Scholar Gearswap .lua

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Scholar Gearswap .lua
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 Cerberus.Shadowmeld
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By Cerberus.Shadowmeld 2017-08-15 13:55:33
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You do have all your if Statements closed looking more in depth, but your rules for Enfeebling and Dark Magic are nested inside the check for Elemental Magic and will never equip.
 Cerberus.Lauranna
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By Cerberus.Lauranna 2017-08-16 11:15:39
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Cerberus.Shadowmeld said: »
You've got a lot of issues, but here are a few
Code
function midcast(spell, action, spellMap, eventArgs)
    if string.find(spell.english,'Cur') then
        equip(sets.midcast_Cure)
        if spell.element == world.weather_element or spell_element == world.day_element then
            equip({main="Chatoyant Staff"},sets.Obi[spell.element])
        end
        if buffactive.rapture then
            equip({head="Savant's Bonnet +2"})
        end
    elseif spell.english == 'Impact' then
        local tempset = sets['midcast_Impact']
        tempset['body'] = 'Twilight Cloak'
        tempset['head'] = empty
        equip(tempset)
        if spell.element == world.weather_element or spell_element == world.day_element then
            equip(sets.Obi[spell.element])
        end
        if sets.staves.damage[spell.element] then
            equip(sets.staves.damage[spell.element])
        end
    elseif spell.skill == "ElementalMagic" then
        if string.find(spell.english,'helix') then
            equip(sets['midcast_Helix'])   
    end        
    if spell.skill == "ElementalMagic" then
        equip(sets.midcast_ElementalMagic)
    if spell.skill == 'EnfeeblingMagic' then
        equip(sets.midcast_EnfeeblingMagic)
    if spell.skill == 'DarkMagic' then
        equip(sets.midcast_DarkMagic)
    end
        else
            equip(sets.midcast_ElementalMagic)
            if spell.element=='Earth' then
                equip({neck="Quanpur Necklace"})
            end
            if spell.element == world.weather_element or spell_element == world.day_element then
                equip(sets.Obi[spell.element])
            end
        end
    end
        if buffactive.ebullience then
            equip({head="Savant's Bonnet +2"})
        end
        if buffactive.klimform then
            equip ({feet="Savant's Loafers +2"})
        end
    elseif spell.english == 'Phalanx' then
        equip(sets['midcast_Phalanx'])
    elseif spell.english == 'Stoneskin' then
        equip(sets['midcast_Stoneskin'])
    elseif spell.skill == 'EnhancingMagic' then
        if spell.english == 'Embrava' then
            equip(sets['midcast_Embrava'])
            if not buffactive.perpetuance then
                add_to_chat(8,'--------- Perpetuance is down ---------')
            end
            if not buffactive.accession then
                add_to_chat(8,'--------- Accession is down ---------')
            end
            if not buffactive.penury then
                add_to_chat(8,'--------- Penury is down ---------')
            end
        end
        if buffactive.perpetuance then
            equip(sets['midcast_EnhancingMagic'],{hands="Savant's Bracers +2"})
        else
            equip(sets['midcast_EnhancingMagic'])
        end
    else
        weathercheck(spell.element,sets['midcast_'..spell.skill])
    end
   
    if spell.english == 'Sneak' then
        send_command('@wait 1.8;cancel 71;')
    end
end 


You've got a bunch of un-ended if statements. I'm surprised it actually loads properly honestly.

Key info.

Magic skills are not one word. ElementalMagic should be Elemental Magic. You have errors of this nature on lines 132, 136, 138, 140, and 163

On line 135 you inexplicably end your if-else checks and then do 3 consecutive if statements, only 1 of which is ended properly, then you have a rogue else statement that isn't tied to any specific if statement.

I think those two would fix most of your issues, but I would also like to point out that you have some really inefficient steps in your code.

If I might suggest, I would structure it closer to this:
Code
function midcast(spell)
  if spell.skill == 'Healing Magic' then
    if spell.name:startswith("Cure") or spell.name:startswith("Curaga") then
    -- I changed this because the way you had it before it would catch Cursna as well.  This way you can make rules for cursna later
      equip(sets.midcast_Cure)

      -- Chatoyant staff and obi rules here
    end
  elseif spell.skill == 'Elemental Magic' then
    if spell.name == 'Impact' then
      -- Impact rule
    elseif spell.name:find("helix") then
      -- Helix Rule
    else
      equip(sets.midcast_ElementalMagic)

      -- obi rule here
    end
  elseif spell.skill == 'Enhancing Magic' then

  elseif spell.skill == 'Enfeebling Magic' then

  elseif spell.skill == 'Dark Magic' then

  end
end


This way your if statements flow properly and your code would be more efficient. Does that make sense?

