function get_sets()
mote_include_version = 2
-- Load and initialize the include file.
include('Mote-Include.lua')
include('organizer-lib.lua')
end
-- Setup vars that are user-independent. state.Buff vars initialized here will automatically be tracked.
function job_setup()
state.Buff['Sneak Attack'] = buffactive['sneak attack'] or false
state.Buff['Trick Attack'] = buffactive['trick attack'] or false
state.Buff['Feint'] = buffactive['feint'] or false
include('Mote-TreasureHunter')
-- For th_action_check():
-- 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
function job_handle_equipping_gear(playerStatus, eventArgs)
local lockables = T{'Mecisto. Mantle', 'Shobuhouou Kabuto', 'Aptitude Mantle', 'Nexus Cape', 'Aptitude Mantle +1', 'Warp Ring', 'Vocation Ring', 'Reraise Earring', 'Capacity Ring', 'Trizek Ring', 'Echad Ring', 'Facility Ring', 'Dim. Ring (Holla)', 'Dim. Ring (Dem)', 'Dim. Ring (Mea)'}
local watch_slots = T{'ear1','ear2','ring1','ring2','back','head'}
for _,v in pairs(watch_slots) do
if lockables:contains(player.equipment[v]) then
disable(v)
if has_charges(player.equipment[v]) and (not is_enchant_ready(player.equipment[v])) then
enable(v)
end
else
enable(v)
end
end
end