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Gearswap Support Thread
Server: Asura
Game: FFXI
Posts: 363
By Asura.Vafruvant 2015-08-19 17:27:43
Carbuncle.Elvaanmoq said: »sets.precast.Cure = set_combine(sets.precast.FC, {body="Jumalik Mail"}) This set should be named sets.precast.FC.Cure Carbuncle.Elvaanmoq said: »sets.precast.FC['Enhancing Magic'] = set_combine(sets.precast.FC, {waist="Siegel Sash"}) Not sure why this isn't equipping, as your usage is correct. In the same way you used showswaps, if you enter debugmode, it will go a step beyond showswaps and tell you what set is being called, and what gear isn't getting equipped. It could be something as simple as not having it in your inventory, or a rule locking waist, etc.
Server: Asura
Game: FFXI
Posts: 363
By Asura.Vafruvant 2015-08-19 17:28:41
Hello,
I'm using Motenten SMN Gearswap, and I need explanations over two function in the gearswap in question :
Code -- Base duration for ward pacts.
wards.durations = {
['Crimson Howl'] = 60, ['Earthen Armor'] = 60, ['Inferno Howl'] = 60, ['Heavenward Howl'] = 60,
['Rolling Thunder'] = 120, ['Fleet Wind'] = 120,
['Shining Ruby'] = 180, ['Frost Armor'] = 180, ['Lightning Armor'] = 180, ['Ecliptic Growl'] = 180,
['Glittering Ruby'] = 180, ['Hastega'] = 180, ['Noctoshield'] = 180, ['Ecliptic Howl'] = 180,
['Dream Shroud'] = 180,
['Reraise II'] = 3600
}
-- Icons to use when creating the custom timer.
wards.icons = {
['Earthen Armor'] = 'spells/00299.png', -- 00299 for Titan
['Shining Ruby'] = 'spells/00043.png', -- 00043 for Protect
['Dream Shroud'] = 'spells/00304.png', -- 00304 for Diabolos
['Noctoshield'] = 'spells/00106.png', -- 00106 for Phalanx
['Inferno Howl'] = 'spells/00298.png', -- 00298 for Ifrit
['Hastega'] = 'spells/00358.png', -- 00358 for Hastega
['Rolling Thunder'] = 'spells/00104.png', -- 00358 for Enthunder
['Frost Armor'] = 'spells/00250.png', -- 00250 for Ice Spikes
['Lightning Armor'] = 'spells/00251.png', -- 00251 for Shock Spikes
['Reraise II'] = 'spells/00135.png', -- 00135 for Reraise
['Fleet Wind'] = 'abilities/00074.png', --
First of all, it dosnt seem to pickup the defined timers for the bloodpacts, and secondly, I was wondering if there are any other files or addons I need to use those custpm icons for bloodpacts.
Thanks! I don't play SMN, so I can't answer this one. I don't want you to feel ignored, but I must defer to others for this.
Server: Asura
Game: FFXI
Posts: 363
By Asura.Vafruvant 2015-08-19 17:30:15
I've found that gearswap stops me from doing anything for 10 seconds after macro trading a key in abyssea. I assume there is some sort of universal setting somewhere I can change for when you use an item, but I can't seem to find it, nor any info on it. Anyone know how to change this? This shouldn't ever happen. There is either something bugged out in your GearSwap files or your personal lua. If you upload it to http://www.pastebin.com we can probably help you more.
Server: Asura
Game: FFXI
Posts: 363
By Asura.Vafruvant 2015-08-19 17:31:37
Just finished level dnc to 99 and setup Mote's DNC lua.
However it seeems be a problem with using Curing Waltz V for some reason.
http://pastebin.com/fu5kcjSz
I tried to adjust/add it in mote-utility but no change What exactly defines "seems to be a problem"? Is it not triggering on Waltz V at all, or improperly triggering, or what? You'll have to be more specific in order to get an answer.
Carbuncle.Elvaanmoq
Guildwork Premium
Server: Carbuncle
Game: FFXI
Posts: 224
By Carbuncle.Elvaanmoq 2015-08-19 17:53:36
Carbuncle.Elvaanmoq said: »sets.precast.Cure = set_combine(sets.precast.FC, {body="Jumalik Mail"}) This set should be named sets.precast.FC.Cure
You are a genius! It worked right after setting the correct name, thank you very much!
Carbuncle.Elvaanmoq said: »sets.precast.FC['Enhancing Magic'] = set_combine(sets.precast.FC, {waist="Siegel Sash"}) Not sure why this isn't equipping, as your usage is correct. In the same way you used showswaps, if you enter debugmode, it will go a step beyond showswaps and tell you what set is being called, and what gear isn't getting equipped. It could be something as simple as not having it in your inventory, or a rule locking waist, etc.
Meh, I must had "derped" or something, now that I re-checked via showswaps I see the waist is being equiped on precast. Sorry for the false alarm, and thanks a lot for the help! This encourages me to look furhter into LUA/GS :)
Server: Asura
Game: FFXI
Posts: 21
By Asura.Bryangelos 2015-08-22 19:28:07
Over the last couple of months my Geo gearswap randomly glitches. The only thing glitching though is the main weapon, it will just stop swapping. The only way i found to fix it is to reload gearswap, what could the problem be?
*I should also add i get no error messages when this happens, and it has happens at random times during different events.
Server: Asura
Game: FFXI
Posts: 363
By Asura.Vafruvant 2015-08-23 01:55:10
Over the last couple of months my Geo gearswap randomly glitches. The only thing glitching though is the main weapon, it will just stop swapping. The only way i found to fix it is to reload gearswap, what could the problem be?
*I should also add i get no error messages when this happens, and it has happens at random times during different events. Chances are, they're not quite as random as you think. There have been a few times where something like this has happened to me, and it was actually a recurring issue that I just didn't notice.
In an effort to correct the possible error, however, I ask of you a couple things:
1) Are you using Mote's (Kinematics) GEO lua or someone else's?
2) Are you engaged at the times this has occurred or were you idle?
3) Did you double-check spelling in your sets?
In addition to these answers, uploading your file to http://www.pastebin.com and linking it here will help in resolving this issue, as well.
[+]
Ragnarok.Tarage
Server: Ragnarok
Game: FFXI
Posts: 46
By Ragnarok.Tarage 2015-08-23 05:28:07
Is there a way to have gear switch on MP percentages? As in, if I'm under 50% MP, use X gear, otherwise use Y?
Server: Asura
Game: FFXI
Posts: 179
By Asura.Akamatzu 2015-08-23 05:57:31
Hello
How would I get sets to switch over for specific puppet weaponskills?
I posted my GS on pastebin
http://pastebin.com/8Npcz0NK
[+]
Carbuncle.Elvaanmoq
Guildwork Premium
Server: Carbuncle
Game: FFXI
Posts: 224
By Carbuncle.Elvaanmoq 2015-08-23 07:36:21
Is there a way to have gear switch on MP percentages? As in, if I'm under 50% MP, use X gear, otherwise use Y?
Mote's PLD.lua has this:
Code
function customize_idle_set(idleSet)
if player.mpp < 51 then
idleSet = set_combine(idleSet, sets.latent_refresh)
end
if state.Buff.Doom then
idleSet = set_combine(idleSet, sets.buff.Doom)
end
return idleSet
end
So, yeah, you can get the idea from there :)
[+]
Cerberus.Tidis
Server: Cerberus
Game: FFXI
Posts: 3927
By Cerberus.Tidis 2015-08-23 11:13:26
Is there a reason my mule isn't equipping Desert Boots during sandstorms, as in the weather rather than the spell, is it that they are different buffs and I need additional code for it to change into desert boots when sandstorms are up?
Code -------------------------------------------------------------------------------------------------------------------
-- Setup functions for this job. Generally should not be modified.
