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Gearswap Support Thread
Server: Sylph
Game: FFXI
Posts: 254
By Sylph.Skinner 2022-10-21 15:20:37
Hi all. Have just started playing again and getting used to Gearswap.
I'm looking for a lua or the logic that performs the following:
1. Detects if a party member casts Phalanx (on me, or another party member)
2. Equips Phalanx set
Thanks in advance!
Carbuncle.Yiazmaat
Server: Carbuncle
Game: FFXI
Posts: 164
By Carbuncle.Yiazmaat 2022-10-21 16:38:40
Carbuncle.Yiazmaat said: »Is there a command to block automaton midcast gear swap on selindrile lua when you have a mage maton on and dont want to have your gear swapping while he nuke/enfeeble/cure ? Sometimes i have to delete the midcast gear when i dont and then reupdate them when i want them. Trying to see if i could just Block these through à command or something
Selindrile does support castingmode on pet actions, you should be able to do something like this, and toggle castingmode normally with 'gs c cycle castingmode'.
Code state.CastingMode:options('Normal','NoPetCasting')
...
sets.midcast.Pet['Enfeebling Magic'] = <normal gear>
sets.midcast.Pet['Enfeebling Magic'].NoPetCasting = {} --No Swaps
...Repeat for any pet casting sets you've defined...
This is working great thanks.
Also im not sure if someone ever had the maton autoswap to enmity gear before Strobe/ Flashbulb. The sets.midcast.PetEnmityGear never works
Asura.Bippin
Server: Asura
Game: FFXI
Posts: 1085
By Asura.Bippin 2022-10-21 18:38:32
Carbuncle.Yiazmaat said: »Also im not sure if someone ever had the maton autoswap to enmity gear before Strobe/ Flashbulb. The sets.midcast.PetEnmityGear never works Assuming you are using the current repo do you have state.PetEnmityGear set to true?
Carbuncle.Yiazmaat
Server: Carbuncle
Game: FFXI
Posts: 164
By Carbuncle.Yiazmaat 2022-10-21 19:23:00
Carbuncle.Yiazmaat said: »Also im not sure if someone ever had the maton autoswap to enmity gear before Strobe/ Flashbulb. The sets.midcast.PetEnmityGear never works Assuming you are using the current repo do you have state.PetEnmityGear set to true?
It is set on true on the PUP.lua
By zigzagzig 2022-10-22 09:05:06
How do you implement detections of shadows and stop Blink cast ?
on this : ( tried also to add all state of shadows , but no success ) ( i mean 1 to 4 shadows up )
The detection of blink and stop Casting Shadows works , but not the opposite ....
function job_precast(spell, action, spellMap, eventArgs)
if spell.skill == "Ninjutsu" and not spell.interrupted then
do_ninja_tool_checks(spell, spellMap, eventArgs)
end
if spellMap == 'Utsusemi' and not spell.interrupted then
if buffactive['Copy Image (3)'] or buffactive['Copy Image (4+)'] then
cancel_spell()
send_command('gs c update')
add_to_chat(123, '**!! '..spell.english..' Canceled: [3+ IMAGES] !!**')
eventArgs.handled = true
return
elseif buffactive['Copy Image'] or buffactive['Copy Image (2)'] then
send_command('cancel 66; cancel 444; cancel Copy Image; cancel Copy Image (2)')
end
if spellMap == 'Utsusemi' and buffactive['Blink'] then
cancel_spell()
send_command('gs c update')
add_to_chat(123, '**!! '..spell.english..' Canceled: Blink is UP **')
eventArgs.handled = true
return
end
if spellMap == 'Blink' and buffactive['Copy Image (3)'] or buffactive['Copy Image (4+)'] then
cancel_spell()
send_command('gs c update')
add_to_chat(123, '**!! '..spell.english..' Canceled: Shadows UP **')
eventArgs.handled = true
return
end
end
end
Help will be much Appreciate , thanks.
By drakefs 2022-10-22 11:53:57
How do you implement detections of shadows and stop Blink cast ?
on this : ( tried also to add all state of shadows , but no success ) ( i mean 1 to 4 shadows up )
The detection of blink and stop Casting Shadows works , but not the opposite ....
function job_precast(spell, action, spellMap, eventArgs)
if spell.skill == "Ninjutsu" and not spell.interrupted then
do_ninja_tool_checks(spell, spellMap, eventArgs)
end
if spellMap == 'Utsusemi' and not spell.interrupted then
if buffactive['Copy Image (3)'] or buffactive['Copy Image (4+)'] then
cancel_spell()
send_command('gs c update')
add_to_chat(123, '**!! '..spell.english..' Canceled: [3+ IMAGES] !!**')
eventArgs.handled = true
return
elseif buffactive['Copy Image'] or buffactive['Copy Image (2)'] then
send_command('cancel 66; cancel 444; cancel Copy Image; cancel Copy Image (2)')
end
if spellMap == 'Utsusemi' and buffactive['Blink'] then
cancel_spell()
send_command('gs c update')
add_to_chat(123, '**!! '..spell.english..' Canceled: Blink is UP **')
eventArgs.handled = true
return
end
if spellMap == 'Blink' and buffactive['Copy Image (3)'] or buffactive['Copy Image (4+)'] then
cancel_spell()
send_command('gs c update')
add_to_chat(123, '**!! '..spell.english..' Canceled: Shadows UP **')
eventArgs.handled = true
return
end
end
end
Help will be much Appreciate , thanks.
If not using a mote based lua, just add to your respective precast, midcast and aftercast functions. Remember to initialize ShadowType somewhere that only runs once as well:
Code
function job_setup()
ShadowType = 'None'
end
function job_precast(spell, action, spellMap, eventArgs)
if spell.name == 'Utsusemi: Ichi' and ShadowType == 'Ni' and (buffactive['Copy Image (3)'] or buffactive['Copy Image (4+)']) then
cancel_spell()
elseif spell.name == 'Utsusemi: Ni' and ShadowType == 'San' and buffactive['Copy Image (4+)'] then
cancel_spell()
end
end
function job_midcast(spell, action, spellMap, eventArgs)
if spell.name == 'Utsusemi: Ichi' and (ShadowType == 'Ni' or ShadowType == 'San') and (buffactive['Copy Image'] or buffactive['Copy Image (2)']) then
send_command('cancel copy image')
send_command('cancel copy image (2)')
elseif spell.name == 'Utsusemi: Ni' and ShadowType == 'San' and (buffactive['Copy Image'] or buffactive['Copy Image (2)'] or buffactive['Copy Image (3)']) then
send_command('cancel copy image')
send_command('cancel copy image (2)')
send_command('cancel copy image (3)')
end
end
function job_aftercast(spell, action, spellMap, eventArgs)
if spell.name == 'Utsusemi: San' and spell.interrupted == false then
ShadowType = 'San'
elseif spell.name == 'Utsusemi: Ni' and spell.interrupted == false then
ShadowType = 'Ni'
elseif spell.name == 'Utsusemi: Ichi' and spell.interrupted == false then
ShadowType = 'Ichi'
end
end
By zigzagzig 2022-10-22 12:55:03
Thank's but it is not what i am targeting:
Yes i use Mote based sorry didn't precise it.
What i want is Stop blink cast if any shadow up.
Stop shadow cast if Blink is up.
By drakefs 2022-10-22 13:55:29
The precast does that. Sopping casting of shadows if 1 shadow is up is a bit dangerous but if you really want to:
Code
function job_precast(spell, action, spellMap, eventArgs)
if (spell.name == 'Utsusemi: Ichi' or spell.name == 'Utsusemi: Ni' spell.name == 'Utsusemi: San') and (buffactive['Copy Image'] or buffactive['Copy Image (2)'] or buffactive['Copy Image (3)'] or buffactive['Copy Image (4+)']) then
cancel_spell()
end
end
By zigzagzig 2022-10-22 15:18:28
ty again but nope, sorry.
What i want is Stop casting Blink if any shadow up.
Stop casting shadow if Blink is up.
