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SCH Automatic Sublimation: Gearswap, or Autoexec?
By Vavaud 2014-07-25 13:57:43
My apologies if this has been asked already anywhere, but I could not find a thread here that mentioned automatic activation or usage of sublimation. I have yet to convert my SCH spellcast .xml into a .lua for Gearswap, and I was trying to figure out the best way to handle the automatic sublimation function that I created in Spellcast. Here's what my Spellcast rule read:
Code <if Skill="*Magic" notSpell="Invisible" notbuffactive="Weakness">
<elseif notbuffactive="Sublimation: Activated|Sublimation: Complete">
<action type="command" when="aftercast">wait 2; input /ja "Sublimation" me </action>
</elseif>
<elseif MPPAftercastlt="80">
<if buffactive="Sublimation: Complete">
<action type="command" when="aftercast">wait 2; input /ja "Sublimation" me </action>
</if>
</elseif>
</if>
In plain English, how it worked was:
-If Sublimation was not active, then 2 seconds after any spellcast I would automatically start sublimation (no intelligence in the code to detect if sublimation was on cooldown and abort the operation)
-If Sublimation was done charging, AND I was at less than 80% MP after the spellcast, wait 2 seconds and automatically use sublimation to pull the pool of MP.
-All of this automation was aborted if I was Invisible, or Weakened.
I'm still very new to Gearswap, and am not familiar with the different function arguments and other commands that would be used to replicate this kind of automation. If anyone has any recommendation on how to pull this off in .lua, I'd be greatly appreciative of your assistance.
Also, on a side note, I am planning on using Kinematic's SCH Gearswap file as a starting point, and hoping to find a way to insert this piece of automation into that script. For reference, the latest version of Kinematic's .lua script is located at this link:
Kinematic's Awesome SCH lua
The current version of this file is copy/pasted right here, for immediate reference:
Code -------------------------------------------------------------------------------------------------------------------
-- 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.
--[[
Custom commands:
Shorthand versions for each strategem type that uses the version appropriate for
the current Arts.
Light Arts Dark Arts
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()
-- Load and initialize the include file.
include('Mote-Include.lua')
end
-- Setup vars that are user-independent.
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
-- Setup vars that are user-dependent. Can override this function in a sidecar file.
function user_setup()
-- Options: Override default values
options.CastingModes = {'Normal', 'Resistant'}
options.OffenseModes = {'None', 'Normal'}
options.DefenseModes = {'Normal'}
options.WeaponskillModes = {'Normal'}
options.IdleModes = {'Normal', 'PDT', 'Stun'}
options.RestingModes = {'Normal'}
options.PhysicalDefenseModes = {'PDT'}
options.MagicalDefenseModes = {'MDT'}
state.OffenseMode = 'None'
state.Defense.PhysicalMode = '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 <t>')
select_default_macro_book()
end
function job_file_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 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)
if state.Buff[spell.english] ~= nil then
state.Buff[spell.english] = true
end
end
-- 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
-- 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 state.Buff[spell.english] ~= nil then
state.Buff[spell.english] = not spell.interrupted or buffactive[spell.english]
end
end
-------------------------------------------------------------------------------------------------------------------
-- Customization hooks for idle and melee sets, after they've been automatically constructed.
-------------------------------------------------------------------------------------------------------------------
-- 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 == 'Normal' then
idleSet = set_combine(idleSet, sets.buff.FullSublimation)
elseif state.IdleMode == '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
-------------------------------------------------------------------------------------------------------------------
-- General hooks for change 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
end
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 == 'OffenseMode' then
if newValue == 'Normal' then
disable('main','sub')
else
enable('main','sub')
end
elseif stateField == 'Reset' then
if state.OffenseMode == 'None' then
enable('main','sub')
end
end
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
-- 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 == 'Stun' then
send_command('@input /ja "Dark Arts" <me>')
else
send_command('@input /ja "Light Arts" <me>')
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)
local defenseString = ''
if state.Defense.Active then
local defMode = state.Defense.PhysicalMode
if state.Defense.Type == 'Magical' then
defMode = state.Defense.MagicalMode
end
defenseString = 'Defense: '..state.Defense.Type..' '..defMode..', '
end
local meleeString = ''
if state.OffenseMode == 'Normal' then
meleeString = 'Melee: Weapons locked, '
end
add_to_chat(122,'Casting ['..state.CastingMode..'], '..meleeString..'Idle ['..state.IdleMode..'], '..defenseString..
