Code:
--Built off of my BLU GS
------------------------------------------
-- Macro and Style Change on Job Change
------------------------------------------
function set_macros(sheet,book)
if book then
send_command('@input /macro book '..tostring(book)..';wait .1;input /macro set '..tostring(sheet))
return
end
send_command('@input /macro set '..tostring(sheet))
end
function set_style(sheet)
send_command('@input ;wait 5.0;input /lockstyleset '..sheet)
add_to_chat (21, 'Your lockstyle looks like shit, and you should feel bad')
add_to_chat (121, 'You are on RUN btw, macros set')
-- add_to_chat (60, 'Eat tendies in moderation')
end
--Page, Book--
set_macros(1,10)
--Use the Lockstyle Number--
set_style(100)
------------------------------------------
-- Variables
------------------------------------------
SetLocked = false --Used to Check if set is locked before changing equipment
LockedEquipSet = {} --Placeholder to store desired lock set
LockGearSet = {}
equipSet = {} --Currently Equiped Gearset
LockGearIndex = false
LockGearIndex = false
TargetDistance = 0
------------------------------------------
-- Windower Hooks --
------------------------------------------
function buff_change(n, gain, buff_table)
local name
name = string.lower(n)
if name == "terror" or name == "petrification" or name == "sleep" or name == "stun" then
if gain == true then
ChangeGear(sets.TP.Tank)
else
ChangeGear(sets.TP[sets.TP.index[TP_ind]])
end
end
if buffactive['Embolden'] then
ChangeGear({back="Evasionist's Cape"})
end
end
------------------------------------------
-- Binds --
------------------------------------------
send_command('bind f9 gs c toggle TP set') --This means if you hit cntrl and f9 it toggles the sets
send_command('bind f10 gs c toggle Reso set')
send_command('bind f11 gs c toggle Req set')
send_command('bind f12 gs c toggle Idle set')
send_command('bind ^f9 input /ws "Resolution" <t>') --^ means cntrl
send_command('bind ^f10 input /ws "Dimidiation" <t>')
send_command('bind ^f11 input /ws "Sanguine Blade" <t>')
send_command('bind ^f12 input /ws "Savage Blade" <t>') --Sanguine Blade
send_command('bind !f9 gs c changemaccmab') --! means alt
send_command('bind !f10 gs c toggle Dimidiation set')
send_command('bind !f11 gs c toggle Rea set')
send_command('bind !f12 gs c lockgearindex')
------------------------------------------
-- Console Commands --
------------------------------------------
function self_command(command)
if command == 'togglelock' then
if SetLocked == false then
msg("Equipment Set LOCKED!")
else
SetLocked = false
msg("Equipment Set UNLOCKED!")
end
elseif command == 'lockgearindex' then
if LockGearIndex == false then
LockGearIndex = true
LockGearSet = {
ammo = player.equipment.ammo,
head = player.equipment.head,
neck = player.equipment.neck,
ear1 = player.equipment.left_ear,
ear2 = player.equipment.right_ear,
body = player.equipment.body,
hands = player.equipment.hands,
ring1 = player.equipment.left_ring,
ring2 = player.equipment.right_ring,
back = player.equipment.back,
waist = player.equipment.waist,
legs = player.equipment.legs,
feet = player.equipment.feet
}
msg("Gear Index Locked")
else
LockGearIndex = false
msg("Gear Index Unlocked")
if player.status == 'Engaged' then
equip(sets.TP[sets.TP.index[TP_ind]])
else
equip(sets.Idle[sets.Idle.index[Idle_ind]])
end
end
end
if command == 'toggle TP set' then
TP_ind = TP_ind + 1
if TP_ind > #sets.TP.index then TP_ind = 1 end
send_command('@input /echo <----- TP Set changed to ' .. sets.TP.index[TP_ind] .. ' ----->')
ChangeGear(sets.TP[sets.TP.index[TP_ind]])
elseif command == 'toggle Idle set' then
Idle_ind = Idle_ind + 1
if Idle_ind > #sets.Idle.index then Idle_ind = 1 end
send_command('@input /echo <----- Idle Set changed to ' .. sets.Idle.index[Idle_ind] .. ' ----->')
ChangeGear(sets.Idle[sets.Idle.index[Idle_ind]])
elseif command == 'toggle Req set' then
Requiescat_ind = Requiescat_ind + 1
if Requiescat_ind > #sets.Requiescat.index then Requiescat_ind = 1 end
send_command('@input /echo <----- Requiescat Set changed to ' .. sets.Requiescat.index[Requiescat_ind] .. ' ----->')
