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Copy pathReho-RNG.lua
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976 lines (871 loc) · 38.1 KB
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-- Owner: AlanWarren, aka ~ Orestes
-- current file resides @ https://github.com/AlanWarren/gearswap
--[[
=== Notes ===
-- Set format is as follows:
-- sets.midcast.RA.[CustomClass][CombatForm][CombatWeapon][RangedMode][CustomRangedGroup]
-- You can create named sets based off any weapon in the rng_rema list below
-- you can also append CustomRangedGroups to each other
-- These are the available sets per category
-- CombatForm = DW
-- RangedMode = Normal, Mid, Acc
=== Helpful Commands ===
//gs validate
//gs showswaps
//gs debugmode
--]]
--Windower Bindings Here.
windower.send_command('wait 7;input /lockstyleset 79')
pName = player.name
-- Saying hello
windower.add_to_chat(8,'----- Welcome back to your RNG v2.03 Gearswap, '..pName..' -----')
function get_sets()
mote_include_version = 2
-- Load and initialize the include file.
include('Mote-Include.lua')
include('organizer-lib')
end
-- setup vars that are user-independent.
function job_setup()
state.Buff.Barrage = buffactive.Barrage or false
state.Buff.Camouflage = buffactive.Camouflage or false
state.Buff.Overkill = buffactive.Overkill or false
state.Buff['Double Shot'] = buffactive['Double Shot'] or false
state.FlurryMode = M{['description']='Flurry Mode', 'Normal', 'Hi'}
state.HasteMode = M{['description']='Haste Mode', 'Normal', 'Hi'}
-- settings
state.CapacityMode = M(false, 'Capacity Point Mantle')
gear.Gun = "Annihilator"
gear.Bow = "Yoichinoyumi"
gear.Xbow = "Gastraphetes"
rng_rema = S{'Annihilator', 'Armageddon', 'Fomalhaut', 'Gastraphetes', 'Yoichinoyumi', 'Gandiva', 'Fail-Not'}
rng_sub_weapons = S{'Malevolence', 'Tauret', 'Perun +1',
'Perun', 'Odium', 'Atoyac', 'Kaja Sword', 'Naegling'}
-- sam_sj = player.sub_job == 'SAM' or false
-- used for ammo swaps
rng_xbows = S{'Gastraphetes', 'Illapa'}
rng_guns = S{'Annihilator', 'Armageddon', 'Fomalhaut'}
rng_bows = S{'Yoichinoyumi', 'Gandiva', 'Fail-Not'}
state.GastraAmmo = M{['description']='Xbow Ammo', "Quelling Bolt", "Abrasion Bolt"}
state.GunAmmo = M{['description']='Gun Ammo', "Chrono Bullet", "Eradicating Bullet"}
state.AmmoToggle = M{['description']='Ammo Toggle', "Primary", "Secondary"}
-- state.Ammo = M{['description']='Gastraphetes', "Bloody Bolt", "Achiyalabopa Bolt"}
-- W.I.P ~
DefaultAmmo = {[gear.Bow] = "Achiyalabopa arrow", [gear.Gun] = state.GunAmmo.current, [gear.Xbow] = state.GastraAmmo.current}
-- U_Shot_Ammo = {[gear.Bow] = "Achiyalabopa arrow", [gear.Gun] = "Eradicating Bullet"}
update_combat_form()
determine_haste_group()
get_combat_weapon()
get_custom_ranged_groups()
end
function user_setup()
-- Options: Override default values
state.OffenseMode:options('Normal', 'Melee')
state.RangedMode:options('Normal', 'Mid', 'Acc')
state.HybridMode:options('Normal', 'PDT')
state.IdleMode:options('Normal', 'PDT')
state.WeaponskillMode:options('Normal', 'Mid', 'Acc')
state.PhysicalDefenseMode:options('PDT')
state.MagicalDefenseMode:options('MDT')
select_default_macro_book()
send_command('bind != gs c toggle CapacityMode')
send_command('bind f9 gs c cycle RangedMode')
send_command('bind !f9 gs c cycle OffenseMode')
send_command('bind ^f9 gs c cycle HybridMode')
send_command('bind @f9 gs c cycle HasteMode')
send_command('bind @= gs c cycle FlurryMode')
-- send_command('bind ^] gs c cycle WeaponskillMode')
-- send_command('bind !- gs equip sets.crafting')
send_command('bind ^[ input /lockstyle on')
send_command('bind ![ input /lockstyle off')
end
-- Called when this job file is unloaded (eg: job change)
function file_unload()
send_command('unbind f9')
send_command('unbind ^f9')
send_command('unbind ^[')
