GS For Triple Shot

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GS for Triple Shot
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Posts: 358
By Galkapryme 2019-09-08 17:47:24
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If I want my Ososhi Set to be equipped MIDCAST triple shot(Ososhi set is sets.precast.JA['Triple Shot']), should the code look like this:
Code
if spell.action_type == 'Ranged Attack' and buffactive['Triple Shot'] 
	then sets.precast.JA['Triple Shot'] = sets.midcast.RA
	end


or this

Code
if spell.action_type == 'Ranged Attack' and buffactive['Triple Shot'] 
	then sets.midcast.RA = sets.precast.JA['Triple Shot']
	end
 Bahamut.Celebrindal
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Server: Bahamut
Game: FFXI
Posts: 1820
By Bahamut.Celebrindal 2019-09-08 18:30:50
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for ranged jobs in general your "precast" set is the equivalent of a preshot set. Confusing terms can get you in deep waters...

-you'll want a true precast set for when /NIN and casting Utsusemi. Other uses come to mind, but this will be your primary use.

-preshot sets shouldn't vary if double/tripleshot is up or down, as it has no effect on levels of Snapshot/Rapid shot.

If you insist on using the precast/midcast nomenclature for your shooting actions, then precast should always be your preshot sets, the ones loaded with +Snapshot/Rapid Shot gear based on level of Flurry you are receiving, and your midcast sets should always be the set you actually shoot in, the one with ranged accuracy/attack, STP, etc. Then you'll avoid confusion like the bit above.

My GUESS (without seeing your entire lua and how the naming functions work throughout, its pretty hard to give you an answer) is that it will be the 2nd or something like it, instructing your lua to equip a set that includes Oshosi gear when in the midshot moment of Triple Shot up.

Now, I can guess the why as to your nomenclature. You have a "precast.JA" set for Triple Shot that includes gear that augments the actual JA at time of use, the way that the Lanun Trews +1 affect "Snake Eye". The issue is there is no gear option that affects Triple Shot at the time of JA usage...its just gear that affects the midshot while Triple Shot is active. So guessing you saw those "precast.JA" sets and figured it went there. Sadly, gear in there will only equip when you USE the ability, rather than be part of your equipped set during the time that JA is burning, or active.
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Posts: 358
By Galkapryme 2019-09-09 04:38:00
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So, my sets.precast.JA['Triple Shot'] is not my standard precast ranged set. It is only so named to identify it as my Oshosi set. I could have also named it midcast. However, as a precast set, I knew it would only be called when Triple Shot was activated, and at no other time. I wanted this.

The reason I wanted this is because in the "if/then" section of the lua, I wanted to configure it to be used AS a midcast/midshot set only when the buff is active. I'll provide the entire lua below. Note...some parts of the lua can be ignored (you probably wouldn't know which) because they were created by someone else, but I don't have the specific gear for them to ever be called. That said, I always love tips.
Code
-------------------------------------------------------------------------------------------------------------------
-- Setup functions for this job.  Generally should not be modified.
-------------------------------------------------------------------------------------------------------------------

--[[
    gs c toggle LuzafRing -- Toggles use of Luzaf Ring on and off
    
    Offense mode is melee or ranged.  Used ranged offense mode if you are engaged
    for ranged weaponskills, but not actually meleeing.
    
    Weaponskill mode, if set to 'Normal', is handled separately for melee and ranged weaponskills.
--]]


-- 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.  state.Buff vars initialized here will automatically be tracked.
function job_setup()
    -- Whether to use Luzaf's Ring
    state.LuzafRing = M(false, "Luzaf's Ring")
    -- Whether a warning has been given for low ammo
    state.warned = M(false)
	
	    define_roll_values()
end

-------------------------------------------------------------------------------------------------------------------
-- User setup functions for this job.  Recommend that these be overridden in a sidecar file.
-------------------------------------------------------------------------------------------------------------------

-- Setup vars that are user-dependent.  Can override this function in a sidecar file.
function user_setup()
    state.OffenseMode:options('Ranged', 'Melee', 'Acc')
    state.RangedMode:options('Normal', 'Acc')
    state.WeaponskillMode:options('Normal', 'Acc', 'Att', 'Mod')
    state.CastingMode:options('Normal', 'Resistant')
    state.IdleMode:options('Normal', 'PDT', 'Refresh')

    gear.RAbullet = "Decimating Bullet"
    gear.WSbullet = "Orichalcum Bullet"
    gear.MAbullet = "Orichalcum Bullet"
    gear.QDbullet = "Animikii Bullet"
    options.ammo_warning_limit = 15

    -- Additional local binds
    send_command('bind ^` input /ja "Double-up" <me>')
    send_command('bind !` input /ja "Bolter\'s Roll" <me>')

    select_default_macro_book()
end

--
-- Called when this job file is unloaded (eg: job change)
function user_unload()
    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['Triple Shot'] = {head="Oshosi Mask +1",body="Chasseur's Frac +1",hands="Oshosi Gloves +1",legs="Oshosi Trousers +1",
    feet="Oshosi Leggings +1"}
    sets.precast.JA['Snake Eye'] = {legs="Lanun Trews +3"}
    sets.precast.JA['Wild Card'] = {feet="Lanun Bottes +3"}
    sets.precast.JA['Random Deal'] = {body="Lanun Frac +3"}
	

    
    sets.precast.JA.CorsairRoll = {
	main={name="Rostam", bag="Wardrobe 2", priority=1},
	range={ name="Deathlocke", augments={'Magic damage+30','"Mag.Atk.Bns."+10','AGI+10',}},
    sub={name="Rostam", bag="Wardrobe", priority=2},
	head="Lanun Tricorne +3",
	hands="Chasseur's Gants +1",
	neck="Regal Necklace",
	ring1="Barataria Ring",
	ring2="Luzaf's Ring",
	
