Gearswap : Lua268 Error

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2023-11-19
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gearswap : lua268 error
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Posts: 121
By hamany9 2017-01-21 20:19:17
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I get this error only on my blu lua when playing the game:

gearswap/equip_processing.lua:268: attempt to index field '?' (a nil value .

And also It says your job file is out of date, please update to the latest repository baseline.

heres my gs lua:
Code
-------------------------------------------------------------------------------------------------------------------
-- Setup functions for this job.  Generally should not be modified.
-------------------------------------------------------------------------------------------------------------------

-- Initialization function for this job file.
function get_sets()
    mote_include_version = 2
    
    -- Load and initialize the include file.
    include('Mote-Include.lua')
end


-- Setup vars that are user-independent.  state.Buff vars initialized here will automatically be tracked.
function job_setup()
    state.Buff['Burst Affinity'] = buffactive['Burst Affinity'] or false
    state.Buff['Chain Affinity'] = buffactive['Chain Affinity'] or false
    state.Buff.Convergence = buffactive.Convergence or false
    state.Buff.Diffusion = buffactive.Diffusion or false
    state.Buff.Efflux = buffactive.Efflux or false
    
    state.Buff['Unbridled Learning'] = buffactive['Unbridled Learning'] or false


    blue_magic_maps = {}
    
    -- Mappings for gear sets to use for various blue magic spells.
    -- While Str isn't listed for each, it's generally assumed as being at least
    -- moderately signficant, even for spells with other mods.
    
    -- Physical Spells --
    
    -- Physical spells with no particular (or known) stat mods
    blue_magic_maps.Physical = S{
        'Bilgestorm'
    }

    -- Spells with heavy accuracy penalties, that need to prioritize accuracy first.
    blue_magic_maps.PhysicalAcc = S{
        'Heavy Strike',
    }

    -- Physical spells with Str stat mod
    blue_magic_maps.PhysicalStr = S{
        'Battle Dance','Bloodrake','Death Scissors','Dimensional Death',
        'Empty Thrash','Quadrastrike','Sinker Drill','Spinal Cleave',
        'Uppercut','Vertical Cleave'
    }
        
    -- Physical spells with Dex stat mod
    blue_magic_maps.PhysicalDex = S{
        'Amorphic Spikes','Asuran Claws','Barbed Crescent','Claw Cyclone','Disseverment',
        'Foot Kick','Frenetic Rip','Goblin Rush','Hysteric Barrage','Paralyzing Triad',
        'Seedspray','Sickle Slash','Smite of Rage','Terror Touch','Thrashing Assault',
        'Vanity Dive'
    }
        
    -- Physical spells with Vit stat mod
    blue_magic_maps.PhysicalVit = S{
        'Body Slam','Cannonball','Delta Thrust','Glutinous Dart','Grand Slam',
        'Power Attack','Quad. Continuum','Sprout Smack','Sub-zero Smash'
    }
        
    -- Physical spells with Agi stat mod
    blue_magic_maps.PhysicalAgi = S{
        'Benthic Typhoon','Feather Storm','Helldive','Hydro Shot','Jet Stream',
        'Pinecone Bomb','Spiral Spin','Wild Oats'
    }

    -- Physical spells with Int stat mod
    blue_magic_maps.PhysicalInt = S{
        'Mandibular Bite','Queasyshroom'
    }

    -- Physical spells with Mnd stat mod
    blue_magic_maps.PhysicalMnd = S{
        'Ram Charge','Screwdriver','Tourbillion'
    }

    -- Physical spells with Chr stat mod
    blue_magic_maps.PhysicalChr = S{
        'Bludgeon'
    }

    -- Physical spells with HP stat mod
    blue_magic_maps.PhysicalHP = S{
        'Final Sting'
    }

    -- Magical Spells --

    -- Magical spells with the typical Int mod
    blue_magic_maps.Magical = S{
        'Blastbomb','Blazing Bound','Bomb Toss','Cursed Sphere','Dark Orb','Death Ray',
        'Diffusion Ray','Droning Whirlwind','Embalming Earth','Firespit','Foul Waters',
        'Ice Break','Leafstorm','Maelstrom','Rail Cannon','Regurgitation','Rending Deluge',
        'Retinal Glare','Subduction','Tem. Upheaval','Water Bomb','Anvil Lightning','Spectral Floe',
        'Tenebral Crush','Blinding Fulgor','Entomb','Scouring Spate','Silent Storm','Searing Tempest'
    }

