Gearswap Support Thread |
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Gearswap Support Thread
Thank you Dunigs ...i knew it was a simple fix i just couldn't see it. Much appreciated!
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Posts: 5
Quote: I'm not sure what the export function is tbh. The command is "gs export" and you can either put it into the console, or directly from the chatline like so: //gs export or /console gs export What it does is, it exports a file in your gearswap folder (Windower4\addons\GearSwap\data\export) and will have everything properly formatted for you. From there you could just copy and paste into your lua file. I play on 2 characters, and each are sharing the same Lua file.. this has been aggravating lately because I don't have the same equips on the characters. I'm not quite sure if or how I am able to separate the Lua's automatically. I figured I could always manually change Lua's to the correct one, but just seems like a lot of work.
Is there something in the code that would allow me to separate the character loading? :) Cerberus.Complete said: » I play on 2 characters, and each are sharing the same Lua file.. this has been aggravating lately because I don't have the same equips on the characters. I'm not quite sure if or how I am able to separate the Lua's automatically. I figured I could always manually change Lua's to the correct one, but just seems like a lot of work. Is there something in the code that would allow me to separate the character loading? :) You can also make sub folders if you want to keep them seprated better. Example: Windower4\addons\GearSwap\data\Chiaia with a file named WHM.lua would load for Chiaia while on WHM too but not the alt. Need to Make a BobJones folder and put a WHM.lua in it. Oh, that was a simple fix! Thank you very much! :)
I searched all over and there are too many posts does anyone have a quick guide on how to make a file with all your gear in it so you dont have to put all your augments in each lua for every job I know this can be done but I have no clue how to do it.
Thanks in advance I hope someone understands what I am asking. //gs export currentset
Bahamut.Alexcennah
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Neb said: » I searched all over and there are too many posts does anyone have a quick guide on how to make a file with all your gear in it so you dont have to put all your augments in each lua for every job I know this can be done but I have no clue how to do it. Thanks in advance I hope someone understands what I am asking. Bahamut.Alexcennah said: » Neb said: » I searched all over and there are too many posts does anyone have a quick guide on how to make a file with all your gear in it so you dont have to put all your augments in each lua for every job I know this can be done but I have no clue how to do it. Thanks in advance I hope someone understands what I am asking. Bahamut.Alexcennah
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Neb said: » Bahamut.Alexcennah said: » Neb said: » I searched all over and there are too many posts does anyone have a quick guide on how to make a file with all your gear in it so you dont have to put all your augments in each lua for every job I know this can be done but I have no clue how to do it. Thanks in advance I hope someone understands what I am asking. Bahamut.Alexcennah said: » Neb said: » Bahamut.Alexcennah said: » Neb said: » I searched all over and there are too many posts does anyone have a quick guide on how to make a file with all your gear in it so you dont have to put all your augments in each lua for every job I know this can be done but I have no clue how to do it. Thanks in advance I hope someone understands what I am asking. OK I just read the example but am still a touch confused would anyone be willing to post a copy of some of their Gear file here for me. Thank You Would anyone know of the proper way to make a customer duration timer for Rayke and Gambit using mote's code structure? Below is what I have in my GEO, but I don't quite know how to convert it to the same thing for my RUN lua.
Code function job_aftercast(spell, action, spellMap, eventArgs) if not spell.interrupted then if spell.english:startswith('Indi') then if not classes.CustomIdleGroups:contains('Indi') then classes.CustomIdleGroups:append('Indi') end send_command('@timers d "'..indi_timer..'"') indi_timer = spell.english send_command('@timers c "'..indi_timer..'" '..indi_duration..' down spells/00136.png') end elseif not player.indi then classes.CustomIdleGroups:clear() end end Any help would be much appreciated. I figured it out myself. Just posting it here in case anyone else wants to use it.
This needs to be in the job_setup() portion of the job.lua file Code function job_setup() rayke_duration = 30 gambit_duration = 30 end This whole function handles the rest Code function job_aftercast(spell, action, spellMap, eventArgs) if spell.name == 'Rayke' and not spell.interrupted then send_command('@timers c "Rayke ['..spell.target.name..']" '..rayke_duration..' down spells/00136.png') send_command('input /p Rayke: ON;wait '..rayke_duration..';input /p Rayke: OFF;') elseif spell.name == 'Gambit' and not spell.interrupted then send_command('@timers c "Gambit ['..spell.target.name..']" '..gambit_duration..' down spells/00136.png') send_command('input /p Gambit: ON;wait '..gambit_duration..';input /p Gambit: OFF;') end end Anyone know how to change the ambiant light setting in windower when you have GS up since it takes over all of your Fkeys??
Code -- Called when the player's status changes. function job_status_change(newStatus, oldStatus, eventArgs) if MythicAM3 and state.OffenseMode.value == 'Normal' then equip(sets.AM3) end end -- Called when the player's pet's status changes. function job_pet_status_change(newStatus, oldStatus, eventArgs) end -- Called when a player gains or loses a buff. -- buff == buff gained or lost -- gain == true if the buff was gained, false if it was lost. function job_buff_change(buff, gain) if player.equipment.main == "Ryunohige" and buff == "Aftermath: Lv.3" then if gain then MythicAM3 = true else MythicAM3 = false end end something wrong? MythicAM3 for jump work Neb said: » Anyone know how to change the ambiant light setting in windower when you have GS up since it takes over all of your Fkeys?? You can type //game_ambientlight x x x x in game. I can't remember the min/max values off-hand though. //game_ambientlight 255 255 255 255 for example. Thank you for the reply
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u_u;; ah.com search function is returning 504 gateway.
I know there was a post I was looking for about lugra earring, but since search is *** up can someone repost the rule for lugra earring please. Is this it? Code function job_post_precast(spell, action, spellMap, eventArgs) if spell.type == 'WeaponSkill' then if world.time >= 17*60 or world.time < 7*60 then -- Dusk to Dawn time. equip({ear1="Lugra Earring +1", ear2="Lugra Earring"}) end end end Yeah. I usually add a condition to see if WS matches a list of WSs that I want it to use them for, then another one for Lugra+1/Moonshade WSs etc.
Alright, I need some help with this. It's a modified LUA of one posted here and it's my first time doing this:
Code ------------------------------------------------------------------------------------------------------------------- -- Setup functions for this job. Generally should not be modified. ------------------------------------------------------------------------------------------------------------------- -- 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() indi_timer = '' indi_duration = 255 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('None', 'Normal','Accuracy','Dual') state.CastingMode:options('Normal','Accuracy') state.IdleMode:options('Normal', 'PDT', 'MDT') gear.default.obi_waist = "yamabuki-no-obi" gear.default.obi_back = "Toro Cape" gear.default.obi_ring = "Shiva Ring" select_default_macro_book() end lowtier = S{"Fire", "Fire II", "Stone", "Stone II", "Blizzard", "Blizzard II", "Aero", "Aero II", "Water", "Water II", "Thunder", "Thunder II", "Fira", "Blizzara", "Aerora", "Stonera", "Thundara", "Watera"} hightier = S{"Fire III", "Fire IV", "Stone IV", "Stone III", "Blizzard IV", "Blizzard III", "Aero IV", "Aero III", "Water IV", "Water III", "Thunder IV", "Thunder III", "Fira II", "Blizzara II", "Aerora II", "Stonera II", "Thundara II", "Watera II", "Thundara III", "Watera III", "Stonera III", "Aerora III", "Blizzara III", "Fira III", } -- Define sets and vars used by this job file. function init_gear_sets() -------------------------------------- -- Precast sets -------------------------------------- -- Precast sets to enhance JAs sets.precast.JA.Bolster = {body="Bagua Tunic +1"} sets.precast.JA['Life cycle'] = {body="Geomancy Tunic +1", head="Azimuth hood +1" } sets.precast.JA['Curative Recantation'] = {hands="Bagua Mitaines +1"} sets.precast.JA['Mending Halation'] = {legs="Bagua Pants +1"} sets.precast.JA['Radial Arcana'] = {feet="Bagua Sandals +1"} sets.precast.JA['Primal Zeal'] = {head="Bagua galero +1"} sets.precast.JA['Cardinal Chant'] = {head="geomancy galero +1"} -- Fast cast sets for spells sets.precast.FC = { main="Marin Staff +1", sub="Clerisy strap", head="Merlinic Hood", body="Royal redingote", hands="Jhakri cuffs +1", legs="Geo. Pants +1", feet="Amalric nails", waist="Witful Belt", left_ear="Loquac. Earring", right_ear="Etiolation earring", left_ring="Prolix Ring", right_ring="lebeche Ring", back="Lifestream Cape", } sets.precast.FC.Cure = set_combine(sets.precast.FC, { main="Serenity", sub="Clerisy strap", back="Pahtli Cape", }) sets.precast.FC['Enhancing Magic'] = set_combine(sets.precast.FC, { head="Umuthi Hat", }) sets.precast.FC['Elemental Magic'] = set_combine(sets.precast.FC, { hands="Bagua Mitaines +1", }) sets.precast.FC.Impact = set_combine(sets.precast.FC['Elemental Magic'], {head=empty,body="Twilight Cloak"}) -- Weaponskill sets -- Default set for any weaponskill that isn't any more specifically defined sets.precast.WS = { ammo="Hasty Pinion +1", head="telchine cap", body="helios jacket", hands="telchine Gloves", legs="telchine braconi", feet="telchine pigaches", neck="fotia Gorget", waist="fotia Belt", left_ear="Moonshade Earring", right_ear="Brutal Earring", left_ring="levia. Ring", right_ring="levia. Ring", back="Refraction Cape", } -- Specific weaponskill sets. Uses the base set if an appropriate WSMod version isn't found. sets.precast.WS['Flash Nova'] = set_combine(sets.precast.WS,{ ammo="Memoria sachet", head="Helios Bandt", body="Azimuth Coat +1", hands="Hagondes Cuffs +1", legs="Hagondes Pants +1", feet="helios Boots", neck="Eddy Necklace", waist="yamabuki-no-obi", left_ear="Friomisi Earring", right_ear="crematio Earring", left_ring="Shiva Ring", right_ring=gear.ElementalRing, back=gear.ElementalCape,}) sets.precast.WS['Black Halo'] = sets.precast.WS['Flash Nova'] sets.precast.WS['Aeolian Edge'] = set_combine(sets.precast.WS['Flash Nova'],{back="Kaikias' cape",}) sets.precast.WS['Gust Slash'] =sets.precast.WS['Flash Nova'] sets.precast.WS['Starlight'] = sets.precast.WS['Flash Nova'] sets.precast.WS['Moonlight'] = sets.precast.WS['Flash Nova'] -------------------------------------- -- Midcast sets -------------------------------------- -- Base fast recast for spells sets.midcast.FastRecast =set_combine(sets.midcast.fastcast) sets.midcast.Regen = set_combine(sets.midcast.fastcast, { main="bolelabunga", body="Telchine Chas."}) sets.midcast['Enhancing Magic']={ main="Marin Staff +1", sub="Clerisy strap", head="Umuthi Hat", hands="bagua mitaines +1", body="Telchine Chas.", legs="Lengo pants", feet="Medium's sabots", neck="Melic torque", wait="Fucho-no-obi", left_ear="Andoaa Earring", right_ear="Magnetic Earring", } sets.midcast.Refresh = set_combine(sets.midcast['Enhancing Magic'], { back="Gishdubar ash"}) sets.midcast.Geomancy ={ main="Solstice", sub="Genbu's shield", range="Dunna", head="Vanya Hood", body="Vanya Robe", hands="Geo. Mitaines +1", legs="Lengo Pants", feet="Amalric nails", waist="Fucho-no-obi", left_ear="Magnetic earring", right_ear="Gwati earring", back="Lifestream Cape", } sets.midcast.Geomancy.Indi =set_combine(sets.midcast.Geomancy, {legs="bagua pants +1"}) sets.midcast.Cure = { main="Serenity", sub="Clerisy strap", head="Vanya Hood", body="Vanya Robe", hands="Telchine gloves", legs="Vanya slops", feet="Medium's sabots", neck="Colossus's Torque", left_ear="Gwati earring", right_ear="Magnetic Earring", left_ring="Ephedra Ring", right_ring="Leviathan ring", back="Pahtli cape", } sets.midcast.Stoneskin = set_combine(sets.midcast['Enhancing Magic'], { neck="Stone Gorget", waist="siegel sash", right_ear="Earthcry Earring", }) sets.midcast.Curaga = sets.midcast.Cure sets.midcast.Protectra = {ring1="Sheltered Ring"} sets.midcast.Protect = {ring1="Sheltered Ring"} sets.midcast.Shellra = {ring1="Sheltered Ring"} sets.midcast.Shell = {ring1="Sheltered Ring"} -- Custom Spell Classes sets.midcast['Enfeebling Magic'] = { main="Marin staff +1", sub="shamatha grip", range="Dunna", head="Befouled crown", body="Amalric doublet", hands="Azimuth gloves", legs="Telchine braconi", feet="bagua sandals +1", neck="imbodla necklace", waist="ovate rope", left_ear="Gwati Earring", right_ear="Barkaro. Earring", left_ring="levia. ring", right_ring="weather. ring", back="lifestream Cape", } sets.midcast.IntEnfeebles = set_combine(sets.midcast['Enfeebling Magic'], {left_ring="Fenrir Ring +1", }) sets.midcast.ElementalEnfeeble = sets.midcast['Enfeebling Magic'] sets.midcast['Dark Magic'] = { main="Rubicundity", sub="Genbu's shield", range="Dunna", head="Merlinic hood", body="Geo. Tunic +1", hands="Jhakri cuffs +1", legs="Azimuth Tights +1", feet="Amalric nails", neck="Aesir Torque", waist="Aswang sash", left_ear="Abyssal Earring", right_ear="Barkarole earring", left_ring="Fenrir ring +1", right_ring="Weather. ring", back="Nantosuelta's cape", } sets.midcast.Drain = set_combine(sets.midcast['Dark Magic'], { head="Bagua galero +1", waist="Fucho-no-obi", left_ear="Abyssal Earring", right_ring="Excelsis Ring", }) sets.midcast.Aspir = sets.midcast.Drain sets.midcast.Stun = sets.precast.FC sets.midcast.Bolster = {body="Bagua Tunic +1"} sets.midcast['Life Cycle'] = {body="Geo. Tunic +1", head="Azimuth hood +1"} sets.midcast['Mending Halation'] = {legs="Bagua Pants +1"} sets.midcast['Radial Arcana'] = {feet="Bagua Sandals +1"} sets.midcast.Bolster.Pet = {body="Bagua Tunic +1"} sets.midcast['Life Cycle'].Pet = {body="Geo. Tunic +1", head="Azimuth hood +1"} sets.midcast['Mending Halation'].Pet = {legs="Bagua Pants +1"} sets.midcast.Bolster.Pet.Indi = {body="Bagua Tunic +1"} sets.midcast['Life Cycle'].Pet.Indi = {body="Geo. Tunic +1", head="Azimuth hood +1"} sets.midcast['Mending Halation'].Pet.Indi = {legs="Bagua Pants +1"} -- Elemental Magic sets sets.midcast['Elemental Magic']= { main="Marin Staff +1", sub="Niobid strap", ammo="ghastly tathlum +1", head="Merlinic hood", body="Amalric doublet", hands="Jhakri cuffs +1", legs="Amalric slops", feet="Amalric nails", neck="Deviant necklace", waist="Aswang sash", left_ear="Friomisi earring", right_ear="Barkarole earring", left_ring="Fenrir ring +1", right_ring="wather. ring", back="Nantosuelta's cape", } sets.midcast['Elemental Magic']['Accuracy']=set_combine(sets.midcast['Elemental Magic'], { left_ear="Gwati earring", body="Azimuth coat +1", range="Dunna", neck="Melic torque", }) sets.midcast.Impact = { main="Marin staff +1", sub="Elder's Grip +1", ammo="Memoria sachet", head=empty, body="Twilight Cloak", hands="azimuth gloves +1", legs="Azimuth Tights +1", feet="Helios Boots", neck="Eddy Necklace", waist="Aswang sash", left_ear="Gwati Earring", right_ear="Crematio Earring", left_ring="Shiva Ring", right_ring="Shiva Ring", back="Toro Cape", } -------------------------------------- -- Idle/resting/defense/etc sets -------------------------------------- -- Resting sets sets.resting = { main="Bolelabunga", head="Befouled crown", sub="Genbu's Shield", range="Dunna", body="Jhakri robe +1", hands="Bagua Mitaines", legs="Lengo pants", feet="Geo. Sandals +1", neck="Twilight Torque", waist="Fucho-no-Obi", left_ear="Merman's Earring", right_ear="Moonshade earring", left_ring="Sheltered Ring", right_ring="Defending ring", back="Kumbira Cape", } -- Idle sets sets.idle = sets.resting sets.idle.PDT = { main="Terra's staff", sub="Umbra strap", head="Hagondes Hat +1", neck="Twilight Torque", ear1="Merman's Earring", ear2="Etiolation Earring", body="Hagondes Coat +1", hands="Almaric nails", ring1="Yacuruna ring", ring2="defending ring", back="Kumbira cape", waist="slipor sash", legs="vanya slops", feet="Amalric nails"} sets.idle.MDT = set_combine(sets.idle.PDT, { head="Vanya hood", body="Vanya robe", }) -- .Pet sets are for when Luopan is present. sets.idle.Pet = sets.resting sets.idle.PDT.Pet = set_combine(sets.idle.PDT, {main="Solstice", sub="Genbu's Shield", head="Azimuth hood +1", body="Telchine Chas.", legs="telchine braconi", hands="Geo. Mitaines +1", feet="Bagua Sandals +1", waist="Isa Belt", back="Lifestream Cape", ring1="Defending ring", ring2="Yacuruna ring", ear1="Handler's Earring +1", ear2="Handler's Earring", }) sets.idle.MDT.Pet = set_combine(sets.idle.MDT, {main="Solstice", sub="Genbu's Shield", head="Azimuth hood +1", body="Telchine Chas.", legs="telchine braconi", hands="Geo. Mitaines +1", feet="Bagua Sandals +1", waist="Isa Belt", back="Lifestream Cape", ring1="Defending ring", ring2="Yacuruna ring", ear1="Handler's Earring +1", ear2="Handler's Earring", }) -- .Indi sets are for when an Indi-spell is active. sets.idle.Indi = sets.resting sets.idle.PDT.Indi = sets.idle.PDT sets.idle.MDT.Indi = sets.idle.MDT sets.idle.PDT.Pet.Indi = sets.idle.PDT.Pet sets.idle.MDT.Pet.Indi = sets.idle.MDT.Pet sets.idle.Town = sets.idle.PDT.Pet sets.idle.Weak = sets.resting -- Defense sets sets.defense.PDT = sets.idle.PDT sets.defense.MDT = sets.idle.MDT sets.Kiting = {feet="Geo. Sandals +1"} sets.latent_refresh = {waist="Fucho-no-obi"} -------------------------------------- -- 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 = { main={ name="Nehushtan", augments={'Accuracy+7 Attack+7','"Dbl.Atk."