I see some code in here around line 109 that is relevant to using a luzaf's ring, but nowhere in the file do I see any binds to set luzaf's ring to true or false. Anyone have any ideas?
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-- Setup functions for this job. Generally should not be modified.
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--[[
gs c toggle LuzafRing -- Toggles use of Luzaf Ring on and off
Offense mode is melee or ranged. Used ranged offense mode if you are engaged
for ranged weaponskills, but not actually meleeing.
Weaponskill mode, if set to 'Normal', is handled separately for melee and ranged weaponskills.
--]]
-- 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()
-- Whether to use Luzaf's Ring
state.LuzafRing = M(false, "Luzaf's Ring")
-- Whether a warning has been given for low ammo
state.warned = M(false)
define_roll_values()
end
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-- User setup functions for this job. Recommend that these be overridden in a sidecar file.
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-- Setup vars that are user-dependent. Can override this function in a sidecar file.
function user_setup()
state.OffenseMode:options('Ranged', 'Melee', 'Acc','Capacity')
state.RangedMode:options('Normal', 'Acc')
state.WeaponskillMode:options('Normal', 'Acc', 'Att', 'Mod')
state.CastingMode:options('Normal', 'Resistant')
state.IdleMode:options('Normal', 'PDT', 'Refresh','Capacity')
gear.RAbullet = "Corsair Bullet"
gear.WSbullet = "Adlivun Bullet"
gear.MAbullet = "Orichalcum Bullet"
gear.QDbullet = "Animikii Bullet"
options.ammo_warning_limit = 10
-- Additional local binds ^ is for ctrl
--! is for alt
--@ is for windows key
send_command('bind !` input /ja "Double-up" ')
send_command('bind ^` input /ja "Bolter\'s Roll" ')
send_command('bind @` input /ja "Snake eye" ')
send_command('bind != input /map')
send_command('bind ` input /ja "Spectral Jig" ')
send_command('bind [ input /ja "Healing Waltz" ')
send_command('bind ![ input /ja "Curing Waltz III" ')
send_command('bind ^h input /ja "Haste samba" ')
send_command('bind ^m input /ja "Quickstep" ')
send_command('bind ^, input /ja "Box step" ')
send_command('bind ^. input /ja "Stutter step" ')
send_command('bind ^o input /ja "Reverse flourish" ')
send_command('bind !/ input /checkparam ')
send_command('bind !c input /ra ')
-- select_default_macro_book()
end
-- Called when this job file is unloaded (eg: job change)
function user_unload()
send_command('unbind ^`')
send_command('unbind !`')
send_command('unbind @`')
send_command('unbind !`')
send_command('unbind ^`')
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['Triple Shot'] = {body="Chasseur's Frac"}
sets.precast.JA['Snake Eye'] = {legs="Lanun Culottes"}
sets.precast.JA['Wild Card'] = {feet="Lanun Bottes"}
sets.precast.JA['Random Deal'] = {body="Lanun Frac"}
sets.precast.CorsairRoll = {head="Lanun Tricorne",hands="Chasseur's Gants",
ring2="Barataria ring",back="Gunslinger's cape",legs="Desultor tassets"}
sets.precast.CorsairRoll["Caster's Roll"] = set_combine(sets.precast.CorsairRoll, {legs="Chasseur's Culottes"})
sets.precast.CorsairRoll["Courser's Roll"] = set_combine(sets.precast.CorsairRoll, {feet="Navarch's Bottes +2"})
sets.precast.CorsairRoll["Blitzer's Roll"] = set_combine(sets.precast.CorsairRoll, {head="Chasseur's Tricorne"})
sets.precast.CorsairRoll["Tactician's Roll"] = set_combine(sets.precast.CorsairRoll, {body="Chasseur's Frac"})
sets.precast.CorsairRoll["Allies' Roll"] = set_combine(sets.precast.CorsairRoll, {hands="Chasseur's Gants"})
sets.precast.LuzafRing = {ring2="Luzaf's Ring"}
sets.precast.FoldDoubleBust = {hands="Lanun Gants"}
sets.precast.CorsairShot = {head="Blood Mask",ammo=gear.QDbullet}
-- Waltz set (chr and vit)
sets.precast.Waltz = {
head="Haruspex hat",
body="Lak. frac +1",hands="Taeon gloves",ring1="Kunaji Ring",ring2="Asklepian Ring",
}
-- Don't need any special gear for Healing Waltz.
