Looking For A Copy Of PLD.lua |
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Looking for a copy of PLD.lua
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Any up to date PLD.lua that I can have, trying to bring my pld up to speed, thanks.
Here is mine, make sure to replace my crappy gear with your own.
Edit 1/14/2018: New version with SIRD implemented. Thanks Spynx for the code. Code ------------------------------------------------------------------------------------------------------------------- -- Setup functions for this job. Generally should not be modified. ------------------------------------------------------------------------------------------------------------------- -- Initialization function for this job file. function get_sets() mote_include_version = 2 -- Load and initialize the include file. include('Mote-Include.lua') -- Organizer include('organizer-lib') include('organizer-items.lua') end -- Setup vars that are user-independent. state.Buff vars initialized here will automatically be tracked. function job_setup() state.Buff.Sentinel = buffactive.sentinel or false state.Buff.Cover = buffactive.cover or false state.Buff.Doom = buffactive.Doom or false 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') state.HybridMode:options('Normal', 'PDT', 'Reraise') state.WeaponskillMode:options('Normal', 'Acc') state.CastingMode:options('Normal', 'SIRD', 'Resistant') state.PhysicalDefenseMode:options('PDT', 'HP', 'Reraise', 'Charm') state.MagicalDefenseMode:options('MDT', 'HP', 'Reraise', 'Charm') state.IdleMode:options('Normal', 'Refresh') state.ExtraDefenseMode = M{['description']='Extra Defense Mode', 'None', 'MP', 'Knockback', 'MP_Knockback'} state.EquipShield = M(false, 'Equip Shield w/Defense') gear.Weard = { name="Weard Mantle", augments={'VIT+1','DEX+3','Enmity+2','Phalanx +5'}} gear.RudianosTP = { name="Rudianos's Mantle", augments={'DEX+20','Accuracy+20 Attack+20','Accuracy+10','"Dbl.Atk."+10',}} gear.RudianosWS = { name="Rudianos's Mantle", augments={'DEX+20','Accuracy+20 Attack+20','Accuracy+10','Weapon skill damage +10%',}} gear.RudianosFC = { name="Rudianos's Mantle", augments={'HP+60','"Fast Cast"+10',}} gear.RudianosEnm = { name="Rudianos's Mantle", augments={'Eva.+20 /Mag. Eva.+20','Mag. Evasion+10','Enmity+10',}} gear.Ejekamal = { name="Ejekamal Boots", augments={'Haste+2','"Snapshot"+2','"Fast Cast"+3',}} gear.AcroLegsFC = { name="Acro Breeches", augments={'"Fast Cast"+2'}} target_distance = 5.5 -- Set Default Distance Here -- update_defense_mode() send_command('bind ^f11 gs c cycle MagicalDefenseMode') send_command('bind !f11 gs c cycle ExtraDefenseMode') send_command('bind @f10 gs c toggle EquipShield') send_command('bind @f11 gs c toggle EquipShield') send_command('bind @f12 gs c cycle CastingMode') send_command('pld') select_default_macro_book() end function user_unload() send_command('unbind ^f11') send_command('unbind !f11') send_command('unbind @f10') send_command('unbind @f11') send_command('unbind @f12') send_command('gs enable all') end -- Define sets and vars used by this job file. function init_gear_sets() -------------------------------------- -- Precast sets -------------------------------------- -- Fast cast sets for spells sets.precast.FC = {ammo="Impatiens", head="Chevalier's Armet",neck="Voltsurge