Gearswap Support Thread

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Gearswap Support Thread
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 Bahamut.Phidruran
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Server: Bahamut
Game: FFXI
user: phidruran
Posts: 62
By Bahamut.Phidruran 2015-02-13 11:43:28
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For whatever reason, the coding provided uses Marin Staff for Aero but still Keraunos for Aero II, III, IV, V and Anemohelix.
 Carbuncle.Galmaximas
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Server: Carbuncle
Game: FFXI
Posts: 88
By Carbuncle.Galmaximas 2015-02-13 13:07:21
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I am trying to figure out if there is a way to do macros that will work with gearswap and the shortcuts plugin standard /ma"w.e"<t> doesn't work when typing it out via keyboard works fine "//cure3 w.e" anyone know if there is a way to avoid typing spells out?
 Carbuncle.Galmaximas
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Server: Carbuncle
Game: FFXI
Posts: 88
By Carbuncle.Galmaximas 2015-02-13 13:12:25
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nvm I figured it out macro should be /cure with no /ma "blablabs"
 Odin.Quixacotl
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user: Quixacotl
Posts: 170
By Odin.Quixacotl 2015-02-13 15:15:18
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Bahamut.Phidruran said: »
What would be the easiest way to add coding to a gearswap file to use Marin Staff for all wind magic?
Odin.Quixacotl said: »
Code
sets.midcast['Elemental Magic'] = {nuke gear here}

function midcast(spell,action)
    if spell.skill == 'Elemental Magic' then
        if spell.element == 'Wind' then
            equip(sets.midcast['Elemental Magic'], {main="Marin Staff"})
        end
    end
end
Bahamut.Phidruran said: »
For whatever reason, the coding provided uses Marin Staff for Aero but still Keraunos for Aero II, III, IV, V and Anemohelix.
That puzzles me because the code should work if everything is in the proper place. Can you post your GS?
 Bahamut.Phidruran
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Server: Bahamut
Game: FFXI
user: phidruran
Posts: 62
By Bahamut.Phidruran 2015-02-13 18:43:17
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Odin.Quixacotl said: »
Bahamut.Phidruran said: »
What would be the easiest way to add coding to a gearswap file to use Marin Staff for all wind magic?
Odin.Quixacotl said: »
Code
sets.midcast['Elemental Magic'] = {nuke gear here}

function midcast(spell,action)
    if spell.skill == 'Elemental Magic' then
        if spell.element == 'Wind' then
            equip(sets.midcast['Elemental Magic'], {main="Marin Staff"})
        end
    end
end
Bahamut.Phidruran said: »
For whatever reason, the coding provided uses Marin Staff for Aero but still Keraunos for Aero II, III, IV, V and Anemohelix.
That puzzles me because the code should work if everything is in the proper place. Can you post your GS?


I'm welcome to any suggestions you have.
Code
-------------------------------------------------------------------------------------------------------------------
-- Setup functions for this job. Generally should not be modified.
-------------------------------------------------------------------------------------------------------------------
--[[
Custom commands:
Shorthand versions for each strategem type that uses the version appropriate for
the current Arts.
Light Arts Dark Arts
gs c scholar light Light Arts/Addendum
gs c scholar dark Dark Arts/Addendum
gs c scholar cost Penury Parsimony
gs c scholar speed Celerity Alacrity
gs c scholar aoe Accession Manifestation
gs c scholar power Rapture Ebullience
gs c scholar duration Perpetuance
gs c scholar accuracy Altruism Focalization
gs c scholar enmity Tranquility Equanimity
gs c scholar skillchain Immanence
gs c scholar addendum Addendum: White Addendum: Black
--]]
-- Initialization function for this job file.
function get_sets()
mote_include_version = 2
-- Load and initialize the include file.
include('Mote-Include.lua')
include('Phidruran-Globals.lua')
end

-- Setup vars that are user-independent. state.Buff vars initialized here will automatically be tracked.
function job_setup()
info.addendumNukes = S{"Stone IV", "Water IV", "Aero IV", "Fire IV", "Blizzard IV", "Thunder IV",
"Stone V", "Water V", "Aero V", "Fire V", "Blizzard V", "Thunder V"}
state.Buff['Sublimation: Activated'] = buffactive['Sublimation: Activated'] or false
update_active_strategems()
end

-------------------------------------------------------------------------------------------------------------------
-- User setup functions for this job. Recommend that these be overridden in a sidecar file.
-------------------------------------------------------------------------------------------------------------------
-- Setup vars that are user-dependent. Can override this function in a sidecar file.
function user_setup()
state.OffenseMode:options('None', 'Normal')
state.CastingMode:options('Normal', 'Resistant')
state.IdleMode:options('Normal', 'PDT')

send_command('bind ^` input /ma Stun <t>')

select_default_macro_book(1, 14)
end

function user_unload()
send_command('unbind ^`')
end

-- Define sets and vars used by this job file.
function init_gear_sets()
--------------------------------------
-- Start defining the sets
--------------------------------------

