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- -------------------------------------------------------------------------------------------------------------------
- -- 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.
- -- 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()
- 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 = {'Normal','Staff','Club','StaffACC','ClubACC'}
- options.DefenseModes = {'Normal'}
- options.WeaponskillModes = {'Normal'}
- options.IdleModes = {'Normal','Hybrid','PDT','petPDT'}
- options.RestingModes = {'Normal'}
- options.PhysicalDefenseModes = {'PDT'}
- options.MagicalDefenseModes = {'MDT'}
- state.Defense.PhysicalMode = 'PDT'
- lowTierNukes = S{'Stone', 'Water', 'Aero', 'Fire', 'Blizzard', 'Thunder',
- 'Stone II', 'Water II', 'Aero II', 'Fire II', 'Blizzard II', 'Thunder II',
- 'Stone III', 'Water III', 'Aero III', 'Fire III', 'Blizzard III', 'Thunder III',
- 'Stonega', 'Waterga', 'Aeroga', 'Firaga', 'Blizzaga', 'Thundaga',
- 'Stonega II', 'Waterga II', 'Aeroga II', 'Firaga II', 'Blizzaga II', 'Thundaga II', 'Stonera', 'Thundara', 'Fira', 'Blizzara',
- 'Aerora', 'Watera'}
- -- Default macro set/book
- set_macro_page(1, 1)
- 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['Life Cycle'] = {body="Geomancy Tunic +1"}
- sets.precast.JA['Bolster'] = {body="Bagua Tunic"}
- sets.precast.JA['Curative Recantation'] = {hands="Bagua Mitaines +1"}
- sets.precast.JA['Mending Halation'] = {legs="Bagua Pants +1"}
- sets.precast.JA['Radial Arcana'] = {feet="Bagua Sandals +1"}
- -- Fast cast sets for spells
- sets.precast.FC = {
- head={ name="Vanya Hood", augments={'MP+50','"Fast Cast"+10','Haste+2%',}},
- legs="Geomancy Pants +1",
- feet="Vanya Clogs",
- left_ear="Loquac. Earring",
- left_ring="Prolix Ring",
- right_ring="Kishar Ring",
- back="Pahtku Cape",
- }
- sets.precast.FC.Cure = set_combine(sets.precast.FC, {})
- sets.precast.FC.Stoneskin = set_combine(sets.precast.FC, {})
- -- Weaponskill sets
- -- Default set for any weaponskill that isn't any more specifically defined
- sets.precast.WS = {}
- -- Specific weaponskill sets. Uses the base set if an appropriate WSMod version isn't found.
- sets.precast.WS['Flash Nova'] = set_combine(sets.precast.WS, {})
- sets.precast.WS['Exudation'] = set_combine(sets.precast.WS, {})
- sets.precast.WS['Hexa Strike'] = set_combine(sets.precast.WS, {})
- sets.precast.WS['Starlight'] = set_combine(sets.precast.WS, {})
- sets.precast.WS['Moonlight'] = set_combine(sets.precast.WS, {})
- sets.precast.WS['Retribution'] = set_combine(sets.precast.WS, {})
- sets.precast.WS['Cataclysm'] = set_combine(sets.precast.WS, {})
- -- Midcast Sets
- sets.midcast.FastRecast = set_combine(sets.precast.FC, {})
- sets.midcast.Geomancy = {
- main="Solstice", --5
- head="Vanya Hood",
- -- feet="Vanya Clogs",
- neck="Bagua Charm +2",
- Range="Dunna", --18
- hands="Geomancy Mitaines +1", --15
- left_ring={name="Stikini Ring +1", bag="Wardrobe"}, --8x2
- right_ring={name="Stikini Ring +1", bag="Wardrobe2"}, --8x2
- feet="Medium's Sabots", --5
- waist="Austerity Belt +1",
- back="Lifestream Cape", --14
- }
- -- Cure potency =
- sets.midcast.Cure = {
- main="Raetic Rod +1", --25
- head="Vanya Hood", --10
- feet="Vanya Clogs", --10
- neck="Phalaina Locket", --4
- waist="Austerity Belt +1",
- left_ear="Loquacious Earring",
- right_ear="Beatific Earring",
- left_ring="Haoma's Ring",
- right_ring="Janniston Ring",
- }
- sets.midcast.Stoneskin = set_combine(sets.midcast.FC, {})
- sets.midcast.Protectra = set_combine(sets.precast.FC, {})
- sets.midcast.Shellra = set_combine(sets.precast.FC, {})
- -- Custom Spell Classes
- sets.midcast['Enfeebling Magic'] = set_combine(sets.precast.FC, {})
- sets.midcast.IntEnfeebles = set_combine(sets.precast.FC, {})
- sets.midcast.ElementalEnfeeble = sets.midcast['Enfeebling Magic']
- sets.midcast['Dark Magic'] = set_combine(sets.precast.FC, {})
- -- Elemental Magic sets are default for handling low-tier nukes.
