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Lib_SCH.lua
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693 lines (595 loc) · 24.4 KB
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-- For SCH 3-Step
three_step_skillchains = S{
'3distortion', -- Blizard / Water
'3fragmentation', -- Aero / Thunder
'3fusion', -- Fire / Light
'3gravitation', -- Dark / Stone
}
-- ----------------------------------------------------------------------------------------------------
-- 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()
-- Load common lua lists and functions
include('common_lists.lua')
include('common_functions.lua')
-- Make sure all equipment can be changed/updated
equipment_unlock_all()
end
-- ----------------------------------------------------------------------------------------------------
-- User and job setup
-- ----------------------------------------------------------------------------------------------------
function user_setup()
-- Pocket Mode: If this character is mainly used as a pocket holder, set this to true
pocketMode = true
if characterPocketMode ~= nil then
pocketMode = characterPocketMode
end
-- Check if user has Prime weapon (ideally stage 1 or 2 so it will take hp and wake you)
-- If you only have the stage 1 version, update it here and in your gear sets
primeStaff = false
if player.inventory['Prime Staff'] or player.wardrobe['Prime Staff'] or
player.inventory['Opashoro'] or player.wardrobe['Opashoro'] then
primeStaff = true
end
state.ScreenRes = M{['description'] = 'UI Screen Resolution'}
-- Default states for automatic gear selection, needs to be defined for Mote-Include to run autonomously
state.CastingMode:options('Normal', 'MagicBurst')
state.IdleMode:options('Refresh', 'Hybrid', 'HybridMagEva', 'MagicEvasion')
state.ScreenRes:options('2460', '1820', '1366', 'off')
if pocketMode then
state.ScreenRes:set('off')
end
-- Which macro book to default to when changing jobs
select_default_macro_book()
--Keybinds (! = ALT / @ = WIN / ^ = CTRL)
send_command('bind @c gs c cycle CastingMode') -- Windows Key + C: Cycle Casting Modes
send_command('bind @x gs c cycle IdleMode') -- Windows Key + X: Cycle Idle Modes
send_command('bind @z gs c cycle ScreenRes') -- Windows Key + Z: Cycle ScreenRes Modes - Where to show the UI, or turn it off
send_command('bind @m input /map') -- Windows Key + M: Show map, because I'm lazy af
send_command('bind ^c gs c convert') -- Ctrl + C: Convert
send_command('bind @1 gs c raise') -- Windows Key + 1: Cast highest available raise
send_command('bind @2 gs c reraise') -- Windows Key + 2: Cast highest available reraise
-- Skillchain related
send_command('bind @5 gs c fragmentation') -- Windows Key + 5: Fragmentation
send_command('bind @6 gs c fusion') -- Windows Key + 6: Fusion
send_command('bind @7 gs c distortion') -- Windows Key + 7: Distortion
send_command('bind @8 gs c gravitation') -- Windows Key + 8: Gravitation
send_command('bind ^F5 gs c 3fragmentation') -- Ctrl + F5: 3-Step Fragmentation
send_command('bind ^F6 gs c 3fusion') -- Ctrl + F6: 3-Step Fusion
send_command('bind ^F7 gs c 3distortion') -- Ctrl + F7: 3-Step Distortion
send_command('bind ^F8 gs c 3gravitation') -- Ctrl + F8: 3-Step Gravitation
-- UI Box-Related
-- Make sure the box transparency doesn't get darker on Subjob change
if gearswap_ui_box then
gearswap_ui_box:hide()
end
ui_box_positions = {
-- FFXI Resolution: 2460 x 1300
-- Location lines up with the bottom of Equip Viewer
['2460'] = {
x = 1725,
y = 1054
},
-- FFXI Resolution: 1820 x 920 (Big laptop, Small Desktop)
-- Location lines up with the right hand side of the text boxes
['1820'] = {
x = 989,
y = 610
},
-- FFXI Resolution: 1366 x 736 (Small Laptop)
-- Location lines up with the right hand side of the text boxes
['1366'] = {
x = 803,
y = 465
},
}
ui_box_font_sizes = {
['1440p'] = 10,
['1820'] = 10,
['1366'] = 9
}
gearswap_ui_box = texts.new(get_ui_config())
display_ui()
end
function user_unload()
send_command('unbind @z')
send_command('unbind @x')
send_command('unbind @c')
send_command('unbind @m')
send_command('unbind ^c')
send_command('unbind @1')
send_command('unbind @2')
-- Skillchain related
send_command('unbind @5')
send_command('unbind @6')
send_command('unbind @7')
send_command('unbind @8')
send_command('unbind ^F5')
send_command('unbind ^F6')
send_command('unbind ^F7')
