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Summoner macros questions
Server: Phoenix
Game: FFXI
Posts: 32
By Phoenix.Latravant 2019-02-24 11:57:47
How can I use gearswap to change my macros to a specific page when I call a specific avatar?
Ex:
/Ma ifrit me would change my macro to book 1 page 2
/Ma carbuncle me would change to book 1 page 1 etc.
Server: Phoenix
Game: FFXI
Posts: 32
By Phoenix.Latravant 2019-02-24 13:46:04
thank so much, i'll try this out right now!
Server: Phoenix
Game: FFXI
Posts: 32
By Phoenix.Latravant 2019-02-24 14:24:44
didnt work for me. thinking maybe i put it in the wrong area of the lua file? -------------------------------------------------------------------------------------------------------------------
-- Setup functions for this job. Generally should not be modified.
-------------------------------------------------------------------------------------------------------------------
-- Also, you'll need the Shortcuts addon to handle the auto-targetting of the custom pact commands.
--[[
Custom commands:
gs c petweather
Automatically casts the storm appropriate for the current avatar, if possible.
gs c siphon
Automatically run the process to: dismiss the current avatar; cast appropriate
weather; summon the appropriate spirit; Elemental Siphon; release the spirit;
and re-summon the avatar.
Will not cast weather you do not have access to.
Will not re-summon the avatar if one was not out in the first place.
Will not release the spirit if it was out before the command was issued.
gs c pact [PactType]
Attempts to use the indicated pact type for the current avatar.
PactType can be one of:
cure
curaga
buffOffense
buffDefense
buffSpecial
debuff1
debuff2
sleep
nuke2
nuke4
bp70
bp75 (merits and lvl 75-80 pacts)
astralflow
--]]
-- 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["Avatar's Favor"] = buffactive["Avatar's Favor"] or false
state.Buff["Astral Conduit"] = buffactive["Astral Conduit"] or false
spirits = S{"LightSpirit", "DarkSpirit", "FireSpirit", "EarthSpirit", "WaterSpirit", "AirSpirit", "IceSpirit", "ThunderSpirit"}
avatars = S{"Carbuncle", "Fenrir", "Diabolos", "Ifrit", "Titan", "Leviathan", "Garuda", "Shiva", "Ramuh", "Odin", "Alexander", "Cait Sith"}
magicalRagePacts = S{
'Inferno','Earthen Fury','Tidal Wave','Aerial Blast','Diamond Dust','Judgment Bolt','Searing Light','Howling Moon','Ruinous Omen',
'Fire II','Stone II','Water II','Aero II','Blizzard II','Thunder II',
'Fire IV','Stone IV','Water IV','Aero IV','Blizzard IV','Thunder IV',
'Thunderspark','Burning Strike','Meteorite','Nether Blast','Flaming Crush',
'Meteor Strike','Heavenly Strike','Wind Blade','Geocrush','Grand Fall','Thunderstorm',
'Holy Mist','Lunar Bay','Night Terror','Level ? Holy'}
pacts = {}
pacts.cure = {['Carbuncle']='Healing Ruby'}
pacts.curaga = {['Carbuncle']='Healing Ruby II', ['Garuda']='Whispering Wind', ['Leviathan']='Spring Water'}
pacts.buffoffense = {['Carbuncle']='Glittering Ruby', ['Ifrit']='Crimson Howl', ['Garuda']='Hastega', ['Ramuh']='Rolling Thunder',
['Fenrir']='Ecliptic Growl'}
pacts.buffdefense = {['Carbuncle']='Shining Ruby', ['Shiva']='Frost Armor', ['Garuda']='Aerial Armor', ['Titan']='Earthen Ward',
['Ramuh']='Lightning Armor', ['Fenrir']='Ecliptic Howl', ['Diabolos']='Noctoshield', ['Cait Sith']='Reraise II'}
pacts.buffspecial = {['Ifrit']='Inferno Howl', ['Garuda']='Fleet Wind', ['Titan']='Earthen Armor', ['Diabolos']='Dream Shroud',
['Carbuncle']='Soothing Ruby', ['Fenrir']='Heavenward Howl', ['Cait Sith']='Raise II'}