-- Precast Sets

-- Precast sets to enhance JAs

sets.precast.JA['Tabula Rasa'] = {legs="Pedagogy Pants"}


-- Fast cast sets for spells

sets.precast.FC = {main="Marin Staff",sub="Vivid Strap",ammo="Impatiens",
head="Pedagogy Mortarboard +1",ear1="Enchanter Earring +1",ear2="Loquacious Earring",neck="Orunmila's Torque",
body="Vanir Cotehardie",hands="Gendewitha Gages",ring1="Weatherspoon Ring",ring2="Veneficium Ring",
back="Ogapepo Cape",waist="Witful Belt",legs="Artsieq Hose",feet="Regal Pumps +1"}

sets.precast.FC['Enhancing Magic'] = set_combine(sets.precast.FC, {waist="Siegel Sash"})

sets.precast.FC.Cure = set_combine(sets.precast.FC, {body="Heka's Kalasiris",back="Pahtli Cape"})

sets.precast.FC.Curaga = sets.precast.FC.Cure

sets.precast.FC.Impact = {head=empty,body="Twilight Cloak",main="Marin Staff",ammo="Incantor Stone",hands="Lurid Mitts",
neck="Imbodla Necklace",ear1="Enchanter Earring +1",ear2="Gwati Earring",ring1="Sangoma Ring",
ring2="Globidonta Ring",back="Ogapepo Cape",waist="Aswang Sash",legs="Artsieq Hose",feet="Artsieq Boots"}

sets.precast.FC.Stun = {main="Marin Staff",sub="Vivid Strap",ammo="Incantor Stone",
head="Pedagogy Mortarboard +1",neck="Orunmila's Torque",ear1="Enchanter Earring +1",ear2="Loquacious Earring",
body="Vanir Cotehardie",hands="Gendewitha Gages",ring1="Prolix Ring",ring2="Weatherspoon Ring",
back="Swith Cape +1",waist="Witful Belt",legs="Artsieq Hose",feet="Regal Pumps +1"}

sets.precast.FC.Stun.Resistant = set_combine(sets.precast.FC.Stun, {head="Artsieq Hat",feet="Artsieq Boots", ear2="Gwati Earring"})

  
-- Midcast Sets

sets.midcast.FastRecast = {main="Marin Staff",sub="Vivid Strap",ammo="Impatiens",
head="Nahtirah Hat",ear1="Enchanter Earring +1",ear2="Loquacious Earring",neck="Orunmila's Torque",
body="Vanir Cotehardie",hands="Gendewitha Gages",ring1="Weatherspoon Ring",ring2="Veneficium Ring",
back="Ogapepo Cape",waist="Witful Belt",legs="Artsieq Hose",feet="Regal Pumps +1"}

sets.midcast.Cure = {main="Tamaxchi",sub="Genbu's Shield",ammo="Impatiens",
head="Gendewitha Caubeen",neck="Colossus's Torque",ear1="Gwati Earring",ear2="Loquacious Earring",
body="Heka's Kalasiris",hands="Pedagogy Bracers +1",ring1="Ephedra Ring",ring2="Sirona's Ring",
back="Tempered Cape +1",waist="Witful Belt",legs="Academic's Pants +1",feet="Pedagogy Loafers +1"}

sets.midcast.CureWithLightWeather = {main="Iridal Staff",sub="Achaq Grip",ammo="Impatiens",
head="Gendewitha Caubeen",neck="Colossus's Torque",ear1="Gwati Earring",ear2="Loquacious Earring",
body="Heka's Kalasiris",hands="Pedagogy Bracers +1",ring1="Ephedra Ring",ring2="Sirona's Ring",
back="Tempered Cape +1",waist="Korin Obi",legs="Academic's Pants +1",feet="Pedagogy Loafers +1"}

sets.midcast.Curaga = sets.midcast.Cure

sets.midcast.Regen = {main="Bolelabunga",head="Savant's Bonnet +2"}

sets.midcast.Cursna = {
neck="Malison Medallion",
hands="Hieros Mittens",ring1="Ephedra Ring",
feet="Gendewitha Galoshes"}

sets.midcast['Enhancing Magic'] = {head="Umuthi Hat",neck="Colossus's Torque",back="Merciful Cape",
body="Pedagogy Gown +1",hands="Savant's Bracers +2",
waist="Olympus Sash",legs="Academic's Pants +1",
ring2="Sheltered Ring",feet="Regal Pumps +1"}

sets.midcast.Stoneskin = set_combine(sets.midcast['Enhancing Magic'], {waist="Siegel Sash",head="Umuthi Hat"})

sets.midcast.Storm = set_combine(sets.midcast['Enhancing Magic'], {feet="Pedagogy Loafers +1"})

sets.midcast.Protect = {ring1="Sheltered Ring"}
sets.midcast.Protectra = sets.midcast.Protect

sets.midcast.Shell = {ring1="Sheltered Ring"}
sets.midcast.Shellra = sets.midcast.Shell


-- Custom spell classes
sets.midcast.MndEnfeebles = {main="Marin Staff",sub="Mephitis Grip",range="Aureole",
head="Artsieq Hat",neck="Imbodla Necklace",ear1="Enchanter Earring +1",ear2="Gwati Earring",
body="Ischemia Chasuble",hands="Lurid Mitts",ring1="Weatherspoon Ring",ring2="Globidonta Ring",
back="Ogapepo Cape",waist="Aswang Sash",legs="Artsieq Hose",feet="Artsieq Boots"}

sets.midcast.IntEnfeebles = {main="Marin Staff",sub="Mephitis Grip",ammo="Aureole",
head="Artsieq Hat",neck="Imbodla Necklace",ear1="Enchanter Earring +1",ear2="Gwati Earring",
body="Ischemia Chasuble",hands="Lurid Mitts",ring1="Weatherspoon Ring",ring2="Globidonta Ring",
back="Ogapepo Cape",waist="Aswang Sash",legs="Perdition Slops",feet="Artsieq Boots"}

sets.midcast.ElementalEnfeeble = sets.midcast.IntEnfeebles

sets.midcast['Dark Magic'] = {main="Marin Staff",sub="Mephitis Grip",range="Aureole",
head="Pixie Hairpin +1",neck="Dark Torque",ear1="Enchanter Earring +1",ear2="Gwati Earring",
body="Academic's Gown +1",hands="Lurid Mitts",ring1="Weatherspoon Ring",ring2="Globidonta Ring",
back="Bookworm's Cape",waist="Aswang Sash",legs="Artsieq Hose",feet="Artsieq Boots"}

