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Copy pathWHM.lua
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351 lines (274 loc) · 11.1 KB
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-------------------------------------------------------------------------------------------------------------------
-- Setup functions for this job. Generally should not be modified.
-------------------------------------------------------------------------------------------------------------------
-- Initialization function for this job file.
function get_sets()
mote_include_version = 2
-- Load and initialize the include file.
include('Mote-Include.lua')
end
-- Setup vars that are user-independent. state.Buff vars initialized here will automatically be tracked.
function job_setup()
state.Buff['Afflatus Solace'] = buffactive['Afflatus Solace'] or false
state.Buff['Afflatus Misery'] = buffactive['Afflatus Misery'] or false
end
-------------------------------------------------------------------------------------------------------------------
-- User setup functions for this job. Recommend that these be overridden in a sidecar file.
-------------------------------------------------------------------------------------------------------------------
-- Setup vars that are user-dependent. Can override this function in a sidecar file.
function user_setup()
state.OffenseMode:options('None', 'Normal')
state.CastingMode:options('Normal', 'Resistant')
state.IdleMode:options('Normal', 'PDT')
select_default_macro_book()
end
-- Define sets and vars used by this job file.
function init_gear_sets()
--------------------------------------
-- Start defining the sets
--------------------------------------
-- Precast Sets
-- Fast cast sets for spells
sets.precast.FC = {
ammo="Impatiens",
head="Nahtirah Hat",
hands="Gende. Gages +1",
legs="Shedir Seraweels",
neck={ name="Cleric's Torque", augments={'Path: A',}},
waist="Embla Sash",
left_ear="Malignance Earring",
left_ring="Kishar Ring",
}
sets.precast.FC['Enhancing Magic'] = set_combine(sets.precast.FC,{})
sets.precast.FC.Stoneskin = set_combine(sets.precast.FC['Enhancing Magic'],{})
sets.precast.FC['Healing Magic'] = set_combine(sets.precast.FC,{legs="Ebers Pantaloons",})
sets.precast.FC.StatusRemoval = sets.precast.FC['Healing Magic']
sets.precast.FC.Cure = set_combine(sets.precast.FC['Healing Magic'],{
right_ear="Mendi. Earring",
})
sets.precast.FC.Curaga = sets.precast.FC.Cure
sets.precast.FC.CureSolace = sets.precast.FC.Cure
-- CureMelee spell map should default back to Healing Magic.
-- Precast sets to enhance JAs
sets.precast.JA.Benediction = {}
-- Waltz set (chr and vit)
sets.precast.Waltz = {}
-- Weaponskill sets
-- Default set for any weaponskill that isn't any more specifically defined
sets.precast.WS = {}
sets.precast.WS['Flash Nova'] = {}
-- Midcast Sets
sets.midcast.FastRecast = {}
-- Cure sets
sets.midcast.CureSolace = {
main="Daybreak",
sub="Sors Shield",
ammo="Impatiens",
head="Theo. Cap +1",
body="Ebers Bliaut",
hands="Theo. Mitts +1",
legs="Ebers Pantaloons",
feet="Theo. Duckbills +1",
neck="Cleric's Torque",
left_ear="Glorious Earring",
right_ear="Nourish. Earring",
left_ring="Vocane Ring",
right_ring="Defending Ring",
back="Solemnity Cape",
}
sets.midcast.Cure = {
main="Daybreak",
sub="Sors Shield",
ammo="Impatiens",
head="Theo. Cap +1",
body="Ebers Bliaut",
hands="Theo. Mitts +1",
legs="Ebers Pantaloons",
feet="Theo. Duckbills +1",
neck="Cleric's Torque",
left_ear="Glorious Earring",
right_ear="Nourish. Earring",
left_ring="Vocane Ring",
right_ring="Defending Ring",
back="Solemnity Cape",
}
sets.midcast.Curaga = set_combine(sets.midcast.CureSolace, {})
sets.midcast.CureMelee = set_combine(sets.midcast.CureSolace, {})
sets.midcast.Cursna = {}
sets.midcast.StatusRemoval = {}
-- 110 total Enhancing Magic Skill; caps even without Light Arts
sets.midcast['Enhancing Magic'] = {}
sets.midcast.Stoneskin = {}
sets.midcast.Auspice = {}
sets.midcast.BarElement = {}
sets.midcast.Regen = {}
sets.midcast.Protectra = {}
sets.midcast.Shellra = {}
sets.midcast['Divine Magic'] = {}
sets.midcast['Dark Magic'] = {}
-- Custom spell classes
sets.midcast.MndEnfeebles = {}
sets.midcast.IntEnfeebles = {}
-- Sets to return to when not performing an action.