send_command('unbind ^F8')
end
-- ----------------------------------------------------------------------------------------------------
-- Textbox functions & config
-- ----------------------------------------------------------------------------------------------------
-- Used to Display/Refresh UI
function display_ui()
gearswap_ui_box:text(get_ui_text())
gearswap_ui_box:show()
end
function reset_ui()
gearswap_ui_box:hide()
if state.ScreenRes.current ~= 'off' then
gearswap_ui_box = texts.new(get_ui_config())
display_ui()
end
end
function get_ui_text()
output = ''
output = output .. ' ' .. player.name ..': SCHOLAR\n\n'
-- Mode states
output = output .. '(Win + X) | Idle Mode | \\cs(0,255,128)' .. state.IdleMode.current .. '\\cr\n'
output = output .. '(Win + C) | Casting Mode | \\cs(0,255,128)' .. state.CastingMode.current .. '\\cr\n'
output = output .. ' \n' -- Stupid long to keep the box from changing size
-- Shortcut information
output = output .. '(Ctrl + C) | Convert\n'
output = output .. '(Win + 1) | Raise\n'
output = output .. '(Win + 2) | Reraise\n'
output = output .. '\n'
output = output .. '(Win + 5) | Fragmentation \\cs( 0,255,128)(\\cr\\cs(255, 85,230))\\cr\n' -- Green/Purple
output = output .. '(Win + 6) | Fusion \\cs(255,255,255)(\\cr\\cs(255, 0, 0))\\cr\n' -- White/Red
output = output .. '(Win + 7) | Distortion \\cs( 0, 0,255)(\\cr\\cs( 0,255,255))\\cr\n' -- Blue/Light Blue
output = output .. '(Win + 8) | Gravitation \\cs(255,255, 0)(\\cr\\cs( 0, 0, 0))\\cr\n' -- Yellow/Black
-- Debug information here?
return output
end
function get_ui_config()
return {
pos = ui_box_positions[state.ScreenRes.current],
-- pos = {x = 0, y = 0}, -- If you prefer to have just one set location
padding = 8,
text = {
font = 'Lucida Console', -- Mono-spaced font looks much nicer
size = ui_box_font_sizes[state.ScreenRes.current],
-- size = 10, -- If you prefer to have just one set font
stroke = {
width = 2,
alpha = 255
},
Fonts = {
'Lucida Console',
-- 'sans-serif'
},
},
bg = {
-- 75-100 Gives a nice transparency level for the background. Higher is darker
-- 75 is similar transparency to the default for EquipViewer
alpha = 75
},
flags = {}
}
end
-- ----------------------------------------------------------------------------------------------------
-- Check before changing any equipment
-- ----------------------------------------------------------------------------------------------------
function job_handle_equipping_gear(playerStatus, eventArgs)
reset_ui()
end
-- ----------------------------------------------------------------------------------------------------
-- PRECAST
-- ----------------------------------------------------------------------------------------------------
function job_precast(spell, action, spellMap, eventArgs)
check_debuff_silenced(spell, eventArgs)
check_weakened_sublimation(spell, eventArgs)
if spell.name == "Stoneskin" and buffactive["Stoneskin"] then
windower.ffxi.cancel_buff(37)
end
end
-- ----------------------------------------------------------------------------------------------------
-- MIDCAST
-- ----------------------------------------------------------------------------------------------------
function job_post_midcast(spell, action, spellMap, eventArgs)
local midcastSet = {}
local elementMatch = false
if spell.action_type == 'Magic' then
elementMatch = check_spell_weather_day_match(spell)
end
if (spell.skill == "Healing Magic") then
---------------------
-- Healing Magic --
---------------------
if (spells_cure:contains(spellMap)) then
if elementMatch then
midcastSet = sets.midcast.CurePotency
else
midcastSet = sets.midcast.Cure
end
elseif (sets.midcast[spell.name]) then
midcastSet = sets.midcast[spell.name]
elseif (sets.midcast[spellMap]) then
midcastSet = sets.midcast[spellMap]
else
midcastSet = sets.midcast["Healing Magic"]
end
if (not spells_cure:contains(spellMap)) then
if buffactive["Penury"] then
midcastSet = set_combine(midcastSet, sets.PenuryParsimony)
end
if buffactive["Celerity"] and check_spell_weather_match(spell) then
midcastSet = set_combine(midcastSet, sets.CelerityAlacrity)
end
end
elseif (spell.skill == "Enhancing Magic") then
-----------------------
-- Enhancing Magic --
-----------------------
if (spells_barElement:contains(spell.name)) then
midcastSet = sets.midcast["BarElement"]
elseif (spells_barAilment:contains(spell.name)) then