sets.midcast.Kaustra = {main="Marin Staff",sub="Mephitis Grip",range="Aureole",
head="Pixie Hairpin +1",neck="Saevus Pendant +1",ear1="Crematio Earring",ear2="Friomisi Earring",
body="Hagondes Coat",hands="Otomi Gloves",ring1="Shiva Ring",ring2="Shiva Ring",
back="Bookworm's Cape",waist=gear.ElementalObi,legs="Hagondes Pants",feet="Umbani Boots"}

sets.midcast.Drain = {main="Marin Staff",sub="Mephitis Grip",range="Aureole",
head="Pixie Hairpin +1",neck="Dark Torque",ear1="Enchanter Earring +1",ear2="Gwati Earring",
body="Academic's Gown +1",hands="Lurid Mitts",ring1="Sangoma Ring",ring2="Weatherspoon Ring",
back="Bookworm's Cape",waist="Fucho-no-Obi",legs="Pedagogy Pants",feet="Artsieq Boots"}

sets.midcast.Aspir = sets.midcast.Drain


-- Elemental Magic sets are default for handling low-tier nukes.
sets.midcast['Elemental Magic'] = {main="Keraunos",sub="Zuuxowu Grip",ammo="Dosis Tathlum",
head="Hagondes Hat",neck="Saevus Pendant +1",ear1="Crematio Earring",ear2="Friomisi Earring",
body="Hagondes Coat",hands="Otomi Gloves",ring1="Shiva Ring",ring2="Shiva Ring",
back="Bookworm's Cape",waist=gear.ElementalObi,legs="Hagondes Pants",feet="Umbani Boots"}

sets.midcast['Elemental Magic'].Resistant = {main="Marin Staff",sub="Zuuxowu Grip",ammo="Dosis Tathlum",
head="Artsieq Hat",neck="Imbodla Necklace",ear1="Crematio Earring",ear2="Friomisi Earring",
body="Vanir Cotehardie",hands="Hagondes Cuffs",ring1="Shiva Ring",ring2="Shiva Ring",
back="Bookworm's Cape",waist=gear.ElementalObi,legs="Perdition Slops",feet="Umbani Boots"}

-- Sets for helixes
sets.midcast.Helix = {main="Keraunos",sub="Mephitis Grip",ammo="Dosis Tathlum",
head="Hagondes Hat",neck="Saevus Pendant +1",ear1="Crematio Earring",ear2="Friomisi Earring",
body="Vanir Cotehardie",hands="Hagondes Cuffs",ring1="Shiva Ring",ring2="Shiva Ring",
back="Bookworm's Cape",waist=gear.ElementalObi,legs="Hagondes Pants",feet="Umbani Boots"}

sets.midcast.Noctohelix = {main="Keraunos",sub="Mephitis Grip",ammo="Dosis Tathlum",
head="Pixie Hairpin +1",neck="Saevus Pendant +1",ear1="Crematio Earring",ear2="Friomisi Earring",
body="Vanir Cotehardie",hands="Hagondes Cuffs",ring1="Shiva Ring",ring2="Shiva Ring",
back="Bookworm's Cape",waist=gear.ElementalObi,legs="Hagondes Pants",feet="Umbani Boots"}

sets.midcast.Helix.Resistant = {main="Marin Staff",sub="Mephitis Grip",ammo="Dosis Tathlum",
head="Hagondes Hat",neck="Imbodla Necklace",ear1="Crematio Earring",ear2="Friomisi Earring",
body="Vanir Cotehardie",hands="Hagondes Cuffs",ring1="Shiva Ring",ring2="Shiva Ring",
back="Bookworm's Cape",waist=gear.ElementalObi,legs="Perdition Slops",feet="Umbani Boots"}

sets.midcast.Impact = {main="Keraunos",sub="Mephitis Grip",ammo="Dosis Tathlum",
head=empty,neck="Imbodla Necklace",ear1="Enchanter Earring +1",ear2="Gwati Earring",
body="Twilight Cloak",hands="Lurid Mitts",ring1="Shiva Ring",ring2="Shiva Ring",
back="Bookworm's Cape",waist=gear.ElementalObi,legs="Hagondes Pants",feet="Umbani Boots"}

sets.midcast.Stun = {main="Marin Staff",sub="Vivid Strap",ammo="Incantor Stone",
head="Pedagogy Mortarboard +1",neck="Orunmila's Torque",ear1="Enchanter Earring +1",ear2="Loquacious Earring",
body="Vanir Cotehardie",hands="Gendewitha Gages",ring1="Prolix Ring",ring2="Weatherspoon Ring",
back="Swith Cape +1",waist="Witful Belt",legs="Artsieq Hose",feet="Regal Pumps +1"}

sets.midcast.Stun.Resistant = set_combine(sets.precast.FC.Stun, {head="Artsieq Hat",feet="Artsieq Boots", ear2="Gwati Earring"})

				
-- Sets to return to when not performing an action.

