COR Gearswap Help

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フォーラム » Windower » Support » COR gearswap help
COR gearswap help
 Asura.Iamarealgirl
Offline
サーバ: Asura
Game: FFXI
user: Latravant
Posts: 79
By Asura.Iamarealgirl 2019-09-20 08:41:22  
i'm using the cor.lua file that was on kinematics github.
the problem i'm having is its not changing to the correct set when i'm dualwielding.
i want it to change to melee.dw, but its equipping engaged.acc.dw for some reason.

also i added

function update_combat_form()
if DW == true then
state.CombatForm:set('DW')
elseif DW == false then
state.CombatForm:reset()
end
end

because it wasn't changing to dw at all before i added this.

Full lua:
 Asura.Iamarealgirl
Offline
サーバ: Asura
Game: FFXI
user: Latravant
Posts: 79
By Asura.Iamarealgirl 2019-09-20 09:12:42  
ok i was wrong the code i added didnt work either.
Offline
Posts: 281
By Galkapryme 2019-09-29 23:59:53  
Here's mine. You should only need to update gear based on what you have. ALSO NOTE: If you're dual-wielding Rostams, and have augmented one for DD and one for rolls, you'll need to create three vanilla (in-game) equipsets - one with DD Rostam in main, one with both weapon slots empty, and one with rolls Rostam in main. I'll show you my code first, and try to show you my equipsets in another reply (not sure how yet, but I'll try to figure it out). I use this code with no issues at all. Some of the codes don't work only because I don't have the gear and don't care about them, but for basic and advanced COR function, this works.
Code
-------------------------------------------------------------------------------------------------------------------
-- Setup functions for this job.  Generally should not be modified.
-------------------------------------------------------------------------------------------------------------------

--[[
    gs c toggle LuzafRing -- Toggles use of Luzaf Ring on and off
    
    Offense mode is melee or ranged.  Used ranged offense mode if you are engaged
    for ranged weaponskills, but not actually meleeing.
    
    Weaponskill mode, if set to 'Normal', is handled separately for melee and ranged weaponskills.
--]]


-- 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()
    -- Whether to use Luzaf's Ring
    state.LuzafRing = M(false, "Luzaf's Ring")
    -- Whether a warning has been given for low ammo
    state.warned = M(false)
	
	    define_roll_values()
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('Ranged', 'Melee', 'Acc')
    state.RangedMode:options('Normal', 'Acc')
    state.WeaponskillMode:options('Normal', 'Acc', 'Att', 'Mod')
    state.CastingMode:options('Normal', 'Resistant')
    state.IdleMode:options('Normal', 'PDT', 'Refresh')

    gear.RAbullet = "Divine Bullet"
    gear.WSbullet = "Orichalcum Bullet"
    gear.MAbullet = "Orichalcum Bullet"
    gear.QDbullet = "Animikii Bullet"
    options.ammo_warning_limit = 15

    -- Additional local binds
    send_command('bind ^` input /ja "Double-up" <me>')
    send_command('bind !` input /ja "Bolter\'s Roll" <me>')

    select_default_macro_book()
end

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

-- Define sets and vars used by this job file.
function init_gear_sets()
    --------------------------------------
    -- Start defining the sets
    --------------------------------------
    
    -- Precast Sets

    -- Precast sets to enhance JAs
    
    sets.precast.JA['Triple Shot'] = {head="Oshosi Mask +1",body="Chasseur's Frac +1",hands="Oshosi Gloves +1",legs="Oshosi Trousers +1",
    feet="Oshosi Leggings +1"}
    sets.precast.JA['Snake Eye'] = {legs="Lanun Trews +3"}
    sets.precast.JA['Wild Card'] = {feet="Lanun Bottes +3"}
    sets.precast.JA['Random Deal'] = {body="Lanun Frac +3"}
	

    
    sets.precast.JA.CorsairRoll = {
	main={name="Rostam", bag="Wardrobe 2", priority=1},
	range="Compensator",
    head="Lanun Tricorne +3",
	hands="Chasseur's Gants +1",
	neck="Regal Necklace",
	ring1="Barataria Ring",
	ring2="Luzaf's Ring",
	
