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BLU.lua
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-------------------------------------------------------------------------------------------------------------------
-- Setup functions for this job. Generally should not be modified.
-------------------------------------------------------------------------------------------------------------------
-- <slot01>cocoon</slot01> def - crawlers
-- <slot02>tail slap</slot02> stp - merrows arrapago reef
-- <slot03>sickle slash</slot03> - STP - spiders aby mis coast
-- <slot04>diffusion ray</slot04> STP bonus - Chariots aby uleguerand #07
-- <slot05>anvil lightning</slot05> ACC bonus - Escalent (ungeweder type = green/blue)
-- <slot06>empty thrash</slot06> Da/Ta - craver promy mea
-- <slot07>erratic flutter</slot07>
-- <slot08>fantod</slot08> - stp (also attack buff) - hippogryph in risenjima
-- <slot09>delta thrust</slot09> DW - peiste in aby mis coast #07
-- <slot10>white wind</slot10> regen trait - puk (Waugyl) in aby altepa
-- <slot11>barrier tusk</slot11> DT - olyphant aby uleguerant
-- <slot12>nat. meditation</slot12> acc bonus (attk boost when used) - chapuli in risenjima
-- <slot13>sudden lunge</slot13> stp - ladybug aby altepa #01 or #03
-- <slot14>thrashing assault</slot14>
-- <slot15>vanity dive</slot15>
-- <slot16>barbed crescent</slot16>
-- <slot17>disseverment</slot17>
-- <slot18>molting plumage</slot18>
-- <slot19>occultation</slot19>
-- <slot20>heavy strike</slot20>
-- Initialization function for this job file.
function get_sets()
mote_include_version = 2
-- Load and initialize the include file.
include('Mote-Include.lua')
include('organizer-lib')
end
-- Setup vars that are user-independent. state.Buff vars initialized here will automatically be tracked.
function job_setup()
state.Buff['Burst Affinity'] = buffactive['Burst Affinity'] or false
state.Buff['Chain Affinity'] = buffactive['Chain Affinity'] or false
state.Buff.Convergence = buffactive.Convergence or false
state.Buff.Diffusion = buffactive.Diffusion or false
state.Buff.Efflux = buffactive.Efflux or false
state.Buff['Unbridled Learning'] = buffactive['Unbridled Learning'] or false
state.SkillMode = M{['description']='Skill Mode', 'Normal', 'On'}
include('Mote-TreasureHunter')
state.TreasureMode:set('None')
state.HasteMode = M{['description']='Haste Mode', 'Normal', 'Hi', 'Trust'}
blue_magic_maps = {}
-- Mappings for gear sets to use for various blue magic spells.
-- While Str isn't listed for each, it's generally assumed as being at least
-- moderately signficant, even for spells with other mods.
-- Physical Spells --
-- Physical spells with no particular (or known) stat mods
blue_magic_maps.Physical = S{
'Bilgestorm'
}
-- Spells with heavy accuracy penalties, that need to prioritize accuracy first.
blue_magic_maps.PhysicalAcc = S{
'Heavy Strike',
}
-- Physical spells with Str stat mod
blue_magic_maps.PhysicalStr = S{
'Battle Dance','Bloodrake','Death Scissors','Dimensional Death',
'Empty Thrash','Quadrastrike','Sinker Drill','Spinal Cleave',
'Uppercut','Vertical Cleave', 'Quadratic Continuum'
}
-- Physical spells with Dex stat mod
blue_magic_maps.PhysicalDex = S{
'Amorphic Spikes','Asuran Claws','Barbed Crescent','Claw Cyclone','Disseverment',
'Foot Kick','Frenetic Rip','Goblin Rush','Hysteric Barrage','Paralyzing Triad',
'Seedspray','Sickle Slash','Smite of Rage','Terror Touch','Thrashing Assault',
'Vanity Dive'
}
-- Physical spells with Vit stat mod
blue_magic_maps.PhysicalVit = S{
'Body Slam','Cannonball','Delta Thrust','Glutinous Dart','Grand Slam',
'Power Attack','Quad. Continuum','Sprout Smack','Sub-zero Smash',
'Sweeping Gouge'
}
-- Physical spells with Agi stat mod
blue_magic_maps.PhysicalAgi = S{
'Benthic Typhoon','Feather Storm','Helldive','Hydro Shot','Jet Stream',
'Pinecone Bomb','Spiral Spin','Wild Oats'
}
-- Physical spells with Int stat mod
blue_magic_maps.PhysicalInt = S{
'Mandibular Bite','Queasyshroom'
}
-- Physical spells with Mnd stat mod
