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MNK.lua
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MNK.lua
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-------------------------------------------------------------------------------------------------------------------
-- 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')
end
-- Setup vars that are user-independent. state.Buff vars initialized here will automatically be tracked.
function job_setup()
state.Buff.Footwork = buffactive.Footwork or false
state.Buff.Impetus = buffactive.Impetus or false
state.FootworkWS = M(false, 'Footwork on WS')
info.impetus_hit_count = 0
windower.raw_register_event('action', on_action_for_impetus)
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', 'SomeAcc', 'Acc', 'Fodder')
state.WeaponskillMode:options('Normal', 'SomeAcc', 'Acc', 'Fodder')
state.HybridMode:options('Normal', 'PDT', 'Counter')
state.PhysicalDefenseMode:options('PDT', 'HP')
update_combat_form()
update_melee_groups()
select_default_macro_book()
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="Hesychast's Hose +1"}
sets.precast.JA['Boost'] = {hands="Anchorite's Gloves +1"}
sets.precast.JA['Dodge'] = {feet="Anchorite's Gaiters +1"}
sets.precast.JA['Focus'] = {head="Anchorite's Crown +1"}
sets.precast.JA['Counterstance'] = {feet="Hesychast's Gaiters +1"}
sets.precast.JA['Footwork'] = {feet="Tantra Gaiters +2"}
sets.precast.JA['Formless Strikes'] = {body="Hesychast's Cyclas"}
sets.precast.JA['Mantra'] = {feet="Hesychast's Gaiters +1"}
sets.precast.JA['Chi Blast'] = {
head="Melee Crown +2",
body="Otronif Harness +1",hands="Hesychast's Gloves +1",
back="Tuilha Cape",legs="Hesychast's Hose +1",feet="Anchorite's Gaiters +1"}
sets.precast.JA['Chakra'] = {ammo="Iron Gobbet",
head="Felistris Mask",
body="Anchorite's Cyclas +1",hands="Hesychast's Gloves +1",ring1="Spiral Ring",
back="Iximulew Cape",waist="Caudata Belt",legs="Qaaxo Tights",feet="Thurandaut Boots +1"}
-- Waltz set (chr and vit)
sets.precast.Waltz = {ammo="Sonia's Plectrum",
head="Felistris Mask",
body="Otronif Harness +1",hands="Hesychast's Gloves +1",ring1="Spiral Ring",
back="Iximulew Cape",waist="Caudata Belt",legs="Qaaxo Tights",feet="Otronif Boots +1"}
-- Don't need any special gear for Healing Waltz.
sets.precast.Waltz['Healing Waltz'] = {}
sets.precast.Step = {waist="Chaac Belt"}
sets.precast.Flourish1 = {waist="Chaac Belt"}
-- Fast cast sets for spells
sets.precast.FC = {ammo="Impatiens",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=gear.ElementalGorget,ear1="Brutal Earring",ear2="Moonshade Earring",
body="Qaaxo Harness",hands="Hesychast's Gloves +1",ring1="Rajas Ring",ring2="Epona's Ring",
back="Atheling Mantle",waist="Caudata Belt",legs="Quiahuiz Trousers",feet="Manibozho Boots"}
sets.precast.WSAcc = {ammo="Honed Tathlum",body="Manibozho Jerkin",back="Letalis Mantle",feet="Qaaxo Leggings"}
sets.precast.WSMod = {ammo="Tantra Tathlum",head="Felistris Mask",legs="Hesychast's Hose +1",feet="Daihanshi Habaki"}
sets.precast.MaxTP = {ear1="Bladeborn Earring",ear2="Steelflash Earring"}
sets.precast.WS.Acc = set_combine(sets.precast.WS, sets.precast.WSAcc)
sets.precast.WS.Mod = set_combine(sets.precast.WS, sets.precast.WSMod)
-- Specific weaponskill sets.