-- Resting sets
sets.resting = {head="Auspex Coif",neck="Twilight Torque",
body="Chelona Blazer",hands="Serpentes Cuffs",ring1="Sheltered Ring",ring2="Paguroidea Ring",
back="Vita cape",legs="Sagacity lappas",feet="Serpentes Sabots"}


-- Idle sets (default idle set not needed since the other three are defined, but leaving for testing purposes)

sets.idle.Town = {main="Bolelabunga",sub="Genbu's Shield",ammo="Impatiens",
head="Auspex Coif",neck="Twilight Torque",
body="Academic's Gown +1",hands="Serpentes Cuffs",ring1="Sheltered Ring",ring2="Paguroidea Ring",
back="Swith Cape +1",waist="Fucho-no-Obi",legs="Assiduity Pants +1",feet="Serpentes Sabots"}

sets.idle.Field = {main="Bolelabunga",sub="Genbu's Shield",ammo="Impatiens",
head="Auspex Coif",neck="Twilight Torque",
body="Academic's Gown +1",hands="Serpentes Cuffs",ring1="Sheltered Ring",ring2="Paguroidea Ring",
back="Swith Cape +1",waist="Fucho-no-Obi",legs="Assiduity Pants +1",feet="Serpentes Sabots"}

sets.idle.Field.PDT = {main=gear.Staff.PDT,sub="Achaq Grip",ammo="Impatiens",
head="Nahtirah Hat",neck="Wiglen Gorget",ear1="Bloodgem Earring",ear2="Loquacious Earring",
body="Vanir Cotehardie",hands="Yaoyotl Gloves",ring1="Sheltered Ring",ring2="Paguroidea Ring",
back="Umbra Cape",waist="Hierarch Belt",legs="Assiduity Pants +1",feet="Herald's Gaiters"}

sets.idle.Weak = {main="Bolelabunga",sub="Genbu's Shield",ammo="Impatiens",
head="Auspex Coif",neck="Twilight Torque",
body="Academic's Gown +1",hands="Serpentes Cuffs",ring1="Sheltered Ring",ring2="Paguroidea Ring",
back="Swith Cape +1",waist="Fucho-no-Obi",legs="Assiduity Pants +1",feet="Serpentes Sabots"}

-- Defense sets

sets.defense.PDT = {main=gear.Staff.PDT,sub="Achaq Grip",ammo="Incantor Stone",
head="Academic's Mortarboard +1",neck="Twilight Torque",ear1="Sanare Earring",ear2="Ethereal Earring",
body="Academic's Gown +1",hands="Academic's Bracers +1",ring1="Dark Ring",ring2="Dark Ring",
back="Shadow Mantle",waist="Hierarch Belt",legs="Hagondes Pants",feet="Regal Pumps +1"}

sets.defense.MDT = {main=gear.Staff.PDT,sub="Achaq Grip",ammo="Incantor Stone",
head="Nahtirah Hat",neck="Twilight Torque",ear1="Bloodgem Earring",ear2="Loquacious Earring",
body="Vanir Cotehardie",hands="Yaoyotl Gloves",ring1="Dark Ring",ring2="Shadow Ring",
back="Tuilha Cape",waist="Hierarch Belt",legs="Bokwus Slops",feet="Hagondes Sabots"}

sets.Kiting = {feet="Herald's Gaiters"}

-- Engaged sets

-- Variations for TP weapon and (optional) offense/defense modes. Code will fall back on previous
-- sets if more refined versions aren't defined.
-- If you create a set with both offense and defense modes, the offense mode should be first.
-- EG: sets.engaged.Dagger.Accuracy.Evasion

-- Normal melee group
sets.engaged = {main="Keraunos",sub="Pole Grip", ammo="Impatiens",
head="Hagondes Hat",neck="Asperity Necklace",ear1="Steelflash Earring",ear2="Bladeborn Earring",
body="Ischemia Chasuble",hands="Hagondes Cuffs",ring1="Rajas Ring",ring2="K'ayres Ring",
waist="Cetl Belt",back="Kayapa Cape",legs="Hagondes Pants",feet="Regal Pumps +1"}

	-- Myrkr Sets --
sets.precast.WS['Myrkr'] = {ammo="Incantor Stone",head="Pixie Hairpin +1",body="Academic's Gown +1",
neck="Orunmila's Torque",ear1="Moonshade Earring",ear2="Loquacious Earring",hands="Otomi Gloves",
ring1="Sangoma Ring",ring2="Prolix Ring",back="Pahtli Cape",waist="Fucho-no-obi",legs="Perdition Slops",feet="Regal Pumps +1"}

	-- Omniscience Sets --
sets.precast.WS['Omniscience'] = {ammo="Dosis Tathlum",head="Pixie Hairpin +1",body="Hagondes Coat",
neck="Saevus Pendant +1",ear1="Friomisi Earring",ear2="Crematio Earring",hands="Otomi Gloves",
ring1="Globidonta Ring",ring2="Sirona's Ring",back="Bookworm's Cape",waist="Anrin Obi",legs="Hagondes Pants",feet="Umbani Boots"}

	-- Cataclysm Sets --
sets.precast.WS['Cataclysm'] = {ammo="Dosis Tathlum",head="Pixie Hairpin +1",body="Hagondes Coat",
neck="Saevus Pendant +1",ear1="Friomisi Earring",ear2="Moonshade Earring",hands="Otomi Gloves",
ring1="Shiva Ring",ring2="Shiva Ring",back="Bookworm's Cape",waist="Anrin Obi",legs="Hagondes Pants",feet="Umbani Boots"}

	-- Shattersoul Sets --
sets.precast.WS['Shattersoul'] = {ammo="Incantor Stone",head="Academic's Mortarboard +1",body="Vanir Cotehardie",
neck="Soil Gorget",ear1="Moonshade Earring",ear2="Brutal Earring",hands="Otomi Gloves",
ring1="Shiva Ring",ring2="Shiva Ring",back="Bookworm's Cape",waist="Soil Belt",legs="Perdition Slops",feet="Umbani Boots"}

