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  1. #341
    Smells like Onions
    Join Date
    Oct 2019
    Posts
    2
    BG Level
    0

    Edit: found the motenten post in the original help thread that addresses this.

    Is there a way to set a piece of gear to override all sets for that slot?

    Basically I want to wear my Ygnas's Resolve +1 whenever I have the Reive buff, no matter what.

    I could do this through a combat state but I hope there is just an easier way to globally override set slots.

    Spoiler: show
    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','Spectral Floe','Tem. Upheaval','Water Bomb'
        }
    
        -- 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', 'Subtle', 'Refresh', 'Learning', 'Leveling')
        state.WeaponskillMode:options('Normal', 'Acc')
        state.CastingMode:options('Normal', 'Resistant')
        state.IdleMode:options('Normal', 'Solo', 'PDT', 'Learning')
    
        gear.macc_hagondes = {}
    
        -- 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'] = {}
        sets.buff['Chain Affinity'] = {}
        sets.buff.Convergence = {}
        sets.buff.Diffusion = {feet="Luhlaza Charuqs"}
        sets.buff.Enchainment = {}
        sets.buff.Efflux = {}
    
        
        -- Precast Sets
        
        -- Precast sets to enhance JAs
        sets.precast.JA['Azure Lore'] = {}
    
    
        -- Waltz set (chr and vit)
        sets.precast.Waltz = {}
            
        -- Don't need any special gear for Healing Waltz.
        sets.precast.Waltz['Healing Waltz'] = {}
    
        -- Fast cast sets for spells
        
        sets.precast.FC = {}
    
           
        -- Weaponskill sets
        -- Default set for any weaponskill that isn't any more specifically defined
        sets.precast.WS = {
        ammo="Ginsen",
        head="Aya. Zucchetto +1",
        body="Assim. Jubbah +2",
        hands="Assim. Bazu. +2",
        legs="Aya. Cosciales +1",
        feet="Aya. Gambieras +1",
        neck="Sanctity Necklace",
        left_ear="Steelflash Earring",
        right_ear={ name="Moonshade Earring", augments={'"Mag.Atk.Bns."+4','TP Bonus +250',}},
        left_ring="Ayanmo Ring",
        right_ring="Jhakri Ring",
        back={ name="Rosmerta's Cape", augments={'DEX+20','Accuracy+20 Attack+20','Accuracy+1','Weapon skill damage +2%',}},
    	}
        
        sets.precast.WS.acc = set_combine(sets.precast.WS, {})
    
        -- Specific weaponskill sets.  Uses the base set if an appropriate WSMod version isn't found.
        sets.precast.WS['Requiescat'] = set_combine(sets.precast.WS, {
    	neck="Soil Gorget",
    	waist="Soil Belt",
    	})
    
        sets.precast.WS['Sanguine Blade'] = {
    	ammo="Ginsen",
        head="Jhakri Coronal +1",
        body="Jhakri Robe",
        hands="Jhakri Cuffs +1",
        legs="Jhakri Slops",
        feet="Jhakri Pigaches +1",
        neck="Sanctity Necklace",
        waist="Dynamic Belt",
        left_ear="Hecate's Earring",
        right_ear={ name="Moonshade Earring", augments={'"Mag.Atk.Bns."+4','TP Bonus +250',}},
        left_ring="Jhakri Ring",
        right_ring="Ayanmo Ring",
        back={ name="Rosmerta's Cape", augments={'DEX+20','Accuracy+20 Attack+20','Accuracy+1','Weapon skill damage +2%',}},
    	}
    	
    	sets.precast.WS['Savage Blade'] = set_combine(sets.precast.WS, {
    	neck="Thunder Gorget",
    	waist="Thunder Belt",
    	})
    	
    	sets.precast.WS['Chant du Cygne'] = set_combine(sets.precast.WS, {
    	neck="Light Gorget",
    	waist="Light Belt",
    	})
        
        
        -- Midcast Sets
        sets.midcast.FastRecast = {}
            
        sets.midcast['Blue Magic'] = {}
        
        -- Physical Spells --
        
        sets.midcast['Blue Magic'].Physical = {
    	ammo="Ginsen",
        head="Jhakri Coronal +1",
        body="Jhakri Robe",
        hands="Jhakri Cuffs +1",
        legs="Jhakri Slops",
        feet={ name="Luhlaza Charuqs", augments={'Enhances "Diffusion" effect',}},
        neck="Sanctity Necklace",
        waist="Dynamic Belt",
        left_ear="Ethereal Earring",
        right_ear="Bladeborn Earring",
        left_ring="Jhakri Ring",
        right_ring="Rajas Ring",
        back={ name="Rosmerta's Cape", augments={'DEX+20','Accuracy+20 Attack+20','Accuracy+1','Weapon skill damage +2%',}},
    	}
    
