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- -- (Original: Motenten / Modified: Ballzack)
- -------------------------------------------------------------------------------------------------------------------
- -- 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
- --
- -- Spells: [ WIN+, ] Utsusemi: Ichi
- -- [ WIN+. ] Utsusemi: Ni
- --
- -- Weapons: [ CTRL+G ] Cycles between available ranged weapons
- -- [ CTRL+W ] Toggle Ranged Weapon Lock
- --
- -- WS: [ CTRL+Numpad7 ] Savage Blade
- -- [ CTRL+Numpad8 ] Last Stand
- -- [ CTRL+Numpad4 ] Leaden Salute
- -- [ CTRL+Numpad6 ] Wildfire
- -- [ CTRL+Numpad1 ] Requiescat
- --
- -- RA: [ Numpad0 ] Ranged Attack
- --
- --
- -- (Skillchains)
- -- Savage-->Last Stand-->Last Stand
- -- Req/Swift Blade-->Savage-->Last Stand--> Last Stand
- -- Hot Shot/Red Lotus-->Numbing Shot-->Savage-->Last Stand
- -- Numbing-->Last Stand-->Last Stand-->Last Stand
- -- Salute > Aeolian/Shining > Salute > Wildfire
- -- Leaden > Savage > CDC > Leaden > WF
- -------------------------------------------------------------------------------------------------------------------
- -- 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()
- -- 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()
- lockstyleset = 14
- update_offense_mode()
- determine_haste_group()
- 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('STP', 'Normal', 'LowAcc', 'MidAcc', 'HighAcc')
- state.HybridMode:options('Normal', 'DT')
- state.RangedMode:options('STP', 'Normal', 'Acc', 'HighAcc', 'Critical')
- state.WeaponskillMode:options('Normal', 'Acc')
- state.CastingMode:options('Normal', 'Resistant')
- state.IdleMode:options('Normal', 'DT', 'Refresh')
- state.WeaponLock = M(false, 'Weapon Lock')
- state.Gun = M{['description']='Current Gun', 'Fomalhaut', 'Anarchy +2'}--, 'Armageddon', 'Death Penalty'
- --state.CP = M(false, "Capacity Points Mode")
- gear.RAbullet = "Chrono Bullet"
- gear.WSbullet = "Chrono Bullet"
- gear.MAbullet = "Orichalc. Bullet"
- gear.QDbullet = "Animikii Bullet"
- options.ammo_warning_limit = 10
- 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 @g gs c cycle Gun')
- send_command('bind @w gs c toggle WeaponLock')
- send_command('bind Delete input /ws "Leaden Salute" <t>')
- send_command('bind Home input /ws "Savage Blade" <t>')
- send_command('bind End input /ws "Last Stand" <t>')
- send_command('bind numpad0 input /ra <t>')
- send_command('bind @home gs c warpring')
- select_default_macro_book()
- set_lockstyle()
- 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 @g')
- send_command('unbind @w')
- send_command('unbind Delete')
- send_command('unbind Home')
- send_command('unbind End')
- send_command('unbind numpad0')
- send_command('unbind @home')
- end
- -- Define sets and vars used by this job file.
- function init_gear_sets()
- include('augmented-items.lua')
- ------------------------------------------------------------------------------------------------
- ---------------------------------------- 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 +1"}
- sets.precast.CorsairRoll = {
- head="Lanun Tricorne +1",
- neck="Regal Necklace",
- ear1="Genmei Earring",
- ear2="Etiolation Earring",
- body="Meg. Cuirie +2",
- hands="Chasseur's Gants +1",
- ring1="Gelatinous Ring +1",
- ring2="Defending Ring",
- back="Camulus's Mantle",
- waist="Flume Belt +1",
- legs="Desultor Tassets",
- feet="Lanun Bottes +3"}
- sets.precast.CorsairRoll.Gun = set_combine(sets.precast.CorsairRoll.Engaged, {range="Compensator"})
- 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 +1"}
