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Thread: Gearswap Help Thread!     submit to reddit submit to twitter

  1. #2021
    Chram
    Join Date
    Sep 2007
    Posts
    2,526
    BG Level
    7
    FFXI Server
    Fenrir

    Quote Originally Posted by fingleburt View Post
    Is there anyway to replicate this with gearswap?

    I've tried this:

    Code:
    function buff_change(status,gain_or_loss)
        if status == "Impetus" then
            if gain_or_loss then
                equip(sets.TP.Impetus)
                send_command('@wait .5;gs disable body')
                add_to_chat(121,'>!===EQUIPPING TANTRA CYCLAS +2===!<')
            else
                send_command('gs enable body')
                add_to_chat(121,'>!===IMPETUS DOWN===!<')
                equip(sets.TP)
            end
        end
    end
    This works in a sense to lock the body during Impetus which is great, however I cannot get it to equip my Impetus down set. If I take
    Code:
    send_command('@wait .5;gs disable body')
    code away it reverts back to Impetus down set but of course it wont lock the body during Impetus.
    I should clarify that I'm using a very simple lua file with no includes etc.

    I would be grateful for any help/suggestions.

    Enabling/disabling gear slots has been improved in the last few days. It should be fairly easy to do this using:

    Code:
    function buff_change(buff, gain)
        if buff == 'Impetus' then
            if gain then
                equip(sets.TP.Impetus)
                disable('body')
                add_to_chat(121,'>!===EQUIPPING TANTRA CYCLAS +2===!<')
            else
                enable('body')
                equip(sets.TP)
                add_to_chat(121,'>!===IMPETUS DOWN===!<')
            end
        end
    end

  2. #2022
    E before O except before E-I-E-I-O.
    Join Date
    May 2008
    Posts
    138
    BG Level
    3
    FFXIV Character
    Kyleen Garaka
    FFXIV Server
    Sargatanas
    FFXI Server
    Phoenix

    Hi, I'm currently new to playing with GS and Lua in general.

    I am trying to create a rule (for GEO) that checks to see if I have a luopan out and if so equips a certain set of gear when idle, instead of my normal idle.
    I have it working perfectly in my spellcast, but I can't for the life of me figure out how to do it in GS.

    For reference, here is a rudimentary clip of the rule from my spellcast.

    <variables>
    <var name="luolayer">None</var>
    </variables>
    <rules>
    <if petIsValid="true">
    <var cmd="set luoLayer luoGear" /> (luoGear is the name of the gear set defined in my group)
    </if>
    <else>
    <var cmd="set luoLayer None" />
    </else>
    </rules>

  3. #2023
    Faster than Walt Flanagan's Dog
    Join Date
    May 2008
    Posts
    209
    BG Level
    4
    FFXI Server
    Asura

    Quote Originally Posted by Garaku View Post
    Hi, I'm currently new to playing with GS and Lua in general.

    I am trying to create a rule (for GEO) that checks to see if I have a luopan out and if so equips a certain set of gear when idle, instead of my normal idle.
    I have it working perfectly in my spellcast, but I can't for the life of me figure out how to do it in GS.

    For reference, here is a rudimentary clip of the rule from my spellcast.

    <variables>
    <var name="luolayer">None</var>
    </variables>
    <rules>
    <if petIsValid="true">
    <var cmd="set luoLayer luoGear" /> (luoGear is the name of the gear set defined in my group)
    </if>
    <else>
    <var cmd="set luoLayer None" />
    </else>
    </rules>
    This is what I use, has worked fine for me, but just to note I haven't been on GEO in a couple months so wouldn't be 100% certain if it still works lol
    Code:
    function customize_idle_set(idleSet)
    	if pet.isvalid then
    		idleSet = sets.idle.Loupan
    	end
    	
    	return idleSet
    end

  4. #2024
    RIDE ARMOR
    Join Date
    Dec 2009
    Posts
    15
    BG Level
    1

    Quote Originally Posted by Motenten View Post
    Enabling/disabling gear slots has been improved in the last few days. It should be fairly easy to do this using:

    Code:
    function buff_change(buff, gain)
        if buff == 'Impetus' then
            if gain then
                equip(sets.TP.Impetus)
                disable('body')
                add_to_chat(121,'>!===EQUIPPING TANTRA CYCLAS +2===!<')
            else
                enable('body')
                equip(sets.TP)
                add_to_chat(121,'>!===IMPETUS DOWN===!<')
            end
        end
    end
    Thanks Mote, works perfectly!

  5. #2025
    RIDE ARMOR
    Join Date
    May 2010
    Posts
    10
    BG Level
    1
    FFXI Server
    Quetzalcoatl

    Trying to get used to GS and not screw to much up.

    To use Terpander in Mote's BRD GS do you just replace all the Dardubla with Terpander or am I missing something really easy.

  6. #2026
    Chram
    Join Date
    Sep 2007
    Posts
    2,526
    BG Level
    7
    FFXI Server
    Fenrir

    Adjust these lines:

    Code:
    	-- Adjust this if using the Terpander (new +song instrument)
    	info.DaurdablaInstrument = 'Daurdabla'
    	-- How many extra songs we can keep from Daurdabla/Terpander
    	info.DaurdablaSongs = 2
    to
    Code:
    	-- Adjust this if using the Terpander (new +song instrument)
    	info.DaurdablaInstrument = 'Terpander'
    	-- How many extra songs we can keep from Daurdabla/Terpander
    	info.DaurdablaSongs = 1
    No other changes are necessary.

