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

  1. #3701
    CoP Dynamis
    Join Date
    Mar 2013
    Posts
    275
    BG Level
    4
    FFXI Server
    Odin

    Quote Originally Posted by JetEnduro View Post
    Anyone using Mote's MNK lua? For some reason it's not tracking impetus, which leads to af3+2 body not being equipped at all. Didn't change anything from this original file, just edited my sets in from a sidecar.

    Thanks
    are you talking about using AF3+2 body for a WS during impetus? or full-time it during impetus? I'm not sure about mote but bokura's GS only full-times AF3+2 body during impetus if you are using Glanz, otherwise it's WS only. maybe Mote has similar logic so it has a weapon checker for equipping the body in TP set?

  2. #3702
    New Merits
    Join Date
    Aug 2007
    Posts
    248
    BG Level
    4
    FFXI Server
    Bismarck

    looking at the file it's supposed to use af3+2 body on vs/ascetic's if you've connected >5 with fodder set or >8 with all else. There's no mythic AM3 rule in there. I guess i'll check out bokura's.

  3. #3703
    Puppetmaster
    Join Date
    Jan 2014
    Posts
    59
    BG Level
    2

    You could add this in yourself as a fail-safe to cover murphy's law.

    Code:
    -- Define sets and vars used by this job file.
    function init_gear_sets()
        -- stuff
        sets.impetus_body = {body="Tantra Cyclas +2"}
        -- more stuff
    end
    
    -------------------------------------------------------------------------------------------------------------------
    -- User code that supplements standard library decisions.
    -------------------------------------------------------------------------------------------------------------------
    
    
    -- Modify the default melee set after it was constructed.
    function customize_melee_set(meleeSet)
        if buffactive.impetus then
            meleeSet = set_combine(meleeSet, sets.impetus_body)
        end
    
        return meleeSet
    end

  4. #3704
    Puppetmaster
    Join Date
    Jan 2014
    Posts
    59
    BG Level
    2

    Quote Originally Posted by backpain View Post
    Hey, everyone. I'm having a bit of trouble with this lua code. It doesn't seem to want to switch gear sets when Healing Breath is triggered. Is this due to the ready time being reduced to 1 second, or is it my code? Any help at all is appreciated!

    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.
    
    -- Initialization function for this job file.
    function get_sets()
        mote_include_version = 2
    	-- Load and initialize the include file.
    	include('Mote-Include.lua')
    end
    
    
    -- Setup vars that are user-independent.
    function job_setup()
    	get_combat_form()
        include('Mote-TreasureHunter')
        state.TreasureMode:set('Tag')
        
        state.CapacityMode = M(false, 'Capacity Point Mantle')
    	
        -- list of weaponskills that make better use of otomi helm in low acc situations
        wsList = S{'Drakesbane'}
    
    	state.Buff = {}
    	-- JA IDs for actions that always have TH: Provoke, Animated Flourish
    	info.default_ja_ids = S{35, 204}
    	-- Unblinkable JA IDs for actions that always have TH: Quick/Box/Stutter Step, Desperate/Violent Flourish
    	info.default_u_ja_ids = S{201, 202, 203, 205, 207}
    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('Normal', 'Mid', 'Acc')
    	state.HybridMode:options('Normal', 'PDT', 'Reraise')
    	state.WeaponskillMode:options('Normal', 'Mid', 'Acc')
    	state.PhysicalDefenseMode:options('PDT', 'Reraise')
    	state.MagicalDefenseMode:options('MDT')
        
        war_sj = player.sub_job == 'WAR' or false
    
    	select_default_macro_book(1, 16)
        send_command('bind != gs c toggle CapacityMode')
    	send_command('bind ^= gs c cycle treasuremode')
        send_command('bind ^[ input /lockstyle on')
        send_command('bind ![ input /lockstyle off')
    end
    
