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PUP-LIB.lua
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PUP-LIB.lua
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------------------------------------------------------------------------------------------------------------------------
------------------------------------------ PUPPETMASTER LIBRARY FILES --------------------------------------------------
------------------------------------------------------------------------------------------------------------------------
require('queues')
res = require('resources')
texts = require('texts')
-------------------------------
--------Global Variables-------
-------------------------------
local failedManeuvers = Q{}
--Default States
Master_State = "Idle"
Pet_State = "Idle"
Hybrid_State = "Idle"
--Various timers
Flashbulb_Timer = 45
Strobe_Timer = 30
Strobe_Recast = 0
Flashbulb_Recast = 0
Flashbulb_Time = 0
Strobe_Time = 0
--Seeds the time used to calculate various functions per second
time_start = os.time()
--Constants in case we decide to change names down the road, will be much easier
const_dd = "DD"
const_tank = "TANK"
const_mage = "MAGE"
const_PetModeCycle = "PetModeCycle"
const_PetStyleCycle = "PetStyleCycle"
const_stateIdle = "Idle"
const_stateHybrid = "Pet+Master"
const_stateEngaged = "Engaged"
const_stateOverdrive = "Overdrive"
const_petOnly = "Pet Only"
const_masterOnly = "Master Only"
const_on = "\\cs(32, 255, 32)ON\\cr"
const_off = "\\cs(255, 32, 32)OFF\\cr"
--- SKILLCHAIN TABLE
SC = {}
SC["Valoredge Frame"] = {}
SC["Sharpshot Frame"] = {}
SC["Harlequin Frame"] = {}
SC["Stormwaker Frame"] = {}
SC["Valoredge Frame"]["Stringing Pummel"] = "String Shredder"
SC["Valoredge Frame"]["Victory Smite"] = "String Shredder"
SC["Valoredge Frame"]["Shijin Spiral"] = "Bone Crusher"
SC["Valoredge Frame"]["Howling Fist"] = "String Shredder"
SC["Sharpshot Frame"]["Stringing Pummel"] = "Armor Shatterer"
SC["Sharpshot Frame"]["Victory Smite"] = "Armor Shatterer"
SC["Sharpshot Frame"]["Shijin Spiral"] = "Armor Piercer"
SC["Sharpshot Frame"]["Howling Fist"] = "Arcuballista"
SC["Sharpshot Frame"]["Dragon Kick"] = "Armor Shatterer"
SC["Sharpshot Frame"]["One Inch Punch"] = "Daze"
SC["Sharpshot Frame"]["Spinning Attack"] = "Armor Shatterer"
SC["Sharpshot Frame"]["Base"] = "Arcuballista"
SC["Harlequin Frame"]["Stringing Pummel"] = "Slapstick"
SC["Harlequin Frame"]["Victory Smite"] = "Magic Mortar"
SC["Harlequin Frame"]["Shijin Spiral"] = "Slapstick"
SC["Harlequin Frame"]["Howling Fist"] = "Knockout"
SC["Stormwaker Frame"]["Stringing Pummel"] = "Slapstick"
SC["Stormwaker Frame"]["Victory Smite"] = "Magic Mortar"
SC["Stormwaker Frame"]["Shijin Spiral"] = "Slapstick"
SC["Stormwaker Frame"]["Howling Fist"] = "Knockout"
------------------------------------
------------Text Window-------------
------------------------------------
--[[
This gets passed in when the Keybinds is turned on.
Each one matches to a given variable within the text object
]]
keybinds_on = {}
keybinds_on['key_bind_pet_mode'] = '(ALT+F7)'
keybinds_on['key_bind_pet_style'] = '(ALT+F8)'
keybinds_on['key_bind_idle'] = '(CTRL+F12)'
keybinds_on['key_bind_offense'] = '(F9)'
keybinds_on['key_bind_physical'] = '(CTRL+F10)'
keybinds_on['key_bind_hybrid'] = '(CTRL+F9)'
keybinds_on['key_bind_auto_maneuver'] = '(ALT+E)'
keybinds_on['key_bind_pet_dt'] = '(ALT+D)'
keybinds_on['key_bind_lock_weapon'] = '(CTRL+Tilda)'
--[[
This gets passed in when the Keybinds are turned off.