        sets.midcast['Blue Magic'].PhysicalAcc = {
        ammo="Ginsen",
        head="Aya. Zucchetto +1",
        body="Ayanmo Corazza +1",
        hands="Aya. Manopolas +1",
        legs="Aya. Cosciales +1",
        feet="Aya. Gambieras +1",
        neck="Sanctity Necklace",
        waist="Dynamic Belt",
        left_ear="Steelflash Earring",
        right_ear="Bladeborn Earring",
        left_ring="Jhakri Ring",
        right_ring="Ayanmo Ring",
        back={ name="Rosmerta's Cape", augments={'DEX+20','Accuracy+20 Attack+20','Accuracy+1','Weapon skill damage +2%',}},	
    	}
    
        sets.midcast['Blue Magic'].PhysicalStr = set_combine(sets.midcast['Blue Magic'].Physical,
            {})
    
        sets.midcast['Blue Magic'].PhysicalDex = set_combine(sets.midcast['Blue Magic'].Physical,
            {})
    
        sets.midcast['Blue Magic'].PhysicalVit = set_combine(sets.midcast['Blue Magic'].Physical,
            {})
    
        sets.midcast['Blue Magic'].PhysicalAgi = set_combine(sets.midcast['Blue Magic'].Physical,
            {})
    
        sets.midcast['Blue Magic'].PhysicalInt = set_combine(sets.midcast['Blue Magic'].Physical,
            {})
    
        sets.midcast['Blue Magic'].PhysicalMnd = set_combine(sets.midcast['Blue Magic'].Physical,
            {})
    
        sets.midcast['Blue Magic'].PhysicalChr = set_combine(sets.midcast['Blue Magic'].Physical,
            {})
    
        sets.midcast['Blue Magic'].PhysicalHP = set_combine(sets.midcast['Blue Magic'].Physical)
    
    
        -- Magical Spells --
        
        sets.midcast['Blue Magic'].Magical = {
        ammo="Mavi Tathlum",
        head="Jhakri Coronal +1",
        body="Jhakri Robe",
        hands="Jhakri Cuffs +1",
        legs="Jhakri Slops",
        feet="Jhakri Pigaches +1",
        neck="Sanctity Necklace",
        waist="Dynamic Belt",
        left_ear="Hecate's Earring",
        right_ear={ name="Moonshade Earring", augments={'"Mag.Atk.Bns."+4','TP Bonus +250',}},
        left_ring="Jhakri Ring",
        right_ring="Ayanmo Ring",
        back={ name="Rosmerta's Cape", augments={'DEX+20','Accuracy+20 Attack+20','Accuracy+1','Weapon skill damage +2%',}},
    	}
    
        sets.midcast['Blue Magic'].Magical.Resistant = set_combine(sets.midcast['Blue Magic'].Magical,
            {})
        
        sets.midcast['Blue Magic'].MagicalMnd = set_combine(sets.midcast['Blue Magic'].Magical,
            {})
    
        sets.midcast['Blue Magic'].MagicalChr = set_combine(sets.midcast['Blue Magic'].Magical)
    
        sets.midcast['Blue Magic'].MagicalVit = set_combine(sets.midcast['Blue Magic'].Magical,
            {})
    
        sets.midcast['Blue Magic'].MagicalDex = set_combine(sets.midcast['Blue Magic'].Magical)
    
        sets.midcast['Blue Magic'].MagicAccuracy = {
    	ammo="Mavi Tathlum",
        head="Jhakri Coronal +1",
        body="Jhakri Robe",
        hands="Jhakri Cuffs +1",
        legs="Jhakri Slops",
        feet="Jhakri Pigaches +1",
        neck="Sanctity Necklace",
        waist="Dynamic Belt",
        left_ear="Hecate's Earring",
        right_ear={ name="Moonshade Earring", augments={'"Mag.Atk.Bns."+4','TP Bonus +250',}},
        left_ring="Jhakri Ring",
        right_ring="Ayanmo Ring",
        back={ name="Rosmerta's Cape", augments={'DEX+20','Accuracy+20 Attack+20','Accuracy+1','Weapon skill damage +2%',}},
    	}
    
        -- Breath Spells --
        
        sets.midcast['Blue Magic'].Breath = {}
    
        -- Other Types --
        
        sets.midcast['Blue Magic'].Stun = set_combine(sets.midcast['Blue Magic'].MagicAccuracy, {})
    
        sets.midcast['Blue Magic']['White Wind'] = {}
    
        sets.midcast['Blue Magic'].Healing = {}
    
        sets.midcast['Blue Magic'].SkillBasedBuff = {
    	ammo="Mavi Tathlum",
    	--head="Luhlaza Keffiyeh",  
    	body="Assimilator's Jubbah +2",
    	legs="Hashishin Tayt",
    	feet="Luhlaza Charuqs",
    	--back="Cornflower Cape"
    	}
    
        sets.midcast['Blue Magic'].Buff = {}
        
        sets.midcast.Protect = {}
        sets.midcast.Protectra = {}
        sets.midcast.Shell = {}
        sets.midcast.Shellra = {}
        
    
        
        
        -- Sets to return to when not performing an action.
    
