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NIN.lua
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555 lines (438 loc) · 19.1 KB
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-------------------------------------------------------------------------------------------------------------------
-- Setup functions for this job. Generally should not be modified.
-------------------------------------------------------------------------------------------------------------------
-- To use this LUAs shadow casting logic create a macro as such
-- /con gs c shadow
-- 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.Migawari = buffactive.migawari or false
state.Buff.Doom = buffactive.doom or false
state.Buff.Yonin = buffactive.Yonin or false
state.Buff.Innin = buffactive.Innin or false
state.Buff.Futae = buffactive.Futae or false
state.Buff.Shadows = buffactive.shadows or false
ShadowType = 'None'
nukes = {}
nukes.t1 = {['Earth']="Doton: Ichi", ['Water']="Suiton: Ichi", ['Wind']="Huton: Ichi", ['Fire']="Katon: Ichi", ['Ice']="Hyoton: Ichi", ['Lightning']="Raiton: Ichi"}--, ['Light']="Raiton: Ichi", ['Dark']="Hyoton: Ichi"}
nukes.t2 = {['Earth']="Doton: Ni", ['Water']="Suiton: Ni", ['Wind']="Huton: Ni", ['Fire']="Katon: Ni", ['Ice']="Hyoton: Ni", ['Lightning']="Raiton: Ni"}--, ['Light']="Raiton: Ni", ['Dark']="Hyoton: Ni"}
nukes.t3 = {['Earth']="Doton: San", ['Water']="Suiton: San", ['Wind']="Huton: San", ['Fire']="Katon: San", ['Ice']="Hyoton: San", ['Lightning']="Raiton: San"}--, ['Light']="Raiton: San", ['Dark']="Hyoton: San"}
determine_haste_group()
include('Mote-TreasureHunter')
state.TreasureMode:set('none')
send_command('bind ^= gs c cycle treasuremode')
end
-------------------------------------------------------------------------------------------------------------------
-- User setup functions for this job. Recommend that these be overridden in a sidecar file.
-------------------------------------------------------------------------------------------------------------------
-- Setup vars that are user-dependent. Can override this function in a sidecar file.
function user_setup()
state.OffenseMode:options('Normal', 'Acc')
state.HybridMode:options('Normal', 'Evasion', 'PDT')
state.WeaponskillMode:options('Normal', 'Acc', 'Mod')
state.CastingMode:options('Normal', 'Resistant')
state.PhysicalDefenseMode:options('PDT', 'Evasion')
gear.MovementFeet = {name="Danzo Sune-ate"}
gear.DayFeet = "Danzo Sune-ate"
gear.NightFeet = "Danzo Sune-ate"
select_movement_feet()
lockstyleset()
select_default_macro_book()
end
-- Define sets and vars used by this job file.
function init_gear_sets()
sets.TreasureHunter = {
ammo="Per. Lucky Egg",
head = gear.HercHTH,
body = gear.HercBTH,
--legs = gear.HercLTH,
waist = "Chaac Belt",
}
sets.Enmity = {}
--------------------------------------
-- Precast sets
--------------------------------------
-- Precast sets to enhance JAs
sets.precast.JA['Mijin Gakure'] = {}
sets.precast.JA['Futae'] = {}
sets.precast.JA['Sange'] = {}
-- Waltz set (chr and vit)
sets.precast.Waltz = {}
-- Don't need any special gear for Healing Waltz.
sets.precast.Waltz['Healing Waltz'] = {}
-- Set for acc on steps, since Yonin drops acc a fair bit
sets.precast.Step = {}
sets.precast.Flourish1 = {}
-- Fast cast sets for spells
sets.precast.FC = {
head={ name="Herculean Helm", augments={'Pet: STR+11','AGI+10','"Treasure Hunter"+2','Accuracy+12 Attack+12',}},
hands={ name="Leyline Gloves", augments={'Accuracy+7','"Mag.Atk.Bns."+10',}},
left_ring="Kishar Ring",
}
sets.precast.FC.Utsusemi = set_combine(sets.precast.FC, {
neck="Magoraga Beads",
})
-- Snapshot for ranged
sets.precast.RA = {}
-- Weaponskill sets
-- Default set for any weaponskill that isn't any more specifically defined
sets.precast.WS = {
ammo="C. Palug Stone",
head="Mummu Bonnet +1",
body="Abnoba Kaftan",
hands="Mummu Wrists +1",
legs={ name="Ta'lab Trousers", augments={'Accuracy+14','Mag. Evasion+13','Enmity-6','Crit.hit rate+3',}},
feet={ name="Nyame Sollerets", augments={'Path: B',}},
neck="Clotharius Torque",
waist="Anguinus Belt",
left_ear="Cessance Earring",
right_ear="Odr Earring",
left_ring="Mummu Ring",
right_ring="Ilabrat Ring",
back="Sacro Mantle",
}
sets.precast.WS.Acc = set_combine(sets.precast.WS, {})
-- Specific weaponskill sets. Uses the base set if an appropriate WSMod version isn't found.