The Check Shadows buff works fine....
function job_precast(spell, action, spellMap, eventArgs)
if spell.skill == "Ninjutsu" and not spell.interrupted then
do_ninja_tool_checks(spell, spellMap, eventArgs)
end
if spellMap == 'Utsusemi' and not spell.interrupted then
if buffactive['Copy Image (3)'] or buffactive['Copy Image (4+)'] then
cancel_spell()
send_command('gs c update')
add_to_chat(123, '**!! '..spell.english..' Canceled: [3+ IMAGES] !!**')
eventArgs.handled = true
return
elseif buffactive['Copy Image'] or buffactive['Copy Image (2)'] then
send_command('cancel 66; cancel 444; cancel Copy Image; cancel Copy Image (2)')
end
By drakefs 2022-10-22 17:12:27
Sorry I totally blanked on the fact you where talking about the spell Blink.
try
instead of
Phoenix.Uzugami
Server: Phoenix
Game: FFXI
By Phoenix.Uzugami 2022-10-22 17:44:27
So trying to mess with my sam lua and add a movement check (to automatically change to danzo feet when I'm moving, and normal idle feet when I'm not) that I have in my cor lua, aaand that seems to have busted not only that function but a few of them? Can't get the movement part to work Code function customize_idle_set(idleSet)
-- if state.CP.current == 'on' then
-- equip(sets.CP)
-- disable('back')
-- else
-- enable('back')
-- end
if state.Auto_Kite.value == true then
idleSet = set_combine(idleSet, sets.Kiting)
end
return idleSet
end
function check_moving()
if state.DefenseMode.value == 'None' and state.Kiting.value == false then
if state.Auto_Kite.value == false and moving then
state.Auto_Kite:set(true)
elseif state.Auto_Kite.value == true and moving == false then
state.Auto_Kite:set(false)
end
end
end
but now the other functions have stopped working as well :T
AM3 timer/Doom notification/cancel WS if out of range, ability timers, etc, stopped working and I have no idea why. D: Code function buff_change(buff,gain)
buff = string.lower(buff)
if buff == "aftermath: lv.3" then -- AM3 Timer/Countdown --
if gain then
send_command('timers create "Aftermath: Lv.3" 180 down;wait 150;input /echo Aftermath: Lv.3 [WEARING OFF IN 30 SEC.];wait 15;input /echo Aftermath: Lv.3 [WEARING OFF IN 15 SEC.];wait 5;input /echo Aftermath: Lv.3 [WEARING OFF IN 10 SEC.]')
else
send_command('timers delete "Aftermath: Lv.3"')
add_to_chat(123,'AM3: [OFF]')
end
elseif buff == "blood rage" and not gain then
send_command('timers delete "Blood Rage"')
elseif buff == 'weakness' then -- Weakness Timer --
if gain then
send_command('timers create "Weakness" 300 up')
else
send_command('timers delete "Weakness"')
end
end
if buff == "sleep" and gain and player.hp > 200 and player.status == "Engaged" then -- Equip Berserker's Torque When You Are Asleep & Have 200+ HP --
equip({neck="Vim Torque +1"})
else
if not midaction() then
status_change(player.status)
end
end
end
function buff_change(buff,gain)
if buff == "doom" then
if gain then
equip(sets.buff.Doom)
send_command('@input /p Doomed.')
disable('ring1','ring2','waist')
else
enable('ring1','ring2','waist')
handle_equipping_gear(player.status)
end
end
end
function check_moving()
if state.DefenseMode.value == 'None' and state.Kiting.value == false then
if state.Auto_Kite.value == false and moving then
state.Auto_Kite:set(true)
elseif state.Auto_Kite.value == true and moving == false then
state.Auto_Kite:set(false)
end
end
end
function pretarget(spell,action)
if spell.action_type == 'Magic' and buffactive.silence then -- Auto Use Echo Drops If You Are Silenced --
cancel_spell()
send_command('input /item "Echo Drops" <me>')
elseif spell.english == "Berserk" and buffactive.Berserk then -- Change Berserk To Aggressor If Berserk Is On --
cancel_spell()
send_command('Aggressor')
elseif spell.english == "Seigan" and buffactive.Seigan then -- Change Seigan To Third Eye If Seigan Is On --
cancel_spell()
send_command('ThirdEye')
elseif spell.english == "Meditate" and player.tp > 2900 then -- Cancel Meditate If TP Is Above 2900 --
cancel_spell()
add_to_chat(123, spell.name .. ' Canceled: ['..player.tp..' TP]')
elseif spell.type == 'WeaponSkill' and player.status == 'Engaged' then
if spell.english ~= 'Tachi: Fudo' and spell.name ~= 'Mistral Axe' and spell.target.distance > target_distance then -- Cancel WS If You Are Out Of Range --
cancel_spell()
add_to_chat(123, spell.name..' Canceled: [Out of Range]')
return
end
end
end
function aftercast(spell,action)
if not spell.interrupted then
if spell.type == "WeaponSkill" then
send_command('wait 0.2;gs c TP')
elseif spell.english == "Berserk" then -- Berserk Timer/Countdown --
timer_berserk()
send_command('wait 50;input /echo '..spell.name..': [WEARING OFF IN 10 SEC.];wait 10;input /echo '..spell.name..': [OFF]')
elseif spell.english == "Hagakure" then -- Hagakure Timer/Countdown --
timer_hagakure()
send_command('wait 80;input /echo '..spell.name..': [WEARING OFF IN 10 SEC.];wait 10;timers delete "Tomahawk";input /echo '..spell.name..': [OFF]')
end
end
status_change(player.status)
end
By zigzagzig 2022-10-22 19:00:43
now working:
Cancel Shadow cast and gearswap if trying to overcast on 3/4 shadows
Cancel Blink cast and gearswap if Shadow(s) Up
Cancel Shadow cast and gearswap if Blink is up
( the fix was order, and Spell.english i guess, thank's )
function job_precast(spell, action, spellMap, eventArgs)
if spell.skill == "Ninjutsu" and not spell.interrupted then
do_ninja_tool_checks(spell, spellMap, eventArgs)
end
if spellMap == 'Utsusemi' and not spell.interrupted then
if buffactive['Blink'] then
cancel_spell()
send_command('gs c update')
add_to_chat(123, '**!! '..spell.english..' Canceled: Blink is UP **')
eventArgs.handled = true
end
end
if spell.english == "Blink" then
if buffactive['Copy Image'] or buffactive['Copy Image (2)'] or buffactive['Copy Image (3)'] or buffactive['Copy Image (4+)'] then
cancel_spell()
send_command('gs c update')
add_to_chat(123, '**!! '..spell.english..' Canceled: Shadows UP **')
eventArgs.handled = true
end
end
if spellMap == 'Utsusemi' then
if buffactive['Copy Image (3)'] or buffactive['Copy Image (4+)'] then
cancel_spell()
send_command('gs c update')
add_to_chat(123, '**!! '..spell.english..' Canceled: [3+ IMAGES] !!**')
eventArgs.handled = true
return
elseif buffactive['Copy Image'] or buffactive['Copy Image (2)'] then
send_command('cancel 66; cancel 444; cancel Copy Image; cancel Copy Image (2)')
end
end
end
Carbuncle.Nynja
Server: Carbuncle
Game: FFXI
Posts: 3867
By Carbuncle.Nynja 2022-10-22 22:20:20
I'm trying to adjust DRK GS, based on Motes, so idle set uses Lugra for body/head instead of my standard idle set when under a certain mp percentage, but I cant figure out what I'm missing. I ripped the code from the Fucho latent refresh code, which I'm 99% sure works.
relevant code only:
function init_gear_sets()
sets.idle = {all the gimp gear}
sets.latent_refresh = {head="",body="Lugra Cloak +1"}
end
function customize_idle_set(idleSet)
if player.mpp < 51 then
set_combine(sets.idle, sets.latent_refresh)
end
return idleSet
end
Did I miss copying some other piece of code thats necessary? I've tried other slots to test the code and it still fails (ie: sets.latent_refresh = {waist="Flume Belt"}), so I dont believe its how I set the head/body for cloak.