	}
    
    sets.precast.JA.CorsairRoll["Caster's Roll"] = set_combine(sets.precast.CorsairRoll, {legs="Chasseur's Culottes +1"})
    sets.precast.JA.CorsairRoll["Courser's Roll"] = set_combine(sets.precast.CorsairRoll, {feet="Chasseur's Bottes +1"})
    sets.precast.JA.CorsairRoll["Blitzer's Roll"] = set_combine(sets.precast.CorsairRoll, {head="Chasseur's Tricorne +1"})
    sets.precast.JA.CorsairRoll["Tactician's Roll"] = set_combine(sets.precast.CorsairRoll, {body="Chasseur's Frac +1"})
    sets.precast.JA.CorsairRoll["Allies' Roll"] = set_combine(sets.precast.CorsairRoll, {hands="Chasseur's Gants +1"})
    
    sets.precast.LuzafRing = {ring1="Barataria Ring",ring2="Luzaf's Ring"}
    sets.precast.FoldDoubleBust = {hands="Lanun Gants +3"}
    
    sets.precast.CorsairShot = {
    ammo=gear.QDbullet,
	head={ name="Herculean Helm", augments={'Dex+1','Mag. Acc.+20','"Mag. Atk. Bns."+20','Pet: "Mag. Atk. Bns."+19',}},
    body={ name="Lanun Frac +3", augments={'Enhances "Loaded Deck" effect',}},
    hands={ name="Carmine Fin. Ga. +1", augments={'Rng.Atk.+20','"Mag.Atk.Bns."+12','"Store TP"+6',}},
    legs="Laksa. Trews +2",
    feet={ name="Lanun Bottes +3", augments={'Enhances "Wild Card" effect',}},
    neck="Comm. Charm +2",
    left_ear="Friomisi Earring",
    right_ear="Hecate's Earring",
    left_ring="Fenrir Ring +1",
    right_ring="Dingir Ring",
    back={ name="Camulus's Mantle", augments={'AGI+20','Mag. Acc+20 /Mag. Dmg.+20','Rng.Acc.+10','"Mag.Atk.Bns."+10','Evasion+15',}}}
    

    -- Waltz set (chr and vit)
    sets.precast.Waltz = {
    head="Mummu Bonnet +2",
    body="Laksamana's Frac +3",
    hands={ name="Buremte Gloves", augments={'Phys. dmg. taken -2%','Magic dmg. taken -2%','Rng.Atk.+10',}},
    legs="Dashing Subligar",
    feet="Rawhide Boots",
    neck="Sanctity Necklace",
    waist="Chuq'aba Belt",
    left_ear="Oneiros Earring",
    right_ear="Enchntr. Earring +1",
    left_ring="Kunaji Ring",
    right_ring="Titan Ring +1",
    back={ name="Camulus's Mantle", augments={'AGI+20','Mag. Acc+20 /Mag. Dmg.+20','AGI+4','Weapon skill damage +10%',}}}
        
    -- Don't need any special gear for Healing Waltz.
    sets.precast.Waltz['Healing Waltz'] = {}

    -- Fast cast sets for spells
    
    sets.precast.FC = {head="Haruspex Hat",ear2="Loquacious Earring",hands="Thaumas Gloves",ring1="Prolix Ring"}

    sets.precast.FC.Utsusemi = set_combine(sets.precast.FC, {neck="Magoraga Beads"})


    sets.precast.RA = {
    ammo=gear.RAbullet,
    head="Chass. Tricorne +1",
    body="Laksamana's Frac +3",
    hands={ name="Carmine Fin. Ga. +1", augments={'Rng.Atk.+20','"Mag.Atk.Bns."+12','"Store TP"+6',}},
    legs={ name="Lanun Trews +3", augments={'Enhances "Snake Eye" effect',}},
    feet="Meg. Jam. +2",
    neck="Comm. Charm +2",
    waist="Ponente Sash",
    left_ear="Telos Earring",
    right_ear="Volley Earring",
    left_ring="Hajduk Ring +1",
    right_ring="Dingir Ring",
    back={ name="Camulus's Mantle", augments={'AGI+20','Mag. Acc+20 /Mag. Dmg.+20','Rng.Acc.+10','"Mag.Atk.Bns."+10','Evasion+15',}}}

    
    -- Weaponskill sets
    -- Default set for any weaponskill that isn't any more specifically defined
    sets.precast.WS = {
    ammo="Orichalc. Bullet",
    head="Pixie Hairpin +1",
    body="Lanun Frac +3",
    hands={ name="Carmine Fin. Ga. +1", augments={'Rng.Atk.+20','"Mag.Atk.Bns."+12','"Store TP"+6',}},
    legs="Laksa. Trews +2",
    feet={ name="Lanun Bottes +3", augments={'Enhances "Wild Card" effect',}},
    neck="Comm. Charm +2",
    waist="Fotia Belt",
    left_ear="Hecate's Earring",
    right_ear="Friomisi Earring",
    left_ring="Fenrir Ring +1",
    right_ring="Dingir Ring",
    back={ name="Camulus's Mantle", augments={'AGI+20','Mag. Acc+20 /Mag. Dmg.+20','AGI+4','Weapon skill damage +10%',}}}