blue_magic_maps.PhysicalMnd = S{
'Ram Charge','Screwdriver','Tourbillion'
}
-- Physical spells with Chr stat mod
blue_magic_maps.PhysicalChr = S{
'Bludgeon'
}
-- Physical spells with HP stat mod
blue_magic_maps.PhysicalHP = S{
'Final Sting'
}
-- Magical Spells --
-- Magical spells with the typical Int mod
blue_magic_maps.Magical = S{
'Blastbomb','Blazing Bound','Bomb Toss','Cursed Sphere','Dark Orb','Death Ray',
'Diffusion Ray','Droning Whirlwind','Embalming Earth','Firespit','Foul Waters',
'Ice Break','Leafstorm','Maelstrom','Rail Cannon','Regurgitation','Rending Deluge',
'Retinal Glare','Subduction','Tem. Upheaval','Water Bomb', 'Tenebral Crush', 'Spectral Floe',
'Molting Plumage', 'Searing Tempest'
}
blue_magic_maps.MagicalLight = S{
'Blinding Fulgor'
}
-- Magical spells with a primary Mnd mod
blue_magic_maps.MagicalMnd = S{
'Acrid Stream','Evryone. Grudge','Magic Hammer','Mind Blast','Scouring Spate'
}
-- Magical spells with a primary Chr mod
blue_magic_maps.MagicalChr = S{
'Eyes On Me','Mysterious Light'
}
-- Magical spells with a Vit stat mod (on top of Int)
blue_magic_maps.MagicalVit = S{
'Thermal Pulse', 'Entomb'
}
blue_magic_maps.MagicalAgi = S{
'Silent Storm'
}
-- Magical spells with a Dex stat mod (on top of Int)
blue_magic_maps.MagicalDex = S{
'Charged Whisker','Gates of Hades','Anvil Lightning'
}
-- Magical spells (generally debuffs) that we want to focus on magic accuracy over damage.
-- Add Int for damage where available, though.
blue_magic_maps.MagicAccuracy = S{
'1000 Needles','Absolute Terror','Actinic Burst','Auroral Drape','Awful Eye',
'Blank Gaze','Blistering Roar','Blood Drain','Blood Saber','Chaotic Eye',
'Cimicine Discharge','Cold Wave','Corrosive Ooze','Demoralizing Roar','Digest',
'Dream Flower','Enervation','Feather Tickle','Filamented Hold','Frightful Roar',
'Geist Wall','Hecatomb Wave','Infrasonics','Jettatura','Light of Penance',
'Lowing','Mind Blast','Mortal Ray','MP Drainkiss','Osmosis','Reaving Wind',
'Sandspin','Sandspray','Sheep Song','Soporific','Sound Blast','Stinking Gas',
'Sub-zero Smash','Venom Shell','Voracious Trunk','Yawn'
}
-- Breath-based spells
blue_magic_maps.Breath = S{
'Bad Breath','Flying Hip Press','Frost Breath','Heat Breath',
'Hecatomb Wave','Magnetite Cloud','Poison Breath','Radiant Breath','Self-Destruct',
'Thunder Breath','Vapor Spray','Wind Breath'
}
-- Stun spells
blue_magic_maps.Stun = S{
'Blitzstrahl','Frypan','Head Butt','Sudden Lunge','Tail slap','Temporal Shift',
'Thunderbolt','Whirl of Rage'
}
-- Healing spells
blue_magic_maps.Healing = S{
'Healing Breeze','Magic Fruit','Plenilune Embrace','Pollen','Restoral','White Wind',
'Wild Carrot'
}
-- Buffs that depend on blue magic skill
blue_magic_maps.SkillBasedBuff = S{
'Barrier Tusk','Diamondhide','Magic Barrier','Metallic Body','Plasma Charge',
'Pyric Bulwark','Reactor Cool','Nat. Meditation'
}
-- Other general buffs
blue_magic_maps.Buff = S{
'Amplification','Animating Wail','Battery Charge','Carcharian Verve','Cocoon',
'Erratic Flutter','Exuviation','Fantod','Feather Barrier','Harden Shell',
'Memento Mori','Nat. Meditation','Occultation','Orcish Counterstance','Refueling',
'Regeneration','Saline Coat','Triumphant Roar','Warm-Up','Winds of Promyvion',
'Zephyr Mantle'
}
-- Spells that require Unbridled Learning to cast.
unbridled_spells = S{
'Absolute Terror','Bilgestorm','Blistering Roar','Bloodrake','Carcharian Verve',
'Crashing Thunder','Droning Whirlwind','Gates of Hades','Harden Shell','Polar Roar',
'Pyric Bulwark','Thunderbolt','Tourbillion','Uproot'
}
-- For th_action_check():
-- JA IDs for actions that always have TH: Provoke, Animated Flourish
info.default_ja_ids = S{35, 204}
-- Unblinkable JA IDs for actions that always have TH: Quick/Box/Stutter Step, Desperate/Violent Flourish
info.default_u_ja_ids = S{201, 202, 203, 205, 207}
end
-------------------------------------------------------------------------------------------------------------------
-- User setup functions for this job. Recommend that these be overridden in a sidecar file.