Torque",ear1="Loquac. Earring",ear2="Enchanter Earring +1", body="Reverence Surcoat +2",hands="Buremte Gloves",ring1="Lebeche Ring",ring2="Prolix Ring", back=gear.RudianosFC,legs=gear.AcroLegsFC,feet=gear.Ejekamal} sets.precast.FC['Enhancing Magic'] = set_combine(sets.precast.FC, {waist="Siegel Sash"}) --Enmity sets.precast.Enmity = {ammo="Paeapua", head="Caballarius Coronet +1",neck="Unmoving Collar +1",ear2="Friomisi Earring", body="Reverence Surcoat +2",hands="Caballarius Gauntlets +1",ring1="Supershear Ring",ring2="Provocare Ring", back=gear.RudianosEnm,waist="Creed Baudrier",legs="Caballarius Breeches +1",feet="Caballarius Leggings +1"} -- Precast sets to enhance JAs sets.precast.JA['Invincible'] = set_combine(sets.precast.Enmity, {legs="Caballarius Breeches +1"}) sets.precast.JA['Holy Circle'] = set_combine(sets.precast.Enmity, {feet="Reverence Leggings +1"}) sets.precast.JA['Shield Bash'] = set_combine(sets.precast.Enmity, {hands="Caballarius Gauntlets +1", ear2="Knightly Earring"}) sets.precast.JA['Sentinel'] = set_combine(sets.precast.Enmity, {feet="Caballarius Leggings +1"}) sets.precast.JA['Rampart'] = set_combine(sets.precast.Enmity, {head="Caballarius Coronet +1"}) sets.precast.JA['Fealty'] = set_combine(sets.precast.Enmity, {body="Caballarius Surcoat +1"}) sets.precast.JA['Divine Emblem'] = set_combine(sets.precast.Enmity, {feet="Chevalier's Sabatons"}) sets.precast.JA['Sepulcher'] = sets.precast.Enmity sets.precast.JA['Palisade'] = sets.precast.Enmity sets.precast.JA['Cover'] = set_combine(sets.precast.Enmity, {head="Reverence Coronet +1"}) -- add mnd for Chivalry sets.precast.JA['Chivalry'] = { head="Reverence Coronet +1",ear2="Lifestorm Earring", body="Caballarius Surcoat +1",hands="Caballarius Gauntlets +1",ring1="Perception Ring",ring2="Solemn Ring", back=gear.RudianosEnm, legs="Caballarius Breeches +1",feet="Caballarius Leggings +1"} -- /WAR sets.precast.JA['Provoke'] = set_combine(sets.precast.Enmity, {}) sets.precast.JA['Berserk'] = set_combine(sets.precast.Enmity, {}) sets.precast.JA['Warcry'] = set_combine(sets.precast.Enmity, {}) sets.precast.JA['Aggressor'] = set_combine(sets.precast.Enmity, {}) sets.precast.JA['Defender'] = set_combine(sets.precast.Enmity, {}) -- Waltz set (chr and vit) sets.precast.Waltz = { head="Sulevia's Mask +2", body="Sulevia's Platemail +2",hands="Sulevia's Gauntlets +2", waist="Caudata Belt",legs="Sulevia's Cuisses +2",feet="Sulevia's Leggings +2"} -- Don't need any special gear for Healing Waltz. sets.precast.Waltz['Healing Waltz'] = {} sets.precast.Step = {ammo="Hasty Pinion +1", head="Flamma Zucchetto +1",neck="Ziel Charm",ear1="Steelflash Earring",ear2="Heartseeker Earring", body="Flamma Korazin +1",hands="Flamma Manopolas +1",ring1="Enlivened Ring",ring2="Patricius Ring", back=gear.RudianosTP,waist="Anguinus Belt",legs="Flamma Dirs +1",feet="Flamma Gambieras +1"} sets.precast.Flourish1 = {ammo="Plumose Sachet", head="Flamma Zucchetto +1",neck="Voltsurge Torque",ear1="Lifestorm Earring",ear2="Psystorm Earring", body="Flamma Korazin +1",hands="Flamma Manopolas +1",ring1="Perception Ring",ring2="Sangoma Ring", back=gear.RudianosTP,waist="Anguinus Belt",legs="Flamma Dirs +1",feet="Flamma Gambieras +1"} -- Weaponskill sets -- Default set for any weaponskill that isn't any more specifically defined sets.precast.WS = {ammo="Hasty Pinion +1", head="Flamma Zucchetto +1",neck="Fotia Gorget",ear1="Moonshade Earring",ear2="Brutal Earring", body="Acro Surcoat",hands="Sulevia's Gauntlets +2",ring1="Rajas Ring",ring2="Ifrit Ring", back=gear.RudianosWS,waist="Fotia Belt",legs="Sulevia's Cuisses +2",feet="Sulevia's Leggings +2"} sets.precast.WS.Acc = {ammo="Hasty Pinion +1", head="Flamma Zucchetto +1",neck="Fotia Gorget",ear1="Moonshade Earring",ear2="Heartseeker Earring", body="Flamma Korazin +1",hands="Flamma Manopolas +1",ring1="Enlivened Ring",ring2="Patricius Ring", back=gear.RudianosWS,waist="Anguinus Belt",legs="Flamma Dirs +1",feet="Flamma Gambieras +1"} -- Specific weaponskill sets. Uses the base set if an appropriate WSMod version isn't found. sets.precast.WS['Requiescat'] = set_combine(sets.precast.WS, {ring2="Solemn Ring",}) sets.precast.WS['Requiescat'].Acc = set_combine(sets.precast.WS.Acc, {waist="Fotia Belt"}) sets.precast.WS['Chant du Cygne'] = set_combine(sets.precast.WS, {hands="Flamma Manopolas +1",waist="Windbuffet Belt +1"}) sets.precast.WS['Chant du Cygne'].Acc = set_combine(sets.precast.WS.Acc, {hands="Flamma Manopolas +1"}) sets.precast.WS['Sanguine Blade'] = {ammo="Plumose Sachet", head="Flamma Zucchetto +1",neck="Eddy Necklace",ear1="Friomisi Earring",ear2="Hecate's Earring", body="Flamma Korazin +1",hands="Flamma Manopolas +1",ring1="Shiva Ring",ring2="Acumen Ring", back=gear.RudianosWS,waist="Fotia Belt",legs="Flamma Dirs +1",feet="Sulevia's Leggings +2"} sets.precast.WS['Aeolian Edge'] = set_combine(sets.precast.WS['Sanguine Blade'], {head="Chimera Hairpin"}) sets.precast.WS['Atonement'] = {ammo="Paeapua", head="Caballarius Coronet +1",neck="Fotia Gorget",ear1="Moonshade Earring",ear2="Friomisi Earring", body="Acro Surcoat",hands="Caballarius Gauntlets +1",ring1="Supershear Ring",ring2="Provocare Ring", back=gear.RudianosWS,waist="Fotia Belt",legs="Caballarius Breeches +1",feet="Sulevia's Leggings +2"} sets.precast.WS['Savage Blade'] = {ammo="Hasty Pinion +1", head="Sulevia's Mask +2",neck="Fotia Gorget",ear1="Moonshade Earring",ear2="Brutal Earring", body="Acro Surcoat",hands="Sulevia's Gauntlets +2",ring1="Rajas Ring",ring2="Ifrit Ring", back=gear.RudianosWS,waist="Fotia Belt",legs="Caballarius Breeches +1",feet="Sulevia's Leggings +2"} sets.precast.WS['Circle Blade'] = {ammo="Hasty Pinion +1", head="Sulevia's Mask +2",neck="Fotia Gorget",ear1="Moonshade Earring",ear2="Brutal Earring", body="Acro Surcoat",hands="Sulevia's Gauntlets +2",ring1="Rajas Ring",ring2="Ifrit Ring", back=gear.RudianosWS,waist="Caudata Belt",legs="Caballarius Breeches +1",feet="Sulevia's Leggings +2"} -------------------------------------- -- Midcast sets -------------------------------------- sets.midcast.FastRecast = {ammo="Incantor Stone", head="Chevalier's Armet",neck="Voltsurge Torque",ear1="Loquac. Earring",ear2="Enchanter Earring +1", body="Reverence Surcoat +2",hands="Buremte Gloves",ring2="Prolix Ring", back=gear.RudianosFC,waist="Tempus Fugit",feet=gear.Ejekamal} sets.midcast.Enmity = set_combine(sets.precast.Enmity, {}) sets.midcast.SIRD = {ammo="Staunch Tathlum", ear2="Knightly Earring", waist="Resolute Belt", legs="Carmine Cuisses +1"} sets.midcast.Flash = set_combine(sets.midcast.Enmity, {neck="Nesanica Torque"}) sets.midcast.Flash.SIRD = set_combine(sets.midcast.Flash, sets.midcast.SIRD) sets.midcast.Stun = set_combine(sets.midcast.Enmity, {}) sets.midcast.Stun.SIRD = set_combine(sets.midcast.Stun, sets.midcast.SIRD) sets.midcast.Cure = { ear1="Oneiros Earring",ear2="Nourishing Earring +1", hands="Buremte Gloves",ring1="Vocane Ring +1",ring2="Kunaji Ring", waist="Chuq'aba Belt",legs="Flamma Dirs +1"} sets.midcast.Cure.SIRD = set_combine(sets.midcast.Cure, sets.midcast.SIRD) sets.midcast['Blue Magic'] = set_combine(sets.midcast.Enmity, {}) sets.midcast['Blue Magic'].SIRD = set_combine(sets.midcast['Blue Magic'], sets.midcast.SIRD) sets.midcast['Blue Magic']['Wild Carrot'] = set_combine(sets.midcast.Enmity, sets.midcast.Cure) sets.midcast['Blue Magic']['Wild Carrot'].SIRD = set_combine(sets.midcast['Blue Magic']['Wild Carrot'], sets.midcast.SIRD) sets.midcast['Enhancing Magic'] = {legs="Reverence Breeches +1"} sets.midcast['Enhancing Magic'].SIRD = set_combine(sets.midcast['Enhancing Magic'], sets.midcast.SIRD) sets.midcast.Protect = {ring1="Sheltered Ring"} sets.midcast.Protect.SIRD = set_combine(sets.midcast.Protect, sets.midcast.SIRD) sets.midcast.Shell = {ring1="Sheltered Ring"} sets.midcast.Shell.SIRD = set_combine(sets.midcast.Shell, sets.midcast.SIRD) -------------------------------------- -- Idle/resting/defense/etc sets -------------------------------------- sets.Reraise = {head="Twilight Helm", body="Twilight Mail"} sets.resting = {ammo="Homiliary", head="Wivre Hairpin",neck="Creed Collar", body="Twilight Mail",ring1="Sheltered Ring",ring2="Paguroidea Ring"} -- Idle sets sets.idle = {ammo="Staunch Tathlum", head="Sulevia's Mask +2",neck="Twilight Torque",ear1="Flashward Earring",ear2="Hearty Earring", body="Reverence Surcoat +2",hands="Sulevia's Gauntlets +2",ring1="Vocane Ring +1",ring2="Defending Ring", back=gear.Weard,waist="Flume Belt",legs="Carmine Cuisses +1",feet="Sulevia's Leggings +2"} sets.idle.Refresh = set_combine(sets.idle, {ammo="Homiliary", head="Wivre Hairpin",neck="Creed Collar", body="Twilight Mail",ring1="Sheltered Ring",ring2="Paguroidea Ring"}) sets.idle.Town = {ammo="Staunch Tathlum", head="Flamma Zucchetto +1",neck="Twilight Torque",ear1="Steelflash Earring",ear2="Bladeborn Earring", body="Flamma Korazin +1",hands="Flamma Manopolas +1",ring1="Vocane Ring +1",ring2="Defending Ring", back=gear.RudianosTP,waist="Windbuffet Belt +1",legs="Carmine Cuisses +1",feet="Flamma Gambieras +1"} sets.idle.Weak = set_combine(sets.idle,{back=gear.RudianosEnm,legs="Sulevia's Cuisses +2"}) sets.idle.Weak.Reraise = set_combine(sets.idle.Weak, sets.Reraise) sets.Kiting = {legs="Carmine Cuisses +1"} sets.latent_refresh = {waist="Fucho-no-obi"} -------------------------------------- -- Defense sets -------------------------------------- -- Extra defense sets. Apply these on top of melee or defense sets. sets.Knockback = {ring1="Vocane Ring +1",back="Repulse Mantle"} sets.MP = {ammo="Homiliary",neck="Creed Collar",waist="Flume Belt"} --Chev. Armet +1 sets.MP_Knockback = set_combine(sets.MP, sets.Knockback) -- If EquipShield toggle is on (Win+F10 or Win+F11), equip the weapon/shield combos here -- when activating or changing defense mode: sets.PhysicalShield = {main={ name="Claidheamh Soluis", augments={'Accuracy+15','"Dbl.Atk."+3','DMG:+19',}},sub="Ochain"} sets.MagicalShield = {main={ name="Claidheamh Soluis", augments={'Accuracy+15','"Dbl.Atk."