Code:
-------------------------------------------------------------------------------------------------------------------
-- 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()
info.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"}
state.Buff.Sublimation = buffactive['Sublimation: Activated'] or false
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'
info.low_nukes = S{"Stone", "Water", "Aero", "Fire", "Blizzard", "Thunder"}
info.mid_nukes = S{"Stone II", "Water II", "Aero II", "Fire II", "Blizzard II", "Thunder II",
"Stone III", "Water III", "Aero III", "Fire III", "Blizzard III", "Thunder III",
"Stone IV", "Water IV", "Aero IV", "Fire IV", "Blizzard IV", "Thunder IV",}
info.high_nukes = S{"Stone V", "Water V", "Aero V", "Fire V", "Blizzard V", "Thunder V"}
gear.macc_hagondes = {name="Hagondes Cuffs", augments={'Phys. dmg. taken -3%','Mag. Acc.+29'}}
-- Default macro set/book
set_macro_page(1, 2)
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="Incantor Stone",
head="Nahtirah Hat",neck="Jeweled Collar",ear2="Loquacious Earring",
body="Anhur Robe",hands="Gendewitha Gages",ring1="Prolix Ring",
back="Swith Cape",waist="Witful Belt",legs="Artsieq Hose",feet="Pedagogy Loafers"}
sets.precast.FC['Enhancing Magic'] = set_combine(sets.precast.FC)
sets.precast.FC['Elemental Magic'] = set_combine(sets.precast.FC, {neck="Stoicheion Medal"})
sets.precast.FC.Cure = set_combine(sets.precast.FC, {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="Artsieq Jubbah",hands="Lurid Mitts",ring1="Prolix Ring",
back="Swith Cape",waist="Witful Belt",legs="",feet="Pedagogy Loafers"}
sets.midcast.Cure = {main="Tamaxchi",sub="Sors Shield",ammo="Incantor Stone",
head="Gendewitha Caubeen",neck="Jeweled Collar",ear1="Lifestorm Earring",ear2="Gwati Earring",
body="Gendewitha Bliaut",hands="Bokwus Gloves",ring1="Ephedra Ring",ring2="Sirona's Ring",
back="Pahtli Cape",waist="Cascade Belt",legs="Scholar's Pants",feet="Pedagogy Loafers"}
sets.midcast.CureWithLightWeather = set_combine(sets.midcast.Cure, {back="Twilight Cape"})
sets.midcast.Curaga = sets.midcast.Cure
sets.midcast.Regen = {main="Bolelabunga",head="Savant's Bonnet +2",hands="Savant's Bracers +2"}
sets.midcast.Cursna = {head="Nahtirah Hat",neck="Malison Medallion",
body="Artsieq Jubbah",hands="Hieros Mittens",ring1="Ephedra Ring",ring2="Sirona's Ring",
legs="Scholar's Pants",waist="Witful Belt",feet="Gendewitha Galoshes"}
sets.midcast['Enhancing Magic'] = {main="Twebuliij", sub="Fulcio Grip",ammo="Savant's Treatise",
head="Umuthi Hat",neck="Colossus's Torque",ear1="Andoaa Earring",
body="Anhur Robe",hands="Savant's Bracers +2",
waist="Cascade Belt",legs="Scholar's Pants",feet="Literae Sabots"}
sets.midcast.Stoneskin = set_combine(sets.midcast['Enhancing Magic'], {waist="Siegel Sash"})
sets.midcast.Storm = set_combine(sets.midcast['Enhancing Magic'], {feet="Pedagogy Loafers"})
sets.midcast.Protect = {ring1="Sheltered Ring"}
sets.midcast.Protectra = sets.midcast.Protect
sets.midcast.Shell = {ring1="Sheltered Ring"}
sets.midcast.Shellra = sets.midcast.Shell
-- Custom spell classes
sets.midcast.Haste = {head="Nahtirah Hat",
body="Artsieq Jubbah",hands="Lurid Mitts",
waist="Witful Belt",legs="Theurgist's Slacks",feet="Umbani Boots"}
sets.midcast.MndEnfeebles = {main="Twebuliij",sub="Mephitis Grip",ammo="Savant's Treatise",
head="Buremte Hat",neck="Eddy Necklace",ear1="Psystorm Earring",ear2="Lifestorm Earring",
body="Artsieq Jubbah",hands="Yaoyotl Gloves",ring1="Sangoma Ring",ring2="Sirona's Ring",
