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  1. #4361
    Hydra
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    Quetzalcoatl

    Quote Originally Posted by SathFenrir View Post
    Just started dicking around with NIN GS, I picked up the one from the shop thread and modified it, but I guess I haven't modified it correctly. Trying to get auto-update rules for varying types of magic haste (haste, haste 2, marches, etc) and it doesn't seem to be working.

    Code:
    function determine_haste_group()
        classes.CustomMeleeGroups:clear()
        
        if buffactive.haste == 2 and buffactive.march or buffactive.haste == 2 and buffactive.march == 2 then
            classes.CustomMeleeGroups:append('MaxHaste')
        elseif buffactive.march == 2 and buffactive.haste then
            classes.CustomMeleeGroups:append('MaxHaste')
        elseif buffactive.march and buffactive.haste and buffactive['haste samba'] then
            classes.CustomMeleeGroups:append('HighHaste')
        elseif buffactive.march == 2 and buffactive.march then
            classes.CustomMeleeGroups:append('HighHaste')
    	elseif buffactive.haste == 2 then
            classes.CustomMeleeGroups:append('HighHaste')
        end
    end
    When I have haste 2 on it still equips my normal engaged set, not my "HighHaste" set. Any thoughts?
    My NIN lua has a toggle for when haste2 is being cast, if you want to take a look. It's clunky sometimes, but most of the time I find it easy enough to use.

    note, if you decide to use my lua, you'll also need my User-Globals.lua in your data folder. It has functions for reive neck, and gav helm that all my luas share.

  2. #4362
    Hydra
    Join Date
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    could someone tell me if I can do something like this with my code.

    I have a table called elements.ancient_magic.restrictions, and I want the content of this table to be dynamic, meaning that the value isn't staticly declared.

    could I do this?

    Code:
    elements.ancient_magic.restrictions.Light = {condition = function() return S{player.main_job, player.sub_job}:contains("WHM") end}

  3. #4363
    Bagel
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    Quote Originally Posted by Shadowmeld View Post
    could someone tell me if I can do something like this with my code.

    I have a table called elements.ancient_magic.restrictions, and I want the content of this table to be dynamic, meaning that the value isn't staticly declared.

    could I do this?

    Code:
    elements.ancient_magic.restrictions.Light = {condition = function() return S{player.main_job, player.sub_job}:contains("WHM") end}
    yes
    but that should only return true(if your a WHM main/sub) if you call it like this
    elements.ancient_magic.restrictions.Light.conditio n()

  4. #4364
    RIDE ARMOR
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    Lakshmi
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    Gorgonnash

    Thanks everyone for the help with the obi code.

    Right now I'm trying to create a working way to switch to blu's af hat when monster correlation is appropriate. The tables are all made, but the only problem I'm having right now is not being able to redefine a global variable in either midcast or precast functions.

    Code:
    function get_sets()
    bluehead = {"Luh. Keffiyeh +1", "Assim. Keffiyeh +1","Helios Band"}
    bluehead_ind = 1
    
    sets.blue = set_combine(sets.engaged, {
    ammo="Mavi Tathlum",
    head=bluehead[bluehead_ind];neck="Mavi Scarf",ear2="Steelflash Earring",
    body="Assim. Jubbah +1",hands="Hashi. Bazu. +1",ring1="Renaye Ring",
    back="Cornflower Cape",waist="Virtuoso Belt",legs="Hashishin Tayt +1",feet="Luhlaza Charuqs +1"})
    
    end
    
    function midcast(spell)
    
    if spell.skill == "Blue Magic" then
    	if eco_weakagainst[target_type[target_type_index]]:contains(spell.english) then
    		bluehead_ind = 2
    		add_to_chat(100,'> > > > Monster Correlation! < < < <')
    	else
    		bluehead_ind = 1
    	end
    	equip(sets.blue)
    end
    end
    Its printing the message fine under appropriate conditions, but wont change the variable under either.

  5. #4365
    Relic Shield
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    Wait I didnt know you could somehow differientiate (SP) on mob types (in regards to monster correlation). I knew you could do like if monster == tiamat type stuff though. more info on this would be awesome sauce!

  6. #4366
    Bagel
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    Quote Originally Posted by Trumpy View Post
    Wait I didnt know you could somehow differientiate (SP) on mob types (in regards to monster correlation). I knew you could do like if monster == tiamat type stuff though. more info on this would be awesome sauce!
    you can and you cant with this
    spell.target.race
    spell.target.race_id
    but we dont know them all at lest i dont think so
    but ill check on something tomorrow

  7. #4367
    Relic Shield
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    Would the "races" we do know be listed in one of the resource files? When I made my last post I had looked in there and didnt see anything monsterish.

  8. #4368
    RIDE ARMOR
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    Lakshmi
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    Gorgonnash

    well heres how im doing it, nothing to do with spell.target_race

    Code:
    send_command('bind f8 gs c toggle mob type')
    
    bluehead = {"Luh. Keffiyeh +1", "Assim. Keffiyeh +1","Helios Band"}
    bluehead_ind = 1
    
    sets.blue = {
    ammo="Mavi Tathlum",
    head=bluehead[bluehead_ind];neck="Mavi Scarf",ear1="Heartseeker Earring",ear2="Steelflash Earring",
    body="Assim. Jubbah +1",hands="Hashi. Bazu. +1",ring1="Renaye Ring",ring2="Rajas Ring",
    back="Cornflower Cape",waist="Virtuoso Belt",legs="Hashishin Tayt +1",feet="Luhlaza Charuqs +1"}
    
    --Blue spell ecosystem tables--
    
    --Beast > Lizard > Vermin > Plantoid > Beast--
    
    blue_eco_Beast = S{
    "Foot Kick","Claw Cyclone","Asuran Claws","Ram Charge","Sweeping Gouge","Lowing","Heat Breath","Chaotic Eye",
    "Voracious Trunk","Charged Whisker","Sheep Song","Blank Gaze","Gates of Hades","Polar Roar","Thunderbolt"}
    
    blue_eco_Lizard = S{
    "Delta Thrust","Infrasonics","Frost Breath","Embalming Earth","Awful Eye","Regurgitation","Demoralizing Roar","Geist Wall",
    "Blistering Roar"}
    
    blue_eco_Vermin = S{
    "Power Attack","Mandibular Bite","Sickle Slash","Death Scissors","Spiral Spin","Cannonball","Final Sting","Sudden Lunge",
    "Thermal Pulse","Tem. Upheaval","Filamented Hold","Cursed Sphere","Palling Salvo","Droning Whirlwind"}
    
    blue_eco_Plantoid = S{
    "Sprout Smack","Wild Oats","Queasyshroom","Pinecomb Bomb","Uppercut","Seedspray","Leafstorm","Bad Breath","Cimicine Discharge",
    "Nectarous Deluge","1000 Needles","Retinal Glare","Soporific","Dream Flower","Uproot"}
    
