Gearswap Support Thread

Language: JP EN DE FR
2010-09-08
New Items
users online
Forum » Windower » Support » Gearswap Support Thread
Gearswap Support Thread
First Page 2 3 ... 160 161 162 ... 180 181 182
Offline
Posts: 8
By Demelza 2020-11-13 16:26:51
Link | Quote | Reply
 
Heya, thank you for your reply.
That looks like it would make sense, only I cannot find Global-Binds.lua anywhere in my windower folder, and I try unloading it too and it's not loaded.
I note the COR lua has:
```
include('Mote-Include.lua')
```
which paths to more includes:
```
include('Mote-Mappings')
```
But none of this contains anything to do with the keybinds in Global-binds ><

Thank you in advance for your help ^^
 Hades.Dade
Offline
Server: Hades
Game: FFXI
user: Dade
Posts: 230
By Hades.Dade 2020-11-13 17:05:26
Link | Quote | Reply
 
did you previous have it included then removed it? Binds will last after you reload gearswap unless they are unbound. was line 149 in orginal lua. You can reload the autoload or just restart ffxi.
Offline
Posts: 8
By Demelza 2020-11-13 17:22:12
Link | Quote | Reply
 
Thank you! A reset did the trick and now I feel like a prune for not trying that already ^^;
 Ragnarok.Lowen
Offline
Server: Ragnarok
Game: FFXI
user: Rorrick
Posts: 316
By Ragnarok.Lowen 2020-11-14 11:03:31
Link | Quote | Reply
 
Does anyone have some examples of how they manage weapon toggles and locking? My use cases are mostly shields for PLD and weapons/shields for RDM. For instance, if I want to cast Protect on PLD with Srivasta on, but I want to swap back to either my Ochain or Aegis depending on which "shield mode" I'm in. I'm trying to avoid having a bunch of duplicated sets where the only difference is a shield or offhand weapon. For RDM it would be nice to be able to define an engaged main and sub to more easily change between enspells/savage blade/AE/Seraph Blade setups but still go back to more universal idle setup (while still using Ammurapi shield appropriately).
 Kujata.Tetsuiga
Offline
Server: Kujata
Game: FFXI
user: Tetsuiga
Posts: 40
By Kujata.Tetsuiga 2020-12-03 09:55:52
Link | Quote | Reply
 
Greetings,

i recently transitioned from using my own gearswaps to Sel's, and it seems whenever i try to update sets <yes i made seperate gear pages for each char> i get the following errors, its dosnt seem to matter which character or job im messing with but the error i get always points me to the same place

lua runtime error - Gearswap/Flow/lua:350:
error in function get_sets
/libs.sel_include.lua 308

so i know its pointing me to those specific lines, but i cant figure out whats wrong with them, if i replace any edits i made in my Tetsuiga_Mnk_Gear file with sels default stuff it works fine, as soon as i start replacing stuff it gives me this,

no idea what im doing wrong here lol
 Bismarck.Ruzaki
Offline
Server: Bismarck
Game: FFXI
user: roxya
Posts: 21
By Bismarck.Ruzaki 2020-12-03 10:32:16
Link | Quote | Reply
 
Kujata.Tetsuiga said: »
Greetings,

i recently transitioned from using my own gearswaps to Sel's, and it seems whenever i try to update sets <yes i made seperate gear pages for each char> i get the following errors, its dosnt seem to matter which character or job im messing with but the error i get always points me to the same place

lua runtime error - Gearswap/Flow/lua:350:
error in function get_sets
/libs.sel_include.lua 308

so i know its pointing me to those specific lines, but i cant figure out whats wrong with them, if i replace any edits i made in my Tetsuiga_Mnk_Gear file with sels default stuff it works fine, as soon as i start replacing stuff it gives me this,

no idea what im doing wrong here lol

You'll have to upload one of your files so we can take a look at it.
 Kujata.Tetsuiga
Offline
Server: Kujata
Game: FFXI
user: Tetsuiga
Posts: 40
By Kujata.Tetsuiga 2020-12-03 11:03:56
Link | Quote | Reply
 
So heres the specific Job file im trying to edit, the other two mentioned files in the console were left as is with no edits, i can provide them if needed, they wouldnt fit in this post, I managed to get the tp, idle and dt sets in fine, but once i started changing howling fist gear i started getting the error.

Quote:
Gearswap/Flow/lua:350:
error in function get_sets
/libs.sel_include.lua 308



Code
function user_job_setup()
	-- Options: Override default values
    state.OffenseMode:options('Normal','SomeAcc','Acc','FullAcc', 'Fodder')
    state.WeaponskillMode:options('Match','Normal', 'SomeAcc', 'Acc', 'FullAcc', 'Fodder')
    state.HybridMode:options('Normal', 'PDT')
    state.PhysicalDefenseMode:options('PDT', 'HP')
	state.MagicalDefenseMode:options('MDT')
	state.ResistDefenseMode:options('MEVA')
	state.IdleMode:options('Normal', 'PDT')
	state.Weapons:options('Godhands','Staff','ProcStaff','ProcClub','Barehanded','ProcSword','ProcGreatSword','ProcScythe','ProcPolearm','ProcGreatKatana')

    state.ExtraMeleeMode = M{['description']='Extra Melee Mode', 'None'}

    update_melee_groups()
	
	-- Additional local binds
	send_command('bind ^` input /ja "Boost" <me>')
	send_command('bind !` input /ja "Perfect Counter" <me>')
	send_command('bind ^backspace input /ja "Mantra" <me>')
	send_command('bind @` gs c cycle SkillchainMode')
	
	select_default_macro_book()
end

function init_gear_sets()
	--------------------------------------
	-- Start defining the sets
	--------------------------------------
	
