|
Gearswap Support Thread
VIP
Server: Fenrir
Game: FFXI
Posts: 764
By Fenrir.Motenten 2014-07-21 13:22:46
= is assignment. A = B means A is set to be the value of B.
== is comparison. A == B means, Is A the same thing as B?
In an [if..then] block, you'll always use ==, never use =, since [if..then] is intrinsically a comparison. Outside an [if..then] block, you'll use = as instructions to set values.
[+]
Leviathan.Andret
Server: Leviathan
Game: FFXI
Posts: 1008
By Leviathan.Andret 2014-07-21 19:01:22
I am having problems with SCH gearswap. Apparently none of the elemental spell will change my gear. Cures, enhancing, engaged and other buffs will change equipments but casting elemental magic will not change my equipments.
Code -------------------------------------------------------------------------------------------------------------------
-- Initialization function that defines sets and variables to be used.
-------------------------------------------------------------------------------------------------------------------
-- IMPORTANT: Make sure to also get the Mote-Include.lua file (and its supplementary files) to go with this.
--[[
Custom commands:
Shorthand versions for each strategem type that uses the version appropriate for
the current Arts.
Light Arts Dark Arts
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()
-- Load and initialize the include file.
include('Mote-Include.lua')
end
-- Setup vars that are user-independent.
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
-- Setup vars that are user-dependent. Can override this function in a sidecar file.
function user_setup()
-- Options: Override default values
options.CastingModes = {'Normal', 'Resistant'}
options.OffenseModes = {'None', 'Normal'}
options.DefenseModes = {'Normal'}
options.WeaponskillModes = {'Normal'}
options.IdleModes = {'Normal', 'PDT', 'Stun'}
options.RestingModes = {'Normal'}
options.PhysicalDefenseModes = {'PDT'}
options.MagicalDefenseModes = {'MDT'}
state.OffenseMode = 'None'
state.Defense.PhysicalMode = 'PDT'
info.low_nukes = S{"Stone", "Water", "Aero", "Fire", "Blizzard", "Thunder","Stonega","Waterga","Firaga","Blizzaga","Thundaga","Stonega II",}
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 job_file_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"}
-- Fast cast sets for spells
sets.precast.FC = {ammo="Impatiens",
head="Nahtirah Hat",ear2="Loquacious Earring",
body="Artsieq jubbah",hands="Gendewitha Gages",ring1="Ephedra Ring",
back="Swith Cape",waist="Swift Belt",legs="Artsieq hose",feet="Academic's Loafers"}
sets.precast.FC['Enhancing Magic'] = set_combine(sets.precast.FC, {waist="Siegel Sash"})
sets.precast.FC['Elemental Magic'] = set_combine(sets.precast.FC, {neck="Stoicheion Medal"})
sets.precast.FC.Cure = set_combine(sets.precast.FC, {body="Artsieq jubbah",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 = {ammo="Incantor Stone",
head="Nahtirah Hat",ear2="Loquacious Earring",
body="Artsieq jubbah",hands="Gendewitha Gages",ring1="Ephedra Ring",
back="Swith Cape",waist="Swift Belt",legs="Artsieq hose",feet="Academic's Loafers"}
sets.midcast.Cure = {main="Arka IV",sub="Staff strap",ammo="Incantor Stone",
head="Nahtirah Hat",neck="Colossus's Torque",ear1="Lifestorm Earring",ear2="Loquacious Earring",
body="Artsieq jubbah",hands="Bokwus Gloves",ring1="Ephedra Ring",ring2="Sirona's Ring",
back="Swith Cape",waist="Swift Belt",legs="Nares Trews",feet="Academic's Loafers"}
sets.midcast.CureWithLightWeather = {main="Chatoyant Staff",sub="Staff strap",ammo="Incantor Stone",
head="Nahtirah Hat",neck="Colossus's Torque",ear1="Lifestorm Earring",ear2="Loquacious Earring",
body="Artsieq jubbah",hands="Bokwus Gloves",ring1="Ephedra Ring",ring2="Sirona's Ring",
back="Twilight Cape",waist="Korin Obi",legs="Nares Trews",feet="Academic's Loafers"}
sets.midcast.Curaga = sets.midcast.Cure
sets.midcast.Regen = {main="Bolelabunga",head="Savant's Bonnet +2"}
sets.midcast.Cursna = {
neck="Malison Medallion",
hands="Hieros Mittens",ring1="Ephedra Ring",
feet="Academic's Loafers"}
sets.midcast['Enhancing Magic'] = {ammo="Savant's Treatise",
head="Savant's Bonnet +2",neck="Colossus's Torque",
body="Artsieq jubbah",hands="Savant's bracers +2",
waist="Swift Belt",legs="Artsieq hose"}
sets.midcast.Stoneskin = set_combine(sets.midcast['Enhancing Magic'], {waist="Siegel Sash"})
sets.midcast.Storm = set_combine(sets.midcast['Enhancing Magic'], {feet="Pedagogy Loafers"})
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="Ngqoqwanb",sub="Mephitis Grip",ammo="Sturm's Report",
head="Nahtirah Hat",neck="Eddy Necklace",ear1="Psystorm Earring",ear2="Lifestorm Earring",
body="Artsieq jubbah",hands="Yaoyotl Gloves",ring1="Aquasoul Ring",ring2="Sangoma Ring",
back="Toro Cape",waist="Argute belt",legs="Artsieq hose",feet="Umbani boots"}
sets.midcast.IntEnfeebles = {main="Ngqoqwanb",sub="Mephitis Grip",ammo="Sturm's Report",
head="Nahtirah Hat",neck="Eddy Necklace",ear1="Psystorm Earring",ear2="Lifestorm Earring",
body="Artsieq jubbah",hands="Yaoyotl Gloves",ring1="Locus Ring",ring2="Sangoma Ring",
back="Toro Cape",waist="Argute belt",legs="Artsieq hose",feet="Umbani boots"}
sets.midcast.ElementalEnfeeble = sets.midcast.IntEnfeebles
sets.midcast['Dark Magic'] = {main="Ngqoqwanb",sub="Mephitis Grip",ammo="Incantor Stone",
head="Nahtirah Hat",neck="Aesir Torque",ear1="Psystorm Earring",ear2="Lifestorm Earring",
body="Artsieq jubbah",hands="Yaoyotl Gloves",ring1="Strendu Ring",ring2="Sangoma Ring",
back="Toro Cape",waist="Swift Belt",legs="Artsieq hose",feet="Umbani boots"}
sets.midcast.Kaustra = {main="Ngqoqwanb",sub="Wizzan Grip",ammo="Witchstone",
head="Hagondes Hat",neck="Eddy Necklace",ear1="Hecate's Earring",ear2="Friomisi Earring",
body="Bokwus robe",hands="Yaoyotl Gloves",ring1="Locus Ring",ring2="Strendu Ring",
back="Toro Cape",waist="Cognition Belt",legs="Hagondes Pants",feet="Umbani boots"}
sets.midcast.Drain = {main="Ngqoqwanb",sub="Mephitis Grip",ammo="Incantor Stone",
head="Nahtirah Hat",neck="Aesir Torque",ear1="Psystorm Earring",ear2="Lifestorm Earring",
body="Artsieq jubbah",hands="Gendewitha Gages",ring1="Excelsis Ring",ring2="Sangoma Ring",
back="Toro Cape",waist="Fucho-no-obi",legs="Artsieq hose",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="Artsieq jubbah",hands="Gendewitha Gages",ring1="Ephedra Ring",ring2="Sangoma Ring",
back="Toro Cape",waist="Witful Belt",legs="Artsieq hose",feet="Academic's Loafers"}
sets.midcast.Stun.Resistant = set_combine(sets.midcast.Stun, {main="Ngqoqwanb"})
-- Elemental Magic sets are default for handling low-tier nukes.