-- legs={name="Quiahuiz Trousers", augments={'Phys. dmg. taken -2%','Magic dmg. taken -2%','STR+8'}}}
sets.precast.WS['Raging Fists'] = set_combine(sets.precast.WS, {})
sets.precast.WS['Howling Fist'] = set_combine(sets.precast.WS, {legs="Manibozho Brais",feet="Daihanshi Habaki"})
sets.precast.WS['Asuran Fists'] = set_combine(sets.precast.WS, {
ear1="Bladeborn Earring",ear2="Moonshade Earring",ring2="Spiral Ring",back="Buquwik Cape"})
sets.precast.WS["Ascetic's Fury"] = set_combine(sets.precast.WS, {
ammo="Tantra Tathlum",ring1="Spiral Ring",back="Buquwik Cape",feet="Qaaxo Leggings"})
sets.precast.WS["Victory Smite"] = set_combine(sets.precast.WS, {neck="Rancor Collar",back="Buquwik Cape",feet="Qaaxo Leggings"})
sets.precast.WS['Shijin Spiral'] = set_combine(sets.precast.WS, {ear1="Bladeborn Earring",ear2="Steelflash Earring",
legs="Manibozho Brais",feet="Daihanshi Habaki"})
sets.precast.WS['Dragon Kick'] = set_combine(sets.precast.WS, {feet="Daihanshi Habaki"})
sets.precast.WS['Tornado Kick'] = set_combine(sets.precast.WS, {ammo="Tantra Tathlum",ring1="Spiral Ring"})
sets.precast.WS['Spinning Attack'] = set_combine(sets.precast.WS, {
head="Felistris Mask",ear1="Bladeborn Earring",ear2="Steelflash Earring"})
sets.precast.WS["Raging Fists"].Acc = set_combine(sets.precast.WS["Raging Fists"], sets.precast.WSAcc)
sets.precast.WS["Howling Fist"].Acc = set_combine(sets.precast.WS["Howling Fist"], sets.precast.WSAcc)
sets.precast.WS["Asuran Fists"].Acc = set_combine(sets.precast.WS["Asuran Fists"], sets.precast.WSAcc)
sets.precast.WS["Ascetic's Fury"].Acc = set_combine(sets.precast.WS["Ascetic's Fury"], sets.precast.WSAcc)
sets.precast.WS["Victory Smite"].Acc = set_combine(sets.precast.WS["Victory Smite"], sets.precast.WSAcc)
sets.precast.WS["Shijin Spiral"].Acc = set_combine(sets.precast.WS["Shijin Spiral"], sets.precast.WSAcc)
sets.precast.WS["Dragon Kick"].Acc = set_combine(sets.precast.WS["Dragon Kick"], sets.precast.WSAcc)
sets.precast.WS["Tornado Kick"].Acc = set_combine(sets.precast.WS["Tornado Kick"], sets.precast.WSAcc)
sets.precast.WS["Raging Fists"].Mod = set_combine(sets.precast.WS["Raging Fists"], sets.precast.WSMod)
sets.precast.WS["Howling Fist"].Mod = set_combine(sets.precast.WS["Howling Fist"], sets.precast.WSMod)
sets.precast.WS["Asuran Fists"].Mod = set_combine(sets.precast.WS["Asuran Fists"], sets.precast.WSMod)
sets.precast.WS["Ascetic's Fury"].Mod = set_combine(sets.precast.WS["Ascetic's Fury"], sets.precast.WSMod)
sets.precast.WS["Victory Smite"].Mod = set_combine(sets.precast.WS["Victory Smite"], sets.precast.WSMod)
sets.precast.WS["Shijin Spiral"].Mod = set_combine(sets.precast.WS["Shijin Spiral"], sets.precast.WSMod)
sets.precast.WS["Dragon Kick"].Mod = set_combine(sets.precast.WS["Dragon Kick"], sets.precast.WSMod)
sets.precast.WS["Tornado Kick"].Mod = set_combine(sets.precast.WS["Tornado Kick"], sets.precast.WSMod)
sets.precast.WS['Cataclysm'] = {
head="Wayfarer Circlet",neck="Stoicheion Medal",ear1="Friomisi Earring",ear2="Hecate's Earring",
body="Wayfarer Robe",hands="Otronif Gloves",ring1="Acumen Ring",ring2="Demon's Ring",
back="Toro Cape",waist="Thunder Belt",legs="Nahtirah Trousers",feet="Qaaxo Leggings"}
-- Midcast Sets
sets.midcast.FastRecast = {
head="Whirlpool Mask",ear2="Loquacious Earring",
body="Otronif Harness +1",hands="Thaumas Gloves",
waist="Black Belt",feet="Otronif Boots +1"}
-- Specific spells
sets.midcast.Utsusemi = {
head="Whirlpool Mask",ear2="Loquacious Earring",
body="Otronif Harness +1",hands="Thaumas Gloves",
waist="Black Belt",legs="Qaaxo Tights",feet="Otronif Boots +1"}
-- Sets to return to when not performing an action.