	-- Precast Sets
	
	-- Precast sets to enhance JAs on use
	sets.precast.JA['Hundred Fists'] = {legs="Hesychast's Hose +1"}
	sets.precast.JA['Boost'] = {} --hands="Anchorite's Gloves +1"
	sets.precast.JA['Boost'].OutOfCombat = {} --hands="Anchorite's Gloves +1", Remove Haste and Add Slow Gear.
	sets.precast.JA['Dodge'] = {feet="Anchorite's Gaiters +1"}
	sets.precast.JA['Focus'] = {head="Anchorite's Crown +1"}
	sets.precast.JA['Counterstance'] = {} --feet="Hesychast's Gaiters +1"
	sets.precast.JA['Footwork'] = {feet="Shukuyu Sune-Ate"}
	sets.precast.JA['Formless Strikes'] = {body="Hesychast's Cyclas"}
	sets.precast.JA['Mantra'] = {feet="Mel. Gaiters +2"} --feet="Hesychast's Gaiters +1"

	sets.precast.JA['Chi Blast'] = {}
	
	sets.precast.JA['Chakra'] = {
		head="Dampening Tam",
		body="Malignance Tabard",hands="Hesychast's Gloves +1",
		legs="Hes. Hose +1",feet="Anch. Gaiters +1"}

	-- Waltz set (chr and vit)
	sets.precast.Waltz = {}
		
	-- Don't need any special gear for Healing Waltz.
	sets.precast.Waltz['Healing Waltz'] = {}

	sets.precast.Step = {ammo="Falcon Eye",
		head="Malignance Chapeau",neck="Moonbeam Nodowa",ear1="Mache Earring +1",ear2="Telos Earring",
		body="Malignance Tabard",hands="Hesychast's Gloves +1",ring1="Ramuh Ring +1",ring2="Ramuh Ring +1",
		back="Segomo's Mantle",waist="Olseni Belt",legs="Hiza. Hizayoroi +2",feet="Malignance Boots"}
		
	sets.precast.Flourish1 = {ammo="Falcon Eye",
		head="Malignance Chapeau",neck="Moonbeam Nodowa",ear1="Mache Earring +1",ear2="Telos Earring",
		body="Malignance Tabard",hands="Hesychast's Gloves +1",ring1="Ramuh Ring +1",ring2="Ramuh Ring +1",
		back="Segomo's Mantle",waist="Olseni Belt",legs="Mummu Kecks +2",feet="Malignance Boots"}


	-- Fast cast sets for spells
	
	sets.precast.FC = {ammo="Impatiens",
	head=gear.herculean_fc_head,neck="Voltsurge Torque",ear1="Enchntr. Earring +1",ear2="Loquac. Earring",
	body="Dread Jupon",hands="Leyline Gloves",ring2="Lebeche Ring",ring2="Kishar Ring",
	legs="Rawhide Trousers"}

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

       
	-- Weaponskill sets
	-- Default set for any weaponskill that isn't any more specifically defined
	sets.precast.WS = {ammo="Aurgelmir Orb +1",
		head="Ken. Jinpachi +1",neck="Mnk. Nodowa +2",ear1="Sherida Earring",ear2="Mache Earring +1",
		body="Malignance Tabard",hands="Ken. Tekko +1",ring1="Gere Ring",ring2="Niqmaddu Ring",
		back={ name="Segomo's Mantle", augments={'DEX+20','Accuracy+20 Attack+20','DEX+10','"Dbl.Atk."+10','Phys. dmg. taken-10%',}},waist="Moonbow Belt +1",legs="Ken. Hakama +1",feet="Ken. Sune-Ate +1"}
	sets.precast.WSSomeAcc = {ammo="Falcon Eye",head="Dampening Tam",legs="Hiza. Hizayoroi +2"}
	sets.precast.WSAcc = {ammo="Falcon Eye",head="Dampening Tam",neck="Combatant's Torque",ear1="Cessance Earring",ring2="Ramuh Ring +1",body="Malignance Tabard",waist="Olseni Belt",legs="Hiza. Hizayoroi +2",feet="Malignance Boots"}
	sets.precast.WSFullAcc = {ammo="Falcon Eye",head="Mummu Bonnet +2",neck="Moonbeam Nodowa",ear1="Mache Earring +1",ear2="Telos Earring",body="Malignance Tabard",hands="Ryuo Tekko",ring1="Ramuh Ring +1",ring2="Ramuh Ring +1",waist="Olseni Belt",legs="Hiza. Hizayoroi +2",feet="Malignance Boots"}
	sets.precast.WSFodder = {}
	sets.precast.WS.SomeAcc = set_combine(sets.precast.WS, sets.precast.WSSomeAcc)	
	sets.precast.WS.Acc = set_combine(sets.precast.WS, sets.precast.WSAcc)
	sets.precast.WS.FullAcc = set_combine(sets.precast.WS, sets.precast.WSFullAcc)
	sets.precast.WS.Fodder = set_combine(sets.precast.WS, sets.precast.WSFodder)

	-- Specific weaponskill sets.

	sets.precast.WS['Raging Fists']    = set_combine(sets.precast.WS, {waist="Grunfeld Rope"})
	sets.precast.WS['Howling Fist']    = set_combine(sets.precast.WS, {ammo="Knobkierrie",head="Ken. Jinpachi +1",body="Ken. Samue +1",hands="Ken. Tekko +1"legs="Ken. Hakama +1"feet="Ken. Sune-ate +1"ear2="Moonshade Earring"})
	sets.precast.WS['Asuran Fists']    = set_combine(sets.precast.WS, {waist="Grunfeld Rope"})
	sets.precast.WS["Ascetic's Fury"]  = set_combine(sets.precast.WS, {neck="Caro Necklace",body="Abnoba Kaftan",hands="Ryuo Tekko",ring2="Begrudging Ring",waist="Grunfeld Rope",feet=gear.herculean_wsd_feet})
	sets.precast.WS["Victory Smite"]   = set_combine(sets.precast.WS, {ear1="Moonshade Earring",body="Abnoba Kaftan",hands="Ryuo Tekko",ring2="Begrudging Ring",legs="Mummu Kecks +2",feet="Mummu Gamash. +2"})
	sets.precast.WS['Shijin Spiral']   = set_combine(sets.precast.WS, {head="Dampening Tam"})
	sets.precast.WS['Dragon Kick']     = set_combine(sets.precast.WS, {waist="Grunfeld Rope"})
	sets.precast.WS['Tornado Kick']    = set_combine(sets.precast.WS, {})
	sets.precast.WS['Spinning Attack'] = set_combine(sets.precast.WS, {waist="Grunfeld Rope"})