Bismarck.Radec
Server: Bismarck
Game: FFXI
Posts: 142
By Bismarck.Radec 2022-10-22 23:14:45
2nd half is a little off. Try:
Code function customize_idle_set(idleSet)
if player.mpp < 51 then
idleSet = set_combine(idleSet, sets.latent_refresh)
end
return idleSet
end
Carbuncle.Nynja
Server: Carbuncle
Game: FFXI
Posts: 3867
By Carbuncle.Nynja 2022-10-23 02:03:08
yup, that works. I have to check my other mage lua's now where I took that code from and make sure they arent broken like that either.
Thank you
Bahamut.Galakar
Server: Bahamut
Game: FFXI
Posts: 180
By Bahamut.Galakar 2022-10-24 02:03:49
I'm having a weird issue that I do not understand how to fix. The below code works but in a reverse way. When I have an avatar on, it equips my DT set, and when I do not have him, it changes me to Avatar set.
Code function aftercast(spell)
if pet_midaction() then
return
elseif pet.isvalid then
equip(sets.idle.avatar)
else
equip(sets.idle.DT)
end
end
Fixing it is easy (reverse code), but I would like to understand where I've made a mistake.
Bahamut.Galakar
Server: Bahamut
Game: FFXI
Posts: 180
By Bahamut.Galakar 2022-10-24 13:26:12
Took me some reading and testing, but found the resolve. For anyone having the same problem in the future, this is what helped me:
Code function aftercast(spell)
if pet_midaction() then
return
end
if pet.isvalid == true then
equip(sets.idle.avatar)
else
equip(sets.idle.DT)
end
end
function pet_change(pet,gain)
if gain then
equip(sets.idle.avatar)
else
equip(sets.idle.DT)
end
end
By trippytaru 2022-10-25 07:18:09
Hello friends if this has been answered some where else please point-aru in the right direction.
I have simply adjusted a default mote SCH lua with my gears and have it loaded no errors and I can see gear changing in equipviewer
however my duration for Enhancing is not right if I use normal equipsets and do a long regen V it is 13 min.
when I use the same gear sets in gearswap my duration is only 6 min. I'm not quite sure what's going wrong I can see the proper gear swapping but maybe its changing to fast?
any help would be much appreciated. Code -------------------------------------------------------------------------------------------------------------------
-- Setup functions for this job. Generally should not be modified.
-------------------------------------------------------------------------------------------------------------------
--[[
Custom commands:
Shorthand versions for each strategem type that uses the version appropriate for
the current Arts.
Light Arts Dark Arts
gs c scholar light Light Arts/Addendum
gs c scholar dark Dark Arts/Addendum
gs c scholar cost Penury Parsimony
gs c scholar speed Celerity Alacrity
gs c scholar aoe Accession Manifestation
gs c scholar power Rapture Ebullience
gs c scholar duration Perpetuance
gs c scholar accuracy Altruism Focalization
gs c scholar enmity Tranquility Equanimity
gs c scholar skillchain Immanence
gs c scholar addendum Addendum: White Addendum: Black
--]]
-- 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()
info.addendumNukes = S{"Stone IV", "Water IV", "Aero IV", "Fire IV", "Blizzard IV", "Thunder IV",
"Stone V", "Water V", "Aero V", "Fire V", "Blizzard V", "Thunder V"}
state.Buff['Sublimation: Activated'] = buffactive['Sublimation: Activated'] or false
update_active_strategems()
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')
state.CastingMode:options('Normal', 'Resistant')
state.IdleMode:options('Normal', 'PDT')
info.low_nukes = S{"Stone", "Water", "Aero", "Fire", "Blizzard", "Thunder"}
info.mid_nukes = S{"Stone II", "Water II", "Aero II", "Fire II", "Blizzard II", "Thunder II",
"Stone III", "Water III", "Aero III", "Fire III", "Blizzard III", "Thunder III",
"Stone IV", "Water IV", "Aero IV", "Fire IV", "Blizzard IV", "Thunder IV",}
info.high_nukes = S{"Stone V", "Water V", "Aero V", "Fire V", "Blizzard V", "Thunder V"}
gear.macc_hagondes = {name="Hagondes Cuffs", augments={'Phys. dmg. taken -3%','Mag. Acc.+29'}}
send_command('bind ^` input /ma Stun <t>')
select_default_macro_book()
end
function user_unload()
send_command('unbind ^`')
end
-- Define sets and vars used by this job file.
function init_gear_sets()
--------------------------------------
-- Start defining the sets
--------------------------------------
-- Precast Sets
-- Precast sets to enhance JAs
sets.precast.JA['Tabula Rasa'] = {legs="Pedagogy Pants +3"}
-- Fast cast sets for spells
sets.precast.FC = {
main={ name="Musa", augments={'Path: C',}},
sub="Enki Strap",
ammo="Staunch Tathlum",
head={ name="Telchine Cap", augments={'Enh. Mag. eff. dur. +10',}},
body={ name="Peda. Gown +3", augments={'Enhances "Enlightenment" effect',}},
hands="Arbatel Bracers +1",
legs={ name="Telchine Braconi", augments={'Enh. Mag. eff. dur. +10',}},
feet={ name="Telchine Pigaches", augments={'Enh. Mag. eff. dur. +10',}},
neck="Yngvi Choker",
waist="Embla Sash",
left_ear={ name="Moonshade Earring", augments={'Mag. Acc.+4','Latent effect: "Refresh"+1',}},
right_ear="Malignance Earring",
left_ring="Stikini Ring +1",
right_ring="Stikini Ring +1",
back={ name="Bookworm's Cape", augments={'INT+1','MND+4','"Regen" potency+10',}},
}
sets.precast.FC['Enhancing Magic'] = set_combine(sets.precast.FC, {
main={ name="Musa", augments={'Path: C',}},
sub="Enki Strap",
ammo="Staunch Tathlum",
head={ name="Telchine Cap", augments={'Enh. Mag. eff. dur. +10',}},
body={ name="Peda. Gown +3", augments={'Enhances "Enlightenment" effect',}},
hands="Arbatel Bracers +1",
legs={ name="Telchine Braconi", augments={'Enh. Mag. eff. dur. +10',}},
feet={ name="Telchine Pigaches", augments={'Enh. Mag. eff. dur. +10',}},
neck="Yngvi Choker",
waist="Embla Sash",
left_ear={ name="Moonshade Earring", augments={'Mag. Acc.+4','Latent effect: "Refresh"+1',}},
right_ear="Malignance Earring",
left_ring="Stikini Ring +1",
right_ring="Stikini Ring +1",
back={ name="Bookworm's Cape", augments={'INT+1','MND+4','"Regen" potency+10',}},
})
sets.precast.FC['Elemental Magic'] = set_combine(sets.precast.FC, {neck="Stoicheion Medal"})
sets.precast.FC.Cure = set_combine(sets.precast.FC, {body="Heka's Kalasiris",back="Pahtli Cape"})
sets.precast.FC.Curaga = sets.precast.FC.Cure
sets.precast.FC.Impact = set_combine(sets.precast.FC['Elemental Magic'], {head=empty,body="Twilight Cloak"})
-- Midcast Sets
sets.midcast.FastRecast = {
main={ name="Musa", augments={'Path: C',}},
sub="Enki Strap",
ammo="Staunch Tathlum",
head={ name="Telchine Cap", augments={'Enh. Mag. eff. dur. +10',}},
body={ name="Peda. Gown +3", augments={'Enhances "Enlightenment" effect',}},
hands="Arbatel Bracers +1",
legs={ name="Telchine Braconi", augments={'Enh. Mag. eff. dur. +10',}},
