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RDM.lua
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version = "3.0"
--[[
Custom commands:
Becasue /sch can be a thing... I've opted to keep this part
Shorthand versions for each strategem type that uses the version appropriate for
the current Arts.
Light Arts Dark Arts
gs c scholar light Light Arts/Addendum
gs c scholar dark Dark Arts/Addendum
gs c scholar cost Penury Parsimony
gs c scholar speed Celerity Alacrity
gs c scholar aoe Accession Manifestation
gs c scholar addendum Addendum: White Addendum: Black
Toggle Function:
gs c toggle melee Toggle Melee mode auto / on / off and locking of weapons
gs c toggle idlemode Toggles between Refresh and DT idle mode.
gs c toggle nukemode Toggles between Normal and Accuracy mode for midcast Nuking sets (MB included)
Casting functions:
these are to set fewer macros (1 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 helix Cast helix2 nuke of saved element
gs c nuke storm Cast Storm buff of saved element if /sch
gs c nuke enspell Cast enspell of saved enspell element
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 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. Also on CTRL-END
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(1,7) -- 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.
-- Same idea for nuke modes.
idleModes = M('refresh', 'dt', 'mdt')
meleeModes = M('normal', 'acc', 'dt', 'mdt', 'zeroTP')
-- 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')
--------------------------------------------------------------------------------------------------------------
--------------------------------------------------------------------------------------------------------------
-- Important to read!
--------------------------------------------------------------------------------------------------------------
--------------------------------------------------------------------------------------------------------------
-- This will be used later down for weapon combos, here's mine for example, you can add your REMA+offhand of choice in there
-- Add your weapons in the Main list and/or sub list.
-- Don't put any weapons / sub in your IDLE and ENGAGED sets'
-- You can put specific weapons in the midcasts and precast sets for spells, but after a spell is
-- cast and we revert to idle or engaged sets, we'll be checking the following for weapon selection.
-- Defaults are the first in each list
mainWeapon = M( 'Crocea Mors', 'Naegling', 'Maxentius', 'Kaja Knife' )
subWeapon = M( 'Kaja Knife', 'Ammurapi Shield', 'Machaera +3', 'Maxentius', 'Malevolence' )
--------------------------------------------------------------------------------------------------------------
--------------------------------------------------------------------------------------------------------------
-- 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 f9 gs c toggle idlemode') -- F9 to change Idle Mode
windower.send_command('bind f8 gs c toggle meleemode') -- F8 to change Melee Mode
windower.send_command('bind !f9 gs c toggle melee') -- Alt-F9 Toggle Melee mode on / off, locking of weapons
windower.send_command('bind home gs c toggle mainweapon') -- Home Toggle Main Weapon
windower.send_command('bind !home gs c toggle subweapon') -- ALT-Home Toggle sub Weapon.
windower.send_command('bind !` input /ma Stun <t>') -- Alt-` Quick Stun Shortcut.
windower.send_command('bind delete gs c nuke enspellup') -- delete Cycle Enspell Up
windower.send_command('bind !delete gs c nuke enspelldown') -- Alt-delete Cycle Enspell Down
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 !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.
IF YOU CHANGED ANY OF THE KEYBINDS ABOVE, edit the ones below so it can be reflected in the hud using the "//gs c hud keybinds" command
]]
keybinds_on = {}
keybinds_on['key_bind_idle'] = '(F9)'
keybinds_on['key_bind_melee'] = '(F8)'
keybinds_on['key_bind_casting'] = '(ALT-F10)'
keybinds_on['key_bind_mainweapon'] = '(HOME)'
keybinds_on['key_bind_subweapon'] = '(Alt-HOME)'
keybinds_on['key_bind_element_cycle'] = '(INS)'
keybinds_on['key_bind_enspell_cycle'] = '(DEL)'
keybinds_on['key_bind_lock_weapon'] = '(ALT-F9)'
keybinds_on['key_bind_matchsc'] = '(F10)'
-- Remember to unbind your keybinds on job change.
function user_unload()
windower.send_command('unbind insert') -- Insert Cycles Nuke element
windower.send_command('unbind !insert') -- ALT+Insert Cycles Nuke element in reverse order
windower.send_command('unbind f9') -- F9 to change Idle Mode
windower.send_command('unbind f8') -- F8 to change Melee Mode
windower.send_command('unbind !f9') -- Alt-F9 Toggle Melee mode on / off, locking of weapons
windower.send_command('unbind home') -- Home Toggle Main Weapon
windower.send_command('unbind !home') -- ALT-Home Toggle sub Weapon.
