Dragoon Lua

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dragoon lua
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Posts: 362
By gargurty 2014-10-10 02:36:26
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can anyone post me an up to date drg lua?
im currently usint the one on bgwiki forums but for some reason i cant switch to other gear sets :/
 Odin.Nappy
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Server: Odin
Game: FFXI
user: Nappypup
Posts: 147
By Odin.Nappy 2014-10-19 21:43:47
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Code
-------------------------------------------------------------------------------------------------------------------
-- 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.

-- Initialization function for this job file.
function get_sets()
    mote_include_version = 2
    
    -- Load and initialize the include file.
    include('Mote-Include.lua')
end


-- Setup vars that are user-independent.
function job_setup()
--	state.CombatForm = get_combat_form()
	
	state.Buff = {}
  end


-- Setup vars that are user-dependent.  Can override this function in a sidecar file.
function user_setup()
	-- Options: Override default values
	options.OffenseModes = {'Normal', 'Acc', 'Multi'}
	options.DefenseModes = {'Normal', 'PDT', 'Reraise'}
	options.WeaponskillModes = {'Normal', 'Acc', 'Att', 'Mod'}
	options.CastingModes = {'Normal'}
	options.IdleModes = {'Normal'}
	options.RestingModes = {'Normal'}
	options.PhysicalDefenseModes = {'PDT', 'Reraise'}
	options.MagicalDefenseModes = {'MDT'}


	-- Additional local binds
	send_command('bind ^` input /ja "Hasso" <me>')
	send_command('bind !` input /ja "Seigan" <me>')

	select_default_macro_book(1, 17)
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 ^`')
	send_command('unbind !-')
end


-- Define sets and vars used by this job file.
function init_gear_sets()
	--------------------------------------
	-- Start defining the sets
	--------------------------------------
	
	-- Precast Sets
	-- Precast sets to enhance JAs
	sets.precast.JA.Angon = {ammo="Angon",hands="Wyrm Finger Gauntlets +2"}
	sets.precast.JA.Jump = {ammo="Hagneia Stone",
		head="Otomi Helm",neck="Ganesha's Mala",ear1="Steelflash Earring",ear2="Bladeborn Earring",
		body="Lncr. Plackart +2",hands="Cizin Mufflers",ring1="Rajas Ring",ring2="K'ayres Ring",
		back="Letalis Mantle",waist="Windbuffet Belt",legs="Cizin Breeches",feet="Karieyh Sollerets +1"}
	sets.precast.JA['Ancient Circle'] = {legs="Vishap Brais"}
	sets.precast.JA['High Jump'] = {ammo="Hagneia Stone",
		head="Otomi Helm",neck="Ganesha's Mala",ear1="Steelflash Earring",ear2="Bladeborn Earring",
		body="Lncr. Plackart +2",hands="Cizin Mufflers",ring1="Rajas Ring",ring2="K'ayres Ring",
		back="Letalis Mantle",waist="Windbuffet Belt",legs="Cizin Breeches",feet="Karieyh Sollerets +1"}
	sets.precast.JA['Soul Jump'] = {ammo="Hagneia Stone",
		head="Otomi Helm",neck="Ganesha's Mala",ear1="Steelflash Earring",ear2="Bladeborn Earring",
		body="Lncr. Plackart +2",hands="Cizin Mufflers",ring1="Rajas Ring",ring2="K'ayres Ring",
		back="Letalis Mantle",waist="Windbuffet Belt",legs="Cizin Breeches",feet="Karieyh Sollerets +1"}
	sets.precast.JA['Spirit Jump'] = {ammo="Hagneia Stone",
		head="Otomi Helm",neck="Ganesha's Mala",ear1="Steelflash Earring",ear2="Bladeborn Earring",
		body="Lncr. Plackart +2",hands="Cizin Mufflers",ring1="Rajas Ring",ring2="K'ayres Ring",
		back="Letalis Mantle",waist="Windbuffet Belt",legs="Cizin Breeches",feet="Lncr. Schynbld. +2"}
	sets.precast.JA['Super Jump'] = {ammo="Hagneia Stone",
		head="Otomi Helm",neck="Ganesha's Mala",ear1="Steelflash Earring",ear2="Bladeborn Earring",
		body="Lncr. Plackart +2",hands="Cizin Mufflers",ring1="Rajas Ring",ring2="K'ayres Ring",
		back="Letalis Mantle",waist="Windbuffet Belt",legs="Cizin Breeches",feet="Karieyh Sollerets +1"}
	sets.precast.JA['Spirit Link'] = {hands="Lnc. Vmbrc. +2"}
	sets.precast.JA['Call Wyvern'] = {body="Wyrm Mail +2"}
	sets.precast.JA['Deep Breathing'] = {hands="Wyrm Finger Gauntlets +2"}
	sets.precast.JA['Spirit Surge'] = {body="Wyrm Mail +2"}

	
	-- Healing Breath sets
	sets.HB = {ammo="Hagneia Stone",
		head="Drachen Armet",neck="Ganesha's Mala",ear1="Steelflash Earring",ear2="Bladeborn Earring",
		body="Cizin Mail",hands="Cizin Mufflers",ring1="Rajas Ring",ring2="K'ayres Ring",
		back="Letalis Mantle",waist="Windbuffet Belt",legs="Cizin Breeches",feet="Karieyh Sollerets +1"}
	sets.HB.Pre = {head="Vishap Armet +1"}
	sets.HB.Mid = {ammo="Hagneia Stone",
		head="Wyrm Armet",neck="Lancer's Torque",ear1="Steelflash Earring",ear2="Bladeborn Earring",
		body="Cizin Mail",hands="Buremte gloves",ring1="Rajas Ring",ring2="K'ayres Ring",
		back="Updraft Mantle",waist="Glassblower's Belt",legs="Vishap Brais",feet="Wyrm Greaves +2"}
		
	-- Waltz set (chr and vit)
	sets.precast.Waltz = {ammo="Sonia's Plectrum",
		head="Yaoyotl Helm",
		body="Mikinaak Breastplate",hands="Buremte Gloves",ring1="Spiral Ring",
		back="Letalis Mantle",legs="Cizin Breeches",feet="Karieyh Sollerets +1"}
		
