-------------------------------------------------------------------------------------------------------------------
-- Initialization function that defines sets and variables to be used.
-------------------------------------------------------------------------------------------------------------------
-- IMPORTANT: Make sure to also get the Mote-Include.lua file (and its supplementary files) to go with this.
--[[
Custom commands:
Shorthand versions for each strategem type that uses the version appropriate for
the current Arts.
Light Arts Dark Arts
gs c scholar cost Penury Parsimony
gs c scholar speed Celerity Alacrity
gs c scholar aoe Accession Manifestation
gs c scholar power Rapture Ebullience
gs c scholar duration Perpetuance
gs c scholar accuracy Altruism Focalization
gs c scholar enmity Tranquility Equanimity
gs c scholar skillchain Immanence
gs c scholar addendum Addendum: White Addendum: Black
--]]
-- Initialization function for this job file.
function get_sets()
-- Load and initialize the include file.
include('Mote-Include.lua')
end
-- Setup vars that are user-independent.
function job_setup()
state.Buff.Sublimation = buffactive['Sublimation: Activated'] or false
addendumNukes = S{"Stone IV", "Water IV", "Aero IV", "Fire IV", "Blizzard IV", "Thunder IV",
"Stone V", "Water V", "Aero V", "Fire V", "Blizzard V", "Thunder V"}
update_active_strategems()
end
-- Setup vars that are user-dependent. Can override this function in a sidecar file.
function user_setup()
-- Options: Override default values
options.CastingModes = {'Normal', 'Resistant'}
options.OffenseModes = {'None', 'Normal'}
options.DefenseModes = {'Normal'}
options.WeaponskillModes = {'Normal'}
options.IdleModes = {'Normal', 'PDT', 'Stun'}
options.RestingModes = {'Normal'}
options.PhysicalDefenseModes = {'PDT'}
options.MagicalDefenseModes = {'MDT'}
state.OffenseMode = 'None'
state.Defense.PhysicalMode = 'PDT'
-- Select default macro book on initial load or subjob change.
set_macro_page(1, 1)
end
-- Called when this job file is unloaded (eg: job change)
function file_unload()
if binds_on_unload then
binds_on_unload()
end
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['Tabula Rasa'] = {legs="Pedagogy Pants"}
-- Fast cast sets for spells
sets.precast.FC = {ammo="",
head="Nahtirah Hat",ear2="Loquacious Earring",
body="Vanir Cotehardie",hands="Gendewitha Gages",ring1="Prolix Ring",
back="Swith Cape",waist="",legs="Orvail Pants +1",feet="Academic's Loafers +1"}
sets.precast.FC['Enhancing Magic'] = set_combine(sets.precast.FC, {waist="Siegel Sash"})
sets.precast.FC['Elemental Magic'] = set_combine(sets.precast.FC, {neck="Stoicheion Medal"})
sets.precast.FC.Cure = set_combine(sets.precast.FC, {body="Heka's Kalasiris",back="Pahtli Cape"})
sets.precast.FC.Curaga = sets.precast.FC.Cure
sets.precast.FC.Impact = set_combine(sets.precast.FC['Elemental Magic'], {head=empty,body="Twilight Cloak"})
-- Midcast Sets
sets.midcast.FastRecast = {ammo="Incantor Stone",
head="Nahtirah Hat",ear2="Loquacious Earring",
body="Vanir Cotehardie",hands="Gendewitha Gages",ring1="Prolix Ring",
back="Swith Cape",waist="Goading Belt",legs="",feet="Academic's Loafers"}
sets.midcast.Cure = {main="Chatoyant Staff",sub="Curatio Grip",ammo="Incantor Stone",
head="Gende. Caubeen",neck="Savant's Chain",ear1="Lifestorm Earring",ear2="Beatific Earring",
body="Gendewitha Bliaut",hands="Pedagogy Bracers",ring1="Sirona's Ring",ring2="Ephedra Ring",
