quelthos said: »
if player.equipment.sub == 'Gleti\'s Knife' then
Code
if player.equipment.sub:match('Gleti') then
Gearswap Support Thread |
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Gearswap Support Thread
quelthos said: » if player.equipment.sub == 'Gleti\'s Knife' then Code if player.equipment.sub:match('Gleti') then Offline
Posts: 464
quelthos said: » tried everything still not working I tested this on my BRD Code function customize_melee_set(meleeSet) if player.equipment.sub == "Gleti's Knife" then meleeSet = set_combine(meleeSet, {legs="Aya. Cosciales +2"}) add_to_chat(123, "true") end return meleeSet end it works correctly except for bard song aftercast (spells and JAs show true in chat). Also note if you change the weapon while engaged, you have to force an update with F12. I am not sure why it is not picking it up in the bard song aftercast, I assume some code is interfering with it as my brd.lua has a lot of customization around bard songs. It does work with everything else I could test. Offline
Posts: 40
drakefs said: » quelthos said: » tried everything still not working I tested this on my BRD Code function customize_melee_set(meleeSet) if player.equipment.sub == "Gleti's Knife" then meleeSet = set_combine(meleeSet, {legs="Aya. Cosciales +2"}) add_to_chat(123, "true") end return meleeSet end it works correctly except for bard song aftercast (spells and JAs show true in chat). Also note if you change the weapon while engaged, you have to force an update with F12. I am not sure why it is not picking it up in the bard song aftercast, I assume some code is interfering with it as my brd.lua has a lot of customization around bard songs. It does work with everything else I could test. Thanks, that is precisely the problem. If weapon is toggled while engaged it will not work unless F12'ed I used a different method on the if now it works even with weapon swap during engaged. Changed if condition to predeclared weapon sets with gleti knife. in this case its my Savage Blade weaponset and Aeolian Edge weaponset and if subjob is nin Hope it helps others in the future Code if state.WeaponSet.value == "SB" and player.sub_job == 'NIN' or state.WeaponSet.value == "AE" and player.sub_job == 'NIN' then Offline
Posts: 464
I suspect the reason this works while engaged is because you are forcing an update with the WeaponSet change.
quelthos said: » Code if state.WeaponSet.value == "SB" and player.sub_job == 'NIN' or state.WeaponSet.value == "AE" and player.sub_job == 'NIN' then Pretty sure that is not evaluating like you think it is (could be wrong but I think that statement is only evaluating as one statement not two). I do not think AE will work because SB will not evaluate true. Code if player.sub_job == 'NIN' and (state.WeaponSet.value == "SB" or state.WeaponSet.value == "AE") then Offline
Posts: 6
Hi everyone! I have mutliple problems with my gearswap.
I've started playing BRD and since I'm using DressUp my char doesn't blink. When I don't have an instrument in the ranged slot when I enter a zone, my char will sing without an instrument (the gearswap part works here, I just don't see the instrument). I dislike the singing without an instrument, so I would like to see an instrument. I don't even care which one. So I've put an instrument in the ranged slot of my idle set (to test it) and experienced a new problem: When I have Gjallarhorn (for example) in the ranged slot and I start to sing a song, the Gjallarhorn wont stay, but instead it changes to the Ginsen in my ammo slot even though Gjallarhorn is in my midcast set. If I don't put an instrument in the idle set, it works fine. But then I don't see my character using an instrument. Also I discovered that my Blurred Harp doesn't stay on long enough (sometimes). Tried it without the Harp being in the idle slot aswell, but it just switches back to my engage set too fast and then I don't get the third song. I couldn't find a pattern yet. Maybe there's just something wrong in general with my lua. Here is the lua I use: Code ------------------------------------------------------------------------------------------------------------------- -- Setup functions for this job. Generally should not be modified. ------------------------------------------------------------------------------------------------------------------- --[[ Custom commands: ExtraSongsMode may take one of three values: None, Dummy, FullLength You can set these via the standard 'set' and 'cycle' self-commands. EG: gs c cycle ExtraSongsMode gs c set ExtraSongsMode Dummy The Dummy state will equip the bonus song instrument and ensure non-duration gear is equipped. The FullLength state will simply equip the bonus song instrument on top of standard gear. Simple macro to cast a dummy Daurdabla song: /console gs c set ExtraSongsMode Dummy /ma "Shining Fantasia" <me> --]] -- Initialization function for this job file. function get_sets() mote_include_version = 2 -- Load and initialize the