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- -------------------------------------------------------------------------------------------------------------------
- -- Setup functions for this job. Generally should not be modified.
- -------------------------------------------------------------------------------------------------------------------
- --[[
- gs c toggle LuzafRing -- Toggles use of Luzaf Ring on and off
- Offense mode is melee or ranged. Used ranged offense mode if you are engaged
- for ranged weaponskills, but not actually meleeing.
- Weaponskill mode, if set to 'Normal', is handled separately for melee and ranged weaponskills.
- --]]
- -- Version fix for phys/mag WS detection failure.
- -- Initialization function for this job file.
- function get_sets()
- mote_include_version = 2
- -- Load and initialize the include file.
- include('Mote-Include.lua')
- end
- -- Setup vars that are user-independent. state.Buff vars initialized here will automatically be tracked.
- function job_setup()
- -- Whether to use Luzaf's Ring
- state.LuzafRing = M(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', 'Ranged', 'Crit')
- state.HybridMode:options('Normal', 'PDT')
- state.RangedMode:options('Normal', 'Acc')
- state.WeaponskillMode:options('Normal', 'Acc')
- state.CastingMode:options('Normal', 'Resistant')
- state.IdleMode:options('Normal', 'PDT', 'Refresh')
- physicalWS = S{'Split Shot','Sniper Shot','Slug Shot','Detonator','Numbing Shot','Last Stand','Coronach'}
- magicalWS = S{'Hot Shot','Wildfire','Leaden Salute'}
- gear.Gunslinger = { name="Gunslinger's Cape", augments={'Enmity-5','"Mag.Atk.Bns."+1','"Phantom Roll" ability delay -5',}}
- gear.CamulusMelee = { name="Camulus's Mantle", augments={'DEX+20','Accuracy+20 Attack+20','Accuracy+10','"Dbl.Atk."+10',}}
- gear.CamulusWSD = { name="Camulus's Mantle", augments={'STR+20','Accuracy+20 Attack+20','Accuracy+10','Weapon skill damage +10%','Damage taken-5%',}}
- gear.CamulusRng ={ name="Camulus's Mantle", augments={'AGI+20','Rng.Acc.+20 Rng.Atk.+20','Rng.Acc.+10','"Snapshot"+10',}}
- gear.CamulusWF = { name="Camulus's Mantle", augments={'AGI+20','Mag. Acc+20 /Mag. Dmg.+20','Magic Damage +10','Weapon skill damage +10%',}}
- gear.TaeonBodyFC = { name="Taeon Tabard", augments={'"Fast Cast"+3'}}
- gear.TaeonHandsMAB = { name="Taeon Gloves", augments={'"Mag.Atk.Bns."+17'}}
- gear.RAbullet = "Devastating Bullet"
- gear.WSbullet = "Devastating Bullet"
- gear.MAbullet = "Bronze Bullet"
- gear.QDbullet = "Animikii Bullet"
- options.ammo_warning_limit = 15
- update_melee_mode()
- -- Additional local binds
- send_command('bind ^` gs c toggle LuzafRing')
- --send_command('bind !` input /ja "Bolter\'s Roll" <me>')
- select_default_macro_book()
- end
- -- Called when this job file is unloaded (eg: job change)
- function user_unload()
- send_command('unbind ^`')
- send_command('gs enable all')
- --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="Chasseur's Frac"}
- sets.precast.JA['Snake Eye'] = {legs="Lanun Trews +1"}
- sets.precast.JA['Wild Card'] = {feet="Lanun Bottes +1"}
- sets.precast.JA['Random Deal'] = {body="Lanun Frac +1"}
- --Phantom Roll
- sets.precast.CorsairRoll = {
- head="Lanun Tricorne +1",
- hands="Chasseur's Gants",ring1="Barataria Ring",
- back=gear.Gunslinger}
- sets.precast.CorsairRoll["Caster's Roll"] = set_combine(sets.precast.CorsairRoll, {legs="Chasseur's Culottes"})
- sets.precast.CorsairRoll["Courser's Roll"] = set_combine(sets.precast.CorsairRoll, {feet="Chasseur's Bottes"})
- sets.precast.CorsairRoll["Blitzer's Roll"] = set_combine(sets.precast.CorsairRoll, {head="Chasseur's Tricorne"})
- sets.precast.CorsairRoll["Tactician's Roll"] = set_combine(sets.precast.CorsairRoll, {body="Chasseur's Frac"})
- sets.precast.CorsairRoll["Allies' Roll"] = set_combine(sets.precast.CorsairRoll, {hands="Chasseur's Gants"})
- sets.precast.LuzafRing = {ring2="Luzaf's Ring"}
- sets.precast.FoldDoubleBust = {hands="Lanun Gants +1"}
- --Quick Draw recast (Blood Mask aug., Mirke Wardecours, etc.)
