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THF.lua
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614 lines (500 loc) · 22.4 KB
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-------------------------------------------------------------------------------------------------------------------
-- Setup functions for this job. Generally should not be modified.
-------------------------------------------------------------------------------------------------------------------
--[[
Custom commands:
gs c cycle treasuremode (set on ctrl-= by default): Cycles through the available treasure hunter modes.
Treasure hunter modes:
None - Will never equip TH gear
Tag - Will equip TH gear sufficient for initial contact with a mob (either melee, ranged hit, or Aeolian Edge AOE)
SATA - Will equip TH gear sufficient for initial contact with a mob, and when using SATA
Fulltime - Will keep TH gear equipped fulltime
--]]
-- Initialization function for this job file.
function get_sets()
mote_include_version = 2
-- Load and initialize the include file.
include('Mote-Include.lua')
end
-- Setup vars that are user-independent. state.Buff vars initialized here will automatically be tracked.
function job_setup()
state.Buff['Sneak Attack'] = buffactive['sneak attack'] or false
state.Buff['Trick Attack'] = buffactive['trick attack'] or false
state.Buff['Feint'] = buffactive['feint'] or false
include('Mote-TreasureHunter')
-- 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', 'Acc', 'Subtle','HP')
state.HybridMode:options('Normal', 'Evasion', 'PDT')
state.RangedMode:options('Normal', 'Acc')
state.WeaponskillMode:options('Normal', 'Acc')
state.PhysicalDefenseMode:options('Evasion', 'PDT')
select_default_macro_book()
lockstyleset()
end
-- Called when this job file is unloaded (eg: job change)
function user_unload()
end
-- Define sets and vars used by this job file.
function init_gear_sets()
--------------------------------------
-- Special sets (required by rules)
--------------------------------------
sets.TreasureHunter = {
ammo="Per. Lucky Egg",
head = gear.HercHTH,
body = gear.HercBTH,
hands = {name="Plun. Armlets +1", augments={'Enhances "Perfect Dodge" effect',}},
legs = gear.HercLTH,
feet = "Skulk. Poulaines +2",
waist = "Chaac Belt",
}
-- sets.ExtraRegen = {head="Ocelomeh Headpiece +1"}
sets.Kiting = {feet="Jute Boots",}
sets.buff['Sneak Attack'] = {ammo="C. Palug Stone",}
sets.buff['Trick Attack'] = {ammo="C. Palug Stone",}
-- Actions we want to use to tag TH.
sets.precast.Step = sets.TreasureHunter
sets.precast.Flourish1 = sets.TreasureHunter
sets.precast.JA.Provoke = sets.TreasureHunter
--------------------------------------
-- Precast sets
--------------------------------------
-- Precast sets to enhance JAs
--[[sets.precast.JA['Collaborator'] = {head="Raider's Bonnet +2"}
sets.precast.JA['Accomplice'] = {head="Raider's Bonnet +2"}
sets.precast.JA['Hide'] = {body="Pillager's Vest +1"}
sets.precast.JA['Conspirator'] = {} -- {body="Raider's Vest +2"}]]
sets.precast.JA['Flee'] = {feet="Pill. Poulaines +2",}
sets.precast.JA['Steal'] = {
legs="Assassin's Culottes",
feet="Pill. Poulaines +2",
}
--[[sets.precast.JA['Despoil'] = {legs="Raider's Culottes +2",feet="Raider's Poulaines +2"}
sets.precast.JA['Perfect Dodge'] = {hands="Plunderer's Armlets +1"}
sets.precast.JA['Feint'] = {} -- {legs="Assassin's Culottes +2"}
sets.precast.JA['Sneak Attack'] = sets.buff['Sneak Attack']
sets.precast.JA['Trick Attack'] = sets.buff['Trick Attack']
]]
-- 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.precast.FC = {head="Haruspex Hat",ear2="Loquacious Earring",hands="Thaumas Gloves",ring1="Prolix Ring",legs="Enif Cosciales"}
-- sets.precast.FC.Utsusemi = set_combine(sets.precast.FC, {neck="Magoraga Beads"})
-- Ranged snapshot gear
sets.precast.RA = {range = "Albin Bane"}
-- Weaponskill sets
-- Default set for any weaponskill that isn't any more specifically defined
sets.precast.WS = {
ammo="Oshasha's Treatise",
head={ name="Herculean Helm", augments={'Phys. dmg. taken -1%','Weapon skill damage +3%','"Treasure Hunter"+1','Accuracy+20 Attack+20',}},
body="Mummu Jacket +2",
hands="Meg. Gloves +2",
legs={ name="Nyame Flanchard", augments={'Path: B',}},
feet={ name="Nyame Sollerets", augments={'Path: B',}},
neck="Fotia Gorget",
waist="Fotia Belt",
left_ear="Sherida Earring",
right_ear={ name="Moonshade Earring", augments={'"Mag.Atk.Bns."+4','TP Bonus +250',}},
left_ring="Epaminondas's Ring",
right_ring="Cornelia's Ring",
back="Sacro Mantle",
}
sets.precast.WS.Acc = set_combine(sets.precast.WS, {ammo="Honed Tathlum"})
-- Specific weaponskill sets. Uses the base set if an appropriate WSMod version isn't found.