sets.precast.Waltz['Healing Waltz'] = {}
-- Fast cast sets for spells
sets.precast.FC = {head="Haruspex Hat",neck="Orunmila's torque",
ear2="Loquacious Earring",hands="Thaumas Gloves",ring1="Prolix Ring"}
sets.precast.FC.Utsusemi = set_combine(sets.precast.FC, {neck="Orunmila's torque"})
-- Put recycle gear in here
sets.precast.RA = {ammo=gear.RAbullet,
head="Taeon chapeau",neck="Marked gorget",ear1="Clearview earring",ear2="Matanki earring",
body="Laksamana's Frac +1",hands="Lanun gants",ring1="Hajduk ring",ring2="Hajduk ring",
back="Gunslinger's cape",waist="Impulse Belt",legs="Chasseur's culottes",feet="Wurrukatte Boots"}
-- Weaponskill sets
-- Default set for any weaponskill that isn't any more specifically defined
sets.precast.WS = {
head="Whirlpool Mask",neck="Fotia gorget",ear1="Bladeborn Earring",ear2="Steelflash Earring",
body="Manibozho Jerkin",hands="Iuitl Wristbands",ring1="Rajas Ring",ring2="Hajduk Ring",
back="Atheling Mantle",waist="Fotia belt",}
-- Specific weaponskill sets. Uses the base set if an appropriate WSMod version isn't found.
sets.precast.WS['Evisceration'] = sets.precast.WS
sets.precast.WS['Exenterator'] = set_combine(sets.precast.WS, {legs="Nahtirah Trousers"})
sets.precast.WS['Requiescat'] = set_combine(sets.precast.WS, {
head="Laksamana's hat +1",neck="Fotia gorget",
body="Samnuha coat",hands="Rawhide gloves",
back="Vespid mantle",waist="Fotia belt",legs="Nahtirah Trousers",feet="Rawhide boots"})
sets.precast.WS['Last Stand'] = {ammo=gear.WSbullet,
head="Lilitu headpiece",neck="Fotia gorget",ear1="Clearview Earring",ear2="Moonshade Earring",
body="Laksamana's frac",hands="Navarch's gants +1",ring1="Garuda Ring",ring2="Garuda Ring",
back="Gunslinger's cape",waist="Fotia belt",legs="Laksaman culottes +1",feet="Scopuli nails +1"}
sets.precast.WS['Last Stand'].Acc = {ammo=gear.WSbullet,
head="Laksamana's hat +1",neck=gear.ElementalGorget,ear1="Clearview Earring",ear2="Moonshade Earring",
body="Laksamana's Frac",hands="Buremte Gloves",ring1="Hajduk Ring",ring2="Stormsoul Ring",
back="Gunslinger's cape",waist="Fotia belt",legs="Thurandaut Tights +1",feet="Laksamana's Bottes"}
sets.precast.WS['Wildfire'] = {ammo=gear.MAbullet,
head="Chasseur's tricorne",neck="Fotia gorget",ear1="Friomisi Earring",ear2="Hecate's Earring",
body="Samnuha coat",hands="Leyline gloves",ring1="Garuda Ring",ring2="Garuda Ring",
