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-- Setup functions for this job. Generally should not be modified.
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-- 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()
-- List of pet weaponskills to check for
petWeaponskills = S{"Slapstick", "Knockout", "Magic Mortar",
"Chimera Ripper", "String Clipper", "Cannibal Blade", "Bone Crusher", "String Shredder",
"Arcuballista", "Daze", "Armor Piercer", "Armor Shatterer"}
-- Map automaton heads to combat roles
petModes = {
['Harlequin Head'] = 'Melee',
['Sharpshot Head'] = 'Ranged',
['Valoredge Head'] = 'Tank',
['Stormwaker Head'] = 'Magic',
['Soulsoother Head'] = 'Heal',
['Spiritreaver Head'] = 'Nuke'
}
-- Subset of modes that use magic
magicPetModes = S{'Nuke','Heal','Magic'}
-- Var to track the current pet mode.
state.PetMode = M{['description']='Pet Mode', 'None', 'Melee', 'Ranged', 'Tank', 'Magic', 'Heal', 'Nuke'}
end
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-- User setup functions for this job. Recommend that these be overridden in a sidecar file.
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-- Setup vars that are user-dependent. Can override this function in a sidecar file.
function user_setup()
state.OffenseMode
ptions('Normal', 'Acc', 'Fodder')
state.HybridMode
ptions('Normal', 'DT')
state.WeaponskillMode
ptions('Normal', 'Acc', 'Fodder')
state.PhysicalDefenseMode
ptions('PDT', 'Evasion')
-- Default maneuvers 1, 2, 3 and 4 for each pet mode.
defaultManeuvers = {
['Melee'] = {'Fire Maneuver', 'Thunder Maneuver', 'Wind Maneuver', 'Light Maneuver'},
['Ranged'] = {'Wind Maneuver', 'Fire Maneuver', 'Thunder Maneuver', 'Light Maneuver'},
['Tank'] = {'Earth Maneuver', 'Dark Maneuver', 'Light Maneuver', 'Wind Maneuver'},
['Magic'] = {'Ice Maneuver', 'Light Maneuver', 'Dark Maneuver', 'Earth Maneuver'},
['Heal'] = {'Light Maneuver', 'Dark Maneuver', 'Water Maneuver', 'Earth Maneuver'},
['Nuke'] = {'Ice Maneuver', 'Dark Maneuver', 'Light Maneuver', 'Earth Maneuver'}
}
update_pet_mode()
select_default_macro_book()
end
-- Define sets used by this job file.
function init_gear_sets()
-- Precast Sets
-- Fast cast sets for spells
sets.precast.FC = {head="Haruspex Hat",ear2="Loquacious Earring",hands="Thaumas Gloves"}
sets.precast.FC.Utsusemi = set_combine(sets.precast.FC, {neck="Magoraga Beads"})
-- Precast sets to enhance JAs
sets.precast.JA['Tactical Switch'] = {feet="Karagoz Scarpe"}
sets.precast.JA['Repair'] = {feet="Foire Babouches +1",ear1="Guignol earring"}
sets.precast.JA.Maneuver = {neck="Buffoon's Collar",body="Karagoz Farsetto",hands="Foire Dastanas +1",back="Dispersal Mantle"}
-- Waltz set (chr and vit)
sets.precast.Waltz = {
head="Whirlpool Mask",ear1="Roundel Earring",
body="Otronif Harness +1",hands="Otronif Gloves",ring1="valseur's Ring",ring2="asklepian ring",
back="Iximulew Cape",legs="Nahtirah Trousers",feet="Thurandaut Boots +1"}
-- Don't need any special gear for Healing Waltz.
sets.precast.Waltz['Healing Waltz'] = {}
-- Weaponskill sets
-- Default set for any weaponskill that isn't any more specifically defined
sets.precast.WS = {
head="Uk'uzkaj cap",neck="Rancor Collar",ear1="Bladeborn Earring",ear2="Steelflash Earring",
body="Pitre Tobe +1",hands="Foire Dastans +1",ring1="Rajas Ring",ring2="Thurandaut ring",
back="Buquwik Cape",waist="Thunder Belt",legs="Pitre Churidars +1",feet="Foire babouches +1"}
-- Specific weaponskill sets. Uses the base set if an appropriate WSMod version isn't found.
