-
Notifications
You must be signed in to change notification settings - Fork 0
/
Atsuke_DNC.lua
563 lines (454 loc) · 20.9 KB
/
Atsuke_DNC.lua
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
version = "3.0"
--[[
Big shoutout to Tunaliz https://github.com/Tunaliz for the amazing work he did, especially on the HUD.
His code was a fantastic starting point I fixed some bugs in the existing code,
added/removed/modified things to suit my needs and then built all of my lua's in a similar style.
--]]
--[[
Custom commands:
Can bind these to keys or use in macros ex: /console gs c toggle melee
gs c toggle idlemode Change Idle Mode
gs c toggle runspeed Toggles locking on / off AF Feet
gs c toggle meleemode Change Idle Mode
gs c toggle enmity Toggle casting modes between regular and Enmity for Utsusemi
gs c toggle melee Toggle Melee mode on / off and locking of weapons
gs c toggle thMode Toggle Treasure Hunter Mode on or off
gs c dnc voke Uses either Provoke or Animated Flourish depending on subjob
HUD Functions:
gs c hud hide Toggles the Hud entirely on or off
gs c hud hidemode Toggles the Modes section of the HUD on or off
gs c hud hidejob Toggles the job section of the HUD on or off
gs c hud hidebattle Toggles the Battle section of the HUD on or off
gs c hud hidetools Toggles the Tools section of the HUD on or off
gs c hud lite Toggles the HUD in lightweight style for less screen estate usage. Also on ALT-END
gs c hud keybinds Toggles Display of the HUD keybindings (my defaults) You can change just under the binds in the Gearsets file.
gs c hud setcolor sections Cycles colors for sections
gs c hud setcolor options Cycles colors for options
gs c hud setcolor keybinds Cycles colors for keybinds
gs c hud setcolor selection Cycles colors for selection
gs c hud setcolor tools Cycles colors for selection
Alternatively you can also add the color after those command like: //gs c hud setcolor options blue
--]]
--------------------------------------------------------------------------------------------------------------
--------------------------------------------------------------------------------------------------------------
-- ______ _
-- / _____) _ _ (_)
-- ( (____ _____ _| |_ _| |_ _ ____ ____ ___
-- \____ \| ___ (_ _|_ _) | _ \ / _ |/___)
-- _____) ) ____| | |_ | |_| | | | ( (_| |___ |
-- (______/|_____) \__) \__)_|_| |_|\___ (___/
-- (_____|
--------------------------------------------------------------------------------------------------------------
--------------------------------------------------------------------------------------------------------------
-- Set this to true and as soon as you move you swap into movespeed set, and revert when stationary
-- Set it to false and the movespeed toggle is manual.
autorunspeed = false
auto_CP_Cape = false
-- TP threshold where weapons gets locked.
lockWeaponTP = 500
--------------------------------------------------------------------------------------------------------------
--------------------------------------------------------------------------------------------------------------
-- HUD Initial setup and Positioning
--------------------------------------------------------------------------------------------------------------
--------------------------------------------------------------------------------------------------------------
hud_x_pos = 1150 -- Important to update these if you have a smaller screen
hud_y_pos = 50 -- Important to update these if you have a smaller screen
hud_draggable = true
hud_font_size = 9
hud_transparency = 150 -- A value of 0 (invisible) to 255 (no transparency at all)
hud_font = 'Impact'
hud_padding = 10
--------------------------------------------------------------------------------------------------------------
--------------------------------------------------------------------------------------------------------------
include('Atsuke-Includes.lua')
--------------------------------------------------------------------------------------------------------------
--------------------------------------------------------------------------------------------------------------
-- Customize HUD looks and content
-- Colors: ('red', 'blue', 'green', 'white', 'yellow', 'cyan', 'magenta', 'black', 'orange')
sectionsColors:set('green')
keybindsColors:set('orange')
optionsColors:set('white')
selectionColors:set('blue')
toolColors:set('green')
textHideMode:set(false) -- Change to toggle default visibility of Mode section
textHideOptions:set(false) -- Change to toggle defautl visibility of Options sections
textHideJob:set(false) -- Change to toggle default visibility of job Section
textHideBattle:set(true) -- Change to toggle default visibility for battle section
textHideHUD:set(false) -- Change to toggle default setting for hud visibility
useLightMode:set(false) -- Change to toggle default setting for lite mode
keybinds:set(true) -- Change to toggle default setting for keybind visibility
textHideTools:set(false) -- Change to toggle the default setting of the tool counter
-- Optional. Swap to your sch macro sheet / book
-- set_macros(2,29) -- Sheet, Book
--------------------------------------------------------------------------------------------------------------
--------------------------------------------------------------------------------------------------------------
-- Define your modes:
-- You can add or remove modes in the table below, they will get picked up in the cycle automatically.
