-------------------------------------------------------------------------------------------------------------------
-- Setup functions for this job. Generally should not be modified.
-------------------------------------------------------------------------------------------------------------------
--[[
gs c toggle LuzafRing -- Toggles use of Luzaf Ring on and off
Offense mode is melee or ranged. Used ranged offense mode if you are engaged
for ranged weaponskills, but not actually meleeing.
Weaponskill mode, if set to 'Normal', is handled separately for melee and ranged weaponskills.
--]]
-- Initialization function for this job file.
function get_sets()
mote_include_version = 2
-- Load and initialize the include file.
include('Mote-Include.lua')
end
-- Setup vars that are user-independent. state.Buff vars initialized here will automatically be tracked.
function job_setup()
-- Whether to use Luzaf's Ring
state.LuzafRing = M(false, "Luzaf's Ring")
-- Whether a warning has been given for low ammo
state.warned = M(false)
define_roll_values()
end
-------------------------------------------------------------------------------------------------------------------
-- User setup functions for this job. Recommend that these be overridden in a sidecar file.
-------------------------------------------------------------------------------------------------------------------
-- Setup vars that are user-dependent. Can override this function in a sidecar file.
function user_setup()
state.OffenseMode
ptions('Melee', 'Acc', 'Ranged')
state.RangedMode
ptions('Normal', 'Acc')
state.WeaponskillMode
ptions('Normal', 'Acc', 'Att', 'Mod')
state.CastingMode
ptions('Normal', 'Resistant')
state.IdleMode
ptions('Normal', 'PDT', 'Refresh')
gear.RAbullet = "Adlivun Bullet"
gear.WSbullet = "decimating Bullet"
gear.MAbullet = "Bronze Bullet"
gear.QDbullet = "Adlivun Bullet"
options.ammo_warning_limit = 15
-- Additional local binds
send_command('bind ^` input /ja "Double-up" <me>')
send_command('bind !` input /ja "Bolter\'s Roll" <me>')
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 !`')
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['Triple Shot'] = {body="chasseur's frac"}
sets.precast.JA['Snake Eye'] = {legs="Lanun trews +1"}
sets.precast.JA['Wild Card'] = {feet="Lanun Bottes +1"}
sets.precast.JA['Random Deal'] = {body="Lanun Frac +1"}
sets.precast.CorsairRoll = {head="Lanun Tricorne +1",hands="chasseur's gants"}
sets.precast.CorsairRoll["Caster's Roll"] = set_combine(sets.precast.CorsairRoll, {legs="chasseur's Culottes"})
sets.precast.CorsairRoll["Courser's Roll"] = set_combine(sets.precast.CorsairRoll, {feet="chasseur's Bottes "})
sets.precast.CorsairRoll["Blitzer's Roll"] = set_combine(sets.precast.CorsairRoll, {head="chasseur's Tricorne"})
sets.precast.CorsairRoll["Tactician's Roll"] = set_combine(sets.precast.CorsairRoll, {body="chasseur's Frac"})
sets.precast.CorsairRoll["Allies' Roll"] = set_combine(sets.precast.CorsairRoll, {hands="chasseur's Gants"})
sets.precast.LuzafRing = {ring2="Luzaf's Ring"}
sets.precast.FoldDoubleBust = {hands="Lanun Gants +1"}
sets.precast.CorsairShot = {head="Blood Mask"}
-- Waltz set (chr and vit)
sets.precast.Waltz = {
head="Whirlpool Mask",
body="Iuitl Vest",hands="Iuitl Wristbands",
legs="Nahtirah Trousers",feet="Iuitl Gaiters +1"}
-- Don't need any special gear for Healing Waltz.
sets.precast.Waltz['Healing Waltz'] = {}
-- Fast cast sets for spells
sets.precast.FC = {head="Haruspex Hat",ear2="Loquacious Earring",hands="Thaumas Gloves",ring1="Prolix Ring"}
sets.precast.FC.Utsusemi = set_combine(sets.precast.FC, {neck="Magoraga Beads"})
sets.precast.RA = {ammo=gear.RAbullet,
head="chasseur's Tricorne",
body="Laksamana's Frac",hands="Lanun Gants",
back="Navarch's Mantle",waist="Impulse Belt",legs="Nahtirah Trousers",feet="meghanada jambeaux +1"}
-- Weaponskill sets
-- Default set for any weaponskill that isn't any more specifically defined
sets.precast.WS = {
head="lanun tricorne +1",neck="combatant's torque",ear1="ishvara earring",ear2="volley Earring",
body="laksamana's frac +1",hands="meghanada gloves +1",ring1="llabrat Ring",ring2="dumakulem's Ring",
back="gunslinger's cape",waist="kwahu kachina belt",legs="meghanada chausses +1",feet="meghanada jambeaux +1"}
-- Specific weaponskill sets. Uses the base set if an appropriate WSMod version isn't found.
