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BRD.lua
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BRD.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.
--[[
Custom commands:
Daurdabla has a set of modes: None, Dummy, Daurdabla
You can set these via the standard 'set' and 'cycle' self-commands. EG:
gs c cycle daurdabla
gs c set daurdabla Dummy
The Dummy state will equip the Daurdabla and ensure non-duration gear is equipped.
The Daurdabla state will simply equip the Daurdabla on top of standard gear.
Use the Dummy version to put up dummy songs that can be overwritten by full-potency songs.
Use the Daurdabla version to simply put up additional songs without worrying about dummy songs.
Simple macro to cast a dummy Daurdabla song:
/console gs c set daurdabla Dummy
/ma "Shining Fantasia" <me>
There is also an auto-handling of Daurdabla songs, via the state.AutoDaurdabla flag:
If state.DaurdablaMode is None, and if currently tracked songs (via timers) is less
than the max we could sing while using the Daurdabla, and if the song is cast on
self (rather than Pianissimo on another player), then it will equip the Daurdabla on
top of standard duration gear.
--]]
-- 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()
state.Buff['Pianissimo'] = buffactive['pianissimo'] or false
options.DaurdablaModes = {'None','Dummy','Daurdabla'}
state.DaurdablaMode = 'None'
-- For tracking current recast timers via the Timers plugin.
timer_reg = {}
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'}
options.RestingModes = {'Normal'}
options.PhysicalDefenseModes = {'PDT'}
options.MagicalDefenseModes = {'MDT'}
state.Defense.PhysicalMode = 'PDT'
state.OffenseMode = 'None'
brd_daggers = S{'Izhiikoh', 'Vanir Knife', 'Atoyac', 'Aphotic Kukri'}
pick_tp_weapon()
-- How many extra songs we can keep from Daurdabla
info.DaurdablaSongs = 2
-- Whether to try to automatically use Daurdabla when an appropriate gap in current vs potential
-- songs appears, and you haven't specifically changed state.DaurdablaMode.
state.AutoDaurdabla = false
-- Additional local binds
send_command('bind ^` input /ma "Chocobo Mazurka" <me>')
-- Default macro set/book
set_macro_page(2, 18)
end
-- Called when this job file is unloaded (eg: job change)
function file_unload()
if binds_on_unload then
binds_on_unload()
end
send_command('unbind ^`')
end
-- Define sets and vars used by this job file.
function init_gear_sets()
--------------------------------------
-- Start defining the sets
--------------------------------------
-- Precast Sets
-- Fast cast sets for spells
sets.precast.FC = {head="Nahtirah Hat",ear2="Loquac. Earring",
hands="Gendewitha Gages",ring1="Prolix Ring",
back="Swith Cape",waist="Witful Belt",legs="Orvail Pants +1",feet="Chelona Boots +1"}
sets.precast.FC.Cure = set_combine(sets.precast.FC, {body="Heka's Kalasiris"})
sets.precast.FC.EnhancingMagic = set_combine(sets.precast.FC, {waist="Siegel Sash"})
sets.precast.FC.BardSong = {main="Felibre's Dague",range="Gjallarhorn",
head="Aoidos' Calot +2",neck="Aoidos' Matinee",ear1="Aoidos' Earring",ear2="Loquac. Earring",
body="Sha'ir Manteel",hands="Gendewitha Gages",ring1="Prolix Ring",
back="Swith Cape",waist="Witful Belt",legs="Gendewitha Spats",feet="Bokwus Boots"}
sets.precast.FC.Daurdabla = set_combine(sets.precast.FC.BardSong, {range="Daurdabla"})
-- Precast sets to enhance JAs
sets.precast.JA.Nightingale = {feet="Bihu Slippers"}
sets.precast.JA.Troubadour = {body="Bard's Justaucorps +2"}
sets.precast.JA['Soul Voice'] = {legs="Bard's Cannions +2"}
-- Waltz set (chr and vit)
sets.precast.Waltz = {range="Gjallarhorn",
head="Nahtirah Hat",
body="Gendewitha Bliaut",hands="Buremte Gloves",
back="Refraction Cape",legs="Gendewitha Spats",feet="Gendewitha Galoshes"}
-- Weaponskill sets
-- Default set for any weaponskill that isn't any more specifically defined
sets.precast.WS = {range="Gjallarhorn",
head="Nahtirah Hat",neck="Asperity Necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring",
body="Bard's Justaucorps +2",hands="Buremte Gloves",ring1="Rajas Ring",ring2="K'ayres Ring",
back="Atheling Mantle",waist="Caudata Belt",legs="Gendewitha Spats",feet="Gendewitha Galoshes"}
-- Specific weaponskill sets. Uses the base set if an appropriate WSMod version isn't found.