elseif command == 'toggle Savage set' then
SavageBlade_ind = SavageBlade_ind + 1
if SavageBlade_ind > #sets.SavageBlade.index then SavageBlade_ind = 1 end
send_command('@input /echo <----- Savage Blade Set changed to ' .. sets.SavageBlade.index[SavageBlade_ind] .. ' ----->')
elseif command == 'toggle Dimidiation set' then
Dimidiation_ind = Dimidiation_ind + 1
if Dimidiation_ind > #sets.Dimidiation.index then Dimidiation_ind = 1 end
send_command('@input /echo <----- Dimidiation Set changed to ' .. sets.Dimidiation.index[Dimidiation_ind] .. ' ----->')
elseif command == 'toggle Reso set' then
Resolution_ind = Resolution_ind + 1
if Resolution_ind > #sets.Resolution.index then Resolution_ind = 1 end
send_command('@input /echo <----- Resolution Set changed to ' .. sets.Resolution.index[Resolution_ind] .. ' ----->')
elseif command == 'toggle Realm set' then
Realmrazer_ind = Realmrazer_ind + 1
if Realmrazer_ind > #sets.Realmrazer.index then Realmrazer_ind = 1 end
elseif command == 'toggle FlashNova set' then
FlashNova_ind = FlashNova_ind + 1
if FlashNova_ind > #sets.FlashNova.index then FlashNova_ind = 1 end
send_command('@input /echo <----- Savage Blade Set changed to ' .. sets.FlashNova.index[FlashNova_ind] .. ' ----->')
elseif command == 'equip TP set' then
ChangeGear(sets.TP[sets.TP.index[TP_ind]])
elseif command == 'equip Idle set' then
ChangeGear(sets.Idle[sets.Idle.index[Idle_ind]])
end
end
------------------------------------------
-- Character States --
------------------------------------------
function IdleState()
ChangeGear(sets.Idle[sets.Idle.index[Idle_ind]])
if player.mpp <= 50 then
ChangeGear({waist = "Fucho-no-obi"})
end
end
function RestingState()
end
function EngagedState()
ChangeGear(sets.TP[sets.TP.index[TP_ind]])
end
------------------------------------------
-- Precast --
------------------------------------------
function pc_JA(spell, act)
IgnoreWS = S { "Sanguine Blade" }
if spell.english == 'Elemental Sforzo' then
ChangeGear(sets.JA.Sforzo)
elseif spell.english == 'Swordplay' then
ChangeGear(sets.JA.Swordplay)
elseif spell.english == 'Vallation' or spell.english == 'Valiance' then
ChangeGear(sets.JA.Vallation)
elseif spell.english == 'Pflug' then
ChangeGear(sets.JA.Pflug)
elseif spell.english == 'Embolden' then
ChangeGear(sets.JA.Embolden)
elseif spell.english == 'Vivacious Pulse' then
ChangeGear(sets.JA.Pulse)
elseif spell.english == 'Gambit' then
ChangeGear(sets.JA.Gambit)
elseif spell.english == 'Battuta' then
ChangeGear(sets.JA.Battuta)
elseif spell.english == 'Rayke' then
ChangeGear(sets.JA.Rayke)
elseif spell.english == 'Liement' then
ChangeGear(sets.JA.Liement)
elseif spell.english == 'One For All' then
ChangeGear(sets.JA.One)
elseif spell.english == 'Odyllic Subterfuge' then
ChangeGear(sets.JA.Subterfuge)
elseif spell.english == 'Meditate' then
ChangeGear(sets.JA.Meditate)
elseif spell.english == 'Provoke' then
ChangeGear(sets.JA.Provoke)
elseif spell.english == 'Warcry' then
ChangeGear(sets.JA.Warcry)
end
if spell.type == 'WeaponSkill' and player.tp >= 1000 and player.target.distance <= 6 then
if spell.english == 'Requiescat' then
ChangeGear(sets.Requiescat[sets.Requiescat.index[Requiescat_ind]])
elseif spell.english == 'Dimidiation' or spell.english == 'Vorpal Blade' then
ChangeGear(sets.Dimidiation[sets.Dimidiation.index[Dimidiation_ind]])
elseif spell.english == 'Resolution' then
ChangeGear(sets.Resolution[sets.Resolution.index[Resolution_ind]])
elseif spell.english == 'Savage Blade' then
ChangeGear(sets.SavageBlade[sets.SavageBlade.index[SavageBlade_ind]])
elseif spell.english == 'Realmrazer' then
ChangeGear(sets.Realmrazer[sets.Realmrazer.index[Realmrazer_ind]])
elseif spell.english == 'Flash Nova' then
ChangeGear(sets.FlashNova[sets.FlashNova.index[FlashNova_ind]])
elseif spell.english == 'Circle Blade' then
ChangeGear(sets.WS.CircleBlade)
elseif spell.english == 'Sanguine Blade' or spell.english == 'Red Lotus Blade' then
ChangeGear(sets.WS.SanguineBlade)
end
if player.tp > 2749 then