pacts.debuff1 = {['Shiva']='Diamond Storm', ['Ramuh']='Shock Squall', ['Leviathan']='Tidal Roar', ['Fenrir']='Lunar Cry',
['Diabolos']='Pavor Nocturnus', ['Cait Sith']='Eerie Eye'}
pacts.debuff2 = {['Shiva']='Sleepga', ['Leviathan']='Slowga', ['Fenrir']='Lunar Roar', ['Diabolos']='Somnolence'}
pacts.sleep = {['Shiva']='Sleepga', ['Diabolos']='Nightmare', ['Cait Sith']='Mewing Lullaby'}
pacts.nuke2 = {['Ifrit']='Fire II', ['Shiva']='Blizzard II', ['Garuda']='Aero II', ['Titan']='Stone II',
['Ramuh']='Thunder II', ['Leviathan']='Water II'}
pacts.nuke4 = {['Ifrit']='Fire IV', ['Shiva']='Blizzard IV', ['Garuda']='Aero IV', ['Titan']='Stone IV',
['Ramuh']='Thunder IV', ['Leviathan']='Water IV'}
pacts.bp70 = {['Ifrit']='Flaming Crush', ['Shiva']='Rush', ['Garuda']='Predator Claws', ['Titan']='Mountain Buster',
['Ramuh']='Chaotic Strike', ['Leviathan']='Spinning Dive', ['Carbuncle']='Meteorite', ['Fenrir']='Eclipse Bite',
['Diabolos']='Nether Blast',['Cait Sith']='Regal Scratch'}
pacts.bp75 = {['Ifrit']='Meteor Strike', ['Shiva']='Heavenly Strike', ['Garuda']='Wind Blade', ['Titan']='Geocrush',
['Ramuh']='Thunderstorm', ['Leviathan']='Grand Fall', ['Carbuncle']='Holy Mist', ['Fenrir']='Lunar Bay',
['Diabolos']='Night Terror', ['Cait Sith']='Level ? Holy'}
pacts.astralflow = {['Ifrit']='Inferno', ['Shiva']='Diamond Dust', ['Garuda']='Aerial Blast', ['Titan']='Earthen Fury',
['Ramuh']='Judgment Bolt', ['Leviathan']='Tidal Wave', ['Carbuncle']='Searing Light', ['Fenrir']='Howling Moon',
['Diabolos']='Ruinous Omen', ['Cait Sith']="Altana's Favor"}
-- Wards table for creating custom timers
wards = {}
-- 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', --
}
-- Flags for code to get around the issue of slow skill updates.
wards.flag = false
wards.spell = ''
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', 'Acc')
state.CastingMode:options('Normal', 'Resistant')
state.IdleMode:options('Normal', 'PDT')
gear.perp_staff = {name=""}
select_default_macro_book()
end
-- Define sets and vars used by this job file.
function init_gear_sets()
--------------------------------------
-- Precast Sets
--------------------------------------
-- Precast sets to enhance JAs
sets.precast.JA['Astral Flow'] = {head="Glyphic Horn +1"}
sets.precast.JA['Elemental Siphon'] = {main="Soulscourge",
head="Convoker's Horn",neck="Caller's Pendant",
body="Caller's Doublet +2",hands="Glyphic Bracers +1",ring1="Evoker's Ring",ring2="Fervor Ring",
legs="Marduk's Shalwar +1",feet="Caller's Pigaches +2"}
sets.precast.JA['Mana Cede'] = {hands="Caller's Bracers +2"}
-- Pact delay reduction gear
sets.precast.BloodPactWard = {ammo="Seraphicaller",head="Convoker's Horn",body="Glyphic Doublet +1",hands="Glyphic Bracers +1",
back="Samanisi Cape"}
sets.precast.BloodPactRage = sets.precast.BloodPactWard
-- Fast cast sets for spells
sets.precast.FC = {
head="Nahtirah Hat",ear2="Loquacious Earring",
body="helios jacket",ring1="Prolix Ring",
back="Swith Cape +1",waist="Witful Belt",legs="Orvail Pants +1",feet="augur's gaiters"}
sets.precast.FC['Enhancing Magic'] = set_combine(sets.precast.FC, {waist="Siegel Sash"})
-- Weaponskill sets
-- Default set for any weaponskill that isn't any more specifically defined
sets.precast.WS = {
head="Nahtirah Hat",neck="Asperity Necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring",
body="Vanir Cotehardie",hands="Yaoyotl Gloves",ring1="Rajas Ring",ring2="K'ayres Ring",
back="Pahtli Cape",waist="Cascade Belt",legs="Hagondes Pants",feet="Hagondes Sabots"}
-- Specific weaponskill sets. Uses the base set if an appropriate WSMod version isn't found.
