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BLU.lua
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BLU.lua
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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 Carmine Cuisses +1
gs c toggle meleemode Change Melee Mode
gs c toggle melee Toggle Melee mode on / off and locking of weapons
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
lockWeaponTP = 500 -- TP treshold where weapons gets locked.
--------------------------------------------------------------------------------------------------------------
--------------------------------------------------------------------------------------------------------------
-- 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') -- Leave as is. NO TOUCHY
--------------------------------------------------------------------------------------------------------------
--------------------------------------------------------------------------------------------------------------
-- 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 BLU macro sheet / book
set_macros(2,22) -- Sheet, Book
--------------------------------------------------------------------------------------------------------------
--------------------------------------------------------------------------------------------------------------
-- Define your modes:
-- You can add or remove modes in the table below, they will get picked up in the cycle automatically.
-- Each mode needs to have a corresponding set in order to work. ex: sets.idle.Regen
idleModes = M('Regain','DT', 'Refresh')
meleeModes = M('TP', 'Hybrid', 'DT', 'Acc')
------------------------------------------------------------------------------------------------
------------------------------------------ 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 runspeed gear
windower.send_command('bind f10 gs c toggle meleemode') -- F10 to change engaged Mode
windower.send_command('bind f12 gs c toggle melee') -- F12 Toggle Melee mode on / off and locking of weapons
--[[
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_movespeed_lock'] = '(ALT-F9)'
keybinds_on['key_bind_melee'] = '(F10) '
keybinds_on['key_bind_lock_weapon'] = '(F12) '
-- 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
-- Remember to unbind your keybinds on job change.
function user_unload()
send_command('unbind f9')
send_command('unbind !f9')
send_command('unbind f10')
send_command('unbind !f10')
send_command('unbind f12')
end
--------------------------------------------------------------------------------------------------------------
--------------------------------------------------------------------------------------------------------------
include('/libs/BLU_Lib.lua') -- leave this as is. NO TOUCHEY!
--------------------------------------------------------------------------------------------------------------
--------------------------------------------------------------------------------------------------------------
elemental_ws = S{"Sanguine Blade", "Flash Nova"}
--------------------------------------------------------------------------------------------------------------
--------------------------------------------------------------------------------------------------------------
-- _____ __ __ _ _ _
-- / ____| \ \ / / (_) | | | |
--| | __ ___ __ _ _ __ \ \ / /_ _ _ __ _ __ _| |__ | | ___ ___
--| | |_ |/ _ \/ _` | '__| \ \/ / _` | '__| |/ _` | '_ \| |/ _ \/ __|
--| |__| | __/ (_| | | \ / (_| | | | | (_| | |_) | | __/\__ \
-- \_____|\___|\__,_|_| \/ \__,_|_| |_|\__,_|_.__/|_|\___||___/
--------------------------------------------------------------------------------------------------------------
--------------------------------------------------------------------------------------------------------------
-- Setup your Gear Sets below:
function get_sets()
--------------------------------------------------------------------------------------------------------------
--------------------------------------------------------------------------------------------------------------
-- I list all my Augmented gears in a sidecar file since it's shared across many jobs. This is optional but
-- makes changing augs without updating multiple sets much easier.
include('Kuvira_AugGear.lua')
--------------------------------------------------------------------------------------------------------------
--------------------------------------------------------------------------------------------------------------
----------------------------------------------------------
-- 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.