if IgnoreWS:contains(spell.english) then
do return end
else
equip(set_combine(equipSet, { ear1 = "Ishvara Earring" }))
msg("Ishvara Earring equiped")
end
end
elseif player.tp >= 1000 and player.target and player.target.distance and player.target.distance > 6 and spell.type == 'WeaponSkill' then
cancel_spell()
msg("Weapon Skill Canceled Target Out of Range")
end
if spell.english == 'Box Step' then
ChangeGear(sets.Utility.Steps)
elseif spell.english == 'Quick Step' then
ChangeGear(sets.Utility.Steps)
elseif spell.english == 'Animated Flourish' then
ChangeGear(sets.Utility.Enmity)
end
end
function pc_Magic(spell, act)
if spell.type == 'BlueMagic' then
ChangeGear(sets.precast.FC.Standard)
else
ChangeGear(sets.precast.FC.Standard)
end
end
function pc_Item(spell, act)
end
------------------------------------------
-- Midcast --
------------------------------------------
function mc_JA(spell, act)
end
function mc_Magic(spell, act)
if spell.skill == 'Enhancing Magic' then
if spell.english == 'Refresh' then
ChangeGear(sets.Enhancing.Refresh)
elseif string.find(spell.english,'Regen')then
ChangeGear(sets.Enhancing.Regen)
elseif string.find(spell.english,'Bar') or spell.english=="Temper" then
ChangeGear(sets.Enhancing.Skill)
elseif spell.english=="Phalanx" then
ChangeGear(sets.Enhancing.Phalanx)
elseif string.find(spell.english,'Shell') then
ChangeGear(sets.Enhancing.ProShell)
else
ChangeGear(sets.Enhancing.Duration)
end
if buffactive['Embolden'] then
ChangeGear({back="Evasionist's Cape"})
end
end
if PhysicalSpells:contains(spell.english) then
ChangeGear(sets.BlueMagic.STR)
end
if MagicalSpells:contains(spell.english) then
if RUNMagic_Enmity:contains(spell.english) then
ChangeGear(sets.Utility.Enmity)
end
end
if BlueMagic_Enmity:contains(spell.english) then
ChangeGear(sets.Utility.Enmity)
elseif BlueMagic_Buffs:contains(spell.english) then
ChangeGear(sets.TP.Tank)
elseif BlueMagic_Healing:contains(spell.english) or string.find(spell.english,'Cure')then
ChangeGear(sets.BlueMagic.Cures)
end
end
function mc_Item(spell, act)
end
------------------------------------------
-- After Cast --
------------------------------------------
function ac_JA(spell)
end
function ac_Magic(spell)
end
function ac_Item(spell)
end
function ac_Global()
if LockGearIndex == true then
ChangeGear(LockGearSet)
msg("Lock Gear is ON -- Swapping Gear")
else
if player.status == 'Engaged' then
EngagedState()
else
IdleState()
end
end
end
------------------------------------------
-- Framework Core --
------------------------------------------
function status_change(new, old)
if new == 'Idle' then
IdleState()
elseif new == 'Resting' then
RestingState()
elseif new == 'Engaged' then
EngagedState()
end
end
function precast(spell, act)
if spell.action_type == 'Ability' then
pc_JA(spell, act)
elseif spell.action_type == 'Magic' then
pc_Magic(spell, act)
else
pc_Item(spell, act)
end
end
function midcast(spell, act)
if spell.action_type == 'Ability' then
mc_JA(spell, act)
elseif spell.action_type == 'Magic' then
mc_Magic(spell, act)
else
mc_Item(spell, act)
end
end
function aftercast(spell)
if spell.action_type == 'Ability' then
ac_JA(spell)
elseif spell.action_type == 'Magic' then
ac_Magic(spell)
else
ac_Item(spell)
end
ac_Global()
end
function ChangeGear(GearSet)
equipSet = GearSet
equip(GearSet)
end
function LockGearSet(GearSet)
LockedEquipSet = GearSet
equip(GearSet)
SetLocked = true
end
function UnlockGearSet()
locked = false
equip(equipSet)
end
--Unload Binds
function file_unload()
send_command('unbind ^f9')
send_command('unbind ^f10')
send_command('unbind ^f11')
send_command('unbind ^f12')
send_command('unbind !f9')
send_command('unbind !f10')
send_command('unbind !f11')
send_command('unbind !f12')
send_command('unbind f9')
send_command('unbind f10')
send_command('unbind f11')
send_command('unbind f12')
end
--Start of Augmented Gear--
function get_sets()
maps()
HerculeanHelm = {}
HerculeanHelm.Nuke = { name = "Herculean Helm", augments = { 'Mag. Acc.+18 "Mag.Atk.Bns."+18', '"Fast Cast"+1', 'INT+9', 'Mag. Acc.+9', '"Mag.Atk.Bns."+12', } }
