A Cry For Help: A BLU LUA STORY

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フォーラム » FFXI » Jobs » Blue Mage » A cry for help: A BLU LUA STORY
A cry for help: A BLU LUA STORY
 Ragnarok.Worldslost
Offline
サーバ: Ragnarok
Game: FFXI
Posts: 82
By Ragnarok.Worldslost 2014-12-08 09:20:31  
I figured we needed our own spot trade LUA since it seems we add the most added features. This is mines i takes any suggestions on better coding it and things i should add.

PS the cancel buff doesnt work but the Unbridled learning does, and i am looking for a good utsu code to put in so you just have to hit one macro and it will cast the correct one. I think its possible i been reading the NIN lua heavy and seeing what ppl have but not sure. ^^
Code
-------------------------------------------------------------------------------------------------------------------
-- 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['Burst Affinity'] = buffactive['Burst Affinity'] or false
    state.Buff['Chain Affinity'] = buffactive['Chain Affinity'] or false
    state.Buff.Convergence = buffactive.Convergence or false
    state.Buff.Diffusion = buffactive.Diffusion or false
    state.Buff.Efflux = buffactive.Efflux or false
    
    state.Buff['Unbridled Learning'] = buffactive['Unbridled Learning'] or false


    blue_magic_maps = {}
    
    -- Mappings for gear sets to use for various blue magic spells.
    -- While Str isn't listed for each, it's generally assumed as being at least
    -- moderately signficant, even for spells with other mods.
    
    -- Physical Spells --
    
    -- Physical spells with no particular (or known) stat mods
    blue_magic_maps.Physical = S{
        'Bilgestorm'
    }

    -- Spells with heavy accuracy penalties, that need to prioritize accuracy first.
    blue_magic_maps.PhysicalAcc = S{
        'Heavy Strike',
    }

    -- Physical spells with Str stat mod
    blue_magic_maps.PhysicalStr = S{
        'Battle Dance','Bloodrake','Death Scissors','Dimensional Death',
        'Empty Thrash','Quadrastrike','Sinker Drill','Spinal Cleave',
        'Uppercut','Vertical Cleave'
    }
        
    -- Physical spells with Dex stat mod
    blue_magic_maps.PhysicalDex = S{
        'Amorphic Spikes','Asuran Claws','Barbed Crescent','Claw Cyclone','Disseverment',
        'Foot Kick','Frenetic Rip','Goblin Rush','Hysteric Barrage','Paralyzing Triad',
        'Seedspray','Sickle Slash','Smite of Rage','Terror Touch','Thrashing Assault',
        'Vanity Dive'
    }
        
    -- Physical spells with Vit stat mod
    blue_magic_maps.PhysicalVit = S{
        'Body Slam','Cannonball','Delta Thrust','Glutinous Dart','Grand Slam',
        'Power Attack','Quad. Continuum','Sprout Smack','Sub-zero Smash'
    }
        
    -- Physical spells with Agi stat mod
    blue_magic_maps.PhysicalAgi = S{
        'Benthic Typhoon','Feather Storm','Helldive','Hydro Shot','Jet Stream',
        'Pinecone Bomb','Spiral Spin','Sudden Lunge','Wild Oats'
    }

    -- Physical spells with Int stat mod
    blue_magic_maps.PhysicalInt = S{
        'Mandibular Bite','Queasyshroom'
    }

    -- Physical spells with Mnd stat mod
    blue_magic_maps.PhysicalMnd = S{
        'Ram Charge','Screwdriver','Tourbillion'
    }

    -- Physical spells with Chr stat mod
    blue_magic_maps.PhysicalChr = S{
        'Bludgeon'
    }

    -- Physical spells with HP stat mod
    blue_magic_maps.PhysicalHP = S{
        'Final Sting'
    }
	
	
	-- Magical Spells --

    -- Magical spells with the typical Int mod
    blue_magic_maps.Magical = S{
        'Blastbomb','Blazing Bound','Bomb Toss','Crashing Thunder','Cursed Sphere','Dark Orb','Death Ray',
        'Diffusion Ray','Droning Whirlwind','Embalming Earth','Firespit','Foul Waters',
        'Ice Break','Leafstorm','Maelstrom','Rail Cannon','Regurgitation','Rending Deluge',
        'Retinal Glare','Subduction','Tem. Upheaval','Water Bomb','Crashing Thunder'
    }

    -- Magical spells with a primary Mnd mod
    blue_magic_maps.MagicalMnd = S{
        'Acrid Stream','Evryone. Grudge','Magic Hammer','Mind Blast'
    }

    -- Magical spells with a primary Chr mod
    blue_magic_maps.MagicalChr = S{
        'Eyes On Me','Mysterious Light'
    }

    -- Magical spells with a Vit stat mod (on top of Int)
    blue_magic_maps.MagicalVit = S{
        'Thermal Pulse'
    }

    -- Magical spells with a Dex stat mod (on top of Int)
    blue_magic_maps.MagicalDex = S{
        'Charged Whisker','Gates of Hades'
    }
            
    -- Magical spells (generally debuffs) that we want to focus on magic accuracy over damage.
    -- Add Int for damage where available, though.
    blue_magic_maps.MagicAccuracy = S{
        '1000 Needles','Absolute Terror','Actinic Burst','Auroral Drape','Awful Eye',
        'Blank Gaze','Blistering Roar','Blood Drain','Blood Saber','Chaotic Eye',
        'Cimicine Discharge','Cold Wave','Corrosive Ooze','Demoralizing Roar','Digest',
        'Dream Flower','Enervation','Feather Tickle','Filamented Hold','Frightful Roar',
        'Geist Wall','Hecatomb Wave','Infrasonics','Jettatura','Light of Penance',
        'Lowing','Mind Blast','Mortal Ray','MP Drainkiss','Osmosis','Reaving Wind',
        'Sandspin','Sandspray','Sheep Song','Soporific','Sound Blast','Stinking Gas',
        'Sub-zero Smash','Venom Shell','Voracious Trunk','Yawn'
    }
    
	-- Dark Affinty
	blue_magic_maps.DarkAffinity = S{
		'Absolute Terror','Blistering Roar','Dark Orb','Death Ray','Dream Flower','Evryone. Grudge','Eyes On Me','Jettatura','Mortal Ray','Soporific',
	}    
    -- Breath-based spells
    blue_magic_maps.Breath = S{
        'Bad Breath','Flying Hip Press','Frost Breath','Heat Breath',
        'Hecatomb Wave','Magnetite Cloud','Poison Breath','Radiant Breath','Self-Destruct',
        'Thunder Breath','Vapor Spray','Wind Breath'
    }

    -- Stun spells
    blue_magic_maps.Stun = S{
        'Blitzstrahl','Frypan','Head Butt','Sudden Lunge','Tail slap','Temporal Shift',
        'Thunderbolt','Whirl of Rage'
    }
        
    -- Healing spells
    blue_magic_maps.Healing = S{
        'Healing Breeze','Magic Fruit','Plenilune Embrace','Pollen','Restoral','White Wind',
        'Wild Carrot'
    }
    
    -- Buffs that depend on blue magic skill
    blue_magic_maps.SkillBasedBuff = S{
		'Blood Drain','Blood Saber','Carcharian Verve','Diamondhide','Digest','Filamented Hold','Magic Barrier','Metallic Body','MP Drainkiss','Nat. Meditation','Occultation','Orcish Counterstance','Pyric Bulwark','Osmosis',}

    -- Other general buffs
    blue_magic_maps.Buff = S{
        'Amplification','Animating Wail','Battery Charge','Carcharian Verve','Cocoon',
        'Erratic Flutter','Exuviation','Fantod','Feather Barrier','Harden Shell',
        'Memento Mori','Nat. Meditation','Orcish Counterstance','Refueling',
        'Regeneration','Saline Coat','Triumphant Roar','Warm-Up','Winds of Promyvion',
        'Zephyr Mantle'
    }
    
    
    -- Spells that require Unbridled Learning to cast.
    unbridled_spells = S{
        'Absolute Terror','Bilgestorm','Blistering Roar','Bloodrake','Carcharian Verve','Crashing Thunder',
        'Droning Whirlwind','Gates of Hades','Harden Shell','Polar Roar','Pyric Bulwark','Thunderbolt',
        'Tourbillion','Uproot'
    }
end

-------------------------------------------------------------------------------------------------------------------
-- User setup functions for this job.  Recommend that these be overridden in a sidecar file.
-------------------------------------------------------------------------------------------------------------------

-- Setup vars that are user-dependent.  Can override this function in a sidecar file.
function user_setup()
    state.OffenseMode:options('Normal', 'Acc')
    state.WeaponskillMode:options('Normal','Acc')
    state.CastingMode:options('Normal', 'Resistant')
    state.IdleMode:options('Normal')

    gear.macc_hagondes = {name="Hagondes Cuffs", augments={'Phys. dmg. taken -3%','Mag. Acc.+29'}}

    -- Additional local binds
    send_command('bind ^` input /ja "Chain Affinity" <me>')
    send_command('bind !` input /ja "Efflux" <me>')
    send_command('bind @` input /ja "Burst Affinity" <me>')

    update_combat_form()
    select_default_macro_book()
end


-- Called when this job file is unloaded (eg: job change)
function user_unload()
    send_command('unbind ^`')
    send_command('unbind !`')
    send_command('unbind @`')
end


-- Set up gear sets.
function init_gear_sets()
    --------------------------------------
    -- Start defining the sets
    --------------------------------------

    sets.buff['Burst Affinity'] = {feet="Mavi Basmak +2"}
    sets.buff['Chain Affinity'] = {head="Mavi Kavuk +2", feet="Assimilator's Charuqs +1"}
    sets.buff.Convergence = {head="Luhlaza Keffiyeh +1"}
    sets.buff.Diffusion = {feet="Luhlaza Charuqs+1"}
    sets.buff.Enchainment = {body="Luhlaza Jubbah+1"}
    sets.buff.Efflux = {legs="Mavi Tayt +2"}

    
    -- Precast Sets
    
    -- Precast sets to enhance JAs
    sets.precast.JA['Azure Lore'] = {hands="Luhlaza Bazubands +1"}


    -- Waltz set (chr and vit)
    sets.precast.Waltz = {ammo="Sonia's Plectrum",
        head="Uk'uxkaj Cap",
        body="Vanir Cotehardie",hands="Buremte Gloves",ring1="Spiral Ring",
        back="Iximulew Cape",waist="Caudata Belt",legs="Hagondes Pants",feet="Iuitl Gaiters +1"}
        
    -- Don't need any special gear for Healing Waltz.
    sets.precast.Waltz['Healing Waltz'] = {}

    -- Fast cast sets for spells
    
    sets.precast.FC = {ammo="Impatiens",
		head="Haruspex Hat +1",neck="Orunmila's Torque",ear1="Loquacious Earring",ear2="Enchanter Earring +1",
		body="Luhlaza Jubbah +1",hands="Thaumas Gloves",ring1="Prolix Ring",ring2="Weatherspoon Ring",
		back="Swith Cape +1",waist="Witful Belt",legs="Enif Cosciales",feet="Chelona Boots +1"}
        
    sets.precast.FC['Blue Magic'] = set_combine(sets.precast.FC, {body="Mavi Mintan +2"})

    sets.precast.FC['Enhancing Magic'] = set_combine(sets.precast.FC, {waist="Siegel Sash"})
	
	
    
	-- Weaponskill sets
    -- Default set for any weaponskill that isn't any more specifically defined
    sets.precast.WS = {ammo="Honed Tathlum",
		head="Sukeroku Hachimaki",neck="Asperity Necklace",ear1="Steelflash Earring",ear2="Bladeborn Earring",
		body="Luhlaza Jubbah +1",hands="Luhlaza Bazubands +1",ring1="Rajas Ring",ring2="K'ayres Ring",
		back="Vespid Mantle",waist="Hurch'lan Sash",legs="Qaaxo Tights",feet="Assimilator's Charuqs"}
    
    sets.precast.WS.acc = set_combine(sets.precast.WS, {hands="Buremte Gloves"})

    -- Specific weaponskill sets.  Uses the base set if an appropriate WSMod version isn't found.
    