	}
    
    sets.precast.JA.CorsairRoll["Caster's Roll"] = set_combine(sets.precast.CorsairRoll, {legs="Chasseur's Culottes +1"})
    sets.precast.JA.CorsairRoll["Courser's Roll"] = set_combine(sets.precast.CorsairRoll, {feet="Chasseur's Bottes +1"})
    sets.precast.JA.CorsairRoll["Blitzer's Roll"] = set_combine(sets.precast.CorsairRoll, {head="Chasseur's Tricorne +1"})
    sets.precast.JA.CorsairRoll["Tactician's Roll"] = set_combine(sets.precast.CorsairRoll, {body="Chasseur's Frac +1"})
    sets.precast.JA.CorsairRoll["Allies' Roll"] = set_combine(sets.precast.CorsairRoll, {hands="Chasseur's Gants +1"})
    
    sets.precast.LuzafRing = {ring1="Barataria Ring",ring2="Luzaf's Ring"}
    sets.precast.FoldDoubleBust = {hands="Lanun Gants +3"}
    
    sets.precast.CorsairShot = {
    ammo=gear.QDbullet,
	head={ name="Herculean Helm", augments={'Accuracy+14','"Triple Atk."+4','STR+10','Attack+8',}},
    body={ name="Lanun Frac +3", augments={'Enhances "Loaded Deck" effect',}},
    hands={ name="Carmine Fin. Ga. +1", augments={'Rng.Atk.+20','"Mag.Atk.Bns."+12','"Store TP"+6',}},
    legs="Laksa. Trews +2",
    feet={ name="Lanun Bottes +3", augments={'Enhances "Wild Card" effect',}},
    neck="Comm. Charm +2",
    waist="Kwahu Kachina Belt",
    left_ear="Friomisi Earring",
    right_ear="Hecate's Earring",
    left_ring="Fenrir Ring +1",
    right_ring="Dingir Ring",
    back={ name="Camulus's Mantle", augments={'AGI+20','Mag. Acc+20 /Mag. Dmg.+20','Rng.Acc.+10','"Mag.Atk.Bns."+10','Evasion+15',}}}
    

    -- Waltz set (chr and vit)
    sets.precast.Waltz = {
    head="Mummu Bonnet +2",
    body="Laksamana's Frac +3",
    hands={ name="Buremte Gloves", augments={'Phys. dmg. taken -2%','Magic dmg. taken -2%','Rng.Atk.+10',}},
    legs="Dashing Subligar",
    feet="Rawhide Boots",
    neck="Sanctity Necklace",
    waist="Chuq'aba Belt",
    left_ear="Oneiros Earring",
    right_ear="Enchntr. Earring +1",
    left_ring="Kunaji Ring",
    right_ring="Titan Ring +1",
    back={ name="Camulus's Mantle", augments={'AGI+20','Mag. Acc+20 /Mag. Dmg.+20','AGI+4','Weapon skill damage +10%',}}}
        
    -- Don't need any special gear for Healing Waltz.
    sets.precast.Waltz['Healing Waltz'] = {}

    -- Fast cast sets for spells
    
    sets.precast.FC = {head="Haruspex Hat",ear2="Loquacious Earring",hands="Thaumas Gloves",ring1="Prolix Ring"}

    sets.precast.FC.Utsusemi = set_combine(sets.precast.FC, {neck="Magoraga Beads"})


    sets.precast.RA = {
    range={ name="Deathlocke", augments={'Magic damage+30','"Mag.Atk.Bns."+10','AGI+10',}},
	ammo=gear.RAbullet,
    head="Chass. Tricorne +1",
    body="Laksamana's Frac +3",
    hands={ name="Carmine Fin. Ga. +1", augments={'Rng.Atk.+20','"Mag.Atk.Bns."+12','"Store TP"+6',}},
    legs={ name="Lanun Trews +3", augments={'Enhances "Snake Eye" effect',}},
    feet="Meg. Jam. +2",
    neck="Comm. Charm +2",
    waist="Ponente Sash",
    left_ear="Clearview Earring",
    right_ear="Volley Earring",
    left_ring="Hajduk Ring +1",
    right_ring="Dingir Ring",
    back={ name="Camulus's Mantle", augments={'AGI+20','Mag. Acc+20 /Mag. Dmg.+20','Rng.Acc.+10','"Mag.Atk.Bns."+10','Evasion+15',}}}

    
    -- Weaponskill sets
    -- Default set for any weaponskill that isn't any more specifically defined
    sets.precast.WS = {
    range={ name="Deathlocke", augments={'Magic damage+30','"Mag.Atk.Bns."+10','AGI+10',}},
    ammo="Orichalc. Bullet",
    head="Pixie Hairpin +1",
    body="Laksamana's Frac +3",
    hands={ name="Carmine Fin. Ga. +1", augments={'Rng.Atk.+20','"Mag.Atk.Bns."+12','"Store TP"+6',}},
    legs="Laksa. Trews +2",
    feet={ name="Lanun Bottes +3", augments={'Enhances "Wild Card" effect',}},
    neck="Comm. Charm +2",
    waist="Fotia Belt",
    left_ear="Hecate's Earring",
    right_ear="Friomisi Earring",
    left_ring="Fenrir Ring +1",
    right_ring="Dingir Ring",
    back={ name="Camulus's Mantle", augments={'AGI+20','Mag. Acc+20 /Mag. Dmg.+20','AGI+4','Weapon skill damage +10%',}}}


