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- -------------------------------------------------------------------------------------------------------------------
- -- Initialization function that defines sets and variables to be used.
- -------------------------------------------------------------------------------------------------------------------
- -- IMPORTANT: Make sure to also get the Mote-Include.lua file to go with this.
- --[[
- gs c toggle luzaf -- 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.
- Acc on offense mode (which is intended for melee) will currently use .Acc weaponskill
- mode for both melee and ranged weaponskills. Need to fix that in core.
- --]]
- -- Initialization function for this job file.
- function get_sets()
- -- Load and initialize the include file.
- mote_include_version = 2
- include('Mote-Include.lua')
- include('organizer-lib')
- end
- -- Setup vars that are user-independent.
- function job_setup()
- -- Whether to use Luzaf's Ring
- state.LuzafRing = M(false, "Luzaf's Ring")
- state.warned = M(false)
- state.CapacityMode = M(false, 'Capacity Point Mantle')
- define_roll_values()
- end
- -- Setup vars that are user-dependent. Can override this function in a sidecar file.
- function user_setup()
- state.OffenseMode:options('Normal', 'Melee', 'Acc')
- state.RangedMode:options('Normal', 'Acc')
- state.WeaponskillMode:options('Normal', 'Acc')
- state.PhysicalDefenseMode:options('PDT')
- gear.RAbullet = "Decimating Bullet"
- gear.WSbullet = "Decimating Bullet"
- gear.MAbullet = "Decimating Bullet"
- gear.QDbullet = "Animikii Bullet"
- --gear.QDbullet = "Adlivun Bullet"
- options.ammo_warning_limit = 15
- state.AutoRA = M{['description']='Auto RA', 'Normal', 'Shoot', 'WS' }
- cor_sub_weapons = S{"Fettering Blade", "Vanir Knife", "Sabebus", "Aphotic Kukri", "Atoyac", "Surcouf's Jambiya"}
- auto_gun_ws = "Wildfire"
- get_combat_form()
- -- Additional local binds
- -- Cor doesn't use hybrid Defense mode; using that for ranged mode adjustments.
- send_command('bind ^` input /ja "Double-up" <me>')
- send_command('bind !` input /ja "Bolter\'s Roll" <me>')
- send_command('bind != gs c toggle CapacityMode')
- send_command('bind ^- gs c cycle AutoRA')
- select_default_macro_book()
- end
- -- Called when this job file is unloaded (eg: job change)
- function job_file_unload()
- send_command('unbind ^`')
- send_command('unbind !=')
- send_command('unbind !`')
- send_command('unbind ^-')
- end
- -- Define sets and vars used by this job file.
- function init_gear_sets()
- --------------------------------------
- -- Start defining the sets
- --------------------------------------
- -- Precast Sets
- -- Precast sets to enhance JAs
- sets.precast.JA['Triple Shot'] = {body="Navarch's Frac +2"}
- sets.precast.JA['Snake Eye'] = {legs="Commodore Culottes +1"}
- sets.precast.JA['Wild Card'] = {feet="Lanun Bottes"}
- sets.precast.JA['Random Deal'] = {body="Commodore Frac"}
- sets.precast.JA['Fold'] = {hands="Commodore Gants +2"}
- sets.CapacityMantle = {back="Mecistopins Mantle"}
- sets.precast.CorsairRoll = {
- head="Commodore Tricorne",
- hands="Navarch's Gants +2",
- body="Commodore Frac",
- ring1="Merirosvo Ring",
- back="Gunslinger's Cape"
- }
- sets.precast.CorsairRoll["Caster's Roll"] = set_combine(sets.precast.CorsairRoll, {legs="Navarch's Culottes +2"})
- sets.precast.CorsairRoll["Courser's Roll"] = set_combine(sets.precast.CorsairRoll, {feet="Navarch's Bottes +2"})
- sets.precast.CorsairRoll["Blitzer's Roll"] = set_combine(sets.precast.CorsairRoll, {head="Navarch's Tricorne +2"})
- sets.precast.CorsairRoll["Tactician's Roll"] = set_combine(sets.precast.CorsairRoll, {body="Navarch's Frac +2"})
- sets.precast.CorsairRoll["Allies' Roll"] = set_combine(sets.precast.CorsairRoll, {hands="Navarch's Gants +2"})
- sets.precast.LuzafRing = {ring2="Luzaf's Ring"}
- --sets.precast.FoldDoubleBust = {hands="Lanun Gants"}
- sets.precast.CorsairShot = {}
- -- Waltz set (chr and vit)
- sets.precast.Waltz = {
- head="Whirlpool Mask",
- hands="Iuitl Wristbands +1",
- legs="Adhemar Kecks",
- }
- sets.Organizer = {
- main="Fettering Blade",
- sub="Demersal Degan +1",
- range="Holliday",
- hands="Compensator",
- ammo="Legion Scutum"
- }
- -- Don't need any special gear for Healing Waltz.
