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PLD.lua
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PLD.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.
-- 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()
state.Buff.Sentinel = buffactive.sentinel or false
state.Buff.Cover = buffactive.cover or false
end
-- Setup vars that are user-dependent. Can override this function in a sidecar file.
function user_setup()
-- Options: Override default values
options.OffenseModes = {'Normal'}
options.DefenseModes = {'Normal', 'Shield'}
options.WeaponskillModes = {'Normal', 'Acc', 'Att', 'Mod'}
options.CastingModes = {'Normal'}
options.IdleModes = {'Normal'}
options.RestingModes = {'Normal'}
options.PhysicalDefenseModes = {'PDT', 'Reraise', 'HP'}
options.MagicalDefenseModes = {'MDT', 'Reraise'}
state.Defense.PhysicalMode = 'PDT'
physical_darkring1 = {name="Dark Ring",augments={"Physical Damage Taken -6%", "Magic Damage Taken -3%", "Spell Interruption Rate Down 5%"}}
physical_darkring2 = {name="Dark Ring",augments={"Physical Damage Taken -5%", "Magic Damage Taken -3%"}}
magic_breath_darkring1 = {name="Dark Ring",augments={"Magic Damage Taken -6%", "Breath Damage Taken -5%"}}
magic_breath_darkring2 = {name="Dark Ring",augments={"Magic Damage Taken -5%", "Breath Damage Taken -6%"}}
select_default_macro_book()
end
-- Called when this job file is unloaded (eg: job change)
function file_unload()
if binds_on_unload then
binds_on_unload()
end
end
-- Define sets and vars used by this job file.
function init_gear_sets()
--------------------------------------
-- Start defining the sets
--------------------------------------
-- Precast Sets
-- Precast sets to enhance JAs
sets.precast.JA['Invincible'] = {legs="Valor Breeches +2"}
sets.precast.JA['Holy Circle'] = {feet="Reverence Leggings"}
--sets.precast.JA['Shield Bash'] = {hands="Valor Gauntlets +2"}
sets.precast.JA['Sentinel'] = {feet="Valor Leggings +2"}
sets.precast.JA['Rampart'] = {head="Valor Coronet"}
--sets.precast.JA['Fealty'] = {body="Valor Surcoat +2"}
--sets.precast.JA['Divine Emblem'] = {feet="Creed Sabatons +2"}
-- add mnd for Chivalry
sets.precast.JA['Chivalry'] = {
head="Yaoyotl Helm",
body="Reverence Surcoat",hands="Buremte Gloves",
legs="Reverence Breeches",feet="Whirlpool Greaves"}
-- Waltz set (chr and vit)
sets.precast.Waltz = {
head="Yaoyotl Helm",
body="Reverence Surcoat",hands="Reverence Gauntlets",
back="Iximulew Cape",waist="Caudata Belt",legs="Reverence Breeches",feet="Reverence Leggings"}
-- Don't need any special gear for Healing Waltz.
sets.precast.Waltz['Healing Waltz'] = {}
-- Fast cast sets for spells
sets.precast.FC = {ammo="Incantor Stone",
head="Cizin Helm",ear2="Loquacious Earring",
ring1="Prolix Ring",
legs="Enif Cosciales"}
sets.precast.FC.EnhancingMagic = set_combine(sets.precast.FC, {waist="Siegel Sash"})
sets.precast.FC.Utsusemi = set_combine(sets.precast.FC, {neck="Magoraga Beads"})
sets.precast.FC.Cure = set_combine(sets.precast.FC,
{body="Twilight Mail",hands="Buremte Gloves",ring2="Dark Ring",
waist="Flume Belt",feet="Karieyh Sollerets +1"})
-- Weaponskill sets
-- Default set for any weaponskill that isn't any more specifically defined
sets.precast.WS = {
head="Yaoyotl Helm",neck="Asperity Necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring",
body="Karieyh Haubert +1",hands="Cizin Mufflers",ring1="Rajas Ring",ring2="K'ayres Ring",
back="Atheling Mantle",waist="Caudata Belt",legs="Cizin Breeches",feet="Cizin Greaves"}
-- Specific weaponskill sets. Uses the base set if an appropriate WSMod version isn't found.