    -- Specific weaponskill sets.  Uses the base set if an appropriate WSMod version isn't found.
    sets.precast.WS['Leaden Salute'] = sets.precast.WS

    sets.precast.WS['Exenterator'] = set_combine(sets.precast.WS['Requiescat'], {right_ring="Chirich Ring +1"})
	
	sets.precast.WS['Shining Blade'] = {
	range={ name="Deathlocke", augments={'Magic damage+30','"Mag.Atk.Bns."+10','AGI+10',}},
    ammo="Orichalc. Bullet",
    head="Laksa. Tricorne +3",
    body={ name="Lanun Frac +3", augments={'Enhances "Loaded Deck" effect',}},
    hands={ name="Lanun Gants +3", augments={'Enhances "Fold" effect',}},
    legs={ name="Lanun Trews +3", augments={'Enhances "Snake Eye" effect',}},
    feet={ name="Lanun Bottes +3", augments={'Enhances "Wild Card" effect',}},
    neck="Comm. Charm +2",
    waist="Fotia Belt",
    left_ear="Hecate's Earring",
    right_ear="Friomisi Earring",
    left_ring="Fenrir Ring +1",
    right_ring="Dingir Ring",
    back={ name="Camulus's Mantle", augments={'AGI+20','Mag. Acc+20 /Mag. Dmg.+20','AGI+4','Weapon skill damage +10%',}}}

    sets.precast.WS['Requiescat'] = {
    range={ name="Deathlocke", augments={'Magic damage+30','"Mag.Atk.Bns."+10','AGI+10',}},
    ammo="Decimating Bullet",
    head="Meghanada Visor +2",
    body="Laksa. Frac +3",
    hands="Meg. Gloves +2",
    legs="Meg. Chausses +2",
    feet="Meg. Jam. +2",
    neck="Fotia Gorget",
    waist="Fotia Belt",
    left_ear="Ishvara Earring",
    right_ear="Heartseeker Earring",
    left_ring="Chirich Ring +1",
    right_ring="Stikini Ring +1",
    back={ name="Camulus's Mantle", augments={'AGI+20','Mag. Acc+20 /Mag. Dmg.+20','AGI+4','Weapon skill damage +10%',}},
}

    sets.precast.WS['Last Stand'] = {
    range={ name="Deathlocke", augments={'Magic damage+30','"Mag.Atk.Bns."+10','AGI+10',}},
	ammo=gear.RAbullet,
    head={ name="Lanun Tricorne +3", augments={'Enhances "Winning Streak" effect',}},
    body="Laksa. Frac +3",
    hands="Meg. Gloves +2",
    legs={ name="Lanun Trews +3", augments={'Enhances "Snake Eye" effect',}},
    feet={ name="Lanun Bottes +3", augments={'Enhances "Wild Card" effect',}},
    neck="Fotia Gorget",
    waist="Fotia Belt",
    left_ear="Ishvara Earring",
    right_ear="Clearview Earring",
    left_ring="Hajduk Ring +1",
    right_ring="Dingir Ring",
    back={ name="Camulus's Mantle", augments={'AGI+20','Rng.Acc.+20 Rng.Atk.+20','STR+10','"Store TP"+10',}}}
	
	sets.precast.WS['Savage Blade'] = {
	range={ name="Deathlocke", augments={'Magic damage+30','"Mag.Atk.Bns."+10','AGI+10',}},
    ammo=gear.RAbullet,
    head="Meghanada Visor +2",
    body="Laksa. Frac +3",
    hands="Meg. Gloves +2",
    legs="Meg. Chausses +2",
    feet={ name="Lanun Bottes +3", augments={'Enhances "Wild Card" effect',}},
    neck="Fotia Gorget",
    waist="Fotia Belt",
    left_ear="Ishvara Earring",
    right_ear="Bladeborn Earring",
    left_ring="Rufescent Ring",
    right_ring="Ifrit Ring +1",
    back={ name="Camulus's Mantle", augments={'STR+20','Accuracy+20 /Attack+20','STR+5','Weapon skill damage +10%',}}}

    sets.precast.WS['Shining Blade'] = sets.precast.WS['Savage Blade']
	
	sets.precast.WS['Wildfire'] = sets.precast.WS
    
    sets.precast.WS['Leaden Salute'] = sets.precast.WS['Wildfire']
    
    
    -- Midcast Sets
    sets.midcast.FastRecast = {
        head="Whirlpool Mask",
        body="Iuitl Vest",hands="Iuitl Wristbands",
        legs="Manibozho Brais",feet="Iuitl Gaiters +1"}
        
    -- Specific spells
    sets.midcast.Utsusemi = sets.midcast.FastRecast

    sets.midcast.CorsairShot = {
    range={ name="Deathlocke", augments={'Magic damage+30','"Mag.Atk.Bns."+10','AGI+10',}},
	ammo=gear.QDbullet,
    head="Laksa. Tricorne +3",
    body={ name="Lanun Frac +3", augments={'Enhances "Loaded Deck" effect',}},
    hands={ name="Carmine Fin. Ga. +1", augments={'Rng.Atk.+20','"Mag.Atk.Bns."+12','"Store TP"+6',}},
    legs="Laksa. Trews +2",
    feet="Laksamana Boots +3",
    neck="Comm. Charm +2",
    waist="Kwahu Kachina Belt",
    left_ear="Friomisi Earring",
    right_ear="Hecate's Earring",
    left_ring="Fenrir Ring +1",
    right_ring="Dingir Ring",
    back={ name="Camulus's Mantle", augments={'AGI+20','Mag. Acc+20 /Mag. Dmg.+20','Rng.Acc.+10','"Mag.Atk.Bns."+10','Evasion+15',}}}

    sets.midcast.CorsairShot.Acc = {ammo=gear.QDbullet,
    head="Laksa. Tricorne +3",
    body="Oshosi Vest +1",
    hands="Mummu Wrists +2",
    legs={ name="Lanun Trews +3", augments={'Enhances "Snake Eye" effect',}},
    feet="Laksamana Boots +3",
    neck="Comm. Charm +2",
    waist="Kwahu Kachina Belt",
    left_ear="Hecate's Earring",
    right_ear="Enchntr. Earring +1",
    left_ring="Stikini Ring +1",
    right_ring="Stikini Ring +1",
    back={ name="Camulus's Mantle", augments={'STR+20','Accuracy+20 Attack+20','STR+10','"Store TP"+10','Evasion+9',}}}

    sets.midcast.CorsairShot['Light Shot'] = sets.midcast.CorsairShot.Acc

    sets.midcast.CorsairShot['Dark Shot'] = sets.midcast.CorsairShot['Light Shot']


