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Thread: Gearswap Shop Thread     submit to reddit submit to twitter

  1. #221

    i just updated my gs skillup lua
    -fixes-
    no longer stops when using skilling up SMN
    cleaned up code making it more efficient

    --added--
    use moogle trust
    use skill up item
    use geo main job uses GEO-Refresh sub job uses Indi-Refresh

    this will be my last update unless there are any bugs found

  2. #222
    Melee Summoner
    Join Date
    Mar 2015
    Posts
    26
    BG Level
    1

    Precast for specific spells? example: equip vishrava I and carapacho gloves before stoneskin.

  3. #223
    HABS SUCK!!!!!
    Sepukku is my Hero
    Therrien's Cum Dumpster

    Join Date
    Mar 2005
    Posts
    37,942
    BG Level
    10
    FFXI Server
    Gilgamesh

    Quote Originally Posted by pompeii View Post
    I should say- I need one that i can use for my whm gearswap when i use my afflatus solace.
    I thought the body piece had to be used when spells are casted for the bonus?

  4. #224
    Smells like Onions
    Join Date
    Apr 2014
    Posts
    8
    BG Level
    0

    Evening
    Been using Kinematics Pup Gearswap (all files are upto date) and never had any issues but recently it has stopped reading my Auto's moves, as in it wont change gear when it Weapon skills etc... anyone know what's gone wrong if anything? Used Showswaps and all my gear was changing just not when my Auto made a move, which it used to.

    Spoiler: show
    -------------------------------------------------------------------------------------------------------------------
    -- 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()
    -- List of pet weaponskills to check for
    petWeaponskills = S{"Slapstick", "Knockout", "Magic Mortar",
    "Chimera Ripper", "String Clipper", "Cannibal Blade", "Bone Crusher", "String Shredder",
    "Arcuballista", "Daze", "Armor Piercer", "Armor Shatterer"}

    -- Map automaton heads to combat roles
    petModes = {
    ['Harlequin Head'] = 'Melee',
    ['Sharpshot Head'] = 'Ranged',
    ['Valoredge Head'] = 'Tank',
    ['Stormwaker Head'] = 'Magic',
    ['Soulsoother Head'] = 'Heal',
    ['Spiritreaver Head'] = 'Nuke'
    }

    -- Subset of modes that use magic
    magicPetModes = S{'Nuke','Heal','Magic'}

    -- Var to track the current pet mode.
    state.PetMode = M{['description']='Pet Mode', 'None', 'Melee', 'Ranged', 'Tank', 'Magic', 'Heal', 'Nuke'}
    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.OffenseModeptions('Normal', 'Acc', 'Fodder')
    state.HybridModeptions('Normal', 'DT')
    state.WeaponskillModeptions('Normal', 'Acc', 'Fodder')
    state.PhysicalDefenseModeptions('PDT', 'Evasion')

    -- Default maneuvers 1, 2, 3 and 4 for each pet mode.
    defaultManeuvers = {
    ['Melee'] = {'Fire Maneuver', 'Thunder Maneuver', 'Wind Maneuver', 'Light Maneuver'},
    ['Ranged'] = {'Wind Maneuver', 'Fire Maneuver', 'Thunder Maneuver', 'Light Maneuver'},
    ['Tank'] = {'Earth Maneuver', 'Dark Maneuver', 'Light Maneuver', 'Wind Maneuver'},
    ['Magic'] = {'Ice Maneuver', 'Light Maneuver', 'Dark Maneuver', 'Earth Maneuver'},
    ['Heal'] = {'Light Maneuver', 'Dark Maneuver', 'Water Maneuver', 'Earth Maneuver'},
    ['Nuke'] = {'Ice Maneuver', 'Dark Maneuver', 'Light Maneuver', 'Earth Maneuver'}
    }

    update_pet_mode()
    select_default_macro_book()
    end


    -- Define sets used by this job file.
    function init_gear_sets()

    -- Precast Sets

    -- Fast cast sets for spells
    sets.precast.FC = {head="Haruspex Hat",ear2="Loquacious Earring",hands="Thaumas Gloves"}

    sets.precast.FC.Utsusemi = set_combine(sets.precast.FC, {neck="Magoraga Beads"})


    -- Precast sets to enhance JAs
    sets.precast.JA['Tactical Switch'] = {feet="Karagoz Scarpe"}

    sets.precast.JA['Repair'] = {feet="Foire Babouches +1",ear1="Guignol earring"}

    sets.precast.JA.Maneuver = {neck="Buffoon's Collar",body="Karagoz Farsetto",hands="Foire Dastanas +1",back="Dispersal Mantle"}