    -- Specific weaponskill sets.  Uses the base set if an appropriate WSMod version isn't found.
    sets.precast.WS['Leaden Salute'] = sets.precast.WS

    sets.precast.WS['Exenterator'] = set_combine(sets.precast.WS['Requiescat'], {right_ring="Chirich Ring +1"})
	
	sets.precast.WS['Shining Blade'] = {
	ammo="Orichalc. Bullet",
    head="Laksa. Tricorne +3",
    body={ name="Lanun Frac +3", augments={'Enhances "Loaded Deck" effect',}},
    hands={ name="Lanun Gants +3", augments={'Enhances "Fold" effect',}},
    legs={ name="Lanun Trews +3", augments={'Enhances "Snake Eye" effect',}},
    feet={ name="Lanun Bottes +3", augments={'Enhances "Wild Card" effect',}},
    neck="Comm. Charm +2",
    waist="Fotia Belt",
    left_ear="Hecate's Earring",
    right_ear="Friomisi Earring",
    left_ring="Fenrir Ring +1",
    right_ring="Dingir Ring",
    back={ name="Camulus's Mantle", augments={'AGI+20','Mag. Acc+20 /Mag. Dmg.+20','AGI+4','Weapon skill damage +10%',}}}

    sets.precast.WS['Requiescat'] = {
    ammo="Decimating Bullet",
    head="Meghanada Visor +2",
    body="Laksa. Frac +3",
    hands="Meg. Gloves +2",
    legs="Meg. Chausses +2",
    feet="Meg. Jam. +2",
    neck="Fotia Gorget",
    waist="Fotia Belt",
    left_ear="Ishvara Earring",
    right_ear="Heartseeker Earring",
    left_ring="Chirich Ring +1",
    right_ring="Stikini Ring +1",
    back={ name="Camulus's Mantle", augments={'AGI+20','Mag. Acc+20 /Mag. Dmg.+20','AGI+4','Weapon skill damage +10%',}},
}

    sets.precast.WS['Last Stand'] = {
    ammo=gear.RAbullet,
    head={ name="Lanun Tricorne +3", augments={'Enhances "Winning Streak" effect',}},
    body="Laksa. Frac +3",
    hands="Meg. Gloves +2",
    legs={ name="Lanun Trews +3", augments={'Enhances "Snake Eye" effect',}},
    feet={ name="Lanun Bottes +3", augments={'Enhances "Wild Card" effect',}},
    neck="Fotia Gorget",
    waist="Fotia Belt",
    left_ear="Ishvara Earring",
    right_ear="Telos Earring",
    left_ring="Hajduk Ring +1",
    right_ring="Dingir Ring",
    back={ name="Camulus's Mantle", augments={'AGI+20','Rng.Acc.+20 Rng.Atk.+20','STR+10','"Store TP"+10',}}}
	
	sets.precast.WS['Savage Blade'] = {
	ammo=gear.RAbullet,
    head="Meghanada Visor +2",
    body="Laksa. Frac +3",
    hands="Meg. Gloves +2",
    legs="Meg. Chausses +2",
    feet={ name="Lanun Bottes +3", augments={'Enhances "Wild Card" effect',}},
    neck="Comm. Charm +2",
    waist="Prosililo Belt +1",
    left_ear="Ishvara Earring",
    right_ear="Telos Earring",
    left_ring="Rufescent Ring",
    right_ring="Ifrit Ring +1",
    back={ name="Camulus's Mantle", augments={'STR+20','Accuracy+20 /Attack+20','STR+5','Weapon skill damage +10%',}}}

    sets.precast.WS['Shining Blade'] = sets.precast.WS['Savage Blade']
	
	sets.precast.WS['Wildfire'] = sets.precast.WS
    
    sets.precast.WS['Leaden Salute'] = sets.precast.WS['Wildfire']
    
    
    -- Midcast Sets
    sets.midcast.FastRecast = {
        head="Whirlpool Mask",
        body="Iuitl Vest",hands="Iuitl Wristbands",
        legs="Manibozho Brais",feet="Iuitl Gaiters +1"}
        
