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Amunaptra_BLU.lua
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Amunaptra_BLU.lua
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--[[***************************************************************************
Change Log:
08/23/2015 - Changed naming magic haste capped and uncapped for DW
07/21/2015 - Removed Realmrazer gear set
07/03/2015 - Added June spells to spall map
- Updated AzureSet spells
03/09/2015 - Adjusted how attack speed gear is changed based on
accuracy needs, this should allow you to stay as close
to delay cap as possible no matter accuracy level and
marches
- Renamed DelayCap to "Magic Haste Uncapped" and
"Magic Haste Uncapped" to better clarify what they are
- Lowered the TP threshold from 749 to 349 in the
'tp change' to allow for quicker event actions after
engaging target
03/07/2015 - Adjusted the relaxed_play_mode() logic
03/02/2015 - Removed Waltz gear and rule to equip it
03/01/2015 - Adjusted Normal and DelayCap set gear
- Simplified the Augments listed to just one, used the one
that was the main defining augment for the item
02/28/2015 - Moved Final Sting to AGI and Self Destruct to Nuke
- Removed MAXHP and combined the additional HP+ gear used
for White Wind to HealingMAXHP
- Added NukeLightAff and Moved: Diffusion Ray, Rail Cannon,
Retinal Glare to use Weather. Ring due to the +10 Light
Affinity when nuking
02/20/2015 - Convert all instances of buffactive to check_buffs()
- Convert all instances of cancel_buff number ID to
proper name
- With the aid of Arcon moved recast timer logic to three
"do" statements to handle both spells and job abilities
using spell name instead of the recast ID
02/01/2015 - Changed sub sword to Usonmunku
01/17/2015 - Removed WARSERK help text, refined commenting
- Refined how recast time check is handled, added new
function to allow multiple checks at once
01/05/2015 - Changed spell.prefix == '/jobability' and
spell.prefix == '/weaponskill' to:
sets.precast.JA[spell.name]
sets.precast.WS[spell.name]
01/03/2015 - New function: relaxed_play_mode(), this acts like a
miniature bot allowing job ability, spell casting, and
weaponskill use based on rules set
the two new register_event: tp change and time change
go along with this new function
- Added new varible toggle: auto_action, used to turn on
and off the call function for relaxed_play_mode()
- Added two new AutoExec style events that work with new
relaxed_play_mode() function:
tp change: will call on any tp change above 749 tp
time change: Moved Hasso activation to here, this will
reapply while still engaged during long fights
since tp change only parses when you gain or loss
tp a time check was added if sitting at 3000 tp
12/31/2014 - Changed check_buff to check_buffs
- Moddified the spell set check introduced in 12/11/2014
update to work as a function check: check_set_spells
12/28/2014 - Ygnas's Resolve +1 when in Reives:
Added gear set for item and two rules to check of it
locations of rules are gear_sets() idle check and
during weaponskill set check
- Added Weather. Ring to appropriate sets
12/11/2014 - Added AzureSets spellsets to comment section to give an
idea of what sets on could use
- Dual Wield IV check added, if all spells are set along
with Haste II and one March then will use
Windbuffet Belt +1
12/09/2014 - Added spells to map: Atra. Libations, Molting Plumage,
Nectarous Deluge, Sweeping Gouge
- Added set: SkillDarkAff for the spell Atra. Libations
- Adjusted set names: MagicAcc is now MagicACC
- Removed AutoExe style event that was added 11/07/2014,
kept the gear_change_ok check.
