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

  1. #3601
    Relic Shield
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    Jan 2013
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    @ rbt080
    What is the ( in front of buffactive for? That might be what is throwing it all off. of course if that didnt work people prolly cant help you without havin all of your file available to look at.

    @ Semco
    thats great for your sets but without seeing the code that would call said sets we cant help you too much. you can put ur lua on pastebin or dropbox maybe and people can take a look at it. See my post above for how to code for those JAs (you put it in precast). of course if you used my code you would have to change the word buff to JA.

    Also although i think your way works still, i never use the ["Manafront"] type stuff unless the term i want to use is 2 words or more or has a ' or " in it. sets.buff.Ebullience works.

    Also are you wanting to use the gear when you use the job abilities or when you cast with their buffs active?

  2. #3602
    BG Content
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    Jul 2007
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    Lakshmi
    Blog Entries
    1

    Quote Originally Posted by geno3302 View Post
    There's a bug with the pet_status_change function in gearswap.
    Inside the gearswap.lua file in the function that handles incoming chunk, in the section that handles 0x0E (line 308.)
    When an avatar auto-engages (you get aggro) or when a monster dies and the avatar auto-disengages as well as most of the time when you use assault for the first time on a monster the pet.status in like 309 is updated before gearswap handles the packet so the oldstatus is always equal to the new status and the pet_status_change event is never fired.

    pet.status is taken from the windower api, it is the value from the mob table, and it is always up to date and correct.

    I did a test to make oldstatus a global and made it persist the old value of newstatus, I also added an add_to_chat statement to see when the 0x0E chunk actually gets processed.

    Doing this does fix it so the function will always be called however the chunk with ID 0x0E seems to be very random. It will always eventually update however it can take upwards of 10 seconds after a monster dies for it to actually trigger. During that window the pet.status will report the correct values so there must be some issue with the processing of that packet or the windower api is getting the value from elsewhere.
    I still can't replicate this using assault or aggroing mobs.

    The other avatar bug is fixed on -dev, though.

  3. #3603
    Smells like Onions
    Join Date
    Jan 2015
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    @trumpy- Can't post links yet.. pastebin.com/kGPZwaf9

    Trying to get the body to swap during Manafont. Any help/suggestions would be great. ty

  4. #3604
    Old Merits
    Join Date
    Aug 2007
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    Ragnarok

    Code:
    WS_array = {[1] = {['Ragnarok'] = 'Resolution', ['Xbalanque'] = 'Guillotine'},
            [2] = {['Ragnarok'] = 'Torcleaver', ['Xbalanque'] = 'Insurgency'}}
    So I know the above one works. However, when I use Buramenk'ah, the ' mess stuff up so I changed to ". May anyone tell me if the below will work?

    Code:
        WS_array = {[1] = {["Aettir"] = 'Resolution', ["Buramenk'ah"] = 'Requiescat'},
            [2] = {["Aettir"] = 'Dimidiation', ["Buramenk'ah"] = 'Vorpal Blade'}}
    Thank you.

  5. #3605
    Melee Summoner
    Join Date
    Feb 2009
    Posts
    30
    BG Level
    1

    Quote Originally Posted by Trumpy View Post
    @ rbt080
    What is the ( in front of buffactive for? That might be what is throwing it all off. of course if that didnt work people prolly cant help you without havin all of your file available to look at.

    @ Semco
    thats great for your sets but without seeing the code that would call said sets we cant help you too much. you can put ur lua on pastebin or dropbox maybe and people can take a look at it. See my post above for how to code for those JAs (you put it in precast). of course if you used my code you would have to change the word buff to JA.

    Also although i think your way works still, i never use the ["Manafront"] type stuff unless the term i want to use is 2 words or more or has a ' or " in it. sets.buff.Ebullience works.

