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SMN.lua
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SMN.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 it's supplementary files) to go with this.
-- Also, you'll need the Shortcuts addon to handle the auto-targetting of the custom pact commands.
--[[
Custom commands:
gs c petweather
Automatically casts the storm appropriate for the current avatar, if possible.
gs c siphon
Automatically run the process to: dismiss the current avatar; cast appropriate
weather; summon the appropriate spirit; Elemental Siphon; release the spirit;
and re-summon the avatar.
Will not cast weather you do not have access to.
Will not re-summon the avatar if one was not out in the first place.
Will not release the spirit if it was out before the command was issued.
gs c pact [PactType]
Attempts to use the indicated pact type for the current avatar.
PactType can be one of:
cure
curaga
buffOffense
buffDefense
buffSpecial
debuff1
debuff2
sleep
nuke2
nuke4
bp70
bp75 (merits and lvl 75-80 pacts)
astralflow
--]]
-- 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.Buff["Avatar's Favor"] = buffactive["Avatar's Favor"] or false
spirits = S{"LightSpirit", "DarkSpirit", "FireSpirit", "EarthSpirit", "WaterSpirit", "AirSpirit", "IceSpirit", "ThunderSpirit"}
avatars = S{"Carbuncle", "Fenrir", "Diabolos", "Ifrit", "Titan", "Leviathan", "Garuda", "Shiva", "Ramuh", "Odin", "Alexander", "Cait Sith"}
magicalRagePacts = S{
'Inferno','Earthen Fury','Tidal Wave','Aerial Blast','Diamond Dust','Judgement Bolt','Searing Light','Howling Moon','Ruinous Omen',
'Fire II','Stone II','Water II','Aero II','Blizzard II','Thunder II',
'Fire IV','Stone IV','Water IV','Aero IV','Blizzard IV','Thunder IV',
'Thunderspark','Burning Strike','Meteorite','Nether Blast','Flaming Crush',
'Meteor Strike','Heavenly Strike','Wind Blade','Geocrush','Grand Fall','Thunderstorm',
'Holy Mist','Lunar Bay','Night Terror','Level ? Holy'}
pacts = {}
pacts.cure = {['Carbuncle']='Healing Ruby'}
pacts.curaga = {['Carbuncle']='Healing Ruby II', ['Garuda']='Whispering Wind', ['Leviathan']='Spring Water'}
pacts.buffoffense = {['Carbuncle']='Glittering Ruby', ['Ifrit']='Crimson Howl', ['Garuda']='Hastega', ['Ramuh']='Rolling Thunder',
['Fenrir']='Ecliptic Growl'}
pacts.buffdefense = {['Carbuncle']='Shining Ruby', ['Shiva']='Frost Armor', ['Garuda']='Aerial Armor', ['Titan']='Earthen Ward',
['Ramuh']='Lightning Armor', ['Fenrir']='Ecliptic Howl', ['Diabolos']='Noctoshield', ['Cait Sith']='Reraise II'}
pacts.buffspecial = {['Ifrit']='Inferno Howl', ['Garuda']='Fleet Wind', ['Titan']='Earthen Armor', ['Diabolos']='Dream Shroud',
['Carbuncle']='Soothing Ruby', ['Fenrir']='Heavenward Howl', ['Cait Sith']='Raise II'}
pacts.debuff1 = {['Shiva']='Diamond Storm', ['Ramuh']='Shock Squall', ['Leviathan']='Tidal Roar', ['Fenrir']='Lunar Cry',
['Diabolos']='Pavor Nocturnus', ['Cait Sith']='Eerie Eye'}
pacts.debuff2 = {['Shiva']='Sleepga', ['Leviathan']='Slowga', ['Fenrir']='Lunar Roar', ['Diabolos']='Somnolence'}
pacts.sleep = {['Shiva']='Sleepga', ['Diabolos']='Nightmare', ['Cait Sith']='Mewing Lullaby'}
pacts.nuke2 = {['Ifrit']='Fire II', ['Shiva']='Blizzard II', ['Garuda']='Aero II', ['Titan']='Stone II',
['Ramuh']='Thunder II', ['Leviathan']='Water II'}
pacts.nuke4 = {['Ifrit']='Fire IV', ['Shiva']='Blizzard IV', ['Garuda']='Aero IV', ['Titan']='Stone IV',