11/07/2014 - Added SphereRefresh set and moved Mekosu. Harness to that
set, Idle refresh body is now Hagondes Coat +1
- Added party count check for the set mentioned above
- Added new AutoExe style event:
When 100% MP is reached while idle gear will change
from refresh to more DT- pieces
- Added new gear_change_ok, this is used in new event to
allow gear to change but only if no action is taking
place; this also allows for no gear changing if you are
in the middle of casting but your status changes
This usually happens when casting but the enemy dies
forcing a gear change
- Changed else to elseif in gear_modes() when checking
Idle status, Idle gear shouldn't try and change when
Dead/Zoning
- Changed variable naming from PascalCase to snake_case
to reflect the internal naming conversions
NOTE: Your ingame macro toggles for the various
modes will need renaming
11/04/2014 - Refined most spells that use wildcard expression to
startswith
11/02/2014 - Refined count_msg_mecisto
10/25/2014 - Removed pretarget() and re-added slot_disabling()
- Added a counter to display a reminder message that
back slot is disabled when using Mecistopins mantle
10/24/2014 - Moved comments into their own functions to facilitate
better readability and cleaner look when folding code
- Moved all maps to new function called get_maps()
10/23/2014 - Adjusted Berserk/Warcry automation by adding
a check_buff() function and spell map
WARSERK comment tag added to serve as a link between
the sections
10/22/2014 - Adopted 80 character width for right margin and began
reworking all areas
<?xml version="1.1" ?>
<settings>
<global>
<language>English</language>
<spellsets>
<aoe>
<slot01>barbed crescent</slot01>
<slot02>benthic typhoon</slot02>
<slot03>delta thrust</slot03>
<slot04>empty thrash</slot04>
<slot05>glutinous dart</slot05>
<slot06>heavy strike</slot06>
<slot07>quad. continuum</slot07>
<slot08>sudden lunge</slot08>
<slot09>whirl of rage</slot09>
<slot10>blazing bound</slot10>
<slot11>fantod</slot11>
<slot12>animating wail</slot12>
<slot13>erratic flutter</slot13>
<slot14>occultation</slot14>
<slot15>subduction</slot15>
<slot16>white wind</slot16>
<slot17>cocoon</slot17>
<slot18>charged whisker</slot18>
<slot19>winds of promy.</slot19>
<slot20>mortal ray</slot20>
</aoe>
<default>
</default>
<dw3>
<slot01>barbed crescent</slot01>
<slot02>delta thrust</slot02>
<slot03>empty thrash</slot03>
<slot04>heavy strike</slot04>
<slot05>thrashing assault</slot05>
<slot06>fantod</slot06>
<slot07>sudden lunge</slot07>
<slot08>sickle slash</slot08>
<slot09>tail slap</slot09>
<slot10>diffusion ray</slot10>
<slot11>cocoon</slot11>
<slot12>erratic flutter</slot12>
<slot13>nat. meditation</slot13>
<slot14>occultation</slot14>
<slot15>sinker drill</slot15>
<slot16>winds of promy.</slot16>
<slot17>white wind</slot17>
<slot18>paralyzing triad</slot18>
<slot19>sweeping gouge</slot19>
</dw3>
<nin>
<slot01>barrier tusk</slot01>
<slot02>empty thrash</slot02>
<slot03>heavy strike</slot03>
<slot04>thrashing assault</slot04>
