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Safiyeh-COR.lua
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Safiyeh-COR.lua
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-- Original: Motenten / Modified: Arislan
-- Haste/DW Detection Requires Gearinfo Addon
-------------------------------------------------------------------------------------------------------------------
-- Keybinds
-------------------------------------------------------------------------------------------------------------------
-- Modes: [ F9 ] Cycle Offense Modes
-- [ CTRL+F9 ] Cycle Hybrid Modes
-- [ ALT+F9 ] Cycle Ranged Modes
-- [ WIN+F9 ] Cycle Weapon Skill Modes
-- [ F10 ] Emergency -PDT Mode
-- [ ALT+F10 ] Toggle Kiting Mode
-- [ F11 ] Emergency -MDT Mode
-- [ F12 ] Update Current Gear / Report Current Status
-- [ CTRL+F12 ] Cycle Idle Modes
-- [ ALT+F12 ] Cancel Emergency -PDT/-MDT Mode
-- [ WIN+C ] Toggle Capacity Points Mode
-- [ WIN+` ] Toggle use of Luzaf Ring.
-- [ WIN+Q ] Quick Draw shot mode selector.
--
-- Abilities: [ CTRL+- ] Quick Draw primary shot element cycle forward.
-- [ CTRL+= ] Quick Draw primary shot element cycle backward.
-- [ ALT+- ] Quick Draw secondary shot element cycle forward.
-- [ ALT+= ] Quick Draw secondary shot element cycle backward.
-- [ CTRL+[ ] Quick Draw toggle target type.
-- [ CTRL+] ] Quick Draw toggle use secondary shot.
--
-- [ CTRL+C ] Crooked Cards
-- [ CTRL+` ] Double-Up
-- [ CTRL+X ] Fold
-- [ CTRL+S ] Snake Eye
-- [ CTRL+NumLock ] Triple Shot
-- [ CTRL+Numpad/ ] Berserk
-- [ CTRL+Numpad* ] Warcry
-- [ CTRL+Numpad- ] Aggressor
--
-- Spells: [ WIN+, ] Utsusemi: Ichi
-- [ WIN+. ] Utsusemi: Ni
--
-- Weapons: [ WIN+E/R ] Cycles between available Weapon Sets
-- [ WIN+W ] Toggle Ranged Weapon Lock
--
-- WS: [ CTRL+Numpad7 ] Savage Blade
-- [ CTRL+Numpad8 ] Last Stand
-- [ CTRL+Numpad4 ] Leaden Salute
-- [ CTRL+Numpad5 ] Requiescat
-- [ CTRL+Numpad6 ] Wildfire
-- [ CTRL+Numpad1 ] Aeolian Edge
-- [ CTRL+Numpad2 ] Evisceration
--
-- RA: [ Numpad0 ] Ranged Attack
--
--
-- (Global-Binds.lua contains additional non-job-related keybinds)
-------------------------------------------------------------------------------------------------------------------
-- Custom Commands (preface with /console to use these in macros)
-------------------------------------------------------------------------------------------------------------------
-- gs c qd Uses the currently configured shot on the target, with either <t> or
-- <stnpc> depending on setting.
-- gs c qd t Uses the currently configured shot on the target, but forces use of <t>.
--
-- gs c cycle mainqd Cycles through the available steps to use as the primary shot when using
-- one of the above commands.
-- gs c cycle altqd Cycles through the available steps to use for alternating with the
-- configured main shot.
-- gs c toggle usealtqd Toggles whether or not to use an alternate shot.
-- gs c toggle selectqdtarget Toggles whether or not to use <stnpc> (as opposed to <t>) when using a shot.
--
-- gs c toggle LuzafRing Toggles use of Luzaf Ring on and off
-------------------------------------------------------------------------------------------------------------------
-- Setup functions for this job. Generally should not be modified.