	sets.precast.WS['Chant du Cygne'] = {ammo="Jukukik Feather",
		head="Iuitl Headgear +1",neck="Aqua Gorget",ear1="Moonshade Earring",ear2="Brutal Earring",
		body="Luhlaza Jubbah +1",hands="Qaaxo Mitaines",ring1="Epona's Ring",ring2="Ramuh Ring",
		back="Rancorous Mantle",waist="Chiner's Belt +1",legs="Quiahuiz Trousers",feet="Qaaxo Leggings"}
	
	sets.precast.WS['Expiacion'] = {ammo="Jukukik Feather",
		head="Whirlpool Mask",neck="Soil Gorget",ear1="Moonshade Earring",ear2="Brutal Earring",
		body="Luhlaza Jubbah +1",hands="Luhlaza Bazubands +1",ring1="Rajas Ring",ring2="Epona's Ring",
		back="Bleating Mantle ",waist="Chiner's Belt +1",legs="Quiahuiz Trousers",feet="Luhlaza Charuqs +1"}
	
	sets.precast.WS['Requiescat'] = {ammo="Jukukik Feather",
		head="Whirlpool Mask",neck="Soil Gorget",
		ear1="Brutal Earring",ear2="Moonshade Earring",
		body="Ischemia Chasuble",hands="Luhlaza Bazubands+1",ring1="Globidonta Ring",ring2="Rajas Ring",
		back="Bleating Mantle ",waist="Soil Belt",legs="Quiahuiz Trousers",feet="Assimilator's Charuqs +1"}
   
    sets.precast.WS['Sanguine Blade'] = {ammo="Mavi Tathlum",
		head="Pixie Hairpin +1",neck="Eddy Necklace",ear1="Hecate's Earring",ear2="Friomisi Earring",
		body="Hagondes Coat +1",hands="Hagondes Cuffs +1",ring1="Shiva Ring +1",ring2="Archon Ring",
		back="Cornflower Cape",waist="Yamabuki-no-obi",legs="Hagondes Pants +1",feet="Hagondes Sabots +1"}
    
    
    -- Midcast Sets
    sets.midcast.FastRecast = {ammo="Impatiens",
		head="Haruspex Hat +1",neck="Orunmila's Torque",ear1="Loquacious Earring",ear2="Enchanter Earring +1",
		body="Luhlaza Jubbah +1",hands="Thaumas Gloves",ring1="Prolix Ring",ring2="Weatherspoon Ring",
		back="Swith Cape +1",waist="Witful Belt",legs="Enif Cosciales",feet="Chelona Boots +1"}
        
    sets.midcast['Blue Magic'] = {}
    
    -- Physical Spells --
    
    sets.midcast['Blue Magic'].Physical = {ammo="Floestone",
		head="Uk'uxkaj Cap",neck="Tjukurrpa Medal",ear1="Steelflash Earring",ear2="Bladeborn Earring",
		body="Assimilator's Jubbah +1",hands="Assimilator's Bazubands +1",ring1="Rajas Ring",ring2="Ramuh Ring",
		back="Cornflower Cape",waist="Metalsinger Belt",legs="Assimilator's Shalwar +1",feet="Assimilator's Charuqs +1"}

    sets.midcast['Blue Magic'].PhysicalAcc = {ammo="Jukukik Feather",
        head="Whirlpool Mask",neck="Ej Necklace",ear1="Heartseeker Earring",ear2="Steelflash Earring",
        body="Luhlaza Jubbah +1",hands="Buremte Gloves",ring1="Rajas Ring",ring2="Patricius Ring",
        back="Letalis Mantle",waist="Hurch'lan Sash",legs="Manibozho Brais",feet="Qaaxo Leggings"}

    sets.midcast['Blue Magic'].PhysicalStr = set_combine(sets.midcast['Blue Magic'].Physical,
        {body="Iuitl Vest",hands="Assimilator's Bazubands +1"})

    sets.midcast['Blue Magic'].PhysicalDex = set_combine(sets.midcast['Blue Magic'].Physical,
        {ammo="Jukukik Feather",body="Iuitl Vest",hands="Assimilator's Bazubands +1",
         waist="Chaac Belt",legs="Manibozho Brais"})

    sets.midcast['Blue Magic'].PhysicalVit = set_combine(sets.midcast['Blue Magic'].Physical,
        {body="Vanir Cotehardie",hands="Assimilator's Bazubands +1",back="Iximulew Cape"})

    sets.midcast['Blue Magic'].PhysicalAgi = set_combine(sets.midcast['Blue Magic'].Physical,
        {ammo="Mavi Tathlum",
		head="Lithelimb Cap",neck="Tjukurrpa Medal",ear1="Steelflash Earring",ear2="Bladeborn Earring",
		body="Mekosuchinae Harness",hands="Luhlaza Bazubands +1",ring1="Rajas Ring",ring2="Antica Ring",
		back="Cornflower Cape",waist="Metalsinger Belt",legs="Assimilator's Shalwar +1",feet="Luhlaza Charuqs +1"})

    sets.midcast['Blue Magic'].PhysicalInt = set_combine(sets.midcast['Blue Magic'].Physical,
        {ear1="Psystorm Earring",body="Vanir Cotehardie",hands="Assimilator's Bazubands +1",
         ring2="Icesoul Ring",back="Toro Cape",feet="Hagondes Sabots"})

    sets.midcast['Blue Magic'].PhysicalMnd = set_combine(sets.midcast['Blue Magic'].Physical,
        {ear1="Lifestorm Earring",body="Vanir Cotehardie",hands="Assimilator's Bazubands +1",
         ring2="Aquasoul Ring",back="Refraction Cape"})

    sets.midcast['Blue Magic'].PhysicalChr = set_combine(sets.midcast['Blue Magic'].Physical,
        {body="Vanir Cotehardie",hands="Assimilator's Bazubands +1",back="Refraction Cape",
         waist="Chaac Belt"})

    sets.midcast['Blue Magic'].PhysicalHP = set_combine(sets.midcast['Blue Magic'].Physical)


    -- Magical Spells --
    
	sets.midcast['Blue Magic'].Magical = {ammo="Erlene's Notebook",
		head="Hagondes Hat +1",neck="Eddy Necklace",ear1="Hecate's Earring",ear2="Friomisi Earring",
		body="Hagondes Coat +1",hands="Hagondes Cuffs +1",ring1="Shiva Ring +1",ring2="Strendu Ring",
		back="Cornflower Cape",waist="Yamabuki-no-obi",legs="Hagondes Pants +1",feet="Hagondes Sabots +1"}
	
    sets.midcast['Blue Magic'].Magical.Resistant = set_combine(sets.midcast['Blue Magic'].Magical,
        {body="Vanir Cotehardie",ring1="Sangoma Ring",legs="Iuitl Tights",feet="Mavi Basmak +2"})
    
    sets.midcast['Blue Magic'].MagicalMnd = set_combine(sets.midcast['Blue Magic'].Magical,
        {ring1="Aquasoul Ring"})

    sets.midcast['Blue Magic'].MagicalChr = set_combine(sets.midcast['Blue Magic'].Magical)

    sets.midcast['Blue Magic'].MagicalVit = set_combine(sets.midcast['Blue Magic'].Magical,
        {ring1="Spiral Ring"})

    sets.midcast['Blue Magic'].MagicalDex = set_combine(sets.midcast['Blue Magic'].Magical)

    sets.midcast['Blue Magic'].MagicAccuracy = {
		ammo="Mavi Tathlum",head="Assimilator's Keffiyeh +1",neck="Eddy Necklace",ear1="Lifestorm Earring",ear2="Psystorm Earring",body="Assimilator's Jubbah +1",hands="Hagondes Cuffs +1",ring1="Weatherspoon Ring",ring2="Sangoma Ring",back="Cornflower Cape",waist="Yamabuki-no-obi",legs="Mes'yohi Slacks",feet="Shneddick Boots +1"}
	
	-- Dark Affinity
	sets.midcast['Blue Magic'].DarkAffinity = set_combine(sets.midcast['Blue Magic'].MagicalAccuracy,
		{ring2="Archon Ring"})
    
	-- Breath Spells --
    
    sets.midcast['Blue Magic'].Breath = {ammo="Mavi Tathlum",
        head="Luhlaza Keffiyeh",neck="Ej Necklace",ear1="Lifestorm Earring",ear2="Psystorm Earring",
        body="Vanir Cotehardie",hands="Assimilator's Bazubands +1",ring1="K'ayres Ring",ring2="Beeline Ring",
        back="Refraction Cape",legs="Enif Cosciales",feet="Iuitl Gaiters +1"}

    -- Other Types --
    
    sets.midcast['Blue Magic'].Stun = set_combine(sets.midcast['Blue Magic'].MagicAccuracy,
        {waist="Chaac Belt"})
        
    sets.midcast['Blue Magic']['White Wind'] = {
        head="Whirlpool Mask",neck="Lavalier +1",ear1="Bloodgem Earring",ear2="Loquacious Earring",
        body="Vanir Cotehardie",hands="Buremte Gloves",ring1="K'ayres Ring",ring2="Meridian Ring",
        back="Fravashi Mantle",waist="Hurch'lan Sash",legs="Enif Cosciales",feet="Hagondes Sabots"}

    sets.midcast['Blue Magic'].Healing = {ammo="Mavi Tathlum",
		head="Luhlaza Keffiyeh +1",neck="Phalaina Locket",ear1="Colossus's Earring",ear2="Beatific Earring",
		body="Chelona Blazer",hands="Weatherspoon Cuffs +1",ring1="Sirona's Ring",ring2="Kunaji Ring",
		back="Tempered Cape +1",waist="Chuq'aba Belt",legs="Praeco Slacks",feet="Luhlaza Charuqs +1"}
    
	sets.midcast['Blue Magic']['Sudden Lunge'] = {ammo="Honed Tathlum",
		head="Assimilator's Keffiyeh +1",neck="Iqabi Necklace",ear1="Steelflash Earring",ear2="Enchanter Earring +1",
		body="Assimilator's Jubbah +1",hands="Buremte Gloves",ring1="Sangoma Ring",ring2="Ramuh Ring",
		back="Cornflower Cape",waist="Olseni Belt",legs="Mavi Tayt +2",feet="Luhlaza Charuqs +1"}
    
	sets.midcast['Blue Magic']['Cannonball'] = {ammo="Honed Tathlum",
		head="Whirlpool Mask",neck="Tjukurrpa Medal",ear1="Steelflash Earring",ear2="Bladeborn Earring",
		body="Luhlaza Jubbah +1",hands="Buremte Gloves",ring1="Sangoma Ring",ring2="Ramuh Ring",
		back="Bleating Mantle ",waist="Chuq'aba Belt",legs="Luhlaza Shalwar+1",feet="Luhlaza Charuqs +1"}
		
	sets.midcast['Blue Magic'].SkillBasedBuff = {ammo="Mavi Tathlum",
		head="Luhlaza Keffiyeh +1",neck="Eddy Necklace",ear1="Psystorm Earring",ear2="Lifestorm Earring",
		body="Assimilator's Jubbah +1",hands="Fea's Cuffs",ring1="Weatherspoon Ring",ring2="Antica Ring",
		back="Cornflower Cape",waist="Witful Belt",legs="Mavi Tayt +2",feet="Luhlaza Charuqs +1"}

    sets.midcast['Blue Magic'].Buff = {}
    
	sets.midcast['Elemental Magic'] = sets.midcast['Blue Magic'].Magical
	
	sets.midcast['Enfeebling Magic'] = sets.midcast['Blue Magic'].MagicAccuracy
	
	sets.midcast['Dark Magic'] = sets.midcast['Blue Magic'].MagicAccuracy
		
    sets.midcast.Protect = {ring1="Sheltered Ring"}
    sets.midcast.Protectra = {ring1="Sheltered Ring"}
    sets.midcast.Shell = {ring1="Sheltered Ring"}
    sets.midcast.Shellra = {ring1="Sheltered Ring"}
    sets.midcast.Stoneskin = {waist="Siegel Sash",
		hands="Stone Mufflers",neck="Stone Gorget",legs="Shedir Seraweels"}

    

    -- Sets to return to when not performing an action.