sets.midcast['Elemental Magic'] = {main="Ngqoqwanb",sub="Mephitis Grip",ammo="Witch Stone",
head="Hagondes Hat",neck="Eddy Necklace",ear1="Hecate's Earring",ear2="Friomisi Earring",
body="Bokwus robe",hands="Yaoyotl Gloves",ring1="Locus Ring",ring2="Sangoma ring",
back="Toro Cape",waist="Aswang Sash",legs="Hagondes Pants",feet="Umbani boots"}
sets.midcast['Elemental Magic'].Resistant = {main="Ngqoqwanb",sub="Mephitis Grip",ammo="Witch Stone",
head="Hagondes Hat",neck="Eddy Necklace",ear1="Hecate's Earring",ear2="Friomisi Earring",
body="Artsieq jubbah",hands="Yaoyotl Gloves",ring1="Locus Ring",ring2="Sangoma ring",
back="Toro Cape",waist="Aswang Sash",legs="Hagondes Pants",feet="Umbani boots"}
-- Custom refinements for certain nuke tiers
sets.midcast['Elemental Magic'].HighTierNuke = set_combine(sets.midcast['Elemental Magic'], {sub="Wizzan Grip",waist=gear.ElementalObi})
sets.midcast['Elemental Magic'].HighTierNuke.Resistant = set_combine(sets.midcast['Elemental Magic'].Resistant, {sub="Wizzan Grip",waist=gear.ElementalObi})
sets.midcast.Impact = {main="Ngqoqwanb",sub="Mephitis Grip",ammo="Witch Stone",
head=empty,neck="Eddy Necklace",ear1="Psystorm Earring",ear2="Lifestorm Earring",
body="Twilight Cloak",hands=gear.macc_hagondes,ring1="Locus Ring",ring2="Sangoma Ring",
back="Twilight Cape",waist="Argute belt",legs="Hagondes Pants",feet="Umbani boots"}
-- Sets to return to when not performing an action.
-- Resting sets
sets.resting = {main="Chatoyant Staff",sub="Mephitis Grip",
head="Wivre hairpin",neck="Wiglen Gorget",
body="Artsieq jubbah",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="Bolelabunga",sub="",ammo="Incantor Stone",
head="Savant's Bonnet +2",neck="Wiglen Gorget",ear1="Moonshade Earring",ear2="Loquacious Earring",
body="Savant's Gown +2",hands="Savant's Bracers +2",ring1="Sheltered Ring",ring2="Paguroidea Ring",
back="Umbra Cape",waist="Fucho-no-obi",legs="Savant's Pants +2",feet="Savant's loafers +2"}
sets.idle.Field = {main="Bolelabunga",sub="",ammo="Incantor Stone",
head="Wivre hairpin",neck="Twilight Torque",ear1="Moonshade Earring",ear2="Loquacious Earring",
body="Artsieq jubbah",hands="Serpentes Cuffs",ring1="Sheltered Ring",ring2="Paguroidea Ring",
back="Umbra Cape",waist="Fucho-no-obi",legs="Nares Trews",feet="Umbani boots"}
sets.idle.Field.PDT = {main=gear.Staff.PDT,sub="Staff strap",ammo="Incantor Stone",
head="Nahtirah Hat",neck="Wiglen Gorget",ear1="Moonshade Earring",ear2="Loquacious Earring",
body="Bokwus robe",hands="Yaoyotl Gloves",ring1="Defending Ring",ring2="Paguroidea Ring",
back="Umbra Cape",waist="Fucho-no-obi",legs="Nares Trews",feet="Umbani boots"}
sets.idle.Field.Stun = {main="Ngqoqwanb",sub="Mephitis Grip",ammo="Incantor Stone",
head="Nahtirah Hat",neck="Aesir Torque",ear1="Psystorm Earring",ear2="Lifestorm Earring",
body="Artsieq jubbah",hands="Gendewitha Gages",ring1="Ephedra Ring",ring2="Sangoma Ring",
back="Swith Cape",waist="Swift Belt",legs="Artsieq hose",feet="Academic's Loafers"}
sets.idle.Weak = {main="Bolelabunga",sub="Genbu's Shield",ammo="Incantor Stone",
head="Nahtirah Hat",neck="Wiglen Gorget",ear1="Moonshade Earring",ear2="Loquacious Earring",
body="Bokwus robe",hands="Yaoyotl Gloves",ring1="Sheltered Ring",ring2="Meridian Ring",
back="Umbra Cape",waist="Fucho-no-obi",legs="Nares Trews",feet="Umbani boots"}
-- Defense sets
sets.defense.PDT = {main=gear.Staff.PDT,sub="Staff strap",ammo="Incantor Stone",
head="Nahtirah Hat",neck="Twilight Torque",ear1="Moonshade Earring",ear2="Loquacious Earring",
body="Bokwus robe",hands="Yaoyotl Gloves",ring1="Defending Ring",ring2=gear.DarkRing.physical,
back="Umbra Cape",waist="Fucho-no-obi",legs="Hagondes Pants",feet="Umbani boots"}
sets.defense.MDT = {main=gear.Staff.PDT,sub="Staff strap",ammo="Incantor Stone",
head="Nahtirah Hat",neck="Twilight Torque",ear1="Moonshade Earring",ear2="Loquacious Earring",
body="Artsieq jubbah",hands="Yaoyotl Gloves",ring1="Defending Ring",ring2="Shadow Ring",
back="Tuilha Cape",waist="Fucho-no-obi",legs="Artsieq hose",feet="Umbani boots"}
sets.Kiting = {feet="Umbani boots"}
sets.latent_refresh = {waist="Fucho-no-obi"}
-- Engaged sets
-- Variations for TP weapon and (optional) offense/defense modes. Code will fall back on previous
-- sets if more refined versions aren't defined.