    -- Waltz set (chr and vit)
    sets.precast.Waltz = {
    head="Whirlpool Mask",ear1="Roundel Earring",
    body="Otronif Harness +1",hands="Otronif Gloves",ring1="valseur's Ring",ring2="asklepian ring",
    back="Iximulew Cape",legs="Nahtirah Trousers",feet="Thurandaut Boots +1"}

    -- Don't need any special gear for Healing Waltz.
    sets.precast.Waltz['Healing Waltz'] = {}


    -- Weaponskill sets
    -- Default set for any weaponskill that isn't any more specifically defined
    sets.precast.WS = {
    head="Uk'uzkaj cap",neck="Rancor Collar",ear1="Bladeborn Earring",ear2="Steelflash Earring",
    body="Pitre Tobe +1",hands="Foire Dastans +1",ring1="Rajas Ring",ring2="Thurandaut ring",
    back="Buquwik Cape",waist="Thunder Belt",legs="Pitre Churidars +1",feet="Foire babouches +1"}

    -- Specific weaponskill sets. Uses the base set if an appropriate WSMod version isn't found.
    sets.precast.WS['Stringing Pummel'] = set_combine(sets.precast.WS, {neck="Rancor Collar",ear1="Bladeborn Earring",ear2="Steelflash Earring",
    ring1="Spiral Ring",waist="Soil Belt"})
    sets.precast.WS['Stringing Pummel'].Mod = set_combine(sets.precast.WS['Stringing Pummel'], {legs="Nahtirah Trousers"})

    sets.precast.WS['Victory Smite'] = set_combine(sets.precast.WS, {neck="Rancor Collar",ear1="Bladeborn Earring",ear2="Steelflash Earring",
    waist="Thunder Belt"})

    sets.precast.WS['Shijin Spiral'] = set_combine(sets.precast.WS, {neck="Light Gorget",waist="Light Belt"})


    -- Midcast Sets

    sets.midcast.FastRecast = {
    head="Haruspex Hat",ear2="Loquacious Earring",
    body="Otronif Harness +1",hands="Regimen Mittens",
    legs="Manibozho Brais",feet="Otronif Boots +1"}


    -- Midcast sets for pet actions
    sets.midcast.Pet.Cure = {legs="Foire Churidars"}

    sets.midcast.Pet['Elemental Magic'] = {feet="Pitre Babouches",back="Refraction cape"}

    sets.midcast.Pet.WeaponSkill = {head="Karagoz capello", hands="Cirque Guanti +2", legs="Karagoz Pantaloni +2"}


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

    -- Resting sets
    sets.resting = {range="Divinator",
    head="Pitre Taj +1",neck="Faith Torque",ear1="Bladeborn Earring",ear2="Steelflash Earring",
    body="Pitre Tobe +1",hands="Foire dastanas +1",ring1="Rajas Ring",ring2="Thurandaut ring",
    back="Contriver's Cape",waist="Hurch'lan Sash",legs="Pitre Churidars +1",feet="Foire babouches +1"}


    -- Idle sets

    sets.idle = {range="Divinator",
    head="Pitre Taj +1",neck="Faith Torque",ear1="Bladeborn Earring",ear2="Steelflash Earring",
    body="Pitre Tobe +1",hands="Foire dastanas +1",ring1="Rajas Ring",ring2="Thurandaut ring",
    back="Contriver's Cape",waist="Hurch'lan Sash",legs="Pitre Churidars +1",feet="Foire babouches +1"}

    sets.idle.Town = set_combine(sets.idle, {main="Tinhaspa"})

    -- Set for idle while pet is out (eg: pet regen gear)
    sets.idle.Pet = sets.idle

    -- Idle sets to wear while pet is engaged
    sets.idle.Pet.Engaged = {
    head="Foire Taj",neck="Wiglen Gorget",ear1="Bladeborn Earring",ear2="Cirque Earring",
    body="Foire Tobe",hands="Regimen Mittens",ring1="Sheltered Ring",ring2="Paguroidea Ring",
    back="Dispersal Mantle",waist="Hurch'lan Sash",legs="Foire Churidars",feet="Foire Babouches"}

    sets.idle.Pet.Engaged.Ranged = set_combine(sets.idle.Pet.Engaged, {hands="Cirque Guanti +2",legs="Karagoz Pantaloni"})

    sets.idle.Pet.Engaged.Nuke = set_combine(sets.idle.Pet.Engaged, {legs="Karagoz Pantaloni",feet="Karagoz Scarpe"})

    sets.idle.Pet.Engaged.Magic = set_combine(sets.idle.Pet.Engaged, {legs="Karagoz Pantaloni",feet="Karagoz Scarpe"})