  7. #2027
    RIDE ARMOR
    Join Date
    May 2010
    Posts
    10
    BG Level
    1
    FFXI Server
    Quetzalcoatl

    I get Unknown mode value: dummy for Daurdabla mode. when I change that.

  8. #2028
    Melee Summoner
    Join Date
    Jun 2008
    Posts
    24
    BG Level
    1
    FFXI Server
    Ramuh

    Im sure this was asked before, but is there a problem with equipping Grip on precast/midcast sets? I have Club/Shield in Idle and when I cast spell with Staff/Grip in precast I always get error message, any way to fix this or is this still underway?

    On another note, can someone explain this new augment function? How I find out what to name an item i have twice?

  9. #2029
    Sea Torques
    Join Date
    Jun 2012
    Posts
    570
    BG Level
    5
    FFXI Server
    Asura
    WoW Realm
    The Scryers

    Quote Originally Posted by Thundro View Post
    Im sure this was asked before, but is there a problem with equipping Grip on precast/midcast sets? I have Club/Shield in Idle and when I cast spell with Staff/Grip in precast I always get error message, any way to fix this or is this still underway?

    On another note, can someone explain this new augment function? How I find out what to name an item i have twice?
    If you have staff AND grip shouldn't have any problem when switching from club/shield

  10. #2030
    Melee Summoner
    Join Date
    Jun 2008
    Posts
    24
    BG Level
    1
    FFXI Server
    Ramuh

    Ofc I have Staff and Grip >.> but as I said, always gives me error in log that "need two-handed weapon to equip grip". Its hard to check too because precast is only equip for like 0.1 sec and the 1% haste is hard to proof in recast, but I guess the log doesn't lie?

  11. #2031
    Sea Torques
    Join Date
    Jun 2012
    Posts
    570
    BG Level
    5
    FFXI Server
    Asura
    WoW Realm
    The Scryers

    It can lie, lol
    Use //gs debugmode it will tell you if a piece of equipment wasn't able to equip.

    I had that kind of issue, but I don't use strap, so my solution won't work for you.

  12. #2032
    Chram
    Join Date
    Sep 2007
    Posts
    2,526
    BG Level
    7
    FFXI Server
    Fenrir

    Quote Originally Posted by cbracer1980 View Post
    I get Unknown mode value: dummy for Daurdabla mode. when I change that.
    Case-sensitive. 'Dummy', not 'dummy', for the macro.

  13. #2033
    RIDE ARMOR
    Join Date
    May 2010
    Posts
    10
    BG Level
    1
    FFXI Server
    Quetzalcoatl

    Thanks Motenten!

    Now to work on getting the other jobs up.

  14. #2034
    Relic Shield
    Join Date
    Sep 2007
    Posts
    1,740
    BG Level
    6
    FFXI Server
    Sylph

    Using Motenten's SCH lua. Occasionally after one of the windower updates a few days ago, Gearswap isn't putting me back into the correct idle sets or sets in general after casting a spell. After reloading the addon in general, it sometimes seems to fix it, but not all the time. For example, when casting cure, after the midcast, sometimes it leaves the midcast gear in instead of going to the aftercast/idle. Tried upgrading to the newest SCH lua that he revised but that didn't seem to fix the issue. The WHM, BLM, BRD one all seem to be working fine, just the SCH is giving me issues.

    Code:
    -------------------------------------------------------------------------------------------------------------------
    -- Initialization function that defines sets and variables to be used.
    -------------------------------------------------------------------------------------------------------------------
    
    -- IMPORTANT: Make sure to also get the Mote-Include.lua file (and its supplementary files) to go with this.
    
    --[[
    		Custom commands:
    
    		Shorthand versions for each strategem type that uses the version appropriate for
    		the current Arts.
    
    										Light Arts              Dark Arts
    
    		gs c scholar cost               Penury                  Parsimony
    		gs c scholar speed              Celerity                Alacrity
    		gs c scholar aoe                Accession               Manifestation
    		gs c scholar power              Rapture                 Ebullience
    		gs c scholar duration           Perpetuance
    		gs c scholar accuracy           Altruism                Focalization
    		gs c scholar enmity             Tranquility             Equanimity
    		gs c scholar skillchain                                 Immanence
    		gs c scholar addendum           Addendum: White         Addendum: Black
    --]]
    
    
    
    -- Initialization function for this job file.
    function get_sets()
    	-- Load and initialize the include file.
    	include('Mote-Include.lua')
    end
    
    -- Setup vars that are user-independent.
    function job_setup()
    	info.addendumNukes = S{"Stone IV", "Water IV", "Aero IV", "Fire IV", "Blizzard IV", "Thunder IV",
    		"Stone V", "Water V", "Aero V", "Fire V", "Blizzard V", "Thunder V"}
    
    	state.Buff.Sublimation = buffactive['Sublimation: Activated'] or false
    	update_active_strategems()
    end
    