    -- Magical spells with a primary Mnd mod
    blue_magic_maps.MagicalMnd = S{
        'Acrid Stream','Evryone. Grudge','Magic Hammer','Mind Blast'
    }

    -- Magical spells with a primary Chr mod
    blue_magic_maps.MagicalChr = S{
        'Eyes On Me','Mysterious Light'
    }

    -- Magical spells with a Vit stat mod (on top of Int)
    blue_magic_maps.MagicalVit = S{
        'Thermal Pulse'
    }

    -- Magical spells with a Dex stat mod (on top of Int)
    blue_magic_maps.MagicalDex = S{
        'Charged Whisker','Gates of Hades'
    }
            
    -- Magical spells (generally debuffs) that we want to focus on magic accuracy over damage.
    -- Add Int for damage where available, though.
    blue_magic_maps.MagicAccuracy = S{
        '1000 Needles','Absolute Terror','Actinic Burst','Auroral Drape','Awful Eye',
        'Blank Gaze','Blistering Roar','Blood Drain','Blood Saber','Chaotic Eye',
        'Cimicine Discharge','Cold Wave','Corrosive Ooze','Demoralizing Roar','Digest',
        'Dream Flower','Enervation','Feather Tickle','Filamented Hold','Frightful Roar',
        'Geist Wall','Hecatomb Wave','Infrasonics','Jettatura','Light of Penance',
        'Lowing','Mind Blast','Mortal Ray','MP Drainkiss','Osmosis','Reaving Wind',
        'Sandspin','Sandspray','Sheep Song','Soporific','Sound Blast','Stinking Gas',
        'Sub-zero Smash','Venom Shell','Voracious Trunk','Yawn'
    }
        
    -- Breath-based spells
    blue_magic_maps.Breath = S{
        'Bad Breath','Flying Hip Press','Frost Breath','Heat Breath',
        'Hecatomb Wave','Magnetite Cloud','Poison Breath','Radiant Breath','Self-Destruct',
        'Thunder Breath','Vapor Spray','Wind Breath'
    }

    -- Stun spells
    blue_magic_maps.Stun = S{
        'Blitzstrahl','Frypan','Head Butt','Sudden Lunge','Tail slap','Temporal Shift',
        'Thunderbolt','Whirl of Rage'
    }
        
    -- Healing spells
    blue_magic_maps.Healing = S{
        'Healing Breeze','Magic Fruit','Plenilune Embrace','Pollen','Restoral','White Wind',
        'Wild Carrot'
    }
    
    -- Buffs that depend on blue magic skill
    blue_magic_maps.SkillBasedBuff = S{
        'Barrier Tusk','Diamondhide','Magic Barrier','Metallic Body','Plasma Charge',
        'Pyric Bulwark','Reactor Cool',
    }

    -- Other general buffs
    blue_magic_maps.Buff = S{
        'Amplification','Animating Wail','Battery Charge','Carcharian Verve','Cocoon',
        'Erratic Flutter','Exuviation','Fantod','Feather Barrier','Harden Shell',
        'Memento Mori','Nat. Meditation','Occultation','Orcish Counterstance','Refueling',
        'Regeneration','Saline Coat','Triumphant Roar','Warm-Up','Winds of Promyvion',
        'Zephyr Mantle'
    }
    
    
    -- Spells that require Unbridled Learning to cast.
    unbridled_spells = S{
        'Absolute Terror','Bilgestorm','Blistering Roar','Bloodrake','Carcharian Verve',
        'Crashing Thunder','Droning Whirlwind','Gates of Hades','Harden Shell','Polar Roar',
        'Pyric Bulwark','Thunderbolt','Tourbillion','Uproot'
    }
end

-------------------------------------------------------------------------------------------------------------------
-- User setup functions for this job.  Recommend that these be overridden in a sidecar file.
-------------------------------------------------------------------------------------------------------------------