    -- Ranged gear
    sets.midcast.RA = {ammo=gear.RAbullet,
    head="Meghanada Visor +2",
    body="Laksa. Frac +3",
    hands="Meg. Gloves +2",
    legs={ name="Lanun Trews +3", augments={'Enhances "Snake Eye" effect',}},
    feet="Meg. Jam. +2",
    neck="Iskur Gorget",
    waist="Kwahu Kachina Belt",
    left_ear="Clearview Earring",
    right_ear="Volley Earring",
    left_ring="Hajduk Ring +1",
    right_ring="Dingir Ring",
    back={ name="Camulus's Mantle", augments={'AGI+20','Rng.Acc.+20 Rng.Atk.+20','STR+10','"Store TP"+6',}}}

    sets.midcast.RA.Acc = {ammo=gear.RAbullet,
    head="Meghanada Visor +2",
    body="Laksa. Frac +3",
    hands="Meg. Gloves +2",
    legs={ name="Lanun Trews +3", augments={'Enhances "Snake Eye" effect',}},
    feet="Meg. Jam. +2",
    neck="Iskur Gorget",
    waist="Kwahu Kachina Belt",
    left_ear="Clearview Earring",
    right_ear="Volley Earring",
    left_ring="Hajduk Ring +1",
    right_ring="Dingir Ring",
    back={ name="Camulus's Mantle", augments={'AGI+20','Rng.Acc.+20 Rng.Atk.+20','STR+10','"Store TP"+6',}}}

    
    -- Sets to return to when not performing an action.
    
    -- Resting sets
    sets.resting = {neck="Wiglen Gorget",ring1="Sheltered Ring",ring2="Paguroidea Ring"}
    

    -- Idle sets
    sets.idle = {
    range={ name="Deathlocke", augments={'Magic damage+30','"Mag.Atk.Bns."+10','AGI+10',}},
    head="Oshosi Mask +1",
    body="Oshosi Vest +1",
    hands="Oshosi Gloves",
    legs="Carmine Cuisses",
    feet="Oshosi Leggings +1",
    neck="Sanctity Necklace",
    waist="Flax Sash",
    left_ear="Enchntr. Earring +1",
    right_ear="Impreg. Earring",
    left_ring="Sheltered Ring",
    right_ring="Paguroidea Ring",
    back={ name="Camulus's Mantle", augments={'AGI+20','Mag. Acc+20 /Mag. Dmg.+20','Rng.Acc.+10','"Mag.Atk.Bns."+10','Evasion+15',}}}

    sets.idle.Town = {
    head="Oshosi Mask +1",
    body="Councilor's Garb",
    hands="Oshosi Gloves",
    legs="Carmine Cuisses",
    feet="Oshosi Leggings +1",
    neck="Wiglen Gorget",
    waist="Flax Sash",
    left_ear="Enchntr. Earring +1",
    right_ear="Impreg. Earring",
    left_ring="Sheltered Ring",
    right_ring="Paguroidea Ring",
    back={ name="Camulus's Mantle", augments={'AGI+20','Mag. Acc+20 /Mag. Dmg.+20','Rng.Acc.+10','"Mag.Atk.Bns."+10','Evasion+15',}}}
    
    -- Defense sets
    sets.defense.PDT = {
    head={ name="Lanun Tricorne +3", augments={'Enhances "Winning Streak" effect',}},
    body={ name="Lanun Frac +3", augments={'Enhances "Loaded Deck" effect',}},
    hands={ name="Lanun Gants +3", augments={'Enhances "Fold" effect',}},
    legs={ name="Lanun Trews +3", augments={'Enhances "Snake Eye" effect',}},
    feet={ name="Lanun Bottes +3", augments={'Enhances "Wild Card" effect',}},
    neck="Sanctity Necklace",
    waist="Flume Belt +1",
    left_ear="Thureous Earring",
    right_ear="Impreg. Earring",
    left_ring="Paguroidea Ring",
    right_ring="Defending Ring",
    back={ name="Camulus's Mantle", augments={'AGI+20','Mag. Acc+20 /Mag. Dmg.+20','Rng.Acc.+10','"Mag.Atk.Bns."+10','Evasion+15',}}}

    sets.defense.MDT = {
    head="Oshosi Mask +1",
    body="Oshosi Vest +1",
    hands="Oshosi Gloves",
    legs="Oshosi Trousers",
    feet="Oshosi Leggings +1",
    neck="Sanctity Necklace",
    waist="Flax Sash",
    left_ear="Enchntr. Earring +1",
    right_ear="Impreg. Earring",
    left_ring="Paguroidea Ring",
    right_ring="Defending Ring",
    back={ name="Camulus's Mantle", augments={'AGI+20','Mag. Acc+20 /Mag. Dmg.+20','Rng.Acc.+10','"Mag.Atk.Bns."+10','Evasion+15',}}}
    