<slot05>fantod</slot05>
<slot06>sudden lunge</slot06>
<slot07>sickle slash</slot07>
<slot08>tail slap</slot08>
<slot09>diffusion ray</slot09>
<slot10>cocoon</slot10>
<slot11>erratic flutter</slot11>
<slot12>nat. meditation</slot12>
<slot13>occultation</slot13>
<slot14>sinker drill</slot14>
<slot15>winds of promy.</slot15>
<slot16>white wind</slot16>
<slot17>paralyzing triad</slot17>
<slot18>sweeping gouge</slot18>
</nin>
<nuke>
<slot01>barbed crescent</slot01>
<slot02>delta thrust</slot02>
<slot03>actinic burst</slot03>
<slot04>winds of promy.</slot04>
<slot05>cocoon</slot05>
<slot06>dream flower</slot06>
<slot07>cursed sphere</slot07>
<slot08>magic hammer</slot08>
<slot09>memento mori</slot09>
<slot10>subduction</slot10>
<slot11>spectral floe</slot11>
<slot12>anvil lightning</slot12>
<slot13>entomb</slot13>
<slot14>tenebral crush</slot14>
<slot15>occultation</slot15>
<slot16>rail cannon</slot16>
</nuke>
<vw1>
<slot01>Firespit</slot01>
<slot02>Heat Breath</slot02>
<slot03>Thermal Pulse</slot03>
<slot04>Blastbomb</slot04>
<slot05>Infrasonics</slot05>
<slot06>Frost Breath</slot06>
<slot07>Ice Break</slot07>
<slot08>Cold Wave</slot08>
<slot09>Sandspin</slot09>
<slot10>Magnetite Cloud</slot10>
<slot11>Cimicine Discharge</slot11>
<slot12>Bad Breath</slot12>
<slot13>Acrid Stream</slot13>
<slot14>Maelstrom</slot14>
<slot15>Corrosive Ooze</slot15>
<slot16>Cursed Sphere</slot16>
<slot17>Awful Eye</slot17>
</vw1>
<vw2>
<slot01>Hecatomb Wave</slot01>
<slot02>Mysterious Light</slot02>
<slot03>Leafstorm</slot03>
<slot04>Reaving Wind</slot04>
<slot05>Temporal Shift</slot05>
<slot06>Mind Blast</slot06>
<slot07>Blitzstrahl</slot07>
<slot08>Charged Whisker</slot08>
<slot09>Blank Gaze</slot09>
<slot10>Radiant Breath</slot10>
<slot11>Light of Penance</slot11>
<slot12>Actinic Burst</slot12>
<slot13>Death Ray</slot13>
<slot14>Eyes On Me</slot14>
<slot15>Sandspray</slot15>
</vw2>
</spellsets>
</global>
</settings>
Recommended in game macros to use:
Macro Syntax States
-----------------------|----------------------
/con gs c auto_action | Off / On
/con gs c cure | Dynamic Cure macro - Will use currently set spell
/con gs c dt_mode | None / Active
/con gs c tp_mode | Normal / Accuracy Mid / Accuracy High
/con gs c weapon_combo | Tizona / Medeina
TIMERS PLUGIN: File includes custom timers:
Type Location
------------------|--------------------------
Mythic Aftermath | buff_change / aftercast
Dream Flower | aftercast
Transcendency | buff_change
Weakness | buff_change
F10 is bound as a weaponskill macro, I use a controller and remap the R1
button to F10 for fast weaponskills
*****************************************************************************]]
function get_sets()
-- Spell maps are moved to their own function to assit in easier navigation
get_maps()
windower.send_command('input /macro book 4; wait .1; input /macro set 1')
windower.send_command('input /echo [ Job Changed to BLU ]')
--windower.send_command('bind f10 gs c tryweaponskill')
--windower.send_command('input /blockhelp on')