- sets.precast.CorsairShot = {}
- -- Waltz set (chr and vit)
- sets.precast.Waltz = {
- head="Mummu Bonnet +2",
- body="Mummu Jacket +2",hands="Meghanada Gloves +2",
- legs="Mummu Kecks +2",feet="Lanun Bottes +1"}
- -- Don't need any special gear for Healing Waltz.
- sets.precast.Waltz['Healing Waltz'] = {}
- -- Fast cast sets for spells
- sets.precast.FC = {
- head="Haruspex Hat",neck="Voltsurge Torque",ear2="Loquacious Earring",
- body=gear.TaeonBodyFC,hands="Sombra Mittens",ring1="Weatherspoon Ring",ring2="Lebeche Ring"}
- sets.precast.FC.Utsusemi = set_combine(sets.precast.FC, {neck="Magoraga Beads"})
- -- Rapidshot/Snapshot gear.
- sets.precast.RA = {ammo=gear.RAbullet,
- head="Aurore Beret +1",
- body="Laksamana's Frac +2",hands="Lanun Gants +1",
- back=gear.CamulusRng,waist="Impulse Belt",legs="Lanun Trews +1",feet="Meghanada Jambeaux +2"}
- -- Weaponskill sets
- -- Default set for any weaponskill that isn't any more specifically defined
- sets.precast.WS = {
- head="Meghanada Visor +2",neck="Asperity Necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring",
- body="Laksamana's Frac +2",hands="Meghanada Gloves +2",ring1="Rajas Ring",ring2="Epona's Ring",
- back=gear.CamulusMelee,waist="Windbuffet Belt",legs="Meghanada Chausses +2",feet="Meghanada Jambeaux +2"}
- -- Specific weaponskill sets. Uses the base set if an appropriate WSMod version isn't found.
- sets.precast.WS['Savage Blade'] = {
- head="Meghanada Visor +2", neck="Asperity Necklace", ear1="Bladeborn Earring", ear2="Steelflash Earring",
- body="Laksamana's Frac +2", hands="Meghanada Gloves +2", ring1="Rajas Ring", ring2="Epona's Ring",
- back=gear.CamulusWSD, waist="Windbuffet Belt", legs="Meghanada Chausses +2", feet="Meghanada Jambeaux +2"}
- sets.precast.WS['Savage Blade'].Acc = {
- head="Meghanada Visor +2", neck="Iqabi Necklace", ear1="Bladeborn Earring", ear2="Steelflash Earring",
- body="Meghanada Cuirie +2", hands="Meghanada Gloves +2", ring1="Rajas Ring", ring2="Epona's Ring",
- back=gear.CamulusWSD, waist="Windbuffet Belt", legs="Meghanada Chausses +2", feet="Meghanada Jambeaux +2"}
- sets.precast.WS['Aeolian Edge'] = {ammo=gear.MAbullet,
- head="Mummu Bonnet +2",neck="Stoicheion Medal",ear1="Friomisi Earring",ear2="Hecate's Earring",
- body="Lanun Frac +1",hands=gear.TaeonHandsMAB,ring1="Acumen Ring",ring2="Icesoul Ring",
- back="Toro Cape",waist="Aquiline Belt",legs="Laksamana's Trews +1",feet="Lanun Bottes +1"}
- sets.precast.WS['Evisceration'] = set_combine(sets.precast.WS,
- {head="Mummu Bonnet +2",
- body="Mummu Jacket +2",hands="Mummu Wrists +2",
- legs="Mummu Kecks +2",feet="Mummu Gamashes +2"})
- sets.precast.WS['Exenterator'] = set_combine(sets.precast.WS, {legs="Chasseur's Culottes"})
- sets.precast.WS['Requiescat'] = set_combine(sets.precast.WS, {legs="Chasseur's Culottes"})
- sets.precast.WS['Last Stand'] = {ammo=gear.WSbullet,
- head="Meghanada Visor +2",neck="Light Gorget",ear1="Clearview Earring",ear2="Volley Earring",
- body="Laksamana's Frac +2",hands="Meghanada Gloves +2",ring1="Rajas Ring",ring2="Longshot Ring",
- back=gear.CamulusRng,waist="Light Belt",legs="Meghanada Chausses +2",feet="Meghanada Jambeaux +2"}
