------------------------------------------------------------------------------------------------------------------- -- Setup functions for this job. Generally should not be modified. ------------------------------------------------------------------------------------------------------------------- --[[ Custom commands: Shorthand versions for each strategem type that uses the version appropriate for the current Arts. Light Arts Dark Arts gs c scholar light Light Arts/Addendum gs c scholar dark Dark Arts/Addendum gs c scholar cost Penury Parsimony gs c scholar speed Celerity Alacrity gs c scholar aoe Accession Manifestation gs c scholar power Rapture Ebullience gs c scholar duration Perpetuance gs c scholar accuracy Altruism Focalization gs c scholar enmity Tranquility Equanimity gs c scholar skillchain Immanence gs c scholar addendum Addendum: White Addendum: Black --]] -- 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() info.addendumNukes = S{"Stone IV", "Water IV", "Aero IV", "Fire IV", "Blizzard IV", "Thunder IV", "Stone V", "Water V", "Aero V", "Fire V", "Blizzard V", "Thunder V"} state.Buff['Sublimation: Activated'] = buffactive['Sublimation: Activated'] or false update_active_strategems() 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('None', 'Normal') state.CastingMode:options('Normal', 'Resistant') state.IdleMode:options('Normal', 'PDT') info.low_nukes = S{"Stone", "Water", "Aero", "Fire", "Blizzard", "Thunder"} info.mid_nukes = S{"Stone II", "Water II", "Aero II", "Fire II", "Blizzard II", "Thunder II", "Stone III", "Water III", "Aero III", "Fire III", "Blizzard III", "Thunder III", "Stone IV", "Water IV", "Aero IV", "Fire IV", "Blizzard IV", "Thunder IV",} info.high_nukes = S{"Stone V", "Water V", "Aero V", "Fire V", "Blizzard V", "Thunder V"} gear.macc_hagondes = {name="Hagondes Cuffs", augments={'Phys. dmg. taken -3%','Mag. Acc.+29'}} send_command('bind ^` input /ma Stun ') select_default_macro_book() end function user_unload() send_command('unbind ^`') 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 sets.precast.JA['Tabula Rasa'] = {legs="Pedagogy Pants"} -- Fast cast sets for spells sets.precast.FC = {ammo="Impatiens", head="Nahtirah Hat",ear2="Loquacious Earring", body="Vanir Cotehardie",hands="Gendewitha Gages",ring1="Prolix Ring", back="Swith Cape +1",waist="Witful Belt",legs="Orvail Pants +1",feet="Academic's Loafers"} sets.precast.FC['Enhancing Magic'] = set_combine(sets.precast.FC, {waist="Siegel Sash"}) sets.precast.FC['Elemental Magic'] = set_combine(sets.precast.FC, {neck="Stoicheion Medal"}) sets.precast.FC.Cure = set_combine(sets.precast.FC, {body="Heka's Kalasiris",back="Pahtli Cape"}) sets.precast.FC.Curaga = sets.precast.FC.Cure sets.precast.FC.Impact = set_combine(sets.precast.FC['Elemental Magic'], {head=empty,body="Twilight Cloak"}) -- Midcast Sets sets.midcast.FastRecast = {ammo="Incantor Stone", head="Nahtirah Hat",ear2="Loquacious Earring", body="Vanir Cotehardie",hands="Gendewitha Gages",ring1="Prolix Ring", back="Swith Cape +1",waist="Goading Belt",legs="",feet="Academic's Loafers"} sets.midcast.Cure = {main="Tamaxchi",sub="Genbu's Shield",ammo="Incantor Stone", head="Nahtirah Hat",neck="Colossus's Torque",ear1="Lifestorm Earring",ear2="Loquacious Earring", body="Heka's Kalasiris",hands="Bokwus Gloves",ring1="Prolix Ring",ring2="Sirona's Ring", back="Swith Cape +1",waist="Goading Belt",legs="Orvail Pants +1",feet="Academic's Loafers"} sets.midcast.CureWithLightWeather = {main="Chatoyant