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GEO.lua
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GEO.lua
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-------------------------------------------------------------------------------------------------------------------
-- Initialization function that defines sets and variables to be used.
-------------------------------------------------------------------------------------------------------------------
-- IMPORTANT: Make sure to also get the Mote-Include.lua file (and its supplementary files) to go with this.
-- Initialization function for this job file.
function get_sets()
-- Load and initialize the include file.
include('Mote-Include.lua')
end
-- Setup vars that are user-independent.
function job_setup()
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.IdleModes = {'Normal', 'PDT'}
options.RestingModes = {'Normal'}
options.PhysicalDefenseModes = {'PDT'}
options.MagicalDefenseModes = {'MDT'}
state.Defense.PhysicalMode = 'PDT'
-- Default macro set/book
set_macro_page(1, 6)
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
-- 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.Cure = {
head="Nahtirah Hat",ear2="Loquacious Earring",
body="Heka's Kalasiris",ring1="Prolix Ring",
back="Pahtli Cape",waist="Witful Belt",legs="Orvail Pants +1",feet="Chelona Boots +1"}
-- Weaponskill sets
-- Default set for any weaponskill that isn't any more specifically defined
-- Specific weaponskill sets. Uses the base set if an appropriate WSMod version isn't found.
sets.precast.WS['Flash Nova'] = {
head="Hagondes Hat",neck="Stoicheion Medal",ear1="Friomisi Earring",ear2="Hecate's Earring",
body="Hagondes Coat",hands="Yaoyotl Gloves",ring2="Strendu Ring",
back="Toro Cape",waist="Snow Belt",legs="Hagondes Pants",feet="Hagondes Sabots"}
sets.precast.WS['Starlight'] = {ear2="Moonshade Earring"}
sets.precast.WS['Moonlight'] = {ear2="Moonshade Earring"}
-- Midcast Sets
sets.midcast.FastRecast = {
head="Zelus Tiara",ear2="Loquacious Earring",
body="Hagondes Coat",hands="Bokwus Gloves",ring1="Prolix Ring",
back="Swith Cape",waist="Goading Belt",legs="Hagondes Pants",feet="Hagondes Sabots"}
sets.midcast.Geomancy = {range="Matre Bell"}
sets.midcast.Cure = {
body="Heka's Kalasiris",hands="Bokwus Gloves",
back="Swith Cape",legs="Nares Trews",feet="Hagondes Sabots"}
sets.midcast.Protectra = {ring1="Sheltered Ring"}
sets.midcast.Shellra = {ring1="Sheltered Ring"}
-- Sets to return to when not performing an action.
-- Resting sets
sets.resting = {head="Nefer Khat +1",neck="Wiglen Gorget",
body="Heka's Kalasiris",ring1="Sheltered Ring",ring2="Paguroidea Ring",
legs="Nares Trews",feet="Chelona Boots +1"}
-- Idle sets (default idle set not needed since the other three are defined, but leaving for testing purposes)
sets.idle.Town = {range="Matre Bell",
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="Goading Belt",legs="Nares Trews",feet="Herald's Gaiters"}
sets.idle.Field = {range="Matre Bell",
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="Goading Belt",legs="Nares Trews",feet="Herald's Gaiters"}
sets.idle.Field.PDT = {range="Matre Bell",
head="Nahtirah Hat",neck="Twilight Torque",ear1="Bloodgem Earring",ear2="Loquacious Earring",
body="Hagondes Coat",hands="Yaoyotl Gloves",ring1="Dark Ring",ring2="Paguroidea Ring",
back="Umbra Cape",waist="Goading Belt",legs="Nares Trews",feet="Herald's Gaiters"}
sets.idle.Weak = {range="Matre Bell",
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="Goading Belt",legs="Nares Trews",feet="Herald's Gaiters"}
-- Defense sets
sets.defense.PDT = {range="Matre Bell",
head="Hagondes Hat",neck="Wiglen Gorget",ear1="Bloodgem Earring",ear2="Loquacious Earring",
body="Hagondes Coat",hands="Yaoyotl Gloves",ring1="Dark Ring",ring2="Dark Ring",
back="Umbra Cape",waist="Goading Belt",legs="Hagondes Pants",feet="Hagondes Sabots"}
sets.defense.MDT = {range="Matre Bell",
head="Nahtirah Hat",neck="Wiglen Gorget",ear1="Bloodgem Earring",ear2="Loquacious Earring",
body="Vanir Cotehardie",hands="Yaoyotl Gloves",ring1="Dark Ring",ring2="Dark Ring",
back="Umbra Cape",waist="Goading 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 = {range="Matre Bell",
head="Zelus Tiara",neck="Peacock Charm",ear1="Bladeborn Earring",ear2="Steelflash Earring",
body="Vanir Cotehardie",hands="Bokwus Gloves",ring1="Rajas Ring",ring2="Paguroidea 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.
-- Set eventArgs.useMidcastGear to true if we want midcast gear equipped on precast.
function job_precast(spell, action, spellMap, eventArgs)
end
-- Run after the general precast() is done.
function job_post_precast(spell, action, spellMap, eventArgs)
end
-- 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
-- Default base equipment layer of fast recast.
equip(sets.midcast.FastRecast)
end
end
-- Run after the general midcast() is done.
function job_post_midcast(spell, action, spellMap, eventArgs)
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)
end
-------------------------------------------------------------------------------------------------------------------
-- Customization hooks for idle and melee sets, after they've been automatically constructed.
-------------------------------------------------------------------------------------------------------------------
function customize_idle_set(idleSet)
return idleSet
end
function customize_melee_set(meleeSet)
return meleeSet
end
-------------------------------------------------------------------------------------------------------------------
-- General hooks for other events.
-------------------------------------------------------------------------------------------------------------------
-- Called when the player's status changes.
function job_status_change(newStatus,oldStatus)
end
-- 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)
--handle_equipping_gear(player.status)
end
-------------------------------------------------------------------------------------------------------------------
-- User code that supplements self-commands.
-------------------------------------------------------------------------------------------------------------------
-- Called for custom player commands.
function job_self_command(cmdParams, eventArgs)
end
-- Called by the 'update' self-command.
function job_update(cmdParams, eventArgs)
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()
end
-------------------------------------------------------------------------------------------------------------------
-- Utility functions specific to this job.
-------------------------------------------------------------------------------------------------------------------