- sets.precast.WS['Last Stand'].Acc = set_combine(sets.precast.WS['Last Stand'],
- {neck="Iqabi Necklace",ring1="Hajduk Ring",waist="Kwahu Kachina Belt"})
- sets.precast.WS['Wildfire'] = {ammo=gear.MAbullet,
- head="Mummu Bonnet +2",neck="Stoicheion Medal",ear1="Friomisi Earring",ear2="Hecate's Earring",
- body="Lanun Frac +1",hands=gear.TaeonHandsMAB,ring1="Acumen Ring",ring2="Icesoul Ring",
- back=gear.CamulusWF,waist="Aquiline Belt",legs="Laksamana's Trews +1",feet="Lanun Bottes +1"}
- sets.precast.WS['Wildfire'].Brew = sets.precast.WS['Wildfire']
- sets.precast.WS['Leaden Salute'] = set_combine(sets.precast.WS['Wildfire'],{waist="Light Belt"})
- -- Midcast Sets
- -- FastRecast: Fast Cast + Haste, reduce recast on spells
- sets.midcast.FastRecast = {
- head="Haruspex Hat",ear2="Loquacious Earring",
- body="Taeon Tabard",hands="Laksamana's Gants +1",ring1="Weatherspoon Ring",
- waist="Dynamic Belt +1",legs="Laksamana's Trews +1",feet="Lanun Bottes +1"}
- -- Specific spells
- sets.midcast.Utsusemi = sets.midcast.FastRecast
- sets.midcast.Refresh = {waist="Gishdubar Sash"}
- --Quick Draw
- sets.midcast.CorsairShot = {ammo=gear.QDbullet,
- head="Laksamana's Hat +1",neck="Stoicheion Medal",ear1="Friomisi Earring",ear2="Hecate's Earring",
- body="Lanun Frac +1",hands=gear.TaeonHandsMAB,ring1="Acumen Ring",ring2="Perception Ring",
- back="Toro Cape",waist="Aquiline Belt",legs="Laksamana's Trews +1",feet="Laksamana's Bottes +1"}
- sets.midcast.CorsairShot.Acc = {ammo=gear.QDbullet,
- head="Mummu Bonnet +2",neck="Stoicheion Medal",ear1="Lifestorm Earring",ear2="Psystorm Earring",
- body="Mummu Jacket +2",hands="Mummu Wrists +2",ring1="Weatherspoon Ring",ring2="Perception Ring",
- back="Navarch's Mantle",waist="Kwahu Kachina Belt",legs="Mummu Kecks +2",feet="Mummu Gamashes +2"}
- sets.midcast.CorsairShot['Light Shot'] = {ammo=gear.QDbullet,
- head="Mummu Bonnet +2",neck="Stoicheion Medal",ear1="Lifestorm Earring",ear2="Psystorm Earring",
- body="Mummu Jacket +2",hands="Mummu Wrists +2",ring1="Weatherspoon Ring",ring2="Perception Ring",
- back="Navarch's Mantle",waist="Kwahu Kachina Belt",legs="Mummu Kecks +2",feet="Mummu Gamashes +2"}
- sets.midcast.CorsairShot['Dark Shot'] = {ammo=gear.QDbullet,
- head="Mummu Bonnet +2",neck="Stoicheion Medal",ear1="Lifestorm Earring",ear2="Psystorm Earring",
- body="Mummu Jacket +2",hands="Mummu Wrists +2",ring1="Weatherspoon Ring",ring2="Perception Ring",
- back="Navarch's Mantle",waist="Kwahu Kachina Belt",legs="Mummu Kecks +2",feet="Mummu Gamashes +2"}
- -- Ranged gear
- sets.midcast.RA = {ammo=gear.RAbullet,
- head="Meghanada Visor +2",neck="Iqabi Necklace",ear1="Clearview Earring",ear2="Volley Earring",
- body="Laksamana's Frac +2",hands="Meghanada Gloves +2",ring1="Rajas Ring",ring2="Longshot Ring",
- back=gear.CamulusRng,waist="Ponente Sash",legs="Meghanada Chausses +2",feet="Meghanada Jambeaux +2"}
- sets.midcast.RA.Acc = {ammo=gear.RAbullet,
- head="Meghanada Visor +2",neck="Iqabi Necklace",ear1="Clearview Earring",ear2="Volley Earring",
- body="Laksamana's Frac +2",hands="Meghanada Gloves +2",ring1="Hajduk Ring",ring2="Longshot Ring",
- back=gear.CamulusRng,waist="Kwahu Kachina Belt",legs="Meghanada Chausses +2",feet="Meghanada Jambeaux +2"}