+3','DMG:+19',}},sub="Aegis"} -- Basic defense sets. sets.defense.PDT = {ammo="Staunch Tathlum", head="Sulevia's Mask +2",neck="Twilight Torque",ear1="Impregnable Earring",ear2="Creed Earring", body="Reverence Surcoat +2",hands="Sulevia's Gauntlets +2",ring1="Vocane Ring +1",ring2="Defending Ring", back=gear.RudianosTP,waist="Tempus Fugit",legs="Sulevia's Cuisses +2",feet="Flamma Gambieras +1"} sets.defense.HP = {ammo="Plumose Sachet", head="Caballarius Coronet +1",neck="Twilight Torque",ear1="Oneiros Earring",ear2="Creed Earring", body="Reverence Surcoat +2",hands="Caballarius Gauntlets +1",ring1="Vocane Ring +1",ring2="Defending Ring", back=gear.Weard, waist="Creed Baudrier",legs="Reverence Breeches +1",feet="Reverence Leggings +1"} sets.defense.Reraise = {ammo="Staunch Tathlum", head="Twilight Helm",neck="Twilight Torque",ear1="Oneiros Earring",ear2="Creed Earring", body="Twilight Mail",hands="Sulevia's Gauntlets +2",ring1="Vocane Ring +1",ring2="Defending Ring", back=gear.Weard, waist="Nierenschutz",legs="Sulevia's Cuisses +2",feet="Sulevia's Leggings +2"} sets.defense.Charm = {ammo="Homiliary", head="Sulevia's Mask +2",neck="Twilight Torque",ear1="Oneiros Earring",ear2="Creed Earring", body="Sulevia's Platemail +2",hands="Sulevia's Gauntlets +2",ring1="Vocane Ring +1",ring2="Defending Ring", back=gear.Weard, waist="Flume Belt",legs="Sulevia's Cuisses +2",feet="Sulevia's Leggings +2"} -- To cap MDT with Shell IV (52/256), need 76/256 in gear. -- Shellra V can provide 75/256, which would need another 53/256 in gear. sets.defense.MDT = {ammo="Staunch Tathlum", head="Sulevia's Mask +2",neck="Twilight Torque",ear1={name="Merman's Earring",bag="wardrobe"},ear2={name="Merman's Earring",bag="wardrobe2"}, body="Reverence Surcoat +2",hands="Flamma Manopolas +1",ring1="Vocane Ring +1",ring2="Defending Ring", back=gear.RudianosEnm,waist="Creed Baudrier",legs="Sulevia's Cuisses +2",feet="Flamma Gambieras +1"} -------------------------------------- -- Engaged sets -------------------------------------- sets.engaged = {ammo="Paeapua", head="Flamma Zucchetto +1",neck="Asperity Necklace",ear1="Steelflash Earring",ear2="Bladeborn Earring", body="Yorium Cuirass",hands="Flamma Manopolas +1",ring1="Rajas Ring",ring2="K'ayres Ring", back=gear.RudianosTP,waist="Tempus Fugit",legs="Sulevia's Cuisses +2",feet="Flamma Gambieras +1"} sets.engaged.Acc = {ammo="Hasty Pinion +1", head="Yorium Barbuta",neck="Ziel Charm",ear1="Steelflash Earring",ear2="Bladeborn Earring", body="Flamma Korazin +1",hands="Flamma Manopolas +1",ring1="Enlivened Ring",ring2="Patricius Ring", back=gear.RudianosTP,waist="Dynamic Belt +1",legs="Sulevia's Cuisses +2",feet="Flamma Gambieras +1"} sets.engaged.DW = set_combine(sets.engaged, {ear1="Suppanomimi",ear2="Brutal Earring",legs="Carmine Cuisses +1"}) sets.engaged.DW.Acc = set_combine(sets.engaged.Acc, {ear1="Dudgeon Earring",ear2="Heartseeker Earring"}) sets.engaged.PDT = {ammo="Paeapua", head="Sulevia's Mask +2",neck="Twilight Torque",ear1="Steelflash Earring",ear2="Bladeborn Earring", body="Reverence Surcoat +2",hands="Sulevia's Gauntlets +2",ring1="Vocane Ring +1",ring2="Defending Ring", back=gear.RudianosTP,waist="Tempus Fugit",legs="Sulevia's Cuisses +2",feet="Flamma Gambieras +1"} sets.engaged.Acc.PDT = sets.engaged.PDT sets.engaged.Reraise = set_combine(sets.engaged, sets.Reraise) sets.engaged.Acc.Reraise = set_combine(sets.engaged.Acc, sets.Reraise) sets.engaged.DW.PDT = set_combine(sets.engaged.PDT, {ear1="Suppanomimi",ear2="Brutal Earring"}) sets.engaged.DW.Acc.PDT = set_combine(sets.engaged.PDT, {ear1="Dudgeon Earring",ear2="Heartseeker Earring"}) sets.engaged.DW.Reraise = set_combine(sets.engaged.DW, sets.Reraise) sets.engaged.DW.Acc.Reraise = set_combine(sets.engaged.DW.Acc, sets.Reraise) -------------------------------------- -- Custom buff sets -------------------------------------- sets.buff.Doom = {ring1="Saida Ring"} sets.buff.Cover = {head="Reverence Coronet +1", body="Caballarius Surcoat +1"} end ------------------------------------------------------------------------------------------------------------------- -- Job-specific hooks for standard casting events. ------------------------------------------------------------------------------------------------------------------- function job_pretarget(spell, action, spellMap, eventArgs) if spell.type == "WeaponSkill" and player.status == 'Engaged' and spell.target.distance > target_distance then -- Cancel WS If You Are Out Of Range -- eventArgs.cancel=true add_to_chat(123, spell.name..' Canceled: [Out of Range]') return end end function job_midcast(spell, action, spellMap, eventArgs) -- If DefenseMode is active, apply that gear over midcast -- choices. Precast is allowed through for fast cast on -- spells, but we want to return to def gear before there's -- time for anything to hit us. -- Exclude Job Abilities from this restriction, as we probably want -- the enhanced effect of whatever item of gear applies to them, -- and only one item should be swapped out. if state.DefenseMode.value ~= 'None' and spell.type ~= 'JobAbility' then handle_equipping_gear(player.status) eventArgs.handled = true end end ------------------------------------------------------------------------------------------------------------------- -- Job-specific hooks for non-casting events. ------------------------------------------------------------------------------------------------------------------- -- Called when the player's state changes (e.g. Normal to Acc Engaged mode). function job_state_change(field, new_value, old_value) classes.CustomDefenseGroups:clear() classes.CustomDefenseGroups:append(state.ExtraDefenseMode.current) if state.EquipShield.value == true then classes.CustomDefenseGroups:append(state.DefenseMode.current .. 'Shield') end classes.CustomMeleeGroups:clear() classes.CustomMeleeGroups:append(state.ExtraDefenseMode.current) end ------------------------------------------------------------------------------------------------------------------- -- User code that supplements standard library decisions. ------------------------------------------------------------------------------------------------------------------- -- 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) update_defense_mode() end -- Called when status changes (Idle to Engaged, Resting, etc.) function job_status_change(newStatus, oldStatus, eventArgs) update_defense_mode() end -- Modify the default idle set after it was constructed. function customize_idle_set(idleSet) if world.area:contains('Adoulin') then idleSet = set_combine(idleSet, {body="Councilor's Garb"}) end if player.mpp < 51 then idleSet = set_combine(idleSet, sets.latent_refresh) end