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MNK.lua
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MNK.lua
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-------------------------------------------------------------------------------------------------------------------
-- Initialization function that defines sets and variables to be used.
-------------------------------------------------------------------------------------------------------------------
-- IMPORTANT: Make sure to also get the Mote-Include.lua file (and its supplementary files) to go with this.
-- Initialization function for this job file.
function get_sets()
-- Load and initialize the include file.
include('Mote-Include.lua')
end
-- Setup vars that are user-independent.
function job_setup()
state.CombatForm = get_combat_form()
update_melee_groups()
end
-- Setup vars that are user-dependent. Can override this function in a sidecar file.
function user_setup()
-- Options: Override default values
options.OffenseModes = {'Normal', 'Acc', 'Mod', 'iLvl'}
options.DefenseModes = {'Normal', 'PDT', 'HP', 'Counter'}
options.WeaponskillModes = {'Normal', 'Acc', 'Att', 'Mod'}
options.IdleModes = {'Normal'}
options.RestingModes = {'Normal'}
options.PhysicalDefenseModes = {'PDT', 'HP'}
options.MagicalDefenseModes = {'MDT'}
state.Defense.PhysicalMode = 'PDT'
select_default_macro_book()
end
-- Called when this job file is unloaded (eg: job change)
function file_unload()
if binds_on_unload then
binds_on_unload()
end
end
-- Define sets and vars used by this job file.
function init_gear_sets()
--------------------------------------
-- Start defining the sets
--------------------------------------
-- Precast Sets
-- Precast sets to enhance JAs on use
sets.precast.JA['Hundred Fists'] = {legs="Melee Hose +2"}
sets.precast.JA['Boost'] = {hands="Anchorite's Gloves +1"}
sets.precast.JA['Dodge'] = {feet="Anchorite's Gaiters"}
sets.precast.JA['Focus'] = {head="Anchorite's Crown"}
sets.precast.JA['Counterstance'] = {feet="Melee Gaiters +2"}
sets.precast.JA['Chi Blast'] = {
head="Melee Crown +2",
body="Otronif Harness",hands="Otronif Gloves",
back="Tuilha Cape",legs="Nahtirah Trousers",feet="Thurandaut Boots +1"}
sets.precast.JA['Footwork'] = {feet="Tantra Gaiters +2"}
sets.precast.JA['Formless Strikes'] = {body="Melee Cyclas +2"}
sets.precast.JA['Mantra'] = {feet="Melee Gaiters +2"}
sets.precast.JA['Chakra'] = {ammo="Iron Gobbet",
head="Whirlpool Mask",
body="Anchorite's Cyclas",hands="Melee Gloves +2",ring1="Spiral Ring",
back="Iximulew Cape",waist="Caudata Belt",legs="Nahtirah Trousers",feet="Thurandaut Boots +1"}
-- Waltz set (chr and vit)
sets.precast.Waltz = {ammo="Sonia's Plectrum",
head="Whirlpool Mask",
body="Otronif Harness",hands="Otronif Gloves",ring1="Spiral Ring",
back="Iximulew Cape",waist="Caudata Belt",legs="Nahtirah Trousers",feet="Thurandaut Boots +1"}
-- 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"}
sets.precast.FC.Utsusemi = set_combine(sets.precast.FC, {neck="Magoraga Beads"})
-- Weaponskill sets
-- Default set for any weaponskill that isn't any more specifically defined
sets.precast.WS = {ammo="Thew Bomblet",
head="Whirlpool Mask",neck="Asperity Necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring",
body="Manibozho Jerkin",hands="Anchorite's Gloves +1",ring1="Rajas Ring",ring2="Epona's Ring",
back="Atheling Mantle",waist="Caudata Belt",legs="Manibozho Brais",feet="Manibozho Boots"}
sets.precast.WS.Acc = set_combine(sets.precast.WS, {ammo="Honed Tathlum", back="Letalis Mantle"})
-- Specific weaponskill sets. Uses the base set if an appropriate WSMod version isn't found.