+3','DMG:+20',}}, sub="Genbu's Shield", ammo="Hasty Pinion +1", head="telchine cap", body="helios jacket", hands="telchine gloves", legs="telchine braconi", feet="telchine pigaches", neck="Asperity Necklace", waist="cetl Belt", left_ear="Steelflash Earring", right_ear="Bladeborn Earring", left_ring="rajas Ring", right_ring="k'ayres ring", back="Kayapa Cape", } sets.engaged.Accuracy = set_combine(sets.engaged,{ neck="Iqabi Necklace", right_ear="Zennaroi Earring", waist="Olseni Belt", left_ring="supershear EarRing", right_ring="beeline ring", } ) sets.engaged.Dual = set_combine(sets.engaged,{ sub="Tamaxchi", left_ear="Heartseeker Earring", right_ear="Dudgeon Earring", waist="shetal stone", } ) -------------------------------------- -- Custom buff sets -------------------------------------- end poison = 0 ------------------------------------------------------------------------------------------------------------------- -- Job-specific hooks for standard casting events. ------------------------------------------------------------------------------------------------------------------- function job_aftercast(spell, action, spellMap, eventArgs) if not spell.interrupted then if spell.english:startswith('Indi') then if not classes.CustomIdleGroups:contains('Indi') then classes.CustomIdleGroups:append('Indi') end send_command('@timers d "'..indi_timer..'"') indi_timer = spell.english send_command('@timers c "'..indi_timer..'" '..indi_duration..' down spells/00136.png') elseif spell.english == 'Sleep' or spell.english == 'Sleepga' then send_command('@timers c "'..spell.english..' ['..spell.target.name..']" 60 down spells/00220.png') elseif spell.english == 'Sleep II' or spell.english == 'Sleepga II' then send_command('@timers c "'..spell.english..' ['..spell.target.name..']" 90 down spells/00220.png') end elseif not player.indi then classes.CustomIdleGroups:clear() end end ------------------------------------------------------------------------------------------------------------------- -- Job-specific hooks for non-casting events. ------------------------------------------------------------------------------------------------------------------- -- Called when a player gains or loses a buff. -- buff == buff gained or lost -- gain == true if the buff was gained, false if it was lost. function job_buff_change(buff, gain) if player.indi and not classes.CustomIdleGroups:contains('Indi')then classes.CustomIdleGroups:append('Indi') handle_equipping_gear(player.status) elseif classes.CustomIdleGroups:contains('Indi') and not player.indi then classes.CustomIdleGroups:clear() handle_equipping_gear(player.status) end if buff == "poison" then if gain then poison = 1 add_to_chat(255, '*-*-*-*-*-*-*-*-* [ Poisoned ] *-*-*-*-*-*-*-*-*') else poison = 0 add_to_chat(255, '*-*-*-*-*-*-*-*-* [ Poison OFF ] *-*-*-*-*-*-*-*-*') end end end function job_state_change(stateField, newValue, oldValue) if stateField == 'Offense Mode' then if newValue == 'Dual' then disable('main','sub','range') else enable('main','sub','range') end end end -- Run after the general midcast() is done. function job_post_midcast(spell, action, spellMap, eventArgs) if spell.skill == 'Elemental Magic' then -- this if for low tier if lowtier:contains(spell.name) then add_to_chat(204, '*-*-*-*-*-*-*-*-* [ Low TIER ] *-*-*-*-*-*-*-*-*') if buffactive.Poison then equip(sets.midcast['Elemental Magic'], {main="Mindmelter"}) elseif spell.element == 'Earth' then equip(sets.midcast['Elemental Magic'], {neck="Quanpur Necklace"}) elseif spell.element == 'Ice' then equip(sets.midcast['Elemental Magic'], {main="Ngqoqwanb"}) elseif spell.element == 'Wind' then equip(sets.midcast['Elemental Magic'], {Main="Marin Staff +1", Back="Kaikias' Cape"}) end if spell.element == world.day_element or spell.element == world.weather_element then equip(sets.midcast['Elemental Magic'], {waist="Hachirin-No-Obi"}) end else -- high tier add_to_chat(204, '*-*-*-*-*-*-*-*-* [ High TIER ] *-*-*-*-*-*-*-*-*') if buffactive.Poison then equip(sets.midcast['Elemental Magic']['Accuracy'], {main="Mindmelter"}) elseif spell.element == 'Earth' then equip(sets.midcast['Elemental Magic']['Accuracy'], {neck="Quanpur Necklace"}) elseif spell.element == 'Ice' then equip(sets.midcast['Elemental Magic']['Accuracy'], {main="Ngqoqwanb"}) elseif spell.element == 'Wind' then equip(sets.midcast['Elemental Magic'], {Main="Marin Staff +1", Back="Kaikias' Cape"}) end if spell.element == world.day_element or spell.element == world.weather_element then equip(sets.midcast['Elemental Magic'], {waist="Hachirin-No-Obi"}) end end end end ------------------------------------------------------------------------------------------------------------------- -- User code that supplements standard library decisions. ------------------------------------------------------------------------------------------------------------------- function job_get_spell_map(spell, default_spell_map) if spell.action_type == 'Magic' then if spell.skill == 'Enfeebling Magic' then if spell.type == 'WhiteMagic' then return 'MndEnfeebles' else return 'IntEnfeebles' end elseif spell.skill == 'Geomancy' then if spell.english:startswith('Indi') then return 'Indi' end elseif spell.skill == 'Elemental Magic' then end end end function customize_idle_set(idleSet) if player.mpp < 51 then idleSet = set_combine(idleSet, sets.latent_refresh) end return idleSet end -- Called by the 'update' self-command. function job_update(cmdParams, eventArgs) classes.CustomIdleGroups:clear() if player.indi then classes.CustomIdleGroups:append('Indi') end end -- Function to display the current relevant user state when doing an update. function display_current_job_state(eventArgs) display_current_caster_state() eventArgs.handled = true end -- MAKE A MACRO : /tell <me> check function open_coffer() CofferType = "Velkk Coffer" if player.inventory[CofferType] then NCoffer = player.inventory[CofferType].count bag = windower.ffxi.get_bag_info(0).count max = windower.ffxi.get_bag_info(0).max spots = max-bag if spots > 0 then add_to_chat(204, '*-*-*-*-*-*-*-*-* [ '..NCoffer..'x '..CofferType..' to open - Inventory('..bag..'/'..max..') ] *-*-*-*-*-*-*-*-*') local nextcommand = "" for i=1, spots do nextcommand = nextcommand .. 'input /item "'..CofferType..'" <me>; wait 2;' end nextcommand = nextcommand .. 'input /tell '..player.name..' check' send_command(nextcommand) else add_to_chat(204, '*-*-*-*-*-*-*-*-* [ Inventory('..bag..'/'..max..') ] *-*-*-*-*-*-*-*-*') end else add_to_chat(204, '*-*-*-*-*-*-*-*-* [ No '..CofferType..' in inventory ] *-*-*-*-*-*-*-*-*') end end windower.register_event('chat message', function(original, sender, mode, gm) local match if sender == player.name then if original == "check" then open_coffer() end end return sender, mode, gm end) ------------------------------------------------------------------------------------------------------------------- -- Utility functions specific to this job. ------------------------------------------------------------------------------------------------------------------- -- Select default macro book on initial load or subjob change. function select_default_macro_book() set_macro_page(1, 1) end The LUA itself works, tested it with various spell, but I need to make some modification and I'm not sure how to proceed: 1) I need to remove every trace of the melee set. Dunno how to that. Do I just remove it from the lua? I also want it gone from F9-F10. 2) sets.idle.PDT.Pet and sets.idle.MDT.Pet. I need to remove sets.idle.PDT.Pet. I tried deleting every voice with it, but then when I have to cycle CTRL-F12 with a Loupan out PDT.Pet becomes just regular PDT. I could technically solve it by making sets.idle.MDT.Pet.=sets.idle.PDT.Pet, but it's annoying to cycle through 3 sets for no reason 3) This one is tricky, I have no idea how to it: The lua auto-equips Fucho-no-obi when MP are low enough. That's OK, but I'd like of a way to prioritize Isa Belt sometimes. Sorta like an on-off button for the MP trigger. Hi
