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WHM.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 (and its supplementary files) 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['Afflatus Solace'] = buffactive['afflatus solace'] 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 = {'None', 'Normal'}
options.DefenseModes = {'Normal'}
options.WeaponskillModes = {'Normal'}
options.CastingModes = {'Normal', 'Resistant', 'Dire'}
options.IdleModes = {'Normal', 'PDT'}
options.RestingModes = {'Normal'}
options.PhysicalDefenseModes = {'PDT'}
options.MagicalDefenseModes = {'MDT'}
state.Defense.PhysicalMode = 'PDT'
state.OffenseMode = 'None'
-- Default macro set/book
set_macro_page(4, 14)
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
-- Fast cast sets for spells
sets.precast.FC = {main=gear.FastcastStaff,ammo="Incantor Stone",
head="Nahtirah Hat",neck="Orison Locket",ear2="Loquacious Earring",
body="Vanir Cotehardie",hands="Gendewitha Gages",ring1="Prolix Ring",
back="Swith Cape",waist="Witful Belt",legs="Orvail Pants +1",feet="Chelona Boots +1"}
sets.precast.FC.EnhancingMagic = set_combine(sets.precast.FC, {waist="Siegel Sash"})
sets.precast.FC.HealingMagic = set_combine(sets.precast.FC, {legs="Orison Pantaloons +2"})
sets.precast.FC.StatusRemoval = sets.precast.FC.HealingMagic
sets.precast.FC.Cure = set_combine(sets.precast.FC.HealingMagic, {main="Tamaxchi",sub="Genbu's Shield",ammo="Impatiens"})
sets.precast.FC.Curaga = sets.precast.FC.Cure
-- Precast sets to enhance JAs
sets.precast.JA.Benediction = {body="Cleric's Briault +2"}
-- Waltz set (chr and vit)
sets.precast.Waltz = {
head="Nahtirah Hat",ear1="Roundel Earring",
body="Vanir Cotehardie",hands="Yaoyotl Gloves",
back="Refraction Cape",legs="Gendewitha Spats",feet="Gendewitha Galoshes"}
-- Weaponskill sets
-- Default set for any weaponskill that isn't any more specifically defined
gear.default.weaponskill_neck = "Asperity Necklace"
gear.default.weaponskill_waist = ""
sets.precast.WS = {
head="Nahtirah Hat",neck=gear.ElementalGorget,ear1="Bladeborn Earring",ear2="Steelflash Earring",
body="Vanir Cotehardie",hands="Yaoyotl Gloves",ring1="Rajas Ring",ring2="K'ayres Ring",
back="Refraction Cape",waist=gear.ElementalBelt,legs="Gendewitha Spats",feet="Gendewitha Galoshes"}
sets.precast.WS['Flash Nova'] = {
head="Nahtirah Hat",neck="Stoicheion Medal",ear1="Friomisi Earring",ear2="Hecate's Earring",
body="Vanir Cotehardie",hands="Yaoyotl Gloves",ring1="Rajas Ring",ring2="Strendu Ring",
back="Toro Cape",waist="Thunder Belt",legs="Gendewitha Spats",feet="Gendewitha Galoshes"}
-- Midcast Sets
sets.midcast.FastRecast = {
head="Nahtirah Hat",ear2="Loquacious Earring",
body="Vanir Cotehardie",hands="Dynasty Mitts",ring1="Prolix Ring",
back="Swith Cape",waist="Goading Belt",legs="Gendewitha Spats",feet="Gendewitha Galoshes"}
-- Cure sets
gear.default.obi_waist = "Goading Belt"
gear.default.obi_back = "Swith Cape"
sets.midcast.CureSolace = {main="Tamaxchi",sub="Genbu's Shield",ammo="Incantor Stone",
head="Gendewitha Caubeen",neck="Orison Locket",ear1="Lifestorm Earring",ear2="Loquacious Earring",
body="Orison Bliaud +2",hands="Bokwus Gloves",ring1="Prolix Ring",ring2="Sirona's Ring",
back=gear.ElementalCape,waist=gear.ElementalObi,legs="Orison Pantaloons +2",feet="Gendewitha Galoshes"}
sets.midcast.Cure = {main="Tamaxchi",sub="Genbu's Shield",ammo="Incantor Stone",
head="Gendewitha Caubeen",neck="Orison Locket",ear1="Lifestorm Earring",ear2="Loquacious Earring",
body="Vanir Cotehardie",hands="Bokwus Gloves",ring1="Prolix Ring",ring2="Sirona's Ring",