windower.send_command('bind f9 gs c tp_mode')
windower.send_command('bind f10 gs c dt_mode')
windower.send_command('bind f12 gs c weapon_combo')
windower.send_command('input /lockstyle 4')
windower.register_event('tp change', function(new, old)
if new > 349
and auto_action == 'On'
and player.status == 'Engaged' then
relaxed_play_mode()
end
end)
windower.register_event('time change', function(time)
if player.tp == 3000
and auto_action == 'On'
and player.status == 'Engaged' then
relaxed_play_mode()
end
end)
-- Start defining actual gear sets to be used below --
-- WEAPON TYPES --
sets.weapon = {}
sets.weapon.Tizona = {
main="Tizona",
sub="Colada"}
sets.weapon.Medeina = {
main="Medeina Kilij",
sub="Nibiru Cudgel"}
-- MISCELLANEOUS SETS --
sets.misc = {}
sets.misc.DT = {}
sets.misc.DT.None = {}
sets.misc.DT.Active = {"Vanir Battery",
head="Rawhide mask",neck="Loricate Torque", lear="Ethereal earring", rear="Etiolation Earring",
body="Emet Harness +1",hands="Adhemar Wristbands",ring1="Defending Ring",ring2="Gelatinous Ring +1",
back="Solemnity Cape",waist="Kentarch Belt +1",legs="Crimson Cuisses",feet="Herculean Boots"}
sets.misc['Burst Affinity'] = {
feet="Hashi. Basmak +1"}
sets.misc['Chain Affinity'] = {
feet="Assim. Charuqs +1"}
sets.misc.Efflux = {
head="Hashishin Kavuk +1",
legs="Hashishin Tayt"}
sets.misc.Diffusion = {
feet="Luhlaza Charuqs +1"}
sets.misc.Movement = {
legs="Crimson Cuisses"}
sets.misc.Learn = {
ammo="Mavi Tathlum",
head="Luh. Keffiyeh ",
body="Assim. Jubbah +1",
hands="Assim. Bazu. +1",
back="Cornflower Cape",
legs="Hashishin Tayt +1",
feet="Luhlaza Charuqs +1"}
sets.misc.Cape_Obi = {
back="Twilight Cape",
waist="Hachirin-no-Obi"}
sets.misc.Reive = {
neck="Ygnas's Resolve +1"}
-- PRECAST SETS --
sets.precast = {}
sets.precast.JA = {}
sets.precast.JA['Azure Lore'] = {
hands="Luh. Bazubands +1"}
sets.precast.WS = {}
sets.precast.WS['Chant du Cygne'] = {
ammo="Jukukik Feather",
head="Adhemar Bonnet",
neck="Fotia Gorget",
lear="Brutal Earring",
rear="Moonshade Earring",
body="Adhemar Jacket",
hands="Adhemar Wristbands",
lring="Ramuh Ring +1",
rring="Epona's Ring",
back="Rosmerta's Cape",
waist="Fotia Belt",
legs="Samnuha Tights",
feet="Thereoid Greaves"}
sets.precast.WS['Expiacion'] = {
ammo="Floestone",
head="Adhemar Bonnet",
neck="Fotia Gorget",
lear="Brutal Earring",
rear="Moonshade Earring",
body="Adhemar Jacket",
hands="Adhemar Wristbands",
lring="Rajas Ring",
rring="Rufescent Ring",
back="Rosmerta's Cape",
waist="Fotia Belt",
legs="Samnuha Tights",
feet="Thereoid Greaves"}
sets.precast.WS['Requiescat'] = {
ammo="Jukukik Feather",
head="Adhemar Bonnet",
body="Adhemar Jacket",
hands="Adhemar Wristbands",
legs="Samnuha Tights",
feet="Carmine Greaves",
neck="Fotia Gorget",
waist="Fotia Belt",
left_ear="Brutal Earring",
right_ear="Moonshade earring",
left_ring="Rufescent Ring",
right_ring="Epona's Ring",
back="Rosmerta's Cape"}
sets.precast.WS['Sanguine Blade'] = {
ammo="Ghastly Tathlum",
head="Carmine Mask",
body="Amalric Doublet",