    -- Gear for learning spells: +skill and AF hands.
    sets.Learning = {ammo="Mavi Tathlum",
		head="Luhlaza Keffiyeh +1",neck="Mavi Scarf",ear1="Moonshade Earring",ear2="Loquacious Earring",
		body="Assimilator's Jubbah +1",hands="Assimilator's Bazubands +1",ring1="Antica Ring",ring2="Defending Ring",
		back="Cornflower Cape",waist="Flume Belt",legs="Mavi Tayt +2",feet="Luhlaza Charuqs +1"}
        
	sets.latent_refresh = {waist="Fucho-no-obi"}

    -- Resting sets
    sets.resting = {}
    
    -- Idle sets
    sets.idle = {ammo="Ginsen",
		head="Whirlpool Mask",neck="Twilight Torque",ear1="Moonshade Earring",ear2="Ethereal Earring",
		body="Mekosuchinae Harness",hands="Serpentes Cuffs",ring1="Defending Ring",ring2="Epona's Ring",
		back="Cornflower Cape",waist="Flume Belt",legs="Crimson Cuisses",feet="Serpentes Sabots"}

    sets.idle.Town = {ammo="Ginsen",
		head="Whirlpool Mask",neck="Twilight Torque",ear1="Moonshade Earring",ear2="Ethereal Earring",
		body="Mekosuchinae Harness",hands="Serpentes Cuffs",ring1="Defending Ring",ring2="Epona's Ring",
		back="Cornflower Cape",waist="Flume Belt",legs="Crimson Cuisses",feet="Serpentes Sabots"}

    sets.idle.Learning = set_combine(sets.idle, sets.Learning)

    
    -- Defense sets
    sets.defense.PDT = {ammo="Brigantia Pebble",
		head="Lithelimb Cap",neck="Twilight Torque",ear1="Colossus's Earring",ear2="Ethereal Earring",
		body="Iuitl Vest +1",hands="Umuthi Gloves",ring1="Defending Ring",ring2="Dark Ring",back="Mollusca Mantle",
		waist="Flume Belt",legs="Iuitl Tights +1",feet="Iuitl Gaiters +1"}
	
	sets.defense.MDT = {}
	
	sets.Kiting = {waist="Chaac Belt"}
	--sets.Kiting = {back="Mecistopins Mantle"}
    --sets.Kiting = {neck="Adoulin's Refuge +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
    
    -- Normal melee group
	-- M.Accuracy = Eosuchus Club
	-- Normal = Buramenk'ah 
	-- Nuking = Bolelabunga
    sets.engaged = {ammo="Ginsen",
		head="Whirlpool Mask",neck="Asperity Necklace",ear1="Brutal Earring",ear2="Suppanomimi",
		body="Thaumas Coat",hands="Qaaxo Mitaines",ring1="Rajas Ring",ring2="Epona's Ring",
		back="Letalis Mantle",waist="Shetal Stone",legs="Qaaxo Tights",feet="Qaaxo Leggings"}

    sets.engaged.Acc = {ammo="Honed Tathlum",
        head="Whirlpool Mask",neck="Iqabi Necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring",
        body="Luhlaza Jubbah +1",hands="Buremte Gloves",ring1="Rajas Ring",ring2="Epona's Ring",
        back="Letalis Mantle",waist="Hurch'lan Sash",legs="Qaaxo Tights",feet="Assimilator's Charuqs +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 filtered_action(spell, action, spellMap, eventArgs)
    if unbridled_spells:contains(spell.english) and not buffactive['Unbridled Learning'] then
        cancel_spell()
        send_command('input /ja "Unbridled Learning" <me>;wait 1;input /ma "'..spell.english..'" '..spell.target.name)
    end
end

-- Run after the default midcast() is done.
-- eventArgs is the same one used in job_midcast, in case information needs to be persisted.
function job_post_midcast(spell, action, spellMap, eventArgs)
    -- Add enhancement gear for Chain Affinity, etc.
    if spell.skill == 'Blue Magic' then
        for buff,active in pairs(state.Buff) do
            if active and sets.buff[buff] then
                equip(sets.buff[buff])
            end
        end
        if spellMap == 'Healing' and spell.target.type == 'SELF' and sets.self_healing then
            equip(sets.self_healing)
        end
    end

    -- If in learning mode, keep on gear intended to help with that, regardless of action.
    if state.OffenseMode.value == 'Learning' then
        equip(sets.Learning)
    end
end


-------------------------------------------------------------------------------------------------------------------
-- Job-specific hooks for non-casting events.
-------------------------------------------------------------------------------------------------------------------

-- 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 state.Buff[buff] ~= nil then
        state.Buff[buff] = gain
    end
end

-------------------------------------------------------------------------------------------------------------------
-- User code that supplements standard library decisions.
-------------------------------------------------------------------------------------------------------------------

-- Custom spell mapping.
-- Return custom spellMap value that can override the default spell mapping.
-- Don't return anything to allow default spell mapping to be used.
function job_get_spell_map(spell, default_spell_map)
    if spell.skill == 'Blue Magic' then
        for category,spell_list in pairs(blue_magic_maps) do
            if spell_list:contains(spell.english) then
                return category
            end
        end
    end
end

-- Modify the default idle set after it was constructed.
function customize_idle_set(idleSet)
    if player.mpp < 51 then
        set_combine(idleSet, sets.latent_refresh)
    end
    return idleSet
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()
end


-------------------------------------------------------------------------------------------------------------------
-- Utility functions specific to this job.
-------------------------------------------------------------------------------------------------------------------

function update_combat_form()
    -- Check for H2H or single-wielding
    if player.equipment.sub == "Genbu's Shield" or player.equipment.sub == 'empty' then
        state.CombatForm:reset()
    else
        state.CombatForm:set('DW')
    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 == 'DNC' then
        set_macro_page(2, 4)
    else
        set_macro_page(1, 4)
    end
end

-- Buff utility functions.
-------------------------------------------------------------------------------------------------------------------
 
local cancel_spells_to_check = S{'Sneak', 'Stoneskin', 'Spectral Jig', 'Trance', 'Monomi: Ichi', 'Utsusemi: Ichi'}
local cancel_types_to_check = S{'Waltz', 'Samba'}
 
-- Function to cancel buffs if they'd conflict with using the spell you're attempting.
-- Requirement: Must have Cancel addon installed and loaded for this to work.
function cancel_conflicting_buffs(spell, action, spellMap, eventArgs)
    if cancel_spells_to_check:contains(spell.english) or cancel_types_to_check:contains(spell.type) then
        if spell.action_type == 'Ability' then
            local abil_recasts = windower.ffxi.get_ability_recasts()
            if spell.type == 'JobAbility' and windower.ffxi.get_ability_recasts()[spell.recast_id] > 0
			then
			add_to_chat(123,'Abort: Ability waiting on recast.')
                eventArgs.cancel = true
                return
            end
        elseif spell.action_type == 'Magic' then
            local spell_recasts = windower.ffxi.get_spell_recasts()
            if spell_recasts[spell.recast_id] > 0 
			then
            add_to_chat(123,'Abort: Spell waiting on recast.')
                eventArgs.cancel = true
                return
            end
        end
       
        if spell.english == 'Spectral Jig' and buffactive.sneak then
            cast_delay(0.2)
            send_command('cancel sneak')
        elseif spell.english == 'Sneak' and spell.target.type == 'SELF' and buffactive.sneak then
            send_command('cancel sneak')
        elseif spell.english == ('Stoneskin') then
            send_command('@wait 1.0;cancel stoneskin')
        elseif spell.english:startswith('Monomi') then
            send_command('@wait 1.7;cancel sneak')
        elseif spell.english == 'Utsusemi: Ichi' then
            send_command('@wait 1.7;cancel copy image,copy image (2)')
        elseif (spell.english == 'Trance' or spell.type=='Waltz') and buffactive['saber dance'] then
            cast_delay(0.2)
            send_command('cancel saber dance')
        elseif spell.type=='Samba' and buffactive['fan dance'] then
            cast_delay(0.2)
            send_command('cancel fan dance')
        end
    end
end
 
 
-- Some mythics have special durations for level 1 and 2 aftermaths
local special_aftermath_mythics = S{'Tizona', 'Kenkonken', 'Murgleis', 'Yagrush', 'Carnwenhan', 'Nirvana', 'Tupsimati', 'Idris'}
 
-- Call from job_precast() to setup aftermath information for custom timers.
function custom_aftermath_timers_precast(spell)
    if spell.type == 'WeaponSkill' then
        info.aftermath = {}
       
        local relic_ws = data.weaponskills.relic[player.equipment.main] or data.weaponskills.relic[player.equipment.range]
        local mythic_ws = data.weaponskills.mythic[player.equipment.main] or data.weaponskills.mythic[player.equipment.range]
        local empy_ws = data.weaponskills.empyrean[player.equipment.main] or data.weaponskills.empyrean[player.equipment.range]
       
        if not relic_ws and not mythic_ws and not empy_ws then
            return
        end
 
        info.aftermath.weaponskill = spell.english
        info.aftermath.duration = 0
       
        info.aftermath.level = math.floor(player.tp / 1000)
        if info.aftermath.level == 0 then
            info.aftermath.level = 1
        end
       
        if spell.english == relic_ws then
            info.aftermath.duration = math.floor(0.2 * player.tp)
            if info.aftermath.duration < 20 then
                info.aftermath.duration = 20
            end
        elseif spell.english == empy_ws then
            -- nothing can overwrite lvl 3
            if buffactive['Aftermath: Lv.3'] then
                return
            end
            -- only lvl 3 can overwrite lvl 2
            if info.aftermath.level ~= 3 and buffactive['Aftermath: Lv.2'] then
                return
            end
           
            -- duration is based on aftermath level
            info.aftermath.duration = 30 * info.aftermath.level
        elseif spell.english == mythic_ws then
            -- nothing can overwrite lvl 3
            if buffactive['Aftermath: Lv.3'] then
                return
            end
            -- only lvl 3 can overwrite lvl 2
            if info.aftermath.level ~= 3 and buffactive['Aftermath: Lv.2'] then
                return
            end
 
            -- Assume mythic is lvl 80 or higher, for duration
                       
            if info.aftermath.level == 1 then
                info.aftermath.duration = (special_aftermath_mythics:contains(player.equipment.main) and 270) or 90
            elseif info.aftermath.level == 2 then
                info.aftermath.duration = (special_aftermath_mythics:contains(player.equipment.main) and 270) or 120
            else
                info.aftermath.duration = 180
            end
        end
    end
end
 
 
-- Call from job_aftercast() to create the custom aftermath timer.
function custom_aftermath_timers_aftercast(spell)
    if not spell.interrupted and spell.type == 'WeaponSkill' and
       info.aftermath and info.aftermath.weaponskill == spell.english and info.aftermath.duration > 0 then
 
        local aftermath_name = 'Aftermath: Lv.'..tostring(info.aftermath.level)
        send_command('timers d "Aftermath: Lv.1"')
        send_command('timers d "Aftermath: Lv.2"')
        send_command('timers d "Aftermath: Lv.3"')
        send_command('timers c "'..aftermath_name..'" '..tostring(info.aftermath.duration)..' down abilities/00027.png')
 
        info.aftermath = {}
    end
end
 
 Ragnarok.Worldslost
Offline
サーバ: Ragnarok
Game: FFXI
Posts: 82
By Ragnarok.Worldslost 2014-12-17 14:23:42  
Fixed the cancel buff issue and have it with a good utsu command to drop shadows (or not if at 3) and cancel ws if out of range. Added timer for AM countdown as well as Sleep wearing off (just dream flower for now) and nat. meditation is in the works when i find buff IDs for different aattack bonuses
Code
-------------------------------------------------------------------------------------------------------------------
-- 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')
	include('Mote-Utility.lua')
end


-- Setup vars that are user-independent.  state.Buff vars initialized here will automatically be tracked.
function job_setup()
    state.Buff['Burst Affinity'] = buffactive['Burst Affinity'] or false
    state.Buff['Chain Affinity'] = buffactive['Chain Affinity'] or false
    state.Buff.Convergence = buffactive.Convergence or false
    state.Buff.Diffusion = buffactive.Diffusion or false
    state.Buff.Efflux = buffactive.Efflux or false
    
    state.Buff['Unbridled Learning'] = buffactive['Unbridled Learning'] or false


    blue_magic_maps = {}
    
    -- Mappings for gear sets to use for various blue magic spells.
    -- While Str isn't listed for each, it's generally assumed as being at least
    -- moderately signficant, even for spells with other mods.
    
    -- Physical Spells --
    
    -- Physical spells with no particular (or known) stat mods
    blue_magic_maps.Physical = S{
        'Bilgestorm'
    }

    -- Spells with heavy accuracy penalties, that need to prioritize accuracy first.
    blue_magic_maps.PhysicalAcc = S{
        'Heavy Strike',
    }

    -- Physical spells with Str stat mod
    blue_magic_maps.PhysicalStr = S{
        'Battle Dance','Bloodrake','Death Scissors','Dimensional Death',
        'Empty Thrash','Quadrastrike','Sinker Drill','Spinal Cleave',
        'Uppercut','Vertical Cleave','Sweeping Gouge'
    }
        
    -- Physical spells with Dex stat mod
    blue_magic_maps.PhysicalDex = S{
        'Amorphic Spikes','Asuran Claws','Barbed Crescent','Claw Cyclone','Disseverment',
        'Foot Kick','Frenetic Rip','Goblin Rush','Hysteric Barrage','Paralyzing Triad',
        'Seedspray','Sickle Slash','Smite of Rage','Terror Touch','Thrashing Assault',
        'Vanity Dive',
    }
        
    -- Physical spells with Vit stat mod
    blue_magic_maps.PhysicalVit = S{
        'Body Slam','Cannonball','Delta Thrust','Glutinous Dart','Grand Slam',
        'Power Attack','Quad. Continuum','Sprout Smack','Sub-zero Smash'
    }
        
    -- Physical spells with Agi stat mod
    blue_magic_maps.PhysicalAgi = S{
        'Benthic Typhoon','Feather Storm','Helldive','Hydro Shot','Jet Stream',
        'Pinecone Bomb','Spiral Spin','Sudden Lunge','Wild Oats'
    }

    -- Physical spells with Int stat mod
    blue_magic_maps.PhysicalInt = S{
        'Mandibular Bite','Queasyshroom'
    }

    -- Physical spells with Mnd stat mod
    blue_magic_maps.PhysicalMnd = S{
        'Ram Charge','Screwdriver','Tourbillion'
    }

    -- Physical spells with Chr stat mod
    blue_magic_maps.PhysicalChr = S{
        'Bludgeon'
    }

    -- Physical spells with HP stat mod
    blue_magic_maps.PhysicalHP = S{
        'Final Sting'
    }
	
