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GEO.lua
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version = "3.0"
--[[
Custom commands:
Toggle Function:
gs c toggle melee Toggle Melee mode on / off and locking of weapons
gs c toggle mb Toggles Magic Burst Mode on / off.
gs c toggle runspeed Toggles locking on / off Herald's Gaiters
gs c toggle idlemode Toggles between Refresh and DT idle mode. Activating Sublimation JA will auto replace refresh set for sublimation set. DT set will superceed both.
gs c toggle regenmode Toggles between Hybrid, Duration and Potency mode for regen set
gs c toggle nukemode Toggles between Normal and Accuracy mode for midcast Nuking sets (MB included)
gs c toggle matchsc Toggles auto swapping element to match the last SC that just happenned.
Casting functions:
these are to set fewer macros (2 cycle, 5 cast) to save macro space when playing lazily with controler
gs c nuke cycle Cycles element type for nuking & SC
gs c nuke cycledown Cycles element type for nuking & SC in reverse order
gs c nuke t1 Cast tier 1 nuke of saved element
gs c nuke t2 Cast tier 2 nuke of saved element
gs c nuke t3 Cast tier 3 nuke of saved element
gs c nuke t4 Cast tier 4 nuke of saved element
gs c nuke t5 Cast tier 5 nuke of saved element
gs c nuke ra1 Cast tier 1 -ra nuke of saved element
gs c nuke ra2 Cast tier 2 -ra nuke of saved element
gs c nuke ra3 Cast tier 3 -ra nuke of saved element
gs c geo geocycle Cycles Geomancy Spell
gs c geo geocycledown Cycles Geomancy Spell in reverse order
gs c geo indicycle Cycles IndiColure Spell
gs c geo indicycledown Cycles IndiColure Spell in reverse order
gs c geo geo Cast saved Geo Spell
gs c geo indi Cast saved Indi Spell
HUD Functions:
gs c hud hide Toggles the Hud entirely on or off
gs c hud hidemode Toggles the Modes section of the HUD on or off
gs c hud hidejob Toggles the job section of the HUD on or off
gs c hud hidebattle Toggles the Battle section of the HUD on or off
gs c hud lite Toggles the HUD in lightweight style for less screen estate usage. Also on ALT-END
gs c hud keybinds Toggles Display of the HUD keybindings (my defaults) You can change just under the binds in the Gearsets file.
gs c hud setcolor sections Cycles colors for sections
gs c hud setcolor options Cycles colors for options
gs c hud setcolor keybinds Cycles colors for keybinds
gs c hud setcolor selection Cycles colors for selection
Alternatively you can also add the color after those command like: //gs c hud setcolor options blue
// OPTIONAL IF YOU WANT / NEED to skip the cycles...
gs c nuke Ice Set Element Type to Ice DO NOTE the Element needs a Capital letter.
gs c nuke Air Set Element Type to Air DO NOTE the Element needs a Capital letter.
gs c nuke Dark Set Element Type to Dark DO NOTE the Element needs a Capital letter.
gs c nuke Light Set Element Type to Light DO NOTE the Element needs a Capital letter.
gs c nuke Earth Set Element Type to Earth DO NOTE the Element needs a Capital letter.
gs c nuke Lightning Set Element Type to Lightning DO NOTE the Element needs a Capital letter.
gs c nuke Water Set Element Type to Water DO NOTE the Element needs a Capital letter.
gs c nuke Fire Set Element Type to Fire DO NOTE the Element needs a Capital letter.