	-- Don't need any special gear for Healing Waltz.
	sets.precast.Waltz['Healing Waltz'] = {}

	sets.midcast.Breath = 
	set_combine(
		sets.midcast.FastRecast, 
		{ head="Vishap Armet +1" })
	
	-- Fast cast sets for spells
	
	sets.precast.FC = {head="Vishap Armet +1", neck="Orunmila's Torque",ear2="Loquacious Earring"}
    
	-- Midcast Sets
	sets.midcast.FastRecast = {
		head="Vishap Armet +1",
		body="Mikinaak Breastplate",hands="Cizin Mufflers",
		legs="Cizin Breeches",feet="Karieyh Sollerets +1"}	
		
	-- Weaponskill sets
	-- Default set for any weaponskill that isn't any more specifically defined
	sets.precast.WS = {}

	-- Specific weaponskill sets.  Uses the base set if an appropriate WSMod version isn't found.
	sets.precast.WS['Exenterator'] = set_combine(sets.precast.WS, {})

	sets.precast.WS = {ammo="Cheruski Needle",
		head="Otomi Helm",neck="Ganesha's Mala",ear1="Brutal Earring",ear2="Moonshade Earring",
		body="Mikiknaak Breastplate",hands="Lnc. Vmbrc. +2",ring1="Rajas Ring",ring2="Pyrosoul Ring",
		back="Atheling Mantle",waist="Windbuffet Belt",legs="Outrider Hose",feet="Karieyh Sollerets +1"}
	sets.precast.WS.Acc = set_combine(sets.precast.WS, {head="Yaoyotl Helm",back="Letalis Mantle"})
	
	-- Specific weaponskill sets.  Uses the base set if an appropriate WSMod version isn't found.
	sets.precast.WS['Stardiver'] = set_combine(sets.precast.WS, {neck="Light Gorget",waist="Light Belt"})
	sets.precast.WS['Stardiver'].Acc = set_combine(sets.precast.WS.Acc, {neck="Light Gorget",waist="Light Belt"})
	sets.precast.WS['Stardiver'].Mod = set_combine(sets.precast.WS['Stardiver'], {neck="Light Gorget",waist="Light Belt"})

	sets.precast.WS['Drakesbane'] = set_combine(sets.precast.WS, {neck="Light Gorget"})
	sets.precast.WS['Drakesbane'].Acc = set_combine(sets.precast.WS.Acc, {neck="Light Gorget"})
	sets.precast.WS['Drakesbane'].Mod = set_combine(sets.precast.WS['Drakesbane'], {waist="Light Belt"})


	
	-- Sets to return to when not performing an action.
	
	-- Resting sets
	sets.resting = {head="Yaoyotl Helm",neck="Wiglen Gorget",ear1="Bladeborn Earring",ear2="Steelflash Earring",
		body="Ares' cuirass +1",hands="Cizin Mufflers",ring1="Sheltered Ring",ring2="Paguroidea Ring",
		back="Letalis Mantle",waist="Goading Belt",legs="Blood Cuisses",feet="Ejekamal Boots"}
	

	-- Idle sets
	sets.idle = {}

	-- Idle sets (default idle set not needed since the other three are defined, but leaving for testing purposes)
	sets.idle.Town = {main="Upukirex", sub="Pole Grip",ammo="Thew Bomblet",
		head="Yaoyotl Helm",neck="Ganesha's Mala",ear1="Bladeborn Earring",ear2="Steelflash Earring",
		body="Ares' cuirass +1",hands="Cizin Mufflers",ring1="Sheltered Ring",ring2="Paguroidea Ring",
		back="Atheling Mantle",waist="Goading Belt",legs="Blood Cuisses",feet="Ejekamal Boots"}
	
	sets.idle.Field = {
		head="Yaoyotl Helm",neck="Wiglen Gorget",ear1="Bladeborn Earring",ear2="Steelflash Earring",
		body="Ares' cuirass +1",hands="Cizin Mufflers",ring1="Sheltered Ring",ring2="Paguroidea Ring",
		back="Letalis Mantle",waist="Goading Belt",legs="Blood Cuisses",feet="Ejekamal Boots"}

	sets.idle.Weak = {
		head="Twilight Helm",neck="Wiglen Gorget",ear1="Bladeborn Earring",ear2="Steelflash Earring",
		body="Twilight Mail",hands="Buremte Gloves",ring1="Sheltered Ring",ring2="Paguroidea Ring",
		back="Letalis Mantle",waist="Goading Belt",legs="Cizin Breeches",feet="Ejekamal Boots"}
	
	-- Defense sets
	sets.defense.PDT = {ammo="Hagneia Stone",
		head="Yaoyotl Helm",neck="Twilight Torque",ear1="Bladeborn Earring",ear2="Steelflash Earring",
		body="Mikinaak Breastplate",hands="Cizin Mufflers",ring1="Dark Ring",ring2="Dark Ring",
		back="Letalis Mantle",waist="Goading Belt",legs="Cizin Breeches",feet="Karieyh Sollerets +1"}

	sets.defense.Reraise = {
		head="Twilight Helm",neck="Twilight Torque",ear1="Bladeborn Earring",ear2="Steelflash Earring",
		body="Twilight Mail",hands="Buremte Gloves",ring1="Dark Ring",ring2="Paguroidea Ring",
		back="Letalis Mantle",waist="Goading Belt",legs="Cizin Breeches",feet="Karieyh Sollerets +1"}

	sets.defense.MDT = {ammo="Demonry Stone",
		head="Yaoyotl Helm",neck="Twilight Torque",ear1="Bladeborn Earring",ear2="Steelflash Earring",
		body="Mikinaak Breastplate",hands="Cizin Mufflers",ring1="Sheltered Ring",ring2="Paguroidea Ring",
		back="Engulfer Cape",waist="Goading Belt",legs="Cizin Breeches",feet="Karieyh Sollerets +1"}

	sets.Kiting = {legs="Blood Cuisses"}

	sets.Reraise = {head="Twilight Helm",body="Twilight Mail"}

	-- Engaged sets

	-- Variations for TP weapon and (optional) offense/defense modes.  Code will fall back on previous
	-- sets if more refined versions aren't defined.
	-- If you create a set with both offense and defense modes, the offense mode should be first.
	-- EG: sets.engaged.Dagger.Accuracy.Evasion
	