I have unlocked trueflight and wish to add the ws and sets to the LuA file. I am receiving an error when I load my file ) Atempt to index global 'sets' (a nil value) I checked the bottom of the fil and added trueflight as it has been recorded. Can any help please Code -- Wildfire Sets Below WF_Set_Names = {'Normal','Acc','Atk'} sets.WF = {head={ name="Herculean Helm", augments={'"Mag.Atk.Bns."+21','"Dbl.Atk."+3','MND+11',}}, body={ name="Samnuha Coat", augments={'Mag. Acc.+15','"Mag.Atk.Bns."+15','"Fast Cast"+5','"Dual Wield"+5',}}, hands={ name="Leyline Gloves", augments={'Accuracy+15','Mag. Acc.+15','"Mag.Atk.Bns."+15','"Fast Cast"+3',}}, legs={ name="Adhemar Kecks", augments={'DEX+10','AGI+10','Accuracy+15',}}, feet={ name="Adhemar Gamashes", augments={'DEX+10','AGI+10','Accuracy+15',}}, neck="Sanctity Necklace", waist="Eschan Stone", left_ear="Friomisi Earring", right_ear="Hecate's Earring", left_ring="Fenrir Ring", right_ring="Vertigo Ring", back={ name="Mecisto. Mantle", augments={'Cap. Point+49%','MND+2','Accuracy+1','DEF+5',}}, } sets.WF.Normal = {head={ name="Herculean Helm", augments={'"Mag.Atk.Bns."+21','"Dbl.Atk."+3','MND+11',}}, body={ name="Samnuha Coat", augments={'Mag. Acc.+15','"Mag.Atk.Bns."+15','"Fast Cast"+5','"Dual Wield"+5',}}, hands={ name="Leyline Gloves", augments={'Accuracy+15','Mag. Acc.+15','"Mag.Atk.Bns."+15','"Fast Cast"+3',}}, legs={ name="Adhemar Kecks", augments={'DEX+10','AGI+10','Accuracy+15',}}, feet={ name="Adhemar Gamashes", augments={'DEX+10','AGI+10','Accuracy+15',}}, neck="Sanctity Necklace", waist="Eschan Stone", left_ear="Friomisi Earring", right_ear="Hecate's Earring", left_ring="Fenrir Ring", right_ring="Vertigo Ring", back={ name="Mecisto. Mantle", augments={'Cap. Point+49%','MND+2','Accuracy+1','DEF+5',}}, } sets.WF.Acc = {head={ name="Herculean Helm", augments={'"Mag.Atk.Bns."+21','"Dbl.Atk."+3','MND+11',}}, body={ name="Samnuha Coat", augments={'Mag. Acc.+15','"Mag.Atk.Bns."+15','"Fast Cast"+5','"Dual Wield"+5',}}, hands={ name="Leyline Gloves", augments={'Accuracy+15','Mag. Acc.+15','"Mag.Atk.Bns."+15','"Fast Cast"+3',}}, legs={ name="Adhemar Kecks", augments={'DEX+10','AGI+10','Accuracy+15',}}, feet={ name="Adhemar Gamashes", augments={'DEX+10','AGI+10','Accuracy+15',}}, neck="Sanctity Necklace", waist="Eschan Stone", left_ear="Friomisi Earring", right_ear="Hecate's Earring", left_ring="Fenrir Ring", right_ring="Vertigo Ring", back={ name="Mecisto. Mantle", augments={'Cap. Point+49%','MND+2','Accuracy+1','DEF+5',}}, } sets.WF.Atk = {head={ name="Herculean Helm", augments={'"Mag.Atk.Bns."+21','"Dbl.Atk."+3','MND+11',}}, body={ name="Samnuha Coat", augments={'Mag. Acc.+15','"Mag.Atk.Bns."+15','"Fast Cast"+5','"Dual Wield"+5',}}, hands={ name="Leyline Gloves", augments={'Accuracy+15','Mag. Acc.+15','"Mag.Atk.Bns."+15','"Fast Cast"+3',}}, legs={ name="Adhemar Kecks", augments={'DEX+10','AGI+10','Accuracy+15',}}, feet={ name="Adhemar Gamashes", augments={'DEX+10','AGI+10','Accuracy+15',}}, neck="Sanctity Necklace", waist="Eschan Stone", left_ear="Friomisi Earring", right_ear="Hecate's Earring", left_ring="Fenrir Ring", right_ring="Vertigo Ring", back={ name="Mecisto. Mantle", augments={'Cap. Point+49%','MND+2','Accuracy+1','DEF+5',}}, } -- Namas Arrow Sets Below NA_Set_Names = {'Normal','Acc','Atk'} sets.NA = {} sets.NA.Normal = {} sets.NA.Acc = {} sets.NA.Atk = {} -- Jishnu's Radiance Sets Below JR_Set_Names = {'Normal','Acc','Atk'} sets.JR = {} sets.JR.Normal = { } sets.JR.Acc = { } sets.JR.Atk = { } -- Trueflight Sets Below TF_Set_Names = {'Normal','Acc','Atk'} sets.TF = {head={ name="Herculean Helm", augments={'"Mag.Atk.Bns."+21','"Dbl.Atk."+3','MND+11',}}, body={ name="Samnuha Coat", augments={'Mag. Acc.+15','"Mag.Atk.Bns."+15','"Fast Cast"+5','"Dual Wield"+5',}}, hands={ name="Leyline Gloves", augments={'Accuracy+15','Mag. Acc.+15','"Mag.Atk.Bns."+15','"Fast Cast"+3',}}, legs={ name="Adhemar Kecks", augments={'DEX+10','AGI+10','Accuracy+15',}}, feet={ name="Adhemar Gamashes", augments={'DEX+10','AGI+10','Accuracy+15',}}, neck="Sanctity Necklace", waist="Eschan Stone", left_ear="Friomisi Earring", right_ear="Hecate's Earring", left_ring="Fenrir Ring", right_ring="Vertigo Ring", back={ name="Mecisto. Mantle", augments={'Cap. Point+49%','MND+2','Accuracy+1','DEF+5',}}, } sets.TF.Normal = {head={ name="Herculean Helm", augments={'"Mag.Atk.Bns."+21','"Dbl.Atk."+3','MND+11',}}, body={ name="Samnuha Coat", augments={'Mag. Acc.+15','"Mag.Atk.Bns."+15','"Fast Cast"+5','"Dual Wield"+5',}}, hands={ name="Leyline Gloves", augments={'Accuracy+15','Mag. Acc.+15','"Mag.Atk.Bns."+15','"Fast Cast"+3',}}, legs={ name="Adhemar Kecks", augments={'DEX+10','AGI+10','Accuracy+15',}}, feet={ name="Adhemar Gamashes", augments={'DEX+10','AGI+10','Accuracy+15',}}, neck="Sanctity Necklace", waist="Eschan Stone", left_ear="Friomisi Earring", right_ear="Hecate's Earring", left_ring="Fenrir Ring", right_ring="Vertigo Ring", back={ name="Mecisto. Mantle", augments={'Cap. Point+49%','MND+2','Accuracy+1','DEF+5',}}, } Sets.TF.Acc = {head={ name="Herculean Helm", augments={'"Mag.Atk.Bns."+21','"Dbl.Atk."+3','MND+11',}}, body={ name="Samnuha Coat", augments={'Mag. Acc.+15','"Mag.Atk.Bns."+15','"Fast Cast"+5','"Dual Wield"+5',}}, hands={ name="Leyline Gloves", augments={'Accuracy+15','Mag. Acc.+15','"Mag.Atk.Bns."+15','"Fast Cast"+3',}}, legs={ name="Adhemar Kecks", augments={'DEX+10','AGI+10','Accuracy+15',}}, feet={ name="Adhemar Gamashes", augments={'DEX+10','AGI+10','Accuracy+15',}}, neck="Sanctity Necklace", waist="Eschan Stone", left_ear="Friomisi Earring", right_ear="Hecate's Earring", left_ring="Fenrir Ring", right_ring="Vertigo Ring", back={ name="Mecisto. Mantle", augments={'Cap. Point+49%','MND+2','Accuracy+1','DEF+5',}}, } Sets.TF.Atk = {head={ name="Herculean Helm", augments={'"Mag.Atk.Bns."+21','"Dbl.Atk."+3','MND+11',}}, body={ name="Samnuha Coat", augments={'Mag. Acc.+15','"Mag.Atk.Bns."+15','"Fast Cast"+5','"Dual Wield"+5',}}, hands={ name="Leyline Gloves", augments={'Accuracy+15','Mag. Acc.+15','"Mag.Atk.Bns."+15','"Fast Cast"+3',}}, legs={ name="Adhemar Kecks", augments={'DEX+10','AGI+10','Accuracy+15',}}, feet={ name="Adhemar Gamashes", augments={'DEX+10','AGI+10','Accuracy+15',}}, neck="Sanctity Necklace", waist="Eschan Stone", left_ear="Friomisi Earring", right_ear="Hecate's Earring", left_ring="Fenrir Ring", right_ring="Vertigo Ring", back={ name="Mecisto. Mantle", augments={'Cap. Point+49%','MND+2','Accuracy+1','DEF+5',}}, } -- Sidewinder Sets Below SW_Set_Names = {'Normal','Acc','Atk'} sets.SW = {} sets.SW.Normal = { } sets.SW.Acc = { } sets.SW.Atk = {} Code function precast(spell) if sets.precast[spell.english] then equip(sets.precast[spell.english]) elseif spell.type == 'WeaponSkill' then if spell.target.distance > 21.0 then add_to_chat(167,''..spell.target.name..' is too far can not use '..spell.name..'!!!. Cancelling WeaponSkill ') cancel_spell() return elseif spell.name == "Coronach" then equip(sets.Coronach[Coronach_Set_Names[Coronach_Index]]) elseif spell.name == "Last Stand" then equip(sets.LS[LS_Set_Names[LS_Index]]) elseif spell.name == "Namas Arrow" then equip(sets.NA[NA_Set_Names[NA_Index]]) elseif spell.name == "Jishnu's Radiance" then equip(sets.JR[JR_Set_Names[JR_Index]]) elseif spell.name == "Sidewinder" then equip(sets.SW[SW_Set_Names[SW_Index]]) elseif spell.name == "Wildfire" then equip(sets.WF[WF_Set_Names[WF_Index]]) elseif spell.name == "Trueflight" then equip(sets.TF[TF_Set_Names[TF_Index]]) end don't know for sure that it works, but my gs for rng has
Code sets.precast.WS['True Flight'] = {head="Arcadian Beret +1",neck="Breeze Gorget",ear1="Tripudio Earring", ear2="Volley Earring",body="Kyujutsugi",hands="Arc. Bracers +1",ring1="Pyrosoul Ring",ring2="Rajas Ring", back="Buquwik Cape",waist=gear.ElementalBelt,legs="Nahtirah Trousers",feet="Arcadian Socks"} even tho mote mappings say it's just "Trueflight" gonna go check now and let you know edit: seems to work reedit: it didn't work, lua was really old and was just equipping the basic ws set, changed it to Trueflight and it worked, no idea sorry Asura.Bloodlusty said: » "Sets" need to be lowercase. Lua is case-sensitive and will remind you until it finally bores into your skull. Ok set to lowercase, file now loads without error, however does not change gear for trueflight. I use the function showswaps and no feedback. Have I entered the set correctly?
It appears I didn't add anything for the main index, I'm now getting an error stating an unexpected symbol on line 9, yet I haven't changed anything here?