Thank you for your advice, i'll make the change.
I'm having 2 more issues if you have a clue about these
When I cast Impact it properly change to my fast cast set + twilight cloak but it never change to my Impact set.
When I use any JA, it changes to my fast cast set Oo
Here is the link of the new script: https://pastebin.com/KrBzAAA2
 Cerberus.Lauranna
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By Cerberus.Lauranna 2017-08-16 11:17:21
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Cerberus.Shadowmeld said: »
You do have all your if Statements closed looking more in depth, but your rules for Enfeebling and Dark Magic are nested inside the check for Elemental Magic and will never equip.

As a total noob in progamming, can you explain to me what's the difference between elseif and if and when they need to be ended ? (English isn't my birth language so it's not obvious to me ^^)
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By Sidiov 2017-08-16 13:21:28
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Cerberus.Lauranna said: »
As a total noob in progamming, can you explain to me what's the difference between elseif and if and when they need to be ended ? (English isn't my birth language so it's not obvious to me ^^)
You can refer to the lua site for documentation on stuff like this:
https://www.lua.org/pil/4.3.1.html
 Cerberus.Lauranna
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By Cerberus.Lauranna 2017-08-16 13:47:24
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Sidiov said: »
Cerberus.Lauranna said: »
As a total noob in progamming, can you explain to me what's the difference between elseif and if and when they need to be ended ? (English isn't my birth language so it's not obvious to me ^^)
You can refer to the lua site for documentation on stuff like this:
https://www.lua.org/pil/4.3.1.html

Oh thanks a lot !
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By Cerberus.Shadowmeld 2017-08-17 07:55:43
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Line 116, you say if spell.english == 'Elemental Magic', it should be spell.skill. Also line 138 with Enhancing magicThat might fix your issue.

Specific to lua, if you write an if statement. It thinks everything following the if statement is inside of it until it comes to an else, elseif, or end. end is like closing the brackets in other programming languages. So when you have something like this

if spell.skill == 'Elemental Magic' then
equip(someset)
if spell.skill == 'Enhancing Magic' then
equip(someset)
end

that end is ending the Enhancing Magic rule, but....

it can never actually get to the Enhancing Magic equip because before it can do that it has to pass an if check of whether it is Elemental Magic.

You're also not going to want to do multiple checks for the same skill the way you are doing it. Specifically Elemental and Enhancing Magic.

Change:
Code
elseif spell.english == 'Elemental Magic' then
  if spell.name == 'Impact' then
    equip(sets['midcast_Impact'])
  elseif spell.name:find("helix") then
    equip(sets['midcast_Helix'])
  end
elseif spell.skill == 'Elemental Magic' then
  equip(sets.midcast_ElementalMagic)


To:
Code
elseif spell.english == 'Elemental Magic' then
  if spell.name == 'Impact' then
    equip(sets['midcast_Impact'])
  elseif spell.name:find("helix") then
    equip(sets['midcast_Helix'])
  else
    equip(sets.midcast_ElementalMagic)
  end

  if buffactive.Ebullience then
    equip({head = "Svnt. Bonnet +2"})
  end

  if buffactive.Klimaform then
    equip({feet = "Svnt. Loafers +2"})
  end


and Change:
Code
elseif spell.skill == "Enhancing Magic" then
  if string.find(spell.english,'storm') then
    equip(sets['midcast_EnhancingMagic'])
  end
  
  --[[
  These are in the wrong place.  Should be in your elemental magic rules.
  if buffactive.ebullience then
    equip({head="Savant's Bonnet +2"})
  end
  
  if buffactive.klimform then
    equip ({feet="Savant's Loafers +2"})
  end]]

elseif spell.english == 'Enhancing Magic' then
  if spell.name == 'Phalanx' then
    equip(sets['midcast_Phalanx'])
  
  if spell.name == 'Stoneskin' then
    equip(sets['midcast_Stoneskin'])
   
  if spell.name == 'Embrava' then
    equip(sets['midcast_Embrava'])
  end

  if not buffactive.perpetuance then
    add_to_chat(8,'--------- Perpetuance is down ---------')
  end

  if not buffactive.accession then
    add_to_chat(8,'--------- Accession is down ---------')
  end

  if not buffactive.penury then
    add_to_chat(8,'--------- Penury is down ---------')
  end
        end
        if buffactive.perpetuance then
            equip(sets['midcast_EnhancingMagic'],{hands="Savant's Bracers +2"})
        else
            equip(sets['midcast_EnhancingMagic'])
        end
        else
        weathercheck(spell.element,sets['midcast_'..spell.skill])