For not it simply sets the variable to an empty string
(Researching better way to handle this)
]]
keybinds_off = {}
keybinds_off['key_bind_pet_mode'] = ''
keybinds_off['key_bind_pet_style'] = ''
keybinds_off['key_bind_idle'] = ''
keybinds_off['key_bind_offense'] = ''
keybinds_off['key_bind_physical'] = ''
keybinds_off['key_bind_hybrid'] = ''
keybinds_off['key_bind_auto_maneuver'] = ''
keybinds_off['key_bind_pet_dt'] = ''
keybinds_off['key_bind_lock_weapon'] = ''
--[[
These below are used to fill in the different sections on the HUB window
It places varibles within the text object we can access instead of redrawing
the entire text window everytime
Variables are placed within a ${variableName|DefaultValue|Format}
Format can be nil.
_std stands for standard version
]]
hub_pet_info_std = [[ \cs(255, 115, 0)======= Pet Info ==========\cr
- \cs(0, 0, 125)HP :\cr ${pet_current_hp|0}/${pet_max_hp|0}
- \cs(0, 125, 0)MP :\cr ${pet_current_mp|0}/${pet_max_mp|0}
- \cs(255, 0, 0)TP :\cr ${pet_current_tp|0000|%04d} -- TP/S: ${pet_tp_per_second|0}
- \cs(255, 0, 0)WS Gear Lock Timer:\cr ${ws_gear_lock_timer|0}
]]
hub_pet_skills_std = [[ \cs(255, 115, 0)======= Pet Skills ========\cr
- \cs(125, 125, 0)Maneuver Queue: \cr ${maneuver_queue|0}
- \cs(125, 125, 0)Current Queue: \cr ${current_queue|0}
${current_pet_skills|- No Skills To Track}
]]
hub_state_std = [[ \cs(255, 115, 0)======= State ============\cr
-\cs(125, 125, 0)${key_bind_pet_mode} Pet Mode :\cr ${pet_current_mode|TANK}
-\cs(125, 125, 0)${key_bind_pet_style} Pet Style :\cr ${pet_current_style|NORMAL}
-\cs(125, 125, 0) Combined State :\cr ${player_pet_state|Idle}
]]
hub_mode_std = [[ \cs(255, 115, 0)======= Mode ============\cr
-\cs(125, 125, 0)${key_bind_idle} Idle Mode :\cr ${player_current_idle|Idle}
-\cs(125, 125, 0)${key_bind_offense} Offense Mode :\cr ${player_current_offense|MasterPet}
-\cs(125, 125, 0)${key_bind_physical} Physical Mode :\cr ${player_current_physical|PetDT}
-\cs(125, 125, 0)${key_bind_hybrid} Hybrid Mode :\cr ${player_current_hybrid|Normal}
]]
hub_options_std = [[ \cs(255, 115, 0)======= Options ==========\cr
-\cs(125, 125, 0)${key_bind_auto_maneuver} Auto Maneuver :\cr ${toggle_auto_maneuver|OFF}
-\cs(125, 125, 0)${key_bind_pet_dt} Lock Pet DT Set :\cr ${toggle_lock_pet_dt_set|OFF}
-\cs(125, 125, 0)${key_bind_lock_weapon} Lock Weapon :\cr ${toggle_lock_weapon|OFF}
-\cs(125, 125, 0) Weaponskill FTP :\cr ${toggle_weaponskill_ftp|OFF}
-\cs(125, 125, 0) Custom Gear Lock :\cr ${toggle_custom_gear_lock|OFF}
-\cs(125, 125, 0) Auto Deploy :\cr ${toggle_auto_deploy|OFF}
]]
--[[
This is the Lite version of the hub setup
_lte stands for Lite version
]]
hub_pet_info_lte = [[
\cs(255, 115, 0)= Pet Info: \cr- \cs(0, 0, 125)HP :\cr ${pet_current_hp|0}/${pet_max_hp|0}- \cs(0, 125, 0)MP :\cr ${pet_current_mp|0}/${pet_max_mp|0}- \cs(255, 0, 0)TP :\cr ${pet_current_tp|0000|%04d} -- TP/S: ${pet_tp_per_second|0}- \cs(255, 0, 0)WSG Lock:\cr ${ws_gear_lock_timer|0}
]]
hub_pet_skills_lte = ''
hub_state_lte = [[
\cs(255, 115, 0)= State: \cr-\cs(125, 125, 0)${key_bind_pet_mode} Pet Mode :\cr ${pet_current_mode|TANK}-\cs(125, 125, 0)${key_bind_pet_style} Pet Style :\cr ${pet_current_style|NORMAL}-\cs(125, 125, 0) Combined State :\cr ${player_pet_state|Idle}
]]
hub_mode_lte = [[
\cs(255, 115, 0)= Mode: \cr-\cs(125, 125, 0)${key_bind_idle} Idle Mode :\cr ${player_current_idle|Idle}-\cs(125, 125, 0)${key_bind_offense} Offense Mode :\cr ${player_current_offense|MasterPet}-\cs(125, 125, 0)${key_bind_physical} Physical Mode :\cr ${player_current_physical|PetDT}-\cs(125, 125, 0)${key_bind_hybrid} Hybrid Mode :\cr ${player_current_hybrid|Normal}
]]
hub_options_lte = [[
\cs(255, 115, 0)= Options: \cr-\cs(125, 125, 0)${key_bind_auto_maneuver} AutoMan :\cr ${toggle_auto_maneuver|OFF}-\cs(125, 125, 0)${key_bind_pet_dt} \cs(125, 125, 0) AutoDep :\cr ${toggle_auto_deploy|OFF}
]]
-- init style
hub_pet_info = hub_pet_info_std
hub_pet_skills = hub_pet_skills_std
hub_state = hub_state_std
hub_mode = hub_mode_std
hub_options = hub_options_std
