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Frullata_PLD.lua
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-- Last Updated: 11/06/2015 --
function get_sets()
-- VARIABLES --
auto_action = 'Off'
windower.register_event('tp change', function(new, old)
if new > 349
and auto_action == 'On' then
relaxed_play_mode()
end
end)
windower.register_event('time change', function(time)
if auto_action == 'On' then
relaxed_play_mode()
end
end)
include('organizer-lib')
AccIndex = 1
AccArray = {"LowACC","MidACC","HighACC"} -- Default ACC Set is Low --
ShieldIndex = 1
ShieldArray = {"Ochain","Aegis","Priwen"} -- Default Shield Set is Ochain --
IdleIndex = 4
IdleArray = {"Movement","Regen","Refresh","Hybrid"} -- Default Idle Set Is Hybrid --
Armor = 'None'
Twilight = 'None'
Repulse = 'OFF' -- Set Default Repulse ON or OFF Here --
Capa = 'OFF' -- Set Default Capacity Points+ Mantle ON or OFF Here --
target_distance = 6 -- Set Default Distance Here --
select_default_macro_book() -- Change Default Macro Book At The End --
Cure_Spells = {"Cure","Cure II","Cure III","Cure IV"} -- Cure Degradation --
sc_map = {SC1="Flash", SC2="UtsusemiNi", SC3="UtsusemiIchi"} -- 3 Additional Binds. Can Change Whatever JA/WS/Spells You Like Here. Remember Not To Use Spaces. --
EnmityBlueMagic = S{"Jettatura","Sheep Song","Soporific","Blank Gaze","Geist Wall"} -- BlueMagic --
Cities = S{
"Ru'Lude Gardens","Upper Jeuno","Lower Jeuno","Port Jeuno",
"Port Windurst","Windurst Waters","Windurst Woods","Windurst Walls","Heavens Tower",
"Port San d'Oria","Northern San d'Oria","Southern San d'Oria",
"Port Bastok","Bastok Markets","Bastok Mines","Metalworks",
"Aht Urhgan Whitegate","Nashmau","Tavanazian Safehold",
"Selbina","Mhaura","Norg","Eastern Adoulin","Western Adoulin","Kazham","Tavnazia"}
sets.Idle = {}
-- Idle/Town Sets --
sets.Idle.Regen = {
ammo="Homiliary",
head="Jumalik Helm",
neck="Coatl Gorget +1",
ear1="Infused Earring",
ear2="Ethereal Earring",
body="Chevalier's Cuirass +1",
hands="Souveran Handschuhs",
ring1="Paguroidea Ring",
ring2="Sheltered Ring",
back="Philidor Mantle",
waist="Flume Belt",
legs="Crimson Cuisses",
feet="Amm Greaves"}
sets.Idle.Regen.Ochain = set_combine(sets.Idle.Regen,{
main="Burtgang",
sub="Ochain"})
sets.Idle.Regen.Aegis = set_combine(sets.Idle.Regen,{
main="Burtgang",
sub="Aegis"})
sets.Idle.Regen.Priwen = set_combine(sets.Idle.Regen,{
main="Burtgang",
sub="Priwen"})
sets.Idle.Movement = set_combine(sets.Idle.Regen,{})
sets.Idle.Movement.Ochain = set_combine(sets.Idle.Movement,{
main="Burtgang",
sub="Ochain"})
sets.Idle.Movement.Aegis = set_combine(sets.Idle.Movement,{
main="Burtgang",
sub="Aegis"})
sets.Idle.Movement.Priwen = set_combine(sets.Idle.Movement,{
main="Burtgang",
sub="Priwen"})
sets.Idle.Refresh = set_combine(sets.Idle.Regen,{
head="Baghere Salade",
body="Ares' Cuirass +1",
hands="Ogier's Gauntlets",
feet="Ogier's Leggings"})
sets.Idle.Refresh.Ochain = set_combine(sets.Idle.Refresh,{
main="Burtgang",
sub="Ochain"})
sets.Idle.Refresh.Aegis = set_combine(sets.Idle.Refresh,{
main="Burtgang",
sub="Aegis"})
sets.Idle.Refresh.Priwen = set_combine(sets.Idle.Refresh,{
main="Burtgang",
sub="Priwen"})
sets.Town = set_combine(sets.Idle.Hybrid,{
-- head="Cab. Coronet +1", --
-- body="Councilor's Garb", --
-- hands="Souv. Handsch. +1", --
ring1="Defending Ring",
-- ring2="Vocane Ring",
feet="Souveran Schuhs +1"})
sets.Resting = set_combine(sets.Idle.Regen)
sets.Twilight = {head="Twilight Helm",body="Twilight Mail"}
sets.Idle.Hybrid = set_combine(sets.Idle.Regen,{
neck="Coatl Gorget +1",
ring2="Sheltered Ring",
back="Weard Mantle",
legs="Crimson Cuisses"})
-- TP Base Set --
sets.TP = {}
-- Ochain TP Sets --
sets.TP.Ochain = {