sets.precast.WS['Evisceration'] = sets.precast.WS
sets.precast.WS['Exenterator'] = set_combine(sets.precast.WS, {legs="Nahtirah Trousers"})
sets.precast.WS['Requiescat'] = set_combine(sets.precast.WS, {legs="Nahtirah Trousers"})
sets.precast.WS['Last Stand'] = {ammo=gear.WSbullet,
ring2="garuda Ring",back="ik cape"}
sets.precast.WS['Last Stand'].Acc = {ammo=gear.WSbullet,
head="Laksamana's Hat",neck=gear.ElementalGorget,ear1="Clearview Earring",ear2="Moonshade Earring",
body="Laksamana's Frac",hands="Buremte Gloves",ring1="Hajduk Ring",ring2="Stormsoul Ring",
back="Libeccio Mantle",waist=gear.ElementalBelt,legs="Thurandaut Tights +1",feet="Laksamana's Bottes"}
sets.precast.WS['Wildfire'] = {ammo=gear.MAbullet,
head="lanun tricorne +1",neck="Stoicheion Medal",ear1="Friomisi Earring",ear2="Hecate's Earring",
body="lanun frac +1",hands="meghanada gloves +1",ring1="llabrat Ring",ring2="acumen Ring",
back="gunslinger's Cape",waist="salire belt",legs="laksamana's trews +1",feet="adhemar gamashes"}
sets.precast.WS['Wildfire'].Brew = {ammo=gear.MAbullet,
head="Wayfarer Circlet",neck="Stoicheion Medal",ear1="Friomisi Earring",ear2="Hecate's Earring",
body="Manibozho Jerkin",hands="Iuitl Wristbands",ring1="Stormsoul Ring",ring2="Demon's Ring",
back="Toro Cape",waist=gear.ElementalBelt,legs="Iuitl Tights",feet="Iuitl Gaiters +1"}
sets.precast.WS['Leaden Salute'] = sets.precast.WS['Wildfire']
-- Midcast Sets
sets.midcast.FastRecast = {
head="Whirlpool Mask",
body="Iuitl Vest",hands="Iuitl Wristbands",
legs="Manibozho Brais",feet="Iuitl Gaiters +1"}
-- Specific spells
sets.midcast.Utsusemi = sets.midcast.FastRecast
sets.midcast.CorsairShot = {ammo=gear.QDbullet,
head="Blood Mask",neck="Stoicheion Medal",ear1="Friomisi Earring",ear2="Hecate's Earring",
body="Lanun Frac +1",hands="Schutzen Mittens",ring1="Hajduk Ring",ring2="Demon's Ring",
back="Toro Cape",waist="Aquiline Belt",legs="Iuitl Tights",feet="Lanun Bottes +1"}
sets.midcast.CorsairShot.Acc = {ammo=gear.QDbullet,
head="Laksamana's Hat +1",neck="Stoicheion Medal",ear1="Lifestorm Earring",ear2="Psystorm Earring",
body="Lanun Frac +1",hands="Schutzen Mittens",ring1="Stormsoul Ring",ring2="Sangoma Ring",
back="Navarch's Mantle",waist="Aquiline Belt",legs="Iuitl Tights",feet="Iuitl Gaiters +1"}
sets.midcast.CorsairShot['Light Shot'] = {ammo=gear.QDbullet,
head="Laksamana's Hat +1",neck="Stoicheion Medal",ear1="Lifestorm Earring",ear2="Psystorm Earring",
body="Lanun Frac +1",hands="Schutzen Mittens",ring1="Stormsoul Ring",ring2="Sangoma Ring",
back="Navarch's Mantle",waist="Aquiline Belt",legs="Iuitl Tights",feet="Iuitl Gaiters +1"}
sets.midcast.CorsairShot['Dark Shot'] = sets.midcast.CorsairShot['Light Shot']
-- Ranged gear
sets.midcast.RA = {ammo=gear.RAbullet,
head="Lanun Tricorne +1",neck="Ocachi Gorget",ear1="Clearview Earring",ear2="Volley Earring",
body="Laksamana's Frac +1",hands="Iuitl Wristbands",ring1="Rajas Ring",ring2="Stormsoul Ring",
back="Terebellum Mantle",waist="Commodore Belt",legs="Nahtirah Trousers",feet="Iuitl Gaiters +1"}
sets.midcast.RA.Acc = {ammo=gear.RAbullet,
head="Laksamana's Hat +1",neck="Huani Collar",ear1="Clearview Earring",ear2="Volley Earring",
body="Laksamana's Frac +1",hands="Buremte Gloves",ring1="Hajduk Ring",ring2="Beeline Ring",
back="Libeccio Mantle",waist="Commodore Belt",legs="Thurandaut Tights +1",feet="Laksamana's Bottes +1"}
-- Sets to return to when not performing an action.