Line 9 states to the first part of the code listed. I have included the other changes to add trueflight in the second and third codes Almost there, little more assistance and I can leave you alone :) Code --GearSwap Version 0.873 --File Created 2-16-13 --Update --(7-30-14) Changed the way PDT/MDT sets lock on toggle. Added key bind F10 to update gear. --Weakness timer added (Timers plugin needed for this to work) --(3-22-14) Wildfire sets added. --(2-21-14) [For the buff "Battlefield" you'll see you can use an echo or the actual JA Scavenge for when --exiting a battlefield. By default when u exit a battlefield, you will receive a scavenge reminder. Change accordingly.] function get_sets() TP_Index = 1 Idle_Index = 1 Midshot_Index = 1 Barrage_Index = 1 Coronach_Index = 1 LS_Index = 1 --Last Stand WF_Index = 1 --Wildfire NA_Index = 1 --Namas Arrow JR_Index = 1 --Jishnu's Radiance SW_Index = 1 --Sidewinder TF_Index = 1 --Trueflight Code function precast(spell) if sets.precast[spell.english] then equip(sets.precast[spell.english]) elseif spell.type == 'WeaponSkill' then if spell.target.distance > 21.0 then add_to_chat(167,''..spell.target.name..' is too far can not use '..spell.name..'!!!. Cancelling WeaponSkill ') cancel_spell() return elseif spell.name == "Coronach" then equip(sets.Coronach[Coronach_Set_Names[Coronach_Index]]) elseif spell.name == "Last Stand" then equip(sets.LS[LS_Set_Names[LS_Index]]) elseif spell.name == "Namas Arrow" then equip(sets.NA[NA_Set_Names[NA_Index]]) elseif spell.name == "Jishnu's Radiance" then equip(sets.JR[JR_Set_Names[JR_Index]]) elseif spell.name == "Sidewinder" then equip(sets.SW[SW_Set_Names[SW_Index]]) elseif spell.name == "Wildfire" then equip(sets.WF[WF_Set_Names[WF_Index]]) elseif spell.name == "Trueflight" then equip(sets.TF[TF_set_Names[TF_Index]]) end Code -- Coronach Sets Below Coronach_Set_Names = {'Normal','Acc','Atk'} sets.Coronach = {} sets.Coronach.Normal = {} sets.Coronach.Acc = {} sets.Coronach.Atk = {} -- Last Stand Sets Below LS_Set_Names = {'Normal','Acc','Atk'} sets.LS = {} sets.LS.Normal = {} sets.LS.Acc = {} sets.LS.Atk = {} -- Wildfire Sets Below WF_Set_Names = {'Normal','Acc','Atk'} sets.WF = {} sets.WF.Normal = {} sets.WF.Acc = {} sets.WF.Atk = {} -- Namas Arrow Sets Below NA_Set_Names = {'Normal','Acc','Atk'} sets.NA = {} sets.NA.Normal = {} sets.NA.Acc = {} sets.NA.Atk = {} -- Jishnu's Radiance Sets Below JR_Set_Names = {'Normal','Acc','Atk'} sets.JR = {} sets.JR.Normal = {} sets.JR.Acc = {} sets.JR.Atk = {} -- Sidewinder Sets Below SW_Set_Names = {'Normal','Acc','Atk'} sets.SW = {} sets.SW.Normal = {} sets.SW.Acc = {} sets.SW.Atk = {} -- Trueflight Sets Below TF_Set_Names = {'Normal,'Acc','Atk'} sets.TF = {} sets.TF.Normal = {} sets.TF.Acc = {} sets.TF.Atk = {} I'm not sure if these snippets are actually confusing as ***or I'm just really high, but regardless would you mind pasting the entire file on pastebin and linking it? Just posting it all in one code snippet here would be just as good i suppose
I don't understand why I'm having issues with this but I have never had to add a ws to a set, that is all I have done here
Issue occurs on lua line 9. states an unexpected symbol. However this has not been changed by myself hence no sense made Code --GearSwap Version 0.873 --File Created 2-16-13 --Update --(7-30-14) Changed the way PDT/MDT sets lock on toggle. Added key bind F10 to update gear. --Weakness timer added (Timers plugin needed for this to work) --(3-22-14) Wildfire sets added. --(2-21-14) [For the buff "Battlefield" you'll see you can use an echo or the actual JA Scavenge for when --exiting a battlefield. By default when u exit a battlefield, you will receive a scavenge reminder. Change accordingly.] function get_sets() TP_Index = 1 Idle_Index = 1 Midshot_Index = 1 Barrage_Index = 1 Coronach_Index = 1 LS_Index = 1 --Last Stand WF_Index = 1 --Wildfire NA_Index = 1 --Namas Arrow JR_Index = 1 --Jishnu's Radiance SW_Index = 1 --Sidewinder TF_Index = 1 --Trueflight --Default Macro Set for RNG send_command('input /macro book 8;wait .1;input /macro set 5') --Binds F10 to update player gear. send_command('bind f10 gs c update') --PreSets Below (Snapshot/JA's) sets.precast = {} sets.precast.bullet = {} sets.precast.arrow = {} sets.precast.trialsammo = {} sets.precast['Double Shot'] = {} sets.precast['Velocity Shot'] = {} sets.precast['Camouflage'] = {} sets.precast['Bounty Shot'] = {} sets.precast['Sharpshot'] = {} sets.precast['Scavenge'] = {} sets.precast['Shadowbind'] = {} sets.precast['Eagle Eye Shot'] = {} sets.precast.PreShot = {} -- Magic Sets Below sets.precast.FastCast = {} sets.precast.Utsusemi = set_combine(sets.precast.FastCast,{}) --Midshot Sets Below Midshot_Set_Names = {'LightAcc','FullAcc','STP'} sets.Midshot = {} sets.Midshot.LightAcc = {} sets.Midshot.FullAcc = {} sets.Midshot.STP = {} --Barrage Sets Below Barrage_Set_Names = {'BarrageAcc','BarrageSTP'} sets.Barrage = {} sets.Barrage.BarrageAcc = {} sets.Barrage.BarrageSTP = {} -- Coronach Sets Below Coronach_Set_Names = {'Normal','Acc','Atk'} sets.Coronach = {} sets.Coronach.Normal = {} sets.Coronach.Acc = {} sets.Coronach.Atk = {} -- Last Stand Sets Below LS_Set_Names = {'Normal','Acc','Atk'} sets.LS = {} sets.LS.Normal = {} sets.LS.Acc = {} sets.LS.Atk = {} -- Wildfire Sets Below WF_Set_Names = {'Normal','Acc','Atk'} sets.WF = {} sets.WF.Normal = {} sets.WF.Acc = {} sets.WF.Atk = {} -- Namas Arrow Sets Below NA_Set_Names = {'Normal','Acc','Atk'} sets.NA = {} sets.NA.Normal = {} sets.NA.Acc = {} sets.NA.Atk = {} -- Jishnu's Radiance Sets Below JR_Set_Names = {'Normal','Acc','Atk'} sets.JR = {} sets.JR.Normal = {} sets.JR.Acc = {} sets.JR.Atk = {} -- Sidewinder Sets Below SW_Set_Names = {'Normal','Acc','Atk'} sets.SW = {} sets.SW.Normal = {} sets.SW.Acc = {} sets.SW.Atk = {} -- Trueflight Sets Below TF_Set_Names = {'Normal,'Acc','Atk'} sets.TF = {} sets.TF.Normal = {} sets.TF.Acc = {} sets.TF.Atk = {} -- TP Sets Below(I don't really use for RNG but feel free to add your own) TP_Set_Names = {"ACC","ATK","PDT","MDT"} sets.TP = {} sets.TP['ACC'] = {} sets.TP['ATK'] = {} sets.TP['MDT'] = {} sets.TP['PDT'] = {} --Idle Sets Below Idle_Set_Names = {'Regen','Normal','Town','Vanity'} sets.Idle = {} sets.Idle.Normal = {} sets.Idle.Town = {} sets.Idle.Regen = set_combine(sets.Idle.Normal,{}) }) -- PDT (Set will lock and unlock on toggle) -- Macro /console gs c pdt set.pdt = {} pdt = {} pdt.on = {} pdt.off = {} -- MDT (Set will lock and unlock on toggle) -- Macro /console gs c mdt set.mdt = {} mdt = {} mdt.on = set_combine(pdt.on,{}) mdt.off = {} end function precast(spell) if sets.precast[spell.english] then equip(sets.precast[spell.english]) elseif spell.type == 'WeaponSkill' then if spell.target.distance > 21.0 then add_to_chat(167,''..spell.target.name..' is too far can not use '..spell.name..'