hands="Amalric Gages",
legs="Amalric Slops",
feet="Herculean Boots",
neck="Sanctity Necklace",
waist="Acuity Belt +1",
left_ear="Friomisi Earring",
right_ear="Hecate's Earring",
left_ring="Shiva Ring",
right_ring="Acumen Ring",
back="Cornflower Cape"}
sets.precast.WS['Savage Blade'] = {
ammo="Jukukik Feather",
head="Adhemar Bonnet",
body="Adhemar Jacket",
hands="Adhemar Wristbands",
legs="Samnuha Tights",
feet="Carmine Greaves",
neck="Fotia Gorget",
waist="Fotia Belt",
left_ear="Brutal Earring",
right_ear="Moonshade earring",
left_ring="Rufescent Ring",
right_ring="Epona's Ring",
back="Rosmerta's Cape"}
sets.precast.FastCast = {
head="Carmine Mask",
body="Vrikodara Jupon",
hands="Leyline Gloves",
legs="Psycloth Lappas",
feet="Carmine Greaves",
neck="Voltsurge Torque",
waist="Witful Belt",
left_ear="Etiolation Earring",
right_ear="Loquac. Earring",
left_ring="Lebeche ring",
right_ring="Weatherspoon Ring",
back="Swith Cape"}
sets.precast.FastCast.BlueMagic =
set_combine(sets.precast.FastCast, {
body="Hashishin Mintan"})
-- MIDCAST SETS --
sets.midcast = {}
sets.midcast.BlueMagic = {}
sets.midcast.BlueMagic.Skill = {
ammo="Mavi Tathlum",
head="Luhlaza Keffiyeh",
body="Assimilator's Jubbah +1",
hands="Rawhide Gloves",
legs="Hashishin Tayt",
feet="Luhlaza Charuqs",
neck="Incanter's torque",
waist="Witful Belt",
left_ear="Etiolation Earring",
right_ear="Loquacious Earring",
left_ring="Etana ring",
right_ring="Defending Ring",
back="Cornflower Cape"}
sets.midcast.BlueMagic.SkillDarkAff =
set_combine(sets.midcast.BlueMagic.Skill, {
head="Pixie Hairpin +1",
lring="Archon Ring"})
sets.midcast.BlueMagic.STR =
set_combine(sets.midcast.BlueMagic.Skill, {
head="Adhemar Bonnet",
body="Adhemar Jacket",
hands="Adhemar Wristbands",
legs="Samnuha Tights",
feet="Herculean Boots",
waist="Prosilio Belt",
right_ring="Apate Ring",
back="Cornflower cape"})
sets.midcast.BlueMagic.DEX =
set_combine(sets.midcast.BlueMagic.STR, {
})
sets.midcast.BlueMagic.VIT =
set_combine(sets.midcast.BlueMagic.STR, {
})
sets.midcast.BlueMagic.AGI =
set_combine(sets.midcast.BlueMagic.STR, {
})
sets.midcast.BlueMagic.MND =
set_combine(sets.midcast.BlueMagic.STR, {
ammo="Quartz Tathlum +1",
neck="Phalaina Locket",
hands="Luh. Bazubands +1",
rring="Levia. Ring +1",
legs="Hashishin Tayt"})
sets.midcast.BlueMagic.INT =
set_combine(sets.midcast.BlueMagic.STR, {
})
sets.midcast.BlueMagic.CHR =
set_combine(sets.midcast.BlueMagic.STR, {
})
sets.midcast.BlueMagic.PhysACC =
set_combine(sets.midcast.BlueMagic.STR, {
head="Carmine Mask",
neck="Sanctity Necklace",
ear1="Lifestorm Earring",
ear2="Psystorm Earring",
hands="Rawhide Gloves",
ring1="Weatherspoon Ring",
ring2="Ramuh Ring +1",
back="Cornflower Cape",
waist="Kentarch Belt +1",
legs="Psycloth Lappas",
ammo="Amar Cluster",
body="Adhemar Jacket"})
sets.midcast.BlueMagic.MagicACC =
set_combine(sets.midcast.BlueMagic.Skill, {
ammo="Ghastly Tathlum",
head="Carmine Mask",
body="Amalric Doublet",
hands="Rawhide Gloves",
legs="Psycloth Lappas",
feet="Medium's Sabots",