- -- Sets to return to when not performing an action.
- -- Resting sets
- sets.resting = {ear1="Moonshade Earring",ring1="Sheltered Ring"}
- -- Idle sets
- sets.idle = {ammo=gear.RAbullet,
- head="Meghanada Visor +2",neck="Twilight Torque",ear1="Flashward Earring",ear2="Spellbreaker Earring",
- body="Meghanada Cuirie +2",hands="Meghanada Gloves +2",ring1="Sheltered Ring",ring2="Defending Ring",
- back="Repulse Mantle",waist="Dynamic Belt +1",legs="Crimson Cuisses",feet="Lanun Bottes +1"}
- sets.idle.Refresh = set_combine(sets.idle, {ear1="Moonshade Earring"})
- sets.idle.Town = {ammo=gear.RAbullet,
- head="Meghanada Visor +2",neck="Asperity Necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring",
- body="Laksamana's Frac +2",hands="Meghanada Gloves +2",ring1="Rajas Ring",ring2="Epona's Ring",
- back=gear.CamulusMelee,waist="Dynamic Belt +1",legs="Crimson Cuisses",feet="Meghanada Jambeaux +2"}
- -- Defense sets
- sets.defense.PDT = {
- head="Meghanada Visor +2",neck="Twilight Torque",
- body="Meghanada Cuirie +2",hands="Meghanada Gloves +2",ring1="Sheltered Ring",ring2="Defending Ring",
- back="Repulse Mantle",legs="Meghanada Chausses +2",feet="Lanun Bottes +1"}
- sets.defense.MDT = {
- head="Mummu Bonnet +2",neck="Twilight Torque",ear1="Flashward Earring",ear2="Spellbreaker Earring",
- body="Mummu Jacket +2",hands="Mummu Wrists +2",ring1="Sheltered Ring",ring2="Defending Ring",
- back="Engulfer Cape +1",legs="Mummu Kecks +2",feet="Mummu Gamashes +2"}
- sets.Kiting = {legs="Crimson Cuisses"}
- -- 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
- -- Normal melee group
- sets.engaged = {ammo=gear.RAbullet,
- head="Meghanada Visor +2",neck="Asperity Necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring",
- body="Mummu Jacket +2",hands="Meghanada Gloves +2",ring1="Rajas Ring",ring2="Epona's Ring",
- back=gear.CamulusMelee,waist="Dynamic Belt +1",legs="Meghanada Chausses +2",feet="Meghanada Jambeaux +2"}
- sets.engaged.Acc = set_combine(sets.engaged,{neck="Iqabi Necklace",ring1="Enlivened Ring"})
- sets.engaged.DW = set_combine(sets.engaged,{ear1="Brutal Earring",ear2="Suppanomimi"})
- sets.engaged.DW.Acc = set_combine(sets.engaged.Acc,{ear1="Dudgeon Earring",ear2="Heartseeker Earring"})
- sets.engaged.Ranged = {ammo=gear.RAbullet,
- head="Meghanada Visor +2",neck="Iqabi Necklace",ear1="Clearview Earring",ear2="Volley Earring",
- body="Mummu Jacket +2",hands="Meghanada Gloves +2",ring1="Hajduk Ring",ring2="Longshot Ring",
- back=gear.CamulusRng,waist="Ponente Sash",legs="Meghanada Chausses +2",feet="Meghanada Jambeaux +2"}
- sets.engaged.PDT = {neck="Twilight Torque",ring2="Defending Ring",back="Repulse Mantle"}
- sets.engaged.Crit = {ammo=gear.RAbullet,
- head="Mummu Bonnet +2",neck="Asperity Necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring",
- body="Mummu Jacket +2",hands="Mummu Wrists +2",ring1="Mummu Ring",ring2="Epona's Ring",
- back=gear.CamulusMelee,waist="Dynamic Belt +1",legs="Mummu Kecks +2",feet="Mummu Gamashes +2"}
- end
- -------------------------------------------------------------------------------------------------------------------
- -- Job-specific hooks for standard casting events.