-------------------------------------------------------------------------------------------------------------------
-- 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()
-- QuickDraw Selector
state.Mainqd = M{['description']='Primary Shot', 'Fire Shot', 'Ice Shot', 'Wind Shot', 'Earth Shot', 'Thunder Shot', 'Water Shot'}
state.Altqd = M{['description']='Secondary Shot', 'Fire Shot', 'Ice Shot', 'Wind Shot', 'Earth Shot', 'Thunder Shot', 'Water Shot'}
state.UseAltqd = M(false, 'Use Secondary Shot')
state.SelectqdTarget = M(false, 'Select Quick Draw Target')
state.IgnoreTargetting = M(false, 'Ignore Targetting')
state.QDMode = M{['description']='Quick Draw Mode', 'STP', 'Enhance', 'Potency', 'TH'}
state.Currentqd = M{['description']='Current Quick Draw', 'Main', 'Alt'}
-- 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)
no_swap_gear = S{"Warp Ring", "Dim. Ring (Dem)", "Dim. Ring (Holla)", "Dim. Ring (Mea)",
"Trizek Ring", "Echad Ring", "Facility Ring", "Capacity Ring",
"Dev. Bul. Pouch", "Chr. Bul. Pouch", "Liv. Bul. Pouch"}
elemental_ws = S{"Aeolian Edge", "Leaden Salute", "Wildfire"}
no_shoot_ammo = S{"Animikii Bullet", "Hauksbok Bullet"}
include('Mote-TreasureHunter')
-- For th_action_check():
-- JA IDs for actions that always have TH: Provoke, Animated Flourish
info.default_ja_ids = S{35, 204}
-- Unblinkable JA IDs for actions that always have TH: Quick/Box/Stutter Step, Desperate/Violent Flourish
info.default_u_ja_ids = S{201, 202, 203, 205, 207}
define_roll_values()
lockstyleset = 1
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:options('Normal', 'LowAcc', 'MidAcc', 'HighAcc', 'STP')
state.HybridMode:options('Normal', 'DT')
state.RangedMode:options('STP', 'Normal', 'Acc', 'HighAcc', 'Critical')
state.WeaponskillMode:options('Normal', 'Acc')
state.IdleMode:options('Normal', 'DT', 'Refresh')
state.WeaponSet = M{['description']='Weapon Set', 'DeathPenalty_M', 'DeathPenalty_R', 'Armageddon_M', 'Armageddon_R', 'Fomalhaut_M', 'Fomalhaut_R', 'Ataktos'}
-- state.CP = M(false, "Capacity Points Mode")
state.WeaponLock = M(false, 'Weapon Lock')
gear.RAbullet = "Chrono Bullet"
gear.RAccbullet = "Devastating Bullet"
gear.WSbullet = "Chrono Bullet"
gear.MAbullet = "Living Bullet"
gear.QDbullet = "Hauksbok Bullet"
options.ammo_warning_limit = 10
-- Additional local binds
include('Global-Binds.lua') -- OK to remove this line
send_command('bind @t gs c cycle treasuremode')
send_command('bind ^` input /ja "Double-up" <me>')
send_command('bind ^c input /ja "Crooked Cards" <me>')
send_command('bind ^s input /ja "Snake Eye" <me>')
send_command('bind ^f input /ja "Fold" <me>')
send_command('bind !` input /ja "Bolter\'s Roll" <me>')
send_command ('bind @` gs c toggle LuzafRing')
send_command('bind ^insert gs c cycleback mainqd')
send_command('bind ^delete gs c cycle mainqd')
send_command('bind ^home gs c cycle altqd')
send_command('bind ^end gs c cycleback altqd')
send_command('bind ^pageup gs c toggle selectqdtarget')
send_command('bind ^pagedown gs c toggle usealtqd')
-- send_command('bind @c gs c toggle CP')
send_command('bind @q gs c cycle QDMode')
send_command('bind @e gs c cycleback WeaponSet')
send_command('bind @r gs c cycle WeaponSet')
send_command('bind @w gs c toggle WeaponLock')
send_command('bind ^numlock input /ja "Triple Shot" <me>')
if player.sub_job == 'WAR' then
send_command('bind ^numpad/ input /ja "Berserk" <me>')
send_command('bind ^numpad* input /ja "Warcry" <me>')
send_command('bind ^numpad- input /ja "Aggressor" <me>')
end
send_command('bind ^numpad7 input /ws "Savage Blade" <t>')
send_command('bind ^numpad8 input /ws "Last Stand" <t>')
send_command('bind ^numpad4 input /ws "Leaden Salute" <t>')
send_command('bind ^numpad5 input /ws "Requiescat" <t>')
send_command('bind ^numpad6 input /ws "Wildfire" <t>')
send_command('bind ^numpad1 input /ws "Aeolian Edge" <t>')
send_command('bind ^numpad2 input /ws "Evisceration" <t>')
send_command('bind numpad0 input /ra <t>')
select_default_macro_book()
set_lockstyle()
state.Auto_Kite = M(false, 'Auto_Kite')
Haste = 0
DW_needed = 0
DW = false
moving = false
update_combat_form()
determine_haste_group()
end
-- Called when this job file is unloaded (eg: job change)
function user_unload()
send_command('unbind ^`')
send_command('unbind ^c')
send_command('unbind ^s')
send_command('unbind ^f')
send_command('unbind !`')
send_command('unbind @t')
send_command('unbind @`')
send_command('unbind ^insert')
send_command('unbind ^delete')
send_command('unbind ^home')
send_command('unbind ^end')
send_command('unbind ^pageup')
send_command('unbind ^pagedown')
send_command('unbind ^,')
-- send_command('unbind @c')
send_command('unbind @q')
send_command('unbind @w')
send_command('unbind @e')
send_command('unbind @r')
send_command('unbind ^numlock')
send_command('unbind ^numpad/')
send_command('unbind ^numpad*')
send_command('unbind ^numpad-')
send_command('unbind ^numpad8')
send_command('unbind ^numpad4')
send_command('unbind ^numpad5')
send_command('unbind ^numpad6')
send_command('unbind ^numpad1')
send_command('unbind ^numpad2')
send_command('unbind numpad0')
send_command('unbind #`')
send_command('unbind #1')
send_command('unbind #2')
send_command('unbind #3')
send_command('unbind #4')
send_command('unbind #5')
send_command('unbind #6')
send_command('unbind #7')
send_command('unbind #8')
send_command('unbind #9')
send_command('unbind #0')
end
-- Define sets and vars used by this job file.