-- Buff sets: Gear that needs to be worn to actively enhance a current player buff.
sets.buff['Ebullience'] = {head="Savant's Bonnet +2"}
sets.buff['Rapture'] = {head="Savant's Bonnet +2"}
sets.buff['Perpetuance'] = {hands="Savant's Bracers +2"}
sets.buff['Immanence'] = {hands="Savant's Bracers +2"}
sets.buff['Penury'] = {legs="Savant's Pants +2"}
sets.buff['Parsimony'] = {legs="Savant's Pants +2"}
sets.buff['Celerity'] = {feet="Pedagogy Loafers +1"}
sets.buff['Alacrity'] = {feet="Pedagogy Loafers +1",head="Nahtirah Hat"}

sets.buff['Klimaform'] = {feet="Savant's Loafers +2"}

sets.buff.FullSublimation = {head="Academic's Mortarboard +1",ear1="Savant's Earring",body="Pedagogy Gown +1"}
sets.buff.PDTSublimation = {head="Academic's Mortarboard +1",ear1="Savant's Earring",body="Pedagogy Gown +1"}

--sets.buff['Sandstorm'] = {feet="Desert Boots"}
end

-------------------------------------------------------------------------------------------------------------------
-- Job-specific hooks for standard casting events.
-------------------------------------------------------------------------------------------------------------------
-- Run after the general Midcast() is done.
function job_post_Midcast(spell, action, spellMap, eventArgs)
if spell.action_type == 'Magic' then
apply_grimoire_bonuses(spell, action, spellMap, eventArgs)
end
end
-------------------------------------------------------------------------------------------------------------------
-- 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 buff == "Sublimation: Activated" then
handle_equipping_gear(player.status)
end
end
-- Handle notifications of general user state change.
function job_state_change(stateField, newValue, oldValue)
if stateField == 'Offense Mode' then
if newValue == 'Normal' then
disable('main','sub','range')
else
enable('main','sub','range')
end
end
end
-------------------------------------------------------------------------------------------------------------------
-- User code that supplements standard library decisions.
-------------------------------------------------------------------------------------------------------------------
-- Custom spell mapping.
function job_get_spell_map(spell, default_spell_map)
if spell.action_type == 'Magic' then
if default_spell_map == 'Cure' or default_spell_map == 'Curaga' then
if world.weather_element == 'Light' then
return 'CureWithLightWeather'
end
elseif spell.skill == "Enfeebling Magic" then
if spell.type == "WhiteMagic" then
return "MndEnfeebles"
else
return "IntEnfeebles"
end
if spell.english == 'Noctohelix' then
equip(sets.Midcast.Noctohelix)
end
end
end
end

function customize_idle_set(idleSet)
if state.Buff['Sublimation: Activated'] then
if state.IdleMode.value == 'Normal' then
idleSet = set_combine(idleSet, sets.buff.FullSublimation)
elseif state.IdleMode.value == 'PDT' then
idleSet = set_combine(idleSet, sets.buff.PDTSublimation)
end
end
if player.mpp < 51 then
idleSet = set_combine(idleSet, sets.latent_refresh)
end
return idleSet
end

-- Spell Specific Equipment
function midcast(spell,action)
    if spell.skill == 'Elemental Magic' then
        if spell.element == 'Wind' then
            equip(sets.midcast['Elemental Magic'], {main="Marin Staff"})
        end
    end
end