-- Resting sets
sets.resting = {head="Ocelomeh Headpiece +1",neck="Wiglen Gorget",
body="Hesychast's Cyclas",ring1="Sheltered Ring",ring2="Paguroidea Ring"}
-- Idle sets
sets.idle = {ammo="Thew Bomblet",
head="Felistris Mask",neck="Wiglen Gorget",ear1="Bladeborn Earring",ear2="Steelflash Earring",
body="Hesychast's Cyclas",hands="Hesychast's Gloves +1",ring1="Sheltered Ring",ring2="Paguroidea Ring",
back="Iximulew Cape",waist="Black Belt",legs="Qaaxo Tights",feet="Herald's Gaiters"}
sets.idle.Town = {ammo="Thew Bomblet",
head="Whirlpool Mask",neck="Asperity Necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring",
body="Qaaxo Harness",hands="Hesychast's Gloves +1",ring1="Sheltered Ring",ring2="Paguroidea Ring",
back="Atheling Mantle",waist="Black Belt",legs="Qaaxo Tights",feet="Herald's Gaiters"}
sets.idle.Weak = {ammo="Thew Bomblet",
head="Felistris Mask",neck="Wiglen Gorget",ear1="Brutal Earring",ear2="Bloodgem Earring",
body="Hesychast's Cyclas",hands="Hesychast's Gloves +1",ring1="Sheltered Ring",ring2="Meridian Ring",
back="Iximulew Cape",waist="Black Belt",legs="Qaaxo Tights",feet="Herald's Gaiters"}
-- Defense sets
sets.defense.PDT = {ammo="Iron Gobbet",
head="Uk'uxkaj Cap",neck="Twilight Torque",
body="Otronif Harness +1",hands="Otronif Gloves",ring1="Defending Ring",ring2=gear.DarkRing.physical,
back="Shadow Mantle",waist="Black Belt",legs="Qaaxo Tights",feet="Otronif Boots +1"}
sets.defense.HP = {ammo="Iron Gobbet",
head="Uk'uxkaj Cap",neck="Lavalier +1",ear1="Brutal Earring",ear2="Bloodgem Earring",
body="Hesychast's Cyclas",hands="Hesychast's Gloves +1",ring1="K'ayres Ring",ring2="Meridian Ring",
back="Shadow Mantle",waist="Black Belt",legs="Hesychast's Hose +1",feet="Hesychast's Gaiters +1"}
sets.defense.MDT = {ammo="Demonry Stone",
head="Uk'uxkaj Cap",neck="Twilight Torque",
body="Otronif Harness +1",hands="Anchorite's Gloves +1",ring1="Defending Ring",ring2="Shadow Ring",
back="Engulfer Cape",waist="Black Belt",legs="Qaaxo Tights",feet="Daihanshi Habaki"}
sets.Kiting = {feet="Herald's Gaiters"}
sets.ExtraRegen = {head="Ocelomeh Headpiece +1"}
-- 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="Qaaxo Harness",hands="Hesychast's Gloves +1",ring1="Rajas Ring",ring2="Epona's Ring",
back="Atheling Mantle",waist="Windbuffet Belt",legs="Hesychast's Hose +1",feet="Anchorite's Gaiters +1"}
sets.engaged.SomeAcc = {ammo="Honed Tathlum",
head="Whirlpool Mask",neck="Ej Necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring",
body="Qaaxo Harness",hands="Hesychast's Gloves +1",ring1="Rajas Ring",ring2="Epona's Ring",
back="Atheling Mantle",waist="Anguinus Belt",legs="Hesychast's Hose +1",feet="Anchorite's Gaiters +1"}
sets.engaged.Acc = {ammo="Honed Tathlum",
head="Whirlpool Mask",neck="Ej Necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring",
body="Otronif Harness +1",hands="Hesychast's Gloves +1",ring1="Patricius Ring",ring2="Epona's Ring",
back="Letalis Mantle",waist="Anguinus Belt",legs="Manibozho Brais",feet="Qaaxo Leggings"}
sets.engaged.Mod = {ammo="Thew Bomblet",
head="Felistris Mask",neck="Asperity Necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring",
body="Qaaxo Harness",hands="Anchorite's Gloves +1",ring1="Rajas Ring",ring2="Epona's Ring",
back="Atheling Mantle",waist="Windbuffet Belt",legs="Hesychast's Hose +1",feet="Anchorite's Gaiters +1"}