	sets.precast.WS["Raging Fists"].SomeAcc = set_combine(sets.precast.WS["Raging Fists"], sets.precast.WSSomeAcc)
	sets.precast.WS["Howling Fist"].SomeAcc = set_combine(sets.precast.WS["Howling Fist"], sets.precast.WSSomeAcc)
	sets.precast.WS["Asuran Fists"].SomeAcc = set_combine(sets.precast.WS["Asuran Fists"], sets.precast.WSSomeAcc)
	sets.precast.WS["Ascetic's Fury"].SomeAcc = set_combine(sets.precast.WS["Ascetic's Fury"], sets.precast.WSSomeAcc, {head="Mummu Bonnet +2",body="Abnoba Kaftan",hands="Ryuo Tekko",ring2="Begrudging Ring",waist="Grunfeld Rope",legs="Mummu Kecks +2",feet=gear.herculean_wsd_feet})
	sets.precast.WS["Victory Smite"].SomeAcc = set_combine(sets.precast.WS["Victory Smite"], sets.precast.WSSomeAcc, {head="Mummu Bonnet +2",ear1="Moonshade Earring",body="Abnoba Kaftan",hands="Ryuo Tekko",ring2="Begrudging Ring",legs="Mummu Kecks +2",feet="Mummu Gamash. +2"})
	sets.precast.WS["Shijin Spiral"].SomeAcc = set_combine(sets.precast.WS["Shijin Spiral"], sets.precast.WSSomeAcc, {})
	sets.precast.WS["Dragon Kick"].SomeAcc = set_combine(sets.precast.WS["Dragon Kick"], sets.precast.WSSomeAcc)
	sets.precast.WS["Tornado Kick"].SomeAcc = set_combine(sets.precast.WS["Tornado Kick"], sets.precast.WSSomeAcc)
	
	sets.precast.WS["Raging Fists"].Acc = set_combine(sets.precast.WS["Raging Fists"], sets.precast.WSAcc)
	sets.precast.WS["Howling Fist"].Acc = set_combine(sets.precast.WS["Howling Fist"], sets.precast.WSAcc)
	sets.precast.WS["Asuran Fists"].Acc = set_combine(sets.precast.WS["Asuran Fists"], sets.precast.WSAcc)
	sets.precast.WS["Ascetic's Fury"].Acc = set_combine(sets.precast.WS["Ascetic's Fury"], sets.precast.WSAcc, {head="Mummu Bonnet +2",body="Sayadio's Kaftan",hands="Ryuo Tekko",ring2="Begrudging Ring",legs="Mummu Kecks +2",feet="Mummu Gamash. +2"})
	sets.precast.WS["Victory Smite"].Acc = set_combine(sets.precast.WS["Victory Smite"], sets.precast.WSAcc, {head="Mummu Bonnet +2",ear1="Moonshade Earring",body="Sayadio's Kaftan",hands="Ryuo Tekko",ring2="Begrudging Ring",legs="Mummu Kecks +2",feet="Mummu Gamash. +2"})
	sets.precast.WS["Shijin Spiral"].Acc = set_combine(sets.precast.WS["Shijin Spiral"], sets.precast.WSAcc)
	sets.precast.WS["Dragon Kick"].Acc = set_combine(sets.precast.WS["Dragon Kick"], sets.precast.WSAcc)
	sets.precast.WS["Tornado Kick"].Acc = set_combine(sets.precast.WS["Tornado Kick"], sets.precast.WSAcc)

	sets.precast.WS["Raging Fists"].FullAcc = set_combine(sets.precast.WS["Raging Fists"], sets.precast.WSFullAcc)
	sets.precast.WS["Howling Fist"].FullAcc = set_combine(sets.precast.WS["Howling Fist"], sets.precast.WSFullAcc)
	sets.precast.WS["Asuran Fists"].FullAcc = set_combine(sets.precast.WS["Asuran Fists"], sets.precast.WSFullAcc)
	sets.precast.WS["Ascetic's Fury"].FullAcc = set_combine(sets.precast.WS["Ascetic's Fury"], sets.precast.WSFullAcc, {head="Mummu Bonnet +2",body="Mummu Jacket +2",hands="Ryuo Tekko",legs="Mummu Kecks +2",feet="Mummu Gamash. +2"})
	sets.precast.WS["Victory Smite"].FullAcc = set_combine(sets.precast.WS["Victory Smite"], sets.precast.WSFullAcc, {head="Mummu Bonnet +2",body="Mummu Jacket +2",hands="Ryuo Tekko",legs="Mummu Kecks +2",feet="Mummu Gamash. +2"})
	sets.precast.WS["Shijin Spiral"].FullAcc = set_combine(sets.precast.WS["Shijin Spiral"], sets.precast.WSFullAcc)
	sets.precast.WS["Dragon Kick"].FullAcc = set_combine(sets.precast.WS["Dragon Kick"], sets.precast.WSFullAcc)
	sets.precast.WS["Tornado Kick"].FullAcc = set_combine(sets.precast.WS["Tornado Kick"], sets.precast.WSFullAcc)
	
