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

  1. #3081
    Bagel
    Join Date
    Dec 2012
    Posts
    1,488
    BG Level
    6

    that might be your issue

    i skilled up from lvl 30 cap to lvl 99 cap using this on my smn
    but i never let it run all night

  2. #3082
    RIDE ARMOR
    Join Date
    Oct 2014
    Posts
    14
    BG Level
    1

    Quote Originally Posted by QuetzT View Post
    I will try that again now. I did lastnight when i first had issue, restart and reran and woke up to it stuck on elemental.
    k, fresh load. left debug on -- no errors in console (other than the tell me code) but still got issue on start/casting

  3. #3083
    RIDE ARMOR
    Join Date
    Oct 2014
    Posts
    14
    BG Level
    1

    Quote Originally Posted by dlsmd View Post
    that might be your issue

    i skilled up from lvl 30 cap to lvl 99 cap using this on my smn
    but i never let it run all night
    I let it run but it only got to the elementals before it stopped and just said "already has pet" fromt here on until i ran out of mp i guess (tech all night was wrong thing to say, went to bed for 3hrs)

  4. #3084
    Bagel
    Join Date
    Dec 2012
    Posts
    1,488
    BG Level
    6

    let me go change to my smn and give it a quick test

  5. #3085
    Bagel
    Join Date
    Dec 2012
    Posts
    1,488
    BG Level
    6

    ok here you go all fixed except for Elemental Siphon gearswap is messed up there

    https://github.com/smd111/Gearswap-Skillup

  6. #3086
    RIDE ARMOR
    Join Date
    Oct 2014
    Posts
    14
    BG Level
    1

    Quote Originally Posted by dlsmd View Post
    ok here you go all fixed except for Elemental Siphon gearswap is messed up there

    https://github.com/smd111/Gearswap-Skillup
    got stunk in a delve group , will load up and try after. really appreciate ur time though.

  7. #3087
    RIDE ARMOR
    Join Date
    Oct 2014
    Posts
    14
    BG Level
    1

    got to give it a go, something about the elemental part keeps making it screwy. everything else was fixed tho :D

  8. #3088
    Bagel
    Join Date
    Dec 2012
    Posts
    1,488
    BG Level
    6

    Quote Originally Posted by QuetzT View Post
    got to give it a go, something about the elemental part keeps making it screwy. everything else was fixed tho :D
    im betting on it being the fact that i cant check to see id spell.element =weather or day till byrth can fix it

    but you can just remove the Spirit's
    by changing line 131 from
    Code:
    smnspells = {"Carbuncle","Cait Sith","Diabolos","Fenrir","Garuda","Ifrit","Leviathan","Ramuh","Shiva","Titan","Air Spirit","Dark Spirit","Earth Spirit","Fire Spirit","Ice Spirit","Light Spirit","Thunder Spirit","Water Spirit"}
    to
    Code:
    smnspells = {"Carbuncle","Cait Sith","Diabolos","Fenrir","Garuda","Ifrit","Leviathan","Ramuh","Shiva","Titan"}

  9. #3089
    RIDE ARMOR
    Join Date
    Oct 2014
    Posts
    24
    BG Level
    1
    FFXI Server
    Phoenix

    Hello .
    I was wondering if one of you kind people could help me out.
    Using mostly mote's luas atm. Every time I load a job im getting a warning message telling me I need to update the job libary to the latest revision. So Ive done some research and followed the link thats coming up with the warning message. This tells if not all ready done so to create a side car file. But im unsure what a side car file is and not sure how to create one. Where to put it or what to put in it.
    i would really appreciate if some body could explain this to me in a simple way that i may be able to understand.
    Thanks in advance for any replies

  10. #3090
    Gave 5$ to bg and all I could think of was this lousy title.
    -____-

    Join Date
    Jul 2008
    Posts
    1,695
    BG Level
    6

    Help please, i'm so, so very bad at this. My goal is to have a set for 3 scenarios:

    1- Only me fighting without pet or pet idle
    2- Both me and pet fighting
    3- Only pet fighting

    This doesn't work, and I don't have any ideas as to why. If you need, I can pastebin the whole thing, just let me know.

    function adjust_gear_sets_for_pet()
    classes.CustomIdleGroups:clear()
    classes.CustomMeleeGroups:clear()

    -- If the pet is engaged, adjust potential idle and melee groups.
    if pet.isvalid and pet.status == 'Engaged' and player.in_combat then
    classes.CustomIdleGroups:append('PetPlayerEngaged' )
    elseif pet.isvalid and pet.status == 'Engaged' and not player.in_combat then
    classes.CustomIdleGroups:append('PetEngaged')
    elseif pet.isvalid == "false" and player.in_combat then
    classes.CustomIdleGroups:append('Engaged')
    end
    end

