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On Healing Hands - A Comprehensive WHM Guide (V2)
By RolandJ 2015-12-06 17:08:04
Thanks again Conagh! I'd look into that right now but I just found out that I have much a bigger problem. My gs is loading a ghost file. I've deleted my whm.lua, as a test, and gs still loads it after //lua u gearswap > //lua l gearswap and after rebooting ffxi. Where this file is is located unbeknownst to me; I have been using 'C:\Program Files (x86)\Windower4\addons\GearSwap\data\Rolandj' as my directory and gs has been updating my lua properly until this evening afaik.
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.
send_command('unbind ^`')
send_command('unbind ^1')
send_command('unbind ^2')
send_command('unbind ^%numpad0')
send_command('unbind ^%numpad1')
send_command('unbind ^c')
send_command('unbind ^d')
send_command('unbind ^e')
send_command('unbind ^s')
send_command('bind ^` input /ma "Aurorastorm" <me>')
send_command('bind ^1 input /ja "Sublimation" <me>')
send_command('bind ^2 input /ja "Divine Caress" <me>;wait 1.2;input /ja "Accession" <me>')
send_command('bind ^%numpad0 input /ja "Penury" <me>')
send_command('bind ^%numpad1 input /ja "Celerity" <me>')
send_command('bind ^c input /ja "Divine Caress" <me>')
send_command('bind ^d input /ja "Divine Seal" <me>')
send_command('bind ^e input /ma "Esuna" <me>')
send_command('bind ^s input /ja "Sacrosanctity" <me>')
-- 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()
state.Buff['Afflatus Solace'] = buffactive['Afflatus Solace'] or false
state.Buff['Afflatus Misery'] = buffactive['Afflatus Misery'] or false
end
-- Setup vars that are user-dependent. Can override this function in a sidecar file.
function user_setup()
-- Options: Override default values
options.OffenseModes = {'None', 'Normal'}
options.DefenseModes = {'Normal'}
options.WeaponskillModes = {'Normal'}
options.CastingModes = {'Normal', 'Resistant', 'Dire'}
options.IdleModes = {'Normal', 'PDT'}
options.RestingModes = {'Normal'}
options.PhysicalDefenseModes = {'PDT'}
options.MagicalDefenseModes = {'MDT'}
state.Defense.PhysicalMode = 'PDT'
state.OffenseMode = 'None'
-- Default macro set/book
set_macro_page(2, 19)
end
-- Define sets and vars used by this job file.
function init_gear_sets()
--------------------------------------
-- Start defining the sets
--------------------------------------
-- Precast Sets
-- Fast cast sets for spells
sets.precast.FC = {main="Queller rod",ammo="Sapience orb",
head="Nahtirah Hat",neck="Orunmila's torque",ear1="Enchanter's earring +1",ear2="Loquacious Earring",
body="Anhur Robe",hands="Fanatic gloves",ring1="Weather. ring",ring2="Prolix Ring",
back="Swith Cape +1",waist="Witful Belt",legs="Artsieq hose",feet="Regal pumps +1"}
sets.precast.FC['Enhancing Magic'] = set_combine(sets.precast.FC, {})
sets.precast.FC.Stoneskin = set_combine(sets.precast.FC['Enhancing Magic'], {})
sets.precast.FC.Arise = set_combine(sets.precast.FC, {legs="Ebers pant. +1"})
sets.precast.FC.Raise = set_combine(sets.precast.FC, {legs="Ebers pant. +1"})
sets.precast.FC['Healing Magic'] = set_combine(sets.precast.FC, {legs="Ebers Pant. +1"})
sets.precast.FC.StatusRemoval = set_combine(sets.precast.FC, {legs="Ebers pant. +1"})
sets.precast.FC.Cure = set_combine(sets.precast.FC['Healing Magic'], {main="Queller rod",ear2="Nourish. earring +2",legs="Ebers pant. +1"})
sets.precast.FC.Curaga = sets.precast.FC.Cure
-- Precast sets to enhance JAs
sets.precast.JA.Benediction = {body="Piety Briault +1"}
sets.precast.JA.Devotion = {}
-- Waltz set (chr and vit)
sets.precast.Waltz = {}
-- Weaponskill sets
-- Default set for any weaponskill that isn't any more specifically defined
gear.default.weaponskill_neck = "Asperity Necklace"
gear.default.weaponskill_waist = ""
sets.precast.WS = {}
sets.precast.WS['Flash Nova'] = {}
-- Midcast Sets
sets.midcast.FastRecast = {head="Nahtirah Hat",neck="Orunmila's torque",ear1="Enchanter's earring +1",ear2="Loquacious Earring",
body="Anhur Robe",hands="Fanatic gloves",ring1="Weatherspoon ring",ring2="Prolix Ring",
back="Swith Cape +1",waist="Witful Belt",legs="Telchine braconi",feet="Regal pumps +1"}
-- Cure sets
gear.default.obi_waist = "Pythia sash +1"
gear.default.obi_weapon = "Queller rod"
gear.default.grip = "Genbu's shield" -- not functioning --
gear.default.obi_back = "Mending Cape"
sets.midcast.CureSolace = {
main=gear.ElementalWeapon,
sub=gear.ElementalGrip,
ammo="Homiliary",
head="Gende. Caubeen",
neck="Nodens gorget",
ear1="Glorious earring",
ear2="Nourish. earring +1",
body="Ebers bliaud +1",
hands="Kaykaus cuffs",
ring1="Kuchekula ring",
ring2="Sirona's ring",
back=gear.ElementalCape,
waist=gear.ElementalObi,
legs="Ebers pant. +1",
feet="Kaykaus boots"}
sets.midcast.Cure = {
main=gear.ElementalWeapon,
sub=gear.ElementalGrip,
ammo="Homiliary",
head="Gende. Caubeen",
neck="Nodens gorget",
ear1="Glorious earring",
ear2="Nourish. earring +1",
body="Ebers bliaud +1",
hands="Kaykaus cuffs",
ring1="Kuchekula ring",
ring2="Sirona's ring",
back=gear.ElementalCape,
waist=gear.ElementalObi,
legs="Ebers pant. +1",
feet="Kaykaus boots"}
sets.midcast.Curaga = {
main=gear.ElementalWeapon,
sub=gear.ElementalGrip,
ammo="Homiliary",
head="Gende. caubeen",
neck="Nodens gorget",
ear1="Glorious earring",
ear2="Nourish. earring +1",
body="Ebers bliaud +1",
hands="Kaykaus cuffs",
ring1="Kuchekula ring",
ring2="Sirona's ring",
back=gear.ElementalCape,
waist=gear.ElementalObi,
legs="Ebers pant. +1",
feet="Kaykaus boots"}
sets.midcast.CureMelee = {main="Queller rod",
head="Gende. caubeen",neck="Nodens gorget",ear1="Glorious earring",ear2="Nourishing earring +1",
body="Ebers bliaud +1",hands="Kaykaus cuffs",ring1="Kuchekula ring",ring2="Sirona's ring",
back="Mending Cape",waist=gear.ElementalObi,legs="Ebers pant. +1",feet="Kaykaus boots"}