sets.precast.WS['Evisceration'] = {
head="Nahtirah Hat",neck="Asperity Necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring",
body="Bard's Justaucorps +2",hands="Buremte Gloves",ring1="Rajas Ring",ring2="K'ayres Ring",
back="Atheling Mantle",waist="Caudata Belt",legs="Gendewitha Spats",feet="Gendewitha Galoshes"}
sets.precast.WS['Exenterator'] = {
head="Nahtirah Hat",neck="Asperity Necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring",
body="Bard's Justaucorps +2",hands="Buremte Gloves",ring1="Rajas Ring",ring2="K'ayres Ring",
back="Atheling Mantle",waist="Caudata Belt",legs="Gendewitha Spats",feet="Gendewitha Galoshes"}
sets.precast.WS['Mordant Rime'] = {range="Gjallarhorn",
head="Nahtirah Hat",neck="Asperity Necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring",
body="Bard's Justaucorps +2",hands="Buremte Gloves",ring1="Rajas Ring",ring2="K'ayres Ring",
back="Atheling Mantle",waist="Caudata Belt",legs="Gendewitha Spats",feet="Gendewitha Galoshes"}
-- Midcast Sets
-- General set for recast times.
sets.midcast.FastRecast = {range="Angel Lyre",
head="Nahtirah Hat",ear2="Loquacious Earring",
body="Vanir Cotehardie",hands="Gendewitha Gages",ring1="Prolix Ring",
back="Swith Cape",waist="Goading Belt",legs="Gendewitha Spats",feet="Gendewitha Galoshes"}
-- Gear to enhance certain classes of songs. No instruments added here since Gjallarhorn is being used.
sets.midcast.Ballad = {legs="Aoidos' Rhing. +2"}
sets.midcast.Lullaby = {hands="Brioso Cuffs"}
sets.midcast.Madrigal = {head="Aoidos' Calot +2"}
sets.midcast.March = {hands="Aoidos' Manchettes +2"}
sets.midcast.Minuet = {body="Aoidos' Hongreline +2"}
sets.midcast.Minne = {}
sets.midcast.Carol = {head="Aoidos' Calot +2",
body="Aoidos' Hongreline +2",hands="Aoidos' Manchettes +2",
legs="Aoidos' Rhing. +2",feet="Aoidos' Cothrn. +2"}
sets.midcast["Sentinel's Scherzo"] = {feet="Aoidos' Cothrn. +2"}
sets.midcast['Magic Finale'] = {neck="Wind Torque",waist="Corvax Sash",legs="Aoidos' Rhing. +2"}
sets.midcast.Mazurka = {range="Daurdabla"}
-- For song buffs (duration and AF3 set bonus)
sets.midcast.SongEffect = {main="Legato Dagger",range="Gjallarhorn",
head="Aoidos' Calot +2",neck="Aoidos' Matinee",ear2="Loquacious Earring",
body="Aoidos' Hongreline +2",hands="Aoidos' Manchettes +2",ring1="Prolix Ring",