if state.Buff.Doom then idleSet = set_combine(idleSet, sets.buff.Doom) end return idleSet end -- Modify the default melee set after it was constructed. function customize_melee_set(meleeSet) if state.Buff.Doom then meleeSet = set_combine(meleeSet, sets.buff.Doom) end return meleeSet end function customize_defense_set(defenseSet) if state.ExtraDefenseMode.value ~= 'None' then defenseSet = set_combine(defenseSet, sets[state.ExtraDefenseMode.value]) end if state.EquipShield.value == true then defenseSet = set_combine(defenseSet, sets[state.DefenseMode.current .. 'Shield']) end if state.Buff.Doom then defenseSet = set_combine(defenseSet, sets.buff.Doom) end return defenseSet end 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.ExtraDefenseMode.value ~= 'None' then msg = msg .. ', Extra: ' .. state.ExtraDefenseMode.value end msg = msg .. ', Casting: ' .. state.CastingMode.value if state.EquipShield.value == true then msg = msg .. ', Force Equip Shield' 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 add_to_chat(122, msg) eventArgs.handled = true end ------------------------------------------------------------------------------------------------------------------- -- User self-commands. ------------------------------------------------------------------------------------------------------------------- -- Called for custom player commands. function job_self_command(cmdParams, eventArgs) if cmdParams[1] == 'tds' then local newTargetDistance = tonumber(cmdParams[2]) if not newTargetDistance then add_to_chat(123, '[Invalid parameter. Example syntax: gs c tds 5.5]') return end if newTargetDistance > 0 then target_distance = newTargetDistance add_to_chat(122, '[Weaponskill max range set to '..newTargetDistance..' yalms.]') else add_to_chat(123, '[Invalid parameter. Example syntax: gs c tds 5.5]') end end end ------------------------------------------------------------------------------------------------------------------- -- Utility functions specific to this job. ------------------------------------------------------------------------------------------------------------------- function update_defense_mode() if player.sub_job == 'NIN' or player.sub_job == 'DNC' then if player.equipment.sub and not player.equipment.sub:contains('Shield') and player.equipment.sub ~= 'Aegis' and player.equipment.sub ~= 'Ochain' then state.CombatForm:set('DW') else state.CombatForm:reset() end 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 == 'WAR' then set_macro_page(5, 1) elseif player.sub_job == 'DNC' then set_macro_page(1, 1) elseif player.sub_job == 'THF' then set_macro_page(6, 1) elseif player.sub_job == 'SAM' then set_macro_page(7, 1) elseif player.sub_job == 'RNG' then set_macro_page(8, 1) elseif player.sub_job == 'PLD' then set_macro_page(9, 1) elseif player.sub_job == 'WHM' then set_macro_page(1, 2) elseif player.sub_job == 'RDM' then set_macro_page(1, 3) elseif player.sub_job == 'SCH' then set_macro_page(1, 4) elseif player.sub_job == 'BLU' then set_macro_page(1, 5) elseif player.sub_job == 'DRK' then set_macro_page(5, 5) elseif player.sub_job == 'RUN' then set_macro_page(1, 6) elseif player.sub_job == 'NIN' then set_macro_page(10, 1) else set_macro_page(1, 7) --BRD end end Looks pretty nice :-) Im am looking for a smooth way to implement SIRD rules.. Any suggestions?