- sets.precast.Waltz['Healing Waltz'] = {}
- -- Fast cast sets for spells
- sets.precast.FC = {
- --ammo="Impatiens",
- head="Taeon Chapeau",ear2="Loquacious Earring",ring1="Prolix Ring",ring2="Weather. Ring",
- hands="Leyline Gloves"
- }
- sets.precast.FC.Utsusemi = set_combine(sets.precast.FC, {neck="Magoraga Beads"})
- sets.precast.RA = {
- ammo=gear.RAbullet,
- hands="Iuitl Wristbands +1",
- back="Navarch's Mantle",
- body="Pursuer's Doublet",
- waist="Impulse Belt",
- legs="Adhemar Kecks",
- feet="Wurrukatte Boots"
- }
- -- Weaponskill sets
- -- Default set for any weaponskill that isn't any more specifically defined
- sets.precast.WS = {
- head="Lanun Tricorne +1",
- neck="Fotia Gorget",
- ear1="Flame Pearl",
- ear2="Flame Pearl",
- body="Pursuer's Doublet",
- hands="Pursuer's Cuffs",
- ring1="Karieyh Ring",
- ring2="Ifrit Ring",
- back="Buquwik Cape",
- waist="Fotia Belt",
- legs="Adhemar Kecks",
- feet="Lanun Bottes"
- }
- -- Specific weaponskill sets. Uses the base set if an appropriate WSMod version isn't found.
- sets.precast.WS['Evisceration'] = set_combine(sets.precast.WS, { ear2="Moonshade Earring"})
- sets.precast.WS['Exenterator'] = set_combine(sets.precast.WS, {legs="Samnuha Tights"})
- sets.precast.WS['Requiescat'] = set_combine(sets.precast.WS, {ear2="Moonshade Earring", legs="Samnuha Tights"})
- sets.precast.WS['Last Stand'] = set_combine(sets.precast.WS, {
- ammo=gear.WSbullet,
- ear1="Flame Pearl",
- ear2="Moonshade Earring",
- })
- sets.precast.WS['Last Stand'].Acc = set_combine(sets.precast.WS['Last Stand'], {
- ammo=gear.WSbullet,
- ear1="Enervating Earring",
- ear2="Moonshade Earring",
- back="Buquwik Cape",
- ring1="Karieyh Ring",
- ring2="Garuda Ring"
- })
- sets.precast.WS['Wildfire'] = {
- ammo=gear.MAbullet,
- head="Lanun Tricorne +1",
- neck="Stoicheion Medal",
- ear1="Crematio Earring",
- ear2="Friomisi Earring",
- body="Samnuha Coat",
- hands="Leyline Gloves",
- ring1="Karieyh Ring",
- ring2="Garuda Ring",
- back="Gunslinger's Cape",
- waist="Aquiline Belt",
- legs="Shneddick Tights +1",
- feet="Lanun Bottes"
- }
- sets.precast.WS['Leaden Salute'] = set_combine(sets.precast.WS['Wildfire'], { ear2="Moonshade Earring"})
- -- Midcast Sets
- sets.midcast.FastRecast = {
- head="Uk'uxkaj Cap",
- neck="Stoicheion Medal",
- hands="Iuitl Wristbands +1",
- ear1="Psystorm Earring",
- ear2="Lifestorm Earring",
- body="Pursuer's Doublet",
- back="Gunslinger's Cape",
- ring1="Globidonta Ring",
- ring2="Sangoma Ring",
- legs="Adhemar Kecks",
- waist="Aquiline Belt",
- }
- -- Specific spells
- sets.midcast.Utsusemi = sets.midcast.FastRecast
- sets.midcast.CorsairShot = {
- ammo=gear.QDbullet,
- head="Umbani Cap",
- neck="Stoicheion Medal",
- ear1="Friomisi Earring",
- ear2="Crematio Earring",
- body="Samnhua Coat",
- hands="Leyline Gloves",
- ring1="Acumen Ring",
- ring2="Garuda Ring",
- back="Gunslinger's Cape",
- waist="Aquiline Belt",