send_command('unbind ![')
send_command('unbind !=')
send_command('unbind ^=')
send_command('unbind @=')
send_command('unbind ^-')
end
function init_gear_sets()
sets.Obi = { waist="Korin Obi" }
-- Augmented gear
TaeonHands = {}
TaeonHands.TA = {name="Taeon Gloves", augments={'DEX+6','Accuracy+17 Attack+17','"Triple Atk."+2'}}
TaeonHands.Snap = {name="Taeon Gloves", augments={'"Snapshot"+5', 'Attack+22','"Snapshot"+5'}}
TaeonHead = {}
TaeonHead.Snap = { name="Taeon Chapeau", augments={'Accuracy+20 Attack+20','"Snapshot"+5','"Snapshot"+4',}}
HercFeet = {}
HercHead = {}
HercLegs = {}
HercHands = {}
HercBody = {}
-- HercHands.R = { name="Herculean Gloves", augments={'AGI+9','Accuracy+3','"Refresh"+1',}}
-- HercHands.MAB = { name="Herculean Gloves", augments={'Mag. Acc.+19 "Mag.Atk.Bns."+19','INT+4','Mag. Acc.+8','"Mag.Atk.Bns."+13',}}
-- HercFeet.MAB = { name="Herculean Boots", augments={'Mag. Acc.+30','"Mag.Atk.Bns."+25','Accuracy+3 Attack+3','Mag. Acc.+12 "Mag.Atk.Bns."+12',}}
-- HercFeet.TP = { name="Herculean Boots", augments={'Accuracy+21 Attack+21','"Triple Atk."+4','DEX+8',}}
-- HercBody.MAB = { name="Herculean Vest", augments={'Haste+1','"Mag.Atk.Bns."+27','Mag. Acc.+19 "Mag.Atk.Bns."+19',}}
-- HercBody.WSD = { name="Herculean Vest", augments={'"Blood Pact" ability delay -4','AGI+3','Weapon skill damage +9%','Mag. Acc.+4 "Mag.Atk.Bns."+4',}}
-- HercHead.MAB = {name="Herculean Helm", augments={'Mag. Acc.+19 "Mag.Atk.Bns."+19','Weapon skill damage +3%','INT+1','Mag. Acc.+3','"Mag.Atk.Bns."+8',}}
-- HercHead.TP = { name="Herculean Helm", augments={'Accuracy+25','"Triple Atk."+4','AGI+6','Attack+14',}}
-- HercHead.DM = { name="Herculean Helm", augments={'Pet: STR+9','Mag. Acc.+10 "Mag.Atk.Bns."+10','Weapon skill damage +9%','Accuracy+12 Attack+12',}}
-- HercLegs.MAB = { name="Herculean Trousers", augments={'Mag. Acc.+20 "Mag.Atk.Bns."+20','INT+10','Mag. Acc.+15','"Mag.Atk.Bns."+14',}}
-- HercLegs.TH = { name="Herculean Trousers", augments={'Phys. dmg. taken -1%','VIT+10','"Treasure Hunter"+2','Accuracy+10 Attack+10','Mag. Acc.+19 "Mag.Atk.Bns."+19',}}
-- AdhemarLegs = {}
-- AdhemarLegs.Snap = { name="Adhemar Kecks", augments={'AGI+10','"Rapid Shot"+10','Enmity-5',}}
-- AdhemarLegs.TP = { name="Adhemar Kecks", augments={'AGI+10','Rng.Acc.+15','Rng.Atk.+15',}}
-- Belenus = {}
-- Belenus.STP = { name="Belenus's Cape", augments={'AGI+20','Rng.Acc.+20 Rng.Atk.+20','AGI+10','"Store TP"+10','Damage taken-5%',}}
-- Belenus.WSD = { name="Belenus's Cape", augments={'AGI+20','Rng.Acc.+20 Rng.Atk.+20','AGI+10','Weapon skill damage +10%',}}
-- Belenus.MAB = { name="Belenus's Cape", augments={'AGI+20','Mag. Acc+20 /Mag. Dmg.+20','AGI+10','Weapon skill damage +10%',}}
-- Belenus.Snap = {name="Belenus's Cape", augments={'"Snapshot"+10',}}
sets.Organizer = {
ear2="Reraise Earring",
back="Linkpearl",
}
-- Misc. Job Ability precasts
sets.precast.JA['Bounty Shot'] = {hands="Amini Glovelettes +1", waist="Chaac Belt", legs=HercLegs.TH }
sets.precast.JA['Double Shot'] = {head="Amini Gapette"}
sets.precast.JA['Camouflage'] = {body="Orion Jerkin +3"}
sets.precast.JA['Sharpshot'] = {legs="Orion Braccae +3"}
sets.precast.JA['Velocity Shot'] = {body="Amini Caban +1",}
sets.precast.JA['Scavenge'] = {feet="Orion Socks +1"}
sets.precast.JA['Shadowbind'] = {hands="Orion Bracers +2"}
sets.CapacityMantle = {back="Mecistopins Mantle"}
sets.precast.JA['Eagle Eye Shot'] = set_combine(sets.midcast.RA, {
head="Meghanada Visor +2",
ear1="Sherida Earring",
ear2="Enervating Earring",
body="Nisroch Jerkin",
hands="Malignance Gloves",
waist="Kwahu Kachina Belt",
ring1="Ilabrat Ring",
ring2="Regal Ring",
legs="Arcadian Braccae +3",
feet="Arcadian Socks +3"
})
sets.precast.FC = {
head=HercHead.TP,
ear1="Etiolation Earring",
ear2="Loquacious Earring",
body="Dread Jupon",