back="Harmony Cape",waist="Corvax Sash",legs="Marduk's Shalwar +1",feet="Brioso Slippers"}
-- For song defbuffs (duration primary, accuracy secondary)
sets.midcast.SongDebuff = {main="Legato Dagger",range="Gjallarhorn",
head="Nahtirah Hat",neck="Aoidos' Matinee",ear1="Psystorm Earring",ear2="Lifestorm Earring",
body="Aoidos' Hongreline +2",hands="Aoidos' Manchettes +2",ring1="Prolix Ring",ring2="Sangoma Ring",
back="Refraction Cape",waist="Goading Belt",legs="Marduk's Shalwar +1",feet="Brioso Slippers"}
-- For song defbuffs (accuracy primary, duration secondary)
sets.midcast.ResistantSongDebuff = {main="Izhiikoh",range="Gjallarhorn",
head="Nahtirah Hat",neck="Wind Torque",ear1="Psystorm Earring",ear2="Lifestorm Earring",
body="Brioso Justaucorps",hands="Aoidos' Manchettes +2",ring1="Prolix Ring",ring2="Sangoma Ring",
back="Refraction Cape",waist="Goading Belt",legs="Aoidos' Rhing. +2",feet="Bokwus Boots"}
-- Song-specific recast reduction
sets.midcast.SongRecast = {ear2="Loquacious Earring",
ring1="Prolix Ring",
back="Harmony Cape",waist="Corvax Sash",legs="Aoidos' Rhing. +2"}
--sets.midcast.Daurdabla = set_combine(sets.midcast.FastRecast, sets.midcast.SongRecast, {range="Daurdabla"})
-- Cast spell with normal gear, except using Daurdabla instead
sets.midcast.Daurdabla = {range="Daurdabla"}
-- Dummy song with Daurdabla; minimize duration to make it easy to overwrite.
sets.midcast.DaurdablaDummy = {main="Izhiikoh",range="Daurdabla",
head="Nahtirah Hat",neck="Wind Torque",ear1="Psystorm Earring",ear2="Lifestorm Earring",
body="Brioso Justaucorps",hands="Aoidos' Manchettes +2",ring1="Prolix Ring",ring2="Sangoma Ring",
back="Swith Cape",waist="Goading Belt",legs="Gendewitha Spats",feet="Bokwus Boots"}
-- Other general spells and classes.
sets.midcast.Cure = {main="Arka IV",sub='Achaq Grip',
head="Gendewitha Caubeen",
body="Gendewitha Bliaut",hands="Bokwus Gloves",ring1="Ephedra Ring",ring2="Sirona's Ring",
legs="Gendewitha Spats",feet="Gendewitha Galoshes"}
sets.midcast.Stoneskin = {
head="Nahtirah Hat",
body="Gendewitha Bliaut",hands="Gendewitha Gages",
legs="Gendewitha Spats",feet="Gendewitha Galoshes"}
sets.midcast.Cursna = {
neck="Malison Medallion",
hands="Hieros Mittens",ring1="Ephedra Ring"}
-- Sets to return to when not performing an action.