sets.precast.WS['Requiescat'] = set_combine(sets.precast.WS, {neck="Soil Gorget",
ring1="Aquasoul Ring",ring2="Aquasoul Ring",waist="Soil Belt"})
sets.precast.WS['Vorpal Blade'] = set_combine(sets.precast.WS, {neck="Soil Gorget",waist="Soil Belt"})
sets.precast.WS['Chant du Cygne'] = set_combine(sets.precast.WS, {neck="Snow Gorget",waist="Snow Belt"})
sets.precast.WS['Sanguine Blade'] = {
head="Yaoyotl Helm",neck="Stoicheion Medal",ear1="Friomisi Earring",ear2="Hecate's Earring",
body="Reverence Surcoat",hands="Cizin Mufflers",
back="Toro Cape",legs="Reverence Breeches",feet="Reverence Leggings"}
-- Midcast Sets
sets.midcast.FastRecast = {
head="Yaoyotl Helm",
body="Reverence Surcoat",hands="Cizin Mufflers",
waist="Zoran's Belt",legs="Enif Cosciales",feet="Reverence Leggings"}
sets.midcast.Enmity = {ammo="Iron Gobbet",
head="Reverence Coronet",neck="Invidia Torque",
body="Reverence Surcoat",hands="Reverence Gauntlets",ring1="Vexer Ring",
back="Fierabras's Mantle",waist="Goading Belt",legs="Reverence Breeches"}
sets.midcast.Flash = set_combine(sets.midcast.Enmity, {legs="Enif Cosciales",feet="Cizin Greaves"})
sets.midcast.Stun = sets.midcast.Flash
sets.midcast.Cure = {ammo="Iron Gobbet",
head="Adaman Barbuta",neck="Invidia Torque",ear1="Hospitaler Earring",ear2="Bloodgem Earring",
body="Reverence Surcoat",hands="Buremte Gloves",ring1="K'ayres Ring",ring2="Meridian Ring",
back="Fierabras's Mantle",waist="Creed Baudrier",legs="Reverence Breeches",feet="Reverence Leggings"}
sets.midcast.EnhancingMagic = {neck="Colossus's Torque",waist="Olympus Sash",legs="Reverence Breeches"}
sets.midcast.Protect = {ring1="Sheltered Ring"}
sets.midcast.Shell = {ring1="Sheltered Ring"}
-- Sets to return to when not performing an action.
sets.Reraise = {head="Twilight Helm", body="Twilight Mail"}
-- Resting sets
sets.resting = {head="Twilight Helm",neck="Creed Collar",
body="Twilight Mail",ring1="Sheltered Ring",ring2="Paguroidea Ring",
waist="Austerity Belt"}
-- Idle sets
sets.idle = {ammo="Iron Gobbet",
head="Reverence Coronet",neck="Creed Collar",ear1="Creed Earring",ear2="Bloodgem Earring",
body="Reverence Surcoat",hands="Reverence Gauntlets",ring1="Sheltered Ring",ring2="Meridian Ring",
back="Fierabras's Mantle",waist="Flume Belt",legs="Crimson Cuisses",feet="Reverence Leggings"}
sets.idle.Town = {main="Buramenk'ah", sub="Killedar Shield",ammo="Incantor Stone",
head="Reverence Coronet",neck="Creed Collar",ear1="Creed Earring",ear2="Bloodgem Earring",
body="Reverence Surcoat",hands="Reverence Gauntlets",ring1="Sheltered Ring",ring2="Meridian Ring",
back="Fierabras's Mantle",waist="Flume Belt",legs="Crimson Cuisses",feet="Reverence Leggings"}
sets.idle.Weak = {ammo="Iron Gobbet",
head="Reverence Coronet",neck="Creed Collar",ear1="Creed Earring",ear2="Bloodgem Earring",
body="Reverence Surcoat",hands="Reverence Gauntlets",ring1="Sheltered Ring",ring2="Meridian Ring",
back="Fierabras's Mantle",waist="Flume Belt",legs="Crimson Cuisses",feet="Reverence Leggings"}
sets.idle.Weak.Reraise = set_combine(sets.idle.Weak, sets.Reraise)
-- Defense sets
sets.defense.PDT = {ammo="Iron Gobbet",