back=gear.ElementalCape,waist=gear.ElementalObi,legs="Orison Pantaloons +2",feet="Gendewitha Galoshes"}
sets.midcast.Curaga = {main="Tamaxchi",sub="Genbu's Shield",ammo="Incantor Stone",
head="Gendewitha Caubeen",neck="Orison Locket",ear1="Lifestorm Earring",ear2="Loquacious Earring",
body="Vanir Cotehardie",hands="Bokwus Gloves",ring1="Prolix Ring",ring2="Sirona's Ring",
back=gear.ElementalCape,waist=gear.ElementalObi,legs="Orison Pantaloons +2",feet="Gendewitha Galoshes"}
sets.midcast.CureMelee = {ammo="Incantor Stone",
head="Gendewitha Caubeen",neck="Orison Locket",ear1="Lifestorm Earring",ear2="Loquacious Earring",
body="Vanir Cotehardie",hands="Bokwus Gloves",ring1="Prolix Ring",ring2="Sirona's Ring",
back=gear.ElementalCape,waist=gear.ElementalObi,legs="Orison Pantaloons +2",feet="Gendewitha Galoshes"}
sets.midcast.Cursna = {
head="Orison Cap +2",neck="Malison Medallion",
hands="Hieros Mittens",ring1="Ephedra Ring",
legs="Theophany Pantaloons",feet="Gendewitha Galoshes"}
sets.midcast.StatusRemoval = {
head="Orison Cap +2",legs="Orison Pantaloons +2"}
sets.midcast.EnhancingMagic = {main="Beneficus",sub="Genbu's Shield",
body="Manasa Chasuble",hands="Dynasty Mitts",
waist="Olympus Sash",legs="Cleric's Pantaloons +2",feet="Orison Duckbills +2"}
sets.midcast.Stoneskin = {
head="Nahtirah Hat",neck="Orison Locket",ear2="Loquacious Earring",
body="Vanir Cotehardie",hands="Dynasty Mitts",
back="Swith Cape",waist="Siegel Sash",legs="Gendewitha Spats",feet="Gendewitha Galoshes"}
sets.midcast.Auspice = {hands="Dynasty Mitts",feet="Orison Duckbills +2"}
sets.midcast.BarElement = {main="Beneficus",sub="Genbu's Shield",
head="Orison Cap +2",neck="Colossus's Torque",
body="Orison Bliaud +2",hands="Orison Mitts +2",
waist="Olympus Sash",legs="Cleric's Pantaloons +2",feet="Orison Duckbills +2"}
sets.midcast.Regen = {
body="Cleric's Briault",hands="Orison Mitts +2",
legs="Theophany Pantaloons"}
sets.midcast.Protectra = {ring1="Sheltered Ring"}
sets.midcast.Shellra = {ring1="Sheltered Ring",legs="Cleric's Pantaloons +2"}
sets.midcast.DivineMagic = {main="Tamaxchi",sub="Genbu's Shield",
head="Nahtirah Hat",neck="Colossus's Torque",ear1="Psystorm Earring",ear2="Lifestorm Earring",
body="Vanir Cotehardie",hands="Yaoyotl Gloves",ring2="Sangoma Ring",
back=gear.ElementalCape,waist=gear.ElementalObi,legs="Theophany Pantaloons",feet="Orison Duckbills +2"}
sets.midcast.DarkMagic = {main="Tamaxchi", sub="Genbu's Shield",
head="Nahtirah Hat",neck="Aesir Torque",ear1="Psystorm Earring",ear2="Lifestorm Earring",
body="Vanir Cotehardie",hands="Yaoyotl Gloves",ring1="Strendu Ring",ring2="Sangoma Ring",
back="Refraction Cape",waist="Demonry Sash",legs="Bokwus Slops",feet="Bokwus Boots"}
--sets.midcast.Stun = set_combine(sets.midcast.DarkMagic, {main=gear.RecastStaff})
-- Custom spell classes
sets.midcast.MndEnfeebles = {main="Tamaxchi", sub="Genbu's Shield",
head="Nahtirah Hat",neck="Weike Torque",ear1="Psystorm Earring",ear2="Lifestorm Earring",
body="Vanir Cotehardie",hands="Yaoyotl Gloves",ring1="Aquasoul Ring",ring2="Sangoma Ring",
back="Refraction Cape",waist="Demonry Sash",legs="Bokwus Slops",feet="Bokwus Boots"}
sets.midcast.IntEnfeebles = {main="Tamaxchi", sub="Genbu's Shield",
head="Nahtirah Hat",neck="Weike Torque",ear1="Psystorm Earring",ear2="Lifestorm Earring",
body="Vanir Cotehardie",hands="Yaoyotl Gloves",ring1="Icesoul Ring",ring2="Sangoma Ring",
back="Refraction Cape",waist="Demonry Sash",legs="Bokwus Slops",feet="Bokwus Boots"}
-- Sets to return to when not performing an action.