-- Resting sets
sets.resting = {neck="Wiglen Gorget",ring1="Sheltered Ring",ringddddddd2="Paguroidea Ring"}
-- Idle sets
sets.idle = {ammo=gear.RAbullet,
head="meghanada visor +1",neck="orichi nodowa",ear1="vision earring",ear2="Volley Earring",
body="meghanada cuirie",hands="meghanada gloves +1",ring1="defending Ring",ring2="chirich Ring",
back="iximulew cape",waist="Flume Belt",legs="crimson cuisses",feet="meghanada jambeaux +1"}
sets.idle.Town = {legs="crimson cuisses"}
-- Defense sets
sets.defense.PDT = {
head="Whirlpool Mask",neck="Twilight Torque",ear1="Clearview Earring",ear2="Volley Earring",
body="Iuitl Vest",hands="Iuitl Wristbands",ring1="Defending Ring",ring2=gear.DarkRing.physical,
back="Shadow Mantle",waist="Flume Belt",legs="Nahtirah Trousers",feet="Iuitl Gaiters +1"}
sets.defense.MDT = {
head="Whirlpool Mask",neck="Twilight Torque",ear1="Clearview Earring",ear2="Volley Earring",
body="Iuitl Vest",hands="Iuitl Wristbands",ring1="Defending Ring",ring2="Shadow Ring",
back="Engulfer Cape",waist="Flume Belt",legs="Nahtirah Trousers",feet="Iuitl Gaiters +1"}
sets.Kiting = {feet="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.Melee = {ammo=gear.RAbullet,
head="Whirlpool Mask",neck="Asperity Necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring",
body="Iuitl Vest",hands="Iuitl Wristbands",ring1="Rajas Ring",ring2="Epona's Ring",
back="Atheling Mantle",waist="Windbuffet Belt",legs="Manibozho Brais",feet="Iuitl Gaiters +1"}
sets.engaged.Acc = {ammo=gear.RAbullet,
head="Whirlpool Mask",neck="Asperity Necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring",
body="Iuitl Vest",hands="Iuitl Wristbands",ring1="Rajas Ring",ring2="Epona's Ring",
back="Atheling Mantle",waist="isa belt",legs="Manibozho Brais",feet="Iuitl Gaiters +1"}
sets.engaged.Melee.DW = {main="kaja knife", sub="eletta sword", ammo=gear.RAbullet,
head="adhemar bonnet",neck="Asperity Necklace",ear1="Dudgeon Earring",ear2="Heartseeker Earring",
body="meghanada cuirie",hands="meghanada gloves +1",ring1="petrov Ring",ring2="Epona's Ring",
back="bleating Mantle",waist="twilight Belt",legs="meghanada chausses +1",feet="meghanada jambeaux +1"}
sets.engaged.Acc.DW = {ammo=gear.RAbullet,
head="Whirlpool Mask",neck="Asperity Necklace",ear1="Dudgeon Earring",ear2="Heartseeker Earring",
body="Iuitl Vest",hands="Iuitl Wristbands",ring1="Rajas Ring",ring2="Epona's Ring",
back="Atheling Mantle",waist="chaac belt",legs="Manibozho Brais",feet="Iuitl Gaiters +1"}
sets.engaged.Ranged = {ammo=gear.RAbullet,
head="Whirlpool Mask",neck="Twilight Torque",ear1="Clearview Earring",ear2="Volley Earring",
body="Iuitl Vest",hands="Iuitl Wristbands",ring1="Defending Ring",ring2=gear.DarkRing.physical,
back="Shadow Mantle",waist="Flume Belt",legs="Nahtirah Trousers",feet="Iuitl Gaiters +1"}
end
-------------------------------------------------------------------------------------------------------------------
-- Job-specific hooks for standard casting events.