    
    -- Setup vars that are user-dependent.  Can override this function in a sidecar file.
    function user_setup()
    	-- Options: Override default values
    	options.CastingModes = {'Normal', 'Resistant'}
    	options.OffenseModes = {'None', 'Normal'}
    	options.DefenseModes = {'Normal'}
    	options.WeaponskillModes = {'Normal'}
    	options.IdleModes = {'Normal', 'PDT', 'Stun'}
    	options.RestingModes = {'Normal'}
    	options.PhysicalDefenseModes = {'PDT'}
    	options.MagicalDefenseModes = {'MDT'}
    
    	state.OffenseMode = 'None'
    	state.Defense.PhysicalMode = 'PDT'
    
    	info.low_nukes = S{"Stone", "Water", "Aero", "Fire", "Blizzard", "Thunder"}
    	info.mid_nukes = S{"Stone II", "Water II", "Aero II", "Fire II", "Blizzard II", "Thunder II",
    					   "Stone III", "Water III", "Aero III", "Fire III", "Blizzard III", "Thunder III",
    					   "Stone IV", "Water IV", "Aero IV", "Fire IV", "Blizzard IV", "Thunder IV",}
    	info.high_nukes = S{"Stone V", "Water V", "Aero V", "Fire V", "Blizzard V", "Thunder V"}
    
    	gear.macc_hagondes = {name="Hagondes Cuffs", augments={'Phys. dmg. taken -3%','Mag. Acc.+29'}}
    
    	-- Default macro set/book
    	set_macro_page(1, 2)
    end
    
    
    -- Called when this job file is unloaded (eg: job change)
    function file_unload()
    	if binds_on_unload then
    		binds_on_unload()
    	end
    end
    
    
    -- Define sets and vars used by this job file.
    function init_gear_sets()
    	--------------------------------------
    	-- Start defining the sets
    	--------------------------------------
    
    	-- Precast Sets
    
    	-- Precast sets to enhance JAs
    
    	sets.precast.JA['Tabula Rasa'] = {legs="Pedagogy Pants"}
    
    
    	-- Fast cast sets for spells
    
    	sets.precast.FC = {ammo="Incantor Stone",
    		head="Nahtirah Hat",neck="Jeweled Collar",ear2="Loquacious Earring",
    		body="Anhur Robe",hands="Gendewitha Gages",ring1="Prolix Ring",
    		back="Swith Cape",waist="Witful Belt",legs="Artsieq Hose",feet="Pedagogy Loafers"}
    
    	sets.precast.FC['Enhancing Magic'] = set_combine(sets.precast.FC)
    
    	sets.precast.FC['Elemental Magic'] = set_combine(sets.precast.FC, {neck="Stoicheion Medal"})
    
    		sets.precast.FC.Cure = set_combine(sets.precast.FC, {back="Pahtli Cape"})
    
    	sets.precast.FC.Curaga = sets.precast.FC.Cure
    
    	sets.precast.FC.Impact = set_combine(sets.precast.FC['Elemental Magic'], {head=empty,body="Twilight Cloak"})
    
    
    	-- Midcast Sets
    
    	sets.midcast.FastRecast = {ammo="Incantor Stone",
    		head="Nahtirah Hat",ear2="Loquacious Earring",
    		body="Artsieq Jubbah",hands="Lurid Mitts",ring1="Prolix Ring",
    		back="Swith Cape",waist="Witful Belt",legs="",feet="Pedagogy Loafers"}
    
    	sets.midcast.Cure = {main="Tamaxchi",sub="Sors Shield",ammo="Incantor Stone",
    		head="Gendewitha Caubeen",neck="Jeweled Collar",ear1="Lifestorm Earring",ear2="Gwati Earring",
    		body="Gendewitha Bliaut",hands="Bokwus Gloves",ring1="Ephedra Ring",ring2="Sirona's Ring",
    		back="Pahtli Cape",waist="Cascade Belt",legs="Scholar's Pants",feet="Pedagogy Loafers"}
    
    	sets.midcast.CureWithLightWeather = set_combine(sets.midcast.Cure, {back="Twilight Cape"})
    
    	sets.midcast.Curaga = sets.midcast.Cure
    
    	sets.midcast.Regen = {main="Bolelabunga",head="Savant's Bonnet +2",hands="Savant's Bracers +2"}
    
    	sets.midcast.Cursna = {head="Nahtirah Hat",neck="Malison Medallion",
    		body="Artsieq Jubbah",hands="Hieros Mittens",ring1="Ephedra Ring",ring2="Sirona's Ring",
    		legs="Scholar's Pants",waist="Witful Belt",feet="Gendewitha Galoshes"}
    
    	sets.midcast['Enhancing Magic'] = {main="Twebuliij", sub="Fulcio Grip",ammo="Savant's Treatise",
    		head="Umuthi Hat",neck="Colossus's Torque",ear1="Andoaa Earring",
    		body="Anhur Robe",hands="Savant's Bracers +2",
    		waist="Cascade Belt",legs="Scholar's Pants",feet="Literae Sabots"}
    
    	sets.midcast.Stoneskin = set_combine(sets.midcast['Enhancing Magic'], {waist="Siegel Sash"})
    
    	sets.midcast.Storm = set_combine(sets.midcast['Enhancing Magic'], {feet="Pedagogy Loafers"})
    
    	sets.midcast.Protect = {ring1="Sheltered Ring"}
    	sets.midcast.Protectra = sets.midcast.Protect
    
    	sets.midcast.Shell = {ring1="Sheltered Ring"}
    	sets.midcast.Shellra = sets.midcast.Shell
    