['Ramuh']='Thunder IV', ['Leviathan']='Water IV'}
pacts.bp70 = {['Ifrit']='Flaming Crush', ['Shiva']='Rush', ['Garuda']='Predator Claws', ['Titan']='Mountain Buster',
['Ramuh']='Chaotic Strike', ['Leviathan']='Spinning Dive', ['Carbuncle']='Meteorite', ['Fenrir']='Eclipse Bite',
['Diabolos']='Nether Blast'}
pacts.bp75 = {['Ifrit']='Meteor Strike', ['Shiva']='Heavenly Strike', ['Garuda']='Wind Blade', ['Titan']='Geocrush',
['Ramuh']='Thunderstorm', ['Leviathan']='Grand Fall', ['Carbuncle']='Holy Mist', ['Fenrir']='Lunar Bay',
['Diabolos']='Night Terror', ['Cait Sith']='Level ? Holy'}
pacts.astralflow = {['Ifrit']='Inferno', ['Shiva']='Diamond Dust', ['Garuda']='Aerial Blast', ['Titan']='Earthen Fury',
['Ramuh']='Judgment Bolt', ['Leviathan']='Tidal Wave', ['Carbuncle']='Searing Light', ['Fenrir']='Howling Moon',
['Diabolos']='Ruinous Omen', ['Cait Sith']="Altana's Favor"}
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'}
options.DefenseModes = {'Normal'}
options.WeaponskillModes = {'Normal'}
options.CastingModes = {'Normal'}
options.IdleModes = {'Normal'}
options.RestingModes = {'Normal'}
options.PhysicalDefenseModes = {'PDT'}
options.MagicalDefenseModes = {'MDT'}
state.Defense.PhysicalMode = 'PDT'
-- Durations for wards we want to create custom timers for.
durations = {}
durations['Earthen Armor'] = 232
durations['Shining Ruby'] = 340
durations['Dream Shroud'] = 352
durations['Noctoshield'] = 352
durations['Inferno Howl'] = 232
durations['Hastega'] = 352
-- Icons to use for the timers (from plugins/icons directory)
timer_icons = {}
-- 00054 for stoneskin, or 00299 for Titan
timer_icons['Earthen Armor'] = 'spells/00299.png'
-- 00043 for protect, or 00296 for Carby
timer_icons['Shining Ruby'] = 'spells/00043.png'
-- 00304 for Diabolos
timer_icons['Dream Shroud'] = 'spells/00304.png'
-- 00106 for phalanx, or 00304 for Diabolos
timer_icons['Noctoshield'] = 'spells/00106.png'
-- 00100 for enfire, or 00298 for Ifrit
timer_icons['Inferno Howl'] = 'spells/00298.png'
-- 00358 for hastega, or 00301 for Garuda
timer_icons['Hastega'] = 'spells/00358.png'
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
sets.precast.JA['Astral Flow'] = {head="Summoner's Horn +2"}
sets.precast.JA['Elemental Siphon'] = {head="Caller's Pigaches +2"} -- back="Conveyance Cape"
sets.precast.JA['Mana Cede'] = {hands="Caller's Bracers +2"}
-- Pact delay reduction gear
sets.precast.BloodPactWard = {ammo="Eminent Sachet",head="Convoker's Horn",body="Convoker's Doublet",hands="Summoner's Bracers"}
sets.precast.BloodPactRage = sets.precast.BloodPactWard
-- Fast cast sets for spells
sets.precast.FC = {
head="Nahtirah Hat",ear2="Loquacious Earring",
body="Vanir Cotehardie",ring1="Prolix Ring",
back="Swith Cape",waist="Witful Belt",legs="Orvail Pants +1",feet="Chelona Boots +1"}
sets.precast.FC.EnhancingMagic = set_combine(sets.precast.FC, {waist="Siegel Sash"})
-- Weaponskill sets
-- Default set for any weaponskill that isn't any more specifically defined
sets.precast.WS = {
head="Nahtirah Hat",neck="Asperity Necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring",
body="Vanir Cotehardie",hands="Yaoyotl Gloves",ring1="Rajas Ring",ring2="K'ayres Ring",
back="Pahtli Cape",waist="Cascade Belt",legs="Hagondes Pants",feet="Hagondes Sabots"}
-- Specific weaponskill sets. Uses the base set if an appropriate WSMod version isn't found.