--Laksamana
AF.Head = "Assim. Keffiyeh +2"
AF.Body = "Assim. Jubbah +2"
AF.Hands = "Assim. Bazu. +2"
AF.Legs = "Assim. Shalwar +2"
AF.Feet = "Assim. Charuqs +2"
--Lanun
RELIC.Head = { name="Luh. Keffiyeh +1", augments={'Enhances "Convergence" effect',}}
RELIC.Body = { name="Luhlaza Jubbah +3", augments={'Enhances "Enchainment" effect',}}
RELIC.Hands = { name="Luh. Bazubands +1", augments={'Enhances "Azure Lore" effect',}}
RELIC.Legs = { name="Luhlaza Shalwar +2", augments={'Enhances "Assimilation" effect',}}
RELIC.Feet = { name="Luhlaza Charuqs +1", augments={'Enhances "Diffusion" effect',}}
--Chasseur
EMPY.Head = "Hashishin Kavuk +1"
EMPY.Body = "Hashishin Mintan +1"
EMPY.Hands = "Hashi. Bazu. +1"
EMPY.Legs = "Hashishin Tayt +1"
EMPY.Feet = "Hashi. Basmak +1"
-- Define your JSE Capes here.
Rosmerta = {} -- leave this empty
Cornflower = {} -- leave this empty
Rosmerta.Nuke = { name="Rosmerta's Cape", augments={'INT+20','Mag. Acc+20 /Mag. Dmg.+20','Magic Damage +8','"Mag.Atk.Bns."+10','Phys. dmg. taken-10%',}}
Rosmerta.TP = { name="Rosmerta's Cape", augments={'DEX+20','Accuracy+20 Attack+20','Accuracy+10','"Store TP"+10','Damage taken-5%',}}
Rosmerta.STR = { name="Rosmerta's Cape", augments={'STR+20','Accuracy+20 Attack+20','STR+10','Weapon skill damage +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.casting = {
ammo = "Sapience Orb",
head = Psycloth.Head.FC,
body = RELIC.Body,
hands = { name="Leyline Gloves", augments={'Accuracy+14','Mag. Acc.+13','"Mag.Atk.Bns."+13','"Fast Cast"+2',}},
legs = "Aya. Cosciales +2",
waist = { name="Sailfi Belt +1", augments={'Path: A',}},
left_ear = "Loquac. Earring",
right_ear = "Etiolation Earring",
left_ring = "Kishar Ring",
right_ring = "Prolix Ring",
back = { name="Fi Follet Cape +1", augments={'Path: A',}},
}
sets.precast.Blue_Magic = set_combine(sets.precast.casting, {body = EMPY.Body,})
sets.precast['Provoke'] = {
ammo = "Sapience Orb",
body = "Emet Harness +1",
legs = "Zoar Subligar +1",
feet = "Nyame Sollerets",
neck = "Unmoving Collar +1",
left_ear = "Genmei Earring",
right_ear = "Friomisi Earring",
left_ring = "Provocare Ring",
right_ring = "Defending Ring",
}
sets.precast['Animated Flourish'] = sets.precast['Provoke']
sets.precast.Waltz = {}
sets.precast.WaltzSelf = set_combine(sets.precast.Waltz)
------------------------------------------------------------------------------------------------
---------------------------------------- Midcast Sets ------------------------------------------
------------------------------------------------------------------------------------------------
sets.midcast = {} --Leave this empty
sets.midcast['Blue Magic'] = {
ammo = "Mavi Tathlum",
head = RELIC.Head,
body = AF.Body,
--hands = "Rawhide Gloves",
legs = EMPY.Legs,
feet = RELIC.Feet,
--neck = "Mirage Stole +2",
right_ear = "Njordr Earring",
left_ring = "Stikini Ring",
}
sets.midcast['Blue Magic'].Physical = set_combine(sets.midcast['Blue Magic'], {
body = RELIC.Body,
hands = "Jhakri Cuffs +2",
legs = RELIC.Legs,
feet = RELIC.Feet,
neck = "Rep. Plat. Medal",
left_ring = "Ifrit Ring",
right_ring = "Ilabrat Ring",
--back = gear.BLU_WS2_Cape,