include file. include('Mote-Include.lua') include('sammeh_custom_functions.lua') include('lullaby.lua') end -- Setup vars that are user-independent. state.Buff vars initialized here will automatically be tracked. function job_setup() state.ExtraSongsMode = M{['description']='Extra Songs', 'None', 'FullLength', 'Dummy'} state.LullabyMode = M{['description']='Lullaby Mode','Gjallarhorn','Daurdabla'} state.Buff['Pianissimo'] = buffactive['pianissimo'] or false state.IdleMode:options('Normal','PDT','MEVA') state.TPMode = M{['description']='TP Mode', 'Normal', 'WeaponLock'} send_command('alias tp gs c cycle tpmode') send_command('bind f10 gs c cycle idlemode') send_command('bind f11 gs c cycle LullabyMode') send_command("alias buff gs equip sets.midcast.SongEffect") send_command("alias debuff gs equip sets.midcast.SongDebuff") send_command("alias macc gs equip sets.midcast.ResistantSongDebuff") send_command("alias lul gs equip sets.midcast.LullabyFull") send_command("alias fc gs equip sets.precast.FastCast.BardSong") send_command("alias idle gs equip sets.Idle.Current") send_command("alias meva gs equip sets.meva") send_command("alias enh gs equip sets.midcast['Enhancing Magic']") send_command("alias eng gs equip sets.engaged") send_command("alias wsset gs equip sets.precast.WS") send_command("alias mwsset gs equip sets.precast.magicWS") -- For tracking current recast timers via the Timers plugin. custom_timers = {} send_command("alias g11_m2g16 input /ws Rudra's Storm") send_command("alias g11_m2g17 input /ws Mordant Rime") send_command("alias g11_m2g18 input /ws Exenterator") 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', 'DualWield') state.CastingMode:options('Normal', 'Resistant') -- Adjust this if using the Terpander (new +song instrument) info.ExtraSongInstrument = 'Blurred Harp +1' -- How many extra songs we can keep from Daurdabla/Terpander info.MaxSongs = 3 -- If Max Job Points - adds alot of timers to the custom timers MaxJobPoints = 1 -- Set this to false if you don't want to use custom timers. state.UseCustomv = M(false, 'Use Custom Timers') -- Additional local binds send_command('bind ^` gs c cycle ExtraSongsMode') -- send_command('bind !` input /ma "Chocobo Mazurka" <me>') select_default_macro_book(3) send_command('@wait 5;input /lockstyleset 40') waittime = 2.7 end -- Called when this job file is unloaded (eg: job change) function user_unload() send_command('unbind ^`') send_command('unbind !`') end -- Define sets and vars used by this job file. function init_gear_sets() -------------------------------------- -- Start defining the sets -------------------------------------- weaponlock_main="Kaja Sword" weaponlock_sub="Kali" -- Precast Sets -- Fast cast sets for spells sets.precast.FastCast = {main="Kali", sub="Kaja Sword", ammo="Ginsen", head="Aya. Zucchetto +1", body="Inyanga Jubbah +2", hands="Gende. Gages +1", legs="Ayanmo Cosciales +2", feet="Aya. Gambieras +1", neck="Moonbow Whistle +1", waist="Witful belt", left_ear="Eabani Earring", right_ear="Vor Earring", left_ring="Ayanmo Ring", right_ring="Inyanga Ring", back={ name="Intarabus's Cape", augments={'"Fast Cast"+5',}}, } sets.precast.FastCast.Cure = sets.precast.FastCast sets.precast.FastCast.Stoneskin = set_combine(sets.precast.FastCast, {head="Umuthi Hat",legs="Doyen Pants"}) sets.precast.FastCast['Enhancing Magic'] = set_combine(sets.precast.FastCast, {waist="Witful Belt"}) sets.precast.FastCast.BardSong = sets.precast.FastCast sets.precast.FastCast.BardSong = sets.precast.FastCast sets.precast.FastCast.Daurdabla = set_combine(sets.precast.FastCast.BardSong, {range=info.ExtraSongInstrument}) -- Precast sets to enhance JAs sets.precast.JA.Nightingale = {feet="Bihu Slippers"} sets.precast.JA.Troubadour = {body="Bihu Jstcorps. +3"} sets.precast.JA['Soul Voice'] = {legs="Bihu Cannions"} -- Waltz set (chr and vit) sets.precast.Waltz = {} -- Weaponskill sets -- Default set for any weaponskill that isn't any more specifically defined sets.precast.WS = {main="Kaja Sword", sub="Kali", ammo="Ginsen", head="Aya. Zucchetto +1", body="Inyanga Jubbah +2", hands="Gende. Gages +1", legs="Ayanmo Cosciales +2", feet="Aya. Gambieras +1", neck="Moonbow Whistle +1", waist="Kentarch belt +1", left_ear="Eabani Earring", right_ear="Vor Earring", left_ring="Ayanmo Ring", right_ring="Epaminondas's Ring", back={ name="Intarabus's Cape", augments={'"Fast Cast"+5',}}, } sets.precast.magicWS = sets.precast.WS -- Specific weaponskill sets. Uses the base set if an appropriate WSMod version isn't found. sets.precast.WS['Evisceration'] = set_combine(sets.precast.WS, {neck="Fotia Gorget", waist="Fotia Belt"}) sets.precast.WS['Rudras Storm'] = set_combine(sets.precast.WS) sets.precast.WS['Exenterator'] = set_combine(sets.precast.WS, {neck="Fotia Gorget", waist="Fotia Belt"}) sets.precast.WS['Mordant Rime'] = set_combine(sets.precast.WS) sets.precast.WS['Aeolian Edge'] = sets.precast.magicWS -- Midcast Sets -- General set for recast times. sets.midcast.FastRecast = {main="Kali", sub="Kaja Sword", range="Gjallarhorn", head="Aya. Zucchetto +1", body="Inyanga Jubbah +2", hands="Gende. Gages +1", legs="Inyanga Shalwar +2", feet="Aya. Gambieras +1", neck="Moonbow Whistle +1", waist="Kentarch belt +1", left_ear="Eabani Earring", right_ear="Vor Earring", left_ring="Ayanmo Ring", right_ring="Inyanga Ring", back={ name="Intarabus's Cape", augments={'"Fast Cast"+5',}}, } sets.midcast.Prelude = sets.midcast.FastRecast sets.midcast.Mazurka = sets.midcast.FastRecast -- For song buffs (duration and AF3 set bonus) sets.midcast.SongEffect = {main="Kali", sub="Kaja Sword", range="Gjallarhorn", head="Aya. Zucchetto +1", body="Inyanga Jubbah +2", hands="Gende. Gages +1", legs="Inyanga Shalwar +2", feet="Aya. Gambieras +1", neck="Moonbow Whistle +1", waist="Acuity belt +1", left_ear="Eabani Earring", right_ear="Vor Earring", left_ring="Ayanmo Ring", right_ring="Inyanga Ring", back={ name="Intarabus's Cape", augments={'"Fast Cast"+5',}}, } -- For song defbuffs (duration primary, accuracy secondary) sets.midcast.SongDebuff = {main="Kaja Sword", sub="Kali", range="Gjallarhorn", head="Aya. Zucchetto +1", body="Inyanga Jubbah +2", hands="Gende. Gages +1", legs="Inyanga Shalwar +2", feet="Aya. Gambieras +1", neck="Moonbow Whistle +1", waist="Acuity belt +1", left_ear="Eabani Earring", right_ear="Vor Earring", left_ring="Stikini Ring", right_ring="Metamorph Ring +1", back={name="Intarabus's Cape", augments={'"Fast Cast"+5',}}, } -- For song defbuffs (accuracy primary, duration secondary) sets.midcast.ResistantSongDebuff = { main="Kaja Sword", sub="Kali", range="Gjallarhorn", head="Aya. Zucchetto +1", body="Inyanga Jubbah +2", hands="Gende. Gages +1", legs="Inyanga Shalwar +2", feet="Aya. Gambieras +1", neck="Moonbow Whistle +1", waist="Acuity belt +1", left_ear="Eabani Earring", right_ear="Vor Earring", left_ring="Stikini Ring", right_ring="Metamorph Ring +1", back={ name="Intarabus's Cape", augments={'"Fast Cast"+5',}}, } sets.midcast.LullabyFull = set_combine(sets.midcast.SongDebuff, sets.midcast.Lullaby) sets.midcast.LullabyFull.ResistantSongDebuff = set_combine(sets.midcast.ResistantSongDebuff, sets.midcast.Lullaby) -- Song-specific recast reduction sets.midcast.SongRecast = {ear2="Loquacious Earring",ring1="Kishar Ring",legs="Fili Rhingrave +1"} --back="Harmony Cape",waist="Corvax Sash", --sets.midcast.Daurdabla = set_combine(sets.midcast.FastRecast, sets.midcast.SongRecast, {range=info.ExtraSongInstrument}) -- Cast spell with normal gear, except using Daurdabla instead sets.midcast.Daurdabla = {range=info.ExtraSongInstrument} -- Dummy song with Daurdabla; minimize duration to make it easy to overwrite. sets.midcast.DaurdablaDummy = { main={ name="Kali", augments={'Mag. Acc.+15','String instrument skill +10','Wind instrument skill +10',}},Sub="Ammurapi Shield",range=info.ExtraSongInstrument, head="Fili Calot +1",neck="Aoidos' Matinee",ear1="Aoidos' Earring",ear2="Loquac. Earring", hands="Gendewitha Gages +1",ring1="Kishar Ring",ring2="Weather. Ring", back={ name="Intarabus's Cape", augments={'CHR+20','Mag. Acc+20 /Mag. Dmg.+20','"Fast Cast"+10',}},waist="Witful Belt",legs="Doyen Pants",feet="Bihu Slippers",} -- Other general spells and classes. sets.midcast.Cure = set_combine(sets.midcast.FastRecast, {main="Chatoyant Staff", left_ring="Stikini Ring", right_ring="Metamorph ring +1", feet="Kaykaus Boots +1",}) sets.midcast.Curaga = sets.midcast.Cure sets.midcast.Cursna = sets.midcast.Cure sets.midcast['Enhancing Magic'] = { sub="Ammurapi Shield", --ammo="Staunch Tathlum +1", head={ name="Telchine Cap", augments={'Mag. Evasion+21','Enemy crit. hit rate -3','Enh. Mag. eff. dur. +10',}}, body={ name="Telchine Chas.", augments={'Mag. Evasion+24','Enemy crit. hit rate -4','Enh. Mag. eff. dur. +10',}}, hands={ name="Telchine Gloves", augments={'Mag. Evasion+25','"Subtle Blow"+6','Enh. Mag. eff. dur. +9',}}, legs={ name="Telchine Braconi", augments={'Mag. Evasion+24','Enemy crit. hit rate -4','Enh. Mag. eff. dur. +9',}}, feet={ name="Telchine Pigaches", augments={'Mag. Evasion+25','"Subtle Blow"+6','Enh. Mag. eff. dur. +10',}}, neck="Incanter's Torque", waist="Embla Sash", left_ear="Loquacious Earring", right_ear="Enchntr. Earring +1", left_ring="Stikini Ring", right_ring="Evanescence Ring", back="Perimede Cape", } sets.midcast.Stoneskin = set_combine(sets.midcast['Enhancing Magic'], {waist="Siegel Sash",legs="Shedir Seraweels"}) sets.midcast.RefreshRecieved = set_combine(sets.midcast['Enhancing Magic'], {back="Grapevine Cape",waist="Gishdubar Sash"}) -- Sets to return to when not performing an action. -- Idle sets (default idle set not needed since the other three are defined, but leaving for testing purposes) sets.Idle = {} sets.Idle.Main = {main="Kaja Sword", sub="Kali", head="Inyanga Tiara +1", body="Gende. Bliaut +1", hands="Gende. Gages +1", legs="Ayanmo Cosciales +2", feet="Aya. Gambieras +1", neck="Moonbow Whistle +1", waist="Kentarch belt +1", left_ear="Eabani