-------------------------------------------------------------------------------------------------------------------
-- Setup vars that are user-dependent. Can override this function in a sidecar file.
function user_setup()
state.OffenseMode:options('Normal', 'Mid', 'Acc', 'Learning')
state.HybridMode:options('Normal', 'PDT', 'EVA')
state.WeaponskillMode:options('Normal', 'Acc')
state.CastingMode:options('Normal', 'Resistant')
state.IdleMode:options('Normal', 'PDT', 'Learning')
-- Additional local binds
send_command('bind ^= gs c cycle treasuremode')
send_command('bind ^` input /ja "Chain Affinity" <me>')
send_command('bind !` input /ja "Efflux" <me>')
send_command('bind @` input /ja "Burst Affinity" <me>')
send_command('bind @f9 gs c cycle HasteMode')
send_command('bind @= gs c cycle SkillMode')
update_combat_form()
select_default_macro_book()
end
-- Called when this job file is unloaded (eg: job change)
function user_unload()
send_command('unbind ^`')
send_command('unbind !`')
send_command('unbind @`')
send_command('unbind @f9')
end
-- Set up gear sets.
function init_gear_sets()
--------------------------------------
-- Start defining the sets
--------------------------------------
HercFeet = {}
HercHead = {}
HercLegs = {}
HercHands = {}
HercBody = {}
HercHands.R = { name="Herculean Gloves", augments={'VIT+5','Pet: INT+7','"Refresh"+2','Mag. Acc.+8 "Mag.Atk.Bns."+8',}}
HercHands.MAB = { name="Herculean Gloves", augments={'Mag. Acc.+20 "Mag.Atk.Bns."+20','Crit.hit rate+1','STR+6','Mag. Acc.+5','"Mag.Atk.Bns."+12',}}
HercHands.WSD = { name="Herculean Gloves", augments={'Accuracy+23 Attack+23','Weapon skill damage +3%','STR+10','Accuracy+10','Attack+1',}}
HercFeet.MAB = { name="Herculean Boots", augments={'Mag. Acc.+30','"Mag.Atk.Bns."+25','Accuracy+3 Attack+3','Mag. Acc.+12 "Mag.Atk.Bns."+12',}}
HercFeet.TP = { name="Herculean Boots", augments={'Accuracy+21 Attack+21','"Triple Atk."+4','DEX+8',}}
HercBody.MAB = { name="Herculean Vest", augments={'Haste+1','"Mag.Atk.Bns."+27','Mag. Acc.+19 "Mag.Atk.Bns."+19',}}
HercBody.WSD = { name="Herculean Vest", augments={'"Blood Pact" ability delay -4','AGI+3','Weapon skill damage +9%','Mag. Acc.+4 "Mag.Atk.Bns."+4',}}
HercHead.MAB = {name="Herculean Helm", augments={'Mag. Acc.+19 "Mag.Atk.Bns."+19','Weapon skill damage +3%','INT+1','Mag. Acc.+3','"Mag.Atk.Bns."+8',}}
HercHead.TP = { name="Herculean Helm", augments={'Accuracy+25','"Triple Atk."+4','AGI+6','Attack+14',}}
HercHead.DM = { name="Herculean Helm", augments={'Pet: STR+9','Mag. Acc.+10 "Mag.Atk.Bns."+10','Weapon skill damage +9%','Accuracy+12 Attack+12',}}
HercLegs.MAB = { name="Herculean Trousers", augments={'Mag. Acc.+20 "Mag.Atk.Bns."+20','INT+10','Mag. Acc.+15','"Mag.Atk.Bns."+14',}}
HercLegs.TH = { name="Herculean Trousers", augments={'Phys. dmg. taken -1%','VIT+10','"Treasure Hunter"+2','Accuracy+10 Attack+10','Mag. Acc.+19 "Mag.Atk.Bns."+19',}}
Rosmerta = {}
Rosmerta.TP = {name="Rosmerta's Cape", augments={'DEX+20','Accuracy+20 Attack+20','"Dbl.Atk."+10','Phys. dmg. taken-10%',}}
Rosmerta.WS = {name="Rosmerta's Cape", augments={'STR+20','Accuracy+20 Attack+20','STR+10','Weapon skill damage +10%',}}
sets.buff['Burst Affinity'] = { legs="Assimilator's Shalwar +1" }
sets.buff['Chain Affinity'] = {
--head="Mavi Kavuk +2",
feet="Assimilator's Charuqs +1"
}
-- sets.buff.Convergence = {head="Luhlaza Keffiyeh"}
sets.buff.Diffusion = {feet="Luhlaza Charuqs"}
-- sets.buff.Enchainment = {body="Luhlaza Jubbah"}
-- sets.buff.Efflux = {legs="Mavi Tayt +2"}
-- Precast Sets
-- Precast sets to enhance JAs
--sets.precast.JA['Azure Lore'] = {hands="Mirage Bazubands +2"}
sets.precast.JA['Efflux'] = {back="Rosmerta's Cape"}
-- Waltz set (chr and vit)
sets.precast.Waltz = {}
-- Don't need any special gear for Healing Waltz.