sets.midcast.Cursna = {main="Beneficus",ammo="Homiliary",
head="Ebers cap +1",neck="Malison Medallion",
body="ebers briault +1",hands="fanatic gloves",ring1="Haoma's Ring",ring2="Haoma's Ring",
back="Mending Cape",legs="Theo. pant. +1"}
sets.midcast.StatusRemoval = {
head="Ebers cap +1",legs="Ebers Pant. +1"}
-- 110 total Enhancing Magic Skill; caps even without Light Arts
sets.midcast['Enhancing Magic'] = {
main="Beneficus",
ammo="Homiliary",
head="Befouled crown",
neck="Enhancing torque",
body="Anhur robe",
back="Mending Cape",
legs="piety pantaln. +1",
feet="Ebers duckbills"}
sets.midcast.Stoneskin = {ammo="Homiliary",head="Befouled crown",neck="Nodens gorget",body="Anhur robe",legs="piety pantaln. +1",feet="Ebers duckbills"}
sets.midcast.Aquaveil = {main="Beneficus",head="Befouled crown",body="Anhur robe",back="Mending Cape",legs="piety pantaln. +1",feet="Ebers duckbills +1"}
sets.midcast.Auspice = {main="Beneficus",head="Befouled crown",body="Anhur robe",back="Mending Cape",legs="piety pantaln. +1",feet="Ebers duckbills +1"}
sets.midcast.Aurorastorm = {main="Beneficus",head="Befouled crown",body="Anhur robe",back="Mending Cape",legs="piety pantaln. +1",feet="Ebers duckbills +1"}
sets.midcast.BarElement = {
main="Beneficus",
sub="Genbu's Shield",
ammo="Homiliary",
head="Ebers cap +1",
body="ebers briault +1",
hands="ebers mitts +1",
back="Mending Cape",
legs="piety pantaln. +1",
feet="Ebers duckbills"}
sets.midcast.Haste = {}
sets.midcast.Regen = {main="Bolelabunga",
body="Piety briault +1",hands="Ebers mitts +1",legs="Theo. pant. +1"}
sets.midcast.Protectra = {}
sets.midcast.Shellra = {"piety pantaln. +1"}
sets.midcast['Divine Magic'] = {}
sets.midcast['Repose'] = {}
sets.midcast['Elemental Magic'] = {}
sets.midcast['Dark Magic'] = {}
-- Custom spell classes
sets.midcast.MndEnfeebles = {}
sets.midcast.IntEnfeebles = {}
-- Sets to return to when not performing an action.
-- Resting sets
sets.resting = {
main="Queller rod",
sub="Genbu's shield",
ammo="Homiliary",
head="Befouled crown",
neck="Twilight torque",
ear1="Moonshade Earring",
ear2="Nourishing earring +1",
body="Witching robe",
hands="Serpentes Cuffs",
ring1="Weatherspoon ring",
ring2="Defending Ring",
back="Umbra cape",
waist="Fucho-no-Obi",
legs="Assid. 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="Queller rod",
sub="Genbu's shield",
ammo="Homiliary",
head="Befouled crown",
neck="Twilight torque",
ear1="Glorious Earring",
ear2="Moonshade Earring",
body="Witching robe",
hands="Serpentes Cuffs",
ring2="Defending ring",
ring1="Weather. Ring",
back="Umbra cape",
waist="Fucho-no-Obi",
legs="Assid. Pants +1",
feet="Serpentes Sabots"}
sets.idle.PDT = {
main="Queller rod",
sub="Genbu's shield",
ammo="Homiliary",
head="Befouled crown",
neck="Twilight torque",
ear1="Glorious Earring",
ear2="Moonshade Earring",
body="Witching robe",
hands="Serpentes Cuffs",
ring2="Defending ring",
ring1="Weather. Ring",
back="Umbra cape",
waist="Fucho-no-Obi",
legs="Assid. Pants +1",
feet="Serpentes Sabots"}
sets.idle.Town = {
main="Queller rod",
sub="Genbu's shield",
ammo="Homiliary",
head="Befouled crown",
neck="Twilight torque",
ear1="Glorious Earring",
ear2="Moonshade Earring",
body="Councilor's garb",
hands="Serpentes Cuffs",
ring2="Defending ring",
ring1="Weather. Ring",
back="Umbra cape",
waist="Fucho-no-Obi",
legs="Assid. Pants +1",
feet="Herald's Gaiters"}
sets.idle.Weak = {
main="Queller rod",
sub="Genbu's shield",
ammo="Homiliary",
head="Befouled crown",
neck="Twilight torque",
ear1="Glorious Earring",
ear2="Moonshade Earring",
body="Witching robe",
hands="Serpentes Cuffs",
ring2="Defending ring",
ring1="Weatherspoon Ring",
back="Umbra cape",
waist="Fucho-no-Obi",
legs="Assid. Pants +1",
feet="Serpentes Sabots"}
-- Defense sets
sets.defense.PDT = {
main="Queller rod",
sub="Genbu's shield",
ammo="Homiliary",
head="Befouled crown",
neck="Twilight torque",
ear1="Moonshade Earring",
ear2="Nourishing earring +1",
body="Witching robe",
hands="Serpentes Cuffs",
ring2="Defending ring",
ring1="Haoma's Ring",
back="Umbra cape",
waist="Fucho-no-Obi",
legs="Assid. Pants +1",
feet="Serpentes Sabots"}
sets.defense.MDT = {
main="Queller rod",
sub="Genbu's shield",
ammo="Homiliary",
head="Befouled crown",
neck="Twilight torque",
ear1="Moonshade Earring",
ear2="Nourishing earring +1",
body="Witching robe",
hands="Serpentes Cuffs",
ring2="Defending ring",
ring1="Haoma's Ring",
back="Umbra cape",
waist="Fucho-no-Obi",
legs="Assid. Pants +1",
feet="Serpentes Sabots"}
sets.Kiting = {feet="Herald's Gaiters"}
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
-- Basic set for if no TP weapon is defined.
sets.engaged = {}
-- Buff sets: Gear that needs to be worn to actively enhance a current player buff.
sets.buff['Divine Caress'] = {hands="Ebers mitts +1",back="Mending Cape"}
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 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
local map = spell_maps[spell.en]
if map == 'Cure' and player.sub_job == "SCH" and not buffactive.Aurorastorm then
add_to_chat(123,'Aurorastorm not active.')
windower.play_sound('C:\\Program Files (x86)\\Windower4\\addons\\GearSwap\\data\\wav\\Chime.wav')
end
if map == 'Curaga' and player.sub_job == "SCH" and not buffactive.Aurorastorm then
add_to_chat(123,'Aurorastorm not active.')
windower.play_sound('C:\\Program Files (x86)\\Windower4\\addons\\GearSwap\\data\\wav\\Chime.wav')
end
if spell.skill == 'Healing Magic' then
gear.default.obi_back = "Mending Cape"
gear.default.obi_waist = "Pythia sash +1"
else
gear.default.obi_waist = "Eschan stone"
gear.default.obi_back = "Toro Cape"
end
if state.Buff[spell.english] ~= nil then
state.Buff[spell.english] = true
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
-- Return true if we handled the aftercast work. Otherwise it will fall back
-- to the general aftercast() code in Mote-Include.