--[[
Used to validate that information in the HUB is up to date
]]
function validateTextInformation()
-- Updates Pet Info and Pet Skills
if pet.isvalid then
updatePetStats()
updatePetSkills()
end
--State Information
main_text_hub.pet_current_mode = state.PetModeCycle.current
main_text_hub.pet_current_style = state.PetStyleCycle.current
main_text_hub.player_pet_state = Hybrid_State
--Mode Information
main_text_hub.player_current_idle = state.IdleMode.current
main_text_hub.player_current_offense = state.OffenseMode.current
main_text_hub.player_current_physical = state.PhysicalDefenseMode.current
main_text_hub.player_current_hybrid = state.HybridMode.current
--Options Information
if state.AutoMan.value then
main_text_hub.toggle_auto_maneuver = const_on
else
main_text_hub.toggle_auto_maneuver = const_off
end
if state.LockPetDT.value then
main_text_hub.toggle_lock_pet_dt_set = const_on
else
main_text_hub.toggle_lock_pet_dt_set = const_off
end
if state.LockWeapon.value then
main_text_hub.toggle_lock_weapon = const_on
else
main_text_hub.toggle_lock_weapon = const_off
end
if state.SetFTP.value then
main_text_hub.toggle_weaponskill_ftp = const_on
else
main_text_hub.toggle_weaponskill_ftp = const_off
end
if state.CustomGearLock.value then
main_text_hub.toggle_custom_gear_lock = const_on
else
main_text_hub.toggle_custom_gear_lock = const_off
end
if state.AutoDeploy.value then
main_text_hub.toggle_auto_deploy = const_on
else
main_text_hub.toggle_auto_deploy = const_off
end
if state.Keybinds.value then
texts.update(main_text_hub, keybinds_on)
else
texts.update(main_text_hub, keybinds_off)
end
main_text_hub.maneuver_queue = failedManeuvers:length()
main_text_hub.current_queue = currentManeuvers:length()
end
--Default To Set Up the Text Window
function setupTextWindow(pos_x, pos_y)
if main_text_hub ~= nil then
return
end
local default_settings = T{}
default_settings.pos = {}
default_settings.pos.x = pos_x
default_settings.pos.y = pos_y
default_settings.bg = {}
default_settings.bg.alpha = 200
default_settings.bg.red = 40
default_settings.bg.green = 40
default_settings.bg.blue = 55
default_settings.bg.visible = true
default_settings.flags = {}
default_settings.flags.right = false
default_settings.flags.bottom = false
default_settings.flags.bold = true
default_settings.flags.draggable = true
default_settings.flags.italic = false
default_settings.padding = 10
default_settings.text = {}
default_settings.text.size = 12
default_settings.text.font = 'Arial'
default_settings.text.fonts = {}
default_settings.text.alpha = 255
default_settings.text.red = 147
default_settings.text.green = 161
default_settings.text.blue = 161
default_settings.text.stroke = {}
default_settings.text.stroke.width = 0
default_settings.text.stroke.alpha = 255
default_settings.text.stroke.red = 0
default_settings.text.stroke.green = 0
default_settings.text.stroke.blue = 0
--Creates the initial Text Object will use to create the different sections in
main_text_hub = texts.new('', default_settings)
--Appends the different sections to the main_text_hub
texts.append(main_text_hub, hub_pet_info)
texts.append(main_text_hub, hub_pet_skills)
texts.append(main_text_hub, hub_state)
texts.append(main_text_hub, hub_mode)
texts.append(main_text_hub, hub_options)
--We then do a quick validation
validateTextInformation()
--Finally we show this to the user
main_text_hub:show()
hideTextSections()
end
--[[
This toggle the Hub style
]]
function toggleHubStyle()
texts.clear(main_text_hub)
if state.useLightMode.value then
hud_x_pos = 0
hud_y_pos = -3
hud_font_size = 8
hud_padding = 4
hud_alpha = 0
hud_strokewidth = 2
hub_pet_info = hub_pet_info_lte
hub_pet_skills = hub_pet_skills_lte
hub_state = hub_state_lte
hub_mode = hub_mode_lte
hub_options = hub_options_lte
else
hud_x_pos = pos_x
hud_y_pos = pos_y
hud_font_size = 12
hud_padding = 10
hud_alpha = 200
hud_strokewidth = 0
hub_pet_info = hub_pet_info_std
hub_pet_skills = hub_pet_skills_std
hub_state = hub_state_std
hub_mode = hub_mode_std
hub_options = hub_options_std