sets.precast.WS["Victory Smite"] = set_combine(sets.precast.WS, {neck="Rancor Collar",ear1="Brutal Earring",ear2="Moonshade Earring"})
sets.precast.WS["Victory Smite"].Acc = set_combine(sets.precast.WS.Acc, {neck="Rancor Collar",ear1="Brutal Earring",ear2="Moonshade Earring"})
sets.precast.WS["Victory Smite"].Mod = set_combine(sets.precast.WS["Victory Smite"], {waist=gear.ElementalBelt,feet="Otronif Boots"})
sets.precast.WS['Shijin Spiral'] = set_combine(sets.precast.WS, {neck=gear.ElementalGorget})
sets.precast.WS['Shijin Spiral'].Acc = set_combine(sets.precast.WS.Acc, {neck=gear.ElementalGorget})
sets.precast.WS['Shijin Spiral'].Mod = set_combine(sets.precast.WS['Shijin Spiral'], {waist=gear.ElementalBelt,feet="Otronif Boots"})
sets.precast.WS['Asuran Fists'] = set_combine(sets.precast.WS, {neck=gear.ElementalGorget,ring2="Spiral Ring"})
sets.precast.WS['Asuran Fists'].Acc = set_combine(sets.precast.WS.Acc, {neck=gear.ElementalGorget,ring2="Spiral Ring"})
sets.precast.WS['Asuran Fists'].Mod = set_combine(sets.precast.WS['Asuran Fists'], {waist=gear.ElementalBelt,feet="Otronif Boots"})
sets.precast.WS["Ascetic's Fury"] = set_combine(sets.precast.WS, {neck="Rancor Collar",ear1="Brutal Earring",ear2="Moonshade Earring",ring1="Spiral Ring"})
sets.precast.WS["Ascetic's Fury"].Acc = set_combine(sets.precast.WS.Acc, {neck="Rancor Collar",ear1="Brutal Earring",ear2="Moonshade Earring",ring1="Spiral Ring"})
sets.precast.WS["Ascetic's Fury"].Mod = set_combine(sets.precast.WS["Ascetic's Fury"], {waist=gear.ElementalBelt,feet="Otronif Boots"})
sets.precast.WS['Cataclysm'] = {
head="Thaumas Hat",neck="Stoicheion Medal",ear1="Friomisi Earring",ear2="Hecate's Earring",
body="Manibozho Jerkin",hands="Otronif Gloves",ring1="Rajas Ring",ring2="Demon's Ring",
back="Toro Cape",waist="Thunder Belt"}
-- Midcast Sets
sets.midcast.FastRecast = {
head="Whirlpool Mask",ear2="Loquacious Earring",
body="Otronif Harness",hands="Thaumas Gloves",
waist="Black Belt",feet="Otronif Boots"}
-- Specific spells
sets.midcast.Utsusemi = {ammo="Impatiens",
head="Whirlpool Mask",ear2="Loquacious Earring",
body="Otronif Harness",hands="Thaumas Gloves",
waist="Black Belt",legs="Nahtirah Trousers",feet="Otronif Boots"}
-- Sets to return to when not performing an action.