midcastSet = sets.midcast['BarAilment']
elseif (sets.midcast[spell.name]) then
midcastSet = sets.midcast[spell.name]
elseif (sets.midcast[spellMap]) then
midcastSet = sets.midcast[spellMap]
else
midcastSet = sets.midcast["Enhancing Magic"]
end
if (spellMap == "Refresh" and spell.target.name == player.name) then
midcastSet = set_combine(midcastSet, sets.RefreshSelfDuration)
end
elseif (spell.skill == "Enfeebling Magic") then
------------------------
-- Enfeebling Magic --
------------------------
midcastSet = sets.midcast["Enfeebling Magic"]
elseif (spell.skill == "Elemental Magic" or spell.skill == "Dark Magic") then
------------------------------
-- Elemental & Dark Magic --
------------------------------
if (sets.midcast[spell.name]) then
midcastSet = sets.midcast[spell.name]
elseif (sets.midcast[spellMap]) then
midcastSet = sets.midcast[spellMap]
elseif (sets.midcast[spell.skill]) then
midcastSet = sets.midcast[spell.skill]
else
-- Shouldn't get here, but just in case
midcastSet = sets.midcast["Elemental Magic"]
end
-- If there is a weather or day match
if (elementMatch) then
midcastSet = set_combine(midcastSet, sets.midcast.Potency)
end
-- If Casting Moade is Magic Burst
if (state.CastingMode.current == "MagicBurst") then
midcastSet = set_combine(midcastSet, sets.MagicBurst)
end
-- Check for Potency (Ebullience)
if buffactive['Ebullience'] then
midcastSet = set_combine(midcastSet, sets.RaptureEbullience)
end
-- If Klimaform is active
if (buffactive["Klimaform"]) then
midcastSet = set_combine(midcastSet, sets.Klimaform)
end
end
equip(midcastSet)
end
-- ----------------------------------------------------------------------------------------------------
-- AFTERCAST
-- ----------------------------------------------------------------------------------------------------
function job_aftercast(spell, action, spellMap, eventArgs)
if (spell == "Snenk" or spell == "Invisible") and not spell.interrupted then
local tempIdle = set_combine(customize_idle_set(), sets.movement)
equip(tempIdle)
eventArgs.handled = true
return
end
end
-- ----------------------------------------------------------------------------------------------------
-- IDLE
-- ----------------------------------------------------------------------------------------------------
function customize_idle_set()
local idleSet = sets.idle[state.IdleMode.current]
if player.mpp <= 75 then
idleSet = set_combine(idleSet, sets.latentRefresh75)
end
if player.mpp < 50 then
idleSet = set_combine(idleSet, sets.latentRefresh50)
end
-- If in an assault or salvage zone, equip refresh ring
if zones_toau_ring:contains(world.area) then
idleSet = set_combine(idleSet, sets.ToAU)
end
-- If in town
if areas.Cities:contains(world.area) then
idleSet = set_combine(idleSet, sets.town)
end
-- If in an Adoulin zone, equip body piece if available
if zones_adoulin_body:contains(world.area) then
idleSet = set_combine(idleSet, sets.Adoulin)
end
-- Check if sublimation is active
if buffactive["Sublimation: Activated"] and state.IdleMode.current ~= "MagicEvasion" then
idleSet = set_combine(idleSet, sets.sublimation)
end
if buffactive["Sneak"] or buffactive["Invisible"] then
idleSet = set_combine(idleSet, sets.movement)
end
return idleSet
end
-- ----------------------------------------------------------------------------------------------------
-- STATUS CHANGE
-- ----------------------------------------------------------------------------------------------------
-- function user_status_change(newStatus, oldStatus)
-- end
-- ----------------------------------------------------------------------------------------------------
-- JOB BUFF CHANGE
-- ----------------------------------------------------------------------------------------------------
-- Job specific ability changes, mostly here to handle Sublimation
function job_buff_change(buff, gain, eventArgs)
-- add_to_chat(123, buff)
if buff == "Sublimation: Activated" or buff == "Sublimation: Complete" then
equip(customize_idle_set())
elseif buff == "sleep" and primeStaff then -- The string 'sleep' needs to be completely in lower case
if gain then
equip(sets.slept)
melee_equip_lock()
if buffactive["Stoneskin"] then
windower.ffxi.cancel_buff(37) -- Cancels stoneskin
end
else
melee_equip_unlock()
equip(customize_idle_set())
end
elseif (buff == "Sneak" or buff == "Invisible") then
if gain then
equip(sets.movement)