-- Setup vars that are user-dependent.  Can override this function in a sidecar file.
function user_setup()
    state.OffenseMode:options('Normal', 'Acc', 'DT')
    state.WeaponskillMode:options('Normal', 'Acc')
    state.CastingMode:options('Normal', 'Resistant')
    state.IdleMode:options('Normal', 'PDT', 'Learning')

    gear.macc_hagondes = {name="Hagondes Cuffs", augments={'Phys. dmg. taken -3%','Mag. Acc.+29'}}

    -- Additional local binds
    send_command('bind ^` input /ja "Chain Affinity" <me>')
    send_command('bind !` input /ja "Efflux" <me>')
    send_command('bind @` input /ja "Burst Affinity" <me>')

    update_combat_form()
    select_default_macro_book()
end


-- Called when this job file is unloaded (eg: job change)
function user_unload()
    send_command('unbind ^`')
    send_command('unbind !`')
    send_command('unbind @`')
end


-- Set up gear sets.
function init_gear_sets()
    --------------------------------------
    -- Start defining the sets
    --------------------------------------

    sets.buff['Burst Affinity'] = {feet="Mavi Basmak +2"}
    sets.buff['Chain Affinity'] = {head="Mavi Kavuk +2", feet="Assimilator's Charuqs"}
    sets.buff.Convergence = {head="Luhlaza Keffiyeh"}
    sets.buff.Diffusion = {feet="Luhlaza Charuqs"}
    sets.buff.Enchainment = {body="Luhlaza Jubbah"}
    sets.buff.Efflux = {legs="Mavi Tayt +2"}

    
    -- Precast Sets
    
    -- Precast sets to enhance JAs
    sets.precast.JA['Azure Lore'] = {hands="Mirage Bazubands +2"}


    -- Waltz set (chr and vit)
    sets.precast.Waltz = {ammo="Sonia's Plectrum",
        head="Uk'uxkaj Cap",
        body="Vanir Cotehardie",hands="Buremte Gloves",ring1="Spiral Ring",
        back="Iximulew Cape",waist="Caudata Belt",legs="Hagondes Pants",feet="Iuitl Gaiters +1"}
        
    -- Don't need any special gear for Healing Waltz.
    sets.precast.Waltz['Healing Waltz'] = {}

    -- Fast cast sets for spells
    
    sets.precast.FC = {ammo="Impatiens",
        head="Amalric coif",neck="Orunmila's torque",ear2="Loquacious Earring",ear1="Etiolation Earring",
        body="Luhlaza Jubbah +1",hands="Leyline Gloves",ring1="Prolix Ring",
        back="Swith Cape",waist="Witful Belt",legs="Lengo Pants",feet="Amalric nails"}
        
    sets.precast.FC['Blue Magic'] = set_combine(sets.precast.FC, {body="Mavi Mintan +2"})

       
    -- Weaponskill sets
    -- Default set for any weaponskill that isn't any more specifically defined
    sets.precast.WS = {
        head="Herculean helm",neck="Fotia gorget",ear1="Bladeborn Earring",ear2="Steelflash Earring",
        body="Adhemar jacket",hands="Herculean gloves",ring1="Hetairoi ring",ring2="Epona's Ring",
        back="Rosmerta's Cape",waist="Fotia belt",legs="Samnuha tights",feet="Herculean boots"}
    
    sets.precast.WS.acc = set_combine(sets.precast.WS, {hands="Herculean gloves"})

    -- Specific weaponskill sets.  Uses the base set if an appropriate WSMod version isn't found.
    sets.precast.WS['Requiescat'] = set_combine(sets.precast.WS, {ring1="Aquasoul Ring",feet="Herculean boots"})

    sets.precast.WS['Sanguine Blade'] = {
        head="Jhakri coronal +1",neck="Eddy Necklace",ear1="Friomisi Earring",ear2="Hecate's Earring",
        body="Jhakri robe +1",hands="Jhakri cuffs +1",ring1="Acumen Ring",ring2="Strendu Ring",
        back="Cornflower cape",legs="Amalric slops",feet="Amalric nails"}
    