To:
Code
elseif spell.skill == 'Enhancing Magic' then
  if spell.name == 'Phalanx' then
    equip(sets.midcast_Phalanx)
  elseif spell.name == 'Stoneskin' then
    equip(sets.midcast_Stoneskin)
  elseif spell.name == 'Embrava' then
    equip(sets.midcast_Embrava)

    if not buffactive.Perpetuance then
      add_to_chat(8,'--------- Perpetuance is down ---------')
    end

    if not buffactive.Accession then
      add_to_chat(8,'--------- Accession is down ---------')
    end

    if not buffactive.Penury then
      add_to_chat(8,'--------- Penury is down ---------')
    end
  else
    equip(sets.midcast_EnhancingMagic)
  end

  if buffactive.Perpetuance then
    equip({hands = "Svnt. Bracers +2"})
  end
end


One last note. Capitalization matters.
if buffactive.perpetuance will always return false. This is because the name is capitalized. if buffactive.Perpetuance is correct.
 Cerberus.Lauranna
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By Cerberus.Lauranna 2017-08-17 12:25:51
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Cerberus.Shadowmeld said: »
Line 116, you say if spell.english == 'Elemental Magic', it should be spell.skill. Also line 138 with Enhancing magicThat might fix your issue.

Specific to lua, if you write an if statement. It thinks everything following the if statement is inside of it until it comes to an else, elseif, or end. end is like closing the brackets in other programming languages. So when you have something like this

if spell.skill == 'Elemental Magic' then
equip(someset)
if spell.skill == 'Enhancing Magic' then
equip(someset)
end

Thank you for all your advices, it's more clear now. I'll make the change :)
that end is ending the Enhancing Magic rule, but....

it can never actually get to the Enhancing Magic equip because before it can do that it has to pass an if check of whether it is Elemental Magic.

You're also not going to want to do multiple checks for the same skill the way you are doing it. Specifically Elemental and Enhancing Magic.

Change:
Code
elseif spell.english == 'Elemental Magic' then
  if spell.name == 'Impact' then
    equip(sets['midcast_Impact'])
  elseif spell.name:find("helix") then
    equip(sets['midcast_Helix'])
  end
elseif spell.skill == 'Elemental Magic' then
  equip(sets.midcast_ElementalMagic)


To:
Code
elseif spell.english == 'Elemental Magic' then
  if spell.name == 'Impact' then
    equip(sets['midcast_Impact'])
  elseif spell.name:find("helix") then
    equip(sets['midcast_Helix'])
  else
    equip(sets.midcast_ElementalMagic)
  end

  if buffactive.Ebullience then
    equip({head = "Svnt. Bonnet +2"})
  end

  if buffactive.Klimaform then
    equip({feet = "Svnt. Loafers +2"})
  end


and Change:
Code
elseif spell.skill == "Enhancing Magic" then
  if string.find(spell.english,'storm') then
    equip(sets['midcast_EnhancingMagic'])
  end
  
  --[[
  These are in the wrong place.  Should be in your elemental magic rules.
  if buffactive.ebullience then
    equip({head="Savant's Bonnet +2"})
  end
  
  if buffactive.klimform then
    equip ({feet="Savant's Loafers +2"})
  end]]

elseif spell.english == 'Enhancing Magic' then
  if spell.name == 'Phalanx' then
    equip(sets['midcast_Phalanx'])
  
  if spell.name == 'Stoneskin' then
    equip(sets['midcast_Stoneskin'])
   
  if spell.name == 'Embrava' then
    equip(sets['midcast_Embrava'])
  end

  if not buffactive.perpetuance then
    add_to_chat(8,'--------- Perpetuance is down ---------')
  end

  if not buffactive.accession then
    add_to_chat(8,'--------- Accession is down ---------')
  end

  if not buffactive.penury then
    add_to_chat(8,'--------- Penury is down ---------')
  end
        end
        if buffactive.perpetuance then
            equip(sets['midcast_EnhancingMagic'],{hands="Savant's Bracers +2"})
        else
            equip(sets['midcast_EnhancingMagic'])
        end
        else
        weathercheck(spell.element,sets['midcast_'..spell.skill])