    sets.Kiting = {feet="Skadi's Jambeaux +1"}

    -- 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.Melee = {
	main={name="Rostam", bag="Wardrobe", priority=1},
	range={ name="Deathlocke", augments={'Magic damage+30','"Mag.Atk.Bns."+10','AGI+10',}},
    sub={name="Rostam", bag="Wardrobe 2", priority=2},
    head={ name="Adhemar Bonnet +1", augments={'STR+12','DEX+12','Attack+20',}},
    body={ name="Adhemar Jacket +1", augments={'DEX+12','AGI+12','Accuracy+20',}},
    hands={ name="Adhemar Wrist. +1", augments={'DEX+12','AGI+12','Accuracy+20',}},
    legs="Meg. Chausses +2",
    feet="Meg. Jam. +2",
    neck="Sanctity Necklace",
    waist="Chiner's Belt +1",
    left_ear="Dudgeon Earring",
    right_ear="Heartseeker Earring",
    left_ring="Chirich Ring +1",
    right_ring="Chirich Ring +1",
    back={ name="Camulus's Mantle", augments={'STR+20','Accuracy+20 Attack+20','STR+10','"Store TP"+10','Evasion+12',}}}
    
    sets.engaged.Acc = {
	main={name="Rostam", bag="Wardrobe", priority=1},
	range={ name="Deathlocke", augments={'Magic damage+30','"Mag.Atk.Bns."+10','AGI+10',}},
    sub={name="Rostam", bag="Wardrobe 2", priority=2},
    ammo=gear.RAbullet,
    head={ name="Adhemar Bonnet +1", augments={'STR+12','DEX+12','Attack+20',}},
    body={ name="Adhemar Jacket +1", augments={'DEX+12','AGI+12','Accuracy+20',}},
    hands={ name="Adhemar Wrist. +1", augments={'DEX+12','AGI+12','Accuracy+20',}},
    legs="Meg. Chausses +2",
    feet="Meg. Jam. +2",
    neck="Sanctity Necklace",
    waist="Chiner's Belt +1",
    left_ear="Dudgeon Earring",
    right_ear="Heartseeker Earring",
    left_ring="Chirich Ring +1",
    right_ring="Chirich Ring +1",
    back={ name="Camulus's Mantle", augments={'STR+20','Accuracy+20 Attack+20','STR+10','"Store TP"+10','Evasion+12',}}}

    sets.engaged.Melee.DW = {
	main={name="Rostam", bag="Wardrobe", priority=1},
	range={ name="Deathlocke", augments={'Magic damage+30','"Mag.Atk.Bns."+10','AGI+10',}},
    sub={name="Rostam", bag="Wardrobe 2", priority=2},
    ammo=gear.RAbullet,
    head={ name="Adhemar Bonnet +1", augments={'STR+12','DEX+12','Attack+20',}},
    body={ name="Adhemar Jacket +1", augments={'DEX+12','AGI+12','Accuracy+20',}},
    hands={ name="Adhemar Wrist. +1", augments={'DEX+12','AGI+12','Accuracy+20',}},
    legs="Meg. Chausses +2",
    feet="Meg. Jam. +2",
    neck="Sanctity Necklace",
    waist="Chiner's Belt +1",
    left_ear="Dudgeon Earring",
    right_ear="Heartseeker Earring",
    left_ring="Chirich Ring +1",
    right_ring="Chirich Ring +1",
    back={ name="Camulus's Mantle", augments={'STR+20','Accuracy+20 Attack+20','STR+10','"Store TP"+10','Evasion+12',}}}
    
    sets.engaged.Acc.DW = {
	main={name="Rostam", bag="Wardrobe", priority=1},
	range={ name="Deathlocke", augments={'Magic damage+30','"Mag.Atk.Bns."+10','AGI+10',}},
    sub={name="Rostam", bag="Wardrobe 2", priority=2},
    ammo=gear.RAbullet,
    head={ name="Adhemar Bonnet +1", augments={'STR+12','DEX+12','Attack+20',}},
    body={ name="Adhemar Jacket +1", augments={'DEX+12','AGI+12','Accuracy+20',}},
    hands={ name="Adhemar Wrist. +1", augments={'DEX+12','AGI+12','Accuracy+20',}},
    legs="Meg. Chausses +2",
    feet="Meg. Jam. +2",
    neck="Sanctity Necklace",
    waist="Chiner's Belt +1",
    left_ear="Dudgeon Earring",
    right_ear="Heartseeker Earring",
    left_ring="Chirich Ring +1",
    right_ring="Chirich Ring +1",
    back={ name="Camulus's Mantle", augments={'STR+20','Accuracy+20 Attack+20','STR+10','"Store TP"+10','Evasion+12',}}}


    sets.engaged.Ranged = {
	main={name="Rostam", bag="Wardrobe", priority=1},
	range={ name="Deathlocke", augments={'Magic damage+30','"Mag.Atk.Bns."+10','AGI+10',}},
	sub={name="Rostam", bag="Wardrobe 2", priority=2},
	ammo=gear.RAbullet,
    head={ name="Adhemar Bonnet +1", augments={'STR+12','DEX+12','Attack+20',}},
    body={ name="Adhemar Jacket +1", augments={'DEX+12','AGI+12','Accuracy+20',}},
    hands={ name="Adhemar Wrist. +1", augments={'DEX+12','AGI+12','Accuracy+20',}},
    legs="Meg. Chausses +2",
    feet="Meg. Jam. +2",
    neck="Sanctity Necklace",
    waist="Chiner's Belt +1",
    left_ear="Dudgeon Earring",
    right_ear="Heartseeker Earring",
    left_ring="Chirich Ring +1",
    right_ring="Chirich Ring +1",
    back={ name="Camulus's Mantle", augments={'STR+20','Accuracy+20 Attack+20','STR+10','"Store TP"+10',}}}
end

-------------------------------------------------------------------------------------------------------------------
-- Job-specific hooks for standard casting events.
-------------------------------------------------------------------------------------------------------------------