-- to define sets for idle if you add more modes, name them: sets.idle.mymode and add 'mymode' in the group.
idleModes = M('Regain', 'Regen','DT')
meleeModes = M('TP', 'Hybrid', 'DT')
-- No point in enmity modes for Utsusemi if we aren't /NIN
enmityModes = M('Normal', 'Enmity')
------------------------------------------------------------------------------------------------
------------------------------------------ Keybinds --------------------------------------------
------------------------------------------------------------------------------------------------
-- Setup your Key Bindings here:
windower.send_command('bind f9 gs c toggle idlemode') -- F9 to change Idle Mode
windower.send_command('bind !f9 gs c toggle runspeed') -- Alt-F9 toggles locking on / off Herald's Gaiters
windower.send_command('bind f10 gs c toggle meleemode') -- F9 to change Idle Mode
windower.send_command('bind delete gs c toggle enmity') -- F11 Toggle casting modes between regular and Enmity
windower.send_command('bind f12 gs c toggle melee') -- F12 Toggle Melee mode on / off and locking of weapons
windower.send_command('bind ^end gs c hud keybinds') -- CTRL-End to toggle Keybinds
--[[
This gets passed in when the Keybinds is turned on.
Each one matches to a given variable within the text object
IF you changed the Default Keybind above, Edit the ones below so
it can be reflected in the hud using "//gs c hud keybinds" command
]]
keybinds_on = {}
keybinds_on['key_bind_idle'] = '(F9) '
keybinds_on['key_bind_melee'] = '(F10) '
keybinds_on['key_bind_enmity'] = '(DELETE) '
keybinds_on['key_bind_element_cycle'] = '(INSERT)'
keybinds_on['key_bind_movespeed_lock'] = '(ALT-F9)'
keybinds_on['key_bind_lock_weapon'] = '(F12) '
-- Remember to unbind your keybinds on job change.
function user_unload()
send_command('unbind delete')
send_command('unbind !delete')
send_command('unbind f9')
send_command('unbind !f9')
send_command('unbind f10')
send_command('unbind f12')
send_command('unbind ^end')
send_command('unbind !end')
send_command('unbind !f10')
end
-- Set the tools you would like to track while tool tracker is set to on.
-- Tools can be in inventory or wardrobe.
-- Set value to empty string if you dont want to track a tool. Ex. tool_4 = ''
tool_1 = "Shihei"
tool_2 = ""
tool_3 = ""
tool_4 = ""
-- Set these values for the text displayed in the hud
tools_on = {}
tools_on['tool_1'] = 'Shihei: '
tools_on['tool_2'] = ""
tools_on['tool_3'] = ""
tools_on['tool_4'] = ""
-- set level for low tool warning
tool_warning = 20
--------------------------------------------------------------------------------------------------------------
--------------------------------------------------------------------------------------------------------------
include('/libs/DNC_Lib.lua') -- leave this as is. NO TOUCHEY!
--------------------------------------------------------------------------------------------------------------
--------------------------------------------------------------------------------------------------------------
no_swap_gear = S{"Warp Ring", "Dim. Ring (Dem)", "Dim. Ring (Holla)", "Dim. Ring (Mea)",
"Trizek Ring", "Echad Ring", "Facility Ring", "Capacity Ring"}
--------------------------------------------------------------------------------------------------------------
--------------------------------------------------------------------------------------------------------------
-- _____ __ __ _ _ _
-- / ____| \ \ / / (_) | | | |
--| | __ ___ __ _ _ __ \ \ / /_ _ _ __ _ __ _| |__ | | ___ ___
--| | |_ |/ _ \/ _` | '__| \ \/ / _` | '__| |/ _` | '_ \| |/ _ \/ __|
--| |__| | __/ (_| | | \ / (_| | | | | (_| | |_) | | __/\__ \
-- \_____|\___|\__,_|_| \/ \__,_|_| |_|\__,_|_.__/|_|\___||___/
--------------------------------------------------------------------------------------------------------------
--------------------------------------------------------------------------------------------------------------
-- Setup your Gear Sets below:
function get_sets()
select_default_macro_book()
include('Atsuke_AugGear.lua') -- I list all my Augmented gears in a sidecar file since it's shared across many jobs.