    
    	-- Custom spell classes
    	sets.midcast.Haste = {head="Nahtirah Hat",
    		body="Artsieq Jubbah",hands="Lurid Mitts",
    		waist="Witful Belt",legs="Theurgist's Slacks",feet="Umbani Boots"}
    		
    	sets.midcast.MndEnfeebles = {main="Twebuliij",sub="Mephitis Grip",ammo="Savant's Treatise",
    		head="Buremte Hat",neck="Eddy Necklace",ear1="Psystorm Earring",ear2="Lifestorm Earring",
    		body="Artsieq Jubbah",hands="Yaoyotl Gloves",ring1="Sangoma Ring",ring2="Sirona's Ring",
    		back="Refraction Cape",waist="Bougonia Rope",legs="Theurgist's Slacks",feet="Artsieq Boots"}
    
    	sets.midcast.IntEnfeebles = {main="Twebuliij",sub="Mephitis Grip",ammo="Savant's Treatise",
    		head="Buremte Hat",neck="Eddy Necklace",ear1="Psystorm Earring",ear2="Lifestorm Earring",
    		body="Artsieq Jubbah",hands="Yaoyotl Gloves",ring1="Sangoma Ring",ring2="Sirona's Ring",
    		back="Refraction Cape",waist="Bougonia Rope",legs="Theurgist's Slacks",feet="Artsieq Boots"}
    
    	sets.midcast.ElementalEnfeeble = sets.midcast.IntEnfeebles
    
    	sets.midcast['Dark Magic'] = {main="Twebuliij",sub="Mephitis Grip",ammo="Savant's Treatise",
    		head="Buremte Hat",neck="Eddy Necklace",ear1="Psystorm Earring",ear2="Lifestorm Earring",
    		body="Artsieq Jubbah",hands="Yaoyotl Gloves",ring1="Sangoma Ring",ring2="Diamond Ring",
    		back="Refraction Cape",waist="Bougonia Rope",legs="Artsieq Hose",feet="Umbani Boots"}
    
    	sets.midcast.Kaustra = {main="Twebuliij",sub="Mephitis Grip",ammo="Savant's Treatise",
    		head="Buremte Hat",neck="Eddy Necklace",ear1="Psystorm Earring",ear2="Lifestorm Earring",
    		body="Artsieq Jubbah",hands="Yaoyotl Gloves",ring1="Sangoma Ring",ring2="Diamond Ring",
    		back="Refraction Cape",waist="Bougonia Rope",legs="Artsieq Hose",feet="Umbani Boots"}
    
    	sets.midcast.Drain = {main="Twebuliij",sub="Mephitis Grip",ammo="Savant's Treatise",
    		head="Buremte Hat",neck="Eddy Necklace",ear1="Psystorm Earring",ear2="Lifestorm Earring",
    		body="Artsieq Jubbah",hands="Yaoyotl Gloves",ring1="Sangoma Ring",ring2="Diamond Ring",
    		back="Refraction Cape",waist="Bougonia Rope",legs="Artsieq Hose",feet="Umbani Boots"}
    
    	sets.midcast.Aspir = sets.midcast.Drain
    
    	sets.midcast.Stun = {main="Twebuliij",sub="Mephitis Grip",ammo="Incantor Stone",
    		head="Nahtirah Hat",neck="Jeweled Collar",ear1="Gwati Earring",ear2="Loquacious Earring",
    		body="Anhur Robe",hands="Gendewitha Gages",ring1="Prolix Ring",ring2="Sangoma Ring",
    		back="Swith Cape",waist="Witful Belt",legs="Artsieq Hose",feet="Pedagogy Loafers"}
    
    	sets.midcast.Stun.Resistant = set_combine(sets.midcast.Stun)
    
    
    	-- Elemental Magic sets are default for handling low-tier nukes.
    	sets.midcast['Elemental Magic'] = {main="Twebuliij",sub="Mephitis Grip",ammo="Witchstone",
    		head="Buremte Hat",neck="Eddy Necklace",ear1="Hecate's Earring",ear2="Psystorm Earring",
    		body="Artsieq Jubbah",hands="Yaoyotl Gloves",ring1="Diamond Ring",ring2="Diamond Ring",
    		back="Bookworm's Cape",waist="Bougonia Rope",legs="Gendewitha Spats",feet="Gendewitha Galoshes"}
    
    	sets.midcast['Elemental Magic'].Resistant = {main="Twebuliij",sub="Mephitis Grip",ammo="Witchstone",
    		head="Buremte Hat",neck="Eddy Necklace",ear1="Hecate's Earring",ear2="Psystorm Earring",
    		body="Artsieq Jubbah",hands="Yaoyotl Gloves",ring1="Diamond Ring",ring2="Diamond Ring",
    		back="Bookworm's Cape",waist="Bougonia Rope",legs="Gendewitha Spats",feet="Gendewitha Galoshes"}
    
    	-- Custom refinements for certain nuke tiers
    	sets.midcast['Elemental Magic'].HighTierNuke = set_combine(sets.midcast['Elemental Magic'])
    
    	sets.midcast['Elemental Magic'].HighTierNuke.Resistant = set_combine(sets.midcast['Elemental Magic'].Resistant)
    
    	sets.midcast.Impact = {main="Twebuliij",sub="Mephitis Grip",ammo="Witchstone",
    		neck="Eddy Necklace",ear1="Gwati Earring",ear2="Psystorm Earring",
    		hands="Yaoyotl Gloves",ring1="Sangoma Ring",ring2="Diamond Ring",
    		back="Bookworm's Cape",waist="Bougonia Rope",legs="Theurgist's Slacks",feet="Umbani Boots"}
    
    
    	-- Sets to return to when not performing an action.
    