feet={ name="Telchine Pigaches", augments={'Enh. Mag. eff. dur. +10',}},
neck="Yngvi Choker",
waist="Embla Sash",
left_ear={ name="Moonshade Earring", augments={'Mag. Acc.+4','Latent effect: "Refresh"+1',}},
right_ear="Malignance Earring",
left_ring="Stikini Ring +1",
right_ring="Stikini Ring +1",
back={ name="Bookworm's Cape", augments={'INT+1','MND+4','"Regen" potency+10',}},
}
sets.midcast.Cure = {
main={ name="Musa", augments={'Path: C',}},
sub="Enki Strap",
ammo="Staunch Tathlum",
head={ name="Vanya Hood", augments={'MP+50','"Cure" potency +7%','Enmity-6',}},
body="Agwu's Robe",
hands={ name="Peda. Bracers +3", augments={'Enh. "Tranquility" and "Equanimity"',}},
legs="Agwu's Slops",
feet={ name="Vanya Clogs", augments={'"Cure" potency +5%','"Cure" spellcasting time -15%','"Conserve MP"+6',}},
neck="Yngvi Choker",
waist="Embla Sash",
left_ear={ name="Moonshade Earring", augments={'Mag. Acc.+4','Latent effect: "Refresh"+1',}},
right_ear="Malignance Earring",
left_ring="Janniston Ring",
right_ring="Stikini Ring +1",
back="Oretan. Cape +1",
}
sets.midcast.CureWithLightWeather = {
main={ name="Musa", augments={'Path: C',}},
sub="Enki Strap",
ammo="Staunch Tathlum",
head={ name="Vanya Hood", augments={'MP+50','"Cure" potency +7%','Enmity-6',}},
body="Agwu's Robe",
hands={ name="Peda. Bracers +3", augments={'Enh. "Tranquility" and "Equanimity"',}},
legs="Agwu's Slops",
feet={ name="Vanya Clogs", augments={'"Cure" potency +5%','"Cure" spellcasting time -15%','"Conserve MP"+6',}},
neck="Yngvi Choker",
waist="Embla Sash",
left_ear={ name="Moonshade Earring", augments={'Mag. Acc.+4','Latent effect: "Refresh"+1',}},
right_ear="Malignance Earring",
left_ring="Janniston Ring",
right_ring="Stikini Ring +1",
back="Oretan. Cape +1",
}
sets.midcast.Curaga = sets.midcast.Cure
sets.midcast.Regen = {
main={ name="Musa", augments={'Path: C',}},
sub="Enki Strap",
ammo="Staunch Tathlum",
head="Arbatel Bonnet +1",
body={ name="Telchine Chas.", augments={'Enh. Mag. eff. dur. +10',}},
hands="Arbatel Bracers +1",
legs={ name="Telchine Braconi", augments={'Enh. Mag. eff. dur. +10',}},
feet={ name="Telchine Pigaches", augments={'Enh. Mag. eff. dur. +10',}},
neck="Yngvi Choker",
waist="Embla Sash",
left_ear={ name="Moonshade Earring", augments={'Mag. Acc.+4','Latent effect: "Refresh"+1',}},
right_ear="Malignance Earring",
left_ring="Stikini Ring +1",
right_ring="Stikini Ring +1",
back={ name="Bookworm's Cape", augments={'INT+1','MND+4','"Regen" potency+10',}},
}
sets.midcast.Cursna = {
main={ name="Musa", augments={'Path: C',}},
sub="Enki Strap",
ammo="Staunch Tathlum",
head={ name="Vanya Hood", augments={'MP+50','"Cure" potency +7%','Enmity-6',}},
body="Agwu's Robe",
hands={ name="Peda. Bracers +3", augments={'Enh. "Tranquility" and "Equanimity"',}},
legs="Agwu's Slops",
feet={ name="Vanya Clogs", augments={'"Cure" potency +5%','"Cure" spellcasting time -15%','"Conserve MP"+6',}},
neck="Yngvi Choker",
waist="Embla Sash",
left_ear={ name="Moonshade Earring", augments={'Mag. Acc.+4','Latent effect: "Refresh"+1',}},
right_ear="Malignance Earring",
left_ring="Janniston Ring",
right_ring="Stikini Ring +1",
back="Oretan. Cape +1",
}
sets.midcast['Enhancing Magic'] = {
main={ name="Musa", augments={'Path: C',}},
sub="Enki Strap",
ammo="Staunch Tathlum",
head={ name="Telchine Cap", augments={'Enh. Mag. eff. dur. +10',}},
body={ name="Peda. Gown +3", augments={'Enhances "Enlightenment" effect',}},
hands="Arbatel Bracers +1",
legs={ name="Telchine Braconi", augments={'Enh. Mag. eff. dur. +10',}},
feet={ name="Telchine Pigaches", augments={'Enh. Mag. eff. dur. +10',}},
neck="Yngvi Choker",
waist="Embla Sash",
left_ear={ name="Moonshade Earring", augments={'Mag. Acc.+4','Latent effect: "Refresh"+1',}},
right_ear="Malignance Earring",
left_ring="Stikini Ring +1",
right_ring="Stikini Ring +1",
back={ name="Bookworm's Cape", augments={'INT+1','MND+4','"Regen" potency+10',}},
}
sets.midcast.Stoneskin = set_combine(sets.midcast['Enhancing Magic'], {waist="Siegel Sash"})
sets.midcast.Storm = set_combine(sets.midcast['Enhancing Magic'], {feet="Pedagogy Loafers +3"})
sets.midcast.Protect = {ring1="Sheltered Ring"}
sets.midcast.Protectra = sets.midcast.Protect
sets.midcast.Shell = {ring1="Sheltered Ring"}
sets.midcast.Shellra = sets.midcast.Shell
-- Custom spell classes
sets.midcast.MndEnfeebles = {main="Lehbrailg +2",sub="Mephitis Grip",ammo="Sturm's Report",
head="Nahtirah Hat",neck="Weike Torque",ear1="Psystorm Earring",ear2="Lifestorm Earring",
body="Manasa Chasuble",hands="Yaoyotl Gloves",ring1="Aquasoul Ring",ring2="Sangoma Ring",
back="Refraction Cape",waist="Demonry Sash",legs="Bokwus Slops",feet="Bokwus Boots"}
sets.midcast.IntEnfeebles = {main="Lehbrailg +2",sub="Mephitis Grip",ammo="Sturm's Report",
head="Nahtirah Hat",neck="Weike Torque",ear1="Psystorm Earring",ear2="Lifestorm Earring",
body="Manasa Chasuble",hands="Yaoyotl Gloves",ring1="Icesoul Ring",ring2="Sangoma Ring",
back="Refraction Cape",waist="Demonry Sash",legs="Bokwus Slops",feet="Bokwus Boots"}
sets.midcast.ElementalEnfeeble = sets.midcast.IntEnfeebles
sets.midcast['Dark Magic'] = {main="Lehbrailg +2",sub="Mephitis Grip",ammo="Incantor Stone",
head="Nahtirah Hat",neck="Aesir Torque",ear1="Psystorm Earring",ear2="Lifestorm Earring",
body="Vanir Cotehardie",hands="Yaoyotl Gloves",ring1="Strendu Ring",ring2="Sangoma Ring",
back="Refraction Cape",waist="Goading Belt",legs="Bokwus Slops",feet="Bokwus Boots"}
sets.midcast.Kaustra = {main="Lehbrailg +2",sub="Wizzan Grip",ammo="Witchstone",
head="Hagondes Hat",neck="Eddy Necklace",ear1="Hecate's Earring",ear2="Friomisi Earring",
body="Hagondes Coat",hands="Yaoyotl Gloves",ring1="Icesoul Ring",ring2="Strendu Ring",
back="Toro Cape",waist="Cognition Belt",legs="Hagondes Pants",feet="Hagondes Sabots"}
sets.midcast.Drain = {main="Lehbrailg +2",sub="Mephitis Grip",ammo="Incantor Stone",
head="Nahtirah Hat",neck="Aesir Torque",ear1="Psystorm Earring",ear2="Lifestorm Earring",
body="Vanir Cotehardie",hands="Gendewitha Gages",ring1="Excelsis Ring",ring2="Sangoma Ring",
back="Refraction Cape",waist="Goading Belt",legs="Pedagogy Pants",feet="Academic's Loafers"}
sets.midcast.Aspir = sets.midcast.Drain
sets.midcast.Stun = {main="Apamajas II",sub="Mephitis Grip",ammo="Incantor Stone",
head="Nahtirah Hat",neck="Aesir Torque",ear1="Psystorm Earring",ear2="Lifestorm Earring",
body="Vanir Cotehardie",hands="Gendewitha Gages",ring1="Prolix Ring",ring2="Sangoma Ring",
back="Refraction Cape",waist="Witful Belt",legs="Pedagogy Pants",feet="Academic's Loafers"}
sets.midcast.Stun.Resistant = set_combine(sets.midcast.Stun, {main="Lehbrailg +2"})
-- Elemental Magic sets are default for handling low-tier nukes.