    -- Specific spells
    sets.midcast.Utsusemi = sets.midcast.FastRecast

    sets.midcast.CorsairShot = {
    ammo=gear.QDbullet,
    head="Laksa. Tricorne +3",
    body={ name="Lanun Frac +3", augments={'Enhances "Loaded Deck" effect',}},
    hands={ name="Carmine Fin. Ga. +1", augments={'Rng.Atk.+20','"Mag.Atk.Bns."+12','"Store TP"+6',}},
    legs="Laksa. Trews +2",
    feet="Laksamana Boots +3",
    neck="Comm. Charm +2",
    waist="Kwahu Kachina Belt +1",
    left_ear="Friomisi Earring",
    right_ear="Hecate's Earring",
    left_ring="Fenrir Ring +1",
    right_ring="Dingir Ring",
    back={ name="Camulus's Mantle", augments={'AGI+20','Mag. Acc+20 /Mag. Dmg.+20','Rng.Acc.+10','"Mag.Atk.Bns."+10','Evasion+15',}}}

    sets.midcast.CorsairShot.Acc = {ammo=gear.QDbullet,
    head="Laksa. Tricorne +3",
    body="Oshosi Vest +1",
    hands="Mummu Wrists +2",
    legs={ name="Lanun Trews +3", augments={'Enhances "Snake Eye" effect',}},
    feet="Laksamana Boots +3",
    neck="Comm. Charm +2",
    waist="Kwahu Kachina Belt +1",
    left_ear="Hecate's Earring",
    right_ear="Enchntr. Earring +1",
    left_ring="Stikini Ring +1",
    right_ring="Stikini Ring +1",
    back={ name="Camulus's Mantle", augments={'STR+20','Accuracy+20 Attack+20','STR+10','"Store TP"+10','Evasion+9',}}}

    sets.midcast.CorsairShot['Light Shot'] = sets.midcast.CorsairShot.Acc

    sets.midcast.CorsairShot['Dark Shot'] = sets.midcast.CorsairShot['Light Shot']


    -- Ranged gear
    sets.midcast.RA = {ammo=gear.RAbullet,
    head="Meghanada Visor +2",
    body="Laksa. Frac +3",
    hands="Meg. Gloves +2",
    legs={ name="Lanun Trews +3", augments={'Enhances "Snake Eye" effect',}},
    feet="Meg. Jam. +2",
    neck="Iskur Gorget",
    waist="Kwahu Kachina Belt +1",
    left_ear="Telos Earring",
    right_ear="Volley Earring",
    left_ring="Hajduk Ring +1",
    right_ring="Dingir Ring",
    back={ name="Camulus's Mantle", augments={'AGI+20','Rng.Acc.+20 Rng.Atk.+20','STR+10','"Store TP"+6',}}}

    sets.midcast.RA.Acc = {ammo=gear.RAbullet,
    head="Meghanada Visor +2",
    body="Laksa. Frac +3",
    hands="Meg. Gloves +2",
    legs={ name="Lanun Trews +3", augments={'Enhances "Snake Eye" effect',}},
    feet="Meg. Jam. +2",
    neck="Iskur Gorget",
    waist="Kwahu Kachina Belt +1",
    left_ear="Telos Earring",
    right_ear="Volley Earring",
    left_ring="Hajduk Ring +1",
    right_ring="Dingir Ring",
    back={ name="Camulus's Mantle", augments={'AGI+20','Rng.Acc.+20 Rng.Atk.+20','STR+10','"Store TP"+6',}}}

    
    -- Sets to return to when not performing an action.
    
    -- Resting sets
    sets.resting = {neck="Wiglen Gorget",ring1="Sheltered Ring",ring2="Paguroidea Ring"}
    

    -- Idle sets
    sets.idle = {
    head="Oshosi Mask +1",
    body="Oshosi Vest +1",
    hands="Oshosi Gloves",
    legs="Carmine Cuisses",
    feet="Oshosi Leggings +1",
    neck="Sanctity Necklace",
    waist="Kwahu Kachina Belt +1",
    left_ear="Enchntr. Earring +1",
    right_ear="Impreg. Earring",
    left_ring="Sheltered Ring",
    right_ring="Paguroidea Ring",
    back={ name="Camulus's Mantle", augments={'AGI+20','Mag. Acc+20 /Mag. Dmg.+20','Rng.Acc.+10','"Mag.Atk.Bns."+10','Evasion+15',}}}