neck="Sanctity Necklace",
waist="Ovate Rope",
rear="Lifestorm Earring",
lear="Psystorm Earring",
left_ring="Weather. Ring",
right_ring="Etana ring",
back="Cornflower cape"})
sets.midcast.BlueMagic.PhysMagicACC =
set_combine(sets.midcast.BlueMagic.MagicACC, {
waist="Kentarch Belt +1",
ammo="Amar Cluster",
left_ring="Ramuh Ring +1"})
sets.midcast.BlueMagic.Nuke = {
ammo="Ghastly Tathlum",
head="Herculean Helm",
body="Amalric Doublet",
hands="Amalric Gages",
legs="Amalric Slops",
feet="Amalric Nails",
neck="Sanctity Necklace",
waist="Acuity Belt +1",
left_ear="Hecate's Earring",
right_ear="Friomisi Earring",
left_ring="Shiva Ring",
right_ring="Acumen Ring",
back="Cornflower cape"}
sets.midcast.BlueMagic.NukeDarkAff =
set_combine(sets.midcast.BlueMagic.Nuke, {
head="Pixie Hairpin +1",
lring="Archon Ring"})
sets.midcast.BlueMagic.NukeLightAff =
set_combine(sets.midcast.BlueMagic.Nuke, {
rring="Weather. Ring"})
sets.midcast.BlueMagic.Breath =
set_combine(sets.midcast.BlueMagic.Nuke, {
ammo="Mavi Tathlum",
head="Luh. Keffiyeh +1"})
sets.midcast.BlueMagic.Healing = {
ammo="Hydrocera",
head="Carmine Mask",
body="Vrikodara Jupon",
hands="Telchine Gloves",
legs="Amalric Slops",
feet="Medium's Sabots",
neck="Phalaina Locket",
waist="Witful Belt",
lear="Novia Earring",
rear="Mendicant's Earring",
lring="Sirona's ring",
rring="Lebeche ring",
back="Solemnity Cape"}
sets.midcast.BlueMagic.Healing.Self =
set_combine(sets.midcast.BlueMagic.Healing, {
lring="Kunaji Ring",
rring='Asklepian Ring',
waist="Gishdubar Sash"})
sets.midcast.BlueMagic.HealingMAXHP =
set_combine(sets.midcast.BlueMagic.Healing, {
ammo="Egoist's Tathlum",
head="Luh. Keffiyeh +1",
lear="Cassie Earring",
rear="Upsurge Earring",
lring="Meridian Ring",
rring="K'ayres Ring",
back="Xucau Mantle",
waist="Oneiros Belt"})
sets.midcast.BlueMagic.Recast = {
body={name="Taeon Tabard", augments={'"Fast Cast"+5'}},
hands="Hashi. Bazu. +1"}
-- AFTERCAST SETS --
-- Labelled to show either TP or idle --
--[[ After looking into different ways to set_combine the different levels
of Accuracy and Uncapped/Capped Magic Haste it seemed cleaner and
easier to hardcode each set
There is a fair amount of redundancy however this way should be
easier on the end user ]]
sets.TP = {}
sets.TP['Dual Wield'] = {}
sets.TP['Multiattack'] = {}
sets.TP['Dual Wield']['Normal'] = {
ammo="Ginsen",
head="Adhemar Bonnet",
body="Adhemar Jacket",
hands="Adhemar Wristbands",
legs="Samnuha Tights",
feet="Herculean Boots",
neck="Asperity Necklace",
left_ear="Brutal Earring",
right_ear="Suppanomimi",
left_ring="Petrov Ring",
right_ring="Epona's Ring",
waist="Windbuffet Belt +1",
back="Rosmerta's Cape"}
sets.TP['Multiattack']['Normal'] = {
ammo="Ginsen",
head="Adhemar Bonnet",
body="Adhemar Jacket",
hands="Adhemar Wristbands",
legs="Samnuha Tights",
feet="Herculean Boots",
neck="Asperity Necklace",
left_ear="Brutal Earring",
right_ear="Suppanomimi",
left_ring="Petrov Ring",
right_ring="Epona's Ring",
waist="Windbuffet Belt +1",
back="Rosmerta's Cape"}