sets.precast.WS['Exenterator'] = set_combine(sets.precast.WS, {})
sets.precast.WS['Exenterator'].Acc = set_combine(sets.precast.WS['Exenterator'], {})
-- sets.precast.WS['Exenterator'].Mod = set_combine(sets.precast.WS['Exenterator'], {})
sets.precast.WS['Exenterator'].SA = set_combine(sets.precast.WS['Exenterator'], {})
sets.precast.WS['Exenterator'].TA = set_combine(sets.precast.WS['Exenterator'], {})
sets.precast.WS['Exenterator'].SATA = set_combine(sets.precast.WS['Exenterator'], {})
sets.precast.WS['Dancing Edge'] = set_combine(sets.precast.WS, {})
sets.precast.WS['Dancing Edge'].Acc = set_combine(sets.precast.WS['Dancing Edge'], {})
-- sets.precast.WS['Dancing Edge'].Mod = set_combine(sets.precast.WS['Dancing Edge'], {waist=gear.ElementalBelt})
sets.precast.WS['Dancing Edge'].SA = set_combine(sets.precast.WS['Dancing Edge'], {})
sets.precast.WS['Dancing Edge'].TA = set_combine(sets.precast.WS['Dancing Edge'], {})
sets.precast.WS['Dancing Edge'].SATA = set_combine(sets.precast.WS['Dancing Edge'], {})
sets.precast.WS['Evisceration'] = set_combine(sets.precast.WS, {
ammo="C. Palug Stone",
head="Mummu Bonnet +2",
body="Abnoba Kaftan",
hands="Mummu Wrists +2",
legs="Mummu Kecks +2",
feet="Mummu Gamash. +2",
right_ear="Odr Earring",
left_ring="Begrudging Ring",
right_ring="Ilabrat Ring",
})
sets.precast.WS['Evisceration'].Acc = set_combine(sets.precast.WS['Evisceration'], {})
-- sets.precast.WS['Evisceration'].Mod = set_combine(sets.precast.WS['Evisceration'], {})
sets.precast.WS['Evisceration'].SA = set_combine(sets.precast.WS['Evisceration'], {})
sets.precast.WS['Evisceration'].TA = set_combine(sets.precast.WS['Evisceration'], {})
sets.precast.WS['Evisceration'].SATA = set_combine(sets.precast.WS['Evisceration'], {})
sets.precast.WS["Rudra's Storm"] = set_combine(sets.precast.WS, {})
sets.precast.WS["Rudra's Storm"].Acc = set_combine(sets.precast.WS["Rudra's Storm"], {})
-- sets.precast.WS["Rudra's Storm"].Mod = set_combine(sets.precast.WS["Rudra's Storm"], {})
sets.precast.WS["Rudra's Storm"].SA = set_combine(sets.precast.WS["Rudra's Storm"], {})
sets.precast.WS["Rudra's Storm"].TA = set_combine(sets.precast.WS["Rudra's Storm"], {})
sets.precast.WS["Rudra's Storm"].SATA = set_combine(sets.precast.WS["Rudra's Storm"], {})
sets.precast.WS['Shark Bite'] = set_combine(sets.precast.WS, {})
sets.precast.WS['Shark Bite'].Acc = set_combine(sets.precast.WS['Shark Bite'], {})
-- sets.precast.WS['Shark Bite'].Mod = set_combine(sets.precast.WS['Shark Bite'], {})
sets.precast.WS['Shark Bite'].SA = set_combine(sets.precast.WS['Shark Bite'], {})
sets.precast.WS['Shark Bite'].TA = set_combine(sets.precast.WS['Shark Bite'], {})
sets.precast.WS['Shark Bite'].SATA = set_combine(sets.precast.WS['Shark Bite'], {})
sets.precast.WS['Mandalic Stab'] = set_combine(sets.precast.WS, {})
sets.precast.WS['Mandalic Stab'].Acc = set_combine(sets.precast.WS['Mandalic Stab'], {})
-- sets.precast.WS['Mandalic Stab'].Mod = set_combine(sets.precast.WS['Mandalic Stab'], {back="Kayapa Cape",waist=gear.ElementalBelt})
sets.precast.WS['Mandalic Stab'].SA = set_combine(sets.precast.WS['Mandalic Stab'], {})
sets.precast.WS['Mandalic Stab'].TA = set_combine(sets.precast.WS['Mandalic Stab'], {})
sets.precast.WS['Mandalic Stab'].SATA = set_combine(sets.precast.WS['Mandalic Stab'], {})
sets.precast.WS['Aeolian Edge'] = {
ammo="Oshasha's Treatise",