  11. #3091
    Hydra
    Join Date
    Feb 2014
    Posts
    131
    BG Level
    3
    FFXI Server
    Quetzalcoatl

    Quote Originally Posted by stokeydan View Post
    Hello .
    I was wondering if one of you kind people could help me out.
    Using mostly mote's luas atm. Every time I load a job im getting a warning message telling me I need to update the job libary to the latest revision. So Ive done some research and followed the link thats coming up with the warning message. This tells if not all ready done so to create a side car file. But im unsure what a side car file is and not sure how to create one. Where to put it or what to put in it.
    i would really appreciate if some body could explain this to me in a simple way that i may be able to understand.
    Thanks in advance for any replies
    Using Samurai as an example. Open SAM.lua and copy the entire init_gear_sets() function all the way down to it's "end" into a separate file, and name it SAM_gear.lua. Drop it in the data folder along side your SAM.lua

    It should look like this https://github.com/AlanWarren/gearsw...r/SAM_gear.lua

    Grab Mote's latest SAM.lua from his github, and replace your old one with his.

    This is all most people will need to do, but if you modified any of his luas with custom toggles, then you'll need to copy the user_setup() function from Mote's latest lua (in this example. his SAM.lua), and add it to your sidecar as well, just above the init_gear_sets() that you added earlier. Then you will modify the toggles to be how you want.

    I should stress, if you do this make sure you do not copy your old toggles from your old luas. Toggles are one thing that changed in this update. You have to copy user_setup() from Mote's new luas, and THEN customize toggles manually in your sidecar.

    For what it's worth, you can override ANY function in Mote's luas by copying it to your sidecar, and modifying it there.

    In the future, you can download his job luas and replace yours without having to edit any code.

  12. #3092
    RIDE ARMOR
    Join Date
    Oct 2014
    Posts
    24
    BG Level
    1
    FFXI Server
    Phoenix

    thank Very much for Answering my post, i understand what u mean but have one question. when i copy the init_gear_sets() function part of the originally lua and put into a side car file do I need Delete that part from the Original lua, it seems to be working without Deleting it form the original lua (cor.lua) and ive just copied it to a sidecar file now like you have Explained abouve(cor_gear.lua). The lua im working on is cor lua from Alan Warren.

    Ive managed to get the Lua to load up with no Warning message and using the bind keys it swaps to all the correct sets when pressed eg mdt/pdt and CP mode, but when i engage a mob it does'nt want to swap to melee sets when i engage a mob it wont swap to engaged melee sets for some reason it stays in my idle sets even tho ive engaged a mob, Other than that everything seems to be working fine that im Aware of.
    I would Really appreciate any replies once again. I have posted the lua into the post not sure if ive done the right thing here or not, as im new to using these Forums