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') 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
return idleSet
end
-------------------------------------------------------------------------------------------------------------------
-- General hooks for other 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
end
-------------------------------------------------------------------------------------------------------------------
-- User code that supplements self-commands.
-------------------------------------------------------------------------------------------------------------------
-- 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
-- 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
-- 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.
-------------------------------------------------------------------------------------------------------------------
Cerberus.Conagh
Server: Cerberus
Game: FFXI
Posts: 3189
By Cerberus.Conagh 2015-12-06 17:40:01
Thanks again Conagh! I'd look into that right now but I just found out that I have much bigger problems... my gs is having me cure in gear other than what I have defined... I'm curing in ebers head+1, fanatic's gloves, medium's sabots, prolix ring.... none of those are anywhere in my cure sets... To make matters worse, my new keybinds, penury and accession won't become functional. To test that further, I removed the esuna keybind, saved, and reloaded GS and the esuna keybind still exists.... What on earth is going on?!? lol ><
The Ebers Cap +1, fanatic's gloves, and medium's sabots were in my gs a week ago... I've since gotten more proper equipment and replaced them. Why are they still being equipped? I'm guessing that ffxi is handling an old version of my lua somehow, even though it no longer exists... none of the keybind changes I make update, afterall, even after restarting ffxi...
Anyways, I should stop the gs talk on this forum, it's probably not the proper place. I'll make a post of this in a more proper place and look for the answer there.
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.
send_command('unbind ^`')
send_command('unbind ^1')
send_command('unbind ^2')
send_command('unbind ^%numpad0')
send_command('unbind ^%numpad1')
send_command('unbind ^c')
send_command('unbind ^d')
send_command('unbind ^e')
send_command('unbind ^s')
send_command('bind ^` input /ma "Aurorastorm" <me>')
send_command('bind ^1 input /ja "Sublimation" <me>')
send_command('bind ^2 input /ja "Divine Caress" <me>;wait 1.2;input /ja "Accession" <me>')
send_command('bind ^%numpad0 input /ja "Penury" <me>')
send_command('bind ^%numpad1 input /ja "Celerity" <me>')
send_command('bind ^c input /ja "Divine Caress" <me>')
send_command('bind ^d input /ja "Divine Seal" <me>')
send_command('bind ^e input /ma "Esuna" <me>')
send_command('bind ^s input /ja "Sacrosanctity" <me>')
-- 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()
state.Buff['Afflatus Solace'] = buffactive['Afflatus Solace'] or false
state.Buff['Afflatus Misery'] = buffactive['Afflatus Misery'] or false
end
-- Setup vars that are user-dependent. Can override this function in a sidecar file.
function user_setup()
-- Options: Override default values
options.OffenseModes = {'None', 'Normal'}
options.DefenseModes = {'Normal'}
options.WeaponskillModes = {'Normal'}
options.CastingModes = {'Normal', 'Resistant', 'Dire'}
options.IdleModes = {'Normal', 'PDT'}
options.RestingModes = {'Normal'}
options.PhysicalDefenseModes = {'PDT'}
options.MagicalDefenseModes = {'MDT'}
state.Defense.PhysicalMode = 'PDT'
state.OffenseMode = 'None'
-- Default macro set/book
set_macro_page(2, 19)
end
-- Define sets and vars used by this job file.
function init_gear_sets()
--------------------------------------
-- Start defining the sets
--------------------------------------
-- Precast Sets
-- Fast cast sets for spells
sets.precast.FC = {main="Queller rod",ammo="Sapience orb",
head="Nahtirah Hat",neck="Orunmila's torque",ear1="Enchanter's earring +1",ear2="Loquacious Earring",
body="Anhur Robe",hands="Fanatic gloves",ring1="Weather. ring",ring2="Prolix Ring",
back="Swith Cape +1",waist="Witful Belt",legs="Artsieq hose",feet="Regal pumps +1"}
sets.precast.FC['Enhancing Magic'] = set_combine(sets.precast.FC, {})
sets.precast.FC.Stoneskin = set_combine(sets.precast.FC['Enhancing Magic'], {})
sets.precast.FC.Arise = set_combine(sets.precast.FC, {legs="Ebers pant. +1"})
sets.precast.FC.Raise = set_combine(sets.precast.FC, {legs="Ebers pant. +1"})
sets.precast.FC['Healing Magic'] = set_combine(sets.precast.FC, {legs="Ebers Pant. +1"})
sets.precast.FC.StatusRemoval = set_combine(sets.precast.FC, {legs="Ebers pant. +1"})
sets.precast.FC.Cure = set_combine(sets.precast.FC['Healing Magic'], {main="Queller rod",ear2="Nourish. earring +2",legs="Ebers pant. +1"})
sets.precast.FC.Curaga = sets.precast.FC.Cure
-- Precast sets to enhance JAs
sets.precast.JA.Benediction = {body="Piety Briault +1"}
sets.precast.JA.Devotion = {}
-- Waltz set (chr and vit)
sets.precast.Waltz = {}
-- Weaponskill sets
-- Default set for any weaponskill that isn't any more specifically defined
gear.default.weaponskill_neck = "Asperity Necklace"
gear.default.weaponskill_waist = ""
sets.precast.WS = {}
sets.precast.WS['Flash Nova'] = {}
-- Midcast Sets
sets.midcast.FastRecast = {head="Nahtirah Hat",neck="Orunmila's torque",ear1="Enchanter's earring +1",ear2="Loquacious Earring",
body="Anhur Robe",hands="Fanatic gloves",ring1="Weatherspoon ring",ring2="Prolix Ring",
back="Swith Cape +1",waist="Witful Belt",legs="Telchine braconi",feet="Regal pumps +1"}
-- Cure sets
gear.default.obi_waist = "Pythia sash +1"
gear.default.obi_weapon = "Queller rod"
gear.default.grip = "Genbu's shield" -- not functioning --
gear.default.obi_back = "Mending Cape"
sets.midcast.CureSolace = {
main=gear.ElementalWeapon,
sub=gear.ElementalGrip,
ammo="Homiliary",
head="Gende. Caubeen",
neck="Nodens gorget",