-- Resting sets
sets.resting = {main=gear.Staff.HMP,
body="Gendewitha Bliaut",hands="Serpentes Cuffs",
waist="Austerity Belt",legs="Nares Trews",feet="Chelona Boots +1"}
-- Idle sets (default idle set not needed since the other three are defined, but leaving for testing purposes)
sets.idle = {main="Tamaxchi", sub="Genbu's Shield",ammo="Incantor Stone",
head="Nahtirah Hat",neck="Wiglen Gorget",ear1="Bloodgem Earring",ear2="Loquacious Earring",
body="Gendewitha Bliaut",hands="Serpentes Cuffs",ring1="Sheltered Ring",ring2="Paguroidea Ring",
back="Umbra Cape",waist="Witful Belt",legs="Nares Trews",feet="Herald's Gaiters"}
sets.idle.PDT = {main="Tamaxchi", sub="Genbu's Shield",ammo="Incantor Stone",
head="Nahtirah Hat",neck="Twilight Torque",ear1="Bloodgem Earring",ear2="Loquacious Earring",
body="Gendewitha Bliaut",hands="Gendewitha Gages",ring1="Dark Ring",ring2="Dark Ring",
back="Umbra Cape",waist="Witful Belt",legs="Gendewitha Spats",feet="Herald's Gaiters"}
sets.idle.Town = {main="Tamaxchi", sub="Genbu's Shield",ammo="Incantor Stone",
head="Gendewitha Caubeen",neck="Wiglen Gorget",ear1="Bloodgem Earring",ear2="Loquacious Earring",
body="Gendewitha Bliaut",hands="Gendewitha Gages",ring1="Sheltered Ring",ring2="Paguroidea Ring",
back="Umbra Cape",waist="Witful Belt",legs="Nares Trews",feet="Herald's Gaiters"}
sets.idle.Weak = {main="Tamaxchi",sub="Genbu's Shield",ammo="Incantor Stone",
head="Nahtirah Hat",neck="Twilight Torque",ear1="Bloodgem Earring",ear2="Loquacious Earring",
body="Gendewitha Bliaut",hands="Yaoyotl Gloves",ring1="Dark Ring",ring2="Meridian Ring",
back="Umbra Cape",waist="Witful Belt",legs="Nares Trews",feet="Gendewitha Galoshes"}
sets.Owleyes = {main="Owleyes", sub="Genbu's Shield"}
-- Defense sets
sets.defense.PDT = {main=gear.Staff.PDT,sub="Achaq Grip",
head="Gendewitha Caubeen",neck="Twilight Torque",
body="Gendewitha Bliaut",hands="Gendewitha Gages",ring1="Dark Ring",ring2="Dark Ring",
back="Umbra Cape",legs="Gendewitha Spats",feet="Gendewitha Galoshes"}
sets.defense.MDT = {main=gear.Staff.PDT,sub="Achaq Grip",
head="Nahtirah Hat",neck="Twilight Torque",
body="Vanir Cotehardie",hands="Yaoyotl Gloves",ring1="Dark Ring",ring2="Shadow Ring",
back="Tuilha Cape",legs="Bokwus Slops",feet="Gendewitha Galoshes"}
sets.Kiting = {feet="Herald's Gaiters"}
-- 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
-- Basic set for if no TP weapon is defined.
sets.engaged = {
head="Nahtirah Hat",neck="Asperity Necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring",
body="Vanir Cotehardie",hands="Dynasty Mitts",ring1="Rajas Ring",ring2="K'ayres Ring",
back="Umbra Cape",waist="Goading Belt",legs="Gendewitha Spats",feet="Gendewitha Galoshes"}
-- Buff sets: Gear that needs to be worn to actively enhance a current player buff.