-- If you create a set with both offense and defense modes, the offense mode should be first.
-- EG: sets.engaged.Dagger.Accuracy.Evasion
-- Normal melee group
sets.engaged = {
head="Nahtirah hat",neck="Asperity Necklace",ear1="Steelflash Earring",ear2="Bladeborn Earring",
body="Artsieq jubbah",hands="Artsieq Cuffs",ring1="K'ayres Ring",ring2="Rajas Ring",
waist="Swift Belt",legs="Artsieq hose",feet="Umbani boots"}
-- 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'] = {hands="Savant's Bracers +2"}
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"}
sets.buff['Alacrity'] = {feet="Pedagogy Loafers"}
sets.buff['Klimaform'] = {feet="Savant's Loafers +2"}
sets.buff.FullSublimation = {head="Academic's Mortarboard",ear1="Savant's Earring",body="Pedagogy Gown"}
sets.buff.PDTSublimation = {head="Academic's Mortarboard",ear1="Savant's Earring"}
--sets.buff['Sandstorm'] = {feet="Desert Boots"}
end
-------------------------------------------------------------------------------------------------------------------
-- Job-specific hooks that are called to process player actions at specific points in time.
-------------------------------------------------------------------------------------------------------------------
-- 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_precast(spell, action, spellMap, eventArgs)
if state.Buff[spell.english] ~= nil then
state.Buff[spell.english] = true
end
end
-- 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
-- Set eventArgs.handled to true if we don't want any automatic gear equipping to be done.
function job_aftercast(spell, action, spellMap, eventArgs)
if state.Buff[spell.english] ~= nil then
state.Buff[spell.english] = not spell.interrupted or buffactive[spell.english]
end
end
-------------------------------------------------------------------------------------------------------------------
-- Customization hooks for idle and melee sets, after they've been automatically constructed.
-------------------------------------------------------------------------------------------------------------------
-- 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 == 'Normal' then
idleSet = set_combine(idleSet, sets.buff.FullSublimation)
elseif state.IdleMode == '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
-------------------------------------------------------------------------------------------------------------------
-- General hooks for change 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 state.Buff[buff] ~= nil then
state.Buff[buff] = gain
end
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 == 'OffenseMode' then
if newValue == 'Normal' then
disable('main','sub')
else
enable('main','sub')
end
elseif stateField == 'Reset' then
if state.OffenseMode == 'None' then
enable('main','sub')
end
end
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
-- 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 == '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)
local defenseString = ''
if state.Defense.Active then
local defMode = state.Defense.PhysicalMode
if state.Defense.Type == 'Magical' then
defMode = state.Defense.MagicalMode
end
defenseString = 'Defense: '..state.Defense.Type..' '..defMode..', '
end
local meleeString = ''
if state.OffenseMode == 'Normal' then
meleeString = 'Melee: Weapons locked, '
end
add_to_chat(122,'Casting ['..state.CastingMode..'], '..meleeString..'Idle ['..state.IdleMode..'], '..defenseString..
'Kiting: '..on_off_names[state.Kiting])
eventArgs.handled = true
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 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
if player.main_job_level >= 90 then
maxStrategems = 5
elseif player.main_job_level >= 70 then
maxStrategems = 4
elseif player.main_job_level >= 50 then
maxStrategems = 3
elseif player.main_job_level >= 30 then
maxStrategems = 2
elseif player.main_job_level >= 10 then
maxStrategems = 1
else
maxStrategems = 0
end
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
Asura.Zubis
Server: Asura
Game: FFXI
Posts: 11
By Asura.Zubis 2014-07-21 19:04:06
A question on the SMN GearSwap.
https://github.com/Kinematics/GearSwap-Jobs/blob/master/SMN.lua
The standard process for precast > midcast is for SMNs to equip gear to reduce BP timers, then equip gear to increase either Physical or Magic Damage and this GearSwap file takes care of that well.
However under Astral Conduit there is no need to use precast gear as BP timers are set to 0. From what I've observed is that this GearSwap set doesn't take this into effect, so if you spam the Blood Pact button it's equipping precast gear, then a second or two later it switches to midcast gear.
This means that if you're spamming the Blood Pact button there's a chance you'll have precast gear on while a Blood Pact is going off, reducing your damage considerably.
Am I correct in this or am I completely off?
Server: Sylph
Game: FFXI
Posts: 305
By Sylph.Elgorian 2014-07-22 01:39:52
Code sets.TP.DD = {
ammo="Jukukik Feather",
head="Otomi Helm", neck="Asperity Necklace", ear1="Bladeborn Earring", ear2="Steelflash Earring",
body="Ogier's Surcoat", hands="Ares' Gauntlets +1", ring1={name="Dark Ring",augments={"Magic Damage Taken -3%","Physical Damage Taken -6%","Breath Damage Taken -6%"}}, ring2="Rajas Ring",
back="Atheling Mantle", waist="Cetl Belt", legs="Ogier's Breeches", feet="Creed Sabatons +2" }
Am I doing the dark ring augment correctly? I'm not getting any errors but it won't equip.
Server: Odin
Game: FFXI
Posts: 170
By Odin.Quixacotl 2014-07-22 02:05:15
A question on the SMN GearSwap.
https://github.com/Kinematics/GearSwap-Jobs/blob/master/SMN.lua
The standard process for precast > midcast is for SMNs to equip gear to reduce BP timers, then equip gear to increase either Physical or Magic Damage and this GearSwap file takes care of that well.
However under Astral Conduit there is no need to use precast gear as BP timers are set to 0. From what I've observed is that this GearSwap set doesn't take this into effect, so if you spam the Blood Pact button it's equipping precast gear, then a second or two later it switches to midcast gear.
This means that if you're spamming the Blood Pact button there's a chance you'll have precast gear on while a Blood Pact is going off, reducing your damage considerably.
Am I correct in this or am I completely off? You're right about Astral Conduit dropping BP recast timers to 0. It probably shouldn't make much difference whether or not BP delay gear is equipping at precast during AC since what matters most is what's equipped at PET BP midcast and that GS is faster than you can see.
You could probably do something like this... (I dunno jus' guessing til Mr. Motes himself comes up with a better idea.) Code function job_setup()
state.Buff["Avatar's Favor"] = buffactive["Avatar's Favor"] or false
state.Buff["Astral Conduit"] = buffactive["Astral Conduit"] or false
...
...
end
-- Define sets and vars used by this job file.
function init_gear_sets()
--------------------------------------
-- Precast Sets
--------------------------------------
...