sets.precast.Waltz['Healing Waltz'] = {}
-- Fast cast sets for spells
sets.TreasureHunter = {head="White rarab cap +1", waist="Chaac Belt", legs=HercLegs.TH}
sets.precast.FC = {
ammo="Impatiens",
head="Amalric Coif",
ear1="Etiolation Earring",
ear2="Loquacious Earring",
body="Dread Jupon",
hands="Leyline Gloves",
ring1="Weatherspoon Ring", -- 10 macc
ring2="Kishar Ring",
-- back="Swith Cape",
waist="Witful Belt",
legs="Lengo Pants",
feet="Chelona Boots"
}
--sets.precast.FC['Blue Magic'] = set_combine(sets.precast.FC, {body="Mavi Mintan +2"})
-- Weaponskill sets
-- Default set for any weaponskill that isn't any more specifically defined
sets.precast.WS = {
head=HercHead.DM,
neck="Mirage Stole +1",
ear1="Ishvara Earring",
ear2="Brutal Earring",
body=HercBody.WSD,
hands="Jhakri Cuffs +2",
ring1="Ilabrat Ring",
ring2="Epona's Ring",
back=Rosmerta.WS,
waist="Windbuffet Belt +1",
legs="Samnuha Tights",
feet=HercFeet.TP
}
sets.precast.WS['Chant du Cygne'] = set_combine(sets.precast.WS, {
ear1="Odr Earring",
ear2="Moonshade Earring",
ring1="Ilabrat Ring",
waist="Light Belt",
feet="Thereoid Greaves"
})
sets.precast.WS['Chant du Cygne'].Mid = set_combine(sets.precast.WS['Chant du Cygne'], {
feet="Ayanmo Gambieras +2"
})
sets.precast.WS['Savage Blade'] = set_combine(sets.precast.WS, {
head=HercHead.DM,
neck="Breeze Gorget",
ear1="Ishvara Earring",
ear2="Moonshade Earring",
hands=HercHands.WSD,
waist="Thunder Belt",
legs="Samnuha Tights",
feet=HercFeet.TP
})
sets.precast.WS['Savage Blade'].Mid = set_combine(sets.precast.WS, {
})
sets.precast.WS['Savage Blade'].Acc = set_combine(sets.precast.WS.Mid, {
body="Adhemar Jacket +1",
})
sets.precast.WS.acc = set_combine(sets.precast.WS, {})
-- Specific weaponskill sets. Uses the base set if an appropriate WSMod version isn't found.
sets.precast.WS['Requiescat'] = set_combine(sets.precast.WS, {
head="Jhakri Coronal +2",
body="Shamash Robe",
ear1="Brutal Earring",
ear2="Moonshade Earring",
legs="Samnuha Tights",
ring1="Ilabrat Ring",
ring2="Epona's Ring",
feet="Jhakri Pigaches +2"
})
sets.precast.WS['Sanguine Blade'] = {
ammo="Pemphredo Tathlum",
head="Pixie Hairpin +1",
neck="Eddy Necklace",
ear1="Friomisi Earring",
ear2="Regal Earring",
body="Shamash Robe",
hands="Jhakri Cuffs +2",
ring2="Shiva Ring",
back=Rosmerta.WS,
legs=HercLegs.MAB,
feet=HercFeet.MAB
}
sets.Organizer = {
back="Linkpearl",
main="Naegling",
sub="Colada",
body="Nibiru Cudgel"
}
-- Midcast Sets
sets.midcast.FastRecast = {
ammo="Staunch Tathlum",
head=HercHead.MAB,
ear2="Loquacious Earring",
--body="Luhlaza Jubbah",
--hands="Mavi Bazubands +2",
ring1="Weatherspoon Ring",
legs="Lengo Pants",
waist="Sailfi Belt +1",
}
sets.midcast['Dark Magic'] = {
ammo="Pemphredo Tathlum",
head="Pixie Hairpin +1",
body="Shamash Robe",
hands="Jhakri Cuffs +2",
legs="Jhakri Slops +2",
feet="Jhakri Pigaches +2",
neck="Erra Pendant",
waist="Eschan Stone",
ear1="Crepuscular Earring",
ear2="Regal Earring",
left_ring="Evanescence Ring",
right_ring="Weather. Ring",
back="Aput Mantle",
}
sets.midcast.Drain = set_combine(sets.midcast['Dark Magic'], {
waist="Fucho-no-Obi",
})
sets.midcast.Aspir = sets.midcast.Drain
sets.midcast['Blue Magic'] = {
neck="Mirage Stole +1",
body="Assimilator's Jubbah +1",
back="Cornflower Cape",
-- legs="Mavi Tayt +2",
feet="Luhlaza Charuqs"
}
-- Physical Spells --
sets.midcast['Blue Magic'].Physical = {
ammo="Coiste Bodhar",
head="Adhemar Bonnet +1",
neck="Mirage Stole +1",
--ear1="Flame Pearl",
--ear2="Flame Pearl",
body="Adhemar Jacket +1",