-------------------------------------------------------------------------------------------------------------------
-- Initialization function for this job file.
function get_sets()
mote_include_version = 2
-- Load and initialize the include file.
include('Mote-Include.lua')
include('organizer-lib')
end
-- Setup vars that are user-independent. state.Buff vars initialized here will automatically be tracked.
function job_setup()
state.Buff['Sandstorm'] = buffactive['Sandstorm'] or false
state.Buff['Afflatus Solace'] = buffactive['Afflatus Solace'] or false
state.Buff['Afflatus Misery'] = buffactive['Afflatus Misery'] or false
end
-------------------------------------------------------------------------------------------------------------------
-- User setup functions for this job. Recommend that these be overridden in a sidecar file.
-------------------------------------------------------------------------------------------------------------------
-- Setup vars that are user-dependent. Can override this function in a sidecar file.
function user_setup()
state.OffenseMode:options('None', 'Normal')
state.CastingMode:options('Normal', 'Resistant')
state.IdleMode:options('Normal', 'PDT')
end
-- Define sets and vars used by this job file.
function init_gear_sets()
--------------------------------------
-- Start defining the sets
-- Start defining the sets
--------------------------------------
-- Precast Sets
-- Fast cast sets for spells
sets.precast.FC = {main=gear.FastcastStaff,ammo="Incantor Stone",
head="Nares Cap",neck="Orison Locket",ear2="Loquacious Earring",
body="Anhur Robe",hands="Gendewitha Gages",ring1="Weatherspoon Ring",
back="Swith Cape",waist="Witful Belt",legs="Orvail Pants +1",feet="Regal Pumps"}
sets.precast.FC['Enhancing Magic'] = set_combine(sets.precast.FC, {waist="Siegel Sash"})
sets.precast.FC['Healing Magic'] = set_combine(sets.precast.FC, {legs="Ebers Pantaloons"})
sets.precast.FC.StatusRemoval = sets.precast.FC['Healing Magic']
sets.precast.FC.Cure = set_combine(sets.precast.FC['Healing Magic'], {main="Ababinili +1",sub="Achaq Grip",head="Piety Cap",feet="Cure Clogs",back="Pahtli Cape"})
sets.precast.FC.Curaga = sets.precast.FC.Cure
sets.precast.FC.CureSolace = sets.precast.FC.Cure
-- CureMelee spell map should default back to Healing Magic.
-- Precast sets to enhance JAs
sets.precast.JA.Benediction = {body="Piety Briault"}
sets.precast.WS['Hexa Strike'] = {ammo="Kalboron Stone",
head="Theophany Cap +1",neck="Phalaina Locket",ear1="Lifestorm Earring",ear2="Orison Earring",
body="Theophany Briault +1",hands="Theophany Mitts +1",ring1="Ephedra Ring",ring2="Sirona's Ring",
back="Refraction Cape",waist="Cascade Belt",legs="Assiduity Pants +1",feet="Theophany Duckbills +1"}
-- Midcast Sets
sets.midcast.FastRecast = {
head="Nares Cap",ear2="Loquacious Earring",
body="Anhur Robe",hands="Gendewitha Gages",ring1="Weatherspoon Ring",
back="Swith Cape",waist="Witful Belt",legs="Orvail Pants +1",feet="Regal Pumps"}
-- Cure sets
gear.default.obi_waist = "Witful Belt"
gear.default.obi_back = "Mending Cape"
sets.midcast.CureSolace = {main="Tamaxchi",sub="Genbu's Shield",ammo="Incantor Stone",
head="Marduk's Tiara +1",neck="Phalaina Locket",ear1="Beatific Earring",ear2="Orison Earring",
body="Ebers Briault",hands="Theophany Mitts +1",ring1="Ephedra Ring",ring2="Sirona's Ring",
back="Oretania's Cape",waist="Cascade Belt",legs="Ebers Pantaloons",feet="Piety Duckbills"}
sets.midcast.Cure = {main="Tamaxchi",sub="Genbu's Shield",ammo="Incantor Stone",
head="Marduk's Tiara +1",neck="Phalaina Locket",ear1="Beatific Earring",ear2="Orison Earring",
body="Ebers Briault",hands="Theophany Mitts +1",ring1="Ephedra Ring",ring2="Sirona's Ring",
back="Oretania's Cape",waist="Cascade Belt",legs="Ebers Pantaloons",feet="Piety Duckbills"}
sets.midcast.Curaga = {main="Tamaxchi",sub="Genbu's Shield",ammo="Incantor Stone",
head="Marduk's Tiara +1",neck="Phalaina Locket",ear1="Beatific Earring",ear2="Orison Earring",
body="Ebers Briault",hands="Theophany Mitts +1",ring1="Ephedra Ring",ring2="Sirona's Ring",
back="Oretania's Cape",waist="Cascade Belt",legs="Ebers Pantaloons",feet="Piety Duckbills"}
sets.midcast.Cursna = {main="Tamaxchi",sub="Genbu's Shield",
head="Ebers Cap",neck="Orison Locket",
body="Ebers Briault",hands="Theophany Mitts +1",ring1="Ephedra Ring",ring2="Ephedra Ring",
back="Mending Cape",waist="Witful Belt",legs="Theophany Pantaloons +1",feet="Gendewitha Galoshes"}
sets.midcast.StatusRemoval = {
head="Ebers Cap",legs="Ebers Pantaloons"}
-- 110 total Enhancing Magic Skill; caps even without Light Arts
sets.midcast['Enhancing Magic'] = {main="Tamaxchi",sub="Genbu's Shield",
head="Nares Cap",neck="Orison Locket",ear1="Loquacious Earring",
body="Anhur Robe",hands="Gendewithe Gages",ring1="Weatherspoon Ring",
back="Mending Cape",waist="Cascade Belt",legs="Piety Pantaloons +1",feet="Orison Duckbills +2"}
sets.midcast.Stoneskin = {
head="Nares Cape",neck="Orison Locket",ear2="Loquacious Earring",
body="Anhur Robe",hands="Gendewithe Gages",ring1="Weatherspoon Ring",
back="Swith Cape",waist="Siegel Sash",legs="Orvail Pants +1",feet="Regal Pumps"}
sets.midcast.Auspice = {feet="Orison Duckbills +2"}
sets.midcast.BarElement = {main="Tamaxchi",sub="Genbu's Shield",
head="Ebers Cap",neck="Orison Locket",
body="Ebers Briault",hands="Ebers Mitts",
back="Mending Cape",waist="Cascade Belt",legs="Piety Pantaloons +1",feet="Orison Duckbills +2"}
sets.midcast.Regen = {main="Bolelabunga",sub="Genbu's Shield",
head="Marduk's Tiara",
body="Piety Briault",hands="Ebers Mitts",
legs="Theophany Pantaloons +1"}
sets.midcast.Protectra = {feet="Piety Duckbills +1"}
sets.midcast.Shellra = {legs="Piety Pantaloons +1"}
sets.midcast['Divine Magic'] = {main="Marin Staff",sub="Mephtis Grip",ammo="Kalboron Stone",
head="Marduk's Tiara +1",neck="Orison Locket",ear1="Beatific Earring",
body="Theophany Briault +1",hands="Piety Mitts",ring2="Weatherspoon Ring",
back="Swith Cape",waist="Cascade Belt",legs="Theophany Pantaloons +1",feet="Gendewitha Galoshes"}
sets.midcast['Dark Magic'] = {}
-- Custom spell classes
sets.midcast.MndEnfeebles = {main="Marin Staff",sub="Mephtis Grip",ammo="Kalboron Stone",
head="Theophany Cap +1",neck="Weike Torque",ear1="Lifestorm Earring",ear2="Psystorm Earring",
body="Theophany Briault +1",hands="Piety Mitts",ring1="Weatherspoon Ring",ring2="Balrahn's Ring",
back="Refraction Cape",waist="Demonry Sash",legs="Orvail Pants +1",feet="Theophany Duckbills +1"}
sets.midcast.IntEnfeebles = {main="Marin Staff",sub="Mephtis Grip",ammo="Kalboron Stone",
head="Theophany Cap +1",neck="Weike Torque",ear1="Loquacious Earring",
body="Theophany Briault +1",hands="Piety Mitts",ring1="Weatherspoon Ring",ring2="Balrahn's Ring",
back="Refraction Cape",waist="Demonry Sash",legs="Orvail Pants +1",feet="Theophany Duckbills +1"}
-- Sets to return to when not performing an action.