--]]
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-- ______ _
-- / _____) _ _ (_)
-- ( (____ _____ _| |_ _| |_ _ ____ ____ ___
-- \____ \| ___ (_ _|_ _) | _ \ / _ |/___)
-- _____) ) ____| | |_ | |_| | | | ( (_| |___ |
-- (______/|_____) \__) \__)_|_| |_|\___ (___/
-- (_____|
--------------------------------------------------------------------------------------------------------------
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-- Set this to true and as soon as you move you swap into movespeed set, and revert when stationary
-- Set it to false and the movespeed toggle is manual.
autorunspeed = true
auto_CP_Cape = false
-- TP treshold where weapons gets locked.
lockWeaponTP = 500
--------------------------------------------------------------------------------------------------------------
--------------------------------------------------------------------------------------------------------------
-- HUD Initial setup and Positioning
--------------------------------------------------------------------------------------------------------------
--------------------------------------------------------------------------------------------------------------
hud_x_pos = 1400 --important to update these if you have a smaller screen
hud_y_pos = 200 --important to update these if you have a smaller screen
hud_draggable = true
hud_font_size = 10
hud_transparency = 225 -- a value of 0 (invisible) to 255 (no transparency at all)
hud_font = 'Impact'
hud_padding = 10
--------------------------------------------------------------------------------------------------------------
--------------------------------------------------------------------------------------------------------------
include('Liz-Includes.lua')
--------------------------------------------------------------------------------------------------------------
--------------------------------------------------------------------------------------------------------------
-- Customize HUD looks and content
-- Colors: ('red', 'blue', 'green', 'white', 'yellow', 'cyan', 'magenta', 'black', 'orange')
sectionsColors:set('orange')
keybindsColors:set('yellow')
optionsColors:set('white')
selectionColors:set('blue')
textHideMode:set(false)
textHideOptions:set(false)
textHideJob:set(false)
textHideBattle:set(false)
textHideHUD:set(false)
useLightMode:set(false)
keybinds:set(false)
-- Optional. Swap to your sch macro sheet / book
set_macros(1,5) -- Sheet, Book
--------------------------------------------------------------------------------------------------------------
--------------------------------------------------------------------------------------------------------------
-- Define your modes:
-- You can add or remove modes in the table below, they will get picked up in the cycle automatically.
-- to define sets for idle if you add more modes, name them: sets.me.idle.mymode and add 'mymode' in the group.
-- to define sets for regen if you add more modes, name them: sets.midcast.regen.mymode and add 'mymode' in the group.
-- Same idea for nuke modes.
idleModes = M('normal', 'dt', 'mdt')
-- To add a new mode to nuking, you need to define both sets: sets.midcast.nuking.mynewmode as well as sets.midcast.MB.mynewmode
nukeModes = M('normal', 'acc')
-- Defults when you load the job / lua
geomancy:set('Geo-Frailty') -- Geo Spell Default (when you first load lua / change jobs the saved spells is this one)
indicolure:set('Indi-Fury') -- Indi Spell Default (when you first load lua / change jobs the saved spells is this one)
entrustindi:set('Indi-Haste') -- Enttrust Spell Default (when you first load lua / change jobs the saved spells is this one)
--------------------------------------------------------------------------------------------------------------
--------------------------------------------------------------------------------------------------------------
-- Setup your Key Bindings here:
windower.send_command('bind insert gs c nuke cycle') -- Insert Cycles Nuke element
windower.send_command('bind !insert gs c nuke cycledown') -- ALT+Insert Cycles Nuke element in reverse order
windower.send_command('bind delete gs c geo geocycle') -- Delete Cycles Geomancy Spell
windower.send_command('bind !delete gs c geo geocycledown') -- ALT+Delete Cycles Geomancy Spell in reverse order
windower.send_command('bind home gs c geo indicycle') -- Home Cycles IndiColure Spell
windower.send_command('bind !home gs c geo indicycledown') -- ALT+Home Cycles IndiColure Spell in reverse order
windower.send_command('bind PAGEUP gs c geo entrustcycle') -- PgUp Cycles Entrust IndiColure Spell
windower.send_command('bind !PAGEUP gs c geo entrustcledown') -- ALT-PgUp Cycles Entrust IndiColure Spell in reverse order
windower.send_command('bind !f9 gs c toggle runspeed') -- Alt-F9 toggles locking on / off Herald's Gaiters
windower.send_command('bind !f10 gs c toggle nukemode') -- Alt-F10 to change Nuking Mode
windower.send_command('bind F10 gs c toggle matchsc') -- F10 to change Match SC Mode
windower.send_command('bind f12 gs c toggle melee') -- F12 Toggle Melee mode on / off and locking of weapons
windower.send_command('bind f9 gs c toggle idlemode') -- F9 Toggles between MasterRefresh or MasterDT when no luopan is out
windower.send_command('bind !end gs c hud lite') -- Alt-End to toggle light hud version
windower.send_command('bind ^end gs c hud keybinds') -- CTRL-End to toggle Keybinds
--[[
This gets passed in when the Keybinds is turned on.