main="Burtgang",
sub="Ochain",
ammo="Ginsen",
head="Sulevia's Mask +1",
body="Sulevia's Plate. +1",
hands="Sulev. Gauntlets +1",
legs="Sulevi. Cuisses +1",
feet="Sulev. Leggings +1",
neck="Lissome Necklace",
waist="Tempus Fugit",
left_ear="Digni. Earring",
right_ear="Brutal Earring",
left_ring="Petrov Ring",
right_ring="Rajas Ring", }
sets.TP.Ochain.MidACC = set_combine(sets.TP.Ochain,{
ammo="Amar Cluster",
neck="Lissome Necklace",
hands="Leyline Gloves",
back="Grounded Mantle"})
sets.TP.Ochain.HighACC = set_combine(sets.TP.Ochain.MidACC,{
neck="Subtlety Spec.",
ear1="Zwazo Earring",
ring2="Cacoethic Ring +1",
waist="Olseni Belt"})
-- Aegis TP Sets --
sets.TP.Aegis = set_combine(sets.TP.Ochain,{
sub="Aegis",
})
sets.TP.Aegis.MidACC = set_combine(sets.TP.Aegis,{
ammo="Amar Cluster",
neck="Lissome Necklace",
hands="Leyline Gloves",
back="Grounded Mantle"})
sets.TP.Aegis.HighACC = set_combine(sets.TP.Aegis.MidACC,{
neck="Subtlety Spec.",
ear1="Zwazo Earring",
ring2="Cacoethic Ring +1",
waist="Olseni Belt"})
-- Priwen TP Sets --
sets.TP.Priwen = set_combine(sets.TP.Ochain,{
main="Burtgang",
sub="Priwen",
})
sets.TP.Priwen.MidACC = set_combine(sets.TP.Priwen,{
ammo="Amar Cluster",
neck="Lissome Necklace",
hands="Leyline Gloves",
back="Grounded Mantle"})
sets.TP.Priwen.HighACC = set_combine(sets.TP.Priwen.MidACC,{
neck="Subtlety Spec.",
ear1="Zwazo Earring",
ring2="Cacoethic Ring +1",
waist="Olseni Belt"})
-- Ragnarok TP Sets --
sets.TP.Ragnarok = {}
sets.TP.Ragnarok.MidACC = set_combine(sets.TP.Ragnarok,{})
sets.TP.Ragnarok.HighACC = set_combine(sets.TP.Ragnarok.MidACC,{})
-- Ragnarok(Ionis) TP Sets --
sets.TP.Ragnarok.Ionis = set_combine(sets.TP.Ragnarok,{})
sets.TP.Ragnarok.MidACC.Ionis = set_combine(sets.TP.Ragnarok.Ionis,{})
sets.TP.Ragnarok.HighACC.Ionis = set_combine(sets.TP.Ragnarok.MidACC.Ionis,{})
-- PDT/MDT/DT Sets --
sets.PDT = {}
sets.PDT.Ochain = {
sub="Ochain",
ammo="Angha Gem", -- 2 PDT --
head="Loess Barbuta +1", -- 5 PDT --
neck="Loricate Torque +1", -- 5 DT --
ear1="Zwazo Earring",
ear2="Ethereal Earring",
body="Souveran Cuirass", -- 9 DT [Upgrade: Tartarus Platemail -10% DT] --
hands="Souveran Handschuhs", -- 3 PDT 2/5 Souv. Set --
ring1="Defending Ring", -- 4 PDT --
ring2="Gelatinous Ring +1", -- 7 PDT --
back="Weard Mantle", -- 3 DT --
waist="Flume Belt +1", -- 4 PDT --
legs="Souveran Diechlings", -- 4 PDT --
feet="Souveran Schuhs"} -- 4 PDT --
-- Total -17% DT + -33% PDT = -50% Reduction --
-- Primary ACC 815 --
sets.PDT.Aegis = set_combine(sets.PDT.Ochain,{
sub="Aegis",})
sets.PDT.Priwen = set_combine(sets.PDT.Ochain,{
sub="Priwen",})
sets.MDT = {}
sets.MDT.Ochain = {
sub="Ochain",
ammo="Vanir Battery", -- MDB 4 --
head="Loess Barbuta +1", -- MDB 2 / MDT 5 --
neck="Loricate Torque +1", -- 5 DT --
ear1="Odnowa Earring +1", -- MDT 2 --
ear2="Ethereal Earring",
body="Souveran Cuirass", -- 9 DT --
hands="Souveran Handschuhs", -- MDB 1 / MDT 5 --
ring1="Defending Ring",
ring2="Praan Ring",
back="Engulfer Cape +1", -- 4 MDT --
waist="Flume Belt +1",
legs="Souveran Diechlings", -- MDB 4 --
feet="Amm Greaves"} -- MDB 2 / DT 3 --
-- Total -17% DT + -16% MDT = -33% Reduction / +13 MDB --
sets.MDT.Aegis = set_combine(sets.MDT.Ochain,{
sub="Aegis",})
sets.MDT.Priwen = set_combine(sets.MDT.Ochain,{
sub="Priwen",})
sets.DT = {}
sets.DT.Ochain = {
sub="Ochain",
ammo="Vanir Battery",
head="Reverence Coronet +1", -- 5 PDT
neck="Twilight Torque", -- 5 DT
ear1="Etiolation Earring", -- 1 MDT
ear2="Ethereal Earring",
body="Chevalier's Cuirass +1", -- 3-10 DT
hands="Souveran Handschuhs", -- 4 MDT
ring1="Defending Ring", -- 10 DT
ring2="Patricius Ring", -- 5 PDT
back="Philidor Mantle", -- 5 DT
waist="Flume Belt", -- 4 PDT