- sets.precast.FC = {
- head="Carmine Mask +1",
- neck="Orunmila's Torque",
- ear1="Enchntr. Earring +1",
- ear2="Loquac. Earring",
- body=TaeonTabardFC,
- hands="Leyline Gloves",
- ring1="Prolix Ring",
- ring2="Kishar Ring",
- back="Moonlight Cape",
- waist="Flume Belt +1",
- legs=HerculeanTrousersFC,
- feet="Carmine Greaves +1"}
- sets.precast.FC.Utsusemi = set_combine(sets.precast.FC, {neck="Magoraga Beads",ring1="Lebeche Ring"})
- -- (10% Snapshot from JP Gifts)
- sets.precast.RA = {
- ammo=gear.RAbullet,
- head="Taeon Chapeau",
- body="Oshosi Vest",
- hands="Carmine Fin. Ga. +1",
- back=CamulusSnap,
- waist="Yemaya Belt",
- legs=AdhemarKecksD,
- feet="Meg. Jam. +2"} --59/26
- sets.precast.RA.Flurry1 = set_combine(sets.precast.RA, {
- body="Laksa. Frac +3"}) --47/46
- sets.precast.RA.Flurry2 = set_combine(sets.precast.RA.Flurry1, {
- head="Chass. Tricorne +1",
- feet="Pursuer's Gaiters",
- waist="Impulse Belt"}) --30/65
- ------------------------------------------------------------------------------------------------
- ------------------------------------- Weapon Skill Sets ----------------------------------------
- ------------------------------------------------------------------------------------------------
- sets.precast.WS = {
- ammo=gear.WSbullet,
- head="Meghanada Visor +2",
- neck="Fotia Gorget",
- ear1="Moonshade Earring",
- ear2="Ishvara Earring",
- body="Laksa. Frac +3",
- hands="Meg. Gloves +2",
- ring1="Regal Ring",
- ring2="Dingir Ring",
- back=CamulusStand,
- waist="Fotia Belt",
- legs=HerculeanTrousersStand,
- feet="Lanun Bottes +3"}
- sets.precast.WS.Acc = set_combine(sets.precast.WS, {
- neck="Iskur Gorget",
- ear2="Telos Earring",
- ring2="Hajduk Ring +1",
- waist="Kwahu Kachina Belt"})
- sets.precast.WS['Last Stand'] = sets.precast.WS
- sets.precast.WS['Last Stand'].Acc = set_combine(sets.precast.WS['Last Stand'], {
- neck="Iskur Gorget",
- ear2="Telos Earring",
- ring2="Hajduk Ring +1",
- waist="Kwahu Kachina Belt"})
- sets.precast.WS['Wildfire'] = {
- ammo=gear.MAbullet,
- head=HerculeanHelmMAB,
- neck="Baetyl Pendant",
- ear1="Crematio Earring",
- ear2="Friomisi Earring",
- body="Laksa. Frac +3", -- Relic +3
- hands="Carmine Fin. Ga. +1", -- Herc MAB/WSD
- ring1="Ilabrat Ring",
- ring2="Dingir Ring",
- back=CamulusSalute,
- waist="Eschan Stone",
- legs=HerculeanTrousersMAB,
- feet="Lanun Bottes +3"}
- sets.precast.WS['Wildfire'].Acc = set_combine(sets.precast.WS['Wildfire'], {
- neck="Sanctity Necklace",
- ear1="Hermetic Earring"})
- sets.precast.WS['Leaden Salute'] = set_combine(sets.precast.WS['Wildfire'], {
- head="Pixie Hairpin +1",
- ear1="Moonshade Earring",
- ring1="Archon Ring"})
- sets.precast.WS['Leaden Salute'].Acc = set_combine(sets.precast.WS['Leaden Salute'], {
- neck="Sanctity Necklace",
- ear1="Hermetic Earring"})
- sets.precast.WS['Leaden Salute'].FullTP = {ear1="Crematio Earring", waist="Svelt. Gouriz +1"}
- sets.precast.WS['Evisceration'] = {
- head="Adhemar Bonnet +1",
- neck="Fotia Gorget",
- ear1="Moonshade Earring",
- ear2="Mache Earring +1",
- body="Abnoba Kaftan",
- hands="Mummu Wrists +2",
- ring1="Regal Ring",
- ring2="Mummu Ring",
- back=CamulusDA,
- waist="Fotia Belt",
- legs="Samnuha Tights",
- feet="Mummu Gamash. +2"}
- sets.precast.WS['Evisceration'].Acc = set_combine(sets.precast.WS['Evisceration'], {
- head="Mummu Bonnet +2",
- neck="Combatant's Torque",
- ear2="Telos Earring",
- body="Mummu Jacket +2",
- ring1="Ramuh Ring +1",
- ring2="Ramuh Ring +1",
- waist="Grunfeld Rope"})
- sets.precast.WS['Savage Blade'] = set_combine(sets.precast.WS, {
- head="Lilitu Headpiece",