HerculeanHelm.DT = { name = "Herculean Helm", augments = { 'Attack+12', 'Phys. dmg. taken -4%', 'STR+9', 'Accuracy+8', } }
HerculeanHelm.Refesh = { name = "Herculean Helm", augments = { 'Weapon skill damage +2%','Pet: Accuracy+11 Pet: Rng. Acc.+11','"Refresh"+2', } }
HerculeanHelm.WSD = { name = "Herculean Helm", augments = { 'Attack+30','Weapon skill damage +5%', } }
HerculeanHelm.WSDAcc = { name = "Herculean Helm", augments = { 'Accuracy+23 Attack+23','Weapon skill damage +3%','STR+3','Accuracy+13','Attack+11', } }
HerculeanGloves = {}
HerculeanGloves.WSD = { name = "Herculean Gloves", augments = { 'Accuracy+21 Attack+21', 'Weapon skill damage +4%', 'Accuracy+9', 'Attack+10', } }
HerculeanGloves.DT = { name = "Herculean Gloves", augments = { 'Accuracy+13', 'Damage taken-3%', 'AGI+1', 'Attack+5', } }
HerculeanGloves.HighAcc = { name = "Herculean Gloves", augments = { 'Accuracy+23 Attack+23', '"Triple Atk."+2', 'DEX+15', 'Accuracy+11', 'Attack+13', } }
HerculeanGloves.Refresh = { name = "Herculean Gloves", augments = { 'DEX+7', 'Weapon skill damage +2%', '"Refresh"+1', } }
HerculeanGloves.Crit = { name = "Herculean Gloves", augments = { 'Attack+23', 'Crit. hit damage +4%', 'DEX+8', 'Accuracy+11', } }
HerculeanGloves.Reso ={ name="Herculean Gloves", augments={'Accuracy+11 Attack+11','"Triple Atk."+2','STR+10','Accuracy+15','Attack+5', } }
HerculeanLegs = {}
HerculeanLegs.DT = { name = "Herculean Trousers", augments = { 'Accuracy+22', 'Damage taken-2%', 'VIT+6', } }
HerculeanLegs.WSD = { name = "Herculean Trousers", augments = { 'Attack+28', 'Weapon skill damage +3%', 'STR+10', 'Accuracy+9', } }
TaeonBoots = {}
TaeonBoots.TA = { name = "Taeon Boots", augments = { 'STR+6 DEX+6', 'Accuracy+15 Attack+15', '"Triple Atk."+2' } }
TaeonBoots.Regen ={ name="Taeon Boots", augments = {'Mag. Acc.+9','"Conserve MP"+5','"Regen" potency+3',} }
HerculeanFeet = {}
HerculeanFeet.QA = { name = "Herculean Boots", augments = { 'AGI+4', '"Dbl.Atk."+2', 'Quadruple Attack +3', 'Accuracy+4 Attack+4', } }
HerculeanFeet.TA = { name = "Herculean Boots", augments = { 'Accuracy+14 Attack+14', '"Triple Atk."+4', 'DEX+3', 'Accuracy+2', 'Attack+15' } }
HerculeanFeet.DT = { name = "Herculean Boots", augments = { 'Accuracy+23', 'Damage taken -3%' } }
HerculeanFeet.Idle = { name = "Herculean Boots", augments = { 'Crit. hit damage +1%','STR+10','"Refresh"+2','Accuracy+15 Attack+15','Mag. Acc.+17 "Mag.Atk.Bns."+17', } }
HerculeanFeet.CritDmg = { name = "Herculean Boots", augments = { 'Accuracy+28', 'Crit. hit damage +5%', 'DEX+9', } }
HerculeanFeet.WSD = { name = "Herculean Boots", augments = { 'Attack+22', 'Weapon skill damage +4%', 'Accuracy+15', } }
Ogma = {}
Ogma.TP = { name="Ogma's cape", augments = {'DEX+20','Accuracy+20 Attack+20','Accuracy+10','"Store TP"+10', } }
Ogma.Tank = { name="Ogma's cape", augments={ 'INT+20','Eva.+20 /Mag. Eva.+20','Enmity+10', } }
Ogma.WSD = { name = "Ogma's Cape", augments = { 'DEX+20', 'Accuracy+20 Attack+20', 'Weapon skill damage +10%', } }
Ogma.Reso = { name="Ogma's cape", augments={ } }
Ogma.FC = { name = "Ogma's Cape", augments = { 'HP+60','Eva.+20 /Mag. Eva.+20','"Fast Cast"+10', } }
--End of Augmented Gear--
sets.Idle = {}
--Idle Sets--
sets.Idle.index = { 'BuffDuration', 'DT', 'Town' }
Idle_ind = 3
sets.Idle.BuffDuration = {
ammo = "Staunch Tathlum",
head = "Erilaz Galea +1",
neck = "Wiglen Gorget",
ear1 = "Infused Earring",
ear2 = "Ethereal earring",
body = "Vrikodara Jupon",
hands = HerculeanGloves.Refresh,
ring1 = "Sheltered ring",
ring2 = "Paguroidea Ring",
back = "Shadow Mantle",
waist = "Flume Belt",
legs = "Futhark Trousers +1",
feet = HerculeanFeet.Idle
}
sets.Idle.DT = {
ammo = "Staunch Tathlum",
head = "Blistering Sallet +1",
neck = "Loricate Torque +1",
ear1 = "Etiolation Earring",
ear2 = "Odnowa Earring +1",
body = "Futhark Coat +1",
hands = HerculeanGloves.DT,
ring1 = "Defending ring",
ring2 = "Gelatinous Ring +1",
back = "Shadow Mantle",
waist = "Flume Belt",
legs = "Carmine Cuisses +1",
feet = "Erilaz Greaves +1"
}
sets.Idle.Town = {
