Code:
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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')
include('organizer-lib')
end
-- Setup vars that are user-independent. state.Buff vars initialized here will automatically be tracked.
function job_setup()
state.Buff['Burst Affinity'] = buffactive['Burst Affinity'] or false
state.Buff['Chain Affinity'] = buffactive['Chain Affinity'] or false
state.Buff.Convergence = buffactive.Convergence or false
state.Buff.Diffusion = buffactive.Diffusion or false
state.Buff.Efflux = buffactive.Efflux or false
state.Buff['Unbridled Learning'] = buffactive['Unbridled Learning'] or false
state.MagicBurst = M(false, 'Magic Burst')
blue_magic_maps = {}
-- Mappings for gear sets to use for various blue magic spells.
-- While Str isn't listed for each, it's generally assumed as being at least
-- moderately signficant, even for spells with other mods.
-- Physical Spells --
-- Physical spells with no particular (or known) stat mods
blue_magic_maps.Physical = S{
'Bilgestorm'
}
-- Spells with heavy accuracy penalties, that need to prioritize accuracy first.
blue_magic_maps.PhysicalAcc = S{
'Heavy Strike',
}
-- Physical spells with Str stat mod
blue_magic_maps.PhysicalStr = S{
'Battle Dance','Bloodrake','Death Scissors','Dimensional Death',
'Empty Thrash','Quadrastrike','Sinker Drill','Spinal Cleave',
'Uppercut','Vertical Cleave'
}
-- Physical spells with Dex stat mod
blue_magic_maps.PhysicalDex = S{
'Amorphic Spikes','Asuran Claws','Barbed Crescent','Claw Cyclone','Disseverment',
'Foot Kick','Frenetic Rip','Goblin Rush','Hysteric Barrage','Paralyzing Triad',
'Seedspray','Sickle Slash','Smite of Rage','Terror Touch','Thrashing Assault',
'Vanity Dive'
}
-- Physical spells with Vit stat mod
blue_magic_maps.PhysicalVit = S{
'Body Slam','Cannonball','Delta Thrust','Glutinous Dart','Grand Slam',
'Power Attack','Quad. Continuum','Sprout Smack','Sub-zero Smash'
}
-- Physical spells with Agi stat mod
blue_magic_maps.PhysicalAgi = S{
'Benthic Typhoon','Feather Storm','Helldive','Hydro Shot','Jet Stream',
'Pinecone Bomb','Spiral Spin','Wild Oats'
}
-- Physical spells with Int stat mod
blue_magic_maps.PhysicalInt = S{
'Mandibular Bite','Queasyshroom'
}
-- Physical spells with Mnd stat mod
blue_magic_maps.PhysicalMnd = S{
'Ram Charge','Screwdriver','Tourbillion'
}
-- Physical spells with Chr stat mod
blue_magic_maps.PhysicalChr = S{
'Bludgeon'
}
-- Physical spells with HP stat mod
blue_magic_maps.PhysicalHP = S{
'Final Sting'
}
-- Magical Spells --
-- Magical spells with the typical Int mod
blue_magic_maps.Magical = S{
'Blastbomb','Blazing Bound','Bomb Toss','Cursed Sphere','Dark Orb','Death Ray',
'Diffusion Ray','Droning Whirlwind','Embalming Earth','Firespit','Foul Waters',
'Ice Break','Leafstorm','Maelstrom','Rail Cannon','Regurgitation','Rending Deluge',
'Retinal Glare','Subduction','Tem. Upheaval','Water Bomb', 'Searing Tempest', 'Blinding Fulgor',
'Spectral Floe', 'Scouring Spate', 'Anvil Lightning', 'Silent Storm', 'Entomb', 'Tenebral Crush'
}
-- Magical spells with a primary Mnd mod
blue_magic_maps.MagicalMnd = S{
'Acrid Stream','Evryone. Grudge','Magic Hammer','Mind Blast'
}
-- Magical spells with a primary Chr mod
blue_magic_maps.MagicalChr = S{
'Eyes On Me','Mysterious Light'
}
-- Magical spells with a Vit stat mod (on top of Int)
blue_magic_maps.MagicalVit = S{
'Thermal Pulse'
}
-- Magical spells with a Dex stat mod (on top of Int)
blue_magic_maps.MagicalDex = S{
'Charged Whisker','Gates of Hades'
}
-- Magical spells (generally debuffs) that we want to focus on magic accuracy over damage.