end
texts.pos(main_text_hub, hud_x_pos, hud_y_pos)
texts.size(main_text_hub, hud_font_size)
texts.pad(main_text_hub, hud_padding)
texts.bg_alpha(main_text_hub, hud_alpha)
texts.stroke_width(main_text_hub, hud_strokewidth)
hideTextSections()
end
--[[
This handles hiding the different sections
]]
function hideTextSections()
--For now when hiding a section its easier to recreate the entire window
texts.clear(main_text_hub)
--Append the different sections need back into the HUB
texts.append(main_text_hub, hub_pet_info)
texts.append(main_text_hub, hub_pet_skills)
--Below we check to make sure this is true by default these are false
if not state.textHideState.value then
texts.append(main_text_hub, hub_state)
end
if not state.textHideMode.value then
texts.append(main_text_hub, hub_mode)
end
if not state.textHideOptions.value then
texts.append(main_text_hub, hub_options)
end
if state.textHideHUB.value == true then
texts.hide(main_text_hub)
else
texts.show(main_text_hub)
end
validateTextInformation()
end
--This handles drawing the Pet Skills for the text box
function updatePetSkills()
if not pet.isvalid then
return
end
--Researching a better way to do this section for now we are doing this old way with concating the different sections
local pet_skills = ''
-- Strobe recast
if Strobe_Recast == 0 and (pet.attachments.strobe or pet.attachments["strobe II"]) then
if buffactive["Fire Maneuver"] then
pet_skills = pet_skills .. "\\cs(125, 125, 125)-\\cr \\cs(125,0,0)Strobe\\cr \n"
else
pet_skills = pet_skills .. "\\cs(125, 125, 125)- Strobe\\cr \n"
end
elseif pet.attachments.strobe or pet.attachments["strobe II"] then
pet_skills = pet_skills .. "\\cs(125, 125, 125)- Strobe (" .. Strobe_Recast .. ")\\cr \n"
end
-- Flashbulb recast
if Flashbulb_Recast == 0 and pet.attachments.flashbulb then
if buffactive["Light Maneuver"] then
pet_skills = pet_skills .. "\\cs(125, 125, 125)-\\cr \\cs(255,255,255)Flashbulb\\cr \n"
else
pet_skills = pet_skills .. "\\cs(125, 125, 125)- Flashbulb\\cr \n"
end
elseif pet.attachments.flashbulb ~= nil then
pet_skills = pet_skills .. "\\cs(125, 125, 125)- Flashbulb (" .. Flashbulb_Recast .. ")\\cr \n"
end
if not pet.attachments.strobe and not pet.attachments["strobe II"] and not pet.attachments.flashbulb then
pet_skills = pet_skills .. "\\cs(125, 125, 125)-No Skills To Track\\cr \n"
end
--Set the Pet Skills section within the HUB
main_text_hub.current_pet_skills = pet_skills
end
--Prints to the screen in a certain format
function msg(str)
send_command("@input /echo *-*-*-* " .. str .. " *-*-*-*")
end
------------------------------------
----------Utility Functions---------
------------------------------------
--Used to calculate the Combined State of you and your pet
function TotalSCalc()
--Figures out state when Pet Mode is DD
if state.PetModeCycle.current == const_dd then
if buffactive["Overdrive"] then -- Overdrive Mode
Hybrid_State = const_stateOverdrive
elseif Master_State == const_stateIdle and Pet_State == const_stateIdle then --Idle
Hybrid_State = const_stateIdle
elseif Master_State == const_stateIdle and Pet_State == const_stateEngaged then --Pet Only
Hybrid_State = const_petOnly
elseif Master_State == const_stateEngaged and Pet_State == const_stateEngaged then --Pet+Master
Hybrid_State = const_stateHybrid
elseif Master_State == const_stateEngaged and Pet_State == const_stateIdle then -- Master Only
Hybrid_State = const_masterOnly
end
--Figures out state when Pet Mode is TANK
elseif state.PetModeCycle.current == const_tank then
if Pet_State == const_stateIdle then -- Idle
Hybrid_State = const_stateIdle
elseif state.PetStyleCycle.value ~= "DD" and state.PetStyleCycle.value ~= "SPAM" then --TANK and auto sets to hybrid to DD since we are not using style DD or SPAM
Hybrid_State = const_tank
handle_set({"IdleMode", "Idle"})
handle_set({"HybridMode", "DT"})
end
--Figures out state when Pet Mode is MAGE
elseif state.PetModeCycle.current == const_mage then
if Master_State == const_stateIdle then --Idle
Hybrid_State = const_stateIdle
else