back="Refraction Cape",waist="Bougonia Rope",legs="Theurgist's Slacks",feet="Artsieq Boots"}
sets.midcast.IntEnfeebles = {main="Twebuliij",sub="Mephitis Grip",ammo="Savant's Treatise",
head="Buremte Hat",neck="Eddy Necklace",ear1="Psystorm Earring",ear2="Lifestorm Earring",
body="Artsieq Jubbah",hands="Yaoyotl Gloves",ring1="Sangoma Ring",ring2="Sirona's Ring",
back="Refraction Cape",waist="Bougonia Rope",legs="Theurgist's Slacks",feet="Artsieq Boots"}
sets.midcast.ElementalEnfeeble = sets.midcast.IntEnfeebles
sets.midcast['Dark Magic'] = {main="Twebuliij",sub="Mephitis Grip",ammo="Savant's Treatise",
head="Buremte Hat",neck="Eddy Necklace",ear1="Psystorm Earring",ear2="Lifestorm Earring",
body="Artsieq Jubbah",hands="Yaoyotl Gloves",ring1="Sangoma Ring",ring2="Diamond Ring",
back="Refraction Cape",waist="Bougonia Rope",legs="Artsieq Hose",feet="Umbani Boots"}
sets.midcast.Kaustra = {main="Twebuliij",sub="Mephitis Grip",ammo="Savant's Treatise",
head="Buremte Hat",neck="Eddy Necklace",ear1="Psystorm Earring",ear2="Lifestorm Earring",
body="Artsieq Jubbah",hands="Yaoyotl Gloves",ring1="Sangoma Ring",ring2="Diamond Ring",
back="Refraction Cape",waist="Bougonia Rope",legs="Artsieq Hose",feet="Umbani Boots"}
sets.midcast.Drain = {main="Twebuliij",sub="Mephitis Grip",ammo="Savant's Treatise",
head="Buremte Hat",neck="Eddy Necklace",ear1="Psystorm Earring",ear2="Lifestorm Earring",
body="Artsieq Jubbah",hands="Yaoyotl Gloves",ring1="Sangoma Ring",ring2="Diamond Ring",
back="Refraction Cape",waist="Bougonia Rope",legs="Artsieq Hose",feet="Umbani Boots"}
sets.midcast.Aspir = sets.midcast.Drain
sets.midcast.Stun = {main="Twebuliij",sub="Mephitis Grip",ammo="Incantor Stone",
head="Nahtirah Hat",neck="Jeweled Collar",ear1="Gwati Earring",ear2="Loquacious Earring",
body="Anhur Robe",hands="Gendewitha Gages",ring1="Prolix Ring",ring2="Sangoma Ring",
back="Swith Cape",waist="Witful Belt",legs="Artsieq Hose",feet="Pedagogy Loafers"}
sets.midcast.Stun.Resistant = set_combine(sets.midcast.Stun)
-- Elemental Magic sets are default for handling low-tier nukes.
sets.midcast['Elemental Magic'] = {main="Twebuliij",sub="Mephitis Grip",ammo="Witchstone",
head="Buremte Hat",neck="Eddy Necklace",ear1="Hecate's Earring",ear2="Psystorm Earring",
body="Artsieq Jubbah",hands="Yaoyotl Gloves",ring1="Diamond Ring",ring2="Diamond Ring",
back="Bookworm's Cape",waist="Bougonia Rope",legs="Gendewitha Spats",feet="Gendewitha Galoshes"}
sets.midcast['Elemental Magic'].Resistant = {main="Twebuliij",sub="Mephitis Grip",ammo="Witchstone",
head="Buremte Hat",neck="Eddy Necklace",ear1="Hecate's Earring",ear2="Psystorm Earring",
body="Artsieq Jubbah",hands="Yaoyotl Gloves",ring1="Diamond Ring",ring2="Diamond Ring",
back="Bookworm's Cape",waist="Bougonia Rope",legs="Gendewitha Spats",feet="Gendewitha Galoshes"}
-- Custom refinements for certain nuke tiers
sets.midcast['Elemental Magic'].HighTierNuke = set_combine(sets.midcast['Elemental Magic'])
sets.midcast['Elemental Magic'].HighTierNuke.Resistant = set_combine(sets.midcast['Elemental Magic'].Resistant)
sets.midcast.Impact = {main="Twebuliij",sub="Mephitis Grip",ammo="Witchstone",
neck="Eddy Necklace",ear1="Gwati Earring",ear2="Psystorm Earring",
hands="Yaoyotl Gloves",ring1="Sangoma Ring",ring2="Diamond Ring",
back="Bookworm's Cape",waist="Bougonia Rope",legs="Theurgist's Slacks",feet="Umbani Boots"}
-- Sets to return to when not performing an action.