-------------------------------------------------------------------------------------------------------------------
-- 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)
-- Check that proper ammo is available if we're using ranged attacks or similar.
if spell.action_type == 'Ranged Attack' or spell.type == 'WeaponSkill' or spell.type == 'CorsairShot' then
do_bullet_checks(spell, spellMap, eventArgs)
end
-- gear sets
if (spell.type == 'CorsairRoll' or spell.english == "Double-Up") and state.LuzafRing.value then
equip(sets.precast.LuzafRing)
elseif spell.type == 'CorsairShot' and state.CastingMode.value == 'Resistant' then
classes.CustomClass = 'Acc'
elseif spell.english == 'Fold' and buffactive['Bust'] == 2 then
if sets.precast.FoldDoubleBust then
equip(sets.precast.FoldDoubleBust)
eventArgs.handled = true
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 spell.type == 'CorsairRoll' and not spell.interrupted then
display_roll_info(spell)
end
end
-------------------------------------------------------------------------------------------------------------------
-- User code that supplements standard library decisions.
-------------------------------------------------------------------------------------------------------------------
-- Return a customized weaponskill mode to use for weaponskill sets.
-- Don't return anything if you're not overriding the default value.
function get_custom_wsmode(spell, spellMap, default_wsmode)
if buffactive['Transcendancy'] then
return 'Brew'
end
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)
if newStatus == 'Engaged' and player.equipment.main == 'Chatoyant Staff' then
state.OffenseMode:set('Ranged')
end
end
-- Set eventArgs.handled to true if we don't want the automatic display to be run.
function display_current_job_state(eventArgs)
local msg = ''
msg = msg .. 'Off.: '..state.OffenseMode.current
msg = msg .. ', Rng.: '..state.RangedMode.current
msg = msg .. ', WS.: '..state.WeaponskillMode.current
msg = msg .. ', QD.: '..state.CastingMode.current
if state.DefenseMode.value ~= 'None' then
local defMode = state[state.DefenseMode.value ..'DefenseMode'].current
msg = msg .. ', Defense: '..state.DefenseMode.value..' '..defMode
end
if state.Kiting.value then
msg = msg .. ', Kiting'
end
if state.PCTargetMode.value ~= 'default' then
msg = msg .. ', Target PC: '..state.PCTargetMode.value
end
if state.SelectNPCTargets.value then
msg = msg .. ', Target NPCs'
end
msg = msg .. ', Roll Size: ' .. ((state.LuzafRing.value and 'Large') or 'Small')
add_to_chat(122, msg)
eventArgs.handled = true
end
-------------------------------------------------------------------------------------------------------------------
-- Utility functions specific to this job.
-------------------------------------------------------------------------------------------------------------------
function define_roll_values()
rolls = {
["Corsair's Roll"] = {lucky=5, unlucky=9, bonus="Experience Points"},
["Ninja Roll"] = {lucky=4, unlucky=8, bonus="Evasion"},
["Hunter's Roll"] = {lucky=4, unlucky=8, bonus="Accuracy"},
["Chaos Roll"] = {lucky=4, unlucky=8, bonus="Attack"},
["Magus's Roll"] = {lucky=2, unlucky=6, bonus="Magic Defense"},
["Healer's Roll"] = {lucky=3, unlucky=7, bonus="Cure Potency Received"},
["Puppet Roll"] = {lucky=4, unlucky=8, bonus="Pet Magic Accuracy/Attack"},
["Choral Roll"] = {lucky=2, unlucky=6, bonus="Spell Interruption Rate"},
["Monk's Roll"] = {lucky=3, unlucky=7, bonus="Subtle Blow"},
["Beast Roll"] = {lucky=4, unlucky=8, bonus="Pet Attack"},
["Samurai Roll"] = {lucky=2, unlucky=6, bonus="Store TP"},
["Evoker's Roll"] = {lucky=5, unlucky=9, bonus="Refresh"},
["Rogue's Roll"] = {lucky=5, unlucky=9, bonus="Critical Hit Rate"},
["Warlock's Roll"] = {lucky=4, unlucky=8, bonus="Magic Accuracy"},