Hybrid_State = const_masterOnly --Master Only Offense Mode
handle_set({"OffenseMode", "Master"})
end
end
--player_pet_state is the Combined State on the HUB
main_text_hub.player_pet_state = Hybrid_State
end
--Attempts to determine the Puppet Mode and Style
function determinePuppetType()
local head = pet.head
local frame = pet.frame
local ValHead = "Valoredge Head"
local ValFrame = "Valoredge Frame"
local HarHead = "Harlequin Head"
local HarFrame = "Harlequin Frame"
local SharpHead = "Sharpshot Head"
local SharpFrame = "Sharpshot Frame"
local StormHead = "Stormwaker Head"
local StormFrame = "Stormwaker Frame"
local SoulHead = "Soulsoother Head"
local SpiritHead = "Spiritreaver Head"
--This is based mostly off of the frames from String Theory
--https://www.bg-wiki.com/bg/String_Theory#Automaton_Frame_Setups
--Determine Head first, then further determine by body and attachments
if head == HarHead then --Harlequin Predictions
if frame == HarFrame and (pet.attachments.strobe == true or pet.attachments.flashbulb == true) then --Magic Tank
handle_set({const_PetModeCycle, const_tank})
handle_set({const_PetStyleCycle, "MAGIC"})
elseif frame == HarFrame then -- Default
handle_set({const_PetModeCycle, const_dd})
handle_set({const_PetStyleCycle, "NORMAL"})
else
msg("Unable to determine Mode/Style for Puppet Head: (" .. head .. ") Puppet Frame: (" .. frame .. ")")
end
elseif head == ValHead then --Valoredge Predictions
if frame == SharpFrame then
if (pet.attachments.strobe == true or pet.attachments.flashbulb == true) then -- DD Tank
handle_set({const_PetModeCycle, const_tank})
handle_set({const_PetStyleCycle, const_dd})
else -- Default
handle_set({const_PetModeCycle, const_dd})
handle_set({const_PetStyleCycle, "NORMAL"})
end
elseif frame == ValFrame then -- Default Standard Tank
if
pet.attachments.inhibitor == true
or pet.attachments.attuner == true
and (not pet.attachments.strobe or not pet.attachments['strobe ii']) then -- Bone Slayer
handle_set({const_PetModeCycle, const_dd})
handle_set({const_PetStyleCycle, "BONE"})
else -- Standard Tank
handle_set({const_PetModeCycle, const_tank})
handle_set({const_PetStyleCycle, "NORMAL"})
end
else
msg("Unable to determine Mode/Style for Puppet Head: (" .. head .. ") Puppet Frame: (" .. frame .. ")")
end
elseif head == SharpHead then -- Sharpshooter Prediction
if frame == SharpFrame then -- SPAM DD
if (pet.attachments.inhibitor == true or pet.attachments["inhibitor II"] == true) then
handle_set({const_PetModeCycle, const_dd})
handle_set({const_PetStyleCycle, "NORMAL"})
else
handle_set({const_PetModeCycle, const_dd})
handle_set({const_PetStyleCycle, "SPAM"})
end
else
msg("Unable to determine Mode/Style for Puppet Head: (" .. head .. ") Puppet Frame: (" .. frame .. ")")
end
elseif head == StormHead then --Stormwaker Prediction
if frame == StormFrame then -- RDM
handle_set({const_PetModeCycle, const_mage})
handle_set({const_PetStyleCycle, "SUPPORT"})
else
msg("Unable to determine Mode/Style for Puppet Head: (" .. head .. ") Puppet Frame: (" .. frame .. ")")
end
elseif head == SoulHead then -- Soulsoother Prediction
if frame == StormFrame then -- WHM
handle_set({const_PetModeCycle, const_mage})
handle_set({const_PetStyleCycle, "HEAL"})
elseif frame == ValFrame then -- Turtle Tank
handle_set({const_PetModeCycle, const_tank})
handle_set({const_PetStyleCycle, "NORMAL"})
else
msg("Unable to determine Mode/Style for Puppet Head: (" .. head .. ") Puppet Frame: (" .. frame .. ")")
end
elseif head == SpiritHead then -- Spiritweaver Prediction
if frame == StormFrame then -- BLM
handle_set({const_PetModeCycle, const_mage})
handle_set({const_PetStyleCycle, const_dd})
else
msg("Unable to determine Mode/Style for Puppet Head: (" .. head .. ") Puppet Frame: (" .. frame .. ")")
end
end
end
function reset_timers()
failedManeuvers:clear()
currentManeuvers:clear()
if areas.Cities:contains(world.area) then
texts.hide(main_text_hub)
else
texts.show(main_text_hub)
end
end
--Watching for Zone Changes to reset certain sections