legs="Souveran Diechlings", -- 3 DT
feet="Souveran Schuhs"} -- 4 PDT
-- TOTAL 26/36 DT + 5 MDT + 18 PDT (w/ Brilliance)
sets.DT.Aegis = set_combine(sets.DT.Ochain,{
sub="Aegis",})
sets.DT.Priwen = set_combine(sets.DT.Ochain,{
sub="Priwen",})
-- Weakness/Kiting/Repulse Sets --
sets.Weakness = {}
sets.Weakness.Ochain = set_combine(sets.PDT.Ochain,{})
sets.Weakness.Aegis = set_combine(sets.PDT.Aegis,{})
sets.Weakness.Priwen = set_combine(sets.PDT.Priwen,{})
sets.Kiting = {}
sets.Kiting.Ochain = set_combine(sets.PDT.Ochain,{legs="Crimson Cuisses"})
sets.Kiting.Aegis = set_combine(sets.PDT.Aegis,{legs="Crimson Cuisses"})
sets.Kiting.Priwen = set_combine(sets.PDT.Priwen,{legs="Crimson Cuisses"})
sets.Repulse = {}
sets.Repulse.Ochain = {sub="Ochain",back="Repulse Mantle"}
sets.Repulse.Aegis = {sub="Aegis",back="Repulse Mantle"}
sets.Repulse.Priwen = {sub="Priwen",back="Repulse Mantle"}
-- Hybrid/Shield Skill Sets --
sets.TP.Hybrid = {}
sets.TP.Hybrid.MidACC = set_combine(sets.TP.Hybrid,{})
sets.TP.Hybrid.HighACC = set_combine(sets.TP.Hybrid.MidACC,{})
sets.TP.ShieldSkill = {}
-- WS Base Set --
sets.WS = {
ammo="Jukukik Feather",
head="Sulevia's Mask +1",
body="Sulevia's Plate. +1",
hands="Sulev. Gauntlets +1",
legs="Sulevi. Cuisses +1",
feet="Sulev. Leggings +1",
neck="Fotia Gorget",
waist="Fotia Belt",
left_ear="Digni. Earring",
right_ear="Brutal Earring",
left_ring="Petrov Ring",
right_ring="Rajas Ring",}
-- WS Sets --
sets.WS["Chant du Cygne"] = {
ammo="Jukukik Feather",
head="Sulevia's Mask +1",
body="Sulevia's Plate. +1",
hands="Sulev. Gauntlets +1",
legs="Sulevi. Cuisses +1",
feet="Sulev. Leggings +1",
neck="Fotia Gorget",
waist="Fotia Belt",
left_ear="Digni. Earring",
right_ear="Brutal Earring",
left_ring="Petrov Ring",
right_ring="Rajas Ring",}
sets.WS["Chant du Cygne"].MidACC = set_combine(sets.WS["Chant du Cygne"],{
waist="Fotia Belt"})
sets.WS["Chant du Cygne"].HighACC = set_combine(sets.WS["Chant du Cygne"].MidACC,{})
sets.WS["Savage Blade"] = {
ammo="Jukukik Feather",
head="Sulevia's Mask +1",
body="Sulevia's Plate. +1",
hands="Sulev. Gauntlets +1",
legs="Sulevi. Cuisses +1",
feet="Sulev. Leggings +1",
neck="Fotia Gorget",
waist="Fotia Belt",
left_ear="Digni. Earring",
right_ear="Brutal Earring",
left_ring="Petrov Ring",
right_ring="Rajas Ring",}
sets.WS["Savage Blade"].MidACC = set_combine(sets.WS["Chant du Cygne"],{
waist="Fotia Belt"})
sets.WS["Savage Blade"].HighACC = set_combine(sets.WS["Chant du Cygne"].MidACC,{})
sets.WS.Requiescat = {
ammo="Jukukik Feather",
head="Sulevia's Mask +1",
body="Sulevia's Plate. +1",
hands="Sulev. Gauntlets +1",
legs="Sulevi. Cuisses +1",
feet="Sulev. Leggings +1",
neck="Fotia Gorget",
waist="Fotia Belt",
left_ear="Digni. Earring",
right_ear="Brutal Earring",
left_ring="Petrov Ring",
right_ring="Rajas Ring",}
sets.WS.Requiescat.MidACC = set_combine(sets.WS.Requiescat,{})
sets.WS.Requiescat.HighACC = set_combine(sets.WS.Requiescat.MidACC,{})
sets.WS.Resolution = {
ammo="Jukukik Feather",
head="Sulevia's Mask +1",
body="Sulevia's Plate. +1",
hands="Sulev. Gauntlets +1",
legs="Sulevi. Cuisses +1",
feet="Sulev. Leggings +1",
neck="Fotia Gorget",
waist="Fotia Belt",
left_ear="Digni. Earring",
right_ear="Brutal Earring",
left_ring="Petrov Ring",
right_ring="Rajas Ring",}
sets.WS.Resolution.MidACC = set_combine(sets.WS.Resolution,{})
sets.WS.Resolution.HighACC = set_combine(sets.WS.Resolution.MidACC,{})
sets.WS.Atonement = {
ammo="Jukukik Feather",
head="Sulevia's Mask +1",
body="Sulevia's Plate. +1",
hands="Sulev. Gauntlets +1",
legs="Sulevi. Cuisses +1",
feet="Sulev. Leggings +1",
neck="Fotia Gorget",
waist="Fotia Belt",
left_ear="Digni. Earring",
right_ear="Brutal Earring",
