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

  1. #4401
    Melee Summoner
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    Quote Originally Posted by dlsmd View Post
    as i have said i know vary little about motes include this should work in any setup but it might cause errors in some of them because i dont know how they work
    I just signed up today. I don't know what-all you've said. I don't know the language or the libs very well, either, but it seems like this would cause collisions with whatever function the Mote libs define to equip sets.

    I wish there was some proper documentation for all this stuff. Guess I'll have to try having it change gear.default.obi_waist based on whether the day would match it or not. It's a kludge but it's the best I can come up with for now.

  2. #4402
    Bagel
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    Quote Originally Posted by Jeanne Renault View Post
    I just signed up today. I don't know what-all you've said. I don't know the language or the libs very well, either, but it seems like this would cause collisions with whatever function the Mote libs define to equip sets.
    as far as i can tell it wont but that only if you put it last in your midcast function

  3. #4403
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    Quote Originally Posted by dlsmd View Post
    as far as i can tell it wont but that only if you put it last in your midcast function
    Working from that, I spliced it into the set_elemental_gorget_belt function in Mote-Utility.lua, and here's how it looks now:

    Code:
    -- Set the name field of the predefined gear vars for gorgets and belts, for the specified weaponskill.
    function set_elemental_gorget_belt(spell)
        if spell.type ~= 'WeaponSkill' then
            return
        end
    
        -- Get the union of all the skillchain elements for the weaponskill
        local weaponskill_elements = S{}:
            union(skillchain_elements[spell.skillchain_a]):
            union(skillchain_elements[spell.skillchain_b]):
            union(skillchain_elements[spell.skillchain_c])
        
        gear.ElementalGorget.name = get_elemental_item_name("gorget", weaponskill_elements) or gear.default.weaponskill_neck  or ""
        
        if spell.element == world.weather_element or spell.element == world.day_element then
            gear.ElementalBelt.name = get_elemental_item_name("obi", S{spell.element}, world_elements)
        else
            gear.ElementalBelt.name = get_elemental_item_name("belt", weaponskill_elements) or gear.default.weaponskill_waist or ""
        end
    end
    It works! Thanks for your patience and help! :D

  4. #4404
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    Quote Originally Posted by Snprphnx View Post
    Using Motes files, can anyone provide advice on getting the Waist slot to equip properly. I just noticed mine is not equipping the normal nuking waist. When I have a weather active, and nuke to the matching weather, it will equip Hachirin-no-obi just fine. It is currently coded as
    Code:
    waist=gear.ElementalObi
    In the Mote-Globals file, I have Maniacus Sash set as my gear.default.obi_waist, if that information is pertinent to this issue.
    Any suggestions?

  5. #4405
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    Quote Originally Posted by Snprphnx View Post
    Any suggestions?
    I've never had that problem, but try defining gear.default.obi_waist in your job script too. It might be assigned to "" or something you don't have in there.

  6. #4406
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    What's the best way to do a barrage rule for RNG? I currently have this but can't get it working.

    Code:
    -- Setup vars that are user-independent.  state.Buff vars initialized here will automatically be tracked.
    function job_setup()
    	state.Buff.Barrage = buffactive.Barrage or false
    	state.Buff.Camouflage = buffactive.Camouflage or false
    	state.Buff['Unlimited Shot'] = buffactive['Unlimited Shot'] or false
    end
    Code:
            -- Barrage Set
            sets.buff.Barrage = sets.midcast.RangedAttack.ACC
    Code:
    -- 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 == 'Ranged Attack' and state.Buff.Barrage then
    		equip(sets.buff.Barrage)
    		eventArgs.handled = true
    	end
    end

  7. #4407
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    Quote Originally Posted by Jeanne Renault View Post
    I've never had that problem, but try defining gear.default.obi_waist in your job script too. It might be assigned to "" or something you don't have in there.
    not that i can see. here are the files

    Sch Job File
    Sch Gear Sidecar File
    Snpr Globals File

  8. #4408
    Smells like Onions
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    Help with some gearswap macroing

    Hey guys im looking for a way to put like the default f9, 10, 11, 12 commands for cycling gear sets into an actual in game macro line. is this possible?

  9. #4409
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    gs c cycle RangedMode
    gs c cycle OffenseMode
    gs c toggle Kiting
    etc

    On that subject is there a way to change a mode directly to like TP, TPACC without having to cycle through it?

  10. #4410
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    Quetzalcoatl

    gs c set OffenseMode TP
    gs c set OffenseMode TPACC

  11. #4411
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    Quote Originally Posted by Snprphnx View Post
    not that i can see. here are the files
    See if defining gear.default.whatever in your job file works. If it does, your globals file might not be getting included properly. If it doesn't, odds are one of the functions used to equip obis got messed up somehow.