Staff",sub="Achaq Grip",ammo="Incantor Stone", head="Gendewitha Caubeen",neck="Colossus's Torque",ear1="Lifestorm Earring",ear2="Loquacious Earring", body="Heka's Kalasiris",hands="Bokwus Gloves",ring1="Prolix Ring",ring2="Sirona's Ring", back="Twilight Cape",waist="Korin Obi",legs="Nares Trews",feet="Academic's Loafers"} sets.midcast.Curaga = sets.midcast.Cure sets.midcast.Regen = {main="Bolelabunga",head="Savant's Bonnet +2"} sets.midcast.Cursna = { neck="Malison Medallion", hands="Hieros Mittens",ring1="Ephedra Ring", feet="Gendewitha Galoshes"} sets.midcast['Enhancing Magic'] = {ammo="Savant's Treatise", head="Savant's Bonnet +2",neck="Colossus's Torque", body="Manasa Chasuble",hands="Ayao's Gages", waist="Olympus Sash",legs="Portent Pants"} sets.midcast.Stoneskin = set_combine(sets.midcast['Enhancing Magic'], {waist="Siegel Sash"}) sets.midcast.Storm = set_combine(sets.midcast['Enhancing Magic'], {feet="Pedagogy Loafers"}) sets.midcast.Protect = {ring1="Sheltered Ring"} sets.midcast.Protectra = sets.midcast.Protect sets.midcast.Shell = {ring1="Sheltered Ring"} sets.midcast.Shellra = sets.midcast.Shell -- Custom spell classes sets.midcast.MndEnfeebles = {main="Lehbrailg +2",sub="Mephitis Grip",ammo="Sturm's Report", head="Nahtirah Hat",neck="Weike Torque",ear1="Psystorm Earring",ear2="Lifestorm Earring", body="Manasa Chasuble",hands="Yaoyotl Gloves",ring1="Aquasoul Ring",ring2="Sangoma Ring", back="Refraction Cape",waist="Demonry Sash",legs="Bokwus Slops",feet="Bokwus Boots"} sets.midcast.IntEnfeebles = {main="Lehbrailg +2",sub="Mephitis Grip",ammo="Sturm's Report", head="Nahtirah Hat",neck="Weike Torque",ear1="Psystorm Earring",ear2="Lifestorm Earring", body="Manasa Chasuble",hands="Yaoyotl Gloves",ring1="Icesoul Ring",ring2="Sangoma Ring", back="Refraction Cape",waist="Demonry Sash",legs="Bokwus Slops",feet="Bokwus Boots"} sets.midcast.ElementalEnfeeble = sets.midcast.IntEnfeebles sets.midcast['Dark Magic'] = {main="Lehbrailg +2",sub="Mephitis Grip",ammo="Incantor Stone", head="Nahtirah Hat",neck="Aesir Torque",ear1="Psystorm Earring",ear2="Lifestorm Earring", body="Vanir Cotehardie",hands="Yaoyotl Gloves",ring1="Strendu Ring",ring2="Sangoma Ring", back="Refraction Cape",waist="Goading Belt",legs="Bokwus Slops",feet="Bokwus Boots"} sets.midcast.Kaustra = {main="Lehbrailg +2",sub="Wizzan Grip",ammo="Witchstone", head="Hagondes Hat",neck="Eddy Necklace",ear1="Hecate's Earring",ear2="Friomisi Earring", body="Hagondes Coat",hands="Yaoyotl Gloves",ring1="Icesoul Ring",ring2="Strendu Ring", back="Toro Cape",waist="Cognition Belt",legs="Hagondes Pants",feet="Hagondes Sabots"} sets.midcast.Drain = {main="Lehbrailg +2",sub="Mephitis Grip",ammo="Incantor Stone", head="Nahtirah Hat",neck="Aesir Torque",ear1="Psystorm Earring",ear2="Lifestorm Earring", body="Vanir Cotehardie",hands="Gendewitha Gages",ring1="Excelsis Ring",ring2="Sangoma Ring", back="Refraction Cape",waist="Goading Belt",legs="Pedagogy Pants",feet="Academic's Loafers"} sets.midcast.Aspir = sets.midcast.Drain sets.midcast.Stun = {main="Apamajas II",sub="Mephitis Grip",ammo="Incantor Stone", head="Nahtirah Hat",neck="Aesir Torque",ear1="Psystorm Earring",ear2="Lifestorm Earring", body="Vanir Cotehardie",hands="Gendewitha Gages",ring1="Prolix Ring",ring2="Sangoma Ring", back="Refraction Cape",waist="Witful Belt",legs="Pedagogy Pants",feet="Academic's Loafers"} sets.midcast.Stun.Resistant = set_combine(sets.midcast.Stun, {main="Lehbrailg +2"}) -- Elemental Magic sets are default for handling low-tier