    -- Defense sets

    sets.defense.Evasion = {
    head="Whirlpool Mask",neck="Twilight Torque",
    body="Otronif Harness +1",hands="Otronif Gloves",ring1="Defending Ring",ring2="Beeline Ring",
    back="Ik Cape",waist="Hurch'lan Sash",legs="Nahtirah Trousers",feet="Otronif Boots +1"}

    sets.defense.PDT = {
    head="Whirlpool Mask",neck="Twilight Torque",
    body="Otronif Harness +1",hands="Otronif Gloves",ring1="Defending Ring",ring2=gear.DarkRing.physical,
    back="Shadow Mantle",waist="Hurch'lan Sash",legs="Nahtirah Trousers",feet="Otronif Boots +1"}

    sets.defense.MDT = {
    head="Whirlpool Mask",neck="Twilight Torque",
    body="Otronif Harness +1",hands="Otronif Gloves",ring1="Defending Ring",ring2="Shadow Ring",
    back="Tuilha Cape",waist="Hurch'lan Sash",legs="Nahtirah Trousers",feet="Otronif Boots +1"}

    sets.Kiting = {feet="Hermes' Sandals"}

    -- 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 = {
    head="Qaaxo Mask",neck="Asperity Necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring",
    body="Qaaxo Harness",hands="Otronif Gloves +1",ring1="Rajas Ring",ring2="Epona's Ring",
    back="Dispersal Mantle",waist="Hurch'lan Sash",legs="Otronif Brais +1",feet="Otronif Boots +1"}
    sets.engaged.Acc = {
    head="Whirlpool Mask",neck="Ej Necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring",
    body="Qaaxo Harness",hands="Otronif Gloves",ring1="Rajas Ring",ring2="Epona's Ring",
    back="Dispersal Mantle",waist="Hurch'lan Sash",legs="Manibozho Brais",feet="Otronif Boots +1"}
    sets.engaged.DT = {
    head="Whirlpool Mask",neck="Twilight Torque",ear1="Bladeborn Earring",ear2="Steelflash Earring",
    body="Otronif Harness +1",hands="Regimen Mittens",ring1="Defending Ring",ring2="Epona's Ring",
    back="Iximulew Cape",waist="Windbuffet Belt",legs="Manibozho Brais",feet="Otronif Boots +1"}
    sets.engaged.Acc.DT = {
    head="Whirlpool Mask",neck="Twilight Torque",ear1="Bladeborn Earring",ear2="Steelflash Earring",
    body="Otronif Harness +1",hands="Regimen Mittens",ring1="Defending Ring",ring2="Beeline Ring",
    back="Iximulew Cape",waist="Hurch'lan Sash",legs="Manibozho Brais",feet="Otronif Boots +1"}
    end


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

    -- Called when pet is about to perform an action
    function job_pet_midcast(spell, action, spellMap, eventArgs)
    if petWeaponskills:contains(spell.english) then
    classes.CustomClass = "Weaponskill"
    end
    end


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

    -- Called when a player gains or loses a buff.
    -- buff == buff gained or lost
    -- gain == true if the buff was gained, false if it was lost.
    function job_buff_change(buff, gain)
    if buff == 'Wind Maneuver' then
    handle_equipping_gear(player.status)
    end
    end

    -- Called when a player gains or loses a pet.
    -- pet == pet gained or lost
    -- gain == true if the pet was gained, false if it was lost.
    function job_pet_change(pet, gain)
    update_pet_mode()
    end

    -- Called when the pet's status changes.
    function job_pet_status_change(newStatus, oldStatus)
    if newStatus == 'Engaged' then
    display_pet_status()
    end
    end


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

    -- 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_pet_mode()
    end


    -- Set eventArgs.handled to true if we don't want the automatic display to be run.
    function display_current_job_state(eventArgs)
    display_pet_status()
    end


    -------------------------------------------------------------------------------------------------------------------
    -- User self-commands.
    -------------------------------------------------------------------------------------------------------------------

    -- Called for custom player commands.
    function job_self_command(cmdParams, eventArgs)
    if cmdParams[1] == 'maneuver' then
    if pet.isvalid then
    local man = defaultManeuvers[state.PetMode.value]
    if man and tonumber(cmdParams[2]) then
    man = man[tonumber(cmdParams[2])]
    end

    if man then
    send_command('input /pet "'..man..'" <me>')
    end
    else
    add_to_chat(123,'No valid pet.')
    end
    end
    end


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

    -- Get the pet mode value based on the equipped head of the automaton.
    -- Returns nil if pet is not valid.
    function get_pet_mode()
    if pet.isvalid then
    return petModes[pet.head] or 'None'
    else
    return 'None'
    end
    end

    -- Update state.PetMode, as well as functions that use it for set determination.
    function update_pet_mode()
    state.PetMode:set(get_pet_mode())
    update_custom_groups()
    end

    -- Update custom groups based on the current pet.
    function update_custom_groups()
    classes.CustomIdleGroups:clear()
    if pet.isvalid then
    classes.CustomIdleGroups:append(state.PetMode.valu e)
    end
    end