	-- Normal melee group
	sets.engaged = {ammo="Hagneia Stone",
		head="Yaoyotl Helm",neck="Ganesha's Mala",ear1="Bladeborn Earring",ear2="Steelflash Earring",
		body="Lncr. Plackart +2",hands="Cizin Mufflers",ring1="Rajas Ring",ring2="K'ayres Ring",
		back="Atheling Mantle",waist="Goading Belt",legs="Cizin Breeches",feet="Karieyh Sollerets +1"}
	sets.engaged.Acc = {ammo="Hagneia Stone",
		head="Yaoyotl Helm",neck="Ganesha's Mala",ear1="Bladeborn Earring",ear2="Steelflash Earring",
		body="Mikinaak Breastplate",hands="Cizin Mufflers",ring1="Rajas Ring",ring2="Mars's Ring",
		back="Letalis Mantle",waist="Dynamic Belt",legs="Cizin Breeches",feet="Karieyh Sollerets +1"}
	sets.engaged.Multi = {ammo="Hagneia Stone",
		head="Otomi Helm",neck="Ganesha's Mala",ear1="Bladeborn Earring",ear2="Steelflash Earring",
		body="Xaddi Mail",hands="Cizin Mufflers",ring1="Rajas Ring",ring2="K'ayres Ring",
		back="Atheling Mantle",waist="Cetl Belt",legs="Espial hose",feet="Ejekamal Boots"}
	sets.engaged.Multi.PDT = {ammo="Hagneia Stone",
		head="Yaoyotl Helm",neck="Ganesha's Mala",ear1="Bladeborn Earring",ear2="Steelflash Earring",
		body="Cizin Mail",hands="Cizin Mufflers",ring1="Rajas Ring",ring2="Mars's Ring",
		back="Letalis Mantle",waist="Dynamic Belt",legs="Cizin Breeches",feet="Cizin Graves"}
	sets.engaged.Multi.Reraise = {ammo="Hagneia Stone",
		head="Twilight Helm",neck="Ganesha's Mala",ear1="Bladeborn Earring",ear2="Steelflash Earring",
		body="Twilight Breastplate",hands="Cizin Mufflers",ring1="Rajas Ring",ring2="Mars's Ring",
		back="Letalis Mantle",waist="Dynamic Belt",legs="Cizin Breeches",feet="Ejekamal Boots"}
	sets.engaged.PDT = {ammo="Hagneia Stone",
		head="Yaoyotl Helm",neck="Twilight Torque",ear1="Bladeborn Earring",ear2="Steelflash Earring",
		body="Mikinaak Breastplate",hands="Cizin Mufflers",ring1="Dark Ring",ring2="Dark Ring",
		back="Mollusca Mantle",waist="Dynamic Belt",legs="Cizin Breeches",feet="Karieyh Sollerets +1"}
	sets.engaged.Acc.PDT = {ammo="Hagneia Stone",
		head="Yaoyotl Helm",neck="Twilight Torque",ear1="Bladeborn Earring",ear2="Steelflash Earring",
		body="Mikinaak Breastplate",hands="Cizin Mufflers",ring1="Dark Ring",ring2="Dark Ring",
		back="Mollusca Mantle",waist="Dynamic Belt",legs="Cizin Breeches",feet="Karieyh Sollerets +1"}
	sets.engaged.Reraise = {ammo="Hagneia Stone",
		head="Twilight Helm",neck="Torero Torque",ear1="Bladeborn Earring",ear2="Steelflash Earring",
		body="Twilight Mail",hands="Cizin Mufflers",ring1="Dark Ring",ring2="Dark Ring",
		back="Letalis Mantle",waist="Dynamic Belt",legs="Cizin Breeches",feet="Karieyh Sollerets +1"}
	sets.engaged.Acc.Reraise = {ammo="Hagneia Stone",
		head="Twilight Helm",neck="Torero Torque",ear1="Bladeborn Earring",ear2="Steelflash Earring",
		body="Twilight Mail",hands="Cizin Mufflers",ring1="Dark Ring",ring2="Dark Ring",
		back="Letalis Mantle",waist="Dynamic Belt",legs="Cizin Breeches",feet="Karieyh Sollerets +1"}
		