!!!. Cancelling WeaponSkill ') cancel_spell() return elseif spell.name == "Coronach" then equip(sets.Coronach[Coronach_Set_Names[Coronach_Index]]) elseif spell.name == "Last Stand" then equip(sets.LS[LS_Set_Names[LS_Index]]) elseif spell.name == "Namas Arrow" then equip(sets.NA[NA_Set_Names[NA_Index]]) elseif spell.name == "Jishnu's Radiance" then equip(sets.JR[JR_Set_Names[JR_Index]]) elseif spell.name == "Sidewinder" then equip(sets.SW[SW_Set_Names[SW_Index]]) elseif spell.name == "Wildfire" then equip(sets.WF[WF_Set_Names[WF_Index]]) elseif spell.name == "Trueflight" then equip(sets.TF[TF_set_Names[TF_Index]]) end elseif spell.name == "Ranged" then equip(sets.precast.PreShot) if player.equipment.range == 'Ajjub Bow' then equip(sets.precast.arrow) elseif player.equipment.range == 'Yoichinoyumi' then equip(sets.precast.arrow) elseif player.equipment.range == 'Annihilator' then equip(sets.precast.bullet) elseif player.equipment.range == 'Astrild' then equip(sets.precast.trialsammo) end elseif spell.type == "Ninjutsu" then if string.find(spell.english,'Utsusemi') then if buffactive['Copy Image (3)'] or buffactive['Copy Image (4)'] then cancel_spell() add_to_chat(167, spell.english .. ' Canceled: [3+ Images]') return else equip(sets.precast.Utsusemi) end else equip(sets.precast.FastCast) end elseif spell.english == 'Spectral Jig' and buffactive.Sneak then cast_delay(0.2) send_command('cancel Sneak') end end function midcast(spell) if spell.name == "Ranged" then equip(sets.Midshot[Midshot_Set_Names[Midshot_Index]]) if buffactive.Barrage then equip(sets.Barrage[Barrage_Set_Names[Barrage_Index]]) end end end function aftercast(spell) if player.status=='Engaged' then equip(sets.TP[TP_Set_Names[TP_Index]]) else equip(sets.Idle[Idle_Set_Names[Idle_Index]]) end end function status_change(new,old) if T{'Idle','Resting'}:contains(new) then equip(sets.Idle[Idle_Set_Names[Idle_Index]]) elseif new == 'Engaged' then equip(sets.TP[TP_Set_Names[TP_Index]]) end end function buff_change(name,gain_or_loss) if name == 'Battlefield' and not gain_or_loss then --send_command('wait 3; input /ja "Scavenge" <me>') add_to_chat(167,'You left the Battlefield, don\'t forget to Scavenge!') end if name == 'weakness' and gain_or_loss then send_command('timers create "Weakness" 300 up abilities/00255.png') elseif name == 'weakness' and not gain_or_loss then send_command('timers delete "Weakness"') end end --Toggle Self Commands with //gs c [command name] --Example type in chat //gs c tp (case sensitive) --Example Make a macro /console gs c tp (case sensitive) function self_command(command) if command == 'tp' then TP_Index = TP_Index +1 if TP_Index > #TP_Set_Names then TP_Index = 1 end add_to_chat(207,'TP Set Changed to: '..TP_Set_Names[TP_Index]..'') status_change(player.status) elseif command == 'idle' then Idle_Index = Idle_Index +1 if Idle_Index > #Idle_Set_Names then Idle_Index = 1 end add_to_chat(207,'Idle Set Changed to: '..Idle_Set_Names[Idle_Index]..'') equip(sets.Idle[Idle_Set_Names[Idle_Index]]) elseif command == 'pdt' then if sets.pdt == pdt.on then equip(pdt.off) sets.pdt = pdt.off enable('ammo','head','neck','ear1','ear2','body','hands','ring1','ring2','back','waist','legs','feet') status_change(player.status) add_to_chat(207,'>>>>> PDT Set Unlocked! <<<<<') else equip(pdt.on) sets.pdt = pdt.on disable('ammo','head','neck','ear1','ear2','body','hands','ring1','ring2','back','waist','legs','feet') add_to_chat(66,'>>>>> PDT Set Locked! <<<<<') end elseif command == 'mdt' then if sets.mdt == mdt.on then equip(mdt.off) sets.mdt = mdt.off enable('ammo','head','neck','ear1','ear2','body','hands','ring1','ring2','back','waist','legs','feet') status_change(player.status) add_to_chat(207,'>>>>> MDT Set Unlocked! <<<<<') else equip(mdt.on) sets.mdt = mdt.on disable('ammo','head','neck','ear1','ear2','body','hands','ring1','ring2','back','waist','legs','feet') add_to_chat(15,'>>>>> MDT Set Locked! <<<<<') end elseif command == 'midshot' then Midshot_Index = Midshot_Index +1 if Midshot_Index > #Midshot_Set_Names then Midshot_Index = 1 end add_to_chat(207,'Midshot Set Changed to: '..Midshot_Set_Names[Midshot_Index]..'') elseif command == 'barrage' then Barrage_Index = Barrage_Index +1 if Barrage_Index > #Barrage_Set_Names then Barrage_Index = 1 end add_to_chat(207,'Barrage Set Changed to: '..Barrage_Set_Names[Barrage_Index]..'') elseif command == 'relicgunws' then Coronach_Index = Coronach_Index +1 if Coronach_Index > #Coronach_Set_Names then Coronach_Index = 1 end add_to_chat(207,'Coronach Set Changed to: '..Coronach_Set_Names[Coronach_Index]..'') elseif command == 'meritws' then LS_Index = LS_Index +1 if LS_Index > #LS_Set_Names then LS_Index = 1 end add_to_chat(207,'Last Stand Set Changed to: '..LS_Set_Names[LS_Index]..'') elseif command == 'wildfirews' then WF_Index = WF_Index +1 if WF_Index > #WF_Set_Names then WF_Index = 1 end add_to_chat(207,'Wildfire Set Changed to: '..WF_Set_Names[WF_Index]..'') elseif command == 'relicbowws' then NA_Index = NA_Index +1 if NA_Index > #NA_Set_Names then NA_Index = 1 end add_to_chat(207,'Namas Arrow Set Changed to: '..NA_Set_Names[NA_Index]..'') elseif command == 'empws' then JR_Index = JR_Index +1 if JR_Index > #JR_Set_Names then JR_Index = 1 end add_to_chat(207,'Jishnu\'s Radiance Set Changed to: '..JR_Set_Names[JR_Index]..'') elseif command == 'sidewinderws' then SW_Index = SW_Index +1 if SW_Index > #SW_Set_Names then SW_Index = 1 end add_to_chat(207,'Sidewinder Set Changed to: '..SW_Set_Names[SW_Index]..'') elseif command == 'update' then status_change(player.status) add_to_chat(207,'Update player status...') elseif command == 'active' then add_to_chat(207,'Idle Set Active: '..Idle_Set_Names[Idle_Index]..'') add_to_chat(207,'TP Set Active: '..TP_Set_Names[TP_Index]..'') add_to_chat(207,'Midshot Set Active: '..Midshot_Set_Names[Midshot_Index]..'') add_to_chat(207,'Barrage Set Active: '..Barrage_Set_Names[Barrage_Index]..'') add_to_chat(207,'Coronach Set Active: '..Coronach_Set_Names[Coronach_Index]..'') add_to_chat(207,'Last Stand Set Active: '..LS_Set_Names[LS_Index]..'') add_to_chat(207,'Wildfire Set Active: '..WF_Set_Names[WF_Index]..'') add_to_chat(207,'Namas Arrow Set Active: '..NA_Set_Names[NA_Index]..'') add_to_chat(207,'Jishnu\'s Radiance Set Active: '..JR_Set_Names[JR_Index]..'') add_to_chat(207,'Sidewinder Set Active: '..SW_Set_Names[SW_Index]..'') add_to_chat(207,'Trueflight Set Active: '..TF_Set_Names[TW_Index]..'') end end function file_unload() send_command('unbind f10') end Leviathan.Celebrindal
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Without those two hyphens leading line 9,I belive it's getting to execute it as a command. It can't tell that line 9 is just a continuation of the memo in lines 7-8, which DO have the appropriate hyphens. I'd try adding them.
I am using this simple Lua for Bst and for some reason anytime I cast magic spells with a /nin /rdm /whm etc it crashes windower. Works great with /dnc which is what I normally use anyway but wondering if anyone else is having this issue.
The huge lua Falkirk posted is a bit intimidating so I wanted to use this basic one but I have been having this issue for about a month now and can't figure it out. Any suggestions would be appreciated. I do have all the supplementary files and no issues with any other lua's that use magic, so I don't know if it would be a problem with a different file or not. Thank you! Code ------------------------------------------------------------------------------------------------------------------- -- ctrl+F12 cycles Idle modes ------------------------------------------------------------------------------------------------------------------- -- THE STUFF YOU CARE ABOUT STARTS AFTER LINE 101 -- -- THE STUFF YOU CARE ABOUT STARTS AFTER LINE 101 -- -- THE STUFF YOU CARE ABOUT STARTS AFTER LINE 101 -- -- THE STUFF YOU CARE ABOUT STARTS AFTER LINE 101 -- -- THE STUFF YOU CARE ABOUT STARTS AFTER LINE 101 -- -- THE STUFF YOU CARE ABOUT STARTS AFTER LINE 101 -- -- THE STUFF YOU CARE ABOUT STARTS AFTER LINE 101 -- -- THE STUFF YOU CARE ABOUT STARTS AFTER LINE 101 -- -- THE STUFF YOU CARE ABOUT STARTS AFTER LINE 101 -- ------------------------------------------------------------------------------------------------------------------- -- Initialization function that defines sets and variables to be used. ------------------------------------------------------------------------------------------------------------------- -- IMPORTANT: Make sure to also get the Mote-Include.lua file (and its supplementary files) to go with this. -- Initialization function for this job file. function get_sets() mote_include_version = 2 -- Load and initialize the include file. include('Mote-Include.lua') end function job_setup() get_combat_form() end function user_setup() state.IdleMode:options('Normal', 'Reraise') state.OffenseMode:options('Normal', 'PetDT') state.CorrelationMode = M{['description']='Correlation Mode', 'Neutral', 'HighAcc', 'MaxAcc',} send_command('bind ^f8 gs c cycle