    -- Display current pet status.
    function display_pet_status()
    if pet.isvalid then
    local petInfoString = pet.name..' ['..pet.head..']: '..tostring(pet.status)..' TP='..tostring(pet.tp)..' HP%='..tostring(pet.hpp)

    if magicPetModes:contains(state.PetMode.value) then
    petInfoString = petInfoString..' MP%='..tostring(pet.mpp)
    end

    add_to_chat(122,petInfoString)
    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(2, 9)
    elseif player.sub_job == 'NIN' then
    set_macro_page(3, 9)
    elseif player.sub_job == 'THF' then
    set_macro_page(4, 9)
    else
    set_macro_page(1, 9)
    end
    end



  5. #225

    Does anyone have something for GEO, im fresh back to the game and trying to figure out this new fangled gearswap thing.

  6. #226
    Pens win! Pens Win!!! PENS WIN!!!!!
    Sweaty Dick Punching Enthusiast

    Join Date
    Oct 2007
    Posts
    2,192
    BG Level
    7

    Looking for a NIN lua that covers at least 6 different haste sets, with more being merrier.

  7. #227

    Quote Originally Posted by Aragon of Odin View Post
    Looking for a NIN lua that covers at least 6 different haste sets, with more being merrier.
    all of them can have as many sets as you want you just need to build them according to the rules

    now if your talking about switchable sets both motes and mine have an infinite amount of sets that can be switched with commands and/or in the display provided but that are not for beginners(im talking about mine)

  8. #228
    Pens win! Pens Win!!! PENS WIN!!!!!
    Sweaty Dick Punching Enthusiast

    Join Date
    Oct 2007
    Posts
    2,192
    BG Level
    7

    I'm really new to GS, so I don't like playing around with the rules. So was looking for a lua that already had multiple different haste tiers built into it

  9. #229
    Sea Torques
    Join Date
    Nov 2007
    Posts
    694
    BG Level
    5
    FFXI Server
    Asura

    e: wrong thread.

  10. #230
    New Merits
    Join Date
    Jul 2011
    Posts
    245
    BG Level
    4
    FFXIV Character
    Already Banned
    FFXIV Server
    Hyperion
    FFXI Server
    Quetzalcoatl

    Whenever i change zones my gearswap stops working untill i type //gs r. Is anyone else experiencing this?

  11. #231

    Skillup lua stops

    I downloaded and been using skillup lua for my blu. However it seem to auto stop after a bit, skill is no way near caps so it isnt that.

    The only thing i edited in the file is the pos so it wont be on my screen (got anoyed by it) and made macros for starting the skillup.

    Any ideas what the issue may be?

  12. #232

    Quote Originally Posted by joso33 View Post
    I downloaded and been using skillup lua for my blu. However it seem to auto stop after a bit, skill is no way near caps so it isnt that.

    The only thing i edited in the file is the pos so it wont be on my screen (got anoyed by it) and made macros for starting the skillup.

    Any ideas what the issue may be?
    i wish i knew

  13. #233
    Smells like Onions
    Join Date
    May 2015
    Posts
    2
    BG Level
    0

    Quote Originally Posted by dlsmd View Post
    i wish i knew
    Seems to be an issue with resting or lack of it. As soon as I run out of MP, all action stops and my character doesn't rest.

  14. #234
    Smells like Onions
    Join Date
    May 2015
    Posts
    2
    BG Level
    0

    does anyone have a dark magic and elemental magic skill up script ?? thanks in advance =)

  15. #235
    Smells like Onions
    Join Date
    May 2015
    Posts
    2
    BG Level
    0

    Edit: Fixed.

  16. #236
    Smells like Onions
    Join Date
    May 2015
    Posts
    2
    BG Level
    0

    Edit: fixed.

  17. #237

    Quote Originally Posted by Tepi View Post
    Seems to be an issue with resting or lack of it. As soon as I run out of MP, all action stops and my character doesn't rest.
    sorry there is nothing i can do right now my internet keeps going i and out as soon as i figure out the issue here ill try to fix it

    --edit after testing for a while on all skillup the only one that has an issue is blu skillup but how to fix it i do not know

    also if your having an issue heling on other skill ups the only thing i can think of is your not on the live ffxi server your on a private server

  18. #238
    Smells like Onions
    Join Date
    Jun 2015
    Posts
    2
    BG Level
    0

    Hello, I'm looking for a BLM lua, only 1 on the front page and I've been having issues with it, and it doesn't really have everything I would like. Would anyone mind sharing theirs so I could try to find one that better suits me?

  19. #239
    Smells like Onions
    Join Date
    May 2015
    Posts
    1
    BG Level
    0

    I am looking for a bard lua that can automatically handle the three/four songs. or if somone can copy and paste code for me i would greatly appreciate it.

  20. #240

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

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