legs="Quiahuiz Trousers",
hands="Leyline Gloves",
ring1="Prolix Ring",
ring2="Weatherspoon Ring",
}
sets.precast.FC.Utsusemi = set_combine(sets.precast.FC, { neck="Magoraga Beads" })
sets.idle = {
--sub="Nusku Shield",
head="Malignance Chapeau",
neck="Loricate Torque +1",
ear1="Odnowa Earring",
ear2="Odnowa Earring +1",
body="Arc. Jerkin +3",
--body="Malignance Tabard",
hands="Malignance Gloves",
ring1="Defending Ring",
ring2="Chirich Ring +1",
waist="Flume Belt +1",
legs="Malignance Tights",
feet="Malignance Boots", -- 10
back="Moonlight Cape"
}
-- Engaged sets
sets.engaged = {
head={ name="Adhemar Bonnet +1", augments={'STR+12','DEX+12','Attack+20',}},
body={ name="Adhemar Jacket +1", augments={'STR+12','DEX+12','Attack+20',}},
hands={ name="Adhemar Wrist. +1", augments={'DEX+12','AGI+12','Accuracy+20',}},
legs={ name="Samnuha Tights", augments={'STR+10','DEX+10','"Dbl.Atk."+3','"Triple Atk."+3',}},
feet={ name="Herculean Boots", augments={'Accuracy+15 Attack+15','"Triple Atk."+3','DEX+3','Accuracy+5','Attack+9',}},
neck="Clotharius Torque",
waist="Windbuffet Belt +1",
left_ear="Telos Earring",
right_ear="Mache Earring +1",
left_ring="Apate Ring",
right_ring="Petrov Ring",
back={ name="Belenus's Cape", augments={'DEX+20','Rng.Acc.+20 Rng.Atk.+20','Weapon skill damage +10%',}}
}
sets.engaged.PDT = set_combine(sets.engaged, {
hands="Malignance Gloves",
body="Malignance Tabard",
ring1="Dark Ring",
legs="Malignance Tights",
})
sets.engaged.Bow = set_combine(sets.engaged, {})
sets.engaged.Melee = {
head={ name="Adhemar Bonnet +1", augments={'STR+12','DEX+12','Attack+20',}},
body={ name="Adhemar Jacket +1", augments={'STR+12','DEX+12','Attack+20',}},
hands={ name="Adhemar Wrist. +1", augments={'DEX+12','AGI+12','Accuracy+20',}},
legs={ name="Samnuha Tights", augments={'STR+10','DEX+10','"Dbl.Atk."+3','"Triple Atk."+3',}},
feet={ name="Herculean Boots", augments={'Accuracy+15 Attack+15','"Triple Atk."+3','DEX+3','Accuracy+5','Attack+9',}},
neck="Clotharius Torque",
waist="Windbuffet Belt +1",
left_ear="Telos Earring",
right_ear="Mache Earring +1",
left_ring="Apate Ring",
right_ring="Petrov Ring",
back={ name="Belenus's Cape", augments={'DEX+20','Rng.Acc.+20 Rng.Atk.+20','Weapon skill damage +10%',}}
}
-- sets.engaged.Bow.Melee = sets.engaged.Melee
sets.engaged.Melee.PDT = {
head="Malignance chapeau", --5/0
body="Meg. Cuirie +2", --8/0
hands="Malignance gloves", --7/5
neck="Loricate Torque +1", --6/6
ear1="Odnowa Earring",
ear2="Odnowa Earring +1", --0/3
ring1="Gelatinous Ring", --7/(-1)
ring2="Defending Ring", --10/10
back="Moonlight Cape", --6/6
legs="Mummu Kecks +1",
waist="Flume Belt +1",
}
------------------------------------------------------------------
-- Preshot / Snapshot sets
-- 50 snap in gear will cap
-- Pieces that provide delay reduction via velocity shot, do NOT
-- count towards cap.
-- TODO: Yemaya Belt + Pursuer's Pants
------------------------------------------------------------------
sets.precast.RA = {
--head="Orion Beret +2",
head="Taeon chapeau", --10
body="Amini Caban +1",
hands="Carmine Fin. Ga. +1",
legs="Adhemar Kecks +1",
feet="Meghanada jambeaux +2",
--feet="Arcadian Socks +3",
neck="Scout's Gorget +2",
waist="Yemaya Belt",
back={ name="Belenus's Cape", augments={'DEX+20','Rng.Acc.+20 Rng.Atk.+20','Weapon skill damage +10%',}} -- 10
}
------------------------------------------------------------------
-- Default Base Gear Sets for Ranged Attacks. Geared for Gastraphetes
------------------------------------------------------------------
sets.midcast.RA = {
head={ name="Arcadian Beret +2", augments={'Enhances "Recycle" effect',}},
body="Orion Jerkin +1",
hands="Malignance Gloves",
legs={ name="Adhemar Kecks +1", augments={'AGI+12','Rng.Acc.+20','Rng.Atk.+20',}},
feet="Malignance Boots",
