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COR.lua
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COR.lua
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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 to go with this.
--[[
gs c toggle luzaf -- 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.
Acc on offense mode (which is intended for melee) will currently use .Acc weaponskill
mode for both melee and ranged weaponskills. Need to fix that in core.
--]]
-- 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()
-- Whether to use Luzaf's Ring
state.LuzafRing = false
state.warned = false
define_roll_values()
end
-- Setup vars that are user-dependent. Can override this function in a sidecar file.
function user_setup()
-- Options: Override default values
options.OffenseModes = {'Ranged', 'Melee', 'Acc'}
options.RangedModes = {'Normal', 'Acc'}
options.WeaponskillModes = {'Normal', 'Acc', 'Att', 'Mod'}
options.CastingModes = {'Normal', 'Resistant'}
options.IdleModes = {'Normal'}
options.RestingModes = {'Normal'}
options.PhysicalDefenseModes = {'PDT'}
options.MagicalDefenseModes = {'MDT'}
state.Defense.PhysicalMode = 'PDT'
gear.RAbullet = "Adlivun Bullet"
gear.WSbullet = "Adlivun Bullet"
gear.MAbullet = "Bronze Bullet"
gear.QDbullet = "Adlivun Bullet"
options.ammo_warning_limit = 15
-- Additional local binds
-- Cor doesn't use hybrid defense mode; using that for ranged mode adjustments.
send_command('bind ^f9 gs c cycle RangedMode')
send_command('bind ^` input /ja "Double-up" <me>')
send_command('bind !` input /ja "Bolter\'s Roll" <me>')
-- Default macro set/book
set_macro_page(1, 19)
end
-- Called when this job file is unloaded (eg: job change)
function file_unload()
if binds_on_unload then
binds_on_unload()
end
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="Navarch's Frac +2"}
sets.precast.JA['Snake Eye'] = {legs="Commodore Culottes +2"}
sets.precast.JA['Wild Card'] = {feet="Commodore Bottes +2"}
sets.precast.JA['Random Deal'] = {body="Commodore Frac"}
sets.precast.CorsairRoll = {head="Commodore's Tricorne +2",hands="Navarch's Gants +2"}
sets.precast.CorsairRoll["Caster's Roll"] = set_combine(sets.precast.CorsairRoll, {legs="Navarch's Culottes +2"})
sets.precast.CorsairRoll["Courser's Roll"] = set_combine(sets.precast.CorsairRoll, {feet="Navarch's Bottes +2"})
sets.precast.CorsairRoll["Blitzer's Roll"] = set_combine(sets.precast.CorsairRoll, {head="Navarch's Tricorne +2"})
sets.precast.CorsairRoll["Tactician's Roll"] = set_combine(sets.precast.CorsairRoll, {body="Navarch's Frac +2"})
sets.precast.CorsairRoll["Allies' Roll"] = set_combine(sets.precast.CorsairRoll, {hands="Navarch's Gants +2"})
sets.precast.LuzafRing = {ring2="Luzaf's Ring"}
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"}
-- 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.RangedAttack = {ammo=gear.RAbullet,
head="Navarch's Tricorne +2",
body="Laksamana's Frac",hands="Iuitl Wristbands",
back="Navarch's Mantle",waist="Impulse Belt",legs="Nahtirah Trousers",feet="Wurrukatte Boots"}
-- Weaponskill sets
-- Default set for any weaponskill that isn't any more specifically defined
sets.precast.WS = {
head="Whirlpool Mask",neck=gear.ElementalGorget,ear1="Bladeborn Earring",ear2="Steelflash Earring",
body="Manibozho Jerkin",hands="Iuitl Wristbands",ring1="Rajas Ring",ring2="Epona's Ring",
back="Atheling Mantle",waist=gear.ElementalBelt,legs="Manibozho Brais",feet="Iuitl Gaiters"}
-- 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,
head="Whirlpool Mask",neck=gear.ElementalGorget,ear1="Clearview Earring",ear2="Moonshade Earring",
body="Laksamana's Frac",hands="Iuitl Wristbands",ring1="Rajas Ring",ring2="Stormsoul Ring",
back="Terebellum Mantle",waist=gear.ElementalBelt,legs="Nahtirah Trousers",feet="Iuitl Gaiters"}
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="Thaumas Hat",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"}
sets.precast.WS['Wildfire'].Brew = {ammo=gear.MAbullet,
head="Thaumas Hat",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"}
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"}
-- 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="Laksamana's Frac",hands="Schutzen Mittens",ring1="Hajduk Ring",ring2="Demon's Ring",