    	-- Resting sets
    	sets.resting = {main="Pluto's Staff",sub="Mephitis Grip",
    		head="Wivre Hairpin",neck="Wiglen Gorget",ear1="Ethereal Earring",ear2="Loquacious Earring",
    		body="Gendewitha Bliaut",hands="Serpentes Cuffs",ring1="Sheltered Ring",ring2="Paguroidea Ring",
    		waist="Hierarch Belt",legs="Nares Trews",feet="Serpentes Sabots"}
    
    
    	-- Idle sets (default idle set not needed since the other three are defined, but leaving for testing purposes)
    
    	sets.idle.Town = {main="Bolelabunga",sub="Sors Shield",
    		head="Wivre Hairpin",neck="Wiglen Gorget",ear1="Ethereal Earring",ear2="Loquacious Earring",
    		body="Gendewitha Bliaut",hands="Serpentes Cuffs",ring1="Sheltered Ring",ring2="Paguroidea Ring",
    		waist="Fucho-no-obi",legs="Nares Trews",feet="Serpentes Sabots"}
    	
    	sets.idle.Field = {main="Bolelabunga",sub="Sors Shield",
    		head="Wivre Hairpin",neck="Wiglen Gorget",ear1="Ethereal Earring",ear2="Loquacious Earring",
    		body="Gendewitha Bliaut",hands="Serpentes Cuffs",ring1="Sheltered Ring",ring2="Paguroidea Ring",
    		waist="Fucho-no-obi",legs="Nares Trews",feet="Serpentes Sabots"}
    
    	sets.idle.Field.PDT = {main=gear.Staff.PDT,sub="Achaq Grip",ammo="Incantor Stone",
    		head="Nahtirah Hat",neck="Wiglen Gorget",ear1="Bloodgem Earring",ear2="Loquacious Earring",
    		body="Hagondes Coat",hands="Yaoyotl Gloves",ring1="Sheltered Ring",ring2="Paguroidea Ring",
    		back="Umbra Cape",waist="Hierarch Belt",legs="Nares Trews",feet="Herald's Gaiters"}
    
    	sets.idle.Field.Stun = {main="Apamajas II",sub="Mephitis Grip",ammo="Incantor Stone",
    		head="Nahtirah Hat",neck="Aesir Torque",ear1="Psystorm Earring",ear2="Lifestorm Earring",
    		body="Vanir Cotehardie",hands="Gendewitha Gages",ring1="Prolix Ring",ring2="Sangoma Ring",
    		back="Swith Cape",waist="Goading Belt",legs="Bokwus Slops",feet="Academic's Loafers"}
    
    	sets.idle.Weak = {main="Bolelabunga",sub="Sors Shield",
    		head="Wivre Hairpin",neck="Wiglen Gorget",ear1="Ethereal Earring",ear2="Loquacious Earring",
    		body="Gendewitha Bliaut",hands="Serpentes Cuffs",ring1="Sheltered Ring",ring2="Paguroidea Ring",
    		waist="Fucho-no-obi",legs="Nares Trews",feet="Serpentes Sabots"}
    	
    	-- Defense sets
    
    	sets.defense.PDT = {main=gear.Staff.PDT,sub="Achaq Grip",ammo="Incantor Stone",
    		head="Nahtirah Hat",neck="Twilight Torque",ear1="Ethereal Earring",ear2="Loquacious Earring",
    		body="Hagondes Coat",hands="Yaoyotl Gloves",ring1="Dark Ring",ring2="Dark Ring",
    		back="Umbra Cape",waist="Hierarch Belt",legs="Hagondes Pants",feet="Hagondes Sabots"}
    
    	sets.defense.MDT = {main=gear.Staff.PDT,sub="Achaq Grip",ammo="Incantor Stone",
    		head="Nahtirah Hat",neck="Twilight Torque",ear1="Ethereal Earring",ear2="Loquacious Earring",
    		body="Hagondes Coat",hands="Yaoyotl Gloves",ring1="Dark Ring",ring2="Dark Ring",
    		back="Umbra Cape",waist="Hierarch Belt",legs="Hagondes Pants",feet="Hagondes Sabots"}
    
    	sets.Kiting = {feet="Herald's Gaiters"}
    	sets.latent_refresh = {waist="Fucho-no-obi"}
    
    	-- 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="Umuthi Hat",neck="Asperity Necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring",
    		body="Artsieq Jubbah",hands="Lurid Miits",ring1="Dark Ring",ring2="Rajas Ring",
    		back="Cheviot Cape",waist="Witful Belt",legs="Theurgist's Slacks",feet="Artsieq Boots"}
    
    
    
    	-- Buff sets: Gear that needs to be worn to actively enhance a current player buff.
    	sets.buff['Ebullience'] = {head="Savant's Bonnet +2"}
    	sets.buff['Rapture'] = {head="Savant's Bonnet +2"}
    	sets.buff['Perpetuance'] = {hands="Savant's Bracers +2"}
    	sets.buff['Immanence'] = {hands="Savant's Bracers +2"}
    	sets.buff['Penury'] = {legs="Savant's Pants +2"}
    	sets.buff['Parsimony'] = {legs="Savant's Pants +2"}
    	sets.buff['Celerity'] = {feet="Pedagogy Loafers"}
    	sets.buff['Alacrity'] = {feet="Pedagogy Loafers"}
    
    	sets.buff['Klimaform'] = {feet="Savant's Loafers +2"}
    
    	sets.buff.FullSublimation = {head="Academic's Mortarboard",ear1="Savant's Earring",body="Pedagogy Gown"}
    	sets.buff.PDTSublimation = {head="Academic's Mortarboard",ear1="Savant's Earring"}
    
    	--sets.buff['Sandstorm'] = {feet="Desert Boots"}
    end
    
    -------------------------------------------------------------------------------------------------------------------
    -- Job-specific hooks that are called to process player actions at specific points in time.
    -------------------------------------------------------------------------------------------------------------------
    