-- Pact delay reduction gear
sets.precast.BloodPactWard = {ammo="Seraphicaller",head="Convoker's Horn",body="Glyphic Doublet",hands="Glyphic Bracers",back="Samanisi Cape"}
sets.precast.BloodPactWard["Astral Conduit"] = {} -- intentionally left null
sets.precast.BloodPactRage = sets.precast.BloodPactWard
sets.precast.BloodPactRage["Astral Conduit"] = {} -- intentionally left null
end
function job_precast(spell, action, spellMap, eventArgs)
if state.Buff["Astral Conduit"] then
sets.precast.BloodPactWard = sets.precast.BloodPactWard["Astral Conduit"]
sets.precast.BloodPactRage = sets.precast.BloodPactRage["Astral Conduit"]
end
end
Asura.Zubis
Server: Asura
Game: FFXI
Posts: 11
By Asura.Zubis 2014-07-22 03:22:25
Thanks! I'll play around with it today and see how it works :)
Server: Odin
Game: FFXI
Posts: 170
By Odin.Quixacotl 2014-07-22 03:29:02
Code sets.TP.DD = {
ammo="Jukukik Feather",
head="Otomi Helm", neck="Asperity Necklace", ear1="Bladeborn Earring", ear2="Steelflash Earring",
body="Ogier's Surcoat", hands="Ares' Gauntlets +1", ring1={name="Dark Ring",augments={"Magic Damage Taken -3%","Physical Damage Taken -6%","Breath Damage Taken -6%"}}, ring2="Rajas Ring",
back="Atheling Mantle", waist="Cetl Belt", legs="Ogier's Breeches", feet="Creed Sabatons +2" }
Am I doing the dark ring augment correctly? I'm not getting any errors but it won't equip.
Items with augments are done similar to this way (With the below example you can have 2 Dark Rings with different augments and each will properly equip at the right times.): Code
DarkRing={}
DarkRing.pdt = {name="Dark Ring", augments={'Magic Damage Taken -3%','Physical Damage Taken -6%','Breath Damage Taken -6%'}}
DarkRing.mdt = {name="Dark Ring", augments={'Magic Damage Taken -6%'}}
sets.TP.DD = {ammo="Jukukik Feather",
head="Otomi Helm", neck="Asperity Necklace",
ear1="Bladeborn Earring", ear2="Steelflash Earring",
body="Ogier's Surcoat", hands="Ares' Gauntlets +1",
ring1=DarkRing.pdt, ring2="Rajas Ring",
back="Atheling Mantle", waist="Cetl Belt",
legs="Ogier's Breeches", feet="Creed Sabatons +2"}
sets.TP.MDT = {
ring1=DarkRing.mdt, ring2="Vexer Ring +1"
}
Cerberus.Fthis
Server: Cerberus
Game: FFXI
Posts: 54
By Cerberus.Fthis 2014-07-22 22:32:56
Having an issue where my gearswap constantly (when ninja sub) casts and spams Utsusemi all by itself. This is annoying! If anyone can help, it would be much appreciated.
http://pastebin.com/cX7Wj42P
Server: Asura
Game: FFXI
Posts: 363
By Asura.Vafruvant 2014-07-23 09:20:10
Having an issue where my gearswap constantly (when ninja sub) casts and spams Utsusemi all by itself. This is annoying! If anyone can help, it would be much appreciated.
http://pastebin.com/cX7Wj42PThis has been a recurring problem for a number of people attempting to utilize any sort of automated spell or JA usage. Bard, in particular, has this problem with auto-Pianissimo. It doesn't happen all the time, though, and from what I've documented, it happens mostly in Delve. I may have seen it happen in an AA fight, but I don't think it did from when I've seen it. I don't personally use these, but I would be very interested to know how to remedy it so as to pass it on to a couple LS mates. Try to get it to happen a few more times and document the conditions, unless someone with a fix replies sooner :)
Cerberus.Fthis
Server: Cerberus
Game: FFXI
Posts: 54
By Cerberus.Fthis 2014-07-23 10:17:04
Having an issue where my gearswap constantly (when ninja sub) casts and spams Utsusemi all by itself. This is annoying! If anyone can help, it would be much appreciated.
http://pastebin.com/cX7Wj42PThis has been a recurring problem for a number of people attempting to utilize any sort of automated spell or JA usage. Bard, in particular, has this problem with auto-Pianissimo. It doesn't happen all the time, though, and from what I've documented, it happens mostly in Delve. I may have seen it happen in an AA fight, but I don't think it did from when I've seen it. I don't personally use these, but I would be very interested to know how to remedy it so as to pass it on to a couple LS mates. Try to get it to happen a few more times and document the conditions, unless someone with a fix replies sooner :)
No doubt!
Server: Sylph
Game: FFXI
Posts: 305
By Sylph.Elgorian 2014-07-24 11:51:54
Code function buff_change(new,old)
if buffactive['Crusade'] then
send_command('@ input /echo >>> Crusade UP <<<')
else
send_command('@ input /echo >>> Crusade DOWN <<<')
end
if buffactive['Phalanx'] then
send_command('@ input /echo >>> Phalanx UP <<<')
else
send_command('@ input /echo >>> Phalanx DOWN <<<')
end
end
Is Crusade not recognized as a buff? It says DOWN even when active, but I do get the message when I cast / remove it.
EDIT: I guess I wanted ['Enmity Boost']
Server: Sylph
Game: FFXI
Posts: 305
By Sylph.Elgorian 2014-07-24 23:03:17
Code sets.TP.DD = {
ammo="Jukukik Feather",
head="Otomi Helm", neck="Asperity Necklace", ear1="Bladeborn Earring", ear2="Steelflash Earring",
body="Ogier's Surcoat", hands="Ares' Gauntlets +1", ring1={name="Dark Ring",augments={"Magic Damage Taken -3%","Physical Damage Taken -6%","Breath Damage Taken -6%"}}, ring2="Rajas Ring",
back="Atheling Mantle", waist="Cetl Belt", legs="Ogier's Breeches", feet="Creed Sabatons +2" }
Am I doing the dark ring augment correctly? I'm not getting any errors but it won't equip.
Items with augments are done similar to this way (With the below example you can have 2 Dark Rings with different augments and each will properly equip at the right times.): Code
DarkRing={}
DarkRing.pdt = {name="Dark Ring", augments={'Magic Damage Taken -3%','Physical Damage Taken -6%','Breath Damage Taken -6%'}}
DarkRing.mdt = {name="Dark Ring", augments={'Magic Damage Taken -6%'}}
sets.TP.DD = {ammo="Jukukik Feather",
head="Otomi Helm", neck="Asperity Necklace",
ear1="Bladeborn Earring", ear2="Steelflash Earring",
body="Ogier's Surcoat", hands="Ares' Gauntlets +1",
ring1=DarkRing.pdt, ring2="Rajas Ring",
back="Atheling Mantle", waist="Cetl Belt",
legs="Ogier's Breeches", feet="Creed Sabatons +2"}
sets.TP.MDT = {
ring1=DarkRing.mdt, ring2="Vexer Ring +1"
}
Still having issues with this.
