Gearswap Support Thread

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Gearswap Support Thread
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 Odin.Quixacotl
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By Odin.Quixacotl 2015-02-26 06:27:21
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Leviathan.Alastar said: »
This may seem stupid, but is anyone else having issues with Telchine Chasuble swapping? I got fastcast+5 on mine and it won't change over.
At this time GS is unable to handle unknown augments for the new gear. Fortunately there is something you can do.

Equip it then type: //gs export

Look in your Windower4\addons\GearSwap\data\export folder.

You should see a lua file that includes your augmented stats.

Now make it a variable and code it like this (using an example since I don't have augmented Telchine gear yet).
Code
TP_feet = {name="Helios Boots", augments={'Pet: Attack+27 Pet: Rng.Atk.+27','System: 1 ID: 123 Val: 7','Pet: Haste+5',}}

sets.engaged = {feet=TP_feet}
 Leviathan.Alastar
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By Leviathan.Alastar 2015-02-27 02:09:01
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I'm still a bit puzzled as to where to put that in my GS file. I'm the best with coding.
 Bahamut.Shirai
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By Bahamut.Shirai 2015-02-27 03:05:14
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I have it set up as followed:
Code
function init_gear_sets()

    --------------------------------------
    -- Augmented Items
    --------------------------------------
	-- BP Items
		BP_hands = {name="Helios Gloves", augments={'Pet: "Mag.Atk.Bns."+26','Pet: Crit.hit rate +4','Blood Pact Dmg.+5',}}	
		BP_feet = {name = "Helios boots",augments={'Pet: "Mag.Atk.Bns."+25','Pet: Crit.hit rate +4','Blood Pact Dmg.+7',}}	
		BP_legs = {name="Helios Spats", augments={'Pet: "Mag.Atk.Bns."+23','Pet: Crit.hit rate +4','Blood Pact Dmg.+6',}}

	-- TP Items
		TP_feet = {name="Helios Boots", augments={'Pet: Attack+27 Pet: Rng.Atk.+27','System: 1 ID: 123 Val: 7','Pet: Haste+5',}}		


And in the actual gearsets:
Code
	sets.midcast.Pet.HybridBloodPactRage = {
		main="Keraunos",
		sub="Vox Grip",			
		ammo="Seraphicaller",		
		head="Glyphic horn +1",
		ear2="Domes. Earring",		
		ear1="Esper earring",
		neck="Eidolon Pendant +1",
		body="Con. doublet +1",		
		hands=BP_hands,
		ring1="Evoker's Ring",
		ring2="Fervor ring",
		back="Conveyance cape",
		waist="Caller's Sash",			
		legs=BP_legs,
		feet=BP_feet}


I hope it helps.
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By amadis 2015-02-27 08:10:18
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is there a way to incorporate the new elemental obi into a BLU lua for Blue Magic aswell as Elemental Magic. I occasionaly /SCH and use t1/t2's on BLU so would be nice if I could have for both. I'm guess it would look something like this
Code
-- Run after the default midcast() is done.
-- eventArgs is the same one used in job_midcast, in case information needs to be persisted.
function job_post_midcast(spell, action, spellMap, eventArgs)
    if spell.skill == 'Elemental Magic' then
        if spell.element == world.day_element or spell.element == world.weather_element then
            equip(sets.midcast['Elemental Magic'], {waist="Hachirin-No-Obi"})
	elseif spell.skill == 'Blue Magic' then
		if spell.element == world.day_element or spell.element == world.weather_element then
            equip(sets.Midcast.MagicalBlueMagic, {waist="Hachirin-No-Obi"})
        end
    end
end


also where abouts should I put it in my lua? currently it looks like this
Code
function midcast(spell,action)
        equipSet = {}
        if spell.type:endswith('Magic') or spell.type == 'Ninjutsu' then
                equipSet = sets.Midcast
                if equipSet[spell.english] then
                        equipSet = equipSet[spell.english]
                elseif (string.find(spell.english,'Cur') or BlueMagic_Healing:contains(spell.english)) and spell.english ~= "Cursna" then
                        if string.find(spell.english,'Cure') or BlueMagic_Healing:contains(spell.english) then
                                equipSet = equipSet.Cure
                        elseif string.find(spell.english,'Cura') then
                                equipSet = equipSet.Curaga
                        end
                        if world.day_element == spell.element or world.weather_element == spell.element then
                                equipSet = set_combine(equipSet,{})
                        end
                elseif PhysicalBlueMagic:contains(spell.english) or PhysicalBlueMagic_STR:contains(spell.english) or PhysicalBlueMagic_DEX:contains(spell.english) or PhysicalBlueMagic_VIT:contains(spell.english) or PhysicalBlueMagic_AGI:contains(spell.english) then
                        if PhysicalBlueMagic_STR:contains(spell.english) then
                                equipSet = equipSet.PhysicalBlueMagic_STR
                        elseif PhysicalBlueMagic_DEX:contains(spell.english) then
                                equipSet = equipSet.PhysicalBlueMagic_DEX
                        elseif PhysicalBlueMagic_VIT:contains(spell.english) then
                                equipSet = equipSet.PhysicalBlueMagic_VIT
                        elseif PhysicalBlueMagic_AGI:contains(spell.english) then
                                equipSet = equipSet.PhysicalBlueMagic_AGI
                        elseif PhysicalBlueMagic:contains(spell.english) then
                                equipSet = equipSet.PhysicalBlueMagic
                        end
                        if buffactive['Chain Affinity'] then
                                equipSet = set_combine(equipSet,{feet="Assim. Charuqs +1"})
                        end
                        if buffactive.Efflux then
                                equipSet = set_combine(equipSet,{legs="Mavi Tayt +2"})
                        end
                elseif MagicalBlueMagic:contains(spell.english) or spell.english == "Charged Whisker" then
                        if MagicalBlueMagic:contains(spell.english) then
                                equipSet = equipSet.MagicalBlueMagic
                        elseif spell.english == "Charged Whisker" then
                                equipSet = equipSet[spell.name]
                        end
                        if buffactive['Burst Affinity'] then
                                equipSet = set_combine(equipSet,{})
                        end
                        if buffactive.Convergence then
                                equipSet = set_combine(equipSet,{head=""})
                        end
                elseif BlueMagic_Accuracy:contains(spell.english) then
                        equipSet = equipSet.BlueMagic_Accuracy
                elseif BlueMagic_Stun:contains(spell.english) then
                        equipSet = equipSet.BlueMagic_Stun
                elseif BlueMagic_Buff:contains(spell.english) then
                        equipSet = equipSet.BlueMagic_Buff
                elseif BlueMagic_Diffusion:contains(spell.english) and buffactive.Diffusion then
                        equipSet = set_combine(equipSet,{feet="Luhlaza Charuqs +1"})
                elseif BlueMagic_Breath:contains(spell.english) then
                        equipSet = equipSet.BlueMagic_Breath
                elseif spell.english == "Stoneskin" then
                        if buffactive.Stoneskin then
                                send_command('@wait 2.8;cancel stoneskin')
                        end
                        equipSet = equipSet.Stoneskin
                elseif spell.english == "Sneak" then
                        if spell.target.name == player.name and buffactive['Sneak'] then
                                send_command('cancel sneak')
                        end
                        equipSet = equipSet.Haste
                elseif string.find(spell.english,'Utsusemi') then
                        if spell.english == 'Utsusemi: Ichi' and (buffactive['Copy Image'] or buffactive['Copy Image (2)']) then
                                send_command('@wait 1.7;cancel Copy Image*')
                        end
                        equipSet = equipSet.Haste
                elseif spell.english == 'Monomi: Ichi' then
                        if buffactive['Sneak'] then
                                send_command('@wait 1.7;cancel sneak')
                        end
                        equipSet = equipSet.Haste
                elseif equipSet[spell.skill] then
                        equipSet = equipSet[spell.skill]
                end
        elseif equipSet[spell.english] then
                equipSet = equipSet[spell.english]
        end
        equip(equipSet)
end


Thanks in advance for any help ^^
 Odin.Quixacotl
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By Odin.Quixacotl 2015-02-27 12:18:16
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That Obi check only works for Motes. Since you're using a non-Motes lua then you have to be a bit more creative.
Code
function get_sets()
    sets.midcast['Elemental Magic'] = { } -- elemental gear here.
end

function midcast(spell,action)
    -- your normal code here (Lines 2-84).
    if spell.skill == 'Elemental Magic' then
        if spell.element == world.day_element or spell.element == world.weather_element then
            equip(sets.midcast['Elemental Magic'], {waist="Hachirin-No-Obi"})
        end
    elseif spell.skill == 'Blue Magic' then
        if spell.element == world.day_element or spell.element == world.weather_element then
            equipSet = set_combine(equipSet, {waist="Hachirin-No-Obi"})
        end
    end
end
 Quetzalcoatl.Valli
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By Quetzalcoatl.Valli 2015-02-27 15:13:51
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I suppose this would go here

Can anyone tell me how to add something to gearswap that does this:
If I'm flurried, cancel it. Any time flurry is put up, automatically cancel it off.