    
    -- Midcast Sets
    sets.midcast.FastRecast =  {ammo="Impatiens",
        head="Amalric coif",neck="Orunmila's Torque",ear2="Loquacious Earring",ear1="Etiolation Earring",
        body="Luhlaza Jubbah +1",hands="Leyline Gloves",ring1="Prolix Ring",
        back="Swith Cape",waist="Witful Belt",legs="Lengo Pants",feet="Amalric nails"}
        
    sets.midcast['Blue Magic'] = {}
    
    -- Physical Spells --
    
    sets.midcast['Blue Magic'].Physical = {ammo="Falcon eye",
        head="Jhakri coronal +1",neck="Sanctity necklace",ear1="Dignitary's earring",ear2="Steelflash Earring",
        body="Adhemar jacket",hands="Jhakri cuffs +1",ring1="Rajas Ring",ring2="Petrov ring",
        back="Cornflower Cape",waist="Kentarch belt +1",legs="Jhakri slops +1",feet="Jhakri pigaches +1"}

    sets.midcast['Blue Magic'].PhysicalAcc = {ammo="Falcon eye",
        head="Jhakri coronal +1",neck="Sanctity necklace",ear1="Dignitary's earring",ear2="Steelflash Earring",
        body="Adhemar jacket",hands="Jhakri cuffs +1",ring1="Rajas Ring",ring2="Petrov ring",
        back="Cornflower Cape",waist="Kentarch belt +1",legs="Jhakri slops +1",feet="Jhakri pigaches +1"}

    sets.midcast['Blue Magic'].PhysicalStr = set_combine(sets.midcast['Blue Magic'].Physical,
        {body="Jhakri robe +1",hands="Jhakri cuffs +1"})

    sets.midcast['Blue Magic'].PhysicalDex = set_combine(sets.midcast['Blue Magic'].Physical,
        {ammo="Falcon eye",body="Adhemar jacket",hands="Jhakri cuffs +1",
         waist="Kentarch belt +1",legs="Jhakri slops +1"})

    sets.midcast['Blue Magic'].PhysicalVit = set_combine(sets.midcast['Blue Magic'].Physical,
        {body="Adhemar jacket",hands="Jhakri cuffs +1",back="Cornflower Cape"})

    sets.midcast['Blue Magic'].PhysicalAgi = set_combine(sets.midcast['Blue Magic'].Physical,
        {body="Adhemar jacket",hands="Jhakri cuffs +1",ring2="Petrov Ring",
         waist="Kentarch belt +1",feet="Jhakri slops +1"})

    sets.midcast['Blue Magic'].PhysicalInt = set_combine(sets.midcast['Blue Magic'].Physical,
        {ear1="Psystorm Earring",body="Jhakri robe +1",hands="Jhakri cuffs +1",
         ring2="Acumen ring",back="Cornflower Cape",feet="Jhakri pigaches +1"})

    sets.midcast['Blue Magic'].PhysicalMnd = set_combine(sets.midcast['Blue Magic'].Physical,
        {ear1="Lifestorm Earring",body="Jhakri robe +1",hands="Jhakri cuffs +1",
         ring2="Aquasoul Ring",back="Cornflower Cape"})

    sets.midcast['Blue Magic'].PhysicalChr = set_combine(sets.midcast['Blue Magic'].Physical,
        {body="Jhakri robe +1",hands="Jhakri cuffs +1",back="Cornflower Cape",
         waist="Kentarch belt +1"})

    sets.midcast['Blue Magic'].PhysicalHP = set_combine(sets.midcast['Blue Magic'].Physical)


    -- Magical Spells --
    
    sets.midcast['Blue Magic'].Magical = {ammo="Pemphredo Tathlum",
        head="Jhakri coronal +1",neck="Sanctity necklace",ear1="Friomisi Earring",ear2="Hecate's Earring",
        body="Jhakri robe +1",hands="Jhakri cuffs +1",ring1="Strendu Ring",ring2="Acumen Ring",
        back="Cornflower Cape",waist="Yamabuki-no-obi",legs="Amalric slops",feet="Amalric nails"}

    sets.midcast['Blue Magic'].Magical.Resistant = set_combine(sets.midcast['Blue Magic'].Magical,
        {body="Jhakri coronal +1",ring1="Sangoma Ring",legs="Amalric slops",feet="Amalric nails"})
    