sets.precast.WS['Blade: Jin'] = set_combine(sets.precast.WS, {})
sets.precast.WS['Blade: Hi'] = set_combine(sets.precast.WS, {})
sets.precast.WS['Blade: Shun'] = set_combine(sets.precast.WS, {})
sets.precast.WS['Blade: Ten'] = set_combine(sets.precast.WS, {})
sets.precast.WS['Aeolian Edge'] = set_combine(sets.precast.WS,{
head="Nyame Helm",
body="Nyame Mail",
hands={ name="Nyame Gauntlets", augments={'Path: B',}},
legs={ name="Nyame Flanchard", augments={'Path: B',}},
feet={ name="Nyame Sollerets", augments={'Path: B',}},
})
sets.precast.WS['Red Lotus Blade'] = sets.precast.WS['Aeolian Edge']
--------------------------------------
-- Midcast sets
--------------------------------------
sets.midcast.FastRecast = set_combine(sets.precast.FC, {})
sets.midcast.Utsusemi = set_combine(sets.precast.FC.Utsusemi, {})
sets.midcast.ElementalNinjutsu = {
ammo="Ghastly Tathlum +1",
head={ name="Nyame Helm", augments={'Path: B',}},
body={ name="Nyame Mail", augments={'Path: B',}},
hands={ name="Nyame Gauntlets", augments={'Path: B',}},
legs={ name="Nyame Flanchard", augments={'Path: B',}},
feet={ name="Nyame Sollerets", augments={'Path: B',}},
neck="Sibyl Scarf",
waist="Anguinus Belt",
left_ear="Friomisi Earring",
right_ear="Hermetic Earring",
left_ring="Dingir Ring",
right_ring="Shiva Ring",
back="Sacro Mantle",
}
sets.midcast.ElementalNinjutsu.Resistant = set_combine(sets.midcast.ElementalNinjutsu, {})
sets.midcast.NinjutsuDebuff = {}
sets.midcast.NinjutsuBuff = {}
sets.midcast.RA = {}
--------------------------------------
-- Idle/resting/defense/etc sets
--------------------------------------
-- Resting sets
sets.resting = {}
-- Idle sets
sets.idle = {
head="Malignance Chapeau",
body="Malignance Tabard",
hands="Malignance Gloves",
legs="Nyame Flanchard",
feet="Danzo Sune-Ate",
neck="Loricate Torque +1",
left_ring="Defending Ring",
right_ring="Shneddick Ring",
back="Solemnity Cape",
}
sets.idle.Town = set_combine(sets.idle, {body="Councilor's Garb"})
sets.idle.Weak = {}
-- Defense sets
sets.defense.Evasion = {}
sets.defense.PDT = {
head="Malignance Chapeau",
body="Malignance Tabard",
hands="Malignance Gloves",
legs="Nyame Flanchard",
feet="Nyame Sollerets",
neck="Loricate Torque +1",
left_ring="Defending Ring",
right_ring="Shneddick Ring",
back="Solemnity Cape",
}
sets.defense.MDT = {}
sets.Kiting = {feet=gear.MovementFeet}
--------------------------------------
-- 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 = {
ammo="Ginsen",
head="Malignance Chapeau",
body="Malignance Tabard",
hands=gear.AdhGTP,
legs=gear.SamTTP,
feet=gear.HercFTP,
neck="Clotharius Torque",
waist="Anguinus Belt",
left_ear="Cessance Earring",
right_ear="Crep. Earring",
left_ring="Petrov Ring",
right_ring="Ilabrat Ring",
back="Sacro Mantle",
}
sets.engaged.Acc = set_combine(sets.engaged, {})
sets.engaged.Evasion = set_combine(sets.engaged, {})
sets.engaged.Acc.Evasion = set_combine(sets.engaged, {})
sets.engaged.PDT = set_combine(sets.PDT, sets.engaged)
sets.engaged.Acc.PDT = set_combine(sets.engaged, {})
-- Custom melee group: High Haste (~20% DW)
sets.engaged.HighHaste = set_combine(sets.engaged, {})
sets.engaged.Acc.HighHaste = set_combine(sets.engaged, {})
sets.engaged.Evasion.HighHaste = set_combine(sets.engaged, {})
sets.engaged.Acc.Evasion.HighHaste = set_combine(sets.engaged, {})
sets.engaged.PDT.HighHaste = set_combine(sets.PDT, sets.engaged)
sets.engaged.Acc.PDT.HighHaste = set_combine(sets.engaged, {})
-- Custom melee group: Embrava Haste (7% DW)
sets.engaged.EmbravaHaste = set_combine(sets.engaged, {})
sets.engaged.Acc.EmbravaHaste = set_combine(sets.engaged, {})
sets.engaged.Evasion.EmbravaHaste = set_combine(sets.engaged, {})
sets.engaged.Acc.Evasion.EmbravaHaste = set_combine(sets.engaged, {})
sets.engaged.PDT.EmbravaHaste = set_combine(sets.PDT, sets.engaged)
sets.engaged.Acc.PDT.EmbravaHaste = set_combine(sets.engaged, {})
-- Custom melee group: Max Haste (0% DW)