'Kiting: '..on_off_names[state.Kiting])
eventArgs.handled = true
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 <strategem>
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 buffactive['light arts'] or buffactive['addendum: white'] then
if strategem == 'cost' then
send_command('@input /ja Penury <me>')
elseif strategem == 'speed' then
send_command('@input /ja Celerity <me>')
elseif strategem == 'aoe' then
send_command('@input /ja Accession <me>')
elseif strategem == 'power' then
send_command('@input /ja Rapture <me>')
elseif strategem == 'duration' then
send_command('@input /ja Perpetuance <me>')
elseif strategem == 'accuracy' then
send_command('@input /ja Altruism <me>')
elseif strategem == 'enmity' then
send_command('@input /ja Tranquility <me>')
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" <me>')
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 <me>')
elseif strategem == 'speed' then
send_command('@input /ja Alacrity <me>')
elseif strategem == 'aoe' then
send_command('@input /ja Manifestation <me>')
elseif strategem == 'power' then
send_command('@input /ja Ebullience <me>')
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 <me>')
elseif strategem == 'enmity' then
send_command('@input /ja Equanimity <me>')
elseif strategem == 'skillchain' then
send_command('@input /ja Immanence <me>')
elseif strategem == 'addendum' then
send_command('@input /ja "Addendum: Black" <me>')
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
if player.main_job_level >= 90 then
maxStrategems = 5
elseif player.main_job_level >= 70 then
maxStrategems = 4
elseif player.main_job_level >= 50 then
maxStrategems = 3
elseif player.main_job_level >= 30 then
maxStrategems = 2
elseif player.main_job_level >= 10 then
maxStrategems = 1
else
maxStrategems = 0
end
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
I also mention Autoexec in the thread name because I don't know if this kind of functionality would be better suited there instead. Though I've never touched Autoexec, so I am even worse off in figuring out how to perform this there, if it would even be possible.
Necro Bump Detected!
[497 days between previous and next post]
By Wazaa 2015-12-04 05:56:32
Hello,
Someone should update the Gearswap with automatic sublimation ?
Tkx
Odin.Lygre
Server: Odin
Game: FFXI
Posts: 89
By Odin.Lygre 2015-12-04 08:40:06
Code function job_post_aftercast(spell, action, spellMap, eventArgs)
if spell.type ~= 'JobAbility' then
auto_sublimation()
end
end
function auto_sublimation()
local abil_recasts = windower.ffxi.get_ability_recasts()
if not (buffactive['Sublimation: Activated'] or buffactive['Sublimation: Complete']) then
if not (buffactive['Invisible'] or buffactive['Weakness']) then
if abil_recasts[234] == 0 then
send_command('@wait 2;input /ja "Sublimation" <me>')
end
end
elseif buffactive['Sublimation: Complete'] then
if player.mpp < 80 and abil_recasts[234] == 0 then
send_command('@wait 2;input /ja "Sublimation" <me>')
end
end
end
I think this should replicate Vavaud's spellcast rule. It's not how I would implement it though.
My apologies if this has been asked already anywhere, but I could not find a thread here that mentioned automatic activation or usage of sublimation. I have yet to convert my SCH spellcast .xml into a .lua for Gearswap, and I was trying to figure out the best way to handle the automatic sublimation function that I created in Spellcast. Here's what my Spellcast rule read:
Code <if Skill="*Magic" notSpell="Invisible" notbuffactive="Weakness">
<elseif notbuffactive="Sublimation: Activated|Sublimation: Complete">
<action type="command" when="aftercast">wait 2; input /ja "Sublimation" me </action>
</elseif>
<elseif MPPAftercastlt="80">
<if buffactive="Sublimation: Complete">
<action type="command" when="aftercast">wait 2; input /ja "Sublimation" me </action>
</if>
</elseif>
</if>
In plain English, how it worked was:
-If Sublimation was not active, then 2 seconds after any spellcast I would automatically start sublimation (no intelligence in the code to detect if sublimation was on cooldown and abort the operation)
-If Sublimation was done charging, AND I was at less than 80% MP after the spellcast, wait 2 seconds and automatically use sublimation to pull the pool of MP.
-All of this automation was aborted if I was Invisible, or Weakened.
I'm still very new to Gearswap, and am not familiar with the different function arguments and other commands that would be used to replicate this kind of automation. If anyone has any recommendation on how to pull this off in .lua, I'd be greatly appreciative of your assistance.
Also, on a side note, I am planning on using Kinematic's SCH Gearswap file as a starting point, and hoping to find a way to insert this piece of automation into that script. For reference, the latest version of Kinematic's .lua script is located at this link:
Kinematic's Awesome SCH lua
The current version of this file is copy/pasted right here, for immediate reference:
Code -------------------------------------------------------------------------------------------------------------------
-- 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.