sets.precast.WS['Myrkr'] = {
head="Nahtirah Hat",ear1="Gifted Earring",ear2="Loquacious Earring",
body="Convoker's Doublet",hands="Caller's Bracers +2",ring1="Evoker's Ring",ring2="Sangoma Ring",
back="Pahtli Cape",waist="Hierarch Belt",legs="Nares Trews",feet="Chelona Boots +1"}
-- Midcast Sets
sets.midcast.FastRecast = {
head="Nahtirah Hat",ear2="Loquacious Earring",
body="Vanir Cotehardie",hands="Bokwus Gloves",ring1="Prolix Ring",
back="Swith Cape",waist="Witful Belt",legs="Hagondes Pants",feet="Hagondes Sabots"}
sets.midcast.Cure = {main="Tamaxchi",sub="Genbu's Shield",
head="Nahtirah Hat",ear2="Loquacious Earring",
body="Heka's Kalasiris",hands="Bokwus Gloves",ring1="Prolix Ring",ring2="Sirona's Ring",
back="Swith Cape",waist="Witful Belt",legs="Hagondes Pants",feet="Hagondes Sabots"}
sets.midcast.Stoneskin = {waist="Siegel Sash"}
sets.midcast.Pet.BloodPactWard = {main="Soulscourge",ammo="Eminent Sachet",
head="Convoker's Horn",neck="Caller's Pendant",
body="Caller's Doublet +2",hands="Summoner's Bracers",ring1="Evoker's Ring",ring2="Fervor Ring",
waist="Diabolos's Rope",legs="Marduk's Shalwar +1"}
sets.midcast.Pet.PhysicalBloodPactRage = {main="Soulscourge",ammo="Eminent Sachet",
head="Convoker's Horn",neck="Caller's Pendant",
body="Convoker's Doublet",hands="Summoner's Bracers",ring1="Evoker's Ring",ring2="Fervor Ring",
waist="Diabolos's Rope",legs="Convoker's Spats",feet="Convoker's Pigaches"}
sets.midcast.Pet.MagicalBloodPactRage = {main="Eminent Pole",ammo="Eminent Sachet",
head="Bokwus Circlet",neck="Caller's Pendant",
body="Convoker's Doublet",hands="Summoner's Bracers",ring1="Evoker's Ring",ring2="Fervor Ring",
back="Tiresias' Cape",waist="Diabolos's Rope",legs="Caller's Spats +2",feet="Hagondes Sabots"}
sets.midcast.Pet.Spirit = set_combine(sets.midcast.Pet.BloodPactRage, {legs="Summoner's Spats"})
-- Sets to return to when not performing an action.
-- Resting sets
sets.resting = {main=gear.Staff.HMP,ammo="Eminent Sachet",
head="Convoker's Horn",neck="Wiglen Gorget",ear1="Gifted Earring",ear2="Loquacious Earring",
body="Hagondes Coat",hands="Serpentes Cuffs",ring1="Sheltered Ring",ring2="Paguroidea Ring",
back="Pahtli Cape",waist="Austerity Belt",legs="Nares Trews",feet="Chelona Boots +1"}
sets.Owleyes = {main="Owleyes",sub="Genbu's Shield"}
-- Idle sets
sets.idle = {main="Patriarch Cane",sub="Genbu's Shield",ammo="Eminent Sachet",
head="Convoker's Horn",neck="Wiglen Gorget",ear1="Gifted Earring",ear2="Loquacious Earring",
body="Hagondes Coat",hands="Serpentes Cuffs",ring1="Sheltered Ring",ring2="Sangoma Ring",
back="Umbra Cape",waist="Hierarch Belt",legs="Nares Trews",feet="Herald's Gaiters"}
sets.idle.PDT = {main=gear.Staff.PDT,sub="Achaq Grip",ammo="Eminent Sachet",
head="Convoker's Horn",neck="Twilight Torque",ear1="Gifted Earring",ear2="Loquacious Earring",
body="Hagondes Coat",hands="Yaoyotl Gloves",ring1="Dark Ring",ring2="Sangoma Ring",
back="Umbra Cape",waist="Hierarch Belt",legs="Hagondes Pants",feet="Herald's Gaiters"}
sets.idle.Avatar = {main="Patriarch Cane",sub="Genbu's Shield",ammo="Eminent Sachet",
head="Convoker's Horn",neck="Caller's Pendant",ear1="Gifted Earring",ear2="Loquacious Earring",
body="Caller's Doublet +2",hands="Serpentes Cuffs",ring1="Evoker's Ring",ring2="Sangoma Ring",
back="Umbra Cape",waist="Hierarch Belt",legs="Nares Trews",feet="Convoker's Pigaches"}