left_ring="Petrov Ring",
right_ring="Rajas Ring",}
sets.WS["Knights of Round"] = {
ammo="Cheruski Needle",
head="Otomi Helm",
neck="Fotia Gorget",
ear1="Moonshade Earring",
ear2="Brutal Earring",
body="Acro Surcoat",
hands="Acro Gauntlets",
ring1="Ifrit Ring +1",
ring2="Ifrit Ring +1",
back="Bleating Mantle",
waist="Metalsinger Belt",
legs="Acro Breeches",
feet="Eschite Greaves"}
sets.WS["Sanguine Blade"] = {}
sets.WS["Aeolian Edge"] = {}
sets.Enmity = { -- +10 from Brilliance --
ammo="Incantor Stone",
head="Reverence Coronet +1", -- 5
neck="Warder's Charm", -- 8
ear1="Cryptic Earring", -- 4
ear2="Trux Earring", -- 5
body="Chevalier's Cuirass +1", -- 12
hands="Yorium Gauntlets", -- 10
ring1="Prolix Ring",
ring2="Weatherspoon Ring",
back="Philidor Mantle", -- 5
waist="Flume Belt",
legs="Souveran Diechlings", -- 7
feet="Yorium Sabatons" } -- 10}
-- Total Enmity+ = --
-- JA Sets --
sets.JA = {}
sets.JA["Shield Bash"] = set_combine(sets.Enmity,{hands="Cab. Gauntlets +1"})
sets.JA.Sentinel = set_combine(sets.Enmity,{feet="Cab. Leggings +1"})
sets.JA["Holy Circle"] = set_combine(sets.Enmity,{feet="Rev. Leggings +1"})
sets.JA["Divine Emblem"] = set_combine(sets.Enmity,{feet="Chev. Sabatons +1"})
sets.JA.Fealty = set_combine(sets.Enmity,{body="Cab. Surcoat +1"})
sets.JA.Invincible = set_combine(sets.Enmity,{legs="Cab. Breeches +1"})
sets.JA.Cover = {head="Rev. Coronet +1",body="Cab. Surcoat +1"}
sets.JA.Palisade = set_combine(sets.Enmity)
sets.JA.Provoke = set_combine(sets.Enmity)
sets.JA.Warcry = set_combine(sets.Enmity)
sets.JA.Souleater = set_combine(sets.Enmity)
sets.JA["Last Resort"] = set_combine(sets.Enmity)
sets.JA.Chivalry = {
ammo="Quartz Tathlum +1",
head="Rev. Coronet +1",
body="Cab. Surcoat +1",
hands="Umuthi Gloves",
ring1="Levia. Ring +1",
legs="Cab. Breeches +1",
feet="Whirlpool Greaves"}
sets.JA.Rampart = set_combine(sets.Enmity,{head="Cab. Coronet +1"})
-- Sublimation --
sets.Sublimation = {}
-- Flourish --
sets.Flourish = set_combine(sets.Enmity)
-- Step --
sets.Step = set_combine(sets.Enmity)
-- Waltz --
sets.Waltz = {}
sets.Precast = {}
--Fastcast Set --
sets.Precast.FastCast = {
ammo="Incantor Stone",
head="Chevalier's Armet +1",
neck="Jeweled Collar",
ear1="Etiolation Earring",
ear2="Loquac. Earring",
body="Chevalier's Cuirass +1",
hands="Leyline Gloves",
ring1="Prolix Ring",
ring2="Weatherspoon Ring",
back="Philidor Mantle",
waist="Flume Belt",
legs="Souveran Diechlings",
feet="Yorium Sabatons"
}
-- Precast Enhancing Magic --
sets.Precast['Enhancing Magic'] = set_combine(sets.Precast.FastCast,{waist="Olympus Sash"})
-- Cure Precast Set --
sets.Precast.Cure = set_combine(sets.Precast.FastCast,{ear2="Nourish. Earring +1"})
-- Midcast Base Set --
sets.Midcast = {}
-- Spells Recast --
sets.Midcast.Recast = {
ammo="Incantor Stone",
head="Chevalier's Armet +1",
neck="Jeweled Collar",
ear1="Etiolation Earring",
ear2="Loquac. Earring",
body="Chevalier's Cuirass +1",
hands="Leyline Gloves",
ring1="Prolix Ring",
ring2="Weatherspoon Ring",
back="Philidor Mantle",
waist="Flume Belt",
legs="Souveran Diechlings",
feet="Yorium Sabatons"
}
-- Divine Magic --
sets.Midcast['Divine Magic'] = set_combine(sets.Midcast.Recast,{
head="Jumalik Helm",})
-- Cure Set --
sets.Midcast.Cure = {
ammo="Impatiens",
head="Shabti Armet +1",
neck="Phalaina Locket",
ear1="Oneiros Earring",
ear2="Nourish. Earring +1",
body="Jumalik Mail",
hands="Macabre Gaunt. +1",
ring1="Eihwaz Ring",
ring2="Kunaji Ring",
back="Fierabras's Mantle",
waist="Chuq'aba Belt",
legs={name="Yorium Cuisses",augments={"STR+5", "Accuracy+10", "Attack+11", "Fast Cast+5"}},
feet="Souveran Schuhs"}
-- Self Cure Set --
sets.Midcast.SelfCure = set_combine(sets.Midcast.Cure,{})