head={ name="Nyame Helm", augments={'Path: B',}},
body={ name="Nyame Mail", augments={'Path: B',}},
hands={ name="Nyame Gauntlets", augments={'Path: B',}},
legs={ name="Nyame Flanchard", augments={'Path: B',}},
feet={ name="Nyame Sollerets", augments={'Path: B',}},
neck="Sibyl Scarf",
waist="Fotia Belt",
left_ear="Friomisi Earring",
right_ear={ name="Moonshade Earring", augments={'"Mag.Atk.Bns."+4','TP Bonus +250',}},
left_ring="Epaminondas's Ring",
right_ring="Cornelia's Ring",
}
sets.precast.WS['Aeolian Edge'].TH = set_combine(sets.precast.WS['Aeolian Edge'], sets.TreasureHunter)
sets.precast.WS['Cyclone'] = set_combine(sets.precast.WS['Aeolian Edge'], sets.TreasureHunter)
sets.precast.WS['Savage Blade'] = set_combine(sets.precast.WS, {body="Rawhide Vest"})
--------------------------------------
-- Midcast sets
--------------------------------------
sets.midcast.FastRecast = {}
-- Specific spells
sets.midcast.Utsusemi = {}
-- Ranged gear
sets.midcast.RA = {range = "Albin Bane"}
sets.midcast.RA.Acc = {}
--------------------------------------
-- Idle/resting/defense sets
--------------------------------------
-- Resting sets
sets.resting = {}
-- Idle sets (default idle set not needed since the other three are defined, but leaving for testing purposes)
sets.idle = {
ammo="Crepuscular Pebble",
head="Malignance Chapeau",
body="Malignance Tabard",
hands="Malignance Gloves",
legs={ name="Nyame Flanchard", augments={'Path: B',}},
feet="Jute Boots +1",
neck="Sanctity Necklace",
waist="Flume Belt",
left_ear="Odnowa Earring",
right_ear="Odnowa Earring +1",
left_ring="Defending Ring",
right_ring="Shneddick Ring",
back="Solemnity Cape",
}
sets.idle.Town = set_combine(sets.idle, {body="Councilor's Garb",})
sets.idle.Weak = {}
sets.idle.HP = {
ammo="Aqreqaq Bomblet",
head="Malignance Chapeau",
body="Malignance Tabard",
hands="Malignance Gloves",
legs="Mummu Kecks +2",
feet="Mummu Gamash. +2",
neck="Sanctity Necklace",
left_ear="Eabani Earring",
right_ear="Upsurge Earring",
left_ring="Vocane Ring",
right_ring="Defending Ring",
back="Xucau Mantle",
}
-- Defense sets
sets.defense.Evasion = {
ammo="Amar Cluster",
head={ name="Nyame Helm", augments={'Path: B',}},
body={ name="Nyame Mail", augments={'Path: B',}},
hands={ name="Nyame Gauntlets", augments={'Path: B',}},
legs={ name="Nyame Flanchard", augments={'Path: B',}},
feet={ name="Nyame Sollerets", augments={'Path: B',}},
neck={ name="Bathy Choker +1", augments={'Path: A',}},
waist="Kasiri Belt",
left_ear="Eabani Earring",
right_ear="Ethereal Earring",
left_ring="Defending Ring",
right_ring="Shneddick Ring",
back="Solemnity Cape",
}
sets.defense.PDT = sets.defense.Evasion
sets.defense.MDT = sets.defense.Evasion
--------------------------------------
-- Melee sets
--------------------------------------
-- Normal melee group
sets.engaged = {
ammo={ name="Coiste Bodhar", augments={'Path: A',}},
head="Malignance Chapeau",
body="Malignance Tabard",
hands="Malignance Gloves",
legs=gear.SamTTP,
feet=gear.HercBTP,
neck="Assassin's Gorget",
waist="Windbuffet Belt +1",
left_ear="Cessance Earring",
right_ear="Sherida Earring",
left_ring="Petrov Ring",
right_ring="Pernicious Ring",
back="Sacro Mantle",
}
sets.engaged.Acc = set_combine(sets.engaged,{
ammo="C. Palug Stone",
head="Malignance Chapeau",
body="Malignance Tabard",
hands="Malignance Gloves",
legs="Mummu Kecks +2",
feet="Jute Boots",
neck="Assassin's Gorget",