Earring", right_ear="Vor Earring", left_ring="Ayanmo Ring", right_ring="Inyanga Ring", back={ name="Intarabus's Cape", augments={'"Fast Cast"+5',}}, } sets.idle.Town = set_combine(sets.Idle, {right_ring="Epaminondas's Ring"}) sets.Idle.PDT = sets.Idle.Main sets.Idle.Current = sets.Idle.Main -- Defense sets sets.defense.PDT = {} sets.defense.MDT = {} sets.Kiting = {feet="Fili Cothurnes +1"} sets.latent_refresh = {waist="Fucho-no-obi"} -- Engaged sets sets.engaged = {main="Kaja Sword", ammo="Ginsen", head="Aya. Zucchetto +1", body="Ayanmo Corazza +1", hands="Aya. Manopolas +1", legs="Ayanmo Cosciales +2", feet="Aya. Gambieras +1", neck="Moonbow Whistle +1", waist="Kentarch belt +1", left_ear="Eabani Earring", right_ear="Vor Earring", left_ring="Chirich Ring", right_ring="Chirich Ring", back="Intarabus's Cape", } sets.engaged.DualWield = {main="Kaja Sword", sub="Kali", ammo="Ginsen", head="Aya. Zucchetto +1", body="Ayanmo Corazza +1", hands="Aya. Manopolas +1", legs="Ayanmo Cosciales +2", feet="Aya. Gambieras +1", neck="Moonbow Whistle +1", waist="Kentarch belt +1", left_ear="Eabani Earring", right_ear="Vor Earring", left_ring="Chirich Ring", right_ring="Chirich Ring", back={ name="Intarabus's Cape", augments={'"Fast Cast"+5',}}, } sets.meva = { main="Terra's Staff", sub="Irenic Strap +1", --ammo="Staunch Tathlum +1", head="Volte Cap", body={ name="Telchine Chas.", augments={'Mag. Evasion+24','Enemy crit. hit rate -4','Enh. Mag. eff. dur. +10',}}, hands="Volte Bracers", legs={ name="Telchine Braconi", augments={'Mag. Evasion+24','Enemy crit. hit rate -4','Enh. Mag. eff. dur. +9',}}, feet="Volte Boots", neck="Warder's Charm +1", waist="Carrier's Sash", left_ear="Eabani Earring", right_ear="Flashward Earring", left_ring="Purity Ring", right_ring="Vengeful Ring", back="Moonbeam Cape", } -- Relevant Obis. Add the ones you have. sets.obi = {} sets.obi.Wind = {waist='Hachirin-no-obi'} sets.obi.Ice = {waist='Hachirin-no-obi'} sets.obi.Lightning = {waist='Hachirin-no-obi'} sets.obi.Light = {waist='Hachirin-no-obi'} sets.obi.Dark = {waist='Hachirin-no-obi'} sets.obi.Water = {waist='Hachirin-no-obi'} sets.obi.Earth = {waist='Hachirin-no-obi'} sets.obi.Fire = {waist='Hachirin-no-obi'} end ------------------------------------------------------------------------------------------------------------------- -- Job-specific hooks for standard casting events. ------------------------------------------------------------------------------------------------------------------- -- Set eventArgs.handled to true if we don't want any automatic gear equipping to be done. -- Set eventArgs.useMidcastGear to true if we want midcast gear equipped on precast. function job_pretarget(spell) checkblocking(spell) if spell.action_type == 'Magic' then if aftercast_start and os.clock() - aftercast_start < waittime then windower.add_to_chat(8,"Precast too early! Adding Delay:"..waittime - (os.clock() - aftercast_start)) cast_delay(waittime - (os.clock() - aftercast_start)) end end end function job_precast(spell, action, spellMap, eventArgs) --windower.add_to_chat(2,'Party Buffs in range?') checkblocking(spell) --[[ for i,v in pairs(buff) do for i2,v2 in pairs(v) do print(i2,v2) end end ]] -- handle_equipping_gear(player.status) precast_start = os.clock() handle_equipping_gear(player.status) if spell.type == 'BardSong' then if buffactive.Nightingale then local generalClass = get_song_class(spell) if generalClass and sets.midcast[generalClass] then windower.add_to_chat(8,'Equipping Midcast - Nightingale active.'..generalClass) equip(sets.midcast[generalClass]) end else equip(sets.precast.FastCast.BardSong) end if buffactive.Troubadour and string.find(spell.name,'Lullaby') then equip({range="Marsyas"}) equip(sets.midcast.LullabyFull) windower.add_to_chat(8,'Marsyas Equipped - Troubadour / Lullaby active') end elseif string.find(spell.name,'Cur') and spell.name ~= 'Cursna' then equip(sets.precast.FastCast.Cure) elseif spell.name == 'Stoneskin' then equip(sets.precast.FastCast.Stoneskin) else equip(sets.precast.FastCast) end -- Auto use Extra Song Instrument for Buffs if less than max # of songs -- Some thoughts: -- How to watch party buffs - can take from partybuffs lua and build a table. local bard_buff_ids = S{195, 196, 197, 198, 199, 200, 201, 202, 203, 204, 205, 206, 207, 208, 209, 210, 211, 212, 213, 214, 215, 216, 218, 219, 220, 221, 222} num_bard_songs = 0 local self = windower.ffxi.get_player() for i,v in pairs(self.buffs) do if bard_buff_ids:contains(v) then num_bard_songs = num_bard_songs +1 end end local generalClass = get_song_class(spell) if num_bard_songs >= 2 and num_bard_songs < info.MaxSongs and spell.name ~= 'Honor March' and generalClass == 'SongEffect' then windower.add_to_chat(10,"Swapping to "..info.ExtraSongInstrument.."