function init_gear_sets()
------------------------------------------------------------------------------------------------
---------------------------------------- Precast Sets ------------------------------------------
------------------------------------------------------------------------------------------------
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",
body="Malignance Tabard", --9/9
hands="Chasseur's Gants +1",
legs="Desultor Tassets",
feet="Malignance Boots", --4/4
neck="Regal Necklace",
ear1="Genmei Earring", --2/0
ear2="Etiolation Earring", --0/3
ring1="Gelatinous Ring +1",
ring2="Defending Ring", --10/10
back=gear.COR_SNP_Cape,
--waist="Flume Belt +1", --4/0
}
sets.precast.CorsairRoll.Gun = set_combine(sets.precast.CorsairRoll.Engaged, {range="Compensator"})
sets.precast.CorsairRoll["Caster's Roll"] = set_combine(sets.precast.CorsairRoll, {legs="Chas. Culottes"})
sets.precast.CorsairRoll["Courser's Roll"] = set_combine(sets.precast.CorsairRoll, {feet="Chass. Bottes +1"})
sets.precast.CorsairRoll["Blitzer's Roll"] = set_combine(sets.precast.CorsairRoll, {head="Chass. Tricorne +1"})
sets.precast.CorsairRoll["Tactician's Roll"] = set_combine(sets.precast.CorsairRoll, {body="Chasseur's Frac +1"})
sets.precast.CorsairRoll["Allies' Roll"] = set_combine(sets.precast.CorsairRoll, {hands="Chasseur's Gants +1"})
sets.precast.LuzafRing = set_combine(sets.precast.CorsairRoll, {ring1="Luzaf's Ring"})
sets.precast.FoldDoubleBust = {hands="Lanun Gants +1"}
sets.precast.Waltz = {
body="Passion Jacket",
--neck="Phalaina Locket",
--ring1="Asklepian Ring",
--waist="Gishdubar Sash",
}
sets.precast.Waltz['Healing Waltz'] = {}
sets.precast.FC = {
head="Carmine Mask +1", --14
body="Taeon Tabard", --6
hands="Leyline Gloves", --8
legs="Rawhide Trousers", --5
feet="Carmine Greaves +1", --8
neck="Baetyl Pendant", --4
ear1="Loquacious Earring", --2
ear2="Etiolation Earring", --1
ring1="Weather. Ring +1", --6(4)
ring2="Kishar Ring", --4
}
sets.precast.FC.Utsusemi = set_combine(sets.precast.FC, {
body="Passion Jacket",
ring1="Lebeche Ring",
})
-- (10% Snapshot from JP Gifts)
sets.precast.RA = {
ammo=gear.RAbullet,
head="Taeon Chapeau", --9/0
--body="Oshosi Vest", --12/0
hands="Lanun Gants +1", --9/0
legs=gear.Adhemar_D_legs, --9/0
feet="Meg. Jam. +2", --10/0
back=gear.COR_SNP_Cape, --10/0
waist="Impulse Belt", --3/0
}
sets.precast.RA.Flurry1 = set_combine(sets.precast.RA, {
--body="Laksa. Frac +3", --0/20
hands="Carmine Fin. Ga. +1", --8/11
})
sets.precast.RA.Flurry2 = set_combine(sets.precast.RA.Flurry1, {
head="Chass. Tricorne +1", --0/14
--feet="Pursuer's Gaiters", --0/10
waist="Impulse Belt", --3/0
})
------------------------------------------------------------------------------------------------
------------------------------------- Weapon Skill Sets ----------------------------------------
------------------------------------------------------------------------------------------------
sets.precast.WS = {
ammo=gear.WSbullet,
head="Meghanada Visor +2",
body="Meg. Cuirie +2",
hands="Meg. Gloves +2",
legs="Meg. Chausses +2",
feet="Meg. Jam. +2",
neck="Fotia Gorget",
ear1="Moonshade Earring",
ear2="Ishvara Earring",
ring1="Regal Ring",
ring2="Dingir Ring",
back=gear.COR_WS3_Cape,
waist="Fotia Belt",
}
sets.precast.WS.Acc = set_combine(sets.precast.WS, {
neck="Iskur Gorget",
--ring2="Hajduk Ring +1",
--waist="K. Kachina Belt +1",
})
sets.precast.WS['Last Stand'] = sets.precast.WS
sets.precast.WS['Last Stand'].Acc = set_combine(sets.precast.WS['Last Stand'], {
ammo=gear.WSbullet,
--ring2="Hajduk Ring +1",
--waist="K. Kachina Belt +1",
})
sets.precast.WS['Wildfire'] = {
ammo=gear.MAbullet,
head="Herculean Helm",
body="Samnuha Coat",