windower.send_command('unbind !`') -- Alt-` Quick Stun Shortcut.
windower.send_command('unbind delete') -- delete Cycle Enspell Up
windower.send_command('unbind !delete') -- Alt-delete Cycle Enspell Down
windower.send_command('unbind !f10') -- Alt-F10 to change Nuking Mode
windower.send_command('unbind f10') -- F10 to change Match SC Mode
windower.send_command('unbind !end') -- Alt-End to toggle light hud version
windower.send_command('unbind ^end') -- CTRL-End to toggle Keybinds
end
--------------------------------------------------------------------------------------------------------------
--------------------------------------------------------------------------------------------------------------
include('RDM_Lib.lua') -- leave this as is
--------------------------------------------------------------------------------------------------------------
--------------------------------------------------------------------------------------------------------------
--------------------------------------------------------------------------------------------------------------
--------------------------------------------------------------------------------------------------------------
-- _____ __ __ _ _ _
-- / ____| \ \ / / (_) | | | |
--| | __ ___ __ _ _ __ \ \ / /_ _ _ __ _ __ _| |__ | | ___ ___
--| | |_ |/ _ \/ _` | '__| \ \/ / _` | '__| |/ _` | '_ \| |/ _ \/ __|
--| |__| | __/ (_| | | \ / (_| | | | | (_| | |_) | | __/\__ \
-- \_____|\___|\__,_|_| \/ \__,_|_| |_|\__,_|_.__/|_|\___||___/
--------------------------------------------------------------------------------------------------------------
--------------------------------------------------------------------------------------------------------------
-- 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
-- It will equip the cape and lock it when the apex mob is under 15% hp.
----------------------------------------------------------
CP_CAPE = "Mecisto. Mantle" -- Put your CP cape here
----------------------------------------------------------
-- JSE
AF = {} -- leave this empty
RELIC = {} -- leave this empty
EMPY = {} -- leave this empty
-- Fill this with your own JSE.
--Atrophy
AF.Head = "Atro.Chapeau +1"
AF.Body = "Atrophy Tabard +1"
AF.Hands = "Atrophy Gloves +3"
AF.Legs = "Atrophy Tights +1"
AF.Feet = "Atrophy Boots +1"
--Vitiation
RELIC.Head = "Viti. Chapeau +3"
RELIC.Body = "Viti. Tabard +3"
RELIC.Hands = "Viti. Gloves +1"
RELIC.Legs = "Viti. Tights +3"
RELIC.Feet = "Vitiation Boots +3"
--Lethargy
EMPY.Head = "Leth. Chappel +1"
EMPY.Body = "Lethargy Sayon +1"
EMPY.Hands = "Leth. Gantherots +1"
EMPY.Legs = "Leth. Fuseau +1"
EMPY.Feet = "Leth. Houseaux +1"
-- Capes:
--Sucellos's And such, add your own.
RDMCape = {}
RDMCape.TP = { name="Sucellos's Cape", augments={'DEX+20','Accuracy+20 Attack+20','Accuracy+10','"Dual Wield"+10','Phys. dmg. taken-10%',}}
RDMCape.MACC = { name="Sucellos's Cape", augments={'MND+20','Mag. Acc+20 /Mag. Dmg.+20','MND+10','Weapon skill damage +10%',}}
-- SETS
sets.me = {} -- leave this empty
sets.buff = {} -- leave this empty
sets.me.idle = {} -- leave this empty
sets.me.melee = {} -- leave this empty
sets.weapons = {} -- leave this empty
-- Optional
include('AugGear.lua') -- I list all my Augmented gears in a sidecar file since it's shared across many jobs.
