Guest User

Untitled

a guest
Oct 2nd, 2017
180
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 7.46 KB | None | 0 0
  1. -------------------------------------------------------------------------------------------------------------------
  2. -- Setup functions for this job. Generally should not be modified.
  3. -------------------------------------------------------------------------------------------------------------------
  4.  
  5. -- Initialization function for this job file.
  6. function get_sets()
  7. mote_include_version = 2
  8.  
  9. -- Load and initialize the include file.
  10. include('Mote-Include.lua')
  11. end
  12.  
  13.  
  14. -- Setup vars that are user-independent. state.Buff vars initialized here will automatically be tracked.
  15. function job_setup()
  16.  
  17. end
  18.  
  19. -------------------------------------------------------------------------------------------------------------------
  20. -- User setup functions for this job. Recommend that these be overridden in a sidecar file.
  21. -------------------------------------------------------------------------------------------------------------------
  22.  
  23. -- Setup vars that are user-dependent. Can override this function in a sidecar file.
  24. function user_setup()
  25. state.OffenseMode:options('Normal','DPS','NIN')
  26. state.WeaponskillMode:options('Normal', 'Acc')
  27. state.RangedMode:options('Normal')
  28. state.HybridMode:options('Normal')
  29. state.WeaponskillMode:options('Normal')
  30. state.CastingMode:options('Normal')
  31. state.IdleMode:options('Normal', 'Refresh')
  32. state.RestingMode:options('Normal')
  33. state.PhysicalDefenseMode:options('PDT')
  34. state.MagicalDefenseMode:options('MDT')
  35.  
  36. -- Default macro set/book
  37. set_macro_page(1, 4)
  38. end
  39.  
  40.  
  41. -- Called when this job file is unloaded (eg: job change)
  42. function user_unload()
  43.  
  44. end
  45.  
  46. function init_gear_sets()
  47.  
  48. --------------------------------------
  49. -- Start defining the sets
  50. --------------------------------------
  51.  
  52. -- Precast Sets
  53.  
  54.  
  55. sets.precast.JA['Shield Bash'] = {head="Chaos Gauntlets"}
  56.  
  57. -- Fast cast sets for spells
  58. sets.precast.FC = {waist="Velocious Belt",ear2="Loquacious Earring",legs="Homam Cosciales"}
  59.  
  60. -- sets.precast.FC.Utsusemi = set_combine(sets.precast.FC, {neck="Magoraga Beads"})
  61.  
  62.  
  63. -- Weaponskill sets
  64. -- Default set for any weaponskill that isn't any more specifically defined
  65. sets.precast.WS = {
  66. head="Hecatomb Cap +1",neck="Fotia Gorget",ear1="Assault Earring",ear2="Brutal Earring",
  67. body="Hecatomb Harness",hands="Alkyoneus's Brc.",ring1="Flame Ring",ring2="Rajas Ring",
  68. back="Cerberus Mantle +1",waist="Potent Belt",legs="Ryl.Kgt. Breeches",feet="Hecatomb Leggings +1"}
  69.  
  70. -- Specific weaponskill sets. Uses the base set if an appropriate WSMod version isn't found.
  71. sets.precast.WS['Vorpal Blade'] = set_combine(sets.precast.WS, {ear1="Abyssal Earring"})
  72.  
  73.  
  74. -- Midcast Sets
  75. sets.midcast.Enmity = {
  76. head="Aegishjalmr",neck="Ritter Gorget",ear1="Hades Earring +1",ear2="Hades Earring +1",
  77. body="Hydra Haubert",hands="Hydra Moufles",ring1="Hercule's Ring",ring2="Mermaids Ring",
  78. back="Cerberus Mantle +1",legs="Hydra Brayettes",feet="Hydra Sollerets"}
  79.  
  80. sets.midcast.Cure = set_combine(sets.midcast.Enmity, {waist="Trance Belt"})
  81.  
  82. sets.midcast.Flash = set_combine(sets.midcast.Enmity, {})
  83.  
  84. sets.precast.Provoke = set_combine(sets.midcast.Enmity, {})
  85.  
  86. sets.midcast['Utsusemi'] = set_combine(sets.midcast.Haste, {})
  87.  
  88. -- Specific spells
  89. sets.midcast.Haste = {
  90. head="Walahra Turban",
  91. hands="Dusk Gloves +1",ring1="Blitz Ring",
  92. waist="Velocious Belt",feet="Homam Gambieras",feet="Homam Gambieras"}
  93.  