ear1="Glorious earring",
ear2="Nourish. earring +1",
body="Ebers bliaud +1",
hands="Kaykaus cuffs",
ring1="Kuchekula ring",
ring2="Sirona's ring",
back=gear.ElementalCape,
waist=gear.ElementalObi,
legs="Ebers pant. +1",
feet="Kaykaus boots"}
sets.midcast.Cure = {
main=gear.ElementalWeapon,
sub=gear.ElementalGrip,
ammo="Homiliary",
head="Gende. Caubeen",
neck="Nodens gorget",
ear1="Glorious earring",
ear2="Nourish. earring +1",
body="Ebers bliaud +1",
hands="Kaykaus cuffs",
ring1="Kuchekula ring",
ring2="Sirona's ring",
back=gear.ElementalCape,
waist=gear.ElementalObi,
legs="Ebers pant. +1",
feet="Kaykaus boots"}
sets.midcast.Curaga = {
main=gear.ElementalWeapon,
sub=gear.ElementalGrip,
ammo="Homiliary",
head="Gende. caubeen",
neck="Nodens gorget",
ear1="Glorious earring",
ear2="Nourish. earring +1",
body="Ebers bliaud +1",
hands="Kaykaus cuffs",
ring1="Kuchekula ring",
ring2="Sirona's ring",
back=gear.ElementalCape,
waist=gear.ElementalObi,
legs="Ebers pant. +1",
feet="Kaykaus boots"}
sets.midcast.CureMelee = {main="Queller rod",
head="Gende. caubeen",neck="Nodens gorget",ear1="Glorious earring",ear2="Nourishing earring +1",
body="Ebers bliaud +1",hands="Kaykaus cuffs",ring1="Kuchekula ring",ring2="Sirona's ring",
back="Mending Cape",waist=gear.ElementalObi,legs="Ebers pant. +1",feet="Kaykaus boots"}
sets.midcast.Cursna = {main="Beneficus",ammo="Homiliary",
head="Ebers cap +1",neck="Malison Medallion",
body="ebers briault +1",hands="fanatic gloves",ring1="Haoma's Ring",ring2="Haoma's Ring",
back="Mending Cape",legs="Theo. pant. +1"}
sets.midcast.StatusRemoval = {
head="Ebers cap +1",legs="Ebers Pant. +1"}
-- 110 total Enhancing Magic Skill; caps even without Light Arts
sets.midcast['Enhancing Magic'] = {
main="Beneficus",
ammo="Homiliary",
head="Befouled crown",
neck="Enhancing torque",
body="Anhur robe",
back="Mending Cape",
legs="piety pantaln. +1",
feet="Ebers duckbills"}
sets.midcast.Stoneskin = {ammo="Homiliary",head="Befouled crown",neck="Nodens gorget",body="Anhur robe",legs="piety pantaln. +1",feet="Ebers duckbills"}
sets.midcast.Aquaveil = {main="Beneficus",head="Befouled crown",body="Anhur robe",back="Mending Cape",legs="piety pantaln. +1",feet="Ebers duckbills +1"}
sets.midcast.Auspice = {main="Beneficus",head="Befouled crown",body="Anhur robe",back="Mending Cape",legs="piety pantaln. +1",feet="Ebers duckbills +1"}
sets.midcast.Aurorastorm = {main="Beneficus",head="Befouled crown",body="Anhur robe",back="Mending Cape",legs="piety pantaln. +1",feet="Ebers duckbills +1"}
sets.midcast.BarElement = {
main="Beneficus",
sub="Genbu's Shield",
ammo="Homiliary",
head="Ebers cap +1",
body="ebers briault +1",
hands="ebers mitts +1",
back="Mending Cape",
legs="piety pantaln. +1",
feet="Ebers duckbills"}
sets.midcast.Haste = {}
sets.midcast.Regen = {main="Bolelabunga",
body="Piety briault +1",hands="Ebers mitts +1",legs="Theo. pant. +1"}
sets.midcast.Protectra = {}
sets.midcast.Shellra = {"piety pantaln. +1"}
sets.midcast['Divine Magic'] = {}
sets.midcast['Repose'] = {}
sets.midcast['Elemental Magic'] = {}
sets.midcast['Dark Magic'] = {}
-- Custom spell classes
sets.midcast.MndEnfeebles = {}
sets.midcast.IntEnfeebles = {}
-- Sets to return to when not performing an action.
-- Resting sets
sets.resting = {
main="Queller rod",
sub="Genbu's shield",
ammo="Homiliary",
head="Befouled crown",
neck="Twilight torque",
ear1="Moonshade Earring",
ear2="Nourishing earring +1",
body="Witching robe",
hands="Serpentes Cuffs",
ring1="Weatherspoon ring",
ring2="Defending Ring",
back="Umbra cape",
waist="Fucho-no-Obi",
legs="Assid. 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="Queller rod",
sub="Genbu's shield",
ammo="Homiliary",
head="Befouled crown",
neck="Twilight torque",
ear1="Glorious Earring",
ear2="Moonshade Earring",
body="Witching robe",
hands="Serpentes Cuffs",
ring2="Defending ring",
ring1="Weather. Ring",
back="Umbra cape",
waist="Fucho-no-Obi",
legs="Assid. Pants +1",
feet="Serpentes Sabots"}
sets.idle.PDT = {
main="Queller rod",
sub="Genbu's shield",
ammo="Homiliary",
head="Befouled crown",
neck="Twilight torque",
ear1="Glorious Earring",
ear2="Moonshade Earring",
body="Witching robe",
hands="Serpentes Cuffs",
ring2="Defending ring",
ring1="Weather. Ring",
back="Umbra cape",
waist="Fucho-no-Obi",
legs="Assid. Pants +1",
feet="Serpentes Sabots"}
sets.idle.Town = {
main="Queller rod",
sub="Genbu's shield",
ammo="Homiliary",
head="Befouled crown",
neck="Twilight torque",
ear1="Glorious Earring",
ear2="Moonshade Earring",
body="Councilor's garb",
hands="Serpentes Cuffs",
ring2="Defending ring",
ring1="Weather. Ring",
back="Umbra cape",
waist="Fucho-no-Obi",
legs="Assid. Pants +1",
feet="Herald's Gaiters"}
sets.idle.Weak = {
main="Queller rod",
sub="Genbu's shield",
ammo="Homiliary",
head="Befouled crown",
neck="Twilight torque",
ear1="Glorious Earring",
ear2="Moonshade Earring",
body="Witching robe",
hands="Serpentes Cuffs",
ring2="Defending ring",
ring1="Weatherspoon Ring",
back="Umbra cape",
waist="Fucho-no-Obi",
legs="Assid. Pants +1",
feet="Serpentes Sabots"}
-- Defense sets
sets.defense.PDT = {
main="Queller rod",
sub="Genbu's shield",
ammo="Homiliary",
head="Befouled crown",
neck="Twilight torque",
ear1="Moonshade Earring",
ear2="Nourishing earring +1",
body="Witching robe",
hands="Serpentes Cuffs",
ring2="Defending ring",
ring1="Haoma's Ring",
back="Umbra cape",
waist="Fucho-no-Obi",
legs="Assid. Pants +1",
feet="Serpentes Sabots"}
sets.defense.MDT = {
main="Queller rod",
sub="Genbu's shield",
ammo="Homiliary",
head="Befouled crown",
neck="Twilight torque",
ear1="Moonshade Earring",
ear2="Nourishing earring +1",
body="Witching robe",
hands="Serpentes Cuffs",
ring2="Defending ring",
ring1="Haoma's Ring",
back="Umbra cape",
waist="Fucho-no-Obi",
legs="Assid. Pants +1",
feet="Serpentes Sabots"}
sets.Kiting = {feet="Herald's Gaiters"}
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
-- Basic set for if no TP weapon is defined.