back="Camulus's mantle",waist="Fotia belt",legs="Laksamana's trews +1",feet="Herculean boots"}
sets.precast.WS['Wildfire'].Brew = {ammo=gear.MAbullet,
head="Lak. hat+1",neck="Sanctity necklace",ear1="Moldavite Earring",ear2="Hecate's Earring",
body="Samnuha coat",hands="Taeon gloves",ring1="Garuda Ring",ring2="Garuda Ring",
back="Camulus's mantle",waist="Fotia belt",legs="Ta'lab trousers",feet="Herculean boots"}
sets.precast.WS['Leaden Salute'] = sets.precast.WS['Wildfire']
-- Midcast Sets
sets.midcast.FastRecast = {}
-- Specific f
sets.midcast.Utsusemi = sets.midcast.FastRecast
sets.midcast.CorsairRoll = {back="Camulus's mantle"}
sets.midcast.CorsairShot = {ammo=gear.QDbullet,
head="Laksamana's hat +1",neck="Sanctity necklace",ear1="Friomisi Earring",ear2="Hecate's Earring",
body="Samnuha coat",hands="Leyline gloves",ring1="Garuda Ring",ring2="Garuda Ring",
back="Gunslinger's Cape",waist="Eschan stone",legs="Feast hose",feet="Pursuer's gaiters"}
sets.midcast.CorsairShot.Acc = {ammo=gear.QDbullet,
head="Laksamana's hat +1",neck="Sanctity necklace",ear1="Lifestorm Earring",ear2="Psystorm Earring",
body="Samnuha coat",hands="Leyline gloves",ring1="Garuda Ring",ring2="Garuda Ring",
back="Gunslinger's Mantle",waist="Yemaya belt",legs="Chasseur's culottes",feet="Chasseur's bottes"}
sets.midcast.CorsairShot['Light Shot'] = {ammo=gear.QDbullet,
head="Laksamana's hat +1",neck="Sanctity necklace",ear1="Lifestorm Earring",ear2="Psystorm Earring",
body="Samnuha coat",hands="Leyline gloves",ring1="Garuda Ring",ring2="Garuda Ring",
back="Gunslinger's Mantle",waist="Yemaya belt",legs="Chasseur's culottes",feet="Chasseur's bottes"}
sets.midcast.CorsairShot['Dark Shot'] = sets.midcast.CorsairShot['Light Shot']
-- Ranged gear
sets.midcast.RA = {ammo=gear.RAbullet,
head="Chass. Tricorne",neck="Marked gorget",ear1="Clearview Earring",ear2="Matanki Earring",
body="Laksamana's Frac +1",hands="Floral gauntlets",ring1="Hajduk Ring",ring2="Hajduk Ring",
back="Gunslinger's cape",waist="Eschan stone",legs="Feast hose",feet="Pursuer's gaiters"}
sets.midcast.RA.Acc = {ammo=gear.RAbullet,
head="Chasseur's tricorne",neck="Marked gorget",ear1="Clearview Earring",ear2="Matanki Earring",
body="Laksamana's Frac +1",hands="Floral gauntlets",ring1="Hajduk Ring",ring2="Hajduk Ring",
back="Gunslinger's cape",waist="Yemaya belt",legs="Lanun culottes",feet="Scopuli nails +1"}
-- Sets to return to when not performing an action.