waist="Anguinus Belt",
left_ring="Mummu Ring",
right_ring="Beeline Ring",
back="Canny Cape",
})
sets.engaged.Subtle = set_combine(sets.engaged,{
neck="Bathy Choker +1",
head={ name="Dampening Tam", augments={'DEX+6','Mag. Acc.+13',}},
hands=gear.HercGMB,
feet=gear.HercBTP,
left_ring="Beeline Ring",
right_ring="Rajas Ring",
})
-- Mod set for trivial mobs (Skadi+1)
-- sets.engaged.Mod = {}
-- Mod set for trivial mobs (Thaumas)
-- sets.engaged.Mod2 = {}
sets.engaged.Evasion = set_combine(sets.engaged,{
head="Malignance Chapeau",
neck="Loricate Torque +1",
left_ring="Vocane Ring",
right_ring="Defending Ring",
back="Solemnity Cape",
})
sets.engaged.Acc.Evasion = set_combine(sets.engaged,{})
sets.engaged.PDT = set_combine(sets.engaged,{
head="Malignance Chapeau",
body="Malignance Tabard",
neck="Loricate Torque +1",
left_ring="Vocane Ring",
right_ring="Defending Ring",
back="Solemnity Cape",
})
sets.engaged.Acc.PDT = set_combine(sets.engaged,{})
sets.engaged.HP = {
ammo="Aqreqaq Bomblet",
head="Malignance Chapeau",
body="Malignance Tabard",
hands="Malignance Gloves",
legs="Mummu Kecks +2",
feet="Mummu Gamash. +2",
neck="Sanctity Necklace",
waist="Windbuffet Belt +1",
left_ear="Eabani Earring",
right_ear="Upsurge Earring",
left_ring="Vocane Ring",
right_ring="Defending Ring",
back="Xucau Mantle",
}
end
function job_self_command(cmdParams, eventArgs)
if cmdParams[1]:lower() == 'ws' then
handle_WS()
eventArgs.handled = true
end
end
function handle_WS()
if player.equipment.main == "Tauret" then
send_command('@input /ws "Evisceration" <t>')
elseif player.equipment.main == "Naegling" then
send_command('@input /ws "Savage Blade" <t>')
elseif player.equipment.main == "Mpu Gandring" then
send_command('@input /ws "Ruthless Stroke" <t>')
else
add_to_chat(122, "No WS set for this weapon")
end
end
-------------------------------------------------------------------------------------------------------------------
-- Job-specific hooks for standard casting events.
-------------------------------------------------------------------------------------------------------------------
-- Run after the general precast() is done.
function job_post_precast(spell, action, spellMap, eventArgs)
if spell.english == 'Aeolian Edge' and state.TreasureMode.value ~= 'None' then
equip(sets.precast.WS['Aeolian Edge'].TH)
elseif spell.english=='Sneak Attack' or spell.english=='Trick Attack' or spell.type == 'WeaponSkill' then
if state.TreasureMode.value == 'SATA' or state.TreasureMode.value == 'Fulltime' then
equip(sets.TreasureHunter)
end
end
end
-- Run after the general midcast() set is constructed.
function job_post_midcast(spell, action, spellMap, eventArgs)
if state.TreasureMode.value ~= 'None' and spell.action_type == 'Ranged Attack' then
equip(sets.TreasureHunter)
end
end
-- Set eventArgs.handled to true if we don't want any automatic gear equipping to be done.
function job_aftercast(spell, action, spellMap, eventArgs)
-- Weaponskills wipe SATA/Feint. Turn those state vars off before default gearing is attempted.
if spell.type == 'WeaponSkill' and not spell.interrupted then
state.Buff['Sneak Attack'] = false
state.Buff['Trick Attack'] = false
state.Buff['Feint'] = false
end
end
-- Called after the default aftercast handling is complete.
function job_post_aftercast(spell, action, spellMap, eventArgs)
-- If Feint is active, put that gear set on on top of regular gear.