	sets.precast.WS["Raging Fists"].Fodder = set_combine(sets.precast.WS["Raging Fists"], sets.precast.WSFodder)
	sets.precast.WS["Howling Fist"].Fodder = set_combine(sets.precast.WS["Howling Fist"], sets.precast.WSFodder)
	sets.precast.WS["Asuran Fists"].Fodder = set_combine(sets.precast.WS["Asuran Fists"], sets.precast.WSFodder)
	sets.precast.WS["Ascetic's Fury"].Fodder = set_combine(sets.precast.WS["Ascetic's Fury"], sets.precast.WSFodder, {head="Adhemar Bonnet +1",neck="Caro Necklace",body="Abnoba Kaftan",ring1="Begrudging Ring",waist="Grunfeld Rope"})
	sets.precast.WS["Victory Smite"].Fodder = set_combine(sets.precast.WS["Victory Smite"], sets.precast.WSFodder, {ear1="Moonshade Earring",body="Abnoba Kaftan",ring1="Begrudging Ring"})
	sets.precast.WS["Shijin Spiral"].Fodder = set_combine(sets.precast.WS["Shijin Spiral"], sets.precast.WSFodder)
	sets.precast.WS["Dragon Kick"].Fodder = set_combine(sets.precast.WS["Dragon Kick"], sets.precast.WSFodder)
	sets.precast.WS["Tornado Kick"].Fodder = set_combine(sets.precast.WS["Tornado Kick"], sets.precast.WSFodder)


	sets.precast.WS['Cataclysm'] = {ammo="Dosis Tathlum",
		neck="Baetyl Pendant",ear1="Friomisi Earring",ear2="Crematio Earring",
		hands="Malignance Gloves",ring1="Shiva Ring +1",
		back="Toro Cape",legs="Nahtirah Trousers"}
	
	-- Swap to these on Moonshade using WS if at 3000 TP
	sets.MaxTP = {ear1="Brutal Earring",ear2="Sherida Earring",}
	sets.AccMaxTP = {ear1="Mache Earring +1",ear2="Telos Earring"}
	
	-- Midcast Sets
	sets.midcast.FastRecast = {ammo="Staunch Tathlum +1",
		head=gear.herculean_fc_head,neck="Voltsurge Torque",ear1="Enchntr. Earring +1",ear2="Loquac. Earring",
		body="Dread Jupon",hands="Leyline Gloves",ring2="Defending Ring",ring2="Prolix Ring",
		back="Moonlight Cape",waist="Black Belt",legs=gear.herculean_dt_legs,feet="Hippo. Socks +1"}
		
	-- Specific spells
	sets.midcast.Utsusemi = set_combine(sets.midcast.FastRecast, {back="Mujin Mantle"})
		
	-- Sets to return to when not performing an action.
	
	-- Resting sets
	sets.resting = {body="Hesychast's Cyclas",ring2="Sheltered Ring"}
	

	-- Idle sets
	sets.idle = {ammo="Aurgelmir Orb +1",
		head="Malignance Chapeau",neck="Loricate Torque +1",ear1="Sherida Earring",ear2="Telos Earring",
		body="Malignance Tabard",hands="Ken. Tekko +1",ring1="Defending Ring",ring2="Regal Ring",
		back={ name="Segomo's Mantle", augments={'DEX+20','Accuracy+20 Attack+20','DEX+10','"Dbl.Atk."+10','Phys. dmg. taken-10%',}},waist="Moonbow Belt +1",legs="Mummu Kecks +2",feet="Malignance Boots"}

	sets.idle.Weak = {ammo="Staunch Tathlum +1",
		head="Dampening Tam",neck="Loricate Torque +1",ear1="Etiolation Earring",ear2="Sanare Earring",
		body="Malignance Tabard",hands="Malignance Gloves",ring1="Defending Ring",ring2="Sheltered Ring",
		back="Moonlight Cape",waist="Black Belt",legs=gear.herculean_dt_legs,feet="Hippo. Socks +1"}

	sets.idle.PDT = {ammo="Staunch Tathlum +1",
		head="Genmei Kabuto",neck="Loricate Torque +1",ear1="Etiolation Earring",ear2="Sanare Earring",
		body="Malignance Tabard",hands="Malignance Gloves",ring1="Defending Ring",ring2="Dark Ring",
		back="Moonlight Cape",waist="Black Belt",legs=gear.herculean_dt_legs,feet="Hippo. Socks +1"}		

	-- Defense sets
	sets.defense.PDT = {ammo="Staunch Tathlum +1",
		head="Genmei Kabuto",neck="Loricate Torque +1",ear1="Etiolation Earring",ear2="Sanare Earring",
		body="Malignance Tabard",hands="Malignance Gloves",ring1="Defending Ring",ring2="Dark Ring",
		back="Moonlight Cape",waist="Black Belt",legs=gear.herculean_dt_legs,feet="Malignance Boots"}
		
	-- Defense sets
	sets.defense.HP = {ammo="Staunch Tathlum +1",
		head="Genmei Kabuto",neck="Loricate Torque +1",ear1="Etiolation Earring",ear2="Sanare Earring",
		body="Malignance Tabard",hands="Malignance Gloves",ring1="Defending Ring",ring2="Dark Ring",
		back="Segomo's Mantle",waist="Black Belt",legs=gear.herculean_dt_legs,feet="Hippo. Socks +1"}

	sets.defense.MDT = {ammo="Staunch Tathlum +1",
		head="Dampening Tam",neck="Warder's Charm +1",ear1="Etiolation Earring",ear2="Sanare Earring",
		body="Malignance Tabard",hands="Malignance Gloves",ring1="Defending Ring",ring2="Shadow Ring",
		back="Moonlight Cape",waist="Flax Sash",legs=gear.herculean_dt_legs,feet="Hippo. Socks +1"}
		
	sets.defense.MEVA = {ammo="Staunch Tathlum +1",
		head=empty,neck="Warder's Charm +1",ear1="Etiolation Earring",ear2="Sanare Earring",
		body="Respite Cloak",hands="Leyline Gloves",ring1="Vengeful Ring",Ring2="Purity Ring",
		back="Toro Cape",waist="Flax Sash",legs="Samnuha Tights",feet="Malignance Boots"}