-- 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)
    -- Check that proper ammo is available if we're using ranged attacks or similar.
    if spell.action_type == 'Ranged Attack' or spell.type == 'WeaponSkill' or spell.type == 'CorsairShot' then
        do_bullet_checks(spell, spellMap, eventArgs)
    end

    -- gear sets
    if (spell.type == 'CorsairRoll' or spell.english == "Double-Up") and state.LuzafRing.value then
        equip(sets.precast.LuzafRing)
    elseif spell.type == 'CorsairShot' and state.CastingMode.value == 'Resistant' then
        classes.CustomClass = 'Acc'
    elseif spell.english == 'Fold' and buffactive['Bust'] == 2 then
        if sets.precast.FoldDoubleBust then
            equip(sets.precast.FoldDoubleBust)
            eventArgs.handled = true
        end
    end
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 spell.type == 'CorsairRoll' and not spell.interrupted then
        display_roll_info(spell)
    end
end

-------------------------------------------------------------------------------------------------------------------
-- User code that supplements standard library decisions.
-------------------------------------------------------------------------------------------------------------------

-- 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, spellMap, default_wsmode)
    if buffactive['Transcendancy'] then
        return 'Brew'
    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)
    if newStatus == 'Engaged' and player.equipment.main == 'Chatoyant Staff' then
        state.OffenseMode:set('Ranged')
    end
end


-- Set eventArgs.handled to true if we don't want the automatic display to be run.
function display_current_job_state(eventArgs)
    local msg = ''
    
    msg = msg .. 'Off.: '..state.OffenseMode.current
    msg = msg .. ', Rng.: '..state.RangedMode.current
    msg = msg .. ', WS.: '..state.WeaponskillMode.current
    msg = msg .. ', QD.: '..state.CastingMode.current

    if state.DefenseMode.value ~= 'None' then
        local defMode = state[state.DefenseMode.value ..'DefenseMode'].current
        msg = msg .. ', Defense: '..state.DefenseMode.value..' '..defMode
    end
    
    if state.Kiting.value then
        msg = msg .. ', Kiting'
    end
    
    if state.PCTargetMode.value ~= 'default' then
        msg = msg .. ', Target PC: '..state.PCTargetMode.value
    end

    if state.SelectNPCTargets.value then
        msg = msg .. ', Target NPCs'
    end

    msg = msg .. ', Roll Size: ' .. ((state.LuzafRing.value and 'Large') or 'Small')
    
    add_to_chat(122, msg)

    eventArgs.handled = true
end


-------------------------------------------------------------------------------------------------------------------
-- Utility functions specific to this job.
-------------------------------------------------------------------------------------------------------------------

function define_roll_values()
    rolls = {
        ["Corsair's Roll"]   = {lucky=5, unlucky=9, bonus="Experience Points"},
        ["Ninja Roll"]       = {lucky=4, unlucky=8, bonus="Evasion"},
        ["Hunter's Roll"]    = {lucky=4, unlucky=8, bonus="Accuracy"},
        ["Chaos Roll"]       = {lucky=4, unlucky=8, bonus="Attack"},
        ["Magus's Roll"]     = {lucky=2, unlucky=6, bonus="Magic Defense"},
        ["Healer's Roll"]    = {lucky=3, unlucky=7, bonus="Cure Potency Received"},
        ["Puppet Roll"]      = {lucky=4, unlucky=8, bonus="Pet Magic Accuracy/Attack"},
        ["Choral Roll"]      = {lucky=2, unlucky=6, bonus="Spell Interruption Rate"},
        ["Monk's Roll"]      = {lucky=3, unlucky=7, bonus="Subtle Blow"},
        ["Beast Roll"]       = {lucky=4, unlucky=8, bonus="Pet Attack"},
        ["Samurai Roll"]     = {lucky=2, unlucky=6, bonus="Store TP"},
        ["Evoker's Roll"]    = {lucky=5, unlucky=9, bonus="Refresh"},
        ["Rogue's Roll"]     = {lucky=5, unlucky=9, bonus="Critical Hit Rate"},
        ["Warlock's Roll"]   = {lucky=4, unlucky=8, bonus="Magic Accuracy"},
        ["Fighter's Roll"]   = {lucky=5, unlucky=9, bonus="Double Attack Rate"},
        ["Drachen Roll"]     = {lucky=3, unlucky=7, bonus="Pet Accuracy"},
        ["Gallant's Roll"]   = {lucky=3, unlucky=7, bonus="Defense"},
        ["Wizard's Roll"]    = {lucky=5, unlucky=9, bonus="Magic Attack"},
        ["Dancer's Roll"]    = {lucky=3, unlucky=7, bonus="Regen"},
        ["Scholar's Roll"]   = {lucky=2, unlucky=6, bonus="Conserve MP"},
        ["Bolter's Roll"]    = {lucky=3, unlucky=9, bonus="Movement Speed"},
        ["Caster's Roll"]    = {lucky=2, unlucky=7, bonus="Fast Cast"},
        ["Courser's Roll"]   = {lucky=3, unlucky=9, bonus="Snapshot"},
        ["Blitzer's Roll"]   = {lucky=4, unlucky=9, bonus="Attack Delay"},
        ["Tactician's Roll"] = {lucky=5, unlucky=8, bonus="Regain"},
        ["Allies's Roll"]    = {lucky=3, unlucky=10, bonus="Skillchain Damage"},
        ["Miser's Roll"]     = {lucky=5, unlucky=7, bonus="Save TP"},
        ["Companion's Roll"] = {lucky=2, unlucky=10, bonus="Pet Regain and Regen"},
        ["Avenger's Roll"]   = {lucky=4, unlucky=8, bonus="Counter Rate"},
    }
end