        -- Gear for learning spells: +skill and AF hands.
        sets.Learning = {
    	ammo="Mavi Tathlum",
    	--head="Luhlaza Keffiyeh",  
    	body="Assimilator's Jubbah +2",
    	hands="Assimilator's Bazubands +2",
    	legs="Hashishin Tayt",
    	feet="Luhlaza Charuqs",
    	--back="Cornflower Cape"
    	}
    
    	sets.Leveling = {
    	back="Aptitude Mantle",
    	}
    
        sets.latent_refresh = {}
    
        -- Resting sets
        sets.resting = {}
        
        -- Idle sets
        sets.idle = {
    	ammo="Ginsen",
        head="Aya. Zucchetto +1",
    	body="Assim. Jubbah +2",
        hands="Assim. Bazu. +2",
        legs="Aya. Cosciales +1",
        feet="Aya. Gambieras +1",
        neck="Sanctity Necklace",
        waist="Dynamic Belt",
        left_ear="Steelflash Earring",
        right_ear="Bladeborn Earring",
        left_ring="Ayanmo Ring",
        right_ring="Vocane Ring",
        back={ name="Rosmerta's Cape", augments={'DEX+20','Accuracy+20 Attack+20','Accuracy+1','Weapon skill damage +2%',}},
    	}
    
        sets.idle.PDT = {}
    
        sets.idle.Town = {
    	body="Councilor's Garb",
    	}
    
        sets.idle.Solo = {
    	range="Rogetsurin",
    	head="Aya. Zucchetto +1",
        body="Ayanmo Corazza +1",
        hands="Assim. Bazu. +2",
        legs="Aya. Cosciales +1",
        feet="Aya. Gambieras +1",
        neck="Sanctity Necklace",
        waist="Dynamic Belt",
        left_ear="Steelflash Earring",
        right_ear="Bladeborn Earring",
        left_ring="Ayanmo Ring",
        right_ring="Vocane Ring",
    	back="Aptitude Mantle",
    	}
    	
    	sets.idle.Learning = set_combine(sets.idle, sets.Learning)
        
        -- Defense sets
        sets.defense.PDT = {	
    	ammo="Ginsen",
        head="Aya. Zucchetto +1",
        body="Ayanmo Corazza +1",
        hands="Assim. Bazu. +2",
        legs="Aya. Cosciales +1",
        feet="Aya. Gambieras +1",
        neck="Sanctity Necklace",
        waist="Dynamic Belt",
        left_ear="Steelflash Earring",
        right_ear="Bladeborn Earring",
        left_ring="Ayanmo Ring",
        right_ring="Vocane Ring",
        back={ name="Rosmerta's Cape", augments={'DEX+20','Accuracy+20 Attack+20','Accuracy+1','Weapon skill damage +2%',}},}
    
        sets.defense.MDT = {}
    
        sets.Kiting = {}
    
        -- 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="Aya. Zucchetto +1",
        body="Assim. Jubbah +2",
        hands="Assim. Bazu. +2",
        legs="Aya. Cosciales +1",
        feet="Aya. Gambieras +1",
        neck="Sanctity Necklace",
        waist="Dynamic Belt",
        left_ear="Steelflash Earring",
        right_ear="Bladeborn Earring",
        left_ring="Ayanmo Ring",
        right_ring="Rajas Ring",
        back={ name="Rosmerta's Cape", augments={'DEX+20','Accuracy+20 Attack+20','Accuracy+1','Weapon skill damage +2%',}},
    	}
    
        sets.engaged.Acc = {}
    
    	sets.engaged.Subtle = set_combine(sets.engaged, {})
    
        sets.engaged.Refresh = {}
    	
        sets.engaged.DW = {
    	ammo="Ginsen",
        head="Aya. Zucchetto +1",
        body="Assim. Jubbah +2",
        hands="Assim. Bazu. +2",
        legs="Aya. Cosciales +1",
        feet="Aya. Gambieras +1",
        neck="Sanctity Necklace",
        waist="Dynamic Belt",
        left_ear="Steelflash Earring",
        right_ear="Bladeborn Earring",
        left_ring="Ayanmo Ring",
        right_ring="Rajas Ring",
        back={ name="Rosmerta's Cape", augments={'DEX+20','Accuracy+20 Attack+20','Accuracy+1','Weapon skill damage +2%',}},
    	}
    
        sets.engaged.DW.Acc = {}
    	
    	sets.engaged.DW.Subtle = {}
    
        sets.engaged.DW.Refresh = {}
    
        sets.engaged.Learning = set_combine(sets.engaged, sets.Learning)
        
    	sets.engaged.Leveling = set_combine(sets.engaged, sets.Leveling)
    	
    	sets.engaged.DW.Learning = set_combine(sets.engaged.DW, sets.Learning)
    	
    	sets.engaged.DW.Leveling = set_combine(sets.engaged.DW, sets.Leveling)
    
    
        sets.self_healing = {} 
    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, 16)
        else
            set_macro_page(1, 16)
        end
    end

  2. #342
    Smells like Onions
    Join Date
    Oct 2019
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    Hello all! First-time poster here.
    Working a fresh Kinematics template for PLD.
    My question is how can I write: auto equip Engaged -DT set@ <50% hp, and auto equip Engaged Normal set@ >50% hp?
    I think I'm looking for something like this, but not sure on the exact wording...
    Any help appreciated!
    function customize_idle_set(idleSet)
    if player.hpp <= 50 then
    idleSet = set_combine(idleSet, sets.MinstrelRing, sets.AccursedBelt)
    end

    return idleSet
    end

  3. #343
    Fake Numbers
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    Asura