    Also are you wanting to use the gear when you use the job abilities or when you cast with their buffs active?
    I figured out what I was doing. However i still can't figure out how to get my Savant 's Loafers to equip when I cast Klimaform or Desert boots to equip when I cast Sandstorm. I got most of my code from Mote's sch Lua. I noticed he hasn't updated in several months.

  6. #3606
    Bagel
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    Dec 2012
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    Quote Originally Posted by rbt080 View Post
    @trumpy- Can't post links yet.. pastebin.com/kGPZwaf9

    Trying to get the body to swap during Manafont. Any help/suggestions would be great. ty
    it should be this

    if buffactive["Manafont"] then
    equip(sets.Midcast['Elemental Magic'],sets.midcast.Manafont)
    end

  7. #3607
    Smells like Onions
    Join Date
    Jan 2015
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    Quote Originally Posted by dlsmd View Post
    it should be this

    if buffactive["Manafont"] then
    equip(sets.Midcast['Elemental Magic'],sets.midcast.Manafont)
    end

    Thank you! I made the edit but am getting another error: Line 249: attempt to index field 'midcast' (a nil value)
    -line249: {body="Hagondes Coat +1"}

    Also tried manafont and I get the following errors:
    295: Gearswap has detected an error in the user function midcast
    -line295: sets.Obi.Ice = {ring2="Zodiac Ring",back="Twilight Cape",waist='Hyorin Obi'}

    398: attempt to index field 'JA' (a nil value)
    -line398: if sets.JA[spell.english] then

    465: attempt to index field 'midcast' (a nil value)
    -line465: equip(sets.Midcast['Elemental Magic'],sets.midcast.Manafont)

  8. #3608
    Relic Shield
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    Jan 2013
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    Ive never used equipset before so I dunno how much I can help you myself. how different is
    equip(sets.Midcast.Stun)
    from
    equipSet = equipSet[spell.english]
    ?

  9. #3609
    Bagel
    Join Date
    Dec 2012
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    Quote Originally Posted by rbt080 View Post
    Thank you! I made the edit but am getting another error: Line 249: attempt to index field 'midcast' (a nil value)
    -line249: {body="Hagondes Coat +1"}

    Also tried manafont and I get the following errors:
    295: Gearswap has detected an error in the user function midcast
    -line295: sets.Obi.Ice = {ring2="Zodiac Ring",back="Twilight Cape",waist='Hyorin Obi'}

    398: attempt to index field 'JA' (a nil value)
    -line398: if sets.JA[spell.english] then

    465: attempt to index field 'midcast' (a nil value)
    -line465: equip(sets.Midcast['Elemental Magic'],sets.midcast.Manafont)
    tables are case sensitive

    Quote Originally Posted by Trumpy View Post
    Ive never used equipset before so I dunno how much I can help you myself. how different is
    equip(sets.Midcast.Stun)
    from
    equipSet = equipSet[spell.english]
    ?
    equipset is useful if you want to create you sets dynamical
    here is some info to show the difference
    http://pastebin.com/UGhM0PQc

  10. #3610
    Nidhogg
    Join Date
    Jul 2008
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    Seraphus Highwynn
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    Gilgamesh
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    Diabolos

    What's the category for bar-status spells like Barsilence Baramnesia etc? For elements its BarElement for comparison. I want bar status spells to use Shedir Seraweels because I'd be surprised if bar-enhancing gear didn't increase resistance to those debuffs similar to how gear can buff barelement spells. I tried sets.midcast.BarStatus, but it doesnt work. I know it says 'elemental resistance spells' but I think that's the official description of 'bar spells' in general. I could be offbase, but since I'm at 500 enhancing anyway, might as well shoot for placebo effect :D

  11. #3611
    Sea Torques
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    Leviathan

    From the looks of the thief lua I posted. It seems to get stuck in certain sneak attack gear and refuses to change out of it for TP. It switches to idle, but when I go back to tp regardless of the acc value it keeps on sneak attack gear.

