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SCH.lua
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version = "3.0"
--[[
Custom commands:
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 power Rapture Ebullience
gs c scholar duration Perpetuance
gs c scholar accuracy Altruism Focalization
gs c scholar enmity Tranquility Equanimity
gs c scholar skillchain Immanence
gs c scholar addendum Addendum: White Addendum: Black
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 (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 helix2 Cast helix2 nuke of saved element
gs c nuke storm2 Cast Storm II buff of saved element
gs c sc tier Cycles SC Tier (1 & 2)
gs c sc castsc Cast All the stuff to create a SC burstable by the nuke element set with '/console gs c nuke 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 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.
--]]
--------------------------------------------------------------------------------------------------------------
--------------------------------------------------------------------------------------------------------------
-- ______ _
-- / _____) _ _ (_)
-- ( (____ _____ _| |_ _| |_ _ ____ ____ ___
-- \____ \| ___ (_ _|_ _) | _ \ / _ |/___)
-- _____) ) ____| | |_ | |_| | | | ( (_| |___ |
-- (______/|_____) \__) \__)_|_| |_|\___ (___/
-- (_____|
--------------------------------------------------------------------------------------------------------------
--------------------------------------------------------------------------------------------------------------
-- 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
--------------------------------------------------------------------------------------------------------------
--------------------------------------------------------------------------------------------------------------
-- 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(1,17) -- 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('refresh', 'dt', 'mdt')
regenModes = M('hybrid', 'duration', 'potency')
-- 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')
-- 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 !f9 gs c toggle runspeed') -- Alt-F9 toggles locking on / off Herald's Gaiters
windower.send_command('bind f12 gs c toggle melee') -- F12 Toggle Melee mode on / off and locking of weapons
windower.send_command('bind !` input /ma Stun <t>') -- Alt-` Quick Stun Shortcut.
windower.send_command('bind home gs c sc tier') -- home to change SC tier between Level 1 or Level 2 SC
windower.send_command('bind end gs c toggle regenmode') -- end to change Regen Mode
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.
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
]]
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_element_cycle'] = '(INSERT)'
keybinds_on['key_bind_sc_level'] = '(HOME)'
keybinds_on['key_bind_lock_weapon'] = '(F12)'
keybinds_on['key_bind_movespeed_lock'] = '(ALT-F9)'
keybinds_on['key_bind_matchsc'] = '(F10)'
-- Remember to unbind your keybinds on job change.
function user_unload()
send_command('unbind insert')
send_command('unbind delete')
send_command('unbind f9')
send_command('unbind f10')
send_command('unbind f12')
send_command('unbind !`')
send_command('unbind home')
send_command('unbind end')
send_command('unbind !f10')
send_command('unbind `f10')
send_command('unbind !f9')
send_command('unbind !end')
end
--------------------------------------------------------------------------------------------------------------
--------------------------------------------------------------------------------------------------------------
include('SCH_Lib.lua') -- leave this as is
refreshType = idleModes[1] -- 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
----------------------------------------------------------
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 avatar's behaviour or abilities are under 'avatar', eg, Perpetuation, Blood Pacts, etc
sets.me = {} -- leave this empty
sets.buff = {} -- leave this empty
sets.me.idle = {} -- leave this empty
-- Optional
include('AugGear.lua') -- I list all my Augmented gears in a sidecar file since it's shared across many jobs.
-- Define JSE Capes
SCHCape = {}
SCHCape.FC = { name="Lugh's Cape", augments={'MND+10','Mag. Acc+20 /Mag. Dmg.+20','"Fast Cast"+10','Mag. Evasion+12',}}
SCHCape.NUKE = { name="Lugh's Cape", augments={'INT+20','Mag. Acc+20 /Mag. Dmg.+20','"Mag.Atk.Bns."+10',}}
-- Movespeedset
sets.me.movespeed = {
feet="Herald's Gaiters",
}
-- Your idle set
sets.me.idle.refresh = {
main={ name="Akademos", augments={'INT+15','"Mag.Atk.Bns."+15','Mag. Acc.+15',}},
--main="Musa",
sub="Eletta Grip",
ammo="Homiliary",
head="Peda. M.Board +3",
body=Amal.Body.A,
hands="Acad. Bracers +3",
legs="Assid. Pants +1",
feet="Peda. Loafers +3",
neck="Twilight Torque",
waist="Refoccilation Stone",
left_ear="Etiolation Earring",
right_ear="Odnowa Earring +1",
left_ring="Stikini Ring +1",
right_ring="Defending Ring",
back="Moonbeam Cape",
}
-- Your idle Sublimation set combine from refresh or DT depening on mode.