--[[
Custom commands:
Shorthand versions for each strategem type that uses the version appropriate for
the current Arts.
Light Arts Dark Arts
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()
-- Load and initialize the include file.
include('Mote-Include.lua')
end
-- Setup vars that are user-independent.
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
-- Setup vars that are user-dependent. Can override this function in a sidecar file.
function user_setup()
-- Options: Override default values
options.CastingModes = {'Normal', 'Resistant'}
options.OffenseModes = {'None', 'Normal'}
options.DefenseModes = {'Normal'}
options.WeaponskillModes = {'Normal'}
options.IdleModes = {'Normal', 'PDT', 'Stun'}
options.RestingModes = {'Normal'}
options.PhysicalDefenseModes = {'PDT'}
options.MagicalDefenseModes = {'MDT'}
state.OffenseMode = 'None'
state.Defense.PhysicalMode = '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 <t>')
select_default_macro_book()
end
function job_file_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 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)
if state.Buff[spell.english] ~= nil then
state.Buff[spell.english] = true
end
end
-- 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
-- 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 state.Buff[spell.english] ~= nil then
state.Buff[spell.english] = not spell.interrupted or buffactive[spell.english]
end
end
-------------------------------------------------------------------------------------------------------------------
-- Customization hooks for idle and melee sets, after they've been automatically constructed.
-------------------------------------------------------------------------------------------------------------------
-- 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 == 'Normal' then
idleSet = set_combine(idleSet, sets.buff.FullSublimation)
elseif state.IdleMode == '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
-------------------------------------------------------------------------------------------------------------------
-- General hooks for change 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
end
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 == 'OffenseMode' then
if newValue == 'Normal' then
disable('main','sub')
else
enable('main','sub')
end
elseif stateField == 'Reset' then
if state.OffenseMode == 'None' then
enable('main','sub')
end
end
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
-- 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 == 'Stun' then
send_command('@input /ja "Dark Arts" <me>')
else
send_command('@input /ja "Light Arts" <me>')
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)
local defenseString = ''
if state.Defense.Active then
local defMode = state.Defense.PhysicalMode
if state.Defense.Type == 'Magical' then
defMode = state.Defense.MagicalMode
end
defenseString = 'Defense: '..state.Defense.Type..' '..defMode..', '
end
local meleeString = ''
if state.OffenseMode == 'Normal' then
meleeString = 'Melee: Weapons locked, '
end
add_to_chat(122,'Casting ['..state.CastingMode..'], '..meleeString..'Idle ['..state.IdleMode..'], '..defenseString..
'Kiting: '..on_off_names[state.Kiting])
eventArgs.handled = true
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 <strategem>
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 buffactive['light arts'] or buffactive['addendum: white'] then
if strategem == 'cost' then
send_command('@input /ja Penury <me>')
elseif strategem == 'speed' then
send_command('@input /ja Celerity <me>')
elseif strategem == 'aoe' then
send_command('@input /ja Accession <me>')
elseif strategem == 'power' then
send_command('@input /ja Rapture <me>')
elseif strategem == 'duration' then
send_command('@input /ja Perpetuance <me>')
elseif strategem == 'accuracy' then
send_command('@input /ja Altruism <me>')
elseif strategem == 'enmity' then
send_command('@input /ja Tranquility <me>')
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" <me>')
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 <me>')
elseif strategem == 'speed' then
send_command('@input /ja Alacrity <me>')
elseif strategem == 'aoe' then
send_command('@input /ja Manifestation <me>')
elseif strategem == 'power' then
send_command('@input /ja Ebullience <me>')
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 <me>')
elseif strategem == 'enmity' then
send_command('@input /ja Equanimity <me>')
elseif strategem == 'skillchain' then
send_command('@input /ja Immanence <me>')
elseif strategem == 'addendum' then
send_command('@input /ja "Addendum: Black" <me>')
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
if player.main_job_level >= 90 then
maxStrategems = 5
elseif player.main_job_level >= 70 then
maxStrategems = 4
elseif player.main_job_level >= 50 then
maxStrategems = 3
elseif player.main_job_level >= 30 then
maxStrategems = 2
elseif player.main_job_level >= 10 then
maxStrategems = 1
else
maxStrategems = 0
end
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
I also mention Autoexec in the thread name because I don't know if this kind of functionality would be better suited there instead. Though I've never touched Autoexec, so I am even worse off in figuring out how to perform this there, if it would even be possible.
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