sets.idle.Spirit = {main="Owleyes",sub="Genbu's Shield",ammo="Eminent Sachet",
head="Convoker's Horn",neck="Caller's Pendant",ear1="Gifted Earring",ear2="Loquacious Earring",
body="Hagondes Coat",hands="Serpentes Cuffs",ring1="Evoker's Ring",ring2="Sangoma Ring",
back="Tiresias' Cape",waist="Hierarch Belt",legs="Summoner's Spats",feet="Convoker's Pigaches"}
sets.idle.Town = {main="Patriarch Cane",sub="Genbu's Shield",ammo="Eminent Sachet",
head="Convoker's Horn",neck="Wiglen Gorget",ear1="Gifted Earring",ear2="Loquacious Earring",
body="Hagondes Coat",hands="Serpentes Cuffs",ring1="Sheltered Ring",ring2="Sangoma Ring",
back="Umbra Cape",waist="Hierarch Belt",legs="Nares Trews",feet="Herald's Gaiters"}
sets.idle.Avatar.Favor = {head="Caller's Horn +2"}
sets.idle.Avatar.Melee = {hands="Regimen Mittens",waist="Kuku Stone",legs="Convoker's Spats"}
sets.perp = {}
sets.perp.Day = {hands="Caller's Bracers +2"}
sets.perp.Weather = {neck="Caller's Pendant",hands="Caller's Bracers +2"}
sets.perp.Carbuncle = {hands="Carbuncle Mitts"}
sets.perp.Diabolos = {waist="Diabolos's Rope"}
sets.perp.Alexander = sets.midcast.Pet.BloodPactWard
-- Defense sets
sets.defense.PDT = {main=gear.Staff.PDT,
head="Hagondes Hat",neck="Wiglen Gorget",ear1="Gifted Earring",ear2="Loquacious Earring",
body="Hagondes Coat",hands="Yaoyotl Gloves",ring1="Dark Ring",ring2="Dark Ring",
back="Umbra Cape",waist="Hierarch Belt",legs="Hagondes Pants",feet="Hagondes Sabots"}
sets.defense.MDT = {
head="Hagondes Hat",neck="Twilight Torque",ear1="Gifted Earring",ear2="Loquacious Earring",
body="Vanir Cotehardie",hands="Yaoyotl Gloves",ring1="Dark Ring",ring2="Shadow Ring",
back="Umbra Cape",waist="Hierarch Belt",legs="Bokwus Slops",feet="Hagondes Sabots"}
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 group
sets.engaged = {ammo="Eminent Sachet",
head="Zelus Tiara",neck="Asperity Necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring",
body="Vanir Cotehardie",hands="Bokwus Gloves",ring1="Rajas Ring",ring2="K'ayres Ring",
back="Umbra Cape",waist="Goading Belt",legs="Hagondes Pants",feet="Hagondes Sabots"}
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.
function job_midcast(spell, action, spellMap, eventArgs)
if spell.action_type == 'Magic' then
equip(sets.midcast.FastRecast)
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)
if not spell.interrupted then
if state.Buff[spell.name] ~= nil then
state.Buff[spell.name] = true
end
end
end
-- Runs when a pet initiates an action.
-- Set eventArgs.handled to true if we don't want any automatic gear equipping to be done.
function job_pet_midcast(spell, action, spellMap, eventArgs)
if spirits:contains(pet.name) then
classes.CustomClass = 'Spirit'
elseif spell.type == 'BloodPactRage' then
if magicalRagePacts:contains(spell.english) then
classes.CustomClass = 'MagicalBloodPactRage'
else
classes.CustomClass = 'PhysicalBloodPactRage'
end
end
end
-- Runs when pet completes an action.
function job_pet_aftercast(spell, action, spellMap, eventArgs)
if not spell.interrupted then
create_pact_timer(spell)
end
end
-------------------------------------------------------------------------------------------------------------------
-- Customization hooks for idle and melee sets, after they've been automatically constructed.