    -- Set eventArgs.handled to true if we don't want any automatic gear equipping to be done.
    -- Set eventArgs.useMidcastGear to true if we want midcast gear equipped on precast.
    function job_precast(spell, action, spellMap, eventArgs)
    	if state.Buff[spell.english] ~= nil then
    		state.Buff[spell.english] = true
    	end
    end
    
    -- Set eventArgs.handled to true if we don't want any automatic gear equipping to be done.
    function job_midcast(spell, action, spellMap, eventArgs)
    	if spell.action_type == 'Magic' then
    		equip(sets.midcast.FastRecast)
    	end
    end
    
    -- Run after the general midcast() is done.
    function job_post_midcast(spell, action, spellMap, eventArgs)
    	if spell.action_type == 'Magic' then
    		apply_grimoire_bonuses(spell, action, spellMap, eventArgs)
    	end
    end
    
    -- Set eventArgs.handled to true if we don't want any automatic gear equipping to be done.
    function job_aftercast(spell, action, spellMap, eventArgs)
    	if state.Buff[spell.english] ~= nil then
    		state.Buff[spell.english] = not spell.interrupted or buffactive[spell.english]
    	end
    end
    
    
    -------------------------------------------------------------------------------------------------------------------
    -- Customization hooks for idle and melee sets, after they've been automatically constructed.
    -------------------------------------------------------------------------------------------------------------------
    
    -- Custom spell mapping.
    function job_get_spell_map(spell, default_spell_map)
    	if spell.action_type == 'Magic' then
    		if default_spell_map == 'Cure' or default_spell_map == 'Curaga' then
    			if world.weather_element == 'Light' then
    				return 'CureWithLightWeather'
    			end
    		elseif spell.skill == 'Enfeebling Magic' then
    			if spell.type == 'WhiteMagic' then
    				return 'MndEnfeebles'
    			else
    				return 'IntEnfeebles'
    			end
    		elseif spell.skill == 'Elemental Magic' then
    			if info.low_nukes:contains(spell.english) then
    				return 'LowTierNuke'
    			elseif info.mid_nukes:contains(spell.english) then
    				return 'MidTierNuke'
    			elseif info.high_nukes:contains(spell.english) then
    				return 'HighTierNuke'
    			end
    		end
    	end
    end
    
    function customize_idle_set(idleSet)
    	if state.Buff.Sublimation then
    		if state.IdleMode == 'Normal' then
    			idleSet = set_combine(idleSet, sets.buff.FullSublimation)
    		elseif state.IdleMode == 'PDT' then
    			idleSet = set_combine(idleSet, sets.buff.PDTSublimation)
    		end
    	end
    
    	if player.mpp < 51 then
    		idleSet = set_combine(idleSet, sets.latent_refresh)
    	end
    
    	return idleSet
    end
    
    -------------------------------------------------------------------------------------------------------------------
    -- General hooks for other 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 == "Sublimation: Activated" then
    		state.Buff.Sublimation = gain
    		handle_equipping_gear(player.status)
    	elseif state.Buff[buff] ~= nil then
    		state.Buff[buff] = gain
    	end
    end
    
    
    -------------------------------------------------------------------------------------------------------------------
    -- User code that supplements self-commands.
    -------------------------------------------------------------------------------------------------------------------
    
    -- Called for direct player commands.
    function job_self_command(cmdParams, eventArgs)
    	if cmdParams[1]:lower() == 'scholar' then
    		handle_strategems(cmdParams)
    		eventArgs.handled = true
    	end
    end
    
    
    -- Called by the 'update' self-command.
    function job_update(cmdParams, eventArgs)
    	if cmdParams[1] == 'user' and not (buffactive['light arts']      or buffactive['dark arts'] or
    					   buffactive['addendum: white'] or buffactive['addendum: black']) then
    		if state.IdleMode == 'Stun' then
    			send_command('@input /ja "Dark Arts" <me>')
    		else
    			send_command('@input /ja "Light Arts" <me>')
    		end
    	end
    
    	update_active_strategems()
    end
    
    
    -- Function to display the current relevant user state when doing an update.
    -- Return true if display was handled, and you don't want the default info shown.
    function display_current_job_state(eventArgs)
    	local defenseString = ''
    	if state.Defense.Active then
    		local defMode = state.Defense.PhysicalMode
    		if state.Defense.Type == 'Magical' then
    			defMode = state.Defense.MagicalMode
    		end
    
    		defenseString = 'Defense: '..state.Defense.Type..' '..defMode..', '
    	end
    
    	local meleeString = ''
    	if state.OffenseMode == 'Normal' then
    		meleeString = 'Melee: Weapons locked, '
    	end
    
    	add_to_chat(122,'Casting ['..state.CastingMode..'], '..meleeString..'Idle ['..state.IdleMode..'], '..defenseString..
    		'Kiting: '..on_off_names[state.Kiting])
    
    	eventArgs.handled = true
    end
    
    -------------------------------------------------------------------------------------------------------------------
    -- Utility functions specific to this job.
    -------------------------------------------------------------------------------------------------------------------
    