-- Flash Set --
sets.Midcast.Flash = { -- 10 brilliance --
ammo="Incantor Stone",
head="Reverence Coronet +1", -- 5
neck="Warder's Charm", -- 8
ear1="Cryptic Earring", -- 4
ear2="Trux Earring", -- 5
body="Chevalier's Cuirass +1", -- 12
hands="Yorium Gauntlets", -- 10
ring1="Prolix Ring",
ring2="Weatherspoon Ring",
back="Philidor Mantle", -- 5
waist="Flume Belt",
legs="Souveran Diechlings", -- 7
feet="Yorium Sabatons" -- 10
}
-- Total Enmity+ = 66 --
-- Enhancing Magic --
sets.Midcast['Enhancing Magic'] = set_combine(sets.Midcast.Recast,{
ammo="Impatiens",
neck="Colossus's Torque",
ear1="Andoaa Earring",
ear2="Augment. Earring",
body="Shabti Cuirass",
back="Merciful Cape",
waist="Olympus Sash",
legs="Rev. Breeches +1"})
-- Stoneskin --
sets.Midcast.Stoneskin = set_combine(sets.Midcast['Enhancing Magic'],{})
-- Reprisal --
sets.Midcast.Reprisal = {
ammo="Impatiens",
head="Chevalier's Armet +1",
neck="Dualism Collar",
ear1="Etiolation Earring",
ear2="Cryptic Earring",
body="Chevalier Cuirass +1",
hands="Souveran Handschuhs",
ring1="Kunaji Ring",
ring2="Praan Ring",
back="Weard Mantle",
waist="Oneiros Belt",
legs="Souveran Diechlings",
feet="Souveran Schuhs"}
-- Lock Capa Mantle --
sets.Capa = {
back="Mecisto. Mantle"}
-- Organizer Items --
organizer_items = {
head={name="Yorium Barbuta",augments={"Phalanx+2"}},
legs={name="Yorium Cuisses",augments={"Dbl. Atk.+2","Phalanx+2"}}}
end
function pretarget(spell,action)
if (spell.type:endswith('Magic') or spell.type == "Ninjutsu") and buffactive.silence then -- Auto Use Echo Drops If You Are Silenced --
cancel_spell()
send_command('input /item "Echo Drops" <me>')
elseif spell.english:ifind("Cure") and player.mp<actualCost(spell.mp_cost) then
degrade_spell(spell,Cure_Spells)
elseif spell.english == "Berserk" and buffactive.Berserk then -- Cancel Berserk If Berserk Is On --
send_command('cancel Berserk')
elseif spell.english == "Defender" and buffactive.Defender then -- Cancel Defender If Defender Is On --
send_command('cancel Defender')
elseif spell.english == "Souleater" and buffactive.Souleater then -- Cancel Souleater If Souleater Is On --
send_command('cancel Souleater')
elseif spell.english == "Last Resort" and buffactive["Last Resort"] then -- Cancel Last Resort If Last Resort Is On --
send_command('cancel Last Resort')
elseif spell.type == "WeaponSkill" and spell.target.distance > target_distance and player.status == 'Engaged' then -- Cancel WS If You Are Out Of Range --
cancel_spell()
add_to_chat(123, spell.name..' Canceled: [Out of Range]')
return
elseif buffactive['Light Arts'] or buffactive['Addendum: White'] then
if spell.english == "Light Arts" and not buffactive['Addendum: White'] then
cancel_spell()
send_command('input /ja Addendum: White <me>')
elseif spell.english == "Manifestation" then
cancel_spell()
send_command('input /ja Accession <me>')
elseif spell.english == "Alacrity" then
cancel_spell()
send_command('input /ja Celerity <me>')
elseif spell.english == "Parsimony" then
cancel_spell()
send_command('input /ja Penury <me>')
end
elseif buffactive['Dark Arts'] or buffactive['Addendum: Black'] then
if spell.english == "Dark Arts" and not buffactive['Addendum: Black'] then
cancel_spell()
send_command('input /ja Addendum: Black <me>')
elseif spell.english == "Accession" then
cancel_spell()
send_command('input /ja Manifestation <me>')
elseif spell.english == "Celerity" then
cancel_spell()
send_command('input /ja Alacrity <me>')
elseif spell.english == "Penury" then
cancel_spell()
send_command('input /ja Parsimony <me>')
end
end
end
function precast(spell,action)
if spell.type == "WeaponSkill" then
if player.status ~= 'Engaged' then -- Cancel WS If You Are Not Engaged. Can Delete It If You Don't Need It --