    Quote Originally Posted by shemc View Post
    Hey guys im looking for a way to put like the default f9, 10, 11, 12 commands for cycling gear sets into an actual in game macro line. is this possible?
    If you wanted to use actual in-game commands for that, you could do it by having a bunch of identical macro sets and using four macros out of each set to cycle between them--with a different /equipset line in each iteration--but why would you want to?

    You could also make four macros with just "//gs c cycle (whatever)Mode" in them, but, again, why would you want to?

    Quote Originally Posted by Landsoul View Post
    What's the best way to do a barrage rule for RNG? I currently have this but can't get it working.

    Code:
    -- Setup vars that are user-independent.  state.Buff vars initialized here will automatically be tracked.
    function job_setup()
    	state.Buff.Barrage = buffactive.Barrage or false
    	state.Buff.Camouflage = buffactive.Camouflage or false
    	state.Buff['Unlimited Shot'] = buffactive['Unlimited Shot'] or false
    end
    Code:
            -- Barrage Set
            sets.buff.Barrage = sets.midcast.RangedAttack.ACC
    Code:
    -- 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 == 'Ranged Attack' and state.Buff.Barrage then
    		equip(sets.buff.Barrage)
    		eventArgs.handled = true
    	end
    end
    Get rid of the state.Buff.Whatevers and just use the applicable buffactive.Whatevers.

  12. #4412
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    Is it possible to bind controller buttons like you're binding f9-12 like this?

    send_command('bind f10 gs c cycle OffenseMode')

  13. #4413
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    Quote Originally Posted by Landsoul View Post
    Is it possible to bind controller buttons like you're binding f9-12 like this?

    send_command('bind f10 gs c cycle OffenseMode')
    it should work

  14. #4414
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    Quote Originally Posted by dlsmd View Post
    it should work
    I know, binding f10 works, but I was wondering if it's possible to bind a certain controller button?

  15. #4415
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    Quote Originally Posted by Landsoul View Post
    I know, binding f10 works, but I was wondering if it's possible to bind a certain controller button?
    if your talking about a game controller i.e. like this https://www.google.com/search?q=game...w=1440&bih=698
    no

  16. #4416
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    Quote Originally Posted by Landsoul View Post
    I know, binding f10 works, but I was wondering if it's possible to bind a certain controller button?
    It is, but you'd have to use a third-party program to map controller inputs to keyboard buttons. Those do exist, but it's so hard to find a good one--especially if you're using an Ecksbawx controller--and if you're gonna do that, you might as well just map those buttons to F9-12 and save yourself a headache.

  17. #4417
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    adding self commands to motes files

    i was wonderinng where i can add self commands in motes files and have them not get over ruled.

  18. #4418
    RIDE ARMOR
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    hello
    trying to build my own BLU lua using mote's as an example however, I am running into this error:

    Code:
    13:44:05 > ...86)\Windower4\/addons/GearSwap/data/Name_BLU.lua:284: attempt to index field 'BlueMagic' (a nil value)
    There's probably more errors but I can't get to them because of this. Any help or guidance would be appreciated it.

    Spoiler: show
    Code:
    -------------------------------------------------------------------------------------------------------------------
    -- Blue Mage --
    -------------------------------------------------------------------------------------------------------------------
    
    function get_sets ()
    	mote_include_version = 2
    	
    	include('Mote-Include.lua')
    	include('organizer-lib')
    end
    
    function job_setup ()
    	state.Buff['Burst Affinity'] = buffactive['Burst Affinity'] or true
        state.Buff['Chain Affinity'] = buffactive['Chain Affinity'] or false
    	state.Buff.Diffusion = buffactive.Diffusion or false
        state.Buff.Efflux = buffactive.Efflux or false
        
        state.Buff['Unbridled Learning'] = buffactive['Unbridled Learning'] or false
    	
    	blue_magic_maps = {}
    	
    	blue_magic_maps.Physical = S{
            'Bilgestorm'
        }
    	-- Spells with heavy accuracy penalties, that need to prioritize accuracy first.
        blue_magic_maps.PhysicalAcc = S{
            'Heavy Strike',
        }
    
        -- Physical spells with Str stat mod
        blue_magic_maps.PhysicalStr = S{
            'Battle Dance','Bloodrake','Death Scissors','Dimensional Death',
            'Empty Thrash','Quadrastrike','Sinker Drill','Spinal Cleave',
            'Uppercut','Vertical Cleave'
        }
            
        -- Physical spells with Dex stat mod
        blue_magic_maps.PhysicalDex = S{
            'Amorphic Spikes','Asuran Claws','Barbed Crescent','Claw Cyclone','Disseverment',
            'Foot Kick','Frenetic Rip','Goblin Rush','Hysteric Barrage','Paralyzing Triad',
            'Seedspray','Sickle Slash','Smite of Rage','Terror Touch','Thrashing Assault',
            'Vanity Dive'
        }
            