-- Resting sets
sets.resting = {head="Ocelomeh Headpiece +1",neck="Wiglen Gorget",
body="Melee Cyclas +2",ring1="Sheltered Ring",ring2="Paguroidea Ring"}
-- Idle sets (default idle set not needed since the other three are defined, but leaving for testing purposes)
sets.idle = {main="Oatixur",ammo="Thew Bomblet",
head="Ocelomeh Headpiece +1",neck="Wiglen Gorget",ear1="Bladeborn Earring",ear2="Steelflash Earring",
body="Melee Cyclas +2",hands="Otronif Gloves",ring1="Sheltered Ring",ring2="Paguroidea Ring",
back="Iximulew Cape",waist="Black Belt",legs="Nahtirah Trousers",feet="Herald's Gaiters"}
sets.idle.Town = {main="Oatixur",ammo="Thew Bomblet",
head="Whirlpool Mask",neck="Asperity Necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring",
body="Otronif Harness",hands="Otronif Gloves",ring1="Sheltered Ring",ring2="Paguroidea Ring",
back="Atheling Mantle",waist="Black Belt",legs="Nahtirah Trousers",feet="Herald's Gaiters"}
sets.idle.Weak = {main="Oatixur",ammo="Thew Bomblet",
head="Whirlpool Mask",neck="Wiglen Gorget",ear1="Brutal Earring",ear2="Bloodgem Earring",
body="Melee Cyclas +2",hands="Otronif Gloves",ring1="Sheltered Ring",ring2="Meridian Ring",
back="Iximulew Cape",waist="Black Belt",legs="Nahtirah Trousers",feet="Herald's Gaiters"}
-- Defense sets
sets.defense.PDT = {ammo="Iron Gobbet",
head="Whirlpool Mask",neck="Twilight Torque",
body="Otronif Harness",hands="Otronif Gloves",ring1="Dark Ring",ring2="Dark Ring",
back="Shadow Mantle",waist="Black Belt",legs="Nahtirah Trousers",feet="Otronif Boots"}
sets.defense.HP = {ammo="Iron Gobbet",
head="Whirlpool Mask",neck="Lavalier +1",ear1="Brutal Earring",ear2="Bloodgem Earring",
body="Melee Cyclas +2",hands="Melee Gloves +2",ring1="K'ayres Ring",ring2="Meridian Ring",
back="Shadow Mantle",waist="Black Belt",legs="Melee Hose +2",feet="Melee Gaiters +2"}
sets.defense.MDT = {ammo="Demonry Stone",
head="Haruspex hat",neck="Twilight Torque",
body="Otronif Harness",hands="Anchorite's Gloves +1",ring1="Dark Ring",ring2="Shadow Ring",
back="Engulfer Cape",waist="Black Belt",legs="Nahtirah Trousers",feet="Otronif Boots"}
sets.Kiting = {feet="Herald's Gaiters"}
-- Engaged sets
-- Variations for TP weapon and (optional) offense/defense modes. Code will fall back on previous
-- sets if more refined versions aren't defined.
-- If you create a set with both offense and defense modes, the offense mode should be first.
-- EG: sets.engaged.Dagger.Accuracy.Evasion
-- Normal melee sets
sets.engaged = {ammo="Thew Bomblet",
head="Felistris Mask",neck="Asperity Necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring",
body="Thaumas Coat",hands="Otronif Gloves",ring1="Rajas Ring",ring2="Epona's Ring",
back="Atheling Mantle",waist="Windbuffet Belt",legs="Manibozho Brais",feet="Otronif Boots"}
sets.engaged.HF = set_combine(sets.engaged, {feet="Manibozho Boots"})
sets.engaged.Impetus = set_combine(sets.engaged, {body="Tantra Cyclas +2"})
sets.engaged.HF.Impetus = set_combine(sets.engaged.HF, {body="Tantra Cyclas +2",feet="Manibozho Boots"})
sets.engaged.Acc = {ammo="Honed Tathlum",
head="Whirlpool Mask",neck="Peacock Charm",ear1="Bladeborn Earring",ear2="Steelflash Earring",
body="Manibozho Jerkin",hands="Otronif Gloves",ring1="Rajas Ring",ring2="Epona's Ring",
back="Letalis Mantle",waist="Anguinus Belt",legs="Manibozho Brais",feet="Manibozho Boots"}
sets.engaged.Acc.HF = set_combine(sets.engaged.Acc, {neck="Asperity Necklace",body="Thaumas Coat"})
sets.engaged.Acc.HF.Impetus = set_combine(sets.engaged.Acc.HF, {body="Tantra Cyclas +2"})
sets.engaged.Mod = {ammo="Thew Bomblet",
head="Whirlpool Mask",neck="Asperity Necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring",
body="Thaumas Coat",hands="Otronif Gloves",ring1="Rajas Ring",ring2="Epona's Ring",
back="Atheling Mantle",waist="Windbuffet Belt",legs="Quiahuiz Leggings",feet="Manibozho Boots"}
sets.engaged.iLvl = {ammo="Thew Bomblet",