-- Leave weapons out of the idles and melee sets. You can/should add weapons to the casting sets though
-- Your idle set
-- Movespeedset
sets.me.movespeed = {
Legs = Carm.Legs.D,
}
sets.me.idle.refresh = {
ammo = "Homiliary",
head = RELIC.Head,
body = Amal.Body.A,
hands = "Aya. Manopolas +2",
legs = Carm.Legs.D,
feet = "Aya. Gambieras +2",
neck = "Twilight Torque",
waist = "Flume Belt",
left_ear = "Etiolation Earring",
right_ear = "Ethereal Earring",
left_ring = "Stikini Ring +1",
right_ring = "Defending Ring",
back = RDMCape.TP,
}
-- Your idle DT set
sets.me.idle.dt = set_combine(sets.me.idle.refresh,{
neck = "Twilight Torque",
head = "Aya. Zucchetto +2",
body = "Ayanmo Corazza +2",
hands = "Aya. Manopolas +2",
legs = RELIC.Legs,
feet = "Aya. Gambieras +2",
left_ring = "Ayanmo Ring",
right_ring = "Defending Ring",
})
sets.me.idle.mdt = set_combine(sets.me.idle.refresh,{
})
-- Your MP Recovered Whilst Resting Set
sets.me.resting = {
}
sets.me.latent_refresh = {waist="Fucho-no-obi"}
-- Combat Related Sets
sets.me.melee.normaldw = set_combine(sets.me.idle.refresh,{
ammo = "Ginsen",
head = Taeon.Head.TP,
body = "Ayanmo Corazza +2",
hands = "Aya. Manopolas +2",
left_ring = {name="Chirich Ring +1", bag="wardrobe2"},
legs = Carm.Legs.D,
feet = Carm.Feet.B,
neck = "Anu Torque",
waist = "Windbuffet Belt +1",
left_ear = "Telos Earring",
right_ear = "Sherida Earring",
right_ring = "Hetairoi Ring",
back = RDMCape.TP,
})
sets.me.melee.accdw = set_combine(sets.me.melee.normaldw,{
head = Carm.Head.D,
neck = "Sanctity Necklace",
right_ear = "Mache Earring +1",
waist = "Grunfeld Rope",
right_ring = {name="Chirich Ring +1", bag="wardrobe3"},
})
sets.me.melee.dtdw = set_combine(sets.me.melee.normaldw,{
neck = "Twilight Torque",
head = "Aya. Zucchetto +2",
body = "Ayanmo Corazza +2",
hands = "Aya. Manopolas +2",
legs = RELIC.Legs,
feet = "Aya. Gambieras +2",
left_ring = "Ayanmo Ring",
right_ring = "Defending Ring",
})
sets.me.melee.mdtdw = set_combine(sets.me.melee.dtdw,{
})
sets.me.melee.zeroTPdw = set_combine(sets.me.melee.normaldw,{
})
sets.me.melee.normalsw = set_combine(sets.me.idle.refresh,{
ammo = "Ginsen",
head = Taeon.Head.TP,
body = "Ayanmo Corazza +2",
hands = "Aya. Manopolas +2",
left_ring = {name="Chirich Ring +1", bag="wardrobe2"},
legs = Carm.Legs.D,
feet = Carm.Feet.B,
neck = "Anu Torque",
waist = "Windbuffet Belt +1",
left_ear = "Telos Earring",
right_ear = "Sherida Earring",
right_ring = "Hetairoi Ring",
back = RDMCape.TP,
})
sets.me.melee.accsw = set_combine(sets.me.melee.normalsw,{
head = Carm.Head.D,
neck = "Sanctity Necklace",
right_ear = "Mache Earring +1",
waist = "Grunfeld Rope",
right_ring = {name="Chirich Ring +1", bag="wardrobe3"},
})
sets.me.melee.dtsw = set_combine(sets.me.melee.normalsw,{
neck = "Twilight Torque",
head = "Aya. Zucchetto +2",
body = "Ayanmo Corazza +2",
hands = "Aya. Manopolas +2",
legs = RELIC.Legs,
feet = "Aya. Gambieras +2",
left_ring = "Ayanmo Ring",
right_ring = "Defending Ring",
})
sets.me.melee.mdtsw = set_combine(sets.me.melee.dtsw,{
})
sets.me.melee.zeroTPsw = set_combine(sets.me.melee.normalsw,{
})
-- Weapon Skills sets just add them by name.