-- Defensive melee hybrid sets
sets.engaged.PDT = {ammo="Thew Bomblet",
head="Uk'uxkaj Cap",neck="Twilight Torque",ear1="Bladeborn Earring",ear2="Steelflash Earring",
body="Otronif Harness +1",hands="Otronif Gloves",ring1="Patricius Ring",ring2="Epona's Ring",
back="Iximulew Cape",waist="Windbuffet Belt",legs="Hesychast's Hose +1",feet="Otronif Boots +1"}
sets.engaged.SomeAcc.PDT = {ammo="Honed Tathlum",
head="Whirlpool Mask",neck="Ej Necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring",
body="Qaaxo Harness",hands="Hesychast's Gloves +1",ring1="Patricius Ring",ring2="Epona's Ring",
back="Atheling Mantle",waist="Anguinus Belt",legs="Hesychast's Hose +1",feet="Anchorite's Gaiters +1"}
sets.engaged.Acc.PDT = {ammo="Honed Tathlum",
head="Whirlpool Mask",neck="Twilight Torque",ear1="Bladeborn Earring",ear2="Steelflash Earring",
body="Otronif Harness +1",hands="Otronif Gloves",ring1="Patricius Ring",ring2="Epona's Ring",
back="Letalis Mantle",waist="Anguinus Belt",legs="Qaaxo Tights",feet="Qaaxo Leggings"}
sets.engaged.Counter = {ammo="Thew Bomblet",
head="Whirlpool Mask",neck="Asperity Necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring",
body="Otronif Harness +1",hands="Otronif Gloves",ring1="K'ayres Ring",ring2="Epona's Ring",
back="Atheling Mantle",waist="Windbuffet Belt",legs="Anchorite's Hose",feet="Otronif Boots +1"}
sets.engaged.Acc.Counter = {ammo="Honed Tathlum",
head="Whirlpool Mask",neck="Ej Necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring",
body="Otronif Harness +1",hands="Hesychast's Gloves +1",ring1="Patricius Ring",ring2="Epona's Ring",
back="Letalis Mantle",waist="Anguinus Belt",legs="Anchorite's Hose",feet="Otronif Boots +1"}
-- Hundred Fists/Impetus melee set mods
sets.engaged.HF = set_combine(sets.engaged)
sets.engaged.HF.Impetus = set_combine(sets.engaged, {body="Tantra Cyclas +2"})
sets.engaged.Acc.HF = set_combine(sets.engaged.Acc)
sets.engaged.Acc.HF.Impetus = set_combine(sets.engaged.Acc, {body="Tantra Cyclas +2"})
sets.engaged.Counter.HF = set_combine(sets.engaged.Counter)
sets.engaged.Counter.HF.Impetus = set_combine(sets.engaged.Counter, {body="Tantra Cyclas +2"})
sets.engaged.Acc.Counter.HF = set_combine(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="Felistris Mask",neck="Asperity Necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring",
body="Qaaxo Harness",hands="Hesychast's Gloves +1",ring1="Rajas Ring",ring2="Epona's Ring",
back="Atheling Mantle",waist="Windbuffet Belt",legs="Hesychast's Hose +1",feet="Anchorite's Gaiters +1"}
sets.engaged.Footwork.Acc = {ammo="Honed Tathlum",
head="Whirlpool Mask",neck="Asperity Necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring",
body="Otronif Harness +1",hands="Hesychast's Gloves +1",ring1="Rajas Ring",ring2="Epona's Ring",
back="Letalis Mantle",waist="Anguinus Belt",legs="Hesychast's Hose +1",feet="Anchorite's Gaiters +1"}
-- Quick sets for post-precast adjustments, listed here so that the gear can be Validated.
sets.impetus_body = {body="Tantra Cyclas +2"}
sets.footwork_kick_feet = {feet="Anchorite's Gaiters +1"}
end
-------------------------------------------------------------------------------------------------------------------
-- Job-specific hooks for standard casting events.