head="Felistris Mask",neck="Asperity Necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring",
body="Otronif Harness",hands="Otronif Gloves",ring1="Rajas Ring",ring2="Epona's Ring",
back="Atheling Mantle",waist="Windbuffet Belt",legs="Quiahuiz Leggings",feet="Otronif Boots"}
sets.engaged.PDT = {ammo="Thew Bomblet",
head="Felistris Mask",neck="Twilight Torque",ear1="Bladeborn Earring",ear2="Steelflash Earring",
body="Otronif Harness",hands="Otronif Gloves",ring1="Dark Ring",ring2="Epona's Ring",
back="Iximulew Cape",waist="Windbuffet Belt",legs="Quiahuiz Leggings",feet="Otronif Boots"}
sets.engaged.PDT.HF = sets.engaged.PDT
sets.engaged.PDT.HF.Impetus = set_combine(sets.engaged.PDT, {body="Tantra Cyclas +2"})
sets.engaged.Acc.PDT = {ammo="Honed Tathlum",
head="Whirlpool Mask",neck="Twilight Torque",ear1="Bladeborn Earring",ear2="Steelflash Earring",
body="Otronif Harness",hands="Otronif Gloves",ring1="Dark Ring",ring2="Epona's Ring",
back="Letalis Mantle",waist="Anguinus Belt",legs="Manibozho Brais",feet="Otronif Boots"}
sets.engaged.Acc.PDT.HF = sets.engaged.Acc.PDT
sets.engaged.Acc.PDT.HF.Impetus = set_combine(sets.engaged.Acc.PDT, {body="Tantra Cyclas +2"})
sets.engaged.HP = {ammo="Thew Bomblet",
head="Whirlpool Mask",neck="Lavalier +1",ear1="Bladeborn Earring",ear2="Steelflash Earring",
body="Otronif Harness",hands="Otronif Gloves",ring1="K'ayres Ring",ring2="Beeline Ring",
back="Iximulew Cape",waist="Windbuffet Belt",legs="Quiahuiz Leggings",feet="Otronif Boots"}
sets.engaged.HP.HF = sets.engaged.HP
sets.engaged.HP.HF.Impetus = set_combine(sets.engaged.HP, {body="Tantra Cyclas +2"})
sets.engaged.Acc.HP = {ammo="Honed Tathlum",
head="Whirlpool Mask",neck="Lavalier +1",ear1="Bladeborn Earring",ear2="Steelflash Earring",
body="Otronif Harness",hands="Otronif Gloves",ring1="K'ayres Ring",ring2="Beeline Ring",
back="Iximulew Cape",waist="Windbuffet Belt",legs="Quiahuiz Leggings",feet="Otronif Boots"}
sets.engaged.Acc.HP.HF = sets.engaged.Acc.HP
sets.engaged.Acc.HP.HF.Impetus = set_combine(sets.engaged.Acc.HP, {body="Tantra Cyclas +2"})
sets.engaged.Counter = {ammo="Thew Bomblet",
head="Whirlpool Mask",neck="Asperity Necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring",
body="Otronif Harness",hands="Otronif Gloves",ring1="K'ayres Ring",ring2="Epona's Ring",
back="Atheling Mantle",waist="Windbuffet Belt",legs="Anchorite's Hose",feet="Otronif Boots"}
sets.engaged.Counter.HF = sets.engaged.Counter
sets.engaged.Counter.HF.Impetus = set_combine(sets.engaged.Counter, {body="Tantra Cyclas +2"})
sets.engaged.Acc.Counter = {ammo="Honed Tathlum",
head="Whirlpool Mask",neck="Asperity Necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring",
body="Otronif Harness",hands="Otronif Gloves",ring1="Beeline Ring",ring2="Epona's Ring",
back="Letalis Mantle",waist="Anguinus Belt",legs="Anchorite's Hose",feet="Otronif Boots"}
sets.engaged.Acc.Counter.HF = sets.engaged.Acc.Counter
sets.engaged.Acc.Counter.HF.Impetus = set_combine(sets.engaged.Acc.Counter, {body="Tantra Cyclas +2"})
-- Footwork combat form
sets.engaged.Footwork = {ammo="Thew Bomblet",
head="Whirlpool Mask",neck="Asperity Necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring",
body="Thaumas Coat",hands="Otronif Gloves",ring1="Rajas Ring",ring2="Epona's Ring",
back="Atheling Mantle",waist="Windbuffet Belt",legs="Manibozho Brais",feet="Anchorite's Gaiters"}
sets.engaged.Footwork.Acc = {ammo="Honed Tathlum",
head="Whirlpool Mask",neck="Asperity Necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring",
body="Thaumas Coat",hands="Otronif Gloves",ring1="Rajas Ring",ring2="Epona's Ring",
back="Letalis Mantle",waist="Anguinus Belt",legs="Manibozho Brais",feet="Anchorite's Gaiters"}
end
-------------------------------------------------------------------------------------------------------------------
-- Job-specific hooks that are called to process player actions at specific points in time.