	
	-- Magical Spells --

    -- Magical spells with the typical Int mod
    blue_magic_maps.Magical = S{
        'Blastbomb','Blazing Bound','Bomb Toss','Crashing Thunder','Cursed Sphere','Dark Orb','Death Ray',
        'Diffusion Ray','Droning Whirlwind','Embalming Earth','Firespit','Foul Waters',
        'Ice Break','Leafstorm','Maelstrom','Rail Cannon','Regurgitation','Rending Deluge',
        'Retinal Glare','Subduction','Tem. Upheaval','Water Bomb','Crashing Thunder','Nectarous Deluge','Molting Plumage'
    }

    -- Magical spells with a primary Mnd mod
    blue_magic_maps.MagicalMnd = S{
        'Acrid Stream','Evryone. Grudge','Magic Hammer','Mind Blast'
    }

    -- Magical spells with a primary Chr mod
    blue_magic_maps.MagicalChr = S{
        'Eyes On Me','Mysterious Light'
    }

    -- Magical spells with a Vit stat mod (on top of Int)
    blue_magic_maps.MagicalVit = S{
        'Thermal Pulse'
    }

    -- Magical spells with a Dex stat mod (on top of Int)
    blue_magic_maps.MagicalDex = S{
        'Charged Whisker','Gates of Hades'
    }
            
    -- Magical spells (generally debuffs) that we want to focus on magic accuracy over damage.
    -- Add Int for damage where available, though.
    blue_magic_maps.MagicAccuracy = S{
        '1000 Needles','Absolute Terror','Actinic Burst','Auroral Drape','Awful Eye',
        'Blank Gaze','Blistering Roar','Blood Drain','Blood Saber','Chaotic Eye',
        'Cimicine Discharge','Cold Wave','Corrosive Ooze','Demoralizing Roar','Digest',
        'Dream Flower','Enervation','Feather Tickle','Filamented Hold','Frightful Roar',
        'Geist Wall','Hecatomb Wave','Infrasonics','Jettatura','Light of Penance',
        'Lowing','Mind Blast','Mortal Ray','MP Drainkiss','Osmosis','Reaving Wind',
        'Sandspin','Sandspray','Sheep Song','Soporific','Sound Blast','Stinking Gas',
        'Sub-zero Smash','Venom Shell','Voracious Trunk','Yawn'
    }

    -- Breath-based spells
    blue_magic_maps.Breath = S{
        'Bad Breath','Flying Hip Press','Frost Breath','Heat Breath',
        'Hecatomb Wave','Magnetite Cloud','Poison Breath','Radiant Breath','Self-Destruct',
        'Thunder Breath','Vapor Spray','Wind Breath'
    }

    -- Stun spells
    blue_magic_maps.Stun = S{
        'Blitzstrahl','Frypan','Head Butt','Sudden Lunge','Tail slap','Temporal Shift',
        'Thunderbolt','Whirl of Rage'
    }
        
    -- Healing spells
    blue_magic_maps.Healing = S{
        'Healing Breeze','Magic Fruit','Plenilune Embrace','Pollen','Restoral','White Wind',
        'Wild Carrot'
    }
    
    -- Buffs that depend on blue magic skill
    blue_magic_maps.SkillBasedBuff = S{
		'Atra. Libations','Blood Drain','Blood Saber','Carcharian Verve','Diamondhide','Digest','Filamented Hold','Magic Barrier','Metallic Body','MP Drainkiss','Nat. Meditation','Occultation','Orcish Counterstance','Pyric Bulwark','Osmosis',}

    -- Other general buffs
    blue_magic_maps.Buff = S{
        'Amplification','Animating Wail','Battery Charge','Carcharian Verve','Cocoon',
        'Erratic Flutter','Exuviation','Fantod','Feather Barrier','Harden Shell',
        'Memento Mori','Nat. Meditation','Orcish Counterstance','Refueling',
        'Regeneration','Saline Coat','Triumphant Roar','Warm-Up','Winds of Promyvion',
        'Zephyr Mantle'
    }
    
    
    -- Spells that require Unbridled Learning to cast.
    unbridled_spells = S{
        'Absolute Terror','Bilgestorm','Blistering Roar','Bloodrake','Carcharian Verve','Crashing Thunder',
        'Droning Whirlwind','Gates of Hades','Harden Shell','Polar Roar','Pyric Bulwark','Thunderbolt',
        'Tourbillion','Uproot'
    }
end

-------------------------------------------------------------------------------------------------------------------
-- User setup functions for this job.  Recommend that these be overridden in a sidecar file.
-------------------------------------------------------------------------------------------------------------------

-- Setup vars that are user-dependent.  Can override this function in a sidecar file.
function user_setup()
    state.OffenseMode:options('Normal', 'Acc','Learning')
    state.WeaponskillMode:options('Normal','Acc')
    state.CastingMode:options('Normal', 'Resistant')
    state.IdleMode:options('Normal')

    gear.macc_hagondes = {name="Hagondes Cuffs", augments={'Phys. dmg. taken -3%','Mag. Acc.+29'}}

    -- Additional local binds
    send_command('bind ^` input /ja "Chain Affinity" <me>')
    send_command('bind !` input /ja "Efflux" <me>')
    send_command('bind @` input /ja "Burst Affinity" <me>')

    update_combat_form()
    select_default_macro_book()
end


-- Called when this job file is unloaded (eg: job change)
function user_unload()
    send_command('unbind ^`')
    send_command('unbind !`')
    send_command('unbind @`')
end


-- Set up gear sets.
function init_gear_sets()
    --------------------------------------
    -- Start defining the sets
    --------------------------------------

    sets.buff['Burst Affinity'] = {feet="Mavi Basmak +2"}
    sets.buff['Chain Affinity'] = {head="Mavi Kavuk +2", feet="Assimilator's Charuqs +1"}
    sets.buff.Convergence = {head="Luhlaza Keffiyeh +1"}
    sets.buff.Diffusion = {feet="Luhlaza Charuqs+1"}
    sets.buff.Enchainment = {body="Luhlaza Jubbah+1"}
    sets.buff.Efflux = {legs="Mavi Tayt +2"}

    
    -- Precast Sets
    
    -- Precast sets to enhance JAs
    sets.precast.JA['Azure Lore'] = {hands="Luhlaza Bazubands +1"}

    -- Waltz set (chr and vit)
    sets.precast.Waltz = {ammo="Sonia's Plectrum",
        head="Uk'uxkaj Cap",
        body="Vanir Cotehardie",hands="Buremte Gloves",ring1="Spiral Ring",
        back="Iximulew Cape",waist="Caudata Belt",legs="Hagondes Pants",feet="Iuitl Gaiters +1"}
        
    -- Don't need any special gear for Healing Waltz.
    sets.precast.Waltz['Healing Waltz'] = {}

    -- Fast cast sets for spells
    
    sets.precast.FC = {ammo="Impatiens",
		head="Haruspex Hat +1",neck="Orunmila's Torque",ear1="Loquacious Earring",ear2="Enchanter Earring +1",
		body="Luhlaza Jubbah +1",hands="Thaumas Gloves",ring1="Prolix Ring",ring2="Weatherspoon Ring",
		back="Swith Cape +1",waist="Witful Belt",legs="Enif Cosciales",feet="Chelona Boots +1"}
        
    sets.precast.FC['Blue Magic'] = set_combine(sets.precast.FC, {body="Mavi Mintan +2"})

    sets.precast.FC['Enhancing Magic'] = set_combine(sets.precast.FC, {waist="Siegel Sash"})
	
	sets.precast.FC['Ninjutsu'] = set_combine(sets.precast.FC, {neck="Magoraga Beads"})
	
	-- Weaponskill sets
    -- Default set for any weaponskill that isn't any more specifically defined
    sets.precast.WS = {ammo="Honed Tathlum",
		head="Sukeroku Hachimaki",neck="Asperity Necklace",ear1="Steelflash Earring",ear2="Bladeborn Earring",
		body="Luhlaza Jubbah +1",hands="Luhlaza Bazubands +1",ring1="Rajas Ring",ring2="K'ayres Ring",
		back="Vespid Mantle",waist="Hurch'lan Sash",legs="Qaaxo Tights",feet="Assimilator's Charuqs"}
    
    sets.precast.WS.acc = set_combine(sets.precast.WS, {hands="Buremte Gloves"})

    -- Specific weaponskill sets.  Uses the base set if an appropriate WSMod version isn't found.
    
	sets.precast.WS['Chant du Cygne'] = {ammo="Jukukik Feather",
		head="Uk'uxkaj Cap",neck="Aqua Gorget",ear1="Moonshade Earring",ear2="Brutal Earring",
		body="Dread Jupon",hands="Qaaxo Mitaines",ring1="Epona's Ring",ring2="Ramuh Ring",
		back="Rancorous Mantle",waist="Aqua Belt",legs="Quiahuiz Trousers",feet="Qaaxo Leggings"}
	
	sets.precast.WS['Expiacion'] = {ammo="Jukukik Feather",
		head="Whirlpool Mask",neck="Soil Gorget",ear1="Moonshade Earring",ear2="Brutal Earring",
		body="Dread Jupon",hands="Luhlaza Bazubands +1",ring1="Rajas Ring",ring2="Epona's Ring",
		back="Bleating Mantle",waist="Soil Belt",legs="Quiahuiz Trousers",feet="Luhlaza Charuqs +1"}
	
	sets.precast.WS['Requiescat'] = {ammo="Jukukik Feather",
		head="Whirlpool Mask",neck="Soil Gorget",
		ear1="Brutal Earring",ear2="Moonshade Earring",
		body="Dread Jupon",hands="Luhlaza Bazubands +1",ring1="Globidonta Ring",ring2="Rajas Ring",
		back="Bleating Mantle",waist="Soil Belt",legs="Quiahuiz Trousers",feet="Assimilator's Charuqs +1"}
   
    sets.precast.WS['Sanguine Blade'] = {ammo="Mavi Tathlum",
		head="Pixie Hairpin +1",neck="Eddy Necklace",ear1="Hecate's Earring",ear2="Friomisi Earring",
		body="Hagondes Coat +1",hands="Hagondes Cuffs +1",ring1="Shiva Ring +1",ring2="Archon Ring",
		back="Cornflower Cape",waist="Yamabuki-no-obi",legs="Hagondes Pants +1",feet="Hagondes Sabots +1"}
    
	sets.precast.WS['Flash Nova'] = {ammo="Mavi Tathlum",
		head="Hagondes Hat +1",neck="Eddy Necklace",ear1="Hecate's Earring",ear2="Friomisi Earring",
		body="Hagondes Coat +1",hands="Hagondes Cuffs +1",ring1="Shiva Ring +1",ring2="Weatherspoon Ring",
		back="Cornflower Cape",waist="Yamabuki-no-obi",legs="Hagondes Pants +1",feet="Hagondes Sabots +1"}
    
    -- Midcast Sets
    sets.midcast.FastRecast = {ammo="Impatiens",
		head="Haruspex Hat +1",neck="Orunmila's Torque",ear1="Loquacious Earring",ear2="Enchanter Earring +1",
		body="Luhlaza Jubbah +1",hands="Thaumas Gloves",ring1="Prolix Ring",ring2="Weatherspoon Ring",
		back="Swith Cape +1",waist="Witful Belt",legs="Enif Cosciales",feet="Chelona Boots +1"}
        
    sets.midcast['Blue Magic'] = {}
    
    -- Physical Spells --
    
    sets.midcast['Blue Magic'].Physical = {ammo="Floestone",
		head="Uk'uxkaj Cap",neck="Tjukurrpa Medal",ear1="Steelflash Earring",ear2="Bladeborn Earring",
		body="Assimilator's Jubbah +1",hands="Assimilator's Bazubands +1",ring1="Rajas Ring",ring2="Ramuh Ring",
		back="Cornflower Cape",waist="Metalsinger Belt",legs="Assimilator's Shalwar +1",feet="Assimilator's Charuqs +1"}

    sets.midcast['Blue Magic'].PhysicalAcc = {ammo="Jukukik Feather",
        head="Whirlpool Mask",neck="Ej Necklace",ear1="Heartseeker Earring",ear2="Steelflash Earring",
        body="Luhlaza Jubbah +1",hands="Buremte Gloves",ring1="Rajas Ring",ring2="Patricius Ring",
        back="Letalis Mantle",waist="Hurch'lan Sash",legs="Manibozho Brais",feet="Qaaxo Leggings"}

    sets.midcast['Blue Magic'].PhysicalStr = set_combine(sets.midcast['Blue Magic'].Physical,
        {body="Iuitl Vest",hands="Assimilator's Bazubands +1"})

    sets.midcast['Blue Magic'].PhysicalDex = set_combine(sets.midcast['Blue Magic'].Physical,
        {ammo="Jukukik Feather",body="Iuitl Vest",hands="Assimilator's Bazubands +1",
         waist="Chaac Belt",legs="Manibozho Brais"})

    sets.midcast['Blue Magic'].PhysicalVit = set_combine(sets.midcast['Blue Magic'].Physical,
        {body="Vanir Cotehardie",hands="Assimilator's Bazubands +1",back="Iximulew Cape"})

    sets.midcast['Blue Magic'].PhysicalAgi = set_combine(sets.midcast['Blue Magic'].Physical,
        {ammo="Mavi Tathlum",
		head="Lithelimb Cap",neck="Tjukurrpa Medal",ear1="Steelflash Earring",ear2="Bladeborn Earring",
		body="Mekosuchinae Harness",hands="Luhlaza Bazubands +1",ring1="Rajas Ring",ring2="Antica Ring",
		back="Cornflower Cape",waist="Metalsinger Belt",legs="Assimilator's Shalwar +1",feet="Luhlaza Charuqs +1"})

    sets.midcast['Blue Magic'].PhysicalInt = set_combine(sets.midcast['Blue Magic'].Physical,
        {ear1="Psystorm Earring",body="Vanir Cotehardie",hands="Assimilator's Bazubands +1",
         ring2="Icesoul Ring",back="Toro Cape",feet="Hagondes Sabots"})

    sets.midcast['Blue Magic'].PhysicalMnd = set_combine(sets.midcast['Blue Magic'].Physical,
        {ear1="Lifestorm Earring",body="Vanir Cotehardie",hands="Assimilator's Bazubands +1",
         ring2="Aquasoul Ring",back="Refraction Cape"})

    sets.midcast['Blue Magic'].PhysicalChr = set_combine(sets.midcast['Blue Magic'].Physical,
        {body="Vanir Cotehardie",hands="Assimilator's Bazubands +1",back="Refraction Cape",
         waist="Chaac Belt"})

    sets.midcast['Blue Magic'].PhysicalHP = set_combine(sets.midcast['Blue Magic'].Physical)