    sets.midcast['Blue Magic'].MagicalMnd = set_combine(sets.midcast['Blue Magic'].Magical,
        {ring1="Aquasoul Ring"})

    sets.midcast['Blue Magic'].MagicalChr = set_combine(sets.midcast['Blue Magic'].Magical)

    sets.midcast['Blue Magic'].MagicalVit = set_combine(sets.midcast['Blue Magic'].Magical,
        {ring1="Spiral Ring"})

    sets.midcast['Blue Magic'].MagicalDex = set_combine(sets.midcast['Blue Magic'].Magical)

    sets.midcast['Blue Magic'].MagicAccuracy = {ammo="Pemphredo Tathlum",
        head="Jhakri coronal +1",neck="Sanctity necklace",ear1="Friomisi Earring",ear2="Hecate's Earring",
        body="Jhakri robe +1",hands="Jhakri cuffs +1",ring1="Strendu Ring",ring2="Acumen Ring",
        back="Cornflower Cape",waist="Yamabuki-no-obi",legs="Amalric slops",feet="Amalric nails"}

    -- Breath Spells --
    
    sets.midcast['Blue Magic'].Breath = {ammo="Pemphredo Tathlum",
        head="Jhakri coronal +1",neck="Sanctity necklace",ear1="Friomisi Earring",ear2="Hecate's Earring",
        body="Jhakri robe +1",hands="Jhakri cuffs +1",ring1="Strendu Ring",ring2="Acumen Ring",
        back="Cornflower Cape",waist="Yamabuki-no-obi",legs="Amalric slops",feet="Amalric nails"}

    -- Other Types --
    
    sets.midcast['Blue Magic'].Stun = set_combine(sets.midcast['Blue Magic'].MagicAccuracy,
        {waist="Kentarch belt +1"})
        
    sets.midcast['Blue Magic']['White Wind'] = {
        head="Herculean helm",neck="Orunmila's torque",ear1="Mendicant's earring",ear2="Loquacious Earring",
        body="Adhemar jacket",hands="Leyline Gloves",ring1="K'ayres Ring",ring2="Supershear Ring",
        back="Solemnity cape",waist="Gishdubar sash",legs="Lengo pants",feet="Medium's Sabots"}

    sets.midcast['Blue Magic'].Healing =  {
        head="Herculean helm",neck="Orunmila's torque",ear1="Mendicant's earring",ear2="Loquacious Earring",
        body="Adhemar jacket",hands="Leyline Gloves",ring1="K'ayres Ring",ring2="Supershear Ring",
        back="Solemnity cape",waist="Gishdubar sash",legs="Lengo pants",feet="Medium's Sabots"}

    sets.midcast['Blue Magic'].SkillBasedBuff = {ammo="Mavi Tathlum",
        head="Luhlaza Keffiyeh",
        body="Assimilator's Jubbah",
        back="Cornflower Cape",legs="Mavi Tayt +2",feet="Luhlaza Charuqs"}

    sets.midcast['Blue Magic'].Buff = {}
    
    sets.midcast.Protect = {ring1="Sheltered Ring"}
    sets.midcast.Protectra = {ring1="Sheltered Ring"}
    sets.midcast.Shell = {ring1="Sheltered Ring"}
    sets.midcast.Shellra = {ring1="Sheltered Ring"}
    

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

    -- Gear for learning spells: +skill and AF hands.
    sets.Learning = {ammo="Mavi Tathlum",hands="Assimilator's Bazubands +1"}
        --head="Luhlaza Keffiyeh",  
        --body="Assimilator's Jubbah",hands="Assimilator's Bazubands +1",
        --back="Cornflower Cape",legs="Mavi Tayt +2",feet="Luhlaza Charuqs"}


    sets.latent_refresh = {waist="Fucho-no-obi"}

    -- Resting sets
    sets.resting = {
        head="Rawhide mask",neck="Sanctity necklace",Ear1="Moonshade earring",Ear2="Infused earring",
        body="Jhakri robe +1",hands={ name="Herculean Gloves", augments={'Phys. dmg. taken -4%','STR+8','Accuracy+4','Attack+5',}},ring1="Sheltered Ring",ring2="Paguroidea Ring",
        waist="Fucho-no-obi",feet={ name="Herculean Boots", augments={'Attack+15','Phys. dmg. taken -3%','DEX+6','Accuracy+11',}}}
    