	-- Melee sets for in Adoulin, which has an extra 2% Haste from Ionis.
	sets.engaged.Adoulin = {ammo="Hagneia Stone",
		head="Yaoyotl Helm",neck="Ganesha's Mala",ear1="Bladeborn Earring",ear2="Steelflash Earring",
		body="Lncr. Plackart +2",hands="Cizin Mufflers",ring1="Rajas Ring",ring2="K'ayres Ring",
		back="Takaha Mantle",waist="Goading Belt",legs="Cizin Breeches",feet="Karieyh Sollerets +1"}
	sets.engaged.Adoulin.Acc = {ammo="Hagneia Stone",
		head="Yaoyotl Helm",neck="Ganesha's Mala",ear1="Bladeborn Earring",ear2="Steelflash Earring",
		body="Mikinaak Breastplate",hands="Cizin Mufflers",ring1="Rajas Ring",ring2="Mars's Ring",
		back="Takaha Mantle",waist="Dynamic Belt",legs="Cizin Breeches",feet="Karieyh Sollerets +1"}
	sets.engaged.Adoulin.Multi = {ammo="Hagneia Stone",
		head="Otomi Helm",neck="Ganesha's Mala",ear1="Bladeborn Earring",ear2="Steelflash Earring",
		body="Mikinaak Breastplate",hands="Cizin Mufflers",ring1="Rajas Ring",ring2="K'ayres Ring",
		back="Letalis Mantle",waist="Goading Belt",legs="Cizin Breeches",feet="Ejekamal Boots"}
	sets.engaged.Adoulin.Multi.PDT = {ammo="Hagneia Stone",
		head="Yaoyotl Helm",neck="Ganesha's Mala",ear1="Bladeborn Earring",ear2="Steelflash Earring",
		body="Cizin Mail",hands="Cizin Mufflers",ring1="Rajas Ring",ring2="Mars's Ring",
		back="Letalis Mantle",waist="Dynamic Belt",legs="Cizin Breeches",feet="Cizin Graves"}
	sets.engaged.Adoulin.Multi.Reraise = {ammo="Hagneia Stone",
		head="Twilight Helm",neck="Ganesha's Mala",ear1="Bladeborn Earring",ear2="Steelflash Earring",
		body="Twilight Breastplate",hands="Cizin Mufflers",ring1="Rajas Ring",ring2="Mars's Ring",
		back="Letalis Mantle",waist="Dynamic Belt",legs="Cizin Breeches",feet="Ejekamal Boots"}
	sets.engaged.Adoulin.PDT = {ammo="Hagneia Stone",
		head="Yaoyotl Helm",neck="Twilight Torque",ear1="Bladeborn Earring",ear2="Steelflash Earring",
		body="Mikinaak Breastplate",hands="Cizin Mufflers",ring1="Dark Ring",ring2="Dark Ring",
		back="Mollusca Mantle",waist="Dynamic Belt",legs="Cizin Breeches",feet="Karieyh Sollerets +1"}
	sets.engaged.Adoulin.Acc.PDT = {ammo="Hagneia Stone",
		head="Yaoyotl Helm",neck="Twilight Torque",ear1="Bladeborn Earring",ear2="Steelflash Earring",
		body="Mikinaak Breastplate",hands="Cizin Mufflers",ring1="Dark Ring",ring2="Dark Ring",
		back="Mollusca Mantle",waist="Dynamic Belt",legs="Cizin Breeches",feet="Karieyh Sollerets +1"}
	sets.engaged.Adoulin.Reraise = {ammo="Hagneia Stone",
		head="Twilight Helm",neck="Twilight Torque",ear1="Bladeborn Earring",ear2="Steelflash Earring",
		body="Twilight Mail",hands="Cizin Mufflers",ring1="Dark Ring",ring2="Dark Ring",
		back="Letalis Mantle",waist="Dynamic Belt",legs="Cizin Breeches",feet="Karieyh Sollerets +1"}
	sets.engaged.Adoulin.Acc.Reraise = {ammo="Hagneia Stone",
		head="Twilight Helm",neck="Twilight Torque",ear1="Bladeborn Earring",ear2="Steelflash Earring",
		body="Twilight Mail",hands="Cizin Mufflers",ring1="Dark Ring",ring2="Dark Ring",
		back="Letalis Mantle",waist="Dynamic Belt",legs="Cizin Breeches",feet="Karieyh Sollerets +1"}

end

-------------------------------------------------------------------------------------------------------------------
-- Job-specific hooks that are called to process player actions at specific points in time.
-------------------------------------------------------------------------------------------------------------------

-- Set eventArgs.handled to true if we don't want any automatic target handling to be done.
function job_pretarget(spell, action, spellMap, eventArgs)

end

-- 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.action_type == 'Magic' then
	equip(sets.precast.FC)
	end
end

-- Run after the default precast() is done.
-- eventArgs is the same one used in job_precast, in case information needs to be persisted.
function job_post_precast(spell, action, spellMap, eventArgs)

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
		equip(sets.midcast.FastRecast)
		if player.hpp < 51 then
			classes.CustomClass = "Breath" -- This would cause it to look for sets.midcast.Breath 
		end
	end
end

-- Run after the default midcast() is done.
-- eventArgs is the same one used in job_midcast, in case information needs to be persisted.
function job_post_midcast(spell, action, spellMap, eventArgs)
	
--	if state.DefenseMode == 'Reraise' or
--		(state.Defense.Active and state.Defense.Type == 'Physical' and state.Defense.PhysicalMode == 'Reraise') then
--		equip(sets.Reraise)
--	end
end

-- Runs when a pet initiates an action.
-- Set eventArgs.handled to true if we don't want any automatic gear equipping to be done.
function job_pet_midcast(spell, action, spellMap, eventArgs)
if spell.english:startswith('Healing Breath') or spell.english == 'Restoring Breath' then
		equip(sets.HB.Mid)
	end
end

-- Run after the default pet midcast() is done.
-- eventArgs is the same one used in job_pet_midcast, in case information needs to be persisted.
function job_pet_post_midcast(spell, action, spellMap, eventArgs)
	
end

-- Set eventArgs.handled to true if we don't want any automatic gear equipping to be done.
--function job_aftercast(spell, action, spellMap, eventArgs)
--if state.DefenseMode == 'Reraise' or
		--(state.Defense.Active and state.Defense.Type == 'Physical' and state.Defense.PhysicalMode == 'Reraise') then
	--end
--end

-- Run after the default aftercast() is done.
-- eventArgs is the same one used in job_aftercast, in case information needs to be persisted.
function job_post_aftercast(spell, action, spellMap, eventArgs)

end

-- Set eventArgs.handled to true if we don't want any automatic gear equipping to be done.
function job_pet_aftercast(spell, action, spellMap, eventArgs)

end

-- Run after the default pet aftercast() is done.
-- eventArgs is the same one used in job_pet_aftercast, in case information needs to be persisted.
function job_pet_post_aftercast(spell, action, spellMap, eventArgs)

end


-------------------------------------------------------------------------------------------------------------------
-- Customization hooks for idle and melee sets, after they've been automatically constructed.
-------------------------------------------------------------------------------------------------------------------

-- Called before the Include starts constructing melee/idle/resting sets.
-- Can customize state or custom melee class values at this point.
-- Set eventArgs.handled to true if we don't want any automatic gear equipping to be done.
function job_handle_equipping_gear(status, eventArgs)

end

-- Return a customized weaponskill mode to use for weaponskill sets.
-- Don't return anything if you're not overriding the default value.
function get_custom_wsmode(spell, action, spellMap)

end

-- Modify the default idle set after it was constructed.
function customize_idle_set(idleSet)
	return idleSet
end

-- Modify the default melee set after it was constructed.
function customize_melee_set(meleeSet)
	return meleeSet
end