-------------------------------------------------------------------------------------------------------------------
-- Modify the default idle set after it was constructed.
function customize_idle_set(idleSet)
if pet.isvalid then
if pet.element == world.day_element then
idleSet = set_combine(idleSet, sets.perp.Day)
end
if pet.element == world.weather_element then
idleSet = set_combine(idleSet, sets.perp.Weather)
end
if sets.perp[pet.name] then
idleSet = set_combine(idleSet, sets.perp[pet.name])
end
if state.Buff["Avatar's Favor"] and avatars:contains(pet.name) then
idleSet = set_combine(idleSet, sets.idle.Avatar.Favor)
end
if pet.status == 'Engaged' then
idleSet = set_combine(idleSet, sets.idle.Avatar.Melee)
end
end
return idleSet
end
-------------------------------------------------------------------------------------------------------------------
-- General hooks for other 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
state.Buff[buff] = gain
handle_equipping_gear(player.status)
elseif storms:contains(buff) then
handle_equipping_gear(player.status)
end
end
-- Called when the player's pet's status changes.
-- This is also called after pet_change after a pet is released. Check for pet validity.
function job_pet_status_change(newStatus, oldStatus, eventArgs)
if pet.isvalid and not midaction() and not pet_midaction() and (newStatus == 'Engaged' or oldStatus == 'Engaged') then
handle_equipping_gear(player.status, newStatus)
end
end
-- Called when a player gains or loses a pet.
-- pet == pet structure
-- gain == true if the pet was gained, false if it was lost.
function job_pet_change(petparam, gain)
classes.CustomIdleGroups:clear()
if gain then
if avatars:contains(pet.name) then
classes.CustomIdleGroups:append('Avatar')
elseif spirits:contains(pet.name) then
classes.CustomIdleGroups:append('Spirit')
end
else
select_default_macro_book()
end
end
-------------------------------------------------------------------------------------------------------------------
-- User code that supplements self-commands.
-------------------------------------------------------------------------------------------------------------------
-- Called for custom player commands.
function job_self_command(cmdParams, eventArgs)
if cmdParams[1]:lower() == 'petweather' then
handle_petweather()
eventArgs.handled = true
elseif cmdParams[1]:lower() == 'siphon' then
handle_siphoning()
eventArgs.handled = true
elseif cmdParams[1]:lower() == 'pact' then
handle_pacts(cmdParams)
eventArgs.handled = true
end
end
-- Called by the 'update' self-command, for common needs.
-- Set eventArgs.handled to true if we don't want automatic equipping of gear.
function job_update(cmdParams, eventArgs)
classes.CustomIdleGroups:clear()
if pet.isvalid then
if avatars:contains(pet.name) then
classes.CustomIdleGroups:append('Avatar')
elseif spirits:contains(pet.name) then
classes.CustomIdleGroups:append('Spirit')
end
end
end
-- Set eventArgs.handled to true if we don't want the automatic display to be run.
function display_current_job_state(eventArgs)
end
-------------------------------------------------------------------------------------------------------------------
-- Utility functions specific to this job.
-------------------------------------------------------------------------------------------------------------------
-- Cast the appopriate storm for the currently summoned avatar, if possible.
function handle_petweather()
if player.sub_job ~= 'SCH' then
add_to_chat(122, "You can not cast storm spells")
return
end
if not pet.isvalid then
add_to_chat(122, "You do not have an active avatar.")
return
end
local element = pet.element
if element == 'Thunder' then
element = 'Lightning'
end
if S{'Light','Dark','Lightning'}:contains(element) then
add_to_chat(122, 'You do not have access to '..elements.storm_of[element]..'.')
return
end
local storm = elements.storm_of[element]
if storm then
send_command('@input /ma "'..elements.storm_of[element]..'" <me>')
else
add_to_chat(123, 'Error: Unknown element ('..tostring(element)..')')
end
end
-- Custom uber-handling of Elemental Siphon
function handle_siphoning()
if areas.Cities:contains(world.area) then
add_to_chat(122, 'Cannot use Elemental Siphon in a city area.')
return
end
local siphonElement
local stormElementToUse
local releasedAvatar
local dontRelease
-- If we already have a spirit out, just use that.
if pet.isvalid and spirits:contains(pet.name) then
siphonElement = pet.element
dontRelease = true
-- If current weather doesn't match the spirit, but the spirit matches the day, try to cast the storm.
if player.sub_job == 'SCH' and pet.element == world.day_element and pet.element ~= world.weather_element then
if not S{'Light','Dark','Lightning'}:contains(pet.element) then
stormElementToUse = pet.element
end
end
-- If we're subbing /sch, there are some conditions where we want to make sure specific weather is up.