ammo = "Staunch Tathlum",
head = HerculeanHelm.Refesh,
neck = "Wiglen Gorget",
ear1 = "Infused Earring",
ear2 = "Ethereal earring",
body = "Vrikodara Jupon",
hands = HerculeanGloves.Refresh,
ring1 = "Sheltered ring",
ring2 = "Matrimony ring",
back = "Agema Cape",
waist = "Flume Belt",
legs = "Carmine Cuisses +1",
feet = HerculeanFeet.Idle
}
--TP Sets--
sets.TP = {}
sets.TP.index = { 'Tank', 'TankHyb', 'CappedHaste', 'AccuracyLite', 'AccuracyMid', 'AccuracyFull' }
--1=Tank gear, uncapped haste, 2=CappedHaste, 3=AccuracyLite, 4=AccuracyMid, 5=AccuracyFull--
TP_ind = 1
sets.TP.Tank = {
ammo = "Staunch Tathlum",
head = "Blistering Sallet +1",
neck = "Loricate Torque +1",
ear1 = "Etiolation Earring",
ear2 = "Odnowa Earring +1",
body = "Erilaz Surcoat +1",
hands = HerculeanGloves.DT,
ring1 = "Defending ring",
ring2 = "Gelatinous Ring +1",
back = Ogma.Tank,
waist = "Engraved Belt",
legs = "Erilaz Leg Guards +1",
feet = "Erilaz Greaves +1"
}
sets.TP.TankHyb = {
ammo = "Falcon Eye",
head = "Meghanada Visor +1",
neck = "Loricate Torque +1",
ear1 = "Telos Earring",
ear2 = "Odnowa Earring +1",
body = "Meghanada cuirie +1",
hands = HerculeanGloves.DT,
ring1 = "Defending ring",
ring2 = "Patricius Ring",
back = Ogma.TP,
waist = "Ioskeha Belt",
legs = "Meghanada Chausses +1",
feet = HerculeanFeet.DT
}
sets.TP.CappedHaste = {
ammo = "Ginsen",
head = "Adhemar Bonnet",
neck = "Asperity necklace",
-- ear1 = "Suppanomimi",
ear1 = "Cessance Earring",
ear2 = "Brutal Earring",
body = "Adhemar Jacket",
hands = "Adhemar Wristbands",
ring1 = "Epona's ring",
ring2 = "Petrov Ring",
back = Ogma.TP,
waist = "Windbuffet Belt +1",
legs = "Samnuha Tights",
feet = HerculeanFeet.QA
}
sets.TP.AccuracyLite = {
ammo = "Ginsen",
head = "Adhemar Bonnet",
neck = "Lissome Necklace",
--ear1 = "Suppanomimi",
ear1 = "Cessance Earring",
ear2 = "Brutal Earring",
body = "Adhemar Jacket",
hands = "Adhemar Wristbands",
ring1 = "Epona's ring",
ring2 = "Hetairoi Ring",
back = Ogma.TP,
waist = "Windbuffet Belt +1",
legs = "Samnuha Tights",
feet = HerculeanFeet.TA
}
sets.TP.AccuracyMid = {
ammo = "Seething Bomblet +1",
head = "Dampening Tam",
neck = "Lissome Necklace",
ear1 = "Cessance Earring",
ear2 = "Telos Earring",
body = "Adhemar Jacket",
hands = "Adhemar Wristbands",
ring1 = "Epona's ring",
ring2 = "Ramuh Ring +1",
back = Ogma.TP,
waist = "Olseni Belt",
legs = "Samnuha Tights",
feet = HerculeanFeet.TA
}
sets.TP.AccuracyFull = {
ammo = "Seething Bomblet +1",
head = "Carmine Mask +1",
neck = "Subtlety Spectacles",
ear1 = "Dignitary's Earring",
ear2 = "Telos Earring",
body = "Adhemar Jacket",
hands = HerculeanGloves.HighAcc,
ring1 = "Cacoethic Ring +1",
ring2 = "Ramuh Ring +1",
back = Ogma.WSD,
waist = "Olseni Belt",
legs = "Carmine Cuisses +1",
feet = HerculeanFeet.CritDmg
}
--Weaponskill Sets-- Cornflower for Requiescat because it saves a spot as it is the ONLY thing I would need to carry Bleating Mantle for...
sets.WS = {}
sets.Requiescat = {}
sets.Requiescat.index = { 'Attack', 'Accuracy' }
Requiescat_ind = 1
sets.Requiescat.Attack = {
ammo = "Hydrocera",
head = "Carmine Mask",
neck = "Fotia Gorget",
ear1 = "Moonshade Earring",
ear2 = "Brutal Earring",
body = "Adhemar Jacket",
hands = "Adhemar Wristbands",
ring1 = "Epona's ring",
ring2 = "Rufescent Ring",
back = Ogma.WSD,
waist = "Fotia Belt",
legs = "Telchine Braconi",
feet = "Carmine Greaves +1"
}
sets.Requiescat.Accuracy = {
ammo = "Falcon Eye",
head = "Carmine Mask",
neck = "Fotia Gorget",
ear1 = "Cessance Earring",
ear2 = "Zennaroi Earring",
body = "Adhemar Jacket",
hands = "Adhemar Wristbands",
ring1 = "Epona's ring",
ring2 = "Ramuh Ring +1",
back = " ",
waist = "Fotia Belt",
legs = "Telchine Braconi",
feet = "Carmine Greaves +1"
}
sets.Resolution = {}
sets.Resolution.index = { 'Attack', 'Accuracy' }
Resolution_ind = 1
sets.Resolution.Attack = {
ammo = "Seething Bomblet +1",
head = "Adhemar Bonnet",
neck = "Fotia Gorget",
ear1 = "Moonshade Earring",
ear2 = "Brutal Earring",
body = "Herculean Vest",
hands = HerculeanGloves.Reso,
ring1 = "Epona's Ring",