back="Twilight Cape",waist="Korin Obi",legs="Academic's Pants",feet="Argute Loafers +2"}
sets.midcast.CureWithLightWeather = {main="Chatoyant Staff",sub="Curatio Grip",ammo="Incantor Stone",
head="Gende. Caubeen",neck="Savant's Chain",ear1="Lifestorm Earring",ear2="Beatific Earring",
body="Gendewitha Bliaut",hands="Pedagogy Bracers",ring1="Sirona's Ring",ring2="Ephedra Ring",
back="Twilight Cape",waist="Korin Obi",legs="Academic's Pants",feet="Argute Loafers +2"}
sets.midcast.Curaga = sets.midcast.Cure
sets.midcast.Regen = {main="Bolelabunga",head="Savant's Bonnet +2"}
sets.midcast.Cursna = {
neck="Malison Medallion",
hands="Hieros Mittens",ring1="Ephedra Ring",
feet="Gendewitha Galoshes"}
sets.midcast['Enhancing Magic'] = {ammo="Savant's Treatise",
head="Savant's Bonnet +2",neck="",
body="Pedagogy Gown +1",hands="Ayao's Gages",
waist="Olympus Sash",legs="Academic's Pants"}
sets.midcast.Stoneskin = set_combine(sets.midcast['Enhancing Magic'], {waist="Siegel Sash"})
sets.midcast.Storm = set_combine(sets.midcast['Enhancing Magic'], {feet="Pedagogy Loafers"})
-- Custom spell classes
sets.midcast.MndEnfeebles = {main="Lehbrailg +2",sub="Mephitis Grip",ammo="Sturm's Report",
head="Nahtirah Hat",neck="Weike Torque",ear1="Psystorm Earring",ear2="Lifestorm Earring",
body="Manasa Chasuble",hands="Yaoyotl Gloves",ring1="Aquasoul Ring",ring2="Sangoma Ring",
back="Refraction Cape",waist="Demonry Sash",legs="Bokwus Slops",feet="Bokwus Boots"}
sets.midcast.IntEnfeebles = {main="Lehbrailg +2",sub="Mephitis Grip",ammo="Sturm's Report",
head="Nahtirah Hat",neck="Weike Torque",ear1="Psystorm Earring",ear2="Lifestorm Earring",
body="Manasa Chasuble",hands="Yaoyotl Gloves",ring1="Icesoul Ring",ring2="Sangoma Ring",
back="Refraction Cape",waist="Demonry Sash",legs="Bokwus Slops",feet="Bokwus Boots"}
sets.midcast.ElementalEnfeeble = sets.midcast.IntEnfeebles
sets.midcast['Dark Magic'] = {main="Lehbrailg +2",sub="Mephitis Grip",ammo="Incantor Stone",
head="Nahtirah Hat",neck="Aesir Torque",ear1="Psystorm Earring",ear2="Lifestorm Earring",
body="Vanir Cotehardie",hands="Yaoyotl Gloves",ring1="Strendu Ring",ring2="Sangoma Ring",
back="Refraction Cape",waist="Goading Belt",legs="Bokwus Slops",feet="Bokwus Boots"}
sets.midcast.Kaustra = {main="Lehbrailg +2",sub="Wizzan Grip",ammo="Witchstone",
head="Hagondes Hat",neck="Stoicheion Medal",ear1="Hecate's Earring",ear2="Friomisi Earring",
body="Hagondes Coat",hands="Yaoyotl Gloves",ring1="Icesoul Ring",ring2="Strendu Ring",
back="Toro Cape",waist="Cognition Belt",legs="Hagondes Pants",feet="Hagondes Sabots"}
sets.midcast.Drain = {main="Lehbrailg +2",sub="Mephitis Grip",ammo="Incantor Stone",
head="Nahtirah Hat",neck="Aesir Torque",ear1="Psystorm Earring",ear2="Lifestorm Earring",
body="Vanir Cotehardie",hands="Gendewitha Gages",ring1="Excelsis Ring",ring2="Sangoma Ring",
back="Refraction Cape",waist="Goading Belt",legs="Pedagogy Pants",feet="Academic's Loafers"}
sets.midcast.Aspir = sets.midcast.Drain
sets.midcast.Stun = {main="Coeus",sub="Mephitis Grip",ammo="Incantor Stone",
head="Nahtirah Hat",neck="Dark Torque",ear1="Psystorm Earring",ear2="Lifestorm Earring",
body="Vanir Cotehardie",hands="Gendewitha Gages",ring1="Prolix Ring",ring2="Sangoma Ring",
back="Refraction Cape",waist="Witful Belt",legs="Pedagogy Pants",feet="Academic's Loafers"}
-- Elemental Magic sets are default for handling low-tier nukes.