sets.engaged.MaxHaste = set_combine(sets.engaged, {})
sets.engaged.Acc.MaxHaste = set_combine(sets.engaged, {})
sets.engaged.Evasion.MaxHaste = set_combine(sets.engaged, {})
sets.engaged.Acc.Evasion.MaxHaste = set_combine(sets.engaged, {})
sets.engaged.PDT.MaxHaste = set_combine(sets.PDT, sets.engaged)
sets.engaged.Acc.PDT.MaxHaste = set_combine(sets.engaged, {})
--------------------------------------
-- Custom buff sets
--------------------------------------
sets.buff.Migawari = {}
sets.buff.Doom = {}
sets.buff.Yonin = {}
sets.buff.Innin = {}
end
-------------------------------------------------------------------------------------------------------------------
-- Job-specific commands
-------------------------------------------------------------------------------------------------------------------
function job_self_command(cmdParams, eventArgs)
if cmdParams[1]:lower() == 'shadow' then
handle_Shadows()
eventArgs.handled = true
end
end
function handle_Shadows()
-- Always trys to cast San > Ni > Ichi
local spell_recasts = windower.ffxi.get_spell_recasts()
if spell_recasts[340] > 0 then
if spell_recasts[339] > 0 then
if spell_recasts[338] > 0 then
add_to_chat(8, 'All Shadows on CD, proceed to panic!')
else
send_command('@input /ma "Utsusemi: Ichi" <me>')
end
else
send_command('@input /ma "Utsusemi: Ni" <me>')
end
else
send_command('@input /ma "Utsusemi: San" <me>')
end
end
-------------------------------------------------------------------------------------------------------------------
-- Job-specific hooks for standard casting events.
-------------------------------------------------------------------------------------------------------------------
function job_precast(spell, action, spellMap, eventArgs)
if spell.name == 'Utsusemi: Ichi' and ShadowType == 'Ni' and (buffactive['Copy Image (3)'] or buffactive['Copy Image (4+)']) then
cancel_spell()
elseif spell.name == 'Utsusemi: Ni' and ShadowType == 'San' and buffactive['Copy Image (4+)'] then
cancel_spell()
end
if state.DefenseMode.current ~= "None" then
if spell.action_type == 'Ability' then
equip(sets.Enmity)
equip(sets.precast.JA[spell])
end
end
if spell.type == "Ninjutsu" then
nuke_check(spell)
end
end
function job_midcast(spell, action, spellMap, eventArgs)
if spell.name == 'Utsusemi: Ichi' and (ShadowType == 'Ni' or ShadowType == 'San') and (buffactive['Copy Image'] or buffactive['Copy Image (2)']) then
send_command('cancel copy image')
send_command('cancel copy image (2)')
elseif spell.name == 'Utsusemi: Ni' and ShadowType == 'San' and (buffactive['Copy Image'] or buffactive['Copy Image (2)'] or buffactive['Copy Image (3)']) then
send_command('cancel copy image')
send_command('cancel copy image (2)')
send_command('cancel copy image (3)')
end
end
function job_post_midcast(spell, action, spellMap, eventArgs)
if state.Buff.Doom then
equip(sets.buff.Doom)
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 not spell.interrupted and spell.english == "Migawari: Ichi" then
state.Buff.Migawari = true
end
if spell.name == 'Utsusemi: San' and spell.interrupted == false then
ShadowType = 'San'
elseif spell.name == 'Utsusemi: Ni' and spell.interrupted == false then
ShadowType = 'Ni'
elseif spell.name == 'Utsusemi: Ichi' and spell.interrupted == false then
ShadowType = 'Ichi'
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)
-- If we gain or lose any haste buffs, adjust which gear set we target.
if S{'haste','march','embrava','haste samba'}:contains(buff:lower()) then
determine_haste_group()
handle_equipping_gear(player.status)
elseif state.Buff[buff] ~= nil then
handle_equipping_gear(player.status)
end
end
function job_status_change(new_status, old_status)
if new_status == 'Idle' then
select_movement_feet()
end
end
-------------------------------------------------------------------------------------------------------------------
-- User code that supplements standard library decisions.