neck="Iskur Gorget",
waist="K. Kachina Belt +1",
left_ear="Telos Earring",
right_ear="Dedition Earring",
left_ring="Chirich Ring +1",
right_ring="Chirich Ring +1",
back={ name="Belenus's Cape", augments={'DEX+20','Rng.Acc.+20 Rng.Atk.+20','Weapon skill damage +10%',}}
}
-- Double Shot
sets.midcast.RA.DoubleShot = {
head="Orion Beret +2",
body="Amini Caban +1",
legs={ name="Adhemar Kecks +1", augments={'AGI+12','Rng.Acc.+20','Rng.Atk.+20',}},
neck="Scout's Gorget +2",
waist="Yemaya Belt",
back={ name="Belenus's Cape", augments={'DEX+20','Rng.Acc.+20 Rng.Atk.+20','Weapon skill damage +10%',}}
}
-- Annihilator
-- TODO: get crit+10% cape
sets.midcast.RA.Annihilator = set_combine(sets.midcast.RA, {
-- head="Meghanada Visor +2",
body="Nisroch Jerkin",
ring2="Regal Ring",
})
sets.midcast.RA.Annihilator.Mid = set_combine(sets.midcast.RA.Mid, {
body="Nisroch Jerkin",
})
sets.midcast.RA.Annihilator.Acc = set_combine(sets.midcast.RA.Acc, {
--ammo="Eradicating Bullet"
})
sets.midcast.RA.DoubleShot.Annihilator = sets.midcast.RA.DoubleShot
sets.midcast.RA.DoubleShot.Annihilator.Mid = sets.midcast.RA.DoubleShot.Mid
sets.midcast.RA.DoubleShot.Annihilator.Acc = sets.midcast.RA.DoubleShot.Acc
-- Yoichinoyumi
sets.midcast.RA.Yoichinoyumi = {
head="Malignance Chapeau",
neck="Scout's Gorget +2",
ear1="Dedition Earring",
ear2="Telos Earring",
body="Nisroch Jerkin",
hands="Malignance Gloves",
ring1="Ilabrat Ring",
ring2="Regal Ring",
waist="Kwahu Kachina Belt",
legs="Malignance Tights",
feet="Malignance Boots"
}
sets.midcast.RA.Yoichinoyumi.Mid = set_combine(sets.midcast.RA.Yoichinoyumi, {
ear1="Enervating Earring",
hands="Malignance Gloves",
body="Malignance Tabard",
legs="Malignance Tights",
})
sets.midcast.RA.Yoichinoyumi.Acc = set_combine(sets.midcast.RA.Yoichinoyumi.Mid, {
ear1="Beyla Earring",
hands="Malignance Gloves",
body="Orion Jerkin +3",
ring2="Longshot Ring",
})
-- Weaponskill sets
sets.precast.WS = {
head="Orion Beret +3",
neck="Scout's Gorget +2",
ear1="Sherida Earring",
ear2="Ishvara Earring",
body=HercBody.WSD,
hands="Meghanada Gloves +2",
-- ring1="Dingir Ring",
ring1="Ilabrat Ring",
ring2="Regal Ring",
waist="Kwahu Kachina Belt",
legs="Arcadian Braccae +3",
feet="Arcadian Socks +3"
}
sets.precast.WS.Mid = set_combine(sets.precast.WS, {
body="Arcadian Jerkin +3",
})
sets.precast.WS.Acc = set_combine(sets.precast.WS.Mid, {
body="Orion Jerkin +3",
})
sets.precast.WS['Savage Blade'] = {
head={ name="Herculean Helm", augments={'Weapon skill damage +5%','DEX+7','Accuracy+8','Attack+11',}},
body="Adhemar Jacket +1",
hands="Meghanada gloves +2",
legs={ name="Herculean Trousers", augments={'Weapon skill damage +4%','STR+15','Attack+12',}},
feet={ name="Herculean Boots", augments={'Accuracy+15','Weapon skill damage +4%','DEX+9','Attack+12',}},
neck="Anu torque",
waist="Grunfeld rope",
left_ear="Ishvara Earring",
right_ear="Moonshade Earring",
left_ring="Epaminondas's Ring",
right_ring="Ifrit Ring",
back={ name="Belenus's Cape", augments={'DEX+20','Rng.Acc.+20 Rng.Atk.+20','Weapon skill damage +10%',}}
}
-- WILDFIRE
sets.precast.WS['Wildfire'] = {
body={ name="Cohort Cloak +1", augments={'Path: A',}},
hands={ name="Herculean Gloves", augments={'"Mag.Atk.Bns."+20','Weapon skill damage +3%',}},
legs={ name="Herculean Trousers", augments={'Mag. Acc.+13 "Mag.Atk.Bns."+13','Weapon skill damage +4%','STR+3','Mag. Acc.+6','"Mag.Atk.Bns."+4',}},
feet={ name="Herculean Boots", augments={'Mag. Acc.+12 "Mag.Atk.Bns."+12','Weapon skill damage +2%','"Mag.Atk.Bns."+11',}},
neck="Sanctity Necklace",
waist="Eschan Stone",
left_ear="Friomisi Earring",
right_ear={ name="Moonshade Earring", augments={'"Mag.Atk.Bns."+4','TP Bonus +250',}},
left_ring="Weather. Ring",
right_ring="Epaminondas's Ring",
back={ name="Belenus's Cape", augments={'AGI+20','"Mag.Atk.Bns."+10',}}
