA['Cover'] = {head="Yorium Barbuta"}
- -- add mnd for Chivalry
- sets.precast.JA['Chivalry'] = {
- }
- -- Waltz set (chr and vit)
- sets.precast.Waltz = {}
- -- Don't need any special gear for Healing Waltz.
- sets.precast.Waltz['Healing Waltz'] = {}
- sets.precast.Step = {}
- sets.precast.Flourish1 = {}
- -- Fast cast sets for spells
- sets.precast.FC = {head="Lithelimb Cap",hands="Leyline Gloves",ear2="Loquacious Earring",ring1="Weather. Ring",ring2="Prolix Ring",
- body="Emet Harness +1",neck="Voltsurge Torque",back="Ground. Mantle +1",waist="Chuq'aba Belt",legs="Carmine Cuisses +1",feet="Carmine Greaves +1"}
- sets.precast.FC['Enhancing Magic'] = set_combine(sets.precast.FC)
- -- Weaponskill sets
- -- Default set for any weaponskill that isn't any more specifically defined
- sets.precast.WS = {ammo="Ginsen",
- head="Lithelimb Cap",neck="Fotia Gorget",ear1="Brutal Earring",ear2="Moonshade Earring",
- body="Emet Harness +1",hands="Leyline Gloves",ring1="Ramuh Ring +1",ring2="Ramuh Ring +1",
- back="Ground. Mantle +1",waist="Fotia Belt",legs="Souv. Diechlings +1",feet="Carmine Greaves +1"}
- sets.precast.WS.Acc = {ammo="Ginsen",
- head="Lithelimb Cap",neck="Fotia Gorget",ear1="Zennaroi Earring",ear2="Dignitary's Earring",
- body="Emet Harness +1",hands="Leyline Gloves",ring1="Ramuh Ring +1",ring2="Ramuh Ring +1",
- back="Ground. Mantle +1",waist="Fotia Belt",legs="Souv. Diechlings +1",feet="Carmine Greaves +1"}
- -- Specific weaponskill sets. Uses the base set if an appropriate WSMod version isn't found.
- sets.precast.WS['Requiescat'] = set_combine(sets.precast.WS, {
- head="Yaoyotl Helm",neck="Asperity Necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring",
- body="Founder's Breastplate",hands="Leyline Gloves",ring1="Leviathan Ring",ring2="Leviathan Ring",
- back="Atheling Mantle",waist="Fotia Belt",legs="Yorium Cuisses",feet="Whirlpool Greaves"})
- sets.precast.WS['Requiescat'].Acc = set_combine(sets.precast.WS.Acc, {neck="Agitator's Collar",waist="Olseni Belt",ring2="Patricius Ring"})
- sets.precast.WS['Chant du Cygne'] = set_combine(sets.precast.WS, {
- ammo="Jukukik Feather",
- head="Lithelimb Cap",
- body="Emet Harness +1",hands="Leyline Gloves",
- ring1="Ramuh Ring +1",ring2="Ramuh Ring +1",
- back="Ground. Mantle +1",waist="Fotia Belt",
- })
- sets.precast.WS['Chant du Cygne'].Acc = set_combine(sets.precast.WS.Acc, {})
- sets.precast.WS['Sanguine Blade'] = {ammo="Ginsen",
- head="Yorium Barbuta",
- body="Reverence Surcoat +1",hands="Reverence Gauntlets +1",ring2="K'ayres Ring",
- waist="Caudata Belt",legs="Reverence Breeches +1",feet="Reverence Leggings +1"}
- --------------------------------------
- -- Midcast sets
- --------------------------------------
- sets.midcast.FastRecast = {
- head="Lithelimb Cap",neck="Voltsurge Torque",
- body="Emet Harness +1",hands="Leyline Gloves",
- waist="Chuq'aba Belt",legs="Carmine Cuisses +1",feet="Carmine Greaves +1"}
- sets.midcast.Enmity = {
- head="Loess Barbuta +1",
- body="Cab. Surcoat +1",
- back="Fierabras's Mantle"}
- sets.midcast.Flash = set_combine(sets.midcast.Enmity)
- sets.midcast.Stun = sets.midcast.Flash
- sets.midcast['Enhancing Magic'] = {neck="Incantor's Torque"}
- sets.midcast.Protect = {ring1="Sheltered Ring"}
- sets.midcast.Shell = {ring1="Sheltered Ring"}
- --------------------------------------
- -- Idle/resting/defense/etc sets
- --------------------------------------