    
    -- Called when this job file is unloaded (eg: job change)
    function file_unload()
    	send_command('unbind ^[')
    	send_command('unbind ![')
    	send_command('unbind ^=')
    	send_command('unbind !=')
    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.Angon = {ammo="Angon",hands="Pteroslaver Finger Gauntlets"}
        sets.CapacityMantle = {back="Mecistopins Mantle"}
        sets.Berserker = {neck="Berserker's Torque"}
        sets.WSDayBonus     = { head="Gavialis Helm" }
    
    	sets.precast.JA.Jump = {
            ammo="Hagneia Stone",
    		head="Otomi Helm",neck="Asperity Necklace",ear1="Steelflash Earring",ear2="Bladeborn Earring",
    		body="Vishap Mail",hands="Cizin Mufflers",ring1="Rajas Ring",ring2="K'ayres Ring",
    		back="Atheling Mantle",waist="Windbuffet Belt",legs="Cizin Breeches",feet="Cizin Greaves"}
    
    	sets.precast.JA['Ancient Circle'] = { legs="Vishap Brais" }
    	sets.TreasureHunter = {waist="Chaac Belt"}
    
    	sets.precast.JA['High Jump'] = set_combine(sets.precast.JA.Jump, {
        }) 
    	sets.precast.JA['Soul Jump'] = set_combine(sets.precast.JA.Jump, {
            legs="Lancer's Cuissots +2",
    		body="Lancer's Plackart +2"
        })
    	sets.precast.JA['Spirit Jump'] = set_combine(sets.precast.JA.Jump, {
            legs="Lancer's Cuissots +2",
    		body="Lancer's Plackart +2",
            feet="Lancer's Schynbalds +2"})
    	sets.precast.JA['Super Jump'] = sets.precast.JA.Jump
    
    	sets.precast.JA['Spirit Link'] = {hands="Lancer's Vambraces +2", head="Vishap Armet +1"}
    	sets.precast.JA['Call Wyvern'] = {body="Wyrm Mail"}
    	sets.precast.JA['Deep Breathing'] = {head="Petroslaver Armet"}
        
    	sets.precast.JA['Spirit Surge'] = { --body="Wyrm Mail +2"
        }
    	
    	-- Healing Breath sets
    	sets.HB = {ammo="Hagneia Stone",
    		head="Pteroslaver Armet",neck="Lancer's Torque",ear1="Lancer's Earring",ear2="Bladeborn Earring",
    		body="Cizin Mail",hands="Cizin Mufflers",ring1="Rajas Ring",ring2="K'ayres Ring",
    		back="Updraft Mantle",waist="Glassblower's Belt",legs="Vishap Brais",feet="Wyrm Greaves +2"}
    
    	-- Waltz set (chr and vit)
    	sets.precast.Waltz = {
    		head="Yaoyotl Helm",
    		body="Mikinaak Breastplate",hands="Cizin Mufflers +1",ring1="Rajas Ring",
    		back="Bleating Mantle",legs="Xaddi Cuisses",feet="Whirlpool Greaves"}
    		
    	-- Don't need any special gear for Healing Waltz.
    	sets.precast.Waltz['Healing Waltz'] = {}
    
    	-- Fast cast sets for spells
    	sets.precast.FC = {
            ammo="Impatiens",
            head="Cizin Helm +1", 
            ear1="Loquacious Earring", 
            hands="Buremte Gloves",
            ring1="Prolix Ring"
        }
        
    	-- Midcast Sets
    	sets.midcast.FastRecast = {
    		head="Vishap Armet +1",
            neck="Lancer's Torque",
            hands="Cizin Mufflers +1",
            body="Xaddi Mail",
            ring1="Beeline Ring",
            ring2="K'ayres Ring",
            back="Updraft Mantle",
            waist="Glassblower's Belt",
    		legs="Cizin Breeches +1",
            feet="Ejekamal Boots",
        }	
    		
    	sets.midcast.Breath = set_combine(sets.midcast.FastRecast, { head="PteroslaverPteroslaver Armet" })
    	-- Weaponskill sets
    	-- Default set for any weaponskill that isn't any more specifically defined
    	sets.precast.WS = {}
    
    	sets.precast.WS = {
            ammo="Potestas Bomblet",
    		head="Otomi Helm",neck="Asperity Necklace",ear1="Brutal Earring",ear2="Flame Pearl",
    		body="Vishap Mail",hands="Mikinaak Gauntlets",ring1="Rajas Ring",ring2="Pyrosoul Ring",
    		back="Buquwik Cape",waist="Windbuffet Belt",legs="Cizin Breeches",feet="Mikinaak Greaves"}
        
    	sets.precast.WS.Acc = set_combine(sets.precast.WS, {
    		back="Updraft Mantle",
            head="Yaoyotl Helm",
            legs="Xaddi Cuisses"
        })
    	