  12. #3612
    Campaign
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    Quote Originally Posted by Byrthnoth View Post
    The other avatar bug is fixed on -dev, though.
    You mean the one I discovered, where randomly pet_aftercast sometimes would not execute?
    That's so ossom <3

  13. #3613
    Nidhogg
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    Seraphus Highwynn
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    Gilgamesh
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    Diabolos

    I have 3 problems with my SCH lua"

    1) This code doesn't seem to work for me with Kinematics' SCH lua:


    Code:
    sets.midcast.CureWithLightWeather = {main="Chatoyant Staff",
    head="Gende. Caubeen",
    body="Peda. Gown +1",
    hands="Pedagogy Bracers",
    legs="Acad. Pants +1",
    feet="Regal Pumps",
    neck="Phalaina Locket",
    waist="Korin Obi",
    left_ear="Beatific Earring",
    right_ear="Lifestorm Earring",
    left_ring="Prolix Ring",
    right_ring="Sirona's Ring",
    back="Twilight Cape"}

    Code:
    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

    When I cast cure with Aurorastorm up, it still uses my default cure set and not the weather set with chatoyant/twilight/obi.



    2) When I stun with Alacrity up, its not using my alacrityStun set:

    Code:
    sets.midcast.StunAlacrity = {main="Apamajas II",sub="Mephitis Grip",ammo="Incantor Stone",
    head="Nahtirah Hat",neck="Orunmila's Torque",ear1="Enchntr. Earing +1",ear2="Loquacious Earring",
    body="Vanir Cotehardie",hands="Gendewitha Gages",ring1="Prolix Ring",ring2="Sangoma Ring",
    back="Swith Cape",waist="Witful Belt",legs="Artsieq Hose",feet="Pedagogy Loafers +1"}
    sets.midcast.Stun.Resistant = set_combine(sets.midcast.Stun, {main="Lehbrailg +2"})
    Code:
    function job_post_midcast(spell, action, spellMap, eventArgs)
    if spell.action_type == 'Magic' then
    apply_grimoire_bonuses(spell, action, spellMap, eventArgs)
    if spell.english == 'Stun' and buffactive['Alacrity'] then
       equip(sets.StunAlacrity)
    3) When I stun, it keeps my Apamajas II and Sangoma Ring on when I aftercast back to idle. I have every idle piece on except I retain my ring and main weapon. When I cast stun AGAIN, i aftercast in full idle gear with bolelabunga and paguroidea ring. No fucking idea why. Literally ONE CAST cast will aftercast me in Bolelabunga+Genbu Shield+Paguroidea Ring, and EVERY OTHER cast will aftercast me in Apajamas II+Mephitis Grip+Sangoma Ring. Why would it be 50/50 on the aftercast and why isn't it detecting when Alacrity is up and use my AlacrityStun set?

    gearswap pastebin for reference
    http://pastebin.com/3TK5hNxg

  14. #3614
    Smells like Onions
    Join Date
    Dec 2014
    Posts
    3
    BG Level
    0

    Okay, so I've hit a roadblock in fixing my DRK lua (I posted earlier and was ignored, so devoted myself to trying to figure out what the issue was).

    I decided to use a gearswap that I know works, my SAM from Kinematics, as a base and changed the functions etc. to match, but I can't seem to figure out how to keep a certain piece of equipment/set of equipment equipped while I have 'Last Resort' up. I based my attempt off of the Adoulin set lines from Kine's stuff:

    Code:
    function update_combat_form()
        if areas.Adoulin:contains(world.area) and buffactive.ionis then
            state.CombatForm:set('Adoulin')
        else
            state.CombatForm:reset()
        end
    end
    I changed it to this in my DRK lua:

    Code:
    function update_combat_form()
        if buffactive['Last Resort'] then
            state.CombatForm:set('Last Resort')
        else
            state.CombatForm:reset()
        end
    end
    The problem comes when it, I assume, sets my combat form (or doesn't) and never resets it when the buff wears off. (I can occasionally get it to equip the 'Fallen's Sollerets' when Last Resort is active, but when that happens they don't unequip when it falls or, and also works vice versa.)