    -- Magical Spells --
    
	sets.midcast['Blue Magic'].Magical = {ammo="Erlene's Notebook",
		head="Hagondes Hat +1",neck="Eddy Necklace",ear1="Hecate's Earring",ear2="Friomisi Earring",
		body="Hagondes Coat +1",hands="Hagondes Cuffs +1",ring1="Shiva Ring +1",ring2="Shiva Ring +1",
		back="Cornflower Cape",waist="Yamabuki-no-obi",legs="Hagondes Pants +1",feet="Hagondes Sabots +1"}
	
    sets.midcast['Blue Magic'].Magical.Resistant = set_combine(sets.midcast['Blue Magic'].Magical,
        {body="Vanir Cotehardie",ring1="Sangoma Ring",legs="Iuitl Tights",feet="Mavi Basmak +2"})
    
    sets.midcast['Blue Magic'].MagicalMnd = set_combine(sets.midcast['Blue Magic'].Magical,
        {ring1="Aquasoul Ring"})

    sets.midcast['Blue Magic'].MagicalChr = set_combine(sets.midcast['Blue Magic'].Magical)

    sets.midcast['Blue Magic'].MagicalVit = set_combine(sets.midcast['Blue Magic'].Magical,
        {ring1="Spiral Ring"})

    sets.midcast['Blue Magic'].MagicalDex = set_combine(sets.midcast['Blue Magic'].Magical)

    sets.midcast['Blue Magic'].MagicAccuracy = {
		ammo="Mavi Tathlum",head="Assimilator's Keffiyeh +1",neck="Eddy Necklace",ear1="Lifestorm Earring",ear2="Psystorm Earring",body="Assimilator's Jubbah +1",hands="Hagondes Cuffs +1",ring1="Weatherspoon Ring",ring2="Sangoma Ring",back="Cornflower Cape",waist="Yamabuki-no-obi",legs="Mes'yohi Slacks",feet="Shneddick Boots +1"}
    
	-- Breath Spells --
    
    sets.midcast['Blue Magic'].Breath = {ammo="Mavi Tathlum",
        head="Luhlaza Keffiyeh",neck="Ej Necklace",ear1="Lifestorm Earring",ear2="Psystorm Earring",
        body="Vanir Cotehardie",hands="Assimilator's Bazubands +1",ring1="K'ayres Ring",ring2="Beeline Ring",
        back="Refraction Cape",legs="Enif Cosciales",feet="Iuitl Gaiters +1"}

    -- Other Types --
    
    sets.midcast['Blue Magic'].Stun = set_combine(sets.midcast['Blue Magic'].MagicAccuracy,
        {waist="Chaac Belt"})
        
    sets.midcast['Blue Magic']['White Wind'] = {
        head="Whirlpool Mask",neck="Lavalier +1",ear1="Bloodgem Earring",ear2="Loquacious Earring",
        body="Vanir Cotehardie",hands="Buremte Gloves",ring1="K'ayres Ring",ring2="Meridian Ring",
        back="Fravashi Mantle",waist="Hurch'lan Sash",legs="Enif Cosciales",feet="Hagondes Sabots"}

    sets.midcast['Blue Magic'].Healing = {ammo="Mavi Tathlum",
		head="Luhlaza Keffiyeh +1",neck="Phalaina Locket",ear1="Colossus's Earring",ear2="Beatific Earring",
		body="Chelona Blazer",hands="Weatherspoon Cuffs +1",ring1="Sirona's Ring",ring2="Kunaji Ring",
		back="Tempered Cape +1",waist="Chuq'aba Belt",legs="Praeco Slacks",feet="Luhlaza Charuqs +1"}
    
	sets.midcast['Blue Magic']['Sudden Lunge'] = {ammo="Honed Tathlum",
		head="Assimilator's Keffiyeh +1",neck="Iqabi Necklace",ear1="Steelflash Earring",ear2="Enchanter Earring +1",
		body="Assimilator's Jubbah +1",hands="Buremte Gloves",ring1="Sangoma Ring",ring2="Ramuh Ring",
		back="Cornflower Cape",waist="Olseni Belt",legs="M",feet="Luhlaza Charuqs +1"}
    
	sets.midcast['Blue Magic']['Cannonball'] = {ammo="Honed Tathlum",
		head="Whirlpool Mask",neck="Tjukurrpa Medal",ear1="Steelflash Earring",ear2="Bladeborn Earring",
		body="Luhlaza Jubbah +1",hands="Buremte Gloves",ring1="Sangoma Ring",ring2="Ramuh Ring",
		back="Bleating Mantle ",waist="Chuq'aba Belt",legs="Luhlaza Shalwar+1",feet="Luhlaza Charuqs +1"}
		
	sets.midcast['Blue Magic'].SkillBasedBuff = {ammo="Mavi Tathlum",
		head="Luhlaza Keffiyeh +1",neck="Eddy Necklace",ear1="Psystorm Earring",ear2="Lifestorm Earring",
		body="Assimilator's Jubbah +1",hands="Fea's Cuffs",ring1="Weatherspoon Ring",ring2="Antica Ring",
		back="Cornflower Cape",waist="Witful Belt",legs="Mavi Tayt +2",feet="Luhlaza Charuqs +1"}
		
	sets.midcast['Blue Magic']['Atra. Libations'] = {ammo="Mavi Tathlum",
		head="Pixie Hairpin +1",neck="Eddy Necklace",ear1="Psystorm Earring",ear2="Lifestorm Earring",
		body="Assimilator's Jubbah +1",hands="Fea's Cuffs",ring1="Archon Ring",ring2="Antica Ring",
		back="Cornflower Cape",waist="Witful Belt",legs="Mavi Tayt +2",feet="Luhlaza Charuqs +1"}

    sets.midcast['Blue Magic'].Buff = {}
    
	sets.midcast['Elemental Magic'] = sets.midcast['Blue Magic'].Magical
	
	sets.midcast['Enfeebling Magic'] = sets.midcast['Blue Magic'].MagicAccuracy
	
	sets.midcast['Dark Magic'] = sets.midcast['Blue Magic'].MagicAccuracy
		
    sets.midcast.Protect = {ring1="Sheltered Ring"}
    sets.midcast.Protectra = {ring1="Sheltered Ring"}
    sets.midcast.Shell = {ring1="Sheltered Ring"}
    sets.midcast.Shellra = {ring1="Sheltered Ring"}
    sets.midcast.Stoneskin = {waist="Siegel Sash",
		hands="Stone Mufflers",neck="Stone Gorget",legs="Shedir Seraweels"}

    

    -- Sets to return to when not performing an action.

    -- Gear for learning spells: +skill and AF hands.
    sets.Learning = {ammo="Mavi Tathlum",
		head="Luhlaza Keffiyeh +1",neck="Mavi Scarf",ear1="Colossus's Earring",ear2="Ethereal Earring",
		body="Assimilator's Jubbah +1",hands="Assimilator's Bazubands +1",ring1="Antica Ring",ring2="Defending Ring",
		back="Cornflower Cape",waist="Flume Belt",legs="Mavi Tayt +2",feet="Luhlaza Charuqs +1"}
        
	sets.latent_refresh = {waist="Fucho-no-obi"}

    -- Resting sets
    sets.resting = {}
    
    -- Idle sets
    sets.idle = {ammo="Ginsen",
		head="Whirlpool Mask",neck="Twilight Torque",ear1="Moonshade Earring",ear2="Ethereal Earring",
		body="Mekosuchinae Harness",hands="Serpentes Cuffs",ring1="Defending Ring",ring2="Epona's Ring",
		back="Cornflower Cape",waist="Flume Belt",legs="Crimson Cuisses",feet="Serpentes Sabots"}

    sets.idle.Town = {ammo="Ginsen",
		head="Whirlpool Mask",neck="Twilight Torque",ear1="Moonshade Earring",ear2="Ethereal Earring",
		body="Mekosuchinae Harness",hands="Serpentes Cuffs",ring1="Defending Ring",ring2="Epona's Ring",
		back="Cornflower Cape",waist="Flume Belt",legs="Crimson Cuisses",feet="Serpentes Sabots"}

    sets.idle.Learning = set_combine(sets.idle, sets.Learning)

    
    -- Defense sets
    sets.defense.PDT = {ammo="Brigantia Pebble",
		head="Lithelimb Cap",neck="Twilight Torque",ear1="Colossus's Earring",ear2="Ethereal Earring",
		body="Iuitl Vest +1",hands="Umuthi Gloves",ring1="Defending Ring",ring2="Dark Ring",back="Mollusca Mantle",
		waist="Flume Belt",legs="Iuitl Tights +1",feet="Iuitl Gaiters +1"}
	
	sets.defense.MDT = {}
	
	--sets.Kiting = {waist="Chaac Belt"}
	sets.Kiting = {back="Mecistopins Mantle"}
    --sets.Kiting = {neck="Adoulin's Refuge +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
    
    -- Normal melee group
	-- M.Accuracy = Eosuchus Club
	-- Normal = Buramenk'ah 
	-- Nuking = Bolelabunga
    sets.engaged = {ammo="Ginsen",
		head="Whirlpool Mask",neck="Asperity Necklace",ear1="Brutal Earring",ear2="Suppanomimi",
		body="Thaumas Coat",hands="Qaaxo Mitaines",ring1="Rajas Ring",ring2="Epona's Ring",
		back="Letalis Mantle",waist="Shetal Stone",legs="Qaaxo Tights",feet="Qaaxo Leggings"}

    sets.engaged.Acc = {ammo="Honed Tathlum",
        head="Whirlpool Mask",neck="Iqabi Necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring",
        body="Luhlaza Jubbah +1",hands="Qaaxo Mitaines",ring1="Rajas Ring",ring2="Epona's Ring",
        back="Letalis Mantle",waist="Hurch'lan Sash",legs="Qaaxo Tights",feet="Qaaxo Leggings"}

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.