(for using trust koru and arciela... if haste is up, no flurry, when haste falls he spams flurry until haste is applied.)
 Fenrir.Meinferno
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By Fenrir.Meinferno 2015-02-27 16:00:09
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Hello all, tried to take dry out today and undate some set but getting this error,

"lua runtime error: ...(x86)/windower4//addons/gearsswap/flow.lua.295:
gearswap has detected an error in the user function aftercast:
addons/gearswap/libs/mote-include.lua:564: "has_value" is not defined for strings

could anyone help me out
Code
            --------------------------------------
            -- Start defining the sets
            --------------------------------------
            -- Precast Sets
            -- Precast sets to enhance JAs
            sets.precast.JA['Diabolic Eye'] = {hands="Abyss Gauntlets +2"}
            sets.precast.JA['Arcane Circle'] = {feet="Ignominy Sollerets"}
            sets.precast.JA['Nether Void'] = {legs="Bale Flanchard +2"}
     
                   
            -- Waltz set (chr and vit)
            sets.precast.Waltz = {ammo="Sonia's Plectrum",
                    head="Yaoyotl Helm",
                    body="Karmesin Vest",hands="Umuthi Gloves",
                    legs="Xaddi Cuisses",feet="Mikinaak Greaves"}
                   
            -- Don't need any special gear for Healing Waltz.
            sets.precast.Waltz['Healing Waltz'] = {}
           
            -- Fast cast sets for spells
                     
            -- Midcast Sets
            sets.midcast.FastRecast = {ammo="Impatiens",
                    head="Cizin Helm",neck="Orunmila's Torque",ear1="Loquacious Earring",ear2="Moonshade Earring",
                    body="Demon's Harness",hands="Cizin Mufflers +1 +1",ring1="Prolix Ring",ring2="Weatherspoon Ring",
                    back="Letalis Mantle",waist="Goading Belt",legs="Homam Cosciales",feet="Mikinaak Greaves"}
                   
            -- Specific spells
            sets.midcast.Utsusemi = {ammo="Impatiens",
                    head="Cizin Helm",neck="Orunmila's Torque",ear1="Loquacious Earring",ear2="Moonshade Earring",
                    body="Demon's Harness",hands="Cizin Mufflers +1",ring1="Prolix Ring",ring2="Weatherspoon Ring",
                    waist="Goading Belt",legs="Xaddi Cuisses",feet="Mikinaak Greaves"}
     
            sets.midcast.DarkMagic = {ammo="Impatiens",
                    head="Ignominy burgeonet +1",neck="Aesir Torque",ear1="Loquacious Earring",ear2="Moonshade Earring",
                    body="Demon's Harness",hands="Pavor Gauntlets",ring1="Prolix Ring",rring2="Weatherspoon Ring",
                    back="Merciful Cape",waist="Goading Belt",legs="Bale Flanchard +2",feet="Mikinaak Greaves"}
           
		    sets.midcast.EnfeeblingMagic = sets.midcast.DarkMagic
		   
            sets.midcast['Dread Spikes'] = {body="Bale Cuirass +2"}
           
            sets.midcast.Stun = set_combine(sets.midcast.DarkMagic, {
                    head="Cizin Helm",ear1="Lifestorm Earring",ear2="Psystorm Earring",
                    ring2="Balrahn's Ring"})
                   
            sets.midcast.Drain = {ammo="Impatiens",
                    head="Ignominy burgeonet +1",neck="Eddy Necklace",ear1="Loquacious Earring",ear2="Hirudinea Earring",
                    body="Demon's Harness",hands="Pavor Gauntlets",ring1="Prolix Ring",ring2="K'ayres Ring",
                    back="Merciful Cape",waist="Goading Belt",legs="Bale Flanchard +2",feet="Mikinaak Greaves"}
                   
            sets.midcast.Aspir = sets.midcast.Drain
						                   
            -- Weaponskill sets
            -- Default set for any weaponskill that isn't any more specifically defined
            sets.precast.WS = {ammo="Aqreqaq Bomblet",
                    head="Otomi Helm",neck="Ganesha's Mala",ear1="Brutal Earring",ear2="Moonshade Earring",
                    body="Phorcys Korazin",hands="Acro Gauntlets",ring1="Rajas Ring",ring2="Ifrit Ring",
                    back="Niht Mantle",waist="Windbuffet Belt +1",legs="Ignominy Flanchard +1",feet="Acro Leggings"}
            sets.precast.WS.Acc = set_combine(sets.precast.WS, {back="Letalis Mantle"})
     
            -- Specific weaponskill sets.  Uses the base set if an appropriate WSMod version isn't found.
            sets.precast.WS['Catastrophe'] = set_combine(sets.precast.WS, {neck="Soil Gorget",waist="Soil Belt",ear1="Bladeborn Earring",ear2="Steelflash Earring"})
            sets.precast.WS['Catastrophe'].Acc = set_combine(sets.precast.WS.Acc, {neck="Soil Gorget",ear1="Bladeborn Earring",ear2="Steelflash Earring"})
            sets.precast.WS['Catastrophe'].Mod = set_combine(sets.precast.WS['Catastrophe'], {waist="Soil Belt",ear1="Bladeborn Earring",ear2="Steelflash Earring"})
     
            sets.precast.WS['Entropy'] = set_combine(sets.precast.WS, {neck="Soil Gorget",legs="Xaddi Cuisses"})
            sets.precast.WS['Entropy'].Acc = set_combine(sets.precast.WS.Acc, {neck="Soil Gorget",legs="Xaddi Cuisses"})
            sets.precast.WS['Entropy'].Mod = set_combine(sets.precast.WS['Entropy'], {waist="Soil Belt",legs="Xaddi Cuisses"})
     
            sets.precast.WS['Resolution'] = set_combine(sets.precast.WS, {neck="Soil Gorget",ring2="Pyrosoul Ring"})
            sets.precast.WS['Resolution'].Acc = set_combine(sets.precast.WS.Acc, {neck="Soil Gorget",ring2="Pyrosoul Ring"})
            sets.precast.WS['Resolution'].Mod = set_combine(sets.precast.WS['Resolution'], {waist="Soil Belt",ring2="Pyrosoul Ring"})
     
     
           
            -- Sets to return to when not performing an action.
           
            -- Resting sets
            sets.resting = {head="Yaoyotl Helm",neck="Wiglen Gorget",ear1="Bladeborn Earring",ear2="Steelflash Earring",
                    body="Ares' Cuirass +1",hands="Cizin Mufflers +1",ring1="Sheltered Ring",ring2="Paguroidea Ring",
                    back="Letalis Mantle",waist="Goading Belt",legs="Blood Cuisses",feet="Ejekamal Boots"}
           
     
            -- Idle sets (default idle set not needed since the other three are defined, but leaving for testing purposes)
            sets.idle.Town = {
                    head="Yaoyotl Helm",neck="Ganesha's Mala",ear1="Tripudio Earring",ear2="Brutal Earring",
                    body="Ares' Cuirass +1",hands="Cizin Mufflers +1",ring1="Sheltered Ring",ring2="Paguroidea Ring",
                    back="Letalis Mantle",waist="Windbuffet Belt +1",legs="Blood Cuisses",feet="Acro Leggings"}
           
            sets.idle.Field = {
                    head="Twilight Helm",neck="Wiglen Gorget",ear1="Tripudio Earring",ear2="Brutal Earring",
                    body="Ares' Cuirass +1",hands="Cizin Mufflers +1",ring1="Sheltered Ring",ring2="Paguroidea Ring",
                    back="Shadow Mantle",waist="Windbuffet Belt +1",legs="Blood Cuisses",feet="Acro Leggings"}
     
            sets.idle.Weak = {
                    head="Twilight Helm",neck="Bale Choker",ear1="Bladeborn Earring",ear2="Steelflash Earring",
                    body="Twilight Mail",hands="Buremte Gloves",ring1="Sheltered Ring",ring2="Paguroidea Ring",
                    back="Letalis Mantle",waist="Goading Belt",legs="Xaddi Cuisses",feet="Ejekamal Boots"}
           