    	-- Specific weaponskill sets.  Uses the base set if an appropriate WSMod version isn't found.
    	sets.precast.WS['Stardiver'] = set_combine(sets.precast.WS, {
            neck="Light Gorget",
            back="Buquwik Cape",
            waist="Light Belt"
        })
    	sets.precast.WS['Stardiver'].Mid = set_combine(sets.precast.WS['Stardiver'], {
            head="Yaoyotl Helm",
            hands="Mikinaak Gauntlets",
    		back="Updraft Mantle",
        })
    	sets.precast.WS['Stardiver'].Acc = set_combine(sets.precast.WS.Acc, {neck="Light Gorget",waist="Light Belt"})
    
        sets.precast.WS["Camlann's Torment"] = set_combine(sets.precast.WS, {
            neck="Breeze Gorget",
            body="Phorcys Korazin",
            back="Buquwik Cape",
            waist="Metalsinger Belt",
            feet="Whirlpool Greaves"
        })
    	sets.precast.WS["Camlann's Torment"].Mid = set_combine(sets.precast.WS["Camlann's Torment"], {
            head="Yaoyotl Helm", 
            ear1="Bladeborn Earring", 
            ear2="Steelflash Earring", 
            back="Updraft Mantle"
        })
    	sets.precast.WS["Camlann's Torment"].Acc = set_combine(sets.precast.WS["Camlann's Torment"].Mid, {})
    
    	sets.precast.WS['Drakesbane'] = set_combine(sets.precast.WS, {
            neck="Flame Gorget", 
            hands="Mikinaak Gauntlets",
            back="Rancorous Mantle",
            waist="Windbuffet Belt +1"
        })
    	sets.precast.WS['Drakesbane'].Mid = set_combine(sets.precast.WS['Drakesbane'], {
    		    back="Updraft Mantle",
                head="Yaoyotl Helm"
        })
    	sets.precast.WS['Drakesbane'].Acc = set_combine(sets.precast.WS['Drakesbane'].Mid, {hands="Mikinaak Gauntlets"})
    
    	
    	-- Sets to return to when not performing an action.
    	
    	-- Resting sets
    	sets.resting = {
            head="Twilight Helm",
            neck="Twilight Torque",
            ear1="Bladeborn Earring",
            ear2="Steelflash Earring",
    		body="Twilight Mail",
            hands="Cizin Mufflers +1",
            ring1="Dark Ring",
            ring2="Paguroidea Ring",
    		back="Repulse Mantle",
            legs="Crimson Cuisses",
            feet="Whirlpool Greaves"
        }
    	
    
    	-- Idle sets
    	sets.idle = {}
    
    	-- Idle sets (default idle set not needed since the other three are defined, but leaving for testing purposes)
    	sets.idle.Town = {
            ammo="Thew Bomblet",
    		head="Yaoyotl Helm",neck="Ganesha's Mala",ear1="Bladeborn Earring",ear2="Steelflash Earring",
    		body="Ares' cuirass +1",hands="Cizin Mufflers",ring1="Sheltered Ring",ring2="Paguroidea Ring",
    		back="Atheling Mantle",waist="Goading Belt",legs="Blood Cuisses",feet="Ejekamal Boots"}
    	
    	sets.idle.Field = set_combine(sets.idle.Town, { 
    		head="Twilight Helm",neck="Wiglen Gorget",ear1="Bladeborn Earring",ear2="Steelflash Earring",
    		body="Ares' cuirass +1",hands="Cizin Mufflers",ring1="Sheltered Ring",ring2="Paguroidea Ring",
    		back="Atheling Mantle",waist="Goading Belt",legs="Blood Cuisses",feet="Ejekamal Boots"})
    
        sets.idle.Regen = set_combine(sets.idle.Field, {
            head="Twilight Helm",
    		body="Ares' Cuirass +1"})
    
    	sets.idle.Weak = set_combine(sets.idle.Field, {
    		head="Twilight Helm",
    		body="Twilight Mail",
        })
    	