sets.me.idle.sublimation = set_combine(sets.me.idle.refresh,{
head="Acad. Mortar. +1",
body="Peda. Gown +3",
feet="Peda. Loafers +3",
back="Moonbeam Cape",
})
-- Your idle DT set
sets.me.idle.dt = set_combine(sets.me.idle[refreshType],{
main="Malignance Pole", --20
sub="Eletta Grip", --4
body="Mallquis Saio +2",
feet="Mallquis Clogs +1",
neck="Twilight Torque", --5
right_ring="Defending Ring", --10
left_ear="Etiolation Earring",
right_ear="Odnowa Earring +1",
back="Moonbeam Cape", --5
})
sets.me.idle.mdt = set_combine(sets.me.idle[refreshType],{
main="Malignance Pole", --20
sub="Eletta Grip", --4
body="Mallquis Saio +2",
feet="Mallquis Clogs +1",
neck="Twilight Torque", --5
right_ring="Defending Ring", --10
left_ear="Etiolation Earring",
right_ear="Odnowa Earring +1",
back="Moonbeam Cape", --5
})
-- Your MP Recovered Whilst Resting Set
sets.me.resting = {
ammo="Homiliary",
head=Amal.Head.A,
body=Amal.Body.A,
hands=Amal.Hands.D,
legs="Assid. Pants +1",
feet=Amal.Feet.A,
neck="Twilight Torque",
waist="Refoccilation Stone",
left_ear="Etiolation Earring",
right_ear="Malignance Earring",
left_ring="Stikini Ring +1",
right_ring="Defending Ring",
back=SCHCape.NUKE,
}
sets.me.latent_refresh = {waist="Fucho-no-obi"}
-- Combat Related Sets
sets.me.melee = set_combine(sets.me.idle[idleModes.current],{
})
-- Weapon Skills sets just add them by name.
sets.me["Shell Crusher"] = {
ammo="Ghastly Tathlum +1",
head="Jhakri Coronal +1",
body="Jhakri Robe +2",
hands="Jhakri Cuffs +1",
legs="Jhakri Slops +1",
feet="Jhakri Pigaches +1",
neck="Sanctity Necklace",
waist="Grunfeld Rope",
left_ear="Mache Earring +1",
right_ear="Telos Earring",
left_ring="Stikini Ring +1",
right_ring="Begrudging Ring",
back="Altruistic Cape",
}
sets.me["Shattersoul"] = {
ammo="Ghastly Tathlum +1",
head=Amal.Head.A,
body=Amal.Body.A,
hands=Amal.Hands.D,
legs=Amal.Legs.A,
feet=Amal.Feet.A,
neck="Mizu. Kubikazari",
waist="Mujin Obi",
left_ear="Barkaro. Earring",
right_ear="Malignance Earring",
left_ring="Stikini Ring +1",
right_ring="Prolix Ring",
back="Altruistic Cape",
}
sets.me["Myrkr"] = {
ammo="Ghastly Tathlum +1",
head=Amal.Head.A,
body=Amal.Body.A,
hands=Amal.Hands.D,
legs=Amal.Legs.A,
feet=Amal.Feet.A,
neck="Mizu. Kubikazari",
waist="Mujin Obi",
left_ear="Barkaro. Earring",
right_ear="Malignance Earring",
left_ring="Stikini Ring +1",
right_ring="Prolix Ring",
back="Altruistic Cape",
}
-- 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
------------
-- Buff Sets
------------
-- Gear that needs to be worn to **actively** enhance a current player buff.
-- Fill up following with your avaible pieces.