            -- Defense sets
            sets.defense.PDT = {
                    head="Lithelimb Cap",neck="Agitator's Collar",ear1="Bladeborn Earring",ear2="Steelflash Earring",
                    body="Emet Harness",hands="Yorium Gauntlets",ring1="Dark Ring",ring2="Dark Ring",
                    back="Shadow Mantle",waist="Nierenschutz",legs="Xaddi Cuisses",feet="Yorium Sabatons"}
     
            sets.defense.Reraise = {
                    head="Twilight Helm",neck="Twilight Torque",ear1="Bladeborn Earring",ear2="Steelflash Earring",
                    body="Twilight Mail",hands="Cizin Mufflers +1",ring1="Dark Ring",ring2="Paguroidea Ring",
                    back="Mollusca Mantle",waist="Nierenschutz",legs="Xaddi Cuisses",feet="Cizin Greaves"}
     
            sets.defense.MDT = {
                    head="Yorium Barbuta",neck="Twilight Torque",ear1="Sanare Earring",ear2="Steelflash Earring",
                    body="Karmesin Vest",hands="Cizin Mufflers +1",ring1="Yacuruna Ring +1",ring2="Dark Ring",
                    back="Tuilha Cape",waist="Nierenschutz",legs="Xaddi Cuisses",feet="Acro Leggins"}
     
            sets.Kiting = {legs="Blood Cuisses"}
     
            sets.Reraise = {head="Twilight Helm",body="Twilight Mail"}
     
            -- Engaged sets
     sets.engaged = {ammo="Yetshila",
		head="Otomi Helm",neck="Ganesha's Mala",ear1="Tripudio Earring",ear2="Brutal Earring",
		body="Xaddi Mail",hands="Cizin Mufflers +1",ring1="Rajas Ring",ring2="K'ayres Ring",
		back="Letalis Mantle",waist="Goading Belt",legs="Xaddi Cuisses",feet="Acro Leggings"}
	sets.engaged.Acc = {ammo="Hagneia Stone",
		head="Yaoyotl Helm",neck="Ganesha's Mala",ear1="Bladeborn Earring",ear2="Steelflash Earring",
		body="Karmesin Vest",hands="Cizin Mufflers +1",ring1="Patricius Ring",ring2="K'ayres Ring",
		back="Letalis Mantle",waist="Dynamic Belt",legs="Xaddi Cuisses",feet="Mikinaak Greaves"}
	sets.engaged = {ammo="Hagneia Stone",
		head="Yaoyotl Helm",neck="Ganesha's Mala",ear1="Bladeborn Earring",ear2="Steelflash Earring",
		body="Xaddi Mail",hands="Cizin Mufflers +1",ring1="Rajas Ring",ring2="K'ayres Ring",
		back="Letalis Mantle",waist="Windbuffet Belt +1",legs="Xaddi Cuisses",feet="Mikinaak Greaves"}
	sets.engaged.Multi = {ammo="Hagneia Stone",
		head="Otomi Helm",neck="Ganesha's Mala",ear1="Bladeborn Earring",ear2="Steelflash Earring",
		body="Enif Corazza",hands="Cizin Mufflers +1",ring1="Rajas Ring",ring2="K'ayres Ring",
		back="Letalis Mantle",waist="Cetl Belt",legs="Xaddi Cuisses",feet="Ejekamal Boots"}
	sets.engaged.Reraise = {ammo="Fire Bomblet",
		head="Twilight Helm",neck="Twilight Torque",ear1="Bladeborn Earring",ear2="Steelflash Earring",
		body="Twilight Mail",hands="Yorium Gauntlets",ring1="Patricius Ring",ring2="Dark Ring",
		back="Letalis Mantle",waist="Nierenschutz",legs="Xaddi Cuisses",feet="Acro Leggings"}
	
	 
            -- 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.Apocalypse = {ammo="Yetshila",
					head="Otomi Helm",neck="Ganesha's Mala",ear1="Tripudio Earring",ear2="Brutal Earring",
					body="Xaddi Mail",hands="Cizin Mufflers +1",ring1="Rajas Ring",ring2="K'ayres Ring",
					back="Letalis Mantle",waist="Goading Belt",legs="Xaddi Cuisses",feet="Acro Leggings"}
            sets.engaged.Apocalypse.Acc = {ammo="Hagneia Stone",
                    head="Yaoyotl Helm",neck="Ganesha's Mala",ear1="Bladeborn Earring",ear2="Steelflash Earring",
                    body="Karmesin Vest",hands="Cizin Mufflers +1",ring1="Rajas Ring",ring2="K'ayres Ring",
                    back="Letalis Mantle",waist="Dynamic Belt",legs="Xaddi Cuisses",feet="Mikinaak Greaves"}
            sets.engaged.Apocalypse.AM = {ammo="Hagneia Stone",
                    head="Otomi Helm",neck="Ganesha's Mala",ear1="Tripudio Earring",ear2="Brutal Earring",
					body="Xaddi Mail",hands="Cizin Mufflers +1",ring1="Rajas Ring",ring2="K'ayres Ring",
					back="Letalis Mantle",waist="Goading Belt",legs="Xaddi Cuisses",feet="Acro Leggings"}
            sets.engaged.Apocalypse.Multi = {ammo="Hagneia Stone",
                    head="Otomi Helm",neck="Ganesha's Mala",ear1="Bladeborn Earring",ear2="Steelflash Earring",
                    body="Enif Corazza",hands="Cizin Mufflers +1",ring1="Rajas Ring",ring2="K'ayres Ring",
                    back="Letalis Mantle",waist="Windbuffet Belt +1",legs="Xaddi Cuisses",feet="Ejekamal Boots"}
            sets.engaged.Apocalypse.Multi.PDT = {ammo="Hagneia Stone",
                    head="Lithelimb Cap",neck="Agitator's Collar",ear1="Bladeborn Earring",ear2="Steelflash Earring",
                    body="Emet Harness",hands="Yorium Gauntlets",ring1="Dark Ring",ring2="Dark Ring",
                    back="Shadow Mantle",waist="Nierenschutz",legs="Xaddi Cuisses",feet="Yorium Sabatons"}
            sets.engaged.Apocalypse.Multi.Reraise = {ammo="Hagneia Stone",
                    head="Twilight Helm",neck="Ganesha's Mala",ear1="Bladeborn Earring",ear2="Steelflash Earring",
                    body="Twilight Breastplate",hands="Cizin Mufflers +1",ring1="Rajas Ring",ring2="Mars's Ring",
                    back="Letalis Mantle",waist="Dynamic Belt",legs="Xaddi Cuisses",feet="Ejekamal Boots"}
            sets.engaged.Apocalypse.PDT = {ammo="Fire Bomblet",
                    head="Cizin Helm",neck="Twilight Torque",ear1="Bladeborn Earring",ear2="Steelflash Earring",
                    body="Xaddi Mail",hands="Umuthi Gloves",ring1="Patricius Ring",ring2="Dark Ring",
                    back="Mollusca Mantle",waist="Nierenschutz",legs="Xaddi Cuisses",feet="Cizin Greaves"}
            sets.engaged.Apocalypse.Acc.PDT = {ammo="Fire Bomblet",
                    head="Yaoyotl Helm",neck="Agitator's collar",ear1="Bladeborn Earring",ear2="Steelflash Earring",
                    body="Xaddi Mail",hands="Umuthi Gloves",ring1="Patricius Ring",ring2="Dark Ring",
                    back="Letalis Mantle",waist="Dynamic Belt",legs="Xaddi Cuisses",feet="Cizin Greaves"}
            sets.engaged.Apocalypse.Reraise = {ammo="Fire Bomblet",
                    head="Twilight Helm",neck="Twilight Torque",ear1="Bladeborn Earring",ear2="Steelflash Earring",
                    body="Twilight Mail",hands="Umuthi Gloves",ring1="Patricius Ring",ring2="Dark Ring",
                    back="Letalis Mantle",waist="Dynamic Belt",legs="Xaddi Cuisses",feet="Cizin Greaves"}
            sets.engaged.Apocalypse.Acc.Reraise = {ammo="Fire Bomblet",
                    head="Twilight Helm",neck="Twilight Torque",ear1="Bladeborn Earring",ear2="Steelflash Earring",
                    body="Twilight Mail",hands="Umuthi Gloves",ring1="Patricius Ring",ring2="DarkRing",
                    back="Letalis Mantle",waist="Dynamic Belt",legs="Xaddi Cuisses",feet="Cizin Greaves"}
					