    	-- Defense sets
    	sets.defense.PDT = {
            ammo="Ginsen",
    		head="Ighwa Cap",
            neck="Twilight Torque",
            ear1="Bladeborn Earring",
            ear2="Steelflash Earring",
    		body="Cizin Mail +1",
            hands="Cizin Mufflers +1",
            ring1="Patricius Ring",
            ring2="Dark Ring",
    		back="Repulse Mantle",
            waist="Cetl Belt",
            legs="Cizin Breeches +1",
            feet="Cizin Greaves +1"
        }
    
    	sets.defense.Reraise = set_combine(sets.defense.PDT, {
    		head="Twilight Helm",
    		body="Twilight Mail"
        })
    
    	sets.defense.MDT = sets.defense.PDT
    
    	sets.Kiting = {legs="Crimson Cuisses"}
    
    	sets.Reraise = {head="Twilight Helm",body="Twilight Mail"}
    
    	-- Engaged sets
    
    	-- Variations for TP weapon and (optional) offense/defense modes.  Code will fall back on previous
    	-- sets if more refined versions aren't defined.
    	-- If you create a set with both offense and defense modes, the offense mode should be first.
    	-- EG: sets.engaged.Dagger.Accuracy.Evasion
    	
    	-- Normal melee group
    	sets.engaged = {
            ammo="Hagneia Stone",
    		head="Otomi Helm",neck="Asperity Necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring",
    		body="Xaddi Mail",hands="Cizin Mufflers",ring1="Rajas Ring",ring2="K'ayres Ring",
    		back="Atheling Mantle",waist="Windbuffet Belt",legs="Cizin Breeches",feet="Mikinaak Greaves"}
    
    	sets.engaged.Mid = set_combine(sets.engaged, {
            head="Yaoyotl Helm",
            ear1="Zennaroi Earring",
            ring2="Ramuh Ring +1"
        })
    
    	sets.engaged.Acc = set_combine(sets.engaged.Mid, {
            neck="Iqabi Necklace",
            hands="Buremte Gloves",
            waist="Olseni Belt",
            ring1="Mars's Ring",
            back="Updraft Mantle"
        })
    
        sets.engaged.PDT = set_combine(sets.engaged, {
            head="Ighwa Cap",
            neck="Twilight Torque",
            body="Cizin Mail +1",
            ring2="Patricius Ring",
            hands="Cizin Mufflers +1",
            back="Repulse Mantle",
            legs="Cizin Breeches +1",
            feet="Cizin Greaves +1"
        })
    	sets.engaged.Mid.PDT = set_combine(sets.engaged.Mid, {
            head="Ighwa Cap",
            ring2="Patricius Ring",
            body="Cizin Mail +1",
            hands="Cizin Mufflers +1",
            back="Repulse Mantle",
            legs="Cizin Breeches +1",
        })
    	sets.engaged.Acc.PDT = set_combine(sets.engaged.Acc, {
            head="Ighwa Cap",
            ring2="Patricius Ring",
            body="Cizin Mail +1",
            hands="Cizin Mufflers +1",
            back="Repulse Mantle",
            legs="Cizin Breeches +1",
        })
    
        sets.engaged.War = set_combine(sets.engaged, {
            --head="Yaoyotl Helm",
            feet="Mikinaak Greaves",
            ring2="K'ayres Ring"
        })
        sets.engaged.War.Mid = sets.engaged.Mid
    
    	sets.engaged.Reraise = set_combine(sets.engaged, {
    		head="Twilight Helm",
    		body="Twilight Mail"
        })
    
    	sets.engaged.Acc.Reraise = sets.engaged.Reraise
    	
    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 target handling to be done.
    function job_pretarget(spell, action, spellMap, eventArgs)
        if spell.english == "Spirit Jump" then
            if not pet.isvalid then
                cancel_spell()
                send_command('Jump')
            end
        elseif spell.english == "Soul Jump" then
            if not pet.isvalid then
                cancel_spell()
                send_command("High Jump")
            end
        end
    end
    
    -- 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)
    end
    
    -- Run after the default precast() is done.
    -- eventArgs is the same one used in job_precast, in case information needs to be persisted.
    function job_post_precast(spell, action, spellMap, eventArgs)
    	if player.hpp < 51 then
    		classes.CustomClass = "Breath" 
    	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)
    	    if player.hpp < 51 then
    		    classes.CustomClass = "Breath" 
    	    end
    	end
    end
    