sets.buff['Rapture'] = {head="Arbatel bonnet +1"}
sets.buff['Perpetuance'] = {hands="Arbatel Bracers +1"}
sets.buff['Immanence'] = {hands="Arbatel Bracers +1"}
sets.buff['Penury'] = {legs="Arbatel Pants +1"}
sets.buff['Parsimony'] = {legs="Arbatel Pants +1"}
sets.buff['Celerity'] = {feet="Peda. Loafers +3"}
sets.buff['Alacrity'] = {feet="Peda. Loafers +3"}
sets.buff['Klimaform'] = {feet="Arbatel Loafers +1"}
-- Ebulience set empy now as we get better damage out of a good Merlinic head
sets.buff['Ebullience'] = {} -- I left it there still if it becomes needed so the SCH.lua file won't need modification should you want to use this set
---------------
-- 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
-- Grimoire: 10(cap:25) / rdm: 15
sets.precast.casting = {
main="Musa",
ammo="Incantor Stone", --2
head=Amal.Head.A, --11
body=Merl.Body.FC, --12
hands="Acad. Bracers +3", --7
legs="Psycloth Lappas", --7
feet="Peda. Loafers +3", --8
neck="Twilight Torque",
waist="Witful Belt", --3
left_ring="Kishar Ring", --4
right_ring="Weather. Ring", --5
left_ear="Loquac. Earring", --2
right_ear="Malignance Earring",--4
back=SCHCape.FC, --10
}
sets.precast["Stun"] = {
main="Musa",
ammo="Incantor Stone",
head=Merl.Head.ACC,
body=Amal.Body.A,
hands="Acad. Bracers +3",
legs="Psycloth Lappas", --7
feet="Acad. loafers +3",
neck="Erra Pendant",
waist="Porous Rope",
left_ear="Barkaro. Earring",
right_ear="Malignance Earring",
left_ring="Stikini Ring +1",
right_ring="Weather. Ring",
back=SCHCape.FC,
}
-- When spell school is aligned with grimoire, swap relevent pieces -- Can also use Arbatel +1 set here if you value 1% quickcast procs per piece. (2+ pieces)
-- Dont set_combine here, as this is the last step of the precast, it will have sorted all the needed pieces already based on type of spell.
-- Then only swap in what under this set after everything else.
sets.precast.grimoire = {
feet="Acad. loafers +3",
}
-- 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",
left_ring="Lebeche Ring",
})
---------------------
-- Ability Precasting
---------------------
sets.precast["Tabula Rasa"] = {legs="Pedagogy Pants +1"}
sets.precast["Enlightenment"] = {body="Peda. Gown +3"}
sets.precast["Sublimation"] = {head="Acad. Mortar. +1", body="Peda. Gown +3"}
----------
-- Midcast
----------
-- Just go make it, inventory will thank you and making rules for each is meh.
sets.midcast.Obi = {
waist="Hachirin-no-Obi",
}
-----------------------------------------------------------------------------------------------
-- Helix sets automatically derives from casting sets. SO DONT PUT ANYTHING IN THEM other than:
-- Pixie in DarkHelix
-- Boots that aren't arbatel +1 (15% of small numbers meh, amalric+1 does more)
-- 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",
-- Amalric Nails +1 are beating Arbatel Loafers +1 for Helix atm, YMMV
feet=Amal.Feet.A,
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 = {
-- Amalric Nails +1 are beating Arbatel Loafers +1 for Helix atm, YMMV
feet=Amal.Feet.A,
waist="Refoccilation Stone",
}
-- 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={ name="Akademos", augments={'INT+15','"Mag.Atk.Bns."+15','Mag. Acc.+15',}},
sub="Enki Strap",
ammo="Pemphredo Tathlum",
head= Merl.Head.ACC,
body=Amal.Body.A,
hands=Amal.Hands.D,
legs=Chiro.Legs.ACC,
feet=Amal.Feet.A,
neck="Mizu. Kubikazari",
waist="Refoccilation Stone",
left_ear="Barkaro. Earring",
right_ear="Malignance Earring",
left_ring="Shiva Ring",
right_ring="Shiva Ring",
back=SCHCape.NUKE,
}
sets.midcast["Sublimation"] = {head="Acad. Mortar. +1", body="Peda. Gown +3"}
sets.midcast.nuking.normal = {
main={ name="Akademos", augments={'INT+15','"Mag.Atk.Bns."+15','Mag. Acc.+15',}},
sub="Enki Strap",
ammo="Pemphredo Tathlum",
head= Merl.Head.ACC,
body=Amal.Body.A,
hands=Amal.Hands.D,
legs=Amal.Legs.A,
feet=Amal.Feet.A,
neck="Sanctity Necklace",
waist="Refoccilation Stone",
left_ear="Barkaro. Earring",
right_ear="Malignance Earring",