- legs="Shneddick Tights +1",
- feet="Lanun Bottes"
- }
- sets.midcast.CorsairShot.Acc = set_combine(sets.midcast.CorsairShot, {
- body="Mekosuchinae Harness",
- ear1="Lifestorm Earring",
- ear2="Psystorm Earring",
- ring1="Weather. Ring",
- ring2="Sangoma Ring",
- feet="Navarch's Bottes +2"
- })
- sets.midcast.CorsairShot['Light Shot'] = sets.midcast.CorsairShot.Acc
- sets.midcast.CorsairShot['Dark Shot'] = sets.midcast.CorsairShot['Light Shot']
- -- Ranged gear
- sets.midcast.RA = {
- ammo=gear.RAbullet,
- head="Umbani Cap",
- neck="Iqabi Necklace",
- ear1="Enervating Earring",
- ear2="Volley Earring",
- body="Pursuer's Doublet",
- hands="Alruna's Gloves +1",
- ring1="Rajas Ring",
- ring2="Hajduk Ring",
- back="Gunslinger's Cape",
- waist="Elanid Belt",
- legs="Adhemar Kecks",
- feet="Scopuli Nails +1"
- }
- sets.midcast.RA.Acc = set_combine(sets.midcast.RA, {
- body="Pursuer's Doublet",
- ring1="Paqichikaji Ring",
- hands="Floral Gauntlets",
- waist="Elanid Belt"
- })
- -- Sets to return to when not performing an action.
- -- Resting sets
- sets.resting = {ring2="Paguroidea Ring"}
- -- Idle sets
- sets.idle = {
- ammo=gear.RAbullet,
- head="Herculean Helm",
- neck="Loricate Torque +1",
- back="Solemnity Cape",
- ear1="Genmei Earring",
- ear2="Crematio Earring",
- body="Emet Harness +1",
- hands="Herculean Gloves",
- ring1="Defending Ring",
- ring2="Dark Ring",
- waist="Lieutenant's Sash",
- legs="Carmine Cuisses +1",
- feet="Carmine Greaves +1"
- }
- sets.idle.Regen = set_combine(sets.idle, {
- head="Ocelomeh Headpiece +1",
- body="Kheper jacket",
- })
- sets.idle.Town = {
- ammo=gear.RAbullet,
- head="Lanun Tricorne +1",
- neck="Loricate Torque +1",
- ear1="Enervating Earring",
- ear2="Crematio Earring",
- body="Pursuer's Doublet",
- hands="Alruna's Gloves +1",
- ring1="Ifrit Ring",
- ring2="Karieyh Ring",
- back="Gunslinger's Cape",
- waist="Flume Belt",
- legs="Adhemar Kecks",
- feet="Skadi's Jambeaux +1"
- }
- -- Defense sets
- sets.defense.PDT = set_combine(sets.idle, {
- head="Lithelimb Cap",
- neck="Loricate Torque +1",
- hands="Iuitl Wristbands +1",
- body="Emet Harness +1",
- ring1="Patricius Ring",
- ring2="Dark Ring",
- back="Solemnity Cape",
- waist="Flume Belt",
- legs="Iuitl Tights +1",
- feet="Lanun Bottes"
- })
- sets.defense.MDT = sets.defense.PDT
- sets.Kiting = {feet="Skadi's Jambeaux +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 = {
- ammo=gear.RAbullet,
- head="Dampening Tam",
- neck="Asperity Necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring",
- body={ name="Herculean Vest", augments={'Accuracy+20 Attack+20','"Triple Atk."+3','AGI+8','Accuracy+14','Attack+11',}},
- hands={ name="Herculean Gloves", augments={'"Triple Atk."+4','DEX+4',}},
- ring1="Hetairoi Ring",ring2="Epona's Ring",
- back="Atheling Mantle",waist="Windbuffet Belt +1",
- legs="Samnuha Tights",
- feet="Taeon Boots"}
- -- Normal melee group
- sets.engaged.Melee = {