else
equip(customize_idle_set())
end
elseif buff == 'silence' and gain then
remove_silence()
end
end
-- ----------------------------------------------------------------------------------------------------
-- JOB SELF COMMAND / CUSTOM COMMANDS
-- ----------------------------------------------------------------------------------------------------
function job_self_command(cmdParams, eventArgs)
local actionString = cmdParams[1]:lower()
if (actionString == 'reraise') then
-- Make Reraise easy to handle
cast_highest_available_reraise()
elseif (actionString == 'raise') then
-- Make Raise easy to handle
cast_highest_available_raise()
elseif (actionString == 'convert') then
convert()
elseif (actionString == 'slept') then
-- Wake if slept
-- Cancel Stoneskin if active
if buffactive["Stoneskin"] then
windower.ffxi.cancel_buff(37) -- Cancels stoneskin
end
-- Equip Prime weapon to wake
equip(sets.slept)
elseif (level_2_skillchains:contains(actionString) or three_step_skillchains:contains(actionString)) then
-- Self skillchain
self_skillchain(actionString)
elseif cmdParams[1]:lower() == 'twofusion' then
self_skillchain_two_step_fusion()
end
end
-- ----------------------------------------------------------------------------------------------------
-- SELECT MACRO BOOK
-- ----------------------------------------------------------------------------------------------------
function select_default_macro_book()
-- Default macro set/book
set_macro_page(1, 5) -- Jason
send_command('wait 2; input /lockstyleset 001')
end
-- ----------------------------------------------------------------------------------------------------
-- User defined functions
-- ----------------------------------------------------------------------------------------------------
function convert()
local input_str = ''
input_str = input_str .. 'input /ja Convert <me>;'
input_str = input_str .. 'wait 1.2;'
if buffactive['Light Arts'] or buffactive['Addendum: Light'] then
input_str = input_str .. 'input /ja Rapture <me>;'
input_str = input_str .. 'wait 1.2;'
end
input_str = input_str .. 'input /ma "Cure IV" <me>;'
send_command(input_str)
end
-- ----------------------------------------------------------------------------------------------------
-- Self Skillchains
-- ----------------------------------------------------------------------------------------------------
function self_skillchain(skillchain_type)
if buffactive['Dark Arts'] or buffactive['Addendum: Black'] then
-- 2-Step Skillchains
if (skillchain_type == 'fragmentation') then
self_sc_fragmentation()
elseif (skillchain_type == 'fusion') then
self_sc_fusion()
elseif (skillchain_type == 'distortion') then
self_sc_distortion()
elseif (skillchain_type == 'gravitation') then
self_sc_gravitation()
-- 3-Step Skillchains
elseif (skillchain_type == '3fragmentation') then
self_sc_three_step_fragmentation()
elseif (skillchain_type == '3fusion') then
self_sc_three_step_fusion()
elseif (skillchain_type == '3distortion') then
self_sc_three_step_distortion()
elseif (skillchain_type == '3gravitation') then
self_sc_three_step_gravitation()
end
else
add_to_chat(121, "Cancelling self-skillchain: Dark Arts not activated")
end
end
-- ------------------------------------------------------------------
-- Skillchains: 2-Step
-- ------------------------------------------------------------------
-- Fragmentation (Aero/Thunder)
function self_sc_fragmentation()
local input_str = '' ..
'input /p Self-skillchain: Fragmentation (Aero/Thunder);' ..
'input /ja "Immanence" <me>;' ..
'wait 1.2;' ..
'input /ma "Blizzard" <t>;' ..
'wait 4;' ..
'input /ja "Immanence" <me>;' ..
'wait 1.2;' ..
'input /ma "Hydrohelix" <t>;' ..
'input /p Closing Fragmentation;' ..
'timer create "Skillchain Window Open" 8 down;'
send_command(input_str)
end
-- Fusion (Light/Fire)
function self_sc_fusion()
local input_str = '' ..
'input /p Self-skillchain: Fusion (Light/Fire);' ..
'input /ja "Immanence" <me>;' ..
'wait 1.2;' ..
'input /ma "Fire" <t>;' ..
'wait 4;' ..
'input /ja "Immanence" <me>;' ..
'wait 1.2;' ..
'input /ma "Ionohelix" <t>;' ..
'input /p Closing Fusion;' ..
'timer create "Skillchain Window Open" 8 down;'
send_command(input_str)
end
-- Distortion (Water/Blizzard)
function self_sc_distortion()
local input_str = '' ..
'input /p Self-skillchain: Distortion (Water/Blizzard);' ..
'input /ja "Immanence" <me>;' ..