    thank you in advance for any replies

    Code:
    -------------------------------------------------------------------------------------------------------------------
    -- Initialization function that defines sets and variables to be used.
    -------------------------------------------------------------------------------------------------------------------
    -- IMPORTANT: Make sure to also get the Mote-Include.lua file to go with this.
    --[[
    gs c toggle luzaf -- Toggles use of Luzaf Ring on and off
    Offense mode is melee or ranged. Used ranged offense mode if you are engaged
    for ranged weaponskills, but not actually meleeing.
    Acc on offense mode (which is intended for melee) will currently use .Acc weaponskill
    mode for both melee and ranged . Need to fix that in core.
    --]]
    -- Initialization function for this job file.
    function get_sets()
    -- Load and initialize the include file.
    mote_include_version = 2
    include('Mote-Include.lua')
    end
    -- Setup vars that are user-independent.
    function job_setup()
    -- Whether to use Luzaf's Ring
    state.LuzafRing = M(false, "Luzaf's Ring")
    state.warned = M(false)
    state.CapacityMode = M(false, 'Capacity Point Mantle')
    define_roll_values()
    end
    -- Setup vars that are user-dependent. Can override this function in a sidecar file.
    function user_setup()
    -- Options: Override default values
    state.OffenseMode:options('Ranged', 'Melee', 'Acc')
    state.RangedMode:options('Normal', 'Acc')
    state.WeaponskillMode:options('Normal', 'Acc')
    state.CastingMode:options('Normal', 'Resistant')
    state.IdleMode:options('Normal')
    state.RestingMode:options('Normal')
    state.PhysicalDefenseMode:options('PDT')
    state.MagicalDefenseMode:options('MDT')
    gear.RAbullet = "eminent bullet"
    gear.WSbullet = "eminent bullet"
    gear.MAbullet = "eminent bullet"
    gear.QDbullet = "Animikii Bullet"
    --gear.QDbullet = "Adlivun Bullet"
    options.ammo_warning_limit = 15
    cor_sub_weapons = S{"Vanir Knife", "Sabebus", "Aphotic Kukri", "Atoyac", "Surcouf's Jambiya"}
    get_combat_form()
    -- Additional local binds
    -- Cor doesn't use hybrid defense mode; using that for ranged mode adjustments.
    send_command('bind ^` input /ja "Double-up" <me>')
    send_command('bind !` input /ja "Bolter\'s Roll" <me>')
    send_command('bind != gs c toggle CapacityMode')
    select_default_macro_book()
    end
    -- Called when this job file is unloaded (eg: job change)
    function job_file_unload()
    send_command('unbind ^`')
    send_command('unbind !=')
    send_command('unbind !`')
    end
    -- Define sets and vars used by this job file.
    function init_gear_sets()
    -- gear located in COR_gear.lua
    end
    function init_gear_sets()
    --------------------------------------
    -- Start defining the sets
    --------------------------------------
    -- Precast Sets
    -- Precast sets to enhance JAs
    sets.precast.JA['Triple Shot'] = {body="Navarch's Frac +2"}
    sets.precast.JA['Snake Eye'] = {legs="Lanun Culottes"}
    sets.precast.JA['Wild Card'] = {feet="Lanun Bottes"}
    sets.precast.JA['Random Deal'] = {body="Lanun Frac"}
    sets.precast.JA['Fold'] = {body="Commodore Gants +2"}
    sets.CapacityMantle = {back="Mecisto. Mantle"}
    sets.precast.CorsairRoll = {
    head="Lanun Tricorne",
    hands="Navarch's Gants +2",
    body="Lanun Frac",
    back="Repulse Mantle",
    }
    sets.precast.CorsairRoll["Caster's Roll"] = set_combine(sets.precast.CorsairRoll, {legs="Navarch's Culottes +1"})
    sets.precast.CorsairRoll["Courser's Roll"] = set_combine(sets.precast.CorsairRoll, {feet="Navarch's Bottes +2"})
    sets.precast.CorsairRoll["Blitzer's Roll"] = set_combine(sets.precast.CorsairRoll, {head="Navarch's Tricorne +1"})
    sets.precast.CorsairRoll["Tactician's Roll"] = set_combine(sets.precast.CorsairRoll, {body="Navarch's Frac +2"})
    sets.precast.CorsairRoll["Allies' Roll"] = set_combine(sets.precast.CorsairRoll, {hands="Navarch's Gants +2"})
    sets.precast.LuzafRing = {ring2="Luzaf's Ring"}
    --sets.precast.FoldDoubleBust = {hands="Lanun Gants"}
    sets.precast.CorsairShot = {}
    -- Waltz set (chr and vit)
    sets.precast.Waltz = {
    head="Whirlpool Mask",
    body="Iuitl Vest +1",
    hands="Iuitl Wristbands +1",
    legs="Nahtirah Trousers",
    feet="Iuitl Gaiters +1"
    }
    -- Don't need any special gear for Healing Waltz.
    sets.precast.Waltz['Healing Waltz'] = {}
    -- Fast cast sets for spells
    sets.precast.FC = {
    --head="Uk'uxkaj Cap",
    ear1="Loquacious Earring",
    ring1="Prolix Ring",
    body="Dread Jupon",
    hands="Buremte Gloves",
    legs="Kaabnax Trousers"