    sets.idle.Town = {
    head={ name="Lanun Tricorne +3", augments={'Enhances "Winning Streak" effect',}},
    body={ name="Lanun Frac +3", augments={'Enhances "Loaded Deck" effect',}},
    hands={ name="Lanun Gants +3", augments={'Enhances "Fold" effect',}},
    legs="Carmine Cuisses",
    feet={ name="Lanun Bottes +3", augments={'Enhances "Wild Card" effect',}},
    neck="Wiglen Gorget",
    waist="Kwahu Kachina Belt +1",
    left_ear="Enchntr. Earring +1",
    right_ear="Impreg. Earring",
    left_ring="Sheltered Ring",
    right_ring="Paguroidea Ring",
    back={ name="Camulus's Mantle", augments={'AGI+20','Mag. Acc+20 /Mag. Dmg.+20','Rng.Acc.+10','"Mag.Atk.Bns."+10','Evasion+15',}}}
    
    -- Defense sets
    sets.defense.PDT = {
    head={ name="Lanun Tricorne +3", augments={'Enhances "Winning Streak" effect',}},
    body={ name="Lanun Frac +3", augments={'Enhances "Loaded Deck" effect',}},
    hands={ name="Lanun Gants +3", augments={'Enhances "Fold" effect',}},
    legs={ name="Lanun Trews +3", augments={'Enhances "Snake Eye" effect',}},
    feet={ name="Lanun Bottes +3", augments={'Enhances "Wild Card" effect',}},
    neck="Sanctity Necklace",
    waist="Flume Belt +1",
    left_ear="Thureous Earring",
    right_ear="Impreg. Earring",
    left_ring="Paguroidea Ring",
    right_ring="Defending Ring",
    back={ name="Camulus's Mantle", augments={'AGI+20','Mag. Acc+20 /Mag. Dmg.+20','Rng.Acc.+10','"Mag.Atk.Bns."+10','Evasion+15',}}}

    sets.defense.MDT = {
    head="Oshosi Mask +1",
    body="Oshosi Vest +1",
    hands="Oshosi Gloves",
    legs="Oshosi Trousers",
    feet="Oshosi Leggings +1",
    neck="Sanctity Necklace",
    waist="Kwahu Kachina Belt +1",
    left_ear="Enchntr. Earring +1",
    right_ear="Impreg. Earring",
    left_ring="Paguroidea Ring",
    right_ring="Defending Ring",
    back={ name="Camulus's Mantle", augments={'AGI+20','Mag. Acc+20 /Mag. Dmg.+20','Rng.Acc.+10','"Mag.Atk.Bns."+10','Evasion+15',}}}
    

    sets.Kiting = {feet="Skadi's Jambeaux +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
    sets.engaged.Melee = {
	main={name="Rostam", bag="Wardrobe", priority=1},
	head={ name="Adhemar Bonnet +1", augments={'STR+12','DEX+12','Attack+20',}},
    body={ name="Adhemar Jacket +1", augments={'DEX+12','AGI+12','Accuracy+20',}},
    hands={ name="Adhemar Wrist. +1", augments={'DEX+12','AGI+12','Accuracy+20',}},
    legs="Meg. Chausses +2",
    feet="Meg. Jam. +2",
    neck="Sanctity Necklace",
    waist="Chiner's Belt +1",
    left_ear="Telos Earring",
    right_ear="Cessance Earring",
    left_ring="Chirich Ring +1",
    right_ring="Chirich Ring +1",
    back={ name="Camulus's Mantle", augments={'STR+20','Accuracy+20 Attack+20','STR+10','"Store TP"+10','Evasion+12',}}}
    
    sets.engaged.Acc = {
	main={name="Rostam", bag="Wardrobe", priority=1},
	ammo=gear.RAbullet,
    head={ name="Adhemar Bonnet +1", augments={'STR+12','DEX+12','Attack+20',}},
    body={ name="Adhemar Jacket +1", augments={'DEX+12','AGI+12','Accuracy+20',}},
    hands={ name="Adhemar Wrist. +1", augments={'DEX+12','AGI+12','Accuracy+20',}},
    legs="Meg. Chausses +2",
    feet="Meg. Jam. +2",
    neck="Sanctity Necklace",
    waist="Chiner's Belt +1",
    left_ear="Telos Earring",
    right_ear="Heartseeker Earring",
    left_ring="Chirich Ring +1",
    right_ring="Chirich Ring +1",
    back={ name="Camulus's Mantle", augments={'STR+20','Accuracy+20 Attack+20','STR+10','"Store TP"+10','Evasion+12',}}}