    
    --Amorph > Bird > Aquan > Amorph--
    
    blue_eco_Amorph = S{
    "Amorphic Spikes","Sandspin","Corrosive Ooze","Foul Waters","Death Ray","Digest","MP Drainkiss"}
    
    blue_eco_Bird = S{
    "Helldive","Jet Stream","Sound Blast","Feather Tickle","Reaving Wind","Molting Plumage","Yawn","Blood Drain","Jettatura",
    "Crashing Thunder"}
    
    blue_eco_Aquan = S{
    "Screwdriver","Sub-zero Smash","Venom Shell","Maelstrom","Rending Deluge"}
    
    
    --Undead <==> Arcana--
    
    blue_eco_Undead = S{
    "Terror Touch","Dimensional Death","Spinal Cleave","Barbed Crescent","Stinking Gas","Poison Breath","Blood Saber",
    "Atra. Libations","Bloodrake"}
    
    blue_eco_Dragon = S{
    "Bludgeon","Smite of Rage","Whirl of Rage","Heavy Strike","Sinker Drill","Self-Destruct","Ice Break","Cold Wave",
    "Mysterious Light","Subduction","Blitzstrahl","Tourbillion"}
    
    
    --Demon <==> Dragon--
    
    blue_eco_Demon = S{
    "Frenetic Rip","Quadrastrike","Frightful Roar","Hecatomb Wave","Mind Blast","Eyes On Me","Mortal Ray","Dark Orb",
    "Bilgestorm"}
    
    blue_eco_Dragon = S{
    "Body Slam","Wind Breath","Thunder Breath","Radiant Breath","Absolute Terror"}
    
    
    --Luminian <==> Luminion--
    
    blue_eco_Luminian = S{
    "Disseverment","Vertical Cleave","Temporal Shift","Vapor Spray"}
    
    blue_eco_Luminion = S{
    "Actinic Burst"}
    
    
    --Beastmen <==> Humanoid--
    
    blue_eco_Beastmen = S{
    "Battle Dance","Head Butt","Feather Storm","Grand Slam","Frypan","Hydro Shot","Tail Slap","Hysteric Barrage","Goblin Rush",
    "Glutinous Dart","Thrashing Assault","Saurian Slide","Blastbomb","Bomb Toss","Firespit","Flying Hip Press","Magnetite Cloud",
    "Water Bomb","Light of Penance","Magic Hammer","Sandspray","Enervation","Evryone. Grudge"}
    
    
    --Empty <==> Voragean? Maybe?--
    
    blue_eco_Empty = S{
    "Vanity Dive","Quad. Continuum","Empty Thrash","Auroral Drape"}
    
    blue_eco_Voragean = S{
    "Benthic Typhoon","Blazing Bound","Acrid Stream","Osmosis"}
    
    
    --Fuck, I dont know--
    
    blue_eco_Archaic = S{
    "Rail Cannon","Diffusion Ray"}
    
    blue_eco_Elemental = S{
    "Paralyzing Triad","Searing Tempest","Spectral Floe","Silent Storm","Entomb","Anvil Lightning","Scouring Spate",
    "Blinding Fulgor","Tenebral Crush"}
    
    
    --Because syntax--
    
    blue_eco_Unspecified = S{}
    
    
    eco_weakagainst = {["Beast"]=blue_eco_Plantoid;["Lizard"]=blue_eco_Beast;["Vermin"]=blu_eco_Lizard;["Plantoid"]=blue_eco_Vermin;
    ["Amorph"]=blue_eco_Aquan;["Bird"]=blue_eco_Amorph;["Aquan"]=blue_eco_Bird;
    ["Undead"]=blue_eco_Arcana;["Arcana"]=blue_eco_Undead;
    ["Demon"]=blue_eco_Dragon;["Dragon"]=blue_eco_Demon;
    ["Luminian"]=blue_eco_Luminion;["Luminion"]=blue_eco_Luminian;
    ["Beastmen"]=blue_eco_Humanoid;["Humanoid"]=blue_eco_Beastmen;
    ["Empty"]=blue_eco_Voragean;["Voragean"]=blue_eco_Empty;
    ["Unspecified"]=blue_eco_Unspecified;["Elemental"]=blue_eco_Unspecified}
    
    target_type = {'Unspecified','Beast','Plantoid','Amorph','Bird','Aquan','Undead','Dragon'}
    
    -- target_type = {'Unspecified','Beast','Lizard','Vermin','Plantoid','Amorph','Bird','Aquan','Undead','Arcana','Demon','Dragon', --
    -- 'Luminian','Luminion','Beastmen','Humanoid','Empty','Voragean','Elemental'} --
    target_type_index = 1
    
    
    
    function midcast(spell)
    	if spell.skill == "Blue Magic" then
    		if eco_weakagainst[target_type[target_type_index]]:contains(spell.english) then
    			bluehead_ind = 2
    			add_to_chat(100,'> > > > Monster Correlation! < < < <')
    		else
    			bluehead_ind = 1
    		end
    
    
    function self_command(command)
    	if command == 'toggle mob type' then
    		target_type_index = target_type_index +1
    		if target_type_index > #target_type then
    			target_type_index = 1
    		end
    
    		add_to_chat(100,'> > > > Target type = '..(target_type[target_type_index])..' < < < <')
    	end
    i just cant seem to get my variable "bluehead_ind" to change value outside of initially being defined

  9. #4369
    Bagel
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    Quote Originally Posted by Trumpy View Post
    Would the "races" we do know be listed in one of the resource files? When I made my last post I had looked in there and didnt see anything monsterish.
    yes its in races.lua and here thay are