-- Add Int for damage where available, though.
blue_magic_maps.MagicAccuracy = S{
'1000 Needles','Absolute Terror','Actinic Burst','Auroral Drape','Awful Eye',
'Blank Gaze','Blistering Roar','Blood Drain','Blood Saber','Chaotic Eye',
'Cimicine Discharge','Cold Wave','Corrosive Ooze','Demoralizing Roar','Digest',
'Dream Flower','Enervation','Feather Tickle','Filamented Hold','Frightful Roar',
'Geist Wall','Hecatomb Wave','Infrasonics','Jettatura','Light of Penance',
'Lowing','Mind Blast','Mortal Ray','MP Drainkiss','Osmosis','Reaving Wind',
'Sandspin','Sandspray','Sheep Song','Soporific','Sound Blast','Stinking Gas',
'Sub-zero Smash','Venom Shell','Voracious Trunk','Yawn'
}
-- Breath-based spells
blue_magic_maps.Breath = S{
'Bad Breath','Flying Hip Press','Frost Breath','Heat Breath',
'Hecatomb Wave','Magnetite Cloud','Poison Breath','Radiant Breath','Self-Destruct',
'Thunder Breath','Vapor Spray','Wind Breath'
}
-- Stun spells
blue_magic_maps.Stun = S{
'Blitzstrahl','Frypan','Head Butt','Sudden Lunge','Tail slap','Temporal Shift',
'Thunderbolt','Whirl of Rage'
}
-- Healing spells
blue_magic_maps.Healing = S{
'Healing Breeze','Magic Fruit','Plenilune Embrace','Pollen','Restoral','White Wind',
'Wild Carrot'
}
-- Buffs that depend on blue magic skill
blue_magic_maps.SkillBasedBuff = S{
'Barrier Tusk','Diamondhide','Magic Barrier','Metallic Body','Plasma Charge',
'Pyric Bulwark','Reactor Cool',
}
-- Other general buffs
blue_magic_maps.Buff = S{
'Amplification','Animating Wail','Battery Charge','Carcharian Verve','Cocoon',
'Erratic Flutter','Exuviation','Fantod','Feather Barrier','Harden Shell',
'Memento Mori','Nat. Meditation','Occultation','Orcish Counterstance','Refueling',
'Regeneration','Saline Coat','Triumphant Roar','Warm-Up','Winds of Promyvion',
'Zephyr Mantle'
}
-- Spells that require Unbridled Learning to cast.
unbridled_spells = S{
'Absolute Terror','Bilgestorm','Blistering Roar','Bloodrake','Carcharian Verve',
'Crashing Thunder','Droning Whirlwind','Gates of Hades','Harden Shell','Polar Roar',
'Pyric Bulwark','Thunderbolt','Tourbillion','Uproot','Mighty Guard','Cruel Joke','Cesspool','Tearing Gust'
}
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:options('Normal', 'Acc', 'Refresh', 'Learning')
state.WeaponskillMode:options('Normal', 'Acc')
state.CastingMode:options('Normal', 'Resistant')
state.IdleMode:options('Normal', 'PDT', 'Refresh', 'Learning')
state.HybridMode:options('Normal', 'PDT')
state.MagicBurst = M(false, 'Magic Burst')
-- Additional local binds
send_command('bind ^` input /ja "Chain Affinity" <me>')
send_command('bind !` input /ja "Burst Affinity" <me>')
send_command('bind @` input /ja "Efflux" <me>')
send_command('bind ` input /ma "Sudden Lunge" <t>')
send_command('bind delete input /ws "Chant du Cygne" <t>')
send_command('bind end input /ja "Diffusion" <me>')
send_command('bind home input /ja "Unbridled Learning" <me>')
send_command('bind ^- input /ma "Carcharian Verve" <me>')
send_command('bind ^= input /ma "Mighty Guard" <me>')
send_command('bind !- gs c toggle MagicBurst')
update_combat_form()
select_default_macro_book()
end
-- Called when this job file is unloaded (eg: job change)
function user_unload()
send_command('unbind `')
send_command('unbind ^`')
send_command('unbind ^-')
send_command('unbind ^=')
send_command('unbind !`')
send_command('unbind !-')
send_command('unbind !=')
send_command('unbind @`')
send_command('unbind @-')
send_command('unbind @=')
send_command('unbind delete')
send_command('unbind end')
send_command('unbind home')
end
-- Set up gear sets.