    sets.engaged.Melee.DW = {
	main={name="Rostam", bag="Wardrobe", priority=1},
	range={ name="Deathlocke", augments={'Magic damage+30','"Mag.Atk.Bns."+10','AGI+10',}},
    sub={name="Rostam", bag="Wardrobe 2", priority=2},
    ammo=gear.RAbullet,
    head={ name="Adhemar Bonnet +1", augments={'STR+12','DEX+12','Attack+20',}},
    body={ name="Adhemar Jacket +1", augments={'DEX+12','AGI+12','Accuracy+20',}},
    hands={ name="Adhemar Wrist. +1", augments={'DEX+12','AGI+12','Accuracy+20',}},
    legs="Meg. Chausses +2",
    feet="Meg. Jam. +2",
    neck="Sanctity Necklace",
    waist="Chiner's Belt +1",
    left_ear="Telos Earring",
    right_ear="Cessance Earring",
    left_ring="Chirich Ring +1",
    right_ring="Chirich Ring +1",
    back={ name="Camulus's Mantle", augments={'STR+20','Accuracy+20 Attack+20','STR+10','"Store TP"+10','Evasion+12',}}}
    
    sets.engaged.Acc.DW = {
	main={name="Rostam", bag="Wardrobe", priority=1},
	range={ name="Deathlocke", augments={'Magic damage+30','"Mag.Atk.Bns."+10','AGI+10',}},
    sub={name="Rostam", bag="Wardrobe 2", priority=2},
    ammo=gear.RAbullet,
    head={ name="Adhemar Bonnet +1", augments={'STR+12','DEX+12','Attack+20',}},
    body={ name="Adhemar Jacket +1", augments={'DEX+12','AGI+12','Accuracy+20',}},
    hands={ name="Adhemar Wrist. +1", augments={'DEX+12','AGI+12','Accuracy+20',}},
    legs="Meg. Chausses +2",
    feet="Meg. Jam. +2",
    neck="Sanctity Necklace",
    waist="Chiner's Belt +1",
    left_ear="Telos Earring",
    right_ear="Heartseeker Earring",
    left_ring="Chirich Ring +1",
    right_ring="Chirich Ring +1",
    back={ name="Camulus's Mantle", augments={'STR+20','Accuracy+20 Attack+20','STR+10','"Store TP"+10','Evasion+12',}}}


    sets.engaged.Ranged = {
	main={name="Rostam", bag="Wardrobe", priority=1},
	ammo=gear.RAbullet,
    head={ name="Adhemar Bonnet +1", augments={'STR+12','DEX+12','Attack+20',}},
    body={ name="Adhemar Jacket +1", augments={'DEX+12','AGI+12','Accuracy+20',}},
    hands={ name="Adhemar Wrist. +1", augments={'DEX+12','AGI+12','Accuracy+20',}},
    legs="Meg. Chausses +2",
    feet="Meg. Jam. +2",
    neck="Sanctity Necklace",
    waist="Kwahu Kachina Belt +1",
    left_ear="Dudgeon Earring",
    right_ear="Heartseeker Earring",
    left_ring="Chirich Ring +1",
    right_ring="Chirich Ring +1",
    back={ name="Camulus's Mantle", augments={'STR+10','Rng. Acc.+20 Rng. Atk.+20','AGI+20','"Store TP"+10',}}}
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 job_precast(spell, action, spellMap, eventArgs)
    -- Check that proper ammo is available if we're using ranged attacks or similar.
    if spell.action_type == 'Ranged Attack' or spell.type == 'WeaponSkill' or spell.type == 'CorsairShot' then
        do_bullet_checks(spell, spellMap, eventArgs)
    end

    -- gear sets
    if (spell.type == 'CorsairRoll' or spell.english == "Double-Up") and state.LuzafRing.value then
        equip(sets.precast.LuzafRing)
    elseif spell.type == 'CorsairShot' and state.CastingMode.value == 'Resistant' then
        classes.CustomClass = 'Acc'
    elseif spell.english == 'Fold' and buffactive['Bust'] == 2 then
        if sets.precast.FoldDoubleBust then
            equip(sets.precast.FoldDoubleBust)
            eventArgs.handled = true
        end
    end
end


-- Set eventArgs.handled to true if we don't want any automatic gear equipping to be done.
function job_aftercast(spell, action, spellMap, eventArgs)
    if spell.type == 'CorsairRoll' and not spell.interrupted then
        display_roll_info(spell)
    end
end