sets.engaged = {}
-- Buff sets: Gear that needs to be worn to actively enhance a current player buff.
sets.buff['Divine Caress'] = {hands="Ebers mitts +1",back="Mending Cape"}
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 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
local map = spell_maps[spell.en]
if map == 'Cure' and player.sub_job == "SCH" and not buffactive.Aurorastorm then
add_to_chat(123,'Aurorastorm not active.')
windower.play_sound('C:\\Program Files (x86)\\Windower4\\addons\\GearSwap\\data\\wav\\Chime.wav')
end
if map == 'Curaga' and player.sub_job == "SCH" and not buffactive.Aurorastorm then
add_to_chat(123,'Aurorastorm not active.')
windower.play_sound('C:\\Program Files (x86)\\Windower4\\addons\\GearSwap\\data\\wav\\Chime.wav')
end
if spell.skill == 'Healing Magic' then
gear.default.obi_back = "Mending Cape"
gear.default.obi_waist = "Pythia sash +1"
else
gear.default.obi_waist = "Eschan stone"
gear.default.obi_back = "Toro Cape"
end
if state.Buff[spell.english] ~= nil then
state.Buff[spell.english] = true
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
-- Return true if we handled the aftercast work. Otherwise it will fall back
-- to the general aftercast() code in Mote-Include.
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') 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
return idleSet
end
-------------------------------------------------------------------------------------------------------------------
-- General hooks for other 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
end
-------------------------------------------------------------------------------------------------------------------
-- User code that supplements self-commands.
-------------------------------------------------------------------------------------------------------------------
-- 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
-- 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
-- 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.
-------------------------------------------------------------------------------------------------------------------
The only way possible is if you didn't overwrite the old Gearswap file.= and saved a new one in the wrong location.
[+]
By RolandJ 2015-12-06 18:25:01
Well, I considered that too, and the fact that that isn't true is why I am having a hard time finding a reasonable explanation. I've been saving them in 'C:\Program Files (x86)\Windower4\addons\GearSwap\data\Rolandj'. I've even opened up the whm.lua located there multiple times to make sure it contains the newest version and it does. Yesterday I added some shortcuts and they worked then and they work now, and so I know updating it was working yesterday. This only started happening this evening.
There must be something I am overlooking. I'll keep looking and thinking about it. Let me post this somewhere else on the forums. I'll post a link to it here once I do.
Server: Asura
Game: FFXI
Posts: 334
By Asura.Krystela 2015-12-06 19:04:06
Well, I considered that too, and the fact that that isn't true is why I am having a hard time finding a reasonable explanation. I've been saving them in 'C:\Program Files (x86)\Windower4\addons\GearSwap\data\Rolandj'. I've even opened up the whm.lua located there multiple times to make sure it contains the newest version and it does. Yesterday I added some shortcuts and they worked then and they work now, and so I know updating it was working yesterday. This only started happening this evening.
There must be something I am overlooking. I'll keep looking and thinking about it. Let me post this somewhere else on the forums. I'll post a link to it here once I do.
I've had a similar problem before. I had a file in the GS folder and one in download, and for some reasons my changes were saving on the one in the download folder.
By RolandJ 2015-12-06 19:12:23
Rolandj said:
Ok, lol, it was loading a 'whm.lua' file that I had in my 'GearSwap\libs' folder for some reason. A search of my entire hard drive for whm.lua is how I found this sneaky little stinker. GS, why did you have to prioritize loading that over loading the one that is in my char's folder?! lol
AHA! I caught gearswap doing it! I just deleted the whm.lua from the libs folder, put my updated WHM.lua -back- into my char's folder, having been in the recycle bin, and did //lua u gearswap > //lua l gearswap in order to reload the file. Well, it goes back to loading the outdated cureset again, wouldn't you know it? Guess what I found in my libs folder? Another whm.lua, having already deleted the one I found there earlier! Gearswap was messing with me.
[+]
By Skjalfeirdotter 2015-12-11 12:35:13
ItemSet 330326
The question is does Banish vs. undead effect stats cap at +50. :3
Server: Asura
Game: FFXI
Posts: 334
By Asura.Krystela 2015-12-11 16:41:26
ItemSet 330326
The question is does Banish vs. undead effect stats cap at +50. :3
That's a very good question.
Cerberus.Conagh
Server: Cerberus
Game: FFXI
Posts: 3189
By Cerberus.Conagh 2015-12-13 10:40:16
ItemSet 330326
The question is does Banish vs. undead effect stats cap at +50. :3
That's a very good question.
Banish III Reduces the targets resistance by 97% (62/64 stupid SE maths), which is 97% of their 50% so it works out as ~ 98.5% damage wil be dealt (1.5% DT effect active).
The testing with Finian Ring and Cleric's Gloves was only done with Banish and 2 before Banish 3 was obtained. It depends on how the damage reduction is calculated, whether it is just a resistance meaning that it can drop below 1 and become capped at 0.5 or whether it's a PDT Type effect as that would cap at 100%.
I may have missed the testing on this but I don't see it anywhere, it wouldn't be too difficult to test, just equip the ring + gloves and some magic accuracy stuff, frind monsters over in ~ Ceadevre Mire, kill 20 mobs for a baseline damage average (Don't use a Blunt Weapon as they take extra damage to blunt), then try Banish 3 Without the gear see the damage, then try it with the gear, if you see a % increase, the answers there. The sample would be Small but it's easy to check if the difference is there as it would be a substantial difference (Moving from half damage to near double, and then whether it moves at all more than 1.5% variance).
I don't believe anyone has time to test this mind.
[+]
Ragnarok.Nep
Server: Ragnarok
Game: FFXI
Posts: 18
By Ragnarok.Nep 2015-12-13 17:01:19
(Cross-posting from the Gearswap Support Thread)
I know this topic has been brought up numerous times before, but I'm going out of my mind trying to get an Aurorastorm set to work for my WHM and I'm starting to get desperate.