sets.precast.WS['Myrkr'] = {
head="Nahtirah Hat",ear1="Gifted Earring",ear2="Loquacious Earring",
body="Convoker's Doublet",hands="Caller's Bracers +2",ring1="Evoker's Ring",ring2="Sangoma Ring",
back="Pahtli Cape",waist="Fucho-no-Obi",legs="Nares Trews",feet="Chelona Boots +1"}
--------------------------------------
-- Midcast sets
--------------------------------------
sets.midcast.FastRecast = {
head="Nahtirah Hat",ear2="Loquacious Earring",
body="Vanir Cotehardie",hands="Bokwus Gloves",ring1="Prolix Ring",
back="Swith Cape +1",waist="Witful Belt",legs="Hagondes Pants",feet="Hagondes Sabots"}
sets.midcast.Cure = {main="Tamaxchi",sub="Genbu's Shield",
head="Nahtirah Hat",ear2="Loquacious Earring",
body="Heka's Kalasiris",hands="Bokwus Gloves",ring1="Prolix Ring",ring2="Sirona's Ring",
back="Swith Cape +1",waist="Witful Belt",legs="Hagondes Pants",feet="Hagondes Sabots"}
sets.midcast.Stoneskin = {waist="Siegel Sash"}
sets.midcast['Elemental Magic'] = {main="Lehbrailg +2",sub="Wizzan Grip",
head="Hagondes Hat",neck="Stoicheion Medal",ear1="Friomisi Earring",ear2="Hecate's Earring",
body="Hagondes Coat",hands="Yaoyotl Gloves",ring1="Icesoul Ring",ring2="Acumen Ring",
back="Toro Cape",waist=gear.ElementalBelt,legs="Hagondes Pants",feet="Hagondes Sabots"}
sets.midcast['Dark Magic'] = {main="Lehbrailg +2",sub="Wizzan Grip",
head="Nahtirah Hat",neck="Aesir Torque",ear1="Lifestorm Earring",ear2="Psystorm Earring",
body="Vanir Cotehardie",hands="Yaoyotl Gloves",ring1="Excelsis Ring",ring2="Sangoma Ring",
waist="Fuchi-no-Obi",legs="Bokwus Slops",feet="Bokwus Boots"}
-- Avatar pact sets. All pacts are Ability type.
sets.midcast.Pet.BloodPactWard = {main="Soulscourge",ammo="Seraphicaller",
head="Convoker's Horn",neck="Caller's Pendant",
body="Caller's Doublet +2",hands="Glyphic Bracers +1",ring1="Evoker's Ring",ring2="Fervor Ring",
waist="Diabolos's Rope",legs="Marduk's Shalwar +1"}
sets.midcast.Pet.DebuffBloodPactWard = {main="Soulscourge",ammo="Seraphicaller",
head="Convoker's Horn",neck="Caller's Pendant",
body="Caller's Doublet +2",hands="Glyphic Bracers +1",ring1="Evoker's Ring",ring2="Fervor Ring",
waist="Diabolos's Rope",legs="Marduk's Shalwar +1"}
sets.midcast.Pet.DebuffBloodPactWard.Acc = sets.midcast.Pet.DebuffBloodPactWard
sets.midcast.Pet.PhysicalBloodPactRage = {main="Soulscourge",ammo="Seraphicaller",
head="Convoker's Horn",neck="Caller's Pendant",
body="Convoker's Doublet",hands="Glyphic Bracers +1",ring1="Evoker's Ring",ring2="Fervor Ring",
waist="Diabolos's Rope",legs="Convoker's Spats",feet="Convoker's Pigaches"}
sets.midcast.Pet.PhysicalBloodPactRage.Acc = sets.midcast.Pet.PhysicalBloodPactRage
sets.midcast.Pet.MagicalBloodPactRage = {main="Eminent Pole",ammo="Seraphicaller",
head="Glyphic Horn +1",neck="Caller's Pendant",
body="Convoker's Doublet",hands="Glyphic Bracers +1",ring1="Evoker's Ring",ring2="Fervor Ring",
back="Samanisi Cape",waist="Diabolos's Rope",legs="Caller's Spats +2",feet="Hagondes Sabots"}
sets.midcast.Pet.MagicalBloodPactRage.Acc = sets.midcast.Pet.MagicalBloodPactRage
-- Spirits cast magic spells, which can be identified in standard ways.
