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common_lists.lua
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common_lists.lua
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-------------------------------------------------------------------------------------------------------------------
-- Zones For Special Equipment Effects
-------------------------------------------------------------------------------------------------------------------
-- Used for ToAU ring in assault or salvage areas
zones_toau_ring = S{
"Leujaoam Sanctum", -- Assault
"Mamool Ja Training Grounds", -- Assault
"Lebros Cavern", -- Assault
"Periqia", -- Assault
"Ilrusi Atoll", -- Assault
"Nyzul Isle", -- Assault
"Bhaflau Remnants", -- Salvage
"Arrapago Remnants", -- Salvage
"Silver Sea Remnants", -- Salvage
"Zhayolm Remnants", -- Salvage
}
-- Used for SoA body movement speed
zones_adoulin_body = S{
"Western Adoulin",
"Eastern Adoulin",
"Mog Garden",
}
zones_sandy_body = S{
"Southern San d'Oria",
"Northern San d'Oria",
"Port San d'Oria",
"Chateau d'Oraguille",
}
zones_bastok_body = S{
"Bastok Mines",
"Bastok Markets",
"Port Bastok",
"Metalworks",
}
zones_windy_body = S{
"Windurst Walls",
"Windurst Waters",
"Windurst Woods",
"Port Windurst",
"Heavens Tower",
}
non_combat_zones = S{}
-------------------------------------------------------------------------------------------------------------------
-- Spell Sets
-------------------------------------------------------------------------------------------------------------------
spells_resistance = S{
"Barstone", "Barstonra",
"Barwater", "Barwatera",
"Barareo", "Baraera",
"Barfire", "Barfira",
"Barblizzard", "Barblizzara",
"Barthunder", "Barthundra",
"Barsleep", "Barsleepra", -- Base: Light
"Barpoison", "Barpoisonra", -- Base: Water
"Barparalyze", "Barparalyzra", -- Base: Blizzard
"Barblind", "Barblindra", -- Base: Light
"Barsilence", "Barsilencera", -- Base: Aero
"Barpetrify", "Barpetra", -- Base: Stone
"Barvirus", "Barvira", -- Base: Fire
"Baramnesra", -- Base: Fire
}
spells_barElement = S{
"Barstone", "Barstonra",
"Barwater", "Barwatera",
"Barareo", "Baraera",
"Barfire", "Barfira",
"Barblizzard", "Barblizzara",
"Barthunder", "Barthundra",
}
spells_barAilment = S{
"Barsleep", "Barsleepra", -- Base: Light
"Barpoison", "Barpoisonra", -- Base: Water
"Barparalyze", "Barparalyzra", -- Base: Blizzard
"Barblind", "Barblindra", -- Base: Light
"Barsilence", "Barsilencera", -- Base: Aero
"Barpetrify", "Barpetra", -- Base: Stone
"Barvirus", "Barvira", -- Base: Fire
"Baramnesra", -- Base: Fire
}
spells_na = S{
"Poisona",
"Paralyna",
"Blindna",
"Silena",
"Stona",
"Viruna",
"Cursna",
}
spells_cursna = S{
"Cursna",
}
spells_cure = S{
'Cure', 'Curaga', 'Cura'
}
enfeebling_int = S{
"Bind",
"Blind", -- "Blind II"
"Break",
"Dispel",
"Distract", -- "Distract II", "Distract III"
"Frazzle", -- "Frazzle II", "Frazzle III"
"Gravity", -- "Gravity II"
"Poison", -- "Poison II"
"Poisonga",
"Sleep", -- "SLeep II"
"Sleepga", -- "Sleepga II"
}
enfeebling_mnd = S{
"Addle", -- Addle II
"Dia", -- "Dia II", "Dia III"
"Diaga",
"Inundation",
"Paralyze", -- "Paralyze II"
"Silence",
"Slow", -- "Slow II"
}
enhancing_dark = S{
"Blaze Spikes",
"Ice Spikes",
"Shock Spikes",
"Dread Spikes",
-- "Klimaform", -- ???
}
-------------------------------------------------------------------------------------------------------------------
-- Equipment Sets By Slot For Locking
-------------------------------------------------------------------------------------------------------------------
equip_lock_earrings = S{
"Reraise Earring",
}
equip_lock_rings = S{
"Emperor Ring",
"Caliber Ring",
"Echad Ring",
"Capacity Ring",
"Facility Ring",
"Trizek Ring",
"Endorsement Ring",
"Warp Ring",
"Dim. Ring (Holla)",
"Dim. Ring (Mea)",
"Dim. Ring (Dem)",
}
equip_lock_back = S{
"Nexus Cape",
}
equip_lock_ammo_pouches = S{
'Chrono Bullet Pouch',
'Chr. Bul. Pouch'
}
sets.Capacity = {}
sets.Capacity['Varrout'] = { back = { name = "Mecisto. Mantle",
augments = {'Cap. Point+31%','INT+2','Attack+3','DEF+8',}},}
sets.Capacity['Manhoso'] = { back = { name = "Mecisto. Manle",
augments = {}},}
-------------------------------------------------------------------------------------------------------------------
-- Job Sets for Subjobs
-------------------------------------------------------------------------------------------------------------------
job_type_melee = S{
"WAR",
"MNK",
"THF",
"SAM",
"NIN",
"DNC",
"PLD",
"DRK",
"DRG",
"RUN",
"RNG",
"BST",
"COR",
}
job_type_mage = S{
"WHM",
"RDM",
"BLM",
"BRD",
"BLU",
"SCH",
"GEO",
"SMN",
}
job_type_magic_user = S{
"NIN",
"PLD",
"DRK",
"RUN",
"WHM",
"RDM",
"BLM",
"BRD",
"SCH",
"GEO",
"SMN"
}
-------------------------------------------------------------------------------------------------------------------
-- Healing Breath Sets for Subjobs
-------------------------------------------------------------------------------------------------------------------
HB_Mage_SubJob = S{"WHM","RDM","BLM","BLU","SCH"} -- 50% Healing Breath Trigger SubJob --
HB_DD_SubJob = S{"PLD","DRK","BRD","NIN"} -- 33% Healing Breath Trigger SubJob --
DRG_MP_SubJob = S{"WHM", "RDM", "BLM", "BLU", "SCH", "PLD", "DRK"}
wyv_breath_spells = S{'Dia', 'Poison', 'Sprout Smack', 'Head Butt', 'Cocoon'}
wyv_elem_breath = S{'Flame Breath', 'Frost Breath', 'Sand Breath', 'Hydro Breath', 'Gust Breath', 'Lightning Breath'}
-------------------------------------------------------------------------------------------------------------------
-- Skillchain Names
-------------------------------------------------------------------------------------------------------------------
level_1_skillchains = S{}
level_2_skillchains = S{
'distortion', -- Blizard / Water
'fragmentation', -- Aero / Thunder
'fusion', -- Fire / Light
'gravitation', -- Dark / Stone
}
level_3_skillchains = S{
'darkness', -- Blizard / Dark / Stone / Water
'light', -- Aero / Fire / Light / Thunder
}
level_4_skillchains = S{
'radiance', -- Aero / Fire / Light / Thunder
'umbra', -- Blizard / Dark / Stone / Water
}
-------------------------------------------------------------------------------------------------------------------
-- Elemental Weaknesses
-------------------------------------------------------------------------------------------------------------------
weak_to_element = {
["Light"] = "Darkness",
["Darkness"] = "Light",
["Earth"] = "Wind",
["Water"] = "Thunder",
["Wind"] = "Ice",
["Fire"] = "Water",
["Ice"] = "Fire",
["Thunder"] = "Earth"
}