-- Resting sets
sets.resting = {neck="Wiglen Gorget",ring1="Sheltered Ring",ring2="Paguroidea Ring"}
-- Idle sets
sets.idle = {ammo=gear.RAbullet,
head="Chasseur's tricorne",neck="Twilight torque",ear1="Clearview Earring",ear2="Matanki Earring",
body="Samnuha coat",hands="Taeon gloves",ring1="Rajas Ring",ring2="Shneddick Ring",
back="Gunslinger's cape",waist="Yemaya Belt",legs="Lanun culottes",feet="Rawhide boots"}
sets.idle.Capacity = set_combine(sets.idle, {back="Aptitude mantle"})
sets.idle.Town = {main="Fettering blade",sub="Odium",range="Doomsday",ammo=gear.RAbullet,
head="Chasseur's tricorne",neck="Twilight torque",ear1="Clearview Earring",ear2="Matanki Earring",
body="Samnuha coat",hands="Rawhide gloves",ring1="Rajas Ring",ring2="Shneddick Ring",
back="Gunslinger's cape",waist="Yemaya Belt",legs="Lanun culottes",feet="Rawhide boots"}
-- Defense sets
sets.defense.PDT = {
neck="Twilight Torque",ear1="Clearview Earring",ear2="Matanki Earring",
ring2="Dark ring",
back="Shadow Mantle",waist="Flume Belt"}
sets.defense.MDT = {
neck="Twilight Torque",ear1="Clearview Earring",ear2="Matanki Earring",
ring2="Dark Ring",
waist="Flume Belt"}
sets.Kiting = {ring="Shneddick's ring"}
-- 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.Melee = {main="Fettering blade",sub="Odium",ammo=gear.RAbullet,
head="Taeon chapeau",neck="Ej necklace",ear1="Tati earring",ear2="Steelflash Earring",
body="Rawhide vest",hands="Rawhide gloves",ring1="Cacoethic Ring",ring2="Enlivened Ring",
back="Kayapa cape",waist="Kentarch belt",legs="Samnuha tights",feet="Rawhide boots"}
sets.engaged.Acc = {main="Fettering blade",ammo=gear.RAbullet,
head="Alhazen hat +1",neck="Ej necklace",ear1="Tati earring",ear2="Steelflash Earring",
body="Rawhide vest",hands="Rawhide gloves",ring1="Cacoethic Ring",ring2="Enlivened Ring",
back="Kayapa cape",waist="Eschan stone",legs="Samnuha tights",feet="Rawhide boots"}
sets.engaged.Melee.DW = {main="Fettering blade",sub="Atoyac",ammo=gear.RAbullet,
head="Taeon chapeau",neck="Ej necklace",ear1="Tati earring",ear2="Steelflash Earring",
body="Rawhide vest",hands="Rawhide gloves",ring1="Cacoethic Ring",ring2="Enlivened Ring",
back="Kayapa cape",waist="Kentarch belt",legs="Samnuha tights",feet="Rawhide boots"}
sets.engaged.Acc.DW = {main="Fettering blade",sub="Atoyac",ammo=gear.RAbullet,
head="Taeon chapeau",neck="Ej necklace",ear1="Tati earring",ear2="Steelflash Earring",
body="Rawhide vest",hands="Rawhide gloves",ring1="Cacoethic Ring",ring2="Enlivened Ring",
back="Kayapa cape",waist="Eschan stone",legs="Samnuha tights",feet="Rawhide boots"}
sets.engaged.Ranged = {ammo=gear.RAbullet,
head="Alhazen hat +1",neck="Ej necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring",
body="Taeon tabard",hands="Floral gauntlets",ring1="Hajduk Ring",ring2="Hajduk ring",
back="Atheling mantle",waist="Twilight belt",legs="Ta'lab trousers",feet="Taeon boots"}
sets.engaged.Capacity = set_combine(sets.engaged.Ranged, {back="Aptitude mantle"})
end
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-- 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)
-- Check that proper ammo is available if we're using ranged attacks or similar.
if spell.action_type == 'Ranged Attack' or spell.type == 'WeaponSkill' or spell.type == 'CorsairShot' then
do_bullet_checks(spell, spellMap, eventArgs)
end
-- gear sets
if (spell.type == 'CorsairRoll' or spell.english == "Double-Up") and state.LuzafRing.value then
equip(sets.precast.LuzafRing)
elseif spell.type == 'CorsairShot' and state.CastingMode.value == 'Resistant' then
classes.CustomClass = 'Acc'
elseif spell.english == 'Fold' and buffactive['Bust'] == 2 then
if sets.precast.FoldDoubleBust then
equip(sets.precast.FoldDoubleBust)
eventArgs.handled = true
end
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 spell.type == 'CorsairRoll' and not spell.interrupted then
display_roll_info(spell)
end
end
-------------------------------------------------------------------------------------------------------------------
-- User code that supplements standard library decisions.