-------------------------------------------------------------------------------------------------------------------
-- 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 == 'WeaponSkill' and state.DefenseMode.current ~= 'None' then
eventArgs.handled = true
end
end
-- Run after the general precast() is done.
function job_post_precast(spell, action, spellMap, eventArgs)
if spell.type == 'WeaponSkill' and state.DefenseMode.current ~= 'None' then
if state.Buff.Impetus and (spell.english == "Ascetic's Fury" or spell.english == "Victory Smite") then
-- Need 6 hits at capped dDex, or 9 hits if dDex is uncapped, for Tantra to tie or win.
if (state.OffenseMode.current == 'Fodder' and info.impetus_hit_count > 5) or (info.impetus_hit_count > 8) then
equip(sets.impetus_body)
end
elseif state.Buff.Footwork and (spell.english == "Dragon's Kick" or spell.english == "Tornado Kick") then
equip(sets.footwork_kick_feet)
end
-- Replace Moonshade Earring if we're at cap TP
if player.tp == 3000 then
equip(sets.precast.MaxTP)
end
end
end
function job_aftercast(spell, action, spellMap, eventArgs)
if spell.type == 'WeaponSkill' and not spell.interrupted and state.FootworkWS and state.Buff.Footwork then
send_command('cancel Footwork')
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)
-- 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:set('Footwork')
elseif buff == "Hundred Fists" and not gain and buffactive.footwork then
state.CombatForm:set('Footwork')
else
state.CombatForm:reset()
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
-------------------------------------------------------------------------------------------------------------------
-- User code that supplements standard library decisions.
-------------------------------------------------------------------------------------------------------------------
function customize_idle_set(idleSet)
if player.hpp < 75 then
idleSet = set_combine(idleSet, sets.ExtraRegen)
end
return idleSet
end
-- Called by the 'update' self-command.
function job_update(cmdParams, eventArgs)
update_combat_form()
update_melee_groups()
end
-------------------------------------------------------------------------------------------------------------------
-- Utility functions specific to this job.
-------------------------------------------------------------------------------------------------------------------
function update_combat_form()
if buffactive.footwork and not buffactive['hundred fists'] then
state.CombatForm:set('Footwork')
else
state.CombatForm:reset()
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)
elseif player.sub_job == 'RUN' then
set_macro_page(1, 1)
else
set_macro_page(3, 1)
end
end
-------------------------------------------------------------------------------------------------------------------
-- Custom event hooks.
-------------------------------------------------------------------------------------------------------------------
-- Keep track of the current hit count while Impetus is up.
function on_action_for_impetus(action)
if state.Buff.Impetus then
-- count melee hits by player
if action.actor_id == player.id then
if action.category == 1 then
for _,target in pairs(action.targets) do
for _,action in pairs(target.actions) do
-- Reactions (bitset):
-- 1 = evade
-- 2 = parry
-- 4 = block/guard
-- 8 = hit
-- 16 = JA/weaponskill?
-- If action.reaction has bits 1 or 2 set, it missed or was parried. Reset count.
if (action.reaction % 4) > 0 then
info.impetus_hit_count = 0
else
info.impetus_hit_count = info.impetus_hit_count + 1
end
end
end
elseif action.category == 3 then
-- Missed weaponskill hits will reset the counter. Can we tell?
-- Reaction always seems to be 24 (what does this value mean? 8=hit, 16=?)
-- Can't tell if any hits were missed, so have to assume all hit.
-- Increment by the minimum number of weaponskill hits: 2.
for _,target in pairs(action.targets) do
for _,action in pairs(target.actions) do
-- This will only be if the entire weaponskill missed or was parried.
if (action.reaction % 4) > 0 then
info.impetus_hit_count = 0
else
info.impetus_hit_count = info.impetus_hit_count + 2
end
end
end
end
elseif action.actor_id ~= player.id and action.category == 1 then
-- If mob hits the player, check for counters.
for _,target in pairs(action.targets) do
if target.id == player.id then
for _,action in pairs(target.actions) do
-- Spike effect animation:
-- 63 = counter
-- ?? = missed counter
if action.has_spike_effect then
-- spike_effect_message of 592 == missed counter
if action.spike_effect_message == 592 then
info.impetus_hit_count = 0
elseif action.spike_effect_animation == 63 then
info.impetus_hit_count = info.impetus_hit_count + 1
end
end
end
end
end
end
--add_to_chat(123,'Current Impetus hit count = ' .. tostring(info.impetus_hit_count))
else
info.impetus_hit_count = 0
end
end