hands="Carmine Fin. Ga. +1",
legs="Herculean Trousers",
feet="Lanun Bottes +1",
neck="Baetyl Pendant",
ear1="Novio Earring",
ear2="Friomisi Earring",
ring1="Ilabrat Ring",
ring2="Dingir Ring",
back=gear.COR_WS3_Cape,
waist="Eschan Stone",
}
sets.precast.WS['Hot Shot'] = sets.precast.WS['Wildfire']
sets.precast.WS['Leaden Salute'] = {
ammo=gear.MAbullet,
head="Pixie Hairpin +1",
body="Samnuha Coat",
hands="Carmine Fin. Ga. +1",
legs="Herculean Trousers",
feet="Lanun Bottes +1",
neck="Baetyl Pendant",
ear1="Moonshade Earring",
ear2="Friomisi Earring",
ring1="Archon Ring",
ring2="Dingir Ring",
back=gear.COR_WS3_Cape,
waist="Eschan Stone",
}
--sets.precast.WS['Leaden Salute'].FullTP = {ear1="Novio Earring", waist="Svelt. Gouriz +1"}
sets.precast.WS['Evisceration'] = {
head="Adhemar Bonnet",
body="Abnoba Kaftan",
hands="Mummu Wrists +2",
legs="Samnuha Tights",
feet="Herculean Boots",
neck="Fotia Gorget",
ear1="Moonshade Earring",
ear2="Brutal Earring",
--ring1="Begrudging Ring",
ring2="Mummu Ring",
back="Bleating Mantle",
waist="Fotia Belt",
}
sets.precast.WS['Evisceration'].Acc = set_combine(sets.precast.WS['Evisceration'], {
--head="Dampening Tam",
--body="Sayadio's Kaftan",
--ring1="Regal Ring",
})
sets.precast.WS['Savage Blade'] = set_combine(sets.precast.WS['Evisceration'], {
head="Lilitu Headpiece",
body="Adhemar Jacket",
hands="Adhemar Wristbands",
legs="Samnuha Tights",
feet="Herculean Boots",
neck="Caro Necklace",
ring1="Regal Ring",
--ring2="Rufescent Ring",
back=gear.COR_WS2_Cape,
--waist="Sailfi Belt +1",
})
sets.precast.WS['Savage Blade'].Acc = set_combine(sets.precast.WS['Savage Blade'], {
body="Meg. Cuirie +2",
--neck="Combatant's Torque",
--ear2="Telos Earring",
waist="Grunfeld Rope",
})
sets.precast.WS['Swift Blade'] = set_combine(sets.precast.WS['Savage Blade'], {
legs="Samnuha Tights",
neck="Fotia Gorget",
ear1="Cessance Earring",
ear2="Brutal Earring",
waist="Fotia Belt",
})
sets.precast.WS['Swift Blade'].Acc = set_combine(sets.precast.WS['Swift Blade'], {
body="Meg. Cuirie +2",
--ring2="Rufescent Ring",
})
sets.precast.WS['Requiescat'] = set_combine(sets.precast.WS['Savage Blade'], {
head="Meghanada Visor +2",
body="Adhemar Jacket",
legs="Samnuha Tights",
feet="Carmine Greaves +1",
neck="Fotia Gorget",
ring2="Epona's Ring",
--back=gear.COR_WS2_Cape,
waist="Fotia Belt",
}) --MND
sets.precast.WS['Requiescat'].Acc = set_combine(sets.precast.WS['Requiescat'], {
--neck="Combatant's Torque",
--ear2="Telos Earring",
--ring2="Rufescent Ring",
})
------------------------------------------------------------------------------------------------
---------------------------------------- Midcast Sets ------------------------------------------
------------------------------------------------------------------------------------------------
sets.midcast.FastRecast = sets.precast.FC
sets.midcast.SpellInterrupt = {
legs="Carmine Cuisses +1", --20
ring1="Evanescence Ring", --5
}
sets.midcast.Cure = {
neck="Incanter's Torque",
--ear1="Roundel Earring",
ear2="Mendi. Earring",
--ring1="Lebeche Ring",
ring2={name="Haoma's Ring", bag="wardrobe3"},
waist="Bishop's Sash",
}
sets.midcast.Utsusemi = sets.midcast.SpellInterrupt
sets.midcast.CorsairShot = {
ammo=gear.QDbullet,
head="Herculean Helm",
body="Samnuha Coat",
hands="Carmine Fin. Ga. +1",
legs="Herculean Trousers",
feet="Lanun Bottes +1",
neck="Baetyl Pendant",
ear1="Novio Earring",
ear2="Friomisi Earring",
ring1="Regal Ring",
ring2="Dingir Ring",
back=gear.COR_WS3_Cape,
waist="Eschan Stone",
}
sets.midcast.CorsairShot.Resistant = set_combine(sets.midcast.CorsairShot, {
head="Malignance Chapeau",
body="Malignance Tabard",
hands="Malignance Gloves",
legs="Mummu Kecks +2",
feet="Malignance Boots",