-- Resting sets
sets.resting = {main="Pluto's Staff",sub="Mephitis Grip",
head="Wivre Hairpin",neck="Wiglen Gorget",ear1="Ethereal Earring",ear2="Loquacious Earring",
body="Gendewitha Bliaut",hands="Serpentes Cuffs",ring1="Sheltered Ring",ring2="Paguroidea Ring",
waist="Hierarch 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="Bolelabunga",sub="Sors Shield",
head="Wivre Hairpin",neck="Wiglen Gorget",ear1="Ethereal Earring",ear2="Loquacious Earring",
body="Gendewitha Bliaut",hands="Serpentes Cuffs",ring1="Sheltered Ring",ring2="Paguroidea Ring",
waist="Fucho-no-obi",legs="Nares Trews",feet="Serpentes Sabots"}
sets.idle.Field = {main="Bolelabunga",sub="Sors Shield",
head="Wivre Hairpin",neck="Wiglen Gorget",ear1="Ethereal Earring",ear2="Loquacious Earring",
body="Gendewitha Bliaut",hands="Serpentes Cuffs",ring1="Sheltered Ring",ring2="Paguroidea Ring",
waist="Fucho-no-obi",legs="Nares Trews",feet="Serpentes Sabots"}
sets.idle.Field.PDT = {main=gear.Staff.PDT,sub="Achaq Grip",ammo="Incantor Stone",
head="Nahtirah Hat",neck="Wiglen Gorget",ear1="Bloodgem Earring",ear2="Loquacious Earring",
body="Hagondes Coat",hands="Yaoyotl Gloves",ring1="Sheltered Ring",ring2="Paguroidea Ring",
back="Umbra Cape",waist="Hierarch Belt",legs="Nares Trews",feet="Herald's Gaiters"}
sets.idle.Field.Stun = {main="Apamajas II",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="Prolix Ring",ring2="Sangoma Ring",
back="Swith Cape",waist="Goading Belt",legs="Bokwus Slops",feet="Academic's Loafers"}
sets.idle.Weak = {main="Bolelabunga",sub="Sors Shield",
head="Wivre Hairpin",neck="Wiglen Gorget",ear1="Ethereal Earring",ear2="Loquacious Earring",
body="Gendewitha Bliaut",hands="Serpentes Cuffs",ring1="Sheltered Ring",ring2="Paguroidea Ring",
waist="Fucho-no-obi",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="Ethereal 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="Ethereal 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.Kiting = {feet="Herald's Gaiters"}
sets.latent_refresh = {waist="Fucho-no-obi"}
-- 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="Umuthi Hat",neck="Asperity Necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring",
body="Artsieq Jubbah",hands="Lurid Miits",ring1="Dark Ring",ring2="Rajas Ring",
back="Cheviot Cape",waist="Witful Belt",legs="Theurgist's Slacks",feet="Artsieq Boots"}
-- 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"}
sets.buff.PDTSublimation = {head="Academic's Mortarboard",ear1="Savant's Earring"}
--sets.buff['Sandstorm'] = {feet="Desert Boots"}
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)
if state.Buff[spell.english] ~= nil then
state.Buff[spell.english] = true
end
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 state.Buff[spell.english] ~= nil then
state.Buff[spell.english] = not spell.interrupted or buffactive[spell.english]
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
elseif spell.skill == 'Elemental Magic' then
if info.low_nukes:contains(spell.english) then
return 'LowTierNuke'
elseif info.mid_nukes:contains(spell.english) then
return 'MidTierNuke'
elseif info.high_nukes:contains(spell.english) then
return 'HighTierNuke'
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)
elseif state.IdleMode == 'PDT' then
idleSet = set_combine(idleSet, sets.buff.PDTSublimation)
end
end
if player.mpp < 51 then
idleSet = set_combine(idleSet, sets.latent_refresh)
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.type =='WhiteMagic' 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