ring2 = "Ifrit Ring +1",
back = Ogma.WSD,
waist = "Fotia Belt",
legs = HerculeanLegs.WSD,
feet = HerculeanFeet.WSD
}
sets.Resolution.Accuracy = {
ammo = "Seething Bomblet +1",
head = "Adhemar Bonnet",
neck = "Fotia Gorget",
ear1 = "Moonshade Earring",
ear2 = "Brutal Earring",
body = "Herculean Vest",
hands = HerculeanGloves.Reso,
ring1 = "Epona's Ring",
ring2 = "Rufescent Ring",
back = Ogma.WSD,
waist = "Fotia Belt",
legs = HerculeanLegs.WSD,
feet = HerculeanFeet.WSD
}
sets.WS.SanguineBlade = {}
sets.WS.SanguineBlade = {
ammo = "Pemphredo Tathlum",
head = "Pixie Hairpin +1",
neck = "Sanctity Necklace",
ear1 = "Friomisi Earring",
ear2 = "Hecate's earring",
body = "Amalric Doublet",
hands = "Jhakri Cuffs +1",
ring1 = "Archon Ring",
ring2 = "Rufescent Ring",
back = "Cornflower cape",
waist = "Grunfeld Rope",
legs = "Amalric Slops",
feet = "Hashishin Basmak +1"
}
sets.WS.CircleBlade = set_combine(sets.Resolution.Attack[sets.Resolution.index[Resolution_ind]], {
})
sets.SavageBlade = {}
sets.SavageBlade.index = { 'Attack', 'Accuracy' }
SavageBlade_ind = 1
sets.SavageBlade.Attack = {
ammo = "Seething Bomblet +1",
head = HerculeanHelm.WSD,
neck = "Caro Necklace",
ear1 = "Moonshade Earring",
ear2 = "Brutal Earring",
body = "Herculean Vest",
hands = HerculeanGloves.WSD,
ring1 = "Rufescent Ring",
ring2 = "Ifrit Ring +1",
back = Ogma.WSD,
waist = "Prosilio Belt +1",
legs = HerculeanLegs.WSD,
feet = HerculeanFeet.WSD
}
sets.SavageBlade.Accuracy = {
ammo = "Falcon Eye",
head = HerculeanHelm.WSD,
neck = "Fotia Gorget",
ear1 = "Ishvara Earring",
ear2 = "Cessance Earring",
body = "Adhemar Jacket",
hands = HerculeanGloves.WSD,
ring1 = "Rufescent Ring",
ring2 = "Ramuh ring +1",
back = Ogma.WSD,
waist = "Grunfeld Rope",
legs = HerculeanLegs.WSD,
feet = HerculeanFeet.WSD
}
sets.Dimidiation = {}
sets.Dimidiation.index = { 'Attack', 'Accuracy', 'AccuracyHigh' }
Dimidiation_ind = 1
sets.Dimidiation.Attack = {
ammo="Jukukik Feather",
head="Adhemar Bonnet",
neck="Fotia Gorget",
ear1="Moonshade earring",ear2="Brutal Earring",
body="Herculean Vest",
hands="Meghanada gloves +1",
ring1="Epona's ring",ring2="Ifrit Ring +1",
back=Ogma.WSD,
waist="Fotia Belt",
legs="Samnuha Tights",
feet=HerculeanFeet.TA
}
sets.Dimidiation.Accuracy = {
ammo="Falcon Eye",
head="Adhemar Bonnet",
neck="Fotia Gorget",
ear1="Moonshade earring",ear2="Cessance Earring",
body="Abnoba Kaftan",
hands="Meghanada gloves +1",
ring1="Epona's ring",ring2="Begrudging Ring",
back=Ogma.WSD,
waist="Fotia Belt",
legs="Samnuha Tights",
feet=HerculeanFeet.CritDmg
}
sets.Dimidiation.AccuracyHigh = {
ammo="Falcon Eye",
head="Dampening Tam",
neck="Fotia Gorget",
ear1="Moonshade earring",ear2="Zennaroi earring",
body="Abnoba Kaftan",
hands=HerculeanGloves.WSD,
ring1="Begrudging Ring",ring2="Ramuh Ring +1",
back="Evasionist's Cape",
waist="Fotia Belt",
legs="Samnuha Tights",
feet=HerculeanFeet.CritDmg
}
sets.Realmrazer = {}
sets.Realmrazer.index = { 'Attack', 'Accuracy' }
Realmrazer_ind = 1
sets.Realmrazer.Attack = {
ammo = "Hydrocera",
head = "Carmine Mask",
neck = "Fotia Gorget",
ear1 = "Moonshade Earring",
ear2 = "Brutal Earring",
body = "Adhemar Jacket",
hands = HerculeanGloves.WSD,
ring1 = "Epona's ring",
ring2 = "Rufescent Ring",
back = "Cornflower Cape",
waist = "Fotia Belt",
legs = "Telchine Braconi",
feet = "Carmine Greaves +1"
}
sets.Realmrazer.Accuracy = {
ammo = "",
head = "",
neck = "",
ear1 = "",
ear2 = "",
body = "",
hands = "",
ring1 = "",
ring2 = "",
back = "",
waist = "",
legs = "",
feet = ""
}
sets.FlashNova = {}
sets.FlashNova.index = { 'Attack', 'Accuracy' }
FlashNova_ind = 1
sets.FlashNova.Attack = {
ammo = "",
head = "Helios Band",
neck = "Sanctity Necklace",
ear1 = "Hecate's Earring",
ear2 = "Friomisi Earring",
body = "Amalric Doublet",
hands = "Amalric Gages",
ring1 = "Shiva Ring +1",
ring2 = "Weatherspoon Ring",
back = "Cornflower Cape",
waist = "Eschan Stone",
legs = "Amalric Slops",
feet = "Hashishin Basmak +1"
}
sets.FlashNova.Accuracy = {
ammo = "",
head = "",
neck = "",
ear1 = "",
ear2 = "",
body = "",
hands = "",