-------------------------------------------------------------------------------------------------------------------
-- General hooks for other events.
-------------------------------------------------------------------------------------------------------------------

-- Called when the player's status changes.
function job_status_change(newStatus, oldStatus, eventArgs)

end

-- Called when the player's pet's status changes.
function job_pet_status_change(newStatus, oldStatus, eventArgs)

end

-- Called when a player gains or loses a buff.
-- buff == buff gained or lost
-- gain == true if the buff was gained, false if it was lost.
function job_buff_change(buff, gain)

end

function job_update(cmdParams, eventArgs)
	--state.CombatForm = get_combat_form()
end
-------------------------------------------------------------------------------------------------------------------
-- User code that supplements self-commands.
-------------------------------------------------------------------------------------------------------------------

-- Called for custom player commands.
function job_self_command(cmdParams, eventArgs)

end

--function get_combat_form()
--	if areas.Adoulin:contains(world.area) and buffactive.ionis then
--		return 'Adoulin'
--	end
--end

-- Called by the 'update' self-command, for common needs.
-- Set eventArgs.handled to true if we don't want automatic equipping of gear.
function job_update(cmdParams, eventArgs)
	classes.CustomMeleeGroups:clear()
	if areas.Adoulin:contains(world.area) and buffactive.ionis then
		classes.CustomMeleeGroups:append('Adoulin')
	end
end

-- Job-specific toggles.
function job_toggle(field)

end

-- Request job-specific mode lists.
-- Return the list, and the current value for the requested field.
function job_get_mode_list(field)

end

-- Set job-specific mode values.
-- Return true if we recognize and set the requested field.
function job_set_mode(field, val)

end

-- Handle auto-targetting based on local setup.
function job_auto_change_target(spell, action, spellMap, eventArgs)

end

-- Handle notifications of user state values being changed.
function job_state_change(stateField, newValue)

end

-- Set eventArgs.handled to true if we don't want the automatic display to be run.
function display_current_job_state(eventArgs)

end

-------------------------------------------------------------------------------------------------------------------
-- Utility functions specific to this job.
-------------------------------------------------------------------------------------------------------------------
function select_default_macro_book()
	set_macro_page(1, 16)
end
Offline
Posts: 362
By gargurty 2014-10-20 07:53:20
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thank you :)
necroskull Necro Bump Detected! [68 days between previous and next post]
Offline
Posts: 16
By Jorel85 2014-12-27 16:09:38
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Thanks Nappy for posting up that file. I got looking through it after I tried using it though and I'm finding random SAM gear mixed in with the gear sets. Maybe it's user-malfunction but It also doesn't work very well...

So I just wanted to ask if maybe Martel, Highwynd, Lagato, or Ophannus, or just someone who's polished up their DRG LUA a bit more, would be willing to share it here? I don't post often but I use those names cause cause I've learned most of how to play DRG from their posts and feedback. I'd like to continue working from players that are more focused on the job. Much appreciated for any feedback!
necroskull Necro Bump Detected! [32 days between previous and next post]
 Fenrir.Backpain
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Server: Fenrir
Game: FFXI
Posts: 10
By Fenrir.Backpain 2015-01-28 11:20:49
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I've been using this .lua file, but I'm having trouble with it swapping gear for Restoring Breath. Is that because of the readying time being reduced to 1s?
 Fenrir.Backpain
Offline
Server: Fenrir
Game: FFXI
Posts: 10
By Fenrir.Backpain 2015-01-28 11:36:08
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Here is the full code that I'm using. Any help is very appreciated!
Code
-------------------------------------------------------------------------------------------------------------------
-- 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.

-- Initialization function for this job file.
function get_sets()
    mote_include_version = 2
	-- Load and initialize the include file.
	include('Mote-Include.lua')
end


-- Setup vars that are user-independent.
function job_setup()
	get_combat_form()
    include('Mote-TreasureHunter')
    state.TreasureMode:set('Tag')
    
    state.CapacityMode = M(false, 'Capacity Point Mantle')
	
    -- list of weaponskills that make better use of otomi helm in low acc situations
    wsList = S{'Drakesbane'}

	state.Buff = {}
	-- JA IDs for actions that always have TH: Provoke, Animated Flourish
	info.default_ja_ids = S{35, 204}
	-- Unblinkable JA IDs for actions that always have TH: Quick/Box/Stutter Step, Desperate/Violent Flourish
	info.default_u_ja_ids = S{201, 202, 203, 205, 207}
end


-- Setup vars that are user-dependent.  Can override this function in a sidecar file.
function user_setup()
	-- Options: Override default values
	state.OffenseMode:options('Normal', 'Mid', 'Acc')
	state.HybridMode:options('Normal', 'PDT', 'Reraise')
	state.WeaponskillMode:options('Normal', 'Mid', 'Acc')
	state.PhysicalDefenseMode:options('PDT', 'Reraise')
	state.MagicalDefenseMode:options('MDT')
    
    war_sj = player.sub_job == 'WAR' or false

	select_default_macro_book(1, 16)
    send_command('bind != gs c toggle CapacityMode')
	send_command('bind ^= gs c cycle treasuremode')
    send_command('bind ^[ input /lockstyle on')
    send_command('bind ![ input /lockstyle off')
end


-- Called when this job file is unloaded (eg: job change)
function file_unload()
	send_command('unbind ^[')
	send_command('unbind ![')
	send_command('unbind ^=')
	send_command('unbind !=')
end


-- Define sets and vars used by this job file.
function init_gear_sets()
--------------------------------------
	-- Start defining the sets
	--------------------------------------
	