sets.midcast.Pet.WhiteMagic = {legs="Summoner's Spats"}
sets.midcast.Pet['Elemental Magic'] = set_combine(sets.midcast.Pet.BloodPactRage, {legs="Summoner's Spats"})
sets.midcast.Pet['Elemental Magic'].Resistant = {}
--------------------------------------
-- Idle/resting/defense/etc sets
--------------------------------------
-- Resting sets
sets.resting = {main="bolelabunga", sub="genbu's shield", ammo="mana ampulla",
head="Cobra unit hat",neck="eidolon pendant +1",ear1="rapture earring",ear2="antivenom Earring",
body="errant houppelande",hands="genie gages",ring1="Star Ring",ring2="star Ring",
back="felicitas Cape",waist="hierarch Belt",legs="sagacity lappas",feet="arborist nails"}
-- Idle sets
sets.idle = {main="Bolelabunga",sub="Genbu's Shield",ammo="eminent sachet",
head="Caller's Horn +2",neck="Wiglen Gorget",ear1="ethereal Earring",ear2="Loquacious Earring",
body="ischemia chasuble",hands="telchine gloves",ring1="Stikini Ring +1",ring2="Stikini Ring +1",
back="hexerei Cape",waist="Fucho-no-Obi",legs="glyphic spats",feet="Herald's Gaiters"}
sets.idle.PDT = {main=gear.Staff.PDT,sub="Achaq Grip",ammo="Seraphicaller",
head="Convoker's Horn",neck="Twilight Torque",ear1="Gifted Earring",ear2="Loquacious Earring",
body="Hagondes Coat",hands="Yaoyotl Gloves",ring1="Defending Ring",ring2="Sangoma Ring",
back="hexerei Cape",waist="Fucho-no-Obi",legs="glyphic spats",feet="Herald's Gaiters"}
-- perp costs:
-- spirits: 7
-- carby: 11 (5 with mitts)
-- fenrir: 13
-- others: 15
-- avatar's favor: -4/tick
-- Max useful -perp gear is 1 less than the perp cost (can't be reduced below 1)
-- Aim for -14 perp, and refresh in other slots.
-- -perp gear:
-- Gridarvor: -5
-- Glyphic Horn: -4
-- Caller's Doublet +2/Glyphic Doublet: -4
-- Evoker's Ring: -1
-- Convoker's Pigaches: -4
-- total: -18
-- Can make due without either the head or the body, and use +refresh items in those slots.
sets.idle.Avatar = {main="espiritus",sub="elan strap",ammo="eminent sachet",
head="glyphic Horn +1",neck="Caller's Pendant",ear1="caller's earring",ear2="Loquacious Earring",
body="Glyphic Doublet +1",hands="telchine gloves",ring1="Evoker's Ring",ring2="stikini Ring +1",
back="Conveyance Cape",waist="Fucho-no-Obi",legs="glyphic spats",feet="Convoker's Pigaches"}
sets.idle.PDT.Avatar = {main="Gridarvor",sub="Achaq Grip",ammo="Seraphicaller",
head="Convoker's Horn",neck="Caller's Pendant",ear1="Gifted Earring",ear2="Loquacious Earring",
body="Hagondes Coat",hands="Regimen Mittens",ring1="Evoker's Ring",ring2="Defending Ring",
back="Conveyance Cape",waist="Fucho-no-Obi",legs="Hagondes Pants",feet="Convoker's Pigaches"}
sets.idle.Spirit = {main="Gridarvor",sub="Achaq Grip",ammo="Seraphicaller",
head="Convoker's Horn",neck="Caller's Pendant",ear1="Gifted Earring",ear2="Loquacious Earring",
body="Hagondes Coat",hands="Serpentes Cuffs",ring1="Evoker's Ring",ring2="Sangoma Ring",
back="Samanisi Cape",waist="Fucho-no-Obi",legs="Summoner's Spats",feet="Herald's Gaiters"}
-- Favor uses Caller's Horn instead of Convoker's Horn for refresh
sets.idle.Avatar.Favor = {head="Caller's Horn +2"}
sets.idle.Avatar.Melee = {hands="Regimen Mittens",back="Samanisi Cape",waist="Kuku Stone",legs="Convoker's Spats"}
sets.perp = {}
-- Caller's Bracer's halve the perp cost after other costs are accounted for.
-- Using -10 (Gridavor, ring, Conv.feet), standard avatars would then cost 5, halved to 2.
-- We can then use Hagondes Coat and end up with the same net MP cost, but significantly better defense.
-- Weather is the same, but we can also use the latent on the pendant to negate the last point lost.