CorrelationMode') end -- Complete list of Ready moves to use with Sic & Ready Recast -5 Desultor Tassets. ready_moves_to_check = S{'Sic','Whirl Claws','Dust Cloud','Foot Kick','Sheep Song','Sheep Charge','Lamb Chop', 'Rage','Head Butt','Scream','Dream Flower','Wild Oats','Leaf Dagger','Claw Cyclone','Razor Fang', 'Roar','Gloeosuccus','Palsy Pollen','Soporific','Cursed Sphere','Venom','Geist Wall','Toxic Spit', 'Numbing Noise','Nimble Snap','Cyclotail','Spoil','Rhino Guard','Rhino Attack','Power Attack', 'Hi-Freq Field','Sandpit','Sandblast','Venom Spray','Mandibular Bite','Metallic Body','Bubble Shower', 'Bubble Curtain','Scissor Guard','Big Scissors','Grapple','Spinning Top','Double Claw','Filamented Hold', 'Frog Kick','Queasyshroom','Silence Gas','Numbshroom','Spore','Dark Spore','Shakeshroom','Blockhead', 'Secretion','Fireball','Tail Blow','Plague Breath','Brain Crush','Infrasonics','??? Needles', 'Needleshot','Chaotic Eye','Blaster','Scythe Tail','Ripper Fang','Chomp Rush','Intimidate','Recoil Dive', 'Water Wall','Snow Cloud','Wild Carrot','Sudden Lunge','Spiral Spin','Noisome Powder','Wing Slap', 'Beak Lunge','Suction','Drainkiss','Acid Mist','TP Drainkiss','Back Heel','Jettatura','Choke Breath', 'Fantod','Charged Whisker','Purulent Ooze','Corrosive Ooze','Tortoise Stomp','Harden Shell','Aqua Breath', 'Sensilla Blades','Tegmina Buffet','Molting Plumage','Swooping Frenzy','Pentapeck','Sweeping Gouge', 'Zealous Snort','Somersault ','Tickling Tendrils','Stink Bomb','Nectarous Deluge','Nepenthic Plunge', 'Pecking Flurry','Pestilent Plume','Foul Waters','Spider Web','Sickle Slash','Frogkick','Ripper Fang','Scythe Tail','Chomp Rush'} mab_ready_moves = S{ 'Cursed Sphere','Venom','Toxic Spit', 'Venom Spray','Bubble Shower', 'Fireball','Plague Breath', 'Snow Cloud','Acid Spray','Silence Gas','Dark Spore', 'Charged Whisker','Purulent Ooze','Aqua Breath','Stink Bomb', 'Nectarous Deluge','Nepenthic Plunge','Foul Waters','Dust Cloud','Sheep Song','Scream','Dream Flower','Roar','Gloeosuccus','Palsy Pollen', 'Soporific','Geist Wall','Numbing Noise','Spoil','Hi-Freq Field', 'Sandpit','Sandblast','Filamented Hold', 'Spore','Infrasonics','Chaotic Eye', 'Blaster','Intimidate','Noisome Powder','TP Drainkiss','Jettatura','Spider Web', 'Corrosive Ooze','Molting Plumage','Swooping Frenzy', 'Pestilent Plume',} -- List of abilities to reference for applying Treasure Hunter +1 via Chaac Belt. function file_unload() if binds_on_unload then binds_on_unload() end -- Unbinds the Jug Pet, Reward, Correlation, Treasure, PetMode, MDEF Mode hotkeys. send_command('unbind !=') send_command('unbind ^=') send_command('unbind !f8') send_command('unbind ^f8') send_command('unbind @f8') send_command('unbind ^f11') end -- HERE IS THE BEGINNING OF THE GEARSWAP AS FAR AS YOU SHOULD BE CONCERNED FOR EDITING GEAR -- -- HERE IS THE BEGINNING OF THE GEARSWAP AS FAR AS YOU SHOULD BE CONCERNED FOR EDITING GEAR -- -- HERE IS THE BEGINNING OF THE GEARSWAP AS FAR AS YOU SHOULD BE CONCERNED FOR EDITING GEAR -- -- HERE IS THE BEGINNING OF THE GEARSWAP AS FAR AS YOU SHOULD BE CONCERNED FOR EDITING GEAR -- -- HERE IS THE BEGINNING OF THE GEARSWAP AS FAR AS YOU SHOULD BE CONCERNED FOR EDITING GEAR -- -- HERE IS THE BEGINNING OF THE GEARSWAP AS FAR AS YOU SHOULD BE CONCERNED FOR EDITING GEAR -- -- HERE IS THE BEGINNING OF THE GEARSWAP AS FAR AS YOU SHOULD BE CONCERNED FOR EDITING GEAR -- -- HERE IS THE BEGINNING OF THE GEARSWAP AS FAR AS YOU SHOULD BE CONCERNED FOR EDITING GEAR -- -- HERE IS THE BEGINNING OF THE GEARSWAP AS FAR AS YOU SHOULD BE CONCERNED FOR EDITING GEAR -- -- HERE IS THE BEGINNING OF THE GEARSWAP AS FAR AS YOU SHOULD BE CONCERNED FOR EDITING GEAR -- -- BST gearsets function init_gear_sets() -- PRECAST SETS sets.precast.JA['Killer Instinct'] = {head="Ankusa Helm +1"} sets.precast.JA['Bestial Loyalty'] = {hands="Ankusa Gloves",body="Mirke Wardecors",} sets.precast.JA['Call Beast'] = sets.precast.JA['Bestial Loyalty'] sets.precast.JA.Familiar = {legs="Ankusa Trousers"} sets.precast.JA.Tame = {head="Totemic Helm +1",} sets.precast.JA.Spur = {feet="Nukumi Ocreae +1"} --This is what will equip when you use Reward. No need to manually equip Pet Food Theta. sets.precast.JA.Reward = { ammo="Pet Food Theta", ring1="Aquasoul Ring", head="Stout Bonnet", neck="Aife's Medal", ear1="Lifestorm Earring", ear2="Neptune's Pearl", body="Totemic Jackcoat +1", hands="Leyline Gloves", ring2="Aquasoul Ring", back="Pastoralist's Mantle", waist="Crudelis Belt", legs="Ankusa Trousers", feet="Ankusa Gaiters"} --This is your base FastCast set that equips during precast for all spells/magic. sets.precast.FC = { ring2="Lebeche Ring", ammo="Impatiens", neck="Voltsurge Torque", head={ name="Taeon Chapeau", augments={'"Fast Cast"+2',}}, body={ name="Taeon Tabard", augments={'Pet: "Mag.Atk.Bns."+23','"Fast Cast"+4',}}, hands="Leyline Gloves", legs={ name="Taeon Tights", augments={'Pet: DEF+17','"Fast Cast"+4',}}, feet={ name="Taeon Boots", augments={'Pet: "Mag.Atk.Bns."+24','"Fast Cast"+2',}}, ring1="Prolix Ring", waist="Ninurta's Sash",} sets.midcast.Stoneskin = { head="Taeon Chapeau", neck="Stone Gorget", ear1="Earthcry Earring", ear2="Lifestorm Earring", body="Totemic Jackcoat +1", hands="Stone Mufflers", ring1="Aquasoul Ring", ring2="Aquasoul Ring", back="Pastoralist's Mantle", waist="Crudelis Belt", legs="Haven Hose", feet="Amm Greaves"} -- WEAPONSKILLS -- Default weaponskill set. sets.precast.WS = { ammo="Cheruski Needle", head="Nukumi Cabasset +1", neck="Asperity Necklace", ear1="Flame Pearl", ear2="Brutal Earring", body="Nukumi Gausape +1", hands="Boor Bracelets", ring1="Pyrosoul Ring", ring2="Ifrit Ring", back="Buquwik Cape", waist="Windbuffet Belt +1", legs="Nukumi Quijotes +1", feet="Nukumi Ocreae +1"} -- Specific weaponskill sets. sets.precast.WS['Ruinator'] = set_combine(sets.precast.WS, {neck="Breeze Gorget"}) sets.precast.WS['Onslaught'] = set_combine(sets.precast.WS, { ammo="Floestone", neck="Justiciar's Torque", ear1="Tati Earring +1", ear2="Brutal Earring", body="Mes'yohi Haubergeon", hands="Nomkahpa Mittens +1", ring1="Ramuh Ring +1", back="Vespid Mantle", legs="Mikinaak Cuisses", feet="Vanir Boots"}) sets.precast.WS['Primal Rend'] = { head="Taeon Chapeau", body="Tot. Jackcoat +1", hands="Leyline Gloves", legs="Taeon Tights", feet="Taeon Boots", neck="Stoicheion Medal", waist="Salire Belt", left_ear="Hecate's Earring", right_ear="Friomisi Earring", left_ring="Epona's Ring", right_ring="Rajas Ring", back="Argocham. Mantle",} sets.precast.WS['Cloudsplitter'] = set_combine(sets.precast.WS['Primal Rend'],{ammo="Erlene's Notebook", head="Highwing Helm", neck="Stoicheion Medal", ear1="Moonshade Earring", ear2="Friomisi Earring", body="Taeon Tabard", hands="Taeon Gloves", ring1="Acumen Ring", ring2="Carb. Ring", back="Toro Cape", waist="Salire Belt", legs="Taeon Tights", feet="Taeon Boots",}) -- PET SIC & READY MOVES --This is your base Ready move set, activating for physical Ready moves. Merlin/D.Tassets are accounted for already. sets.midcast.Pet.WS = { main="Arktoi", ammo="Demonry Core", neck="Empath Necklace", ear1="Sabong Earring", head="Despair Helm", body={ name="Acro Surcoat", augments={'Pet: Attack+24 Pet: Rng.Atk.+24','Pet: "Dbl. Atk."+5',}}, hands="Nukumi Manoplas +1", legs={ name="Acro Breeches", augments={'Pet: Attack+22 Pet: Rng.Atk.+22','Pet: "Dbl. Atk."+3',}}, feet={ name="Acro Leggings", augments={'Pet: Attack+23 Pet: Rng.Atk.+23','Pet: "Dbl. Atk."+3',}}, back="Pastoralist's Mantle", ring1="Thurandaut Ring", ear2="Domesticator's Earring", sub="Digirbalag", waist="Hurch'lan Sash",} sets.midcast.Pet.Neutral = set_combine(sets.midcast.Pet.WS, { main="Arktoi", ammo="Demonry Core", neck="Empath Necklace", ear1="Sabong Earring", head="Despair Helm", body={ name="Acro Surcoat", augments={'Pet: Attack+24 Pet: Rng.Atk.+24','Pet: "Dbl. Atk."+5',}}, hands="Nukumi Manoplas +1", legs={ name="Acro Breeches", augments={'Pet: Attack+22 Pet: Rng.Atk.