-- Resting sets
sets.resting = {main=gear.Staff.HMP,
body="Gendewitha Bliaut",
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 = {main=gear.Staff.PDT, sub="Mephitis Grip",range="Oneiros Harp",
head="Gendewitha Caubeen",neck="Wiglen Gorget",ear1="Bloodgem Earring",ear2="Loquacious Earring",
body="Gendewitha Bliaut",hands="Gendewitha Gages",ring1="Paguroidea Ring",ring2="Sangoma Ring",
back="Umbra Cape",waist="Flume Belt",legs="Nares Trews",feet="Aoidos' Cothurnes +2"}
sets.idle.Town = {main=gear.Staff.PDT, sub="Mephitis Grip",range="Oneiros Harp",
head="Gendewitha Caubeen",neck="Wiglen Gorget",ear1="Bloodgem Earring",ear2="Loquacious Earring",
body="Gendewitha Bliaut",hands="Gendewitha Gages",ring1="Paguroidea Ring",ring2="Sangoma Ring",
back="Umbra Cape",waist="Flume Belt",legs="Nares Trews",feet="Aoidos' Cothurnes +2"}
sets.idle.Weak = {main=gear.Staff.PDT,sub="Mephitis Grip",range="Oneiros Harp",
head="Gendewitha Caubeen",neck="Twilight Torque",ear1="Bloodgem Earring",
body="Gendewitha Bliaut",hands="Gendewitha Gages",ring1="Dark Ring",ring2="Sangoma Ring",
back="Umbra Cape",waist="Flume Belt",legs="Gendewitha Spats",feet="Gendewitha Galoshes"}
-- Defense sets
sets.defense.PDT = {main=gear.Staff.PDT,sub="Mephitis Grip",
head="Gendewitha Caubeen",neck="Twilight Torque",
body="Gendewitha Bliaut",hands="Gendewitha Gages",ring1='Dark Ring',
back="Umbra Cape",waist="Flume Belt",legs="Gendewitha Spats",feet="Gendewitha Galoshes"}
sets.defense.MDT = {main=gear.Staff.PDT,sub="Mephitis Grip",
head="Nahtirah Hat",neck="Twilight Torque",
body="Gendewitha Bliaut",hands="Gendewitha Gages",ring1='Dark Ring',ring2="Shadow Ring",
back="Engulfer Cape",waist="Flume Belt",legs="Bokwus Slops",feet="Gendewitha Galoshes"}
sets.Kiting = {feet="Aoidos' Cothurnes +2"}
-- 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
-- Basic set for if no TP weapon is defined.
sets.engaged = {range="Angel Lyre",
head="Nahtirah Hat",neck="Asperity Necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring",
body="Vanir Cotehardie",hands="Buremte Gloves",ring1="Rajas Ring",ring2="K'ayres Ring",
back="Atheling Mantle",waist="Goading Belt",legs="Gendewitha Spats",feet="Gendewitha Galoshes"}
-- Sets with weapons defined.
sets.engaged.Dagger = {range="Angel Lyre",
head="Nahtirah Hat",neck="Asperity Necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring",
body="Vanir Cotehardie",hands="Buremte Gloves",ring1="Rajas Ring",ring2="K'ayres Ring",
back="Atheling Mantle",waist="Goading Belt",legs="Gendewitha Spats",feet="Gendewitha Galoshes"}
-- Set if dual-wielding
sets.engaged.DualWield = {range="Angel Lyre",
head="Nahtirah Hat",neck="Asperity Necklace",ear1="Dudgeon Earring",ear2="Heartseeker Earring",
body="Vanir Cotehardie",hands="Buremte Gloves",ring1="Rajas Ring",ring2="K'ayres Ring",
back="Atheling Mantle",waist="Goading Belt",legs="Gendewitha Spats",feet="Gendewitha Galoshes"}
end
-------------------------------------------------------------------------------------------------------------------
-- Job- versions of event handlers, allowing overriding default handling.
-------------------------------------------------------------------------------------------------------------------
-- 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 spell.type == 'BardSong' then
-- Auto-Pianissimo
if spell.target.type == 'PLAYER' and not spell.target.charmed and not state.Buff['Pianissimo'] then
cancel_spell()
send_command('@input /ja "Pianissimo" <me>; wait 1.25; input /ma "'..spell.name..'" '..spell.target.name)
eventArgs.cancel = true
return
end
end
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)
if spell.type == 'BardSong' then
-- layer general gear on first, then let default handler add song-specific gear.
local generalClass = get_song_class(spell)
if generalClass and sets.midcast[generalClass] then
equip(sets.midcast[generalClass])
end
end
end
end
function job_post_midcast(spell, action, spellMap, eventArgs)
if spell.type == 'BardSong' then
if state.DaurdablaMode == 'Daurdabla' then
equip(sets.midcast.Daurdabla)
elseif state.DaurdablaMode == 'None' and spell.target.type == 'SELF' and state.AutoDaurdabla and daur_song_gap() then
equip(sets.midcast.Daurdabla)
end
state.DaurdablaMode = 'None'
end
end
-- Set eventArgs.handled to true if we don't want automatic gear equipping to be done.