neck="Sanctity Necklace",
ear1="Gwati Earring",
ear2="Digni. Earring",
ring1={name="Stikini Ring +1", bag="wardrobe3"},
ring2="Weather. Ring +1",
--waist="K. Kachina Belt +1",
})
sets.midcast.CorsairShot['Light Shot'] = sets.midcast.CorsairShot.Resistant
sets.midcast.CorsairShot['Dark Shot'] = sets.midcast.CorsairShot.Resistant
sets.midcast.CorsairShot.Enhance = {body="Mirke Wardecors", feet="Chass. Bottes +1"}
-- Ranged gear
sets.midcast.RA = {
ammo=gear.RAbullet,
head="Malignance Chapeau",
body="Malignance Tabard",
hands="Malignance Gloves",
legs=gear.Adhemar_C_legs,
feet="Malignance Boots",
neck="Iskur Gorget",
ear1="Enervating Earring",
ear2="Neritic Earring",
ring1="Ilabrat Ring",
ring2="Dingir Ring",
back=gear.COR_RA_Cape,
waist="Yemaya Belt",
}
sets.midcast.RA.Acc = set_combine(sets.midcast.RA, {
--body="Laksa. Frac +3",
})
sets.midcast.RA.HighAcc = set_combine(sets.midcast.RA.Acc, {
--legs="Laksa. Trews +3",
--ring2="Hajduk Ring +1",
--waist="K. Kachina Belt +1",
})
sets.midcast.RA.Critical = set_combine(sets.midcast.RA, {
head="Mummu Bonnet +2",
body="Meg. Cuirie +2",
hands="Mummu Wrists +2",
legs="Mummu Kecks +2",
feet="Mummu Gamash. +2",
ring2="Mummu Ring",
--waist="K. Kachina Belt +1",
})
sets.midcast.RA.STP = set_combine(sets.midcast.RA, {
--body="Oshosi Vest",
--ear1="Dedition Earring",
--ring2="Ilabrat Ring",
})
sets.TripleShot = {
--head="Oshosi Mask", --4
body="Chasseur's Frac +1", --12
--hands="Oshosi Gloves", -- 3
--legs="Oshosi Trousers", --5
--feet="Oshosi Leggings", --2
}
sets.TripleShotCritical = {
head="Meghanada Visor +2",
--waist="K. Kachina Belt +1",
}
------------------------------------------------------------------------------------------------
----------------------------------------- Idle Sets --------------------------------------------
------------------------------------------------------------------------------------------------
sets.resting = {}
sets.idle = {
ammo=gear.MAbullet,
head="Malignance Chapeau",
body="Malignance Tabard",
hands="Malignance Gloves",
legs="Carmine Cuisses +1",
feet="Malignance Boots",
neck="Bathy Choker +1",
ear2="Infused Earring",
ring1={name="Chirich Ring +1", bag="wardrobe3"},
ring2={name="Chirich Ring +1", bag="wardrobe4"},
back="Moonlight Cape",
--waist="Flume Belt +1",
}
sets.idle.DT = set_combine(sets.idle, {
head="Malignance Chapeau", --6/6
body="Malignance Tabard",
hands="Malignance Gloves", --5/5
feet="Malignance Boots", --4/4
neck="Loricate Torque +1", --6/6
ear2="Odnowa Earring +1", --3/3
ring1="Gelatinous Ring +1", --7/(-1)
ring2="Defending Ring", --10/10
back="Moonlight Cape", --6/6
--waist="Flume Belt +1", --4/0
})
sets.idle.Refresh = set_combine(sets.idle, {
head="Rawhide Mask",
body="Mekosu. Harness",
legs="Rawhide Trousers",
ring1={name="Stikini Ring +1", bag="wardrobe3"},
ring2={name="Stikini Ring +1", bag="wardrobe4"},
})
sets.idle.Town = set_combine(sets.idle, {
neck="Iskur Gorget",
ring1="Regal Ring",
ring2="Dingir Ring",
back=gear.COR_WS3_Cape,
waist="Eschan Stone",
})
------------------------------------------------------------------------------------------------
---------------------------------------- Defense Sets ------------------------------------------
------------------------------------------------------------------------------------------------
sets.defense.PDT = sets.idle.DT
sets.defense.MDT = sets.idle.DT
sets.Kiting = {legs="Carmine Cuisses +1"}
------------------------------------------------------------------------------------------------
---------------------------------------- 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
sets.engaged = {
head="Adhemar Bonnet",
body="Adhemar Jacket",
hands="Adhemar Wristbands",
legs="Samnuha Tights",