----------------------------------------------------------
-- Auto CP Cape: Will put on CP cape automatically when
-- fighting Apex mobs and job is not mastered
----------------------------------------------------------
CP_CAPE = "Mecisto. Mantle" -- Put your CP cape here
----------------------------------------------------------
------------------------------------------------------------------------------------------------
------------------------------------------ JSE Sets --------------------------------------------
------------------------------------------------------------------------------------------------
--define jse capes/armors below. Only have to update one spot as we reforge
-- JSE
AF = {} -- leave this empty
RELIC = {} -- leave this empty
EMPY = {} -- leave this empty
-- Fill this with your own JSE.
--Maxixi
AF.Head = "Maxixi Tiara +1"
AF.Body = "Maxixi Casaque +3"
AF.Hands = "Maxixi Bangles +3"
AF.Legs = "Maxixi Tights +1"
AF.Feet = "Maxixi Toe Shoes +1"
--Horos
RELIC.Head = { name="Horos Tiara +3", augments={'Enhances "Trance" effect',}}
RELIC.Body = { name="Horos Casaque +3", augments={'Enhances "No Foot Rise" effect',}}
RELIC.Hands = { name="Horos Bangles +3", augments={'Enhances "Fan Dance" effect',}}
RELIC.Legs = { name="Horos Tights +3", augments={'Enhances "Saber Dance" effect',}}
RELIC.Feet = { name="Horos T. Shoes +3", augments={'Enhances "Closed Position" effect',}}
--Maculele
EMPY.Head = "Maculele Tiara +1"
EMPY.Body = "Macu. Casaque +1"
EMPY.Hands = "Macu. Bangles +1"
EMPY.Legs = "Charis Tights +2"
EMPY.Feet = "Macu. Toe Shoes +1"
-- Define your JSE Capes here.
Senuna = {} -- leave this empty
Toetapper = {} -- leave this empty
Toetapper.RF = { name="Toetapper Mantle", augments={'"Store TP"+4','"Dual Wield"+2','"Rev. Flourish"+29','Weapon skill damage +2%',}}
Senuna.DA = { name="Senuna's Mantle", augments={'DEX+20','Accuracy+20 Attack+20','DEX+10','"Dbl.Atk."+10','Phys. dmg. taken-10%',}}
Senuna.WSD = { name="Senuna's Mantle", augments={'DEX+20','DEX+10','Weapon skill damage +10%',}}
Senuna.AGI = { name="Senuna's Mantle", augments={'AGI+20','Accuracy+20 Attack+20','AGI+10','"Dbl.Atk."+10','Damage taken-5%',}}
Senuna.CRIT = { name="Senuna's Mantle", augments={'DEX+20','Accuracy+20 Attack+20','DEX+10','Crit.hit rate+10','Phys. dmg. taken-10%',}}
------------------------------------------------------------------------------------------------
---------------------------------------- Precast Sets ------------------------------------------
------------------------------------------------------------------------------------------------
sets.precast = {} -- leave this empty
sets.precast.WS= {} -- leave this empty
sets.buff = {} -- leave this empty
sets.precast['Utsusemi'] = {
ammo = "Sapience Orb",
head = Herc.Head.WSD,
body = "Malignance Tabard",
hands = { name="Leyline Gloves", augments={'Accuracy+12','Mag. Acc.+10','"Mag.Atk.Bns."+1',}},
neck = "Magoraga Beads",
waist = "Sailfi Belt +1",
left_ear = "Etiolation Earring",
right_ear = "Loquac. Earring",
left_ring = "Gelatinous Ring +1",
right_ring = "Prolix Ring",
}
sets.precast['No Foot Rise'] = {body = RELIC.Body}
sets.precast['Provoke'] = {
ammo = "Sapience Orb",
head = "Halitus Helm",
body = "Emet Harness +1",
hands = RELIC.Hands,
legs = "Zoar Subligar +1",
feet = "Nyame Sollerets",
neck = "Unmoving Collar +1",
waist = "Engraved Belt",
left_ear = "Genmei Earring",
right_ear = "Friomisi Earring",
left_ring = "Defending Ring",
right_ring = "Provocare Ring",
back = Senuna.DA,
}
sets.precast.Waltz = {