- sets.Reraise = {head="Twilight Helm", body="Twilight Mail"}
- sets.resting = {}
- -- Idle sets
- sets.idle = {ammo="Demonry Stone",
- head="Loess Barbuta +1",neck="Loricate Torque +1",ear1="Genmei Earring",ear2="Dignitary's Earring",
- body="Cab. Surcoat +1",hands="Redan Gloves",ring1="Defending Ring",ring2="Dark Ring",
- back="Solemnity Cape",waist="Flume Belt",legs="Carmine Cuisses +1",feet="Souveran Schuhs"}
- sets.idle.Town = {ammo="Demonry Stone",
- head="Loess Barbuta +1",neck="Loricate Torque +1",ear1="Genmei Earring",ear2="Dignitary's Earring",
- body="Cab. Surcoat +1",hands="Redan Gloves",ring1="Defending Ring",ring2="Dark Ring",
- back="Solemnity Cape",waist="Flume Belt",legs="Carmine Cuisses +1",feet="Souveran Schuhs"}
- sets.idle.Weak = {ammo="Demonry Stone",
- head="Loess Barbuta +1",neck="Loricate Torque +1",ear1="Genmei Earring",ear2="Dignitary's Earring",
- body="Cab. Surcoat +1",hands="Redan Gloves",ring1="Defending Ring",ring2="Dark Ring",
- back="Solemnity Cape",waist="Flume Belt",legs="Carmine Cuisses +1",feet="Souveran Schuhs"}
- sets.idle.Weak.Reraise = set_combine(sets.idle.Weak, sets.Reraise)
- sets.Kiting = {legs="Crimson Cuisses +1"}
- sets.latent_refresh = {waist="Fucho-no-obi"}
- --------------------------------------
- -- Items to keep in Inventory
- --------------------------------------
- organizer_items = {
- echos="Echo Drops",
- remedy="Remedy",
- orb="Macrocosmic Orb",
- sushi="Squid Sushi",
- sushi2="Sole Sushi",
- brilliance="Brilliance"
- }
- --------------------------------------
- -- Defense sets
- --------------------------------------
- -- Extra defense sets. Apply these on top of melee or defense sets.
- sets.MP = {neck="Creed Collar",waist="Flume Belt"}
- -- If EquipShield toggle is on (Win+F10 or Win+F11), equip the weapon/shield combos here
- -- when activating or changing defense mode:
- sets.PhysicalShield = {sub="Ochain"} -- Ochain
- sets.MagicalShield = {sub="Aegis"} -- Aegis
- -- Basic defense sets.
- sets.defense.PDT = {ammo="Demonry Stone",
- head="Loess Barbuta +1",neck="Loricate Torque +1",ear1="Genmei Earring",ear2="Dignitary's Earring",
- body="Cab. Surcoat +1",hands="Redan Gloves",ring1="Defending Ring",ring2="Begrudging Ring",
- back="Solemnity Cape",waist="Kentarch Belt +1",legs="Souv. Diechlings +1",feet="Souveran Schuhs"}
- sets.defense.HP = {ammo="Demonry Stone",
- head="Loess Barbuta +1",neck="Loricate Torque +1",ear1="Genmei Earring",ear2="Dignitary's Earring",
- body="Cab. Surcoat +1",hands="Redan Gloves",ring1="Defending Ring",ring2="Begrudging Ring",
- back="Solemnity Cape",waist="Kentarch Belt +1",legs="Souv. Diechlings +1",feet="Souveran Schuhs"}
- sets.defense.Reraise = {ammo="Angha Gem",
- head="Twilight Helm",neck="Loricate Torque +1",ear1="Creed Earring",ear2="Ethereal Earring",
- body="Twilight Mail",hands="Reverence Gauntlets +1",ring1="Dark Ring",ring2="Dark Ring",
- back="Weard Mantle",waist="Flume Belt",legs="Reverence Breeches +1",feet="Reverence Leggings +1"}
- sets.defense.Charm = {ammo="Demonry Stone",
- head="Yorium Barbuta",neck="Loricate Torque +1",ear1="Creed Earring",ear2="Ethereal Earring",
- body="Reverence Surcoat +1",hands="Reverence Gauntlets +1",ring1="Dark Ring",ring2="Dark Ring",
- back="Reiki Cloak",waist="Flume Belt",legs="Reverence Breeches +1",feet="Reverence Leggings +1"}
- -- To cap MDT with Shell IV (52/256), need 76/256 in gear.