-- Cancel Buffs Section 
function job_precast(spell, action, spellMap, eventArgs)
    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
    if spell.type:lower() == 'weaponskill' then
        if (spell.target.distance > 5 and not ranged_weaponskills:contains(spell.english)) or (spell.target.distance > 21 and ranged_weaponskills:contains(spell.english)) then
            cancel_spell()
            add_to_chat(123, '**!! '..spell.name..' Canceled. '..spell.target.name..' Is Too Far !!**')
            eventArgs.handled = true
        end
    end
    if not spell.interrupted then
        if spell.english == 'Spectral Jig' and buffactive['Sneak'] then
            send_command('cancel 71; cancel sneak')
        end
        if spell.english == 'Stoneskin' and buffactive['Stoneskin'] then
            send_command('cancel 37; cancel stoneskin')
        end
        if spell.english == 'Sneak' then
            if spell.target.type == 'SELF' and buffactive['Sneak'] then
                send_command('cancel 71; cancel sneak')
            end
        end
        if spell.english == 'Monomi: Ichi' and buffactive['Sneak'] then
            send_command('cancel 71; cancel sneak')
        end
        if (spell.english == 'Reraise' or spell.english == 'Reraise II' or spell.english == 'Reraise III') then
            send_command('cancel 113; cancel Reraise*')
        end
    end
end

-- Unbridled Learning 
function filtered_action(spell, action, spellMap, eventArgs)
    if unbridled_spells:contains(spell.english) and not buffactive['Unbridled Learning'] then
        cancel_spell()
        send_command('input /ja "Unbridled Learning" <me>;wait 1;input /ma "'..spell.english..'" '..spell.target.name)
    end
end


-- Run after the default midcast() is done.
function job_aftercast(spell)
	if not spell.interrupted then	
		if (spell.english == "Dream Flower") 
		then -- Sleep Countdown --
			send_command('wait 75;input /echo Sleep Effect: [WEARING OFF IN 30 SEC.];wait 15;input /echo Sleep Effect: [WEARING OFF IN 15 SEC.];wait 10;input /echo Sleep Effect: [WEARING OFF IN 5 SEC.]')
		end
	end
end

-- eventArgs is the same one used in job_midcast, in case information needs to be persisted.
function job_post_midcast(spell, action, spellMap, eventArgs)
    -- Add enhancement gear for Chain Affinity, etc.
    if spell.skill == 'Blue Magic' then
        for buff,active in pairs(state.Buff) do
            if active and sets.buff[buff] then
                equip(sets.buff[buff])
            end
        end
        if spellMap == 'Healing' and spell.target.type == 'SELF' and sets.self_healing then
            equip(sets.self_healing)
        end
    end

	
    -- If in learning mode, keep on gear intended to help with that, regardless of action.
    if state.OffenseMode.value == 'Learning' then
        equip(sets.Learning)
    end
end


-------------------------------------------------------------------------------------------------------------------
-- Job-specific hooks for non-casting events.
-------------------------------------------------------------------------------------------------------------------

-- 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 state.Buff[buff] ~= nil then
        state.Buff[buff] = gain
    end
buff = string.lower(buff)
	if buff == "aftermath: lv.3" then -- AM3 Timer --
		if gain then
			send_command('timers create "Aftermath: Lv.3" 180 down AM3.png;wait 120;input /echo Aftermath: Lv.3 [WEARING OFF IN 60 SEC.];wait 30;input /echo Aftermath: Lv.3 [WEARING OFF IN 30 SEC.];wait 20;input /echo Aftermath: Lv.3 [WEARING OFF IN 10 SEC.]')
		else
			send_command('timers delete "Aftermath: Lv.3"')
			add_to_chat(123,'AM3: [OFF]')
		end
	end
	if buff == "Nat. Meditation ID" then -- ATK Boost Timer --
		if gain then
			send_command('timers create "Nat. Meditation commands here with 10 sec remain /echo Nat. Meditation[10s Remaining]' )
		else
			send_command('timers delete "Nat. Meditation ID"')
			add_to_chat(123,'Nat. Meditation[OFF]')
		end
	end
end
-------------------------------------------------------------------------------------------------------------------
-- User code that supplements standard library decisions.
-------------------------------------------------------------------------------------------------------------------

-- Custom spell mapping.
-- Return custom spellMap value that can override the default spell mapping.
-- Don't return anything to allow default spell mapping to be used.
function job_get_spell_map(spell, default_spell_map)
    if spell.skill == 'Blue Magic' then
        for category,spell_list in pairs(blue_magic_maps) do
            if spell_list:contains(spell.english) then
                return category
            end
        end
    end
end

-- Modify the default idle set after it was constructed.
function customize_idle_set(idleSet)
    if player.mpp < 51 then
        set_combine(idleSet, sets.latent_refresh)
    end
    return idleSet
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()
end


-------------------------------------------------------------------------------------------------------------------
-- Utility functions specific to this job.
-------------------------------------------------------------------------------------------------------------------

function update_combat_form()
    -- Check for H2H or single-wielding
    if player.equipment.sub == "Genbu's Shield" or player.equipment.sub == 'empty' then
        state.CombatForm:reset()
    else
        state.CombatForm:set('DW')
    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 == 'DNC' then
        set_macro_page(2, 4)
    else
        set_macro_page(1, 4)
    end
end
 Cerberus.Conagh
Offline
サーバ: Cerberus
Game: FFXI
user: onagh
Posts: 3189
By Cerberus.Conagh 2014-12-17 14:35:18  
Ragnarok.Worldslost said: »
Fixed the cancel buff issue and have it with a good utsu command to drop shadows (or not if at 3) and cancel ws if out of range. Added timer for AM countdown as well as Sleep wearing off (just dream flower for now) and nat. meditation is in the works when i find buff IDs for different aattack bonuses
Code
-------------------------------------------------------------------------------------------------------------------
-- 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')
	include('Mote-Utility.lua')
end


-- Setup vars that are user-independent.  state.Buff vars initialized here will automatically be tracked.
function job_setup()
    state.Buff['Burst Affinity'] = buffactive['Burst Affinity'] or false
    state.Buff['Chain Affinity'] = buffactive['Chain Affinity'] or false
    state.Buff.Convergence = buffactive.Convergence or false
    state.Buff.Diffusion = buffactive.Diffusion or false
    state.Buff.Efflux = buffactive.Efflux or false
    
    state.Buff['Unbridled Learning'] = buffactive['Unbridled Learning'] or false


    blue_magic_maps = {}
    
    -- Mappings for gear sets to use for various blue magic spells.
    -- While Str isn't listed for each, it's generally assumed as being at least
    -- moderately signficant, even for spells with other mods.
    
    -- Physical Spells --
    
    -- Physical spells with no particular (or known) stat mods
    blue_magic_maps.Physical = S{
        'Bilgestorm'
    }

    -- Spells with heavy accuracy penalties, that need to prioritize accuracy first.
    blue_magic_maps.PhysicalAcc = S{
        'Heavy Strike',
    }

    -- Physical spells with Str stat mod
    blue_magic_maps.PhysicalStr = S{
        'Battle Dance','Bloodrake','Death Scissors','Dimensional Death',
        'Empty Thrash','Quadrastrike','Sinker Drill','Spinal Cleave',
        'Uppercut','Vertical Cleave','Sweeping Gouge'
    }
        
    -- Physical spells with Dex stat mod
    blue_magic_maps.PhysicalDex = S{
        'Amorphic Spikes','Asuran Claws','Barbed Crescent','Claw Cyclone','Disseverment',
        'Foot Kick','Frenetic Rip','Goblin Rush','Hysteric Barrage','Paralyzing Triad',
        'Seedspray','Sickle Slash','Smite of Rage','Terror Touch','Thrashing Assault',
        'Vanity Dive',
    }
        
    -- Physical spells with Vit stat mod
    blue_magic_maps.PhysicalVit = S{
        'Body Slam','Cannonball','Delta Thrust','Glutinous Dart','Grand Slam',
        'Power Attack','Quad. Continuum','Sprout Smack','Sub-zero Smash'
    }
        
    -- Physical spells with Agi stat mod
    blue_magic_maps.PhysicalAgi = S{
        'Benthic Typhoon','Feather Storm','Helldive','Hydro Shot','Jet Stream',
        'Pinecone Bomb','Spiral Spin','Sudden Lunge','Wild Oats'
    }

    -- Physical spells with Int stat mod
    blue_magic_maps.PhysicalInt = S{
        'Mandibular Bite','Queasyshroom'
    }

    -- Physical spells with Mnd stat mod
    blue_magic_maps.PhysicalMnd = S{
        'Ram Charge','Screwdriver','Tourbillion'
    }

    -- Physical spells with Chr stat mod
    blue_magic_maps.PhysicalChr = S{
        'Bludgeon'
    }

    -- Physical spells with HP stat mod
    blue_magic_maps.PhysicalHP = S{
        'Final Sting'
    }
	
	
	-- Magical Spells --

    -- Magical spells with the typical Int mod
    blue_magic_maps.Magical = S{
        'Blastbomb','Blazing Bound','Bomb Toss','Crashing Thunder','Cursed Sphere','Dark Orb','Death Ray',
        'Diffusion Ray','Droning Whirlwind','Embalming Earth','Firespit','Foul Waters',
        'Ice Break','Leafstorm','Maelstrom','Rail Cannon','Regurgitation','Rending Deluge',
        'Retinal Glare','Subduction','Tem. Upheaval','Water Bomb','Crashing Thunder','Nectarous Deluge','Molting Plumage'
    }

    -- Magical spells with a primary Mnd mod
    blue_magic_maps.MagicalMnd = S{
        'Acrid Stream','Evryone. Grudge','Magic Hammer','Mind Blast'
    }

    -- Magical spells with a primary Chr mod
    blue_magic_maps.MagicalChr = S{
        'Eyes On Me','Mysterious Light'
    }

    -- Magical spells with a Vit stat mod (on top of Int)
    blue_magic_maps.MagicalVit = S{
        'Thermal Pulse'
    }

    -- Magical spells with a Dex stat mod (on top of Int)
    blue_magic_maps.MagicalDex = S{
        'Charged Whisker','Gates of Hades'
    }
            
    -- Magical spells (generally debuffs) that we want to focus on magic accuracy over damage.
    -- Add Int for damage where available, though.
    blue_magic_maps.MagicAccuracy = S{
        '1000 Needles','Absolute Terror','Actinic Burst','Auroral Drape','Awful Eye',
        'Blank Gaze','Blistering Roar','Blood Drain','Blood Saber','Chaotic Eye',
        'Cimicine Discharge','Cold Wave','Corrosive Ooze','Demoralizing Roar','Digest',
        'Dream Flower','Enervation','Feather Tickle','Filamented Hold','Frightful Roar',
        'Geist Wall','Hecatomb Wave','Infrasonics','Jettatura','Light of Penance',
        'Lowing','Mind Blast','Mortal Ray','MP Drainkiss','Osmosis','Reaving Wind',
        'Sandspin','Sandspray','Sheep Song','Soporific','Sound Blast','Stinking Gas',
        'Sub-zero Smash','Venom Shell','Voracious Trunk','Yawn'
    }

    -- Breath-based spells
    blue_magic_maps.Breath = S{
        'Bad Breath','Flying Hip Press','Frost Breath','Heat Breath',
        'Hecatomb Wave','Magnetite Cloud','Poison Breath','Radiant Breath','Self-Destruct',
        'Thunder Breath','Vapor Spray','Wind Breath'
    }

    -- Stun spells
    blue_magic_maps.Stun = S{
        'Blitzstrahl','Frypan','Head Butt','Sudden Lunge','Tail slap','Temporal Shift',
        'Thunderbolt','Whirl of Rage'
    }
        
    -- Healing spells
    blue_magic_maps.Healing = S{
        'Healing Breeze','Magic Fruit','Plenilune Embrace','Pollen','Restoral','White Wind',
        'Wild Carrot'
    }
    
    -- Buffs that depend on blue magic skill
    blue_magic_maps.SkillBasedBuff = S{
		'Atra. Libations','Blood Drain','Blood Saber','Carcharian Verve','Diamondhide','Digest','Filamented Hold','Magic Barrier','Metallic Body','MP Drainkiss','Nat. Meditation','Occultation','Orcish Counterstance','Pyric Bulwark','Osmosis',}

    -- Other general buffs
    blue_magic_maps.Buff = S{
        'Amplification','Animating Wail','Battery Charge','Carcharian Verve','Cocoon',
        'Erratic Flutter','Exuviation','Fantod','Feather Barrier','Harden Shell',
        'Memento Mori','Nat. Meditation','Orcish Counterstance','Refueling',
        'Regeneration','Saline Coat','Triumphant Roar','Warm-Up','Winds of Promyvion',
        'Zephyr Mantle'
    }
    
    
    -- Spells that require Unbridled Learning to cast.
    unbridled_spells = S{
        'Absolute Terror','Bilgestorm','Blistering Roar','Bloodrake','Carcharian Verve','Crashing Thunder',
        'Droning Whirlwind','Gates of Hades','Harden Shell','Polar Roar','Pyric Bulwark','Thunderbolt',
        'Tourbillion','Uproot'
    }
end

-------------------------------------------------------------------------------------------------------------------
-- User setup functions for this job.  Recommend that these be overridden in a sidecar file.
-------------------------------------------------------------------------------------------------------------------

-- Setup vars that are user-dependent.  Can override this function in a sidecar file.
function user_setup()
    state.OffenseMode:options('Normal', 'Acc','Learning')
    state.WeaponskillMode:options('Normal','Acc')
    state.CastingMode:options('Normal', 'Resistant')
    state.IdleMode:options('Normal')

    gear.macc_hagondes = {name="Hagondes Cuffs", augments={'Phys. dmg. taken -3%','Mag. Acc.+29'}}

    -- Additional local binds
    send_command('bind ^` input /ja "Chain Affinity" <me>')
    send_command('bind !` input /ja "Efflux" <me>')
    send_command('bind @` input /ja "Burst Affinity" <me>')

    update_combat_form()
    select_default_macro_book()
end


-- Called when this job file is unloaded (eg: job change)
function user_unload()
    send_command('unbind ^`')
    send_command('unbind !`')
    send_command('unbind @`')
end


-- Set up gear sets.
function init_gear_sets()
    --------------------------------------
    -- Start defining the sets
    --------------------------------------

    sets.buff['Burst Affinity'] = {feet="Mavi Basmak +2"}
    sets.buff['Chain Affinity'] = {head="Mavi Kavuk +2", feet="Assimilator's Charuqs +1"}
    sets.buff.Convergence = {head="Luhlaza Keffiyeh +1"}
    sets.buff.Diffusion = {feet="Luhlaza Charuqs+1"}
    sets.buff.Enchainment = {body="Luhlaza Jubbah+1"}
    sets.buff.Efflux = {legs="Mavi Tayt +2"}