-- Resting sets
sets.resting = {main="Iridal Staff",sub="Achaq Grip",ammo="Incantor Stone",
head="Theophany Cap +1",neck="Orison Locket",ear1="Orison Earring",ear2="Moonshade Earring",
body="Theophany Briault +1",hands="Serpentes Cuffs",ring1="Sirona's Ring",ring2="Weatherspoon Ring",
back="Mending Cape",waist="Cascade Belt",legs="Assiduity Pants +1",feet="Serpentes Sabots"}
-- Idle sets (default idle set not needed since the other three are defined, but leaving for testing purposes)
sets.idle = {main="Bolelabunga", sub="Genbu's Shield",ammo="Incantor Stone",
head="Theophany Cap +1",neck="Orison Locket",ear1="Orison Earring",ear2="Moonshade Earring",
body="Theophany Briault +1",hands="Serpentes Cuffs",ring1="Balrahn's Ring",ring2="Weatherspoon Ring",
back="Mending Cape",waist="Cascade Belt",legs="Assiduity Pants +1",feet="Serpentes Sabots"}
sets.idle.PDT = {main="Earth Staff", sub="Achaq Grip",ammo="Incantor Stone",
head="Theophany Cap +1",neck="Orison Locket",ear1="Orison Earring",ear2="Moonshade Earring",
body="Theophany Briault +1",hands="Serpentes Cuffs",ring1="Sirona's Ring",ring2="Weatherspoon Ring",
back="Mending Cape",waist="Cascade Belt",legs="Assiduity Pants +1",feet="Serpentes Sabots"}
sets.idle.Town = {main="Bolelabunga", sub="Genbu's Shield",ammo="Incantor Stone",
head="Theophany Cap +1",neck="Orison Locket",ear1="Orison Earring",ear2="Moonshade Earring",
body="Theophany Briault +1",hands="Serpentes Cuffs",ring1="Sirona's Ring",ring2="Weatherspoon Ring",
back="Mending Cape",waist="Cascade Belt",legs="Assiduity Pants +1",feet="Serpentes Sabots"}
sets.idle.Weak = {main="Earth Staff", sub="Achaq Grip",ammo="Incantor Stone",
head="Theophany Cap +1",neck="Orison Locket",ear1="Orison Earring",ear2="Moonshade Earring",
body="Theophany Briault +1",hands="Serpentes Cuffs",ring1="Sirona's Ring",ring2="Weatherspoon Ring",
back="Mending Cape",waist="Cascade Belt",legs="Assiduity Pants +1",feet="Serpentes Sabots"}
-- Defense sets
sets.defense.PDT = {}
sets.defense.MDT = {}
sets.Kiting = {}
sets.latent_refresh = {main="Bolelabunga", sub="Genbu's Shield",ammo="Incantor Stone",
head="Theophany Cap +1",neck="Orison Locket",ear1="Orison Earring",ear2="Moonshade Earring",
body="Theophany Briault +1",hands="Serpentes Cuffs",ring1="Sirona's Ring",ring2="Weatherspoon Ring",
back="Mending Cape",waist="Cascade Belt",legs="Assiduity Pants +1",feet="Serpentes Sabots"}
-- 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
-- Basic set for if no TP weapon is defined.
sets.engaged = {main="Bolelabunga", sub="Genbu's Shield",ammo="Incantor Stone",
head="Theophany Cap +1",neck="Orison Locket",ear1="Orison Earring",ear2="Moonshade Earring",
body="Theophany Briault +1",hands="Theophany Mitts +1",ring1="Balrahn's Ring",ring2="Weather. Ring",
back="Mending Cape",waist="Witful Belt",legs="Theophany Pantaloons +1",feet="Theophany Duckbills +1"}
-- Buff sets: Gear that needs to be worn to actively enhance a current player buff.
sets.buff['Divine Caress'] = {hands="Ebers Mitts",back="Mending Cape"}
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_precast(spell, action, spellMap, eventArgs)
if spell.english == "Paralyna" and buffactive.Paralyzed then
-- no gear swaps if we're paralyzed, to avoid blinking while trying to remove it.
eventArgs.handled = true
end
if spell.skill == 'Healing Magic' then
gear.default.obi_back = "Oretania's Cape"
else
gear.default.obi_back = "Swith Cape"
end
end
function job_post_midcast(spell, action, spellMap, eventArgs)
-- Apply Divine Caress boosting items as highest priority over other gear, if applicable.
if spellMap == 'StatusRemoval' and buffactive['Divine Caress'] then
equip(sets.buff['Divine Caress'])
end
end
-------------------------------------------------------------------------------------------------------------------
-- Job-specific hooks for non-casting events.
-------------------------------------------------------------------------------------------------------------------
-- Handle notifications of general user state change.
function job_state_change(stateField, newValue, oldValue)
if stateField == 'Offense Mode' then
if newValue == 'Normal' then
disable('main','sub','range')
else
enable('main','sub','range')
end
end
end
-------------------------------------------------------------------------------------------------------------------
-- User code that supplements standard library decisions.
-------------------------------------------------------------------------------------------------------------------
-- Custom spell mapping.
function job_get_spell_map(spell, default_spell_map)
if spell.action_type == 'Magic' then
if (default_spell_map == 'Cure' or default_spell_map == 'Curaga') and player.status == 'Engaged' then
return "CureMelee"
elseif default_spell_map == 'Cure' and state.Buff['Afflatus Solace'] then
return "CureSolace"
elseif spell.skill == "Enfeebling Magic" then
if spell.type == "WhiteMagic" then
return "MndEnfeebles"
else
return "IntEnfeebles"
end
end
end
end
function customize_idle_set(idleSet)
if player.mpp < 51 then
idleSet = set_combine(idleSet, sets.latent_refresh)
end
if state.Buff['Sandstorm'] then
idleSet = set_combine(idleSet, {feet="Desert Boots"})
end
return idleSet
end
-- Called by the 'update' self-command.
function job_update(cmdParams, eventArgs)
if cmdParams[1] == 'user' and not areas.Cities:contains(world.area) then
local needsArts =
player.sub_job:lower() == 'sch' and
not buffactive['Light Arts'] and
not buffactive['Addendum: White'] and
not buffactive['Dark Arts'] and
not buffactive['Addendum: Black']
if not buffactive['Afflatus Solace'] and not buffactive['Afflatus Misery'] then
if needsArts then
send_command('@input /ja "Afflatus Solace" <me>;wait 1.2;input /ja "Light Arts" <me>')
else
send_command('@input /ja "Afflatus Solace" <me>')
end
end
end
end
-- Function to display the current relevant user state when doing an update.
function display_current_job_state(eventArgs)
display_current_caster_state()
eventArgs.handled = true
end
-------------------------------------------------------------------------------------------------------------------
-- Utility functions specific to this job.
-------------------------------------------------------------------------------------------------------------------
Asura.Neufko
Server: Asura
Game: FFXI
Posts: 236
By Asura.Neufko 2015-08-23 12:21:29
Mote-include sets different idle mode, normal, town, weak.
I'd like to add an idle mode when manawall is up.
I added the bold line like so :
if buffactive.weakness then
idleScope = 'Weak'
elseif buffactive.manawall then
idleScope = 'Manawall'
elseif areas.Cities:contains(world.area) then
idleScope = 'Town'
else
idleScope = 'Field'
end
in my blm.lua I added this line :
sets.idle.Manawall = {mygearset...
What am I missing ? It still equips normal idle mode under manawall.
Edit: I read through the different files, when manawall is called it's written "Mana Wall". So I think that's part of my problem.
I tried elseif buffactive['Mana Wall'] to no avail.
Server: Asura
Game: FFXI
Posts: 21
By Asura.Bryangelos 2015-08-23 14:13:44
Chances are, they're not quite as random as you think. There have been a few times where something like this has happened to me, and it was actually a recurring issue that I just didn't notice.
In an effort to correct the possible error, however, I ask of you a couple things:
1) Are you using Mote's (Kinematics) GEO lua or someone else's?
2) Are you engaged at the times this has occurred or were you idle?