Each one matches to a given variable within the text object
IF you changed the Default Keybind above, Edit the ones below so it can be reflected in the hud using "//gs c hud keybinds" command
]] -- or between Full Pet Regen+DT or Hybrid PetDT and MasterDT when a Luopan is out
keybinds_on = {}
keybinds_on['key_bind_idle'] = '(F9)'
keybinds_on['key_bind_regen'] = '(END)'
keybinds_on['key_bind_casting'] = '(ALT-F10)'
keybinds_on['key_bind_matchsc'] = '(F10)'
keybinds_on['key_bind_element_cycle'] = '(INS)'
keybinds_on['key_bind_geo_cycle'] = '(DEL)'
keybinds_on['key_bind_indi_cycle'] = '(HOME)'
keybinds_on['key_bind_entrust_cycle'] = '(PAGEUP)'
keybinds_on['key_bind_lock_weapon'] = '(F12)'
keybinds_on['key_bind_movespeed_lock'] = '(ALT-F9)'
-- Remember to unbind your keybinds on job change.
function user_unload()
send_command('unbind insert')
send_command('unbind delete')
send_command('unbind home')
send_command('unbind PAGEUP')
send_command('unbind PAGEDOWN')
send_command('unbind ^PAGEDOWN')
send_command('unbind end')
send_command('unbind ^end')
send_command('unbind f10')
send_command('unbind !f10')
send_command('unbind f12')
send_command('unbind f9')
send_command('unbind !f9')
end
--------------------------------------------------------------------------------------------------------------
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include('GEO_Lib.lua') -- leave this as is
--------------------------------------------------------------------------------------------------------------
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validateTextInformation()
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-- _____ __ __ _ _ _
-- / ____| \ \ / / (_) | | | |
--| | __ ___ __ _ _ __ \ \ / /_ _ _ __ _ __ _| |__ | | ___ ___
--| | |_ |/ _ \/ _` | '__| \ \/ / _` | '__| |/ _` | '_ \| |/ _ \/ __|
--| |__| | __/ (_| | | \ / (_| | | | | (_| | |_) | | __/\__ \
-- \_____|\___|\__,_|_| \/ \__,_|_| |_|\__,_|_.__/|_|\___||___/
--------------------------------------------------------------------------------------------------------------
--------------------------------------------------------------------------------------------------------------
-- Setup your Gear Sets below:
function get_sets()
----------------------------------------------------------
-- Auto CP Cape: Will put on CP cape automatically when
-- fighting Apex mobs and job is not mastered
----------------------------------------------------------
CP_CAPE = "Mecisto. Mantle" -- Put your CP cape here
----------------------------------------------------------
-- My formatting is very easy to follow. All sets that pertain to my character doing things are under 'me'.
-- All sets that are equipped to faciliate my.pan's behaviour or abilities are under .pan', eg, Perpetuation, Blood Pacts, etc
sets.me = {} -- leave this empty
sets.pan = {} -- leave this empty
sets.me.idle = {} -- leave this empty
sets.pan.idle = {} -- leave this empty
-- sets starting with sets.me means you DONT have a luopan currently out.
-- sets starting with sets.pan means you DO have a luopan currently out.
-- For aug gear you can define some here like this.. Look below in the midcast MB set to see how it is used.
-- This helps when your augment changes to only have 1 place to update.
include('AugGear.lua')
-- JSE
AF = {} -- leave this empty
RELIC = {} -- leave this empty
EMPY = {} -- leave this empty
-- Fill this with your own JSE.