  94. -- Idle sets
  95. sets.idle = {
  96. neck="Parade Gorget",ear2="Loquacious Earring",
  97. hands="Heavy Gauntlets",ring1="Jelly Ring",ring2="Bloodbead Ring",
  98. back="Shadow Mantle",waist="Velocious Belt",legs="Crimson Cuisses"}
  99.  
  100. sets.PDT = {}
  101.  
  102. sets.MDT = {}
  103.  
  104. sets.FireRes = {}
  105.  
  106. sets.Refresh = {
  107. neck="Parade Gorget"}
  108.  
  109. -- Defense sets
  110. sets.defense.PDT = {}
  111.  
  112. sets.defense.MDT = {}
  113.  
  114. sets.Kiting = {legs="Crimson Cuisses"}
  115.  
  116. -- Engaged sets
  117.  
  118. -- Variations for TP weapon and (optional) offense/defense modes. Code will fall back on previous
  119. -- sets if more refined versions aren't defined.
  120. -- If you create a set with both offense and defense modes, the offense mode should be first.
  121. -- EG: sets.engaged.Dagger.Accuracy.Evasion
  122.  
  123. -- Normal melee group
  124. sets.engaged = {
  125. ammo="Bibiki Seashell",
  126. head="Koenig Schaller",neck="Ritter Gorget",ear1="Ethereal Earring",ear2="Cassie Earring",
  127. body="Valhalla Breastplate",hands="Koenig Handschuhs",ring1="Jelly Ring",ring2="",
  128. back="Boxer's Mantle",waist="Warwolf Belt",legs="Crimson Cuisses",feet="Gallant Leggings"}
  129.  
  130. sets.engaged.DPS = {
  131. ammo="Bibiki Seashell",
  132. head="Walahra Turban",neck="Peacock Amulet",ear1="Assault Earring",ear2="Brutal Earring",
  133. body="Homam Corazza",hands="Dusk Gloves +1",ring1="Sniper's Ring +1",ring2="Rajas Ring",
  134. back="Cerberus Mantle +1",waist="Velocious Belt",legs="Homam Cosciales",feet="Homam Gambieras"}
  135.  
  136. sets.engaged.NIN = {
  137. ammo="Bibiki Seashell",
  138. head="Walahra Turban",neck="Ajase Beads",ear1="Cassie Earring",ear2="Brutal Earring",
  139. body="Adaman Hauberk",hands="Dusk Gloves +1",ring1="Bloodbead Ring",ring2="Rajas Ring",
  140. back="Gigant Mantle",waist="Velocious Belt",legs="Homam Cosciales",feet="Homam Gambieras"}
  141.  
  142. end
  143.  
  144. -------------------------------------------------------------------------------------------------------------------
  145. -- Idle
  146. -------------------------------------------------------------------------------------------------------------------
  147.  
  148. function customize_idle_set(idleSet)
  149. if player.mpp < 71 then
  150. idleSet = set_combine(idleSet, sets.Refresh)
  151. end
  152. return idleSet
  153. end
  154.  
  155. -------------------------------------------------------------------------------------------------------------------
  156. -- Job-specific hooks for non-casting events.
  157. -------------------------------------------------------------------------------------------------------------------
  158.  
  159. -- Called when a player gains or loses a buff.
  160. -- buff == buff gained or lost
  161. -- gain == true if the buff was gained, false if it was lost.
  162. function job_buff_change(buff, gain)
  163. if buff == "sleep" and gain and player.hp > 200 then
  164. equip({neck="Berserker's Torque"})
  165. else
  166. handle_equipping_gear(player.status)
  167. end
  168. end
  169.  
  170. -------------------------------------------------------------------------------------------------------------------
  171. -- User code that supplements self-commands.
  172. -------------------------------------------------------------------------------------------------------------------
  173.  
  174.  
  175. -- Set eventArgs.handled to true if we don't want the automatic display to be run.
  176. function display_current_job_state(eventArgs)
  177. local defenseString = ''
  178. if state.Defense.Active then
  179. local defMode = state.Defense.PhysicalMode
  180. if state.Defense.Type == 'Magical' then
  181. defMode = state.Defense.MagicalMode
  182. end
  183.  
  184. defenseString = 'Defense: '..state.Defense.Type..' '..defMode..', '
  185. end
  186.  
  187. add_to_chat(122,'Melee: '..state.OffenseMode..'/'..state.DefenseMode..', WS: '..state.WeaponskillMode..', '..defenseString..
  188. 'Kiting: '..on_off_names[state.Kiting])
  189.  
  190.  
  191. eventArgs.handled = true
  192. end
Advertisement
Add Comment
Please, Sign In to add comment