	sets.Kiting = {feet="Herald's Gaiters"}

	-- 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 sets
	sets.engaged = {ammo="Aurgelmir Orb +1",
		head={ name={ name="Adhemar Bonnet +1", augments={'DEX+12','AGI+12','Accuracy+20',}}, augments={'DEX+12','AGI+12','Accuracy+20',}},neck={ name="Mnk. Nodowa +2", augments={'Path: A',}},ear1="Sherida Earring",ear2="Telos Earring",
		body="Ken. Samue +1",hands={ name="Adhemar Wrist. +1", augments={'DEX+12','AGI+12','Accuracy+20',}},ring1="Gere Ring",ring2="Niqmaddu Ring",
		back={ name="Segomo's Mantle", augments={'DEX+20','Accuracy+20 Attack+20','DEX+10','"Dbl.Atk."+10','Phys. dmg. taken-10%',}},waist="Moonbow Belt +1",legs={ name="Hes. Hose +3", augments={'Enhances "Hundred Fists" effect',}},feet="Anch. Gaiters +3"}
	sets.engaged.SomeAcc = {ammo="Falcon Eye",
		head="Dampening Tam",neck="Moonbeam Nodowa",ear1="Brutal Earring",ear2="Sherida Earring",
		body="Ken. Samue",hands="Adhemar Wrist. +1",ring1="Niqmaddu Ring",ring2="Gere Ring",
		back="Segomo's Mantle",waist="Windbuffet Belt +1",legs="Samnuha Tights",feet=gear.herculean_ta_feet}
	sets.engaged.Acc = {ammo="Falcon Eye",
		head="Dampening Tam",neck="Moonbeam Nodowa",ear1="Cessance Earring",ear2="Sherida Earring",
		body="Malignance Tabard",hands="Ryuo Tekko",ring1="Niqmaddu Ring",ring2="Ramuh Ring +1",
		back="Segomo's Mantle",waist="Olseni Belt",legs="Mummu Kecks +2",feet="Malignance Boots"}
	sets.engaged.FullAcc = {ammo="Falcon Eye",
		head="Mummu Bonnet +2",neck="Moonbeam Nodowa",ear1="Mache Earring +1",ear2="Telos Earring",
		body="Malignance Tabard",hands="Ryuo Tekko",ring1="Ramuh Ring +1",ring2="Ramuh Ring +1",
		back="Segomo's Mantle",waist="Olseni Belt",legs="Hiza. Hizayoroi +2",feet="Malignance Boots"}
	sets.engaged.Fodder = {ammo="Ginsen",
		head="Dampening Tam",neck="Moonbeam Nodowa",ear1="Brutal Earring",ear2="Sherida Earring",
		body="Ken. Samue",hands="Adhemar Wrist. +1",ring1="Niqmaddu Ring",ring2="Gere Ring",
		back="Segomo's Mantle",waist="Windbuffet Belt +1",legs="Samnuha Tights",feet=gear.herculean_ta_feet}

	-- Defensive melee hybrid sets
	sets.engaged.PDT = {ammo="Aurgelmir Orb +1",
		head="Malignance Chapeau",neck="Loricate Torque +1",ear1="Sherida Earring",ear2="Telos Earring",
		body="Malignance Tabard",hands="Ken. Tekko +1",ring1="Defending Ring",ring2="Regal Ring",
		back={ name="Segomo's Mantle", augments={'DEX+20','Accuracy+20 Attack+20','DEX+10','"Dbl.Atk."+10','Phys. dmg. taken-10%',}},waist="Moonbow Belt +1",legs="Mummu Kecks +2",feet="Malignance Boots"}
	sets.engaged.SomeAcc.PDT = {ammo="Falcon Eye",
		head="Dampening Tam",neck="Moonbeam Nodowa",ear1="Brutal Earring",ear2="Sherida Earring",
		body="Malignance Tabard",hands="Malignance Gloves",ring1="Defending Ring",ring2="Dark Ring",
		back="Moonlight Cape",waist="Black Belt",legs=gear.herculean_dt_legs,feet="Hippo. Socks +1"}
	sets.engaged.Acc.PDT = {ammo="Falcon Eye",
		head="Dampening Tam",neck="Moonbeam Nodowa",ear1="Cessance Earring",ear2="Sherida Earring",
		body="Malignance Tabard",hands="Malignance Gloves",ring1="Defending Ring",ring2="Patricius Ring",
		back="Segomo's Mantle",waist="Olseni Belt",legs=gear.herculean_dt_legs,feet="Hippo. Socks +1"}
	sets.engaged.FullAcc.PDT = {ammo="Falcon Eye",
		head="Dampening Tam",neck="Moonbeam Nodowa",ear1="Mache Earring +1",ear2="Telos Earring",
		body="Malignance Tabard",hands="Hesychast's Gloves +1",ring1="Defending Ring",ring2="Patricius Ring",
		back="Segomo's Mantle",waist="Olseni Belt",legs=gear.herculean_dt_legs,feet="Hippo. Socks +1"}
	sets.engaged.Fodder.PDT = {ammo="Staunch Tathlum +1",
		head="Genmei Kabuto",neck="Loricate Torque +1",ear1="Brutal Earring",ear2="Sherida Earring",
		body="Malignance Tabard",hands="Malignance Gloves",ring1="Defending Ring",ring2="Dark Ring",
		back="Moonlight Cape",waist="Black Belt",legs=gear.herculean_dt_legs,feet="Hippo. Socks +1"}

	-- Hundred Fists/Impetus melee set mods
	
	sets.engaged.HF = set_combine(sets.engaged, {})
	sets.engaged.SomeAcc.HF = set_combine(sets.engaged.SomeAcc, {})
	sets.engaged.Acc.HF = set_combine(sets.engaged.Acc, {})
	sets.engaged.FullAcc.HF = set_combine(sets.engaged.FullAcc, {})
	sets.engaged.Fodder.HF = set_combine(sets.engaged.Fodder, {})




	sets.buff.Doom = set_combine(sets.buff.Doom, {})
	sets.buff.Sleep = {head="Frenzy Sallet"}
	sets.buff.Impetus = {body="Bhikku Cyclas +1"}
	sets.buff.Footwork = {feet="Shukuyu Sune-Ate"}
	sets.buff.Boost = {} --waist="Ask Sash"
	
	sets.FootworkWS = {feet="Shukuyu Sune-Ate"}
	sets.DayIdle = {}
	sets.NightIdle = {}
    sets.Knockback = {}
	sets.TreasureHunter = set_combine(sets.TreasureHunter, {})
	sets.Skillchain = {legs="Ryuo Hakama"}
	
