Code:
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-- Initialization function that defines sets and variables to be used.
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-- Last Modified: 1/4/2014 6:07:55 PM
-- IMPORTANT: Make sure to also get the Mote-Include.lua file to go with this.
function get_sets()
-- Load and initialize the include file that this depends on.
include('Mote-Include.lua')
init_include()
-- Options: Override default values
options.OffenseModes = {'Normal', 'Acc'}
options.DefenseModes = {'Normal', 'Evasion', 'PDT'}
options.WeaponskillModes = {'Normal', 'Acc', 'Att', 'Mod'}
options.CastingModes = {'Normal'}
options.IdleModes = {'Normal'}
options.RestingModes = {'Normal'}
options.PhysicalDefenseModes = {'PDT', 'Evasion'}
options.MagicalDefenseModes = {'MDT'}
state.Defense.PhysicalMode = 'PDT'
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-- Start defining the sets
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U_Shot_Ammo = S{'Aeolus Arrow','Animikii Bullet','Crossbow Bolt'}
DefaultGun = "Eminent Gun"
DefaultBow = "Eminent Bow"
DefaultXBow = "Eminent Crossbow"
DefaultGunAmmo = {ammo="Titanium Bullet"}
DefaultBowAmmo = {ammo="Tulfaire Arrow"}
DefaultXBowAmmo = {ammo="Dark Adaman Bolt"}
DefaultAmmo = DefaultBowAmmo
ranged_ws = S{"Flaming Arrow", "Piercing Arrow", "Dulling Arrow", "Sidewinder", "Blast Arrow", "Arching Arrow",
"Empyreal Arrow", "Refulgent Arrow", "Apex Arrow", "Namas Arrow", "Jishnu's Radiance", "Hot Shot",
"Split Shot", "Sniper Shot", "Slug Shot", "Blast Shot", "Heavy Shot", "Detonator", "Last Stand", "Trueflight","Wildfire"}
SoilBeltWS = S{"Numbing Shot", "Wildfire"}
LightBeltWS = S{"Flaming Arrow", "Piercing Arrow", "Dulling Arrow", "Sidewinder", "Blast Arrow", "Arching Arrow",
"Empyreal Arrow", "Refulgent Arrow", "Apex Arrow", "Namas Arrow", "Jishnu's Radiance", "Hot Shot",
"Split Shot", "Sniper Shot", "Slug Shot", "Blast Shot", "Heavy Shot", "Detonator", "Last Stand", "Trueflight"}
LightNeckWS = S{"Flaming Arrow", "Piercing Arrow", "Dulling Arrow", "Sidewinder", "Blast Arrow", "Arching Arrow",
"Empyreal Arrow", "Refulgent Arrow", "Apex Arrow", "Namas Arrow", "Jishnu's Radiance", "Hot Shot",
"Split Shot", "Sniper Shot", "Slug Shot", "Blast Shot", "Heavy Shot", "Detonator", "Last Stand", "Trueflight"}
-- Precast Sets
sets.precast.RangedAttack = {neck="Ocachi Gorget",ring1="K'ayres Ring",ring2="Rajas Ring",back="Libeccio Mantle",
ear1="Volley Earring",ear2="Moonshade Earring",waist="Scout's Belt"}
sets.precast.RangedAttack.Acc = set_combine(sets.precast.RangedAttack, {neck="Ej Necklace"})
-- Precast sets to enhance JAs
sets.precast.Step = {ear2="Choreia Earring"}
-- Weaponskill sets
-- Default set for any weaponskill that isn't any more specifically defined
sets.precast.WS = set_combine(sets.precast.RangedAttack, {back="Vespid Mantle",ear1="Clearview Earring",
neck="Ocachi Gorget",ring1="K'ayres Ring",ring2="Rajas Ring"})
sets.precast.WS.Acc = set_combine(sets.precast.WS, {neck="Ej Necklace"})
-- Specific weaponskill sets. Uses the base set if an appropriate WSMod version isn't found.
-- Midcast Sets
sets.midcast.FastRecast = {
head="Orion Beret",ear2="Moonshade Earring",
body="Orion Jerkin +1",hands="Buremte Gloves",
back="Shadow Mantle",waist="Scout's Belt",legs="Nahtirah Trousers",feet="Orion Socks"}
-- Specific spells
sets.midcast.Utsusemi = {
head="Orion Beret",ear2="Moonshade Earring",
body="Orion Jerkin +1",hands="Buremte Gloves",ring1="K'ayres Ring",
back="Shadow Mantle",waist="Scout's Belt",legs="Nahtirah Trousers",feet="Orion Socks"}
-- Sets to return to when not performing an action.