- -------------------------------------------------------------------------------------------------------------------
- -- Set eventArgs.handled to true if we don't want any automatic gear equipping to be done.
- -- Set eventArgs.useMidcastGear to true if we want midcast gear equipped on precast.
- function job_precast(spell, action, spellMap, eventArgs)
- -- Check that proper ammo is available if we're using ranged attacks or similar.
- if spell.action_type == 'Ranged Attack' or spell.type == 'WeaponSkill' or spell.type == 'CorsairShot' then
- do_bullet_checks(spell, spellMap, eventArgs)
- end
- -- gear sets
- if (spell.type == 'CorsairRoll' or spell.english == "Double-Up") and state.LuzafRing.value then
- equip(sets.precast.LuzafRing)
- elseif spell.type == 'CorsairShot' and state.CastingMode.value == 'Resistant' then
- classes.CustomClass = 'Acc'
- elseif spell.english == 'Fold' and buffactive['Bust'] == 2 then
- add_to_chat(154,'Double Bust detected...')
- if sets.precast.FoldDoubleBust then
- equip(sets.precast.FoldDoubleBust)
- eventArgs.handled = true
- 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
- end
- -------------------------------------------------------------------------------------------------------------------
- -- User code that supplements standard library decisions.
- -------------------------------------------------------------------------------------------------------------------
- -- Return a customized weaponskill mode to use for weaponskill sets.
- -- Don't return anything if you're not overriding the default value.
- function get_custom_wsmode(spell, spellMap, default_wsmode)
- if buffactive['Transcendancy'] then
- return 'Brew'
- end
- end
- -- Called by the 'update' self-command, for common needs.
- -- Set eventArgs.handled to true if we don't want automatic equipping of gear.
- function job_update(cmdParams, eventArgs)
- if newStatus == 'Engaged' and player.equipment.main == 'Chatoyant Staff' then
- state.OffenseMode:set('Ranged')
- end
- update_melee_mode()
- end
- -- Called when status changes (Idle to Engaged, Resting, etc.)
- function job_status_change(newStatus, oldStatus, eventArgs)
- update_melee_mode()
- end
- -- Modify the default idle set after it was constructed.
- function customize_idle_set(idleSet)
- if world.area:contains('Adoulin') then
- idleSet = set_combine(idleSet, {body="Councilor's Garb"})
- end
- return idleSet
- 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
- if state.HybridMode.value ~= 'Normal' then
- msg = msg .. '/' .. state.HybridMode.value
- end
- msg = msg .. ', Rng.: '..state.RangedMode.current
- msg = msg .. ', WS.: '..state.WeaponskillMode.current
- msg = msg .. ', QD.: '..state.CastingMode.current
- if state.DefenseMode.value ~= 'None' then
- local defMode = state[state.DefenseMode.value ..'DefenseMode'].current
- msg = msg .. ', Defense: '..state.DefenseMode.value..' '..defMode
- end
- if state.Kiting.value then
- msg = msg .. ', Kiting'
- end
- if state.PCTargetMode.value ~= 'default' then
- msg = msg .. ', Target PC: '..state.PCTargetMode.value
- end
- if state.SelectNPCTargets.value then
- msg = msg .. ', Target NPCs'
- end
- msg = msg .. ', Roll Size: ' .. ((state.LuzafRing.value and 'Large') or 'Small')
- add_to_chat(122, msg)
- eventArgs.handled = true
- end
- -------------------------------------------------------------------------------------------------------------------
- -- Utility functions specific to this job.