sets.precast.WS['Stringing Pummel'] = set_combine(sets.precast.WS, {neck="Rancor Collar",ear1="Bladeborn Earring",ear2="Steelflash Earring",
ring1="Spiral Ring",waist="Soil Belt"})
sets.precast.WS['Stringing Pummel'].Mod = set_combine(sets.precast.WS['Stringing Pummel'], {legs="Nahtirah Trousers"})
sets.precast.WS['Victory Smite'] = set_combine(sets.precast.WS, {neck="Rancor Collar",ear1="Bladeborn Earring",ear2="Steelflash Earring",
waist="Thunder Belt"})
sets.precast.WS['Shijin Spiral'] = set_combine(sets.precast.WS, {neck="Light Gorget",waist="Light Belt"})
-- Midcast Sets
sets.midcast.FastRecast = {
head="Haruspex Hat",ear2="Loquacious Earring",
body="Otronif Harness +1",hands="Regimen Mittens",
legs="Manibozho Brais",feet="Otronif Boots +1"}
-- Midcast sets for pet actions
sets.midcast.Pet.Cure = {legs="Foire Churidars"}
sets.midcast.Pet['Elemental Magic'] = {feet="Pitre Babouches",back="Refraction cape"}
sets.midcast.Pet.WeaponSkill = {head="Karagoz capello", hands="Cirque Guanti +2", legs="Karagoz Pantaloni +2"}
-- Sets to return to when not performing an action.
-- Resting sets
sets.resting = {range="Divinator",
head="Pitre Taj +1",neck="Faith Torque",ear1="Bladeborn Earring",ear2="Steelflash Earring",
body="Pitre Tobe +1",hands="Foire dastanas +1",ring1="Rajas Ring",ring2="Thurandaut ring",
back="Contriver's Cape",waist="Hurch'lan Sash",legs="Pitre Churidars +1",feet="Foire babouches +1"}
-- Idle sets
sets.idle = {range="Divinator",
head="Pitre Taj +1",neck="Faith Torque",ear1="Bladeborn Earring",ear2="Steelflash Earring",
body="Pitre Tobe +1",hands="Foire dastanas +1",ring1="Rajas Ring",ring2="Thurandaut ring",
back="Contriver's Cape",waist="Hurch'lan Sash",legs="Pitre Churidars +1",feet="Foire babouches +1"}
sets.idle.Town = set_combine(sets.idle, {main="Tinhaspa"})
-- Set for idle while pet is out (eg: pet regen gear)
sets.idle.Pet = sets.idle
-- Idle sets to wear while pet is engaged
sets.idle.Pet.Engaged = {
head="Foire Taj",neck="Wiglen Gorget",ear1="Bladeborn Earring",ear2="Cirque Earring",
body="Foire Tobe",hands="Regimen Mittens",ring1="Sheltered Ring",ring2="Paguroidea Ring",
back="Dispersal Mantle",waist="Hurch'lan Sash",legs="Foire Churidars",feet="Foire Babouches"}
sets.idle.Pet.Engaged.Ranged = set_combine(sets.idle.Pet.Engaged, {hands="Cirque Guanti +2",legs="Karagoz Pantaloni"})
sets.idle.Pet.Engaged.Nuke = set_combine(sets.idle.Pet.Engaged, {legs="Karagoz Pantaloni",feet="Karagoz Scarpe"})
sets.idle.Pet.Engaged.Magic = set_combine(sets.idle.Pet.Engaged, {legs="Karagoz Pantaloni",feet="Karagoz Scarpe"})
-- Defense sets
sets.defense.Evasion = {
head="Whirlpool Mask",neck="Twilight Torque",
body="Otronif Harness +1",hands="Otronif Gloves",ring1="Defending Ring",ring2="Beeline Ring",
back="Ik Cape",waist="Hurch'lan Sash",legs="Nahtirah Trousers",feet="Otronif Boots +1"}
sets.defense.PDT = {
head="Whirlpool Mask",neck="Twilight Torque",
body="Otronif Harness +1",hands="Otronif Gloves",ring1="Defending Ring",ring2=gear.DarkRing.physical,
back="Shadow Mantle",waist="Hurch'lan Sash",legs="Nahtirah Trousers",feet="Otronif Boots +1"}
sets.defense.MDT = {
head="Whirlpool Mask",neck="Twilight Torque",
body="Otronif Harness +1",hands="Otronif Gloves",ring1="Defending Ring",ring2="Shadow Ring",
back="Tuilha Cape",waist="Hurch'lan Sash",legs="Nahtirah Trousers",feet="Otronif Boots +1"}
sets.Kiting = {feet="Hermes' Sandals"}
-- 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 = {
head="Qaaxo Mask",neck="Asperity Necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring",
body="Qaaxo Harness",hands="Otronif Gloves +1",ring1="Rajas Ring",ring2="Epona's Ring",
back="Dispersal Mantle",waist="Hurch'lan Sash",legs="Otronif Brais +1",feet="Otronif Boots +1"}
sets.engaged.Acc = {
head="Whirlpool Mask",neck="Ej Necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring",
body="Qaaxo Harness",hands="Otronif Gloves",ring1="Rajas Ring",ring2="Epona's Ring",