- sets.midcast.LowTierNuke = set_combine(sets.precast.FC, {
- body="Witching Robe",
- feet="Medium's Sabots",
- neck="Sanctity Necklace",
- })
- sets.midcast.LowTierNuke.Resistant = set_combine(sets.midcast.LowTierNuke, {})
- -- Custom classes for high-tier nukes.
- sets.midcast.HighTierNuke = set_combine(sets.midcast.LowTierNuke, {})
- sets.midcast.HighTierNuke.Resistant = set_combine(sets.midcast.HighTierNuke, {})
- -- 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.Field = {
- main="Bolelabunga",
- sub="Sors Shield",
- range={ name="Dunna", augments={'MP+20','Mag. Acc.+10','"Fast Cast"+3',}},
- head={ name="Vanya Hood", augments={'MP+50','"Fast Cast"+10','Haste+2%',}},
- body={ name="Witching Robe", augments={'MP+50','Mag. Acc.+15','"Mag.Atk.Bns."+15','"Refresh"+1',}},
- hands="Geomancy Mitaines +1",
- legs="Assiduity Pants",
- feet="Geomancy Sandals +1",
- neck="Loricate Torque +1",
- waist="Fucho-no-Obi",
- left_ear="Loquac. Earring",
- right_ear="Infused Earring",
- left_ring="Defending Ring",
- right_ring={name="Stikini Ring +1", bag="Wardrobe2"},
- back={ name="Mecisto. Mantle", augments={'Cap. Point+48%','HP+12','Attack+3','DEF+6',}},
- }
- sets.idle.Town = set_combine(sets.idle.Field, {})
- sets.idle.Field.PDT = set_combine(sets.idle.Field, {})
- sets.idle.Weak = set_combine(sets.idle.Field, {})
- -- Defense sets
- sets.defense.PDT = set_combine(sets.idle.Field, {
- main="Solstice", --4%
- neck="Bagua Charm +2", --Absorb 10%
- Range="Dunna", --5%
- hands="Geomancy Mitaines +1", --11%(13)
- back="Lifestream Cape", --4% (10 PDT)
- })
- sets.defense.MDT = sets.defense.PDT
- sets.Kiting = {feet="Herald's Gaiters"}
- -- 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 = {}
- 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)
- end
- -- Run after the general precast() is done.
- 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 spell.action_type == 'Magic' then
- -- Default base equipment layer of fast recast.
- equip(sets.midcast.FastRecast)
- end
- end
- -- Custom spell mapping.
- function job_get_spell_map(spell, default_spell_map)
- if spell.skill == 'Elemental Magic' and default_spell_map ~= 'ElementalEnfeeble' then
- if lowTierNukes:contains(spell.english) then
- return 'LowTierNuke'
- else
- return 'HighTierNuke'
- end
- end
- end
- -- Run after the general midcast() is done.
- 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
- -------------------------------------------------------------------------------------------------------------------
- -- Customization hooks for idle and melee sets, after they've been automatically constructed.
- -------------------------------------------------------------------------------------------------------------------
- function customize_idle_set(idleSet)
- return idleSet
- end
- function customize_melee_set(meleeSet)
- return meleeSet
- end
- -------------------------------------------------------------------------------------------------------------------
- -- General hooks for other events.
- -------------------------------------------------------------------------------------------------------------------
- -- Called when the player's status changes.
- function job_status_change(newStatus,oldStatus)
- 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)
- --handle_equipping_gear(player.status)
- end
- -------------------------------------------------------------------------------------------------------------------
- -- User code that supplements self-commands.
- -------------------------------------------------------------------------------------------------------------------
- -- Called for custom player commands.
- function job_self_command(cmdParams, eventArgs)
- end
- -- Called by the 'update' self-command.
- function job_update(cmdParams, eventArgs)
- 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()
- end
- -------------------------------------------------------------------------------------------------------------------
- -- Utility functions specific to this job.
- -------------------------------------------------------------------------------------------------------------------
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