    
    -- Precast Sets
    
    -- Precast sets to enhance JAs
    sets.precast.JA['Azure Lore'] = {hands="Luhlaza Bazubands +1"}

    -- Waltz set (chr and vit)
    sets.precast.Waltz = {ammo="Sonia's Plectrum",
        head="Uk'uxkaj Cap",
        body="Vanir Cotehardie",hands="Buremte Gloves",ring1="Spiral Ring",
        back="Iximulew Cape",waist="Caudata Belt",legs="Hagondes Pants",feet="Iuitl Gaiters +1"}
        
    -- Don't need any special gear for Healing Waltz.
    sets.precast.Waltz['Healing Waltz'] = {}

    -- Fast cast sets for spells
    
    sets.precast.FC = {ammo="Impatiens",
		head="Haruspex Hat +1",neck="Orunmila's Torque",ear1="Loquacious Earring",ear2="Enchanter Earring +1",
		body="Luhlaza Jubbah +1",hands="Thaumas Gloves",ring1="Prolix Ring",ring2="Weatherspoon Ring",
		back="Swith Cape +1",waist="Witful Belt",legs="Enif Cosciales",feet="Chelona Boots +1"}
        
    sets.precast.FC['Blue Magic'] = set_combine(sets.precast.FC, {body="Mavi Mintan +2"})

    sets.precast.FC['Enhancing Magic'] = set_combine(sets.precast.FC, {waist="Siegel Sash"})
	
	sets.precast.FC['Ninjutsu'] = set_combine(sets.precast.FC, {neck="Magoraga Beads"})
	
	-- Weaponskill sets
    -- Default set for any weaponskill that isn't any more specifically defined
    sets.precast.WS = {ammo="Honed Tathlum",
		head="Sukeroku Hachimaki",neck="Asperity Necklace",ear1="Steelflash Earring",ear2="Bladeborn Earring",
		body="Luhlaza Jubbah +1",hands="Luhlaza Bazubands +1",ring1="Rajas Ring",ring2="K'ayres Ring",
		back="Vespid Mantle",waist="Hurch'lan Sash",legs="Qaaxo Tights",feet="Assimilator's Charuqs"}
    
    sets.precast.WS.acc = set_combine(sets.precast.WS, {hands="Buremte Gloves"})

    -- Specific weaponskill sets.  Uses the base set if an appropriate WSMod version isn't found.
    
	sets.precast.WS['Chant du Cygne'] = {ammo="Jukukik Feather",
		head="Uk'uxkaj Cap",neck="Aqua Gorget",ear1="Moonshade Earring",ear2="Brutal Earring",
		body="Dread Jupon",hands="Qaaxo Mitaines",ring1="Epona's Ring",ring2="Ramuh Ring",
		back="Rancorous Mantle",waist="Aqua Belt",legs="Quiahuiz Trousers",feet="Qaaxo Leggings"}
	
	sets.precast.WS['Expiacion'] = {ammo="Jukukik Feather",
		head="Whirlpool Mask",neck="Soil Gorget",ear1="Moonshade Earring",ear2="Brutal Earring",
		body="Dread Jupon",hands="Luhlaza Bazubands +1",ring1="Rajas Ring",ring2="Epona's Ring",
		back="Bleating Mantle",waist="Soil Belt",legs="Quiahuiz Trousers",feet="Luhlaza Charuqs +1"}
	
	sets.precast.WS['Requiescat'] = {ammo="Jukukik Feather",
		head="Whirlpool Mask",neck="Soil Gorget",
		ear1="Brutal Earring",ear2="Moonshade Earring",
		body="Dread Jupon",hands="Luhlaza Bazubands +1",ring1="Globidonta Ring",ring2="Rajas Ring",
		back="Bleating Mantle",waist="Soil Belt",legs="Quiahuiz Trousers",feet="Assimilator's Charuqs +1"}
   
    sets.precast.WS['Sanguine Blade'] = {ammo="Mavi Tathlum",
		head="Pixie Hairpin +1",neck="Eddy Necklace",ear1="Hecate's Earring",ear2="Friomisi Earring",
		body="Hagondes Coat +1",hands="Hagondes Cuffs +1",ring1="Shiva Ring +1",ring2="Archon Ring",
		back="Cornflower Cape",waist="Yamabuki-no-obi",legs="Hagondes Pants +1",feet="Hagondes Sabots +1"}
    
	sets.precast.WS['Flash Nova'] = {ammo="Mavi Tathlum",
		head="Hagondes Hat +1",neck="Eddy Necklace",ear1="Hecate's Earring",ear2="Friomisi Earring",
		body="Hagondes Coat +1",hands="Hagondes Cuffs +1",ring1="Shiva Ring +1",ring2="Weatherspoon Ring",
		back="Cornflower Cape",waist="Yamabuki-no-obi",legs="Hagondes Pants +1",feet="Hagondes Sabots +1"}
    
    -- Midcast Sets
    sets.midcast.FastRecast = {ammo="Impatiens",
		head="Haruspex Hat +1",neck="Orunmila's Torque",ear1="Loquacious Earring",ear2="Enchanter Earring +1",
		body="Luhlaza Jubbah +1",hands="Thaumas Gloves",ring1="Prolix Ring",ring2="Weatherspoon Ring",
		back="Swith Cape +1",waist="Witful Belt",legs="Enif Cosciales",feet="Chelona Boots +1"}
        
    sets.midcast['Blue Magic'] = {}
    
    -- Physical Spells --
    
    sets.midcast['Blue Magic'].Physical = {ammo="Floestone",
		head="Uk'uxkaj Cap",neck="Tjukurrpa Medal",ear1="Steelflash Earring",ear2="Bladeborn Earring",
		body="Assimilator's Jubbah +1",hands="Assimilator's Bazubands +1",ring1="Rajas Ring",ring2="Ramuh Ring",
		back="Cornflower Cape",waist="Metalsinger Belt",legs="Assimilator's Shalwar +1",feet="Assimilator's Charuqs +1"}

    sets.midcast['Blue Magic'].PhysicalAcc = {ammo="Jukukik Feather",
        head="Whirlpool Mask",neck="Ej Necklace",ear1="Heartseeker Earring",ear2="Steelflash Earring",
        body="Luhlaza Jubbah +1",hands="Buremte Gloves",ring1="Rajas Ring",ring2="Patricius Ring",
        back="Letalis Mantle",waist="Hurch'lan Sash",legs="Manibozho Brais",feet="Qaaxo Leggings"}

    sets.midcast['Blue Magic'].PhysicalStr = set_combine(sets.midcast['Blue Magic'].Physical,
        {body="Iuitl Vest",hands="Assimilator's Bazubands +1"})

    sets.midcast['Blue Magic'].PhysicalDex = set_combine(sets.midcast['Blue Magic'].Physical,
        {ammo="Jukukik Feather",body="Iuitl Vest",hands="Assimilator's Bazubands +1",
         waist="Chaac Belt",legs="Manibozho Brais"})

    sets.midcast['Blue Magic'].PhysicalVit = set_combine(sets.midcast['Blue Magic'].Physical,
        {body="Vanir Cotehardie",hands="Assimilator's Bazubands +1",back="Iximulew Cape"})

    sets.midcast['Blue Magic'].PhysicalAgi = set_combine(sets.midcast['Blue Magic'].Physical,
        {ammo="Mavi Tathlum",
		head="Lithelimb Cap",neck="Tjukurrpa Medal",ear1="Steelflash Earring",ear2="Bladeborn Earring",
		body="Mekosuchinae Harness",hands="Luhlaza Bazubands +1",ring1="Rajas Ring",ring2="Antica Ring",
		back="Cornflower Cape",waist="Metalsinger Belt",legs="Assimilator's Shalwar +1",feet="Luhlaza Charuqs +1"})

    sets.midcast['Blue Magic'].PhysicalInt = set_combine(sets.midcast['Blue Magic'].Physical,
        {ear1="Psystorm Earring",body="Vanir Cotehardie",hands="Assimilator's Bazubands +1",
         ring2="Icesoul Ring",back="Toro Cape",feet="Hagondes Sabots"})

    sets.midcast['Blue Magic'].PhysicalMnd = set_combine(sets.midcast['Blue Magic'].Physical,
        {ear1="Lifestorm Earring",body="Vanir Cotehardie",hands="Assimilator's Bazubands +1",
         ring2="Aquasoul Ring",back="Refraction Cape"})

    sets.midcast['Blue Magic'].PhysicalChr = set_combine(sets.midcast['Blue Magic'].Physical,
        {body="Vanir Cotehardie",hands="Assimilator's Bazubands +1",back="Refraction Cape",
         waist="Chaac Belt"})

    sets.midcast['Blue Magic'].PhysicalHP = set_combine(sets.midcast['Blue Magic'].Physical)


    -- Magical Spells --
    
	sets.midcast['Blue Magic'].Magical = {ammo="Erlene's Notebook",
		head="Hagondes Hat +1",neck="Eddy Necklace",ear1="Hecate's Earring",ear2="Friomisi Earring",
		body="Hagondes Coat +1",hands="Hagondes Cuffs +1",ring1="Shiva Ring +1",ring2="Shiva Ring +1",
		back="Cornflower Cape",waist="Yamabuki-no-obi",legs="Hagondes Pants +1",feet="Hagondes Sabots +1"}
	
    sets.midcast['Blue Magic'].Magical.Resistant = set_combine(sets.midcast['Blue Magic'].Magical,
        {body="Vanir Cotehardie",ring1="Sangoma Ring",legs="Iuitl Tights",feet="Mavi Basmak +2"})
    
    sets.midcast['Blue Magic'].MagicalMnd = set_combine(sets.midcast['Blue Magic'].Magical,
        {ring1="Aquasoul Ring"})

    sets.midcast['Blue Magic'].MagicalChr = set_combine(sets.midcast['Blue Magic'].Magical)

    sets.midcast['Blue Magic'].MagicalVit = set_combine(sets.midcast['Blue Magic'].Magical,
        {ring1="Spiral Ring"})

    sets.midcast['Blue Magic'].MagicalDex = set_combine(sets.midcast['Blue Magic'].Magical)

    sets.midcast['Blue Magic'].MagicAccuracy = {
		ammo="Mavi Tathlum",head="Assimilator's Keffiyeh +1",neck="Eddy Necklace",ear1="Lifestorm Earring",ear2="Psystorm Earring",body="Assimilator's Jubbah +1",hands="Hagondes Cuffs +1",ring1="Weatherspoon Ring",ring2="Sangoma Ring",back="Cornflower Cape",waist="Yamabuki-no-obi",legs="Mes'yohi Slacks",feet="Shneddick Boots +1"}
    
	-- Breath Spells --
    
    sets.midcast['Blue Magic'].Breath = {ammo="Mavi Tathlum",
        head="Luhlaza Keffiyeh",neck="Ej Necklace",ear1="Lifestorm Earring",ear2="Psystorm Earring",
        body="Vanir Cotehardie",hands="Assimilator's Bazubands +1",ring1="K'ayres Ring",ring2="Beeline Ring",
        back="Refraction Cape",legs="Enif Cosciales",feet="Iuitl Gaiters +1"}