            -- Custom Melee Group
            sets.engaged['Senbaak Nagan'] = {ammo="Hagneia Stone",
                    head="Yaoyotl Helm",neck="Ganesha's Mala",ar1="Tripudio Earring",ear2="Brutal Earring",
                    body="Armada Hauberk",hands="Cizin Mufflers +1",ring1="Rajas Ring",ring2="K'ayres Ring",
                    back="Letalis Mantle",waist="Goading Belt",legs="Xaddi Cuisses",feet="Mikinaak Greaves"}
            sets.engaged['Senbaak Nagan'].Acc = {ammo="Hagneia Stone",
                    head="Yaoyotl Helm",neck="Ganesha's Mala",ear1="Bladeborn Earring",ear2="Steelflash Earring",
                    body="Mikinaak Breastplate",hands="Cizin Mufflers +1",ring1="Rajas Ring",ring2="Mars's Ring",
                    back="Letalis Mantle",waist="Dynamic Belt",legs="Xaddi Cuisses",feet="Mikinaak Greaves"}
            sets.engaged['Senbaak Nagan'].Multi = {ammo="Hagneia Stone",
                    head="Otomi Helm",neck="Ganesha's Mala",ear1="Bladeborn Earring",ear2="Steelflash Earring",
                    body="Mikinaak Breastplate",hands="Cizin Mufflers +1",ring1="Rajas Ring",ring2="K'ayres Ring",
                    back="Letalis Mantle",waist="Goading Belt",legs="Xaddi Cuisses",feet="Ejekamal Boots"}
            sets.engaged['Senbaak Nagan'].Multi.PDT = {ammo="Hagneia Stone",
                    head="Yaoyotl Helm",neck="Ganesha's Mala",ear1="Bladeborn Earring",ear2="Steelflash Earring",
                    body="Cizin Mail",hands="Cizin Mufflers +1",ring1="Rajas Ring",ring2="Mars's Ring",
                    back="Letalis Mantle",waist="Dynamic Belt",legs="Xaddi Cuisses",feet="Cizin Graves"}
            sets.engaged['Senbaak Nagan'].Multi.Reraise = {ammo="Hagneia Stone",
                    head="Twilight Helm",neck="Ganesha's Mala",ear1="Bladeborn Earring",ear2="Steelflash Earring",
                    body="Armada Hauberk",hands="Cizin Mufflers +1",ring1="Rajas Ring",ring2="Mars's Ring",
                    back="Letalis Mantle",waist="Dynamic Belt",legs="Xaddi Cuisses",feet="Ejekamal Boots"}
            sets.engaged['Senbaak Nagan'].PDT = {ammo="Hagneia Stone",
                    head="Yaoyotl Helm",neck="Twilight Torque",ear1="Bladeborn Earring",ear2="Steelflash Earring",
                    body="Mikinaak Breastplate",hands="Cizin Mufflers +1",ring1="Dark Ring",ring2="Dark Ring",
                    back="Mollusca Mantle",waist="Dynamic Belt",legs="Xaddi Cuisses",feet="Mikinaak Greaves"}
            sets.engaged['Senbaak Nagan'].Acc.PDT = {ammo="Hagneia Stone",
                    head="Yaoyotl Helm",neck="Twilight Torque",ear1="Bladeborn Earring",ear2="Steelflash Earring",
                    body="Mikinaak Breastplate",hands="Cizin Mufflers +1",ring1="Dark Ring",ring2="Dark Ring",
                    back="Mollusca Mantle",waist="Dynamic Belt",legs="Xaddi Cuisses",feet="Mikinaak Greaves"}
            sets.engaged['Senbaak Nagan'].Reraise = {ammo="Hagneia Stone",
                    head="Twilight Helm",neck="Twilight Torque",ear1="Bladeborn Earring",ear2="Steelflash Earring",
                    body="Twilight Mail",hands="Cizin Mufflers +1",ring1="Dark Ring",ring2="Dark Ring",
                    back="Letalis Mantle",waist="Dynamic Belt",legs="Xaddi Cuisses",feet="Mikinaak Greaves"}
            sets.engaged['Senbaak Nagan'].Acc.Reraise = {ammo="Hagneia Stone",
                    head="Twilight Helm",neck="Twilight Torque",ear1="Bladeborn Earring",ear2="Steelflash Earring",
                    body="Twilight Mail",hands="Cizin Mufflers +1",ring1="Dark Ring",ring2="Dark Ring",
                    back="Letalis Mantle",waist="Dynamic Belt",legs="Xaddi Cuisses",feet="Mikinaak Greaves"}
 Odin.Quixacotl
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user: Quixacotl
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By Odin.Quixacotl 2015-02-27 22:09:13
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Quetzalcoatl.Valli said: »
I suppose this would go here

Can anyone tell me how to add something to gearswap that does this:
If I'm flurried, cancel it. Any time flurry is put up, automatically cancel it off.

(for using trust koru and arciela... if haste is up, no flurry, when haste falls he spams flurry until haste is applied.)
I haven't tested this but in theory it should work.
Code
function job_buff_change(buff, gain)
    if buff == ('Flurry') and gain = true then
        send_command('cancel 265')
    end
end
 Odin.Quixacotl
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By Odin.Quixacotl 2015-02-28 01:55:56
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Fenrir.Meinferno said: »
Hello all, tried to take dry out today and undate some set but getting this error,

"lua runtime error: ...(x86)/windower4//addons/gearsswap/flow.lua.295:
gearswap has detected an error in the user function aftercast:
addons/gearswap/libs/mote-include.lua:564: "has_value" is not defined for strings

could anyone help me out
If this is a sidecar then it's missing 2 key components; the user_setup() vars and the init_gear_sets() enclosure. Where's the rest of your lua that handles the rules?

Your sidecar should look like this
Code
-- Setup vars that are user-dependent.  Can override this function in a sidecar file.
function user_setup()
    state.OffenseMode:options('Normal', 'Acc')
    state.WeaponskillMode:options('Normal', 'Acc')
    state.PhysicalDefenseMode:options('PDT', 'MDT')

    select_default_macro_book()
end

function init_gear_sets()
    --------------------------------------
    -- Start defining the sets
    --------------------------------------
    -- gearsets go into this block
    sets.whatever = {}
end
 Quetzalcoatl.Valli
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By Quetzalcoatl.Valli 2015-02-28 06:23:31
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When I put that in, It gave an error.

'then' expected near '-'
 Odin.Quixacotl
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By Odin.Quixacotl 2015-02-28 14:20:58
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Whoops should be
Code
function job_buff_change(buff, gain)
    if buff == ('Flurry') and gain == true then
        send_command('cancel 265')
    end
end
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By Selindrile 2015-03-01 11:18:09
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Code
function job_buff_change(buff, gain)
    if buff:startswith('Flurry') and gain then
        send_command('cancel Flurry')
    end
end


This should handle both Flurry and Flurry II.
 Fenrir.Vyle
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By Fenrir.Vyle 2015-03-01 13:34:41
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Can someone please direct me to a tutorial or explanation of how to use Mote Includes? Confused beyond belief
 Ragnarok.Legendarycloud
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By Ragnarok.Legendarycloud 2015-03-01 14:39:23
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So let me preface this by saying I'm horrible with coding/gearswap. I can put my gear into the correct spots great, but beyond that I'm hopeless.

I need help getting this gearswap to work again. I got it from the Gearswap Shop Thread on BG, but there is no recent version of the same one. I really liked this particular one because it had everything I needed and was very simple for me to use.

When I job change to DRK I get this red message in the log saying "Warning: Your job file is out of date. Please update to the latest repository baseline. For details, visit https://github.com/Kinematics/GearSwap-Jobs/wiki/Upgrading";

I've gone to the link and I have no idea what it's telling me to do..

Please help!
 Asura.Netero
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By Asura.Netero 2015-03-01 14:42:34
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i just got Hachirin-No-Obi recently and i wanna add it to my gs for rdm , but an LS mate said something interesting about this obi :
say i have earth day on and wind weather, would that make earth elemental benefits equals zero ?
or earth day / double wind weather , using the obi makes me lose 10MAB (-10 MAB ) !!

if that's the case, any thoughts on how gs rule would be ? saw one few posts up , would that work it out.
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By meinferno 2015-03-01 15:56:19
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here are my two drk files thought I added them bus guess not,its actually the same lua Legendarycloud is using but split into the sidecar file so I must have deleted/added something where it shouldn't be i'm guessing.
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.
     