feet="Herculean Boots",
neck="Iskur Gorget",
ear1="Cessance Earring",
ear2="Suppanomimi", --5
ring1="Petrov Ring",
ring2="Epona's Ring",
back=gear.COR_DW_Cape, --10
waist="Kentarch Belt +1",
}
sets.engaged.LowAcc = set_combine(sets.engaged, {
waist="Kentarch Belt +1",
})
sets.engaged.MidAcc = set_combine(sets.engaged.LowAcc, {
legs="Meg. Chausses +2",
--neck="Combatant's Torque",
--ear2="Telos Earring",
ring2="Ilabrat Ring",
})
sets.engaged.HighAcc = set_combine(sets.engaged.MidAcc, {
head="Carmine Mask +1",
hands="Gazu Bracelet +1",
legs="Carmine Cuisses +1",
ring1="Regal Ring",
--ring2="Ramuh Ring +1",
--waist="Olseni Belt",
})
sets.engaged.STP = set_combine(sets.engaged, {
neck="Iskur Gorget",
ring1={name="Chirich Ring +1", bag="wardrobe3"},
ring2={name="Chirich Ring +1", bag="wardrobe4"},
})
-- * DNC Subjob DW Trait: +15%
-- * NIN Subjob DW Trait: +25%
-- No Magic Haste (74% DW to cap)
sets.engaged.DW = {
head="Adhemar Bonnet",
body="Adhemar Jacket", --5
hands="Floral Gauntlets", --5
legs="Carmine Cuisses +1", --6
feet="Taeon Boots", --9
neck="Iskur Gorget",
ear1="Cessance Earring",
ear2="Suppanomimi", --5
ring1="Petrov Ring",
ring2="Epona's Ring",
back=gear.COR_DW_Cape, --10
waist="Kentarch Belt +1",
}
sets.engaged.DW.LowAcc = set_combine(sets.engaged.DW, {
waist="Kentarch Belt +1",
})
sets.engaged.DW.MidAcc = set_combine(sets.engaged.DW.LowAcc, {
--neck="Combatant's Torque",
ring2="Ilabrat Ring",
})
sets.engaged.DW.HighAcc = set_combine(sets.engaged.DW.MidAcc, {
head="Carmine Mask +1",
hands="Gazu Bracelet +1",
--ear2="Telos Earring",
ring1="Regal Ring",
--ring2="Ramuh Ring +1",
--waist="Olseni Belt",
})
sets.engaged.DW.STP = set_combine(sets.engaged.DW, {
neck="Iskur Gorget",
ring1={name="Chirich Ring +1", bag="wardrobe3"},
ring2={name="Chirich Ring +1", bag="wardrobe4"},
})
-- 15% Magic Haste (67% DW to cap)
sets.engaged.DW.LowHaste = {
head="Adhemar Bonnet",
body="Adhemar Jacket",
hands="Floral Gauntlets", --5
legs="Carmine Cuisses +1", --6
feet="Taeon Boots", --9
neck="Iskur Gorget",
ear1="Cessance Earring",
ear2="Suppanomimi", --5
ring1="Petrov Ring",
ring2="Epona's Ring",
back=gear.COR_DW_Cape, --10
waist="Kentarch Belt +1",
}
sets.engaged.DW.LowAcc.LowHaste = set_combine(sets.engaged.DW.LowHaste, {
waist="Kentarch Belt +1",
})
sets.engaged.DW.MidAcc.LowHaste = set_combine(sets.engaged.DW.LowAcc.LowHaste, {
--neck="Combatant's Torque",
--ear2="Telos Earring",
ring2="Ilabrat Ring",
})
sets.engaged.DW.HighAcc.LowHaste = set_combine(sets.engaged.DW.MidAcc.LowHaste, {
head="Carmine Mask +1",
hands="Gazu Bracelet +1",
ring1="Regal Ring",
--ring2="Ramuh Ring +1",
--waist="Olseni Belt",
})
sets.engaged.DW.STP.LowHaste = set_combine(sets.engaged.DW.LowHaste, {
neck="Iskur Gorget",
ring1={name="Chirich Ring +1", bag="wardrobe3"},
ring2={name="Chirich Ring +1", bag="wardrobe4"},
})
-- 30% Magic Haste (56% DW to cap)
sets.engaged.DW.MidHaste = {
head="Adhemar Bonnet",
body="Adhemar Jacket",
hands="Adhemar Wristbands",
legs="Carmine Cuisses +1", --6
feet="Taeon Boots", --9
neck="Iskur Gorget",
ear1="Cessance Earring",
ear2="Suppanomimi", --5
ring1="Petrov Ring",
ring2="Epona's Ring",
back=gear.COR_DW_Cape, --10
waist="Kentarch Belt +1",
}
sets.engaged.DW.LowAcc.MidHaste = set_combine(sets.engaged.DW.MidHaste, {
waist="Kentarch Belt +1",
})
sets.engaged.DW.MidAcc.MidHaste = set_combine(sets.engaged.DW.LowAcc.MidHaste, {
legs="Meg. Chausses +2",
--neck="Combatant's Torque",
--ear2="Telos Earring",
ring2="Ilabrat Ring",
})
sets.engaged.DW.HighAcc.MidHaste = set_combine(sets.engaged.DW.MidAcc.MidHaste, {
head="Carmine Mask +1",
hands="Gazu Bracelet +1",
ring1="Regal Ring",
--ring2="Ramuh Ring +1",
--waist="Olseni Belt",
})