sets.midcast['Elemental Magic'] = {main="Coeus",sub="Vivid Strap +1",ammo="Savant's Treatise",
head="Hagondes Hat",neck="Savant's Chain",ear1="Novio Earring",ear2="Friomisi Earring",
body="Hagondes Coat",hands="Yaoyotl Gloves",ring1="Prolix Ring",ring2="Strendu Ring",
back="Bookworm's Cape",waist="Olympus Sash",legs="Hagondes Pants",feet="Gendewitha Galoshes"}
sets.midcast['Elemental Magic'].Resistant = {main="Coeus",sub="Vivid Strap +1",ammo="Savant's Treatise",
head="Hagondes Hat",neck="Savant's Chain",ear1="Novio Earring",ear2="Friomisi Earring",
body="Hagondes Coat",hands="Yaoyotl Gloves",ring1="Prolix Ring",ring2="Strendu Ring",
back="Bookworm's Cape",waist="Olympus Sash",legs="Hagondes Pants",feet="Gendewitha Galoshes"}
-- Custom classes for high-tier nukes.
sets.midcast.HighTierNuke = {main="Coeus",sub="Vivid Strap +1",ammo="Savant's Treatise",
head="Hagondes Hat",neck="Savant's Chain",ear1="Novio Earring",ear2="Friomisi Earring",
body="Hagondes Coat",hands="Yaoyotl Gloves",ring1="Prolix Ring",ring2="Strendu Ring",
back="Bookworm's Cape",waist="Olympus Sash",legs="Hagondes Pants",feet="Gendewitha Galoshes"}
sets.midcast.HighTierNuke.Resistant = {main="Coeus",sub="Vivid Strap +1",ammo="Savant's Treatise",
head="Hagondes Hat",neck="Savant's Chain",ear1="Novio Earring",ear2="Friomisi Earring",
body="Hagondes Coat",hands="Yaoyotl Gloves",ring1="Prolix Ring",ring2="Strendu Ring",
back="Bookworm's Cape",waist="Olympus Sash",legs="Hagondes Pants",feet="Gendewitha Galoshes"}
-- Sets for helixes
sets.midcast.Helix = {main="Coeus",sub="Vivid Strap +1",ammo="Savant's Treatise",
head="Hagondes Hat",neck="Savant's Chain",ear1="Novio Earring",ear2="Friomisi Earring",
body="Hagondes Coat",hands="Yaoyotl Gloves",ring1="Prolix Ring",ring2="Strendu Ring",
back="Bookworm's Cape",waist="Olympus Sash",legs="Hagondes Pants",feet="Gendewitha Galoshes"}
sets.midcast.Helix.Resistant = {main="Coeus",sub="Vivid Strap +1",ammo="Savant's Treatise",
head="Hagondes Hat",neck="Savant's Chain",ear1="Novio Earring",ear2="Friomisi Earring",
body="Hagondes Coat",hands="Yaoyotl Gloves",ring1="Prolix Ring",ring2="Strendu Ring",
back="Bookworm's Cape",waist="Olympus Sash",legs="Hagondes Pants",feet="Gendewitha Galoshes"}
sets.midcast.Impact = {main="Coeus",sub="Vivid Strap +1",ammo="Savant's Treatise",
head="Hagondes Hat",neck="Savant's Chain",ear1="Novio Earring",ear2="Friomisi Earring",
body="Hagondes Coat",hands="Yaoyotl Gloves",ring1="Prolix Ring",ring2="Strendu Ring",
back="Bookworm's Cape",waist="Olympus Sash",legs="Hagondes Pants",feet="Gendewitha Galoshes"}
-- Sets to return to when not performing an action.