    -- 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.
    function job_setup()
                    state.Buff['Aftermath'] = buffactive['Aftermath: Lv.1'] or
                    buffactive['Aftermath: Lv.2'] or
                    buffactive['Aftermath: Lv.3']
                    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 = {'Normal', 'Acc', 'Multi'}
            options.DefenseModes = {'Normal', 'PDT', 'Reraise'}
            options.WeaponskillModes = {'Normal', 'Acc', 'Att', 'Mod'}
            options.CastingModes = {'Normal'}
            options.IdleModes = {'Normal'}
            options.RestingModes = {'Normal'}
            options.PhysicalDefenseModes = {'PDT', 'Reraise'}
            options.MagicalDefenseModes = {'MDT'}
     
			
			adjust_engaged_sets()
	 
            -- Additional local binds
            send_command('bind ^` input /ja "Hasso" <me>')
            send_command('bind !` input /ja "Seigan" <me>')
     
            select_default_macro_book()
    end
     
    -- Called when this job file is unloaded (eg: job change)
    function file_unload()
            if binds_on_unload then
                    binds_on_unload()
            end
     
            send_command('unbind ^`')
            send_command('unbind !-')
    end
     
           
    -- Define sets and vars used by this job file.
    function init_gear_sets()
 
     
    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.action_type == 'Magic' then
            equip(sets.precast.FC)
            end
    end
     
 
     
     
    -- Set eventArgs.handled to true if we don't want any automatic gear equipping to be done.
    function job_midcast(spell, action, spellMap, eventArgs)
            if spell.action_type == 'Magic' then
                equip(sets.midcast.FastRecast)
            end
    end
     
    -- Run after the default midcast() is done.
    -- eventArgs is the same one used in job_midcast, in case information needs to be persisted.
    function job_post_midcast(spell, action, spellMap, eventArgs)
		-- Effectively lock these items in place.
		if state.HybridMode.value == 'Reraise' or
			(state.DefenseMode.value == 'Physical' and state.PhysicalDefenseMode.value == 'Reraise') then
			equip(sets.Reraise)
        end
    end
     
    -- Set eventArgs.handled to true if we don't want any automatic gear equipping to be done.
  --  function job_aftercast(spell, action, spellMap, eventArgs)
  --      if not spell.interrupted then
  --              if state.Buff[spell.english] ~= nil then
  --                      state.Buff[spell.english] = true
  --              end
  --       end
  --  end
     
    -------------------------------------------------------------------------------------------------------------------
    -- Customization hooks for idle and melee sets, after they've been automatically constructed.
    -------------------------------------------------------------------------------------------------------------------
    -- Modify the default idle set after it was constructed.
    function customize_idle_set(idleSet)
            return idleSet
    end
     
    -- Modify the default melee set after it was constructed.
    function customize_melee_set(meleeSet)
            return meleeSet
    end
     
    -------------------------------------------------------------------------------------------------------------------
    -- General hooks for other events.
    -------------------------------------------------------------------------------------------------------------------
     
    -- Called when the player's status changes.
    function job_status_change(newStatus, oldStatus, eventArgs)
     
    end
     
    -- 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:startswith('Aftermath') then
                state.Buff.Aftermath = gain
                adjust_melee_groups()
                handle_equipping_gear(player.status)
        end
    end
     
     
    -------------------------------------------------------------------------------------------------------------------
    -- User code that supplements self-commands.
    -------------------------------------------------------------------------------------------------------------------
     
    -- 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)
	adjust_engaged_sets()
end

-------------------------------------------------------------------------------------------------------------------
-- Utility functions specific to this job.
-------------------------------------------------------------------------------------------------------------------

function adjust_engaged_sets()
	state.CombatWeapon = player.equipment.main
	adjust_melee_groups()
end

function adjust_melee_groups()
	classes.CustomMeleeGroups:clear()
	if state.Buff.Aftermath then
		classes.CustomMeleeGroups:append('AM')
	end
end
     
    function select_default_macro_book()
            -- Default macro set/book
                    set_macro_page(2, 14)
                    -- I realize this will be better used with different /subs per book,
                    -- but I won't worry about that till I get this working properly.
    end



Code
            --------------------------------------
            -- Start defining the sets
            --------------------------------------
            -- Precast Sets
            -- Precast sets to enhance JAs
            sets.precast.JA['Diabolic Eye'] = {hands="Abyss Gauntlets +2"}
            sets.precast.JA['Arcane Circle'] = {feet="Ignominy Sollerets"}
            sets.precast.JA['Nether Void'] = {legs="Bale Flanchard +2"}
     
                   
            -- Waltz set (chr and vit)
            sets.precast.Waltz = {ammo="Sonia's Plectrum",
                    head="Yaoyotl Helm",
                    body="Karmesin Vest",hands="Umuthi Gloves",
                    legs="Xaddi Cuisses",feet="Mikinaak Greaves"}
                   
            -- Don't need any special gear for Healing Waltz.
            sets.precast.Waltz['Healing Waltz'] = {}
           
            -- Fast cast sets for spells
                     
            -- Midcast Sets
            sets.midcast.FastRecast = {ammo="Impatiens",
                    head="Cizin Helm",neck="Orunmila's Torque",ear1="Loquacious Earring",ear2="Moonshade Earring",
                    body="Demon's Harness",hands="Cizin Mufflers +1 +1",ring1="Prolix Ring",ring2="Weatherspoon Ring",
                    back="Letalis Mantle",waist="Goading Belt",legs="Homam Cosciales",feet="Mikinaak Greaves"}
                   
            -- Specific spells
            sets.midcast.Utsusemi = {ammo="Impatiens",
                    head="Cizin Helm",neck="Orunmila's Torque",ear1="Loquacious Earring",ear2="Moonshade Earring",
                    body="Demon's Harness",hands="Cizin Mufflers +1",ring1="Prolix Ring",ring2="Weatherspoon Ring",
                    waist="Goading Belt",legs="Xaddi Cuisses",feet="Mikinaak Greaves"}
     
            sets.midcast.DarkMagic = {ammo="Impatiens",
                    head="Ignominy burgeonet +1",neck="Aesir Torque",ear1="Loquacious Earring",ear2="Moonshade Earring",
                    body="Demon's Harness",hands="Pavor Gauntlets",ring1="Prolix Ring",rring2="Weatherspoon Ring",
                    back="Merciful Cape",waist="Goading Belt",legs="Bale Flanchard +2",feet="Mikinaak Greaves"}
           
		    sets.midcast.EnfeeblingMagic = sets.midcast.DarkMagic
		   
            sets.midcast['Dread Spikes'] = {body="Bale Cuirass +2"}
           
            sets.midcast.Stun = set_combine(sets.midcast.DarkMagic, {
                    head="Cizin Helm",ear1="Lifestorm Earring",ear2="Psystorm Earring",
                    ring2="Balrahn's Ring"})
                   
            sets.midcast.Drain = {ammo="Impatiens",
                    head="Ignominy burgeonet +1",neck="Eddy Necklace",ear1="Loquacious Earring",ear2="Hirudinea Earring",
                    body="Demon's Harness",hands="Pavor Gauntlets",ring1="Prolix Ring",ring2="K'ayres Ring",
                    back="Merciful Cape",waist="Goading Belt",legs="Bale Flanchard +2",feet="Mikinaak Greaves"}
                   
            sets.midcast.Aspir = sets.midcast.Drain
						                   
            -- Weaponskill sets
            -- Default set for any weaponskill that isn't any more specifically defined
            sets.precast.WS = {ammo="Aqreqaq Bomblet",
                    head="Otomi Helm",neck="Ganesha's Mala",ear1="Brutal Earring",ear2="Moonshade Earring",
                    body="Phorcys Korazin",hands="Acro Gauntlets",ring1="Rajas Ring",ring2="Ifrit Ring",
                    back="Niht Mantle",waist="Windbuffet Belt +1",legs="Ignominy Flanchard +1",feet="Acro Leggings"}
            sets.precast.WS.Acc = set_combine(sets.precast.WS, {back="Letalis Mantle"})
     
            -- Specific weaponskill sets.  Uses the base set if an appropriate WSMod version isn't found.
            sets.precast.WS['Catastrophe'] = set_combine(sets.precast.WS, {neck="Soil Gorget",waist="Soil Belt",ear1="Bladeborn Earring",ear2="Steelflash Earring"})
            sets.precast.WS['Catastrophe'].Acc = set_combine(sets.precast.WS.Acc, {neck="Soil Gorget",ear1="Bladeborn Earring",ear2="Steelflash Earring"})
            sets.precast.WS['Catastrophe'].Mod = set_combine(sets.precast.WS['Catastrophe'], {waist="Soil Belt",ear1="Bladeborn Earring",ear2="Steelflash Earring"})
     
            sets.precast.WS['Entropy'] = set_combine(sets.precast.WS, {neck="Soil Gorget",legs="Xaddi Cuisses"})
            sets.precast.WS['Entropy'].Acc = set_combine(sets.precast.WS.Acc, {neck="Soil Gorget",legs="Xaddi Cuisses"})
            sets.precast.WS['Entropy'].Mod = set_combine(sets.precast.WS['Entropy'], {waist="Soil Belt",legs="Xaddi Cuisses"})
     
            sets.precast.WS['Resolution'] = set_combine(sets.precast.WS, {neck="Soil Gorget",ring2="Pyrosoul Ring"})
            sets.precast.WS['Resolution'].Acc = set_combine(sets.precast.WS.Acc, {neck="Soil Gorget",ring2="Pyrosoul Ring"})
            sets.precast.WS['Resolution'].Mod = set_combine(sets.precast.WS['Resolution'], {waist="Soil Belt",ring2="Pyrosoul Ring"})
     
     
           
            -- Sets to return to when not performing an action.
           