ring1 = "",
ring2 = "",
back = "",
waist = "",
legs = "",
feet = ""
}
--Blue Magic Sets--
sets.BlueMagic = {}
sets.BlueMagic.STR = {
ammo = "Floestone",
head = "Adhemar Bonnet",
neck = "Caro Necklace",
ear1 = "Mache Earring",
ear2 = "Kuwunga Earring",
body = "Adhemar Jacket",
hands = "Adhemar Wristbands",
ring1 = "Ifrit Ring +1",
ring2 = "Apate Ring",
back = Ogma.WSD,
waist = "Prosilio Belt +1",
legs = HerculeanLegs.WSD,
feet = HerculeanFeet.TA
}
sets.BlueMagic.Cures = {
ammo = "Hydrocera",
head = "Carmine Mask",
neck = "Phalaina Locket",
ear1 = "Mendicant's Earring",
ear2 = "Flashward Earring",
body = "Vrikodara Jupon",
hands = "Telchine Gloves",
ring1 = "Kunaji Ring",
ring2 = "Rufescent Ring",
back = "Solemnity Cape",
waist = "Gishdubar Sash",
legs = "Gyve Trousers",
feet = "Medium's Sabots"
}
--Utility Sets--
sets.Utility = {}
sets.Utility.Steps = set_combine(sets.TP.AccuracyFull, {})
sets.Utility.MDTank = {
ammo = "Staunch Tathlum",
head = "Erilaz Galea +1",
neck = "Warder's Charm +1",
ear1 = "Etiolation Earring",
ear2 = "Odnowa Earring +1",
body = "Erilaz Surcoat +1",
hands = HerculeanGloves.DT,
ring1 = "Defending ring",
ring2 = "Gelatinous Ring +1",
back = Ogma.Tank,
waist = "Engraved Belt",
legs = "Erilaz Leg Guards +1",
feet = "Erilaz Greaves +1"
}
--Shell V on. Need 23% when 5/5 with pants, 21% with sheltered (23 again with sheltered and trust)--
sets.Utility.MDTV = {
ammo = "Floestone",
head = "Amalric Coif",
neck = "Warder's Charm +1",
ear1 = "Flashward Earring",
ear2 = "Etiolation Earring",
body = "Amalric Doublet",
hands = HerculeanGloves.DT,
ring1 = "Defending ring",
ring2 = "Shadow Ring",
back = "Mubvumbamiri Mantle",
waist = "Carrier's Sash",
legs = "Amalric Slops",
feet = "Hashishin Basmak +1"
}
--Shell II only--
sets.Utility.MDTII = {
ammo = "Floestone",
head = "Dampening Tam",
neck = "Loricate Torque +1",
ear1 = "Etiolation Earring",
ear2 = "Odnowa Earring +1",
body = "Amalric Doublet",
hands = HerculeanGloves.DT,
ring1 = "Defending ring",
ring2 = "Dark ring",
back = "Engulfer Cape +1",
waist = "Carrier's Sash",
legs = HerculeanLegs.DT,
feet = HerculeanFeet.DT
}
--No Shell--
sets.Utility.MDTNO = {
ammo = "Floestone",
head = "Dampening Tam",
neck = "Loricate Torque +1",
ear1 = "Etiolation Earring",
ear2 = "Odnowa Earring +1",
body = "Amalric Doublet",
hands = HerculeanGloves.DT,
ring1 = "Defending ring",
ring2 = "Dark ring",
back = "Engulfer Cape +1",
waist = "Carrier's Sash",
legs = HerculeanLegs.DT,
feet = HerculeanFeet.DT
}
--Telchine with proper ball busting augments is the best for magic evasion--
sets.Utility.MEVA = {
ammo = "Floestone",
head = "Amalric Coif",
neck = "Loricate Torque +1",
ear1 = "Flashward Earring",
ear2 = "Hearty Earring",
body = "Amalric Doublet",
hands = "Leyline Gloves",
ring1 = "Shiva Ring +1",
ring2 = "Purity Ring",
back = "Mubvumbamiri Mantle",
waist = "Carrier's Sash",
legs = "Amalric Slops",
feet = "Ahosi Leggings"
}
--Set I made for something niche--
sets.Utility.RSleep = {
ammo = "Shadow Satchel",
head = "Amalric Coif",
neck = "Invidia Torque",
ear1 = "Flashward Earring",
ear2 = "Hearty Earring",
body = "Amalric Doublet",
hands = "Leyline Gloves",
ring1 = "Wuji Ring",
ring2 = "Purity Ring",
back = "Mubvumbamiri Mantle",
waist = "Acipayam Belt",
legs = "Amalric Slops",
feet = "Ahosi Leggings"
}
---------------------------------------------------------------
sets.Utility.Enmity = {
ammo = "Sapience Orb",
head = "Rabid Visor",
neck = "Unmoving Collar +1",
ear1 = "Friomisi Earring",
ear2 = "Cryptic Earring",
body = "Emet Harness +1",
hands = "Kurys Gloves",
ring1 = "Supershear Ring",
ring2 = "Pernicious Ring",
back = Ogma.Tank,
waist = "Sinew Belt",
legs = "Erilaz Leg Guards +1",
Feet = "Ahosi Leggings"
}
------------------------------------------------
sets.Utility.Charm = {
neck = "Unmoving Collar +1",
ear2 = "Hearty Earring",
hands = "Erilaz Gauntlets",
ring2 = "Wuji Ring",
back = "Solemnity Cape",
legs = "Runeist Trousers +1"
}
--Enhancing Sets--
sets.Enhancing = {}
sets.Enhancing.Skill = {
ammo = "Sapience Orb",