-------------------------------------------------------------------------------------------------------------------
-- Return a customized weaponskill mode to use for weaponskill sets.
-- Don't return anything if you're not overriding the default value.
function get_custom_wsmode(spell, spellMap, default_wsmode)
if buffactive['Transcendancy'] then
return 'Brew'
end
end
-- Called by the 'update' self-command, for common needs.
-- Set eventArgs.handled to true if we don't want automatic equipping of gear.
function job_update(cmdParams, eventArgs)
if newStatus == 'Engaged' and player.equipment.main == 'Chatoyant Staff' then
state.OffenseMode:set('Ranged')
end
end
-- Set eventArgs.handled to true if we don't want the automatic display to be run.
function display_current_job_state(eventArgs)
local msg = ''
msg = msg .. 'Off.: '..state.OffenseMode.current
msg = msg .. ', Rng.: '..state.RangedMode.current
msg = msg .. ', WS.: '..state.WeaponskillMode.current
msg = msg .. ', QD.: '..state.CastingMode.current
if state.DefenseMode.value ~= 'None' then
local defMode = state[state.DefenseMode.value ..'DefenseMode'].current
msg = msg .. ', Defense: '..state.DefenseMode.value..' '..defMode
end
if state.Kiting.value then
msg = msg .. ', Kiting'
end
if state.PCTargetMode.value ~= 'default' then
msg = msg .. ', Target PC: '..state.PCTargetMode.value
end
if state.SelectNPCTargets.value then
msg = msg .. ', Target NPCs'
end
msg = msg .. ', Roll Size: ' .. ((state.LuzafRing.value and 'Large') or 'Small')
add_to_chat(122, msg)
eventArgs.handled = true
end
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-- Utility functions specific to this job.
-------------------------------------------------------------------------------------------------------------------
function define_roll_values()
rolls = {
["Corsair's Roll"] = {lucky=5, unlucky=9, bonus="Experience Points"},
["Ninja Roll"] = {lucky=4, unlucky=8, bonus="Evasion"},
["Hunter's Roll"] = {lucky=4, unlucky=8, bonus="Accuracy"},
["Chaos Roll"] = {lucky=4, unlucky=8, bonus="Attack"},
["Magus's Roll"] = {lucky=2, unlucky=6, bonus="Magic Defense"},
["Healer's Roll"] = {lucky=3, unlucky=7, bonus="Cure Potency Received"},
["Puppet Roll"] = {lucky=4, unlucky=8, bonus="Pet Magic Accuracy/Attack"},
["Choral Roll"] = {lucky=2, unlucky=6, bonus="Spell Interruption Rate"},
["Monk's Roll"] = {lucky=3, unlucky=7, bonus="Subtle Blow"},
["Beast Roll"] = {lucky=4, unlucky=8, bonus="Pet Attack"},
["Samurai Roll"] = {lucky=2, unlucky=6, bonus="Store TP"},
["Evoker's Roll"] = {lucky=5, unlucky=9, bonus="Refresh"},
["Rogue's Roll"] = {lucky=5, unlucky=9, bonus="Critical Hit Rate"},
["Warlock's Roll"] = {lucky=4, unlucky=8, bonus="Magic Accuracy"},
["Fighter's Roll"] = {lucky=5, unlucky=9, bonus="Double Attack Rate"},
["Drachen Roll"] = {lucky=3, unlucky=8, bonus="Pet Accuracy"},
["Gallant's Roll"] = {lucky=3, unlucky=7, bonus="Defense"},
["Wizard's Roll"] = {lucky=5, unlucky=9, bonus="Magic Attack"},
["Dancer's Roll"] = {lucky=3, unlucky=7, bonus="Regen"},
["Scholar's Roll"] = {lucky=2, unlucky=6, bonus="Conserve MP"},
["Bolter's Roll"] = {lucky=3, unlucky=9, bonus="Movement Speed"},
["Caster's Roll"] = {lucky=2, unlucky=7, bonus="Fast Cast"},