cancel_spell()
add_to_chat(123,'Unable To Use WeaponSkill: [Disengaged]')
return
else
equipSet = sets.WS
if equipSet[spell.english] then
equipSet = equipSet[spell.english]
end
if equipSet[AccArray[AccIndex]] then
equipSet = equipSet[AccArray[AccIndex]]
end
if player.tp > 2999 then
if spell.english == "Resolution" then -- Equip Kokou's Earring When You Have 3000 TP --
equipSet = set_combine(equipSet,{ear1="Kokou's Earring"})
elseif spell.english == "Chant du Cygne" then -- Equip Jupiter's Pearl When You Have 3000 TP --
equipSet = set_combine(equipSet,{ear1="Jupiter's Pearl"})
end
end
equip(equipSet)
end
elseif spell.type == "JobAbility" then
if sets.JA[spell.english] then
equip(sets.JA[spell.english])
end
elseif spell.type == "Rune" then
equip(sets.Enmity)
elseif spell.type:endswith('Magic') or spell.type == "Ninjutsu" then
if buffactive.silence or spell.target.distance > 16+target_distance then -- Cancel Magic or Ninjutsu If You Are Silenced or Out of Range --
cancel_spell()
add_to_chat(123, spell.name..' Canceled: [Silenced or Out of Casting Range]')
return
else
if string.find(spell.english,'Cur') and spell.english ~= "Cursna" then
equip(sets.Precast.Cure)
elseif spell.english == "Reprisal" then
if buffactive['Blaze Spikes'] or buffactive['Ice Spikes'] or buffactive['Shock Spikes'] then -- Cancel Blaze Spikes, Ice Spikes or Shock Spikes When You Cast Reprisal --
cast_delay(0.2)
send_command('cancel Blaze Spikes,Ice Spikes,Shock Spikes')
end
equip(sets.Precast.FastCast)
elseif string.find(spell.english,'Utsusemi') then
if buffactive['Copy Image (3)'] or buffactive['Copy Image (4)'] then
cancel_spell()
add_to_chat(123, spell.name .. ' Canceled: [3+ Images]')
return
else
equip(sets.Precast.FastCast)
end
elseif sets.Precast[spell.skill] then
equip(sets.Precast[spell.skill])
else
equip(sets.Precast.FastCast)
end
end
elseif string.find(spell.type,'Flourish') then
if spell.english == "Animated Flourish" then
equip(sets.Enmity)
else
equip(sets.Flourish)
end
elseif spell.type == "Step" then
equip(sets.Step)
elseif spell.type == "Waltz" then
refine_waltz(spell,action)
equip(sets.Waltz)
elseif spell.english == 'Spectral Jig' and buffactive.Sneak then
cast_delay(0.2)
send_command('cancel Sneak')
end
if Twilight == 'Twilight' then
equip(sets.Twilight)
end
if Capa == 'ON' then
equip(sets.Capa)
end
end
function midcast(spell,action)
equipSet = {}
if spell.type:endswith('Magic') or spell.type == 'Ninjutsu' then
equipSet = sets.Midcast
if equipSet[spell.english] then
equipSet = equipSet[spell.english]
elseif (string.find(spell.english,'Cur') or spell.english == "Wild Carrot" or spell.english == "Healing Breeze") and spell.english ~= "Cursna" then
if spell.target.name == player.name then
equipSet = equipSet.SelfCure
else
equipSet = equipSet.Cure
end
elseif string.find(spell.english,'Protect') or string.find(spell.english,'Shell') then
if spell.target.name == player.name then
equipSet = set_combine(equipSet,{ring2="Sheltered Ring"})
end
elseif spell.english == "Phalanx" then
equipSet = set_combine(sets.Midcast['Enhancing Magic'],{head={name="Yorium Barbuta",augments={"Phalanx+2"}},hands="Souveran Handschuhs",back="Weard Mantle",legs={name="Yorium Cuisses",augments={"Dbl. Atk.+2","Phalanx+2"}},feet="Souveran Schuhs"})
elseif spell.english == "Stoneskin" then
if buffactive.Stoneskin then
send_command('@wait 1.7;cancel stoneskin')
end
equipSet = equipSet.Stoneskin
elseif spell.english == "Sneak" then
if spell.target.name == player.name and buffactive['Sneak'] then
send_command('cancel sneak')
end
equipSet = equipSet.Recast
elseif string.find(spell.english,'Banish') then
equipSet = set_combine(equipSet,{ring1=""})