Code function get_sets()
DarkRing = {}
DarkRing.pdt = {name="Dark Ring",augments={"Magic Damage Taken -3%","Physical Damage Taken -6%","Breath Damage Taken -6%"}}
DarkRing.mdt = {name="Dark Ring",augments={"Physical Damage Taken -3%","Magic Damage Taken -5%"}}
sets.misc = {
ammo="",
head="", neck="", ear1="", ear2="",
body="", hands="", ring1="", ring2="",
back="", waist="", legs="", feet="" }
sets.precast = {}
sets.precast['Chant du Cygne'] = {}
sets.precast.Requiscant = {}
sets.precast.Invincible = {}
sets.precast['Shield Bash'] = {}
sets.precast['Holy Circle'] = {}
sets.precast.Sentinel = {}
sets.precast.Cover = {}
sets.precast.Rampart = {}
sets.precast.Fealty = {}
sets.precast.Chivalry = {}
sets.precast['Divine Emblem'] = {}
sets.precast.Sepulcher = {}
sets.precast.Palisade = {}
sets.precast.Intervene = {}
sets.precast.FC = {}
sets.midcast = {}
sets.TP = {}
sets.TP.index = {'DD','Tank','Turtle', 'Kite'}
TP_Index = 1
sets.TP.DD = {
ammo="Jukukik Feather",
head="Otomi Helm", neck="Asperity Necklace", ear1="Bladeborn Earring", ear2="Steelflash Earring",
body="Caballarius Surcoat", hands="Buremte Gloves", ring1="K'ayres Ring", ring2="Rajas Ring",
back="Atheling Mantle", waist="Ceti Belt", legs="Caballarius Breeches", feet="Creed Sabatons +2" }
sets.TP.Tank = {
ammo="Jukukik Feather",
head="Cizin Helm +1", neck="Twilight Torque", ear1="Brutal Earring", ear2="Ethereal Earring",
body="Caballarius Surcoat", hands="Buremte Gloves", ring1="K'ayres Ring", ring2=DarkRing.mdt,
back="Weard Mantle", waist="Creed Baudrier", legs="Caballarius Breeches", feet="Creed Sabatons +2" }
sets.TP.Turtle = {}
sets.TP.Kite = set_combine(sets.TP.Turtle, sets.misc.Kite)
end
function precast(spell)
if player.equipment.head == 'Reraise Hairpin' then disable('head')
else enable('head') end
if player.equipment.left_ear == 'Reraise Earring' then disable('ear1')
else enable('ear1') end
if player.equipment.right_ear == 'Reraise Earring' then disable('ear2')
else enable('ear2') end
if sets.precast[spell.english] then
equip(sets.precast[spell.english])
end
if sets.precast[spell.english] then
equip(sets.precast[spell.english])
elseif spell.type=="WeaponSkill" then
equip(sets.precast.WS)
end
if spell.name=="Crusade" or spell.name=="Phalanx" or spell.name=="Reprisal" then
equip(sets.precast.FC, {waist="Siegel Sash"})
else
if spell.type=="Ninjutsu" or spell.type=="WhiteMagic" or spell.type=="BlackMagic" then
equip(sets.precast.FC)
end
end
end
function buff_change(new,old)
if buffactive['Enmity Boost'] then
send_command('@ input /echo >>> Crusade UP <<<')
else
send_command('@ input /echo >>> Crusade DOWN <<<')
end
if buffactive['Phalanx'] then
send_command('@ input /echo >>> Phalanx UP <<<')
else
send_command('@ input /echo >>> Phalanx DOWN <<<')
end
end
It's not equipping the dark ring at all this way. Not sure what / if anything I'm doing wrong. Ring is in the sets.TP.Tank
Server: Asura
Game: FFXI
Posts: 363
By Asura.Vafruvant 2014-07-25 08:39:07
Code sets.TP.DD = {
ammo="Jukukik Feather",
head="Otomi Helm", neck="Asperity Necklace", ear1="Bladeborn Earring", ear2="Steelflash Earring",
body="Ogier's Surcoat", hands="Ares' Gauntlets +1", ring1={name="Dark Ring",augments={"Magic Damage Taken -3%","Physical Damage Taken -6%","Breath Damage Taken -6%"}}, ring2="Rajas Ring",
back="Atheling Mantle", waist="Cetl Belt", legs="Ogier's Breeches", feet="Creed Sabatons +2" }
Am I doing the dark ring augment correctly? I'm not getting any errors but it won't equip.
Items with augments are done similar to this way (With the below example you can have 2 Dark Rings with different augments and each will properly equip at the right times.): Code
DarkRing={}
DarkRing.pdt = {name="Dark Ring", augments={'Magic Damage Taken -3%','Physical Damage Taken -6%','Breath Damage Taken -6%'}}
DarkRing.mdt = {name="Dark Ring", augments={'Magic Damage Taken -6%'}}
sets.TP.DD = {ammo="Jukukik Feather",
head="Otomi Helm", neck="Asperity Necklace",
ear1="Bladeborn Earring", ear2="Steelflash Earring",
body="Ogier's Surcoat", hands="Ares' Gauntlets +1",
ring1=DarkRing.pdt, ring2="Rajas Ring",
back="Atheling Mantle", waist="Cetl Belt",
legs="Ogier's Breeches", feet="Creed Sabatons +2"}
sets.TP.MDT = {
ring1=DarkRing.mdt, ring2="Vexer Ring +1"
}
Still having issues with this.