windower.raw_register_event("zone change", reset_timers)
--Traverses a table to see if it contains the given element
function table.contains(table, element)
for _, value in pairs(table) do
if string.lower(value) == string.lower(element) then
return true
end
end
return false
end
--Takes a condition and returns a given value based on if it is true or false
function ternary(cond, T, F)
if cond then
return T
else
return F
end
end
----------------------------------------------------
----------Windower Hooks/Custom Gearswap------------
----------------------------------------------------
--Used to determine what Hybrid Mode to use when Player Idle and Pet is Engaged
function user_customize_idle_set(idleSet)
if Master_State:lower() == const_stateIdle:lower() and Pet_State:lower() == const_stateEngaged:lower() then
if state.HybridMode.current == "Normal" then --If Hybrid Mode is Normal then simply return the set
return idleSet
else
idleSet = sets.idle.Pet.Engaged[state.HybridMode.current] --When Pet is engaged we pass in the Hybrid Mode to match to an existing set
return idleSet
end
else --Otherwise return the idleSet with no changes from us
return idleSet
end
end
--Used to determine what Hybrid Mode to use when Player is engaged for trusts only and Pet is Engaged
function user_customize_melee_set(meleeSet)
if (Master_State:lower() == const_stateEngaged:lower() and state.OffenseMode.value == "Trusts") and Pet_State:lower() == const_stateEngaged:lower() then
if state.HybridMode.current == "Normal" then --If Hybrid Mode is Normal then simply return the set
meleeSet = sets.idle.Pet.Engaged
return meleeSet
else
meleeSet = sets.idle.Pet.Engaged[state.HybridMode.current] --When Pet is engaged we pass in the Hybrid Mode to match to an existing set
return meleeSet
end
else --Otherwise return the idleSet with no changes from us
return meleeSet
end
end
function job_precast(spell, action, spellMap, eventArgs)
if spell.english == "Activate" or spell.english == "Deus Ex Automata" then
TotalSCalc()
determinePuppetType()
elseif string.find(spell.english, "Maneuver") then
equip(sets.precast.JA.Maneuver)
elseif sets.precast.JA[spell.english] then
equip(sets.precast.JA[spell.english])
elseif sets.precast.WS[spell.english] then
equip(sets.precast.WS[spell.english])
elseif pet.isvalid then
if spell.english == "Deploy" and pet.tp >= 950 then
equip(sets.midcast.Pet.WSNoFTP)
eventArgs.handled = true
end
end
end
--Puppet Weaponskill Modifiers
Modifier = {}
Modifier["String Shredder"] = "VIT"
Modifier["Bone Crusher"] = "VIT"
Modifier["Armor Shatterer"] = "DEX"
Modifier["Armor Piercer"] = "DEX"
Modifier["Arcuballista"] = "DEXFTP"
Modifier["Daze"] = "DEXFTP"
Modifier["Slapstick"] = "DEX"
Modifier["Knockout"] = "AGI"
function job_aftercast(spell, action, spellMap, eventArgs)
--Maneuver was interrupted and we don't have up to 3 already in queue then add this to be retried
if string.find(spell.english, "Maneuver") and spell.interrupted == true and failedManeuvers:length() <= 3 then
failedManeuvers:push(spell)
end
if pet.isvalid then
if SC[pet.frame][spell.english] and pet.tp >= 850 and Pet_State == "Engaged" then
ws = SC[pet.frame][spell.english]
modif = Modifier[ws]
--If its a valid modif
if modif then
equip(sets.midcast.Pet.WS[modif])
else --Otherwise equip the default Weapon Skill Set
equip(sets.midcast.Pet.WSNoFTP)
end
--Since this will be a new Weapon Skill we just performed best to reset any current timers
resetWeaponSkillPetTimer()
--Begin the count down until we may lock out the pet weapon skill set
startWeaponSkillPetTimer()
eventArgs.handled = true
else
handle_equipping_gear(player.status, Pet_State)
end
else
handle_equipping_gear(player.status, Pet_State)
end
end
--This watches for when the Player changes to idle/engaged/resting
function job_status_change(new, old)
if new == "Engaged" then
Master_State = const_stateEngaged
TotalSCalc()
--If we have AutoDeploy turned on and our pet is out then we will auto deploy
if state.AutoDeploy.value == true and pet.isvalid then
msg('Auto Deploying Pet')