-- Resting sets
sets.resting = {}
-- Idle sets (default idle set not needed since the other three are defined, but leaving for testing purposes)
sets.idle.Town = {main="Hurlbat", sub="Antican Axe",
head="Orion Beret",neck="Ocachi Gorget",ear1="Volley Earring",ear2="Moonshade Earring",
body="Orion Jerkin +1",hands="Buremte Gloves",ring1="K'ayres Ring",ring2="Dark Ring",
back="Libeccio Mantle",waist="Scout's Belt",legs="Nahtirah Trousers",feet="Orion Socks"}
sets.idle.Field = {head="Orion Beret",neck="Ocachi Gorget",ear1="Volley Earring",ear2="Moonshade Earring",
body="Orion Jerkin +1",hands="Buremte Gloves",ring1="K'ayres Ring",ring2="Dark Ring",
back="Shadow Mantle",waist="Scout's Belt",legs="Nahtirah Trousers",feet="Orion Socks"}
sets.idle.Weak = {head="Orion Beret",neck="Ocachi Gorget",ear1="Volley Earring",ear2="Moonshade Earring",
body="Orion Jerkin +1",hands="Buremte Gloves",ring1="Dark Ring",ring2="Dark Ring",
back="Shadow Mantle",waist="Scout's Belt",legs="Nahtirah Trousers",feet="Orion Socks"}
-- Defense sets
sets.defense.Evasion = {
head="Orion Beret",body="Orion Jerkin +1",hands="Buremte Gloves",ring1="K'ayres Ring",ring2="Dark Ring",
back="Shadow Mantle",waist="Scout's Belt",legs="Nahtirah Trousers",feet="Orion Socks"}
sets.defense.PDT = {head="Orion Beret",neck="Twilight Torque",
body="Orion Jerkin +1",hands="Buremte Gloves",ring1="Dark Ring",ring2="Dark Ring",
back="Shadow Mantle",waist="Scout's Belt",legs="Nahtirah Trousers",feet="Orion Socks"}
sets.defense.MDT = {head="Orion Beret",neck="Twilight Torque",
body="Orion Jerkin +1",hands="Buremte Gloves",ring1="Dark Ring",ring2="Dark Ring",
back="Shadow Mantle",waist="Scout's Belt",legs="Nahtirah Trousers",feet="Orion Socks"}
sets.Kiting = {}
-- 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="Orion Beret",neck="Ocachi Gorget",ear1="Steelflash Earring",ear2="Bladeborn Earring",
body="Orion Jerkin +1",hands="Buremte Gloves",ring1="K'ayres Ring",ring2="Rajas Ring",
back="Libeccio Mantle",waist="Hurch'lan Sash",legs="Nahtirah Trousers",feet="Orion Socks"}
sets.engaged.Acc = {head="Orion Beret",neck="Ocachi Gorget",ear1="Steelflash Earring",ear2="Bladeborn Earring",
body="Orion Jerkin +1",hands="Buremte Gloves",ring1="K'ayres Ring",ring2="Rajas Ring",
back="Shadow Mantle",waist="Hurch'lan Sash",legs="Nahtirah Trousers",feet="Orion Socks"}
sets.engaged.Evasion = {head="Orion Beret",ear1="Steelflash Earring",ear2="Bladeborn Earring",
body="Orion Jerkin +1",hands="Buremte Gloves",ring1="K'ayres Ring",ring2="Rajas Ring",
back="Shadow Mantle",waist="Scout's Belt",legs="Nahtirah Trousers",feet="Orion Socks"}
sets.engaged.Acc.Evasion = {head="Orion Beret",ear1="Steelflash Earring",ear2="Bladeborn Earring",
body="Orion Jerkin +1",hands="Buremte Gloves",ring1="K'ayres Ring",ring2="Rajas Ring",
back="Shadow Mantle",waist="Hurch'lan Sash",legs="Nahtirah Trousers",feet="Orion Socks"}
sets.engaged.PDT = {head="Orion Beret",neck="Twilight Torque",ear1="Steelflash Earring",ear2="Bladeborn Earring",
body="Orion Jerkin +1",hands="Buremte Gloves",ring1="Dark Ring",ring2="Rajas Ring",
back="Shadow Mantle",waist="Scout's Belt",legs="Nahtirah Trousers",feet="Orion Socks"}
sets.engaged.Acc.PDT = {head="Orion Beret",neck="Twilight Torque",ear1="Steelflash Earring",ear2="Bladeborn Earring",
body="Orion Jerkin +1",hands="Buremte Gloves",ring1="Dark Ring",ring2="Rajas Ring",
back="Shadow Mantle",waist="Hurch'lan Sash",legs="Nahtirah Trousers",feet="Orion Socks"}
windower.send_command('input /macro book 20;wait .1;input /macro set 1')
gearswap_binds_on_load()
windower.send_command('bind ^- gs c toggle target')
windower.send_command('bind ^= gs c cycle targetmode')
end
-- Called when this job file is unloaded (eg: job change)
function file_unload()
--spellcast_binds_on_unload()
end
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-- Job-specific hooks that are called to process player actions at specific points in time.