-- Resting sets
sets.resting = {main="Chatoyant Staff",sub="Mephitis Grip",
head="Nefer Khat +1",neck="Wiglen Gorget",
body="Heka's Kalasiris",hands="Serpentes Cuffs",ring1="Sheltered Ring",ring2="Paguroidea Ring",
waist="Austerity Belt",legs="Nares Trews",feet="Serpentes Sabots"}
-- Idle sets (default idle set not needed since the other three are defined, but leaving for testing purposes)
sets.idle.Town = {main="Owleyes",sub="Genbu's Shield",ammo="Incantor Stone",
head="Gendewitha Caubeen",neck="Twilight Torque",ear1="Bloodgem Earring",ear2="Loquacious Earring",
body="Gendewitha Bliaut",hands="Serpentes Cuffs",ring1="Sheltered Ring",ring2="Paguroidea Ring",
back="Umbra Cape",waist="Hierarch Belt",legs="Nares Trews",feet="Serpentes Sabots"}
sets.idle.Field = {main="Owleyes",sub="Genbu's Shield",ammo="Incantor Stone",
head="Gendewitha Caubeen",neck="Twilight Torque",ear1="Bloodgem Earring",ear2="Loquacious Earring",
body="Gendewitha Bliaut",hands="Serpentes Cuffs",ring1="Sheltered Ring",ring2="Paguroidea Ring",
back="Umbra Cape",waist="Hierarch Belt",legs="Nares Trews",feet="Serpentes Sabots"}
sets.idle.Field.Stun = {main="Owleyes",sub="Genbu's Shield",ammo="Incantor Stone",
head="Gendewitha Caubeen",neck="Twilight Torque",ear1="Bloodgem Earring",ear2="Loquacious Earring",
body="Gendewitha Bliaut",hands="Serpentes Cuffs",ring1="Sheltered Ring",ring2="Paguroidea Ring",
back="Umbra Cape",waist="Hierarch Belt",legs="Nares Trews",feet="Serpentes Sabots"}
-- Defense sets
sets.defense.PDT = {main=gear.Staff.PDT,sub="Achaq Grip",ammo="Incantor Stone",
head="Nahtirah Hat",neck="Twilight Torque",ear1="Bloodgem Earring",ear2="Loquacious Earring",
body="Hagondes Coat",hands="Yaoyotl Gloves",ring1="Dark Ring",ring2="Dark Ring",
back="Umbra Cape",waist="Hierarch Belt",legs="Hagondes Pants",feet="Hagondes Sabots"}
sets.defense.MDT = {main=gear.Staff.PDT,sub="Achaq Grip",ammo="Incantor Stone",
head="Nahtirah Hat",neck="Twilight Torque",ear1="Bloodgem Earring",ear2="Loquacious Earring",
body="Vanir Cotehardie",hands="Yaoyotl Gloves",ring1="Dark Ring",ring2="Shadow Ring",
back="Tuilha Cape",waist="Hierarch Belt",legs="Bokwus Slops",feet="Hagondes Sabots"}
sets.Kiting = {feet="Herald's Gaiters"}
-- 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="Zelus Tiara",
body="Vanir Cotehardie",hands="Bokwus Gloves",ring1="Rajas Ring",
waist="Goading Belt",legs="Hagondes Pants",feet="Hagondes Sabots"}
-- Buff sets: Gear that needs to be worn to actively enhance a current player buff.
sets.buff['Ebullience'] = {head="Savant's Bonnet +2"}
sets.buff['Rapture'] = {head="Savant's Bonnet +2"}
sets.buff['Perpetuance'] = {hands="Savant's Bracers +2"}
sets.buff['Immanence'] = {hands="Savant's Bracers +2"}
sets.buff['Penury'] = {legs="Savant's Pants +2"}
sets.buff['Parsimony'] = {legs="Savant's Pants +2"}
sets.buff['Celerity'] = {feet="Pedagogy Loafers"}
sets.buff['Alacrity'] = {feet="Pedagogy Loafers"}
sets.buff['Klimaform'] = {feet="Savant's Loafers +2"}
sets.buff.FullSublimation = {head="Academic's Mortarboard",ear1="Savant's Earring",body="Pedagogy Gown +1"}
end
-------------------------------------------------------------------------------------------------------------------
-- Job-specific hooks that are called to process player actions at specific points in time.