sets.perp.Day = {body="Hagondes Coat",hands="Caller's Bracers +2"}
sets.perp.Weather = {neck="Caller's Pendant",body="Hagondes Coat",hands="Caller's Bracers +2"}
-- Carby: Mitts+Conv.feet = 1/tick perp. Everything else should be +refresh
sets.perp.Carbuncle = {main="Bolelabunga",sub="Genbu's Shield",
head="Convoker's Horn",body="Hagondes Coat",hands="Carbuncle Mitts",legs="Nares Trews",feet="Convoker's Pigaches"}
-- Diabolos's Rope doesn't gain us anything at this time
--sets.perp.Diabolos = {waist="Diabolos's Rope"}
sets.perp.Alexander = sets.midcast.Pet.BloodPactWard
sets.perp.staff_and_grip = {main=gear.perp_staff,sub="Achaq Grip"}
-- Defense sets
sets.defense.PDT = {main=gear.Staff.PDT,
head="Hagondes Hat",neck="Wiglen Gorget",ear1="Gifted Earring",ear2="Loquacious Earring",
body="Hagondes Coat",hands="Yaoyotl Gloves",ring1="Defending Ring",ring2=gear.DarkRing.physical,
back="Umbra Cape",waist="Fucho-no-Obi",legs="Hagondes Pants",feet="Hagondes Sabots"}
sets.defense.MDT = {
head="Hagondes Hat",neck="Twilight Torque",ear1="Gifted Earring",ear2="Loquacious Earring",
body="Vanir Cotehardie",hands="Yaoyotl Gloves",ring1="Defending Ring",ring2="Shadow Ring",
back="Umbra Cape",waist="Fucho-no-Obi",legs="Bokwus Slops",feet="Hagondes Sabots"}
sets.Kiting = {feet="Herald's Gaiters"}
sets.latent_refresh = {waist="Fucho-no-obi"}
--------------------------------------
-- Engaged sets
--------------------------------------
-- Normal melee group
sets.engaged = {main="espiritus", sub="elan strap", ammo="eminent sachet",
head="glyphic horn +1",neck="summoner's collar",ear1="Bladeborn Earring",ear2="mache Earring +1",
body="tali'ah manteel",hands="artsieq cuffs",ring1="varar Ring",ring2="varar Ring",
back="buquwik Cape",waist="mujin obi",legs="glyphic spats",feet="glyphic pigaches"}
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 state.Buff['Astral Conduit'] and pet_midaction() then
eventArgs.handled = true
end
end
function job_midcast(spell, action, spellMap, eventArgs)
if state.Buff['Astral Conduit'] and pet_midaction() then
eventArgs.handled = true
end
end
-- Runs when pet completes an action.
function job_pet_aftercast(spell, action, spellMap, eventArgs)
if not spell.interrupted and spell.type == 'BloodPactWard' and spellMap ~= 'DebuffBloodPactWard' then
wards.flag = true
wards.spell = spell.english
send_command('wait 4; gs c reset_ward_flag')
end
end
-------------------------------------------------------------------------------------------------------------------
-- Job-specific hooks for non-casting events.
-------------------------------------------------------------------------------------------------------------------
-- Called when a player gains or loses a buff.
-- buff == buff gained or lost
-- gain == true if the buff was gained, false if it was lost.
function job_buff_change(buff, gain)
if state.Buff[buff] ~= nil then
handle_equipping_gear(player.status)
elseif storms:contains(buff) then
handle_equipping_gear(player.status)
end
end
-- Called when the player's pet's status changes.
-- This is also called after pet_change after a pet is released. Check for pet validity.
function job_pet_status_change(newStatus, oldStatus, eventArgs)
if pet.isvalid and not midaction() and not pet_midaction() and (newStatus == 'Engaged' or oldStatus == 'Engaged') then
handle_equipping_gear(player.status, newStatus)
end
end
-- Called when a player gains or loses a pet.
-- pet == pet structure
-- gain == true if the pet was gained, false if it was lost.
function job_pet_change(petparam, gain)
classes.CustomIdleGroups:clear()
if gain then
if avatars:contains(pet.name) then
classes.CustomIdleGroups:append('Avatar')
elseif spirits:contains(pet.name) then
classes.CustomIdleGroups:append('Spirit')
end
else
select_default_macro_book('reset')
end
end
-------------------------------------------------------------------------------------------------------------------
-- User code that supplements standard library decisions.
-------------------------------------------------------------------------------------------------------------------
-- Custom spell mapping.
function job_get_spell_map(spell)
if spell.type == 'BloodPactRage' then
if magicalRagePacts:contains(spell.english) then
return 'MagicalBloodPactRage'
else
return 'PhysicalBloodPactRage'
end
elseif spell.type == 'BloodPactWard' and spell.target.type == 'MONSTER' then
return 'DebuffBloodPactWard'
end
end
-- Modify the default idle set after it was constructed.
function customize_idle_set(idleSet)
if pet.isvalid then
if pet.element == world.day_element then
idleSet = set_combine(idleSet, sets.perp.Day)
end
if pet.element == world.weather_element then
idleSet = set_combine(idleSet, sets.perp.Weather)
end
if sets.perp[pet.name] then
idleSet = set_combine(idleSet, sets.perp[pet.name])
end
gear.perp_staff.name = elements.perpetuance_staff_of[pet.element]
if gear.perp_staff.name and (player.inventory[gear.perp_staff.name] or player.wardrobe[gear.perp_staff.name]) then
idleSet = set_combine(idleSet, sets.perp.staff_and_grip)
end
if state.Buff["Avatar's Favor"] and avatars:contains(pet.name) then
idleSet = set_combine(idleSet, sets.idle.Avatar.Favor)
end
if pet.status == 'Engaged' then
idleSet = set_combine(idleSet, sets.idle.Avatar.Melee)
end
end
if player.mpp < 51 then
idleSet = set_combine(idleSet, sets.latent_refresh)
end
return idleSet
end
-- Called by the 'update' self-command, for common needs.