Code function get_sets()
DarkRing = {}
DarkRing.pdt = {name="Dark Ring",augments={"Magic Damage Taken -3%","Physical Damage Taken -6%","Breath Damage Taken -6%"}}
DarkRing.mdt = {name="Dark Ring",augments={"Physical Damage Taken -3%","Magic Damage Taken -5%"}}
sets.misc = {
ammo="",
head="", neck="", ear1="", ear2="",
body="", hands="", ring1="", ring2="",
back="", waist="", legs="", feet="" }
sets.precast = {}
sets.precast['Chant du Cygne'] = {}
sets.precast.Requiscant = {}
sets.precast.Invincible = {}
sets.precast['Shield Bash'] = {}
sets.precast['Holy Circle'] = {}
sets.precast.Sentinel = {}
sets.precast.Cover = {}
sets.precast.Rampart = {}
sets.precast.Fealty = {}
sets.precast.Chivalry = {}
sets.precast['Divine Emblem'] = {}
sets.precast.Sepulcher = {}
sets.precast.Palisade = {}
sets.precast.Intervene = {}
sets.precast.FC = {}
sets.midcast = {}
sets.TP = {}
sets.TP.index = {'DD','Tank','Turtle', 'Kite'}
TP_Index = 1
sets.TP.DD = {
ammo="Jukukik Feather",
head="Otomi Helm", neck="Asperity Necklace", ear1="Bladeborn Earring", ear2="Steelflash Earring",
body="Caballarius Surcoat", hands="Buremte Gloves", ring1="K'ayres Ring", ring2="Rajas Ring",
back="Atheling Mantle", waist="Ceti Belt", legs="Caballarius Breeches", feet="Creed Sabatons +2" }
sets.TP.Tank = {
ammo="Jukukik Feather",
head="Cizin Helm +1", neck="Twilight Torque", ear1="Brutal Earring", ear2="Ethereal Earring",
body="Caballarius Surcoat", hands="Buremte Gloves", ring1="K'ayres Ring", ring2=DarkRing.mdt,
back="Weard Mantle", waist="Creed Baudrier", legs="Caballarius Breeches", feet="Creed Sabatons +2" }
sets.TP.Turtle = {}
sets.TP.Kite = set_combine(sets.TP.Turtle, sets.misc.Kite)
end
function precast(spell)
if player.equipment.head == 'Reraise Hairpin' then disable('head')
else enable('head') end
if player.equipment.left_ear == 'Reraise Earring' then disable('ear1')
else enable('ear1') end
if player.equipment.right_ear == 'Reraise Earring' then disable('ear2')
else enable('ear2') end
if sets.precast[spell.english] then
equip(sets.precast[spell.english])
end
if sets.precast[spell.english] then
equip(sets.precast[spell.english])
elseif spell.type=="WeaponSkill" then
equip(sets.precast.WS)
end
if spell.name=="Crusade" or spell.name=="Phalanx" or spell.name=="Reprisal" then
equip(sets.precast.FC, {waist="Siegel Sash"})
else
if spell.type=="Ninjutsu" or spell.type=="WhiteMagic" or spell.type=="BlackMagic" then
equip(sets.precast.FC)
end
end
end
function buff_change(new,old)
if buffactive['Enmity Boost'] then
send_command('@ input /echo >>> Crusade UP <<<')
else
send_command('@ input /echo >>> Crusade DOWN <<<')
end
if buffactive['Phalanx'] then
send_command('@ input /echo >>> Phalanx UP <<<')
else
send_command('@ input /echo >>> Phalanx DOWN <<<')
end
end
It's not equipping the dark ring at all this way. Not sure what / if anything I'm doing wrong. Ring is in the sets.TP.Tank Just a quick observation, I think you're supposed to use ' not " for the augments.
i.e.
DarkRing.mdt = {name="Dark Ring",augments={'Physical Damage Taken -3%','Magic Damage Taken -5%'}}
Server: Asura
Game: FFXI
Posts: 363
By Asura.Vafruvant 2014-07-25 09:07:25
I've been having a slight hang up with my SAM GS. Mote's SAM lua is the basic foundation for mine, but I've modified it quite a bit. I am looking to have my Wakido Kote equip only when Hasso is active. I don't use them in idle and don't want them on when Seigan is active. I haven't been able to figure out what function that should go under.
Paste: http://pastebin.com/CkJnM2U4
I'm not sure if I'm just missing something that I cut out and it's a simple fix or if it's something more complex that I really messed up. Just for my mental sanity and a slight compulsory obsession with knowing exactly what everything in the file does, I tend to cut out a lot of stuff hoping that it's not a functionality I use on a regular basis; I fear this may have been one of those.
*Minor edit*: I know, there's some bind/unbind stuff at the beginning that's pretty messy. I have a basic copy/paste format I use for a lot of that and I didn't trim it down for this file yet.
Server: Sylph
Game: FFXI
Posts: 305
By Sylph.Elgorian 2014-07-25 12:19:25
Code sets.TP.DD = {
ammo="Jukukik Feather",
head="Otomi Helm", neck="Asperity Necklace", ear1="Bladeborn Earring", ear2="Steelflash Earring",
body="Ogier's Surcoat", hands="Ares' Gauntlets +1", ring1={name="Dark Ring",augments={"Magic Damage Taken -3%","Physical Damage Taken -6%","Breath Damage Taken -6%"}}, ring2="Rajas Ring",
back="Atheling Mantle", waist="Cetl Belt", legs="Ogier's Breeches", feet="Creed Sabatons +2" }
Am I doing the dark ring augment correctly? I'm not getting any errors but it won't equip.
Items with augments are done similar to this way (With the below example you can have 2 Dark Rings with different augments and each will properly equip at the right times.): Code
DarkRing={}
DarkRing.pdt = {name="Dark Ring", augments={'Magic Damage Taken -3%','Physical Damage Taken -6%','Breath Damage Taken -6%'}}
DarkRing.mdt = {name="Dark Ring", augments={'Magic Damage Taken -6%'}}
sets.TP.DD = {ammo="Jukukik Feather",
head="Otomi Helm", neck="Asperity Necklace",
ear1="Bladeborn Earring", ear2="Steelflash Earring",
body="Ogier's Surcoat", hands="Ares' Gauntlets +1",
ring1=DarkRing.pdt, ring2="Rajas Ring",
back="Atheling Mantle", waist="Cetl Belt",
legs="Ogier's Breeches", feet="Creed Sabatons +2"}
sets.TP.MDT = {
ring1=DarkRing.mdt, ring2="Vexer Ring +1"
}
Still having issues with this.