nukes. sets.midcast['Elemental Magic'] = {main="Lehbrailg +2",sub="Zuuxowu Grip",ammo="Dosis Tathlum", head="Hagondes Hat",neck="Eddy Necklace",ear1="Hecate's Earring",ear2="Friomisi Earring", body="Hagondes Coat",hands="Yaoyotl Gloves",ring1="Icesoul Ring",ring2="Acumen Ring", back="Toro Cape",waist=gear.ElementalObi,legs="Hagondes Pants",feet="Hagondes Sabots"} sets.midcast['Elemental Magic'].Resistant = {main="Lehbrailg +2",sub="Mephitis Grip",ammo="Dosis Tathlum", head="Hagondes Hat",neck="Eddy Necklace",ear1="Hecate's Earring",ear2="Friomisi Earring", body="Vanir Cotehardie",hands=gear.macc_hagondes,ring1="Icesoul Ring",ring2="Acumen Ring", back="Toro Cape",waist=gear.ElementalObi,legs="Hagondes Pants",feet="Bokwus Boots"} -- Custom refinements for certain nuke tiers sets.midcast['Elemental Magic'].HighTierNuke = set_combine(sets.midcast['Elemental Magic'], {sub="Wizzan Grip"}) sets.midcast['Elemental Magic'].HighTierNuke.Resistant = set_combine(sets.midcast['Elemental Magic'].Resistant, {sub="Wizzan Grip"}) sets.midcast.Impact = {main="Lehbrailg +2",sub="Mephitis Grip",ammo="Dosis Tathlum", head=empty,neck="Eddy Necklace",ear1="Psystorm Earring",ear2="Lifestorm Earring", body="Twilight Cloak",hands=gear.macc_hagondes,ring1="Icesoul Ring",ring2="Sangoma Ring", back="Toro Cape",waist="Demonry Sash",legs="Hagondes Pants",feet="Bokwus Boots"} -- Sets to return to when not performing an action. -- Resting sets sets.resting = {main="Chatoyant Staff",sub="Mephitis Grip", head="Nefer Khat +1",neck="Wiglen Gorget", body="Heka's Kalasiris",hands="Serpentes Cuffs",ring1="Sheltered Ring",ring2="Paguroidea Ring", waist="Austerity Belt",legs="Nares Trews",feet="Serpentes Sabots"} -- Idle sets (default idle set not needed since the other three are defined, but leaving for testing purposes) sets.idle.Town = {main="Bolelabunga",sub="Genbu's Shield",ammo="Incantor Stone", head="Savant's Bonnet +2",neck="Wiglen Gorget",ear1="Bloodgem Earring",ear2="Loquacious Earring", body="Savant's Gown +2",hands="Savant's Bracers +2",ring1="Sheltered Ring",ring2="Paguroidea Ring", back="Umbra Cape",waist="Hierarch Belt",legs="Savant's Pants +2",feet="Herald's Gaiters"} sets.idle.Field = {main="Bolelabunga",sub="Genbu's Shield",ammo="Incantor Stone", head="Nefer Khat +1",neck="Wiglen Gorget",ear1="Bloodgem Earring",ear2="Loquacious Earring", body="Heka's Kalasiris",hands="Serpentes Cuffs",ring1="Sheltered Ring",ring2="Paguroidea Ring", back="Umbra Cape",waist="Hierarch Belt",legs="Nares Trews",feet="Herald's Gaiters"} sets.idle.Field.PDT = {main=gear.Staff.PDT,sub="Achaq Grip",ammo="Incantor Stone", head="Nahtirah Hat",neck="Wiglen Gorget",ear1="Bloodgem Earring",ear2="Loquacious Earring", body="Hagondes Coat",hands="Yaoyotl Gloves",ring1="Defending Ring",ring2="Paguroidea Ring", back="Umbra Cape",waist="Hierarch Belt",legs="Nares Trews",feet="Herald's Gaiters"} sets.idle.Field.Stun = {main="Apamajas II",sub="Mephitis Grip",ammo="Incantor Stone", head="Nahtirah Hat",neck="Aesir Torque",ear1="Psystorm Earring",ear2="Lifestorm Earring", body="Vanir Cotehardie",hands="Gendewitha Gages",ring1="Prolix Ring",ring2="Sangoma Ring", back="Swith Cape +1",waist="Goading Belt",legs="Bokwus Slops",feet="Academic's Loafers"} sets.idle.Weak = {main="Bolelabunga",sub="Genbu's Shield",ammo="Incantor Stone", head="Nahtirah Hat",neck="Wiglen Gorget",ear1="Bloodgem Earring",ear2="Loquacious Earring", body="Hagondes Coat",hands="Yaoyotl Gloves",ring1="Sheltered Ring",ring2="Meridian Ring", back="Umbra