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-- Set eventArgs.handled to true if we don't want any automatic target handling to be done.
function job_pretarget(spell, action, spellMap, eventArgs)
end
-- 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 spell.type:lower() == 'weaponskill' then
if (spell.target.distance >8 and not ranged_ws[spell.name]) or (spell.target.distance >21) then
cancel_spell()
return
elseif state.Defense.Active then
-- Don't gearswap for weaponskills when Defense is on.
eventArgs.handled = true
end
end
if player.equipment.range == DefaultGun then
DefaultAmmo = DefaultGunAmmo
elseif player.equipment.range == DefaultBow then
DefaultAmmo = DefaultBowAmmo
elseif player.equipment.range == DefaultXBow then
DefaultAmmo = DefaultXBowAmmo
end
if U_Shot_Ammo[player.equipment.ammo] and not buffactive['unlimited shot'] or player.equipment.ammo == 'empty' then
-- to avoid the ammo being left in, if the default ammo is not present in inventory
equip({ammo=empty})
equip(DefaultAmmo)
end
-- Job Abilities
if spell.name == 'Spectral Jig' and buffactive.sneak then
send_command('cancel 71')
end
if spell.english == 'Bounty Shot' then
equip({hands="Sylvan Glovelettes +2"})
elseif spell.english == 'Scavenge' then
equip({feet="Orion Socks"})
end
-- Normal Ranged Attack
if spell.name == 'Ranged' then
equip(sets.precast.RangedAttack)
end
end
-- Return a customized weaponskill mode to use for weaponskill sets.
-- Don't return anything if you're not overriding the default value.
function get_job_wsmode(spell, action, spellMap)
end
-- Run after the default precast() is done.
-- eventArgs is the same one used in job_precast, in case information needs to be persisted.
function job_post_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 SoilBeltWS[spell.name] then
equip({waist="Soil Belt"})
end
if LightBeltWS[spell.name] then
equip({waist="Light Belt"})
end
if LightNeckWS[spell.name] then
equip({neck="Light Gorget"})
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)
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)
end
-- Run after the default aftercast() is done.
-- eventArgs is the same one used in job_aftercast, in case information needs to be persisted.
function job_post_aftercast(spell, action, spellMap, eventArgs)
end
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-- Customization hooks for idle and melee sets, after they've been automatically constructed.
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-- Called before the Include starts constructing melee/idle/resting sets.
-- Can customize state or custom melee class values at this point.
-- Set eventArgs.handled to true if we don't want any automatic gear equipping to be done.
function job_handle_equipping_gear(status, eventArgs)
end
-- Modify the default idle set after it was constructed.
function customize_idle_set(idleSet)
return idleSet
end
-- Modify the default melee set after it was constructed.
function customize_melee_set(meleeSet)
return meleeSet
end
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-- General hooks for other events.
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-- Called when the player's status changes.
function job_status_change(newStatus, oldStatus, eventArgs)
--handle_equipping_gear(newStatus)
end
-- 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)
end
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-- User code that supplements self-commands.
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-- Called for custom player commands.
function job_self_command(cmdParams, eventArgs)
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)
end
-- Handle notifications of user state values being changed.
function job_state_change(stateField, newValue)
end
-- Set eventArgs.handled to true if we don't want the automatic display to be run.
function display_current_job_state(eventArgs)
end