-------------------------------------------------------------------------------------------------------------------
-- 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)
end
-- Set eventArgs.handled to true if we don't want any automatic gear equipping to be done.
function job_midcast(spell, action, spellMap, eventArgs)
if spell.action_type == 'Magic' then
equip(sets.midcast.FastRecast)
end
end
-- Run after the general midcast() is done.
function job_post_midcast(spell, action, spellMap, eventArgs)
if spell.action_type == 'Magic' then
apply_grimoire_bonuses(spell, action, spellMap, eventArgs)
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 not spell.interrupted then
if state.Buff[spell.english] ~= nil then
state.Buff[spell.english] = true
end
end
end
-------------------------------------------------------------------------------------------------------------------
-- Customization hooks for idle and melee sets, after they've been automatically constructed.
-------------------------------------------------------------------------------------------------------------------
-- Custom spell mapping.
function job_get_spell_map(spell, default_spell_map)
if spell.action_type == 'Magic' then
if default_spell_map == 'Cure' or default_spell_map == 'Curaga' then
if world.weather_element == 'Light' then
return 'CureWithLightWeather'
end
elseif spell.skill == "Enfeebling Magic" then
if spell.type == "WhiteMagic" then
return "MndEnfeebles"
else
return "IntEnfeebles"
end
end
end
end
function customize_idle_set(idleSet)
if state.Buff.Sublimation then
if state.IdleMode == 'Normal' then
idleSet = set_combine(idleSet, sets.buff.FullSublimation)
end
end
return idleSet
end
-------------------------------------------------------------------------------------------------------------------
-- General hooks for other 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 buff == "Sublimation: Activated" then
state.Buff.Sublimation = gain
handle_equipping_gear(player.status)
elseif state.Buff[buff] ~= nil then
state.Buff[buff] = gain
end
end
-------------------------------------------------------------------------------------------------------------------
-- User code that supplements self-commands.
-------------------------------------------------------------------------------------------------------------------
-- Called for direct player commands.
function job_self_command(cmdParams, eventArgs)
if cmdParams[1]:lower() == 'scholar' then
handle_strategems(cmdParams)
eventArgs.handled = true
end
end
-- Called by the 'update' self-command.
function job_update(cmdParams, eventArgs)
if cmdParams[1] == 'user' and not (buffactive['light arts'] or buffactive['dark arts'] or
buffactive['addendum: white'] or buffactive['addendum: black']) then
if state.IdleMode == 'Stun' then
send_command('@input /ja "Dark Arts" <me>')
else
send_command('@input /ja "Light Arts" <me>')
end
end
update_active_strategems()
end
-- Function to display the current relevant user state when doing an update.
-- Return true if display was handled, and you don't want the default info shown.
function display_current_job_state(eventArgs)
local defenseString = ''
if state.Defense.Active then
local defMode = state.Defense.PhysicalMode
if state.Defense.Type == 'Magical' then
defMode = state.Defense.MagicalMode
end
defenseString = 'Defense: '..state.Defense.Type..' '..defMode..', '
end
local meleeString = ''
if state.OffenseMode == 'Normal' then
meleeString = 'Melee: Weapons locked, '
end
add_to_chat(122,'Casting ['..state.CastingMode..'], '..meleeString..'Idle ['..state.IdleMode..'], '..defenseString..
'Kiting: '..on_off_names[state.Kiting])
eventArgs.handled = true
end
-------------------------------------------------------------------------------------------------------------------
-- Utility functions specific to this job.
-------------------------------------------------------------------------------------------------------------------
-- Reset the state vars tracking strategems.
function update_active_strategems()
state.Buff['Ebullience'] = buffactive['Ebullience'] or false
state.Buff['Rapture'] = buffactive['Rapture'] or false
state.Buff['Perpetuance'] = buffactive['Perpetuance'] or false
state.Buff['Immanence'] = buffactive['Immanence'] or false
state.Buff['Penury'] = buffactive['Penury'] or false
state.Buff['Parsimony'] = buffactive['Parsimony'] or false
state.Buff['Celerity'] = buffactive['Celerity'] or false
state.Buff['Alacrity'] = buffactive['Alacrity'] or false
state.Buff['Klimaform'] = buffactive['Klimaform'] or false
end
-- Equip sets appropriate to the active buffs, relative to the spell being cast.