    }
    sets.precast.FC.Utsusemi = set_combine(sets.precast.FC, {neck="Magoraga Beads"})
    sets.precast.RA = {
    ammo=gear.RAbullet,
    hands="Iuitl Wristbands +1",
    back="Navarch's Mantle",
    waist="Impulse Belt",
    legs="Nahtirah Trousers",
    feet="Wurrukatte Boots"
    }
    -- Weaponskill sets
    -- Default set for any weaponskill that isn't any more specifically defined
    sets.precast.WS = {
    head="Umbani Cap",
    neck=gear.ElementalGorget,
    ear1="Flame Pearl",
    ear2="Flame Pearl",
    body="Lanun Frac",
    hands="Iuitl Wristbands +1",
    ring1="Rajas Ring",
    ring2="Stormsoul Ring",
    back="Buquwik Cape",
    waist=gear.ElementalBelt,
    legs="Nahtirah Trousers",
    feet=""
    }
    -- Specific weaponskill sets. Uses the base set if an appropriate WSMod version isn't found.
    sets.precast.WS['Evisceration'] = set_combine(sets.precast.WS, { ear2="Moonshade Earring"})
    sets.precast.WS['Exenterator'] = set_combine(sets.precast.WS, {legs="Nahtirah Trousers"})
    sets.precast.WS['Requiescat'] = set_combine(sets.precast.WS, {ear2="Moonshade Earring", legs="Nahtirah Trousers"})
    sets.precast.WS['Last Stand'] = set_combine(sets.precast.WS, {
    ammo=gear.WSbullet,
    body="Iuitl Vest +1 ",
    ear1="Flame Pearl",
    ear2="Moonshade Earring"
    })
    sets.precast.WS['Last Stand'].Acc = set_combine(sets.precast.WS['Last Stand'], {
    ammo=gear.WSbullet,
    body="Lanun Frac",
    ear1="Volley Earring",
    ear2="Moonshade Earring",
    back="Libeccio Mantle",
    ring1="Hajduk Ring",
    ring2="Paqichikaji Ring"
    })
    sets.precast.WS['Wildfire'] = {
    ammo=gear.MAbullet,
    head="Umbani Cap",
    neck="Stoicheion Medal",
    ear1="Crematio Earring",
    ear2="Friomisi Earring",
    body="Lanun Frac",
    hands="Iuitl Wristbands +1",
    ring1="Acumen Ring",
    ring2="Stormsoul Ring",
    back="Gunslinger's Cape",
    waist="Aquiline Belt",
    legs="Iuitl Tights +1",
    feet="Navarch's Bottes +2"
    }
    sets.precast.WS['Leaden Salute'] = set_combine(sets.precast.WS['Wildfire'], { ear2="Moonshade Earring"})
    -- Midcast Sets
    sets.midcast.FastRecast = {
    head="Uk'uxkaj Cap",
    hands="Iuitl Wristbands +1",
    legs="Kaabnax Trousers",
    feet="Iuitl Gaiters +1"
    }
    -- Specific spells
    sets.midcast.Utsusemi = sets.midcast.FastRecast
    sets.midcast.CorsairShot = {
    ammo=gear.QDbullet,
    head="Umbani Cap",
    neck="Stoicheion Medal",
    ear1="Friomisi Earring",
    ear2="Crematio Earring",
    body="Lanun Frac",
    hands="Iuitl Wristbands +1",
    ring1="Acumen Ring",
    ring2="Stormsoul Ring",
    back="Gunslinger's Cape",
    waist="Aquiline Belt",
    legs="Iuitl Tights +1",
    feet="Navarch's Bottes +2"
    }
    sets.midcast.CorsairShot.Acc = set_combine(sets.midcast.CorsairShot, {
    body="Mekosuchinae Harness",
    ear1="Lifestorm Earring",
    ear2="Psystorm Earring",
    ring1="Perception Ring",
    ring2="Sangoma Ring"
    })
    sets.midcast.CorsairShot['Light Shot'] = sets.midcast.CorsairShot.Acc
    sets.midcast.CorsairShot['Dark Shot'] = sets.midcast.CorsairShot['Light Shot']
    -- Ranged gear
    sets.midcast.RA = {
    ammo=gear.RAbullet,
    head="Umbani Cap",
    neck="Ocachi Gorget",
    ear1="Clearview Earring",
    ear2="Volley Earring",
    body="Mekosu. Harness",
    hands="Manibozho Gloves",
    ring1="Rajas Ring",
    ring2="Hajduk Ring",
    back="Terebellum Mantle",
    waist="Impulse belt",
    legs="Nahtirah Trousers",
    feet="Iuitl Gaiters +1"
    }
    sets.midcast.RA.Acc = set_combine(sets.midcast.RA, {
    body="Mekosu. Harness",
    neck="Iqabi Necklace",
    ring1="Paqichikaji Ring"
    })
    -- Sets to return to when not performing an action.
    -- Resting sets
    sets.resting = {ring2="Paguroidea Ring"}
    -- Idle sets
    sets.idle = {
    ammo=gear.RAbullet,
    head="Ocelo. Headpiece",neck="Twiligh torque",ear1="Merman's Earring",ear2="Merman's Earring",
    body="Lanun Frac",hands="Iuitl Wristbands +1",ring1="Sheltered Ring",ring2="Paguroidea Ring",
    back="Shadow mantle",waist="Flume Belt",legs="Nahtirah Trousers",feet="Iuitl Gaiters +1"
    }
    sets.idle.Regen = set_combine(sets.idle, {
    head="Ocelomeh Headpiece",
    body="Kheper jacket"
    })
    sets.idle.Town = {
    main="",range="Vanir Gun",ammo=gear.RAbullet,
    head="Iuitl Headgear +1 ",neck="Twiligh torque",ear1="Clearview Earring",ear2="Volley Earring",
    body="Mekosu. Harness",hands="Iuitl Wristbands +1",ring1="Sheltered Ring",ring2="Paguroidea Ring",
    back="Shadow mantle",waist="Flume Belt",legs="Nahtirah Trousers",feet="Iuitl Gaiters +1"
    }
    -- Defense sets
    sets.defense.PDT = set_combine(sets.idle, {
    