head="Reverence Coronet",neck="Twilight Torque",ear1="Creed Earring",ear2="Bloodgem Earring",
body="Reverence Surcoat",hands="Cizin Mufflers",ring1="Dark Ring",ring2="Dark Ring",
back="Shadow Mantle",waist="Flume Belt",legs="Reverence Breeches",feet="Reverence Leggings"}
-- If using Kheshig Blade, have 50% PDT without the second ring:
sets.defense.PDT['Kheshig Blade'] = set_combine(sets.defense.PDT, {ring2="Meridian Ring"})
sets.defense.PDT.HP = set_combine(sets.defense.PDT, {ring1="K'ayres Ring",ring2="Meridian Ring",
back="Fierabras's Mantle",waist="Creed Baudrier"})
sets.defense.PDT['Kheshig Blade'].HP = set_combine(sets.defense.PDT, {ring1="K'ayres Ring",ring2="Meridian Ring",
back="Fierabras's Mantle",waist="Creed Baudrier"})
sets.defense.Reraise = {ammo="Iron Gobbet",
head="Twilight Helm",neck="Twilight Torque",ear1="Creed Earring",ear2="Bloodgem Earring",
body="Twilight Mail",hands="Cizin Mufflers",ring1="Dark Ring",ring2="Dark Ring",
back="Shadow Mantle",waist="Flume Belt",legs="Reverence Breeches",feet="Reverence Leggings"}
sets.defense.MDT = {ammo="Demonry Stone",
head="Yaoyotl Helm",neck="Twilight Torque",ear1="Creed Earring",ear2="Bloodgem Earring",
body="Reverence Surcoat",hands="Reverence Gauntlets",ring1="Dark Ring",ring2="Shadow Ring",
back="Engulfer Cape",waist="Creed Baudrier",legs="Cizin Breeches",feet="Whirlpool Greaves"}
sets.defense.MDT.Reraise = set_combine(sets.defense.MDT, sets.Reraise)
sets.defense.MDT.HP = set_combine(sets.defense.PDT, {ring1="Vexer Ring",ring2="Meridian Ring",
back="Fierabras's Mantle",waist="Creed Baudrier"})
sets.defense.MDT.Reraise.HP = set_combine(sets.defense.MDT.HP, sets.Reraise)
sets.defense.HP = {ammo="Iron Gobbet",
head="Reverence Coronet",neck="Lavalier +1",ear1="Creed Earring",ear2="Bloodgem Earring",
body="Reverence Surcoat",hands="Cizin Mufflers",ring1="K'ayres Ring",ring2="Meridian Ring",
back="Fierabras's Mantle",waist="Creed Baudrier",legs="Reverence Breeches",feet="Reverence Leggings"}
sets.Kiting = {legs="Crimson Cuisses"}
-- 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 = {
head="Yaoyotl Helm",neck="Asperity Necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring",
body="Karieyh Haubert +1",hands="Cizin Mufflers",ring1="Rajas Ring",ring2="K'ayres Ring",
back="Atheling Mantle",waist="Zoran's Belt",legs="Cizin Breeches",feet="Whirlpool Greaves"}
sets.engaged.Shield = {
head="Yaoyotl Helm",neck="Asperity Necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring",
body="Reverence Surcoat",hands="Cizin Mufflers",ring1="Rajas Ring",ring2="K'ayres Ring",
back="Boxer's Mantle",waist="Flume Belt",legs="Reverence Breeches",feet="Reverence Leggings"}
sets.buff.Cover = {head="Reverence Coronet", body="Valor Surcoat +2"}
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 target handling to be done.
function job_pretarget(spell, action, spellMap, eventArgs)
end
-- 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)
-- Don't gearswap for weaponskills when Defense is on.
if spell.type:lower() == 'weaponskill' and state.Defense.Active then
eventArgs.handled = true
end
end
-- Run after the default precast() is done.