-- Called by the 'update' self-command.
function job_update(cmdParams, eventArgs)
if cmdParams[1] == 'user' and not (buffactive['light arts'] or buffactive['dark arts'] or
buffactive['addendum: white'] or buffactive['addendum: black']) then
if state.IdleMode.value == 'Stun' then
send_command('@input /ja "Dark Arts" <me>')
else
send_command('@input /ja "Light Arts" <me>')
end
end
update_active_strategems()
update_sublimation()
end
-- Function to display the current relevant user state when doing an update.
-- Return true if display was handled, and you don't want the default info shown.
function display_current_job_state(eventArgs)
display_current_caster_state()
eventArgs.handled = true
end
-------------------------------------------------------------------------------------------------------------------
-- User code that supplements self-commands.
-------------------------------------------------------------------------------------------------------------------
-- Called for direct player commands.
function job_self_command(cmdParams, eventArgs)
if cmdParams[1]:lower() == 'scholar' then
handle_strategems(cmdParams)
eventArgs.handled = true
end
end
-------------------------------------------------------------------------------------------------------------------
-- Utility functions specific to this job.
-------------------------------------------------------------------------------------------------------------------
-- Reset the state vars tracking strategems.
function update_active_strategems()
state.Buff['Ebullience'] = buffactive['Ebullience'] or false
state.Buff['Rapture'] = buffactive['Rapture'] or false
state.Buff['Perpetuance'] = buffactive['Perpetuance'] or false
state.Buff['Immanence'] = buffactive['Immanence'] or false
state.Buff['Penury'] = buffactive['Penury'] or false
state.Buff['Parsimony'] = buffactive['Parsimony'] or false
state.Buff['Celerity'] = buffactive['Celerity'] or false
state.Buff['Alacrity'] = buffactive['Alacrity'] or false
state.Buff['Klimaform'] = buffactive['Klimaform'] or false
end
function update_sublimation()
state.Buff['Sublimation: Activated'] = buffactive['Sublimation: Activated'] or false
end
-- Equip sets appropriate to the active buffs, relative to the spell being cast.
function apply_grimoire_bonuses(spell, action, spellMap)
if state.Buff.Perpetuance and spell.type =='WhiteMagic' and spell.skill == 'Enhancing Magic' then
equip(sets.buff['Perpetuance'])
end
if state.Buff.Rapture and (spellMap == 'Cure' or spellMap == 'Curaga') then
equip(sets.buff['Rapture'])
end
if spell.skill == 'Elemental Magic' and spellMap ~= 'ElementalEnfeeble' then
if state.Buff.Ebullience and spell.english ~= 'Impact' then
equip(sets.buff['Ebullience'])
end
if state.Buff.Immanence then
equip(sets.buff['Immanence'])
end
if state.Buff.Klimaform and spell.element == world.weather_element then
equip(sets.buff['Klimaform'])
end
end
if state.Buff.Penury then equip(sets.buff['Penury']) end
if state.Buff.Parsimony then equip(sets.buff['Parsimony']) end
if state.Buff.Celerity then equip(sets.buff['Celerity']) end
if state.Buff.Alacrity then equip(sets.buff['Alacrity']) end
end
-- General handling of strategems in an Arts-agnostic way.
-- Format: gs c scholar <strategem>
function handle_strategems(cmdParams)
-- cmdParams[1] == 'scholar'
-- cmdParams[2] == strategem to use
if not cmdParams[2] then
add_to_chat(123,'Error: No strategem command given.')
return
end
local strategem = cmdParams[2]:lower()
if strategem == 'light' then
if buffactive['light arts'] then
send_command('input /ja "Addendum: White" <me>')
elseif buffactive['addendum: white'] then
add_to_chat(122,'Error: Addendum: White is already active.')
else
send_command('input /ja "Light Arts" <me>')
end
elseif strategem == 'dark' then
if buffactive['dark arts'] then
send_command('input /ja "Addendum: Black" <me>')
elseif buffactive['addendum: black'] then
add_to_chat(122,'Error: Addendum: Black is already active.')
else
send_command('input /ja "Dark Arts" <me>')
end
elseif buffactive['light arts'] or buffactive['addendum: white'] then
if strategem == 'cost' then
send_command('input /ja Penury <me>')
elseif strategem == 'speed' then
send_command('input /ja Celerity <me>')
elseif strategem == 'aoe' then
send_command('input /ja Accession <me>')
elseif strategem == 'power' then
send_command('input /ja Rapture <me>')
elseif strategem == 'duration' then
send_command('input /ja Perpetuance <me>')
elseif strategem == 'accuracy' then
send_command('input /ja Altruism <me>')
elseif strategem == 'enmity' then
send_command('input /ja Tranquility <me>')
elseif strategem == 'skillchain' then
add_to_chat(122,'Error: Light Arts does not have a skillchain strategem.')
elseif strategem == 'addendum' then
send_command('input /ja "Addendum: White" <me>')
else
add_to_chat(123,'Error: Unknown strategem ['..strategem..']')
end
elseif buffactive['dark arts'] or buffactive['addendum: black'] then
if strategem == 'cost' then
send_command('input /ja Parsimony <me>')
elseif strategem == 'speed' then
send_command('input /ja Alacrity <me>')
elseif strategem == 'aoe' then
send_command('input /ja Manifestation <me>')
elseif strategem == 'power' then
send_command('input /ja Ebullience <me>')
elseif strategem == 'duration' then
add_to_chat(122,'Error: Dark Arts does not have a duration strategem.')
elseif strategem == 'accuracy' then
send_command('input /ja Focalization <me>')
elseif strategem == 'enmity' then
send_command('input /ja Equanimity <me>')
elseif strategem == 'skillchain' then
send_command('input /ja Immanence <me>')
elseif strategem == 'addendum' then
send_command('input /ja "Addendum: Black" <me>')
else
add_to_chat(123,'Error: Unknown strategem ['..strategem..']')
end
else
add_to_chat(123,'No arts has been activated yet.')
end
end
-- Gets the current number of available strategems based on the recast remaining
-- and the level of the sch.
function get_current_strategem_count()
-- returns recast in seconds.
local allRecasts = windower.ffxi.get_ability_recasts()
local stratsRecast = allRecasts[231]
local maxStrategems = (player.main_job_level + 10) / 20
local fullRechargeTime = 4*60
local currentCharges = math.floor(maxStrategems - maxStrategems * stratsRecast / fullRechargeTime)
return currentCharges
end
-- Select default macro book on initial load or subjob change.
function select_default_macro_book()
set_macro_page(1, 14)
end
 Odin.Quixacotl
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By Odin.Quixacotl 2015-02-13 22:59:53
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You didn't mention you're using Motes... and just as I suspected, you pasted the code in the wrong place.

Lines 369-375 can't work because it'll be overwritten by job_post_midcast() which happens after midcast() is done. Basically your Keraunos will overwrite your Marin Staff even though the code for that is correct.

Delete lines 369-375 altogether. Then delete lines 301-309 and paste this in instead.
Code
-------------------------------------------------------------------------------------------------------------------
-- Job-specific hooks for standard casting events.
-------------------------------------------------------------------------------------------------------------------

-- Run after the general Midcast() is done.
function job_post_midcast(spell, action, spellMap, eventArgs)
    if spell.action_type == 'Magic' then
        if spell.skill == 'Elemental Magic' then
            if spell.element == 'Wind' then
                equip(sets.midcast['Elemental Magic'], {main="Marin Staff"})
            end
        end

        apply_grimoire_bonuses(spell, action, spellMap, eventArgs)
    end
end
 Bahamut.Phidruran
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By Bahamut.Phidruran 2015-02-14 09:29:10
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Thanks so much Quixacotl, worked like a charm.
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By Crevox 2015-02-16 10:22:05
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Any way to check in a conditional statement in gearswap if a slot is enabled or disabled?
 Odin.Quixacotl
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By Odin.Quixacotl 2015-02-17 03:07:33
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I'm not sure that's possible since in GS, enable/disable returns no value. You could assign some custom variable to toggle true/false when you use disable/enable.
 Odin.Brocovich
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By Odin.Brocovich 2015-02-18 04:59:32
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Is there any way to send myself an echo a minute after setting BLU spells with GS? not sure if there is any event when spells are set or spells are ready to use again.
 Leviathan.Syagin
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user: Kerron
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By Leviathan.Syagin 2015-02-18 09:57:49
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Anyone willing to share a template function to equip the new dusk till dawn earring coming out? Example.. you're lua will equip the armoor during the latent time and default to triditional armor when latent down.
 Shiva.Nokturnall
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By Shiva.Nokturnall 2015-02-18 10:56:25
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Hey everyone,