ammo = "Yamarang", --5
head = "Nyame Helm",
body = AF.Body, --19
hands = "Nyame Gauntlets",
legs = "Dashing Subligar", --10
feet = "Nyame Sollerets",
neck = { name = "Etoile Gorget +2", augments={'Path: A',}}, --10
waist = "Chaac Belt",
left_ear = "Roundel Earring", --5
right_ear = "Etiolation Earring",
left_ring = "Defending Ring",
right_ring = "Gelatinous Ring +1",
back = Senuna.DA,
}
sets.precast.WaltzSelf = set_combine(sets.precast.Waltz ,{head = "Mummu Bonnet +2",})
sets.precast.Samba = {
head = AF.Head,
back = Senuna.DA
}
sets.precast.Jig = {
legs = RELIC.Legs,
feet = AF.Feet,
}
sets.precast['Violent Flourish'] = {
ammo = "Yamarang",
head = "Malignance Chapeau",
body = RELIC.Body,
hands = "Malignance Gloves",
legs = "Malignance Tights",
feet = "Malignance Boots",
neck = { name="Etoile Gorget +2", augments={'Path: A',}},
waist = "Eschan Stone",
left_ear = "Odr Earring",
right_ear = "Hermetic Earring",
left_ring = "Defending Ring",
right_ring = "Warden's Ring",
back = Senuna.DA,
}
sets.precast.Step = {
ammo = "Yamarang",
head = "Malignance Chapeau",
body = AF.Body,
hands = AF.Hands,
legs = "Malignance Tights",
feet = RELIC.Feet,
neck = { name = "Etoile Gorget +2", augments={'Path: A',}},
waist ="Eschan Stone",
left_ear = "Telos Earring",
right_ear = "Odr Earring",
left_ring = "Cacoethic Ring",
right_ring = "Varar Ring +1",
back = Senuna.DA,
}
sets.precast['Animated Flourish'] = sets.precast['Provoke']
sets.precast['Reverse Flourish'] = {
hands = EMPY.Hands,
back = Toetapper.RF,
}
--------------------------------------------------------------------------------------------------------------
------------------------------------------------ Buff Sets ---------------------------------------------------
--------------------------------------------------------------------------------------------------------------
sets.buff.Doom = {
neck = "Nicander's Necklace",
left_ring = "Blenmot's Ring",
waist = "Gishdubar Sash",
}
------------------------------------------------------------------------------------------------
------------------------------------- Weapon Skill Sets ----------------------------------------
------------------------------------------------------------------------------------------------
sets.buff['Climactic Flourish'] = {head = EMPY.Head, body="Meg. Cuirie +2"}
sets.midcast = {}
sets.precast.WS = {
ammo = "C. Palug Stone",
head = Herc.Head.WSD,
body = "Meg. Cuirie +2",
hands = AF.Hands,
legs = RELIC.Legs,
feet = Herc.Feet.WSD,
neck = "Fotia Gorget",
waist = "Fotia Belt",
left_ear = "Ishvara Earring",
right_ear = "Odr Earring",
left_ring = "Regal Ring",
right_ring = "Ilabrat Ring",
back = Senuna.WSD,
}
sets.precast['Exenterator'] = set_combine(sets.precast.WS,{
head = "Malignance Chapeau",
right_ear = "Brutal Earring",
left_ring = "Regal Ring",
back = Senuna.AGI,
})
sets.precast['Pyrrhic Kleos'] = set_combine(sets.precast.WS,{
head = Herc.Head.WSD,
neck = { name="Etoile Gorget +2", augments={'Path: A',}},
})
sets.precast['Evisceration'] = set_combine(sets.precast.WS,{
head = "Mummu Bonnet +2",
body = "Abnoba Kaftan",
legs = RELIC.Legs,
feet = Herc.Feet.WSD,
neck = { name="Etoile Gorget +2", augments={'Path: A',}},
waist = "Grunfeld Rope",
back = Senuna.CRIT,
})
sets.precast["Rudra's Storm"] = set_combine(sets.precast.WS,{
body = Herc.Body.WSD,
neck = { name="Etoile Gorget +2", augments={'Path: A',}},
waist = "Grunfeld Rope",
})
sets.precast['Shark Bite'] = sets.precast["Rudra's Storm"]
sets.precast['Aeolian Edge'] = set_combine(sets.precast.WS,{