sets.midcast['Elemental Magic'] = {main="Lehbrailg +2",sub="Zuuxowu Grip",ammo="Dosis Tathlum",
head="Hagondes Hat",neck="Eddy Necklace",ear1="Hecate's Earring",ear2="Friomisi Earring",
body="Hagondes Coat",hands="Yaoyotl Gloves",ring1="Icesoul Ring",ring2="Acumen Ring",
back="Toro Cape",waist=gear.ElementalObi,legs="Hagondes Pants",feet="Hagondes Sabots"}
sets.midcast['Elemental Magic'].Resistant = {main="Lehbrailg +2",sub="Mephitis Grip",ammo="Dosis Tathlum",
head="Hagondes Hat",neck="Eddy Necklace",ear1="Hecate's Earring",ear2="Friomisi Earring",
body="Vanir Cotehardie",hands=gear.macc_hagondes,ring1="Icesoul Ring",ring2="Acumen Ring",
back="Toro Cape",waist=gear.ElementalObi,legs="Hagondes Pants",feet="Bokwus Boots"}
-- Custom refinements for certain nuke tiers
sets.midcast['Elemental Magic'].HighTierNuke = set_combine(sets.midcast['Elemental Magic'], {sub="Wizzan Grip"})
sets.midcast['Elemental Magic'].HighTierNuke.Resistant = set_combine(sets.midcast['Elemental Magic'].Resistant, {sub="Wizzan Grip"})
sets.midcast.Impact = {main="Lehbrailg +2",sub="Mephitis Grip",ammo="Dosis Tathlum",
head=empty,neck="Eddy Necklace",ear1="Psystorm Earring",ear2="Lifestorm Earring",
body="Twilight Cloak",hands=gear.macc_hagondes,ring1="Icesoul Ring",ring2="Sangoma Ring",
back="Toro Cape",waist="Demonry Sash",legs="Hagondes Pants",feet="Bokwus Boots"}
-- Sets to return to when not performing an action.
-- Resting sets
sets.resting = {main="Chatoyant Staff",sub="Mephitis Grip",
head="Nefer Khat +1",neck="Wiglen Gorget",
body="Heka's Kalasiris",hands="Serpentes Cuffs",ring1="Sheltered Ring",ring2="Paguroidea Ring",
waist="Austerity Belt",legs="Nares Trews",feet="Serpentes Sabots"}
-- Idle sets (default idle set not needed since the other three are defined, but leaving for testing purposes)
sets.idle.Town = {
main="Malignance Pole",
sub="Enki Strap",
ammo="Staunch Tathlum",
head="Nyame Helm",
body="Agwu's Robe",
hands="Nyame Gauntlets",
legs="Nyame Flanchard",
feet="Nyame Sollerets",
neck="Yngvi Choker",
waist="Embla Sash",
left_ear={ name="Moonshade Earring", augments={'Mag. Acc.+4','Latent effect: "Refresh"+1',}},
right_ear="Infused Earring",
left_ring="Stikini Ring +1",
right_ring="Stikini Ring +1",
back="Kumbira Cape",
}
sets.idle.Field = {
main="Malignance Pole",
sub="Enki Strap",
ammo="Staunch Tathlum",
head="Nyame Helm",
body="Agwu's Robe",
hands="Nyame Gauntlets",
legs="Nyame Flanchard",
feet="Nyame Sollerets",
neck="Yngvi Choker",
waist="Embla Sash",
left_ear={ name="Moonshade Earring", augments={'Mag. Acc.+4','Latent effect: "Refresh"+1',}},
right_ear="Infused Earring",
left_ring="Stikini Ring +1",
right_ring="Stikini Ring +1",
back="Kumbira Cape",
}
sets.idle.Field.PDT = {
main="Malignance Pole",
sub="Enki Strap",
ammo="Staunch Tathlum",
head="Nyame Helm",
body="Agwu's Robe",
hands="Nyame Gauntlets",
legs="Nyame Flanchard",
feet="Nyame Sollerets",
neck="Yngvi Choker",
waist="Embla Sash",
left_ear={ name="Moonshade Earring", augments={'Mag. Acc.+4','Latent effect: "Refresh"+1',}},
right_ear="Infused Earring",
left_ring="Stikini Ring +1",
right_ring="Stikini Ring +1",
back="Kumbira Cape",
}
sets.idle.Field.Stun = {
main="Malignance Pole",
sub="Enki Strap",
ammo="Staunch Tathlum",
head="Nyame Helm",
body="Agwu's Robe",
hands="Nyame Gauntlets",
legs="Nyame Flanchard",
feet="Nyame Sollerets",
neck="Yngvi Choker",
waist="Embla Sash",
left_ear={ name="Moonshade Earring", augments={'Mag. Acc.+4','Latent effect: "Refresh"+1',}},
right_ear="Infused Earring",
left_ring="Stikini Ring +1",
right_ring="Stikini Ring +1",
back="Kumbira Cape",
}
sets.idle.Weak = {
main="Malignance Pole",
sub="Enki Strap",
ammo="Staunch Tathlum",
head="Nyame Helm",
body="Agwu's Robe",
hands="Nyame Gauntlets",
legs="Nyame Flanchard",
feet="Nyame Sollerets",
neck="Yngvi Choker",
waist="Embla Sash",
left_ear={ name="Moonshade Earring", augments={'Mag. Acc.+4','Latent effect: "Refresh"+1',}},
right_ear="Infused Earring",
left_ring="Stikini Ring +1",
right_ring="Stikini Ring +1",
back="Kumbira Cape",
}
-- Defense sets
sets.defense.PDT = {
main="Malignance Pole",
sub="Enki Strap",
ammo="Staunch Tathlum",
head="Nyame Helm",
body="Agwu's Robe",
hands="Nyame Gauntlets",
legs="Nyame Flanchard",
feet="Nyame Sollerets",
neck="Yngvi Choker",
waist="Embla Sash",
left_ear={ name="Moonshade Earring", augments={'Mag. Acc.+4','Latent effect: "Refresh"+1',}},
right_ear="Infused Earring",
left_ring="Stikini Ring +1",
right_ring="Stikini Ring +1",
back="Kumbira Cape",
}
sets.defense.MDT = {
main="Malignance Pole",
sub="Enki Strap",
ammo="Staunch Tathlum",
head="Nyame Helm",
body="Agwu's Robe",
hands="Nyame Gauntlets",
legs="Nyame Flanchard",
feet="Nyame Sollerets",
neck="Yngvi Choker",
waist="Embla Sash",
left_ear={ name="Moonshade Earring", augments={'Mag. Acc.+4','Latent effect: "Refresh"+1',}},
right_ear="Infused Earring",
left_ring="Stikini Ring +1",
right_ring="Stikini Ring +1",
back="Kumbira Cape",
}
sets.Kiting = {feet="Herald's Gaiters"}
sets.latent_refresh = {
main="Malignance Pole",
sub="Enki Strap",
ammo="Staunch Tathlum",
head="Nyame Helm",
body="Agwu's Robe",
hands="Nyame Gauntlets",
legs="Nyame Flanchard",
feet="Nyame Sollerets",
neck="Yngvi Choker",
waist="Embla Sash",
left_ear={ name="Moonshade Earring", augments={'Mag. Acc.+4','Latent effect: "Refresh"+1',}},
right_ear="Infused Earring",
left_ring="Stikini Ring +1",
right_ring="Stikini Ring +1",
back="Kumbira Cape",
}
-- 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 = {
head="Zelus Tiara",
body="Vanir Cotehardie",hands="Bokwus Gloves",ring1="Rajas Ring",
waist="Goading Belt",legs="Hagondes Pants",feet="Hagondes Sabots"}
-- Buff sets: Gear that needs to be worn to actively enhance a current player buff.