hands="Adhemar Wristbands +1",
ring1="Ilabrat Ring",
ring2="Rajas Ring",
back=Rosmerta.WS,
waist="Metalsinger Belt",
legs="Jhakri Slops +2",
feet=HercFeet.TP
}
sets.midcast['Blue Magic'].PhysicalAcc = set_combine(sets.midcast['Blue Magic'].Physical, {
head="Malignance Chapeau",
body="Malignance Tabard",
ear1="Telos Earring",
ring1="Cacoethic Ring +1",
legs="Malignance Tights",
})
sets.midcast['Blue Magic'].PhysicalStr = set_combine(sets.midcast['Blue Magic'].Physical, {
ring2="Ifrit Ring"
})
sets.midcast['Blue Magic'].PhysicalDex = set_combine(sets.midcast['Blue Magic'].Physical, {
ear1="Odr Earring",
head="Malignance Chapeau",
legs="Samnuha Tights"
})
sets.midcast['Blue Magic'].PhysicalVit = set_combine(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, {})
sets.midcast['Blue Magic'].PhysicalMnd = set_combine(sets.midcast['Blue Magic'].Physical, {})
sets.midcast['Blue Magic'].PhysicalChr = set_combine(sets.midcast['Blue Magic'].Physical, {})
sets.midcast['Blue Magic'].PhysicalHP = set_combine(sets.midcast['Blue Magic'].Physical)
-- Magical Spells --
sets.midcast['Blue Magic'].Magical = {
ammo="Pemphredo Tathlum",
--head=HercHead.MAB,
head="White rarab cap +1",
neck="Eddy Necklace",
ear1="Friomisi Earring",
ear2="Regal Earring",
body="Shamash Robe",
hands="Jhakri Cuffs +2",
ring1="Shiva Ring",
ring2="Shiva Ring",
back="Cornflower Cape",
--waist="Yamabuki-no-Obi",
waist="Chaac Belt",
legs=HercLegs.TH,
feet="Jhakri Pigaches +2"
}
sets.midcast['Blue Magic'].Magical.Resistant = set_combine(sets.midcast['Blue Magic'].Magical, {
neck="Mirage Stole +1",
})
sets.midcast['Blue Magic'].MagicalLight = set_combine(sets.midcast['Blue Magic'].Magical, {
ring1="Weatherspoon Ring"
})
sets.midcast['Blue Magic'].MagicalMnd = set_combine(sets.midcast['Blue Magic'].Magical, {})
sets.midcast['Blue Magic'].MagicalAgi = set_combine(sets.midcast['Blue Magic'].Magical, {
head="Malignance Chapeau",
legs=HercLegs.MAB,
ring1="Rajas Ring",
ring2="Ilabrat Ring",
feet=HercFeet.MAB
})
sets.midcast['Blue Magic'].MagicalChr = set_combine(sets.midcast['Blue Magic'].Magical)
sets.midcast['Blue Magic'].MagicalVit = set_combine(sets.midcast['Blue Magic'].Magical, {})
sets.midcast['Blue Magic'].MagicalDex = set_combine(sets.midcast['Blue Magic'].Magical, {
head="Malignance Chapeau",
ring1="Ilabrat Ring"
})
sets.midcast['Blue Magic'].MagicAccuracy = set_combine(sets.midcast['Blue Magic'].Magical, {
head="Malignance Chapeau",
neck="Mirage Stole +1",
back="Aput Mantle",
ring1="Weatherspoon Ring",
ring2="Crepuscular Ring",
legs="Malignance Tights",
})
-- Breath Spells --
sets.midcast['Blue Magic'].Breath = set_combine(sets.midcast['Blue Magic'].MagicAccuracy, {
ammo="Mavi Tathlum",
-- head="Luhlaza Keffiyeh",
neck="Mirage Stole +1",
-- ear1="Lifestorm Earring",
-- ear2="Psystorm Earring",
-- body="Vanir Cotehardie",
-- hands="Assimilator's Bazubands +1",
-- ring1="K'ayres Ring",
-- ring2="Beeline Ring",
-- back="Refraction Cape",
waist="Glassblower's Belt",
-- legs="Enif Cosciales",
feet="Malignance Boots"
})
-- Other Types --
sets.midcast['Blue Magic'].Stun = set_combine(sets.midcast['Blue Magic'].MagicAccuracy,
{waist="Chaac Belt"})
sets.midcast['Blue Magic']['Tenebral Crush'] = set_combine(sets.midcast['Blue Magic'].Magical, {
head="Pixie Hairpin +1"
})
sets.midcast['Blue Magic'].Healing = set_combine(sets.midcast['Blue Magic'].MagicAccuracy, {
ammo="Staunch Tathlum",
ear1="Mendicant's Earring",
hands="Telchine Gloves"
})
sets.midcast['Blue Magic'].SkillBasedBuff = {