body = Herc.Body.MAB,
hands = "Meg. Gloves +2",
legs = RELIC.Legs,
feet = Herc.Feet.WSD,
neck = { name="Etoile Gorget +2", augments={'Path: A',}},
waist = "Eschan Stone",
left_ear = "Ishvara Earring",
right_ear = "Hecate's Earring",
left_ring = "Regal Ring",
right_ring = "Persis Ring",
back = Toetapper.RF,
})
------------------------------------------------------------------------------------------------
----------------------------------------- Idle Sets --------------------------------------------
------------------------------------------------------------------------------------------------
sets.idle = {} -- leave this empty
sets.idle.Regain = {
head = "Gleti's Mask",
body = "Gleti's Cuirass",
hands = "Gleti's Gauntlets",
legs = "Gleti's Breeches",
feet = "Gleti's Boots",
back = Senuna.DA,
}
sets.idle.Regen = set_combine(sets.idle.Regain, {
body = "Meg. Cuirie +2",
hands = "Meg. Gloves +2",
neck = "Bathy Choker +1",
left_ring = "Woltaris Ring",
})
sets.idle.DT = {
head = "Malignance Chapeau",
body = "Malignance Tabard",
hands = "Malignance Gloves",
legs = "Nyame Flanchard",
feet = "Nyame Sollerets",
neck = "Warder's Charm +1",
waist = "Engraved Belt",
left_ear = "Telos Earring",
right_ear = "Sherida Earring",
left_ring = "Defending Ring",
right_ring = "Warden's Ring",
}
------------------------------------------------------------------------------------------------
---------------------------------------- Engaged Sets ------------------------------------------
------------------------------------------------------------------------------------------------
-- We will switch to these every time we engage and return to them after ever ws while fighting
sets.engaged = {} -- leave this empty
sets.engaged.TP = {
ammo = "Yamarang",
head = Adh.Head.A,
body = "Gleti's Cuirass",
hands = Adh.Hands.A,
legs = "Malignance Tights",
feet = "Malignance Boots",
neck = { name = "Etoile Gorget +2", augments={'Path: A',}},
waist = "Windbuffet Belt",
left_ear = "Telos Earring",
right_ear = "Sherida Earring",
left_ring = "Epona's Ring",
right_ring = "Ilabrat Ring",
back = Senuna.DA,
}
sets.engaged.Hybrid = {
ammo = "Yamarang",
head = "Malignance Chapeau",
body = "Gleti's Cuirass",
hands = "Malignance Gloves",
legs = "Malignance Tights",
feet = "Malignance Boots",
neck = { name="Etoile Gorget +2", augments={'Path: A',}},
waist = "Windbuffet Belt",
left_ear = "Telos Earring",
right_ear = "Sherida Earring",
left_ring = "Epona's Ring",
right_ring = "Ilabrat Ring",
back = Senuna.DA,
}
sets.engaged.DT = {
head = "Malignance Chapeau",
body = "Malignance Tabard",
hands = "Malignance Gloves",
legs = "Nyame Flanchard",
feet = "Nyame Sollerets",
neck = "Warder's Charm +1",
waist = "Engraved Belt",
left_ear = "Telos Earring",
right_ear = "Sherida Earring",
left_ring = "Defending Ring",
right_ring = "Warden's Ring",
back = Senuna.DA,
}
------------------------------------------------------------------------------------------------
----------------------------------------- Misc. Sets -------------------------------------------
------------------------------------------------------------------------------------------------
-- Note that movespeed is sets.me this is a holdover from the way the movespeed equip
-- helper function expects its input. I'll get around to fixing it eventually
-- but this works for now
sets.me = {} -- leave this empty
-- Movespeedset
sets.me.movespeed = {feet = "Tandava Crackows",}
-- For running faster in Adoulin
sets.adoulin = {body = "Councilor's Garb",}
end