- -- Shellra V can provide 75/256, which would need another 53/256 in gear.
- sets.defense.MDT = {ammo="Demonry Stone",
- head="Loess Barbuta +1",neck="Loricate Torque +1",ear1="Genmei Earring",ear2="Dignitary's Earring",
- body="Cab. Surcoat +1",hands="Redan Gloves",ring1="Defending Ring",ring2="Begrudging Ring",
- back="Solemnity Cape",waist="Kentarch Belt +1",legs="Souv. Diechlings +1",feet="Souveran Schuhs"}
- --------------------------------------
- -- Engaged sets
- --------------------------------------
- sets.engaged = {ammo="Demonry Stone",
- head="Loess Barbuta +1",neck="Loricate Torque +1",ear1="Genmei Earring",ear2="Dignitary's Earring",
- body="Cab. Surcoat +1",hands="Redan Gloves",ring1="Defending Ring",ring2="Begrudging Ring",
- back="Solemnity Cape",waist="Kentarch Belt +1",legs="Souv. Diechlings +1",feet="Souveran Schuhs"}
- sets.engaged.HiAcc = {ammo="Demonry Stone",
- head="Loess Barbuta +1",neck="Loricate Torque +1",ear1="Genmei Earring",ear2="Dignitary's Earring",
- body="Cab. Surcoat +1",hands="Redan Gloves",ring1="Defending Ring",ring2="Begrudging Ring",
- back="Solemnity Cape",waist="Kentarch Belt +1",legs="Souv. Diechlings +1",feet="Souveran Schuhs"}
- sets.engaged.AdoulinAcc = {ammo="Demonry Stone",
- head="Loess Barbuta +1",neck="Loricate Torque +1",ear1="Genmei Earring",ear2="Dignitary's Earring",
- body="Cab. Surcoat +1",hands="Redan Gloves",ring1="Defending Ring",ring2="Begrudging Ring",
- back="Solemnity Cape",waist="Kentarch Belt +1",legs="Souv. Diechlings +1",feet="Souveran Schuhs"}
- sets.engaged.DW = {ammo="Demonry Stone",
- head="Loess Barbuta +1",neck="Loricate Torque +1",ear1="Genmei Earring",ear2="Dignitary's Earring",
- body="Cab. Surcoat +1",hands="Redan Gloves",ring1="Defending Ring",ring2="Begrudging Ring",
- back="Solemnity Cape",waist="Kentarch Belt +1",legs="Souv. Diechlings +1",feet="Souveran Schuhs"}
- sets.engaged.DW.Acc = {ammo="Demonry Stone",
- head="Loess Barbuta +1",neck="Loricate Torque +1",ear1="Genmei Earring",ear2="Dignitary's Earring",
- body="Cab. Surcoat +1",hands="Redan Gloves",ring1="Defending Ring",ring2="Begrudging Ring",
- back="Solemnity Cape",waist="Kentarch Belt +1",legs="Souv. Diechlings +1",feet="Souveran Schuhs"}
- sets.engaged.PDT = set_combine(sets.engaged, {})
- sets.engaged.HiAcc.PDT = set_combine(sets.engaged.HiAcc, {body="Reverence Surcoat +1",neck="Agitator's Collar",ring1="Dark Ring",waist="Olseni Belt"})
- sets.engaged.Reraise = set_combine(sets.engaged, sets.Reraise)
- sets.engaged.HiAcc.Reraise = set_combine(sets.engaged.Acc, sets.Reraise)
- sets.engaged.DW.PDT = set_combine(sets.engaged.DW, {body="Reverence Surcoat +1",neck="Loricate Torque +1",ring1="Dark Ring"})
- sets.engaged.DW.Acc.PDT = set_combine(sets.engaged.DW.Acc, {body="Reverence Surcoat +1",neck="Loricate Torque +1",ring1="Dark Ring"})
- sets.engaged.DW.Reraise = set_combine(sets.engaged.DW, sets.Reraise)
- sets.engaged.DW.Acc.Reraise = set_combine(sets.engaged.DW.Acc, sets.Reraise)
- --------------------------------------
- -- Custom buff sets
- --------------------------------------
- sets.buff.Doom = {ring2="Saida Ring"}
- sets.buff.Cover = {head="Yorium Barbuta", body="Cab. Surcoat +1"}
- end
- -------------------------------------------------------------------------------------------------------------------
- -- Job-specific hooks for standard casting events.