sets.me["Savage Blade"] = {
ammo = "Regal Gem",
head = RELIC.Head,
body = RELIC.Body,
hands = AF.Hands,
legs = "Jhakri Slops +2",
feet = "Jhakri Pigaches +2",
neck = "Dls. Torque +2",
waist = "Prosilio Belt +1",
left_ear = { name="Moonshade Earring", augments={'Attack+4','TP Bonus +250',}},
right_ear = "Ishvara Earring",
left_ring = "Stikini Ring +1",
right_ring = "Rufescent Ring",
back = RDMCape.MACC,
}
sets.me["Black Halo"] = {
ammo = "Regal Gem",
head = RELIC.Head,
body = RELIC.Body,
hands = AF.Hands,
legs = RELIC.Legs,
feet = "Jhakri Pigaches +2",
neck = "Dls. Torque +2",
waist = "Prosilio Belt +1",
left_ear = { name="Moonshade Earring", augments={'Attack+4','TP Bonus +250',}},
right_ear = "Ishvara Earring",
left_ring = "Stikini Ring +1",
right_ring = "Rufescent Ring",
back = RDMCape.MACC,
}
sets.me["Requiescat"] = {
ammo = "Ginsen",
head = Taeon.Head.TP,
body = "Ayanmo Corazza +2",
hands = "Jhakri Cuffs +2",
legs = RELIC.Legs,
feet = Carm.Feet.B,
neck = "Fotia Gorget",
waist = "Fotia Belt",
left_ear = "Mache Earring +1",
right_ear = "Sherida Earring",
left_ring = "Begrudging Ring",
right_ring = "Rufescent Ring",
back = RDMCape.TP,
}
sets.me["Chant du Cygne"] = {
ammo = "Ginsen",
head = Taeon.Head.TP,
body = "Ayanmo Corazza +2",
hands = "Jhakri Cuffs +2",
legs = RELIC.Legs,
feet = Carm.Feet.B,
neck = "Fotia Gorget",
waist = "Fotia Belt",
left_ear = "Mache Earring +1",
right_ear = "Sherida Earring",
left_ring = "Begrudging Ring",
right_ring = "Rufescent Ring",
back = RDMCape.TP,
}
sets.me["Sanguine Blade"] = {
ammo = "Pemphredo Tathlum",
head = "Pixie Hairpin +1",
body = Amal.Body.A,
hands = "Jhakri Cuffs +2",
legs = Amal.Legs.A,
feet = RELIC.Feet,
neck = "Dls. Torque +2",
waist = "Refoccilation Stone",
left_ear = "Ishvara Earring",
right_ear = "Malignance Earring",
left_ring = "Archon Ring",
right_ring = "Freke Ring",
back = RDMCape.MACC,
}
sets.me["Red Lotus Blade"] = {
ammo = "Pemphredo Tathlum",
head = Merl.Head.ACC,
body = Amal.Body.A,
hands = "Jhakri Cuffs +2",
legs = Amal.Legs.A,
feet = RELIC.Feet,
neck = "Fotia Gorget",
waist = "Fotia Belt",
left_ear = "Ishvara Earring",
right_ear = "Malignance Earring",
left_ring = "Freke Ring",
right_ring = "Rufescent Ring",
back = RDMCape.MACC,
}
sets.me["Seraph Blade"] = {
ammo = "Pemphredo Tathlum",
head = Merl.Head.ACC,
body = Amal.Body.A,
hands = "Jhakri Cuffs +2",
legs = Amal.Legs.A,
feet = RELIC.Feet,
neck = "Fotia Gorget",
waist = "Fotia Belt",
left_ear = { name="Moonshade Earring", augments={'Attack+4','TP Bonus +250',}},
right_ear = "Malignance Earring",
left_ring = "Weather. Ring",
right_ring = "Freke Ring",
back = RDMCape.MACC,
}
sets.me["Aeolian Edge"] = {
ammo = "Pemphredo Tathlum",
head = Merl.Head.ACC,
body = Amal.Body.A,
hands = "Jhakri Cuffs +2",
legs = Amal.Legs.A,
feet = RELIC.Feet,
neck = "Fotia Gorget",
waist = "Fotia Belt",
left_ear = "Ishvara Earring",
right_ear = "Malignance Earring",
left_ring = "Freke Ring",
right_ring = "Rufescent Ring",
back = RDMCape.MACC,
}
sets.me["Evisceration"] = {
ammo = "Ginsen",
head = Taeon.Head.TP,
body = "Ayanmo Corazza +2",
hands = "Jhakri Cuffs +2",
legs = RELIC.Legs,
feet = Carm.Feet.B,
neck = "Fotia Gorget",
waist = "Fotia Belt",
left_ear = "Mache Earring +1",
right_ear = "Sherida Earring",
left_ring = "Begrudging Ring",
right_ring = "Rufescent Ring",
back = RDMCape.TP,
}
-- Feel free to add new weapon skills, make sure you spell it the same as in game. These are the only two I ever use though
---------------
-- 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
sets.midcast.enhancing = {} -- leave this empty
----------
-- Precast
----------
-- Generic Casting Set that all others take off of. Here you should add all your fast cast RDM need 50 pre JP, 42 at master
sets.precast.casting = {
--main = "Crocea Mors", --20 --not counting this one because I wanna be capped FC even when I am locked into not-crocea for TP reasons
head = Carm.Head.D, --14
body = Merl.Body.FC, --12
legs = "Aya. Cosciales +2", --6
neck = "Voltsurge Torque", --4
waist = "Witful Belt", --3
left_ear = "Loquacious Earring", --2
right_ear = "Malignance Earring", --4
left_ring = "Kishar Ring", --4
right_ring = "Weather. Ring", --5
} --Total: 54 -- overcapped by 12 TODO: Adjust more DT / HP into this set.