I have used Motenten's default Gearswap files since the beginning, the "libs" files are all unedited and the only thing I've done with Kinematics' WHM file is edit the gear sets. I've been trying to add a rule to swap to a certain midcast set when Aurorastorm is up following the many examples and variations I've seen in this thread and elsewhere, but none will work and I cast in my normal Cure set no matter what.
I even went so far as to delete all of Gearswap's files in the entire "addons" folder, redownloaded it through Windower, downloaded Kinematics' SCH file (a job I don't even play) from here which has a weather curing set by default that I presumed would work. I did absolutely nothing to the file, and then tried casting Cure again while on SCH. Still no change when Aurorastorm is up. I must be missing something fundamental and obvious, but I am clueless as to what that might be.
If anyone has any ideas on what I could try, I would be so grateful!
Server: Asura
Game: FFXI
Posts: 334
By Asura.Krystela 2015-12-14 01:01:37
(Cross-posting from the Gearswap Support Thread)
I know this topic has been brought up numerous times before, but I'm going out of my mind trying to get an Aurorastorm set to work for my WHM and I'm starting to get desperate.
I have used Motenten's default Gearswap files since the beginning, the "libs" files are all unedited and the only thing I've done with Kinematics' WHM file is edit the gear sets. I've been trying to add a rule to swap to a certain midcast set when Aurorastorm is up following the many examples and variations I've seen in this thread and elsewhere, but none will work and I cast in my normal Cure set no matter what.
I even went so far as to delete all of Gearswap's files in the entire "addons" folder, redownloaded it through Windower, downloaded Kinematics' SCH file (a job I don't even play) from here which has a weather curing set by default that I presumed would work. I did absolutely nothing to the file, and then tried casting Cure again while on SCH. Still no change when Aurorastorm is up. I must be missing something fundamental and obvious, but I am clueless as to what that might be.
If anyone has any ideas on what I could try, I would be so grateful!
Add this as an extra rules for your cures in midcast and make sure to name the set the same as your weather set is named.
Code elseif spell.element == world.weather_element or spell.element == world.day_element then
equip(sets.midcast.Cure.Weather)
My whole cure section looks like this:
Code -- Healing Magic --
if spell.skill == 'Healing Magic' then
if string.find(spell.english,'Cure') then
equip(sets.midcast.Cure)
if player.mpp <51 then
equip(sets.midcast.Cure.Conserve)
elseif Enmity == 'ON' then
equip(sets.midcast.Cure.Enmity)
elseif buffactive['Weakness'] then
equip(sets.midcast.Cure.Weak)
elseif spell.element == world.weather_element or spell.element == world.day_element then
equip(sets.midcast.Cure.Weather)
elseif buffactive['Reive Mark'] then
equip(sets.midcast.Cure.Reive)
elseif Melee == 'ON' then
equip(sets.midcast.Cure.Engaged)
end
Sometimes where you place it, plays a big role.
[+]
Server: Asura
Game: FFXI
Posts: 334
By Asura.Krystela 2015-12-14 01:03:12
ItemSet 330326
The question is does Banish vs. undead effect stats cap at +50. :3
That's a very good question.
Banish III Reduces the targets resistance by 97% (62/64 stupid SE maths), which is 97% of their 50% so it works out as ~ 98.5% damage wil be dealt (1.5% DT effect active).
The testing with Finian Ring and Cleric's Gloves was only done with Banish and 2 before Banish 3 was obtained. It depends on how the damage reduction is calculated, whether it is just a resistance meaning that it can drop below 1 and become capped at 0.5 or whether it's a PDT Type effect as that would cap at 100%.
I may have missed the testing on this but I don't see it anywhere, it wouldn't be too difficult to test, just equip the ring + gloves and some magic accuracy stuff, frind monsters over in ~ Ceadevre Mire, kill 20 mobs for a baseline damage average (Don't use a Blunt Weapon as they take extra damage to blunt), then try Banish 3 Without the gear see the damage, then try it with the gear, if you see a % increase, the answers there. The sample would be Small but it's easy to check if the difference is there as it would be a substantial difference (Moving from half damage to near double, and then whether it moves at all more than 1.5% variance).
I don't believe anyone has time to test this mind.
I could try when I have some free time. I don't have the ring and the back unfortunately, but I could at least see if itcaps at 50.
Ragnarok.Nep
Server: Ragnarok
Game: FFXI
Posts: 18
By Ragnarok.Nep 2015-12-14 11:21:15
Add this as an extra rules for your cures in midcast and make sure to name the set the same as your weather set is named.
Code elseif spell.element == world.weather_element or spell.element == world.day_element then
equip(sets.midcast.Cure.Weather) That was it, that was what I was missing! Now the other part of my code works perfectly. Thank you so, so much!
Server: Asura
Game: FFXI
Posts: 334
By Asura.Krystela 2015-12-14 11:52:40
Add this as an extra rules for your cures in midcast and make sure to name the set the same as your weather set is named.
Code elseif spell.element == world.weather_element or spell.element == world.day_element then
equip(sets.midcast.Cure.Weather) That was it, that was what I was missing! Now the other part of my code works perfectly. Thank you so, so much! You are very welcomed :D
[+]
Cerberus.Conagh
Server: Cerberus
Game: FFXI
Posts: 3189
By Cerberus.Conagh 2015-12-14 12:22:40
Add this as an extra rules for your cures in midcast and make sure to name the set the same as your weather set is named.
Code elseif spell.element == world.weather_element or spell.element == world.day_element then
equip(sets.midcast.Cure.Weather) That was it, that was what I was missing! Now the other part of my code works perfectly. Thank you so, so much! You are very welcomed :D
Krystela beating me to coding answers. Damn you!
Have you considered adding your gearswap files to the same Hub I did (But under your own name) and linking it so people can use it for reference? Seeing as I believe yours is based loosely off of Motes lua's it would be more benficial to those users rather than having to post in the gearswap support thread when your set has most of the answers (I should know after the amount of testing we did back with some of the code!).
I could try when I have some free time. I don't have the ring and the back unfortunately, but I could at least see if it caps at 50.
Have fun with that.
Server: Asura
Game: FFXI
Posts: 334
By Asura.Krystela 2015-12-14 12:42:22
Krystela beating me to coding answers. Damn you!
Have you considered adding your gearswap files to the same Hub I did (But under your own name) and linking it so people can use it for reference? Seeing as I believe yours is based loosely off of Motes lua's it would be more benficial to those users rather than having to post in the gearswap support thread when your set has most of the answers (I should know after the amount of testing we did back with some of the code!).
I wanted to, but you didn't gave me access to that node and neither the first one. Figured you wanted those intact.
I could try when I have some free time. I don't have the ring and the back unfortunately, but I could at least see if it caps at 50.