Code function get_sets()
DarkRing = {}
DarkRing.pdt = {name="Dark Ring",augments={"Magic Damage Taken -3%","Physical Damage Taken -6%","Breath Damage Taken -6%"}}
DarkRing.mdt = {name="Dark Ring",augments={"Physical Damage Taken -3%","Magic Damage Taken -5%"}}
sets.misc = {
ammo="",
head="", neck="", ear1="", ear2="",
body="", hands="", ring1="", ring2="",
back="", waist="", legs="", feet="" }
sets.precast = {}
sets.precast['Chant du Cygne'] = {}
sets.precast.Requiscant = {}
sets.precast.Invincible = {}
sets.precast['Shield Bash'] = {}
sets.precast['Holy Circle'] = {}
sets.precast.Sentinel = {}
sets.precast.Cover = {}
sets.precast.Rampart = {}
sets.precast.Fealty = {}
sets.precast.Chivalry = {}
sets.precast['Divine Emblem'] = {}
sets.precast.Sepulcher = {}
sets.precast.Palisade = {}
sets.precast.Intervene = {}
sets.precast.FC = {}
sets.midcast = {}
sets.TP = {}
sets.TP.index = {'DD','Tank','Turtle', 'Kite'}
TP_Index = 1
sets.TP.DD = {
ammo="Jukukik Feather",
head="Otomi Helm", neck="Asperity Necklace", ear1="Bladeborn Earring", ear2="Steelflash Earring",
body="Caballarius Surcoat", hands="Buremte Gloves", ring1="K'ayres Ring", ring2="Rajas Ring",
back="Atheling Mantle", waist="Ceti Belt", legs="Caballarius Breeches", feet="Creed Sabatons +2" }
sets.TP.Tank = {
ammo="Jukukik Feather",
head="Cizin Helm +1", neck="Twilight Torque", ear1="Brutal Earring", ear2="Ethereal Earring",
body="Caballarius Surcoat", hands="Buremte Gloves", ring1="K'ayres Ring", ring2=DarkRing.mdt,
back="Weard Mantle", waist="Creed Baudrier", legs="Caballarius Breeches", feet="Creed Sabatons +2" }
sets.TP.Turtle = {}
sets.TP.Kite = set_combine(sets.TP.Turtle, sets.misc.Kite)
end
function precast(spell)
if player.equipment.head == 'Reraise Hairpin' then disable('head')
else enable('head') end
if player.equipment.left_ear == 'Reraise Earring' then disable('ear1')
else enable('ear1') end
if player.equipment.right_ear == 'Reraise Earring' then disable('ear2')
else enable('ear2') end
if sets.precast[spell.english] then
equip(sets.precast[spell.english])
end
if sets.precast[spell.english] then
equip(sets.precast[spell.english])
elseif spell.type=="WeaponSkill" then
equip(sets.precast.WS)
end
if spell.name=="Crusade" or spell.name=="Phalanx" or spell.name=="Reprisal" then
equip(sets.precast.FC, {waist="Siegel Sash"})
else
if spell.type=="Ninjutsu" or spell.type=="WhiteMagic" or spell.type=="BlackMagic" then
equip(sets.precast.FC)
end
end
end
function buff_change(new,old)
if buffactive['Enmity Boost'] then
send_command('@ input /echo >>> Crusade UP <<<')
else
send_command('@ input /echo >>> Crusade DOWN <<<')
end
if buffactive['Phalanx'] then
send_command('@ input /echo >>> Phalanx UP <<<')
else
send_command('@ input /echo >>> Phalanx DOWN <<<')
end
end
It's not equipping the dark ring at all this way. Not sure what / if anything I'm doing wrong. Ring is in the sets.TP.Tank Just a quick observation, I think you're supposed to use ' not " for the augments.
i.e.
DarkRing.mdt = {name="Dark Ring",augments={'Physical Damage Taken -3%','Magic Damage Taken -5%'}}
I've tried it both ways but I haven't had any luck equipping them. I tried moving them from wardrobe to inventory and vice versa but still no luck.
Server: Odin
Game: FFXI
Posts: 170
By Odin.Quixacotl 2014-07-25 15:08:43
Just a quick observation, I think you're supposed to use ' not " for the augments.
i.e.
DarkRing.mdt = {name="Dark Ring",augments={'Physical Damage Taken -3%','Magic Damage Taken -5%'}} When it comes to strings in Gearswap, as are the augments, (') works the same as ("). Either can be used since there is no difference between the two as long as you follow syntax. "This works" and 'this works' but "This won't work'
Still having issues with this.
Code function get_sets()
DarkRing = {}
DarkRing.pdt = {name="Dark Ring",augments={"Magic Damage Taken -3%","Physical Damage Taken -6%","Breath Damage Taken -6%"}}
DarkRing.mdt = {name="Dark Ring",augments={"Physical Damage Taken -3%","Magic Damage Taken -5%"}}
sets.misc = {
ammo="",
head="", neck="", ear1="", ear2="",
body="", hands="", ring1="", ring2="",
back="", waist="", legs="", feet="" }
sets.precast = {}
sets.precast['Chant du Cygne'] = {}
sets.precast.Requiscant = {}
sets.precast.Invincible = {}
sets.precast['Shield Bash'] = {}
sets.precast['Holy Circle'] = {}
sets.precast.Sentinel = {}
sets.precast.Cover = {}
sets.precast.Rampart = {}
sets.precast.Fealty = {}
sets.precast.Chivalry = {}
sets.precast['Divine Emblem'] = {}
sets.precast.Sepulcher = {}
sets.precast.Palisade = {}
sets.precast.Intervene = {}
sets.precast.FC = {}
sets.midcast = {}
sets.TP = {}
sets.TP.index = {'DD','Tank','Turtle', 'Kite'}
TP_Index = 1
sets.TP.DD = {
ammo="Jukukik Feather",
head="Otomi Helm", neck="Asperity Necklace", ear1="Bladeborn Earring", ear2="Steelflash Earring",
body="Caballarius Surcoat", hands="Buremte Gloves", ring1="K'ayres Ring", ring2="Rajas Ring",
back="Atheling Mantle", waist="Ceti Belt", legs="Caballarius Breeches", feet="Creed Sabatons +2" }
sets.TP.Tank = {
ammo="Jukukik Feather",
head="Cizin Helm +1", neck="Twilight Torque", ear1="Brutal Earring", ear2="Ethereal Earring",
body="Caballarius Surcoat", hands="Buremte Gloves", ring1="K'ayres Ring", ring2=DarkRing.mdt,
back="Weard Mantle", waist="Creed Baudrier", legs="Caballarius Breeches", feet="Creed Sabatons +2" }
sets.TP.Turtle = {}
sets.TP.Kite = set_combine(sets.TP.Turtle, sets.misc.Kite)
end
function precast(spell)
if player.equipment.head == 'Reraise Hairpin' then disable('head')
else enable('head') end
if player.equipment.left_ear == 'Reraise Earring' then disable('ear1')
else enable('ear1') end
if player.equipment.right_ear == 'Reraise Earring' then disable('ear2')
else enable('ear2') end
if sets.precast[spell.english] then
equip(sets.precast[spell.english])
end
if sets.precast[spell.english] then
equip(sets.precast[spell.english])
elseif spell.type=="WeaponSkill" then
equip(sets.precast.WS)
end
if spell.name=="Crusade" or spell.name=="Phalanx" or spell.name=="Reprisal" then
equip(sets.precast.FC, {waist="Siegel Sash"})
else
if spell.type=="Ninjutsu" or spell.type=="WhiteMagic" or spell.type=="BlackMagic" then
equip(sets.precast.FC)
end
end
end
function buff_change(new,old)
if buffactive['Enmity Boost'] then
send_command('@ input /echo >>> Crusade UP <<<')
else
send_command('@ input /echo >>> Crusade DOWN <<<')
end
if buffactive['Phalanx'] then
send_command('@ input /echo >>> Phalanx UP <<<')
else
send_command('@ input /echo >>> Phalanx DOWN <<<')
end
end
It's not equipping the dark ring at all this way. Not sure what / if anything I'm doing wrong. Ring is in the sets.TP.Tank I've tried it both ways but I haven't had any luck equipping them. I tried moving them from wardrobe to inventory and vice versa but still no luck. Is this your full lua or an edited version? It can't be complete because you're missing a few crucial function blocks and has nothing to change the status modes within {'DD','Tank','Turtle', 'Kite'}. Hence, your 'sets.TP.Tank' will never equip as this is written.