left_ring="Shiva Ring",
right_ring="Shiva Ring",
back=SCHCape.NUKE,
}
-- used with toggle, default: F10
-- Pieces to swap from freen nuke to Magic Burst
sets.midcast.MB.normal = set_combine(sets.midcast.nuking.normal, {
head= Merl.Head.MB,
neck="Mizu. Kubikazari",
left_ring="Locus Ring",
right_ring="Mujin Band",
})
sets.midcast.nuking.acc = {
main={ name="Akademos", augments={'INT+15','"Mag.Atk.Bns."+15','Mag. Acc.+15',}},
sub="Enki Strap",
ammo="Pemphredo Tathlum",
head= Merl.Head.ACC,
body=Amal.Body.A,
hands=Amal.Hands.D,
legs=Chiro.Legs.ACC,
feet=Amal.Feet.A,
neck="Sanctity Necklace",
waist="Refoccilation Stone",
left_ear="Barkaro. Earring",
right_ear="Malignance Earring",
left_ring="Shiva Ring",
right_ring="Freke Ring",
back=SCHCape.NUKE,
}
-- used with toggle, default: F10
-- Pieces to swap from freen nuke to Magic Burst
sets.midcast.MB.acc = set_combine(sets.midcast.nuking.normal, {
head="Peda. M.Board +3",
legs=Merl.Legs.MB,
neck="Mizu. Kubikazari",
waist="Refoccilation Stone",
left_ear="Barkaro. Earring",
right_ear="Malignance Earring",
left_ring="Locus Ring",
right_ring="Mujin Band",
})
-- Enfeebling
sets.midcast["Stun"] = {
main="Musa",
sub="Enki Strap",
ammo="Ghastly Tathlum +1",
head=Merl.Head.ACC,
body=Amal.Body.A,
hands="Acad. Bracers +3",
legs=Chiro.Legs.ACC,
feet="Acad. loafers +3",
neck="Erra Pendant",
waist="Porous Rope",
left_ear="Barkaro. Earring",
right_ear="Malignance Earring",
left_ring="Stikini Ring +1",
right_ring="Weather. Ring",
back=SCHCape.FC,
}
sets.midcast.IntEnfeebling = {
main="Musa",
sub="Enki Strap",
ammo="Ghastly Tathlum +1",
head=Merl.Head.ACC,
body=Amal.Body.A,
hands=Kayk.Hands.A,
legs=Chiro.Legs.ACC,
feet="Acad. loafers +3",
neck="Imbodla Necklace",
waist="Porous Rope",
left_ear="Barkaro. Earring",
right_ear="Malignance Earring",
left_ring="Stikini Ring +1",
right_ring="Stikini Ring",
back=SCHCape.NUKE,
}
sets.midcast.MndEnfeebling = {
main="Musa",
sub="Enki Strap",
ammo="Ghastly Tathlum +1",
head=Merl.Head.ACC,
body=Amal.Body.A,
hands=Kayk.Hands.A,
legs=Chiro.Legs.ACC,
feet="Acad. loafers +3",
neck="Imbodla Necklace",
waist="Porous Rope",
left_ear="Barkaro. Earring",
right_ear="Malignance Earring",
left_ring="Stikini Ring +1",
right_ring="Stikini Ring",
back=SCHCape.FC,
}
-- Enhancing
sets.midcast.enhancing = set_combine(sets.midcast.casting,{
main="Musa",
sub="Enki Strap",
ammo="Ghastly Tathlum +1",
head="Telchine Cap",
body="Peda. Gown +3",
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",
})
sets.midcast.storm = set_combine(sets.midcast.enhancing,{
feet="Peda. Loafers +3",
right_ring="Kishar Ring",
})
-- 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.nuking, {
main="Rubicundity",
sub="Ammurapi Shield",
head="Pixie Hairpin +1",
neck="Erra Pendant",
left_ring="Archon Ring",
})
sets.midcast["Aspir"] = sets.midcast["Drain"]
sets.midcast.cure = {} -- Leave This Empty
-- Cure Potency
sets.midcast.cure.normal = set_combine(sets.midcast.casting,{
main="Musa",
sub="Enki Strap",
ammo="Ghastly Tathlum +1",
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="Mendi. Earring",
right_ear="Loquac. Earring",
right_ring="Stikini Ring +1",
left_ring="Lebeche Ring",
back="Pahtli Cape",
})
sets.midcast.cure.weather = set_combine(sets.midcast.cure.normal,{
main="Chatoyant Staff",
})
------------
-- Regen
------------
sets.midcast.regen = {} -- leave this empty
-- Normal hybrid well rounded Regen
sets.midcast.regen.hybrid = {
main="Musa",
ammo="Ghastly Tathlum +1",
head="Arbatel Bonnet +1",
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=SCHCape.NUKE,
}
-- Focus on Regen Duration
sets.midcast.regen.duration = set_combine(sets.midcast.regen.hybrid,{
head="Telchine Cap",
})
-- Focus on Regen Potency
sets.midcast.regen.potency = set_combine(sets.midcast.regen.hybrid,{
})
------------
-- Aftercast
------------
-- I don't use aftercast sets, as we handle what to equip later depending on conditions using a function.
end