        -- Physical spells with Vit stat mod
        blue_magic_maps.PhysicalVit = S{
            'Body Slam','Cannonball','Delta Thrust','Glutinous Dart','Grand Slam',
            'Power Attack','Quad. Continuum','Sprout Smack','Sub-zero Smash'
        }
            
        -- Physical spells with Agi stat mod
        blue_magic_maps.PhysicalAgi = S{
            'Benthic Typhoon','Feather Storm','Helldive','Hydro Shot','Jet Stream',
            'Pinecone Bomb','Spiral Spin','Wild Oats'
        }
    
        -- Physical spells with Int stat mod
        blue_magic_maps.PhysicalInt = S{
            'Mandibular Bite','Queasyshroom'
        }
    
        -- Physical spells with Mnd stat mod
        blue_magic_maps.PhysicalMnd = S{
            'Ram Charge','Screwdriver','Tourbillion'
        }
    
        -- Physical spells with Chr stat mod
        blue_magic_maps.PhysicalChr = S{
            'Bludgeon'
        }
    
        -- Physical spells with HP stat mod
        blue_magic_maps.PhysicalHP = S{
            'Final Sting'
        }
    
        -- Magical Spells --
    
        -- Magical spells with the typical Int mod
        blue_magic_maps.Magical = S{
            'Blastbomb','Blazing Bound','Bomb Toss','Cursed Sphere','Dark Orb','Death Ray',
            'Diffusion Ray','Droning Whirlwind','Embalming Earth','Firespit','Foul Waters',
            'Ice Break','Leafstorm','Maelstrom','Rail Cannon','Regurgitation','Rending Deluge',
            'Retinal Glare','Subduction','Tem. Upheaval','Water Bomb'
        }
    
        -- Magical spells with a primary Mnd mod
        blue_magic_maps.MagicalMnd = S{
            'Acrid Stream','Evryone. Grudge','Magic Hammer','Mind Blast'
        }
    
        -- Magical spells with a primary Chr mod
        blue_magic_maps.MagicalChr = S{
            'Eyes On Me','Mysterious Light'
        }
    
        -- Magical spells with a Vit stat mod (on top of Int)
        blue_magic_maps.MagicalVit = S{
            'Thermal Pulse'
        }
    
        -- Magical spells with a Dex stat mod (on top of Int)
        blue_magic_maps.MagicalDex = S{
            'Charged Whisker','Gates of Hades'
        }
                
        -- Magical spells (generally debuffs) that we want to focus on magic accuracy over damage.
        -- Add Int for damage where available, though.
        blue_magic_maps.MagicAccuracy = S{
            '1000 Needles','Absolute Terror','Actinic Burst','Auroral Drape','Awful Eye',
            'Blank Gaze','Blistering Roar','Blood Drain','Blood Saber','Chaotic Eye',
            'Cimicine Discharge','Cold Wave','Corrosive Ooze','Demoralizing Roar','Digest',
            'Dream Flower','Enervation','Feather Tickle','Filamented Hold','Frightful Roar',
            'Geist Wall','Hecatomb Wave','Infrasonics','Jettatura','Light of Penance',
            'Lowing','Mind Blast','Mortal Ray','MP Drainkiss','Osmosis','Reaving Wind',
            'Sandspin','Sandspray','Sheep Song','Soporific','Sound Blast','Stinking Gas',
            'Sub-zero Smash','Venom Shell','Voracious Trunk','Yawn'
        }
            
        -- Breath-based spells
        blue_magic_maps.Breath = S{
            'Bad Breath','Flying Hip Press','Frost Breath','Heat Breath',
            'Hecatomb Wave','Magnetite Cloud','Poison Breath','Radiant Breath','Self-Destruct',
            'Thunder Breath','Vapor Spray','Wind Breath'
        }
    
        -- Stun spells
        blue_magic_maps.Stun = S{
            'Blitzstrahl','Frypan','Head Butt','Sudden Lunge','Tail slap','Temporal Shift',
            'Thunderbolt','Whirl of Rage'
        }
            
        -- Healing spells
        blue_magic_maps.Healing = S{
            'Healing Breeze','Magic Fruit','Plenilune Embrace','Pollen','Restoral','White Wind',
            'Wild Carrot'
        }
        
        -- Buffs that depend on blue magic skill
        blue_magic_maps.SkillBasedBuff = S{
            'Barrier Tusk','Diamondhide','Magic Barrier','Metallic Body','Plasma Charge',
            'Pyric Bulwark','Reactor Cool',
        }
    
        -- Other general buffs
        blue_magic_maps.Buff = S{
            'Amplification','Animating Wail','Battery Charge','Carcharian Verve','Cocoon',
            'Erratic Flutter','Exuviation','Fantod','Feather Barrier','Harden Shell',
            'Memento Mori','Nat. Meditation','Occultation','Orcish Counterstance','Refueling',
            'Regeneration','Saline Coat','Triumphant Roar','Warm-Up','Winds of Promyvion',
            'Zephyr Mantle'
        }
        