    Code:
    [0] = {id=0,en="Precomposed NPC",ja="合成済みのNPC",gender="None"},
        [1] = {id=1,en="Hume ♂",ja="ヒューム♂",gender="♂"},
        [2] = {id=2,en="Hume ♀",ja="ヒューム♀",gender="♀"},
        [3] = {id=3,en="Elvaan ♂",ja="エㇽバン♂",gender="♂"},
        [4] = {id=4,en="Elvaan ♀",ja="エㇽバン♀",gender="♀"},
        [5] = {id=5,en="Tarutaru ♂",ja="タルタル♂",gender="♂"},
        [6] = {id=6,en="Tarutaru ♀",ja="タルタル♀",gender="♀"},
        [7] = {id=7,en="Mithra",ja="ミスラ",gender="♀"},
        [8] = {id=8,en="Galka",ja="ガㇽカ",gender="♂"},
        [29] = {id=29,en="Mithra Child",ja="ミスラの子",gender="♀"},
        [30] = {id=30,en="Elvaan Hume Child ♀",ja="エㇽ・ヒュームの子♀",gender="♀"},
        [31] = {id=31,en="Elvaan Hume Child ♂",ja="エㇽ・ヒュームの子♂",gender="♂"},
        [32] = {id=32,en="Chocobo Rounsey",ja="チョコボ黄",gender="None"},
        [33] = {id=33,en="Chocobo Destrier",ja="チョコボ黒",gender="None"},
        [34] = {id=34,en="Chocobo Palfrey",ja="チョコボ赤",gender="None"},
        [35] = {id=35,en="Chocobo Courser",ja="チョコボ青",gender="None"},
        [36] = {id=36,en="Chocobo Jennet",ja="チョコボ緑",gender="None"},
    but im thinking that spell.target.mob_type might be the echo systems
    i.e.
    Code:
    0="UNK",
    1="AMORPH",
    2="AQUAN",
    3="ARCANA",
    4="ARCHAICMACHINE",
    5="AVATAR",
    6="BEAST",
    7="BEASTMEN",
    8="BIRD",
    9="DEMON",
    10="DRAGON",
    11="ELEMENTAL",
    12="EMPTY",
    13="HUMANOID",
    14="LIZARD",
    15="LUMORIAN",
    16="LUMINION",
    17="PLANTOID",
    18="UNCLASSIFIED",
    19="UNDEAD",
    20="VERMIN",
    21="VORAGEAN"
    if im right that would be awesome
    well it only shows mob_type as nil so eather the data was removed or the location has changed

  10. #4370
    Relic Shield
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    Yea in the variables file it says "no one knows what this does yet" for the spell.target.mob_type. I always wondered if someone could make that variable do somethign specific like mob types. Or why it exists and nobody know what it does. Just a curiosity I guess for me.

    Where did you get the list of numbers 0-21 meaning mob types?

    I cant remember what I wanted to do but along time ago I wanted to do something when a target was undead. I have no idea what it was now though. It could have been something like convert drain samba into haste (or something else that didnt work on undead) or something for whm (maybe for banish spell). Ugh its frustrating to not be able to remember.

  11. #4371
    Bagel
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    Quote Originally Posted by Trumpy View Post
    Yea in the variables file it says "no one knows what this does yet" for the spell.target.mob_type. I always wondered if someone could make that variable do somethign specific like mob types. Or why it exists and nobody know what it does. Just a curiosity I guess for me.

    Where did you get the list of numbers 0-21 meaning mob types?

    I cant remember what I wanted to do but along time ago I wanted to do something when a target was undead. I have no idea what it was now though. It could have been something like convert drain samba into haste (or something else that didnt work on undead) or something for whm (maybe for banish spell). Ugh its frustrating to not be able to remember.
    i got those ids from the darkstar project

  12. #4372
    RIDE ARMOR
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    Lakshmi
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    Gorgonnash

    Is it not possible to redefine a global variable in precast/midcast functions or am i just doing something extremely wrong?

  13. #4373
    Bagel
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    you can redefine a global variable anywhere only local variables can only be defined in the function there in
    please post you code so we can see whats going on

  14. #4374
    RIDE ARMOR
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    Gorgonnash

    Quote Originally Posted by dlsmd View Post
    you can redefine a global variable anywhere only local variables can only be defined in the function there in
    please post you code so we can see whats going on
    posting agian
    Code:
    send_command('bind f8 gs c toggle mob type')
    
    bluehead = {"Luh. Keffiyeh +1", "Assim. Keffiyeh +1","Helios Band"}
    bluehead_ind = 1
    
    sets.blue = {
    ammo="Mavi Tathlum",
    head=bluehead[bluehead_ind];neck="Mavi Scarf",ear1="Heartseeker Earring",ear2="Steelflash Earring",
    body="Assim. Jubbah +1",hands="Hashi. Bazu. +1",ring1="Renaye Ring",ring2="Rajas Ring",
    back="Cornflower Cape",waist="Virtuoso Belt",legs="Hashishin Tayt +1",feet="Luhlaza Charuqs +1"}
    
    --Blue spell ecosystem tables--
    
    --Beast > Lizard > Vermin > Plantoid > Beast--
    
    blue_eco_Beast = S{
    "Foot Kick","Claw Cyclone","Asuran Claws","Ram Charge","Sweeping Gouge","Lowing","Heat Breath","Chaotic Eye",
    "Voracious Trunk","Charged Whisker","Sheep Song","Blank Gaze","Gates of Hades","Polar Roar","Thunderbolt"}
    
    blue_eco_Lizard = S{
    "Delta Thrust","Infrasonics","Frost Breath","Embalming Earth","Awful Eye","Regurgitation","Demoralizing Roar","Geist Wall",
    "Blistering Roar"}
    
    blue_eco_Vermin = S{
    "Power Attack","Mandibular Bite","Sickle Slash","Death Scissors","Spiral Spin","Cannonball","Final Sting","Sudden Lunge",
    "Thermal Pulse","Tem. Upheaval","Filamented Hold","Cursed Sphere","Palling Salvo","Droning Whirlwind"}
    
    blue_eco_Plantoid = S{
    "Sprout Smack","Wild Oats","Queasyshroom","Pinecomb Bomb","Uppercut","Seedspray","Leafstorm","Bad Breath","Cimicine Discharge",
    "Nectarous Deluge","1000 Needles","Retinal Glare","Soporific","Dream Flower","Uproot"}
    
    
    --Amorph > Bird > Aquan > Amorph--
    
    blue_eco_Amorph = S{
    "Amorphic Spikes","Sandspin","Corrosive Ooze","Foul Waters","Death Ray","Digest","MP Drainkiss"}
    
    blue_eco_Bird = S{
    "Helldive","Jet Stream","Sound Blast","Feather Tickle","Reaving Wind","Molting Plumage","Yawn","Blood Drain","Jettatura",
    "Crashing Thunder"}
    
    blue_eco_Aquan = S{
    "Screwdriver","Sub-zero Smash","Venom Shell","Maelstrom","Rending Deluge"}
    