    Now, I cannot say I've tested the SAM version of that, as I removed those specific equipment sets from the lines considering I just use the same gear in Adoulin as I do the rest of Vana'diel, but I assume it'd work the same even without the area requirement.

    I'd super appreciate it if somebody could help me out and help point me to what's going on.

    Here is the pastebin number for my current lua (ignore the incomplete WS categories, they are currently on the bottom of my to-do list when it comes to getting this working): /Mib6rnvr

  15. #3615
    Bagel
    Join Date
    Dec 2012
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    Quote Originally Posted by MilleKitty13 View Post
    Okay, so I've hit a roadblock in fixing my DRK lua (I posted earlier and was ignored, so devoted myself to trying to figure out what the issue was).
    unfortunately for me your using motes include so i have no clue what is going on in it

  16. #3616
    Melee Summoner
    Join Date
    Jul 2014
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    Phoenix

    can anyone explain how i can make a curedegration in my geo lua? I know motenten uses one for dnc and i have seen one for whm, but i can seem to get it too work on my geo.

  17. #3617
    Relic Shield
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    Is that when gearswap automatically changes your cures to different tiers based on missing HP (only works on party/ally peeps)?

    In Precast: (change refine_cure to refine_waltz for dnc waltzes)
    Code:
    if spell.name:startswith('Cure') then
    	equip(sets.FC.Cure)
    	refine_cure(spell)
    	return
    end
    In an Include:
    Code:
    -------- Cure And Waltz Tier Changing Only Works On Party and Alliance. I macro Cure 3 or 4 in case I need to cure someone outside of party or alliance --
    