elseif EnmityBlueMagic:contains(spell.english) or spell.english == "Stun" or string.find(spell.english,'Absorb') or spell.english == 'Aspir' or spell.english == 'Drain' then
if buffactive.Sentinel then
equipSet = equipSet.Recast
else
equipSet = equipSet.Flash
end
elseif string.find(spell.english,'Spikes') then
equipSet = equipSet.Recast
elseif string.find(spell.english,'Utsusemi') then
if spell.english == 'Utsusemi: Ichi' and (buffactive['Copy Image'] or buffactive['Copy Image (2)']) then
send_command('@wait 1.7;cancel Copy Image*')
end
equipSet = equipSet.Recast
elseif spell.english == 'Monomi: Ichi' then
if buffactive['Sneak'] then
send_command('@wait 1.7;cancel sneak')
end
equipSet = equipSet.Recast
elseif equipSet[spell.skill] then
equipSet = equipSet[spell.skill]
end
elseif equipSet[spell.english] then
equipSet = equipSet[spell.english]
end
equip(equipSet)
if Capa == 'ON' then
equip(sets.Capa)
end
end
function aftercast(spell,action)
if not spell.interrupted then
if spell.type == "WeaponSkill" then
send_command('wait 0.2;gs c TP')
elseif spell.english == "Banish II" then -- Banish II Countdown --
send_command('@wait 20;input /echo Banish Effect: [WEARING OFF IN 10 SEC.]')
elseif spell.english == "Holy Circle" then -- Holy Circle Countdown --
send_command('wait 260;input /echo '..spell.name..': [WEARING OFF IN 10 SEC.];wait 10;input /echo '..spell.name..': [OFF]')
end
end
status_change(player.status)
end
function status_change(new,old)
check_equip_lock()
if Armor == 'PDT' then
equip(sets.PDT[ShieldArray[ShieldIndex]])
elseif Armor == 'MDT' then
equip(sets.MDT[ShieldArray[ShieldIndex]])
elseif Armor == 'Kiting' then
equip(sets.Kiting[ShieldArray[ShieldIndex]])
elseif Armor == 'Weakness' then
equip(sets.Weakness[ShieldArray[ShieldIndex]])
elseif Armor == 'DT' then
equip(sets.DT[ShieldArray[ShieldIndex]])
elseif buffactive["Sublimation: Activated"] then
equip(sets.Sublimation)
elseif new == 'Engaged' then
equipSet = sets.TP
if Armor == 'Hybrid' and equipSet["Hybrid"] then
equipSet = equipSet["Hybrid"]
end
if equipSet[player.equipment.main] then
equipSet = equipSet[player.equipment.main]
end
if equipSet[ShieldArray[ShieldIndex]] then
equipSet = equipSet[ShieldArray[ShieldIndex]]
end
if equipSet[AccArray[AccIndex]] then
equipSet = equipSet[AccArray[AccIndex]]
end
if buffactive.Ionis and equipSet["Ionis"] then
equipSet = equipSet["Ionis"]
end
if Armor == 'ShieldSkill' then
equipSet = set_combine(equipSet,sets.TP.ShieldSkill)
end
equip(equipSet)
elseif new == 'Idle' then
equipSet = sets.Idle
if equipSet[IdleArray[IdleIndex]] then
equipSet = equipSet[IdleArray[IdleIndex]]
end
if equipSet[ShieldArray[ShieldIndex]] then
equipSet = equipSet[ShieldArray[ShieldIndex]]
end
if buffactive['Reive Mark'] then -- Equip Ygnas's Resolve +1 During Reive --
equipSet = set_combine(equipSet,{neck="Ygnas's Resolve +1"})
end
if world.area:endswith('Adoulin') then
equipSet = set_combine(equipSet,{body="Councilor's Garb"})
end
equip(equipSet)
elseif new == 'Resting' then
equip(sets.Resting)
end
if Repulse == 'ON' then -- Use Repulse Toggle To Lock Repulse Mantle --
equip(sets.Repulse[ShieldArray[ShieldIndex]])
end
if Twilight == 'Twilight' then
equip(sets.Twilight)
end
if Capa == 'ON' then
equip(sets.Capa)
end
if Cities:contains(world.area) then
equipSet = equip(sets.Town)
end
end
function buff_change(buff,gain)
buff = string.lower(buff)
if buff == "aftermath: lv.3" then -- AM3 Timer/Countdown --
if gain then
send_command('timers create "Aftermath: Lv.3" 180 down;wait 120;input /echo Aftermath: Lv.3 [WEARING OFF IN 60 SEC.];wait 30;input /echo Aftermath: Lv.3 [WEARING OFF IN 30 SEC.];wait 20;input /echo Aftermath: Lv.3 [WEARING OFF IN 10 SEC.]')