    
    --Undead <==> Arcana--
    
    blue_eco_Undead = S{
    "Terror Touch","Dimensional Death","Spinal Cleave","Barbed Crescent","Stinking Gas","Poison Breath","Blood Saber",
    "Atra. Libations","Bloodrake"}
    
    blue_eco_Dragon = S{
    "Bludgeon","Smite of Rage","Whirl of Rage","Heavy Strike","Sinker Drill","Self-Destruct","Ice Break","Cold Wave",
    "Mysterious Light","Subduction","Blitzstrahl","Tourbillion"}
    
    
    --Demon <==> Dragon--
    
    blue_eco_Demon = S{
    "Frenetic Rip","Quadrastrike","Frightful Roar","Hecatomb Wave","Mind Blast","Eyes On Me","Mortal Ray","Dark Orb",
    "Bilgestorm"}
    
    blue_eco_Dragon = S{
    "Body Slam","Wind Breath","Thunder Breath","Radiant Breath","Absolute Terror"}
    
    
    --Luminian <==> Luminion--
    
    blue_eco_Luminian = S{
    "Disseverment","Vertical Cleave","Temporal Shift","Vapor Spray"}
    
    blue_eco_Luminion = S{
    "Actinic Burst"}
    
    
    --Beastmen <==> Humanoid--
    
    blue_eco_Beastmen = S{
    "Battle Dance","Head Butt","Feather Storm","Grand Slam","Frypan","Hydro Shot","Tail Slap","Hysteric Barrage","Goblin Rush",
    "Glutinous Dart","Thrashing Assault","Saurian Slide","Blastbomb","Bomb Toss","Firespit","Flying Hip Press","Magnetite Cloud",
    "Water Bomb","Light of Penance","Magic Hammer","Sandspray","Enervation","Evryone. Grudge"}
    
    
    --Empty <==> Voragean? Maybe?--
    
    blue_eco_Empty = S{
    "Vanity Dive","Quad. Continuum","Empty Thrash","Auroral Drape"}
    
    blue_eco_Voragean = S{
    "Benthic Typhoon","Blazing Bound","Acrid Stream","Osmosis"}
    
    
    --Fuck, I dont know--
    
    blue_eco_Archaic = S{
    "Rail Cannon","Diffusion Ray"}
    
    blue_eco_Elemental = S{
    "Paralyzing Triad","Searing Tempest","Spectral Floe","Silent Storm","Entomb","Anvil Lightning","Scouring Spate",
    "Blinding Fulgor","Tenebral Crush"}
    
    
    --Because syntax--
    
    blue_eco_Unspecified = S{}
    
    
    eco_weakagainst = {["Beast"]=blue_eco_Plantoid;["Lizard"]=blue_eco_Beast;["Vermin"]=blu_eco_Lizard;["Plantoid"]=blue_eco_Vermin;
    ["Amorph"]=blue_eco_Aquan;["Bird"]=blue_eco_Amorph;["Aquan"]=blue_eco_Bird;
    ["Undead"]=blue_eco_Arcana;["Arcana"]=blue_eco_Undead;
    ["Demon"]=blue_eco_Dragon;["Dragon"]=blue_eco_Demon;
    ["Luminian"]=blue_eco_Luminion;["Luminion"]=blue_eco_Luminian;
    ["Beastmen"]=blue_eco_Humanoid;["Humanoid"]=blue_eco_Beastmen;
    ["Empty"]=blue_eco_Voragean;["Voragean"]=blue_eco_Empty;
    ["Unspecified"]=blue_eco_Unspecified;["Elemental"]=blue_eco_Unspecified}
    
    target_type = {'Unspecified','Beast','Plantoid','Amorph','Bird','Aquan','Undead','Dragon'}
    
    -- target_type = {'Unspecified','Beast','Lizard','Vermin','Plantoid','Amorph','Bird','Aquan','Undead','Arcana','Demon','Dragon', --
    -- 'Luminian','Luminion','Beastmen','Humanoid','Empty','Voragean','Elemental'} --
    target_type_index = 1
    
    
    
    function midcast(spell)
    	if spell.skill == "Blue Magic" then
    		if eco_weakagainst[target_type[target_type_index]]:contains(spell.english) then
    			bluehead_ind = 2
    			add_to_chat(100,'> > > > Monster Correlation! < < < <')
    		else
    			bluehead_ind = 1
    		end
    
    
    function self_command(command)
    	if command == 'toggle mob type' then
    		target_type_index = target_type_index +1
    		if target_type_index > #target_type then
    			target_type_index = 1
    		end
    
    		add_to_chat(100,'> > > > Target type = '..(target_type[target_type_index])..' < < < <')
    	end
    bluehead_ind wont change values for the sake of equiping gear through equip(sets.blue)
    it always sticks with whatever i put as its value innitially

    i snipped it down to what i thought was important, can post the whole thing if needed

  15. #4375
    Bagel
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    you have to re update the set info
    like this
    Code:
    bluehead = {"Luh. Keffiyeh +1", "Assim. Keffiyeh +1","Helios Band"}
    bluehead_ind = 1
    blue_head = bluehead[bluehead_ind]
    sets.blue = {
    ammo="Mavi Tathlum",
    head=blue_head,neck="Mavi Scarf",ear1="Heartseeker Earring",ear2="Steelflash Earring",
    body="Assim. Jubbah +1",hands="Hashi. Bazu. +1",ring1="Renaye Ring",ring2="Rajas Ring",
    back="Cornflower Cape",waist="Virtuoso Belt",legs="Hashishin Tayt +1",feet="Luhlaza Charuqs +1"}
    
    
    function midcast(spell)
        if spell.skill == "Blue Magic" then
            if eco_weakagainst[target_type[target_type_index]]:contains(spell.english) then
                bluehead_ind = 2
                blue_head = bluehead[bluehead_ind]
                add_to_chat(100,'> > > > Monster Correlation! < < < <')
            else
                bluehead_ind = 1
                blue_head = bluehead[bluehead_ind]
            end
        
        equip(sets.blue)
    this is another way
    Code:
    bluehead = {"Luh. Keffiyeh +1", "Assim. Keffiyeh +1","Helios Band"}
    bluehead_ind = 1
    sets.blue = {
    ammo="Mavi Tathlum",
    neck="Mavi Scarf",ear1="Heartseeker Earring",ear2="Steelflash Earring",
    body="Assim. Jubbah +1",hands="Hashi. Bazu. +1",ring1="Renaye Ring",ring2="Rajas Ring",
    back="Cornflower Cape",waist="Virtuoso Belt",legs="Hashishin Tayt +1",feet="Luhlaza Charuqs +1"}
    
    
    function midcast(spell)
        if spell.skill == "Blue Magic" then
            if eco_weakagainst[target_type[target_type_index]]:contains(spell.english) then
                bluehead_ind = 2
                add_to_chat(100,'> > > > Monster Correlation! < < < <')
            else
                bluehead_ind = 1
            end
        
        equip(sets.blue, {head=bluehead[bluehead_ind]})

  16. #4376
    Bagel
    Join Date
    Dec 2012
    Posts
    1,488
    BG Level
    6

    i modified my last post a little

  17. #4377
    Relic Shield
    Join Date
    Jan 2013
    Posts
    1,868
    BG Level
    6

    So WELFARE you hit a button to match your variable to the mob type you are fighting then? ok, I was wondering.