	-- Weapons sets
	sets.weapons.Godhands = {main="Godhands"}
	sets.weapons.Barehanded = {main=empty}
	sets.weapons.Staff = {main="Malignance Pole",sub="Bloodrain Strap"}
	sets.weapons.ProcStaff = {main="Terra's Staff"}
	sets.weapons.ProcClub = {main="Mafic Cudgel"}
	sets.weapons.ProcSword = {main="Ark Sword",sub=empty}
	sets.weapons.ProcGreatSword = {main="Lament",sub=empty}
	sets.weapons.ProcScythe = {main="Ark Scythe",sub=empty}
	sets.weapons.ProcPolearm = {main="Pitchfork +1",sub=empty}
	sets.weapons.ProcGreatKatana = {main="Hardwood Katana",sub=empty}
end

-- Select default macro book on initial load or subjob change.
function select_default_macro_book()
	-- Default macro set/book
	if player.sub_job == 'DNC' then
		set_macro_page(5, 20)
	elseif player.sub_job == 'NIN' then
		set_macro_page(4, 20)
	elseif player.sub_job == 'THF' then
		set_macro_page(6, 20)
	elseif player.sub_job == 'RUN' then
		set_macro_page(7, 20)
	else
		set_macro_page(6, 20)
	end
end
 Bismarck.Ruzaki
Offline
Server: Bismarck
Game: FFXI
user: roxya
Posts: 21
By Bismarck.Ruzaki 2020-12-03 11:42:54
Link | Quote | Reply
 
At the very least line 95 is very weird
Code
sets.precast.WS['Howling Fist']    = set_combine(sets.precast.WS, {ammo="Knobkierrie",head="Ken. Jinpachi +1",body="Ken. Samue +1",hands="Ken. Tekko +1"legs="Ken. Hakama +1"feet="Ken. Sune-ate +1"ear2="Moonshade Earring"})


There are no commas between some of the gear entries
[+]
 Asura.Tawhoya
Offline
Server: Asura
Game: FFXI
user: Tawhoya
Posts: 387
By Asura.Tawhoya 2020-12-03 11:54:27
Link | Quote | Reply
 
Just looking over your WS sets, it appears there is an error in your back piece (the comma after dt-10), but I'm not sure if that would trigger a flag or not. I'm at work so I can't test it either.

In addition, the Howling Fist needs commas before legs and feet.
 Kujata.Tetsuiga
Offline
Server: Kujata
Game: FFXI
user: Tetsuiga
Posts: 40
By Kujata.Tetsuiga 2020-12-03 12:03:40
Link | Quote | Reply
 
I see that now let me try and correct that, if this works im sorry im dumb xD


EDIT: i feel so silly lol, thx guys xD
[+]
 Bahamut.Leonof
Offline
Server: Bahamut
Game: FFXI
user: DethCody
Posts: 32
By Bahamut.Leonof 2020-12-23 21:10:12
Link | Quote | Reply
 
How do I assign multiple weaponskill to the same set. On war theres a lot of good weapon skills but they all use the same handful of sets. so i'm trying to cut down of the bloat of having 20 weaponskills define in my lua.

so far i got this
Code
WSDlist	= S{"King's Justice", "Fell Cleave", "Steel Cyclone", "Calamity", "Mistral Axe", 
				"Impulse Drive", "Sonic Thrust", "Retribution", "Spiral Hell", "Entropy", "Ground Strike",
				"Judgement", "Black Halo"}
	MultiAtklist = S{"Stardiver", "Dragon Kick", "Tornado Kick", "Raging Fists"}
	CMultilist = S{"Rampage", "Vorpal Blade", "Hexa Strike", "Evisceration"}
	MACClist = S{"Full Break", "Armor Break", "Shield Break", "Weapon Break", "Shockwave"}


Code
function job_post_precast(spell, action, spellMap, eventArgs)
    if spell.type == 'WeaponSkill' then
        if buffactive["Mighty Strikes"] and (spell.english == "Resolution" or MultiAtklist:contains(spell.english)) then
            equip(sets.MSWSMA)
		elseif buffactive["Mighty Strikes"] and (spell.english == "Savage Blade" or WSDlist:contains(spell.english)) then
            equip(sets.MSWSD)
		elseif buffactive["Mighty Strikes"] and (spell.english == "Upheaval") then
            equip(sets.MSUP)
		elseif WSDlist:contains(spell.english) then
			equip(sets.precast.WS.WSD)
		elseif MultiAtklist:contains(spell.english) then
			equip(sets.precast.WS.MultiAtk)
		elseif CMultilist:contains(spell.english) then
			equip(sets.precast.WS.CMulti)
		elseif MACClist:contains(spell.english) then
			equip(sets.precast.WS.MACC)
        end
    end
end


This mostly works but the sets no longer follow the state.weaponskillmode when i try lets say sets.precast.WS.WSD.Mid or sets.precast.WS.Mid.WSD
 Asura.Shiraj
Offline
Server: Asura
Game: FFXI
user: Shiraj
Posts: 1028
By Asura.Shiraj 2020-12-23 22:03:18
Link | Quote | Reply
 
The issue you're having there is the function is post precast. Not actual precast.
So to make it equip gear for certain WS you need something similar to this:

function job_precast(spell, action, spellMap, eventArgs)


The easiest and most braindead way would probably be to just define each WS like this sets.precast.WS['Fell Cleave'] = {} and have each gear like that.