            -- Resting sets
            sets.resting = {head="Yaoyotl Helm",neck="Wiglen Gorget",ear1="Bladeborn Earring",ear2="Steelflash Earring",
                    body="Ares' Cuirass +1",hands="Cizin Mufflers +1",ring1="Sheltered Ring",ring2="Paguroidea Ring",
                    back="Letalis Mantle",waist="Goading Belt",legs="Blood Cuisses",feet="Ejekamal Boots"}
           
     
            -- Idle sets (default idle set not needed since the other three are defined, but leaving for testing purposes)
            sets.idle.Town = {
                    head="Yaoyotl Helm",neck="Ganesha's Mala",ear1="Tripudio Earring",ear2="Brutal Earring",
                    body="Ares' Cuirass +1",hands="Cizin Mufflers +1",ring1="Sheltered Ring",ring2="Paguroidea Ring",
                    back="Letalis Mantle",waist="Windbuffet Belt +1",legs="Blood Cuisses",feet="Acro Leggings"}
           
            sets.idle.Field = {
                    head="Twilight Helm",neck="Wiglen Gorget",ear1="Tripudio Earring",ear2="Brutal Earring",
                    body="Ares' Cuirass +1",hands="Cizin Mufflers +1",ring1="Sheltered Ring",ring2="Paguroidea Ring",
                    back="Shadow Mantle",waist="Windbuffet Belt +1",legs="Blood Cuisses",feet="Acro Leggings"}
     
            sets.idle.Weak = {
                    head="Twilight Helm",neck="Bale Choker",ear1="Bladeborn Earring",ear2="Steelflash Earring",
                    body="Twilight Mail",hands="Buremte Gloves",ring1="Sheltered Ring",ring2="Paguroidea Ring",
                    back="Letalis Mantle",waist="Goading Belt",legs="Xaddi Cuisses",feet="Ejekamal Boots"}
           
            -- Defense sets
            sets.defense.PDT = {
                    head="Lithelimb Cap",neck="Agitator's Collar",ear1="Bladeborn Earring",ear2="Steelflash Earring",
                    body="Emet Harness",hands="Yorium Gauntlets",ring1="Dark Ring",ring2="Dark Ring",
                    back="Shadow Mantle",waist="Nierenschutz",legs="Xaddi Cuisses",feet="Yorium Sabatons"}
     
            sets.defense.Reraise = {
                    head="Twilight Helm",neck="Twilight Torque",ear1="Bladeborn Earring",ear2="Steelflash Earring",
                    body="Twilight Mail",hands="Cizin Mufflers +1",ring1="Dark Ring",ring2="Paguroidea Ring",
                    back="Mollusca Mantle",waist="Nierenschutz",legs="Xaddi Cuisses",feet="Cizin Greaves"}
     
            sets.defense.MDT = {
                    head="Yorium Barbuta",neck="Twilight Torque",ear1="Sanare Earring",ear2="Steelflash Earring",
                    body="Karmesin Vest",hands="Cizin Mufflers +1",ring1="Yacuruna Ring +1",ring2="Dark Ring",
                    back="Tuilha Cape",waist="Nierenschutz",legs="Xaddi Cuisses",feet="Acro Leggins"}
     
            sets.Kiting = {legs="Blood Cuisses"}
     
            sets.Reraise = {head="Twilight Helm",body="Twilight Mail"}
     
            -- Engaged sets
     sets.engaged = {ammo="Yetshila",
		head="Otomi Helm",neck="Ganesha's Mala",ear1="Tripudio Earring",ear2="Brutal Earring",
		body="Xaddi Mail",hands="Cizin Mufflers +1",ring1="Rajas Ring",ring2="K'ayres Ring",
		back="Letalis Mantle",waist="Goading Belt",legs="Xaddi Cuisses",feet="Acro Leggings"}
	sets.engaged.Acc = {ammo="Hagneia Stone",
		head="Yaoyotl Helm",neck="Ganesha's Mala",ear1="Bladeborn Earring",ear2="Steelflash Earring",
		body="Karmesin Vest",hands="Cizin Mufflers +1",ring1="Patricius Ring",ring2="K'ayres Ring",
		back="Letalis Mantle",waist="Dynamic Belt",legs="Xaddi Cuisses",feet="Mikinaak Greaves"}
	sets.engaged = {ammo="Hagneia Stone",
		head="Yaoyotl Helm",neck="Ganesha's Mala",ear1="Bladeborn Earring",ear2="Steelflash Earring",
		body="Xaddi Mail",hands="Cizin Mufflers +1",ring1="Rajas Ring",ring2="K'ayres Ring",
		back="Letalis Mantle",waist="Windbuffet Belt +1",legs="Xaddi Cuisses",feet="Mikinaak Greaves"}
	sets.engaged.Multi = {ammo="Hagneia Stone",
		head="Otomi Helm",neck="Ganesha's Mala",ear1="Bladeborn Earring",ear2="Steelflash Earring",
		body="Enif Corazza",hands="Cizin Mufflers +1",ring1="Rajas Ring",ring2="K'ayres Ring",
		back="Letalis Mantle",waist="Cetl Belt",legs="Xaddi Cuisses",feet="Ejekamal Boots"}
	sets.engaged.Reraise = {ammo="Fire Bomblet",
		head="Twilight Helm",neck="Twilight Torque",ear1="Bladeborn Earring",ear2="Steelflash Earring",
		body="Twilight Mail",hands="Yorium Gauntlets",ring1="Patricius Ring",ring2="Dark Ring",
		back="Letalis Mantle",waist="Nierenschutz",legs="Xaddi Cuisses",feet="Acro Leggings"}
	
	 
            -- 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.Apocalypse = {ammo="Yetshila",
					head="Otomi Helm",neck="Ganesha's Mala",ear1="Tripudio Earring",ear2="Brutal Earring",
					body="Xaddi Mail",hands="Cizin Mufflers +1",ring1="Rajas Ring",ring2="K'ayres Ring",
					back="Letalis Mantle",waist="Goading Belt",legs="Xaddi Cuisses",feet="Acro Leggings"}
            sets.engaged.Apocalypse.Acc = {ammo="Hagneia Stone",
                    head="Yaoyotl Helm",neck="Ganesha's Mala",ear1="Bladeborn Earring",ear2="Steelflash Earring",
                    body="Karmesin Vest",hands="Cizin Mufflers +1",ring1="Rajas Ring",ring2="K'ayres Ring",
                    back="Letalis Mantle",waist="Dynamic Belt",legs="Xaddi Cuisses",feet="Mikinaak Greaves"}
            sets.engaged.Apocalypse.AM = {ammo="Hagneia Stone",
                    head="Otomi Helm",neck="Ganesha's Mala",ear1="Tripudio Earring",ear2="Brutal Earring",
					body="Xaddi Mail",hands="Cizin Mufflers +1",ring1="Rajas Ring",ring2="K'ayres Ring",
					back="Letalis Mantle",waist="Goading Belt",legs="Xaddi Cuisses",feet="Acro Leggings"}
            sets.engaged.Apocalypse.Multi = {ammo="Hagneia Stone",
                    head="Otomi Helm",neck="Ganesha's Mala",ear1="Bladeborn Earring",ear2="Steelflash Earring",
                    body="Enif Corazza",hands="Cizin Mufflers +1",ring1="Rajas Ring",ring2="K'ayres Ring",
                    back="Letalis Mantle",waist="Windbuffet Belt +1",legs="Xaddi Cuisses",feet="Ejekamal Boots"}
            sets.engaged.Apocalypse.Multi.PDT = {ammo="Hagneia Stone",
                    head="Lithelimb Cap",neck="Agitator's Collar",ear1="Bladeborn Earring",ear2="Steelflash Earring",
                    body="Emet Harness",hands="Yorium Gauntlets",ring1="Dark Ring",ring2="Dark Ring",
                    back="Shadow Mantle",waist="Nierenschutz",legs="Xaddi Cuisses",feet="Yorium Sabatons"}
            sets.engaged.Apocalypse.Multi.Reraise = {ammo="Hagneia Stone",
                    head="Twilight Helm",neck="Ganesha's Mala",ear1="Bladeborn Earring",ear2="Steelflash Earring",
                    body="Twilight Breastplate",hands="Cizin Mufflers +1",ring1="Rajas Ring",ring2="Mars's Ring",
                    back="Letalis Mantle",waist="Dynamic Belt",legs="Xaddi Cuisses",feet="Ejekamal Boots"}
            sets.engaged.Apocalypse.PDT = {ammo="Fire Bomblet",
                    head="Cizin Helm",neck="Twilight Torque",ear1="Bladeborn Earring",ear2="Steelflash Earring",
                    body="Xaddi Mail",hands="Umuthi Gloves",ring1="Patricius Ring",ring2="Dark Ring",
                    back="Mollusca Mantle",waist="Nierenschutz",legs="Xaddi Cuisses",feet="Cizin Greaves"}
            sets.engaged.Apocalypse.Acc.PDT = {ammo="Fire Bomblet",
                    head="Yaoyotl Helm",neck="Agitator's collar",ear1="Bladeborn Earring",ear2="Steelflash Earring",
                    body="Xaddi Mail",hands="Umuthi Gloves",ring1="Patricius Ring",ring2="Dark Ring",
                    back="Letalis Mantle",waist="Dynamic Belt",legs="Xaddi Cuisses",feet="Cizin Greaves"}
            sets.engaged.Apocalypse.Reraise = {ammo="Fire Bomblet",
                    head="Twilight Helm",neck="Twilight Torque",ear1="Bladeborn Earring",ear2="Steelflash Earring",
                    body="Twilight Mail",hands="Umuthi Gloves",ring1="Patricius Ring",ring2="Dark Ring",
                    back="Letalis Mantle",waist="Dynamic Belt",legs="Xaddi Cuisses",feet="Cizin Greaves"}
            sets.engaged.Apocalypse.Acc.Reraise = {ammo="Fire Bomblet",
                    head="Twilight Helm",neck="Twilight Torque",ear1="Bladeborn Earring",ear2="Steelflash Earring",
                    body="Twilight Mail",hands="Umuthi Gloves",ring1="Patricius Ring",ring2="DarkRing",
                    back="Letalis Mantle",waist="Dynamic Belt",legs="Xaddi Cuisses",feet="Cizin Greaves"}
					