! Number of bard buffs = "..num_bard_songs) equip({range=info.ExtraSongInstrument}) end -- end -- if spell.name == 'Honor March' then equip({range="Marsyas"}) end if string.find(spell.name,'Horde') and state.LullabyMode == 'Daurdabla' then equip({range="Daurdabla"}) end end -- Set eventArgs.handled to true if we don't want any automatic gear equipping to be done. function job_midcast(spell, action, spellMap, eventArgs) local generalClass = get_song_class(spell) if spell.action_type == 'Magic' then if spell.type == 'BardSong' then -- layer general gear on first, then let default handler add song-specific gear. if generalClass and sets.midcast[generalClass] then equip(sets.midcast[generalClass]) end end end -- Auto use Extra Song Instrument for Buffs if less than max # of songs --print(spell.skill) if spell.skill == 'Enhancing Magic' then equip(sets.midcast['Enhancing Magic']) end if spell.english == 'Refresh' and spell.target.type == 'SELF' then equip(sets.midcast.RefreshRecieved) end if num_bard_songs >= 2 and num_bard_songs < info.MaxSongs and spell.name ~= 'Honor March' and generalClass == 'SongEffect' then equip({range=info.ExtraSongInstrument}) end -- end -- if spell.name == 'Honor March' then equip(sets.midcast.HonorMarch) end if buffactive.Troubadour and string.find(spell.name,'Lullaby') then equip(sets.midcast.LullabyFull) equip({range="Marsyas"}) end weathercheck(spell.element) end function job_post_midcast(spell, action, spellMap, eventArgs) if spell.type == 'BardSong' then if state.ExtraSongsMode.value == 'FullLength' then equip(sets.midcast.Daurdabla) end end weathercheck(spell.element) end function job_aftercast(spell, action, spellMap, eventArgs) aftercast_start = os.clock() local generalClass = get_song_class(spell) if spell.type == 'BardSong' and not spell.interrupted then -- if spell.target and spell.target.type == 'SELF' then -- if spell.target.type ~= 'SELF' and spell.name ~= "Magic Finale" then -- (Only using Custom Timers for debuffs; no huge reason for buffs) if spell.name ~= "Magic Finale" and (generalClass == "SongDebuff" or generalClass == "ResistantSongDebuff") then -- (Only using Custom Timers for debuffs; no huge reason for buffs) --adjust_timers(spell, spellMap) local dur = calculate_duration(spell, spellMap) send_command('timers create "'..spell.target.name..':'..spell.name..'" '..dur..' down') end state.ExtraSongsMode:reset() end if state.SpellDebug.value == "On" then spelldebug(spell) end if spell.interrupted then add_to_chat(8,'--------- Casting Interupted: '..spell.name..'---------') end equip(sets.Idle.Current) check_run_status() if precast_start and state.SpellDebug.value == "On" then add_to_chat(8,"Spell: "..spell.name..string.format(" Casting Time: %.2f", aftercast_start - precast_start)) end precast_start = nil end ------------------------------------------------------------------------------------------------------------------- -- Job-specific hooks for non-casting events. ------------------------------------------------------------------------------------------------------------------- function status_change(new,tab) handle_equipping_gear(player.status) if new == 'Resting' then equip(sets.Resting) else equip(sets.Idle.Current) end end -- Handle notifications of general user state change. function job_state_change(stateField, newValue, oldValue) job_handle_equipping_gear(player.status) end ------------------------------------------------------------------------------------------------------------------- -- User code that supplements standard library decisions. ------------------------------------------------------------------------------------------------------------------- -- Function to display the current relevant user state when doing an update. function display_current_job_state(eventArgs) display_current_caster_state() eventArgs.handled = true end ------------------------------------------------------------------------------------------------------------------- -- Utility functions specific to this job. ------------------------------------------------------------------------------------------------------------------- -- Determine the custom class to use for the given song. function get_song_class(spell) -- Can't use spell.targets:contains() because this is being pulled from resources if spell.skill == 'Singing' then if set.contains(spell.targets, 'Enemy') then if state.CastingMode.value == 'Resistant' then return 'ResistantSongDebuff' else return 'SongDebuff' end elseif state.ExtraSongsMode.value == 'Dummy' then return 'DaurdablaDummy' else return 'SongEffect' end else return spell.skill end end function calculate_duration(spell, spellMap) local mult = 1 if player.equipment.range == 'Daurdabla' then mult = mult + 0.3 end -- change to 0.25 with 90 Daur if player.equipment.range == "Gjallarhorn" then mult = mult + 0.4 end -- change to 0.3 with 95 Gjall if player.equipment.range == "Marsyas" then mult = mult + 0.5 end -- if player.equipment.main == "Carnwenhan" then mult = mult + 0.1 end -- 0.1 for 75, 0.4 for 95, 0.5 for 99/119 if player.equipment.main == "Legato Dagger" then mult = mult + 0.05 end if player.equipment.main == "Kali" then mult = mult + 0.05 end