function init_gear_sets()
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-- Start defining the sets
--------------------------------------
sets.buff['Burst Affinity'] = {legs="Assimilator's Shalwar +1",feet="Hashishin Basmak +1"}
sets.buff['Chain Affinity'] = {head="Hashishin Kavuk", feet="Assimilator's Charuqs +1"}
sets.buff.Convergence = {}
sets.buff.Enchainment = {}
sets.buff.Diffusion = {feet="Luhlaza Charuqs +1"}
sets.buff.Efflux = {legs="Hashishin Tayt +1"}
-- Precast Sets
organizer_items = {
claid="Claidheamh Soluis",
nblade={name="Nibiru Blade", augments={'DEX+10','Accuracy+20','Mag. Acc.+15'}},
nblade2={name="Nibiru Blade", augments={'STR+10','Attack+20','"Store TP"+3'}},
nclub="Nibiru Cudgel"}
-- Precast sets to enhance JAs
sets.precast.JA['Azure Lore'] = {hands="Luhlaza Bazubands"}
-- Waltz set (chr and vit)
sets.precast.Waltz = {}
-- Don't need any special gear for Healing Waltz.
sets.precast.Waltz['Healing Waltz'] = {}
-- Fast cast sets for spells
sets.precast.FC = {ammo="Impatiens",
head="Carmine Mask",neck="Orunmila's Torque",ear1="Enchanter Earring +1",ear2="Loquacious Earring",
body="Luhlaza Jubbah +1",hands="Leyline Gloves",ring1="Weatherspoon Ring",ring2="Prolix Ring",
back="Swith Cape +1",waist="Witful Belt",legs="Psycloth Lappas",feet="Chelona Boots +1"}
sets.precast.FC['Blue Magic'] = set_combine(sets.precast.FC, {body="Hashishin Mintan +1"})
-- Weaponskill sets
-- Default set for any weaponskill that isn't any more specifically defined
sets.precast.WS = {ammo="Expeditious Pinion",
head="Adhemar Bonnet",neck=gear.ElementalGorget,ear1="Cessance Earring",ear2="Brutal Earring",
body="Abnoba Kaftan",hands="Rawhide Gloves",ring1="Ramuh Ring",ring2="Epona's Ring",
back="Rancorous Mantle",waist=gear.ElementalBelt,legs="Samnuha Tights",feet="Thereoid Greaves"}
sets.precast.WS.acc = set_combine(sets.precast.WS, {ammpo="Honed Tathlum"})
-- Specific weaponskill sets. Uses the base set if an appropriate WSMod version isn't found.
sets.precast.WS['Chant du Cygne'] = set_combine(sets.precast.WS, {
ear1="Moonshade Earring",legs="Samnuha Tights"})
sets.precast.WS['Requiescat'] = set_combine(sets.precast.WS, {ammo="Hydrocera",
head="Carmine Mask",ear1="Moonshade Earring",ring1="Aquasoul Ring",back="Bleating Mantle"})
sets.precast.WS['Requiescat'].acc = set_combine(sets.precast.WS['Requiescat'], {back="Bleating Mantle"})
sets.precast.WS['Sanguine Blade'] = {
head=gear.hag_mab_hat,neck="Eddy Necklace",ear1="Friomisi Earring",ear2="Novio Earring",
body="Amalric Doublet",hands="Amalric Gages",ring1="Shiva Ring +1",ring2="Shiva Ring +1",
back="Cornflower Cape",waist="Yamabuki-no-Obi",legs="Hagondes Pants +1",feet="Hashishin Basmak +1"}
sets.precast.WS['Flash Nova'] = set_combine(sets.precast.WS['Sanguine Blade'], {ring1="Weatherspoon Ring"})
sets.precast.WS['Realmrazer'] = set_combine(sets.precast.WS, {
head="Adhemar Bonnet",ring1="Aquasoul Ring",ring2="Aquasoul Ring",
back="Bleating Mantle",legs="Samnuha Tights"})
-- Midcast Sets
sets.midcast.FastRecast = {}
sets.midcast['Blue Magic'] = {}
-- Physical Spells --
sets.midcast['Blue Magic'].Physical = {ammo="Honed Tathlum",
head="Adhemar Bonnet",neck="Caro Necklace",ear1="Vulcan's Pearl",ear2="Flame Pearl",
body="Adhemar Jacket",hands="Rawhide Gloves",ring1="Pyrosoul Ring",ring2="Pyrosoul Ring",
back="Cornflower Cape",waist="Prosilio Belt +1",legs="Samnuha Tights",feet="Rawhide Boots"}
sets.midcast['Blue Magic'].PhysicalAcc = set_combine(sets.midcast['Blue Magic'].Physical, {
neck="Clotharius Torque",hands="Leyline Gloves",back="Grounded Mantle +1",waist="Olseni Belt",feet=gear.accdt_feet})
sets.midcast['Blue Magic'].PhysicalStr = set_combine(sets.midcast['Blue Magic'].Physical, {})