["Fighter's Roll"] = {lucky=5, unlucky=9, bonus="Double Attack Rate"},
["Drachen Roll"] = {lucky=3, unlucky=7, bonus="Pet Accuracy"},
["Gallant's Roll"] = {lucky=3, unlucky=7, bonus="Defense"},
["Wizard's Roll"] = {lucky=5, unlucky=9, bonus="Magic Attack"},
["Dancer's Roll"] = {lucky=3, unlucky=7, bonus="Regen"},
["Scholar's Roll"] = {lucky=2, unlucky=6, bonus="Conserve MP"},
["Bolter's Roll"] = {lucky=3, unlucky=9, bonus="Movement Speed"},
["Caster's Roll"] = {lucky=2, unlucky=7, bonus="Fast Cast"},
["Courser's Roll"] = {lucky=3, unlucky=9, bonus="Snapshot"},
["Blitzer's Roll"] = {lucky=4, unlucky=9, bonus="Attack Delay"},
["Tactician's Roll"] = {lucky=5, unlucky=8, bonus="Regain"},
["Allies's Roll"] = {lucky=3, unlucky=10, bonus="Skillchain Damage"},
["Miser's Roll"] = {lucky=5, unlucky=7, bonus="Save TP"},
["Companion's Roll"] = {lucky=2, unlucky=10, bonus="Pet Regain and Regen"},
["Avenger's Roll"] = {lucky=4, unlucky=8, bonus="Counter Rate"},
}
end
function display_roll_info(spell)
rollinfo = rolls[spell.english]
local rollsize = (state.LuzafRing.value and 'Large') or 'Small'
if rollinfo then
add_to_chat(104, spell.english..' provides a bonus to '..rollinfo.bonus..'. Roll size: '..rollsize)
add_to_chat(104, 'Lucky roll is '..tostring(rollinfo.lucky)..', Unlucky roll is '..tostring(rollinfo.unlucky)..'.')
end
end
-- Determine whether we have sufficient ammo for the action being attempted.
function do_bullet_checks(spell, spellMap, eventArgs)
local bullet_name
local bullet_min_count = 1
if spell.type == 'WeaponSkill' then
if spell.skill == "Marksmanship" then
if spell.element == 'None' then
-- physical weaponskills
bullet_name = gear.WSbullet
else
-- magical weaponskills
bullet_name = gear.MAbullet
end
else
-- Ignore non-ranged weaponskills
return
end
elseif spell.type == 'CorsairShot' then
bullet_name = gear.QDbullet
elseif spell.action_type == 'Ranged Attack' then
bullet_name = gear.RAbullet
if buffactive['Triple Shot'] then
bullet_min_count = 3
end
end
local available_bullets = player.inventory[bullet_name] or player.wardrobe[bullet_name]
-- If no ammo is available, give appropriate warning and end.
if not available_bullets then
if spell.type == 'CorsairShot' and player.equipment.ammo ~= 'empty' then
add_to_chat(104, 'No Quick Draw ammo left. Using what\'s currently equipped ('..player.equipment.ammo..').')
return
elseif spell.type == 'WeaponSkill' and player.equipment.ammo == gear.RAbullet then
add_to_chat(104, 'No weaponskill ammo left. Using what\'s currently equipped (standard ranged bullets: '..player.equipment.ammo..').')
return
else
add_to_chat(104, 'No ammo ('..tostring(bullet_name)..') available for that action.')
eventArgs.cancel = true
return
end
end
-- Don't allow shooting or weaponskilling with ammo reserved for quick draw.
if spell.type ~= 'CorsairShot' and bullet_name == gear.QDbullet and available_bullets.count <= bullet_min_count then
add_to_chat(104, 'No ammo will be left for Quick Draw. Cancelling.')
eventArgs.cancel = true
return
end
-- Low ammo warning.
if spell.type ~= 'CorsairShot' and state.warned.value == false
and available_bullets.count > 1 and available_bullets.count <= options.ammo_warning_limit then
local msg = '***** LOW AMMO WARNING: '..bullet_name..' *****'
--local border = string.repeat("*", #msg)
local border = ""
for i = 1, #msg do
border = border .. "*"
end
add_to_chat(104, border)
add_to_chat(104, border)
add_to_chat(104, msg)
add_to_chat(104, border)
state.warned:set()
elseif available_bullets.count > options.ammo_warning_limit and state.warned then
state.warned:reset()
end
end
function update_combat_form()
-- Check for H2H or single-wielding
if 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()
set_macro_page(1, 17)
end