["Courser's Roll"] = {lucky=3, unlucky=9, bonus="Snapshot"},
["Blitzer's Roll"] = {lucky=4, unlucky=9, bonus="Attack Delay"},
["Tactician's Roll"] = {lucky=5, unlucky=8, bonus="Regain"},
["Allies's Roll"] = {lucky=3, unlucky=10, bonus="Skillchain Damage"},
["Miser's Roll"] = {lucky=5, unlucky=7, bonus="Save TP"},
["Companion's Roll"] = {lucky=2, unlucky=10, bonus="Pet Regain and Regen"},
["Avenger's Roll"] = {lucky=4, unlucky=8, bonus="Counter Rate"},
}
end
function display_roll_info(spell)
rollinfo = rolls[spell.english]
local rollsize = (state.LuzafRing.value and 'Large') or 'Small'
if rollinfo then
-- add_to_chat(104, spell.english..' provides a bonus to '..rollinfo.bonus..'. Roll size: '..rollsize)
add_to_chat(104, spell.english..' >> '..rollinfo.bonus..'. Roll size: '..rollsize)
add_to_chat(104, 'Lucky '..tostring(rollinfo.lucky)..', Unlucky '..tostring(rollinfo.unlucky)..'.')
end
end
-- Determine whether we have sufficient ammo for the action being attempted.
function do_bullet_checks(spell, spellMap, eventArgs)
local bullet_name
local bullet_min_count = 1
if spell.type == 'WeaponSkill' then
if spell.skill == "Marksmanship" then
if spell.element == 'None' then
-- physical weaponskills
bullet_name = gear.WSbullet
else
-- magical weaponskills
bullet_name = gear.MAbullet
end
else
-- Ignore non-ranged weaponskills
return
end
elseif spell.type == 'CorsairShot' then
bullet_name = gear.QDbullet
elseif spell.action_type == 'Ranged Attack' then
bullet_name = gear.RAbullet
if buffactive['Triple Shot'] then
bullet_min_count = 3
end
end
local available_bullets = player.inventory[bullet_name] or player.wardrobe[bullet_name]
-- If no ammo is available, give appropriate warning and end.
if not available_bullets then
if spell.type == 'CorsairShot' and player.equipment.ammo ~= 'empty' then
add_to_chat(104, 'No Quick Draw ammo left. Using what\'s currently equipped ('..player.equipment.ammo..').')
return
elseif spell.type == 'WeaponSkill' and player.equipment.ammo == gear.RAbullet then
add_to_chat(104, 'No weaponskill ammo left. Using what\'s currently equipped (standard ranged bullets: '..player.equipment.ammo..').')
return
else
add_to_chat(104, 'No ammo ('..tostring(bullet_name)..') available for that action.')
eventArgs.cancel = true
return
end
end
-- Don't allow shooting or weaponskilling with ammo reserved for quick draw.
if spell.type ~= 'CorsairShot' and bullet_name == gear.QDbullet and available_bullets.count <= bullet_min_count then
add_to_chat(104, 'No ammo will be left for Quick Draw. Cancelling.')
eventArgs.cancel = true
return
end
-- Low ammo warning.
if spell.type ~= 'CorsairShot' and state.warned.value == false
and available_bullets.count > 1 and available_bullets.count <= options.ammo_warning_limit then
local msg = '***** Low ammo warning: '..bullet_name..' *****'
--local border = string.repeat("*", #msg)
local border = ""
for i = 1, #msg do
border = border .. "="
end
--add_to_chat(104, border)
add_to_chat(104, msg)
--add_to_chat(104, border)
state.warned:set()
elseif available_bullets.count > options.ammo_warning_limit and state.warned then
state.warned:reset()
end
end
-- Select default macro book on initial load or subjob change.
--function select_default_macro_book()
-- set_macro_page(1, 19)
--end