sets.buff['Ebullience'] = {head="Savant's Bonnet +2"}
sets.buff['Rapture'] = {head="Savant's Bonnet +2"}
sets.buff['Perpetuance'] = {
main={ name="Musa", augments={'Path: C',}},
sub="Enki Strap",
ammo="Staunch Tathlum",
head={ name="Telchine Cap", augments={'Enh. Mag. eff. dur. +10',}},
body={ name="Peda. Gown +3", augments={'Enhances "Enlightenment" effect',}},
hands="Arbatel Bracers +1",
legs={ name="Telchine Braconi", augments={'Enh. Mag. eff. dur. +10',}},
feet={ name="Telchine Pigaches", augments={'Enh. Mag. eff. dur. +10',}},
neck="Yngvi Choker",
waist="Embla Sash",
left_ear={ name="Moonshade Earring", augments={'Mag. Acc.+4','Latent effect: "Refresh"+1',}},
right_ear="Malignance Earring",
left_ring="Stikini Ring +1",
right_ring="Stikini Ring +1",
back={ name="Bookworm's Cape", augments={'INT+1','MND+4','"Regen" potency+10',}},
}
sets.buff['Immanence'] = {hands="Savant's Bracers +2"}
sets.buff['Penury'] = {legs="Savant's Pants +2"}
sets.buff['Parsimony'] = {legs="Savant's Pants +2"}
sets.buff['Celerity'] = {feet="Pedagogy Loafers +3"}
sets.buff['Alacrity'] = {feet="Pedagogy Loafers +3"}
sets.buff['Klimaform'] = {feet="Savant's Loafers +2"}
sets.buff.FullSublimation = {head="Academic's Mortarboard",ear1="Savant's Earring",body="Pedagogy Gown +3"}
sets.buff.PDTSublimation = {head="Academic's Mortarboard",ear1="Savant's Earring"}
--sets.buff['Sandstorm'] = {feet="Desert Boots"}
end
-------------------------------------------------------------------------------------------------------------------
-- Job-specific hooks for standard casting events.
-------------------------------------------------------------------------------------------------------------------
-- Run after the general midcast() is done.
function job_post_midcast(spell, action, spellMap, eventArgs)
if spell.action_type == 'Magic' then
apply_grimoire_bonuses(spell, action, spellMap, eventArgs)
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 buff == "Sublimation: Activated" then
handle_equipping_gear(player.status)
end
end
-- Handle notifications of general user state change.
function job_state_change(stateField, newValue, oldValue)
if stateField == 'Offense Mode' then
if newValue == 'Normal' then
disable('main','sub','range')
else
enable('main','sub','range')
end
end
end
-------------------------------------------------------------------------------------------------------------------
-- User code that supplements standard library decisions.
-------------------------------------------------------------------------------------------------------------------
-- Custom spell mapping.
function job_get_spell_map(spell, default_spell_map)
if spell.action_type == 'Magic' then
if default_spell_map == 'Cure' or default_spell_map == 'Curaga' then
if world.weather_element == 'Light' then
return 'CureWithLightWeather'
end
elseif spell.skill == 'Enfeebling Magic' then
if spell.type == 'WhiteMagic' then
return 'MndEnfeebles'
else
return 'IntEnfeebles'
end
elseif spell.skill == 'Elemental Magic' then
if info.low_nukes:contains(spell.english) then
return 'LowTierNuke'
elseif info.mid_nukes:contains(spell.english) then
return 'MidTierNuke'
elseif info.high_nukes:contains(spell.english) then
return 'HighTierNuke'
end
end
end
end
function customize_idle_set(idleSet)
if state.Buff['Sublimation: Activated'] then
if state.IdleMode.value == 'Normal' then
idleSet = set_combine(idleSet, sets.buff.FullSublimation)
elseif state.IdleMode.value == 'PDT' then
idleSet = set_combine(idleSet, sets.buff.PDTSublimation)
end
end
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)
if cmdParams[1] == 'user' and not (buffactive['light arts'] or buffactive['dark arts'] or
buffactive['addendum: white'] or buffactive['addendum: black']) then
if state.IdleMode.value == 'Stun' then
send_command('@input /ja "Dark Arts" <me>')
else
send_command('@input /ja "Light Arts" <me>')
end
end
update_active_strategems()
update_sublimation()
end
-- Function to display the current relevant user state when doing an update.
-- Return true if display was handled, and you don't want the default info shown.
function display_current_job_state(eventArgs)
display_current_caster_state()
eventArgs.handled = true
end
-------------------------------------------------------------------------------------------------------------------
-- User code that supplements self-commands.
-------------------------------------------------------------------------------------------------------------------
-- Called for direct player commands.
function job_self_command(cmdParams, eventArgs)
if cmdParams[1]:lower() == 'scholar' then
handle_strategems(cmdParams)
eventArgs.handled = true
end
end
-------------------------------------------------------------------------------------------------------------------
-- Utility functions specific to this job.
-------------------------------------------------------------------------------------------------------------------
-- Reset the state vars tracking strategems.
function update_active_strategems()
state.Buff['Ebullience'] = buffactive['Ebullience'] or false
state.Buff['Rapture'] = buffactive['Rapture'] or false
state.Buff['Perpetuance'] = buffactive['Perpetuance'] or false
state.Buff['Immanence'] = buffactive['Immanence'] or false
state.Buff['Penury'] = buffactive['Penury'] or false
state.Buff['Parsimony'] = buffactive['Parsimony'] or false
state.Buff['Celerity'] = buffactive['Celerity'] or false
state.Buff['Alacrity'] = buffactive['Alacrity'] or false
state.Buff['Klimaform'] = buffactive['Klimaform'] or false
end
function update_sublimation()
state.Buff['Sublimation: Activated'] = buffactive['Sublimation: Activated'] or false
end
-- Equip sets appropriate to the active buffs, relative to the spell being cast.
function apply_grimoire_bonuses(spell, action, spellMap)
if state.Buff.Perpetuance and spell.type =='WhiteMagic' and spell.skill == 'Enhancing Magic' then
equip(sets.buff['Perpetuance'])
end
if state.Buff.Rapture and (spellMap == 'Cure' or spellMap == 'Curaga') then
equip(sets.buff['Rapture'])
end
if spell.skill == 'Elemental Magic' and spellMap ~= 'ElementalEnfeeble' then
if state.Buff.Ebullience and spell.english ~= 'Impact' then
equip(sets.buff['Ebullience'])
end
if state.Buff.Immanence then
equip(sets.buff['Immanence'])
end
if state.Buff.Klimaform and spell.element == world.weather_element then
equip(sets.buff['Klimaform'])
end
end
if state.Buff.Penury then equip(sets.buff['Penury']) end
if state.Buff.Parsimony then equip(sets.buff['Parsimony']) end
if state.Buff.Celerity then equip(sets.buff['Celerity']) end
if state.Buff.Alacrity then equip(sets.buff['Alacrity']) end
end
-- General handling of strategems in an Arts-agnostic way.
-- Format: gs c scholar <strategem>
function handle_strategems(cmdParams)
-- cmdParams[1] == 'scholar'
-- cmdParams[2] == strategem to use
if not cmdParams[2] then
add_to_chat(123,'Error: No strategem command given.')
return
end
local strategem = cmdParams[2]:lower()
if strategem == 'light' then
if buffactive['light arts'] then
send_command('input /ja "Addendum: White" <me>')
elseif buffactive['addendum: white'] then
add_to_chat(122,'Error: Addendum: White is already active.')
else
send_command('input /ja "Light Arts" <me>')
end
elseif strategem == 'dark' then
if buffactive['dark arts'] then
send_command('input /ja "Addendum: Black" <me>')
elseif buffactive['addendum: black'] then
add_to_chat(122,'Error: Addendum: Black is already active.')
else
send_command('input /ja "Dark Arts" <me>')
end
elseif buffactive['light arts'] or buffactive['addendum: white'] then
if strategem == 'cost' then
send_command('input /ja Penury <me>')
elseif strategem == 'speed' then
send_command('input /ja Celerity <me>')
elseif strategem == 'aoe' then
send_command('input /ja Accession <me>')
elseif strategem == 'power' then
send_command('input /ja Rapture <me>')
elseif strategem == 'duration' then
send_command('input /ja Perpetuance <me>')
elseif strategem == 'accuracy' then
send_command('input /ja Altruism <me>')
elseif strategem == 'enmity' then
send_command('input /ja Tranquility <me>')
elseif strategem == 'skillchain' then
add_to_chat(122,'Error: Light Arts does not have a skillchain strategem.')