- ring2="Shukuyu Ring",
- back=CamulusWSD,
- waist="Prosilio Belt +1"})
- sets.precast.WS['Savage Blade'].Acc = set_combine(sets.precast.WS['Savage Blade'], {
- head="Meghanada Visor +2",
- neck="Combatant's Torque",
- ear2="Telos Earring",
- waist="Grunfeld Rope"})
- sets.precast.WS['Swift Blade'] = set_combine(sets.precast.WS, {
- head="Adhemar Bonnet +1",
- ear1="Telos Earring",
- ear2="Brutal Earring",
- body="Adhemar Jacket +1",
- ring2="Epona's Ring",
- back=CamulusWSD,
- legs="Meg. Chausses +2",
- feet="Carmine Greaves +1"})
- sets.precast.WS['Swift Blade'].Acc = set_combine(sets.precast.WS['Swift Blade'], {
- head="Meghanada Visor +2",
- ear2="Telos Earring",
- hands="Meg. Gloves +2"})
- sets.precast.WS['Aeolian Edge'] = set_combine(sets.precast.WS['Wildfire'], {
- ear1="Moonshade Earring",
- ring1="Shiva Ring +1"})
- ------------------------------------------------------------------------------------------------
- ---------------------------------------- Midcast Sets ------------------------------------------
- ------------------------------------------------------------------------------------------------
- sets.midcast.FastRecast = sets.precast.FC
- sets.midcast.SpellInterrupt = {
- ring1="Evanescence Ring",
- legs="Carmine Cuisses +1"}
- sets.midcast.Cure = {
- neck="Incanter's Torque",
- ear2="Mendi. Earring",
- ring1="Lebeche Ring",
- ring2="Haoma's Ring",
- waist="Bishop's Sash"}
- sets.midcast.Utsusemi = sets.midcast.SpellInterrupt
- -- Occult Acumen Set
- sets.midcast['Dark Magic'] = {
- ammo=gear.QDbullet,
- head=HerculeanHelmMAB,
- neck="Iskur Gorget",
- ear1="Dedition Earring",
- ear2="Telos Earring",
- body="Mummu Jacket +2",
- hands=AdhemarWristbandsB,
- ring1="Archon Ring",
- ring2="Dingir Ring",
- back=CamulusRA,
- waist="Oneiros Rope",
- legs="Chas. Culottes +1",
- feet="Carmine Greaves +1"}
- sets.midcast.CorsairShot = {
- ammo=gear.QDbullet,
- head=HerculeanHelmMAB,
- neck="Baetyl Pendant",
- ear1="Crematio Earring",
- ear2="Friomisi Earring",
- body="Samnuha Coat",
- hands="Carmine Fin. Ga. +1",
- legs=HerculeanTrousersMAB,
- ring1="Fenrir Ring +1",
- ring2="Dingir Ring",
- back=CamulusSalute,
- waist="Eschan Stone",
- feet="Lanun Bottes +3"}
- sets.midcast.CorsairShot.STP = {
- ammo=gear.QDbullet,
- head="Blood Mask",
- neck="Iskur Gorget",
- ear1="Dedition Earring",
- ear2="Telos Earring",
- body="Oshosi Vest",
- hands="Schutzen Mittens",
- ring1="Ilabrat Ring",
- ring2="Rajas Ring",
- back=CamulusSTP,
- waist="Yemaya Belt",
- legs="Chas. Culottes +1",
- feet="Carmine Greaves +1"}
- sets.midcast.CorsairShot.Resistant = set_combine(sets.midcast.CorsairShot, {
- head="Carmine Mask +1",
- neck="Sanctity Necklace",
- ear1="Gwati Earring",
- ear2="Digni. Earring",
- body="Mummu Jacket +2",
- hands="Mummu Wrists +2",
- ring1="Mummu Ring",
- ring2="Stikini Ring",
- waist="Kwahu Kachina Belt",
- legs="Mummu Kecks +2",
- feet="Mummu Gamash. +2"})
- sets.midcast.CorsairShot['Light Shot'] = sets.midcast.CorsairShot.Resistant
- sets.midcast.CorsairShot['Dark Shot'] = sets.midcast.CorsairShot.Resistant
- sets.midcast.CorsairShot.Enhance = {head="Blood Mask", feet="Chass. Bottes +1"}
- -- Ranged gear
- sets.midcast.RA = {
- ammo=gear.RAbullet,
- head="Meghanada Visor +2",
- neck="Iskur Gorget",
- ear1="Enervating Earring",
- ear2="Telos Earring",
- body="Mummu Jacket +2",
- hands=AdhemarWristbandsC,
- ring1="Ilabrat Ring",
- ring2="Dingir Ring",
- back=CamulusRA,
- waist="Yemaya Belt",
- legs=AdhemarKecksC,
- feet="Adhemar Gamashes +1"}
- sets.midcast.RA.Acc = set_combine(sets.midcast.RA, {