'wait 1.2;' ..
'input /ma "Luminohelix" <t>;' ..
'wait 6.5;' ..
'input /ja "Immanence" <me>;' ..
'wait 1.2;' ..
'input /ma "Geohelix" <t>;' ..
'input /p Closing Distortion;' ..
'timer create "Skillchain Window Open" 8 down;'
send_command(input_str)
end
-- Gravitation (Dark/Stone)
function self_sc_gravitation()
local input_str = '' ..
'input /p Self-skillchain: Gravitation (Dark/Stone);' ..
'input /ja "Immanence" <me>;' ..
'wait 1.2;' ..
'input /ma "Aero" <t>;' ..
'wait 4;' ..
'input /ja "Immanence" <me>;' ..
'wait 1.2;' ..
'input /ma "Noctohelix" <t>;' ..
'input /p Closing Gravitation;' ..
'timer create "Skillchain Window Open" 8 down;'
send_command(input_str)
end
-- ------------------------------------------------------------------
-- Skillchains: 3-Step
-- Only Fusion is really worth it, but the rest are here just in case
-- ------------------------------------------------------------------
-- Liquefaction (Fire) -> Fusion (Light/Fire)
function self_sc_three_step_fusion()
local input_str = '' ..
'input /p Self-skillchain: 3-Step Liquefaction (Fire) to Fusion (Fire/Light);' ..
'input /ja "Immanence" <me>;' ..
'wait 1.2;' ..
'input /ma "Stone" <t>;' ..
'wait 6;' ..
'input /ja "Immanence" <me>;' ..
'wait 1.5;' ..
'input /ma "Pyrohelix" <t>;' ..
'input /p Closing Liquefaction;' ..
'wait 5;' ..
'input /ja "Immanence" <me>;' ..
'wait 2.5;' ..
'input /ma "Ionohelix II" <t>;' ..
'input /p Closing Fusion;'
send_command(input_str)
end
-- Detonation (Wind) -> Gravitation (Stone/Darkness)
function self_sc_three_step_gravitation()
local input_str = '' ..
'input /p Self-skillchain: 3-Step Detonation (Wind) to Gravitation (Stone/Darkness);' ..
'input /ja "Immanence" <me>;' ..
'wait 1.2;' ..
'input /ma "Thunder" <t>;' ..
'wait 6;' ..
'input /ja "Immanence" <me>;' ..
'wait 1.5;' ..
'input /ma "Anemohelix" <t>;' ..
'input /p Closing Detonation;' ..
'wait 5;' ..
'input /ja "Immanence" <me>;' ..
'wait 2.5;' ..
'input /ma "Noctohelix II" <t>;' ..
'input /p Closing Gravitation;'
send_command(input_str)
end
-- Induration (Ice) -> Fragmentation (Aero/Thunder)
function self_sc_three_step_fragmentation()
local input_str = '' ..
'input /p Self-skillchain: 3-Step Induration (Ice) to Fragmentation (Aero/Thunder);' ..
'input /ja "Immanence" <me>;' ..
'wait 1.2;' ..
'input /ma "Water" <t>;' ..
'wait 6;' ..
'input /ja "Immanence" <me>;' ..
'wait 1.5;' ..
'input /ma "Cryohelix" <t>;' ..
'input /p Closing Induration;' ..
'wait 5;' ..
'input /ja "Immanence" <me>;' ..
'wait 2.5;' ..
'input /ma "Hydrohelix II" <t>;' ..
'input /p Closing Fragmentation;'
send_command(input_str)
end
-- Transfixion (Light) -> Distortion (Water/Blizzard)
function self_sc_three_step_distortion()
local input_str = '' ..
'input /p Self-skillchain: 3-Step Transfixion (Light) to Distortion (Water/Blizzard);' ..
'input /ja "Immanence" <me>;' ..
'wait 1.2;' ..
'input /ma "Noctohelix" <t>;' ..
'wait 6;' ..
'input /ja "Immanence" <me>;' ..
'wait 1.5;' ..
'input /ma "Luminohelix" <t>;' ..
'input /p Closing Transfixion;' ..
'wait 5;' ..
'input /ja "Immanence" <me>;' ..
'wait 2.5;' ..
'input /ma "Geohelix II" <t>;' ..
'input /p Closing Distortion;'
send_command(input_str)
end
-- ----------------------------------------------------------------------------------------------------
-- Misc functions
-- ----------------------------------------------------------------------------------------------------
-- Unlocks rings when zoning. The idea is that my lua locks specific rings when they are equipped
windower.register_event(
'zone change',
function()
if not pocketMode then
equip(customize_idle_set())
end
end
)