sets.precast["Stun"] = set_combine(sets.precast.casting,{
-- TODO: Actually make this.
})
sets.precast.enhancing = set_combine(sets.precast.casting,{
-- don't really need this anymore with capped FC.
})
-- Stoneskin casting time -, works off of enhancing -
sets.precast.stoneskin = set_combine(sets.precast.enhancing,{
--Legacy.
})
-- Curing Precast, Cure Spell Casting time -
sets.precast.cure = set_combine(sets.precast.casting,{
back = "Pahtli Cape",
feet = "Telchine Pigaches",
left_ring = "Lebeche Ring",
})
---------------------
-- Ability Precasting
---------------------
sets.precast["Chainspell"] = {body = RELIC.Body}
----------
-- Midcast
----------
-- Just go make it, inventory will thank you and making rules for each is meh.
sets.midcast.Obi = {
waist="Hachirin-no-Obi",
}
sets.midcast.Orpheus = {
--waist="Orpheus's Sash", -- Commented cause I dont have one yet
}
-----------------------------------------------------------------------------------------------
-- Helix sets automatically derives from casting sets. SO DONT PUT ANYTHING IN THEM other than:
-- Pixie in DarkHelix
-- Belt that isn't Obi.
-----------------------------------------------------------------------------------------------
-- Make sure you have a non weather obi in this set. Helix get bonus naturally no need Obi.
sets.midcast.DarkHelix = {
head = "Pixie Hairpin +1",
waist = "Refoccilation Stone",
left_ring = "Archon Ring",
}
-- Make sure you have a non weather obi in this set. Helix get bonus naturally no need Obi.
sets.midcast.Helix = {
waist = "Refoccilation Stone",
}
-- Utsu SIRD and DT here
sets.midcast.utsu = set_combine(sets.me.idle.dt, {
})
-- 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 = {
left_ring = "Shiva Ring",
main = "Naegling",
sub = "Ammurapi Shield",
ammo = "Pemphredo Tathlum",
head = Merl.Head.ACC,
body = Amal.Body.A,
hands = Amal.Hands.D,
legs = Amal.Legs.A,
feet = Amal.Feet.A,
neck = "Dls. Torque +2",
waist = "Refoccilation Stone",
left_ear = "Enchntr. Earring +1",
right_ear = "Malignance Earring",
back = RDMCape.MACC,
right_ring = "Freke Ring",
}
sets.midcast.nuking.normal = {
main = "Naegling",
sub = "Ammurapi Shield",
left_ring = "Shiva Ring",
ammo = "Pemphredo Tathlum",
head = Merl.Head.ACC,
body = Amal.Body.A,
hands = Amal.Hands.D,
legs = Amal.Legs.A,
feet = Amal.Feet.A,
neck = "Dls. Torque +2",
waist = "Refoccilation Stone",
left_ear = "Enchntr. Earring +1",
right_ear = "Malignance Earring",
back = RDMCape.MACC,
right_ring = "Freke Ring",
}
-- used with toggle, default: F10
-- Pieces to swap from freen nuke to Magic Burst
sets.midcast.MB.normal = set_combine(sets.midcast.nuking.normal, {
left_ring = "Mujin Band",
head = Merl.Head.MB,
body = Merl.Body.MB,
neck = "Mizu. Kubikazari",
right_ring = "Locus Ring",
})
sets.midcast.nuking.acc = {
main = "Naegling",
sub = "Ammurapi Shield",
left_ring = "Shiva Ring",
ammo = "Pemphredo Tathlum",
head = Merl.Head.ACC,
body = Amal.Body.A,
hands = Amal.Hands.D,
legs = Amal.Legs.A,
feet = Amal.Feet.A,
neck = "Dls. Torque +2",
waist = "Refoccilation Stone",