- -------------------------------------------------------------------------------------------------------------------
- function define_roll_values()
- rolls = {
- ["Corsair's Roll"] = {lucky=5, unlucky=9, bonus="Experience Points"},
- ["Ninja Roll"] = {lucky=4, unlucky=8, bonus="Evasion"},
- ["Hunter's Roll"] = {lucky=4, unlucky=8, bonus="Accuracy"},
- ["Chaos Roll"] = {lucky=4, unlucky=8, bonus="Attack"},
- ["Magus's Roll"] = {lucky=2, unlucky=6, bonus="Magic Defense"},
- ["Healer's Roll"] = {lucky=3, unlucky=7, bonus="Cure Potency Received"},
- ["Puppet Roll"] = {lucky=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 = (state.LuzafRing.value and 'Large') or 'Small'
- 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 physicalWS:contains(spell.english) then
- -- physical weaponskills
- bullet_name = gear.WSbullet
- else
- -- magical weaponskills
- bullet_name = gear.MAbullet
- end
- else
- -- Ignore non-ranged weaponskills
- return
- end
- elseif spell.type == 'CorsairShot' then
- bullet_name = gear.QDbullet
- elseif spell.action_type == 'Ranged Attack' then
- bullet_name = gear.RAbullet
- if buffactive['Triple Shot'] then
- bullet_min_count = 3
- end
- end
- local available_bullets = player.inventory[bullet_name] or player.wardrobe[bullet_name]
- -- If no ammo is available, give appropriate warning and end.
- if not available_bullets then
- if spell.type == 'CorsairShot' and player.equipment.ammo ~= 'empty' then
- add_to_chat(104, 'No Quick Draw ammo left. Using what\'s currently equipped ('..player.equipment.ammo..').')
- return
- elseif spell.type == 'WeaponSkill' and player.equipment.ammo == gear.RAbullet then
- add_to_chat(104, 'No weaponskill ammo left. Using what\'s currently equipped (standard ranged bullets: '..player.equipment.ammo..').')
- return
- else
- add_to_chat(104, 'No ammo ('..tostring(bullet_name)..') available for that action.')
- eventArgs.cancel = true
- return
- end
- end
- -- Don't allow shooting or weaponskilling with ammo reserved for quick draw.
- if spell.type ~= 'CorsairShot' and bullet_name == gear.QDbullet and available_bullets.count <= bullet_min_count then
- add_to_chat(104, 'No ammo will be left for Quick Draw. Cancelling.')
- eventArgs.cancel = true
- return
- end
- -- Low ammo warning.
- if spell.type ~= 'CorsairShot' and state.warned.value == false
- and available_bullets.count > 1 and available_bullets.count <= options.ammo_warning_limit then
- local msg = '***** LOW AMMO WARNING: '..bullet_name..' *****'
- --local border = string.repeat("*", #msg)
- local border = ""
- for i = 1, #msg do
- border = border .. "*"
- end
- add_to_chat(104, border)
- add_to_chat(104, msg)
- add_to_chat(104, border)
- state.warned:set()
- elseif available_bullets.count > options.ammo_warning_limit and state.warned then
- state.warned:reset()
- end
- end
- function update_melee_mode()
- if player.sub_job == 'NIN' or player.sub_job == 'DNC' then
- if state.OffenseMode.value == 'Ranged' then
- state.CombatForm:reset()
- else
- state.CombatForm:set('DW')
- end
- else
- state.CombatForm:reset()
- end
- end
- -- Select default macro book on initial load or subjob change.
- function select_default_macro_book()
- set_macro_page(5, 17)
- end
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