ammo="Mavi Tathlum",
-- head="Mirage Keffiyeh",
neck="Mirage Stole +1",
body="Assimilator's Jubbah +1",
back="Cornflower Cape",
-- legs="Mavi Tayt +2",
feet="Luhlaza Charuqs"
}
sets.midcast.Refresh = set_combine(sets.midcast['Blue Magic'].MagicAccuracy, {
head="Amalric Coif"
})
sets.midcast['Blue Magic'].Buff = set_combine(sets.midcast['Blue Magic'].MagicAccuracy, {
ammo="Mavi Tathlum",
neck="Mirage Stole +1",
body="Assimilator's Jubbah +1",
feet="Luhlaza Charuqs",
back="Cornflower Cape",
})
sets.midcast['Blue Magic']['Battery Charge'] = set_combine(sets.midcast['Blue Magic'].Buff, {
head="Amalric Coif"
})
sets.midcast['Blue Magic']['Diamondhide'] = set_combine(sets.midcast['Blue Magic'].Buff, {
waist="Siegel Sash",
})
sets.midcast.Aquaveil = sets.midcast['Blue Magic']['Battery Charge']
-- sets.midcast.Protect = {ring1="Sheltered Ring"}
-- sets.midcast.Protectra = {ring1="Sheltered Ring"}
-- sets.midcast.Shell = {ring1="Sheltered Ring"}
-- sets.midcast.Shellra = {ring1="Sheltered Ring"}
-- Sets to return to when not performing an action.
-- Gear for learning spells: +skill and AF hands.
sets.Learning = {
-- ammo="Mavi Tathlum",
-- head="Mirage Keffiyeh",
-- neck="Incanter's Torque",
-- body="Assimilator's Jubbah +1",
hands="Assimilator's Bazubands +1"
}
--head="Luhlaza Keffiyeh",
--body="Assimilator's Jubbah",hands="Assimilator's Bazubands +1",
--back="Cornflower Cape",legs="Mavi Tayt +2",feet="Luhlaza Charuqs"}
sets.latent_refresh = {
body="Jhakri Robe +2",
waist="Fucho-no-obi"
}
-- Resting sets
sets.resting = {
ammo="Staunch Tathlum",
neck="Sanctity Necklace",
body="Shamash Robe",
hands=HercHands.R,
ring1="Defending Ring",
ring2="Paguroidea Ring",
waist="Flume Belt",
back="Kumbira Cape",
feet="Malignance Boots"
}
-- Idle sets
sets.idle = {
ammo="Staunch Tathlum",
head="Rawhide Mask",
neck="Sanctity Necklace",
ear1="Infused Earring",
ear2="Etiolation Earring",
body="Shamash Robe",
hands=HercHands.R,
ring1="Defending Ring",
ring2="Paguroidea Ring",
waist="Flume Belt",
legs="Carmine Cuisses +1",
back="Kumbira Cape",
feet="Malignance Boots"
}
sets.idle.PDT = set_combine(sets.idle, {
head="Malignance Chapeau",
neck="Twilight Torque",
ring1="Defending Ring",
hands="Malignance Gloves",
body="Malignance Tabard",
legs="Malignance Tights",
feet="Malignance Boots"
})
sets.idle.Town = set_combine(sets.idle, {
neck="Mirage Stole +1",
head="Malignance Chapeau",
hands="Malignance Gloves",
body="Malignance Tabard",
ear1="Telos Earring",
ear2="Regal Earring",
ring1="Defending Ring",
ring2="Ilabrat Ring",
back=Rosmerta.TP
})
sets.idle.Learning = set_combine(sets.idle, sets.Learning)
sets.idle.Refresh = set_combine(sets.idle.Regen, {
})
-- Defense sets
sets.defense.PDT = { }
sets.defense.MDT = {}
sets.Kiting = {legs="Carmine Cuisses +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 = {
ammo="Coiste Bodhar",
head="Adhemar Bonnet +1",
neck="Mirage Stole +1",
ear1="Eabani Earring",
ear2="Suppanomimi",
body="Adhemar Jacket +1",
hands="Adhemar Wristbands +1",
ring1="Hetairoi Ring",
ring2="Epona's Ring",
back=Rosmerta.TP,
waist="Shetal Stone",
legs="Samnuha Tights",
feet=HercFeet.TP
}
sets.engaged.Mid = set_combine(sets.engaged, {
head="Adhemar Bonnet +1",
--legs=HercLegs.TP,
neck="Mirage Stole +1",
})
sets.engaged.Acc = set_combine(sets.engaged.Mid, {
ear1="Telos Earring",
waist="Olseni Belt",
ring1="Cacoethic Ring +1",
legs="Malignance Tights",
})
sets.engaged.PDT = set_combine(sets.engaged, {
head="Nyame Helm",
body="Nyame Mail",
hands="Nyame Gauntlets",