Cape",waist="Hierarch Belt",legs="Nares Trews",feet="Herald's Gaiters"} -- Defense sets sets.defense.PDT = {main=gear.Staff.PDT,sub="Achaq Grip",ammo="Incantor Stone", head="Nahtirah Hat",neck="Twilight Torque",ear1="Bloodgem Earring",ear2="Loquacious Earring", body="Hagondes Coat",hands="Yaoyotl Gloves",ring1="Defending Ring",ring2=gear.DarkRing.physical, back="Umbra Cape",waist="Hierarch Belt",legs="Hagondes Pants",feet="Hagondes Sabots"} sets.defense.MDT = {main=gear.Staff.PDT,sub="Achaq Grip",ammo="Incantor Stone", head="Nahtirah Hat",neck="Twilight Torque",ear1="Bloodgem Earring",ear2="Loquacious Earring", body="Vanir Cotehardie",hands="Yaoyotl Gloves",ring1="Defending Ring",ring2="Shadow Ring", back="Tuilha Cape",waist="Hierarch Belt",legs="Bokwus Slops",feet="Hagondes Sabots"} sets.Kiting = {feet="Herald's Gaiters"} sets.latent_refresh = {waist="Fucho-no-obi"} -- Engaged sets -- Variations for TP weapon and (optional) offense/defense modes. Code will fall back on previous -- sets if more refined versions aren't defined. -- If you create a set with both offense and defense modes, the offense mode should be first. -- EG: sets.engaged.Dagger.Accuracy.Evasion -- Normal melee group sets.engaged = { head="Zelus Tiara", body="Vanir Cotehardie",hands="Bokwus Gloves",ring1="Rajas Ring", waist="Goading Belt",legs="Hagondes Pants",feet="Hagondes Sabots"} -- Buff sets: Gear that needs to be worn to actively enhance a current player buff. sets.buff['Ebullience'] = {head="Savant's Bonnet +2"} sets.buff['Rapture'] = {head="Savant's Bonnet +2"} sets.buff['Perpetuance'] = {hands="Savant's Bracers +2"} sets.buff['Immanence'] = {hands="Savant's Bracers +2"} sets.buff['Penury'] = {legs="Savant's Pants +2"} sets.buff['Parsimony'] = {legs="Savant's Pants +2"} sets.buff['Celerity'] = {feet="Pedagogy Loafers"} sets.buff['Alacrity'] = {feet="Pedagogy Loafers"} sets.buff['Klimaform'] = {feet="Savant's Loafers +2"} sets.buff.FullSublimation = {head="Academic's Mortarboard",ear1="Savant's Earring",body="Pedagogy Gown"} sets.buff.PDTSublimation = {head="Academic's Mortarboard",ear1="Savant's Earring"} --sets.buff['Sandstorm'] = {feet="Desert Boots"} end ------------------------------------------------------------------------------------------------------------------- -- Job-specific hooks for standard casting events. ------------------------------------------------------------------------------------------------------------------- -- Run after the general midcast() is done. function job_post_midcast(spell, action, spellMap, eventArgs) if spell.action_type == 'Magic' then apply_grimoire_bonuses(spell, action, spellMap, eventArgs) end 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 buff == "Sublimation: Activated" then handle_equipping_gear(player.status) end end -- Handle notifications of general user state change. function job_state_change(stateField, newValue, oldValue) if stateField == 'Offense Mode' then if newValue == 'Normal' then disable('main','sub','range') else enable('main','sub','range') end end end ------------------------------------------------------------------------------------------------------------------- -- User code that supplements standard library decisions. ------------------------------------------------------------------------------------------------------------------- -- Custom spell mapping. function job_get_spell_map(spell, default_spell_map) if spell.action_type == 'Magic' then if default_spell_map == 'Cure' or default_spell_map == 'Curaga' then if world.weather_element == 'Light' then return 'CureWithLightWeather' end elseif spell.skill == 'Enfeebling Magic' then if spell.type == 'WhiteMagic' then return 'MndEnfeebles' else return 'IntEnfeebles' end elseif spell.skill == 'Elemental Magic' then if info.low_nukes:contains(spell.english) then return 'LowTierNuke' elseif info.mid_nukes:contains(spell.english) then return 'MidTierNuke' elseif info.high_nukes:contains(spell.english) then return 'HighTierNuke' end end end end function customize_idle_set(idleSet) if state.Buff['Sublimation: Activated'] then if state.IdleMode.value == 'Normal' then idleSet = set_combine(idleSet, sets.buff.FullSublimation) elseif state.IdleMode.value == 'PDT' then idleSet = set_combine(idleSet, sets.buff.PDTSublimation) end end if player.mpp < 51 then idleSet = set_combine(idleSet, sets.latent_refresh) end return idleSet end -- Called by the 'update' self-command. function job_update(cmdParams, eventArgs) if cmdParams[1] == 'user' and not (buffactive['light arts'] or buffactive['dark arts'] or buffactive['addendum: white'] or buffactive['addendum: black']) then if state.IdleMode.value == 'Stun' then send_command('@input /ja "Dark Arts" ') else send_command('@input /ja "Light Arts" ') end end update_active_strategems() update_sublimation() 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) display_current_caster_state() eventArgs.handled = true end ------------------------------------------------------------------------------------------------------------------- -- User code that supplements self-commands. ------------------------------------------------------------------------------------------------------------------- -- Called for direct player commands. function job_self_command(cmdParams, eventArgs) if cmdParams[1]:lower() == 'scholar' then handle_strategems(cmdParams) eventArgs.handled = true end end ------------------------------------------------------------------------------------------------------------------- -- Utility functions specific to this job. ------------------------------------------------------------------------------------------------------------------- -- Reset the state vars tracking strategems. function update_active_strategems() state.Buff['Ebullience'] = buffactive['Ebullience'] or false state.Buff['Rapture'] = buffactive['Rapture'] or false state.Buff['Perpetuance'] = buffactive['Perpetuance'] or false state.Buff['Immanence'] = buffactive['Immanence'] or false state.Buff['Penury'] = buffactive['Penury'] or false state.Buff['Parsimony'] = buffactive['Parsimony'] or false state.Buff['Celerity'] = buffactive['Celerity'] or false state.Buff['Alacrity'] = buffactive['Alacrity'] or false state.Buff['Klimaform'] = buffactive['Klimaform'] or false end function update_sublimation() state.Buff['Sublimation: Activated'] = buffactive['Sublimation: Activated'] or false end -- Equip sets appropriate to the active buffs, relative to the spell being cast. function apply_grimoire_bonuses(spell, action, spellMap) if state.Buff.Perpetuance and spell.type =='WhiteMagic' and spell.skill == 'Enhancing Magic' then equip(sets.buff['Perpetuance']) end if state.Buff.Rapture and (spellMap == 'Cure' or spellMap == 'Curaga') then equip(sets.buff['Rapture']) end if spell.skill == 'Elemental Magic' and spellMap ~= 'ElementalEnfeeble' then if state.Buff.Ebullience and spell.english ~= 'Impact' then equip(sets.buff['Ebullience']) end if state.Buff.Immanence then equip(sets.buff['Immanence']) end