+22','Pet: "Dbl. Atk."+3',}}, feet={ name="Acro Leggings", augments={'Pet: Attack+23 Pet: Rng.Atk.+23','Pet: "Dbl. Atk."+3',}}, back="Pastoralist's Mantle", ring1="Thurandaut Ring", ear2="Domesticator's Earring", sub="Digirbalag", waist="Hurch'lan Sash",}) sets.midcast.Pet.HighAcc = set_combine(sets.midcast.Pet.WS, { main="Odium", ear1="Handler's Earring +1", head="Despair Helm", body="Valorous Mail", legs="Wisent Kecks", feet="Valorous Greaves", hands="Nukumi Manoplas +1", ammo="Demonry Core", neck="Empath Necklace", waist="Incarnation Sash", ear2="Handler's Earring", sub="Digirbalag", ring1="Thurandaut Ring", back="Pastoralist's Mantle",}) sets.midcast.Pet.MaxAcc = set_combine(sets.midcast.Pet.WS, { main="Malevolence", ear1="Handler's Earring +1", head="Valorous Mask", body="Valorous Mail", legs="Wisent Kecks", feet="Valorous Greaves", hands="Nukumi Manoplas +1", ammo="Demonry Core", neck="Empath Necklace", waist="Incarnation Sash", ear2="Handler's Earring", sub="Digirbalag", ring1="Thurandaut Ring", back="Pastoralist's Mantle",}) --This will equip for Magical Ready moves like Fireball sets.midcast.Pet.MabReady = set_combine(sets.midcast.Pet.WS, { main="Skullrender", head={ name="Taeon Chapeau", augments={'Pet: "Mag.Atk.Bns."+24',}}, body={ name="Taeon Tabard", augments={'Pet: "Mag.Atk.Bns."+23','"Fast Cast"+4',}}, hands={ name="Acro Gauntlets", augments={'Pet: "Mag.Atk.Bns."+24',}}, legs={ name="Acro Breeches", augments={'Pet: Mag. Acc.+24',}}, feet={ name="Taeon Boots", augments={'Pet: "Mag.Atk.Bns."+24','"Fast Cast"+2',}}, back="Argocham. Mantle", sub={ name="Kumbhakarna", augments={'Pet: "Mag.Atk.Bns."+16','Pet: TP Bonus+180',}}, ring1="Thurandaut Ring",}) sets.midcast.Pet.TPBonus = {hands="Nukumi Manoplas +1",} sets.midcast.Pet.ReadyRecast = {main="Charmer's Merlin",legs="Desultor Tassets",} -- IDLE SETS (TOGGLE between RERAISE and NORMAL with CTRL+F12) -- Base Idle Set (when you do NOT have a pet out) sets.idle = { main="Kumbhakarna", head="Anwig Salade", ring2="Succor Ring", neck="Empath Necklace", ear2="Handler's Earring +1", ammo="Demonry Core", body="Acro Surcoat", hands="Acro Gauntlets", legs="Nukumi Quijotes +1", feet="Skadi's Jambeaux +1", ring1="Thurandaut Ring", sub="Astolfo", back="Pastoralist's Mantle", waist="Isa Belt", ear1="Handler's Earring",} sets.idle.Reraise = set_combine(sets.idle, {head="Twilight Helm",body="Twilight Mail"}) -- Idle Set that equips when you have a pet out and not fighting an enemy. sets.idle.Pet = set_combine(sets.idle, { main="Izizoeksi", ear2="Handler's Earring +1", ring2="Succor Ring", head="Anwig Salade", neck="Empath Necklace", ammo="Demonry Core", body="Acro Surcoat", hands="Acro Gauntlets", legs="Nukumi Quijotes +1", feet="Skadi's Jambeaux +1", ring1="Thurandaut Ring", sub="Astolfo", back="Pastoralist's Mantle", waist="Isa Belt", ear1="Handler's Earring",}) -- Idle set that equips when you have a pet out and ARE fighting an enemy. sets.idle.Pet.Engaged = set_combine(sets.idle, { main="Izizoeksi", head="Anwig Salade", neck="Empath Necklace", ammo="Demonry Core", ear2="Handler's Earring +1", ring1="Thurandaut Ring", body="Acro Surcoat", hands="Acro Gauntlets", legs="Nukumi Quijotes +1", feet="Acro Leggings", sub="Astolfo", back="Pastoralist's Mantle", waist="Isa Belt", ring2="Succor Ring", ear1="Handler's Earring",}) -- MELEE (SINGLE-WIELD) SETS sets.engaged = { main="Aymur", ammo="Ginsen", head={ name="Taeon Chapeau", augments={'Accuracy+23','"Triple Atk."+2',}}, neck="Asperity Necklace", ear1="Handler's Earring", body="Nukumi Gausape +1", hands={ name="Taeon Gloves", augments={'Accuracy+20 Attack+20','"Triple Atk."+2',}}, ring1="Epona's Ring", ring2="Rajas Ring", back="Bleating Mantle", waist="Windbuffet Belt +1", ear2="Handler's Earring +1", legs={ name="Taeon Tights", augments={'Accuracy+17 Attack+17','"Triple Atk."+2',}}, feet={ name="Taeon Boots", augments={'Accuracy+25','"Triple Atk."+2','CHR+9',}},} sets.engaged.PetDT = { main="Odium", ammo="Ginsen", head={ name="Taeon Chapeau", augments={'Accuracy+23','"Triple Atk."+2',}}, neck="Asperity Necklace", ear1="Handler's Earring", body="Nukumi Gausape +1", hands={ name="Taeon Gloves", augments={'Accuracy+20 Attack+20','"Triple Atk."+2',}}, ring1="Epona's Ring", ring2="Rajas Ring", back="Bleating Mantle", waist="Windbuffet Belt +1", ear2="Handler's Earring +1", legs={ name="Taeon Tights", augments={'Accuracy+17 Attack+17','"Triple Atk."+2',}}, feet={ name="Taeon Boots", augments={'Accuracy+25','"Triple Atk."+2','CHR+9',}},} -- MELEE (DUAL-WIELD) SETS FOR DNC AND NIN SUBJOB sets.engaged.DW = { main="Aymur", sub="Kumbhakarna", head="Taeon Chapeau", body="Tot. Jackcoat +1", hands="Taeon Gloves", legs="Taeon Tights", feet="Taeon Boots", neck="Asperity Necklace", waist="Patentia Sash", ear1="Dudgeon Earring", ear2="Heartseeker Earring", ring1="Epona's Ring", ring2="Rajas Ring", back="Atheling Mantle",} sets.engaged.DW.PetDT = { main="Malevolence", sub="Odium", head="Taeon Chapeau", body="Tot. Jackcoat +1", hands="Taeon Gloves", legs="Taeon Tights", feet="Taeon Boots", neck="Asperity Necklace", waist="Patentia Sash", ear1="Dudgeon Earring", ear2="Heartseeker Earring", ring1="Epona's Ring", ring2="Rajas Ring", back="Atheling Mantle",} -- THIS IS THE END OF THE GEARSWAP AS FAR AS YOU SHOULD BE CONCERNED -- -- THIS IS THE END OF THE GEARSWAP AS FAR AS YOU SHOULD BE CONCERNED -- -- THIS IS THE END OF THE GEARSWAP AS FAR AS YOU SHOULD BE CONCERNED -- -- THIS IS THE END OF THE GEARSWAP AS FAR AS YOU SHOULD BE CONCERNED -- -- THIS IS THE END OF THE GEARSWAP AS FAR AS YOU SHOULD BE CONCERNED -- -- THIS IS THE END OF THE GEARSWAP AS FAR AS YOU SHOULD BE CONCERNED -- -- THIS IS THE END OF THE GEARSWAP AS FAR AS YOU SHOULD BE CONCERNED -- -- THIS IS THE END OF THE GEARSWAP AS FAR AS YOU SHOULD BE CONCERNED -- -- THIS IS THE END OF THE GEARSWAP AS FAR AS YOU SHOULD BE CONCERNED -- -- THIS IS THE END OF THE GEARSWAP AS FAR AS YOU SHOULD BE CONCERNED -- end ------------------------------------------------------------------------------------------------------------------- -- Job-specific hooks that are called to process player actions at specific points in time. ------------------------------------------------------------------------------------------------------------------- function job_precast(spell, action, spellMap, eventArgs) cancel_conflicting_buffs(spell, action, spellMap, eventArgs) -- Define class for Sic and Ready moves. if ready_moves_to_check:contains(spell.name) and pet.status == 'Engaged' then classes.CustomClass = "WS" equip(sets.midcast.Pet.ReadyRecast) end end function job_pet_midcast(spell, action, spellMap, eventArgs) end -- Return true if we handled the aftercast work. Otherwise it will fall back -- to the general aftercast() code in Mote-Include. function job_aftercast(spell, action, spellMap, eventArgs) if spell.type == "Monster" and not spell.interrupted then equip(set_combine(sets.midcast.Pet.WS, sets.midcast.Pet[state.CorrelationMode.value])) if mab_ready_moves:contains(spell.english) and pet.status == 'Engaged' then equip(sets.midcast.Pet.MabReady) end if buffactive['Unleash'] then hands={ name="Valorous Mitts", augments={'Pet: Attack+30 Pet: Rng.Atk.+30','Pet: "Store TP"+10','System: 1 ID: 1792 Val: 13','Pet: Accuracy+3 Pet: Rng. Acc.+3',}} end eventArgs.handled = true end end function job_state_change(stateField, newValue, oldValue) if stateField == 'Correlation Mode' then state.CorrelationMode:set(newValue) end end function get_combat_form() if player.sub_job == 'NIN' or player.sub_job == 'DNC' then state.CombatForm:set('DW') else state.CombatForm:reset() end end Leviathan.Celebrindal said: » Without those two hyphens leading line 9,I belive it's getting to execute it as a command. It can't tell that line 9 is just a continuation of the memo in lines 7-8, which DO have the appropriate hyphens. I'd try adding them. Thanks this worked |
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