    -- Idle sets
    sets.idle = {ammo="Staunch Tathlum",
        head="Rawhide Mask",neck="Loricate torque +1",ear1="Moonshade Earring",ear2="Infused Earring",
        body="Jhakri robe +1",hands={ name="Herculean Gloves", augments={'Phys. dmg. taken -4%','STR+8','Accuracy+4','Attack+5',}},ring1="Defending Ring",ring2="Vocane Ring",
        back="Umbra cape",waist="Flume Belt",legs="Carmine Cuisses",feet={ name="Herculean Boots", augments={'Attack+15','Phys. dmg. taken -3%','DEX+6','Accuracy+11',}}}

    sets.idle.PDT = {ammo="Staunch Tathlum",
        head="Rawhide Mask",neck="Loricate torque +1",ear1="Moonshade Earring",ear2="Ethereal Earring",
        body="Ayanmo corazza +1",hands={ name="Herculean Gloves", augments={'Phys. dmg. taken -4%','STR+8','Accuracy+4','Attack+5',}},ring1="Defending Ring",ring2="Vocane Ring",
        back="Umbra cape",waist="Flume Belt",legs="Carmine Cuisses",feet={ name="Herculean Boots", augments={'Attack+15','Phys. dmg. taken -3%','DEX+6','Accuracy+11',}}}

    sets.idle.Town = {ammo="Staunch Tathlum",
        head="Rawhide Mask",neck="Sanctity necklace",ear1="Moonshade Earring",ear2="Infused Earring",
        body="Jhakri robe +1",hands={ name="Herculean Gloves", augments={'Phys. dmg. taken -4%','STR+8','Accuracy+4','Attack+5',}},ring1="Defending Ring",ring2="Vocane Ring",
        back="Umbra cape",waist="Flume Belt",legs="Carmine Cuisses",feet={ name="Herculean Boots", augments={'Attack+15','Phys. dmg. taken -3%','DEX+6','Accuracy+11',}}}

    
    -- Defense sets
    sets.defense.PDT = {ammo="Staunch Tathlum",
        head={ name="Herculean Helm", augments={'Phys. dmg. taken -4%','Accuracy+14','Attack+11',}},neck="Loricate torque +1",ear1="Suppanomimi",ear2="Cessance Earring",
        body="Ayanmo corazza +1",hands={ name="Herculean Gloves", augments={'Phys. dmg. taken -4%','STR+8','Accuracy+4','Attack+5',}},ring1="Defending ring",ring2="Vocane ring",
        back="Rosmerta's cape",waist="Kentarch belt +1",legs={ name="Herculean Trousers", augments={'Attack+11','Phys. dmg. taken -4%','AGI+8',}},feet={ name="Herculean Boots", augments={'Attack+15','Phys. dmg. taken -3%','DEX+6','Accuracy+11',}}}

    sets.defense.MDT ={ammo="Staunch Tathlum",
        head={ name="Herculean Helm", augments={'Phys. dmg. taken -4%','Accuracy+14','Attack+11',}},neck="Loricate torque +1",ear1="Suppanomimi",ear2="Cessance Earring",
        body="Ayanmo corazza +1",hands={ name="Herculean Gloves", augments={'Phys. dmg. taken -4%','STR+8','Accuracy+4','Attack+5',}},ring1="Defending ring",ring2="Vocane ring",
        back="Rosmerta's cape",waist="Kentarch belt +1",legs={ name="Herculean Trousers", augments={'Attack+11','Phys. dmg. taken -4%','AGI+8',}},feet={ name="Herculean Boots", augments={'Attack+15','Phys. dmg. taken -3%','DEX+6','Accuracy+11',}}}

    sets.Kiting = {legs="Carmine Cuisses"}

    -- Engaged sets

    -- Variations for TP weapon and (optional) offense/defense modes.  Code will fall back on previous
    -- sets if more refined versions aren't defined.
    -- If you create a set with both offense and defense modes, the offense mode should be first.
    -- EG: sets.engaged.Dagger.Accuracy.Evasion
    