3) Did you double-check spelling in your sets?
In addition to these answers, uploading your file to http://www.pastebin.com and linking it here will help in resolving this issue, as well.
1) I'm using Mote's
2) It usually happens when i'm not engaged but performing multiple tasks. Healing/nuking/casting bubbles/enfeebling ect
It has also happened at different events like vagary,escha,delve.
3) Yup, and as soon as i unload and reload it starts working again (that's not saying there isn't a mistake, just i haven't found one)
http://pastebin.com/YJv9E0As Here is my current Geo gearswap.
Server: Asura
Game: FFXI
Posts: 363
By Asura.Vafruvant 2015-08-23 23:38:25
Chances are, they're not quite as random as you think. There have been a few times where something like this has happened to me, and it was actually a recurring issue that I just didn't notice.
In an effort to correct the possible error, however, I ask of you a couple things:
1) Are you using Mote's (Kinematics) GEO lua or someone else's?
2) Are you engaged at the times this has occurred or were you idle?
3) Did you double-check spelling in your sets?
In addition to these answers, uploading your file to http://www.pastebin.com and linking it here will help in resolving this issue, as well.
1) I'm using Mote's
2) It usually happens when i'm not engaged but performing multiple tasks. Healing/nuking/casting bubbles/enfeebling ect
It has also happened at different events like vagary,escha,delve.
3) Yup, and as soon as i unload and reload it starts working again (that's not saying there isn't a mistake, just i haven't found one)
http://pastebin.com/YJv9E0As Here is my current Geo gearswap. I can tell you right off the rip that you're using Mote v1, which he stopped supporting even before he stopped playing. You should make the transition to v2 here: Upgrade Walkthrough. Whether that solves it immediately or not, I don't know, as I'll keep looking through your file, but that definitely needs changed.
Server: Asura
Game: FFXI
Posts: 363
By Asura.Vafruvant 2015-08-24 00:52:27
if state.Buff['Sandstorm'] then
        idleSet = set_combine(idleSet, {feet="Desert Boots"})
    end It should just say:
if world.weather_element == 'Earth' then
        idleSet = set_combine(idleSet, {feet="Desert Boots"})
end
Pretty sure that will fix it altogether.
Server: Asura
Game: FFXI
Posts: 363
By Asura.Vafruvant 2015-08-24 01:02:29
Mote-include sets different idle mode, normal, town, weak.
I'd like to add an idle mode when manawall is up.
I added the bold line like so :
if buffactive.weakness then
idleScope = 'Weak'
elseif buffactive.manawall then
idleScope = 'Manawall'
elseif areas.Cities:contains(world.area) then
idleScope = 'Town'
else
idleScope = 'Field'
end
in my blm.lua I added this line :
sets.idle.Manawall = {mygearset...
What am I missing ? It still equips normal idle mode under manawall.
Edit: I read through the different files, when manawall is called it's written "Mana Wall". So I think that's part of my problem.
I tried elseif buffactive['Mana Wall'] to no avail. I use a couple different rules for Mana Wall on my BLM: Code function job_aftercast(spell, action, spellMap, eventArgs)
if spell.english == 'Mana Wall' and not spell.interrupted then
enable('feet')
equip(sets.buff['Mana Wall'])
disable('feet')
end
end Code function job_buff_change(buff, gain)
if buff == "Mana Wall" and not gain then
enable('feet')
handle_equipping_gear(player.status)
end
end
Asura.Rinuko
Server: Asura
Game: FFXI
Posts: 144
By Asura.Rinuko 2015-08-24 01:38:35
Just finished level dnc to 99 and setup Mote's DNC lua.
However it seeems be a problem with using Curing Waltz V for some reason.
http://pastebin.com/fu5kcjSz
I tried to adjust/add it in mote-utility but no change What exactly defines "seems to be a problem"? Is it not triggering on Waltz V at all, or improperly triggering, or what? You'll have to be more specific in order to get an answer. It wouldn't use use Waltz V at all but in the end It was problem on user end. Misspelled Waltz.. lol
Cerberus.Tidis
Server: Cerberus
Game: FFXI
Posts: 3927
By Cerberus.Tidis 2015-08-24 03:46:27
if state.Buff['Sandstorm'] then
idleSet = set_combine(idleSet, {feet="Desert Boots"})
end It should just say:
if world.weather_element == 'Earth' then
idleSet = set_combine(idleSet, {feet="Desert Boots"})
end
Pretty sure that will fix it altogether. Ah thanks, I'll try that when I get home, I did try something like that when I was attempting to fix it but I was doing a single equal sign rather than double so it just kept coming up with an error.
Asura.Neufko
Server: Asura
Game: FFXI
Posts: 236
By Asura.Neufko 2015-08-24 04:21:17
Mote-include sets different idle mode, normal, town, weak.
I'd like to add an idle mode when manawall is up.
I added the bold line like so :
if buffactive.weakness then
idleScope = 'Weak'
elseif buffactive.manawall then
idleScope = 'Manawall'
elseif areas.Cities:contains(world.area) then
idleScope = 'Town'
else
idleScope = 'Field'
end
in my blm.lua I added this line :
sets.idle.Manawall = {mygearset...
What am I missing ? It still equips normal idle mode under manawall.
Edit: I read through the different files, when manawall is called it's written "Mana Wall". So I think that's part of my problem.
I tried elseif buffactive['Mana Wall'] to no avail. I use a couple different rules for Mana Wall on my BLM: Code function job_aftercast(spell, action, spellMap, eventArgs)
if spell.english == 'Mana Wall' and not spell.interrupted then
enable('feet')
equip(sets.buff['Mana Wall'])
disable('feet')
end
end Code function job_buff_change(buff, gain)
if buff == "Mana Wall" and not gain then
enable('feet')
handle_equipping_gear(player.status)
end
end
I already have that function to lock wicce sabots +1 under manawall, it works just fine.
What I'd like is a specific IDLE set when i'm under manawall.
Server: Lakshmi
Game: FFXI
Posts: 18
By Lakshmi.Makochild 2015-08-27 07:46:05
I am trying to get my file to automatically force proc scorcerer's ring. I got the script to equip a set that will convert hp to mp with the following code in precast()
Code
if player.hpp > 76 and player.tp < 100 then
equip(sets.ringLat)
end
With the following code, the nuking set is equipped and my HP is @ 74% but the ring will not equip until I cast again. I have beaten my head to a pulp trying to figure this out but unsuccessful. Any idea?
Code
function midcast(spell)
if spell.skill == 'Elemental Magic' and not hnmList:contains(player.target.name) then
equip(sets.midcast.nuke)
if player.hpp < 76 and player.tp < 100 then
equip({ring1="Sorcerer's Ring"})
add_to_chat(8, "Equipping Sorcerer's Ring for "..spell.english)
end
if player.mpp < 50 then
equip({neck="Uggalepih Pendant"})
end
end -- end elemental magic
end -- end midcast function
Odin.Slore
Server: Odin
Game: FFXI
Posts: 1350
By Odin.Slore 2015-08-27 12:48:44
OK odd question. I'm updating my bst gs but unsure what the line should look like for acro that has call beast ability delay on it. should it look like this?
body={ name="Acro Surcoat", augments={'"Call Beast" ability delay -4','Pet: Attack+24 Pet: Rng.Atk.+24',}},
Sorry about the lack of pastebin but I do not know how to post that.
Cerberus.Conagh
Server: Cerberus
Game: FFXI
Posts: 3189
By Cerberus.Conagh 2015-08-27 12:54:27
OK odd question. I'm updating my bst gs but unsure what the line should look like for acro that has call beast ability delay on it. should it look like this?
body={ name="Acro Surcoat", augments={'"Call Beast" ability delay -4','Pet: Attack+24 Pet: Rng.Atk.+24',}},
Sorry about the lack of pastebin but I do not know how to post that.
Equip set //gs export
Exports current gear and all augments.
Odin.Slore
Server: Odin
Game: FFXI
Posts: 1350
By Odin.Slore 2015-08-27 13:51:26
Thanks Conagh!