    -- Run after the default midcast() is done.
    -- eventArgs is the same one used in job_midcast, in case information needs to be persisted.
    function job_post_midcast(spell, action, spellMap, eventArgs)
    end
    
    function job_pet_precast(spell, action, spellMap, eventArgs)
    end
    -- Runs when a pet initiates an action.
    -- Set eventArgs.handled to true if we don't want any automatic gear equipping to be done.
    function job_pet_midcast(spell, action, spellMap, eventArgs)
        if spell.english:startswith('Healing Breath') or spell.english == 'Restoring Breath' or spell.english == 'Steady Wing' or spell.english == 'Smiting Breath' then
    		equip(sets.HB)
    	end
    end
    
    -- Run after the default pet midcast() is done.
    -- eventArgs is the same one used in job_pet_midcast, in case information needs to be persisted.
    function job_pet_post_midcast(spell, action, spellMap, eventArgs)
    	
    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.HybridMode.value == 'Reraise' or
        (state.HybridMode.value == 'Physical' and state.PhysicalDefenseMode.value == 'Reraise') then
    		equip(sets.Reraise)
    	end
    end
    
    -- Run after the default aftercast() is done.
    -- eventArgs is the same one used in job_aftercast, in case information needs to be persisted.
    function job_post_aftercast(spell, action, spellMap, eventArgs)
    
    end
    
    -- Set eventArgs.handled to true if we don't want any automatic gear equipping to be done.
    function job_pet_aftercast(spell, action, spellMap, eventArgs)
    
    end
    
    -- Run after the default pet aftercast() is done.
    -- eventArgs is the same one used in job_pet_aftercast, in case information needs to be persisted.
    function job_pet_post_aftercast(spell, action, spellMap, eventArgs)
    
    end
    
    
    -------------------------------------------------------------------------------------------------------------------
    -- Customization hooks for idle and melee sets, after they've been automatically constructed.
    -------------------------------------------------------------------------------------------------------------------
    
    -- Called before the Include starts constructing melee/idle/resting sets.
    -- Can customize state or custom melee class values at this point.
    -- Set eventArgs.handled to true if we don't want any automatic gear equipping to be done.
    function job_handle_equipping_gear(status, eventArgs)
    
    end
    
    -- 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, spellMap)
    
    end
    
    -- Modify the default idle set after it was constructed.
    function customize_idle_set(idleSet)
        if player.hpp < 90 then
            idleSet = set_combine(idleSet, sets.idle.Regen)
        end
    	return idleSet
    end
    
    -- Modify the default melee set after it was constructed.
    function customize_melee_set(meleeSet)
    	if state.TreasureMode.value == 'Fulltime' then
    		meleeSet = set_combine(meleeSet, sets.TreasureHunter)
    	end
        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 the player's pet's status changes.
    function job_pet_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)
        if string.lower(buff) == "sleep" and gain and player.hp > 200 then
            equip(sets.Berserker)
        else
            if not midaction() then
                handle_equipping_gear(player.status)
            end
        end
    end
    
    function job_update(cmdParams, eventArgs)
        war_sj = player.sub_job == 'WAR' or false
    	classes.CustomMeleeGroups:clear()
    	th_update(cmdParams, eventArgs)
    	get_combat_form()
    end
    -------------------------------------------------------------------------------------------------------------------
    -- User code that supplements self-commands.
    -------------------------------------------------------------------------------------------------------------------
    
    -- Called for custom player commands.
    function job_self_command(cmdParams, eventArgs)
    
    end
    
    function get_combat_form()
    	--if areas.Adoulin:contains(world.area) and buffactive.ionis then
    	--	state.CombatForm:set('Adoulin')
    	--end
    
        if war_sj then
            state.CombatForm:set("War")
        else
            state.CombatForm:reset()
        end
    end
    