  18. #4378
    RIDE ARMOR
    Join Date
    Jun 2010
    Posts
    11
    BG Level
    1
    FFXI Server
    Lakshmi
    WoW Realm
    Gorgonnash

    thanks, that fixed it!

  19. #4379
    RIDE ARMOR
    Join Date
    Jun 2010
    Posts
    11
    BG Level
    1
    FFXI Server
    Lakshmi
    WoW Realm
    Gorgonnash

    well, something broke somehow hahahaha
    I think something updated on windower, afterwards my blu af hat code keeps failing because of a "nil value." tried using a slightly older version that worked before, and no go either.

    this line here:
    Code:
    if eco_weakagainst[target_type[target_type_index]]:contains(spell.english) then
    full code:
    Code:
    function get_sets()
    
    include('Modes.lua')
    
    send_command('bind f8 gs c toggle mob type')
    send_command('bind f9 gs c toggle engaged set')
    send_command('bind f10 gs c toggle jp')
    
    function file_unload()
    
    send_command('unbind f8')
    send_command('unbind f9')
    send_command('unbind f10')
    
    end
    
    bluehead_ind = 1
    ring1_ind = 1
    waist_ind = 1
    
    
    --Idle Sets--
    
    sets.idle = {
    ammo="Brigantia Pebble",
    head="Wivre Hairpin",neck="Twilight Torque",ear1="Moonshade Earring",ear2="Ethereal Earring",
    body="Hagondes Coat +1",hands="Taeon Gloves",ring1="Defending Ring",ring2="Renaye Ring",
    back="Umbra Cape",waist="Flume Belt",legs="Desultor Tassets",feet="Taeon Boots"}
    
    sets.idle.normal = set_combine(sets.idle, {})
    
    sets.idle.tank = set_combine(sets.idle, {
    head="Taeon Chapeau",
    ring2="Dark Ring"})
    
    
    --Engaged Sets--
    
    sets.engaged = {
    ammo="Honed Tathlum",
    head="Taeon Chapeau",neck="Asperity Necklace",ear1="Heartseeker Earring",ear2="Dudgeon Earring",
    body="Luhlaza Jubbah +1",hands="Taeon Gloves",ring1="Epona's Ring",ring2="Rajas Ring",
    back="Atheling Mantle",waist="Windbuffet Belt +1",legs="Taeon Tights",feet="Taeon Boots"}
    
    sets.engaged.normal = set_combine(sets.engaged, {})
    
    sets.engaged.tank = set_combine(sets.engaged, {
    neck="Twilight Torque",ear1="Brutal Earring",ear2="Ethereal Earring",
    ring1="Defending Ring",ring2="Dark Ring",
    back="Umbra Cape",waist="Flume Belt"})
    
    
    --Nuke sets--
    
    sets.mab = {
    ammo="Mavi Tathlum",
    head="Helios Band",neck="Eddy Necklace",ear1="Friomisi Earring",ear2="Hecate's Earring",
    body="Hagondes Coat +1",hands="Helios Gloves",ring1="Omega Ring",ring2="Acumen Ring",
    back="Cornflower Cape",waist="Yamabuki-no-Obi",legs="Hagondes Pants +1",feet="Helios Boots"}
    
    --Macc sets--
    
    sets.macc = {
    head="Assim. Keffiyeh +1",neck="Eddy Necklace",ear1="Lifestorm Earring",ear2="Psystorm Earring",
    body="Helios Jacket",hands="Helios Gloves",ring1="Perception Ring",ring2="Omega Ring",
    back="Cornflower Cape",waist="Salire Belt",legs="Hagondes Pants +1",feet="Hashishin Basmak"}
    
    sets.macc.blue = set_combine(sets.macc, {
    ammo="Mavi Tathlum"})
    
    --Fast Cast sets--
    
    sets.fastcast = {
    head="Helios Band",neck="Jeweled Collar",ear1="Loquac. Earring",
    body="Luhlaza Jubbah +1",hands="Helios Gloves",
    feet="Helios Boots"}
    
    sets.fastcast.blue = set_combine(sets.fastcast, {
    body="Hashishin Mintan"})
    
    
    --Cure sets--
    
    cure_ring1 = {"Perception Ring","Kunaji Ring"}
    cure_blue_ring1 = {"Omega Ring","Kunaji Ring"}
    cure_waist = {"Salire Belt","Hachirin-no-Obi","Chuq'aba Belt"}
    
    sets.cure = {
    ammo="Brigantia Pebble",
    head="Telchine Cap",neck="Imbodla Necklace",ear1="Lifestorm Earring",ear2="Psystorm Earring",
    body="Telchine Chasuble",hands="Telchine Gloves",ring1=cure_ring1[ring1_ind];ring2="Omega Ring",
    back="Tempered Cape +1",waist=cure_waist[waist_ind];legs="Telchine Braconi",feet="Telchine Pigaches"}
    
    sets.cure.blue = {
    ammo="Brigantia Pebble",
    head="Telchine Cap",neck="Imbodla Necklace",ear1="Lifestorm Earring",ear2="Psystorm Earring",
    body="Telchine Chasuble",hands="Telchine Gloves",ring1=cure_blue_ring1[ring1_ind];ring2="Renaye Ring",
    back="Tempered Cape +1",waist=cure_waist[waist_ind];legs="Telchine Braconi",feet="Telchine Pigaches"}
    