--Gets the current target we have focus on and make sure it isn't null
--We are also keeping track of the current monster just in case we auto switch
if windower.ffxi.get_mob_by_target('t').id then
currentTargetedMonster = windower.ffxi.get_mob_by_target('t').id
end
send_command('wait 1; input /pet "Deploy" <t>')
end
else
Master_State = const_stateIdle
if state.CP.value == true then --Fail safe to make sure back is enabled after a fight is over
enable("back")
end
TotalSCalc()
end
handle_equipping_gear(player.status, Pet_State)
end
function job_pet_status_change(new, old)
if new == "Engaged" then
Pet_State = const_stateEngaged
TotalSCalc()
else
Pet_State = const_stateIdle
TotalSCalc()
end
handle_equipping_gear(player.status, Pet_State)
end
--Pet Weapon Skills we are checking against in job_pet_aftercast
AutomatonWeaponSkills =
T {
"Slapstick",
"Knockout",
"Magic Mortar",
"Chimera Ripper",
"String Clipper",
"Cannibal Blade",
"Bone Crusher",
"String Shredder",
"Arcuballista",
"Daze",
"Armor Piercer",
"Armor Shatterer"
}
function job_pet_aftercast(spell)
--If pet just finished a weapon skill we want to temporarily block it from going back into weapon skill gear
if table.contains(AutomatonWeaponSkills, spell.name) then
justFinishedWeaponSkill = true
end
handle_equipping_gear(player.status, pet.status)
end
--Anytime you change equipment you need to set eventArgs.handled or else you may get overwritten
currentManeuvers = Q{}
function job_buff_change(status, gain, eventArgs)
if status == "sleep" and gain then
equip(set_combine(sets.defense.PDT, {neck = "Opo-opo Necklace"}))
eventArgs.handled = true
elseif status == "doom" and gain then
send_command("input /p I have befallen to ~~~DOOM~~~ may my end not come to quickly.")
elseif status == "doom" and gain == false then
send_command("input /p I have avoided the grips of ~~~DOOM~~~ may Altana be praised! ")
end
if status:contains("Maneuver") and gain == false then
currentManeuvers:pop()
end
if status:contains("Maneuver") and gain then
currentManeuvers:push(status)
end
if
status:contains("Maneuver")
and gain == false
and state.AutoMan.value
and player.hp > 0
and pet.isvalid
and not areas.Cities:contains(world.area)
and currentManeuvers:length() < 3
then
send_command('input /ja "' .. status .. '" <me>')
end
end
-- Toggles -- SE Macros: /console gs c "command"
function job_self_command(command, eventArgs)
if command[1]:lower() == "automan" then --Toggles AutoMan
state.AutoMan:toggle()
validateTextInformation()
elseif command[1]:lower() == "predict" then --Predict Command
determinePuppetType()
elseif command[1]:lower() == "hub" or command[1]:lower() == "hide" then --First variable is hide lets find out what
if command[2]:lower() == "mode" then --Hides the Mode
state.textHideMode:toggle()
hideTextSections()
elseif command[2]:lower() == "state" then --Hides/Shows the State
state.textHideState:toggle()
hideTextSections()
elseif command[2]:lower() == "all" then -- Hides/Shows the HUB
state.textHideHUB:toggle()
if state.textHideHUB.value == true then
texts.hide(main_text_hub)
else
texts.show(main_text_hub)
end
hideTextSections()
elseif command[2]:lower() == "keybinds" then --Hides/Show Keybinds
state.Keybinds:toggle()
if state.Keybinds.value then
texts.update(main_text_hub, keybinds_on) --If ON then we pass in Table for keybinds to update the variables
else
texts.update(main_text_hub, keybinds_off) --Otherwise we set them to blank
end
hideTextSections()
elseif command[2]:lower() == "options" then --Hides/Show Options
state.textHideOptions:toggle()
hideTextSections()
elseif command[2]:lower() == "lite" then --Hides/Show Options
state.useLightMode:toggle()
toggleHubStyle()
end
elseif command[1]:lower() == "setftp" then --Set the FTP toggle
state.SetFTP:toggle()
validateTextInformation()
elseif command[1]:lower() == "customgearlock" then --Set the customgearlock
state.CustomGearLock:toggle()
validateTextInformation()
elseif command[1]:lower() == "clear" then
failedManeuvers:clear()
msg('Maneuvers have been reset')
end
end
--Defaults