    
    -- Job-specific toggles.
    function job_toggle(field)
    
    end
    
    -- Handle auto-targetting based on local setup.
    function job_auto_change_target(spell, action, spellMap, eventArgs)
    
    end
    
    -- Set eventArgs.handled to true if we don't want the automatic display to be run.
    function display_current_job_state(eventArgs)
    
    end
    
    -------------------------------------------------------------------------------------------------------------------
    -- Utility functions specific to this job.
    -------------------------------------------------------------------------------------------------------------------
    -- State buff checks that will equip buff gear and mark the event as handled.
    function check_buff(buff_name, eventArgs)
        if state.Buff[buff_name] then
                equip(sets.buff[buff_name] or {})
            if state.TreasureMode.value == 'SATA' or state.TreasureMode.value == 'Fulltime' then
                equip(sets.TreasureHunter)
            end
            eventArgs.handled = true
        end
    end
    -- Check for various actions that we've specified in user code as being used with TH gear.
    -- This will only ever be called if TreasureMode is not 'None'.
    -- Category and Param are as specified in the action event packet.
    function th_action_check(category, param)
    	if category == 2 or -- any ranged attack
    		--category == 4 or -- any magic action
    		(category == 3 and param == 30) or -- Aeolian Edge
    		(category == 6 and info.default_ja_ids:contains(param)) or -- Provoke, Animated Flourish
    		(category == 14 and info.default_u_ja_ids:contains(param)) -- Quick/Box/Stutter Step, Desperate/Violent Flourish
    		then return true
    	end
    end
    -- Select default macro book on initial load or subjob change.
    function select_default_macro_book()
        -- Default macro set/book
        if player.sub_job == 'WAR' then
        	set_macro_page(1, 10)
        elseif player.sub_job == 'WHM' then
        	set_macro_page(1, 10)
        else
        	set_macro_page(1, 10)
        end
    end
    You made a typo error. So no it won't equip: sets.midcast.Breath = set_combine(sets.midcast.FastRecast, { head="PteroslaverPteroslaver Armet" })

  5. #3705
    Puppetmaster
    Join Date
    Jan 2014
    Posts
    59
    BG Level
    2

    Quote Originally Posted by JetEnduro View Post
    looking at the file it's supposed to use af3+2 body on vs/ascetic's if you've connected >5 with fodder set or >8 with all else. There's no mythic AM3 rule in there. I guess i'll check out bokura's.
    With Motes, just as anyone else's GS, You can add your own rules once you know where to place them.
    Code:
    if buffactive['Aftermath: Lv.3'] then
        -- add whatever rule here
    end
    Speaking of AM3... Not many know this but Mote wrote a nice utility code for handling customized Timers for Aftermath 1, 2 and 3. The rules are handled in Mote-Utility.lua. Just add the following lines to your job_precast and job_aftercast functions.
    Code:
    function job_precast(spell, action, spellMap, eventArgs)
        custom_aftermath_timers_precast(spell)
    end
    
    function job_aftercast(spell, action, spellMap, eventArgs)
        custom_aftermath_timers_aftercast(spell)
    end

  6. #3706
    New Merits
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    Bismarck

    Quote Originally Posted by Quixacotl View Post
    With Motes, just as anyone else's GS, You can add your own rules once you know where to place them.
    Code:
    if buffactive['Aftermath: Lv.3'] then
        -- add whatever rule here
    end
    Speaking of AM3... Not many know this but Mote wrote a nice utility code for handling customized Timers for Aftermath 1, 2 and 3. The rules are handled in Mote-Utility.lua. Just add the following lines to your job_precast and job_aftercast functions.
    Code:
    function job_precast(spell, action, spellMap, eventArgs)
        custom_aftermath_timers_precast(spell)
    end
    
    function job_aftercast(spell, action, spellMap, eventArgs)
        custom_aftermath_timers_aftercast(spell)
    end
    Thanks! I'll try this and your earlier suggestion later when I get home.

  7. #3707
    Fake Numbers
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    Asura

    I have no idea where to start with gavialis helm. Can anyone tell me?

  8. #3708
    Bagel
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    Quote Originally Posted by Patsu View Post
    I have no idea where to start with gavialis helm. Can anyone tell me?
    what are you thinking about doing with it??

    if you want to figure out weather the day is correct as to weather you should equip it use this
    Code:
    if spell.type == 'WeaponSkill' and spell.element == world.day_element then

  9. #3709
    Fake Numbers
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    Quote Originally Posted by dlsmd View Post
    what are you thinking about doing with it??

    if you want to figure out weather the day is correct as to weather you should equip it use this
    Code:
    if spell.type == 'WeaponSkill' and spell.element == world.day_element then
    I want to make it equip gavialis helm when the days allign.