    -- Reset the state vars tracking strategems.
    function update_active_strategems()
    	state.Buff['Ebullience'] = buffactive['Ebullience'] or false
    	state.Buff['Rapture'] = buffactive['Rapture'] or false
    	state.Buff['Perpetuance'] = buffactive['Perpetuance'] or false
    	state.Buff['Immanence'] = buffactive['Immanence'] or false
    	state.Buff['Penury'] = buffactive['Penury'] or false
    	state.Buff['Parsimony'] = buffactive['Parsimony'] or false
    	state.Buff['Celerity'] = buffactive['Celerity'] or false
    	state.Buff['Alacrity'] = buffactive['Alacrity'] or false
    
    	state.Buff['Klimaform'] = buffactive['Klimaform'] or false
    end
    
    
    -- Equip sets appropriate to the active buffs, relative to the spell being cast.
    function apply_grimoire_bonuses(spell, action, spellMap)
    	if state.Buff.Perpetuance and spell.type =='WhiteMagic' and spell.skill == 'Enhancing Magic' then
    		equip(sets.buff['Perpetuance'])
    	end
    	if state.Buff.Rapture and (spellMap == 'Cure' or spellMap == 'Curaga') then
    		equip(sets.buff['Rapture'])
    	end
    	if spell.skill == 'Elemental Magic' and spellMap ~= 'ElementalEnfeeble' then
    		if state.Buff.Ebullience and spell.english ~= 'Impact' then
    			equip(sets.buff['Ebullience'])
    		end
    		if state.Buff.Immanence then
    			equip(sets.buff['Immanence'])
    		end
    		if state.Buff.Klimaform and spell.element == world.weather_element then
    			equip(sets.buff['Klimaform'])
    		end
    	end
    
    	if state.Buff.Penury then equip(sets.buff['Penury']) end
    	if state.Buff.Parsimony then equip(sets.buff['Parsimony']) end
    	if state.Buff.Celerity then equip(sets.buff['Celerity']) end
    	if state.Buff.Alacrity then equip(sets.buff['Alacrity']) end
    end
    
    
    -- General handling of strategems in an Arts-agnostic way.
    -- Format: gs c scholar <strategem>
    function handle_strategems(cmdParams)
    	-- cmdParams[1] == 'scholar'
    	-- cmdParams[2] == strategem to use
    
    	if not cmdParams[2] then
    		add_to_chat(123,'Error: No strategem command given.')
    		return
    	end
    	local strategem = cmdParams[2]:lower()
    
    	if buffactive['light arts'] or buffactive['addendum: white'] then
    		if strategem == 'cost' then
    			send_command('@input /ja Penury <me>')
    		elseif strategem == 'speed' then
    			send_command('@input /ja Celerity <me>')
    		elseif strategem == 'aoe' then
    			send_command('@input /ja Accession <me>')
    		elseif strategem == 'power' then
    			send_command('@input /ja Rapture <me>')
    		elseif strategem == 'duration' then
    			send_command('@input /ja Perpetuance <me>')
    		elseif strategem == 'accuracy' then
    			send_command('@input /ja Altruism <me>')
    		elseif strategem == 'enmity' then
    			send_command('@input /ja Tranquility <me>')
    		elseif strategem == 'skillchain' then
    			add_to_chat(122,'Error: Light Arts does not have a skillchain strategem.')
    		elseif strategem == 'addendum' then
    			send_command('@input /ja "Addendum: White" <me>')
    		else
    			add_to_chat(123,'Error: Unknown strategem ['..strategem..']')
    		end
    	elseif buffactive['dark arts']  or buffactive['addendum: black'] then
    		if strategem == 'cost' then
    			send_command('@input /ja Parsimony <me>')
    		elseif strategem == 'speed' then
    			send_command('@input /ja Alacrity <me>')
    		elseif strategem == 'aoe' then
    			send_command('@input /ja Manifestation <me>')
    		elseif strategem == 'power' then
    			send_command('@input /ja Ebullience <me>')
    		elseif strategem == 'duration' then
    			add_to_chat(122,'Error: Dark Arts does not have a duration strategem.')
    		elseif strategem == 'accuracy' then
    			send_command('@input /ja Focalization <me>')
    		elseif strategem == 'enmity' then
    			send_command('@input /ja Equanimity <me>')
    		elseif strategem == 'skillchain' then
    			send_command('@input /ja Immanence <me>')
    		elseif strategem == 'addendum' then
    			send_command('@input /ja "Addendum: Black" <me>')
    		else
    			add_to_chat(123,'Error: Unknown strategem ['..strategem..']')
    		end
    	else
    		add_to_chat(123,'No arts has been activated yet.')
    	end
    end
    
    
    -- Gets the current number of available strategems based on the recast remaining
    -- and the level of the sch.
    function get_current_strategem_count()
    	-- returns recast in seconds.
    	local allRecasts = windower.ffxi.get_ability_recasts()
    	local stratsRecast = allRecasts[231]
    
    	local maxStrategems
    
    	if player.main_job_level >= 90 then
    		maxStrategems = 5
    	elseif player.main_job_level >= 70 then
    		maxStrategems = 4
    	elseif player.main_job_level >= 50 then
    		maxStrategems = 3
    	elseif player.main_job_level >= 30 then
    		maxStrategems = 2
    	elseif player.main_job_level >= 10 then
    		maxStrategems = 1
    	else
    		maxStrategems = 0
    	end
    
    	local fullRechargeTime = 4*60
    
    	local currentCharges = math.floor(maxStrategems - maxStrategems * stratsRecast / fullRechargeTime)
    
    	return currentCharges
    end

  15. #2035
    Chram
    Join Date
    Sep 2007
    Posts
    2,526
    BG Level
    7
    FFXI Server
    Fenrir

    Quote Originally Posted by IceSylph View Post
    Using Motenten's SCH lua. Occasionally after one of the windower updates a few days ago, Gearswap isn't putting me back into the correct idle sets or sets in general after casting a spell. After reloading the addon in general, it sometimes seems to fix it, but not all the time. For example, when casting cure, after the midcast, sometimes it leaves the midcast gear in instead of going to the aftercast/idle. Tried upgrading to the newest SCH lua that he revised but that didn't seem to fix the issue. The WHM, BLM, BRD one all seem to be working fine, just the SCH is giving me issues.
    Does not not revert to -any- aftercast gear, or are only a few slots not changed back? If the latter, I've encountered similar problems lately that seem to be an issue with gearswap itself, rather than my luas.