elseif strategem == 'addendum' then
send_command('input /ja "Addendum: White" <me>')
else
add_to_chat(123,'Error: Unknown strategem ['..strategem..']')
end
elseif buffactive['dark arts'] or buffactive['addendum: black'] then
if strategem == 'cost' then
send_command('input /ja Parsimony <me>')
elseif strategem == 'speed' then
send_command('input /ja Alacrity <me>')
elseif strategem == 'aoe' then
send_command('input /ja Manifestation <me>')
elseif strategem == 'power' then
send_command('input /ja Ebullience <me>')
elseif strategem == 'duration' then
add_to_chat(122,'Error: Dark Arts does not have a duration strategem.')
elseif strategem == 'accuracy' then
send_command('input /ja Focalization <me>')
elseif strategem == 'enmity' then
send_command('input /ja Equanimity <me>')
elseif strategem == 'skillchain' then
send_command('input /ja Immanence <me>')
elseif strategem == 'addendum' then
send_command('input /ja "Addendum: Black" <me>')
else
add_to_chat(123,'Error: Unknown strategem ['..strategem..']')
end
else
add_to_chat(123,'No arts has been activated yet.')
end
end
-- Gets the current number of available strategems based on the recast remaining
-- and the level of the sch.
function get_current_strategem_count()
-- returns recast in seconds.
local allRecasts = windower.ffxi.get_ability_recasts()
local stratsRecast = allRecasts[231]
local maxStrategems = (player.main_job_level + 10) / 20
local fullRechargeTime = 4*60
local currentCharges = math.floor(maxStrategems - maxStrategems * stratsRecast / fullRechargeTime)
return currentCharges
end
-- Select default macro book on initial load or subjob change.
function select_default_macro_book()
set_macro_page(1, 17)
end
By drakefs 2022-10-25 11:12:53
when I use the same gear sets in gearswap my duration is only 6 min.
Turn on debug mode (//gs debugmode). What set is it equipping for midcast?
Leviathan.Boposhopo
Server: Leviathan
Game: FFXI
Posts: 229
By Leviathan.Boposhopo 2022-10-25 12:24:38
While maybe not the entire reason, on line 494 only put your Arbatel Bracers +1 in there. Putting an entire set means if you use perpetuance it doesn't matter what else you cast that whole set is overwriting w/e you equip. Specifically in this case your Telchine Body that has Regen duration + on the body naturally.
By trippytaru 2022-10-25 16:42:34
precast
sets.precast.FC{"Enhancing Magic"}
midcast
sets.midcast.Regen
aftercast
sets.idle.Town
I also adjusted per boposhopo on line 494 still ended up with the same 6 min duration
I was using the example with regen but my haste pro and shell are all not getting the proper duration not sure if that helps find the issue.
Carbuncle.Nynja
Server: Carbuncle
Game: FFXI
Posts: 3867
By Carbuncle.Nynja 2022-10-25 23:43:27
I'm presuming that the //gs debugmode would report it equipping your perpetuance set, and its not showing up there.
nvm, just tried on my sch, and it doesnt show up for me in debug, despite it actually equipping arbatel hands.
Your sets.midcast.Regen and sets.buff['Perpetuance'] are different on these two slots:
sets.midcast.Regen = {
head="Arbatel Bonnet +1",
body={ name="Telchine Chas.", augments={'Enh. Mag. eff. dur. +10',}},
sets.buff['Perpetuance'] = {
head={ name="Telchine Cap", augments={'Enh. Mag. eff. dur. +10',}},
body={ name="Peda. Gown +3", augments={'Enhances "Enlightenment" effect',}},
If you look at the actual equip screen (not via equipviewer) and cast a perp-regen, which set of head/body armor are you using?
Server: Carbuncle
Game: FFXI
Posts: 167
By Carbuncle.Samuraiking 2022-10-26 02:49:48
Having trouble with the new Empy+3 armor. It's not automatically swapping in my new mnk pants at all, despite it being correct syntax, and when I try to manually put the pants on, Gearswap freaks out and spams the same error code 10 times per second:
Gearswap: Lua runtime error: gearswap/equip_processing.lua:246: attempt to index field '?' (a nil value)
The code in question in the equip_processing lua is:
Code function to_names_set(equipment)
local equip_package = {}
for ind,cur_item in pairs(equipment) do
local name = 'empty'
if type(cur_item) == 'table' and cur_item.slot ~= empty then
if items[to_bag_api(res.bags[cur_item.bag_id].english)][cur_item.slot].id == 0 then return {} end
-- refresh_player() can run after equip packets arrive but before the item array is fully loaded,
-- which results in the id still being the initialization value.
name = res.items[items[to_bag_api(res.bags[cur_item.bag_id].english)][cur_item.slot].id][language]
end
if tonumber(ind) and ind >= 0 and ind <= 15 and math.floor(ind) == ind then
equip_package[toslotname(ind)] = name
else
equip_package[tostring(ind)] = name
end
end
return equip_package
end
For content, they are Bhikku Hose +3 and in my Wardrobe4. They were previously working as Bhikku Hose +2 in the same wardrobe with no issues. I tried updating my selindriles lib files since those were updated 20 days ago by Headtat. Unfotunately, this is a base gearswap file, not a lib one, so it didn't help. There's also, not to my knowledge, an update for the base Gearswap addon either.
Bismarck.Xurion
Server: Bismarck
Game: FFXI
Posts: 694
By Bismarck.Xurion 2022-10-26 06:21:44
Sounds like you have other logic that is repeating elsewhere. Can you upload your whole file?
Bismarck.Radec
Server: Bismarck
Game: FFXI
Posts: 142
By Bismarck.Radec 2022-10-26 09:51:22
Carbuncle.Samuraiking said: »Having trouble with the new Empy+3 armor. It's not automatically swapping in my new mnk pants at all, despite it being correct syntax, and when I try to manually put the pants on, Gearswap freaks out and spams the same error code 10 times per second:
Gearswap: Lua runtime error: gearswap/equip_processing.lua:246: attempt to index field '?' (a nil value)
The code in question in the equip_processing lua is:
For content, they are Bhikku Hose +3 and in my Wardrobe4. They were previously working as Bhikku Hose +2 in the same wardrobe with no issues. I tried updating my selindriles lib files since those were updated 20 days ago by Headtat. Unfotunately, this is a base gearswap file, not a lib one, so it didn't help. There's also, not to my knowledge, an update for the base Gearswap addon either.
Do you have any other +3 armor that is working?
This could be a resources issue. Check if Bhikku Hose +3 are present in Windower/res/items.lua - should be on line 19347
[23622] = {id=23622,en="Bhikku Hose +3",...
If they're missing, replace the file from https://github.com/Windower/Resources
Server: Carbuncle
Game: FFXI
Posts: 167
By Carbuncle.Samuraiking 2022-10-26 12:50:11
Sounds like you have other logic that is repeating elsewhere. Can you upload your whole file?
Sure. As per the other post by Radec, it's likely an ID issue in items.lua though. I think that error is just the one telling me why I am getting it.
Carbuncle.Samuraiking said: »Having trouble with the new Empy+3 armor. It's not automatically swapping in my new mnk pants at all, despite it being correct syntax, and when I try to manually put the pants on, Gearswap freaks out and spams the same error code 10 times per second:
Gearswap: Lua runtime error: gearswap/equip_processing.lua:246: attempt to index field '?' (a nil value)
The code in question in the equip_processing lua is:
For content, they are Bhikku Hose +3 and in my Wardrobe4. They were previously working as Bhikku Hose +2 in the same wardrobe with no issues. I tried updating my selindriles lib files since those were updated 20 days ago by Headtat. Unfotunately, this is a base gearswap file, not a lib one, so it didn't help. There's also, not to my knowledge, an update for the base Gearswap addon either.
Do you have any other +3 armor that is working?
This could be a resources issue. Check if Bhikku Hose +3 are present in Windower/res/items.lua - should be on line 19347
[23622] = {id=23622,en="Bhikku Hose +3",...
If they're missing, replace the file from https://github.com/Windower/Resources
Legs are the only piece I made, still need more points for the next piece, so I can't check other ones.