if player.equipment.sub == "Kali" then mult = mult + 0.05 end if player.equipment.sub == "Legato Dagger" then mult = mult + 0.05 end if player.equipment.neck == "Aoidos' Matinee" then mult = mult + 0.1 end if player.equipment.neck == "Moonbow Whistle" then mult = mult + 0.2 end if player.equipment.neck == "Mnbw. Whistle +1 +1" then mult = mult + 0.3 end if player.equipment.body == "Fili Hongreline +1" then mult = mult + 0.12 end if player.equipment.legs == "Inyanga Shalwar +1" then mult = mult + 0.15 end if player.equipment.legs == "Inyanga Shalwar +2" then mult = mult + 0.17 end if player.equipment.feet == "Brioso Slippers" then mult = mult + 0.1 end if player.equipment.feet == "Brioso Slippers +1" then mult = mult + 0.11 end if player.equipment.feet == "Brioso Slippers +2" then mult = mult + 0.13 end if player.equipment.feet == "Brioso Slippers +3" then mult = mult + 0.15 end if spellMap == 'Paeon' and player.equipment.head == "Brioso Roundlet" then mult = mult + 0.1 end if spellMap == 'Paeon' and player.equipment.head == "Brioso Roundlet +3" then mult = mult + 0.2 end if spellMap == 'Paeon' and player.equipment.head == "Brioso Roundlet +2" then mult = mult + 0.1 end if spellMap == 'Paeon' and player.equipment.head == "Brioso Roundlet +1" then mult = mult + 0.1 end if spellMap == 'Madrigal' and player.equipment.head == "Fili Calot +1" then mult = mult + 0.1 end if spellMap == 'Minuet' and player.equipment.body == "Fili Hongreline +1" then mult = mult + 0.1 end if spellMap == 'March' and player.equipment.hands == 'Fili Manchettes +1' then mult = mult + 0.1 end if spellMap == 'Ballad' and player.equipment.legs == "Fili Rhingrave +1" then mult = mult + 0.1 end if spellMap == 'Lullaby' and player.equipment.hands == 'Brioso Cuffs +1' then mult = mult + 0.1 end if spellMap == 'Lullaby' and player.equipment.hands == 'Brioso Cuffs +2' then mult = mult + 0.1 end if spellMap == 'Lullaby' and player.equipment.hands == 'Brioso Cuffs +3' then mult = mult + 0.2 end if spell.name == "Sentinel's Scherzo" and player.equipment.feet == "Fili Cothurnes +1" then mult = mult + 0.1 end if MaxJobPoints == 1 then mult = mult + 0.05 end if buffactive.Troubadour then mult = mult*2 end if spell.name == "Sentinel's Scherzo" then if buffactive['Soul Voice'] then mult = mult*2 elseif buffactive['Marcato'] then mult = mult*1.5 end end local generalClass = get_song_class(spell) -- add_to_chat(8,'Info: Spell Name'..spell.name..' Spell Map:'..spellMap..' General Class:'..generalClass..' Multiplier:'..mult) if spell.name == "Foe Lullaby II" or spell.name == "Horde Lullaby II" then base = 60 elseif spell.name == "Foe Lullaby" or spell.name == "Horde Lullaby" then base = 30 elseif spell.name == "Carnage Elegy" then base = 180 elseif spell.name == "Battlefield Elegy" then base = 120 elseif spell.name == "Pining Nocturne" then base = 120 elseif spell.name == "Maiden's Virelai" then base = 20 end if generalClass == 'SongEffect' then base = 120 totalDuration = math.floor(mult*base) end totalDuration = math.floor(mult*base) if MaxJobPoints == 1 then if string.find(spell.name,'Lullaby') then -- add_to_chat(8,'Adding 20 seconds to Timer for Lullaby Job Points') totalDuration = totalDuration + 20 end if buffactive['Clarion Call'] then if buffactive.Troubadour then -- Doubles Clarion Call Gain for 80 seconds totalDuration = totalDuration + 80 else -- add_to_chat(8,'Adding 20 seconds to Timer for Clarion Call Job Points') totalDuration = totalDuration + 40 end end if buffactive['Tenuto'] then -- add_to_chat(8,'Adding 20 seconds to Timer for Tenuto Job Points') totalDuration = totalDuration + 20 end if buffactive['Marcato'] then -- add_to_chat(8,'Adding 20 seconds to Timer for Marcato Job Points') totalDuration = totalDuration + 20 end end if buffactive.Troubadour then totalDuration = totalDuration + 20 -- Assuming 20 seconds for capped Trobodour and you actually pre-cast with a Bihu Justaucorps. end add_to_chat(8,'Total Duration:'..totalDuration) return totalDuration end -- Function to reset timers. function reset_timers() for i,v in pairs(custom_timers) do send_command('timers delete "'..i..'"') end custom_timers = {} end -- Called any time we attempt to handle automatic gear equips (ie: engaged or idle gear). function job_handle_equipping_gear(playerStatus, eventArgs) disable_specialgear() if state.TPMode.value == "WeaponLock" then equip({main=weaponlock_main,sub=weaponlock_sub}) disable("main") disable("sub") else enable("main") enable("sub") end if state.IdleMode.value == "PDT" then sets.Idle.Current = sets.Idle.PDT elseif state.IdleMode.value == "MEVA" then sets.Idle.Current = sets.meva else sets.Idle.Current = sets.Idle.Main end if playerStatus == 'Idle' then equip(sets.Idle.Current) end end -- Select default macro book on initial load or subjob change. function select_default_macro_book() set_macro_page(1, 3) end windower.raw_register_event('logout',reset_timers) I hope someone understands what I mean, english isn't my first language, sorry :). Would really appreciate some help! Maybe someone has some helpful tips in general for the lua aswell? Offline