sets.engaged.DW.STP.MidHaste = set_combine(sets.engaged.DW.MidHaste, {
neck="Iskur Gorget",
ring1={name="Chirich Ring +1", bag="wardrobe3"},
ring2={name="Chirich Ring +1", bag="wardrobe4"},
})
-- 35% Magic Haste (51% DW to cap)
sets.engaged.DW.HighHaste = {
head="Adhemar Bonnet",
body="Adhemar Jacket",
hands="Adhemar Wristbands",
legs="Carmine Cuisses +1", --6
feet="Taeon Boots", --9
neck="Iskur Gorget",
ear1="Cessance Earring",
ear2="Suppanomimi", --5
ring1="Petrov Ring",
ring2="Epona's Ring",
back=gear.COR_DW_Cape, --10
waist="Kentarch Belt +1",
}
sets.engaged.DW.LowAcc.HighHaste = set_combine(sets.engaged.DW.HighHaste, {
waist="Kentarch Belt +1",
})
sets.engaged.DW.MidAcc.HighHaste = set_combine(sets.engaged.DW.LowAcc.HighHaste, {
legs="Meg. Chausses +2",
--neck="Combatant's Torque",
--ear2="Telos Earring",
ring2="Ilabrat Ring",
})
sets.engaged.DW.HighAcc.HighHaste = set_combine(sets.engaged.DW.MidAcc.HighHaste, {
head="Carmine Mask +1",
hands="Gazu Bracelet +1",
ring1="Regal Ring",
--ring2="Ramuh Ring +1",
--waist="Olseni Belt",
})
sets.engaged.DW.STP.HighHaste = set_combine(sets.engaged.DW.HighHaste, {
neck="Iskur Gorget",
ring1={name="Chirich Ring +1", bag="wardrobe3"},
ring2={name="Chirich Ring +1", bag="wardrobe4"},
})
-- 45% Magic Haste (36% DW to cap)
sets.engaged.DW.MaxHaste = {
head="Adhemar Bonnet",
body="Adhemar Jacket",
hands="Adhemar Wristbands",
legs="Samnuha Tights",
feet="Herculean Boots",
neck="Iskur Gorget",
ear1="Cessance Earring",
ear2="Suppanomimi", --5
ring1="Petrov Ring",
ring2="Epona's Ring",
back=gear.COR_DW_Cape, --10
waist="Kentarch Belt +1",
}
sets.engaged.DW.LowAcc.MaxHaste = set_combine(sets.engaged.DW.MaxHaste, {
waist="Kentarch Belt +1",
})
sets.engaged.DW.MidAcc.MaxHaste = set_combine(sets.engaged.DW.LowAcc.MaxHaste, {
legs="Meg. Chausses +2",
--neck="Combatant's Torque",
--ear2="Telos Earring",
ring2="Ilabrat Ring",
})
sets.engaged.DW.HighAcc.MaxHaste = set_combine(sets.engaged.DW.MidAcc.MaxHaste, {
head="Carmine Mask +1",
hands="Gazu Bracelet +1",
legs="Carmine Cuisses +1",
ring1="Regal Ring",
--ring2="Ramuh Ring +1",
--waist="Olseni Belt",
})
sets.engaged.DW.STP.MaxHaste = set_combine(sets.engaged.DW.MaxHaste, {
neck="Iskur Gorget",
ring1={name="Chirich Ring +1", bag="wardrobe3"},
ring2={name="Chirich Ring +1", bag="wardrobe4"},
})
sets.engaged.DW.MaxHastePlus = set_combine(sets.engaged.DW.MaxHaste, {back=gear.COR_DW_Cape})
sets.engaged.DW.LowAcc.MaxHastePlus = set_combine(sets.engaged.DW.LowAcc.MaxHaste, {back=gear.COR_DW_Cape})
sets.engaged.DW.MidAcc.MaxHastePlus = set_combine(sets.engaged.DW.MidAcc.MaxHaste, {back=gear.COR_DW_Cape})
sets.engaged.DW.HighAcc.MaxHastePlus = set_combine(sets.engaged.DW.HighAcc.MaxHaste, {back=gear.COR_DW_Cape})
sets.engaged.DW.STP.MaxHastePlus = set_combine(sets.engaged.DW.STP.MaxHaste, {back=gear.COR_DW_Cape})
------------------------------------------------------------------------------------------------
---------------------------------------- Hybrid Sets -------------------------------------------
------------------------------------------------------------------------------------------------
sets.engaged.Hybrid = {
neck="Loricate Torque +1", --6/6
ring2="Defending Ring", --10/10
}
sets.engaged.DT = set_combine(sets.engaged, sets.engaged.Hybrid)
sets.engaged.LowAcc.DT = set_combine(sets.engaged.LowAcc, sets.engaged.Hybrid)
sets.engaged.MidAcc.DT = set_combine(sets.engaged.MidAcc, sets.engaged.Hybrid)
sets.engaged.HighAcc.DT = set_combine(sets.engaged.HighAcc, sets.engaged.Hybrid)
sets.engaged.STP.DT = set_combine(sets.engaged.STP, sets.engaged.Hybrid)
sets.engaged.DW.DT = set_combine(sets.engaged.DW, sets.engaged.Hybrid)
sets.engaged.DW.LowAcc.DT = set_combine(sets.engaged.DW.LowAcc, sets.engaged.Hybrid)