Have fun with that. Believe it or not, that sounds more fun than my Yagrush trials at this moment xD
Cerberus.Conagh
Server: Cerberus
Game: FFXI
Posts: 3189
By Cerberus.Conagh 2015-12-14 14:15:16
Krystela beating me to coding answers. Damn you!
Have you considered adding your gearswap files to the same Hub I did (But under your own name) and linking it so people can use it for reference? Seeing as I believe yours is based loosely off of Motes lua's it would be more benficial to those users rather than having to post in the gearswap support thread when your set has most of the answers (I should know after the amount of testing we did back with some of the code!).
I wanted to, but you didn't gave me access to that node and neither the first one. Figured you wanted those intact.
I could try when I have some free time. I don't have the ring and the back unfortunately, but I could at least see if it caps at 50.
Have fun with that. Believe it or not, that sounds more fun than my Yagrush trials at this moment xD
It's not a Node, soo....
Server: Asura
Game: FFXI
Posts: 334
By Asura.Krystela 2015-12-14 16:36:20
LOL
Odin.Lygre
Server: Odin
Game: FFXI
Posts: 89
By Odin.Lygre 2015-12-15 21:19:22
Editing to this in Mote-Mappings.lua worked for me. Code storms = S{"Aurorastorm", "Aurorastorm II", "Voidstorm", "Voidstorm II", "Firestorm", "Firestorm II", "Sandstorm", "Sandstorm II", "Rainstorm", "Rainstorm II",
"Windstorm", "Windstorm II", "Hailstorm", "Hailstorm II", "Thunderstorm", "Thunderstorm II"}
elements.storm_of = {['Light']="Aurorastorm","Aurorastorm II", ['Dark']="Voidstorm","Voidstorm II", ['Fire']="Firestorm","Firestorm II", ['Earth']="Sandstorm","Sandstorm II",
['Water']="Rainstorm","Rainstorm II", ['Wind']="Windstorm","Windstorm II", ['Ice']="Hailstorm","Hailstorm II", ['Lightning']="Thunderstorm","Thunderstorm II"}
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By Asura.Krystela 2015-12-18 22:59:57
So I got full cure last night and I was a bit disappointed by the few test we did.
1. It uses all your mp and cure the person based on mp consumed.
2. It's a 3 min recast so it can't be spammed but it's affected by haste, fastcast and quickcast gears.
3. The stoneskin effect is the same as you get with a normal cure, except that it's based on the amount you healed, not what it should of healed like it does with normal cures.(To be further tested) Note: You need to have solace on for the SS effect.
4. It cost 1 mp but use all you have.
5.It doesn't remove weakness, I know this sounds stupid but we had to try it xD
6. It doesn't work with accession or penury.
7. It removes all status ailment, thought I didn't try with doom but I assume it does.
Conclusion:
It's useless.
Lol, it's a last resort cure if you have no mp left and someone is dying, it's not worth using outside of that because you will be out of MP.
Bismarck.Ihina
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By Bismarck.Ihina 2015-12-18 23:04:38
#3 is incorrect.
Stoneskin is at least 1211 when I tested it, and it blocked that much every time.
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By Asura.Krystela 2015-12-18 23:55:15
#3 is incorrect.
Stoneskin is at least 1211 when I tested it, and it blocked that much every time.
I guess I could be wrong, but it barely lasted 2 crab hit. Thought I dont see my friend screen, so I cannot say how much he usually get hit for.
Oh wait, did you cast it with Empy body on, also how much did you heal with the spell? I completely forgot to do that.
I will put it as need to be further tested.
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By Asura.Krystela 2015-12-19 00:41:44
Testing in the post below in response of Ihina
Bismarck.Ihina
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By Bismarck.Ihina 2015-12-19 02:46:47
You're running on unverified assumptions.
Anyways, fighting cactuar
With rancor neck/avalon shield on for 1000 * 1.1 * 1.1, 1000 needles will do 1211 damage.
Beat on it for awhile, bring it under 25% and do full cure from full mp, cures for 0 since I had shadows up, hope it does 1000 needles. Repeat a few times.
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By Asura.Krystela 2015-12-19 03:43:01
So I am completely lost with how this Full Cure Stoneskin works, maybe someone can help out.
We we're both naked and I had max MP at 1406 and 1525 with Ebers body +1.
Here's the testing we did:
Stoneskin based Testing
First set of testing (He was on Geo):
Just Solace:
My friend max HP:1583
Full Cure healed: 1533 (He had 50 HP after R1)
The dmg my friend took w/o SS: between 768 and 824
The dmg after SS wore off: 558 so approximatively 210~266 absorbed
If we do 25% based on his max HP it should of been 396
If we do 25% based on HP healed it should of been 383
With body:
Max HP: 1583
Healed: 1533
The dmg he took: Between 768 and 824
The dmg after SS wore off:272 so approximatively 496~552
If we do 39% of max hp it should of been 617
if we do 39% of max hp healed it should of been 597
Second set of Testing (He's on Monk):
Solace
Max HP:2427
HP healed: 1879 (Wanted to test with less HP healed)
DMG taken: between 518-779
DMG he took after SS wore: 452 so approximatively 66~327
25% of max HP should of been: 606
25% of hp healed should of been: 469
With body
Max HP: 2427
HP Healed: 2355
DMG taken: Between 518-779
DMG after SS wore: He took 0 than 208 so aprox 828~1350
39% of max HP: 946
39% of hp healed: 918
Third round of testing (still on monk):
Only did this solace:
Max HP: 2427
HP healed: 0
DMG Taken: 518-779
DMG after SS ***: 280 so aprox 238~499 absorbed
25% of max hp should be 606
Conclusion: I'm confused ;_; The body makes a huge difference for sure. It almost seems like it has a rule on it's own. We can confirm that it gives an SS effect even when there is no HP healed.
MP Testing:
All with solace:
1 mp recovered 380 HP
18 mp recovered 456 HP
400ish mp recovered 1257 HP
1126 mp recovered 3755 hp (My friend used a brew)
I am too tired to do the maths right now, but this is all the information I could get. I will be back in 2 days, so don't panic if I don't respond ._.
PS: I will test if it's affected by cure potency in a few days.
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By Asura.Krystela 2015-12-19 04:06:13
You're running on unverified assumptions.
Anyways, fighting cactuar
With rancor neck/avalon shield on for 1000 * 1.1 * 1.1, 1000 needles will do 1211 damage.
Beat on it for awhile, bring it under 25% and do full cure from full mp, cures for 0 since I had shadows up, hope it does 1000 needles. Repeat a few times.
I don't understand why your full cure stoneskin absorbs 1211 damage when it cures for 0 when mine only absorbs 238~400 in the same situation. Are you using cure potency gears or Buffs? Because I did my tests naked.
I don't mind being proven wrong but there is obviously something we're missing here.