-- If current (single) weather is opposed by the current day, we want to change the weather to match
-- the current day, if possible.
elseif player.sub_job == 'SCH' and world.weather_element ~= 'None' then
local intense = get_weather_intensity()
-- We can override single-intensity weather; leave double weather alone, since even if
-- it's partially countered by the day, it's not worth changing.
if intense == 1 then
-- If current weather is weak to the current day, it cancels the benefits for
-- siphon. Change it to the day's weather if possible (+0 to +20%), or any non-weak
-- weather if not.
-- If the current weather matches the current avatar's element (being used to reduce
-- perpetuation), don't change it; just accept the penalty on Siphon.
if world.weather_element == elements.weak_to[world.day_element] and
(not pet.isvalid or world.weather_element ~= pet.element) then
-- We can't cast lightning/dark/light weather, so use a neutral element
if S{'Light','Dark','Lightning'}:contains(world.day_element) then
stormElementToUse = 'Wind'
else
stormElementToUse = world.day_element
end
end
end
end
-- If we decided to use a storm, set that as the spirit element to cast.
if stormElementToUse then
siphonElement = stormElementToUse
elseif world.weather_element ~= 'None' and world.weather_element ~= elements.weak_to[world.day_element] then
siphonElement = world.weather_element
else
siphonElement = world.day_element
end
local command = ''
local releaseWait = 0
if pet.isvalid and avatars:contains(pet.name) then
command = command..'input /pet "Release" <me>;wait 1.1;'
releasedAvatar = pet.name
releaseWait = 10
end
if stormElementToUse then
command = command..'input /ma "'..elements.storm_of[stormElementToUse]..'" <me>;wait 4;'
releaseWait = releaseWait - 4
end
if not (pet.isvalid and spirits:contains(pet.name)) then
command = command..'input /ma "'..elements.spirit_of[siphonElement]..'" <me>;wait 4;'
releaseWait = releaseWait - 4
end
command = command..'input /ja "Elemental Siphon" <me>;'
releaseWait = releaseWait - 1
releaseWait = releaseWait + 0.1
if not dontRelease then
if releaseWait > 0 then
command = command..'wait '..tostring(releaseWait)..';'
else
command = command..'wait 1.1;'
end
command = command..'input /pet "Release" <me>;'
end
if releasedAvatar then
command = command..'wait 1.1;input /ma "'..releasedAvatar..'" <me>'
end
send_command(command)
end
-- Handles executing blood pacts in a generic, avatar-agnostic way.
-- cmdParams is the split of the self-command.
-- gs c [pact] [pacttype]
function handle_pacts(cmdParams)
if areas.Cities:contains(world.area) then
add_to_chat(122, 'You cannot use pacts in town.')
return
end
if not pet.isvalid then
add_to_chat(122,'No avatar currently available. Returning to macro set 4.')
set_macro_page(4)
return
end
if spirits:contains(pet.name) then
add_to_chat(122,'Cannot use pacts with spirits.')
return
end
if not cmdParams[2] then
add_to_chat(123,'No pact type given.')
return
end
local pact = cmdParams[2]:lower()
if not pacts[pact] then
add_to_chat(123,'Unknown pact type: '..tostring(pact))
return
end
if pacts[pact][pet.name] then
if pact == 'astralflow' and not buffactive['astral flow'] then
add_to_chat(122,'Cannot use Astral Flow pacts without 2hr active.')
return
end
-- Leave out target; let Shortcuts auto-determine it.
send_command('@input /pet "'..pacts[pact][pet.name]..'"')
else
add_to_chat(122,pet.name..' does not have a pact of type ['..pact..'].')
end
end
function create_pact_timer(spell)
-- Create custom timers for ward pacts.
if durations and durations[spell.english] then
local timer_cmd = 'timers c "'..spell.english..'" '..tostring(durations[spell.english])..' down'
if timer_icons[spell.english] then
timer_cmd = timer_cmd..' '..timer_icons[spell.english]
end
send_command(timer_cmd)
end
end
-- Select default macro book on initial load or subjob change.
function select_default_macro_book()
-- Default macro set/book
set_macro_page(4, 16)
end