    head="Iuitl Headgear +1",neck="Twilight Torque",ear1="Clearview Earring",ear2="Volley Earring",
    body="Lanun Frac",hands="Iuitl Wristbands +1",ring1="Defending Ring",ring2=gear.DarkRing.physical,
    back="Shadow mantle",waist="Flume Belt",legs="Nahtirah Trousers",feet="Iuitl Gaiters +1"
    })
    sets.defense.MDT = sets.defense.PDT
    sets.Kiting = {legs="Crimson Cuisses"}
    -- Engaged sets
    -- Variations for TP weapon and (optional) offense/defense modes. Code will fall back on previous
    -- sets if more refined versions aren't defined.
    -- If you create a set with both offense and defense modes, the offense mode should be first.
    -- EG: sets.engaged.Dagger.Accuracy.Evasion
    -- Normal melee group
    sets.engaged.Melee = {ammo=gear.RAbullet,
    head="Whirlpool Mask",neck="Asperity Necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring",
    body="Thaumas Coat",hands="Iuitl Wristbands +1",ring1="Rajas Ring",ring2="Epona's Ring",
    back="Atheling Mantle",waist="Windbuffet Belt",legs="Ighwa Trousers",feet="Iuitl Gaiters +1"
    }
    sets.engaged.Melee = {ammo=gear.RAbullet,
    head="Whirlpool Mask",neck="Asperity Necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring",
    body="Thaumas Coat",hands="Iuitl Wristbands +1",ring1="Rajas Ring",ring2="Epona's Ring",
    back="Atheling Mantle",waist="Windbuffet Belt",legs="Ighwa Trousers",feet="Iuitl Gaiters +1"}
    