- body="Laksa. Frac +3",
- hands="Meg. Gloves +2",
- ring2="Hajduk Ring +1"})
- sets.midcast.RA.HighAcc = set_combine(sets.midcast.RA.Acc, {
- ring1="Regal Ring",
- waist="Kwahu Kachina Belt",
- legs="Laksa. Trews +3",
- feet="Meg. Jam. +2"})
- sets.midcast.RA.Critical = set_combine(sets.midcast.RA, {
- head="Meghanada Visor +2",
- body="Meg. Cuirie +2",
- hands="Mummu Wrists +2",
- legs="Mummu Kecks +2",
- feet="Oshosi Leggings",
- ring1="Begrudging Ring",
- ring2="Mummu Ring",
- waist="Kwahu Kachina Belt"})
- sets.midcast.RA.STP = set_combine(sets.midcast.RA, {
- body="Oshosi Vest",
- ear1="Dedition Earring",
- feet="Carmine Greaves +1"})
- sets.TripleShot = {
- head="Oshosi Mask",
- body="Chasseur's Frac +1",
- hands="Oshosi Gloves",
- legs="Oshosi Trousers",
- feet="Oshosi Leggings"} --26
- ------------------------------------------------------------------------------------------------
- ----------------------------------------- Idle Sets --------------------------------------------
- ------------------------------------------------------------------------------------------------
- sets.idle = {
- ammo=gear.RAbullet,
- head="Meghanada Visor +2",
- neck="Sanctity Necklace",
- ear1="Infused Earring",
- ear2="Dawn Earring",
- body="Meg. Cuirie +2",
- hands="Meg. Gloves +2",
- ring1="Sheltered Ring",
- ring2="Paguroidea Ring",
- back="Moonlight Cape",
- waist="Flume Belt +1",
- legs="Carmine Cuisses +1",
- feet="Meg. Jam. +2"}
- sets.idle.DT = set_combine(sets.idle, {
- head="Carmine Mask +1",
- neck="Loricate Torque +1",
- ear1="Sanare Earring",
- ear2="Hearty Earring",
- body=HerculeanVestDT,
- hands=HerculeanGlovesPDT,
- ring1="Gelatinous Ring +1",
- ring2="Defending Ring",
- feet=HerculeanBootsDT})
- sets.idle.Refresh = set_combine(sets.idle, {
- --body="Mekosu. Harness",
- legs="Rawhide Trousers"})
- sets.idle.Town = set_combine(sets.idle, {
- head="Adhemar Bonnet +1",
- neck="Iskur Gorget",
- ear1="Suppanomimi",
- ear2="Telos Earring",
- body="Adhemar Jacket +1",
- hands=AdhemarWristbandsB,
- ring1="Regal Ring",
- ring2="Dingir Ring",
- back=CamulusSalute,
- waist="Windbuffet Belt +1",
- feet="Lanun Bottes +3"})
- ------------------------------------------------------------------------------------------------
- ---------------------------------------- Defense Sets ------------------------------------------
- ------------------------------------------------------------------------------------------------
- sets.defense.PDT = sets.idle.DT
- sets.defense.MDT = sets.idle.DT
- 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",
- neck="Iskur Gorget",
- ear1="Cessance Earring",
- ear2="Brutal Earring",
- body=HerculeanVestTA,
- hands=AdhemarWristbandsB,
- ring1="Petrov Ring",
- ring2="Epona's Ring",
- back=CamulusDA,
- waist="Windbuffet Belt +1",
- legs="Samnuha Tights",
- feet=HerculeanBootsTA}
- sets.engaged.LowAcc = set_combine(sets.engaged, {
- head="Dampening Tam",
- neck="Combatant's Torque"})
- sets.engaged.MidAcc = set_combine(sets.engaged.LowAcc, {
- ring1="Ilabrat Ring",
- waist="Kentarch Belt +1"})
- sets.engaged.HighAcc = set_combine(sets.engaged.MidAcc, {
- head="Carmine Mask +1",
- ear2="Telos Earring",
- ring2="Ramuh Ring +1",
- legs="Carmine Cuisses +1",
- waist="Olseni Belt"})
- sets.engaged.STP = set_combine(sets.engaged, {
- ear1="Dedition Earring",
- ring1="Chirich Ring +1",
- waist="Kentarch Belt +1",
- feet="Carmine Cuisses +1"})
- -- * DNC Subjob DW Trait: +15%
- -- * NIN Subjob DW Trait: +25%
- -- No Magic Haste (74% DW to cap)
- sets.engaged.DW = {
- head=HerculeanHelmDW,
- neck="Iskur Gorget",
