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A cry for help: A BLU LUA STORY
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
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
サーバ: Cerberus
Game: FFXI
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
サーバ: Cerberus
Game: FFXI
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.
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.
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
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