-- Resting sets
sets.resting = {}
-- Idle sets (default idle set not needed since the other three are defined, but leaving for testing purposes)
sets.idle = {
main="Daybreak",
sub="Sors Shield",
ammo="Impatiens",
head="Aya. Zucchetto +2",
body="Ebers Bliaut",
hands="Aya. Manopolas +2",
legs="Assid. Pants +1",
feet="Aya. Gambieras +2",
neck="Loricate Torque +1",
waist="Embla Sash",
left_ear="Glorious Earring",
right_ear="Nourish. Earring",
left_ring="Vocane Ring",
right_ring="Defending Ring",
back="Solemnity Cape",
}
sets.idle.PDT = {}
sets.idle.Town = {}
sets.idle.Weak = {}
-- Defense sets
sets.defense.PDT = {}
sets.defense.MDT = {}
sets.Kiting = {}
sets.latent_refresh = {}
-- 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
-- Basic set for if no TP weapon is defined.
sets.engaged = {
ammo="Jukukik Feather",
head="Aya. Zucchetto +2",
body="Ayanmo Corazza +2",
hands="Aya. Manopolas +2",
legs="Aya. Cosciales +2",
feet="Aya. Gambieras +2",
neck="Clotharius Torque",
waist="Windbuffet Belt +1",
left_ear="Crep. Earring",
right_ear="Cessance Earring",
left_ring="Petrov Ring",
right_ring="Pernicious Ring",
back="Solemnity Cape",
}
sets.engaged.DW = {
head="Aya. Zucchetto +2",
body="Ayanmo Corazza +2",
hands="Aya. Manopolas +2",
legs="Aya. Cosciales +2",
feet="Aya. Gambieras +2",
neck="Clotharius Torque",
waist="Windbuffet Belt +1",
left_ear="Suppanomimi",
right_ear="Eabani Earring",
left_ring="Apate Ring",
right_ring="Pernicious Ring",
back="Solemnity Cape",
}
-- Buff sets: Gear that needs to be worn to actively enhance a current player buff.
sets.buff['Divine Caress'] = {}
end
-------------------------------------------------------------------------------------------------------------------
-- Job-specific hooks for standard casting events.
-------------------------------------------------------------------------------------------------------------------
function job_update(cmdParams, eventArgs)
if cf_check then --checks if cf_check() exists
cf_check() -- Check for 2H, Single or Duel Wield, function is defined in the Dagna-Globals.lua
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)
if spell.english == "Paralyna" and buffactive.Paralyzed then
-- no gear swaps if we're paralyzed, to avoid blinking while trying to remove it.
eventArgs.handled = true
end
if spell.skill == 'Healing Magic' then
gear.default.obi_back = "Mending Cape"
else
gear.default.obi_back = "Toro Cape"
end
end]]
function job_post_midcast(spell, action, spellMap, eventArgs)
-- Apply Divine Caress boosting items as highest priority over other gear, if applicable.
if spellMap == 'StatusRemoval' and buffactive['Divine Caress'] then
equip(sets.buff['Divine Caress'])
end
end
-------------------------------------------------------------------------------------------------------------------
-- Job-specific hooks for non-casting events.
-------------------------------------------------------------------------------------------------------------------
-- Handle notifications of general user state change.
function job_state_change(stateField, newValue, oldValue)
if stateField == 'Offense Mode' then
if newValue == 'Normal' then
disable('main','sub','range')
else
enable('main','sub','range')
end
end
end
-------------------------------------------------------------------------------------------------------------------
-- User code that supplements standard library decisions.
-------------------------------------------------------------------------------------------------------------------
-- Custom spell mapping.
function job_get_spell_map(spell, default_spell_map)
if spell.action_type == 'Magic' then
if (default_spell_map == 'Cure' or default_spell_map == 'Curaga') and player.status == 'Engaged' then
return "CureMelee"
elseif default_spell_map == 'Cure' and state.Buff['Afflatus Solace'] then
return "CureSolace"
elseif spell.skill == "Enfeebling Magic" then
if spell.type == "WhiteMagic" then
return "MndEnfeebles"
else
return "IntEnfeebles"
end
end
end
end
function customize_idle_set(idleSet)
if player.mpp < 51 then
idleSet = set_combine(idleSet, sets.latent_refresh)
end
return idleSet
end
-- Called by the 'update' self-command.
function job_update(cmdParams, eventArgs)
if cmdParams[1] == 'user' and not areas.Cities:contains(world.area) then
local needsArts =
player.sub_job:lower() == 'sch' and
not buffactive['Light Arts'] and
not buffactive['Addendum: White'] and
not buffactive['Dark Arts'] and
not buffactive['Addendum: Black']
if not buffactive['Afflatus Solace'] and not buffactive['Afflatus Misery'] then
if needsArts then
send_command('@input /ja "Afflatus Solace" <me>;wait 1.2;input /ja "Light Arts" <me>')
else
send_command('@input /ja "Afflatus Solace" <me>')
end
end
end
end
-- Function to display the current relevant user state when doing an update.
function display_current_job_state(eventArgs)
display_current_caster_state()
eventArgs.handled = true
end
-------------------------------------------------------------------------------------------------------------------
-- Utility functions specific to this job.
-------------------------------------------------------------------------------------------------------------------
-- Select default macro book on initial load or subjob change.
function select_default_macro_book()
-- Default macro set/book
set_macro_page(1, 3)
end