To follow the state.weaponskillmode just add the .name after like this: sets.precast.WS['Fell Cleave'].Acc. This state would work if you had it defined like this: state.WeaponskillMode:options('Normal', 'Acc', 'DT', 'CappedAttack')
 Bahamut.Leonof
Offline
Server: Bahamut
Game: FFXI
user: DethCody
Posts: 32
By Bahamut.Leonof 2020-12-24 04:50:27
Link | Quote | Reply
 
I tried your first suggestion
Code
function job_precast(spell, action, spellMap, eventArgs)
	if WSDlist:contains(spell.english) then
		equip(sets.precast.WS.WSD)
	elseif MultiAtklist:contains(spell.english) then
		equip(sets.precast.WS.MultiAtk)
	elseif CMultilist:contains(spell.english) then
		equip(sets.precast.WS.CMulti)
	elseif MACClist:contains(spell.english) then
		equip(sets.precast.WS.MACC)
	end
end


and it just equips the default ws set sets.precast.WS

the second way you describe is what im trying to avoid, I dont want to define every weaponskill along with their mid accuracy and high accuracy sets. It causes a lot of bloat as a lot of those weaponskills use the same gear and I dont want to have to change every weaponskill for a new piece of gear.
 Asura.Shiraj
Offline
Server: Asura
Game: FFXI
user: Shiraj
Posts: 1028
By Asura.Shiraj 2020-12-24 05:19:49
Link | Quote | Reply
 
Did you include it like this?

or like this?

At a quick glance, I can't see how the bottom option would not work.

Edit: I just tested this myself and yes, the bottom option works, however I used an edited version for quickness.
This was what I tested and made sure showswaps showed it worked.
Code
function user_setup()
 WSDlist = S{'Tachi: Enpi'}
end

function job_precast(spell, action, spellMap, eventArgs)
	if spell.type == 'WeaponSkill' then
		if WSDlist:contains(spell.english) then 
			equip({right_ring="Chirich Ring +1"})
		end
	end
end	
 Bahamut.Leonof
Offline
Server: Bahamut
Game: FFXI
user: DethCody
Posts: 32
By Bahamut.Leonof 2020-12-24 14:17:42
Link | Quote | Reply
 
The top code had the weaponskill check when i tested it, it just seems i copied it over without it somehow. Even went and double checked it and tested it again. Then tried to see if it would equip something more simple like a ring like what you wrote. Even copied pasted the second suggestion from you comment. Everything still just equips the default weaponskill set.
Code
function job_precast(spell, action, spellMap, eventArgs)
  if spell.type == 'WeaponSkill' then
        if WSDlist:contains(spell.english) then
            equip({right_right="Sheltered Ring"})
        elseif MultiAtklist:contains(spell.english) then
            equip(sets.precast.WS.MultiAtk)
        elseif CMultilist:contains(spell.english) then
            equip(sets.precast.WS.CMulti)
        elseif MACClist:contains(spell.english) then
            equip(sets.precast.WS.MACC)
        end
    end
end


i kept the mighty stikes rule out for simplicity.
 Asura.Shiraj
Offline
Server: Asura
Game: FFXI
user: Shiraj
Posts: 1028
By Asura.Shiraj 2020-12-24 14:59:49
Link | Quote | Reply
 
If it is equipping default WS set, chances are you have a set defined called sets.precast.WS = {} and you probably have the function for that above the new rule you want.

Since code reads from up to down, it will equip the default WS set first if you have any sort of rule for that in the lua above the new rule. Check that, if that doesn't work, I can look over your lua if you want to send me it.
Online
Posts: 374
By drakefs 2020-12-25 03:54:41
Link | Quote | Reply
 
Bahamut.Leonof said: »
Even copied pasted the second suggestion from you comment. Everything still just equips the default weaponskill set.

I think you need to have this style of checks in job_post_precast, otherwise your default precast sets will trigger after after the logic has ran.
Code
function job_post_precast(spell, action, spellMap, eventArgs)
  if spell.type == 'WeaponSkill' then
        if WSDlist:contains(spell.english) then
            equip({right_right="Sheltered Ring"})
        elseif MultiAtklist:contains(spell.english) then
            equip(sets.precast.WS.MultiAtk)
        elseif CMultilist:contains(spell.english) then
            equip(sets.precast.WS.CMulti)
        elseif MACClist:contains(spell.english) then
            equip(sets.precast.WS.MACC)
        end
    end
end
 Sylph.Atigev
Offline
Server: Sylph
Game: FFXI
By Sylph.Atigev 2021-01-13 10:23:47
Link | Quote | Reply
 
So asked a friend of mine good at this lua stuff last night and he nore I could figure out wth is going on. I still use mostly bokura's luas, some like my warrior one are very heavily modified, however my ninja one... i have added gear thats it. well now i have added some print lines to try and figure this out (thanks to my friend for telling me about that) however no matter what under max haste in hybrid set, it chokes, everytime. It seems to only want to go to maxhaste. I will probably end up just using my friends generic template lua he made but kinda wanted this at least usable until i make that one. I will link bokura's here since that section really hasnt changed much on mine and ill try to show mine too
Code
function status_change(new,old)
	check_equip_lock()
	if Armor == 'PDT' then
		equip(sets.PDT)
	elseif Armor == 'MDT' then
		equip(sets.MDT)
	elseif Armor == 'EVA' then
		equip(sets.Evasion)
	elseif new == 'Engaged' then
		local equipSet = sets.TP
		    if Armor == 'Hybrid' and equipSet["Hybrid"] then
            print('Hybrid');
            equipSet = equipSet["Hybrid"]
        end
        if equipSet[AccArray[AccIndex]] then
            print('ACCIndex' .. AccArray[AccIndex]);
            equipSet = equipSet[AccArray[AccIndex]]
        end
        if (buffactive.Haste and buffactive.March == 2) or (buffactive.Embrava and (buffactive.March == 2 or (buffactive.March and buffactive.Haste))) or (buffactive[580] and (buffactive.March or buffactive.Haste or buffactive.Embrava)) and equipSet["MaxHaste"] then
            print('MaxHaste');
			equipSet = equipSet["MaxHaste"]
			print(equipSet == nil);	
        end
        if buffactive.Embrava and (buffactive.March or buffactive.Haste) and equipSet["EmbravaHaste"] then
            print('EmbravaHaste');
            equipSet = equipSet["EmbravaHaste"]
        end
        if ((buffactive.March == 1 and buffactive.Haste and buffactive["Haste Samba"]) or buffactive.March == 2 or buffactive[580]) and equipSet["MidHaste"] then
            print('MidHaste');
            equipSet = equipSet["MidHaste"]
        end
        if Rancor == 'ON' then -- Use Rancor Toggle For Rancor Collar --
            equipSet = set_combine(equipSet,sets.TP.Rancor)
        end
        equip(equipSet)
	else
		equipSet = sets.Idle
		if equipSet[IdleArray[IdleIndex]] then
			equipSet = equipSet[IdleArray[IdleIndex]]
		end
		if world.time <= (7*60) or world.time >= (17*60) then -- Equip Hachi. Kyahan +1 From Dusk To Dawn --
			equipSet = set_combine(equipSet,{feet="Hachi. Kyahan +1"})
		end
		equip(equipSet)
	end
	if buffactive.Migawari and Migawari == 'ON' then -- Use Migawari Toggle To Lock Hattori Ningi +1 When You Have Migawari On --
		equip(sets.TP.Migawari)
	end
end