        
        -- Spells that require Unbridled Learning to cast.
        unbridled_spells = S{
            'Absolute Terror','Bilgestorm','Blistering Roar','Bloodrake','Carcharian Verve',
            'Crashing Thunder','Droning Whirlwind','Gates of Hades','Harden Shell','Polar Roar',
            'Pyric Bulwark','Thunderbolt','Tourbillion','Uproot'
        }
    end
    
    function user_setup()
    	state.OffenseMode:options('Normal', 'DW', 'Haste', 'Medium', 'High', 'VeryHigh')
    	state.IdleMode:options('Idle', 'Town', 'PDT')
    	
    	-- Additional Local Binds --
    	
    end
    
    function user_unload()
    	send_command('unbind f9')
    	send_command('unbind ^f9')
    	send_command('unbind !f9')
    	send_command('unbind f10')
    	send_command('unbind ^f10')
    	send_command('unbind !f10')
    	send_command('unbind f11')
    	send_command('unbind ^f11')
    	send_command('unbind !f11')
    	send_command('unbind f12')
    	send_command('unbind ^f12')
    	send_command('unbind !f12')
        send_command('unbind ^`')
        send_command('unbind !`')
        send_command('unbind @`')
    end
    
    function init_gear_sets ()
    	sets.buff['Burst Affinity'] = {feet="Mavi Basmak +2"}
        sets.buff['Chain Affinity'] = {head="Mavi Kavuk +2", feet="Assimilator's Charuqs"}
    	sets.buff.Diffusion = {feet="Luhlaza Charuqs"}
        sets.buff.Efflux = {legs="Mavi Tayt +2"}
    	
    	sets.precast.JA['Azure Lore'] = {}
    	
    	sets.precast.Waltz = {}
    	
    	--Precast Sets --
    	
    	sets.precast.FC = {
            head="Haruspex Hat",
    		eaar1="Enchanter Earring +1",
    		ear2="Loquacious Earring",
            body="Luhlaza Jubbah",
    		ring1="Prolix Ring",
            back="Swith Cape",
    		waist="Witful Belt",
    		legs="Orvail Pants +1",
    		feet="Chelona Boots"}
    	
    	sets.precast.FC['Blue Magic'] = set_combine(sets.precast.FC, {body="Mavi Mintan +2"})
    	
    	sets.precast.WS = {
    		head="Taeon Chapeau",
    		neck=gear.ElementalGorget,
    		ear1="Bladeborn Earring",
    		ear2="Steelflash Earring",
            body="Rawhide Vest",
    		hands={ name="Qaaxo Mitaines", augments={'Attack+15','Evasion+15','"Dbl.Atk."+2',}},
    		ring1="Rajas Ring",
    		ring2="Epona's Ring",
            back="Letalis Mantle",
    		waist=gear.ElementalBelt,
    		legs="Taeon Tights",
    		feet="Taeon Boots"}
    		
    	sets.precast.WS['Chant du Cygne'] = {
    		ammo="Jukukik Feather",
    		head="Taeon Chapeau",
    		neck="Asperity Necklace",
    		ear1="Bladeborn Earring",
    		ear2="Steelflash Earring",
            body="Rawhide Vest",
    		hands={ name="Qaaxo Mitaines", augments={'Attack+15','Evasion+15','"Dbl.Atk."+2',}},
    		ring1="Rajas Ring",
    		ring2="Epona's Ring",
            back="Letalis Mantle",
    		waist="Windbuffet Belt",
    		legs="Taeon Tights",
    		feet="Taeon Boots"}
    		
    	sets.precast.WS['Chant du Cygne'].Acc = set_combine(sets.precast.WS, {})
    	
    	sets.precast.WS['Sanguine Blade'] = {
            head="Pixie Hairpin +1",
    		neck="Deviant Necklace",
    		ear1="Friomisi Earring",
    		ear2="Crematio Earring",
            body="Hagondes Coat",
    		hands="Mavi Bazubands +2",
    		ring1="Shiva Ring",
    		ring2="Shiva Ring +1",
            back="Cornflower Cape",
    		legs="Hagondes Pants",
    		feet="Taeon Boots"}
    		