- ear1="Eabani Earring",
- ear2="Suppanomimi",
- body="Adhemar Jacket +1",
- hands="Floral Gauntlets",
- ring1="Petrov Ring",
- ring2="Epona's Ring",
- back=CamulusDA,
- waist="Reiki Yotai",
- legs="Carmine Cuisses +1",
- feet="Taeon Boots"} -- 52%
- sets.engaged.DW.LowAcc = set_combine(sets.engaged.DW, {
- neck="Combatant's Torque"})
- sets.engaged.DW.MidAcc = set_combine(sets.engaged.DW.LowAcc, {
- ring1="Ilabrat Ring"})
- sets.engaged.DW.HighAcc = set_combine(sets.engaged.DW.MidAcc, {})
- sets.engaged.DW.STP = set_combine(sets.engaged.DW, {
- ring1="Ilabrat Ring"})
- -- 15% Magic Haste (67% DW to cap)
- sets.engaged.DW.LowHaste = {
- head="Adhemar Bonnet +1",
- neck="Iskur Gorget",
- ear1="Eabani Earring",
- ear2="Suppanomimi",
- body="Adhemar Jacket +1",
- hands="Floral Gauntlets",
- ring1="Petrov Ring",
- ring2="Epona's Ring",
- back=CamulusDA,
- waist="Reiki Yotai",
- legs="Carmine Cuisses +1",
- feet="Taeon Boots"} -- 52%
- sets.engaged.DW.LowAcc.LowHaste = set_combine(sets.engaged.DW.LowHaste, {
- head="Dampening Tam",
- neck="Combatant's Torque"})
- sets.engaged.DW.MidAcc.LowHaste = set_combine(sets.engaged.DW.LowAcc.LowHaste, {
- ring1="Ilabrat Ring"})
- sets.engaged.DW.HighAcc.LowHaste = set_combine(sets.engaged.DW.MidAcc.LowHaste, {
- head="Carmine Mask +1"})
- sets.engaged.DW.STP.LowHaste = set_combine(sets.engaged.DW.LowHaste, {
- ring2="Ilabrat Ring"})
- -- 30% Magic Haste (56% DW to cap)
- sets.engaged.DW.MidHaste = {
- head="Adhemar Bonnet +1",
- neck="Iskur Gorget",
- ear1="Eabani Earring",
- ear2="Suppanomimi",
- body="Adhemar Jacket +1",
- hands=AdhemarWristbandsB,
- ring1="Petrov Ring",
- ring2="Epona's Ring",
- back=CamulusDA,
- waist="Reiki Yotai",
- legs="Samnuha Tights",
- feet="Taeon Boots"} -- 41%
- sets.engaged.DW.LowAcc.MidHaste = set_combine(sets.engaged.DW.MidHaste, {
- head="Dampening Tam",
- neck="Combatant's Torque"})
- sets.engaged.DW.MidAcc.MidHaste = set_combine(sets.engaged.DW.LowAcc.MidHaste, {
- ring1="Ilabrat Ring",
- legs="Meg. Chausses +2"})
- sets.engaged.DW.HighAcc.MidHaste = set_combine(sets.engaged.DW.MidAcc.MidHaste, {
- head="Carmine Mask +1"})
- sets.engaged.DW.STP.MidHaste = set_combine(sets.engaged.DW.MidHaste, {
- ring1="Ilabrat Ring"})
- -- 35% Magic Haste (51% DW to cap)
- sets.engaged.DW.HighHaste = {} -- 37%
- sets.engaged.DW.LowAcc.HighHaste = set_combine(sets.engaged.DW.HighHaste, {})
- sets.engaged.DW.MidAcc.HighHaste = set_combine(sets.engaged.DW.LowAcc.HighHaste, {})
- sets.engaged.DW.HighAcc.HighHaste = set_combine(sets.engaged.DW.MidAcc.HighHaste, {})
- sets.engaged.DW.STP.HighHaste = set_combine(sets.engaged.DW.HighHaste, {})
- -- 45% Magic Haste (36% DW to cap)
- sets.engaged.DW.MaxHaste = {
- head="Adhemar Bonnet +1",
- neck="Iskur Gorget",
- ear1="Telos Earring",
- ear2="Suppanomimi",
- body="Adhemar Jacket +1",
- hands=AdhemarWristbandsB,
- ring1="Petrov Ring",
- ring2="Epona's Ring",
- back=CamulusDA,
- waist="Windbuffet Belt +1",
- legs="Samnuha Tights",
- feet=HerculeanBootsTA} -- 21%
- sets.engaged.DW.LowAcc.MaxHaste = set_combine(sets.engaged.DW.MaxHaste, {
- head="Dampening Tam",
- neck="Combatant's Torque"})
- sets.engaged.DW.MidAcc.MaxHaste = set_combine(sets.engaged.DW.LowAcc.MaxHaste, {
- ring1="Ilabrat Ring",
- waist="Kentarch Belt +1"})
- sets.engaged.DW.HighAcc.MaxHaste = set_combine(sets.engaged.DW.MidAcc.MaxHaste, {
- head="Carmine Mask +1",
- ear2="Cessance Earring",
- ring2="Ramuh Ring +1",
- legs="Carmine Cuisses +1",
- waist="Olseni Belt"})
- sets.engaged.DW.STP.MaxHaste = set_combine(sets.engaged.DW.MaxHaste, {
- ear1="Dedition Earring",