    sets.engaged.Acc = {ammo=gear.RAbullet,
    head="Whirlpool Mask",neck="Asperity Necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring",
    body="Iuitl Vest +1",hands="Iuitl Wristbands +1",ring1="Beeline ring",ring2="Epona's Ring",
    back="Atheling Mantle",waist="Hurch'lan Sash",legs="Ighwa Trousers",feet="Iuitl Gaiters +1"}
    
    sets.engaged.Melee.DW = {ammo=gear.RAbullet,
    head="Whirlpool Mask",neck="Asperity Necklace",ear1="Dudgeon Earring",ear2="Heartseeker Earring",
    body="Iuitl Vest +1",hands="Iuitl Wristbands",ring1="Rajas Ring",ring2="Epona's Ring",
    back="Atheling Mantle",waist="Windbuffet Belt",legs="Ighwa Trousers",feet="Iuitl Gaiters +1"}
    
    sets.engaged.Acc.DW = {ammo=gear.RAbullet,
    head="Whirlpool Mask",neck="Asperity Necklace",ear1="Dudgeon Earring",ear2="Heartseeker Earring",
    body="Iuitl Vest +1",hands="Iuitl Wristbands",ring1="Beeline ring",ring2="Epona's Ring",
    back="Letalis mantle",waist="Hurch'lan Sash",legs="Ighwa Trousers",feet="Iuitl Gaiters +1"}
    