    I'm having an issue where gearswap is sending double packets anytime I cast a spell(casts the spell and I get the "unable to cast spell at this time" error) which is causing gear to not change properly either. It's not related to a specific gearswap file as just having gearswap loaded with no specific gearswap file loaded still causes the issue. I've disabled all addons except gearswap and it's still doing it. No idea what's going on. If anyone has any ideas please let me know! :D

  4. #344

    Quote Originally Posted by Patsu View Post
    I'm having an issue where gearswap is sending double packets anytime I cast a spell(casts the spell and I get the "unable to cast spell at this time" error) which is causing gear to not change properly either. It's not related to a specific gearswap file as just having gearswap loaded with no specific gearswap file loaded still causes the issue. I've disabled all addons except gearswap and it's still doing it. No idea what's going on. If anyone has any ideas please let me know! :D
    the only way to not have a specific gearswap file loaded is to remove them from the gearswap directory entirely if you havd done so then it is part of gearswaps main code

    if you have not removed your files then we still need to see you gearswap file(s) pertaining to the job you have this issue on (yes this includes any custom include files)

  5. #345
    Fake Numbers
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    Quote Originally Posted by dlsmd View Post
    the only way to not have a specific gearswap file loaded is to remove them from the gearswap directory entirely if you havd done so then it is part of gearswaps main code

    if you have not removed your files then we still need to see you gearswap file(s) pertaining to the job you have this issue on (yes this includes any custom include files)
    I figured it out. It was another addon. Seems to cause it even if I unload it, but if it never gets loaded there is no problem.

  6. #346
    Smells like Onions
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    Quote Originally Posted by Patsu View Post
    I figured it out. It was another addon. Seems to cause it even if I unload it, but if it never gets loaded there is no problem.
    Which add on?

  7. #347
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    Does the spell.interrupted variable work for JAs as well? I've been using it successfully in my aftercast for several jobs, for real magic.
    I've tried to use it on THF for SA and TA but it doesn't seem to be working.

    I guess the only point where you can use spell.interrupted to check if a JA really was executed (or interrupted by Paralyze or not executed because on cooldown) is the Aftercast, correct?
    There is no "midcast" for JAs.
    What about Precast though? I guess it's not technically possible to check it there, it's too early in the process, right?

  8. #348
    Smells like Onions
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    Quote Originally Posted by Patsu View Post
    I figured it out. It was another addon. Seems to cause it even if I unload it, but if it never gets loaded there is no problem.
    Would like to know which addon causes this as well. It’s a minor annoyance, but I notice it also gives me an error message for things like /pcmd add x, even though I successfully added the party member (attempted twice no matter what)

  9. #349
    Smells like Onions
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    Yo!
    I have a question regarding this part

    -- Modify the default melee set after it was constructed.
    function customize_melee_set(meleeSet)
    if state.DualWield.value == true and player.sub_job == 'NIN' then
    meleeSet = set_combine(meleeSet, sets.LessDualWield)
    I want to create a set for this but how do I write it out so it works as intended?
    The engaged melee sets look like this atm.

    ------------------------------------------------------------------------------------------------
    ---------------------------------------- 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

    -- * DNC Subjob DW Trait: +15%
    -- * NIN Subjob DW Trait: +25%

    -- No Magic Haste (74% DW to cap) 70% current max w/ /dnc, needs work
    sets.engaged = {head={ name="Dampening Tam", augments={'DEX+10','Accuracy+15','Mag. Acc.+15','Quadruple Attack +3',}},
    body={ name="Adhemar Jacket +1", augments={'DEX+12','AGI+12','Accuracy+20',}}, --6
    hands={ name="Floral Gauntlets", augments={'Rng.Acc.+15','Accuracy+15','"Triple Atk."+3','Magic dmg. taken -4%',}}, --5
    legs={ name="Carmine Cuisses +1", augments={'Accuracy+20','Attack+12','"Dual Wield"+6',}}, --6
    feet="Taeon boots", --9
    neck="Combatant's Torque",
    waist="Reiki Yotai", --7
    left_ear="Dudgeon Earring", --combo 7
    right_ear="Heartseeker Earring",
    right_ring="Haverton Ring", --5
    left_ring="Epona's Ring",
    back={ name="Camulus's Mantle", augments={'DEX+20','Accuracy+20 Attack+20','Accuracy+10','"Dual Wield"+10','Phys. dmg. taken-10%',}}, --10
    }