    -------- Cure Tier Changing Function --------
    local cure_mp_cost = {['Cure'] = 8, ['Cure II'] = 24, ['Cure III'] = 46, ['Cure IV'] = 88, ['Cure V'] = 135, ['Cure VI'] = 227}
    	-- Utility function for automatically adjusting the Cure spell being used to match HP needs and MP limits.
    	-- Handle spell changes before attempting any precast stuff.
    function refine_cure(spell, action, spellMap, eventArgs)
        -- Only handles single-target cures.
        -- Get the estimated amount of HP the target of the spell is below max.
        -- Returns nil for targets outside of alliance (no info available).
        local missingHP = get_targets_missing_hp(spell)
        local preferredCure = spell.name
        -- If we have an estimated missing HP value, we can adjust the preferred spell used.
        if missingHP then
            -- Whm has high skill and up to Cure VI
            if player.main_job == 'WHM' then
                if missingHP < 150 then
                    preferredCure = 'Cure'
                elseif missingHP < 350 then
                    preferredCure = 'Cure II'
                elseif missingHP < 650 then
                    preferredCure = 'Cure III'
                elseif missingHP < 1000 then
                    preferredCure = 'Cure IV'
                elseif missingHP < 1600 then
                    preferredCure = 'Cure V'
                else
                    preferredCure = 'Cure VI'
                end
            -- Rdm, Sch and Pld have high skill and up to Cure IV
            elseif player.main_job == 'RDM' or player.main_job == 'SCH' or player.main_job == 'PLD' then
                if missingHP < 150 then
                    preferredCure = 'Cure'
                elseif missingHP < 350 then
                    preferredCure = 'Cure II'
                elseif missingHP < 650 then
                    preferredCure = 'Cure III'
                else
                    preferredCure = 'Cure IV'
                end
            -- Subbing /whm or /rdm gets you up to Cure IV
            elseif player.sub_job == 'WHM' or player.sub_job == 'RDM' then
                if missingHP < 150 then
                    preferredCure = 'Cure'
                elseif missingHP < 300 then
                    preferredCure = 'Cure II'
                elseif missingHP < 550 then
                    preferredCure = 'Cure III'
                else
                    preferredCure = 'Cure IV'
                end
            -- Subbing /sch or /pld gets you up to Cure III
            elseif player.sub_job == 'SCH' or player.sub_job == 'PLD' then
                if missingHP < 150 then
                    preferredCure = 'Cure'
                elseif missingHP < 300 then
                    preferredCure = 'Cure II'
                else
                    preferredCure = 'Cure III'
                end
            else
    			-- Not job main or sub that can cast Cure; bail out
    			return
    		end
        end
        local mpCost = cure_mp_cost[preferredCure]
        if buffactive['Light Arts'] or buffactive['Addendum: White'] then
            mpCost = math.floor(mpCost * 0.9)
        elseif buffactive['Dark Arts'] or buffactive['Addendum: Black'] then
            mpCost = math.floor(mpCost * 1.1)
        end
        local downgrade_msg
        -- Downgrade the spell to what we can actually afford
        if player.mp < mpCost and not (buffactive['Manafont'] or buffactive['Mana Well']) then
    		if player.mp < 8 then
                add_to_chat(122, 'Insufficient MP ['..tostring(player.mp)..']. Cancelling.')
                if player.status == 'Engaged' then
    				equip(sets.TP)
    			elseif player.status == 'Resting' then
    				equip(sets.Rest)
    			else
    				equip(sets.Idle)
    			end
    			cancel_spell()
                return
            elseif player.mp < 24 then
                preferredCure = 'Cure'
            elseif player.mp < 46 then
                preferredCure = 'Cure II'
            elseif player.mp < 88 then
                preferredCure = 'Cure III'
            elseif player.mp < 135 then
                preferredCure = 'Cure IV'
            elseif player.mp < 227 then
                preferredCure = 'Cure V'
            end
            downgrade_msg = 'Insufficient MP ['..tostring(player.mp)..']. Downgrading to '..preferredCure..'.'
        end
        if preferredCure ~= spell.name then
            cancel_spell()
            send_command('@input /ma "'..preferredCure..'" '..tostring(spell.target.raw))
            if downgrade_msg then
                add_to_chat(122, downgrade_msg)
            end
            return
        end
        if missingHP and missingHP > 0 then
            add_to_chat(122,'Trying to cure '..tostring(missingHP)..' HP using '..preferredCure..'.')
        end
    end
    
    -------- Cure Tier Changing MP DEPENDANT (NOT HP DEPENDANT) Function --------
    
    	-- Utility function for automatically adjusting the Cure spell being used to match MP limits.
    	-- Handle spell changes before attempting any precast stuff.
    function reduce_cure(spell, action, spellMap, eventArgs)
        -- Only handles single-target cures.
    	local preferredCure = spell.name
        local mpCost = cure_mp_cost[preferredCure]
        if buffactive['Light Arts'] or buffactive['Addendum: White'] then
            mpCost = math.floor(mpCost * 0.9)
        elseif buffactive['Dark Arts'] or buffactive['Addendum: Black'] then
            mpCost = math.floor(mpCost * 1.1)
        end
        local downgrade_msg
        -- Downgrade the spell to what we can actually afford
        if player.mp < mpCost and not (buffactive['Manafont'] or buffactive['Mana Well']) then
    		if player.mp < 8 then
                add_to_chat(122, 'Insufficient MP ['..tostring(player.mp)..']. Cancelling.')
                if player.status == 'Engaged' then
    				equip(sets.TP)
    			elseif player.status == 'Resting' then
    				equip(sets.Rest)
    			else
    				equip(sets.Idle)
    			end
    			cancel_spell()
                return
            elseif player.mp < 24 then
                preferredCure = 'Cure'
            elseif player.mp < 46 then
                preferredCure = 'Cure II'
            elseif player.mp < 88 then
                preferredCure = 'Cure III'
            elseif player.mp < 135 then
                preferredCure = 'Cure IV'
            elseif player.mp < 227 then
                preferredCure = 'Cure V'
            end
            downgrade_msg = 'Insufficient MP ['..tostring(player.mp)..']. Downgrading to '..preferredCure..'.'
        end
        if preferredCure ~= spell.name then
            cancel_spell()
            send_command('@input /ma "'..preferredCure..'" '..tostring(spell.target.raw))
            if downgrade_msg then
                add_to_chat(122, downgrade_msg)
            end
            return
        end
    end
    