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

-- Return a customized weaponskill mode to use for weaponskill sets.
-- Don't return anything if you're not overriding the default value.

function get_custom_wsmode(spell, spellMap, default_wsmode)
    if buffactive['Transcendancy'] then
        return 'Brew'
    end
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)
    if newStatus == 'Engaged' and player.equipment.main == 'Chatoyant Staff' then
        state.OffenseMode:set('Ranged')
    end
end


-- Set eventArgs.handled to true if we don't want the automatic display to be run.
function display_current_job_state(eventArgs)
    local msg = ''
    
    msg = msg .. 'Off.: '..state.OffenseMode.current
    msg = msg .. ', Rng.: '..state.RangedMode.current
    msg = msg .. ', WS.: '..state.WeaponskillMode.current
    msg = msg .. ', QD.: '..state.CastingMode.current

    if state.DefenseMode.value ~= 'None' then
        local defMode = state[state.DefenseMode.value ..'DefenseMode'].current
        msg = msg .. ', Defense: '..state.DefenseMode.value..' '..defMode
    end
    
    if state.Kiting.value then
        msg = msg .. ', Kiting'
    end
    
    if state.PCTargetMode.value ~= 'default' then
        msg = msg .. ', Target PC: '..state.PCTargetMode.value
    end

    if state.SelectNPCTargets.value then
        msg = msg .. ', Target NPCs'
    end

    msg = msg .. ', Roll Size: ' .. ((state.LuzafRing.value and 'Large') or 'Small')
    
    add_to_chat(122, msg)

    eventArgs.handled = true
end


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

function define_roll_values()
    rolls = {
        ["Corsair's Roll"]   = {lucky=5, unlucky=9, bonus="Experience Points"},
        ["Ninja Roll"]       = {lucky=4, unlucky=8, bonus="Evasion"},
        ["Hunter's Roll"]    = {lucky=4, unlucky=8, bonus="Accuracy"},
        ["Chaos Roll"]       = {lucky=4, unlucky=8, bonus="Attack"},
        ["Magus's Roll"]     = {lucky=2, unlucky=6, bonus="Magic Defense"},
        ["Healer's Roll"]    = {lucky=3, unlucky=7, bonus="Cure Potency Received"},
        ["Puppet Roll"]      = {lucky=4, unlucky=8, bonus="Pet Magic Accuracy/Attack"},
        ["Choral Roll"]      = {lucky=2, unlucky=6, bonus="Spell Interruption Rate"},
        ["Monk's Roll"]      = {lucky=3, unlucky=7, bonus="Subtle Blow"},
        ["Beast Roll"]       = {lucky=4, unlucky=8, bonus="Pet Attack"},
        ["Samurai Roll"]     = {lucky=2, unlucky=6, bonus="Store TP"},
        ["Evoker's Roll"]    = {lucky=5, unlucky=9, bonus="Refresh"},
        ["Rogue's Roll"]     = {lucky=5, unlucky=9, bonus="Critical Hit Rate"},
        ["Warlock's Roll"]   = {lucky=4, unlucky=8, bonus="Magic Accuracy"},
        ["Fighter's Roll"]   = {lucky=5, unlucky=9, bonus="Double Attack Rate"},
        ["Drachen Roll"]     = {lucky=3, unlucky=7, bonus="Pet Accuracy"},
        ["Gallant's Roll"]   = {lucky=3, unlucky=7, bonus="Defense"},
        ["Wizard's Roll"]    = {lucky=5, unlucky=9, bonus="Magic Attack"},
        ["Dancer's Roll"]    = {lucky=3, unlucky=7, bonus="Regen"},
        ["Scholar's Roll"]   = {lucky=2, unlucky=6, bonus="Conserve MP"},
        ["Bolter's Roll"]    = {lucky=3, unlucky=9, bonus="Movement Speed"},
        ["Caster's Roll"]    = {lucky=2, unlucky=7, bonus="Fast Cast"},
        ["Courser's Roll"]   = {lucky=3, unlucky=9, bonus="Snapshot"},
        ["Blitzer's Roll"]   = {lucky=4, unlucky=9, bonus="Attack Delay"},
        ["Tactician's Roll"] = {lucky=5, unlucky=8, bonus="Regain"},
        ["Allies's Roll"]    = {lucky=3, unlucky=10, bonus="Skillchain Damage"},
        ["Miser's Roll"]     = {lucky=5, unlucky=7, bonus="Save TP"},
        ["Companion's Roll"] = {lucky=2, unlucky=10, bonus="Pet Regain and Regen"},
        ["Avenger's Roll"]   = {lucky=4, unlucky=8, bonus="Counter Rate"},
    }
end