back="Toro Cape",waist="Aquiline Belt",legs="Iuitl Tights",feet="Commodore Bottes +2"}
sets.midcast.CorsairShot.Acc = {ammo=gear.QDbullet,
head="Laksamana's Hat",neck="Stoicheion Medal",ear1="Lifestorm Earring",ear2="Psystorm Earring",
body="Laksamana's Frac",hands="Schutzen Mittens",ring1="Stormsoul Ring",ring2="Sangoma Ring",
back="Navarch's Mantle",waist="Aquiline Belt",legs="Iuitl Tights",feet="Iuitl Gaiters"}
sets.midcast.CorsairShot['Light Shot'] = {ammo=gear.QDbullet,
head="Laksamana's Hat",neck="Stoicheion Medal",ear1="Lifestorm Earring",ear2="Psystorm Earring",
body="Laksamana's Frac",hands="Schutzen Mittens",ring1="Stormsoul Ring",ring2="Sangoma Ring",
back="Navarch's Mantle",waist="Aquiline Belt",legs="Iuitl Tights",feet="Iuitl Gaiters"}
sets.midcast.CorsairShot['Dark Shot'] = sets.midcast.CorsairShot['Light Shot']
-- Ranged gear
sets.midcast.RangedAttack = {ammo=gear.RAbullet,
head="Whirlpool Mask",neck="Ocachi Gorget",ear1="Clearview Earring",ear2="Volley Earring",
body="Laksamana's Frac",hands="Iuitl Wristbands",ring1="Rajas Ring",ring2="Stormsoul Ring",
back="Terebellum Mantle",waist="Commodore Belt",legs="Nahtirah Trousers",feet="Iuitl Gaiters"}
sets.midcast.RangedAttack.Acc = {ammo=gear.RAbullet,
head="Laksamana's Hat",neck="Huani Collar",ear1="Clearview Earring",ear2="Volley Earring",
body="Laksamana's Frac",hands="Buremte Gloves",ring1="Hajduk Ring",ring2="Beeline Ring",
back="Libeccio Mantle",waist="Commodore Belt",legs="Thurandaut Tights +1",feet="Laksamana's Bottes"}
-- Sets to return to when not performing an action.
-- Resting sets
sets.resting = {neck="Wiglen Gorget",ring1="Sheltered Ring",ring2="Paguroidea Ring"}
-- Idle sets
sets.idle = {ammo=gear.RAbullet,
head="Whirlpool Mask",neck="Wiglen Gorget",ear1="Clearview Earring",ear2="Volley Earring",
body="Iuitl Vest",hands="Iuitl Wristbands",ring1="Sheltered Ring",ring2="Paguroidea Ring",
back="Shadow Mantle",waist="Flume Belt",legs="Nahtirah Trousers",feet="Skadi's Jambeaux +1"}
sets.idle.Town = {main="Surcouf's Jambiya",range="Eminent Gun",ammo=gear.RAbullet,
head="Laksamana's Hat",neck="Wiglen Gorget",ear1="Clearview Earring",ear2="Volley Earring",
body="Laksamana's Frac",hands="Iuitl Wristbands",ring1="Sheltered Ring",ring2="Paguroidea Ring",
back="Shadow Mantle",waist="Flume Belt",legs="Nahtirah Trousers",feet="Skadi's Jambeaux +1"}
-- Defense sets
sets.defense.PDT = {
head="Whirlpool Mask",neck="Twilight Torque",ear1="Clearview Earring",ear2="Volley Earring",
body="Iuitl Vest",hands="Iuitl Wristbands",ring1="Dark Ring",ring2="Dark Ring",
back="Shadow Mantle",waist="Flume Belt",legs="Nahtirah Trousers",feet="Iuitl Gaiters"}
sets.defense.MDT = {
head="Whirlpool Mask",neck="Twilight Torque",ear1="Clearview Earring",ear2="Volley Earring",
body="Iuitl Vest",hands="Iuitl Wristbands",ring1="Dark Ring",ring2="Shadow Ring",
back="Engulfer Cape",waist="Flume Belt",legs="Nahtirah Trousers",feet="Iuitl Gaiters"}
sets.Kiting = {feet="Skadi's Jambeaux +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
-- 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"}
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="Hurch'lan Sash",legs="Manibozho Brais",feet="Iuitl Gaiters"}
sets.engaged.Melee.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="Windbuffet Belt",legs="Manibozho Brais",feet="Iuitl Gaiters"}
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="Hurch'lan Sash",legs="Manibozho Brais",feet="Iuitl Gaiters"}
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="Dark Ring",ring2="Dark Ring",
back="Shadow Mantle",waist="Flume Belt",legs="Nahtirah Trousers",feet="Iuitl Gaiters"}
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)
-- bullet checks
local check_bullet
local check_bullet_count = 1
if spell.type == 'WeaponSkill' and bow_gun_weaponskills:contains(spell.english) then
if spell.element == 'None' then
-- physical weaponskills
check_bullet = gear.WSbullet
else
-- magical weaponskills
check_bullet = gear.MAbullet
end
elseif spell.type == 'CorsairShot' then
check_bullet = gear.QDbullet
elseif spell.action_type == 'Ranged Attack' then
check_bullet = gear.RAbullet
if buffactive['Triple Shot'] then
check_bullet_count = 3
end
end
if check_bullet then
if not player.inventory[check_bullet] 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..').')