head = "Carmine Mask +1",
neck = "Incanter's Torque",
ear1 = "Etiolation Earring",
ear2 = "Loquacious Earring",
body = "Futhark Coat +1",
hands = "Runeist Mitons +1",
ring1 = "Defending Ring",
ring2 = "Dark ring",
back = "Solemnity Cape",
waist = "Flume Belt",
legs = "Carmine Cuisses +1",
feet = "Erilaz Greaves +1"
}
sets.Enhancing.Duration = {
ammo = "Sapience Orb",
head = "Erilaz Galea +1",
neck = "Incanter's Torque",
ear1 = "Etiolation Earring",
ear2 = "Loquacious Earring",
body = "Futhark Coat +1",
hands = "Runeist Mitons +1",
ring1 = "Defending Ring",
ring2 = "Dark ring",
back = "Solemnity Cape",
waist = "Flume Belt",
legs = "Futhark Trousers +1",
feet = "Erilaz Greaves +1"
}
sets.Enhancing.Phalanx = set_combine(sets.Enhancing.Duration, {
head = "Futhark Bandeau +1",
})
sets.Enhancing.Refresh = set_combine(sets.Enhancing.Duration, {
waist = "Gishdubar Sash",
})
sets.Enhancing.Regen = set_combine(sets.Enhancing.Duration, {
head = "Runeist Bandeau +1",
})
sets.Enhancing.ProShell = set_combine(sets.Enhancing.Duration, {
Ring2 = "Sheltered Ring",
})
sets.Enhancing.Foil = set_combine(sets.Utility.Enmity, {
head = "Erilaz Galea +1",
legs = "Futhark Trousers +1"
})
--Job Ability Sets--
sets.JA = {}
sets.JA.Swipe = set_combine(sets.Utility.Enmity, {
ammo = "Pemphredo Tathlum",
head = "",
neck = "",
ear1 = "Friomisi Earring",
ear2 = "",
body = "",
hands = "",
ring1 = "",
ring2 = "",
back = "",
waist = "",
legs = "",
feet = ""
})
sets.JA.Lunge = set_combine(sets.Utility.Enmity, {
ammo = "Pemphredo Tathlum",
head = "",
neck = "",
ear1 = "Friomisi Earring",
ear2 = "",
body = "",
hands = "",
ring1 = "",
ring2 = "",
back = "",
waist = "",
legs = "",
feet = ""
})
sets.JA.Sforzo = set_combine(sets.Utility.Enmity, {
body = "Futhark Coat +1"
})
sets.JA.Swordplay = set_combine(sets.Utility.Enmity, {
hands = "Futhark Mitons"
})
sets.JA.Vallation = set_combine(sets.Utility.Enmity, {
body = "Runeist Coat",
legs = "Futhark Trousers +1",
back = "Ogma's Cape"
})
sets.JA.Pflug = set_combine(sets.Utility.Enmity, {
feet = "Runeist Bottes"
})
sets.JA.Valiance = set_combine(sets.Utility.Enmity, {
body = "Runeist Coat",
legs = "Futhark Trousers +1",
back = "Ogma's Cape"
})
sets.JA.Embolden = set_combine(sets.Utility.Enmity, {
})
sets.JA.Pulse = set_combine(sets.Utility.Enmity, {
head = "Erilaz Galea +1"
})
sets.JA.Gambit = set_combine(sets.Utility.Enmity, {
hands = "Runeist Mitons +1"
})
sets.JA.Battuta = set_combine(sets.Utility.Enmity, {
head = "Futhark Bandeau +1"
})
sets.JA.Rayke = set_combine(sets.Utility.Enmity, {
feet = "Futhark Boots"
})
sets.JA.Liement = set_combine(sets.Utility.Enmity, {
body = "Futhark Coat +1"
})
sets.JA.One = set_combine(sets.Utility.Enmity, {})
sets.JA.Subterfuge = set_combine(sets.Utility.Enmity, {})
---SAM---
sets.JA.Meditate = set_combine(sets.Utility.Enmity, {})
---WAR---
sets.JA.Provoke = set_combine(sets.Utility.Enmity, {})
sets.JA.Warcry = set_combine(sets.Utility.Enmity, {})
--Precast Sets--
sets.precast = {}
sets.precast.FC = {}
sets.precast.FC.Standard = {
ammo = "Impatiens",
head = "Carmine Mask +1",
neck = "Voltsurge Torque",
ear1 = "Etiolation Earring",
ear2 = "Loquac. Earring",
body = "Taeon Tabard",
hands = "Leyline Gloves",
ring1 = "Prolix Ring",
ring2 = "Weatherspoon Ring",
back = Ogma.FC,
waist = "Witful Belt",
legs = "Erilaz Leg Guards +1",
feet = "Carmine Greaves +1"
}
end
function maps()
PhysicalSpells = S {
'Bludgeon', 'Body Slam', 'Feather Storm', 'Mandibular Bite', 'Queasyshroom',
'Power Attack', 'Screwdriver', 'Sickle Slash', 'Smite of Rage',
'Terror Touch', 'Battle Dance', 'Claw Cyclone', 'Foot Kick', 'Grand Slam',
'Sprout Smack', 'Helldive', 'Jet Stream', 'Pinecone Bomb', 'Wild Oats', 'Uppercut'
}
MagicalSpells = S {}
BlueMagic_Buffs = S {
'Cocoon', 'Refueling'
}
BlueMagic_Healing = S {
'Healing Breeze', 'Pollen', 'Wild Carrot'
}
BlueMagic_Enmity = S {
'Blank Gaze', 'Jettatura', 'Geist Wall', 'Sheep Song', 'Soporific'
}
RUNMagic_Enmity = S {
'Foil', 'Flash', 'Crusade'
}
end
function msg(str)
send_command('@input /echo <----- ' .. str .. ' ----->')
end