-- Set eventArgs.handled to true if we don't want automatic equipping of gear.
function job_update(cmdParams, eventArgs)
classes.CustomIdleGroups:clear()
if pet.isvalid then
if avatars:contains(pet.name) then
classes.CustomIdleGroups:append('Avatar')
elseif spirits:contains(pet.name) then
classes.CustomIdleGroups:append('Spirit')
end
end
end
-- Set eventArgs.handled to true if we don't want the automatic display to be run.
function display_current_job_state(eventArgs)
end
-------------------------------------------------------------------------------------------------------------------
-- User self-commands.
-------------------------------------------------------------------------------------------------------------------
-- Called for custom player commands.
function job_self_command(cmdParams, eventArgs)
if cmdParams[1]:lower() == 'petweather' then
handle_petweather()
eventArgs.handled = true
elseif cmdParams[1]:lower() == 'siphon' then
handle_siphoning()
eventArgs.handled = true
elseif cmdParams[1]:lower() == 'pact' then
handle_pacts(cmdParams)
eventArgs.handled = true
elseif cmdParams[1] == 'reset_ward_flag' then
wards.flag = false
wards.spell = ''
eventArgs.handled = true
end
end
-------------------------------------------------------------------------------------------------------------------
-- Utility functions specific to this job.
-------------------------------------------------------------------------------------------------------------------
-- Cast the appopriate storm for the currently summoned avatar, if possible.
function handle_petweather()
if player.sub_job ~= 'SCH' then
add_to_chat(122, "You can not cast storm spells")
return
end
if not pet.isvalid then
add_to_chat(122, "You do not have an active avatar.")
return
end
local element = pet.element
if element == 'Thunder' then
element = 'Lightning'
end
if S{'Light','Dark','Lightning'}:contains(element) then
add_to_chat(122, 'You do not have access to '..elements.storm_of[element]..'.')
return
end
local storm = elements.storm_of[element]
if storm then
send_command('@input /ma "'..elements.storm_of[element]..'" <me>')
else
add_to_chat(123, 'Error: Unknown element ('..tostring(element)..')')
end
end
-- Custom uber-handling of Elemental Siphon
function handle_siphoning()
if areas.Cities:contains(world.area) then
add_to_chat(122, 'Cannot use Elemental Siphon in a city area.')
return
end
local siphonElement
local stormElementToUse
local releasedAvatar
local dontRelease
-- If we already have a spirit out, just use that.
if pet.isvalid and spirits:contains(pet.name) then
siphonElement = pet.element
dontRelease = true
-- If current weather doesn't match the spirit, but the spirit matches the day, try to cast the storm.
if player.sub_job == 'SCH' and pet.element == world.day_element and pet.element ~= world.weather_element then
if not S{'Light','Dark','Lightning'}:contains(pet.element) then
stormElementToUse = pet.element
end
end
-- If we're subbing /sch, there are some conditions where we want to make sure specific weather is up.
-- If current (single) weather is opposed by the current day, we want to change the weather to match
-- the current day, if possible.
elseif player.sub_job == 'SCH' and world.weather_element ~= 'None' then
-- We can override single-intensity weather; leave double weather alone, since even if
-- it's partially countered by the day, it's not worth changing.
if get_weather_intensity() == 1 then
-- If current weather is weak to the current day, it cancels the benefits for
-- siphon. Change it to the day's weather if possible (+0 to +20%), or any non-weak
-- weather if not.
-- If the current weather matches the current avatar's element (being used to reduce
-- perpetuation), don't change it; just accept the penalty on Siphon.
if world.weather_element == elements.weak_to[world.day_element] and
(not pet.isvalid or world.weather_element ~= pet.element) then
-- We can't cast lightning/dark/light weather, so use a neutral element
if S{'Light','Dark','Lightning'}:contains(world.day_element) then
stormElementToUse = 'Wind'
else
stormElementToUse = world.day_element
end
end
end
end
-- If we decided to use a storm, set that as the spirit element to cast.