I have something like this based on Mote (same framework as the posted gearswap):
Code function user_setup() state.CastingMode:options('Normal','SIRD') end function init_gear_sets() sets.midcast.SIRD = { -- Your SIRD Gear goes here } -- BLU magic based on casting mode. Enmity if can land spell within foes attack rounds, SIRD if not sets.midcast['Blue Magic'] = sets.precast.JA['Provoke'] sets.midcast['Blue Magic'].SIRD = sets.midcast.SIRD -- Allow raise casting when swarmed by mobs sets.midcast.Raise = sets.midcast.FastRecast sets.midcast.Raise.SIRD = sets.midcast.SIRD end Simply toggle casting mode (CTRL+F11 by default) between normal and SIRD (or any other mode you find relevant, I have a DT for instance). Also add SIRD settings for other spells depending on how good your FC set is and how much you struggle to get spells off Offline
Posts: 268
Thanks so much Subadai
Mine is a bit different, but I set mine up as
Code sets.midcast['Blue Magic'].Enmity.SIRD = set_combine(sets.midcast.Enmity,{head="Souveran Schaller +1",legs="Founder's Hose",feet="Eschite Greaves",ammo="Staunch Tathlum", hands="Eschite Gauntlets",ear2="Knightly Earring",waist="Rumination Sash",}) Asura.Slugster said: » I tried implementing the SIRD portion into the LUA in original post, but it doesn't work for me. I cycled the castingmode to say SIRD in game, casted some spells outside of town and it didn't equip any of my SIRD set. Code sets.midcast.SIRD = {ammo="Impatiens", legs="Carmine Cuisses +1"} sets.midcast.Cure = { ear1="Oneiros Earring",ear2="Nourishing Earring +1", hands="Buremte Gloves",ring1="Vocane Ring +1",ring2="Kunaji Ring", waist="Chuq'aba Belt",legs="Flamma Dirs +1"} sets.midcast.Cure.SIRD = set_combine(sets.midcast.Cure, sets.midcast.SIRD) Feel free to fill in if you get it down @slugster
Subadai is correct. The way gearswap works it checks more-refined set first so if you have a set for any specific spell that one will win unless there is a more specific one (i.e. spell+casting mode).
Hiep one is a good implementation as well as he has map for blu spells (to distinguish defensive ones like cocoon over enmity ones like blank gaze) so that sets.midcast['Blue Magic'].Enmity.SIRD will be used if the blu spell is into an emnity map and he has casting mode set to SIRD. If you are interesting in all the potential options as well as understanding better how it works, this is the documentations Offline
Posts: 268
Hola again, suba I modded your pld lua to match my gear and it works bt have a few issues where casting enhancing magic it does not recognize the midcast.enhancing gear instead going for PTD set (found this by typing //gs showswaps thanks to Hiep) also is not recognizing my souv. Cuirass +1 by staying n odyss. Chestplate, would you mind taking a look at it and see if I did something wrong, thanks in advance.
Here is the lua copy: Pld lua... First, you have a typo in sets.precast.FC, "Odyssean chesplate". Second, if you're in PDT or MDT sets (F10 or F11), almost nothing else will swap out. These are emergency overrides. Clear them with Alt+F12 and other stuff should start swapping again.
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