else
send_command('timers delete "Aftermath: Lv.3"')
add_to_chat(123,'AM3: [OFF]')
end
elseif buff == 'weakness' then -- Weakness Timer --
if gain then
send_command('timers create "Weakness" 300 up')
else
send_command('timers delete "Weakness"')
end
end
if buff == "sleep" and gain and player.hp > 200 and player.status == "Engaged" then -- Equip Berserker's Torque When You Are Asleep & Have 200+ HP --
equip({neck=""})
else
if not midaction() then
status_change(player.status)
end
end
end
--Macros--
-- send_command('bind f9 gs c C7') --PDT--
send_command('bind f9 gs c C17') --DT--
send_command('bind f7 gs c C2') --Ochain/Aegis/Priwen--
--send_command('bind f6 gs c C1') --ACC Level--
--send_command('bind f5 gs c C3') --Twilight--
--send_command('bind f10 gs c C4') --Capa Mantle--
function file_unload()
if binds_on_unload then
binds_on_unload()
end
-- send_command('unbind f10')
-- send_command('unbind f9')
send_command('unbind f8')
send_command('unbind f7')
-- send_command('unbind f6')
-- send_command('unbind f5')
end
function check_equip_lock() -- Lock Equipment Here --
if player.equipment.left_ring == "Warp Ring" or player.equipment.left_ring == "Capacity Ring" or player.equipment.right_ring == "Warp Ring" or player.equipment.right_ring == "Capacity Ring" then
disable('ring1','ring2')
elseif player.equipment.back == "Mecisto. Mantle" or player.equipment.back == "Aptitude Mantle +1" or player.equipment.back == "Aptitude Mantle" then
disable('back')
else
enable('ring1','ring2','back')
end
end
function actualCost(originalCost)
if buffactive["Penury"] then
return originalCost*.5
elseif buffactive["Light Arts"] then
return originalCost*.9
else
return originalCost
end
end
function degrade_spell(spell,degrade_array)
spell_index = table.find(degrade_array,spell.name)
if spell_index>1 then
new_spell = degrade_array[spell_index - 1]
change_spell(new_spell,spell.target.raw)
add_to_chat(8,spell.name..' Canceled: ['..player.mp..'/'..player.max_mp..'MP::'..player.mpp..'%] Casting '..new_spell..' instead.')
end
end
function change_spell(spell_name,target)
cancel_spell()
send_command('//'..spell_name..' '..target)
end
function refine_waltz(spell,action)
if spell.type ~= 'Waltz' then
return
end
if spell.name == "Healing Waltz" or spell.name == "Divine Waltz" or spell.name == "Divine Waltz II" then
return
end
local newWaltz = spell.english
local waltzID
local missingHP
if spell.target.type == "SELF" then
missingHP = player.max_hp - player.hp
elseif spell.target.isallymember then
local target = find_player_in_alliance(spell.target.name)
local est_max_hp = target.hp / (target.hpp/100)
missingHP = math.floor(est_max_hp - target.hp)
end
if missingHP ~= nil then
if player.sub_job == 'DNC' then
if missingHP < 40 and spell.target.name == player.name then
add_to_chat(123,'Full HP!')
cancel_spell()
return
elseif missingHP < 150 then
newWaltz = 'Curing Waltz'
waltzID = 190
elseif missingHP < 300 then
newWaltz = 'Curing Waltz II'
waltzID = 191
else
newWaltz = 'Curing Waltz III'
waltzID = 192
end
else
return
end
end
local waltzTPCost = {['Curing Waltz'] = 20, ['Curing Waltz II'] = 35, ['Curing Waltz III'] = 50, ['Curing Waltz IV'] = 65, ['Curing Waltz V'] = 80}
local tpCost = waltzTPCost[newWaltz]
local downgrade
if player.tp < tpCost and not buffactive.trance then
if player.tp < 20 then
add_to_chat(123, 'Insufficient TP ['..tostring(player.tp)..']. Cancelling.')
cancel_spell()
return
elseif player.tp < 35 then
newWaltz = 'Curing Waltz'
elseif player.tp < 50 then
newWaltz = 'Curing Waltz II'
elseif player.tp < 65 then
newWaltz = 'Curing Waltz III'
elseif player.tp < 80 then
newWaltz = 'Curing Waltz IV'
end
downgrade = 'Insufficient TP ['..tostring(player.tp)..']. Downgrading to '..newWaltz..'.'
end
if newWaltz ~= spell.english then
send_command('@input /ja "'..newWaltz..'" '..tostring(spell.target.raw))
if downgrade then
add_to_chat(158, downgrade)
end
cancel_spell()
return
end
if missingHP > 0 then