    -- Normal melee group
    sets.engaged = {ammo="Ginsen",
        head={ name="Herculean Helm", augments={'Attack+15','"Triple Atk."+4','Accuracy+11',}},neck="Clotharius torque",ear1="Suppanomimi",ear2="Cessance Earring",
        body="Adhemar jacket",hands={ name="Herculean Gloves", augments={'Accuracy+14 Attack+14','"Triple Atk."+2','STR+8','Accuracy+13','Attack+2',}},ring1="Hetairoi Ring",ring2="Epona's Ring",
        back="Rosmerta's cape",waist="Kentarch belt +1",legs="Samnuha tights",feet={ name="Herculean Boots", augments={'Accuracy+21 Attack+21','"Triple Atk."+2','STR+5','Attack+13',}}}

    sets.engaged.Acc = {ammo="Ginsen",
        head={ name="Herculean Helm", augments={'Attack+15','"Triple Atk."+4','Accuracy+11',}},neck="Clotharius torque",ear1="Suppanomimi",ear2="Cessance Earring",
        body="Adhemar jacket",hands={ name="Herculean Gloves", augments={'Accuracy+14 Attack+14','"Triple Atk."+2','STR+8','Accuracy+13','Attack+2',}},ring1="Hetairoi Ring",ring2="Epona's Ring",
        back="Rosmerta's cape",waist="Kentarch belt +1",legs="Samnuha tights",feet={ name="Herculean Boots", augments={'Accuracy+21 Attack+21','"Triple Atk."+2','STR+5','Attack+13',}}}

    sets.engaged.DT ={ammo="Staunch Tathlum",
        head={ name="Herculean Helm", augments={'Phys. dmg. taken -4%','Accuracy+14','Attack+11',}},neck="Loricate torque +1",ear1="Suppanomimi",ear2="Cessance Earring",
        body="Ayanmo corazza +1",hands={ name="Herculean Gloves", augments={'Phys. dmg. taken -4%','STR+8','Accuracy+4','Attack+5',}},ring1="Defending ring",ring2="Vocane ring",
        back="Rosmerta's cape",waist="Kentarch belt +1",legs={ name="Herculean Trousers", augments={'Attack+11','Phys. dmg. taken -4%','AGI+8',}},feet={ name="Herculean Boots", augments={'Attack+15','Phys. dmg. taken -3%','DEX+6','Accuracy+11',}}}

 


    sets.self_healing = {ring1="Kunaji Ring",ring2="Asklepian Ring"}
end

-------------------------------------------------------------------------------------------------------------------
-- Job-specific hooks for standard casting events.
-------------------------------------------------------------------------------------------------------------------

-- Set eventArgs.handled to true if we don't want any automatic gear equipping to be done.
-- Set eventArgs.useMidcastGear to true if we want midcast gear equipped on precast.
function job_precast(spell, action, spellMap, eventArgs)
    if unbridled_spells:contains(spell.english) and not state.Buff['Unbridled Learning'] then
        eventArgs.cancel = true
        windower.send_command('@input /ja "Unbridled Learning" <me>; wait 1.5; input /ma "'..spell.name..'" '..spell.target.name)
    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)
    -- Add enhancement gear for Chain Affinity, etc.
    if spell.skill == 'Blue Magic' then
        for buff,active in pairs(state.Buff) do
            if active and sets.buff[buff] then
                equip(sets.buff[buff])
            end
        end
        if spellMap == 'Healing' and spell.target.type == 'SELF' and sets.self_healing then
            equip(sets.self_healing)
        end
    end

    -- If in learning mode, keep on gear intended to help with that, regardless of action.
    if state.OffenseMode.value == 'Learning' then
        equip(sets.Learning)
    end
end


-------------------------------------------------------------------------------------------------------------------
-- Job-specific hooks for non-casting events.
-------------------------------------------------------------------------------------------------------------------

-- Called when a player gains or loses a buff.
-- buff == buff gained or lost
-- gain == true if the buff was gained, false if it was lost.
function job_buff_change(buff, gain)
    if state.Buff[buff] ~= nil then
        state.Buff[buff] = gain
    end
end

-------------------------------------------------------------------------------------------------------------------
-- User code that supplements standard library decisions.
-------------------------------------------------------------------------------------------------------------------