function apply_grimoire_bonuses(spell, action, spellMap)
if state.Buff.Perpetuance and spell.skill == 'Enhancing Magic' then
equip(sets.buff['Perpetuance'])
end
if state.Buff.Rapture and spellMap == 'Cure' or spellMap == 'Curaga' then
equip(sets.buff['Rapture'])
end
if spell.skill == 'Elemental Magic' and spellMap ~= 'ElementalEnfeeble' then
if state.Buff.Ebullience and spell.english ~= 'Impact' then
equip(sets.buff['Ebullience'])
end
if state.Buff.Immanence then
equip(sets.buff['Immanence'])
end
if state.Buff.Klimaform and spell.element == world.weather_element then
equip(sets.buff['Klimaform'])
end
end
if state.Buff.Penury then equip(sets.buff['Penury']) end
if state.Buff.Parsimony then equip(sets.buff['Parsimony']) end
if state.Buff.Celerity then equip(sets.buff['Celerity']) end
if state.Buff.Alacrity then equip(sets.buff['Alacrity']) end
end
-- General handling of strategems in an Arts-agnostic way.
-- Format: gs c scholar <strategem>
function handle_strategems(cmdParams)
-- cmdParams[1] == 'scholar'
-- cmdParams[2] == strategem to use
if not cmdParams[2] then
add_to_chat(123,'Error: No strategem command given.')
return
end
local strategem = cmdParams[2]:lower()
if buffactive['light arts'] or buffactive['addendum: white'] then
if strategem == 'cost' then
send_command('@input /ja Penury <me>')
elseif strategem == 'speed' then
send_command('@input /ja Celerity <me>')
elseif strategem == 'aoe' then
send_command('@input /ja Accession <me>')
elseif strategem == 'power' then
send_command('@input /ja Rapture <me>')
elseif strategem == 'duration' then
send_command('@input /ja Perpetuance <me>')
elseif strategem == 'accuracy' then
send_command('@input /ja Altruism <me>')
elseif strategem == 'enmity' then
send_command('@input /ja Tranquility <me>')
elseif strategem == 'skillchain' then
add_to_chat(122,'Error: Light Arts does not have a skillchain strategem.')
elseif strategem == 'addendum' then
send_command('@input /ja "Addendum: White" <me>')
else
add_to_chat(123,'Error: Unknown strategem ['..strategem..']')
end
elseif buffactive['dark arts'] or buffactive['addendum: black'] then
if strategem == 'cost' then
send_command('@input /ja Parsimony <me>')
elseif strategem == 'speed' then
send_command('@input /ja Alacrity <me>')
elseif strategem == 'aoe' then
send_command('@input /ja Manifestation <me>')
elseif strategem == 'power' then
send_command('@input /ja Ebullience <me>')
elseif strategem == 'duration' then
add_to_chat(122,'Error: Dark Arts does not have a duration strategem.')
elseif strategem == 'accuracy' then
send_command('@input /ja Focalization <me>')
elseif strategem == 'enmity' then
send_command('@input /ja Equanimity <me>')
elseif strategem == 'skillchain' then
send_command('@input /ja Immanence <me>')
elseif strategem == 'addendum' then
send_command('@input /ja "Addendum: Black" <me>')
else
add_to_chat(123,'Error: Unknown strategem ['..strategem..']')
end
else
add_to_chat(123,'No arts has been activated yet.')
end
end
-- Gets the current number of available strategems based on the recast remaining
-- and the level of the sch.
function get_current_strategem_count()
-- returns recast in seconds.
local allRecasts = windower.ffxi.get_ability_recasts()
local stratsRecast = allRecasts[231]
local maxStrategems
if player.main_job_level >= 90 then
maxStrategems = 5
elseif player.main_job_level >= 70 then
maxStrategems = 4
elseif player.main_job_level >= 50 then
maxStrategems = 3
elseif player.main_job_level >= 30 then
maxStrategems = 2
elseif player.main_job_level >= 10 then
maxStrategems = 1
else
maxStrategems = 0
end
local fullRechargeTime = 4*60
local currentCharges = math.floor(maxStrategems - maxStrategems * stratsRecast / fullRechargeTime)
return currentCharges
end