--Atrophy
AF.Head = "Geo. Galero +1"
AF.Body = "Geo. Tunic +1"
AF.Hands = "Geo. Mitaines +1"
AF.Legs = "Geo. Pants +1"
AF.Feet = "Geo. Sandals +1"
--Vitiation
RELIC.Head = "Bagua Galero +1"
RELIC.Body = "Bagua Tunic +1"
RELIC.Hands = "Bagua Mitaines +1"
RELIC.Legs = "Bagua Pants +1"
RELIC.Feet = "Bagua Sandals +1"
--Lethargy
EMPY.Head = "Azimuth Hood +1"
EMPY.Body = "Azimuth Coat +1"
EMPY.Hands = "Azimuth Gloves +1"
EMPY.Legs = "Azimuth Tights +1"
EMPY.Feet = "Azimuth Gaiters +1"
-- Movespeed boots
sets.me.movespeed = {feet=AF.Feet}
-- Your idle set when you DON'T have a luopan out
sets.me.idle.normal = {
main="Idris",
sub= "Ammurapi Shield",
range="Dunna",
head=EMPY.Head,
body=Amal.Body.A,
hands={ name="Bagua Mitaines +1", augments={'Enhances "Curative Recantation" effect',}},
legs="Assid. Pants +1",
feet=AF.Feet,
neck="Twilight Torque",
waist="Fucho-no-Obi",
left_ear="Etiolation Earring",
right_ear="Odnowa Earring +1",
left_ring="Stikini Ring +1",
right_ring="Defending Ring",
back={ name="Nantosuelta's Cape", augments={'HP+60','Eva.+20 /Mag. Eva.+20','Pet: "Regen"+10','Damage taken-5%',}},
}
-- Your idle MasterDT set (Notice the sets.me, means no Luopan is out)
sets.me.idle.dt = set_combine(sets.me.idle.normal,{
left_ear="Etiolation Earring",
right_ear="Odnowa Earring +1",
body="Mallquis Saio +2",
feet="Mallquis Clogs +1",
neck="Twilight Torque",
right_ring="Defending Ring",
back={ name="Nantosuelta's Cape", augments={'HP+60','Eva.+20 /Mag. Eva.+20','Pet: "Regen"+10','Damage taken-5%',}},
})
sets.me.idle.mdt = set_combine(sets.me.idle.normal,{
left_ear="Etiolation Earring",
right_ear="Odnowa Earring +1",
body="Mallquis Saio +2",
feet="Mallquis Clogs +1",
neck="Twilight Torque",
right_ring="Defending Ring",
back={ name="Nantosuelta's Cape", augments={'HP+60','Eva.+20 /Mag. Eva.+20','Pet: "Regen"+10','Damage taken-5%',}},
})
-- Your MP Recovered Whilst Resting Set
sets.me.resting = {
}
sets.me.latent_refresh = {waist="Fucho-no-obi"}
-----------------------
-- Luopan Perpetuation
-----------------------
-- Luopan's Out -- notice sets.pan
-- This is the base for all perpetuation scenarios, as seen below
sets.pan.idle.normal = {
main="Idris",
sub= "Ammurapi Shield",
range="Dunna",
head=EMPY.Head,
body="Telchine Chas.",
hands=AF.Hands,
legs="Assid. Pants +1",
feet=RELIC.Feet,
neck="Bagua Charm +2",
waist="Isa Belt",
left_ear="Etiolation Earring",
right_ear="Odnowa Earring +1",
left_ring="Stikini Ring +1",
right_ring="Defending Ring",
back={ name="Nantosuelta's Cape", augments={'HP+60','Eva.+20 /Mag. Eva.+20','Pet: "Regen"+10','Damage taken-5%',}},
}
-- This is when you have a Luopan out but want to sacrifice some slot for master DT, put those slots in.