Bokura's: https://pastebin.com/gSMdyv57

As I said ill most likely be switching lua's soon but wanted this one usable until then for like dyna.
 Ragnarok.Lowen
Offline
Server: Ragnarok
Game: FFXI
user: Rorrick
Posts: 316
By Ragnarok.Lowen 2021-01-13 16:13:19
Link | Quote | Reply
 
I haven't looked much at identifying haste levels, but my assumption was that any buffactive.[buffname] varaiable is a boolean. So if you have any kind of march it's always going to return true, because true == 2 is still true.

What you can do to debug it further is break that one huge case into separate cases for each condition and do a print statement in each one to see which one is always evaluating true when it shouldn't be.
Offline
Posts: 813
By Seun 2021-01-26 19:46:50
Link | Quote | Reply
 
I realized I was trying to override an override, my apologies.
 Bahamut.Balduran
Offline
Server: Bahamut
Game: FFXI
user: balduran
Posts: 270
By Bahamut.Balduran 2021-01-30 16:51:17
Link | Quote | Reply
 
Trying to figure out an issue with my THF lua. I am using Arislans lua which has a treasure hunter mode toggle. None, Sata, Fulltime, are the available modes. When TH mode is set to full time, I expect the TH set to equip during WS instead of the WS set, however this doesn't happen and I am not sure why.

This is the relevant TH code in the lua.
Code
-- State buff checks that will equip buff gear and mark the event as handled.
function check_buff(buff_name, eventArgs)
    if state.Buff[buff_name] then
        equip(sets.buff[buff_name] or {})
        if state.TreasureMode.value == 'SATA' or state.TreasureMode.value == 'Fulltime' then
            equip(sets.TreasureHunter)
        end
        eventArgs.handled = true
    end
end


Please let me know if you require any further information to help me, and if I should post the entire lua for reference. Many thanks!

Edit: Sorted!
necroskull Necro Bump Detected! [40 days between previous and next post]
Offline
Posts: 3
By Gyokoro 2021-03-11 12:57:53
Link | Quote | Reply
 
Been trying to find if it's possible to send a command to set a specific state.mode. Specifically, I'm trying to put something in a macro that will set CastingMode to 'Burst', but I can't find what the syntax would be. Have been playing with //gs c commands, but nothing recognizes my attempt to change the mode.


EDIT: Never mind, I figured it out. For those who had a similar issue, you need to use the command in this way:

//gs c set [mode] [name]

which I typed as

//gs c set CastingMode Treasure
 Bismarck.Xurion
Offline
Server: Bismarck
Game: FFXI
user: Xurion
Posts: 693
By Bismarck.Xurion 2021-03-21 08:37:15
Link | Quote | Reply
 
Pretty sure you can't use hand-rolled augments like that
Code
main={name="Rostam", augments={'Path: A',}}


Equip the Rostam and do a //gs export, then copypasta the rostam with all augments gtom the export file.
 Leviathan.Celebrindal
Offline
Server: Leviathan
Game: FFXI
Posts: 3753
By Leviathan.Celebrindal 2021-03-21 12:56:46
Link | Quote | Reply
 
had an interest in starting to learn more of the nuances capable with gearswap. I don't really want to rely on something Mote based or Selindrile's styles- I have great respect for what they've built and I dont' expect to be able to re-invent the wheel. I'm just looking for examples I can study to create the functions I'm seeking, and learn something along the way.

Here's a little about the concept in my head I'm hoping to put to paper:

Right now, for my RNG and COR luas, if I change my accuracy level, it changes it uniformly for melee, ranged, and weaponskill sets. With current accuracy levels of almost all the gear used by those jobs, tiers of accuracy in ranged stuff is rarely needed- but with the addition of so much +PDL gear and superbuffing tactics, I plan on re-tooling my sets for ranged attack and ranged WSs with varying levels of PDL to take advantage of various attack buffs....similar concept to how I used to gear for various accuracy buffs, just the needs of the game have changed.

But my melee sets need to be uniquely based on Haste levels for proper amount of Dual Wield, of course. And sometimes I might have capped haste, but not a lot of attack buffs. Ideally, I want to be able to have cycling toggles unique to melee, ranged, and WS sets that better fit my needs vs trying to force the proverbial square peg in a round hole.

Any suggestions of what I could study to see how others do such things? Again, not looking for an immediate fix, more of a long-term learning project, and thanks!
 Bismarck.Xurion
Offline
Server: Bismarck
Game: FFXI
user: Xurion
Posts: 693
By Bismarck.Xurion 2021-03-21 18:36:04
Link | Quote | Reply
 
Gearswap comes with some examples in the addons/Gearswap/beta_examples_and_information folder. These don't use motes etc.

A reference for Gearswap functions can be found at https://docs.windower.net/addons/gearswap/reference
First Page 2 3 ... 160 161 162 ... 180 181 182
Log in to post.