	-- Precast Sets
	-- Precast sets to enhance JAs
	sets.precast.JA.Angon = {ammo="Angon",hands="Pteroslaver Finger Gauntlets"}
    sets.CapacityMantle = {back="Mecistopins Mantle"}
    sets.Berserker = {neck="Berserker's Torque"}
    sets.WSDayBonus     = { head="Gavialis Helm" }

	sets.precast.JA.Jump = {
        ammo="Hagneia Stone",
		head="Otomi Helm",neck="Asperity Necklace",ear1="Steelflash Earring",ear2="Bladeborn Earring",
		body="Vishap Mail",hands="Cizin Mufflers",ring1="Rajas Ring",ring2="K'ayres Ring",
		back="Atheling Mantle",waist="Windbuffet Belt",legs="Cizin Breeches",feet="Cizin Greaves"}

	sets.precast.JA['Ancient Circle'] = { legs="Vishap Brais" }
	sets.TreasureHunter = {waist="Chaac Belt"}

	sets.precast.JA['High Jump'] = set_combine(sets.precast.JA.Jump, {
    }) 
	sets.precast.JA['Soul Jump'] = set_combine(sets.precast.JA.Jump, {
        legs="Lancer's Cuissots +2",
		body="Lancer's Plackart +2"
    })
	sets.precast.JA['Spirit Jump'] = set_combine(sets.precast.JA.Jump, {
        legs="Lancer's Cuissots +2",
		body="Lancer's Plackart +2",
        feet="Lancer's Schynbalds +2"})
	sets.precast.JA['Super Jump'] = sets.precast.JA.Jump

	sets.precast.JA['Spirit Link'] = {hands="Lancer's Vambraces +2", head="Vishap Armet +1"}
	sets.precast.JA['Call Wyvern'] = {body="Wyrm Mail"}
	sets.precast.JA['Deep Breathing'] = {head="Petroslaver Armet"}
    
	sets.precast.JA['Spirit Surge'] = { --body="Wyrm Mail +2"
    }
	
	-- Healing Breath sets
	sets.HB = {ammo="Hagneia Stone",
		head="Pteroslaver Armet",neck="Lancer's Torque",ear1="Lancer's Earring",ear2="Bladeborn Earring",
		body="Cizin Mail",hands="Cizin Mufflers",ring1="Rajas Ring",ring2="K'ayres Ring",
		back="Updraft Mantle",waist="Glassblower's Belt",legs="Vishap Brais",feet="Wyrm Greaves +2"}

	-- Waltz set (chr and vit)
	sets.precast.Waltz = {
		head="Yaoyotl Helm",
		body="Mikinaak Breastplate",hands="Cizin Mufflers +1",ring1="Rajas Ring",
		back="Bleating Mantle",legs="Xaddi Cuisses",feet="Whirlpool Greaves"}
		
	-- Don't need any special gear for Healing Waltz.
	sets.precast.Waltz['Healing Waltz'] = {}

	-- Fast cast sets for spells
	sets.precast.FC = {
        ammo="Impatiens",
        head="Cizin Helm +1", 
        ear1="Loquacious Earring", 
        hands="Buremte Gloves",
        ring1="Prolix Ring"
    }
    
	-- Midcast Sets
	sets.midcast.FastRecast = {
		head="Vishap Armet +1",
        neck="Lancer's Torque",
        hands="Cizin Mufflers +1",
        body="Xaddi Mail",
        ring1="Beeline Ring",
        ring2="K'ayres Ring",
        back="Updraft Mantle",
        waist="Glassblower's Belt",
		legs="Cizin Breeches +1",
        feet="Ejekamal Boots",
    }	
		
	sets.midcast.Breath = set_combine(sets.midcast.FastRecast, { head="PteroslaverPteroslaver Armet" })
	-- Weaponskill sets
	-- Default set for any weaponskill that isn't any more specifically defined
	sets.precast.WS = {}

	sets.precast.WS = {
        ammo="Potestas Bomblet",
		head="Otomi Helm",neck="Asperity Necklace",ear1="Brutal Earring",ear2="Flame Pearl",
		body="Vishap Mail",hands="Mikinaak Gauntlets",ring1="Rajas Ring",ring2="Pyrosoul Ring",
		back="Buquwik Cape",waist="Windbuffet Belt",legs="Cizin Breeches",feet="Mikinaak Greaves"}
    
	sets.precast.WS.Acc = set_combine(sets.precast.WS, {
		back="Updraft Mantle",
        head="Yaoyotl Helm",
        legs="Xaddi Cuisses"
    })
	
	-- Specific weaponskill sets.  Uses the base set if an appropriate WSMod version isn't found.
	sets.precast.WS['Stardiver'] = set_combine(sets.precast.WS, {
        neck="Light Gorget",
        back="Buquwik Cape",
        waist="Light Belt"
    })
	sets.precast.WS['Stardiver'].Mid = set_combine(sets.precast.WS['Stardiver'], {
        head="Yaoyotl Helm",
        hands="Mikinaak Gauntlets",
		back="Updraft Mantle",
    })
	sets.precast.WS['Stardiver'].Acc = set_combine(sets.precast.WS.Acc, {neck="Light Gorget",waist="Light Belt"})

    sets.precast.WS["Camlann's Torment"] = set_combine(sets.precast.WS, {
        neck="Breeze Gorget",
        body="Phorcys Korazin",
        back="Buquwik Cape",
        waist="Metalsinger Belt",
        feet="Whirlpool Greaves"
    })
	sets.precast.WS["Camlann's Torment"].Mid = set_combine(sets.precast.WS["Camlann's Torment"], {
        head="Yaoyotl Helm", 
        ear1="Bladeborn Earring", 
        ear2="Steelflash Earring", 
        back="Updraft Mantle"
    })
	sets.precast.WS["Camlann's Torment"].Acc = set_combine(sets.precast.WS["Camlann's Torment"].Mid, {})

	sets.precast.WS['Drakesbane'] = set_combine(sets.precast.WS, {
        neck="Flame Gorget", 
        hands="Mikinaak Gauntlets",
        back="Rancorous Mantle",
        waist="Windbuffet Belt +1"
    })
	sets.precast.WS['Drakesbane'].Mid = set_combine(sets.precast.WS['Drakesbane'], {
		    back="Updraft Mantle",
            head="Yaoyotl Helm"
    })
	sets.precast.WS['Drakesbane'].Acc = set_combine(sets.precast.WS['Drakesbane'].Mid, {hands="Mikinaak Gauntlets"})

	
	-- Sets to return to when not performing an action.
	