- ring1="Chirich Ring +1",
- waist="Kentarch Belt +1",
- feet="Carmine Cuisses +1"})
- sets.LessDualWield = {back=CamulusDW}
- ------------------------------------------------------------------------------------------------
- ---------------------------------------- Hybrid Sets -------------------------------------------
- ------------------------------------------------------------------------------------------------
- sets.engaged.Hybrid = {
- neck="Loricate Torque +1",
- hands=HerculeanGlovesPDT,
- ring1="Defending Ring",
- feet=HerculeanBootsDT}
- sets.engaged.DT = set_combine(sets.engaged, sets.engaged.Hybrid)
- sets.engaged.LowAcc.DT = set_combine(sets.engaged.LowAcc, sets.engaged.Hybrid)
- sets.engaged.MidAcc.DT = set_combine(sets.engaged.MidAcc, sets.engaged.Hybrid)
- sets.engaged.HighAcc.DT = set_combine(sets.engaged.HighAcc, sets.engaged.Hybrid)
- sets.engaged.STP.DT = set_combine(sets.engaged.STP, sets.engaged.Hybrid)
- sets.engaged.DW.DT = set_combine(sets.engaged.DW, sets.engaged.Hybrid)
- sets.engaged.DW.LowAcc.DT = set_combine(sets.engaged.DW.LowAcc, sets.engaged.Hybrid)
- sets.engaged.DW.MidAcc.DT = set_combine(sets.engaged.DW.MidAcc, sets.engaged.Hybrid)
- sets.engaged.DW.HighAcc.DT = set_combine(sets.engaged.DW.HighAcc, sets.engaged.Hybrid)
- sets.engaged.DW.STP.DT = set_combine(sets.engaged.DW.STP, sets.engaged.Hybrid)
- sets.engaged.DW.DT.LowHaste = set_combine(sets.engaged.DW.LowHaste, sets.engaged.Hybrid)
- sets.engaged.DW.LowAcc.DT.LowHaste = set_combine(sets.engaged.DW.LowAcc.LowHaste, sets.engaged.Hybrid)
- sets.engaged.DW.MidAcc.DT.LowHaste = set_combine(sets.engaged.DW.MidAcc.LowHaste, sets.engaged.Hybrid)
- sets.engaged.DW.HighAcc.DT.LowHaste = set_combine(sets.engaged.DW.HighAcc.LowHaste, sets.engaged.Hybrid)
- sets.engaged.DW.STP.DT.LowHaste = set_combine(sets.engaged.DW.STP.LowHaste, sets.engaged.Hybrid)
- sets.engaged.DW.DT.MidHaste = set_combine(sets.engaged.DW.MidHaste, sets.engaged.Hybrid)
- sets.engaged.DW.LowAcc.DT.MidHaste = set_combine(sets.engaged.DW.LowAcc.MidHaste, sets.engaged.Hybrid)
- sets.engaged.DW.MidAcc.DT.MidHaste = set_combine(sets.engaged.DW.MidAcc.MidHaste, sets.engaged.Hybrid)
- sets.engaged.DW.HighAcc.DT.MidHaste = set_combine(sets.engaged.DW.HighAcc.MidHaste, sets.engaged.Hybrid)
- sets.engaged.DW.STP.DT.MidHaste = set_combine(sets.engaged.DW.STP.MidHaste, sets.engaged.Hybrid)
- sets.engaged.DW.DT.HighHaste = set_combine(sets.engaged.DW.HighHaste, sets.engaged.Hybrid)
- sets.engaged.DW.LowAcc.DT.HighHaste = set_combine(sets.engaged.DW.LowAcc.HighHaste, sets.engaged.Hybrid)
- sets.engaged.DW.MidAcc.DT.HighHaste = set_combine(sets.engaged.DW.MidAcc.HighHaste, sets.engaged.Hybrid)
- sets.engaged.DW.HighAcc.DT.HighHaste = set_combine(sets.engaged.DW.HighAcc.HighHaste, sets.engaged.Hybrid)
- sets.engaged.DW.STP.DT.HighHaste = set_combine(sets.engaged.DW.HighHaste.STP, sets.engaged.Hybrid)
- sets.engaged.DW.DT.MaxHaste = set_combine(sets.engaged.DW.MaxHaste, sets.engaged.Hybrid)
- sets.engaged.DW.LowAcc.DT.MaxHaste = set_combine(sets.engaged.DW.LowAcc.MaxHaste, sets.engaged.Hybrid)
- sets.engaged.DW.MidAcc.DT.MaxHaste = set_combine(sets.engaged.DW.MidAcc.MaxHaste, sets.engaged.Hybrid)
- sets.engaged.DW.HighAcc.DT.MaxHaste = set_combine(sets.engaged.DW.HighAcc.MaxHaste, sets.engaged.Hybrid)
- sets.engaged.DW.STP.DT.MaxHaste = set_combine(sets.engaged.DW.STP.MaxHaste, sets.engaged.Hybrid)
- ------------------------------------------------------------------------------------------------
- ---------------------------------------- Special Sets ------------------------------------------