left_ear = "Enchntr. Earring +1",
right_ear = "Malignance Earring",
back = RDMCape.MACC,
right_ring = "Freke Ring",
}
-- used with toggle, default: F10
-- Pieces to swap from freen nuke to Magic Burst
sets.midcast.MB.acc = set_combine(sets.midcast.nuking.acc, {
left_ring = "Mujin Band",
head = Merl.Head.MB,
body = Merl.Body.MB,
neck = "Mizu. Kubikazari",
right_ring = "Locus Ring",
})
-- Enfeebling
sets.midcast.Enfeebling = {} -- leave Empty
--Type A-pure macc no potency mod
sets.midcast.Enfeebling.macc = {
main = "Naegling",
sub = "Ammurapi Shield",
ammo = "Regal Gem",
head = RELIC.Head,
body = Amal.Body.A,
hands = Kayk.Hands.A,
legs = Chiro.Legs.Acc,
feet = RELIC.Feet,
neck = "Dls. Torque +2",
waist = "Luminary Sash",
left_ear = "Enchntr. Earring +1",
right_ear = "Malignance Earring",
left_ring = "Stikini Ring +1",
right_ring = "Stikini Ring",
back = RDMCape.MACC
}
sets.midcast["Stun"] = set_combine(sets.midcast.Enfeebling.macc, {
})
--Type B-potency from: Mnd & "Enfeeb Potency" gear
sets.midcast.Enfeebling.mndpot = {
main = "Naegling",
sub = "Ammurapi Shield",
ammo = "Regal Gem",
head = RELIC.Head,
body = Amal.Body.A,
hands = Kayk.Hands.A,
legs = Chiro.Legs.Acc,
feet = RELIC.Feet,
neck = "Dls. Torque +2",
waist = "Luminary Sash",
left_ear = "Enchntr. Earring +1",
right_ear = "Malignance Earring",
left_ring = "Stikini Ring +1",
right_ring = "Stikini Ring",
back = RDMCape.MACC
}
-- Type C-potency from: Int & "Enfeeb Potency" gear
sets.midcast.Enfeebling.intpot = {
main = "Naegling",
sub = "Ammurapi Shield",
ammo = "Regal Gem",
head = RELIC.Head,
body = Amal.Body.A,
hands = Kayk.Hands.A,
legs = Chiro.Legs.Acc,
feet = RELIC.Feet,
neck = "Dls. Torque +2",
waist = "Luminary Sash",
left_ear = "Enchntr. Earring +1",
right_ear = "Malignance Earring",
left_ring = "Stikini Ring +1",
right_ring = "Freke Ring",
back = RDMCape.MACC
}
--Type D-potency from: Enfeeb Skill & "Enfeeb Potency" gear
sets.midcast.Enfeebling.skillpot = {
main = "Naegling",
sub = "Ammurapi Shield",
ammo = "Regal Gem",
head = RELIC.Head,
body = Amal.Body.A,
hands = Kayk.Hands.A,
legs = Chiro.Legs.Acc,
feet = RELIC.Feet,
neck = "Dls. Torque +2",
waist = "Luminary Sash",
left_ear = "Enchntr. Earring +1",
right_ear = "Malignance Earring",
left_ring = "Stikini Ring +1",
right_ring = "Stikini Ring",
back = RDMCape.MACC
}
-- Tpe E-potency from: Enfeeb skill, Mnd, & "Enfeeb Potency" gear
sets.midcast.Enfeebling.skillmndpot = {
main = "Naegling",
sub = "Ammurapi Shield",
ammo = "Regal Gem",
head = RELIC.Head,
body = Amal.Body.A,
hands = Kayk.Hands.A,
legs = Chiro.Legs.Acc,
feet = RELIC.Feet,
neck = "Dls. Torque +2",
waist = "Luminary Sash",
left_ear = "Enchntr. Earring +1",
right_ear = "Malignance Earring",
left_ring = "Stikini Ring +1",
right_ring = "Stikini Ring",
back = RDMCape.MACC
}
-- Type F-potency from "Enfeebling potency" gear only
sets.midcast.Enfeebling.potency = {
main = "Naegling",
sub = "Ammurapi Shield",
ammo = "Regal Gem",
head = RELIC.Head,
body = Amal.Body.A,
hands = Kayk.Hands.A,
legs = Chiro.Legs.Acc,