looking for some assistance with my MNK file. I am using Mote's file with my updated sets, and am trying to make a function to auto-equip an impetus set when my impetus count goes above a certain number. Currently, my function equips the impetus set after I've performed an action only (WS, use an ability, etc), but won't equip it when my impetus count goes from, say, 9-10. It will also not remove the impetus set until I perform another action. I'm thinking I need to write a function recognizing the impetus hit count change from 9-10 (or any other number). What do you guys think? Here is my function.

function customize_melee_set(meleeSet)
if buffactive.Impetus and (info.impetus_hit_count > 10) then
meleeSet = sets.buff.Impetus
end
return meleeSet
end
 Odin.Quixacotl
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By Odin.Quixacotl 2015-02-19 00:04:35
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Odin.Brocovich said: »
Is there any way to send myself an echo a minute after setting BLU spells with GS? not sure if there is any event when spells are set or spells are ready to use again.
I'm not sure if that's possible with GS since it's a gear-change engine. Check out the addon, AzureSets.

I personally don't use it but according to the description, the addon will set spells from a customized list. Then it displays a Timer-based timer to let you know when your spells are ready to use.
 Odin.Quixacotl
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By Odin.Quixacotl 2015-02-19 00:22:35
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Leviathan.Syagin said: »
Anyone willing to share a template function to equip the new dusk till dawn earring coming out? Example.. you're lua will equip the armoor during the latent time and default to triditional armor when latent down.
Recopied from BG, credit to vm0d.
Code
sets.NightEar = {ear1="Lugra Earring +1"}

function job_post_precast(spell, action, spellMap, eventArgs)
	if spell.type:lower() == 'weaponskill' then
		if world.time <= (7*60) or world.time >= (17*60) then
			equip(sets.NightEar)
		end
	end
end
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By Xaiha 2015-02-19 01:56:52
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I'm getting a Lua runtime error: GearSwap/Refresh.lua:229: attempt to index field '?' (a nil value)

Not sure if I'm the only one getting this since the update.
 Shiva.Ladyofhonor
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By Shiva.Ladyofhonor 2015-02-19 02:08:55
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Xaiha said: »
I'm getting a Lua runtime error: GearSwap/Refresh.lua:229: attempt to index field '?' (a nil value)

Not sure if I'm the only one getting this since the update.

You're not. Looked at the file and have no clue what to potentially do about it. Awaiting response from more code-savvy players.
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By Xaiha 2015-02-19 02:15:49
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Shiva.Ladyofhonor said: »
Xaiha said: »
I'm getting a Lua runtime error: GearSwap/Refresh.lua:229: attempt to index field '?' (a nil value)

Not sure if I'm the only one getting this since the update.

You're not. Looked at the file and have no clue what to potentially do about it. Awaiting response from more code-savvy players.

That's good, well not good that there's an error xD. does the lua:229 refer to the line number? if so I wonder what can be done about it * Clueless *

if player_mob_table.race ~= nil then
player.race_id = player.race
player.race = res.races[player.race][language]
end
 Leviathan.Arcon
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By Leviathan.Arcon 2015-02-19 02:15:56
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That was update related. A new LuaCore was just pushed, can you update and see if it resolves that?

Many addons were actually affected by it, Distance, TParty, etc. were all not working right.
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By Xaiha 2015-02-19 02:21:44
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Leviathan.Arcon said: »
That was update related. A new LuaCore was just pushed, can you update and see if it resolves that?

Many addons were actually affected by it, Distance, TParty, etc. were all not working right.


Thank you Arcon, just updated and everything seems to be in working order :)
 Shiva.Ladyofhonor
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By Shiva.Ladyofhonor 2015-02-19 02:38:19
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Leviathan.Arcon said: »
That was update related. A new LuaCore was just pushed, can you update and see if it resolves that?

Many addons were actually affected by it, Distance, TParty, etc. were all not working right.

Awesome, thanks. For me windower had stopped updating, could see it "start" an update but it instantly skipped doing so. Guess I could have guessed that would eventually come to make a difference down the line.
 Bahamut.Artoriusrex
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By Bahamut.Artoriusrex 2015-02-19 07:22:05
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getting LUA errors when casting new magic like ReRaise IV, all other version working fine and changing gear, but new spells throwing errors.
 Bahamut.Phidruran
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By Bahamut.Phidruran 2015-02-19 10:01:30
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Is there anything that needs to be done to add make gearswap use the new elemental equipment using Motes includes?
 Leviathan.Syagin
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By Leviathan.Syagin 2015-02-19 11:02:52
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Odin.Quixacotl said: »
Leviathan.Syagin said: »
Anyone willing to share a template function to equip the new dusk till dawn earring coming out? Example.. you're lua will equip the armoor during the latent time and default to triditional armor when latent down.
Recopied from BG, credit to vm0d.
Code
sets.NightEar = {ear1="Lugra Earring +1"}

function job_post_precast(spell, action, spellMap, eventArgs)
	if spell.type:lower() == 'weaponskill' then
		if world.time <= (7*60) or world.time >= (17*60) then
			equip(sets.NightEar)
		end
	end
end

You're the man Quixacotl. Thank you.
 Asura.Psylo
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By Asura.Psylo 2015-02-19 15:14:39
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Hello, i use motenten RDM.lua, but when i try to cast my news Tier V, gear didn't swap in pre and mid cast.