- ------------------------------------------------------------------------------------------------
- sets.buff.Doom = {ring1="Eshmun's Ring", ring2="Eshmun's Ring", waist="Gishdubar Sash"}
- 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
- elseif spell.action_type == 'Ranged Attack' then
- if flurry == 2 then
- equip(sets.precast.RA.Flurry2)
- elseif flurry == 1 then
- equip(sets.precast.RA.Flurry1)
- 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 > 2500 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' and buffactive['Triple Shot'] then
- equip(sets.TripleShot)
- 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
- function job_buff_change(buff,gain)
- -- If we gain or lose any haste buffs, adjust gear.
- if S{'haste', 'march', 'mighty guard', 'embrava', 'haste samba', 'geo-haste', 'indi-haste'}:contains(buff:lower()) then
- determine_haste_group()
- customize_melee_set()
- if not gain then
- haste = nil
- --add_to_chat(122, "Haste Status: Cleared")
- end
- if not midaction() then
- handle_equipping_gear(player.status)
- end
- end
- -- If we gain or lose any flurry buffs, adjust gear.
- if S{'flurry'}:contains(buff:lower()) then
- if not gain then
- flurry = nil
- --add_to_chat(122, "Flurry status cleared.")
- end
- if not midaction() then
- handle_equipping_gear(player.status)
- end
- end
- -- if buffactive['Reive Mark'] then
- -- if gain then
- -- equip(sets.Reive)
- -- disable('neck')
- -- else
- -- enable('neck')
- -- end
- -- end
- if buff == "doom" then
- if gain then
- equip(sets.buff.Doom)
- --send_command('@input /p Doomed.')
- disable('ring1','ring2','waist')
- else
- enable('ring1','ring2','waist')
- handle_equipping_gear(player.status)
- end
- 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.
- function job_update(cmdParams, eventArgs)
- update_offense_mode()
- determine_haste_group()
- end
- -- Modify the default idle set after it was constructed.
- function customize_idle_set(idleSet)
- if state.Gun.current == 'Fomalhaut' then
- equip({ranged="Fomalhaut"})
- elseif state.Gun.current == 'Anarchy +2' then
- equip({ranged="Anarchy +2"})
- --if state.Gun.current == 'Death Penalty' then
- --equip({ranged="Death Penalty"})
- --elseif state.Gun.current == 'Armageddon' then
- --equip({ranged="Armageddon"})
- end
- --if state.CP.current == 'on' then
- --equip(sets.CP)
- --disable('back')
- --else
- --enable('back')
- --end
- return idleSet
- end
- -- Modify the default melee set after it was constructed.
- function customize_melee_set(meleeSet)
- if state.DualWield.value == true and player.sub_job == 'DNC' then
- meleeSet = set_combine(meleeSet, sets.LessDualWield)
- end
- return meleeSet
- 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(122, msg)
- eventArgs.handled = true
- end
- -------------------------------------------------------------------------------------------------------------------
- -- User self-commands.
- -------------------------------------------------------------------------------------------------------------------
- -- Called for custom player commands.
- 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
- command = cmdParams[1]:lower()
- if command == 'warpring' then
- equip({left_ring="Warp Ring"})
- send_command('gs disable left_ring;wait 10;input /item "Warp Ring" <me>;wait 1;input /item "Warp Ring" <me>;wait 1;input /item "Warp Ring" <me>;wait 10;gs enable left_ring')
- end
- end
- -------------------------------------------------------------------------------------------------------------------
- -- Utility functions specific to this job.