legs="Nyame Flanchard",
feet="Nyame Sollerets",
neck="Twilight Torque",
ring1="Defending Ring",
})
sets.engaged.EVA = set_combine(sets.engaged, {
head="Malignance Chapeau",
body="Malignance Tabard",
hands="Malignance Gloves",
legs="Malignance Tights",
feet="Malignance Boots",
neck="Twilight Torque",
ring1="Defending Ring",
})
sets.engaged.Mid.PDT = set_combine(sets.engaged.Mid, {
head="Nyame Helm",
body="Nyame Mail",
hands="Nyame Gauntlets",
legs="Nyame Flanchard",
feet="Nyame Sollerets",
neck="Twilight Torque",
ring1="Defending Ring",
ring2="Patricius Ring",
})
sets.engaged.Mid.EVA = set_combine(sets.engaged.Mid, {
head="Malignance Chapeau",
body="Malignance Tabard",
hands="Malignance Gloves",
legs="Malignance Tights",
feet="Malignance Boots",
neck="Twilight Torque",
ring1="Defending Ring",
ring2="Patricius Ring",
})
sets.engaged.Acc.PDT = set_combine(sets.engaged.Mid.PDT, {
head="Nyame Helm",
body="Nyame Mail",
hands="Nyame Gauntlets",
legs="Nyame Flanchard",
feet="Nyame Sollerets",
ring1="Defending Ring",
})
sets.engaged.Acc.EVA = set_combine(sets.engaged.Mid.EVA, {
head="Malignance Chapeau",
body="Malignance Tabard",
hands="Malignance Gloves",
legs="Malignance Tights",
feet="Malignance Boots",
ring1="Defending Ring",
})
sets.engaged.Learning = set_combine(sets.engaged, sets.Learning)
sets.engaged.MaxHaste = set_combine(sets.engaged, {
body="Adhemar Jacket +1",
ear1="Brutal Earring",
ear2="Cessance Earring",
legs="Samnuha Tights",
waist="Windbuffet Belt +1"
})
sets.engaged.Mid.MaxHaste = set_combine(sets.engaged.MaxHaste, {
ear1="Telos Earring",
ear2="Cessance Earring",
--legs=HercLegs.TP
})
sets.engaged.Acc.MaxHaste = set_combine(sets.engaged.Mid.MaxHaste, {
head="Malignance Chapeau",
ear2="Cessance Earring",
ring1="Cacoethic Ring +1",
waist="Olseni Belt",
legs="Malignance Tights",
})
sets.engaged.Learning.MaxHaste = set_combine(sets.engaged.MaxHaste, sets.Learning)
sets.engaged.EVA.MaxHaste = set_combine(sets.engaged.MaxHaste, {
ammo="Crepuscular Pebble",
neck="Twilight Torque",
head="Malignance Chapeau",
body="Malignance Tabard",
hands="Malignance Gloves",
legs="Malignance Tights",
ring1="Defending Ring",
ring2="Patricius Ring",
feet="Malignance Boots"
})
sets.engaged.Mid.EVA.MaxHaste = set_combine(sets.engaged.Mid.MaxHaste, {
ammo="Crepuscular Pebble",
neck="Twilight Torque",
body="Malignance Tabard",
ring1="Defending Ring",
ring2="Patricius Ring",
})
sets.engaged.Acc.EVA.MaxHaste = set_combine(sets.engaged.Acc.MaxHaste, {
ammo="Crepuscular Pebble",
neck="Twilight Torque",
body="Malignance Tabard",
ring1="Defending Ring",
ring2="Patricius Ring",
})
sets.engaged.PDT.MaxHaste = set_combine(sets.engaged.MaxHaste, {
ammo="Crepuscular Pebble",
neck="Twilight Torque",
head="Nyame Helm",
body="Nyame Mail",
hands="Nyame Gauntlets",
legs="Nyame Flanchard",
feet="Nyame Sollerets",
ring1="Defending Ring",
ring2="Patricius Ring",
})
sets.engaged.Mid.PDT.MaxHaste = set_combine(sets.engaged.Mid.MaxHaste, {
head="Nyame Helm",
body="Nyame Mail",
hands="Nyame Gauntlets",
legs="Nyame Flanchard",
feet="Nyame Sollerets",
ammo="Crepuscular Pebble",
neck="Twilight Torque",
ring1="Defending Ring",
ring2="Patricius Ring",
})
sets.engaged.Acc.PDT.MaxHaste = set_combine(sets.engaged.Acc.MaxHaste, {
ammo="Crepuscular Pebble",
neck="Twilight Torque",
head="Nyame Helm",
body="Nyame Mail",
hands="Nyame Gauntlets",
legs="Nyame Flanchard",
feet="Nyame Sollerets",
ring1="Defending Ring",
ring2="Patricius Ring",
})
sets.engaged.Haste_35 = set_combine(sets.engaged.MaxHaste, {