Posts: 464
Odin.Stayfresh said: » You have Ginsen in your fast cast set. This is not really the problem. The problem is that Gearswap thinks the Gjallarhorn is still equipped since nothing replaced the ranged slot when equipping the ammo slot. Kitaira said: » When I have Gjallarhorn (for example) in the ranged slot and I start to sing a song, the Gjallarhorn wont stay, Set "range" to "empty" in your fastcast set. Code sets.precast.FastCast = {main="Kali", Â Â Â Â sub="Kaja Sword", range = empty, Â Â Â Â ammo="Ginsen", Â Â Â Â head="Aya. Zucchetto +1", Â Â Â Â body="Inyanga Jubbah +2", Â Â Â Â hands="Gende. Gages +1", Â Â Â Â legs="Ayanmo Cosciales +2", Â Â Â Â feet="Aya. Gambieras +1", Â Â Â Â neck="Moonbow Whistle +1", Â Â Â Â waist="Witful belt", Â Â Â Â left_ear="Eabani Earring", Â Â Â Â right_ear="Vor Earring", Â Â Â Â left_ring="Ayanmo Ring", Â Â Â Â right_ring="Inyanga Ring", Â Â Â Â back={ name="Intarabus's Cape", augments={'"Fast Cast"+5',}}, } Kitaira said: » Also I discovered that my Blurred Harp doesn't stay on long enough (sometimes). Unfortunately the lua you are using is a bit complex for dummy songs. I would suggest just manually setting dummy songs. Code sets.midcast['Army\'s Paeon'] = {range="Blurred Harp +1",} sets.midcast['Knight\'s Minne'] = {range="Blurred Harp +1",} sets.midcast['Valor Minuet'] = {range="Blurred Harp +1",} You can take a look at my BRD.lua if you want to see another lua based on a motes lua. Offline
Posts: 6
Odin.Stayfresh said: » You have Ginsen in your fast cast set. drakefs said: » This is not really the problem. The problem is that Gearswap thinks the Gjallarhorn is still equipped since nothing replaced the ranged slot when equipping the ammo slot. Thank you so much both of you! I will try your suggestion now :) and thank you for your lua drakefs, will have a look and probably use it, because you're right. The one I uses seems a bit too complicated for me as a new bard :). Offline
Posts: 3
Yall I'm looking for a little help with Selindrile's BRD lua. Specifically this part:
Code function check_song() if state.AutoSongMode.value then if not buffactive.march then windower.chat.input('/ma "Victory March" <me>') tickdelay = os.clock() + 2 return true elseif not buffactive.minuet then windower.chat.input('/ma "Valor Minuet V" <me>') tickdelay = os.clock() + 2 return true elseif not buffactive.madrigal then windower.send_command('gs c set ExtraSongsMode FullLength;input /ma "Blade Madrigal" <me>') tickdelay = os.clock() + 2 return true else return false end else return false end end Wondering if it's possible to change the third song to Minuet IV? Offline
Posts: 464
I do not think gearswap can know which march is active but you can try something like:
Code elseif not buffactive.minuet == 2 then             windower.send_command('gs c set ExtraSongsMode FullLength;input /ma "Valor Minuet IV" <me>')             tickdelay = os.clock() + 2             return true Offline
Posts: 3
Unfortunately that didn't work, thanks though.
Cerberus.Shadowmeld
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drakefs said: » I do not think gearswap can know which march is active but you can try something like: Code elseif buffactive.minuet < 2 then windower.send_command('gs c set ExtraSongsMode FullLength;input /ma "Valor Minuet IV" <me>') tickdelay = os.clock() + 2 return true That might fix it, or Code not (buffactive.minuet == 2) Offline
Posts: 3
Cerberus.Shadowmeld said: » drakefs said: » I do not think gearswap can know which march is active but you can try something like: Code elseif buffactive.minuet < 2 then windower.send_command('gs c set ExtraSongsMode FullLength;input /ma "Valor Minuet IV" <me>') tickdelay = os.clock() + 2 return true That might fix it, or Code not (buffactive.minuet == 2) Second one fixed it, thanks a lot guys. Offline
Posts: 1
Hey,
I need some help for my DRK gearswap. I got a basic gearswap for DRK and I would like to include gear change when aftermath is up and down. I've looked up on the net if there was a completed gearswap but the only one I found with aftermath gear missed redemption and there was another one that I couldn't make work because it had missing files or something. So, how can I include that in ly gearswap? Or If you know any good gs for DRK, let me know please. And I had another question about gearswap, is it possible to make a condition that if you equip a certain weapon gearswap automatically switch to the weapon tp set without having to use those fonction toggle. For exemple if you have Calad equiped it will use the calad tp set and redemption equip it will use the redemption tp set. Thanks for the help :) Offline
Posts: 464
I would suggest linking to the LUAs you want to try to use and/or posting your LUA to pastebin or github and sharing that link. Without those, there isn't much someone can do to help.