    --Blue-specific sets--
    
    bluehead = {"Luh. Keffiyeh +1","Assim. Keffiyeh +1"}
    nukehead = {"Helios Band","Assim. Keffiyeh +1"}
    blue_waist= {"Yamabuki-no-obi","Hachirin-no-Obi"}
    
    sets.blue = {
    ammo="Mavi Tathlum",
    head=bluehead[bluehead_ind];neck="Mavi Scarf",ear1="Heartseeker Earring",ear2="Steelflash Earring",
    body="Assim. Jubbah +1",hands="Hashi. Bazu. +1",ring1="Renaye Ring",ring2="Rajas Ring",
    back="Cornflower Cape",waist="Virtuoso Belt",legs="Hashishin Tayt +1",feet="Luhlaza Charuqs +1"}
    
    sets.blue.drain = {
    ammo="Mavi Tathlum",
    head=bluehead[bluehead_ind];neck="Mavi Scarf",ear1="Lifestorm Earring",ear2="Psystorm Earring",
    body="Assim. Jubbah +1",hands="Helios Gloves",ring1="Renaye Ring",ring2="Excelsis Ring",
    back="Cornflower Cape",waist=blue_waist[waist_ind];legs="Hashishin Tayt +1",feet="Luhlaza Charuqs +1"}
    
    sets.blue.accx = set_combine(sets.blue, {
    ammo="Honed Tathlum",
    neck="Peacock Amulet",
    ring2="Enlivened Ring"})
    
    sets.blue.mab = set_combine(sets.mab, {
    head=nukehead[bluehead_ind];
    waist=blue_waist[waist_ind]})
    
    --WS sets--
    
    sets.ws = set_combine(sets.engaged,{
    neck="Fotia Gorget",ear1="Steelflash Earring",ear2="Bladeborn Earring",
    body="Taeon Tabard",
    waist="Fotia Belt"})
    
    sets.ws.mab =set_combine(sets.mab,{
    neck="Fotia Gorget",
    waist="Fotia Belt"})
    
    
    --JA sets--
    
    sets.diffusion = {
    feet="Luhlaza Charuqs +1"}
    
    sets.ca = set_combine(sets.blue, {
    head="Hashishin Kavuk",
    feet="Assim. Charuqs"})
    
    sets.ba = set_combine(sets.mab.blue, {
    legs="Assim. Shalwar",feet="Hashishin Basmak"})
    
    sets.efflux = set_combine(sets.blue, {})
    
    sets.ca.efflux = set_combine(sets.ca, {})
    
    sets.azure = {
    hands="Luhlaza Bazubands"}
    
    
    --Because style is important, nigga--
    
    sets.style = {
    head="Eyepatch",
    body="Hashishin Mintan",hands="Hashi. Bazu. +1",
    legs="Cmb.Cst. Slacks",feet="Shoes"}
    
    
    --Blue spell type tables--
    
    bluemagic_1hit = S{
    "Foot Kick","Power Attack","Wild Oats","Queasyshroom","Battle Dance","Feather Storm","Helldive","Screwdriver","Grand Slam",
    "Smite of Rage","Uppercut","Terror Touch","Mandibular Bite","Sickle Slash","Death Scissors","Dimensional Death","Spiral Spin",
    "Body Slam","Spinal Cleave","Hydro Shot","Cannonball","Ram Charge","Vertical Cleave","Final Sting","Vanity Dive","Empty Thrash",
    "Heavy Strike","Glutinous Dart","Saurian Slide"}
    
    bluemagic_xhit = S{
    "Bludgeon","Claw Cyclone","Jet Stream","Seedspray","Frenetic Rip","Hysteric Barrage","Asuran Claws","Disseverment","Goblin Rush",
    "Quad. Continuum","Delta Thrust","Quadrastrike","Amorphic Spikes","Paralyzing Triad","Thrashing Assault","Sinker Drill","Bloodrake"}
    
    bluemagic_addeffect = S{
    "Sprout Smack","Head Butt","Pinecone Bomb","Frypan","Tail Slap","Sub-zero Smash","Whirl of Rage","Benthic Typhoon","Sudden Lunge",
    "Barbed Crescent","Sweeping Gouge","Tourbillion","Bilgestorm"}
    
    bluemagic_mab = S{
    "Blastbomb","Bomb Toss","Self-Destruct","Firespit","Blazing Bound","Thermal Pulse","Searing Tempest","Ice Break","Cold Wave",
    "Spectral Floe","Mysterious Light","Hecatomb Wave","Flying Hip Press","Leafstorm","Tem. Upheavel","Subduction","Molting Plumage",
    "Silent Storm","Embalming Earth","Entomb","Mind Blast","Charged Whisker","Anvil Lightning","Cursed Sphere","Maelstrom",
    "Corrosive Ooze","Regurgitation","Acrid Stream","Water Bomb","Vapor Spray","Rending Deluge","Foul Waters","Nectarous Deluge",
    "Scouring Spate","Magic Hammer","Retinal Glare","Rail Cannon","Diffusion Ray","Blinding Fulgor","Death Ray","Eyes On Me",
    "Evryone. Grudge","Dark Orb","Palling Salvo","Tenebral Crush","Gates of Hades","Polar Roar","Droning Whirlwind",
    "Thunderbolt","Crashing Thunder","Uproot"}
    
    bluemagic_macc = S{
    "Sound Blast","Lowing","Infrasonics","Chaotic Eye","Stinking Gas","Frightful Roar","Feather Tickle","Voracious Trunk",
    "Auroral Drape","Reaving Wind","Sandspin","Filamented Hold","Cimicine Discharge","Blitztrahl","Temporal Shift","Venom Shell",
    "Awful Eye","Demoralizing Roar","Sheep Song","Blank Gaze","Light of Penance","1000 Needles","Yawn","Actinic Burst",
    "Soporific","Geist Wall","Jettatura","Sandspray","Enervation","Dream Flower","Mortal Ray","Absolute Terror","Blistering Roar"}
    
    bluemagic_breath = S{
    "Heat Breath","Frost Breath","Wind Breath","Magnetite Cloud","Bad Breath","Thunder Breath","Poison Breath","Radiant Breath"}
    
    bluemagic_heal = S{
    "Exuviation","Healing Breeze","White Wind","Pollen","Wild Carrot","Magic Fruit","Plenilune Embrace","Restoral"}
    
    bluemagic_buffs = S{
    "Triumphant Roar","Fantod","O. Counterstance","Nat. Meditation","Memento Mori","Reactor Cool","Refueling","Feather Barrier",
    "Zephyr Mantle","Animating Wail","Occultation","Erratic Flutter","Metallic Body","Cocoon","Diamondhide","Warm-Up","Barrier Tusk",
    "Plasma Charge","Amplification","Saline Coat","Regeneration","Battery Charge","Winds of Promy.","Magic Barrier","Carcharian Verve",
    "Harden Shell","Pyric Bulwark"}
    
    bluemagic_drain = S{
    "Blood Drain","Digest","MP Drainkiss","Blood Saber","Osmosis","Atra. Libations"}
    