ear1="Telos Earring",
body="Adhemar Jacket +1",
waist="Windbuffet Belt +1"
})
sets.engaged.Mid.Haste_35 = set_combine(sets.engaged.Mid.MaxHaste, {
ear1="Telos Earring",
ear2="Brutal Earring",
waist="Windbuffet Belt +1",
--legs=HercLegs.TP
})
sets.engaged.Acc.Haste_35 = set_combine(sets.engaged.Acc.MaxHaste, {
head="Malignance Chapeau",
ear2="Cessance Earring",
ring1="Cacoethic Ring +1",
--legs=HercLegs.TP
})
sets.engaged.Learning.Haste_35 = set_combine(sets.engaged.Haste_35, sets.Learning)
sets.engaged.PDT.Haste_35 = set_combine(sets.engaged.Haste_35, {
ammo="Crepuscular Pebble",
head="Nyame Helm",
body="Nyame Mail",
hands="Nyame Gauntlets",
legs="Nyame Flanchard",
feet="Nyame Sollerets",
neck="Twilight Torque",
ring1="Defending Ring",
ring2="Patricius Ring",
})
sets.engaged.Mid.PDT.Haste_35 = set_combine(sets.engaged.Mid.Haste_35, {
ammo="Crepuscular Pebble",
neck="Twilight Torque",
ring1="Defending Ring",
ring2="Patricius Ring",
head="Nyame Helm",
body="Nyame Mail",
hands="Nyame Gauntlets",
legs="Nyame Flanchard",
feet="Nyame Sollerets",
})
sets.engaged.Acc.PDT.Haste_35 = set_combine(sets.engaged.Acc.Haste_35, {
ammo="Crepuscular Pebble",
neck="Twilight Torque",
ring1="Defending Ring",
ring2="Patricius Ring",
head="Nyame Helm",
body="Nyame Mail",
hands="Nyame Gauntlets",
legs="Nyame Flanchard",
feet="Nyame Sollerets",
})
sets.engaged.EVA.Haste_35 = set_combine(sets.engaged.Haste_35, {
ammo="Crepuscular Pebble",
head="Malignance Chapeau",
neck="Twilight Torque",
ring1="Defending Ring",
ring2="Patricius Ring",
hands="Malignance Gloves",
body="Malignance Tabard",
legs="Malignance Tights",
feet="Malignance Boots"
})
sets.engaged.Mid.EVA.Haste_35 = set_combine(sets.engaged.Mid.Haste_35, {
ammo="Crepuscular Pebble",
head="Malignance Chapeau",
neck="Twilight Torque",
hands="Malignance Gloves",
ring1="Defending Ring",
ring2="Patricius Ring",
body="Malignance Tabard",
legs="Malignance Tights",
feet="Malignance Boots"
})
sets.engaged.Acc.EVA.Haste_35 = set_combine(sets.engaged.Acc.Haste_35, {
ammo="Crepuscular Pebble",
head="Malignance Chapeau",
neck="Twilight Torque",
ring1="Defending Ring",
ring2="Patricius Ring",
hands="Malignance Gloves",
body="Malignance Tabard",
legs="Malignance Tights",
feet="Malignance Boots"
})
-- 30% Haste 1626 / 798
sets.engaged.Haste_30 = set_combine(sets.engaged.Haste_35, {
ear1="Telos Earring",
body="Adhemar Jacket +1",
})
sets.engaged.Mid.Haste_30 = set_combine(sets.engaged.Mid.Haste_35, {
ear2="Suppanomimi",
waist="Shetal Stone",
--legs=HercLegs.TP
})
sets.engaged.Acc.Haste_30 = set_combine(sets.engaged.Acc.Haste_35, {
head="Malignance Chapeau",
ear2="Suppanomimi",
ring1="Cacoethic Ring +1",
legs="Malignance Tights",
})
sets.engaged.Learning.Haste_30 = set_combine(sets.engaged.Haste_30, sets.Learning)
sets.engaged.PDT.Haste_30 = set_combine(sets.engaged.Haste_30, {
ammo="Crepuscular Pebble",
ring1="Defending Ring",
head="Nyame Helm",
body="Nyame Mail",
hands="Nyame Gauntlets",
legs="Nyame Flanchard",
feet="Nyame Sollerets",
})
sets.engaged.Mid.PDT.Haste_30 = set_combine(sets.engaged.Mid.Haste_30, {
ammo="Crepuscular Pebble",
ring1="Defending Ring",
head="Nyame Helm",
body="Nyame Mail",
hands="Nyame Gauntlets",
legs="Nyame Flanchard",
feet="Nyame Sollerets",
})
sets.engaged.Acc.PDT.Haste_30 = set_combine(sets.engaged.Acc.Haste_30, {
ammo="Crepuscular Pebble",
ring1="Defending Ring",
head="Nyame Helm",
body="Nyame Mail",
hands="Nyame Gauntlets",
legs="Nyame Flanchard",
feet="Nyame Sollerets",
})