}
-- sets.precast.WS['Wildfire'].Mid = set_combine(sets.precast.WS['Wildfire'], {
-- ear1="Friomisi Earring",
-- ear2="Moonshade Earring",
-- neck="Sanctity necklace"",
-- hands="Carmine Finger Gauntlets +1",
-- body="Cohort cloak +1",
-- ring1="Epaminondas's ring",
-- ring2="Weatherspoon Ring",
-- back=Belenus.MAB,
-- waist="Sveltesse Gouriz +1",
-- legs={ name="Herculean Trousers", augments={'"Mag.Atk.Bns."+24','Weapon skill damage +2%','INT+7',}},
-- --legs="Arcadian Braccae +3",
-- feet={ name="Herculean Boots", augments={'Mag. Acc.+12 "Mag.Atk.Bns."+12','Weapon skill damage +2%','"Mag.Atk.Bns."+11',}},
-- })
sets.precast.WS['Trueflight'] = {
body={ name="Cohort Cloak +1", augments={'Path: A',}},
hands={ name="Herculean Gloves", augments={'"Mag.Atk.Bns."+20','Weapon skill damage +3%',}},
legs={ name="Herculean Trousers", augments={'Mag. Acc.+13 "Mag.Atk.Bns."+13','Weapon skill damage +4%','STR+3','Mag. Acc.+6','"Mag.Atk.Bns."+4',}},
feet={ name="Herculean Boots", augments={'Mag. Acc.+12 "Mag.Atk.Bns."+12','Weapon skill damage +2%','"Mag.Atk.Bns."+11',}},
neck="Sanctity Necklace",
waist="Eschan Stone",
left_ear="Friomisi Earring",
right_ear={ name="Moonshade Earring", augments={'"Mag.Atk.Bns."+4','TP Bonus +250',}},
left_ring="Weather. Ring",
right_ring="Epaminondas's Ring",
back={ name="Belenus's Cape", augments={'AGI+20','"Mag.Atk.Bns."+10',}},
}
-- sets.precast.WS['Trueflight'].Mid = set_combine(sets.precast.WS['Trueflight'], {
-- head=HercHead.MAB,
-- legs="Arcadian Braccae +3",
-- hands=HercHands.MAB,
-- --legs="Arcadian Braccae +3",
-- })
-- sets.precast.WS['Trueflight'].Acc = set_combine(sets.precast.WS['Trueflight'].Mid, {
-- body="Samnuha Coat",
-- legs="Arcadian Braccae +3",
--head="Mummu Bonnet +2",
--body="Mummu Jacket +2",
-- legs="Mummu Kecks +2",
-- hands="Mummu Wrists +2",
-- })
sets.precast.WS['Aeolian Edge'] = set_combine(sets.precast.WS['Trueflight'], {
})
-- CORONACH
sets.precast.WS['Coronach'] = set_combine(sets.precast.WS, {
neck="Scout's Gorget +2",
ear1="Sherida Earring",
ear2="Ishvara Earring",
body=HercBody.WSD,
waist="Thunder Belt",
ring1="Dingir Ring",
ring2="Regal Ring",
legs="Arcadian Braccae +3",
})
sets.precast.WS['Coronach'].Mid = set_combine(sets.precast.WS['Coronach'], {
})
sets.precast.WS['Coronach'].Acc = set_combine(sets.precast.WS['Coronach'].Mid, {
body="Orion Jerkin +3",
legs="Arcadian Braccae +3",
})
-- LAST STAND
sets.precast.WS['Last Stand'] = {
head="Orion Beret +2",
body="Meg. Cuirie +2",
hands="Meg. Gloves +2",
legs={ name="Arc. Braccae +3", augments={'Enhances "Eagle Eye Shot" effect',}},
feet={ name="Herculean Boots", augments={'Accuracy+15','Weapon skill damage +4%','DEX+9','Attack+12',}},
neck="Fotia Gorget",
waist="Fotia Belt",
left_ear="Ishvara Earring",
right_ear={ name="Moonshade Earring", augments={'"Mag.Atk.Bns."+4','TP Bonus +250',}},
left_ring="Apate Ring",
right_ring="Epaminondas's Ring",
back={ name="Belenus's Cape", augments={'DEX+20','Rng.Acc.+20 Rng.Atk.+20','Weapon skill damage +10%',}}
}
-- sets.precast.WS['Last Stand'].Mid = set_combine(sets.precast.WS['Last Stand'], {
-- body="Arcadian Jerkin +3",
-- })
-- sets.precast.WS['Last Stand'].Acc = set_combine(sets.precast.WS['Last Stand'].Mid, {
-- legs="Arcadian Braccae +3",
-- feet="Meghanada Jambeaux +2"
-- })
-- DETONATOR
sets.Detonator = {
ear2="Moonshade Earring",
neck="Flame Gorget",
waist="Light Belt",
}
sets.precast.WS['Detonator'] = set_combine(sets.precast.WS, sets.Detonator)
sets.precast.WS['Detonator'].Mid = set_combine(sets.precast.WS.Mid, sets.Detonator)
sets.precast.WS['Detonator'].Acc = set_combine(sets.precast.WS.Acc, sets.Detonator)
-- SLUG SHOT
sets.SlugShot = {
neck="Breeze Gorget",
ear2="Moonshade Earring",
waist="Light Belt",
}
sets.precast.WS['Slug Shot'] = set_combine(sets.precast.WS, sets.SlugShot)