    sets.engaged.LowAcc = {head={ name="Dampening Tam", augments={'DEX+10','Accuracy+15','Mag. Acc.+15','Quadruple Attack +3',}},
    body={ name="Adhemar Jacket +1", augments={'DEX+12','AGI+12','Accuracy+20',}},
    hands={ name="Floral Gauntlets", augments={'Rng.Acc.+15','Accuracy+15','"Triple Atk."+3','Magic dmg. taken -4%',}},--5
    legs="Carmine Cuisses +1", --6
    feet="Taeon Boots",--9
    neck="Combatant's Torque",
    waist="Reiki Yotai",--7
    left_ear="Dudgeon Earring",
    right_ear="Heartseeker Earring",--combo 7
    right_ring="Haverton Ring", --5
    left_ring="Epona's Ring",
    back={ name="Camulus's Mantle", augments={'DEX+20','Accuracy+20 Attack+20','Accuracy+10','"Dual Wield"+10','Phys. dmg. taken-10%',}},--10
    }

    sets.engaged.MidAcc = set_combine(sets.engaged.LowAcc, {
    neck="Combatant's Torque",
    right_ring="Mummu Ring",
    })

    sets.engaged.HighAcc = { head={ name="Carmine Mask +1", augments={'Accuracy+20','Mag. Acc.+12','"Fast Cast"+4',}},
    body={ name="Adhemar Jacket +1", augments={'DEX+12','AGI+12','Accuracy+20',}},
    hands={ name="Adhemar Wrist. +1", augments={'DEX+12','AGI+12','Accuracy+20',}},
    legs={ name="Carmine Cuisses +1", augments={'Accuracy+20','Attack+12','"Dual Wield"+6',}},
    feet="Mummu Gamash. +2",
    neck="Combatant's Torque",
    waist="Reiki Yotai",
    left_ear="Zennaroi Earring",
    right_ear="Telos Earring",
    left_ring="Mummu Ring",
    right_ring="Ilabrat Ring",
    back={ name="Camulus's Mantle", augments={'DEX+20','Accuracy+20 Attack+20','Accuracy+10','"Dual Wield"+10','Phys. dmg. taken-10%',}},
    }

    sets.engaged.STP = set_combine(sets.engaged, {
    neck="Ainia collar",
    --ring1="Petrov Ring",
    })


    -- 15% Magic Haste (67% DW to cap)
    sets.engaged.LowHaste = set_combine(sets.engaged, {
    left_ear="Suppanomimi",
    right_ear="Brutal Earring",
    })

    sets.engaged.LowAcc.LowHaste = sets.engaged.LowAcc

    sets.engaged.MidAcc.LowHaste = set_combine(sets.engaged.LowAcc.LowHaste, {
    neck="Combatant's Torque",
    right_ring="Mummu Ring",
    })

    sets.engaged.HighAcc.LowHaste = sets.engaged.HighAcc

    sets.engaged.STP.LowHaste = set_combine(sets.engaged.LowHaste, {
    neck="Ainia collar",
    --ring1="Petrov Ring",
    })

    -- 30% Magic Haste (56% DW to cap current 57%)
    sets.engaged.MidHaste = {head={ name="Dampening Tam", augments={'DEX+10','Accuracy+15','Mag. Acc.+15','Quadruple Attack +3',}},
    body={ name="Adhemar Jacket +1", augments={'DEX+12','AGI+12','Accuracy+20',}}, --6
    hands={ name="Floral Gauntlets", augments={'Rng.Acc.+15','Accuracy+15','"Triple Atk."+3','Magic dmg. taken -4%',}}, --5
    legs="Samnuha tights",
    feet="Taeon boots", --9
    neck="Combatant's Torque",
    waist="Reiki Yotai", --7
    left_ear="Suppanomimi", --5
    right_ear="Brutal Earring",
    right_ring="Petrov Ring",
    left_ring="Epona's Ring",
    back={ name="Camulus's Mantle", augments={'DEX+20','Accuracy+20 Attack+20','Accuracy+10','"Dual Wield"+10','Phys. dmg. taken-10%',}},--10
    }

    sets.engaged.LowAcc.MidHaste = set_combine(sets.engaged.MidHaste, {
    body={ name="Adhemar Jacket +1", augments={'DEX+12','AGI+12','Accuracy+20',}},
    neck="Combatant's Torque",
    right_ring="Mummu Ring",
    })

    sets.engaged.MidAcc.MidHaste = set_combine(sets.engaged.LowAcc.MidHaste, {
    legs="Carmine Cuisses +1",
    neck="Combatant's Torque",
    right_ring="Mummu Ring",
    })

    sets.engaged.HighAcc.MidHaste = sets.engaged.HighAcc

    sets.engaged.STP.MidHaste = set_combine(sets.engaged.MidHaste, {
    neck="Ainia collar",
    --ring1="Petrov Ring",
    })