sets.midcast['Blue Magic'].PhysicalDex = set_combine(sets.midcast['Blue Magic'].Physical, {})
sets.midcast['Blue Magic'].PhysicalVit = set_combine(sets.midcast['Blue Magic'].Physical, {})
sets.midcast['Blue Magic'].PhysicalAgi = set_combine(sets.midcast['Blue Magic'].Physical, {})
sets.midcast['Blue Magic'].PhysicalInt = set_combine(sets.midcast['Blue Magic'].Physical, {})
sets.midcast['Blue Magic'].PhysicalMnd = set_combine(sets.midcast['Blue Magic'].Physical, {})
sets.midcast['Blue Magic'].PhysicalChr = set_combine(sets.midcast['Blue Magic'].Physical, {})
sets.midcast['Blue Magic'].PhysicalHP = set_combine(sets.midcast['Blue Magic'].Physical, {})
-- Magical Spells --
sets.midcast['Blue Magic'].Magical = {ammo="Ghastly Tathlum +1",
head=gear.hag_mab_hat,neck="Eddy Necklace",ear1="Friomisi Earring",ear2="Novio Earring",
body="Amalric Doublet",hands="Amalric Gages",ring1="Shiva Ring +1",ring2="Shiva Ring +1",
back="Cornflower Cape",waist="Yamabuki-no-Obi",legs="Amalric Slops",feet="Amalric Nails"}
sets.midcast['Blue Magic'].Magical.Resistant = set_combine(sets.midcast['Blue Magic'].Magical,
{ammo="Mavi Tathlum",ear1="Enchanter Earring +1",ear2="Gwati Earring",head="Helios Band",body="Hashishin Mintan +1",
hands="Leyline Gloves",ring1="Weatherspoon Ring",legs="Psycloth Lappas",feet="Hashishin Basmak +1"})
sets.midcast['Blue Magic'].MagicAccuracy = set_combine(sets.midcast['Blue Magic'].Magical, {ammo="Mavi Tathlum",
head="Helios Band",ear1="Enchanter Earring +1",ear2="Gwati Earring",body="Hashishin Mintan +1",ring1="Weatherspoon Ring",legs="Psycloth Lappas"})
sets.midcast['Blue Magic'].MagicalMnd = set_combine(sets.midcast['Blue Magic'].Magical,
{hands="Telchine Gloves",ring1="Aquasoul Ring",ring2="Aquasoul Ring",back="Cornflower Cape",
legs="Telchine Braconi",feet="Medium's Sabots"})
sets.midcast['Blue Magic'].MagicalChr = set_combine(sets.midcast['Blue Magic'].Magical)
sets.midcast['Blue Magic'].MagicalVit = set_combine(sets.midcast['Blue Magic'].Magical, {})
sets.midcast['Blue Magic'].MagicalDex = set_combine(sets.midcast['Blue Magic'].Magical, {})
sets.midcast['Blue Magic']['Tenebral Crush'] = set_combine(sets.midcast['Blue Magic'].Magical, {head="Pixie Hairpin +1"})
-- Breath Spells --
sets.midcast['Blue Magic'].Breath = {ammo="Mavi Tathlum",
neck="Sanctity Necklace",ear1="Enchanter Earring +1",ear2="Gwati Earring",
hands="Amalric Gages",back="Cornflower Cape",legs="Psycloth Lappas",feet="Medium's Sabots"}
-- Other Types --
sets.midcast['Blue Magic'].Stun = set_combine(sets.midcast['Blue Magic'].MagicAccuracy, {head="Carmine Mask",neck="Sanctity Necklace",ear1="Steelflash Earring",ring2="Patricius Ring",
waist="Olseni Belt",feet=gear.herc_feet_TP})
sets.midcast['Blue Magic']['White Wind'] = set_combine(sets.midcast['Blue Magic'].Healing, {})
sets.midcast['Blue Magic'].Healing = {
head="Telchine Cap",neck="Colossus's Torque",ear1="Lifestorm Earring",ear2="Loquacious Earring",
body="Hashishin Mintan +1",hands="Telchine Gloves",ring1="Aquasoul Ring",ring2="Aquasoul Ring",
back="Tempered Cape +1",waist="Bishop's Sash",legs="Telchine Braconi",feet="Medium's Sabots"}
sets.midcast['Blue Magic'].SkillBasedBuff = {ammo="Mavi Tathlum",
body="Assimilator's Jubbah +1",back="Cornflower Cape",legs="Hashishin Tayt +1",feet="Luhlaza Charuqs +1"}
sets.midcast['Blue Magic'].Buff = set_combine(sets.midcast['Blue Magic'].SkillBasedBuff, {})
sets.midcast.Protect = {ring1="Sheltered Ring"}
sets.midcast.Protectra = {ring1="Sheltered Ring"}
sets.midcast.Shell = {ring1="Sheltered Ring"}
sets.midcast.Shellra = {ring1="Sheltered Ring"}
sets.midcast.Refresh = {waist="Gishdubar Sash"}
-- Sets to return to when not performing an action.