By zaxtiss 2015-08-28 10:43:52
idss there anyway to have my mule send me a tell using gearswap if if its follow distance gets farther then a certin amount this would be great for when i mmulti box and dont notice if one of my alts gets stuck
Server: Asura
Game: FFXI
Posts: 363
By Asura.Vafruvant 2015-08-29 14:54:49
I already have that function to lock wicce sabots +1 under manawall, it works just fine.
What I'd like is a specific IDLE set when i'm under manawall. To my knowledge, the feet have to stay equipped the entire duration, otherwise you lose the enhancement, so that is why you would lock them instead of swap out.
Server: Asura
Game: FFXI
Posts: 363
By Asura.Vafruvant 2015-08-29 14:56:10
idss there anyway to have my mule send me a tell using gearswap if if its follow distance gets farther then a certin amount this would be great for when i mmulti box and dont notice if one of my alts gets stuck I don't think there is. I'll check, but I don't recall seeing anything like it.
Server: Asura
Game: FFXI
Posts: 363
By Asura.Vafruvant 2015-08-29 15:04:57
Lakshmi.Makochild said: »I am trying to get my file to automatically force proc scorcerer's ring. I got the script to equip a set that will convert hp to mp with the following code in precast()
Code
if player.hpp > 76 and player.tp < 100 then
equip(sets.ringLat)
end
With the following code, the nuking set is equipped and my HP is @ 74% but the ring will not equip until I cast again. I have beaten my head to a pulp trying to figure this out but unsuccessful. Any idea?
Code
function midcast(spell)
if spell.skill == 'Elemental Magic' and not hnmList:contains(player.target.name) then
equip(sets.midcast.nuke)
if player.hpp < 76 and player.tp < 100 then
equip({ring1="Sorcerer's Ring"})
add_to_chat(8, "Equipping Sorcerer's Ring for "..spell.english)
end
if player.mpp < 50 then
equip({neck="Uggalepih Pendant"})
end
end -- end elemental magic
end -- end midcast function The problem, if I understand GS correctly, is that precast and midcast are called almost simultaneously, so it's not detecting your precast HP change. Since your HP is then lower at the start of the *next* cast, that's why it's equipping your ring properly. The only way to fix this would be to have a cancel_spell in the precast and re-send the command to cast the spell again, but you're looking at delaying basically every cast, and I'm not sure that's something you want to do.
By Miang 2015-08-29 15:11:52
Lakshmi.Makochild said: »I am trying to get my file to automatically force proc scorcerer's ring. I got the script to equip a set that will convert hp to mp with the following code in precast()
Code
if player.hpp > 76 and player.tp < 100 then
equip(sets.ringLat)
end
With the following code, the nuking set is equipped and my HP is @ 74% but the ring will not equip until I cast again. I have beaten my head to a pulp trying to figure this out but unsuccessful. Any idea?
Code
function midcast(spell)
if spell.skill == 'Elemental Magic' and not hnmList:contains(player.target.name) then
equip(sets.midcast.nuke)
if player.hpp < 76 and player.tp < 100 then
equip({ring1="Sorcerer's Ring"})
add_to_chat(8, "Equipping Sorcerer's Ring for "..spell.english)
end
if player.mpp < 50 then
equip({neck="Uggalepih Pendant"})
end
end -- end elemental magic
end -- end midcast function The problem, if I understand GS correctly, is that precast and midcast are called almost simultaneously, so it's not detecting your precast HP change. Since your HP is then lower at the start of the *next* cast, that's why it's equipping your ring properly. The only way to fix this would be to have a cancel_spell in the precast and re-send the command to cast the spell again, but you're looking at delaying basically every cast, and I'm not sure that's something you want to do. Yeah the hpp variable won't have updated in between precast and midcast most of the time, so you'll have to create your own flag for it. At the top of your file create a global variable:
Then in your precast, where you put on your HP reducing gear: Code if player.hpp > 76 and player.tp < 100 then
equip(sets.ringLat)
useSorcRing = true
end
Then in midcast, do this: Code function midcast(spell)
if spell.skill == 'Elemental Magic' and not hnmList:contains(player.target.name) then
equip(sets.midcast.nuke)
if (useSorcRing or player.hpp < 76) and player.tp < 100 then
equip({ring1="Sorcerer's Ring"})
add_to_chat(8, "Equipping Sorcerer's Ring for "..spell.english)
useSorcRing = false
end
if player.mpp < 50 then
equip({neck="Uggalepih Pendant"})
end
end -- end elemental magic
end -- end midcast function
Server: Asura
Game: FFXI
Posts: 363
By Asura.Vafruvant 2015-08-29 15:24:11
I didn't even think about a flag like that, good call.
Server: Asura
Game: FFXI
Posts: 95
By Asura.Omnijuggernaut 2015-08-29 20:21:53
I have been trying to get my gearswap to use certain sets when I enhance myself and a different set when enhancing party.
I started checking with showswaps to see if it was set right but it seems that my direct spell is overwriting my self cast. CureSelf works changing gear but i can't get spells like refresh to put telchine body on for the duration.
No laughing at my gear, this is a new account, been trying to catch up on gear.
Furthermore I know I suck at gearswap, so if you can help me clean this up if at all possible that would be great, I know I have a lot of lines that probably aren't needed.
Code -------------------------------------------------------------------------------------------------------------------
-- Setup functions for this job. Generally should not be modified.
-------------------------------------------------------------------------------------------------------------------
-- Initialization function for this job file.
function get_sets()
mote_include_version = 2
-- Load and initialize the include file.
include('Mote-Include.lua')
end
-- Setup vars that are user-independent. state.Buff vars initialized here will automatically be tracked.
function job_setup()
state.Buff.Saboteur = buffactive.saboteur or false
end
-------------------------------------------------------------------------------------------------------------------
-- User setup functions for this job. Recommend that these be overridden in a sidecar file.
-------------------------------------------------------------------------------------------------------------------
-- Setup vars that are user-dependent. Can override this function in a sidecar file.
function user_setup()
state.OffenseMode:options('None', 'Normal')
state.HybridMode:options('Normal', 'PhysicalDef', 'MagicalDef')
state.CastingMode:options('Normal', 'Resistant')
state.IdleMode:options('Normal', 'PDT', 'MDT')
gear.default.obi_waist = "Sekhmet Corset"
select_default_macro_book()
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['Chainspell'] = {body="Vitivation Tabard +1"}
-- Waltz set (chr and vit)
sets.precast.Waltz = {
head="Hagondes hat",
body="Gendewitha Bliaut",hands="Helios Gloves",
back="Refraction Cape",legs="Orvail Pants +1",feet="Uk'uxkaj boots"}
-- Don't need any special gear for Healing Waltz.
sets.precast.Waltz['Healing Waltz'] = {}
-- Fast cast sets for spells
-- 80% Fast Cast (including trait) for all spells, plus 5% quick cast
-- No other FC sets necessary.