    
    sets.engaged.Ranged = {ammo=gear.RAbullet,
    head="Whirlpool Mask",neck="Twilight Torque",ear1="Clearview Earring",ear2="Volley Earring",
    body="Iuitl Vest",hands="Iuitl Wristbands",ring1="Defending Ring",ring2=gear.DarkRing.physical,
    back="Shadow Mantle",waist="Flume Belt",legs="Nahtirah Trousers",feet="Iuitl Gaiters +1"
    }
    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)
    -- Check that proper ammo is available if we're using ranged attacks or similar.
    if spell.action_type == 'Ranged Attack' or spell.type == 'WeaponSkill' or spell.type == 'CorsairShot' then
    do_bullet_checks(spell, spellMap, eventArgs)
    end
    -- gear sets
    if (spell.type == 'CorsairRoll' or spell.english == "Double-Up") and state.LuzafRing.value then
    equip(sets.precast.LuzafRing)
    elseif spell.type == 'CorsairShot' and state.CastingMode.value == 'Resistant' then
    classes.CustomClass = 'Acc'
    elseif spell.english == 'Fold' and buffactive['Bust'] == 2 then
    if sets.precast.FoldDoubleBust then
    equip(sets.precast.FoldDoubleBust)
    eventArgs.handled = true
    end
    end
    end
    function job_post_precast(spell, action, spellMap, eventArgs)
    if spell.type == 'WeaponSkill' then
    if state.CapacityMode.value then
    equip(sets.CapacityMantle)
    end
    end
    end
    function job_midcast(spell, action, spellMap, eventArgs)
    if spell.type == 'CorsairShot' or spell.action_type == 'Ranged Attack' then
    if state.CapacityMode.value then
    equip(sets.CapacityMantle)
    end
    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 spell.type == 'CorsairRoll' and not spell.interrupted then
    display_roll_info(spell)
    end
    end
    -------------------------------------------------------------------------------------------------------------------
    -- Customization hooks for idle and melee sets, after they've been automatically constructed.
    -------------------------------------------------------------------------------------------------------------------
    -- Return a customized weaponskill mode to use for weaponskill sets.
    -- Don't return anything if you're not overriding the default value.
    function get_custom_wsmode(spell, action, default_wsmode)
    --if buffactive['Transcendancy'] then
    -- return 'Brew'
    --end
    end
    function customize_idle_set(idleSet)
    if player.hpp < 90 then
    idleSet = set_combine(idleSet, sets.idle.Regen)
    end
    return idleSet
    end
    function customize_melee_set(meleeSet)
    if state.CapacityMode.value then
    meleeSet = set_combine(meleeSet, sets.CapacityMantle)
    end
    return meleeSet
    end
    -------------------------------------------------------------------------------------------------------------------
    -- General hooks for other events.
    -------------------------------------------------------------------------------------------------------------------
    -- Called when the player's status changes.
    function job_status_change(newStatus, oldStatus, eventArgs)
    end
    -- 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)
    end
    -------------------------------------------------------------------------------------------------------------------
    -- User code that supplements self-commands.
    -------------------------------------------------------------------------------------------------------------------
    -- 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)
    get_combat_form()
    end
    -- Job-specific toggles.
    function job_toggle_state(field)
    if field:lower() == 'luzaf' then
    state.LuzafRing:toggle()
    return "Use of Luzaf Ring", state.LuzafRing.value
    end
    end
    -- Set eventArgs.handled to true if we don't want the automatic display to be run.
    function display_current_job_state(eventArgs)
    local msg = ''
    msg = msg .. 'Off.: '..state.OffenseMode.current
    msg = msg .. ', Rng.: '..state.RangedMode.current
    msg = msg .. ', WS.: '..state.WeaponskillMode.current
    msg = msg .. ', QD.: '..state.CastingMode.current
    if state.DefenseMode.value ~= 'None' then
    local defMode = state[state.DefenseMode.value ..'DefenseMode'].current
    msg = msg .. ', Defense: '..state.DefenseMode.value..' '..defMode
    end
    if state.Kiting.value then
    msg = msg .. ', Kiting'
    end
    if state.PCTargetMode.value ~= 'default' then
    msg = msg .. ', Target PC: '..state.PCTargetMode.value
    end
    if state.SelectNPCTargets.value then
    msg = msg .. ', Target NPCs'
    end
    msg = msg .. ', Roll Size: ' .. (state.LuzafRing.value and 'Large') or 'Small'
    add_to_chat(122, msg)
    eventArgs.handled = true
    end
    -------------------------------------------------------------------------------------------------------------------
    -- Utility functions specific to this job.
    -------------------------------------------------------------------------------------------------------------------
    function get_combat_form()
    if cor_sub_weapons:contains(player.equipment.main) then
    --if player.equipment.main == gear.Stave then
    if S{'NIN', 'DNC'}:contains(player.sub_job) and cor_sub_weapons:contains(player.equipment.sub) then
    state.CombatForm:set("DW")
    else
    state.CombatForm:reset()
    end
    else
    state.CombatForm:set('Stave')
    end
    end
    function define_roll_values()
    rolls = {
    ["Corsair's Roll"] = {lucky=5, unlucky=9, bonus="Experience Points"},
    ["Ninja Roll"] = {lucky=4, unlucky=8, bonus="Evasion"},
    ["Hunter's Roll"] = {lucky=4, unlucky=8, bonus="Accuracy"},
    ["Chaos Roll"] = {lucky=4, unlucky=8, bonus="Attack"},
    ["Magus's Roll"] = {lucky=2, unlucky=6, bonus="Magic Defense"},
    ["Healer's Roll"] = {lucky=3, unlucky=7, bonus="Cure Potency Received"},
    ["Puppet Roll"] = {lucky=4, unlucky=8, bonus="Pet Magic Accuracy/Attack"},
    ["Choral Roll"] = {lucky=2, unlucky=6, bonus="Spell Interruption Rate"},
    ["Monk's Roll"] = {lucky=3, unlucky=7, bonus="Subtle Blow"},
    ["Beast Roll"] = {lucky=4, unlucky=8, bonus="Pet Attack"},
    ["Samurai Roll"] = {lucky=2, unlucky=6, bonus="Store TP"},
    ["Evoker's Roll"] = {lucky=5, unlucky=9, bonus="Refresh"},
    ["Rogue's Roll"] = {lucky=5, unlucky=9, bonus="Critical Hit Rate"},
    ["Warlock's Roll"] = {lucky=4, unlucky=8, bonus="Magic Accuracy"},
    ["Fighter's Roll"] = {lucky=5, unlucky=9, bonus="Double Attack Rate"},
    ["Drachen Roll"] = {lucky=3, unlucky=7, bonus="Pet Accuracy"},
    ["Gallant's Roll"] = {lucky=3, unlucky=7, bonus="Defense"},
    ["Wizard's Roll"] = {lucky=5, unlucky=9, bonus="Magic Attack"},
    ["Dancer's Roll"] = {lucky=3, unlucky=7, bonus="Regen"},
    ["Scholar's Roll"] = {lucky=2, unlucky=6, bonus="Conserve MP"},
    ["Bolter's Roll"] = {lucky=3, unlucky=9, bonus="Movement Speed"},
    ["Caster's Roll"] = {lucky=2, unlucky=7, bonus="Fast Cast"},
    ["Courser's Roll"] = {lucky=3, unlucky=9, bonus="Snapshot"},
    ["Blitzer's Roll"] = {lucky=4, unlucky=9, bonus="Attack Delay"},
    ["Tactician's Roll"] = {lucky=5, unlucky=8, bonus="Regain"},
    ["Allies's Roll"] = {lucky=3, unlucky=10, bonus="Skillchain Damage"},
    ["Miser's Roll"] = {lucky=5, unlucky=7, bonus="Save TP"},
    ["Companion's Roll"] = {lucky=2, unlucky=10, bonus="Pet Regain and Regen"},
    ["Avenger's Roll"] = {lucky=4, unlucky=8, bonus="Counter Rate"},
    }
    end
    function display_roll_info(spell)
    rollinfo = rolls[spell.english]
    local rollsize = 'Small'
    if state.LuzafRing then
    rollsize = 'Large'
    end
    if rollinfo then
    add_to_chat(104, spell.english..' provides a bonus to '..rollinfo.bonus..'. Roll size: '..rollsize)
    add_to_chat(104, 'Lucky roll is '..tostring(rollinfo.lucky)..', Unlucky roll is '..tostring(rollinfo.unlucky)..'.')
    end
    end
    -- Determine whether we have sufficient ammo for the action being attempted.
    function do_bullet_checks(spell, spellMap, eventArgs)
    local bullet_name
    local bullet_min_count = 1
    if spell.type == 'WeaponSkill' then
    if spell.skill == "Marksmanship" then
    if spell.element == 'None' then
    -- physical weaponskills
    bullet_name = gear.WSbullet
    else
    -- magical weaponskills
    bullet_name = gear.MAbullet
    end
    else
    -- Ignore non-ranged weaponskills
    return
    end
    elseif spell.type == 'CorsairShot' then
    bullet_name = gear.QDbullet
    elseif spell.action_type == 'Ranged Attack' then
    bullet_name = gear.RAbullet
    if buffactive['Triple Shot'] then
    bullet_min_count = 3
    end
    end
    local available_bullets = player.inventory[bullet_name] or player.wardrobe[bullet_name]
    -- If no ammo is available, give appropriate warning and end.
    if not available_bullets then
    if spell.type == 'CorsairShot' and player.equipment.ammo ~= 'empty' then
    add_to_chat(104, 'No Quick Draw ammo left. Using what\'s currently equipped ('..player.equipment.ammo..').')
    return
    elseif spell.type == 'WeaponSkill' and player.equipment.ammo == gear.RAbullet then
    add_to_chat(104, 'No weaponskill ammo left. Using what\'s currently equipped (standard ranged bullets: '..player.equipment.ammo..').')
    return
    else
    add_to_chat(104, 'No ammo ('..tostring(bullet_name)..') available for that action.')
    eventArgs.cancel = true
    return
    end
    end
    -- Don't allow shooting or weaponskilling with ammo reserved for quick draw.
    if spell.type ~= 'CorsairShot' and bullet_name == gear.QDbullet and available_bullets.count <= bullet_min_count then
    add_to_chat(104, 'No ammo will be left for Quick Draw. Cancelling.')
    eventArgs.cancel = true
    return
    end
    -- Low ammo warning.
    if spell.type ~= 'CorsairShot' and not state.warned
    and available_bullets.count > 1 and available_bullets.count <= options.ammo_warning_limit then
    local msg = '**** LOW AMMO WARNING: '..bullet_name..' ****'
    local border = ""
    for i = 1, #msg do
    border = border .. "*"
    end
    add_to_chat(104, border)
    add_to_chat(104, msg)
    add_to_chat(104, border)
    state.warned = true
    elseif available_bullets.count > options.ammo_warning_limit and state.warned then
    state.warned = false
    end
    end
    function select_default_macro_book()
    set_macro_page(6, 1)
    end
    thank you in advance