sets.TP['Dual Wield']['Accuracy Mid'] = {
ammo="Ginsen",
head="Adhemar Bonnet",
body="Adhemar Jacket",
hands="Adhemar Wristbands",
legs="Samnuha Tights",
feet="Herculean Boots",
neck="Asperity Necklace",
left_ear="Brutal Earring",
right_ear="Suppanomimi",
left_ring="Petrov Ring",
right_ring="Epona's Ring",
waist="Windbuffet Belt +1",
back="Rosmerta's Cape"}
sets.TP['Multiattack']['Accuracy Mid'] = {
ammo="Ginsen",
head="Adhemar Bonnet",
body="Adhemar Jacket",
hands="Adhemar Wristbands",
legs="Samnuha Tights",
feet="Herculean Boots",
neck="Asperity Necklace",
left_ear="Brutal Earring",
right_ear="Suppanomimi",
left_ring="Petrov Ring",
right_ring="Epona's Ring",
waist="Windbuffet Belt +1",
back="Rosmerta's Cape"}
sets.TP['Dual Wield']['Accuracy High'] = {
ammo="Amar Cluster",
head="Adhemar Bonnet",
body="Adhemar Jacket",
hands="Adhemar Wristbands",
legs="Samnuha Tights",
feet="Herculean Boots",
neck="Sanctity Necklace",
waist="Kentarch Belt +1",
left_ear="Brutal Earring",
right_ear="Suppanomimi",
left_ring="Petrov Ring",
right_ring="Epona's Ring",
back="Rosmerta's Cape"}
sets.TP['Multiattack']['Accuracy High'] = {
ammo="Amar Cluster",
head="Adhemar Bonnet",
body="Adhemar Jacket",
hands="Adhemar Wristbands",
legs="Samnuha Tights",
feet="Herculean Boots",
neck="Sanctity Necklace",
waist="Kentarch Belt +1",
left_ear="Brutal Earring",
right_ear="Suppanomimi",
left_ring="Petrov Ring",
right_ring="Epona's Ring",
back="Rosmerta's Cape"}
sets.idle = {
ammo="Ginsen",
head="Rawhide mask",
neck="Sanctity Necklace",
lear="Ethereal earring",
rear="Etiolation Earring",
body="Vrikodara Jupon",
hands="Adhemar Wristbands",
ring1="Defending ring",
ring2="Gelatinous Ring +1",
back="Solemnity Cape",
waist="Kentarch Belt +1",
legs="Crimson Cuisses",
feet="Herculean Boots"}
sets.idle.SphereRefresh = {
body="Mekosu. Harness"}
sets.idle.under_50mpp = {
waist="Fucho-no-Obi"}
-- VARIABLES --
auto_action = 'Off'
count_msg_mecisto = 0
dt_mode = 'None'
gear_change_ok = true
shadow_type = 'None'
tp_mode = 'Normal'
weapon_combo = 'Tizona'
end
function get_maps()
-- Map for Aftermath times
mythic_aftermath_times = {
["Aftermath: Lv.1"]=90,
["Aftermath: Lv.2"]=270,
["Aftermath: Lv.3"]=180}
-- Map for auto activation of Berserk/Warcry based
-- on Weaponskills listed
berserk_warcry_automation = S{
'Chant du Cygne',
'Expiacion',
'Realmrazer',
'Requiescat'}
-- Maps Blue Mage spell Stats per spell for the midcast function,
-- Currently 178 spells mapped, can change mapping as needed
modifiers = {}
-- PHYSICAL MODIFIERS
modifiers.STR = S{
'Battle Dance',
'Bloodrake',
'Death Scissors',
'Dimensional Death',
'Empty Thrash',
'Quadrastrike',
'Sinker Drill',
'Smite of Rage',
'Spinal Cleave',
'Uppercut',
'Vertical Cleave'}
modifiers.DEX = S{
'Amorphic Spikes',
'Asuran Claws',
'Barbed Crescent',
'Claw Cyclone',
'Disseverment',
'Foot Kick',
'Frenetic Rip',
'Goblin Rush',
'Hysteric Barrage',
'Paralyzing Triad',
'Seedspray',
'Sickle Slash',
'Terror Touch',
'Thrashing Assault',
'Vanity Dive'}
modifiers.VIT = S{
'Body Slam',
'Cannonball',