else
add_to_chat(104, 'No ammo available for that action.')
eventArgs.cancel = true
return
end
end
if spell.type ~= 'CorsairShot' then
if check_bullet == gear.QDbullet and
player.inventory[check_bullet].count <= check_bullet_count then
add_to_chat(104, 'No ammo will be left for Quick Draw. Cancelling.')
eventArgs.cancel = true
return
end
if player.inventory[check_bullet].count <= options.ammo_warning_limit and
player.inventory[check_bullet].count > 1 and not state.warned then
add_to_chat(104, '*****************************')
add_to_chat(104, '***** LOW AMMO WARNING *****')
add_to_chat(104, '*****************************')
state.warned = true
elseif player.inventory[check_bullet].count > warning_limit and state.warned then
state.warned = false
end
end
end
-- gear sets
if (spell.type == 'CorsairRoll' or spell.english == "Double-Up") and state.LuzafRing then
equip(sets.precast.LuzafRing)
elseif spell.type == 'CorsairShot' and state.CastingMode == 'Resistant' then
classes.CustomClass = 'Acc'
elseif spell.type == 'Waltz' then
refine_waltz(spell, action, spellMap, eventArgs)
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
-------------------------------------------------------------------------------------------------------------------
-- Customization hooks for idle and melee sets, after they've been automatically constructed.
-------------------------------------------------------------------------------------------------------------------
-- 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, action, spellMap)
if buffactive['Transcendancy'] then
return 'Brew'
end
end
-------------------------------------------------------------------------------------------------------------------
-- General hooks for other events.
-------------------------------------------------------------------------------------------------------------------
-- Called when the player's status changes.
function job_status_change(newStatus, oldStatus, eventArgs)
if newStatus == 'Engaged' and player.equipment.main == 'Chatoyant Staff' then
state.OffenseMode = 'Ranged'
end
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)
end
-------------------------------------------------------------------------------------------------------------------
-- User code that supplements self-commands.
-------------------------------------------------------------------------------------------------------------------
-- 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 = 'Ranged'
end
end
-- Job-specific toggles.
function job_toggle(field)
if field:lower() == 'luzaf' then
state.LuzafRing = not state.LuzafRing
return "Use of Luzaf Ring", state.LuzafRing
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 defenseString = ''
if state.Defense.Active then
local defMode = state.Defense.PhysicalMode
if state.Defense.Type == 'Magical' then
defMode = state.Defense.MagicalMode
end
defenseString = 'Defense: '..state.Defense.Type..' '..defMode..', '
end
local rollsize = 'Small'
if state.LuzafRing then
rollsize = 'Large'
end
local pcTarget = ''
if state.PCTargetMode ~= 'default' then
pcTarget = ', Target PC: '..state.PCTargetMode
end
local npcTarget = ''
if state.SelectNPCTargets then
pcTarget = ', Target NPCs'
end
add_to_chat(122,'Offense: '..state.OffenseMode..', Ranged: '..state.RangedMode..', WS: '..state.WeaponskillMode..
', Quick Draw: '..state.CastingMode..', '..defenseString..'Kiting: '..on_off_names[state.Kiting]..
', Roll Size: '..rollsize..pcTarget..npcTarget)
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 = 'Small'
if state.LuzafRing then
rollsize = 'Large'
end
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