sets.pan.idle.dt = set_combine(sets.pan.idle.normal,{
body="Mallquis Saio +2",
feet="Mallquis Clogs +1",
right_ring="Defending Ring",
back={ name="Nantosuelta's Cape", augments={'HP+60','Eva.+20 /Mag. Eva.+20','Pet: "Regen"+10','Damage taken-5%',}},
})
sets.pan.idle.mdt = set_combine(sets.pan.idle.normal,{
body="Mallquis Saio +2",
feet="Mallquis Clogs +1",
right_ring="Defending Ring",
back={ name="Nantosuelta's Cape", augments={'HP+60','Eva.+20 /Mag. Eva.+20','Pet: "Regen"+10','Damage taken-5%',}},
})
-- Combat Related Sets
-- Melee
-- Anything you equip here will overwrite the perpetuation/refresh in that slot.
-- No Luopan out
-- they end in [idleMode] so it will derive from either the normal or the dt set depending in which mode you are then add the pieces filled in below.
sets.me.melee = set_combine(sets.me.idle[idleMode],{
range={ name="Dunna", augments={'MP+20','Mag. Acc.+10','"Fast Cast"+3',}},
head="Jhakri Coronal +1",
body="Jhakri Robe +2",
hands="Jhakri Cuffs +2",
legs="Jhakri Slops +2",
feet="Jhakri Pigaches +2",
neck="Sanctity Necklace",
waist="Windbuffet Belt +1",
left_ear="Mache Earring +1",
right_ear="Telos Earring",
left_ring="Jhakri Ring",
right_ring="Supershear Ring",
back={ name="Nantosuelta's Cape", augments={'HP+60','Eva.+20 /Mag. Eva.+20','Pet: "Regen"+10','Damage taken-5%',}},
})
-- Luopan is out
sets.pan.melee = set_combine(sets.pan.idle[idleMode],{
range={ name="Dunna", augments={'MP+20','Mag. Acc.+10','"Fast Cast"+3',}},
head="Jhakri Coronal +1",
body="Jhakri Robe +2",
hands="Jhakri Cuffs +2",
legs="Jhakri Slops +2",
feet="Jhakri Pigaches +2",
neck="Sanctity Necklace",
waist="Windbuffet Belt +1",
left_ear="Mache Earring +1",
right_ear="Telos Earring",
left_ring="Jhakri Ring",
right_ring="Supershear Ring",
back={ name="Nantosuelta's Cape", augments={'HP+60','Eva.+20 /Mag. Eva.+20','Pet: "Regen"+10','Damage taken-5%',}},
})
-- Weapon Skill sets
-- Example:
sets.me["Flash Nova"] = {
}
sets.me["Realmrazer"] = {
}
sets.me["Exudation"] = {
}
-- Feel free to add new weapon skills, make sure you spell it the same as in game.
---------------
-- Casting Sets
---------------
sets.precast = {} -- leave this empty
sets.midcast = {} -- leave this empty
sets.aftercast = {} -- leave this empty
sets.midcast.nuking = {} -- leave this empty
sets.midcast.MB = {} -- leave this empty
----------
-- Precast
----------
-- Generic Casting Set that all others take off of. Here you should add all your fast cast
sets.precast.casting = {
main="Idris",
sub= "Ammurapi Shield",
range="Dunna",
head=Amal.Head.A,
body=Merl.Body.FC,
hands="Telchine Gloves",
legs="Geo. Pants +1",
feet="Regal Pumps +1",
neck="Bagua Charm +2",
waist="Witful Belt",
left_ear="Malignance Earring",
right_ear="Loquac. Earring",
right_ring="Lebeche Ring",
left_ring="Weather. Ring",
back="Lifestream Cape",
}
sets.precast.geomancy = set_combine(sets.precast.casting,{
})
-- Enhancing Magic, eg. Siegal Sash, etc
sets.precast.enhancing = set_combine(sets.precast.casting,{
waist="Siegel Sash",
neck="Melic Torque",
})
-- Stoneskin casting time -, works off of enhancing -
sets.precast.stoneskin = set_combine(sets.precast.enhancing,{
waist="Siegel Sash",
})
-- Curing Precast, Cure Spell Casting time -
sets.precast.cure = set_combine(sets.precast.casting,{
back="Pahtli Cape",
right_ring="Lebeche Ring",
right_ear="Mendi. Earring",
})
sets.precast.regen = set_combine(sets.precast.casting,{
})
---------------------
-- Ability Precasting
---------------------
-- Fill up with your JSE!