if stormElementToUse then
siphonElement = stormElementToUse
elseif world.weather_element ~= 'None' and (get_weather_intensity() == 2 or world.weather_element ~= elements.weak_to[world.day_element]) then
siphonElement = world.weather_element
else
siphonElement = world.day_element
end
local command = ''
local releaseWait = 0
if pet.isvalid and avatars:contains(pet.name) then
command = command..'input /pet "Release" <me>;wait 1.1;'
releasedAvatar = pet.name
releaseWait = 10
end
if stormElementToUse then
command = command..'input /ma "'..elements.storm_of[stormElementToUse]..'" <me>;wait 4;'
releaseWait = releaseWait - 4
end
if not (pet.isvalid and spirits:contains(pet.name)) then
command = command..'input /ma "'..elements.spirit_of[siphonElement]..'" <me>;wait 4;'
releaseWait = releaseWait - 4
end
command = command..'input /ja "Elemental Siphon" <me>;'
releaseWait = releaseWait - 1
releaseWait = releaseWait + 0.1
if not dontRelease then
if releaseWait > 0 then
command = command..'wait '..tostring(releaseWait)..';'
else
command = command..'wait 1.1;'
end
command = command..'input /pet "Release" <me>;'
end
if releasedAvatar then
command = command..'wait 1.1;input /ma "'..releasedAvatar..'" <me>'
end
send_command(command)
end
-- Handles executing blood pacts in a generic, avatar-agnostic way.
-- cmdParams is the split of the self-command.
-- gs c [pact] [pacttype]
function handle_pacts(cmdParams)
if areas.Cities:contains(world.area) then
add_to_chat(122, 'You cannot use pacts in town.')
return
end
if not pet.isvalid then
add_to_chat(122,'No avatar currently available. Returning to default macro set.')
select_default_macro_book('reset')
return
end
if spirits:contains(pet.name) then
add_to_chat(122,'Cannot use pacts with spirits.')
return
end
if not cmdParams[2] then
add_to_chat(123,'No pact type given.')
return
end
local pact = cmdParams[2]:lower()
if not pacts[pact] then
add_to_chat(123,'Unknown pact type: '..tostring(pact))
return
end
if pacts[pact][pet.name] then
if pact == 'astralflow' and not buffactive['astral flow'] then
add_to_chat(122,'Cannot use Astral Flow pacts at this time.')
return
end
-- Leave out target; let Shortcuts auto-determine it.
send_command('@input /pet "'..pacts[pact][pet.name]..'"')
else
add_to_chat(122,pet.name..' does not have a pact of type ['..pact..'].')
end
end
-- Event handler for updates to player skill, since we can't rely on skill being
-- correct at pet_aftercast for the creation of custom timers.
windower.raw_register_event('incoming chunk',
function (id)
if id == 0x62 then
if wards.flag then
create_pact_timer(wards.spell)
wards.flag = false
wards.spell = ''
end
end
end)
-- Function to create custom timers using the Timers addon. Calculates ward duration
-- based on player skill and base pact duration (defined in job_setup).
function create_pact_timer(spell_name)
-- Create custom timers for ward pacts.
if wards.durations[spell_name] then
local ward_duration = wards.durations[spell_name]
if ward_duration < 181 then
local skill = player.skills.summoning_magic
if skill > 300 then
skill = skill - 300
if skill > 200 then skill = 200 end
ward_duration = ward_duration + skill
end
end
local timer_cmd = 'timers c "'..spell_name..'" '..tostring(ward_duration)..' down'
if wards.icons[spell_name] then
timer_cmd = timer_cmd..' '..wards.icons[spell_name]
end
send_command(timer_cmd)
end
end
-------- your coding -----------
-- Select default macro book on initial load or subjob change.
function customize_engaged_set(engagedSet)
if pet.isvalid and pet.name == 'Carbuncle' then
set_macro_page(2, 15)
end
if pet.isvalid and pet.name == 'Fenrir' then
set_macro_page(3, 15)
end
if pet.isvalid and pet.name == 'Diabolos' then
set_macro_page(10, 15)
end
if pet.isvalid and pet.name == 'Ramuh' then
set_macro_page(9, 15)
end
if pet.isvalid and pet.name == 'Titan' then
set_macro_page(5, 15)
end
if pet.isvalid and pet.name == 'Shiva' then
set_macro_page(8, 15)
end
if pet.isvalid and pet.name == 'Garuda' then
set_macro_page(7, 15)
end
if pet.isvalid and pet.name == 'Leviathan' then
set_macro_page(6, 15)
end
if pet.isvalid and pet.name == 'Ifrit' then
set_macro_page(4, 15)
end
if not pet.isvalid then
send_command('input /macro book 13;wait 1;input /macro set 1')
end
return engagedSet
end
function customize_idle_set(idleSet)
if pet.isvalid and pet.name == 'Carbuncle' then
set_macro_page(2, 15)
end
if pet.isvalid and pet.name == 'Fenrir' then
set_macro_page(3, 15)
end
if pet.isvalid and pet.name == 'Diabolos' then