sets.precast.WS['Slug Shot'].Mid = set_combine(sets.precast.WS.Mid, sets.SlugShot)
sets.precast.WS['Slug Shot'].Acc = set_combine(sets.precast.WS.Acc, sets.SlugShot)
sets.precast.WS['Heavy Shot'] = set_combine(sets.precast.WS, sets.SlugShot)
sets.precast.WS['Heavy Shot'].Mid = set_combine(sets.precast.WS.Mid, sets.SlugShot)
sets.precast.WS['Heavy Shot'].Acc = set_combine(sets.precast.WS.Acc, sets.SlugShot)
-- NAMAS
sets.Namas = {
neck="Aqua Gorget",
waist="Light Belt",
}
sets.precast.WS['Namas Arrow'] = set_combine(sets.precast.WS, sets.Namas)
sets.precast.WS['Namas Arrow'].Mid = set_combine(sets.precast.WS.Mid, sets.Namas)
sets.precast.WS['Namas Arrow'].Acc = set_combine(sets.precast.WS.Acc, sets.Namas)
-- JISHNUS
sets.Jishnus = {
neck="Flame Gorget",
ear2="Moonshade Earring",
waist="Light Belt",
body="Nisroch Jerkin",
ring2="Mummu Ring",
ring1="Ilabrat Ring",
ring2="Regal Ring",
legs="Arcadian Braccae +3",
feet="Thereoid Greaves"
}
sets.precast.WS['Jishnu\'s Radiance'] = set_combine(sets.precast.WS, sets.Jishnus)
sets.precast.WS['Jishnu\'s Radiance'].Mid = set_combine(sets.precast.WS.Mid, {
neck="Flame Gorget",
ear2="Moonshade Earring",
waist="Light Belt",
legs="Arcadian Braccae +3",
feet="Mummu Gamashes +2"
})
sets.precast.WS['Jishnu\'s Radiance'].Acc = set_combine(sets.precast.WS.Acc, {
neck="Flame Gorget",
ear2="Moonshade Earring",
waist="Light Belt"
})
-- just a test (it works)
-- sets.precast.WS['Jishnu\'s Radiance'].Yoichinoyumi = set_combine(sets.precast.WS['Jishnu\'s Radiance'], {
-- neck="Iskur Gorget"
-- })
-- SIDEWINDER
sets.Sidewinder = {
neck="Aqua Gorget",
ear2="Moonshade Earring",
waist="Light Belt",
}
sets.precast.WS['Sidewinder'] = set_combine(sets.precast.WS, sets.Sidewinder)
sets.precast.WS['Sidewinder'].Mid = set_combine(sets.precast.WS.Mid, sets.Sidewinder)
sets.precast.WS['Sidewinder'].Acc = set_combine(sets.precast.WS.Acc, sets.Sidewinder)
sets.precast.WS['Refulgent Arrow'] = sets.precast.WS['Sidewinder']
sets.precast.WS['Refulgent Arrow'].Mid = sets.precast.WS['Sidewinder'].Mid
sets.precast.WS['Refulgent Arrow'].Acc = sets.precast.WS['Sidewinder'].Acc
sets.precast.WS['Evisceration'] = set_combine(sets.precast.WS, {
head="Adhemar Bonnet +1",
neck="Scout's Gorget +2",
ear1="Sherida Earring",
ear2="Odr Earring",
body="Mummu Jacket +2",
ring1="Ilabrat Ring",
ring2="Regal Ring",
hands="Mummu Wrists +2",
-- back=Belenus.WSD,
legs="Arcadian Braccae +3",
feet="Thereoid Greaves"
})
-- Resting sets
sets.resting = {}
-- Defense sets
sets.defense.PDT = set_combine(sets.idle, {})
sets.defense.MDT = set_combine(sets.idle, {})
--sets.Kiting = {feet="Fajin Boots"}
sets.buff.Barrage = {
head="Arcadian Beret +2",
neck="Scout's Gorget +2",
ear1="Enervating Earring",
ear2="Telos Earring",
body="Nisroch Jerkin",
hands="Hunter's Bracers +2",
ring1="Ilabrat Ring",
ring2="Regal Ring",
waist="Kwahu Kachina Belt",
legs="Malignance Tights",
feet="Malignance Boots"
}
sets.buff.Camouflage = {body="Orion Jerkin +1"}
-- sets.Overkill = {
-- body="Arcadian Jerkin +3"
-- }
-- sets.Overkill.Preshot = set_combine(sets.precast.RA, sets.Overkill)
end
function job_pretarget(spell, action, spellMap, eventArgs)
if state.Buff[spell.english] ~= nil then
state.Buff[spell.english] = true
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 state.Buff[spell.english] ~= nil then
state.Buff[spell.english] = true
end
-- Safety checks for weaponskills
if spell.type:lower() == 'weaponskill' then
if player.tp < 1000 then
eventArgs.cancel = true
return
end
if spell.target.distance > 22 then
add_to_chat(122,"Outside WS Range! /Canceling")
eventArgs.cancel = true
return
end
end
end
-- Run after the default precast() is done.
-- eventArgs is the same one used in job_precast, in case information needs to be persisted.