To:
Code
elseif spell.skill == 'Enhancing Magic' then
  if spell.name == 'Phalanx' then
    equip(sets.midcast_Phalanx)
  elseif spell.name == 'Stoneskin' then
    equip(sets.midcast_Stoneskin)
  elseif spell.name == 'Embrava' then
    equip(sets.midcast_Embrava)

    if not buffactive.Perpetuance then
      add_to_chat(8,'--------- Perpetuance is down ---------')
    end

    if not buffactive.Accession then
      add_to_chat(8,'--------- Accession is down ---------')
    end

    if not buffactive.Penury then
      add_to_chat(8,'--------- Penury is down ---------')
    end
  else
    equip(sets.midcast_EnhancingMagic)
  end

  if buffactive.Perpetuance then
    equip({hands = "Svnt. Bracers +2"})
  end
end


One last note. Capitalization matters.
if buffactive.perpetuance will always return false. This is because the name is capitalized. if buffactive.Perpetuance is correct.

Thanks for your advices, i'm gonna make the change
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By Antisense 2017-08-17 13:12:01
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I haven't had issues with capitalization of abilities. I have used Byrth's sample lua scripts as examples and they do not have ability names capitalized for the buffactive state
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By Cerberus.Shadowmeld 2017-08-18 07:49:15
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Interesting. I didn't know that. I guess I just assumed that it was case sensitive like other tables.
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By Leviathan.Hirasaki 2017-08-23 16:56:27
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Can anyone post a up-to-date SCH lua that they're currently using that they dont mind sharing xD. THX!
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By Bahamut.Ayasha 2017-08-23 17:07:08
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If you check your inbox, I sent you a link to the one I use. Here it is again, though.
[+]
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By Leviathan.Hirasaki 2017-08-23 18:13:37
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Thanks! A lot, also finding out a few here and there gear that i need lol. Reading it now trying to understand this thing while i camp nms.
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By Leviathan.Hirasaki 2017-08-23 18:50:30
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Hmmmm... How is this going to work, i currently main Ames (club) ammurapi shield on light arts and akademos on dark arts.

Does this mean i cannot lockstyle with Lua till i get a healer staff or a nuking wand/shield?

Can lua automatically apply lockstyle sets on conditions?
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By Leviathan.Isiolia 2017-08-23 19:44:09
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There are LUAs that lock/unlock gear (Mote's THF one with TH sets for instance). You can likely have it push the command in when you use arts.

An alternative, if you simply have times you want to ensure you don't blink or lose TP or whatnot is to disable the slot(s) and just manually equip the weapon you want. That way you can still set up optimal sets for times when swapping is okay.

For instance, if I want to keep TP for Myrkr, I just open the console and type:

gs disable main
gs disable sub

Then equip Akademos and grip. To get it all swapping again:

gs enable all

You can also do that for things like CP capes.
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By Leviathan.Hirasaki 2017-08-24 09:09:38
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Trying to understand the lua pasted above before i start using it.

Can someone explain what the lines below mean?

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
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By Leviathan.Hirasaki 2017-08-24 09:51:30
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I also have a question about this line on Precast:

feet="Peda. Loafers +1"

Question 1: Can I just type in the entire name of the item? I.E. Pedagogy Loafers +1

Question 2: Wouldn't it be better to use Academic Loafers +2 since it reduces spellcasting time by 10%?

Thx!
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By Shiva.Spynx 2017-08-24 10:08:16
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Regarding the first question:
Code
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

job_state_change triggers when you use one of the F# shortcuts (by default, then you can define your own) on your keyboard, in this particular case it is F9 that changes your "Offense mode" between the options defined in user_setup.
Quote:
state.OffenseMode:options('None', 'Normal')
The code flow is:
  • Check if the status changes meaning "Did the user press a F#?"

  • Check if the value that changed was "Offense Mode" meaning "Did the user press F9?"

  • Check the new value, if it's "Normal" then disable main/sub/range slots to avoid losing TP on swaps (e.g. you will need to WS or use Myrkr)

  • If the value is "None" then enable the slots back so you can for instance swap in enhancing duration or DT weapons



Moving to the second set of questions:
  • 1. You can use either the full or contract version of the equip name so "Peda. Loafers +1" and "Pedagogy Loafers +1" both work in the same way.

  • 2. "Grimoire: Spellcasting time" is awesome as it goes beyond fast cast but if you can't reach the fast cast cap(80) you are better off using something like merlinic feet (up to 12FC with Fern). If you can reach 80FC with other slots/traits, use Academic by all means, if you cannot go with higher FC options (at least 10 or grimoire will still win). With Celerity/Alacrity, Pedagody will win so you can make a rule for that

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By Leviathan.Hirasaki 2017-08-24 10:16:10
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Thx!