-- Gear for learning spells: +skill and AF hands.
sets.Learning = {ammo="Mavi Tathlum",body="Assimilator's Jubbah +1",hands="Assimilator's Bazubands",
back="Cornflower Cape",legs="Hashishin Tayt +1",feet="Luhlaza Charuqs +1"}
--head="Luhlaza Keffiyeh"
sets.latent_refresh = {}
-- Resting sets
sets.resting = {
head="Iuitl Headgear +1",neck="Wiglen Gorget",
body="Assimilator's Jubbah +1",hands="Serpentes Cuffs",ring1="Sheltered Ring",ring2="Paguroidea Ring",feet="Chelona Boots +1"}
-- Idle sets
sets.idle = {ammo="Impatiens",
head="Rawhide Mask",neck="Wiglen Gorget",ear1="Ethereal Earring",ear2="Loquacious Earring",
body="Assimilator's Jubbah +1",hands="Serpentes Cuffs",ring1="Sheltered Ring",ring2="Paguroidea Ring",
back="Umbra Cape",waist="Flume Belt",legs="Crimson Cuisses",feet="Serpentes Sabots"}
sets.idle.PDT = {
head="Iuitl Headgear +1",neck="Twilight Torque",ear1="Ethereal Earring",ear2="Loquacious Earring",
body="Emet Harness +1",hands="Umuthi Gloves",ring1="Defending Ring",ring2=gear.DarkRing.physical,
back="Umbra Cape",waist="Flume Belt",legs="Hagondes Pants +1",feet=gear.accdt_feet}
sets.idle.Town = {
head="Adhemar Bonnet",neck="Clotharius Torque",ear1="Cessance Earring",ear2="Brutal Earring",
body="Adhemar Jacket",hands=gear.herc_hands_TP,ring1="Epona's Ring",ring2="Petrov Ring",
back="Bleating Mantle",waist="Windbuffet Belt +1",legs="Crimson Cuisses",feet=gear.herc_feet_TP}
sets.idle.Learning = set_combine(sets.idle, sets.Learning)
sets.idle.Refresh = set_combine(sets.idle, {legs="Lengo Pants"})
-- Defense sets
sets.defense.PDT = {
head="Iuitl Headgear +1",neck="Twilight Torque",ear1="Ethereal Earring",ear2="Loquacious Earring",
body="Emet Harness +1",hands="Umuthi Gloves",ring1="Defending Ring",ring2=gear.DarkRing.physical,
back="Umbra Cape",waist="Flume Belt",legs="Hagondes Pants +1",feet=gear.accdt_feet}
sets.defense.MDT = {
head="Helios Band",neck="Twilight Torque",ear1="Mujin Stud",ear2="Sanare Earring",
body="Hashishin Mintan +1",hands="Amalric Gages",ring1="Defending Ring",ring2="Shadow Ring",
back="Engulfer Cape +1",waist="Flume Belt",legs="Hashishin Tayt +1",feet="Amalric Nails"}
sets.Kiting = {legs="Crimson Cuisses"}
-- 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 = {ammo="Ginsen",
head="Adhemar Bonnet",neck="Asperity Necklace",ear1="Cessance Earring",ear2="Brutal Earring",
body="Adhemar Jacket",hands=gear.herc_hands_TP,ring1="Petrov Ring",ring2="Epona's Ring",
back="Bleating Mantle",waist="Windbuffet Belt +1",legs="Samnuha Tights",feet=gear.herc_feet_TP}
sets.engaged.Acc = set_combine(sets.engaged, {ammo="Honed Tathlum",
head="Carmine Mask",neck="Clotharius Torque",ear2="Steelflash Earring",
hands="Leyline Gloves",back="Grounded Mantle +1",waist="Olseni Belt"})
sets.engaged.PDT = {
head="Iuitl Headgear +1",neck="Twilight Torque",ear1="Cessance Earring",ear2="Brutal Earring",
body="Emet Harness +1",hands="Umuthi Gloves",ring1="Defending Ring",ring2=gear.DarkRing.physical,
back="Umbra Cape",waist="Windbuffet Belt +1",legs="Samnuha Tights",feet=gear.accdt_feet}
sets.engaged.Refresh = set_combine(sets.engaged, {head="Rawhide Mask",body="Assimilator's Jubbah +1",legs="Lengo Pants"})
sets.engaged.DW = set_combine(sets.engaged, {})
sets.engaged.DW.Acc = set_combine(sets.engaged.Acc, {})
sets.engaged.DW.Refresh = set_combine(sets.engaged.Refresh, {})
sets.engaged.Learning = set_combine(sets.engaged, sets.Learning)
sets.engaged.DW.Learning = set_combine(sets.engaged.DW, sets.Learning)
sets.self_healing = {ring1="Kunaji Ring",ring2="Asklepian Ring",waist="Gishdubar Sash"}