            -- Custom Melee Group
            sets.engaged['Senbaak Nagan'] = {ammo="Hagneia Stone",
                    head="Yaoyotl Helm",neck="Ganesha's Mala",ar1="Tripudio Earring",ear2="Brutal Earring",
                    body="Armada Hauberk",hands="Cizin Mufflers +1",ring1="Rajas Ring",ring2="K'ayres Ring",
                    back="Letalis Mantle",waist="Goading Belt",legs="Xaddi Cuisses",feet="Mikinaak Greaves"}
            sets.engaged['Senbaak Nagan'].Acc = {ammo="Hagneia Stone",
                    head="Yaoyotl Helm",neck="Ganesha's Mala",ear1="Bladeborn Earring",ear2="Steelflash Earring",
                    body="Mikinaak Breastplate",hands="Cizin Mufflers +1",ring1="Rajas Ring",ring2="Mars's Ring",
                    back="Letalis Mantle",waist="Dynamic Belt",legs="Xaddi Cuisses",feet="Mikinaak Greaves"}
            sets.engaged['Senbaak Nagan'].Multi = {ammo="Hagneia Stone",
                    head="Otomi Helm",neck="Ganesha's Mala",ear1="Bladeborn Earring",ear2="Steelflash Earring",
                    body="Mikinaak Breastplate",hands="Cizin Mufflers +1",ring1="Rajas Ring",ring2="K'ayres Ring",
                    back="Letalis Mantle",waist="Goading Belt",legs="Xaddi Cuisses",feet="Ejekamal Boots"}
            sets.engaged['Senbaak Nagan'].Multi.PDT = {ammo="Hagneia Stone",
                    head="Yaoyotl Helm",neck="Ganesha's Mala",ear1="Bladeborn Earring",ear2="Steelflash Earring",
                    body="Cizin Mail",hands="Cizin Mufflers +1",ring1="Rajas Ring",ring2="Mars's Ring",
                    back="Letalis Mantle",waist="Dynamic Belt",legs="Xaddi Cuisses",feet="Cizin Graves"}
            sets.engaged['Senbaak Nagan'].Multi.Reraise = {ammo="Hagneia Stone",
                    head="Twilight Helm",neck="Ganesha's Mala",ear1="Bladeborn Earring",ear2="Steelflash Earring",
                    body="Armada Hauberk",hands="Cizin Mufflers +1",ring1="Rajas Ring",ring2="Mars's Ring",
                    back="Letalis Mantle",waist="Dynamic Belt",legs="Xaddi Cuisses",feet="Ejekamal Boots"}
            sets.engaged['Senbaak Nagan'].PDT = {ammo="Hagneia Stone",
                    head="Yaoyotl Helm",neck="Twilight Torque",ear1="Bladeborn Earring",ear2="Steelflash Earring",
                    body="Mikinaak Breastplate",hands="Cizin Mufflers +1",ring1="Dark Ring",ring2="Dark Ring",
                    back="Mollusca Mantle",waist="Dynamic Belt",legs="Xaddi Cuisses",feet="Mikinaak Greaves"}
            sets.engaged['Senbaak Nagan'].Acc.PDT = {ammo="Hagneia Stone",
                    head="Yaoyotl Helm",neck="Twilight Torque",ear1="Bladeborn Earring",ear2="Steelflash Earring",
                    body="Mikinaak Breastplate",hands="Cizin Mufflers +1",ring1="Dark Ring",ring2="Dark Ring",
                    back="Mollusca Mantle",waist="Dynamic Belt",legs="Xaddi Cuisses",feet="Mikinaak Greaves"}
            sets.engaged['Senbaak Nagan'].Reraise = {ammo="Hagneia Stone",
                    head="Twilight Helm",neck="Twilight Torque",ear1="Bladeborn Earring",ear2="Steelflash Earring",
                    body="Twilight Mail",hands="Cizin Mufflers +1",ring1="Dark Ring",ring2="Dark Ring",
                    back="Letalis Mantle",waist="Dynamic Belt",legs="Xaddi Cuisses",feet="Mikinaak Greaves"}
            sets.engaged['Senbaak Nagan'].Acc.Reraise = {ammo="Hagneia Stone",
                    head="Twilight Helm",neck="Twilight Torque",ear1="Bladeborn Earring",ear2="Steelflash Earring",
                    body="Twilight Mail",hands="Cizin Mufflers +1",ring1="Dark Ring",ring2="Dark Ring",
                    back="Letalis Mantle",waist="Dynamic Belt",legs="Xaddi Cuisses",feet="Mikinaak Greaves"}
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By Crevox 2015-03-01 22:40:04
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Any way to check if a slot is disabled?
Code
if (weaponslotisdisabled) then
   equip(stuff)
else
   equip(otherstuff)
end


EDIT: Nevermind, I just used a flag.
 Odin.Quixacotl
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By Odin.Quixacotl 2015-03-01 23:29:07
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Fenrir.Vyle said: »
Can someone please direct me to a tutorial or explanation of how to use Mote Includes? Confused beyond belief
Step 1. Open up Windower. Click the Addons tab, scroll down to Gearswap and download it. Now close Windower.
Step 2a. Easy way: Download the Master Library zip file and unzip it into your \Windower4\addons\GearSwap\data folder. Do not rename any lib files. Motes-Globals.lua should stay Motes-Globals.lua and so on.
Step 2b. Another option is to manually copy all 7 lua files from here and paste them into \Windower4\addons\GearSwap\data folder.
Step 3. Copy a JOB.lua file from here. Rename it (Yourcharactername)_JOB.lua. An example in my case is Quixacotl_THF.lua
Step 4. Use Notepad to edit-in your own gear into the appropriate sets. Paste it with the rest of the .lua files and BAM you're done.

Basic Commands.
There are 4 ways to input commands: console, macro, chatline and hotkeys. I'll just list the basic hotkey commands.

F9 - Cycles your Offense Modes. Options are typically Normal and Acc.
F10 - Turns on PDT mode.
F11 - Turns on MDT Mode.
Ctrl-F11 - Cycles (offensive and debuff) Casting Modes. Options are typically Normal and Resistant.
F12 - Displays your current status, updates your gear and (depending on job) performs specialized functions.

A more detailed list of commands can be found here.
 Odin.Quixacotl
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By Odin.Quixacotl 2015-03-02 00:22:00
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Ragnarok.Legendarycloud said: »
So let me preface this by saying I'm horrible with coding/gearswap. I can put my gear into the correct spots great, but beyond that I'm hopeless.

I need help getting this gearswap to work again. I got it from the Gearswap Shop Thread on BG, but there is no recent version of the same one. I really liked this particular one because it had everything I needed and was very simple for me to use.