Another question, on my Lugh's Cape the 3rd Augment says "Mag.Acc+20/Mag.Dmg.+20"

How do I write that down in code?

'Mag.Acc.+20 Mag.Dmg.+20' or 'Mag.Acc.+20/Mag.Dmg.+20'

Trying to make this code right or else it would take hours debugging xD.
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By Shiva.Spynx 2017-08-24 10:23:39
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For augmented gear, use the gearswap export functionality that will export all the augments in the right format. Just equip the item and run
Code
//gs export

Or if you want to run it on your whole inventory
Code
//gs export inv

This will create a file in your Windower4\addons\GearSwap\data\export folder with a list of all the gear(including augs!) that you can just copy over to your GS file. Anyways, the syntax for your Lugh cape would be:
Code
{ name="Lugh's Cape", augments={'INT+20','Mag. Acc+20 /Mag. Dmg.+20','INT+10','"Mag.Atk.Bns."+10',}}

Remove the INT+10 part if you didn't use dye
Code
{ name="Lugh's Cape", augments={'INT+20','Mag. Acc+20 /Mag. Dmg.+20','"Mag.Atk.Bns."+10',}}
[+]
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By Leviathan.Hirasaki 2017-08-24 10:25:11
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Also this line.

sets.precast.FC.Stoneskin = set_combine(sets.precast.FC, {head="Umuthi hat", hands="Carapacho cuffs", legs="Doyen pants", waist="Siegel sash"})

I only have the Doyen Pants, can I just leave the code as it is and the code will just ignore the other 3 missing equipment gearswaps or should I change/remove it?
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By Leviathan.Hirasaki 2017-08-24 10:27:12
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O wow Thanks That helped a lot!!
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By Leviathan.Isiolia 2017-08-24 10:32:08
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Something you can also do for augmented items is define them so that you can just use a short, convenient name instead (and only have to worry about changing one line if you upgrade further or get better augments later).

In the Gearswap support thread, back a few pages ( http://www.ffxiah.com/forum/topic/41580/gearswap-support-thread/123/ ) you can use the same information about how to use multiples of the same augmentable item.


You can leave items you don't have in gear sets. It's no different than if you left them in your mog safe or something.
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By Leviathan.Hirasaki 2017-08-24 10:41:25
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Thx, quick question, does anyone know how to unload those spell timers on the left? cant see my gear's stats...
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By Cerberus.Shadowmeld 2017-08-24 10:57:09
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In console:
unload timers

In chat:
//unload timers
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By Leviathan.Hirasaki 2017-08-24 14:50:09
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thx!

Another question: Is spell interruption rate down gear supposed to be on pre-cast or midcast?
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By Shiva.Spynx 2017-08-24 15:22:23
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Midcast but it's one of those thing where either you cap it (need 102% between gear/merits) or you will still be interrupted pretty often if you have several mobs on you
necroskull Necro Bump Detected! [271 days between previous and next post]
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By mrlooolz 2018-05-22 19:24:08
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Reviving an old thread!

With the new options of Regal earring and bonus accessories from Omen. I was wondering if someone could share a good updated lua with me. Just got back into the game after a 15 months break and really enjoying going back to SCH. I forgot how powerful they are.

I'd love for some to share their lua , so I can take a look what gear I need to update and also upgrade my current simple lua that is from 2015.
 Valefor.Madranta
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Server: Valefor
Game: FFXI
user: Madranta
Posts: 89
By Valefor.Madranta 2018-05-22 22:34:56
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You can take a look at my SCH lua in the below Google Drive. I just recently leveled the job so I'm not the best to refer to for top gear but the lua itself is quite functional.

https://drive.google.com/open?id=1cG5jhLZg4BXUmGN3oXRAA-gqpktfV1Ie
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Posts: 87
By mrlooolz 2018-05-23 01:37:42
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Valefor.Madranta said: »
You can take a look at my SCH lua in the below Google Drive. I just recently leveled the job so I'm not the best to refer to for top gear but the lua itself is quite functional.

https://drive.google.com/open?id=1cG5jhLZg4BXUmGN3oXRAA-gqpktfV1Ie

hey. It is really neat.

many thanks. I am looking for a more update lua in terms of gear. I'd like to look into helix sets, mb sets . See what AF pieces i need to focus on.
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