sets.precast.FC = {main="Marin staff +1",sub="Mephitis grip",ammo="Impatiens",
head="Atrophy chapeau +1",neck="Orunmila's torque",ear1="Estoqueur's earring",ear2="Gwati earring",
body="Vitivation Tabard +1",hands="Gendewitha gages +1",ring1="Perception Ring",ring2="Sangoma Ring",
back="Ogapepo cape",waist="Witful belt",legs="Artsieq hose",feet="Helios boots"}
sets.precast.FC.Impact = set_combine(sets.precast.FC, {head=empty,body="Twilight Cloak"})
-- Midcast Sets
sets.midcast.Cure = {main="Tamaxchi",sub="Sors shield",ammo="Esper Stone +1",
head="Gendewitha Caubeen",neck="Colossus's Torque",ear1="Lifestorm Earring",ear2="Psystorm Earring",
body="Vitivation tabard +1",hands="Lethargy gantherots +1",ring1="Ephedra Ring",ring2="Haoma's Ring",
back="Vates cape +1",waist="Ovate rope",legs="Atrophy Tights +1",feet="Vanya clogs"}
sets.midcast.Curaga = sets.midcast.Cure
sets.midcast.CureSelf = {ring1="Kunaji Ring",ring2="Asklepian Ring",hands="Buremte Gloves"}
sets.midcast['Enhancing Magic'] = {main="Pukulatmuj",sub="Secespita",
head="Telchine cap",neck="Colossus's Torque",ear1="Andoaa earring",ear2="Augmenting earring",
body="Vitivation tabard +1",hands="Atrophy gloves +1",
back="Ghostfyre cape",waist="Olympus Sash",legs="Atrophy tights +1",feet="Lethargy Houseaux +1"}
sets.midcast.Enwater = {main="Pukulatmuj",sub="Secespita",
head="Umuthi hat",neck="Colossus's Torque",ear1="Andoaa earring",ear2="Hollow earring",
body="Vitivation tabard +1",hands="Vitivation gloves",
back="Ghostfyre cape",waist="Olympus Sash",legs="Atrophy tights +1",feet="Lethargy Houseaux +1"}
sets.midcast.Enthunder = {main="Pukulatmuj",sub="Secespita",
head="Umuthi hat",neck="Colossus's Torque",ear1="Andoaa earring",ear2="Hollow earring",
body="Vitivation tabard +1",hands="Vitivation gloves",
back="Ghostfyre cape",waist="Olympus Sash",legs="Atrophy tights +1",feet="Lethargy Houseaux +1"}
sets.midcast.Enstone = {main="Pukulatmuj",sub="Secespita",
head="Umuthi hat",neck="Colossus's Torque",ear1="Andoaa earring",ear2="Hollow earring",
body="Vitivation tabard +1",hands="Vitivation gloves",
back="Ghostfyre cape",waist="Olympus Sash",legs="Atrophy tights +1",feet="Lethargy Houseaux +1"}
sets.midcast.Enblizzard = {main="Pukulatmuj",sub="Secespita",
head="Umuthi hat",neck="Colossus's Torque",ear1="Andoaa earring",ear2="Hollow earring",
body="Vitivation tabard +1",hands="Vitivation gloves",
back="Ghostfyre cape",waist="Olympus Sash",legs="Atrophy tights +1",feet="Lethargy Houseaux +1"}
sets.midcast.Enfire = {main="Pukulatmuj",sub="Secespita",
head="Umuthi hat",neck="Colossus's Torque",ear1="Andoaa earring",ear2="Hollow earring",
body="Vitivation tabard +1",hands="Vitivation gloves",
back="Ghostfyre cape",waist="Olympus Sash",legs="Atrophy tights +1",feet="Lethargy Houseaux +1"}
sets.midcast.Enaero = {main="Pukulatmuj",sub="Secespita",
head="Umuthi hat",neck="Colossus's Torque",ear1="Andoaa earring",ear2="Hollow earring",
body="Vitivation tabard +1",hands="Vitivation gloves",
back="Ghostfyre cape",waist="Olympus Sash",legs="Atrophy tights +1",feet="Lethargy Houseaux +1"}
sets.midcast['Gain-Str'] = {main="Pukulatmuj",sub="Secespita",
head="Umuthi hat",neck="Colossus's Torque",ear1="Andoaa earring",ear2="Augmenting earring",
body="Vitivation tabard +1",hands="Vitivation gloves",
back="Ghostfyre cape",waist="Olympus Sash",legs="Atrophy tights +1",feet="Lethargy Houseaux +1"}
sets.midcast['Gain-Dex'] = {main="Pukulatmuj",sub="Secespita",
head="Umuthi hat",neck="Colossus's Torque",ear1="Andoaa earring",ear2="Augmenting earring",
body="Vitivation tabard +1",hands="Vitivation gloves",
back="Ghostfyre cape",waist="Olympus Sash",legs="Atrophy tights +1",feet="Lethargy Houseaux +1"}
sets.midcast['Gain-Vit'] = {main="Pukulatmuj",sub="Secespita",
head="Umuthi hat",neck="Colossus's Torque",ear1="Andoaa earring",ear2="Augmenting earring",
body="Vitivation tabard +1",hands="Vitivation gloves",
back="Ghostfyre cape",waist="Olympus Sash",legs="Atrophy tights +1",feet="Lethargy Houseaux +1"}
sets.midcast['Gain-Agi'] = {main="Pukulatmuj",sub="Secespita",
head="Umuthi hat",neck="Colossus's Torque",ear1="Andoaa earring",ear2="Augmenting earring",
body="Vitivation tabard +1",hands="Vitivation gloves",
back="Ghostfyre cape",waist="Olympus Sash",legs="Atrophy tights +1",feet="Lethargy Houseaux +1"}
sets.midcast['Gain-Int'] = {main="Pukulatmuj",sub="Secespita",
head="Umuthi hat",neck="Colossus's Torque",ear1="Andoaa earring",ear2="Augmenting earring",
body="Vitivation tabard +1",hands="Vitivation gloves",
back="Ghostfyre cape",waist="Olympus Sash",legs="Atrophy tights +1",feet="Lethargy Houseaux +1"}
sets.midcast['Gain-Mnd'] = {main="Pukulatmuj",sub="Secespita",
head="Umuthi hat",neck="Colossus's Torque",ear1="Andoaa earring",ear2="Augmenting earring",
body="Vitivation tabard +1",hands="Vitivation gloves",
back="Ghostfyre cape",waist="Olympus Sash",legs="Atrophy tights +1",feet="Lethargy Houseaux +1"}
sets.midcast['Gain-Chr'] = {main="Pukulatmuj",sub="Secespita",
head="Umuthi hat",neck="Colossus's Torque",ear1="Andoaa earring",ear2="Augmenting earring",
body="Vitivation tabard +1",hands="Vitivation gloves",
back="Ghostfyre cape",waist="Olympus Sash",legs="Atrophy tights +1",feet="Lethargy Houseaux +1"}
sets.midcast.Protect = {main="Pukulatmuj",sub="Beatific shield",
head="Lethargy Chappel",neck="Colossus's Torque",
body="Lethargy sayon +1",hands="Atrophy gloves +1",ring2="Sheltered ring",
back="Ghostfyre cape",waist="Olympus Sash",legs="Lethargy fuseau +1",feet="Lethargy Houseaux +1"}
sets.midcast.ProtectSelf = {main="Pukulatmuj",sub="Beatific shield",
head="Telchine cap",neck="Colossus's Torque",
body="Telchine chasuble",hands="Atrophy gloves +1",ring2="Sheltered ring",
back="Ghostfyre cape",waist="Olympus Sash",legs="Telchine braconi",feet="Lethargy Houseaux +1"}
sets.midcast.Shell = {main="Pukulatmuj",sub="Beatific shield",
head="Lethargy Chappel",neck="Colossus's Torque",
body="Lethargy sayon +1",hands="Atrophy gloves +1",ring2="Sheltered ring",
back="Ghostfyre cape",waist="Olympus Sash",legs="Lethargy fuseau +1",feet="Lethargy Houseaux +1"}
sets.midcast.ShellSelf = {main="Pukulatmuj",sub="Beatific shield",
head="Telchine cap",neck="Colossus's Torque",
body="Telchine chasuble",hands="Atrophy gloves +1",ring2="Sheltered ring",
back="Ghostfyre cape",waist="Olympus Sash",legs="Telchine braconi",feet="Lethargy Houseaux +1"}
sets.midcast.Haste = {main="Pukulatmuj",sub="Beatific shield",
head="Lethargy Chappel",neck="Colossus's Torque",
body="Lethargy sayon +1",hands="Atrophy gloves +1",ring2="Sheltered ring",
back="Ghostfyre cape",waist="Olympus Sash",legs="Lethargy fuseau +1",feet="Lethargy Houseaux +1"}
sets.midcast.HasteSelf = {main="Pukulatmuj",sub="Beatific shield",
head="Telchine cap",neck="Colossus's Torque",
body="Telchine chasuble",hands="Atrophy gloves +1",ring2="Sheltered ring",
back="Ghostfyre cape",waist="Olympus Sash",legs="Telchine braconi",feet="Lethargy Houseaux +1"}
sets.midcast.Refresh = {main="Pukulatmuj",sub="Beatific shield",
head="Lethargy Chappel",neck="Colossus's Torque",
body="Lethargy sayon +1",hands="Atrophy gloves +1",ring2="Sheltered ring",
back="Ghostfyre cape",waist="Olympus Sash",legs="Lethargy fuseau +1",feet="Lethargy Houseaux +1"}
sets.midcast.RefreshSelf = {main="Pukulatmuj",sub="Beatific shield",
head="Telchine cap",neck="Colossus's Torque",