    	-- Midcast Sets --
    	sets.midcast.FastRecast = {
            head="Haruspex Hat",
    		ear1="Enchanter Earring +1",
    		ear2="Loquacious Earring",
            body="Luhlaza Jubbah",
    		hands="Mavi Bazubands +2",
    		ring1="Prolix Ring",
            back="Swith Cape",
    		waist="Ninurta's Sash",
    		legs="Enif Cosciales",
    		feet="Taeon Boots"}
    	
    	sets.midcast['Blue Magic']['Physical'] = {
    		ammo="Mavi Tathlum",
            head="Taeon Chapeau",
    		neck="Iqabi Necklace",
    		ear1="Heartseeker Earring",
    		ear2="Steelflash Earring",
            body="Rawhide Vest",
    		hands="Taeon Gloves",
    		ring1="Rajas Ring",
    		ring2="Ramuh Ring",
            back="Cornflower Cape",
    		waist="Chuq'aba Belt",
    		legs="Taeon Tights",
    		feet="Taeon Boots"}
    		
    	sets.midcast['Blue Magic'].PhysicalStr = {}
    
        sets.midcast['Blue Magic'].PhysicalDex = {}
    
        sets.midcast['Blue Magic'].PhysicalVit = {}
    
        sets.midcast['Blue Magic'].PhysicalAgi = {}
    
        sets.midcast['Blue Magic'].PhysicalInt = {}
    
        sets.midcast['Blue Magic'].PhysicalMnd = {}
    
        sets.midcast['Blue Magic'].PhysicalChr = {}
    
        sets.midcast['Blue Magic'].PhysicalHP = {}
    	
    	-- Magical Sets --
    	sets.midcast['Blue Magic'].Magical = {
    		ammo="Ghastly Tathlum +1",
            head={ name="Helios Band", augments={'Mag. Acc.+20 "Mag.Atk.Bns."+20','"Conserve MP"+5','INT+7 MND+7',}},
    		neck="Eddy Necklace",
    		ear1="Friomisi Earring",
    		ear2="Crematio Earring",
            body="Hagondes Coat",
    		hands="Helios Gloves",
    		ring1="Shiva Ring",
    		ring2="Shiva Ring +1",
            back="Cornflower Cape",
    		waist="Yamabuki-no-Obi",
    		legs="Hagondes Pants",
    		feet="Helios Boots"}
    
    	sets.midcast['Blue Magic'].MagicAccuracy = {
    		ammo="Mavi Tathlum",
            head="Helios Jacket",
    		neck="Eddy Necklace",
    		ear1="Lifestorm Earring",
    		ear2="Psystorm Earring",
            body="Helios Jacket",
    		hands="Helios Gloves",
    		ring2="Sangoma Ring",
            back="Cornflower Cape",
    		legs="Hagondes Pants",
    		feet="Hashi. Basmak"}
    		
    	sets.midcast['Blue Magic'].Stun = set_combine(sets.midcast['Blue Magic'].MagicAccuracy,
            {waist="Chaac Belt"})
    		
    	sets.midcast['Blue Magic']['White Wind'] = {
            head="Telchine Cap",
    		neck="Phalaina Locket",
    		ear1="Psystorm Earring",
    		ear2="Lifestorm Earring",
            body="Telchine Chausible",
    		hands="Telchine Gloves",
    		ring1="Levia. Ring",
    		ring2="Levia. Ring",
            back="Tempered Cape",
    		waist="Pythia Sash +1",
    		legs="Enif Cosciales",
    		feet=""}
    
        sets.midcast['Blue Magic'].Healing = {
    		ear1="Lifestorm Earring",
    		ear2="Psystorm Earring",
            body="Telchine Chausible",
    		hands="Telchine Gloves",
    		ring1="Leviathan Ring",
    		ring2="Sirona's Ring",
            back="Tempered Cape"}
    		
    	sets.midcast.self_healing = {
    		head="Telchine Cap",
    		neck="Phalaina Locket",
    		body="Telchine Chausible",
    		hands="Burmete Gloves",
    		ring1="Kunaji Ring",
    		legs="Telchine Braconi",
    		waist="Chuq'aba Belt",
    		feet="Telchine Pigaches",
    		back="Tempered Cape"}
    		
    	-- Other Sets --
    	sets.latent_refresh = {waist="Fucho-no-obi"}
    	
    	sets.idle = {
    		ammo="Vanir Battery",
            head="Lithelimb Cap",
    		neck="Wiglen Gorget",
    		ear1="Ethereal Earring",
    		ear2="Sanare Earring",
            body="Emet Harness",
    		hands="Serpentes Cuffs",
    		ring1="Sheltered Ring",
    		ring2="Paguroidea Ring",
            back="Umbra Cape",
    		waist="Flume Belt",
    		legs="Crimson Cuisses",
    		feet="Serpentes Sabots"}
    		
    	sets.idle.Town = {
    		ammo="Vanir Battery",
            head="Whirlpool Mask",
    		neck="Wiglen Gorget",
    		ear1="Ethereal Earring",
    		ear2="Sanare Earring",
            body="Emet Harness",
    		hands="Serpentes Cuffs",
    		ring1="Sheltered Ring",
    		ring2="Paguroidea Ring",
            back="Umbra Cape",
    		waist="Flume Belt",
    		legs="Crimson Cuisses",
    		feet="Serpentes Sabots"}
    		
    	sets.defense.PDT = {
    		main="Earth Staff",
    		sub="Umbra Strap",
            head="Lithelimb Cap",
    		neck="Twilight Torque",
    		ear1="Ethereal Earring",
    		ear2="Novia Earring",
            body="Emet Harness",
    		hands={ name="Qaaxo Mitaines", augments={'Accuracy+15','STR+7','Phys. dmg. taken -3',}},
    		ring1="Patricius Ring",
    		ring2="Gelatinous Ring",
            back="Umbra Cape",
    		waist="Flume Belt",
    		legs="Osmium Cuisses",
    		feet="Battlecast Gaiters"}
    	