	-- Resting sets
	sets.resting = {
        head="Twilight Helm",
        neck="Twilight Torque",
        ear1="Bladeborn Earring",
        ear2="Steelflash Earring",
		body="Twilight Mail",
        hands="Cizin Mufflers +1",
        ring1="Dark Ring",
        ring2="Paguroidea Ring",
		back="Repulse Mantle",
        legs="Crimson Cuisses",
        feet="Whirlpool Greaves"
    }
	

	-- Idle sets
	sets.idle = {}

	-- Idle sets (default idle set not needed since the other three are defined, but leaving for testing purposes)
	sets.idle.Town = {
        ammo="Thew Bomblet",
		head="Yaoyotl Helm",neck="Ganesha's Mala",ear1="Bladeborn Earring",ear2="Steelflash Earring",
		body="Ares' cuirass +1",hands="Cizin Mufflers",ring1="Sheltered Ring",ring2="Paguroidea Ring",
		back="Atheling Mantle",waist="Goading Belt",legs="Blood Cuisses",feet="Ejekamal Boots"}
	
	sets.idle.Field = set_combine(sets.idle.Town, { 
		head="Twilight Helm",neck="Wiglen Gorget",ear1="Bladeborn Earring",ear2="Steelflash Earring",
		body="Ares' cuirass +1",hands="Cizin Mufflers",ring1="Sheltered Ring",ring2="Paguroidea Ring",
		back="Atheling Mantle",waist="Goading Belt",legs="Blood Cuisses",feet="Ejekamal Boots"})

    sets.idle.Regen = set_combine(sets.idle.Field, {
        head="Twilight Helm",
		body="Ares' Cuirass +1"})

	sets.idle.Weak = set_combine(sets.idle.Field, {
		head="Twilight Helm",
		body="Twilight Mail",
    })
	
	-- Defense sets
	sets.defense.PDT = {
        ammo="Ginsen",
		head="Ighwa Cap",
        neck="Twilight Torque",
        ear1="Bladeborn Earring",
        ear2="Steelflash Earring",
		body="Cizin Mail +1",
        hands="Cizin Mufflers +1",
        ring1="Patricius Ring",
        ring2="Dark Ring",
		back="Repulse Mantle",
        waist="Cetl Belt",
        legs="Cizin Breeches +1",
        feet="Cizin Greaves +1"
    }

	sets.defense.Reraise = set_combine(sets.defense.PDT, {
		head="Twilight Helm",
		body="Twilight Mail"
    })

	sets.defense.MDT = sets.defense.PDT

	sets.Kiting = {legs="Crimson Cuisses"}

	sets.Reraise = {head="Twilight Helm",body="Twilight Mail"}

	-- Engaged sets

	-- Variations for TP weapon and (optional) offense/defense modes.  Code will fall back on previous
	-- sets if more refined versions aren't defined.
	-- If you create a set with both offense and defense modes, the offense mode should be first.
	-- EG: sets.engaged.Dagger.Accuracy.Evasion
	
	-- Normal melee group
	sets.engaged = {
        ammo="Hagneia Stone",
		head="Otomi Helm",neck="Asperity Necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring",
		body="Xaddi Mail",hands="Cizin Mufflers",ring1="Rajas Ring",ring2="K'ayres Ring",
		back="Atheling Mantle",waist="Windbuffet Belt",legs="Cizin Breeches",feet="Mikinaak Greaves"}

	sets.engaged.Mid = set_combine(sets.engaged, {
        head="Yaoyotl Helm",
        ear1="Zennaroi Earring",
        ring2="Ramuh Ring +1"
    })

	sets.engaged.Acc = set_combine(sets.engaged.Mid, {
        neck="Iqabi Necklace",
        hands="Buremte Gloves",
        waist="Olseni Belt",
        ring1="Mars's Ring",
        back="Updraft Mantle"
    })

    sets.engaged.PDT = set_combine(sets.engaged, {
        head="Ighwa Cap",
        neck="Twilight Torque",
        body="Cizin Mail +1",
        ring2="Patricius Ring",
        hands="Cizin Mufflers +1",
        back="Repulse Mantle",
        legs="Cizin Breeches +1",
        feet="Cizin Greaves +1"
    })
	sets.engaged.Mid.PDT = set_combine(sets.engaged.Mid, {
        head="Ighwa Cap",
        ring2="Patricius Ring",
        body="Cizin Mail +1",
        hands="Cizin Mufflers +1",
        back="Repulse Mantle",
        legs="Cizin Breeches +1",
    })
	sets.engaged.Acc.PDT = set_combine(sets.engaged.Acc, {
        head="Ighwa Cap",
        ring2="Patricius Ring",
        body="Cizin Mail +1",
        hands="Cizin Mufflers +1",
        back="Repulse Mantle",
        legs="Cizin Breeches +1",
    })

    sets.engaged.War = set_combine(sets.engaged, {
        --head="Yaoyotl Helm",
        feet="Mikinaak Greaves",
        ring2="K'ayres Ring"
    })
    sets.engaged.War.Mid = sets.engaged.Mid

	sets.engaged.Reraise = set_combine(sets.engaged, {
		head="Twilight Helm",
		body="Twilight Mail"
    })

	sets.engaged.Acc.Reraise = sets.engaged.Reraise
	
end

-------------------------------------------------------------------------------------------------------------------
-- Job-specific hooks that are called to process player actions at specific points in time.
-------------------------------------------------------------------------------------------------------------------

-- Set eventArgs.handled to true if we don't want any automatic target handling to be done.
function job_pretarget(spell, action, spellMap, eventArgs)
    if spell.english == "Spirit Jump" then
        if not pet.isvalid then
            cancel_spell()
            send_command('Jump')
        end
    elseif spell.english == "Soul Jump" then
        if not pet.isvalid then
            cancel_spell()
            send_command("High Jump")
        end
    end
end

-- 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)
end

-- Run after the default precast() is done.
-- eventArgs is the same one used in job_precast, in case information needs to be persisted.
function job_post_precast(spell, action, spellMap, eventArgs)
	if player.hpp < 51 then
		classes.CustomClass = "Breath" 
	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
	    equip(sets.midcast.FastRecast)
	    if player.hpp < 51 then
		    classes.CustomClass = "Breath" 
	    end
	end
end