    -- 35% Magic Haste (51% DW to cap, current 52%)
    sets.engaged.HighHaste = {head={ name="Dampening Tam", augments={'DEX+10','Accuracy+15','Mag. Acc.+15','Quadruple Attack +3',}},
    body={ name="Adhemar Jacket +1", augments={'DEX+12','AGI+12','Accuracy+20',}}, --6
    hands={ name="Adhemar Wrist. +1", augments={'DEX+12','AGI+12','Accuracy+20',}},
    legs="Samnuha tights",
    feet="Taeon boots", --9
    neck="Combatant's Torque",
    waist="Reiki Yotai", --7
    right_ear="Cessance Earring",
    left_ear="Suppanomimi", --5
    right_ring="Petrov Ring",
    left_ring="Epona's Ring",
    back={ name="Camulus's Mantle", augments={'DEX+20','Accuracy+20 Attack+20','Accuracy+10','"Dual Wield"+10','Phys. dmg. taken-10%',}},--10
    }

    sets.engaged.LowAcc.HighHaste = set_combine(sets.engaged.HighHaste, {
    body={ name="Adhemar Jacket +1", augments={'DEX+12','AGI+12','Accuracy+20',}},
    neck="Combatant's Torque",
    right_ring="Mummu Ring",
    })

    sets.engaged.MidAcc.HighHaste = set_combine(sets.engaged.LowAcc.HighHaste, {
    legs="Carmine Cuisses +1",
    neck="Combatant's Torque",
    right_ring="Mummu Ring",
    })

    sets.engaged.HighAcc.HighHaste = sets.engaged.HighAcc

    sets.engaged.STP.HighHaste = set_combine(sets.engaged.HighHaste, {
    neck="Ainia collar",
    --ring1="Petrov Ring",
    })

    -- 45% Magic Haste (36% DW to cap)
    sets.engaged.MaxHaste = {head={ name="Dampening Tam", augments={'DEX+10','Accuracy+15','Mag. Acc.+15','Quadruple Attack +3',}},
    body={ name="Adhemar Jacket +1", augments={'DEX+12','AGI+12','Accuracy+20',}}, --6
    hands={ name="Adhemar Wrist. +1", augments={'DEX+12','AGI+12','Accuracy+20',}},
    legs="Samnuha Tights",
    feet={ name="Herculean Boots", augments={'Attack+16','"Triple Atk."+4','AGI+2',}},
    neck="Ainia collar",
    waist="Windbuffet belt +1",
    right_ear="Telos Earring",
    left_ear="Suppanomimi",
    right_ring="Petrov Ring",
    left_ring="Epona's Ring",
    back={ name="Camulus's Mantle", augments={'DEX+20','Accuracy+20 Attack+20','Accuracy+10','"Dual Wield"+10','Phys. dmg. taken-10%',}},--10
    }

    sets.engaged.LowAcc.MaxHaste = set_combine(sets.engaged.MaxHaste, {
    body={ name="Adhemar Jacket +1", augments={'DEX+12','AGI+12','Accuracy+20',}},
    neck="Combatant's Torque",
    right_ring="Mummu Ring",
    })

    sets.engaged.MidAcc.MaxHaste = set_combine(sets.engaged.LowAcc.MaxHaste, {
    legs="Carmine Cuisses +1",
    neck="Combatant's Torque",
    right_ring="Mummu Ring",
    })

    sets.engaged.HighAcc.MaxHaste = sets.engaged.HighAcc

    sets.engaged.STP.MaxHaste = set_combine(sets.engaged.MaxHaste, {
    neck="Ainia collar",
    --ring1="Petrov Ring",
    })

    ------------------------------------------------------------------------------------------------
    ---------------------------------------- Hybrid Sets -------------------------------------------
    ------------------------------------------------------------------------------------------------

    sets.engaged.Hybrid = {head="Dampening tam",hands="Floral Gauntlets",
    neck="Loricate Torque +1", --6/6
    ring1={ name="Dark Ring", augments={'Enemy crit. hit rate -3','Phys. dmg. taken -3%','Magic dmg. taken -3%',}},
    ring2="Defending Ring", --10/10
    }

    sets.engaged.DT = set_combine(sets.engaged, sets.engaged.Hybrid)
    sets.engaged.LowAcc.DT = set_combine(sets.engaged.LowAcc, sets.engaged.Hybrid)
    sets.engaged.MidAcc.DT = set_combine(sets.engaged.MidAcc, sets.engaged.Hybrid)
    sets.engaged.HighAcc.DT = set_combine(sets.engaged.HighAcc, sets.engaged.Hybrid)
    sets.engaged.STP.DT = set_combine(sets.engaged.STP, sets.engaged.Hybrid)

    sets.engaged.DT.LowHaste = set_combine(sets.engaged.LowHaste, sets.engaged.Hybrid)
    sets.engaged.LowAcc.DT.LowHaste = set_combine(sets.engaged.LowAcc.LowHaste, sets.engaged.Hybrid)
    sets.engaged.MidAcc.DT.LowHaste = set_combine(sets.engaged.MidAcc.LowHaste, sets.engaged.Hybrid)
    sets.engaged.HighAcc.DT.LowHaste = set_combine(sets.engaged.HighAcc.LowHaste, sets.engaged.Hybrid)
    sets.engaged.STP.DT.LowHaste = set_combine(sets.engaged.STP.LowHaste, sets.engaged.Hybrid)

    sets.engaged.DT.MidHaste = set_combine(sets.engaged.MidHaste, sets.engaged.Hybrid)
    sets.engaged.LowAcc.DT.MidHaste = set_combine(sets.engaged.LowAcc.MidHaste, sets.engaged.Hybrid)
    sets.engaged.MidAcc.DT.MidHaste = set_combine(sets.engaged.MidAcc.MidHaste, sets.engaged.Hybrid)
    sets.engaged.HighAcc.DT.MidHaste = set_combine(sets.engaged.HighAcc.MidHaste, sets.engaged.Hybrid)
    sets.engaged.STP.DT.MidHaste = set_combine(sets.engaged.STP.MidHaste, sets.engaged.Hybrid)