    	-- Engaged Sets --
    	sets.engaged = {}
    	sets.engaged.index = {'Normal', 'DW', 'Haste', 'Medium', 'High', 'VeryHigh'}
    	-- Normal =1, DW =2, Haste=3, Medium=4, High=5, VeryHigh=6
    	engaged_ind=1
    	
    	sets.engaged.Normal = {
    		ammo="Ginsen",
            head="Taeon Chapeau",
    		neck="Asperity Necklace",
    		ear1="Bladeborn Earring",
    		ear2="Steelflash Earring",
            body="Thaumas Coat",
    		hands={ name="Qaaxo Mitaines", augments={'Attack+15','Evasion+15','"Dbl.Atk."+2',}},
    		ring1="Rajas Ring",
    		ring2="Epona's Ring",
            back="Bleating Mantle",
    		waist="Windbuffet Belt",
    		legs="Taeon Tights",
    		feet="Taeon Boots"}
    	
    	sets.engaged.DW = {}
    	
    	sets.engaged.Haste = {}
    	
    	sets.engaged.Medium = {}
    	
    	sets.engaged.High = {}
    	
    	sets.engaged.VeryHigh = {}
    	
    end
    
    -------------------------------------------------------------------------------------------------------------------
    -- Job-specific hooks for standard casting events.
    -------------------------------------------------------------------------------------------------------------------
    
    -- Set eventArgs.handled to true if we don't want any automatic gear equipping to be done.
    -- Set eventArgs.useMidcastGear to true if we want midcast gear equipped on precast.
    function job_precast(spell, action, spellMap, eventArgs)
    	if spell.action_type == 'Magic' then
                    equip(sets.precast.FC.Standard)
                                   
                    if spell.skill == 'Blue Magic' then
                    equip(sets.precast.FC.Blue)
                    end
            end
    	if spell.english == 'Azure Lore' then
                    equip(sets.precast.JA['Azure Lore'])
            end
    	if spell.english == 'Chant du Cygne' then
                    equip(sets.precast.WS['Chant du Cygne'])
            end
    	if spell.english == 'Sanguine Blade' or spell.english == 'Tenebral Crush' then
                    equip(sets.precast.WS['Sanguine Blade'])
    		end
    	if spell.english == 'Realmrazer' then
                    equip(sets.precast.WS['Realmrazer'])
            end
           
            if spell.english == 'Flash Nova' then
                    equip(sets.precast.WS['FlashNova'])
            end
    	if spellMap == 'Healing' and spell.target.type == 'SELF' and sets.self_healing then
                equip(sets.self_healing)
            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)
    		if spell.skill == 'Blue Magic' then
            for buff,active in pairs(state.Buff) do
                if active and sets.buff[buff] then
                    equip(sets.buff[buff])
                end
            end
    		if spell.english == 'Bilgestorm' then
    				equip(sets.midcast['Blue Magic'].Physical)
    		end
    		if spell.english == 'Battle Dance' or spell.english == 'Bloodrake' or spell.english == 'Death Scissors' or spell.english == 'Dimensional Death' or spell.english == 'Empty Thrash' or spell.english == 'Quadrastrike' or spell.english == 'Sinker Drill' or spell.english == 'Spinal Cleave' or spell.english == 'Uppercut' or spell.english == 'Vertical Cleave'then
                    equip(sets.midcast['Blue Magic'].PhysicalStr)
                    if buffactive['Chain Affinity'] then
                            equip(sets.JA.ChainAffinity)
                    end
                    if buffactive['Efflux'] then
                            equip(sets.JA.Efflux)
                    end
            end
                   
            if spell.english == 'Amorphic Spikes' or spell.english == 'Asuran Claws' or spell.english == 'Barbed Crescent' or spell.english == 'Claw Cyclone' or spell.english =='Disseverment' or spell.english == 'Foot Kick' or spell.english == 'Frenetic Rip' or spell.english == 'Goblin Rush' or spell.english == 'Hysteric Barrage' or spell.english == 'Paralyzing Triad' or spell.english == 'Seedspray' or spell.english == 'Sickle Slash' or spell.english == 'Smite of Rage' or spell.english == 'Terror Touch' or spell.english == 'Thrashing Assault' or spell.english == 'Vanity Dive' then
                    equip(sets.midcast['Blue Magic'].PhysicalDex)
                    if buffactive['Chain Affinity'] then
                            equip(sets.JA.ChainAffinity)
                    end
                    if buffactive['Efflux'] then
                            equip(sets.JA.Efflux)
                    end
            end
           