- -------------------------------------------------------------------------------------------------------------------
- --Read incoming packet to differentiate between Haste/Flurry I and II
- windower.register_event('action',
- function(act)
- --check if you are a target of spell
- local actionTargets = act.targets
- playerId = windower.ffxi.get_player().id
- isTarget = false
- for _, target in ipairs(actionTargets) do
- if playerId == target.id then
- isTarget = true
- end
- end
- if isTarget == true then
- if act.category == 4 then
- local param = act.param
- if param == 845 and flurry ~= 2 then
- --add_to_chat(122, 'Flurry Status: Flurry I')
- flurry = 1
- elseif param == 846 then
- --add_to_chat(122, 'Flurry Status: Flurry II')
- flurry = 2
- elseif param == 57 and haste ~=2 then
- --add_to_chat(122, 'Haste Status: Haste I (Haste)')
- haste = 1
- elseif param == 511 then
- --add_to_chat(122, 'Haste Status: Haste II (Haste II)')
- haste = 2
- end
- elseif act.category == 5 then
- if act.param == 5389 then
- --add_to_chat(122, 'Haste Status: Haste II (Spy Drink)')
- haste = 2
- end
- elseif act.category == 13 then
- local param = act.param
- --595 haste 1 -602 hastega 2
- if param == 595 and haste ~=2 then
- --add_to_chat(122, 'Haste Status: Haste I (Hastega)')
- haste = 1
- elseif param == 602 then
- --add_to_chat(122, 'Haste Status: Haste II (Hastega2)')
- haste = 2
- end
- end
- end
- end)
- function determine_haste_group()
- -- Assuming the following values:
- -- Haste - 15%
- -- Haste II - 30%
- -- Haste Samba - 5%
- -- Honor March - 15%
- -- Victory March - 25%
- -- Advancing March - 15%
- -- Embrava - 25%
- -- Mighty Guard (buffactive[604]) - 15%
- -- Geo-Haste (buffactive[580]) - 30%
- classes.CustomMeleeGroups:clear()
- if state.CombatForm.value == 'DW' then
- if (haste == 2 and (buffactive[580] or buffactive.march or buffactive.embrava or buffactive[604])) or
- (haste == 1 and (buffactive[580] or buffactive.march == 2 or (buffactive.embrava and buffactive['haste samba']) or (buffactive.march and buffactive[604]))) or
- (buffactive[580] and (buffactive.march or buffactive.embrava or buffactive[604])) or
- (buffactive.march == 2 and (buffactive.embrava or buffactive[604])) or
- (buffactive.march and (buffactive.embrava and buffactive['haste samba'])) then
- --add_to_chat(122, 'Magic Haste Level: 43%')
- classes.CustomMeleeGroups:append('MaxHaste')
- state.DualWield:set()
- elseif ((haste == 2 or buffactive[580] or buffactive.march == 2) and buffactive['haste samba']) or
- (haste == 1 and buffactive['haste samba'] and (buffactive.march or buffactive[604])) or
- (buffactive.march and buffactive['haste samba'] and buffactive[604]) then
- --add_to_chat(122, 'Magic Haste Level: 35%')
- classes.CustomMeleeGroups:append('HighHaste')
- state.DualWield:set()
- elseif (haste == 2 or buffactive[580] or buffactive.march == 2 or (buffactive.embrava and buffactive['haste samba']) or
- (haste == 1 and (buffactive.march or buffactive[604])) or (buffactive.march and buffactive[604])) then
- --add_to_chat(122, 'Magic Haste Level: 30%')
- classes.CustomMeleeGroups:append('MidHaste')
- state.DualWield:set()
- elseif (haste == 1 or buffactive.march or buffactive[604] or buffactive.embrava) then
- --add_to_chat(122, 'Magic Haste Level: 15%')
- classes.CustomMeleeGroups:append('LowHaste')
- state.DualWield:set()
- else
- state.DualWield:set(false)
- end
- 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(122, '[ 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(123, '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(123, 'No weaponskill ammo left. Using what\'s currently equipped (standard ranged bullets: '..player.equipment.ammo..').')
- return
- else
- add_to_chat(123, '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(123, '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(123, border)
- add_to_chat(123, msg)
- add_to_chat(123, border)
- state.warned:set()
- elseif available_bullets.count > options.ammo_warning_limit and state.warned then
- state.warned:reset()
- end
- end
- function update_offense_mode()
- if player.sub_job == 'NIN' or player.sub_job == 'DNC' then
- state.CombatForm:set('DW')
- else
- state.CombatForm:reset()
- end
- end
- -- Select default macro book on initial load or subjob change.
- function select_default_macro_book()
- if player.sub_job == 'NIN' then
- set_macro_page(1, 11)
- elseif player.sub_job == 'WAR' then
- set_macro_page(2, 11)
- else
- set_macro_page(1, 11)
- end
- end
- function set_lockstyle()
- send_command('wait 2; input /lockstyleset ' .. lockstyleset)
- end
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