-- eventArgs is the same one used in job_precast, in case information needs to be persisted.
function job_post_precast(spell, action, spellMap, eventArgs)
end
-- Set eventArgs.handled to true if we don't want any automatic gear equipping to be done.
function job_midcast(spell, action, spellMap, eventArgs)
end
-- Run after the default midcast() is done.
-- eventArgs is the same one used in job_midcast, in case information needs to be persisted.
function job_post_midcast(spell, action, spellMap, eventArgs)
end
-- Runs when a pet initiates an action.
-- Set eventArgs.handled to true if we don't want any automatic gear equipping to be done.
function job_pet_midcast(spell, action, spellMap, eventArgs)
end
-- Run after the default pet midcast() is done.
-- eventArgs is the same one used in job_pet_midcast, in case information needs to be persisted.
function job_pet_post_midcast(spell, action, spellMap, eventArgs)
end
-- Set eventArgs.handled to true if we don't want any automatic gear equipping to be done.
function job_aftercast(spell, action, spellMap, eventArgs)
end
-- Run after the default aftercast() is done.
-- eventArgs is the same one used in job_aftercast, in case information needs to be persisted.
function job_post_aftercast(spell, action, spellMap, eventArgs)
end
-- Set eventArgs.handled to true if we don't want any automatic gear equipping to be done.
function job_pet_aftercast(spell, action, spellMap, eventArgs)
end
-- Run after the default pet aftercast() is done.
-- eventArgs is the same one used in job_pet_aftercast, in case information needs to be persisted.
function job_pet_post_aftercast(spell, action, spellMap, eventArgs)
end
-------------------------------------------------------------------------------------------------------------------
-- Customization hooks for idle and melee sets, after they've been automatically constructed.
-------------------------------------------------------------------------------------------------------------------
-- Called before the Include starts constructing melee/idle/resting sets.
-- Can customize state or custom melee class values at this point.
-- Set eventArgs.handled to true if we don't want any automatic gear equipping to be done.
function job_handle_equipping_gear(status, eventArgs)
end
-- 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)
end
-- Modify the default idle set after it was constructed.
function customize_idle_set(idleSet)
return idleSet
end
-- Modify the default melee set after it was constructed.
function customize_melee_set(meleeSet)
return meleeSet
end
-------------------------------------------------------------------------------------------------------------------
-- General hooks for other events.
-------------------------------------------------------------------------------------------------------------------
-- Called when the player's status changes.
function job_status_change(newStatus, oldStatus, eventArgs)
end
-- Called when the player's pet's status changes.
function job_pet_status_change(newStatus, oldStatus, eventArgs)
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
-- Called when the player's subjob changes.
function sub_job_change(newSubjob, oldSubjob)
select_default_macro_book()
end
-------------------------------------------------------------------------------------------------------------------
-- User code that supplements self-commands.
-------------------------------------------------------------------------------------------------------------------
-- Called for custom player commands.
function job_self_command(cmdParams, eventArgs)
end
-- Called by the 'update' self-command, for common needs.
-- Set eventArgs.handled to true if we don't want automatic equipping of gear.
function job_update(cmdParams, eventArgs)
end
-- Handle notifications of user state values being changed.
function job_state_change(stateField, newValue)
end
-- Set eventArgs.handled to true if we don't want the automatic display to be run.
function display_current_job_state(eventArgs)
end
-------------------------------------------------------------------------------------------------------------------
-- Utility functions specific to this job.
-------------------------------------------------------------------------------------------------------------------
-- Select default macro book on initial load or subjob change.
function select_default_macro_book()
-- Default macro set/book
if player.sub_job == 'DNC' then
set_macro_page(5, 2)
elseif player.sub_job == 'NIN' then
set_macro_page(4, 2)
elseif player.sub_job == 'RDM' then
set_macro_page(3, 2)
else
set_macro_page(2, 2)
end
end