waist = "Sailfi Belt +1",
})
sets.midcast['Blue Magic'].PhysicalStr = sets.midcast['Blue Magic'].Physical
sets.midcast['Blue Magic'].PhysicalDex = set_combine(sets.midcast['Blue Magic'].Physical, {
waist="Grunfeld Rope"
})
sets.midcast['Blue Magic'].PhysicalVit = sets.midcast['Blue Magic'].Physical
sets.midcast['Blue Magic'].PhysicalAgi = set_combine(sets.midcast['Blue Magic'].Physical, {})
sets.midcast['Blue Magic'].PhysicalInt = set_combine(sets.midcast['Blue Magic'].Physical, {
ammo = "Ghastly Tathlum +1",
left_ear = "Regal Earring",
})
sets.midcast['Blue Magic'].PhysicalMnd = set_combine(sets.midcast['Blue Magic'].PhysicalInt, {})
sets.midcast['Blue Magic'].PhysicalChr = set_combine(sets.midcast['Blue Magic'].Physical, {ear1="Regal Earring", ear2="Enchntr. Earring +1"})
sets.midcast['Blue Magic'].Magical = {
ammo = "Ghastly Tathlum +1",
head = "Jhakri Coronal +1",
body = Amal.Body.D,
hands = Amal.Hands.D,
legs = RELIC.Legs,
feet = "Jhakri Pigaches +1",
neck = "Sanctity Necklace",
waist = "Eschan Stone",
left_ear = "Hecate's Earring",
right_ear = "Friomisi Earring",
left_ring = "Jhakri Ring",
right_ring = "Fenrir Ring",
back = Rosmerta.Nuke,
}
sets.midcast['Blue Magic'].MagicalDark = set_combine(sets.midcast['Blue Magic'].Magical, {
head = "Pixie Hairpin +1",
right_ring = "Archon Ring",
})
sets.midcast['Blue Magic'].MagicalLight = set_combine(sets.midcast['Blue Magic'].Magical, {})
sets.midcast['Blue Magic'].MagicalMnd = set_combine(sets.midcast['Blue Magic'].Magical, {
right_ring = "Stikini Ring"
})
sets.midcast['Blue Magic'].MagicalDex = set_combine(sets.midcast['Blue Magic'].Magical, {
right_ring = "Ilabrat Ring",
})
sets.midcast['Blue Magic'].MagicalVit = set_combine(sets.midcast['Blue Magic'].Magical, {})
sets.midcast['Blue Magic'].MagicalChr = set_combine(sets.midcast['Blue Magic'].Magical, {
left_ear = "Regal Earring",
})
sets.midcast['Blue Magic'].MagicAccuracy = {
--ammo = "Pemphredo Tathlum",
head = AF.Head,
body = Amal.Body.D,
hands = "Malignance Gloves",
legs = AF.Legs,
feet = "Malignance Boots",
neck = "Sanctity Necklace",
left_ear = "Regal Earring",
right_ear = "Gwati Earring",
left_ring = "Stikini Ring",
right_ring = "Kishar Ring",
back = "Kumbira Cape",
waist = "Luminary Sash",
}
sets.midcast['Blue Magic'].Breath = set_combine(sets.midcast['Blue Magic'].Magical, {head = RELIC.Head})
sets.midcast['Blue Magic'].StunPhysical = set_combine(sets.midcast['Blue Magic'].MagicAccuracy, {
hands = "Malignance Gloves",
feet = "Malignance Boots",
waist = "Eschan Stone",
})
sets.midcast['Blue Magic'].StunMagical = sets.midcast['Blue Magic'].MagicAccuracy
sets.midcast['Blue Magic'].Healing = {}
sets.midcast['Blue Magic'].HealingSelf = set_combine(sets.midcast['Blue Magic'].Healing, {})
sets.midcast['Blue Magic']['White Wind'] = set_combine(sets.midcast['Blue Magic'].Healing, {
neck="Sanctity Necklace",
ear2="Etiolation Earring",
})
sets.midcast['Blue Magic'].Buff = sets.midcast['Blue Magic']
sets.midcast['Blue Magic'].Refresh = set_combine(sets.midcast['Blue Magic'], {head="Amalric Coif +1", waist="Gishdubar Sash", back="Grapevine Cape"})
sets.midcast['Blue Magic'].SkillBasedBuff = sets.midcast['Blue Magic']