My Augmented gear (not just Dark Rings) equip just fine on my luas.
Try this: Make sure these lines are in your 'function get_sets()' block. Make sure the augments match your actual Dark Ring exactly. Code
DarkRing = {}
DarkRing.mdt = {name="Dark Ring", augments={'Physical Damage Taken -3%','Magic Damage Taken -5%'}}
Next unequip your Dark Ring then type: //gs equip sets.TP.Tank
Be aware that commands are case sensitive. Typing; //gs equip sets.tp.tank won't work.
If it still doesn't equip your Dark Ring then it's likely there's a discrepancy or mismatch between your augments and your lua.
VIP
Server: Fenrir
Game: FFXI
Posts: 764
By Fenrir.Motenten 2014-07-25 16:21:21
@Elgorian:
When setting things up to use an augmented item, equip the item and use the "//gs export" command. Look at the exported file (under GearSwap/data/export) to see how GearSwap expects the augments to be formatted. Note that it often leaves a trailing comma at the end of the augment list, which you can remove if you want to tidy it up a little.
The Dark Rings you've defined are: Code
DarkRing.pdt = {name="Dark Ring",augments={"Magic Damage Taken -3%","Physical Damage Taken -6%","Breath Damage Taken -6%"}}
DarkRing.mdt = {name="Dark Ring",augments={"Physical Damage Taken -3%","Magic Damage Taken -5%"}}
The Dark Rings I have in mine are defined as: Code
gear.DarkRing.physical = {name="Dark Ring",augments={'Magic dmg. taken -3%','Spell interruption rate down -5%','Phys. dmg. taken -6%'}}
gear.DarkRing.magical = {name="Dark Ring", augments={'Magic dmg. taken -6%','Breath dmg. taken -5%'}}
As you can see, mine use an abbreviated form, since I copied them from the //gs export result. That's most likely what your problem is.
VIP
Server: Fenrir
Game: FFXI
Posts: 764
By Fenrir.Motenten 2014-07-25 16:26:53
I am looking to have my Wakido Kote equip only when Hasso is active.
Modify your melee set in the customize_melee_set function. You can look in my Nin lua for a usage example.
If you ever want to review all the possible functions usable with my job luas, check the Template.lua file in the repository.
Cerberus.Draupnir
Server: Cerberus
Game: FFXI
Posts: 2119
By Cerberus.Draupnir 2014-07-25 17:03:54
After returning and re-installing everything last night, I'm sitting down today to set up gearswap for my blu however I keep getting this error when trying to reload:
.
This happens with a completely fresh install of the addon and with nothing added to the data file. Any ideas?
VIP
Server: Fenrir
Game: FFXI
Posts: 764
By Fenrir.Motenten 2014-07-25 17:22:33
Sounds like you're missing the addons/libs/files.lua library. Don't know how you managed that, but you can grab a new copy from the Windower repository.
Cerberus.Draupnir
Server: Cerberus
Game: FFXI
Posts: 2119
By Cerberus.Draupnir 2014-07-25 17:27:38
Where do I put this? In Windower4\addons I only have Gearswap, so would I just download the entire libs repository and put it in the addons?
By lhova 2014-07-25 17:28:19
So do you guys think the Aug update will be a nice compliment to gearswap or the beginning of its end? Being a console player I'm really looking forward to the update.
VIP
Server: Fenrir
Game: FFXI
Posts: 764
By Fenrir.Motenten 2014-07-25 18:32:56
Cerberus.Draupnir said: »In Windower4\addons I only have Gearswap
If you're missing the entire libs folder, I'd say your install is completely broken. Start over from scratch.
VIP
Server: Fenrir
Game: FFXI
Posts: 764
By Fenrir.Motenten 2014-07-25 18:35:19
So do you guys think the Aug update will be a nice compliment to gearswap or the beginning of its end? Being a console player I'm really looking forward to the update.
It should have almost no effect on GearSwap use, though it looks like a handy tool for non-GearSwap users. However it will take some thought to get the best use out of it for players with multiple jobs, since it seems you can only set up 20 gear sets, total. I suspect most people aren't going to put enough thought into it to really maximize its potential.
Server: Sylph
Game: FFXI
Posts: 305
By Sylph.Elgorian 2014-07-25 19:17:50
@Elgorian:
When setting things up to use an augmented item, equip the item and use the "//gs export" command. Look at the exported file (under GearSwap/data/export) to see how GearSwap expects the augments to be formatted. Note that it often leaves a trailing comma at the end of the augment list, which you can remove if you want to tidy it up a little.
The Dark Rings you've defined are: Code
DarkRing.pdt = {name="Dark Ring",augments={"Magic Damage Taken -3%","Physical Damage Taken -6%","Breath Damage Taken -6%"}}
DarkRing.mdt = {name="Dark Ring",augments={"Physical Damage Taken -3%","Magic Damage Taken -5%"}}
The Dark Rings I have in mine are defined as: Code
gear.DarkRing.physical = {name="Dark Ring",augments={'Magic dmg. taken -3%','Spell interruption rate down -5%','Phys. dmg. taken -6%'}}
gear.DarkRing.magical = {name="Dark Ring", augments={'Magic dmg. taken -6%','Breath dmg. taken -5%'}}
As you can see, mine use an abbreviated form, since I copied them from the //gs export result. That's most likely what your problem is.
Thanks. The export helped! Working now.
Server: Asura
Game: FFXI
Posts: 363
By Asura.Vafruvant 2014-07-26 02:50:12
I am looking to have my Wakido Kote equip only when Hasso is active.
Modify your melee set in the customize_melee_set function. You can look in my Nin lua for a usage example.
If you ever want to review all the possible functions usable with my job luas, check the Template.lua file in the repository. Perfect, thank you again! You always come through. I'll definitely check out that template.
Server: Sylph
Game: FFXI
Posts: 305
By Sylph.Elgorian 2014-07-28 09:16:39
How would I differentiate between night/day?
Ex: Serpentes Boots
Server: Odin
Game: FFXI
Posts: 170
By Odin.Quixacotl 2014-07-28 16:30:31
How would I differentiate between night/day?
Ex: Serpentes Boots If the Gearswap Global Variables list is correct and world.time is in hours.minutes format then you'd want something like this: Code if world.time >= 18.00 or world.time < 6.00 then -- night time
elseif world.time >= 6.00 or world.time < 18.00 then -- day time
end
I haven't tested this so I could be wrong.
VIP
Server: Fenrir
Game: FFXI
Posts: 764
By Fenrir.Motenten 2014-07-28 17:25:30
That's not correct. world.time is the number of minutes since midnight. So more like:
Code
if world.time >= 6*60 and world.time < 18*60 then
-- daytime
else
-- nighttime
end
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.
|
|