body="Telchine chasuble",hands="Atrophy gloves +1",
back="Ghostfyre cape",waist="Olympus Sash",legs="Lethargy fuseau +1",feet="Lethargy Houseaux +1"}
sets.midcast.Phalanx = {main="Egeking",sub="Secespita",
head="Umuthi hat",neck="Colossus's Torque",ear1="Andoaa earring",ear2="Augmenting earring",
body="Vitivation tabard +1",hands="Vitivation gloves",ring1="Perception ring",
back="Estoqueur's Cape",waist="Olympus Sash",legs="Atrophy tights +1",feet="Lethargy Houseaux +1"}
sets.midcast.Temper = {main="Pukulatmuj",sub="Secespita",
head="Umuthi hat",neck="Colossus's Torque",ear1="Andoaa earring",ear2="Augmenting earring",
body="Vitivation tabard +1",hands="Vitivation gloves",ring1="Perception ring",
back="Estoqueur's cape",waist="Olympus Sash",legs="Atrophy tights +1",feet="Lethargy Houseaux +1"}
sets.midcast.Regen = {main="Pukulatmuj",sub="Beatific shield",
head="Lethargy Chappel",neck="Colossus's Torque",
body="Telchine chasuble",hands="Atrophy gloves +1",ring2="Sheltered ring",
back="Ghostfyre cape",waist="Olympus Sash",legs="Lethargy fuseau +1",feet="Lethargy Houseaux +1"}
sets.midcast.RegenSelf = {main="Pukulatmuj",sub="Beatific shield",
head="Telchine cap",neck="Colossus's Torque",
body="Telchine chasuble",hands="Atrophy gloves +1",
back="Ghostfyre cape",waist="Olympus Sash",legs="Telchine braconi",feet="Lethargy Houseaux +1"}
sets.midcast.Cursna = {neck="Malison medallion",back="Orentania's cape +1",ring1="Haoma's ring",
ring2="ephedra ring",feet="Vanya clogs"}
sets.midcast.Stoneskin = {main="Pukulatmuj",sub="Secespita",
head="Umuthi hat",neck="Stone gorget",ear1="Andoaa earring",ear2="Earthcry earring",
body="Vitivation tabard +1",hands="Stone mufflers",ring1="Perception ring",
back="Estoqueur's cape",waist="Siegel Sash",legs="Haven hose",feet="Lethargy Houseaux +1"}
sets.midcast['Enfeebling Magic'] = {main="Marin staff +1",sub="Mephitis grip",range="Aureole",
head="Vitivation Chapeau +1",neck="Weike torque",ear1="Lifestorm Earring",ear2="Psystorm Earring",
body="Lethargy sayon +1",hands="Hagondes cuffs",ring1="Perception Ring",ring2="Sangoma Ring",
back="Ogapepo Cape",waist="Ovate rope",legs="Artsieq hose",feet="Artsieq boots"}
sets.midcast.Distract = {main="Marin staff +1",sub="Mephitis grip",range="Aureole",
head="Vitivation Chapeau +1",neck="Weike torque",ear1="Lifestorm Earring",ear2="Psystorm Earring",
body="Lethargy sayon +1",hands="Hagondes cuffs",ring1="Perception Ring",ring2="Sangoma Ring",
back="Ogapepo Cape",waist="Ovate rope",legs="Artsieq hose",feet="Artsieq boots"}
sets.midcast.Frazzle = {main="Marin staff +1",sub="Mephitis grip",range="Aureole",
head="Vitivation Chapeau +1",neck="Weike torque",ear1="Lifestorm Earring",ear2="Psystorm Earring",
body="Lethargy sayon +1",hands="Hagondes cuffs",ring1="Perception Ring",ring2="Sangoma Ring",
back="Ogapepo Cape",waist="Ovate rope",legs="Artsieq hose",feet="Artsieq boots"}
sets.midcast['Dia III'] = set_combine(sets.midcast['Enfeebling Magic'], {head="Vitivation Chapeau"})
sets.midcast['Slow II'] = set_combine(sets.midcast['Enfeebling Magic'], {head="Vitivation Chapeau"})
sets.midcast['Elemental Magic'] = {main="Lehbrailg +2",sub="Mephitis Grip",ammo="Memoria sachet",
head="Helios band",neck="Eddy Necklace",ear1="Friomisi Earring",ear2="Sortiarius Earring",
body="Hagondes coat",hands="Helios gloves",ring1="Fenrir Ring +1",ring2="Acumen Ring",
back="Toro Cape",waist="Othila sash",legs="Hagondes pants",feet="Helios boots"}
sets.midcast.Impact = set_combine(sets.midcast['Elemental Magic'], {head=empty,body="Twilight Cloak"})
sets.midcast.Drain = {main="Lehbrailg +2",sub="Mephitis Grip",ranged="Aureole",
head="Befouled crown",neck="Eddy Necklace",ear1="Estoqueur's earring",ear2="Psystorm Earring",
body="Atrophy tabard",hands="Hagondes Cuffs",ring1="Perception Ring",ring2="Sangoma Ring",
back="Ogapepo Cape",waist="Ovate rope",legs="Lethargy fuseau +1",feet="Helios boots"}
sets.midcast.Aspir = {main="Lehbrailg +2",sub="Mephitis Grip",ranged="Aureole",
head="Befouled crown",neck="Eddy Necklace",ear1="Estoqueur's earring",ear2="Psystorm Earring",
body="Atrophy tabard",hands="Hagondes Cuffs",ring1="Perception Ring",ring2="Sangoma Ring",
back="Ogapepo Cape",waist="Ovate rope",legs="Lethargy fuseau +1",feet="Helios boots"}
sets.midcast['Stun'] = {main="Marin staff +1",sub="Mephitis grip",ammo="Impatiens",
head="Atrophy chapeau +1",neck="Orunmila's torque",ear1="Estoqueur's earring",ear2="Gwati earring",
body="Vitivation Tabard +1",hands="Gendewitha gages +1",ring1="Perception Ring",ring2="Sangoma Ring",
back="Ogapepo cape",waist="Pya'ekue belt",legs="Artsieq hose",feet="Helios boots"}
sets.midcast.Drain = set_combine(sets.midcast['Dark Magic'], {ring1="Excelsis Ring", waist="Fucho-no-Obi"})
sets.midcast.Aspir = sets.midcast.Drain
-- Weaponskill sets
-- Default set for any weaponskill that isn't any more specifically defined
sets.precast.WS = {ammo="Paeapua",
head="Taeon chapeau",neck="Fotia gorget",ear1="Bladeborn earring",ear2="Steelflash Earring",
body="Taeon tabard",hands="Taeon Gloves",ring1="Rajas Ring",ring2="K'ayres Ring",
back="Bleating Mantle",waist="Fotia belt",legs="Taeon tights",feet="Atrophy Boots +1"}
sets.precast.WS['Sanguine Blade'] = set_combine(sets.precast.WS, {ammo="Memoria sachet",
head="Helios band",neck="Eddy Necklace",ear1="Friomisi Earring",ear2="Hecate's Earring",
body="Hagondes coat",hands="Helios gloves",ring1="Fenrir Ring +1",ring2="Acumen Ring",
back="Toro Cape",waist="Othila sash",legs="Hagondes pants",feet="Helios boots"})
sets.precast.WS['Requiescat'] = set_combine(sets.precast.WS, {ammo="Oreiad's tathlum",
head="Atrophy chapeau +1",neck="Tlamiztli collar",ear1="Lifestorm Earring",ear2="Bladeborn Earring",
body="Vitivation tabard +1",hands="Atrophy gloves +1",ring1="Rajas Ring",ring2="Perception Ring",
back="Buquwik Cape",waist="Prosilo belt +1",legs="Telchine braconi",feet="Artsieq boots"})
sets.precast.WS['Aeolian Edge'] = set_combine(sets.precast.WS, {ammo="Memoria sachet",
head="Helios band",neck="Eddy Necklace",ear1="Friomisi Earring",ear2="Hecate's Earring",
body="Hagondes coat",hands="Helios gloves",ring1="Fenrir Ring +1",ring2="Acumen Ring",
back="Toro Cape",waist="Othila sash",legs="Hagondes pants",feet="Helios boots"})
sets.precast.WS['Savage Blade'] = set_combine(sets.precast.WS, {ammo="Yetshila",
head="Atrophy Chapeau +1",neck="Fotia gorget",ear1="Brutal Earring",ear2="Moonshade Earring",
body="Taeon Tabard",hands="Lethargy Gantherotes",ring1="Rajas ring",ring2="Karieyh Ring",
back="Buquwik cape",waist="Fotia belt",legs="Lethargy fuseau +1",feet="Lethargy houseaux +1"})
sets.precast.WS['Chant du Cygne'] = set_combine(sets.precast.WS, {ammo="Yetshila",
head="Taeon chapeau",neck="Shifting necklace",ear1="Brutal Earring",ear2="Moonshade Earring",
body="Taeon Tabard",hands="Taeon gloves",ring1="Rajas ring",ring2="Jupiter's Ring",
back="Kayapa cape",waist="Artful belt +1",legs="Taeon tights",feet="Taeon boots"})
sets.precast.WS['Death Blossom'] = set_combine(sets.precast.WS, {ammo="Yetshila",
head="Atrophy Chapeau +1",neck="Fotia gorget",ear1="Brutal Earring",ear2="Moonshade Earring",
body="Taeon tabard",hands="Lethargy Gantherotes +1",ring1="Rajas ring",ring2="Karieyh Ring",
back="Buquwik cape",waist="Fotia belt",legs="Lethargy fuseau +1",feet="Lethargy houseaux +1"})
-- Sets for special buff conditions on spells.