-- This is where you place gear swaps you want in precast but applied on top of the precast sets
function job_post_precast(spell, action, spellMap, eventArgs)
if state.Buff.Camouflage then
equip(sets.buff.Camouflage)
end
-- elseif state.Buff.Overkill then
-- equip(sets.Overkill.Preshot)
if spell.type == 'WeaponSkill' then
if spell.english == 'Trueflight' then
if world.weather_element == 'Light' or world.day_element == 'Light' then
equip(sets.Obi)
end
end
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_midcast(spell, action, spellMap, eventArgs)
if state.Buff.Camouflage then
equip(sets.buff.Camouflage)
end
if spell.action_type == 'Ranged Attack' and state.CapacityMode.value then
equip(sets.CapacityMantle)
end
end
function job_post_midcast(spell, action, spellMap, eventArgs)
if buffactive["Barrage"] then
equip(sets.buff.Barrage)
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 state.Buff[spell.name] ~= nil then
state.Buff[spell.name] = not spell.interrupted or buffactive[spell.english]
end
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)
--if S{"courser's roll"}:contains(buff:lower()) then
--if string.find(buff:lower(), 'samba') then
if buff == 'Double Shot' and gain then
windower.send_command('wait 90;input /echo **DOUBLE SHOT OFF**;wait 90;input /echo **DOUBLE SHOT READY**')
elseif buff == 'Decoy Shot' and gain then
windower.send_command('wait 170;input /echo **DECOY SHOT** Wearing off in 10 Sec.];wait 120;input /echo **DECOY SHOT READY**')
end
-- DoubleShot CombatForm
if (buff == 'Double Shot' and gain or buffactive['Double Shot']) then
state.CombatForm:set('DoubleShot')
if not midaction() then
handle_equipping_gear(player.status)
end
else
if state.CombatForm.current ~= 'DW' then
state.CombatForm:reset()
end
if not midaction() then
handle_equipping_gear(player.status)
end
end
if buff == "Camouflage" then
if gain then
equip(sets.buff.Camouflage)
disable('body')
else
enable('body')
end
end
-- if buff == "Camouflage" or buff == "Overkill" or buff == "Samurai Roll" or buff == "Courser's Roll" then
-- if not midaction() then
-- handle_equipping_gear(player.status)
-- end
-- end
if (( string.find(buff:lower(), 'flurry') and gain ) or buff:startswith('Aftermath')) then
get_custom_ranged_groups()
if not midaction() then
handle_equipping_gear(player.status)
end
end
-- If we gain or lose any haste buffs, adjust which gear set we target.
if S{'haste', 'march', 'mighty guard', 'embrava', 'haste samba', 'geo-haste', 'indi-haste'}:contains(buff:lower()) then
determine_haste_group()
if not midaction() then
handle_equipping_gear(player.status)
end
end
if state.Buff[buff] ~= nil then
state.Buff[buff] = gain
if not midaction() then
handle_equipping_gear(player.status)
end
end
end
-- Called before the Include starts constructing melee/idle/resting sets.
-- Can customize state or custom melee class values at this point.
-- Set eventArgs.handled to true if we don't want any automatic gear equipping to be done.
function job_handle_equipping_gear(status, eventArgs)
--select_earring()
end
function customize_idle_set(idleSet)
if state.HybridMode.value == 'PDT' then
state.IdleMode.value = 'PDT'
elseif state.HybridMode.value ~= 'PDT' then
state.IdleMode.value = 'Normal'
end
if state.Buff.Camouflage then
idleSet = set_combine(idleSet, sets.buff.Camouflage)
end
if player.hpp < 90 then
idleSet = set_combine(idleSet, sets.idle.Regen)
end
return idleSet
end
function customize_melee_set(meleeSet)
if state.Buff.Camouflage then
meleeSet = set_combine(meleeSet, sets.buff.Camouflage)
end
if state.Buff.Overkill then
meleeSet = set_combine(meleeSet, sets.Overkill)
end
if state.CapacityMode.value then
meleeSet = set_combine(meleeSet, sets.CapacityMantle)
end
return meleeSet
end
function job_status_change(newStatus, oldStatus, eventArgs)
if newStatus == 'Engaged' then
update_combat_form()
get_combat_weapon()
end
if camo_active() then
disable('body')
else
enable('body')
end
end
-------------------------------------------------------------------------------------------------------------------
-- User code that supplements self-commands.
-------------------------------------------------------------------------------------------------------------------
-- Called for custom player commands.
-- function job_self_command(cmdParams, eventArgs)
-- 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)
update_combat_form()
get_combat_weapon()
get_custom_ranged_groups()
-- sam_sj = player.sub_job == 'SAM' or false
-- called here incase buff_change failed to update value
state.Buff.Camouflage = buffactive.camouflage or false
state.Buff.Overkill = buffactive.overkill or false
if camo_active() then
disable('body')
else
enable('body')
end
end
-- Set eventArgs.handled to true if we don't want the automatic display to be run.
function display_current_job_state(eventArgs)
add_to_chat(122, 'Ranged: '..state.RangedMode.value..'/'..state.HybridMode.value..', WS: '..state.WeaponskillMode.value)
eventArgs.handled = true
end
-------------------------------------------------------------------------------------------------------------------
-- Utility functions specific to this job.