back="Dispersal Mantle",waist="Hurch'lan Sash",legs="Manibozho Brais",feet="Otronif Boots +1"}
sets.engaged.DT = {
head="Whirlpool Mask",neck="Twilight Torque",ear1="Bladeborn Earring",ear2="Steelflash Earring",
body="Otronif Harness +1",hands="Regimen Mittens",ring1="Defending Ring",ring2="Epona's Ring",
back="Iximulew Cape",waist="Windbuffet Belt",legs="Manibozho Brais",feet="Otronif Boots +1"}
sets.engaged.Acc.DT = {
head="Whirlpool Mask",neck="Twilight Torque",ear1="Bladeborn Earring",ear2="Steelflash Earring",
body="Otronif Harness +1",hands="Regimen Mittens",ring1="Defending Ring",ring2="Beeline Ring",
back="Iximulew Cape",waist="Hurch'lan Sash",legs="Manibozho Brais",feet="Otronif Boots +1"}
end
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-- Job-specific hooks for standard casting events.
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-- Called when pet is about to perform an action
function job_pet_midcast(spell, action, spellMap, eventArgs)
if petWeaponskills:contains(spell.english) then
classes.CustomClass = "Weaponskill"
end
end
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-- Job-specific hooks for non-casting events.
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-- 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 buff == 'Wind Maneuver' then
handle_equipping_gear(player.status)
end
end
-- Called when a player gains or loses a pet.
-- pet == pet gained or lost
-- gain == true if the pet was gained, false if it was lost.
function job_pet_change(pet, gain)
update_pet_mode()
end
-- Called when the pet's status changes.
function job_pet_status_change(newStatus, oldStatus)
if newStatus == 'Engaged' then
display_pet_status()
end
end
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-- User code that supplements standard library decisions.
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-- 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_pet_mode()
end
-- Set eventArgs.handled to true if we don't want the automatic display to be run.
function display_current_job_state(eventArgs)
display_pet_status()
end
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-- User self-commands.
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-- Called for custom player commands.
function job_self_command(cmdParams, eventArgs)
if cmdParams[1] == 'maneuver' then
if pet.isvalid then
local man = defaultManeuvers[state.PetMode.value]
if man and tonumber(cmdParams[2]) then
man = man[tonumber(cmdParams[2])]
end
if man then
send_command('input /pet "'..man..'" <me>')
end
else
add_to_chat(123,'No valid pet.')
end
end
end
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-- Utility functions specific to this job.
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-- Get the pet mode value based on the equipped head of the automaton.
-- Returns nil if pet is not valid.
function get_pet_mode()
if pet.isvalid then
return petModes[pet.head] or 'None'
else
return 'None'
end
end
-- Update state.PetMode, as well as functions that use it for set determination.
function update_pet_mode()
state.PetMode:set(get_pet_mode())
update_custom_groups()
end
-- Update custom groups based on the current pet.
function update_custom_groups()
classes.CustomIdleGroups:clear()
if pet.isvalid then
classes.CustomIdleGroups:append(state.PetMode.valu e)
end
end
-- Display current pet status.
function display_pet_status()
if pet.isvalid then
local petInfoString = pet.name..' ['..pet.head..']: '..tostring(pet.status)..' TP='..tostring(pet.tp)..' HP%='..tostring(pet.hpp)
if magicPetModes:contains(state.PetMode.value) then
petInfoString = petInfoString..' MP%='..tostring(pet.mpp)
end
add_to_chat(122,petInfoString)
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, 9)
elseif player.sub_job == 'NIN' then
set_macro_page(3, 9)
elseif player.sub_job == 'THF' then
set_macro_page(4, 9)
else
set_macro_page(1, 9)
end
end