You can also post your LUA in this thread using Code [spoiler="This is my LUA"][code]<lua script goes here>[ /code][/spoiler] Note there is a space that needs to removed from [ /code] to [/code] so it works (I do not know the escape character for this forum or even if it has one). Xrenji said: » I got a basic gearswap for DRK and I would like to include gear change when aftermath is up and down. Specifically this will use the Code function buff_change(name, gain) Code buffactive['Aftermath: Lv.3'] I cannot get more specific without the actual LUA. Can I get an assist please? The lua loads correctly... But my character does not change gear when engaging, ws, etc.
https://pastebin.com/EUFN1AXF have you updated your libs to the latest github since sel has quit
probably not, where can i find the libs?
I've never had Gearswap equip a specific set when using an item. How do you check for that? Precast? Midcast? Which condition do you use to decide wether or not using a specific set when using an item?
Asura.Sechs said: » I've never had Gearswap equip a specific set when using an item. How do you check for that? Precast? Midcast? Which condition do you use to decide wether or not using a specific set when using an item? I don't believe it's possible when using an item from the menu since it bypasses the outgoing command buffer. I think you'd have to create a self command and trigger it from a macro. Offline
Posts: 464
Asura.Sechs said: » I've never had Gearswap equip a specific set when using an item. How do you check for that? Precast? Midcast? Which condition do you use to decide wether or not using a specific set when using an item? You may want to ask this in the Windower discord. I am not sure if GS has the ability to see item use or not. What an interesting question. If I may ask, what are you exactly trying to accomplish? Maybe I'm missing something, but... I just returned from a break, and have upgraded to having all my Mog Wardrobes. However, GearSwap isn't recognizing MW 5 through 8 - it won't equip anything in them. Known issue? Just me?
Asura.Kyaaadaaa said: » Maybe I'm missing something, but... I just returned from a break, and have upgraded to having all my Mog Wardrobes. However, GearSwap isn't recognizing MW 5 through 8 - it won't equip anything in them. Known issue? Just me? if you put items in wardrobes 5-8, you need to update sel-include.lua. Line 2292 has a function item_name_to_ID(name); replace with this: function item_name_to_id(name) if name == nil or name == 'empty' then return 22299 else return (player.inventory[name] or player.wardrobe[name] or player.wardrobe2[name] or player.wardrobe3[name] or player.wardrobe4[name] or player.wardrobe5[name] or player.wardrobe6[name] or player.wardrobe7[name] or player.wardrobe8[name] or {id=nil}).id end end Bahamut.Greyfawkz said: » Asura.Kyaaadaaa said: » Maybe I'm missing something, but... I just returned from a break, and have upgraded to having all my Mog Wardrobes. However, GearSwap isn't recognizing MW 5 through 8 - it won't equip anything in them. Known issue? Just me? if you put items in wardrobes 5-8, you need to update sel-include.lua. Line 2292 has a function item_name_to_ID(name); replace with this: function item_name_to_id(name) if name == nil or name == 'empty' then return 22299 else return (player.inventory[name] or player.wardrobe[name] or player.wardrobe2[name] or player.wardrobe3[name] or player.wardrobe4[name] or player.wardrobe5[name] or player.wardrobe6[name] or player.wardrobe7[name] or player.wardrobe8[name] or {id=nil}).id end end Got it sorted. Thank you! drakefs said: » Asura.Sechs said: » I've never had Gearswap equip a specific set when using an item. How do you check for that? Precast? Midcast? Which condition do you use to decide wether or not using a specific set when using an item? You may want to ask this in the Windower discord. I am not sure if GS has the ability to see item use or not. What an interesting question. If I may ask, what are you exactly trying to accomplish? I'm tryin to equip a holy-water enhancing set when using Holy Waters, then go back to my set once the action is complete. Pretty confident there is a specific packet for item usage, as such GS should be more than capable to perform actions. I just have never done this so I really have no clue for which variables to look for. Cerberus.Shadowmeld
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Asura.Sechs said: » drakefs said: » Asura.Sechs said: » I've never had Gearswap equip a specific set when using an item. How do you check for that? Precast? Midcast? Which condition do you use to decide wether or not using a specific set when using an item? You may want to ask this in the Windower discord. I am not sure if GS has the ability to see item use or not. What an interesting question. If I may ask, what are you exactly trying to accomplish? I'm tryin to equip a holy-water enhancing set when using Holy Waters, then go back to my set once the action is complete. Pretty confident there is a specific packet for item usage, as such GS should be more than capable to perform actions. I just have never done this so I really have no clue for which variables to look for. Code function precast(spell) -- This is a generic example if spell.action_type == 'Item' and spell.english == "Holy Water" then -- Do the thing joolee! end end That's exactly what I was lookin for. Thanks Shadow!
My only concern is about precast/midcast. Given how item usage is not instant like JA but it takes like 1-2 seconds, maybe I should put that logic into my midcast function and not precast? Since I don't need to swap gear before the item usage command is sent to the server, but I need to make sure those specific sets are equipped while the item usage action is being performed. Anybody experienced anything in this regard? Offline
Posts: 40
in reference to attached thread
https://www.ffxiah.com/forum/topic/47673/gearswap-custom-commands-for-nuking/ What libs file do I need or edit to make the below nuking command/macro work? /console gs c nuke # # being spell tier I got the spell element toggle working, just need this command working to have a for the most part 1 button nuke. I am using Arislan's Lua which already has mote-include Alternatively if there is another command that does the same thing pls let me know. Thanks |
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