sets.buff.Saboteur = {hands="Lethargy Gantherots +1"}
-- Sets to return to when not performing an action.
-- Resting sets
sets.resting = {main="Bolelabunga",sub="Beatific shield",ammo="Impatiens",
head="Vitivation Chapeau +1",neck="Wiglen Gorget",
body="Atrophy Tabard",hands="Serpentes Cuffs",ring1="Paguroidea Ring",ring2="Sheltered Ring",
back="Kumbira cape",waist="Witful Belt",back="Shadow Mantle",legs="Nares trews",feet="Serpentes Sabots"}
-- Idle sets
sets.idle = {main="Bolelabunga",sub="Beatific shield",ammo="Impatiens",
head="Vitivation Chapeau +1",neck="Wiglen Gorget",ear1="Estoqueur's Earring",ear2="Loquacious Earring",
body="Lethargy sayon +1",hands="Serpentes Cuffs",ring1="Paguroidea Ring",ring2="Sheltered Ring",
back="Kumbira cape",waist="Flume Belt",legs="Nares trews",feet="Serpentes Sabots"}
sets.idle.Town = {main="Bolelabunga",sub="Beatific shield",ammo="Impatiens",
head="Vitivation Chapeau +1",neck="Wiglen Gorget",ear1="Estoqueur's Earring",ear2="Loquacious Earring",
body="Lethargy sayon +1",hands="Serpentes Cuffs",ring1="Paguroidea Ring",ring2="Sheltered Ring",
back="Kumbira cape",waist="Flume Belt",legs="Nares trews",feet="Serpentes Sabots"}
sets.idle.Weak = {main="Bolelabunga",sub="Beatific shield",ammo="Impatiens",
head="Vitivation Chapeau +1",neck="Wiglen Gorget",ear1="Estoqueur's Earring",ear2="Loquacious Earring",
body="Lethargy sayon +1",hands="Serpentes Cuffs",ring1="Paguroidea Ring",ring2="Sheltered Ring",
back="Kumbira cape",waist="Flume Belt",legs="Nares trews",feet="Serpentes Sabots"}
-- Defense sets
sets.defense.PDT = {main="Egeking",sub="Beatific shield",range="Phulax bow",
head="Gendewitha caubeen",neck="Wiglen Gorget",ear1="Merman's earring",ear2="Merman's earring",
body="Emet harness +1",hands="Buremte gloves",ring1="Paguroidea Ring",ring2="Yacuruna Ring",
back="Umbra cape",waist="Pya'ekue belt",legs="Hagondes pants",feet="Gendewitha galoshes"}
sets.defense.MDT = {main="Egeking",sub="Beatific shield",ammo="Memoria sachet",
head="Gendewitha caubeen",neck="Twilight torque",ear1="Merman's earring",ear2="Merman's earring",
body="Hagondes coat",hands="Buremte gloves",ring1="Paguroidea Ring",ring2="Yacuruna Ring",
back="Umbra cape",waist="Pya'ekue belt",legs="Hagondes pants",feet="Gendewitha galoshes"}
sets.Kiting = {legs="Crimson Cuisses"}
sets.latent_refresh = {waist="Fucho-no-obi"}
-- Engaged sets
-- Variations for TP weapon and (optional) offense/defense modes. Code will fall back on previous
-- sets if more refined versions aren't defined.
-- If you create a set with both offense and defense modes, the offense mode should be first.
-- EG: sets.engaged.Dagger.Accuracy.Evasion
-- Normal melee group
sets.engaged = {main="Pukulatmuj",sub="Beatific shield",ammo="Paeapua",
head="Taeon chapeau",neck="Asperity Necklace",ear1="Brutal earring",ear2="Suppanomimi",
body="Taeon tabard",hands="Taeon Gloves",ring1="Rajas Ring",ring2="K'ayres Ring",
back="Bleating Mantle",waist="windbuffet belt +1",legs="Taeon tights",feet="Taeon boots"}
end
-------------------------------------------------------------------------------------------------------------------
-- Job-specific hooks for standard casting events.
-------------------------------------------------------------------------------------------------------------------
-- Run after the default midcast() is done.
-- eventArgs is the same one used in job_midcast, in case information needs to be persisted.
function job_post_midcast(spell, action, spellMap, eventArgs)
if spell.skill == 'Enfeebling Magic' and state.Buff.Saboteur then
equip(sets.buff.Saboteur)
elseif spell.skill == 'Enhancing Magic' then
equip(sets.midcast.EnhancingDuration)
if buffactive.composure and spell.target.type == 'PLAYER' then
equip(sets.buff.ComposureOther)
end
elseif spellMap == 'Cure' and spell.target.type == 'SELF' then
equip(sets.midcast.CureSelf)
end
end
-------------------------------------------------------------------------------------------------------------------
-- Job-specific hooks for non-casting events.
-------------------------------------------------------------------------------------------------------------------
-- Handle notifications of general user state change.
function job_state_change(stateField, newValue, oldValue)
if stateField == 'Offense Mode' then
if newValue == 'None' then
enable('main','sub','range')
else
disable('main','sub','range')
end
end
end
-------------------------------------------------------------------------------------------------------------------
-- User code that supplements standard library decisions.
-------------------------------------------------------------------------------------------------------------------
-- Modify the default idle set after it was constructed.
function customize_idle_set(idleSet)
if player.mpp < 51 then
idleSet = set_combine(idleSet, sets.latent_refresh)
end
return idleSet
end
-- Set eventArgs.handled to true if we don't want the automatic display to be run.
function display_current_job_state(eventArgs)
display_current_caster_state()
eventArgs.handled = true
end
-------------------------------------------------------------------------------------------------------------------
-- Utility functions specific to this job.
-------------------------------------------------------------------------------------------------------------------
-- Select default macro book on initial load or subjob change.
function select_default_macro_book()
-- Default macro set/book
if player.sub_job == 'DNC' then
set_macro_page(2, 4)
elseif player.sub_job == 'NIN' then
set_macro_page(3, 4)
elseif player.sub_job == 'THF' then
set_macro_page(4, 4)
else
set_macro_page(1, 4)
end
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.
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