if state.Buff.Klimaform and spell.element == world.weather_element then equip(sets.buff['Klimaform']) end end if state.Buff.Penury then equip(sets.buff['Penury']) end if state.Buff.Parsimony then equip(sets.buff['Parsimony']) end if state.Buff.Celerity then equip(sets.buff['Celerity']) end if state.Buff.Alacrity then equip(sets.buff['Alacrity']) end end -- General handling of strategems in an Arts-agnostic way. -- Format: gs c scholar function handle_strategems(cmdParams) -- cmdParams[1] == 'scholar' -- cmdParams[2] == strategem to use if not cmdParams[2] then add_to_chat(123,'Error: No strategem command given.') return end local strategem = cmdParams[2]:lower() if strategem == 'light' then if buffactive['light arts'] then send_command('input /ja "Addendum: White" ') elseif buffactive['addendum: white'] then add_to_chat(122,'Error: Addendum: White is already active.') else send_command('input /ja "Light Arts" ') end elseif strategem == 'dark' then if buffactive['dark arts'] then send_command('input /ja "Addendum: Black" ') elseif buffactive['addendum: black'] then add_to_chat(122,'Error: Addendum: Black is already active.') else send_command('input /ja "Dark Arts" ') end elseif buffactive['light arts'] or buffactive['addendum: white'] then if strategem == 'cost' then send_command('input /ja Penury ') elseif strategem == 'speed' then send_command('input /ja Celerity ') elseif strategem == 'aoe' then send_command('input /ja Accession ') elseif strategem == 'power' then send_command('input /ja Rapture ') elseif strategem == 'duration' then send_command('input /ja Perpetuance ') elseif strategem == 'accuracy' then send_command('input /ja Altruism ') elseif strategem == 'enmity' then send_command('input /ja Tranquility ') elseif strategem == 'skillchain' then add_to_chat(122,'Error: Light Arts does not have a skillchain strategem.') elseif strategem == 'addendum' then send_command('input /ja "Addendum: White" ') else add_to_chat(123,'Error: Unknown strategem ['..strategem..']') end elseif buffactive['dark arts'] or buffactive['addendum: black'] then if strategem == 'cost' then send_command('input /ja Parsimony ') elseif strategem == 'speed' then send_command('input /ja Alacrity ') elseif strategem == 'aoe' then send_command('input /ja Manifestation ') elseif strategem == 'power' then send_command('input /ja Ebullience ') elseif strategem == 'duration' then add_to_chat(122,'Error: Dark Arts does not have a duration strategem.') elseif strategem == 'accuracy' then send_command('input /ja Focalization ') elseif strategem == 'enmity' then send_command('input /ja Equanimity ') elseif strategem == 'skillchain' then send_command('input /ja Immanence ') elseif strategem == 'addendum' then send_command('input /ja "Addendum: Black" ') else add_to_chat(123,'Error: Unknown strategem ['..strategem..']') end else add_to_chat(123,'No arts has been activated yet.') end end -- Gets the current number of available strategems based on the recast remaining -- and the level of the sch. function get_current_strategem_count() -- returns recast in seconds. local allRecasts = windower.ffxi.get_ability_recasts() local stratsRecast = allRecasts[231] local maxStrategems = (player.main_job_level + 10) / 20 local fullRechargeTime = 4*60 local currentCharges = math.floor(maxStrategems - maxStrategems * stratsRecast / fullRechargeTime) return currentCharges end -- Select default macro book on initial load or subjob change. function select_default_macro_book() set_macro_page(1, 17) end