  10. #3710
    Bagel
    Join Date
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    Quote Originally Posted by Patsu View Post
    I want to make it equip gavialis helm when the days allign.
    if its just for this part
    Elemental weapon skill damage +30 depending on day
    then what i posted will suffice but only with these jobs WAR PLD DRK BST SAM NIN DRG

    unless you want to figure it with Liquefaction/Fusion/Scission/Gravitation/Reverberation/Distortion/Detonation/Fragmentation/Induration/Impaction/Transfixion/Compression

    then this how you do it

    Code:
    check_ws_by_day = {
    Firesday=S{'Liquefaction','Fusion','Light'},
    Earthsday=S{'Scission','Gravitation','Darkness'},
    Watersday=S{'Reverberation','Distortion','Darkness'},
    Windsday=S{'Detonation','Fragmentation','Light'},
    Iceday=S{'Induration','Distortion','Darkness'},
    Lightningday=S{'Impaction','Fragmentation','Light'},
    Lightsday=S{'Transfixion','Fusion','Light'},
    Darksday=S{'Compression','Gravitation','Darkness'},}
    
    if spell.type == 'WeaponSkill' and (check_ws_day[world.day]:contains(spell.skillchain_a) 
        or check_ws_day[world.day]:contains(spell.skillchain_b) 
        or check_ws_day[world.day]:contains(spell.skillchain_c)) then
    the above code is untested

  11. #3711
    Fake Numbers
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    Quote Originally Posted by dlsmd View Post
    if its just for this part
    Elemental weapon skill damage +30 depending on day
    then what i posted will suffice but only with these jobs WAR PLD DRK BST SAM NIN DRG

    unless you want to figure it with Liquefaction/Fusion/Scission/Gravitation/Reverberation/Distortion/Detonation/Fragmentation/Induration/Impaction/Transfixion/Compression

    then this how you do it

    Code:
    check_ws_by_day = {
    Firesday=S{'Liquefaction','Fusion','Light'},
    Earthsday=S{'Scission','Gravitation','Darkness'},
    Watersday=S{'Reverberation','Distortion','Darkness'},
    Windsday=S{'Detonation','Fragmentation','Light'},
    Iceday=S{'Induration','Distortion','Darkness'},
    Lightningday=S{'Impaction','Fragmentation','Light'},
    Lightsday=S{'Transfixion','Fusion','Light'},
    Darksday=S{'Compression','Gravitation','Darkness'},}
    
    if spell.type == 'WeaponSkill' and (check_ws_day[world.day]:contains(spell.skillchain_a) 
        or check_ws_day[world.day]:contains(spell.skillchain_b) 
        or check_ws_day[world.day]:contains(spell.skillchain_c)) then
    the above code is untested
    Where would I put that? Motesinclude?

  12. #3712
    Bagel
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    Quote Originally Posted by Patsu View Post
    Where would I put that? Motesinclude?
    this can be used in mots includes,my includes, and basic gearswap files just driop it in but you need to add the equip() and end and i recomend you put the table ware ever you put all you other tables
    (i did not include the equip() end because with out knowing how your is set up it could be over written vary easy)

    equip types used by includes
    mote=?(i have no clue how any of motes includes work not saying i could not figure it out just never tried)
    mine=dynamic and basic
    bacic gs=dynamic and basic

  13. #3713
    Fake Numbers
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    Asura

    Thanks, I get check WS day a nil value.

    edit nevermind. you had it ws_by_day in one and ws_day in the other. fixed it works fine thanks!

  14. #3714
    Relic Shield
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    So my gearswap decided to stop functioning on my main after I logged to a mule and back. Kept working on my alt. It was saying a then was expected near = on line 1020 of helper_functions. I went in, changed the = to == and now it's loading and fine. But...I never even opened helper_functions before, how the hell would it get changed?

  15. #3715
    BG Content
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    The update addon downloaded a new version for you with an error in it. I'll fix it.