sets.midcast['Blue Magic']['Occultation'] = set_combine(sets.midcast['Blue Magic'], {
hands = EMPY.Hands,
left_ear = "Njordr Earring",
}) -- 1 shadow per 50 skill
sets.midcast['Blue Magic']['Carcharian Verve'] = set_combine(sets.midcast['Blue Magic'].Buff, {})
sets.midcast['Enhancing Magic'] = {
--ammo = "Pemphredo Tathlum",
head = "Carmine Mask +1",
body = Telchine.Head.en,
hands = Telchine.Hands.en,
legs = "Carmine Cuisses +1",
feet = Telchine.Head.en,
neck = "Incanter's Torque",
--left_ear = "Mimir Earring",
right_ear = "Andoaa Earring",
left_ring = "Stikini Ring",
back = "Fi Follet Cape +1",
--waist = "Olympus Sash",
}
sets.midcast.EnhancingDuration = {
head = Telchine.Head.en,
legs = Telchine.Legs.en,
feet = Telchine.Feet.en,
}
sets.midcast.Refresh = set_combine(sets.midcast.EnhancingDuration, {
waist="Gishdubar Sash",
})
sets.midcast.Stoneskin = set_combine(sets.midcast.EnhancingDuration, {waist="Siegel Sash"})
sets.midcast.Phalanx = set_combine(sets.midcast.EnhancingDuration, {})
sets.midcast.Aquaveil = set_combine(sets.midcast.EnhancingDuration, {})
sets.midcast['Enfeebling Magic'] = set_combine(sets.midcast['Blue Magic'].MagicAccuracy, {})
sets.midcast.Magic_Burst = set_combine(sets.midcast['Blue Magic'].Magical, {
right_ring = "Mujin Band",
})
------------------------------------------------------------------------------------------------
----------------------------------------- Buff Sets --------------------------------------------
------------------------------------------------------------------------------------------------
sets.buff = {} -- leave this empty
sets.buff['Burst Affinity'] = {feet = EMPY.Feet}
sets.buff['Efflux'] = {legs = EMPY.Legs}
sets.buff['Diffusion'] = {feet = RELIC.Feet}
sets.buff.Doom = {}
------------------------------------------------------------------------------------------------
------------------------------------- Weapon Skill Sets ----------------------------------------
------------------------------------------------------------------------------------------------
sets.precast.WS = {
ammo = "Mantoptera Eye",
head = Herc.Head.WSD,
body = AF.Body,
hands = "Jhakri Cuffs +2",
legs = RELIC.Legs,
feet = Herc.Feet.TA,
neck = "Rep. Plat. Medal",
waist = { name="Sailfi Belt +1", augments={'Path: A',}},
left_ear = "Brutal Earring",
right_ear = { name="Moonshade Earring", augments={'"Mag.Atk.Bns."+4','TP Bonus +250',}},
left_ring = "Ifrit Ring",
right_ring = "Apate Ring",
back = Rosmerta.STR,
}
sets.precast["Savage Blade"] = sets.precast.WS
sets.precast['Requiescat'] = set_combine(sets.precast.WS,{
head = RELIC.Head,
body = RELIC.Body,
hands = RELIC.Hands,
--legs = "Gleti's Breeches",
feet = RELIC.Feet,
neck = "Fotia Gorget",
waist = "Fotia Belt",
left_ring = "Epona's Ring",
right_ring = "Rajas Ring",
--back =
})
sets.precast['Chant Du Cygne'] = {
ammo = "Falcon Eye",
head = Adh.Head.B,
body = AF.Body,
hands = Adh.Hands.B,
legs = Herc.Legs.WSD,
feet = Herc.Feet.TA,
neck = "Fotia Gorget",
waist = "Fotia Belt",
left_ear = "Odr Earring",
right_ear = "Telos Earring",
left_ring = "Epona's Ring",
right_ring = "Ilabrat Ring",
back=Rosmerta.Nuke,