  13. #3093
    RIDE ARMOR
    Join Date
    Oct 2014
    Posts
    24
    BG Level
    1
    FFXI Server
    Phoenix

    oh Damn im sorry didn't mean to take yup all that space, i wasnt sure that the lua i pasted above was going to come out like that, i though it would be like the other post where u have a spoiler menu to View or minimize the Text.
    I would appreciate it if some one could tell me how this is possible as i am new to using these forum.
    Thanks

  14. #3094
    Chram
    Join Date
    Sep 2007
    Posts
    2,526
    BG Level
    7
    FFXI Server
    Fenrir

    Use [code] tags around what you're pasting. [spoiler] tags around the [code] block is optional, and usually not needed since the code block will be put in a scrollable window if it's too long.

  15. #3095
    RIDE ARMOR
    Join Date
    Oct 2014
    Posts
    24
    BG Level
    1
    FFXI Server
    Phoenix

    Ok thanks I'll make sure to do this in the future

  16. #3096
    Hydra
    Join Date
    Feb 2014
    Posts
    131
    BG Level
    3
    FFXI Server
    Quetzalcoatl

    Quote Originally Posted by stokeydan View Post
    Ok thanks I'll make sure to do this in the future
    You can edit the post

  17. #3097
    Hydra
    Join Date
    Feb 2014
    Posts
    131
    BG Level
    3
    FFXI Server
    Quetzalcoatl

    Quote Originally Posted by stokeydan View Post
    thank Very much for Answering my post, i understand what u mean but have one question. when i copy the init_gear_sets() function part of the originally lua and put into a side car file do I need Delete that part from the Original lua, it seems to be working without Deleting it form the original lua (cor.lua) and ive just copied it to a sidecar file now like you have Explained abouve(cor_gear.lua). The lua im working on is cor lua from Alan Warren.

    Ive managed to get the Lua to load up with no Warning message and using the bind keys it swaps to all the correct sets when pressed eg mdt/pdt and CP mode, but when i engage a mob it does'nt want to swap to melee sets when i engage a mob it wont swap to engaged melee sets for some reason it stays in my idle sets even tho ive engaged a mob, Other than that everything seems to be working fine that im Aware of.
    I would Really appreciate any replies once again. I have posted the lua into the post not sure if ive done the right thing here or not, as im new to using these Forums

    thank you in advance for any replies


    thank you in advance
    I would grab my cor.lua again https://github.com/AlanWarren/gearswap

    It's been forever since I played cor, but this may have fixed the issue. Make sure you name your engaged set like these.https://github.com/AlanWarren/gearsw..._gear.lua#L255

    If not, do you see an error in the console?

  18. #3098
    RIDE ARMOR
    Join Date
    Oct 2014
    Posts
    24
    BG Level
    1
    FFXI Server
    Phoenix

    Thanks for replying again i wont be able to check it untill the morning im at work on me phone atm. I don't think there was any errors in console showing up.
    Also tried to edit my post with and put [ ] around the next but nothing seems to happen. Could this be Because im doing it through my phone atm?

  19. #3099
    RIDE ARMOR
    Join Date
    Oct 2014
    Posts
    24
    BG Level
    1
    FFXI Server
    Phoenix

    ok seems to be working ok now but the only other issuse im having a an error message when i press f12, the message reads like this , cor.lua398: attempt concentrate a boonlean value , not sure what this means but assume its about not being able to toggle Luzaf's ring.
    if i could get assistant with this everyone will be working fine and i can work on updating my next lua
    thanks again for the help preciously

  20. #3100
    RIDE ARMOR
    Join Date
    Apr 2014
    Posts
    22
    BG Level
    1

    Edit: problem resolved

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