sets.MagicBurst = {head="Helios Band",hands="Helios Gloves",ring1="Locus Ring",ring2="Mujin Band",back="Seshaw Cape",feet="Helios Boots"}
end
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-- Job-specific hooks for standard casting events.
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-- 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 unbridled_spells:contains(spell.english) and not state.Buff['Unbridled Learning'] then
eventArgs.cancel = true
windower.send_command('@input /ja "Unbridled Learning" <me>; wait 1.5; input /ma "'..spell.name..'" '..spell.target.name)
end
if (spell.type:endswith('Magic') or spell.type == "Ninjutsu") and buffactive.silence then -- Auto Use Echo Drops If You Are Silenced --
cancel_spell()
send_command('input /item "Echo Drops" <me>')
end
if spell.english == 'Berserk' then
if buffactive.Berserk then -- Change Berserk To Aggressor If Berserk Is On --
cancel_spell()
send_command('input /ja Aggressor <me>')
end
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)
-- Add enhancement gear for Chain Affinity, etc.
if spell.skill == 'Blue Magic' then
for buff,active in pairs(state.Buff) do
if active and sets.buff[buff] then
equip(sets.buff[buff])
end
end
if spellMap == 'Healing' and spell.target.type == 'SELF' and sets.self_healing then
equip(sets.self_healing)
end
end
-- If in learning mode, keep on gear intended to help with that, regardless of action.
if state.OffenseMode.value == 'Learning' then
equip(sets.Learning)
end
if state.MagicBurst.value and spellMap:contains('Magical') then
if buffactive['Burst Affinity'] or buffactive['Azure Lore'] then
equip(sets.MagicBurst)
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 not (buffactive['Burst Affinity'] or buffactive['Azure Lore']) then
state.MagicBurst:reset()
end
end
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-- Job-specific hooks for non-casting 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 state.Buff[buff] ~= nil then
state.Buff[buff] = gain
end
end
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-- User code that supplements standard library decisions.
-------------------------------------------------------------------------------------------------------------------
-- Custom spell mapping.
-- Return custom spellMap value that can override the default spell mapping.
-- Don't return anything to allow default spell mapping to be used.
function job_get_spell_map(spell, default_spell_map)
if spell.skill == 'Blue Magic' then
for category,spell_list in pairs(blue_magic_maps) do
if spell_list:contains(spell.english) then
return category
end
end
end
end
-- Modify the default idle set after it was constructed.
function customize_idle_set(idleSet)
if player.mpp < 51 then
set_combine(idleSet, sets.latent_refresh)
end
if world.area:contains('Adoulin') then
idleSet = set_combine(sets.idle.Town, {body="Councilor's Garb"})
end
return idleSet
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)
update_combat_form()
end
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-- Utility functions specific to this job.
-------------------------------------------------------------------------------------------------------------------
function update_combat_form()
-- Check for H2H or single-wielding
if player.equipment.sub == "Genbu's Shield" or player.equipment.sub == 'empty' then
state.CombatForm:reset()
else
state.CombatForm:set('DW')
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 == 'WAR' then
set_macro_page(2, 9)
else
set_macro_page(1, 9)
end
end