    -- Other Types --
    
    sets.midcast['Blue Magic'].Stun = set_combine(sets.midcast['Blue Magic'].MagicAccuracy,
        {waist="Chaac Belt"})
        
    sets.midcast['Blue Magic']['White Wind'] = {
        head="Whirlpool Mask",neck="Lavalier +1",ear1="Bloodgem Earring",ear2="Loquacious Earring",
        body="Vanir Cotehardie",hands="Buremte Gloves",ring1="K'ayres Ring",ring2="Meridian Ring",
        back="Fravashi Mantle",waist="Hurch'lan Sash",legs="Enif Cosciales",feet="Hagondes Sabots"}

    sets.midcast['Blue Magic'].Healing = {ammo="Mavi Tathlum",
		head="Luhlaza Keffiyeh +1",neck="Phalaina Locket",ear1="Colossus's Earring",ear2="Beatific Earring",
		body="Chelona Blazer",hands="Weatherspoon Cuffs +1",ring1="Sirona's Ring",ring2="Kunaji Ring",
		back="Tempered Cape +1",waist="Chuq'aba Belt",legs="Praeco Slacks",feet="Luhlaza Charuqs +1"}
    
	sets.midcast['Blue Magic']['Sudden Lunge'] = {ammo="Honed Tathlum",
		head="Assimilator's Keffiyeh +1",neck="Iqabi Necklace",ear1="Steelflash Earring",ear2="Enchanter Earring +1",
		body="Assimilator's Jubbah +1",hands="Buremte Gloves",ring1="Sangoma Ring",ring2="Ramuh Ring",
		back="Cornflower Cape",waist="Olseni Belt",legs="M",feet="Luhlaza Charuqs +1"}
    
	sets.midcast['Blue Magic']['Cannonball'] = {ammo="Honed Tathlum",
		head="Whirlpool Mask",neck="Tjukurrpa Medal",ear1="Steelflash Earring",ear2="Bladeborn Earring",
		body="Luhlaza Jubbah +1",hands="Buremte Gloves",ring1="Sangoma Ring",ring2="Ramuh Ring",
		back="Bleating Mantle ",waist="Chuq'aba Belt",legs="Luhlaza Shalwar+1",feet="Luhlaza Charuqs +1"}
		
	sets.midcast['Blue Magic'].SkillBasedBuff = {ammo="Mavi Tathlum",
		head="Luhlaza Keffiyeh +1",neck="Eddy Necklace",ear1="Psystorm Earring",ear2="Lifestorm Earring",
		body="Assimilator's Jubbah +1",hands="Fea's Cuffs",ring1="Weatherspoon Ring",ring2="Antica Ring",
		back="Cornflower Cape",waist="Witful Belt",legs="Mavi Tayt +2",feet="Luhlaza Charuqs +1"}
		
	sets.midcast['Blue Magic']['Atra. Libations'] = {ammo="Mavi Tathlum",
		head="Pixie Hairpin +1",neck="Eddy Necklace",ear1="Psystorm Earring",ear2="Lifestorm Earring",
		body="Assimilator's Jubbah +1",hands="Fea's Cuffs",ring1="Archon Ring",ring2="Antica Ring",
		back="Cornflower Cape",waist="Witful Belt",legs="Mavi Tayt +2",feet="Luhlaza Charuqs +1"}

    sets.midcast['Blue Magic'].Buff = {}
    
	sets.midcast['Elemental Magic'] = sets.midcast['Blue Magic'].Magical
	
	sets.midcast['Enfeebling Magic'] = sets.midcast['Blue Magic'].MagicAccuracy
	
	sets.midcast['Dark Magic'] = sets.midcast['Blue Magic'].MagicAccuracy
		
    sets.midcast.Protect = {ring1="Sheltered Ring"}
    sets.midcast.Protectra = {ring1="Sheltered Ring"}
    sets.midcast.Shell = {ring1="Sheltered Ring"}
    sets.midcast.Shellra = {ring1="Sheltered Ring"}
    sets.midcast.Stoneskin = {waist="Siegel Sash",
		hands="Stone Mufflers",neck="Stone Gorget",legs="Shedir Seraweels"}

    

    -- Sets to return to when not performing an action.

    -- Gear for learning spells: +skill and AF hands.
    sets.Learning = {ammo="Mavi Tathlum",
		head="Luhlaza Keffiyeh +1",neck="Mavi Scarf",ear1="Colossus's Earring",ear2="Ethereal Earring",
		body="Assimilator's Jubbah +1",hands="Assimilator's Bazubands +1",ring1="Antica Ring",ring2="Defending Ring",
		back="Cornflower Cape",waist="Flume Belt",legs="Mavi Tayt +2",feet="Luhlaza Charuqs +1"}
        
	sets.latent_refresh = {waist="Fucho-no-obi"}

    -- Resting sets
    sets.resting = {}
    
    -- Idle sets
    sets.idle = {ammo="Ginsen",
		head="Whirlpool Mask",neck="Twilight Torque",ear1="Moonshade Earring",ear2="Ethereal Earring",
		body="Mekosuchinae Harness",hands="Serpentes Cuffs",ring1="Defending Ring",ring2="Epona's Ring",
		back="Cornflower Cape",waist="Flume Belt",legs="Crimson Cuisses",feet="Serpentes Sabots"}

    sets.idle.Town = {ammo="Ginsen",
		head="Whirlpool Mask",neck="Twilight Torque",ear1="Moonshade Earring",ear2="Ethereal Earring",
		body="Mekosuchinae Harness",hands="Serpentes Cuffs",ring1="Defending Ring",ring2="Epona's Ring",
		back="Cornflower Cape",waist="Flume Belt",legs="Crimson Cuisses",feet="Serpentes Sabots"}

    sets.idle.Learning = set_combine(sets.idle, sets.Learning)

    
    -- Defense sets
    sets.defense.PDT = {ammo="Brigantia Pebble",
		head="Lithelimb Cap",neck="Twilight Torque",ear1="Colossus's Earring",ear2="Ethereal Earring",
		body="Iuitl Vest +1",hands="Umuthi Gloves",ring1="Defending Ring",ring2="Dark Ring",back="Mollusca Mantle",
		waist="Flume Belt",legs="Iuitl Tights +1",feet="Iuitl Gaiters +1"}
	
	sets.defense.MDT = {}
	
	--sets.Kiting = {waist="Chaac Belt"}
	sets.Kiting = {back="Mecistopins Mantle"}
    --sets.Kiting = {neck="Adoulin's Refuge +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
    
    -- Normal melee group
	-- M.Accuracy = Eosuchus Club
	-- Normal = Buramenk'ah 
	-- Nuking = Bolelabunga
    sets.engaged = {ammo="Ginsen",
		head="Whirlpool Mask",neck="Asperity Necklace",ear1="Brutal Earring",ear2="Suppanomimi",
		body="Thaumas Coat",hands="Qaaxo Mitaines",ring1="Rajas Ring",ring2="Epona's Ring",
		back="Letalis Mantle",waist="Shetal Stone",legs="Qaaxo Tights",feet="Qaaxo Leggings"}

    sets.engaged.Acc = {ammo="Honed Tathlum",
        head="Whirlpool Mask",neck="Iqabi Necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring",
        body="Luhlaza Jubbah +1",hands="Qaaxo Mitaines",ring1="Rajas Ring",ring2="Epona's Ring",
        back="Letalis Mantle",waist="Hurch'lan Sash",legs="Qaaxo Tights",feet="Qaaxo Leggings"}

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.

-- Cancel Buffs Section 
function job_precast(spell, action, spellMap, eventArgs)
    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
    if spell.type:lower() == 'weaponskill' then
        if (spell.target.distance > 5 and not ranged_weaponskills:contains(spell.english)) or (spell.target.distance > 21 and ranged_weaponskills:contains(spell.english)) then
            cancel_spell()
            add_to_chat(123, '**!! '..spell.name..' Canceled. '..spell.target.name..' Is Too Far !!**')
            eventArgs.handled = true
        end
    end
    if not spell.interrupted then
        if spell.english == 'Spectral Jig' and buffactive['Sneak'] then
            send_command('cancel 71; cancel sneak')
        end
        if spell.english == 'Stoneskin' and buffactive['Stoneskin'] then
            send_command('cancel 37; cancel stoneskin')
        end
        if spell.english == 'Sneak' then
            if spell.target.type == 'SELF' and buffactive['Sneak'] then
                send_command('cancel 71; cancel sneak')
            end
        end
        if spell.english == 'Monomi: Ichi' and buffactive['Sneak'] then
            send_command('cancel 71; cancel sneak')
        end
        if (spell.english == 'Reraise' or spell.english == 'Reraise II' or spell.english == 'Reraise III') then
            send_command('cancel 113; cancel Reraise*')
        end
    end
end

-- Unbridled Learning 
function filtered_action(spell, action, spellMap, eventArgs)
    if unbridled_spells:contains(spell.english) and not buffactive['Unbridled Learning'] then
        cancel_spell()
        send_command('input /ja "Unbridled Learning" <me>;wait 1;input /ma "'..spell.english..'" '..spell.target.name)
    end
end


-- Run after the default midcast() is done.
function job_aftercast(spell)
	if not spell.interrupted then	
		if (spell.english == "Dream Flower") 
		then -- Sleep Countdown --
			send_command('wait 75;input /echo Sleep Effect: [WEARING OFF IN 30 SEC.];wait 15;input /echo Sleep Effect: [WEARING OFF IN 15 SEC.];wait 10;input /echo Sleep Effect: [WEARING OFF IN 5 SEC.]')
		end
	end
end

-- eventArgs is the same one used in job_midcast, in case information needs to be persisted.
function job_post_midcast(spell, action, spellMap, eventArgs)
    -- Add enhancement gear for Chain Affinity, etc.
    if spell.skill == 'Blue Magic' then
        for buff,active in pairs(state.Buff) do
            if active and sets.buff[buff] then
                equip(sets.buff[buff])
            end
        end
        if spellMap == 'Healing' and spell.target.type == 'SELF' and sets.self_healing then
            equip(sets.self_healing)
        end
    end

	
    -- If in learning mode, keep on gear intended to help with that, regardless of action.
    if state.OffenseMode.value == 'Learning' then
        equip(sets.Learning)
    end
end


-------------------------------------------------------------------------------------------------------------------
-- Job-specific hooks for non-casting events.
-------------------------------------------------------------------------------------------------------------------

-- 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 state.Buff[buff] ~= nil then
        state.Buff[buff] = gain
    end
buff = string.lower(buff)
	if buff == "aftermath: lv.3" then -- AM3 Timer --
		if gain then
			send_command('timers create "Aftermath: Lv.3" 180 down AM3.png;wait 120;input /echo Aftermath: Lv.3 [WEARING OFF IN 60 SEC.];wait 30;input /echo Aftermath: Lv.3 [WEARING OFF IN 30 SEC.];wait 20;input /echo Aftermath: Lv.3 [WEARING OFF IN 10 SEC.]')
		else
			send_command('timers delete "Aftermath: Lv.3"')
			add_to_chat(123,'AM3: [OFF]')
		end
	end
	if buff == "Nat. Meditation ID" then -- ATK Boost Timer --
		if gain then
			send_command('timers create "Nat. Meditation commands here with 10 sec remain /echo Nat. Meditation[10s Remaining]' )
		else
			send_command('timers delete "Nat. Meditation ID"')
			add_to_chat(123,'Nat. Meditation[OFF]')
		end
	end
end
-------------------------------------------------------------------------------------------------------------------
-- User code that supplements standard library decisions.
-------------------------------------------------------------------------------------------------------------------

-- Custom spell mapping.
-- Return custom spellMap value that can override the default spell mapping.
-- Don't return anything to allow default spell mapping to be used.
function job_get_spell_map(spell, default_spell_map)
    if spell.skill == 'Blue Magic' then
        for category,spell_list in pairs(blue_magic_maps) do
            if spell_list:contains(spell.english) then
                return category
            end
        end
    end
end

-- Modify the default idle set after it was constructed.
function customize_idle_set(idleSet)
    if player.mpp < 51 then
        set_combine(idleSet, sets.latent_refresh)
    end
    return idleSet
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()
end


-------------------------------------------------------------------------------------------------------------------
-- Utility functions specific to this job.
-------------------------------------------------------------------------------------------------------------------

function update_combat_form()
    -- Check for H2H or single-wielding
    if player.equipment.sub == "Genbu's Shield" or player.equipment.sub == 'empty' then
        state.CombatForm:reset()
    else
        state.CombatForm:set('DW')
    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 == 'DNC' then
        set_macro_page(2, 4)
    else
        set_macro_page(1, 4)
    end
end


Posted this in a PM but here it is for anyone else~

Blue spells don't have "unique" Buff ID's they're all classed as attack bonus, and stack and can have multiple effects however, thing's like Warcry etc have unique names/id's thus allowing you to create a rule just for Nature's Meditation assuming that's the only attack spell you use ~
Code
function job_buff_change(buff, gain)	
	if state.Buff[buff] ~= nil then
		state.Buff[buff] = gain
	end
	buff = string.lower(buff)
	if buff == "aftermath: lv.3" then -- AM3 Timer --
		if gain then
			send_command('timers create "Aftermath: Lv.3" 180 down AM3.png;wait 120;input /echo Aftermath: Lv.3 [WEARING OFF IN 60 SEC.];wait 30;input /echo Aftermath: Lv.3 [WEARING OFF IN 30 SEC.];wait 20;input /echo Aftermath: Lv.3 [WEARING OFF IN 10 SEC.]')
		else
		send_command('timers delete "Aftermath: Lv.3"')
		add_to_chat(123,'AM3: [OFF]')
		end
	end
	if buff == "Attack Boost" then -- ATK Boost Timer --
		if gain then
		send_command('wait80;input /echo Nat. Meditation[10s Remaining]' )
		else
		send_command('timers delete "Nat. Meditation ID"')
		add_to_chat(123,'Nat. Meditation[OFF]')
		end
	end
end


Natures Meditation creates it's own timer so you don't need one if you use Status Timers Addon.
 Cerberus.Conagh
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サーバ: Cerberus
Game: FFXI
user: onagh
Posts: 3189
By Cerberus.Conagh 2014-12-17 14:41:03  
An Alternative Method is to create a timer in Midcast ~
Code
function midcast(spell)
	if spell.name == "Nat. Meditation" then
		equip(sets.Blue.Skill)
		send_command('wait80;input /echo Nat. Meditation[10s Remaining]' )
	end
end


This would then only create this "echo" in chat but would goo off whether you gained a buff or not.
 Ragnarok.Worldslost
Offline
サーバ: Ragnarok
Game: FFXI
Posts: 82
By Ragnarok.Worldslost 2014-12-18 02:08:43  
To any taking from this LUA, id like to thank Conagh for his help and insight from us all..

NOTE: Attack Bonus is written in lower case letters in order for the command to work.