'Delta Thrust',
'Glutinous Dart',
'Grand Slam',
'Power Attack',
'Quad. Continuum',
'Saurian Slide',
'Sprout Smack',
'Sub-zero Smash'}
modifiers.AGI = S{
'Benthic Typhoon',
'Feather Storm',
'Final Sting',
'Helldive',
'Hydro Shot',
'Jet Stream',
'Pinecone Bomb',
'Spiral Spin',
'Wild Oats'}
modifiers.INT = S{
'Mandibular Bite',
'Queasyshroom'}
modifiers.MND = S{
'Ram Charge',
'Screwdriver'}
modifiers.CHR = S{
'Bludgeon'}
modifiers.PhysACC = S{
'Heavy Strike'}
modifiers.PhysMagicACC = S{
'Bilgestorm',
'Frypan',
'Head Butt',
'Sudden Lunge',
'Sweeping Gouge',
'Tail Slap',
'Whirl of Rage'}
-- MAGICAL MODIFIERS
modifiers.MagicACC = S{
'1000 Needles',
'Absolute Terror',
'Actinic Burst',
'Auroral Drape',
'Awful Eye',
'Blank Gaze',
'Blistering Roar',
'Blitzstrahl',
'Chaotic Eye',
'Cimicine Discharge',
'Cold Wave',
'Corrosive Ooze',
'Demoralizing Roar',
'Dream Flower',
'Enervation',
'Feather Tickle',
'Filamented Hold',
'Frightful Roar',
'Geist Wall',
'Infrasonics',
'Jettatura',
'Light of Penance',
'Lowing',
'Mind Blast',
'Mortal Ray',
'Mysterious Light',
'Polar Roar',
'Reaving Wind',
'Sandspin',
'Sandspray',
'Sheep Song',
'Soporific',
'Sound Blast',
'Stinking Gas',
'Temporal Shift',
'Tourbillion',
'Venom Shell',
'Voracious Trunk',
'Yawn'}
modifiers.Nuke = S{
'Acrid Stream',
'Anvil Lightning',
'Blastbomb',
'Blazing Bound',
'Bomb Toss',
'Charged Whisker',
'Crashing Thunder',
'Cursed Sphere',
'Droning Whirlwind',
'Embalming Earth',
'Entomb',
'Firespit',
'Foul Waters',
'Gates of Hades',
'Ice Break',
'Leafstorm',
'Maelstrom',
'Magic Hammer',
'Molting Plumage',
'Nectarous Deluge',
'Regurgitation',
'Rending Deluge',
'Scouring Spate',
'Searing Tempest',
'Self-Destruct',
'Silent Storm',
'Spectral Floe',
'Subduction',
'Tempest Upheaval',
'Thermal Pulse',
'Thunderbolt',
'Uproot',
'Water Bomb'}
modifiers.NukeDarkAff = S{
'Blood Drain',
'Blood Saber',
'Dark Orb',
'Death Ray',
'Digest',
'Evryone. Grudge',
'Eyes On Me',
'MP Drainkiss',
'Osmosis',
'Palling Salvo',
'Tenebral Crush'}
modifiers.NukeLightAff = S{
'Blinding Fulgor',
'Diffusion Ray',
'Rail Cannon',
'Retinal Glare'}
modifiers.Breath = S{
'Bad Breath',
'Flying Hip Press',
'Frost Breath',
'Heat Breath',
'Hecatomb Wave',
'Magnetite Cloud',
'Poison Breath',
'Radiant Breath',
'Thunder Breath',
'Vapor Spray',
'Wind Breath'}
modifiers.Skill = S{
'Barrier Tusk',
'Diamondhide',
'Magic Barrier',
'Metallic Body',
'Occultation',
'Plasma Charge',
'Pyric Bulwark',
'Reactor Cool'}
modifiers.SkillDarkAff = S{
'Atra. Libations'}
modifiers.Healing = S{
'Healing Breeze',
'Magic Fruit',
'Plenilune Embrace',
'Pollen',
'Restoral',
'Wild Carrot'}
modifiers.HealingMAXHP = S{
'White Wind'}
modifiers.Recast = S{
'Amplification',
'Animating Wail',
'Battery Charge',
'Carcharian Verve',
'Cocoon',
'Erratic Flutter',
'Exuviation',
'Fantod',
'Feather Barrier',
'Harden Shell',
'Memento Mori',
'Mighty Guard',
'Nat. Meditation',
'Orcish Counterstance',
'Refueling',
'Regeneration',
'Saline Coat',
'Triumphant Roar',
'Warm-Up',
'Winds of Promy.',
'Zephyr Mantle'}