    --Misxc Variables--
    
    sets.engaged.index = {'normal', 'tank'}
    eng_ind = 1
    
    jobpoints = {'False', 'True'}
    jp_ind = 1
    
    target_type = {"Unspecified","Beast","Plantoid","Amorph","Bird","Aquan","Undead","Dragon"}
    target_type_index = 1
    
    -- target_type = {'Unspecified','Beast','Lizard','Vermin','Plantoid','Amorph','Bird','Aquan','Undead','Arcana','Demon','Dragon', --
    -- 'Luminian','Luminion','Beastmen','Humanoid','Empty','Voragean','Elemental'} --
    
    elem_weakagainst = {["Fire"]="Water",["Ice"]="Fire",["Wind"]="Ice",["Earth"]="Wind",["Lightning"]="Earth",["Water"]="Lightning",["Light"]="Dark",["Dark"]="Light"}
    elements = S{world.weather_element, world.day_element}
    
    eco_weakagainst = {["Beast"]=blue_eco_Plantoid;["Lizard"]=blue_eco_Beast;["Vermin"]=blu_eco_Lizard;["Plantoid"]=blue_eco_Vermin;
    ["Amorph"]=blue_eco_Aquan;["Bird"]=blue_eco_Amorph;["Aquan"]=blue_eco_Bird;
    ["Undead"]=blue_eco_Arcana;["Arcana"]=blue_eco_Undead;
    ["Demon"]=blue_eco_Dragon;["Dragon"]=blue_eco_Demon;
    ["Luminian"]=blue_eco_Luminion;["Luminion"]=blue_eco_Luminian;
    ["Beastmen"]=blue_eco_Unspecified;["Humanoid"]=blue_eco_Beastmen;
    ["Empty"]=blue_eco_Voragean;["Voragean"]=blue_eco_Empty;
    ["Unspecified"]=blue_eco_Unspecified;["Elemental"]=blue_eco_Unspecified}
    
    --Blue spell ecosystem tables--
    
    --Beast > Lizard > Vermin > Plantoid > Beast--
    
    blue_eco_Beast = S{
    "Foot Kick","Claw Cyclone","Asuran Claws","Ram Charge","Sweeping Gouge","Lowing","Heat Breath","Chaotic Eye",
    "Voracious Trunk","Charged Whisker","Sheep Song","Blank Gaze","Gates of Hades","Polar Roar","Thunderbolt"}
    
    blue_eco_Lizard = S{
    "Delta Thrust","Infrasonics","Frost Breath","Embalming Earth","Awful Eye","Regurgitation","Demoralizing Roar","Geist Wall",
    "Blistering Roar"}
    
    blue_eco_Vermin = S{
    "Power Attack","Mandibular Bite","Sickle Slash","Death Scissors","Spiral Spin","Cannonball","Final Sting","Sudden Lunge",
    "Thermal Pulse","Tem. Upheaval","Filamented Hold","Cursed Sphere","Palling Salvo","Droning Whirlwind"}
    
    blue_eco_Plantoid = S{
    "Sprout Smack","Wild Oats","Queasyshroom","Pinecomb Bomb","Uppercut","Seedspray","Leafstorm","Bad Breath","Cimicine Discharge",
    "Nectarous Deluge","1000 Needles","Retinal Glare","Soporific","Dream Flower","Uproot"}
    
    
    --Amorph > Bird > Aquan > Amorph--
    
    blue_eco_Amorph = S{
    "Amorphic Spikes","Sandspin","Corrosive Ooze","Foul Waters","Death Ray","Digest","MP Drainkiss"}
    
    blue_eco_Bird = S{
    "Helldive","Jet Stream","Sound Blast","Feather Tickle","Reaving Wind","Molting Plumage","Yawn","Blood Drain","Jettatura",
    "Crashing Thunder"}
    
    blue_eco_Aquan = S{
    "Screwdriver","Sub-zero Smash","Venom Shell","Maelstrom","Rending Deluge"}
    
    
    --Undead <==> Arcana--
    
    blue_eco_Undead = S{
    "Terror Touch","Dimensional Death","Spinal Cleave","Barbed Crescent","Stinking Gas","Poison Breath","Blood Saber",
    "Atra. Libations","Bloodrake"}
    
    blue_eco_Dragon = S{
    "Bludgeon","Smite of Rage","Whirl of Rage","Heavy Strike","Sinker Drill","Self-Destruct","Ice Break","Cold Wave",
    "Mysterious Light","Subduction","Blitzstrahl","Tourbillion"}
    
    
    --Demon <==> Dragon--
    
    blue_eco_Demon = S{
    "Frenetic Rip","Quadrastrike","Frightful Roar","Hecatomb Wave","Mind Blast","Eyes On Me","Mortal Ray","Dark Orb",
    "Bilgestorm"}
    
    blue_eco_Dragon = S{
    "Body Slam","Wind Breath","Thunder Breath","Radiant Breath","Absolute Terror"}
    
    
    --Luminian <==> Luminion--
    
    blue_eco_Luminian = S{
    "Disseverment","Vertical Cleave","Temporal Shift","Vapor Spray"}
    
    blue_eco_Luminion = S{
    "Actinic Burst"}
    
    
    --Beastmen <==> Humanoid--
    
    blue_eco_Beastmen = S{
    "Battle Dance","Head Butt","Feather Storm","Grand Slam","Frypan","Hydro Shot","Tail Slap","Hysteric Barrage","Goblin Rush",
    "Glutinous Dart","Thrashing Assault","Saurian Slide","Blastbomb","Bomb Toss","Firespit","Flying Hip Press","Magnetite Cloud",
    "Water Bomb","Light of Penance","Magic Hammer","Sandspray","Enervation","Evryone. Grudge"}
    
    
    --Empty <==> Voragean? Maybe?--
    
    blue_eco_Empty = S{
    "Vanity Dive","Quad. Continuum","Empty Thrash","Auroral Drape"}
    
    blue_eco_Voragean = S{
    "Benthic Typhoon","Blazing Bound","Acrid Stream","Osmosis"}
    
    
    --Fuck, I dont know--
    
    blue_eco_Archaic = S{
    "Rail Cannon","Diffusion Ray"}
    
    blue_eco_Elemental = S{
    "Paralyzing Triad","Searing Tempest","Spectral Floe","Silent Storm","Entomb","Anvil Lightning","Scouring Spate",
    "Blinding Fulgor","Tenebral Crush"}
    