- ammo=gear.RAbullet,
- head="Dampening Tam",
- neck="Asperity Necklace",ear1="Dudgeon Earring",ear2="Heartseeker Earring",
- body={ name="Herculean Vest", augments={'Accuracy+20 Attack+20','"Triple Atk."+3','AGI+8','Accuracy+14','Attack+11',}},
- hands={ name="Herculean Gloves", augments={'"Triple Atk."+4','DEX+4',}},
- ring1="Hetairoi Ring",ring2="Epona's Ring",
- back="Atheling Mantle",waist="Windbuffet Belt +1",
- legs="Samnuha Tights",
- feet="Taeon Boots"}
- sets.engaged.DW = set_combine(sets.engaged.Melee, {
- head="Dampening Tam",
- neck="Asperity Necklace",ear1="Dudgeon Earring",ear2="Heartseeker Earring",
- body={ name="Herculean Vest", augments={'Accuracy+20 Attack+20','"Triple Atk."+3','AGI+8','Accuracy+14','Attack+11',}},
- hands={ name="Herculean Gloves", augments={'"Triple Atk."+4','DEX+4',}},
- ring1="Hetairoi Ring",ring2="Epona's Ring",
- back="Atheling Mantle",waist="Windbuffet Belt +1",
- legs="Samnuha Tights",
- feet="Taeon Boots"
- })
- sets.engaged.Acc = set_combine(sets.engaged.Melee, {
- ring1="Mars's Ring",
- ear1="Zennaroi Earring",
- neck="Iqabi Necklace",
- hands="Floral Gauntlets",
- waist="Reiki Yotai",
- })
- sets.engaged.Acc.DW = set_combine(sets.engaged.Melee.DW, {
- ring1="Mars's Ring",
- waist="Reiki Yotai",
- })
- end
- -------------------------------------------------------------------------------------------------------------------
- -- Job-specific hooks that are called to process player actions at specific points in time.
- -------------------------------------------------------------------------------------------------------------------
- function job_pretarget(spell, action, spellMap, eventArgs)
- -- If autora enabled, use WS automatically at 100+ TP
- if spell.action_type == 'Ranged Attack' then
- if player.tp >= 1000 and state.AutoRA.value == 'WS' and not buffactive.amnesia then
- cancel_spell()
- use_weaponskill()
- end
- end
- end
- -- Set eventArgs.handled to true if we don't want any automatic gear equipping to be done.
- -- Set eventArgs.useMidcastGear to true if we want midcast gear equipped on precast.
- function job_precast(spell, action, spellMap, eventArgs)
- -- 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_precast(spell, action, spellMap, eventArgs)
- if spell.type == 'WeaponSkill' then
- if state.CapacityMode.value then
- equip(sets.CapacityMantle)
- end
- end
- end
- function job_midcast(spell, action, spellMap, eventArgs)
- if spell.type == 'CorsairShot' or spell.action_type == 'Ranged Attack' then
- if state.CapacityMode.value then
- equip(sets.CapacityMantle)
- 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 state.AutoRA.value ~= 'Normal' then
- use_ra(spell)
- end
- end
- -------------------------------------------------------------------------------------------------------------------
- -- Customization hooks for idle and melee sets, after they've been automatically constructed.