}
sets.precast['Sanguine Blade'] = {
ammo = "Ghastly Tathlum +1",
head = "Pixie Hairpin +1",
body = Amal.Body.D,
hands = Amal.Hands.D,
legs = RELIC.Legs,
feet = Herc.Feet.MAB,
neck = "Sanctity Necklace",
waist = "Eschan Stone",
left_ear = "Moonshade Earring",
right_ear = "Regal Earring",
left_ring = "Arvina Ringlet +1",
right_ring = "Archon Ring",
back = Rosmerta.Nuke,
}
sets.precast['Expiacion'] = sets.precast['Savage Blade']
sets.precast['True Strike'] = sets.precast['Savage Blade']
sets.precast['Judgment'] = sets.precast['True Strike']
sets.precast['Black Halo'] = set_combine(sets.precast['Savage Blade'], {
ear2="Regal Earring",
})
sets.precast['Realmrazer'] = sets.precast['Requiescat']
sets.precast['Flash Nova'] = set_combine(sets.precast['Sanguine Blade'], {
head = Herc.Head.MAB
})
------------------------------------------------------------------------------------------------
----------------------------------------- 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",
neck = "Bathy Choker +1",
right_ring = "Defending Ring",
right_ear = "Infused Earring",
back = Rosmerta.TP
}
sets.idle.DT = {
head = { name="Blistering Sallet +1", augments={'Path: A',}},
body = "Ayanmo Corazza +2",
hands = "Malignance Gloves",
legs = "Aya. Cosciales +2",
feet = "Malignance Boots",
neck = "Loricate Torque +1",
right_ring = "Defending Ring",
right_ear = "Infused Earring",
back = Rosmerta.TP
}
sets.idle.Refresh = set_combine(sets.idle.Regain,{
body = RELIC.Body,
legs = Rawhide.Legs.Refresh,
neck = "Sibyl Scarf",
})
------------------------------------------------------------------------------------------------
---------------------------------------- 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 = "Mantoptera Eye",
head = Adh.Head.B,
body = Adh.Body.B,
hands = Adh.Hands.B,
legs = { name="Samnuha Tights", augments={'STR+1','"Triple Atk."+2',}},
feet = Herc.Feet.TA,
neck = "Lissome Necklace",
waist = "Reiki Yotai",
left_ear = "Brutal Earring",
right_ear = "Suppanomimi",
left_ring = "Epona's Ring",
right_ring = "Petrov Ring",
back = Rosmerta.TP,
}
sets.engaged.Hybrid = set_combine(sets.engaged.TP, {
head = { name="Blistering Sallet +1", augments={'Path: A',}},
hands = "Malignance Gloves",
feet = "Malignance Boots",
neck = "Loricate Torque +1",
})
sets.engaged.DT = {
ammo = "Amar Cluster",
head = { name="Blistering Sallet +1", augments={'Path: A',}},
body = "Ayanmo Corazza +2",
hands = "Malignance Gloves",
legs = "Aya. Cosciales +2",
feet = "Malignance Boots",
neck = "Loricate Torque +1",
waist = "Reiki Yotai",
left_ear = "Odnowa Earring +1",
right_ear = "Suppanomimi",
left_ring = "Epona's Ring",
right_ring = "Defending Ring",
back = Rosmerta.TP
}
sets.engaged.Acc = set_combine(sets.engaged.TP,{})
------------------------------------------------------------------------------------------------
----------------------------------------- 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.TH = {
ammo = "Per. Lucky Egg",
head = "Wh. Rarab Cap +1",
waist = "Chaac Belt",
}
sets.me = {} -- leave this empty
sets.me.movespeed = {legs = "Carmine Cuisses +1",}
sets.adoulin = {body = "Councilor's Garb",}
end