set_macro_page(10, 15)
end
if pet.isvalid and pet.name == 'Ramuh' then
set_macro_page(9, 15)
end
if pet.isvalid and pet.name == 'Titan' then
set_macro_page(5, 15)
end
if pet.isvalid and pet.name == 'Shiva' then
set_macro_page(8, 15)
end
if pet.isvalid and pet.name == 'Garuda' then
set_macro_page(7, 15)
end
if pet.isvalid and pet.name == 'Leviathan' then
set_macro_page(6, 15)
end
if pet.isvalid and pet.name == 'Ifrit' then
set_macro_page(4, 15)
end
if not pet.isvalid and avatars:contains(pet.name) then
send_command('input /macro book 13;wait 1;input /macro set 1')
end
if state.IdleMode.value == 'Favor' then
idleSet = set_combine(idleSet, sets.idle.Favor)
return idleSet
elseif state.IdleMode.value == 'Petpdt' then
idleSet = set_combine(idleSet, sets.idle.Petpdt)
return idleSet
elseif pet.status == 'Engaged' and state.OffenseMode.value == 'Favor' then
idleSet = set_combine(idleSet, sets.idle.FPet)
return idleSet
elseif pet.status == 'Engaged' then
idleSet = set_combine(idleSet, sets.idle.Pet)
return idleSet
elseif pet.isvalid and spirits:contains(pet.name) then
idleSet = set_combine(idleSet, sets.idle.Spirit)
return idleSet
elseif pet.isvalid and pet.name == 'Atomos' then
idleSet = set_combine(idleSet, sets.idle.Atomos)
return idleSet
elseif pet.isvalid and pet.name == 'Odin' or pet.name == 'Alexander' then
idleSet = set_combine(idleSet, sets.idle.Odin)
return idleSet
end
return idleSet
end
function update_pet_groups()
classes.CustomIdleGroups:clear()
if not pet.isvalid and not pet_midaction() then
send_command('input /macro book 15;wait 1;input /macro set 1')
windower.add_to_chat(50,' *** Avatar OFF or Call interrupted / reset to default Book *** ')
end
end
function job_aftercast(spell, action, spellMap, eventArgs)
if state.Buff['Astral Conduit'] then
add_to_chat(200,'<-------------------> AC NO A.C <------------------->')
eventArgs.handled = true
end
if not pet.isvalid and avatars:contains(spell.name) and spell.interrupted then
send_command('input /macro book 13;wait 1;input /macro set 1')
windower.add_to_chat(50,' *** Avatar casting interrupted reset to default Book *** ')
end
end
By kishr 2019-02-25 07:05:40
As in previous post, use in game macro, 100 times faster
I'll reply with what I use when I return home and edit this post
Sylph.Mozhat
Server: Sylph
Game: FFXI
Posts: 58
By Sylph.Mozhat 2019-02-25 11:21:29
I am still using the game controller.
I use 4 books for my SMN. 1 for Main book[book 19], 1 for /sch[book 20], 1 for /rdm[book 18], and 1 for /thf /DNC[book 17].
Set 10 is for /sch stoms, spirts, and elemental siphon, release to set 1
Set 1 is for Ctrl macros bring out Avatars, Alt for everything pertaining to /sch
Set 2 is for spirts and elemental siphon, release to set 3
Set 3 is for Ctrl bring out Avatars, Alt for everything pertaining to /rdm
Set 4 is for spirts and elemental siphon, release to set 5
Set 5 is for Ctrl bring out Avatars, Alt for everything pertaining to /thf & dnc
One my Main book on set 10,
Example macro 2 has Fire,
line 1 /ma "Firestrorm" <me> <wait 5>
line 2 /ma "Fire Spirit" <me> <wait 4>
line 3/ja "Elemental Siphon" <me> <wait 3>
line 4 /pet release" <me>
line 5 /macro set 1
When I want to use Elemental siphon I hold down ctrl or alt and toggle up 1 set, after elemental siphon is used you go back to the main set of the /sub job you are using.
On set one [Ctrl],
Carbuncle, Fenrir, Ifrit, Titan, Leviathan, Garuda, Shiva, Ramuh, Diabolos, Cait-sith
Example: Carbuncle macro 1
line 1 /ma "Carbuncle" <me>
line 2 /macro set 1
line 3 /macro book 20
All the Ctrl macros of the /sch, /rdm, thf,/dnc books is for pertaining to the SMN job.
On set one [Alt]
From the main book to all the Alt macros sets in book 20 are all the same.
All Alt sets, macro 1 in book 20[[/sch]
Release
line 1 /pet "Release" <me>
line 2 /macro set 1
line 3 /macro book 19 [puts me right back in to the main book on the /sch set]
I have used this method for years, the only thing you have to remember is, if your avatar dies you have to use release to get you back into the main set to bring out another avatar. Other then that I like my set up.
By Tarage 2019-02-25 14:36:18
Can you put that in a spoiler? It's *** Big McLargeHuge.
How can I use gearswap to change my macros to a specific page when I call a specific avatar?
Ex:
/Ma ifrit me would change my macro to book 1 page 2
/Ma carbuncle me would change to book 1 page 1 etc.
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