DefaultPetWeaponSkillLockOutTimer = 8 -- This will be the time that is changeable by the player
justFinishedWeaponSkill = false
petWeaponSkillLock = false
startedPetWeaponSkillTimer = false
petWeaponSkillRecast = 0
petWeaponSkillTime = 0
currentTargetedMonster = 0
previousTargetedMonster = 0
--List used to track the pet TP
track_pet_tp = L{}
--How many we want to save when figuring out TP/S
max_pet_tp_to_track = 10
--Keeping track of previous TP passed in
previous_pet_tp = 0
--[[
This calulates the Pet TP gained Per Second by keeping track
of a list of Pet TP up to a certain amount
]]
function calculatePetTpPerSec()
if not pet.isvalid and pet.tp == nil then
return
end
local average_pet_tp = 0
local current_pet_tp = 0
--Capture the current Pet TP at this exact moment
current_pet_tp = pet.tp
--Update the HUB with the current TP we just captured
main_text_hub.pet_current_tp = current_pet_tp
--As long as the TP is above or equal to zero we will use it
if current_pet_tp >= 0 then
--If the Current TP is higher than the Previous TP then we are still gaining TP
if current_pet_tp > previous_pet_tp then
--Appends to the end of the list
list.append(track_pet_tp, current_pet_tp - previous_pet_tp)
else --In the event the Current TP is not greater than the Previous Pet TP means the pet probably just weapon skilled
list.append(track_pet_tp, 0)
end
--Save the Current TP into previous since we are done with the last saved TP
previous_pet_tp = current_pet_tp
end
if track_pet_tp.n > max_pet_tp_to_track then
--Once we have reached max we want to track remove first
--Since the append adds to the end of the list
list.remove(track_pet_tp, 1)
end
--Now lets go through the current list we have
for i = 1, track_pet_tp.n do
--Add up all the current TP stored
average_pet_tp = average_pet_tp + track_pet_tp[i]
end
--Figure out our TP per second based on max we are tracking
main_text_hub.pet_tp_per_second = math.floor((average_pet_tp) / max_pet_tp_to_track)
end
--Handles updating the Pet Stats for HP/MP/TP
function updatePetStats()
--As long as we have a pet and player is not dead lets update
if pet.isvalid and player.hpp > 0 then
main_text_hub.pet_current_hp = tostring(pet.hp)
main_text_hub.pet_current_mp = tostring(pet.mp)
main_text_hub.pet_max_hp = tostring(pet.max_hp)
main_text_hub.pet_max_mp = tostring(pet.max_mp)
current_pet_tp = pet.tp
if current_pet_tp ~= nil then
main_text_hub.pet_current_tp = current_pet_tp
end
end
end
windower.register_event(
"prerender",
function()
updatePetStats()
--Items we want to check every second
if os.time() > time_start then
time_start = os.time()
calculatePetTpPerSec()
--As long as we are no doing an action and a maneuver that failed has been queued
if not midaction() and failedManeuvers:length() > 0 then
local ability = failedManeuvers:pop()
--check recast timer to make sure we can actually use ability
if windower.ffxi.get_ability_recasts()[res.job_abilities[ability.id].recast_id] <= 0 then
send_command('wait 0.5;input /ja "' .. ability.name .. '" <me>')
else
--if we cant recast then push it back on to try again
failedManeuvers:push(ability)
end
end
if pet.isvalid and player.hpp > 0 then
--Double check current Pet Status and Player Status
--In some cases Mote's doesn't recognize a pet's status change
Pet_State = pet.status
Master_State = player.status
--If we are in auto deploy and engaged we are going check if we have changed targets
if Master_State == const_stateEngaged and state.AutoDeploy.value == true then
--Save the currentTarget as a previous
previousTargetedMonster = currentTargetedMonster
--Get the new current target
if windower.ffxi.get_mob_by_target('t') then
currentTargetedMonster = windower.ffxi.get_mob_by_target('t').id
end
--If the monster ID's are not equal then we changed monsters
if previousTargetedMonster ~= currentTargetedMonster then
msg('Auto Deploying Pet')
send_command('wait 1;input /pet "Deploy" <t>')
end
end
--Now we check if we need to lock our back for CP
if Master_State == const_stateEngaged and state.CP.value == true then