-- Custom spell mapping.
-- Return custom spellMap value that can override the default spell mapping.
-- Don't return anything to allow default spell mapping to be used.
function job_get_spell_map(spell, default_spell_map)
    if spell.skill == 'Blue Magic' then
        for category,spell_list in pairs(blue_magic_maps) do
            if spell_list:contains(spell.english) then
                return category
            end
        end
    end
end

-- Modify the default idle set after it was constructed.
function customize_idle_set(idleSet)
    if player.mpp < 51 then
        set_combine(idleSet, sets.latent_refresh)
    end
    return idleSet
end

-- Called by the 'update' self-command, for common needs.
-- Set eventArgs.handled to true if we don't want automatic equipping of gear.
function job_update(cmdParams, eventArgs)
    update_combat_form()
end


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

function update_combat_form()
    -- Check for H2H or single-wielding
    if player.equipment.sub == "Genbu's Shield" or player.equipment.sub == 'empty' then
        state.CombatForm:reset()
    else
        state.CombatForm:set('DW')
    end
end


-- Select default macro book on initial load or subjob change.
function select_default_macro_book()
    -- Default macro set/book
    if player.sub_job == 'DNC' then
        set_macro_page(1, 4)
    else
        set_macro_page(1, 4)
    end
end
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Posts: 121
By hamany9 2017-01-21 20:34:39
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is there anything wrong with my lua file?
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Posts: 27
By SpoonfulOfChris 2017-01-21 21:00:53
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Do you have the Mote libraries in the libs folder?

addons\GearSwap\libs\
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Posts: 121
By hamany9 2017-01-21 21:41:44
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http://imgur.com/zo3P01P
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Posts: 121
By hamany9 2017-01-21 21:52:22
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i do
 Leviathan.Vow
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Server: Leviathan
Game: FFXI
user: woVow
Posts: 125
By Leviathan.Vow 2017-01-21 22:02:44
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At a glance (without looking at your file and without a full understanding of how this part of GearSwap works), it looks like your resources are outdated.

Follow the error: Line 268 of equip processing is in this function
Code
function to_names_set(equipment)
    local equip_package = {}
    
    for ind,cur_item in pairs(equipment) do
        local name = 'empty'
        if type(cur_item) == 'table' and cur_item.slot ~= empty then
            if items[to_bag_api(res.bags[cur_item.bag_id].english)][cur_item.slot].id == 0 then return {} end
            -- refresh_player() can run after equip packets arrive but before the item array is fully loaded,
            -- which results in the id still being the initialization value.
            name = res.items[items[to_bag_api(res.bags[cur_item.bag_id].english)][cur_item.slot].id][language]
        end
        
        if tonumber(ind) and ind >= 0 and ind <= 15 and math.floor(ind) == ind then
            equip_package[toslotname(ind)] = name
        else
            equip_package[tostring(ind)] = name
        end
    end

    return equip_package
end


Specifically, it is
Code
name = res.items[items[to_bag_api(res.bags[cur_item.bag_id].english)][cur_item.slot].id][language]


The error you were given:
Quote:
attempt to index field '?' (a nil value)
means that the program tried to look up a key in a table that does not exist.

Notice that the conditional check
Code
items[to_bag_api(res.bags[cur_item.bag_id].english)][cur_item.slot].id == 0 
a few lines prior did not cause an error, so this table is valid. If you look closely, this is the same value in the line causing the error.
More simply:
Code
name = res.items[<an existing number or nil>][language]

This means that Lua took the existing number (or nil) and tried to find the corresponding table in the items resources. It was unable to find a table, causing an error when it tried to look up a key (language) in the non-existent table.

Try pulling the resources off of windower's github page.

Edit: If there was not an "id" key in the earlier table (checking nil == 0 would not cause an error), the problem lies elsewhere. In that case, I would stick a print statement in there and print out the contents of cur_item and try to track it down.
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Posts: 121
By hamany9 2017-01-21 22:35:16
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Man, this is complicated, my blu lua was working fine 2 days ago untill i added ayanmo body+1.

Also my other jobs lua working fine, only blu is affected.
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By hamany9 2017-01-21 23:55:49
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I got it fixed by manually updating items.lua
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