-------------------------------------------------------------------------------------------------------------------
-- Set eventArgs.handled to true if we don't want any automatic gear equipping to be done.
-- Set eventArgs.useMidcastGear to true if we want midcast gear equipped on precast.
function job_precast(spell, action, spellMap, eventArgs)
-- Don't gearswap for weaponskills when Defense is on.
if spell.type:lower() == 'weaponskill' and state.Defense.Active then
eventArgs.handled = true
elseif spell.type == 'Waltz' then
refine_waltz(spell, action, spellMap, eventArgs)
end
end
-- Run after the general precast() is done.
function job_post_precast(spell, action, spellMap, eventArgs)
if spell.type:lower() == 'weaponskill' and not state.Defense.Active then
if buffactive.impetus and (spell.english == "Ascetic's Fury" or spell.english == "Victory Smite") then
equip({body="Tantra Cyclas +2"})
elseif buffactive.footwork and (spell.english == "Dragon's Kick" or spell.english == "Tornado Kick") then
equip({feet="Anchorite's Gaiters"})
end
end
end
-------------------------------------------------------------------------------------------------------------------
-- General hooks for other game 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)
-- Set Footwork as combat form any time it's active and Hundred Fists is not.
if buff == 'Footwork' and gain and not buffactive['hundred fists'] then
state.CombatForm = 'Footwork'
elseif buff == "Hundred Fists" and not gain and buffactive.footwork then
state.CombatForm = 'Footwork'
else
state.CombatForm = nil
end
-- Hundred Fists and Impetus modify the custom melee groups
if buff == "Hundred Fists" or buff == "Impetus" then
classes.CustomMeleeGroups:clear()
if (buff == "Hundred Fists" and gain) or buffactive['hundred fists'] then
classes.CustomMeleeGroups:append('HF')
end
if (buff == "Impetus" and gain) or buffactive.impetus then
classes.CustomMeleeGroups:append('Impetus')
end
end
-- Update gear if any of the above changed
if buff == "Hundred Fists" or buff == "Impetus" or buff == "Footwork" then
handle_equipping_gear(player.status)
end
end
-- Called when the player's subjob changes.
function sub_job_change(newSubjob, oldSubjob)
select_default_macro_book()
end
-------------------------------------------------------------------------------------------------------------------
-- User code that supplements self-commands.
-------------------------------------------------------------------------------------------------------------------
-- Called by the 'update' self-command.
function job_update(cmdParams, eventArgs)
state.CombatForm = get_combat_form()
update_melee_groups()
end
-------------------------------------------------------------------------------------------------------------------
-- Utility functions specific to this job.
-------------------------------------------------------------------------------------------------------------------
function get_combat_form()
if buffactive.footwork and not buffactive['hundred fists'] then
return 'Footwork'
end
end
function update_melee_groups()
classes.CustomMeleeGroups:clear()
if buffactive['hundred fists'] then
classes.CustomMeleeGroups:append('HF')
end
if buffactive.impetus then
classes.CustomMeleeGroups:append('Impetus')
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(8, 1)
elseif player.sub_job == 'NIN' then
set_macro_page(2, 1)
elseif player.sub_job == 'THF' then
set_macro_page(4, 1)
else
set_macro_page(3, 1)
end
end