feet = RELIC.Feet,
neck = "Dls. Torque +2",
waist = "Luminary Sash",
left_ear = "Enchntr. Earring +1",
right_ear = "Malignance Earring",
left_ring = "Stikini Ring +1",
right_ring = "Stikini Ring",
back = RDMCape.MACC
}
-- 5/5 Empy for Stymie + Silence
sets.midcast.Enfeebling.composure = set_combine(sets.midcast.Enfeebling.macc, {
head = EMPY.Head,
body = EMPY.Body,
hands = EMPY.Hands,
legs = EMPY.Legs,
feet = EMPY.Feet,
})
-- Enhancing yourself
sets.midcast.enhancing.duration = {
main = "Secespita",
sub = "Ammurapi Shield",
ammo = "Homiliary",
head = "Telchine Cap",
body = RELIC.Body,
hands = AF.Hands,
legs = "Telchine Braconi",
feet = EMPY.Feet,
neck = "Dls. Torque +2",
waist = "Olympus Sash",
left_ear = "Etiolation Earring",
right_ear = "Andoaa Earring",
left_ring = "Stikini Ring +1",
right_ring = "Stikini Ring",
back = RDMCape.MACC,
}
-- For Potency spells like Temper
sets.midcast.enhancing.potency = set_combine(sets.midcast.enhancing.duration, {
main = "Secespita",
sub = "Ammurapi Shield",
ammo = "Homiliary",
head = Carm.Head.D,
body = RELIC.Body,
hands = RELIC.Hands,
legs = AF.Legs,
feet = EMPY.Feet,
neck = "Dls. Torque +2",
waist = "Olympus Sash",
left_ear = "Etiolation Earring",
right_ear = "Andoaa Earring",
left_ring = "Stikini Ring +1",
right_ring = "Stikini Ring",
back = "Ghostfyre Cape",
})
-- This is used when casting under Composure but enhancing someone else other than yourself.
sets.midcast.enhancing.composure = set_combine(sets.midcast.enhancing.duration, {
head = EMPY.Head,
hands = AF.Hands,
legs = EMPY.Legs,
back = RDMCape.MACC,
})
-- Phalanx
sets.midcast.phalanx = set_combine(sets.midcast.enhancing.duration, {
head = Taeon.Head.Phalanx,
body = Taeon.Body.Phalanx,
hands = Taeon.Hands.Phalanx,
legs = Taeon.Legs.Phalanx,
feet = Taeon.Feet.Phalanx,
})
-- Stoneskin
sets.midcast.stoneskin = set_combine(sets.midcast.enhancing.duration,{
waist = "Siegel Sash",
})
sets.midcast.refresh = set_combine(sets.midcast.enhancing.duration,{
head = Amal.Head.A,
})
sets.midcast.aquaveil = sets.midcast.refresh
sets.midcast["Drain"] = set_combine(sets.midcast.nuking, {
main = "Rubicundity",
head = "Pixie Hairpin +1",
neck = "Erra Pendant",
})
sets.midcast["Aspir"] = sets.midcast["Drain"]
sets.midcast.cure = {} -- Leave This Empty
-- Cure Potency
sets.midcast.cure.normal = set_combine(sets.midcast.casting,{
main = "Chatoyant Staff",
ammo = "Homiliary",
head = "Vanya Hood",
body = "Gende. Bilaut +1",
hands = "Telchine Gloves",
legs = Chiro.Legs.Acc,
feet = RELIC.Feet,
neck = "Fylgja Torque +1",
waist = "Porous Rope",
left_ear = "Mendi. Earring",
right_ear = "Roundel Earring",
left_ring = "Stikini Ring +1",
right_ring = "Lebeche Ring",
back = "Ghostfyre Cape",
sub = "Enki Strap",
})
sets.midcast.cure.weather = set_combine(sets.midcast.cure.normal,{
})
------------
-- Regen
------------
sets.midcast.regen = set_combine(sets.midcast.enhancing.duration, {
})
------------
-- Aftercast
------------
-- I don't use aftercast sets, as we handle what to equip later depending on conditions using a function.
end