-------------------------------------------------------------------------------------------------------------------
function get_combat_weapon()
state.CombatWeapon:reset()
if rng_rema:contains(player.equipment.range) then
state.CombatWeapon:set(player.equipment.range)
end
end
function get_custom_ranged_groups()
classes.CustomRangedGroups:clear()
-- Flurry I = 265, Flurry II = 581
if buffactive['Flurry'] then
if state.FlurryMode.value == 'Hi' then
classes.CustomRangedGroups:append('F2')
else
classes.CustomRangedGroups:append('F1')
end
end
-- relic aftermath is just "Aftermath", while empy + mythic are numbered
if buffactive.Aftermath then
classes.CustomRangedGroups:append('AM')
elseif buffactive['Aftermath: Lv.1'] then
classes.CustomRangedGroups:append('AM1')
elseif buffactive['Aftermath: Lv.2'] then
classes.CustomRangedGroups:append('AM2')
elseif buffactive['Aftermath: Lv.3'] then
classes.CustomRangedGroups:append('AM2')
end
end
function update_combat_form()
state.CombatForm:reset()
if S{'NIN', 'DNC'}:contains(player.sub_job) and rng_sub_weapons:contains(player.equipment.sub) then
state.CombatForm:set("DW")
end
if buffactive['Double Shot'] then
state.CombatForm:set('DoubleShot')
end
end
function determine_haste_group()
classes.CustomMeleeGroups:clear()
-- assuming +4 for marches (ghorn has +5)
-- Haste (white magic) 15%
-- Haste Samba (Sub) 5%
-- Haste (Merited DNC) 10% (never account for this)
-- Victory March +0/+3/+4/+5 9.4/14%/15.6%/17.1% +0
-- Advancing March +0/+3/+4/+5 6.3/10.9%/12.5%/14% +0
-- Embrava 30% with 500 enhancing skill
-- Mighty Guard - 15%
-- buffactive[580] = geo haste
-- buffactive[33] = regular haste
-- buffactive[604] = mighty guard
-- state.HasteMode = toggle for when you know Haste II is being cast on you
-- Hi = Haste II is being cast. This is clunky to use when both haste II and haste I are being cast
if state.HasteMode.value == 'Hi' then
if ( ( (buffactive[33] or buffactive[580] or buffactive.embrava) and (buffactive.march or buffactive[604]) ) or
( buffactive[33] and (buffactive[580] or buffactive.embrava) ) or
( buffactive.march == 2 and buffactive[604] ) ) then
add_to_chat(8, '-------------Max-Haste Mode Enabled--------------')
classes.CustomMeleeGroups:append('MaxHaste')
elseif ( ( buffactive[580] or buffactive[33] or buffactive.march == 2 ) or
( buffactive.march == 1 and buffactive[604] ) ) then
add_to_chat(8, '-------------Haste 30%-------------')
classes.CustomMeleeGroups:append('Haste_30')
elseif ( buffactive.march == 1 or buffactive[604] ) then
add_to_chat(8, '-------------Haste 15%-------------')
classes.CustomMeleeGroups:append('Haste_15')
end
else
if ( buffactive[580] and ( buffactive.march or buffactive[33] or buffactive.embrava or buffactive[604]) ) or -- geo haste + anything
( buffactive.embrava and (buffactive.march or buffactive[33] or buffactive[604]) ) or -- embrava + anything
( buffactive.march == 2 and (buffactive[33] or buffactive[604]) ) or -- two marches + anything
( buffactive[33] and buffactive[604] and buffactive.march ) then -- haste + mighty guard + any marches
add_to_chat(8, '-------------Max Haste Mode Enabled--------------')
classes.CustomMeleeGroups:append('MaxHaste')
elseif ( buffactive.march == 2 ) or -- two marches from ghorn
( (buffactive[33] or buffactive[604]) and buffactive.march == 1 ) or -- MG or haste + 1 march
( buffactive[580] ) or -- geo haste
( buffactive[33] and buffactive[604] ) then -- haste with MG
add_to_chat(8, '-------------Haste 30%-------------')
classes.CustomMeleeGroups:append('Haste_30')
elseif buffactive[33] or buffactive[604] or buffactive.march == 1 then
add_to_chat(8, '-------------Haste 15%-------------')
classes.CustomMeleeGroups:append('Haste_15')
end
end
end
function job_state_change(stateField, newValue, oldValue)
-- W.I.P ~
-- if stateField == 'Ammo Toggle' then
-- -- if player.equipment.range
-- if rng_xbows:contains(player.equipment.range) then
-- send_command('@input /console gs c cycle GastraAmmo')
-- elseif rng_guns:contains(player.equipment.range) then
-- send_command('@input /console gs c cycle GunAmmo')
-- end
-- end
if stateField == 'Xbow Ammo' then
if rng_xbows:contains(player.equipment.range) then
equip({ammo=newValue})
end
elseif stateField == 'Gun Ammo' then
if rng_guns:contains(player.equipment.range) then
equip({ammo=newValue})
end
end
end
function camo_active()
return state.Buff['Camouflage']
end
-- Orestes uses Samurai Roll. The total comes to 5!
--function detect_cor_rolls(old,new,color,newcolor)
-- if string.find(old,'uses Samurai Roll. The total comes to') then
-- add_to_chat(122,"SAM Roll")
-- end
--end
-- Select default macro book on initial load or subjob change.
function select_default_macro_book()
-- Default macro set/book
if player.sub_job == 'WAR'then
set_macro_page(1, 3)
elseif player.sub_job == 'DNC' then
set_macro_page(1, 3)
else
set_macro_page(1, 3)
end
end