There is a ressources where i can add my tier V as elemental magic ?

Thks in advance
 Leviathan.Arcon
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By Leviathan.Arcon 2015-02-19 16:39:25
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Resources have been updated a while ago to include the new spells. Re-run the launcher to update, or, if you're using the Update addon, type //update.
 Asura.Psylo
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By Asura.Psylo 2015-02-19 16:46:18
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Thks, did you add the new obi to the obi rules ?
 Asura.Psylo
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By Asura.Psylo 2015-02-19 16:47:51
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Mmmm just test, nop for me.

Let me show my "elemental part"
Code
sets.midcast['Elemental Magic'] = {
		main="Lehbrailg +2",sub="Elder's grip +1",ammo="Dosis tathlum",
		head="Hagondes Hat +1",neck="eddy necklace",ear1="Friomisi Earring",ear2="Crematio Earring",
		body="Seidr Cotehardie" ,hands="Otomi Gloves",ring1="Shiva Ring +1",ring2="Shiva Ring +1",
		back="Toro Cape",
		--waist="Yamabuki-no-Obi"
		waist=gear.ElementalObi
		,legs="Hagondes Pants +1",feet="Umbani Boots"}
	
	sets.midcast['Stone'] = set_combine(sets.midcast['Elemental Magic'], {Neck="Quanpur Necklace"})
	sets.midcast['Stone II'] = set_combine(sets.midcast['Elemental Magic'], {Neck="Quanpur Necklace"})
	sets.midcast['Stone III'] = set_combine(sets.midcast['Elemental Magic'], {Neck="Quanpur Necklace"})
	sets.midcast['Stone IV'] = set_combine(sets.midcast['Elemental Magic'], {Neck="Quanpur Necklace"})
	sets.midcast['Stone V'] = set_combine(sets.midcast['Elemental Magic'], {Neck="Quanpur Necklace"})
	sets.midcast['Stonega'] = set_combine(sets.midcast['Elemental Magic'], {Neck="Quanpur Necklace"})
	sets.midcast['Stonega II'] = set_combine(sets.midcast['Elemental Magic'], {Neck="Quanpur Necklace"})
	
	sets.midcast['Aero'] = set_combine(sets.midcast['Elemental Magic'], {main="Marin Staff +1"})
	sets.midcast['Aero II'] = set_combine(sets.midcast['Elemental Magic'], {main="Marin Staff +1"})
	sets.midcast['Aero III'] = set_combine(sets.midcast['Elemental Magic'], {main="Marin Staff +1"})
	sets.midcast['Aero IV'] = set_combine(sets.midcast['Elemental Magic'], {main="Marin Staff +1"})
	sets.midcast['Aero V'] = set_combine(sets.midcast['Elemental Magic'], {main="Marin Staff +1"})
	sets.midcast['Aeroga'] = set_combine(sets.midcast['Elemental Magic'], {main="Marin Staff +1"})
	sets.midcast['Aeroga II'] = set_combine(sets.midcast['Elemental Magic'], {main="Marin Staff +1"})
			
	sets.midcast['Elemental Magic'].Resistant = {
		main="Lehbrailg +2","Elder grip +1",range="Aureole",
		head="Hagondes Hat +1",neck="Imbodla Necklace",ear1="Friomisi Earring",ear2="Crematio Earring",
		body="Vanir Cotehardie" ,hands="Hagondes cuffs +1",ring1="Shiva ring +1",ring2="Shiva ring +1",
		back="Toro Cape",waist="Yamabuki-no-ochi",legs="Hagondes Pants +1",feet="Vitivation Boots +1"}
		--Vitivation Boots +1
		--Aureole
 Asura.Justblaze
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By Asura.Justblaze 2015-02-19 16:55:52
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If you go into Mote-Mappings.lua you can change the obis there to the new one. I just copy/pasted all 3 items in case anyone else asks
Code
elements.obi_of = {['Light']='Hachirin-no-obi', ['Dark']='Hachirin-no-obi', ['Fire']='Hachirin-no-obi', ['Ice']='Hachirin-no-obi', ['Wind']='Hachirin-no-obi',
     ['Earth']='Hachirin-no-obi', ['Lightning']='Hachirin-no-obi', ['Water']='Hachirin-no-obi'}

elements.gorget_of = {['Light']='Fotia Gorget', ['Dark']='Fotia Gorget', ['Fire']='Fotia Gorget', ['Ice']='Fotia Gorget',
    ['Wind']='Fotia Gorget', ['Earth']='Fotia Gorget', ['Lightning']='Fotia Gorget', ['Water']='Fotia Gorget'}

elements.belt_of = {['Light']='Fotia Belt', ['Dark']='Fotia Belt', ['Fire']='Fotia Belt', ['Ice']='Fotia Belt',
    ['Wind']='Fotia Belt', ['Earth']='Fotia Belt', ['Lightning']='Fotia Belt', ['Water']='Fotia Belt'}
 Bahamut.Phidruran
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By Bahamut.Phidruran 2015-02-19 17:44:33
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Just changing those names has not worked, which doesn't make sense because they were swapping out for the old elemental Obi's beforehand.
 Asura.Psylo
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By Asura.Psylo 2015-02-19 18:11:47
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Leviathan.Arcon said: »
Resources have been updated a while ago to include the new spells. Re-run the launcher to update, or, if you're using the Update addon, type //update.

In fact Tier V are not news spells, or maybe you have made a list by job maybe.
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