    sets.engaged.DT.HighHaste = set_combine(sets.engaged.HighHaste, sets.engaged.Hybrid)
    sets.engaged.LowAcc.DT.HighHaste = set_combine(sets.engaged.LowAcc.HighHaste, sets.engaged.Hybrid)
    sets.engaged.MidAcc.DT.HighHaste = set_combine(sets.engaged.MidAcc.HighHaste, sets.engaged.Hybrid)
    sets.engaged.HighAcc.DT.HighHaste = set_combine(sets.engaged.HighAcc.HighHaste, sets.engaged.Hybrid)
    sets.engaged.STP.DT.HighHaste = set_combine(sets.engaged.HighHaste.STP, sets.engaged.Hybrid)

    sets.engaged.DT.MaxHaste = set_combine(sets.engaged.MaxHaste, sets.engaged.Hybrid)
    sets.engaged.LowAcc.DT.MaxHaste = set_combine(sets.engaged.LowAcc.MaxHaste, sets.engaged.Hybrid)
    sets.engaged.MidAcc.DT.MaxHaste = set_combine(sets.engaged.MidAcc.MaxHaste, sets.engaged.Hybrid)
    sets.engaged.HighAcc.DT.MaxHaste = set_combine(sets.engaged.HighAcc.MaxHaste, sets.engaged.Hybrid)
    sets.engaged.STP.DT.MaxHaste = set_combine(sets.engaged.STP.MaxHaste, sets.engaged.Hybrid)


    ------------------------------------------------------------------------------------------------
    ---------------------------------------- Special Sets ------------------------------------------
    ------------------------------------------------------------------------------------------------

    sets.buff.Doom = {ring1="Saida Ring", ring2="Saida Ring"}--, waist="Gishdubar Sash"}

    sets.Obi = {waist="Hachirin-no-Obi"}
    sets.CP = {back="Mecisto. Mantle"}
    sets.Reive = {neck="Ygnas's Resolve +1"}

    end

    Thanks in advance for all your help!

  10. #350
    Campaign
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    6,633
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    8

    Is there any way in gearswap to access the currently equipped weapon's delay?

  11. #351

    Quote Originally Posted by Sechs View Post
    Is there any way in gearswap to access the currently equipped weapon's delay?
    it could be possible

    if all you want is the delay stat on the weapon you would need to use extdata.decode if that stat is there (im not sure if it is)

    if you want to see when the next strike will land (main/sub weapons) this is server side



    in gearswap extdata.decode needs to be done at specific times or you get old data which is why id built this code
    Code:
    --modded gearswap functions
    function gearswap.refresh_item_list(itemlist)
        retarr = gearswap.make_user_table()
        for i,v in pairs(itemlist) do
            if type(v) == 'table' and v.id and v.id ~= 0 then
                if gearswap.res.items[v.id] and gearswap.res.items[v.id][language] and not retarr[gearswap.res.items[v.id][language]] then
                    retarr[gearswap.res.items[v.id][language]] = {id=v.id,count=v.count,shortname=gearswap.res.items[v.id][language]:lower(),extdata = gearswap.extdata.decode(v)}
                    if gearswap.res.items[v.id][language..'_log'] and gearswap.res.items[v.id][language..'_log']:lower() ~= gearswap.res.items[v.id][language]:lower() then
                        retarr[gearswap.res.items[v.id][language]].longname = gearswap.res.items[v.id][language..'_log']:lower()
                        retarr[gearswap.res.items[v.id][language..'_log']] = retarr[gearswap.res.items[v.id][language]]
                    end
                elseif gearswap.res.items[v.id] and gearswap.res.items[v.id][language] then
                    retarr[gearswap.res.items[v.id][language]].count = retarr[gearswap.res.items[v.id][language]].count + v.count
                end
            end
        end
        return retarr
    end
    gearswap.parse.i[0x044] = function (data) --add Automation skills to gearswap data
        if data:unpack('C',0x05) == 0x12 then
            gearswap.player.skills.automaton_melee = data:unpack('H',0x71)
            gearswap.player.skills.automaton_archery = data:unpack('H',0x75)
            gearswap.player.skills.automaton_magic = data:unpack('H',0x79)
        end
    end
    gearswap.parse.i[0x01D] = function (data)
        local cur_equip = table.reassign({},gearswap.items.equipment)
        gearswap.player.equipment = gearswap.make_user_table()
        table.reassign(gearswap.player.equipment,gearswap.to_names_set(cur_equip))
        for i,bag in pairs(gearswap.res.bags) do
            local bag_name = gearswap.to_windower_bag_api(bag.en)
            if gearswap.items[bag_name] then gearswap.player[bag_name] = gearswap.refresh_item_list(gearswap.items[bag_name]) end
        end
        if not loaded then
            loaded = true
            include("SMDinclude/includes/Include.lua")
            if auto_ring and check_ring_buff() then
                schedule_xpcp_ring()
            end
        else
            gearswap.equip_sets('items_updated',nil,nil)
        end
    end
    if not loaded then
        mf = {}
        local lastpacket = windower.packets.last_incoming(0x01D)
        if lastpacket then
            gearswap.parse.i[0x01D](lastpacket)
        end
        return
    end