function idle_town_values ()
	sets.idle.Town = S{
    "Ru'Lude Gardens",
    "Upper Jeuno",
    "Lower Jeuno",
    "Port Jeuno",
    "Port Windurst",
    "Windurst Waters",
    "Windurst Woods",
    "Windurst Walls",
    "Heavens Tower",
    "Port San d'Oria",
    "Northern San d'Oria",
    "Southern San d'Oria",
    "Port Bastok",
    "Bastok Markets",
    "Bastok Mines",
    "Metalworks",
    "Aht Urhgan Whitegate",
	"Al Zahbi",
	"South Sandoria [S]",
	"Bastok Markets [S]",
	"Windurst Waters [S]",
    "Tavnazian Safehold",
    "Nashmau",
    "Selbina",
    "Mhaura",
	"Rabao",
    "Norg",
    "Eastern Adoulin",
    "Western Adoulin",
    "Kazham"
	}
end

function display_roll_info(spell)
    rollinfo = rolls[spell.english]
    local rollsize = (state.LuzafRing.value and 'Large') or 'Small'

    if rollinfo then
        add_to_chat(104, spell.english..' provides a bonus to '..rollinfo.bonus..'.  Roll size: '..rollsize)
        add_to_chat(104, 'Lucky roll is '..tostring(rollinfo.lucky)..', Unlucky roll is '..tostring(rollinfo.unlucky)..'.')
    end
end


-- Determine whether we have sufficient ammo for the action being attempted.
function do_bullet_checks(spell, spellMap, eventArgs)
    local bullet_name
    local bullet_min_count = 1
    
    if spell.type == 'WeaponSkill' then
        if spell.skill == "Marksmanship" then
            if spell.element == 'None' then
                -- physical weaponskills
                bullet_name = gear.WSbullet
            else
                -- magical weaponskills
                bullet_name = gear.MAbullet
            end
        else
            -- Ignore non-ranged weaponskills
            return
        end
    elseif spell.type == 'CorsairShot' then
        bullet_name = gear.QDbullet
    elseif spell.action_type == 'Ranged Attack' then
        bullet_name = gear.RAbullet
        if buffactive['Triple Shot'] then
            bullet_min_count = 3
        end
    end
	
	if spell.action_type == 'Ranged Attack' and buffactive['Triple Shot'] 
	then sets.precast.JA['Triple Shot'] = sets.midcast.RA
	end
    
    local available_bullets = player.inventory[bullet_name] or player.wardrobe[bullet_name]
    
    -- If no ammo is available, give appropriate warning and end.
    if not available_bullets then
        if spell.type == 'CorsairShot' and player.equipment.ammo ~= 'empty' then
            add_to_chat(104, 'No Quick Draw ammo left.  Using what\'s currently equipped ('..player.equipment.ammo..').')
            return
        elseif spell.type == 'WeaponSkill' and player.equipment.ammo == gear.RAbullet then
            add_to_chat(104, 'No weaponskill ammo left.  Using what\'s currently equipped (standard ranged bullets: '..player.equipment.ammo..').')
            return
        else
            add_to_chat(104, 'No ammo ('..tostring(bullet_name)..') available for that action.')
            eventArgs.cancel = true
            return
        end
    end
    
    -- Don't allow shooting or weaponskilling with ammo reserved for quick draw.
    if spell.type ~= 'CorsairShot' and bullet_name == gear.QDbullet and available_bullets.count <= bullet_min_count then
        add_to_chat(104, 'No ammo will be left for Quick Draw.  Cancelling.')
        eventArgs.cancel = true
        return
    end
    
    -- Low ammo warning.
    if spell.type ~= 'CorsairShot' and state.warned.value == false
        and available_bullets.count > 1 and available_bullets.count <= options.ammo_warning_limit then
        local msg = '*****  LOW AMMO WARNING: '..bullet_name..' *****'
        --local border = string.repeat("*", #msg)
        local border = ""
        for i = 1, #msg do
            border = border .. "*"
        end
        
        add_to_chat(104, border)
        add_to_chat(104, msg)
        add_to_chat(104, border)

        state.warned:set()
    elseif available_bullets.count > options.ammo_warning_limit and state.warned then
        state.warned:reset()
    end
end

-- Select default macro book on initial load or subjob change.
function select_default_macro_book()
    set_macro_page(10, 17)
end

[+]
Offline
Posts: 358
By Galkapryme 2019-09-09 04:42:10
Link | Quote | Reply
 
NOTE: My sets.precast.JA.CorsairRoll does not seem to work in conjunction with my engaged sets that swap the positions of the Rostams. So I had to create/tweak in-game equipsets. It gets the job done, I just haven't removed the lua since it's not hurting anything either.
 Cerberus.Mrkillface
Offline
Server: Cerberus
Game: FFXI
user: bitchtits
Posts: 241
By Cerberus.Mrkillface 2019-09-09 07:13:54
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It should probably be more like:
Code
if spell.action_type == 'Ranged Attack' and buffactive['Triple Shot'] 
    then sets.midcast.RA = set_combine(sets.midcast.RA,sets.precast.JA['Triple Shot'])
    end


also worth noting that midcast sets for corsair shot don't do anything. you only need the precast one.

also, you should probably just make something like sets.buff['Triple Shot'] instead. No point having that gear equip whenever you use the job ability. besides, if they ever do add gear that effects the ja use, you'll have to change it anyways.
[+]
 Bismarck.Xurion
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Server: Bismarck
Game: FFXI
user: Xurion
Posts: 694
By Bismarck.Xurion 2019-09-12 09:54:10
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I'd suggest migrating that logic to a job_precast function (which doesn't exist at the moment).