sets.buff['Divine Caress'] = {hands="Orison Mitts +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 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)
classes.CustomClass = get_spell_class(spell, action, spellMap)
if spell.english == "Paralyna" and buffactive.Paralyzed then
-- no gear swaps if we're paralyzed, to avoid blinking while trying to remove it.
eventArgs.handled = true
end
if spell.skill == 'HealingMagic' then
gear.default.obi_back = "Refraction Cape"
else
gear.default.obi_back = "Toro Cape"
end
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)
if spell.action_type == 'Magic' then
-- Default base equipment layer of fast recast.
equip(sets.midcast.FastRecast)
end
end
function job_post_midcast(spell, action, spellMap, eventArgs)
-- Apply Divine Caress boosting items as highest priority over other gear, if applicable.
if spellMap == 'StatusRemoval' and buffactive['Divine Caress'] then
equip(sets.buff['Divine Caress'])
end
end
-- Return true if we handled the aftercast work. Otherwise it will fall back
-- to the general aftercast() code in Mote-Include.
function job_aftercast(spell, action, spellMap, eventArgs)
if not spell.interrupted then
if state.Buff[spell.name] ~= nil then
state.Buff[spell.name] = true
elseif spell.name == "Afflatus Misery" then
state.Buff['Afflatus Solace'] = false
end
end
end
-------------------------------------------------------------------------------------------------------------------
-- Customization hooks for idle and melee sets, after they've been automatically constructed.
-------------------------------------------------------------------------------------------------------------------
function customize_idle_set(idleSet)
if player.mpp < 90 and state.IdleMode == "Normal" and state.Defense.Active == false then
idleSet = set_combine(idleSet, sets.Owleyes)
end
return idleSet
end
-------------------------------------------------------------------------------------------------------------------
-- General hooks for other events.
-------------------------------------------------------------------------------------------------------------------
-- 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)
if state.Buff[buff] ~= nil then
state.Buff[buff] = gain
end
end
-------------------------------------------------------------------------------------------------------------------
-- User code that supplements self-commands.
-------------------------------------------------------------------------------------------------------------------
-- Called by the 'update' self-command.
function job_update(cmdParams, eventArgs)
if cmdParams[1] == 'user' and not areas.Cities:contains(world.area) then
local needsArts =
player.sub_job:lower() == 'sch' and
not buffactive['Light Arts'] and
not buffactive['Addendum: White'] and
not buffactive['Dark Arts'] and
not buffactive['Addendum: Black']
if not buffactive['Afflatus Solace'] and not buffactive['Afflatus Misery'] then
if needsArts then
send_command('@input /ja "Afflatus Solace" <me>;wait 1.2;input /ja "Light Arts" <me>')
else
send_command('@input /ja "Afflatus Solace" <me>')
end
end
end
end
-- Handle notifications of general user state change.
function job_state_change(stateField, newValue)
if stateField == 'OffenseMode' then
if newValue == 'Normal' then
disable('main','sub')
else
enable('main','sub')
end
elseif stateField == 'Reset' then
if state.OffenseMode == 'None' then
enable('main','sub')
end
end
end
-- Function to display the current relevant user state when doing an update.
-- Return true if display was handled, and you don't want the default info shown.
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 meleeString = ''
if state.OffenseMode == 'Normal' then
meleeString = 'Melee: Weapons locked, '
end
add_to_chat(122,'Casting ['..state.CastingMode..'], '..meleeString..'Idle ['..state.IdleMode..'], '..defenseString..
'Kiting: '..on_off_names[state.Kiting])
eventArgs.handled = true
end
-------------------------------------------------------------------------------------------------------------------
-- Utility functions specific to this job.
-------------------------------------------------------------------------------------------------------------------
function get_spell_class(spell, action, spellMap)
local spellclass
if spell.action_type == 'Magic' then
if spell.skill == "EnfeeblingMagic" then
if spell.type == "WhiteMagic" then
spellclass = "MndEnfeebles"
else
spellclass = "IntEnfeebles"
end
else
if spellMap == 'Cure' and state.Buff['Afflatus Solace'] then
spellclass = "CureSolace"
elseif (spellMap == 'Cure' or spellMap == "Curaga") and player.status == 'Engaged' and player.equipment.main ~= 'Tamaxchi' then
spellclass = "CureMelee"
end
end
end
return spellclass
end