- -------------------------------------------------------------------------------------------------------------------
- function job_midcast(spell, action, spellMap, eventArgs)
- -- If DefenseMode is active, apply that gear over midcast
- -- choices. Precast is allowed through for fast cast on
- -- spells, but we want to return to def gear before there's
- -- time for anything to hit us.
- -- Exclude Job Abilities from this restriction, as we probably want
- -- the enhanced effect of whatever item of gear applies to them,
- -- and only one item should be swapped out.
- if state.DefenseMode.value ~= 'None' and spell.type ~= 'JobAbility' then
- handle_equipping_gear(player.status)
- eventArgs.handled = true
- end
- end
- -------------------------------------------------------------------------------------------------------------------
- -- Job-specific hooks for non-casting events.
- -------------------------------------------------------------------------------------------------------------------
- -- Called when the player's status changes.
- function job_state_change(field, new_value, old_value)
- classes.CustomDefenseGroups:clear()
- classes.CustomDefenseGroups:append(state.ExtraDefenseMode.current)
- if state.EquipShield.value == true then
- classes.CustomDefenseGroups:append(state.DefenseMode.current .. 'Shield')
- end
- classes.CustomMeleeGroups:clear()
- classes.CustomMeleeGroups:append(state.ExtraDefenseMode.current)
- 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.
- function job_update(cmdParams, eventArgs)
- update_defense_mode()
- end
- -- Modify the default idle set after it was constructed.
- function customize_idle_set(idleSet)
- if player.mpp < 51 then
- idleSet = set_combine(idleSet, sets.latent_refresh)
- end
- if state.Buff.Doom then
- idleSet = set_combine(idleSet, sets.buff.Doom)
- end
- return idleSet
- end
- -- Modify the default melee set after it was constructed.
- function customize_melee_set(meleeSet)
- if state.Buff.Doom then
- meleeSet = set_combine(meleeSet, sets.buff.Doom)
- end
- return meleeSet
- end
- function customize_defense_set(defenseSet)
- if state.ExtraDefenseMode.value ~= 'None' then
- defenseSet = set_combine(defenseSet, sets[state.ExtraDefenseMode.value])
- end
- if state.EquipShield.value == true then
- defenseSet = set_combine(defenseSet, sets[state.DefenseMode.current .. 'Shield'])
- end
- if state.Buff.Doom then
- defenseSet = set_combine(defenseSet, sets.buff.Doom)
- end
- return defenseSet
- end
- function display_current_job_state(eventArgs)
- local msg = 'Melee'
- if state.CombatForm.has_value then
- msg = msg .. ' (' .. state.CombatForm.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.ExtraDefenseMode.value ~= 'None' then
- msg = msg .. ', Extra: ' .. state.ExtraDefenseMode.value
- end
- if state.EquipShield.value == true then
- msg = msg .. ', Force Equip Shield'
- 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.
- -------------------------------------------------------------------------------------------------------------------
- function update_defense_mode()
- if player.equipment.main == 'Kheshig Blade' and not classes.CustomDefenseGroups:contains('Kheshig Blade') then
- classes.CustomDefenseGroups:append('Kheshig Blade')
- end
- if player.sub_job == 'NIN' or player.sub_job == 'DNC' then
- if player.equipment.sub and not player.equipment.sub:contains('Shield') and
- player.equipment.sub ~= 'Aegis' and player.equipment.sub ~= 'Ochain' then
- state.CombatForm:set('DW')
- else
- state.CombatForm:reset()
- end
- end
- end
- -- Select default macro book on initial load or subjob change.
- function select_default_macro_book()
- -- Default macro set/book
- if player.sub_job == 'DNC' then
- set_macro_page(1, 14)
- elseif player.sub_job == 'NIN' then
- set_macro_page(1, 14)
- elseif player.sub_job == 'RDM' then
- set_macro_page(1, 14)
- else
- set_macro_page(1, 14)
- end
- end
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