It does seem my items.lua is outdated and doesn't have ANY Empy+3 IDs in them at all. The resource you linked is the exact same file I had already and both it and mine are missing +3 as they are one month+ old.
My items.lua file
By drakefs 2022-10-26 15:14:39
Carbuncle.Samuraiking said: »It does seem my items.lua is outdated and doesn't have ANY Empy+3 IDs in them at all. The resource you linked is the exact same file I had already and both it and mine are missing +3 as they are one month+ old.
Delete windower\res, windower\updates and windower\addons\libs and then, if open, close all instances of the game and windower and restart windower.
[+]
Carbuncle.Yiazmaat
Server: Carbuncle
Game: FFXI
Posts: 164
By Carbuncle.Yiazmaat 2022-10-26 16:03:45
I finally found the mistake that didnt make the autoswap for pet enmity gear for strobe and flash. But know i got an other issue, which is that it wont swap before or even midaction unless i move my char or take an action like 5 sec before the JA is ready. I tried to modify the recast from the original which are 38 and 23 to 45 and 30, but it didnt change anything. Anyone know if it could be possible to force the swap like 2 sec before strobe and flash ? I know that it can recognize strobe and flashbulb attachements.
Code -- Var to track the current pet mode.
state.PetMode = M{['description']='Pet Mode', 'None','Melee','Ranged','HybridRanged','Tank','LightTank','Magic','Heal','Nuke'}
state.AutoManeuvers = M{['description']='Auto Maneuver List', 'Default','Melee','Ranged','HybridRanged','Tank','LightTank','Magic','Heal','Nuke'}
state.AutoPuppetMode = M(false, 'Auto Puppet Mode')
state.AutoRepairMode = M(true, 'Auto Repair Mode')
state.AutoDeployMode = M(true, 'Auto Deploy Mode')
state.AutoPetMode = M(true, 'Auto Pet Mode')
state.PetWSGear = M(true, 'Pet WS Gear')
state.PetEnmityGear = M(true, 'Pet Enmity Gear')
autows = "Victory Smite"
autofood = 'Akamochi'
lastpettp = 0
deactivatehpp = 100
repairhpp = 45
PupFlashReady = 0
PupVokeReady = 0
PupFlashRecast = 38
PupVokeRecast = 23
update_pet_mode()
update_melee_groups()
init_job_states({"Capacity","AutoPuppetMode","PetWSGear","AutoRepairMode","AutoRuneMode","AutoTrustMode","AutoWSMode","AutoShadowMode","AutoFoodMode","AutoStunMode","AutoDefenseMode",},{"AutoBuffMode","AutoSambaMode","Weapons","OffenseMode","WeaponskillMode","IdleMode","Passive","RuneElement","TreasureMode",})
end
Code function job_pet_midcast(spell, spellMap, eventArgs)
--[[ Not working due to delay, preserving in case it does in the future.
if petWeaponskills:contains(spell.english) then
classes.CustomClass = "Weaponskill"
if sets.midcast.Pet.WeaponSkill[spell] then
equip(sets.midcast.Pet.WeaponSkill[spell.english])
else
equip(sets.midcast.Pet.WeaponSkill)
end
end
]]
end
windower.raw_register_event('action', function(act)
if pet.isvalid and pet.id == act.actor_id then
if act.category == 11 then
if act.param == 1945 then
PupVokeReady = os.clock() + PupVokeRecast
elseif act.param == 1947 then
PupFlashReady = os.clock() + PupFlashRecast
end
send_command('gs c forceequip')
end
end
end)
Code function job_customize_idle_set(idleSet)
if pet.isvalid and pet.status == 'Engaged' then
local now = os.clock()
if state.PetWSGear.value and sets.midcast.Pet and pet.tp and pet.tp > 999 then
if sets.midcast.Pet.PetWSGear and sets.midcast.Pet.PetWSGear[state.PetMode.value] then
idleSet = set_combine(idleSet, sets.midcast.Pet.PetWSGear[state.PetMode.value])
elseif sets.midcast.Pet.PetWSGear then
idleSet = set_combine(idleSet, sets.midcast.Pet.PetWSGear)
end
elseif state.PetEnmityGear.value and sets.midcast.Pet.PetEnmityGear and ((PupFlashReady < now and buffactive['Light Maneuver']) or (PupVokeReady < now and buffactive['Fire Maneuver'])) then
idleSet = set_combine(idleSet, sets.midcast.Pet.PetEnmityGear)
elseif sets.idle.Pet.Engaged[state.PetMode.value] then
idleSet = set_combine(idleSet, sets.idle.Pet.Engaged[state.PetMode.value])
else
idleSet = set_combine(idleSet, sets.idle.Pet.Engaged)
end
if buffactive['Overdrive'] and sets.buff.Overdrive then
idleSet = set_combine(idleSet, sets.buff.Overdrive)
end
elseif data.jobs.mage_jobs:contains(player.sub_job) then
if player.mpp < 51 and (state.IdleMode.value == 'Normal' or state.IdleMode.value:contains('Sphere')) then
if sets.latent_refresh then
idleSet = set_combine(idleSet, sets.latent_refresh)
end
end
end
return idleSet
end
Code function job_customize_melee_set(meleeSet)
if pet.isvalid and pet.status == 'Engaged' and sets.midcast.Pet then
local now = os.clock()
if state.PetWSGear.value and pet.tp and pet.tp > 999 and player.tp < 999 and sets.midcast.Pet and sets.midcast.Pet.PetWSGear then
if sets.midcast.Pet.PetWSGear[state.PetMode.value] then
meleeSet = set_combine(meleeSet, sets.midcast.Pet.PetWSGear[state.PetMode.value])
else
meleeSet = set_combine(meleeSet, sets.midcast.Pet.PetWSGear)
end
elseif state.PetEnmityGear.value and sets.midcast.Pet.PetEnmityGear and ((PupFlashReady < now and buffactive['Light Maneuver']) or (PupVokeReady < now and buffactive['Fire Maneuver'])) then
meleeSet = set_combine(meleeSet, sets.midcast.Pet.PetEnmityGear)
end
end
return meleeSet
end
Server: Carbuncle
Game: FFXI
Posts: 167
By Carbuncle.Samuraiking 2022-10-26 20:01:21
Carbuncle.Samuraiking said: »It does seem my items.lua is outdated and doesn't have ANY Empy+3 IDs in them at all. The resource you linked is the exact same file I had already and both it and mine are missing +3 as they are one month+ old.
Delete windower\res, windower\updates and windower\addons\libs and then, if open, close all instances of the game and windower and restart windower.
Thank you, this fixed everything, including additional issues I didn't even post about. My warp ring function and rng/cor ammo from REMA function were f_cked as well and I was gonna post about them later, but deleting and redownloading all the files fixed it all.
I didn't delete the windower/addons/libs folder though in case it had custom settings I wanted to keep, but didn't actually check to see if that was the case or not, but either way it's fixed and I appreciate it.
Bismarck.Arakuine
Server: Bismarck
Game: FFXI
Posts: 4
By Bismarck.Arakuine 2022-10-26 20:21:14
Hi, I just started using the Geomancer Gearswap.lua files, and it works insofar as I don't get any errors or anything and it runs. But I've started entering my gear pieces, and testing as I go, and I've found that my Main, Sub, Ammo and Ranged slots won't change when I execute different functions. Whether I change Idle modes, or cast a spell, most of my other gear will change over, but those 4 slots will not. I've double checked by having showswaps=true and they definitely arent changing over. I usually use Selindrile's stuff and I've never experienced this before.
Any advice is appreciated.
Just looking for someone to explain this addon a bit for me. It looks like it is an alternative to Spellcast.
Is it going to be replacing Spellcast? In which ways is it better or worse. I don't know any programming but I've slowly learned more and more about spellcast and the 'language' used in gearswap is confusing to me.
It says it uses packets so it potentially could be more detectable? but does that also eliminate any lag that spellcast may encounter?
I plan on redoing my PUP xml to include pet casting sets thanks to the new addon petschool. I'm just not sure if it's worth it to just wait until gearswap gets more popular or to go ahead and do it in spellcast.
If anyone could give me more info I'd greatly appreciate it.
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