            if spell.english == 'Body Slam' or spell.english == 'Cannonball' or spell.english == 'Delta Thrust' or spell.english == 'Glutinous Dart' or spell.english == 'Grand Slam' or spell.english == 'Power Attack' or spell.english == 'Quad. Continuum' or spell.english == 'Sprout Smack' or spell.english == 'Sub-zero Smash' then
                    equip(sets.midcast['Blue Magic'].PhysicalVit)
                    if buffactive['Chain Affinity'] then
                            equip(sets.JA.ChainAffinity)
                    end
                    if buffactive['Efflux'] then
                            equip(sets.JA.Efflux)
                    end
            end
    	end
           
            if spell.english == 'Benthic Typhoon' or spell.english == 'Feather Storm' or spell.english == 'Helldive' or spell.english == 'Hydro Shot' or spell.english == 'Jet Stream' or spell.english == 'Pinecone Bomb' or spell.english == 'Spiral Spin' or spell.english == 'Wild Oats' then
                    equip(sets.midcast['Blue Magic'].PhysicalAgi)
                    if buffactive['Chain Affinity'] then
                            equip(sets.JA.ChainAffinity)
                    end
                    if buffactive['Efflux'] then
                            equip(sets.JA.Efflux)
                    end
            end
           
            if spell.english == 'Mandibular Bite' or spell.english == 'Queasyshroom' then
                    equip(sets.midcast['Blue Magic'].PhysicalInt)
                    if buffactive['Chain Affinity'] then
                            equip(sets.JA.ChainAffinity)
                    end
                    if buffactive['Efflux'] then
                            equip(sets.JA.Efflux)
                    end
            end
    		if spell.english == 'Blastbomb' or spell.english == 'Blazing Bound' or spell.english == 'Bomb Toss' or spell.english == 'Cursed Sphere' or spell.english == 'Dark Orb' or spell.english == 'Death Ray'
            or spell.english == 'Diffusion Ray' or spell.english == 'Droning Whirlwind' or spell.english == 'Embalming Earth' or spell.english == 'Firespit' or spell.english == 'Foul Waters'
            or spell.english == 'Ice Break' or spell.english == 'Leafstorm' or spell.english == 'Maelstrom' or spell.english == 'Rail Cannon' or spell.english == 'Regurgitation' or spell.english == 'Rending Deluge'
            or spell.english == 'Retinal Glare' or spell.english == 'Subduction' or spell.english == 'Tem. Upheaval' or spell.english == 'Water Bomb'then
                    equip(sets.midcast['Blue Magic'].Magical)
                    if buffactive['Burst Affinity'] then
                            equip(sets.JA.BurstAffinity)
                    end
            end
    		if spell.english == 'Acrid Stream' or spell.english == 'Evryone. Grudge' or spell.english == 'Magic Hammer' or spell.english == 'Mind Blast' then
    				equip(sets.midcast['Blue Magic'].MagicalMnd)
    		end
    		if spell.english == 'Eyes On Me' or spell.english == 'Mysterious Light' then
    				equip(sets.midcast['Blue Magic'].MagicalChr)
    		end
           
            if spell.english == 'Healing Breeze' or spell.english == 'Magic Fruit' or spell.english == 'Plenilune Embrace' or spell.english == 'Pollen' or spell.english == 'Restoral' or spell.english == 'White Wind'
            or spell.english == 'Wild Carrot' then
                    equip(sets.midcast['Blue Magic'].Healing)
                            if spell.target.name == player.name and string.find(spell.english, 'Magic Fruit') or string.find(spell.english, 'Plenilune Embrace') or string.find(spell.english, 'Wild Carrot') or string.find(spell.english, 'Cure III') or string.find(spell.english, 'Cure IV') then
                                    equip(sets.midcast['Blue Magic'].self_healing)
                            end
            end
           
            if spell.english == 'White Wind' then
                    equip(sets.midcast['Blue Magic']['WhiteWind'])
            end
           
            if spell.english == 'Blitzstrahl' or spell.english == 'Frypan' or spell.english == 'Head Butt' or spell.english == 'Sudden Lunge' or spell.english == 'Tail slap' or spell.english == 'Temporal Shift'
            or spell.english == 'Thunderbolt' or spell.english == 'Whirl of Rage' then
                    equip(sets.midcast['Blue Magic'].Stun)
            end
           