  12. #352
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    No I wanted the Delay numerical Value, but I solved creating a map on my own, since the number of items I wanted the delay from was very limited, creating a table made it pretty simple to handle in the end.
    Granted I still can't use those values because the formula for Boost duration is wrong and until we find one that's working I really can't do shit with those delay values >.>

  13. #353
    a p. sweet dude
    Pens win! Pens Win!!! PENS WIN!!!!!

    Join Date
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    BG Level
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    I asked on FFXIAH, but feel like I might get better help here, so...

    Does anyone have a sample PLD lua for gearswap that they recommend? Right now I'm just using the Kinematics example with my gear plugged in, but I'm trying to find something with a SIRD set implementation, and maybe even a Treasure Hunter toggle if I'm lucky.

    I've been trying to modify the Kinematics one, but I don't quite understand how all these defense mode option functions actually work. I see them defined, but I can't find them being called or referenced anywhere.

  14. #354
    HABS SUCK!!!!!
    Sepukku is my Hero
    Therrien's Cum Dumpster

    Join Date
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    Gilgamesh

    Random question, and it seems to be no, from what I've experienced, but can you not nest set_combines in gearswap?

    I'm rebuilding a gs for a job I havent used in like 4 yrs and before I get all fine-tuney, I'd rather there be something instead of nothing, but my town gearswap isnt working as expected:

    sets.engaged = {equip for ammo,head,neck,ear1,ear2,body,hands,ring1,ring2,ba ck,waist,legs,feet}

    sets.idle = set_combine(sets.engaged, {DT on neck,body,ring1,ring2,back,movementboots})

    sets.idle.Town = set_combine(sets.idle, {head="Ptica Headgear"})


    it only equips from sets.idle and set.idle.Town when I'm in town, but if I F12 out of town, it equips everything properly.




    edit: nvm I figured it out. my idle sets were listed above my sets.engaged on the lua. When I moved them below, it worked. Not sure why it acts that way, but whatever lol.

  15. #355
    a p. sweet dude
    Pens win! Pens Win!!! PENS WIN!!!!!

    Join Date
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    I'm not sure what could have changed in my gearswaps between yesterday and today, but they all seem to be trying to cast something every time I cast a spell. The spell I'm trying to cast starts, then I get "unable to cast spell" in the chat log right after.

    Anyone know where I should start looking? I haven't made any big changes to any of my luas in weeks and it seems to be happening on all jobs. Most of mine are based on Mote's.

    Edit: Welp, looks like it's actually the Fastfollow addon doing it. How strange.

  16. #356
    a p. sweet dude
    Pens win! Pens Win!!! PENS WIN!!!!!

    Join Date
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    Using Motenten's gearswap for PLD, which is working fine except for I have no swaps at all happening for Enlight II. It's the only spell not doing any swapping and I don't have any specific set for it defined, but I would still expect to be equipping my fast cast gear for it at least.

    Anyone have any ideas where I should look to try to fix this? I checked his mappings file but it's listed there, and in his utility file it equips precast.FC for anything classified as "Magic", but I can't figure out where that mapping lives.

  17. #357
    a p. sweet dude
    Pens win! Pens Win!!! PENS WIN!!!!!

    Join Date
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    Figured out the issue.

    If you're not using the shortcuts addon, wrapping your spell names in single quotes seems to prevent gearswap from parsing the action properly, and no events fire as a result (which means nothing is triggering a gear swap).

    /ma "Enlight II" <me> will work fine

    /ma 'Enlight II' <me> will break gearswap, even though it's legal syntax for a spell command in vanilla.

  18. #358
    HABS SUCK!!!!!
    Sepukku is my Hero
    Therrien's Cum Dumpster

    Join Date
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    Quote Originally Posted by Obsidian View Post
    If you're not using the shortcuts addon
    Is there any reason why you would not want to use the shortcuts addon though?

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    Quote Originally Posted by NynJa View Post
    Is there any reason why you would not want to use the shortcuts addon though?
    Not particularly, I just had never downloaded it until Martel and I started debugging why it was happening to me and not him. Still seems like a bug with parsing the text buffer though. Single quotes is valid syntax for a spell command in vanilla so I don't know why (well, I know *why*, but not why) it would break text buffer parsing, unless it's undocumented intentional behaviour.

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    So, when you use a spell from the magic menu, it actually creates a text command and sends it to the outgoing text buffer as if you had typed it.

    GearSwap was intended to parse exactly that syntax, which uses double quotes (and is well defined).
    Shortcuts was the one that was supposed to handle converting every other command format to the standard input format.

    Arguably Shortcuts should only touch invalid commands and GearSwap should interpret any commands that the game would interpret, but that isn't how it was designed (and there isn't a description of what commands the vanilla game can interpret).

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