sets.engaged.DW.MidAcc.DT = set_combine(sets.engaged.DW.MidAcc, sets.engaged.Hybrid)
sets.engaged.DW.HighAcc.DT = set_combine(sets.engaged.DW.HighAcc, sets.engaged.Hybrid)
sets.engaged.DW.STP.DT = set_combine(sets.engaged.DW.STP, sets.engaged.Hybrid)
sets.engaged.DW.DT.LowHaste = set_combine(sets.engaged.DW.LowHaste, sets.engaged.Hybrid)
sets.engaged.DW.LowAcc.DT.LowHaste = set_combine(sets.engaged.DW.LowAcc.LowHaste, sets.engaged.Hybrid)
sets.engaged.DW.MidAcc.DT.LowHaste = set_combine(sets.engaged.DW.MidAcc.LowHaste, sets.engaged.Hybrid)
sets.engaged.DW.HighAcc.DT.LowHaste = set_combine(sets.engaged.DW.HighAcc.LowHaste, sets.engaged.Hybrid)
sets.engaged.DW.STP.DT.LowHaste = set_combine(sets.engaged.DW.STP.LowHaste, sets.engaged.Hybrid)
sets.engaged.DW.DT.MidHaste = set_combine(sets.engaged.DW.MidHaste, sets.engaged.Hybrid)
sets.engaged.DW.LowAcc.DT.MidHaste = set_combine(sets.engaged.DW.LowAcc.MidHaste, sets.engaged.Hybrid)
sets.engaged.DW.MidAcc.DT.MidHaste = set_combine(sets.engaged.DW.MidAcc.MidHaste, sets.engaged.Hybrid)
sets.engaged.DW.HighAcc.DT.MidHaste = set_combine(sets.engaged.DW.HighAcc.MidHaste, sets.engaged.Hybrid)
sets.engaged.DW.STP.DT.MidHaste = set_combine(sets.engaged.DW.STP.MidHaste, sets.engaged.Hybrid)
sets.engaged.DW.DT.HighHaste = set_combine(sets.engaged.DW.HighHaste, sets.engaged.Hybrid)
sets.engaged.DW.LowAcc.DT.HighHaste = set_combine(sets.engaged.DW.LowAcc.HighHaste, sets.engaged.Hybrid)
sets.engaged.DW.MidAcc.DT.HighHaste = set_combine(sets.engaged.DW.MidAcc.HighHaste, sets.engaged.Hybrid)
sets.engaged.DW.HighAcc.DT.HighHaste = set_combine(sets.engaged.DW.HighAcc.HighHaste, sets.engaged.Hybrid)
sets.engaged.DW.STP.DT.HighHaste = set_combine(sets.engaged.DW.HighHaste.STP, sets.engaged.Hybrid)
sets.engaged.DW.DT.MaxHaste = set_combine(sets.engaged.DW.MaxHaste, sets.engaged.Hybrid)
sets.engaged.DW.LowAcc.DT.MaxHaste = set_combine(sets.engaged.DW.LowAcc.MaxHaste, sets.engaged.Hybrid)
sets.engaged.DW.MidAcc.DT.MaxHaste = set_combine(sets.engaged.DW.MidAcc.MaxHaste, sets.engaged.Hybrid)
sets.engaged.DW.HighAcc.DT.MaxHaste = set_combine(sets.engaged.DW.HighAcc.MaxHaste, sets.engaged.Hybrid)
sets.engaged.DW.STP.DT.MaxHaste = set_combine(sets.engaged.DW.STP.MaxHaste, sets.engaged.Hybrid)
sets.engaged.DW.DT.MaxHastePlus = set_combine(sets.engaged.DW.MaxHastePlus, sets.engaged.Hybrid)
sets.engaged.DW.LowAcc.DT.MaxHastePlus = set_combine(sets.engaged.DW.LowAcc.MaxHastePlus, sets.engaged.Hybrid)
sets.engaged.DW.MidAcc.DT.MaxHastePlus = set_combine(sets.engaged.DW.MidAcc.MaxHastePlus, sets.engaged.Hybrid)
sets.engaged.DW.HighAcc.DT.MaxHastePlus = set_combine(sets.engaged.DW.HighAcc.MaxHastePlus, sets.engaged.Hybrid)
sets.engaged.DW.STP.DT.MaxHastePlus = set_combine(sets.engaged.DW.STP.MaxHastePlus, sets.engaged.Hybrid)
------------------------------------------------------------------------------------------------
---------------------------------------- Special Sets ------------------------------------------
------------------------------------------------------------------------------------------------
sets.buff.Doom = {ring1={name="Saida Ring", bag="wardrobe3"}, ring2={name="Saida Ring", bag="wardrobe4"},}
sets.Obi = {waist="Hachirin-no-Obi"}
-- sets.CP = {back="Mecisto. Mantle"}
--sets.Reive = {neck="Ygnas's Resolve +1"}
sets.Fomalhaut = {ranged="Fomalhaut"}
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)
equip(sets[state.WeaponSet.current])
-- 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
if (spell.type == 'CorsairRoll' or spell.english == "Double-Up") then
if player.status ~= 'Engaged' then
equip(sets.precast.CorsairRoll.Duration)
end
if state.LuzafRing.value then