            if spell.english == 'Amplification' or spell.english == 'Animating Wail' or spell.english == 'Battery Charge' or spell.english == 'Carcharian Verve' or spell.english == 'Cocoon'
            or spell.english == 'Erratic Flutter' or spell.english == 'Exuviation' or spell.english == 'Fantod' or spell.english == 'Feather Barrier' or spell.english == 'Harden Shell'
            or spell.english == 'Memento Mori' or spell.english == 'Nat. Meditation' or spell.english == 'Occultation' or spell.english == 'Orcish Counterstance' or spell.english == 'Refueling'
            or spell.english == 'Regeneration' or spell.english == 'Saline Coat' or spell.english == 'Triumphant Roar' or spell.english == 'Warm-Up' or spell.english == 'Winds of Promyvion'
            or spell.english == 'Zephyr Mantle' then
                    equip(sets.midcast['Blue Magic'].Buff)
            end
           
            if spell.english == '1000 Needles' or spell.english == 'Absolute Terror' or spell.english == 'Actinic Burst' or spell.english == 'Auroral Drape' or spell.english == 'Awful Eye' or spell.english == 
            'Blank Gaze' or spell.english == 'Blistering Roar' or spell.english == 'Blood Drain' or spell.english == 'Blood Saber' or spell.english == 'Chaotic Eye' or spell.english == 
            'Cimicine Discharge' or spell.english == 'Cold Wave' or spell.english == 'Corrosive Ooze' or spell.english == 'Demoralizing Roar' or spell.english == 'Digest' or spell.english == 
            'Dream Flower' or spell.english == 'Enervation' or spell.english == 'Feather Tickle' or spell.english == 'Filamented Hold' or spell.english == 'Frightful Roar' or spell.english == 
            'Geist Wall' or spell.english == 'Hecatomb Wave' or spell.english == 'Infrasonics' or spell.english == 'Jettatura' or spell.english == 'Light of Penance' or spell.english == 
            'Lowing' or spell.english == 'Mind Blast' or spell.english == 'Mortal Ray' or spell.english == 'MP Drainkiss' or spell.english == 'Osmosis' or spell.english == 'Reaving Wind' or spell.english == 
            'Sandspin' or spell.english == 'Sandspray' or spell.english == 'Sheep Song' or spell.english == 'Soporific' or spell.english == 'Sound Blast' or spell.english == 'Stinking Gas' or spell.english == 
            'Sub-zero Smash' or spell.english == 'Venom Shell' or spell.english == 'Voracious Trunk' or spell.english == 'Yawn' then
                    equip(sets.midcast['Blue Magic'].MagicAccuracy)
            end
    end
    
    function job_aftercast(spell, action, spellMap, eventArgs)
    	if spell.action_type == 'Weaponskill' then
                    add_to_chat(158,'TP Return: ['..tostring(player.tp)..']')
            end
    end
    
    function self_command(command)
    	if command == 'c1' then
    		equip(sets.engaged.Normal)
    	elseif command == 'c2' then
    		equip(sets.engaged.DW)
    	elseif command == 'c3' then
    		equip(sets.engaged.Haste)
    	elseif command == 'c4' then
    		equip(sets.engaged.High)
    	elseif command == 'c5' then
    		equip(sets.engaged.VeryHigh)
    	end
    end
    
    function job_get_spell_map(spell, default_spell_map)
        if spell.skill == 'Blue Magic' then
            for category,spell_list in pairs(blue_magic_maps) do
                if spell_list:contains(spell.english) then
                    return category
                end
            end
        end
    end
    
    function job_buff_change(buff, gain)
        if state.Buff[buff] ~= nil then
            state.Buff[buff] = gain
        end
    end
    
    function select_default_macro_book()
        -- Default macro set/book
            set_macro_page(1, 13)
    end

  19. #4419
    RIDE ARMOR
    Join Date
    May 2010
    Posts
    24
    BG Level
    1
    FFXI Server
    Carbuncle

    hi, I'm a little new in Gearswap space. I tried to google tonight :
    I was wondering if we can "backup current gears" or something like that during precast, and use it in the aftercast function. Somethings like

    sets.backup = getcurrentgears()

    then in aftercast do something like

    equip(sets.backup)


    Havent found a good way to write the getcurrentgears() things so far. I found some examples which simulate that with a defined number of sets, like "MDT, PDT, acc". It works but its not a real "back up", it save just an ID (0 or 1 or 2), then during aftercast they know which set equip. I'm looking for something more powerful

  20. #4420
    Bagel
    Join Date
    Dec 2012
    Posts
    1,488
    BG Level
    6

    Quote Originally Posted by Aelyn View Post
    hi, I'm a little new in Gearswap space. I tried to google tonight :
    I was wondering if we can "backup current gears" or something like that during precast, and use it in the aftercast function. Somethings like

    sets.backup = getcurrentgears()

    then in aftercast do something like

    equip(sets.backup)


    Havent found a good way to write the getcurrentgears() things so far. I found some examples which simulate that with a defined number of sets, like "MDT, PDT, acc". It works but its not a real "back up", it save just an ID (0 or 1 or 2), then during aftercast they know which set equip. I'm looking for something more powerful
    sets.Backup = player.equipment should save your currently equipped gear

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