sets.precast["Life Cycle"] = {
body = AF.Body,
}
sets.precast["Bolster"] = {
body = RELIC.Body,
}
sets.precast["Primeval Zeal"] = {
head = RELIC.Head,
}
sets.precast["Cardinal Chant"] = {
head = AF.Head,
}
sets.precast["Full Circle"] = {
head = EMPY.Head,
}
sets.precast["Curative Recantation"] = {
hands = RELIC.Hands,
}
sets.precast["Mending Halation"] = {
legs = RELIC.Legs,
}
sets.precast["Radial Arcana"] = {
feet = RELIC.Feet,
}
----------
-- Midcast
----------
-- Whatever you want to equip mid-cast as a catch all for all spells, and we'll overwrite later for individual spells
sets.midcast.casting = {
main="Idris",
sub="Ammurapi Shield",
range={ name="Dunna", augments={'MP+20','Mag. Acc.+10','"Fast Cast"+3',}},
head=Merl.Head.ACC,
body=Amal.Body.A,
hands=Amal.Hands.D,
legs=Amal.Legs.A,
feet=Amal.Feet.A,
neck="Bagua Charm +2",
waist="Refoccilation Stone",
left_ear="Barkaro. Earring",
right_ear="Malignance Earring",
left_ring="Stikini Ring +1",
right_ring="Weather. Ring",
back="Perimede Cape",
}
-- For Geo spells /
sets.midcast.geo = set_combine(sets.midcast.casting,{
main="Idris",
sub="Ammurapi Shield",
range={ name="Dunna", augments={'MP+20','Mag. Acc.+10','"Fast Cast"+3',}},
head=EMPY.Head,
body=EMPY.Body,
hands=EMPY.Hands,
legs=EMPY.Legs,
feet=EMPY.Feet,
neck="Bagua Charm +2",
waist="Hachirin-no-Obi",
left_ear="Malignance Earring",
right_ear="Barkaro. Earring",
left_ring="Stikini Ring +1",
right_ring="Stikini Ring",
back={ name="Lifestream Cape", augments={'Geomancy Skill +10','Indi. eff. dur. +18','Pet: Damage taken -3%',}},
})
-- For Indi Spells
sets.midcast.indi = set_combine(sets.midcast.geo,{
legs="Bagua Pants +1",
})
-- For Entrusted Indi Spells
sets.midcast.entrust = set_combine(sets.midcast.indi,{
main="Solstice",
legs="Bagua Pants +1",
})
sets.midcast.Obi = {
waist="Hachirin-no-Obi",
}
-- Nuking
sets.midcast.nuking.normal = set_combine(sets.midcast.casting,{
main="Maxentius",
sub="Ammurapi Shield",
range={ name="Dunna", augments={'MP+20','Mag. Acc.+10','"Fast Cast"+3',}},
head=Merl.Head.ACC,
body=Amal.Body.A,
hands=Amal.Hands.D,
legs=Amal.Legs.A,
feet=Amal.Feet.A,
neck="Mizu. Kubikazari",
waist="Refoccilation Stone",
left_ear="Barkaro. Earring",
right_ear="Malignance Earring",
left_ring="Shiva Ring",
right_ring="Freke Ring",
back="Moonbeam Cape",
})
sets.midcast.MB.normal = set_combine(sets.midcast.nuking.normal, {
head= Merl.Head.MB,
body=Merl.Body.MB,
neck="Mizu. Kubikazari",
left_ring="Locus Ring",
right_ring="Mujin Band",
})
sets.midcast.nuking.acc = set_combine(sets.midcast.nuking.normal,{
})
sets.midcast.MB.acc = set_combine(sets.midcast.MB.normal, {
})
-- Enfeebling
sets.midcast.IntEnfeebling = set_combine(sets.midcast.casting,{
main="Maxentius",
sub= "Ammurapi Shield",
head=Merl.Head.ACC,
body=Amal.Body.A,
hands="Azimuth Gloves +1",