-- This includes overlaying SATA gear.
check_buff('Feint', eventArgs)
end
-------------------------------------------------------------------------------------------------------------------
-- Job-specific hooks for non-casting 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
if not midaction() then
handle_equipping_gear(player.status)
end
end
end
-------------------------------------------------------------------------------------------------------------------
-- User code that supplements standard library decisions.
-------------------------------------------------------------------------------------------------------------------
function get_custom_wsmode(spell, spellMap, defaut_wsmode)
local wsmode
if state.Buff['Sneak Attack'] then
wsmode = 'SA'
end
if state.Buff['Trick Attack'] then
wsmode = (wsmode or '') .. 'TA'
end
return wsmode
end
-- Called any time we attempt to handle automatic gear equips (ie: engaged or idle gear).
function job_handle_equipping_gear(playerStatus, eventArgs)
-- Check that ranged slot is locked, if necessary
check_range_lock()
-- Check for SATA when equipping gear. If either is active, equip
-- that gear specifically, and block equipping default gear.
check_buff('Sneak Attack', eventArgs)
check_buff('Trick Attack', eventArgs)
end
function customize_idle_set(idleSet)
if player.hpp < 80 then
idleSet = set_combine(idleSet, sets.ExtraRegen)
end
return idleSet
end
function customize_melee_set(meleeSet)
if state.TreasureMode.value == 'Fulltime' then
meleeSet = set_combine(meleeSet, sets.TreasureHunter)
end
return meleeSet
end
-- Called by the 'update' self-command.
function job_update(cmdParams, eventArgs)
th_update(cmdParams, eventArgs)
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 msg = 'Melee'
if state.CombatForm.has_value then
msg = msg .. ' (' .. state.CombatForm.value .. ')'
end
msg = msg .. ': '
msg = msg .. state.OffenseMode.value
if state.HybridMode.value ~= 'Normal' then
msg = msg .. '/' .. state.HybridMode.value
end
msg = msg .. ', WS: ' .. state.WeaponskillMode.value
if state.DefenseMode.value ~= 'None' then
msg = msg .. ', ' .. 'Defense: ' .. state.DefenseMode.value .. ' (' .. state[state.DefenseMode.value .. 'DefenseMode'].value .. ')'
end
if state.Kiting.value == true then
msg = msg .. ', Kiting'
end
if state.PCTargetMode.value ~= 'default' then
msg = msg .. ', Target PC: '..state.PCTargetMode.value
end
if state.SelectNPCTargets.value == true then
msg = msg .. ', Target NPCs'
end
msg = msg .. ', TH: ' .. state.TreasureMode.value
add_to_chat(122, msg)
eventArgs.handled = true
end
-------------------------------------------------------------------------------------------------------------------
-- Utility functions specific to this job.
-------------------------------------------------------------------------------------------------------------------
-- State buff checks that will equip buff gear and mark the event as handled.
function check_buff(buff_name, eventArgs)
if state.Buff[buff_name] then
equip(sets.buff[buff_name] or {})
if state.TreasureMode.value == 'SATA' or state.TreasureMode.value == 'Fulltime' then
equip(sets.TreasureHunter)
end
eventArgs.handled = true
end
end
-- Check for various actions that we've specified in user code as being used with TH gear.
-- This will only ever be called if TreasureMode is not 'None'.
-- Category and Param are as specified in the action event packet.
function th_action_check(category, param)
if category == 2 or -- any ranged attack
--category == 4 or -- any magic action
(category == 3 and param == 30) or -- Aeolian Edge
(category == 6 and info.default_ja_ids:contains(param)) or -- Provoke, Animated Flourish
(category == 14 and info.default_u_ja_ids:contains(param)) -- Quick/Box/Stutter Step, Desperate/Violent Flourish
then return true
end
end
-- Function to lock the ranged slot if we have a ranged weapon equipped.
function check_range_lock()
if player.equipment.range ~= 'empty' then
disable('range', 'ammo')
else
enable('range', 'ammo')
end
end
-- Select default macro book on initial load or subjob change.
function select_default_macro_book()
-- Default macro set/book
if player.sub_job == 'DNC' then
set_macro_page(2, 6)
elseif player.sub_job == 'WAR' then
set_macro_page(1, 6)
elseif player.sub_job == 'NIN' then
set_macro_page(1, 6)
else
set_macro_page(1, 6)
end
end
-- Set a Style Lock
function lockstyleset()
send_command('wait 5;input /lockstyleset 22')
end