- -------------------------------------------------------------------------------------------------------------------
- -- 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, action, default_wsmode)
- --if buffactive['Transcendancy'] then
- -- return 'Brew'
- --end
- end
- function customize_idle_set(idleSet)
- if player.hpp < 90 then
- idleSet = set_combine(idleSet, sets.idle.Regen)
- end
- return idleSet
- end
- function customize_melee_set(meleeSet)
- if state.CapacityMode.value then
- meleeSet = set_combine(meleeSet, sets.CapacityMantle)
- end
- return meleeSet
- end
- -------------------------------------------------------------------------------------------------------------------
- -- General hooks for other events.
- -------------------------------------------------------------------------------------------------------------------
- -- Called when the player's status changes.
- function job_status_change(newStatus, oldStatus, eventArgs)
- end
- -- Called when a player gains or loses a buff.
- -- buff == buff gained or lost
- -- gain == true if the buff was gained, false if it was lost.
- function job_buff_change(buff, gain)
- end
- -------------------------------------------------------------------------------------------------------------------
- -- User code that supplements self-commands.
- -------------------------------------------------------------------------------------------------------------------
- -- 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)
- get_combat_form()
- end
- -- Job-specific toggles.
- function job_toggle_state(field)
- if field:lower() == 'luzaf' then
- state.LuzafRing:toggle()
- return "Use of Luzaf Ring", state.LuzafRing.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 .. 'Off.: '..state.OffenseMode.current
- msg = msg .. ', Rng.: '..state.RangedMode.current
- msg = msg .. ', WS.: '..state.WeaponskillMode.current
- msg = msg .. ', QD.: '..state.CastingMode.current
- if state.AutoRA.value ~= 'Normal' then
- msg = '[Auto RA: ON]['..state.AutoRA.value..']'
- else
- msg = msg .. '[Auto RA: OFF]'
- end
- 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(122, msg)
- eventArgs.handled = true
- end
- -------------------------------------------------------------------------------------------------------------------
- -- Utility functions specific to this job.
- -------------------------------------------------------------------------------------------------------------------
- function get_combat_form()
- if cor_sub_weapons:contains(player.equipment.main) then
- --if player.equipment.main == gear.Stave then
- if S{'NIN', 'DNC'}:contains(player.sub_job) and cor_sub_weapons:contains(player.equipment.sub) then
- state.CombatForm:set("DW")
- else
- state.CombatForm:reset()
- end
- else
- state.CombatForm:set('Stave')
- 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"},
- ["Puppet 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"},
- ["Drachen Roll"] = {lucky=3, unlucky=7, 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 = 'Small'
- if state.LuzafRing then
- rollsize = 'Large'
- end
- if rollinfo then
- add_to_chat(104, spell.english..' provides a bonus to '..rollinfo.bonus..'. Roll size: '..rollsize)
- add_to_chat(104, 'Lucky roll is '..tostring(rollinfo.lucky)..', Unlucky roll is '..tostring(rollinfo.unlucky)..'.')
- 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 not state.warned
- and available_bullets.count > 1 and available_bullets.count <= options.ammo_warning_limit then
- local msg = '**** LOW AMMO WARNING: '..bullet_name..' ****'
- 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 = true
- elseif available_bullets.count > options.ammo_warning_limit and state.warned then
- state.warned = false
- end
- end
- function use_weaponskill()
- send_command('input /ws "'..auto_gun_ws..'" <t>')
- end
- function job_state_change(stateField, newValue, oldValue)
- if stateField == 'Auto RA' then
- if newValue ~= 'Normal' then
- send_command('@wait 2.5; input /ra <t>')
- end
- end
- end
- function use_ra(spell)
- local delay = '2.2'
- -- GUN
- if spell.type:lower() == 'weaponskill' then
- delay = '2.25'
- else
- if buffactive["Courser's Roll"] then
- delay = '0.7' -- MAKE ADJUSTMENT HERE
- elseif buffactive['Flurry II'] then
- delay = '0.5'
- else
- delay = '1.05' -- MAKE ADJUSTMENT HERE
- end
- end
- send_command('@wait '..delay..'; input /ra <t>')
- end
- function select_default_macro_book()
- set_macro_page(1, 16)
- end
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