function job_aftercast(spell, action, spellMap, eventArgs)
if not spell.interrupted then
if state.Buff[spell.name] ~= nil then
state.Buff[spell.name] = true
end
if spell.type == 'BardSong' then
if spell.target then
if spell.target.type and spell.target.type:upper() == 'SELF' then
adjust_Timers(spell, action, spellMap)
end
end
end
end
end
-------------------------------------------------------------------------------------------------------------------
-- Hooks for other events that aren't handled by the include file.
-------------------------------------------------------------------------------------------------------------------
function job_buff_change(buff, gain)
if state.Buff[buff] ~= nil then
state.Buff[buff] = gain
end
end
-------------------------------------------------------------------------------------------------------------------
-- Hooks for Daurdabla mode handling.
-------------------------------------------------------------------------------------------------------------------
-- Request job-specific mode tables.
-- Return true on the third returned value to indicate an error: that we didn't recognize the requested field.
function job_get_mode_list(field)
if field == 'Daurdabla' and player.inventory.daurdabla then
return options.DaurdablaModes, state.DaurdablaMode
end
end
-- Set job-specific mode values.
-- Return true if we recognize and set the requested field.
function job_set_mode(field, val)
if field == 'Daurdabla' then
state.DaurdablaMode = val
return true
end
end
-------------------------------------------------------------------------------------------------------------------
-- User code that supplements self-commands.
-------------------------------------------------------------------------------------------------------------------
-- Called by the 'update' self-command.
function job_update(cmdParams, eventArgs)
pick_tp_weapon()
end
-- Handle notifications of general user state change.
function job_state_change(stateField, newValue)
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
-- 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
if state.CombatForm then
meleeString = 'Melee: Dual-wield, '
else
meleeString = 'Melee: Single-wield, '
end
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.
-------------------------------------------------------------------------------------------------------------------
-- Determine the custom class to use for the given song.
function get_song_class(spell)
if spell.targets:contains('Enemy') then
if state.CastingMode == 'Resistant' then
return 'ResistantSongDebuff'
else
return 'SongDebuff'
end
elseif state.DaurdablaMode == 'Dummy' then
return 'DaurdablaDummy'
else
return 'SongEffect'
end
end
-- Function to create custom buff-remaining timers with the Timers plugin,
-- keeping only the actual valid songs rather than spamming the default
-- buff remaining timers.
function adjust_Timers(spell, action, spellMap)
local t = os.time()
-- Eliminate songs that have already expired from our local list.
local tempreg = {}
for i,v in pairs(timer_reg) do
if v < t then tempreg[i] = true end
end
for i,v in pairs(tempreg) do
timer_reg[i] = nil
end
local dur = calculate_duration(spell.name, spellMap)
if timer_reg[spell.name] then
-- Can delete timers that have less than 120 seconds remaining, since
-- the new version of the song will overwrite the old one.
-- Otherwise create a new timer counting down til we can overwrite.
if (timer_reg[spell.name] - t) <= 120 then
send_command('timers delete "'..spell.name..'"')
timer_reg[spell.name] = t + dur
send_command('timers create "'..spell.name..'" '..dur..' down')
end
else
-- Figure out how many songs we can maintain.
local maxsongs = 2
if player.equipment.range == 'Daurdabla' then
maxsongs = maxsongs + info.DaurdablaSongs
end
if buffactive['Clarion Call'] then
maxsongs = maxsongs+1
end
-- If we have more songs active than is currently apparent, we can still overwrite
-- them while they're active, even if not using appropriate gear bonuses (ie: Daur).