When I job change to DRK I get this red message in the log saying "Warning: Your job file is out of date. Please update to the latest repository baseline. For details, visit https://github.com/Kinematics/GearSwap-Jobs/wiki/Upgrading";

I've gone to the link and I have no idea what it's telling me to do..

Please help!
Mote revamped his libs in August 2014 and changed how user_setup() vars are handled. In layman's terms, this means your main lua is incompatible with Mote's libs.

Note that your get_sets() contains "mote_include_version = 2" and your user_setup() contains the outdated version.

To get it working again delete lines 27-48 in your main lua and replace it with this. Make any adjustments as needed to accommodate custom vars.
Code
-- Setup vars that are user-dependent.  Can override this function in a sidecar file.
function user_setup()
    state.OffenseMode:options('Normal', 'Acc', 'Multi')
    state.WeaponskillMode:options('Normal', 'Acc', 'Att', 'Mod')
    state.PhysicalDefenseMode:options('Normal', 'PDT', 'Reraise')

    update_combat_form()
    
    -- Additional local binds
    send_command('bind ^` input /ja "Hasso" <me>')
    send_command('bind !` input /ja "Seigan" <me>')

    select_default_macro_book()
end

Now all you have to do is to include the new user_setup() block into your init_gear_sets() sidecar. Make sure they both match or you'll get an error.

Your sidecar should look like this (note that user_setup() must match).
[+]
 Odin.Quixacotl
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By Odin.Quixacotl 2015-03-02 00:58:32
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Asura.Netero said: »
i just got Hachirin-No-Obi recently and i wanna add it to my gs for rdm , but an LS mate said something interesting about this obi :
say i have earth day on and wind weather, would that make earth elemental benefits equals zero ?
or earth day / double wind weather , using the obi makes me lose 10MAB (-10 MAB ) !!

if that's the case, any thoughts on how gs rule would be ? saw one few posts up , would that work it out.
There was a discussion about this over at BG Help. You should follow the discussion to get the full context.
Shadowmeld said:
There might be situations where you would still want to use an Obi even if there is a mismatch day/single weather just for consistency. but in general you are right.

1. 2x matching weather always
2. matching day or matching weather with no (conflict) always
3. matching day + conflict single weather (maybe sometimes)
4. matching single weather + conflict day (maybe sometimes)

See my code above for an example.
To wit:
Code
function use_obi(spell, equip_set)
    local use_obi = false
    -- first check to see if any elemental obi rule matches
    if(S{world.day_element, world.weather_element}:contains(spell.element)) then
            -- If at least one matches, try to find out if there is also a weak element involved
            if (world.weather_element == elements.weak_against[spell.element] ) then
                -- If weak weather is involved, but it is only single weather, check to see if use_on_single_conflict is set to true
                if (world.weather_id % 2 == 0 and elements.use_on_single_conflict) then
                    use_obi = true
                end
            elseif (world.day_element == elements.weak_against[spell.element]) then
                -- If weak day is involved check for double weather or single weather + use_on_single_conflict set to true
                if (world.weather_id % 2 == 1 or ( elements[use_on_single_conflict] and world.weather_id % 2 == 0) ) then
                    use_obi = true
                end
            end
    end

    if (use_obi) then
        equip_set = set_combine(equip_set, { waist = "Hachirin-No-Obi"})
    end

    return equip_set
end

Shadowmeld said:
What this does is if the elements.use_on_single_conflict is set to false, it will only use obis if there is not a conflicting element involved so:
day matches + no weather or non conflicting weather
weather matches double weather + conflicting day
weather matches + non conflicting day

if you set elements.use_on_single_conflict to true it would add the following:
day matches + conflicting single weather
single weather match + conflicting day

I see a need for the toggle because you may desire consistency in your damage and not want to have a chance at negative proc even at the expense of removing your chance at a positive proc. Like say in a situation where it takes exactly x number of nukes to kill something, but if negative procs at least once it would take x + 1 nukes to kill.
You should note however that Storm spells overwrite double-weather so the above logic may be faulty if you have a storm up.
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By Bismarck.Artanticos 2015-03-02 10:38:48
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Is there any way to do like Player.Target='Kaggen' or /target 'Kaggen' or anything along those lines? Ive been searching but not able to find what I want.

If I'm in a zone and the target i want is within range I want to select that target like you can with players
 Bismarck.Artanticos
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By Bismarck.Artanticos 2015-03-02 19:44:43
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I wasnt able to get that to work in testing, with npcs and mobs.
/target doesnt do anything
/targetnpc targets whatever npc is closest
/targetbnpc does the same thing but only mobs.

I am unable to select a specific target.
 Cerberus.Conagh
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By Cerberus.Conagh 2015-03-02 20:01:29
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Bismarck.Artanticos said: »
Is there any way to do like Player.Target='Kaggen' or /target 'Kaggen' or anything along those lines? Ive been searching but not able to find what I want.

If I'm in a zone and the target i want is within range I want to select that target like you can with players

This used to work, but I believe it was removed (I may be wrong) a month or 2 back due to it being really easy to abuse.
 Valefor.Seranos
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By Valefor.Seranos 2015-03-04 12:30:31
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Using Kinematics COR Gearswap and was hoping someone might be able to help me add color to the text. Here's the code that provides lucky and unlucky rolls, but wanted to make lucky green and unlucky red to make it pop in the chat more:

Code
function display_roll_info(spell)
     rollinfo = rolls[spell.english]
     local rollsize = (state.LuzafRing.value and 'Large') or 'Small'

     if rollinfo then
          add_to_chat(104, spell.english..' provides a bonus to '..rollinfo.bonus..'. Roll size: '..rollsize)
          add_to_chat(104, 'Lucky roll is '..tostring(rollinfo.lucky)..', Unlucky roll is '..tostring(rollinfo.unlucky)..'.')
     end
end
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By Cleric 2015-03-05 12:13:23
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Trying to add in a variable into my RDM lua to swap between MACC and Potency for MND based enfeebles, and I'm having an issue with it not triggering. It works on my Bard .lua on retail, but it's not working on my RDM .lua on private.

http://pastebin.com/KaTehvx0
That is my RDM lua. It should allow me to //gs c toggle acc and it'll switch between 1(Potency) and 2(magic accuracy) - But doing so, mote-libs: Toggle unknown field(acc) pops up...

http://pastebin.com/zKRyLdCz
This is my BRD lua. It allows me to go //gs c toggle harp, and it will switch between Terpander and actual instrument for songs (dummy songs). No errors occur.

halp :<
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By Cleric 2015-03-05 14:13:27
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Update:
http://pastebin.com/k4ik2tDv

This is where I'm at right now, still not working. It's a mess. Ugh.
 Odin.Quixacotl
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By Odin.Quixacotl 2015-03-05 23:24:46
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Cleric said: »
Update:
http://pastebin.com/k4ik2tDv

This is where I'm at right now, still not working. It's a mess. Ugh.
Line 79 should be
Code
equip(sets.midcast.FullMndEnfeeb)

Mote's already has a built-in Macc option only it's called Resistant.
Hit Ctrl-F11 (or /console gs c cycle castingmode for macros) to switch between Normal and Resistant(Macc) modes.
Code
state.CastingMode:options('Normal', 'Resistant')

sets.midcast['Enfeebling Magic'] = { } -- Normal Enf. gear here
sets.midcast['Enfeebling Magic'].Resistant = { } -- Macc gear here
sets.midcast.MndEnfeebles = set_combine(sets.midcast['Enfeebling Magic'], { })
sets.midcast.MndEnfeebles.Resistant = set_combine(sets.midcast.MndEnfeebles, { })

Resistant Mode affects any offensive spells if you have a *.Resistant set.
Code
sets.midcast['Elemental Magic'] = { } -- Normal nuke gear here
sets.midcast['Elemental Magic'].Resistant = { } -- Macc gear here

To make a custom keybind place this command in user_setup()
Code
send_command('bind delete gs c cycle CastingMode')
 Cerberus.Conagh
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By Cerberus.Conagh 2015-03-06 00:51:37
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Verda said: »
Bismarck.Artanticos said: »
Is there any way to do like Player.Target='Kaggen' or /target 'Kaggen' or anything along those lines? Ive been searching but not able to find what I want.

If I'm in a zone and the target i want is within range I want to select that target like you can with players

You can't do it with monster name's sorry.
http://ffxi.allakhazam.com/forum.html?forum=10&mid=109201751114844170

Probably to help prevent claim bots. You could make a script to cycle targets until the target's name matches something with a lua macro. But not sure how ppl would feel about that it's sort of starting to cross the line to botting.


It worked 2 months ago, this I'm sure of.
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