    Twice in the last couple days, after changing jobs and getting the proper gear off the porter moogle, certain gear slots wouldn't equip when I hit update (F12). Reloading the job lua didn't help, but reloading gearswap as a whole did, as did unequipping all gear (gs c naked).

    Unfortunately, since reloading gearswap seems to fix it, and I have to edit stuff in gearswap files to do any debugging, it makes it rather difficult to track down. Will keep trying to work on it, though.

  16. #2036
    Nidhogg
    Join Date
    Aug 2007
    Posts
    3,757
    BG Level
    7
    FFXI Server
    Bahamut

    Quote Originally Posted by shepardG View Post
    https://github.com/ShepardG/FFXI-Gearswap

    So here's my current GEO lua file. It's not pretty, and i'm missing some melee stuff, but it's pretty much Mote's file, with some stuff added in that i basically pieced together from his documentation and other GS's.

    Was hoping to get some pointers on what isn't functioning, or what is just spaghetti. It seems to be working decently in game, but I'm sure i made some mistakes, and have wasted/unused sets/rules/etc.
    Any pointers would be appreciated, and thanks Mote for making this game bearable to play lol. You need a paypal button.

    After ya'll school me, i'll make the changes and then see if it can be published to in the GS directory file for others to use.
    v/r
    I know next to nothing about GS, but very interested in starting to use it for Geo. Looked over the file, and outside of a few pieces of gear being incorrect (precast.FC is Chelona Boots, precast.FC.Cure is Chelona Boots +1), the only thing that stood out was a lack of a rule for Indi spells, to take advantage of Bagua Pants.

    Very interested in seeing this get wrapped up otherwise. ^^

  17. #2037
    CoP Dynamis
    Join Date
    Mar 2013
    Posts
    275
    BG Level
    4
    FFXI Server
    Odin

    Code:
    sets.Idle.Regen = {
    			ammo="Honed Tathlum",
    			head="Lithelimb Cap",neck="Wiglen Gorget",ear1="Black Earring",ear2="Dawn Earring",
    			body="Hes. Cyclas",hands="Otronif Gloves",ring1="Sheltered Ring",ring2="Paguroidea Ring",
    			back="Repulse Mantle",waist="Windbuffet Belt",legs="Hes. Hose +1",feet="Otronif Boots"}
    I can't for the life of me figure out wha'ts wrong with "Hes. Cyclas", I've tried both the shortened form and and full form, and my GS refuses to put it on. I know the logic works because I've tested every slot separately, so something is wrong with how I wrote up this set? Or does anyone else have issues with Hes. Cyclas NQ/HQ?

  18. #2038
    Old Merits
    Join Date
    Sep 2010
    Posts
    1,094
    BG Level
    6
    FFXI Server
    Ragnarok

    Quote Originally Posted by pcdavid52a View Post
    Code:
    sets.Idle.Regen = {
    			ammo="Honed Tathlum",
    			head="Lithelimb Cap",neck="Wiglen Gorget",ear1="Black Earring",ear2="Dawn Earring",
    			body="Hes. Cyclas",hands="Otronif Gloves",ring1="Sheltered Ring",ring2="Paguroidea Ring",
    			back="Repulse Mantle",waist="Windbuffet Belt",legs="Hes. Hose +1",feet="Otronif Boots"}
    I can't for the life of me figure out wha'ts wrong with "Hes. Cyclas", I've tried both the shortened form and and full form, and my GS refuses to put it on. I know the logic works because I've tested every slot separately, so something is wrong with how I wrote up this set? Or does anyone else have issues with Hes. Cyclas NQ/HQ?
    Have you tried using //gs export ? it'll export the names of the currently equipped gear to a lua file(gearswap\data\export.) Should give you an Item name that should absolutely work. if it doesn't, somethign else may be causing the issue

  19. #2039
    CoP Dynamis
    Join Date
    Mar 2013
    Posts
    275
    BG Level
    4
    FFXI Server
    Odin

    Quote Originally Posted by Martel View Post
    Have you tried using //gs export ? it'll export the names of the currently equipped gear to a lua file(gearswap\data\export.) Should give you an Item name that should absolutely work. if it doesn't, somethign else may be causing the issue
    I copied/pasted the exported set directly back and still nothing =/

    I am using Bokura's MNK template, odd.

  20. #2040
    Chram
    Join Date
    Sep 2007
    Posts
    2,526
    BG Level
    7
    FFXI Server
    Fenrir

    Quote Originally Posted by pcdavid52a View Post
    I can't for the life of me figure out wha'ts wrong with "Hes. Cyclas", I've tried both the shortened form and and full form, and my GS refuses to put it on. I know the logic works because I've tested every slot separately, so something is wrong with how I wrote up this set? Or does anyone else have issues with Hes. Cyclas NQ/HQ?
    Read the post two posts before yours.

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