-- Run after the default midcast() is done.
-- eventArgs is the same one used in job_midcast, in case information needs to be persisted.
function job_post_midcast(spell, action, spellMap, eventArgs)
end

function job_pet_precast(spell, action, spellMap, eventArgs)
end
-- Runs when a pet initiates an action.
-- Set eventArgs.handled to true if we don't want any automatic gear equipping to be done.
function job_pet_midcast(spell, action, spellMap, eventArgs)
    if spell.english:startswith('Healing Breath') or spell.english == 'Restoring Breath' or spell.english == 'Steady Wing' or spell.english == 'Smiting Breath' then
		equip(sets.HB)
	end
end

-- Run after the default pet midcast() is done.
-- eventArgs is the same one used in job_pet_midcast, in case information needs to be persisted.
function job_pet_post_midcast(spell, action, spellMap, eventArgs)
	
end

-- Set eventArgs.handled to true if we don't want any automatic gear equipping to be done.
function job_aftercast(spell, action, spellMap, eventArgs)
	if state.HybridMode.value == 'Reraise' or
    (state.HybridMode.value == 'Physical' and state.PhysicalDefenseMode.value == 'Reraise') then
		equip(sets.Reraise)
	end
end

-- Run after the default aftercast() is done.
-- eventArgs is the same one used in job_aftercast, in case information needs to be persisted.
function job_post_aftercast(spell, action, spellMap, eventArgs)

end

-- Set eventArgs.handled to true if we don't want any automatic gear equipping to be done.
function job_pet_aftercast(spell, action, spellMap, eventArgs)

end

-- Run after the default pet aftercast() is done.
-- eventArgs is the same one used in job_pet_aftercast, in case information needs to be persisted.
function job_pet_post_aftercast(spell, action, spellMap, eventArgs)

end


-------------------------------------------------------------------------------------------------------------------
-- Customization hooks for idle and melee sets, after they've been automatically constructed.
-------------------------------------------------------------------------------------------------------------------

-- Called before the Include starts constructing melee/idle/resting sets.
-- Can customize state or custom melee class values at this point.
-- Set eventArgs.handled to true if we don't want any automatic gear equipping to be done.
function job_handle_equipping_gear(status, eventArgs)

end

-- Return a customized weaponskill mode to use for weaponskill sets.
-- Don't return anything if you're not overriding the default value.
function get_custom_wsmode(spell, action, spellMap)

end

-- Modify the default idle set after it was constructed.
function customize_idle_set(idleSet)
    if player.hpp < 90 then
        idleSet = set_combine(idleSet, sets.idle.Regen)
    end
	return idleSet
end

-- Modify the default melee set after it was constructed.
function customize_melee_set(meleeSet)
	if state.TreasureMode.value == 'Fulltime' then
		meleeSet = set_combine(meleeSet, sets.TreasureHunter)
	end
    if state.CapacityMode.value then
        meleeSet = set_combine(meleeSet, sets.CapacityMantle)
    end
	return meleeSet
end

-------------------------------------------------------------------------------------------------------------------
-- General hooks for other events.
-------------------------------------------------------------------------------------------------------------------

-- Called when the player's status changes.
function job_status_change(newStatus, oldStatus, eventArgs)

end

-- Called when the player's pet's status changes.
function job_pet_status_change(newStatus, oldStatus, eventArgs)

end

-- Called when a player gains or loses a buff.
-- buff == buff gained or lost
-- gain == true if the buff was gained, false if it was lost.
function job_buff_change(buff, gain)
    if string.lower(buff) == "sleep" and gain and player.hp > 200 then
        equip(sets.Berserker)
    else
        if not midaction() then
            handle_equipping_gear(player.status)
        end
    end
end

function job_update(cmdParams, eventArgs)
    war_sj = player.sub_job == 'WAR' or false
	classes.CustomMeleeGroups:clear()
	th_update(cmdParams, eventArgs)
	get_combat_form()
end
-------------------------------------------------------------------------------------------------------------------
-- User code that supplements self-commands.
-------------------------------------------------------------------------------------------------------------------

-- Called for custom player commands.
function job_self_command(cmdParams, eventArgs)

end

function get_combat_form()
	--if areas.Adoulin:contains(world.area) and buffactive.ionis then
	--	state.CombatForm:set('Adoulin')
	--end

    if war_sj then
        state.CombatForm:set("War")
    else
        state.CombatForm:reset()
    end
end


-- Job-specific toggles.
function job_toggle(field)

end

-- Handle auto-targetting based on local setup.
function job_auto_change_target(spell, action, spellMap, eventArgs)

end

-- Set eventArgs.handled to true if we don't want the automatic display to be run.
function display_current_job_state(eventArgs)

end

-------------------------------------------------------------------------------------------------------------------
-- Utility functions specific to this job.
-------------------------------------------------------------------------------------------------------------------
-- State buff checks that will equip buff gear and mark the event as handled.
function check_buff(buff_name, eventArgs)
    if state.Buff[buff_name] then
            equip(sets.buff[buff_name] or {})
        if state.TreasureMode.value == 'SATA' or state.TreasureMode.value == 'Fulltime' then
            equip(sets.TreasureHunter)
        end
        eventArgs.handled = true
    end
end
-- Check for various actions that we've specified in user code as being used with TH gear.
-- This will only ever be called if TreasureMode is not 'None'.
-- Category and Param are as specified in the action event packet.
function th_action_check(category, param)
	if category == 2 or -- any ranged attack
		--category == 4 or -- any magic action
		(category == 3 and param == 30) or -- Aeolian Edge
		(category == 6 and info.default_ja_ids:contains(param)) or -- Provoke, Animated Flourish
		(category == 14 and info.default_u_ja_ids:contains(param)) -- Quick/Box/Stutter Step, Desperate/Violent Flourish
		then return true
	end
end
-- Select default macro book on initial load or subjob change.
function select_default_macro_book()
    -- Default macro set/book
    if player.sub_job == 'WAR' then
    	set_macro_page(1, 10)
    elseif player.sub_job == 'WHM' then
    	set_macro_page(1, 10)
    else
    	set_macro_page(1, 10)
    end
end
[+]