legs="Psycloth Lappas",
feet="Jhakri Pigaches +1",
neck="Bagua Charm +2",
waist="Porous Rope",
left_ear="Barkaro. Earring",
right_ear="Barkaro. Earring",
left_ring="Stikini Ring +1",
right_ring="Weather. Ring",
back="Lifestream Cape",
})
sets.midcast.MndEnfeebling = set_combine(sets.midcast.casting,{
main="Maxentius",
sub= "Ammurapi Shield",
head=Merl.Head.ACC,
body=Amal.Body.A,
hands="Azimuth Gloves +1",
legs="Psycloth Lappas",
feet="Jhakri Pigaches +1",
neck="Bagua Charm +2",
waist="Porous Rope",
left_ear="Barkaro. Earring",
right_ear="Barkaro. Earring",
left_ring="Stikini Ring +1",
right_ring="Weather. Ring",
back="Lifestream Cape",
})
-- Enhancing
sets.midcast.enhancing = set_combine(sets.midcast.casting,{
main="Maxentius",
sub= "Ammurapi Shield",
range={ name="Dunna", augments={'MP+20','Mag. Acc.+10','"Fast Cast"+3',}},
head="Telchine Cap",
body="Telchine Chas.",
hands="Telchine Gloves",
legs="Telchine Braconi",
feet="Telchine Pigaches",
neck="Melic Torque",
waist="Porous Rope",
left_ear="Andoaa Earring",
right_ear="Malignance Earring",
left_ring="Stikini Ring +1",
right_ring="Stikini Ring",
back="Perimede Cape",
})
-- Stoneskin
sets.midcast.stoneskin = set_combine(sets.midcast.enhancing,{
waist="Siegel Sash",
})
sets.midcast.refresh = set_combine(sets.midcast.enhancing,{
head=Amal.Head.A,
})
sets.midcast.aquaveil = sets.midcast.refresh
sets.midcast["Drain"] = set_combine(sets.midcast.IntEnfeebling, {
main={ name="Rubicundity", augments={'Mag. Acc.+10','"Mag.Atk.Bns."+10','Dark magic skill +10','"Conserve MP"+7',}},
head="Pixie Hairpin +1",
neck="Erra Pendant",
back="Perimede Cape",
})
sets.midcast["Aspir"] = sets.midcast["Drain"]
sets.midcast.cure = {} -- Leave This Empty
-- Cure Potency
sets.midcast.cure.normal = set_combine(sets.midcast.casting,{
main="Serenity",
sub="Enki Strap",
head="Vanya Hood",
body="Gende. Bilaut +1",
hands="Telchine Gloves",
legs="Gyve Trousers",
feet="Regal Pumps +1",
neck="Fylgja Torque +1",
waist="Porous Rope",
left_ear="Malignance Earring",
right_ear="Mendi. Earring",
right_ring="Lebeche Ring",
left_ring="Stikini Ring +1",
back="Pahtli Cape",
})
sets.midcast.cure.weather = set_combine(sets.midcast.cure.normal,{
main="Chatoyant Staff",
})
sets.midcast.regen = set_combine(sets.midcast.enhancing,{
main="Bolelabunga",
sub= "Ammurapi Shield",
head="Telchine Cap",
body="Telchine Chas.",
hands="Telchine Gloves",
legs="Telchine Braconi",
feet="Telchine Pigaches",
neck="Melic Torque",
waist="Porous Rope",
left_ear="Malignance Earring",
right_ear="Loquac. Earring",
left_ring="Stikini Ring +1",
right_ring="Stikini Ring",
back="Perimede Cape",
})
------------
-- Aftercast
------------
-- I don't use aftercast sets, as we handle what to equip later depending on conditions using a function, eg, do we have a Luopan pan out?
end