Bismarck.Ihina
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By Bismarck.Ihina 2015-12-19 13:18:50
You're running on unverified assumptions.
Anyways, fighting cactuar
With rancor neck/avalon shield on for 1000 * 1.1 * 1.1, 1000 needles will do 1211 damage.
Beat on it for awhile, bring it under 25% and do full cure from full mp, cures for 0 since I had shadows up, hope it does 1000 needles. Repeat a few times.
I don't understand why your full cure stoneskin absorbs 1211 damage when it cures for 0 when mine only absorbs 238~400 in the same situation. Are you using cure potency gears or Buffs? Because I did my tests naked.
I don't mind being proven wrong but there is obviously something we're missing here.
I was in my full cure set, yes, with aurorastorm up.
If anyone's wondering, full cure set + aurorastorm + full mp will cure at least 8155. Also popped a brew.
My full cure @ 1mp/full cure set/storm did 841, if you want to compare.
The incorrect assumption was that full cure was actually full cure. It's just an incredibly strong cure, along the lines of cure10 or something, that's also affected by mp.
Cerberus.Conagh
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By Cerberus.Conagh 2015-12-19 15:16:56
You're running on unverified assumptions.
Anyways, fighting cactuar
With rancor neck/avalon shield on for 1000 * 1.1 * 1.1, 1000 needles will do 1211 damage.
Beat on it for awhile, bring it under 25% and do full cure from full mp, cures for 0 since I had shadows up, hope it does 1000 needles. Repeat a few times.
I don't understand why your full cure stoneskin absorbs 1211 damage when it cures for 0 when mine only absorbs 238~400 in the same situation. Are you using cure potency gears or Buffs? Because I did my tests naked.
I don't mind being proven wrong but there is obviously something we're missing here.
I was in my full cure set, yes, with aurorastorm up.
If anyone's wondering, full cure set + aurorastorm + full mp will cure at least 8155. Also popped a brew.
My full cure @ 1mp/full cure set/storm did 841, if you want to compare.
The incorrect assumption was that full cure was actually full cure. It's just an incredibly strong cure, along the lines of cure10 or something, that's also affected by mp.
So to clarify you use a Primordial Brew in Abyssea, to boost your MP to Stupid Levels, and your HP, and base stats (Assuming it works on the same cure formula) and then it absorbed 1211 damage after curing your for about 8k?
The fact that She's trying this without the use of a brew to massively boost her stats is naturally going to skewer the results. Not to mention your own.
Knowing however that it isn't actually a "Full Cure" is something to go off of though.
So based on the numbers you used ~ as a guideline.
8155 and 1211 damage reduction, this is a 14% stoneskin effect, I guess the only thing to test is whether the stoneskin effect is applied based on HP restored, Potential HP restored, MP used.
And whether it has a Cap (That would be rather difficult).
To do so you would need to test Cures with and without the body, go into abyssea equip no atma's or buffs, and have a DPS get full HP atma's so you have a fair whack to play with.
Cactuars while "fine" isn't the best method although it allows you to use abyssea. Typically people used Ballista as a testing ground as a BLU can use 1000 Needles at will without additional damage from auto attacks etc but finding a cap would be difficult outside abyssea.
Asura.Loire
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By Asura.Loire 2015-12-19 15:49:31
7. It removes all status ailment, thought I didn't try with doom. Memory serves me right it does not take off amnesia.
Sylph.Gobbo
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By Sylph.Gobbo 2015-12-19 16:17:37
7. It removes all status ailment, thought I didn't try with doom. Memory serves me right it does not take off amnesia.
Just gonna go ahead and post this:
Quote: When you have more than 30 MP that can be consumed, Full Cure will remove the following status ailments. (It removes the same status ailments that Benediction does.)
Sleep*/Poison*/Paralyze*/Blind*/Silence*/Petrify*/Disease*/Curse*/Bind*/Gravity*/Slow*/ Addle/Intimidate/Kaustra/Mute*/Plague*/Bane*/Burn/Frost/Frost /Rasp/Shock/Drown/Dia/Bio/Flash/STR Down/DEX Down/VIT Down/AGI Down/INT Down/MND Down/CHR Down/HP Max Down/MP Max Down/ TP Max Down/Inhibit TP/Critical Hit Evasion Down/Accuracy Down/Attack Down/Evasion Down/Defense Down/Magic Accuracy Down/Magic Attack Down/Magic Evasion Down/Magic Defense Down/Helix/Gambit/Inundation/Quickstep/Box Step/Stutter Step/Feather Step
*There are cases where status ailments from certain enemies cannot be cured.
http://forum.square-enix.com/ffxi/threads/48362-Full-Cure?p=559556#post559556
[+]
Bismarck.Ihina
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By Bismarck.Ihina 2015-12-19 17:17:01
You're running on unverified assumptions.
Anyways, fighting cactuar
With rancor neck/avalon shield on for 1000 * 1.1 * 1.1, 1000 needles will do 1211 damage.
Beat on it for awhile, bring it under 25% and do full cure from full mp, cures for 0 since I had shadows up, hope it does 1000 needles. Repeat a few times.
I don't understand why your full cure stoneskin absorbs 1211 damage when it cures for 0 when mine only absorbs 238~400 in the same situation. Are you using cure potency gears or Buffs? Because I did my tests naked.
I don't mind being proven wrong but there is obviously something we're missing here.
I was in my full cure set, yes, with aurorastorm up.
If anyone's wondering, full cure set + aurorastorm + full mp will cure at least 8155. Also popped a brew.
My full cure @ 1mp/full cure set/storm did 841, if you want to compare.
The incorrect assumption was that full cure was actually full cure. It's just an incredibly strong cure, along the lines of cure10 or something, that's also affected by mp.
So to clarify you use a Primordial Brew in Abyssea, to boost your MP to Stupid Levels, and your HP, and base stats (Assuming it works on the same cure formula) and then it absorbed 1211 damage after curing your for about 8k?
The fact that She's trying this without the use of a brew to massively boost her stats is naturally going to skewer the results. Not to mention your own.
Knowing however that it isn't actually a "Full Cure" is something to go off of though.
So based on the numbers you used ~ as a guideline.
8155 and 1211 damage reduction, this is a 14% stoneskin effect, I guess the only thing to test is whether the stoneskin effect is applied based on HP restored, Potential HP restored, MP used.
And whether it has a Cap (That would be rather difficult).
To do so you would need to test Cures with and without the body, go into abyssea equip no atma's or buffs, and have a DPS get full HP atma's so you have a fair whack to play with.
Cactuars while "fine" isn't the best method although it allows you to use abyssea. Typically people used Ballista as a testing ground as a BLU can use 1000 Needles at will without additional damage from auto attacks etc but finding a cap would be difficult outside abyssea.
No wrong incorrect and please stop trying
Node 207
Disregardhope is now also contributing to the sets on this guide.
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