    
    -------- Waltz Tier Changing Function --------
    
    local waltz_tp_cost = {['Curing Waltz'] = 200, ['Curing Waltz II'] = 350, ['Curing Waltz III'] = 500, ['Curing Waltz IV'] = 650, ['Curing Waltz V'] = 800}
    	-- Utility function for automatically adjusting the waltz spell being used to match HP needs and TP limits.
    	-- Handle spell changes before attempting any precast stuff.
    function refine_waltz(spell, action, spellMap, eventArgs)
        -- Only handles single-target waltzes.
        -- Get the estimated amount of HP the target of the spell is below max.
        -- Returns nil for targets outside of alliance (no info available).
        local missingHP = get_targets_missing_hp(spell)
        local preferredWaltz = spell.name
        -- If we have an estimated missing HP value, we can adjust the preferred spell used.
        if missingHP then
            -- DNC has up to Curing Waltz V
            if player.main_job == 'DNC' then
                if missingHP < 230 then
                    preferredWaltz = 'Curing Waltz'
                elseif missingHP < 420 then
                    preferredWaltz = 'Curing Waltz II'
                elseif missingHP < 650 then
                    preferredWaltz = 'Curing Waltz III'
                elseif missingHP < 850 then
                    preferredWaltz = 'Curing Waltz IV'
                else
                    preferredWaltz = 'Curing Waltz V'
                end
            -- Subbing /dnc gets you up to Curing Waltz III
            elseif player.sub_job == 'DNC' then
                if missingHP < 180 then
                    preferredWaltz = 'Curing Waltz'
                elseif missingHP < 345 then
                    preferredWaltz = 'Curing Waltz II'
                else
                    preferredWaltz = 'Curing Waltz III'
                end
            else
    			-- Not dnc main or sub; bail out
    			return
    		end
        end
        local tpCost = waltz_tp_cost[preferredWaltz]
        local downgrade_msg
        -- Downgrade the spell to what we can actually afford
        if player.tp < tpCost and not buffactive['Trance'] then
            if player.tp < 200 then
                add_to_chat(122, 'Insufficient TP ['..tostring(player.tp)..']. Cancelling.')
                if player.status == 'Engaged' then
    				equip(sets.TP[TP_Set_Names[TP_Index]])
    			elseif player.status == 'Resting' then
    				equip(sets.Rest)
    			else
    				equip(sets.Idle[Idle_Set_Names[Idle_Index]])
    			end
    			cancel_spell()
                return
            elseif player.tp < 350 then
                preferredWaltz = 'Curing Waltz'
            elseif player.tp < 500 then
                preferredWaltz = 'Curing Waltz II'
            elseif player.tp < 650 then
                preferredWaltz = 'Curing Waltz III'
            elseif player.tp < 800 then
                preferredWaltz = 'Curing Waltz IV'
            end
            downgrade_msg = 'Insufficient TP ['..tostring(player.tp)..']. Downgrading to '..preferredWaltz..'.'
        end
        if preferredWaltz ~= spell.name then
            cancel_spell()
            send_command('@input /ja "'..preferredWaltz..'" '..tostring(spell.target.raw))
            if downgrade then
                add_to_chat(122, downgrade_msg)
            end
            return
        end
        if missingHP and missingHP > 0 then
            add_to_chat(122,'Trying to waltz '..tostring(missingHP)..' HP using '..preferredWaltz..'.')
        end
    end
    