-------------------------------------------------------------------------------------------------------------------
-- Get custom spell maps
function job_get_spell_map(spell, default_spell_map)
if spell.skill == "Ninjutsu" then
if not default_spell_map then
if spell.target.type == 'SELF' then
return 'NinjutsuBuff'
else
return 'NinjutsuDebuff'
end
end
end
end
-- Modify the default idle set after it was constructed.
function customize_idle_set(idleSet)
if state.Buff.Migawari then
idleSet = set_combine(idleSet, sets.buff.Migawari)
end
if state.Buff.Doom then
idleSet = set_combine(idleSet, sets.buff.Doom)
end
return idleSet
end
-- Modify the default melee set after it was constructed.
function customize_melee_set(meleeSet)
if state.Buff.Migawari then
meleeSet = set_combine(meleeSet, sets.buff.Migawari)
end
if state.Buff.Doom then
meleeSet = set_combine(meleeSet, sets.buff.Doom)
end
return meleeSet
end
-- Called by the default 'update' self-command.
function job_update(cmdParams, eventArgs)
select_movement_feet()
determine_haste_group()
end
-------------------------------------------------------------------------------------------------------------------
-- Utility functions specific to this job.
-------------------------------------------------------------------------------------------------------------------
function determine_haste_group()
-- We have three groups of DW in gear: Hachiya body/legs, Iga head + Patentia Sash, and DW earrings
-- Standard gear set reaches near capped delay with just Haste (77%-78%, depending on HQs)
-- For high haste, we want to be able to drop one of the 10% groups.
-- Basic gear hits capped delay (roughly) with:
-- 1 March + Haste
-- 2 March
-- Haste + Haste Samba
-- 1 March + Haste Samba
-- Embrava
-- High haste buffs:
-- 2x Marches + Haste Samba == 19% DW in gear
-- 1x March + Haste + Haste Samba == 22% DW in gear
-- Embrava + Haste or 1x March == 7% DW in gear
-- For max haste (capped magic haste + 25% gear haste), we can drop all DW gear.
-- Max haste buffs:
-- Embrava + Haste+March or 2x March
-- 2x Marches + Haste
-- So we want four tiers:
-- Normal DW
-- 20% DW -- High Haste
-- 7% DW (earrings) - Embrava Haste (specialized situation with embrava and haste, but no marches)
-- 0 DW - Max Haste
classes.CustomMeleeGroups:clear()
if buffactive.embrava and (buffactive.march == 2 or (buffactive.march and buffactive.haste)) then
classes.CustomMeleeGroups:append('MaxHaste')
elseif buffactive.march == 2 and buffactive.haste then
classes.CustomMeleeGroups:append('MaxHaste')
elseif buffactive.embrava and (buffactive.haste or buffactive.march) then
classes.CustomMeleeGroups:append('EmbravaHaste')
elseif buffactive.march == 1 and buffactive.haste and buffactive['haste samba'] then
classes.CustomMeleeGroups:append('HighHaste')
elseif buffactive.march == 2 then
classes.CustomMeleeGroups:append('HighHaste')
end
end
-- If trying to cast a nuke on cooldown, cast the next tier down of the same nuke.
function nuke_check(spell)
local spell_recasts = windower.ffxi.get_spell_recasts()
if (spell.name:match(nukes.t1[spell.element]) or spell.name:match(nukes.t2[spell.element]) or spell.name:match(nukes.t3[spell.element])) and spell_recasts[spell.recast_id] > 0 then
cancel_spell()
if spell.name == nukes.t3[spell.element] then
newspell = nukes.t2[spell.element]
elseif spell.name == nukes.t2[spell.element] then
newspell = nukes.t1[spell.element]
elseif spell.name == nukes.t1[spell.element] then
newspell = nukes.t3[spell.element]
end
send_command('@input /ma "'..newspell..'" <t>')
add_to_chat(8, '****** ['..spell.name..' CANCELED - Spell on Cooldown, Downgrading spell] ******')
return
end
end
function select_movement_feet()
if world.time >= 17*60 or world.time < 7*60 then
gear.MovementFeet.name = gear.NightFeet
else
gear.MovementFeet.name = gear.DayFeet
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(1, 13)
elseif player.sub_job == 'THF' then
set_macro_page(1, 13)
else
set_macro_page(1, 13)
end
end
-- Set a Style Lock
function lockstyleset()
send_command('wait 5;input /lockstyleset 21')
end