  16. #3716
    Fake Numbers
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    How would I make it so it changes do different engage sets depending on the shield I'm using? I want to make it so my Aegis and Ochain have different sets depending on which shield is equipped without having to cycle through gearsets.

  17. #3717
    Puppetmaster
    Join Date
    Jan 2014
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    Quote Originally Posted by Patsu View Post
    How would I make it so it changes do different engage sets depending on the shield I'm using? I want to make it so my Aegis and Ochain have different sets depending on which shield is equipped without having to cycle through gearsets.
    Code:
    function init_gear_sets()
        sets.engaged.Ochain = {Ochain stuff}
        sets.engaged.Aegis = {Aegis stuff}
        -- stuff
    end
    
    -- Modify the default melee set after it was constructed.
    function customize_melee_set(meleeSet)
        if player.equipment.sub == "Ochain" then
            meleeSet = set_combine(meleeSet, sets.engaged.Ochain)
        elseif player.equipment.sub == "Aegis" then
            meleeSet = set_combine(meleeSet, sets.engaged.Aegis)
        end
    
        return meleeSet
    end

  18. #3718
    Bagel
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    Quote Originally Posted by Quixacotl View Post
    Code:
    function init_gear_sets()
        sets.engaged.Ochain = {Ochain stuff}
        sets.engaged.Aegis = {Aegis stuff}
        -- stuff
    end
    
    -- Modify the default melee set after it was constructed.
    function customize_melee_set(meleeSet)
        if player.equipment.sub == "Ochain" then
            meleeSet = set_combine(meleeSet, sets.engaged.Ochain)
        elseif player.equipment.sub == "Aegis" then
            meleeSet = set_combine(meleeSet, sets.engaged.Aegis)
        end
    
        return meleeSet
    end
    for basic gs builds use
    Code:
        sets.engaged = {}
        sets.engaged.Basic = {basic engaged gear}--base engaged set here
        sets.engaged.Ochain = {Ochain engaged gear}--only put the different ger here
        sets.engaged.Aegis = {Aegis engaged gear}--only put the different ger here
    
        
        if new=='Engaged' then
            if player.equipment.sub == "Ochain" then
                equip(sets.engaged.Basic,sets.engaged.Ochain)
            elseif player.equipment.sub == "Aegis" then
                equip(sets.engaged.Basic,sets.engaged.Aegis)
            else
                equip(sets.engaged.Basic)
            end
        end
    
    or
    
        sets.engaged = {}
        sets.engaged.Basic = {basic engaged gear}--base engaged set here
        sets.engaged.Ochain = set_combine(sets.engaged.Basic, {Ochain engaged gear})
        sets.engaged.Aegis = set_combine(sets.engaged.Basic, {Aegis engaged gear})
    
        
        if new=='Engaged' then
            if player.equipment.sub == "Ochain" then
                equip(sets.engaged.Ochain)
            elseif player.equipment.sub == "Aegis" then
                equip(sets.engaged.Aegis)
            else
                equip(sets.engaged.Basic)
            end
        end
    this is your preference

  19. #3719
    RIDE ARMOR
    Join Date
    Dec 2008
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    FFXI Server
    Bismarck

    Started getting an error last night:

    Gearswap/Gearswap.lua:341: attempt to call global 'debug_mode_chat' (A nil value)

    the funny thing about this error is, it's only happening when i enter salvage. Happened last night, I finished the run without swaps, shut game down and everything was fine.

    Same thing today, enter Salvage, starts this error. Gearswap doesn't crash, b/c i'm still getting stuff in chat when uses Waltz's, it just stops changing gear. It's happening when I select that pathos I want to unlock or when I unlock something via killing a monster and it comes across in chat.

    This is only happening on my MNK lua.

    When I initially load the MNK.lua I get a small error in the chat log that says my job file is out of date and to please update to the latest repository file. Not sure what that means, but I've gotten that same message every time MNK.lua loads and never had the issue i'm having now. Any help is appreciated.

  20. #3720
    BG Content
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    Lakshmi
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    Well, it indicates that somehow you didn't get an updated gearswap.lua despite successfully getting an updated helper_functions.lua. Replace your gearswap.lua with this:
    https://www.dropbox.com/s/12yu4ayhka...rswap.lua?dl=0

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