    -------- Waltz Tier Changing TP DEPENDANT (NOT HP DEPENDANT) Function --------
    
    	-- Utility function for automatically adjusting the Waltz spell being used to match TP limits.
    	-- Handle spell changes before attempting any precast stuff.
    function reduce_Waltz(spell, action, spellMap, eventArgs)
        -- Only handles single-target Waltzes.
    	local preferredWaltz = spell.name
        local tpCost = waltz_tp_cost[preferredWaltz]
        local downgrade_msg
        -- Downgrade the spell to what we can actually afford
        if player.tp < tpCost and not buffactive['Trance'] then
    		if player.tp < 200 then
                add_to_chat(122, 'Insufficient TP ['..tostring(player.tp)..']. Cancelling.')
                if player.status == 'Engaged' then
    				equip(sets.TP[TP_Set_Names[TP_Index]])
    			elseif player.status == 'Resting' then
    				equip(sets.Rest)
    			else
    				equip(sets.Idle[Idle_Set_Names[Idle_Index]])
    			end
    			cancel_spell()
                return
            elseif player.tp < 350 then
                preferredWaltz = 'Curing Waltz'
            elseif player.tp < 500 then
                preferredWaltz = 'Curing Waltz II'
            elseif player.tp < 650 then
                preferredWaltz = 'Curing Waltz III'
            elseif player.tp < 800 then
                preferredWaltz = 'Curing Waltz IV'
            end
            downgrade_msg = 'Insufficient TP ['..tostring(player.tp)..']. Downgrading to '..preferredWaltz..'.'
        end
        if preferredWaltz ~= spell.name then
            cancel_spell()
            send_command('@input /ja "'..preferredWaltz..'" '..tostring(spell.target.raw))
            if downgrade then
                add_to_chat(122, downgrade_msg)
            end
            return
        end
    end
    
    -------- Miscellaneous Functions --------
    ----------These two functions are used in Cure/Waltz Tier Changin Code ------------
    function get_targets_missing_hp(spell)
        local missingHP
        -- If curing yourself, get our exact missing HP
        if spell.target.type == "SELF" then
            missingHP = player.max_hp - player.hp
        -- If curing someone in our alliance, we can estimate their missing HP
        elseif spell.target.isallymember then
            local target = find_player_in_alliance(spell.target.name)
            local est_max_hp = target.hp / (target.hpp/100)
            missingHP = math.floor(est_max_hp - target.hp)
        end
        return missingHP
    end
    
    function find_player_in_alliance(name)
    	-- Attempt to locate a specified name within the current alliance.
    	for party_index,ally_party in ipairs(alliance) do
    		for player_index,_player in ipairs(ally_party) do
    			if _player.name == name then
    				return _player
    			end
    		end
    	end
    end
    This was devised by Mote a long time ago and still works fine for me.

  18. #3618
    Smells like Onions
    Join Date
    Dec 2014
    Posts
    3
    BG Level
    0

    Wellp, nevermind it seems. Figure one thing out and then suddenly it stops working again.

    If anybody versed at all in translating combatforms and the mote files could assist me, it would be greatly appreciated.

  19. #3619
    Melee Summoner
    Join Date
    Jul 2014
    Posts
    44
    BG Level
    1
    FFXI Server
    Phoenix

    thanks for the cure part. Ill try to get it in my geo.lia

  20. #3620
    Nidhogg
    Join Date
    Jul 2008
    Posts
    3,746
    BG Level
    7
    FFXIV Character
    Seraphus Highwynn
    FFXIV Server
    Gilgamesh
    FFXI Server
    Diabolos

    I cant for the life of me figure out why 50% of my stun casts i end up in aftercast idle set with the wrong lring and main hand weapon, and then the subsequent cast i'll aftercast with the correct one. It makes no sense

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