if maxsongs < table.length(timer_reg) then
maxsongs = table.length(timer_reg)
end
-- Create or update new song timers.
if table.length(timer_reg) < maxsongs then
timer_reg[spell.name] = t+dur
send_command('timers create "'..spell.name..'" '..dur..' down')
else
local rep,repsong
for i,v in pairs(timer_reg) do
if t+dur > v then
if not rep or rep > v then
rep = v
repsong = i
end
end
end
if repsong then
timer_reg[repsong] = nil
send_command('timers delete "'..repsong..'"')
timer_reg[spell.name] = t+dur
send_command('timers create "'..spell.name..'" '..dur..' down')
end
end
end
end
-- Function to calculate the duration of a song based on the equipment used to cast it.
-- Called from adjust_Timers(), which is only called on aftercast().
function calculate_duration(spellName, spellMap)
local mult = 1
if player.equipment.range == 'Daurdabla' then mult = mult + 0.3 end -- change to 0.25 with 90 Daur
if player.equipment.range == "Gjallarhorn" then mult = mult + 0.4 end -- change to 0.3 with 95 Gjall
if player.equipment.main == "Carnwenhan" then mult = mult + 0.1 end -- 0.1 for 75, 0.4 for 95, 0.5 for 99/119
if player.equipment.main == "Legato Dagger" then mult = mult + 0.1 end
if player.equipment.neck == "Aoidos' Matinee" then mult = mult + 0.1 end
if player.equipment.body == "Aoidos' Hngrln. +2" then mult = mult + 0.1 end
if player.equipment.legs == "Mdk. Shalwar +1" then mult = mult + 0.1 end
if player.equipment.feet == "Brioso Slippers" then mult = mult + 0.1 end
if player.equipment.feet == "Brioso Slippers +1" then mult = mult + 0.11 end
if spellMap == 'Paeon' and player.equipment.head == "Brioso Roundlet" then mult = mult + 0.1 end
if spellMap == 'Paeon' and player.equipment.head == "Brioso Roundlet +1" then mult = mult + 0.1 end
if spellMap == 'Madrigal' and player.equipment.head == "Aoidos' Calot +2" then mult = mult + 0.1 end
if spellMap == 'Minuet' and player.equipment.body == "Aoidos' Hngrln. +2" then mult = mult + 0.1 end
if spellMap == 'March' and player.equipment.hands == 'Ad. Mnchtte. +2' then mult = mult + 0.1 end
if spellMap == 'Ballad' and player.equipment.legs == "Aoidos' Rhing. +2" then mult = mult + 0.1 end
if spellName == "Sentinel's Scherzo" and player.equipment.feet == "Aoidos' Cothrn. +2" then mult = mult + 0.1 end
if buffactive.Troubadour then
mult = mult*2
end
if spellName == "Sentinel's Scherzo" then
if buffactive['Soul Voice'] then
mult = mult*2
elseif buffactive['Marcato'] then
mult = mult*1.5
end
end
-- Tweak for inaccuracies in cast vs aftercast timing
mult = mult - 0.05
local totalDuration = mult*120
return totalDuration
end
function daur_song_gap()
if player.inventory.daurdabla then
-- Figure out how many songs we can maintain.
local maxsongs = 2 + info.DaurdablaSongs
local activesongs = table.length(timer_reg)
-- If we already have at least 2 songs on, but not enough to max out
-- on possible Daur songs, flag us as Daur-ready.
if activesongs >= 2 and activesongs < maxsongs then
return true
end
end
return false
end
-- Examine equipment to determine what our current TP weapon is.
function pick_tp_weapon()
if brd_daggers:contains(player.equipment.main) then
state.CombatWeapon = 'Dagger'
if S{'NIN','DNC'}:contains(player.sub_job) and brd_daggers:contains(player.equipment.sub) then
state.CombatForm = "DualWield"
else
state.CombatForm = nil
end
else
state.CombatWeapon = nil
state.CombatForm = nil
end
end