function idle_town_values ()
	sets.idle.Town = S{
    "Ru'Lude Gardens",
    "Upper Jeuno",
    "Lower Jeuno",
    "Port Jeuno",
    "Port Windurst",
    "Windurst Waters",
    "Windurst Woods",
    "Windurst Walls",
    "Heavens Tower",
    "Port San d'Oria",
    "Northern San d'Oria",
    "Southern San d'Oria",
    "Port Bastok",
    "Bastok Markets",
    "Bastok Mines",
    "Metalworks",
    "Aht Urhgan Whitegate",
	"Al Zahbi",
	"South Sandoria [S]",
	"Bastok Markets [S]",
	"Windurst Waters [S]",
    "Tavnazian Safehold",
    "Nashmau",
    "Selbina",
    "Mhaura",
	"Rabao",
    "Norg",
    "Eastern Adoulin",
    "Western Adoulin",
    "Kazham"
	}
end

function display_roll_info(spell)
    rollinfo = rolls[spell.english]
    local rollsize = (state.LuzafRing.value and 'Large') or 'Small'

    if rollinfo then
        add_to_chat(104, spell.english..' provides a bonus to '..rollinfo.bonus..'.  Roll size: '..rollsize)
        add_to_chat(104, 'Lucky roll is '..tostring(rollinfo.lucky)..', Unlucky roll is '..tostring(rollinfo.unlucky)..'.')
    end
end


-- Determine whether we have sufficient ammo for the action being attempted.
function do_bullet_checks(spell, spellMap, eventArgs)
    local bullet_name
    local bullet_min_count = 1
    
    if spell.type == 'WeaponSkill' then
        if spell.skill == "Marksmanship" then
            if spell.element == 'None' then
                -- physical weaponskills
                bullet_name = gear.WSbullet
            else
                -- magical weaponskills
                bullet_name = gear.MAbullet
            end
        else
            -- Ignore non-ranged weaponskills
            return
        end
    elseif spell.type == 'CorsairShot' then
        bullet_name = gear.QDbullet
    elseif spell.action_type == 'Ranged Attack' then
        bullet_name = gear.RAbullet
        if buffactive['Triple Shot'] then
            bullet_min_count = 3
        end
    end
	
	if spell.action_type == 'Ranged Attack' and buffactive['Triple Shot'] 
	then sets.precast.JA['Triple Shot'] = sets.midcast.RA
	end
    
    local available_bullets = player.inventory[bullet_name] or player.wardrobe[bullet_name]
    
    -- If no ammo is available, give appropriate warning and end.
    if not available_bullets then
        if spell.type == 'CorsairShot' and player.equipment.ammo ~= 'empty' then
            add_to_chat(104, 'No Quick Draw ammo left.  Using what\'s currently equipped ('..player.equipment.ammo..').')
            return
        elseif spell.type == 'WeaponSkill' and player.equipment.ammo == gear.RAbullet then
            add_to_chat(104, 'No weaponskill ammo left.  Using what\'s currently equipped (standard ranged bullets: '..player.equipment.ammo..').')
            return
        else
            add_to_chat(104, 'No ammo ('..tostring(bullet_name)..') available for that action.')
            eventArgs.cancel = true
            return
        end
    end
    
    -- Don't allow shooting or weaponskilling with ammo reserved for quick draw.
    if spell.type ~= 'CorsairShot' and bullet_name == gear.QDbullet and available_bullets.count <= bullet_min_count then
        add_to_chat(104, 'No ammo will be left for Quick Draw.  Cancelling.')
        eventArgs.cancel = true
        return
    end
    
    -- Low ammo warning.
    if spell.type ~= 'CorsairShot' and state.warned.value == false
        and available_bullets.count > 1 and available_bullets.count <= options.ammo_warning_limit then
        local msg = '*****  LOW AMMO WARNING: '..bullet_name..' *****'
        --local border = string.repeat("*", #msg)
        local border = ""
        for i = 1, #msg do
            border = border .. "*"
        end
        
        add_to_chat(104, border)
        add_to_chat(104, msg)
        add_to_chat(104, border)

        state.warned:set()
    elseif available_bullets.count > options.ammo_warning_limit and state.warned then
        state.warned:reset()
    end
end

-- Select default macro book on initial load or subjob change.
function select_default_macro_book()
    set_macro_page(10, 17)
end