    
    --Because syntax--
    
    blue_eco_Unspecified = S{}
    
    end
    
    
    function status_change(new,old)
            if new == 'Engaged' then
                    equip(sets.engaged[sets.engaged.index[eng_ind]])
            else
                    equip(sets.idle[sets.engaged.index[eng_ind]])
            end
    end
    
    function precast(spell,action)
    	if spell.type == "WeaponSkill" then
    		if spell.english == "Sanguine Blade" or spell.english == "Flash Nova" or spell.english == "Red Lotus Blade"  
    			or spell.english == "Seraph Blade" then
    				equip(sets.ws.mab)
    		else
    			equip(sets.ws)
    		end
    	end
    	if spell.english == "Lunge" or spell.english == "Swipe" then
    		equip(sets.mab)
    	end
    	if spell.action_type == "Magic" then
    		if spell.skill == "Blue Magic" then
    			equip(sets.fastcast.blue)
    		else
    			equip(sets.fastcast)
    		end
    	end
    	if spell.english == "Diffusion" then
    		equip(sets.diffusion)
    	end
    	if spell.english == "Chain Affinity" then
    		equip(sets.ca)
    	end
    	if spell.english == "Burst Affinity" then
    		equip(sets.ba)
    	end
    	if spell.english == "Efflux" then
    		equip(sets.efflux)
    	end
    	if spell.english == "Azure Lore" then
    		equip(sets.azure)
    	end
    end
    
    function midcast(spell)
    	if elements:contains(spell.element) and not elements:contains(elem_weakagainst[spell.element]) then
    		waist_ind = 2
    		if spell.target.type == "SELF" then
    			ring1_ind = 2
    		end
    	else
    		if spell.target.type == "SELF" then
    			ring1_ind = 2
    			waist_ind = 3
    		end
    	end
    	if spell.skill == "Healing Magic" then
    
    		equip(sets.cure, {waist=cure_waist[waist_ind];ring1=cure_ring1[ring1_ind]})
    
    	end
    	if spell.skill == "Enfeebling Magic" then
    
    		equip(sets.macc)
    
    	end
    	if spell.skill == "Blue Magic" then
    		if eco_weakagainst[target_type[target_type_index]]:contains(spell.english) then
    			bluehead_ind = 2
    			add_to_chat(100,'> > > > Monster Correlation! < < < <')
    		end
    		if buffactive['Diffusion'] then
    
    			equip(sets.diffusion)
    
    		elseif buffactive['Chain Affinity'] and buffactive['Efflux'] then
    
    			equip(sets.ca.efflux)
    
    		elseif buffactive['Chain Affinity'] and not buffactive['Efflux'] then
    
    			equip(sets.ca)
    
    		elseif buffactive['Efflux'] and not buffactive['Chain Affinity'] then
    
    			equip(sets.efflux)
    
    		elseif buffactive['Burst Affinity'] then
    
    			equip(sets.ba, {head=nukehead[bluehead_ind];waist=blue_waist[waist_ind]})
    
    		else
    			if bluemagic_mab:contains(spell.english) then
    
    				equip(sets.blue.mab, {head=nukehead[bluehead_ind];waist=blue_waist[waist_ind]})
    
    			elseif bluemagic_macc:contains(spell.english) then
    
    				equip(sets.macc.blue)
    
    			elseif bluemagic_heal:contains(spell.english) then
    
    				equip(sets.cure.blue, {waist=cure_waist[waist_ind];ring1=cure_blue_ring1[ring1_ind]})
    
    			elseif bluemagic_drain:contains(spell.english) then
    
    				equip(sets.blue.drain, {head=bluehead[bluehead_ind];waist=blue_waist[waist_ind]})
    
    			else
    
    				equip(sets.blue, {head=bluehead[bluehead_ind]})
    
    			end
    		end
    	end
    end
    
    function buff_change(buff, gain)
    	if buff == 'Reive Mark' then
    		if gain then
    			equip({neck="Adoulin's Refuge +1"})
    			send_command('@wait .5;gs disable neck')
    			add_to_chat(100,'> > > > Joining a Reive Equipping Adoulin\'s Refuge, Locking Neck Slot < < < <')
    		else
    			send_command('gs enable neck')
    			add_to_chat(100,'> > > > Leaving a Reive, Unlocking Neck Slot < < < <')
    		end
    	end
    end
    
    function aftercast(spell,act)
    
    	bluehead_ind = 1
    	ring1_ind = 1
    	waist_ind = 1
    
    	if player.status == 'Engaged' then
    		equip(sets.engaged[sets.engaged.index[eng_ind]])
    	else
    		equip(sets.idle[sets.engaged.index[eng_ind]])
            end
    
    end
    
    function self_command(command)
    	if command == 'toggle engaged set' then
    		eng_ind = eng_ind +1
    		if eng_ind > #sets.engaged.index then
    			eng_ind = 1
    		end
    		add_to_chat(100,'> > > > Mode changed to '..sets.engaged.index[eng_ind]..' < < < <')
    		if player.status == 'Engaged' then
    			equip(sets.engaged[sets.engaged.index[eng_ind]])
    		else
    			equip(sets.idle[sets.engaged.index[eng_ind]])
    		end
    	end
    
    	if command == 'toggle jp' then
    		jp_ind = jp_ind +1
    		if jp_ind > #jobpoints then
    			jp_ind = 1
    		end
    		if jobpoints[jp_ind] == "True" then
    			equip({back="Mecisto. Mantle"})
    			send_command('@wait .5;gs disable back')
    			add_to_chat(100,'> > > > Job Point Mode Enabled, Capacity Point back equipped < < < <')
    		else
    			send_command('gs enable back')
    			add_to_chat(100,'> > > > Job Point Mode Disabled, Back slot unlocked < < < <')
    		end
    	end
    
    	if command == 'toggle mob type' then
    		target_type_index = target_type_index +1
    		if target_type_index > #target_type then
    			target_type_index = 1
    		end
    		add_to_chat(100,'> > > > Target type = '..(target_type[target_type_index])..' < < < <')
    	end
    end
    the target_type toggling thing still works, as does everything else.

    if anyone has any ideas, I'd very much appreciate the help

  20. #4380
    Bagel
    Join Date
    Dec 2012
    Posts
    1,488
    BG Level
    6

    Quote Originally Posted by WELFARE View Post
    well, something broke somehow hahahaha
    I think something updated on windower, afterwards my blu af hat code keeps failing because of a "nil value." tried using a slightly older version that worked before, and no go either.

    this line here:
    Code:
    if eco_weakagainst[target_type[target_type_index]]:contains(spell.english) then
    the target_type toggling thing still works, as does everything else.

    if anyone has any ideas, I'd very much appreciate the help
    am i correct your getting a nil error on line 404 ??
    if so try changing spell.english to spell.en

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