That way you can logically choose which set to equip rather than destructively overwrite sets.
necroskull Necro Bump Detected! [989 days between previous and next post]
 Phoenix.Rizzspeed
Offline
Server: Phoenix
Game: FFXI
user: Rizzspeed
Posts: 119
By Phoenix.Rizzspeed 2022-05-28 16:23:28
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Been trying to get the midshot.tripleshot to work.

function job_precast(spell, action, spellMap, eventArgs)
if (buff == 'Triple Shot' and gain or buffactive['Triple Shot'])
then sets.midcast.RA = (sets.midcast.RA.TripleShot)
end
end

i'm assuming that's correct but it seems to only work on the first shot, then subsequent ranged attacks, lua breaks.

attempt to index field 'RA' (a nil value)

i use Mote's, so nothing fancy or overly custom luas. help?
[+]
 Leviathan.Celebrindal
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Server: Leviathan
Game: FFXI
Posts: 3753
By Leviathan.Celebrindal 2022-05-28 16:28:45
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one fix is to create a "sets.midcast.RA = {}" and then name your standard midshot set as "sets.midcast.RA.Standard" or something of the like. This way it can properly index the "RA" variable into two options, "Standard" and "TripleShot". Or whatever you choose to name it.
[+]
 Leviathan.Boposhopo
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Server: Leviathan
Game: FFXI
user: Boposhopo
Posts: 229
By Leviathan.Boposhopo 2022-05-28 16:51:15
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Code
function job_post_midcast(spell, action, spellMap, eventArgs)
     if spell.action_type == 'Ranged Attack' then
        if buffactive['Triple Shot'] then
            equip(sets.TripleShot)
	end

that's what I'm using, then just have
Code
sets.TripleShot = sets.midcast.RA {}


and add your Triple Shot gear in

*edit* cut off a line, whoops
[+]
necroskull Necro Bump Detected! [263 days between previous and next post]
By lilagon 2023-02-15 08:41:18
Link | Quote | Reply
 
Leviathan.Boposhopo said: »
Code
function job_post_midcast(spell, action, spellMap, eventArgs)
     if spell.action_type == 'Ranged Attack' then
        if buffactive['Triple Shot'] then
            equip(sets.TripleShot)
	end

that's what I'm using, then just have
Code
sets.Tripleshot = set_combine(sets.midcast.RA {})


and add your Triple Shot gear in

*edit* cut off a line, whoops
Could you post your triple shot set/lua here please, thank you!
 Leviathan.Boposhopo
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Server: Leviathan
Game: FFXI
user: Boposhopo
Posts: 229
By Leviathan.Boposhopo 2023-02-15 11:25:22
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lilagon said: »
Leviathan.Boposhopo said: »
Code
function job_post_midcast(spell, action, spellMap, eventArgs)
     if spell.action_type == 'Ranged Attack' then
        if buffactive['Triple Shot'] then
            equip(sets.TripleShot)
	end

that's what I'm using, then just have
Code
sets.Tripleshot = set_combine(sets.midcast.RA {})


and add your Triple Shot gear in

*edit* cut off a line, whoops
Could you post your triple shot set/lua here please, thank you!

This is my lua, it's very basic, but the functions in there work. In terms of Triple Shot set, mine is terrible, I don't play COR enough that I haven't updated it or even made it BiS at any point. You'd ideally be looking at something like this for a Triple Shot set (if a good COR wants to correct this set have at it).

ItemSet 389830
[+]
 Asura.Bippin
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Game: FFXI
user: Gunit
Posts: 1090
By Asura.Bippin 2023-02-15 11:29:28
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Accessory would depend on what you are doing.
If going for AM3 crits, max TP gain etc. would all change stuff up

But armor slots are correct.
[+]
 Bahamut.Celebrindal
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Server: Bahamut
Game: FFXI
Posts: 1820
By Bahamut.Celebrindal 2023-02-15 12:31:43
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Leviathan.Boposhopo said: »
lilagon said: »
Leviathan.Boposhopo said: »
Code
function job_post_midcast(spell, action, spellMap, eventArgs)
     if spell.action_type == 'Ranged Attack' then
        if buffactive['Triple Shot'] then
            equip(sets.TripleShot)
	end

that's what I'm using, then just have
Code
sets.Tripleshot = set_combine(sets.midcast.RA {})


and add your Triple Shot gear in

*edit* cut off a line, whoops
Could you post your triple shot set/lua here please, thank you!

This is my lua, it's very basic, but the functions in there work. In terms of Triple Shot set, mine is terrible, I don't play COR enough that I haven't updated it or even made it BiS at any point. You'd ideally be looking at something like this for a Triple Shot set (if a good COR wants to correct this set have at it).

ItemSet 389830

Bingo. It varies mostly between "Arma or no Arma" tripleshot sets for COR. A few debates to have on Bopo's set (which I view as a really solid baseline tripleshot set that covers all the major things):

-earrings. The JSE+1/+2 earring will give you more +crit rate as well as solid +recycle...and we all know how fast you can burn thru ammo if riding Triple Shot along with multiple resets. A stack can melt. If sporting Armageddon,consider the Odr Earring from DI points as well.

-waist. Tellen belt once it gets some serious RP really shapes up well, and its what I'm moving to for both RNG and COR outside of some very limited situations. Another great option if RP isn't there is the Kwahu Kachina Belt+1.

-Head. This one always bugs me because I can never settle on a choice. In terms of raw rate, the Oshosi+1 Visor definitely wins. With Armageddon, I often use the Meghanda Visor+2 for extra Dead Aim. I feel a lot better about this swap with the extra Tripleshot rate added to the empy+3 body.

-Ambuscade Cape. Definitely forget about +STP and make a midshot cape of +Crit Rate 10%. I use this cape for even Fomalhaut Triple Shot, only leaving a STP one for Death Penalty Tripleshot.
Offline
Posts: 18
By Rankyaku 2023-02-15 14:10:01
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Would strongly suggest NOT using Oshosi+1 on COR in the basement of Sortie; TP gain and Ranged ACC are more important, as you're sitting at about 74% activation with just Cape, Body, and Job points
[+]