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

  1. #4701
    Lygre
    Guest

    There's a nicer way to do it, imo, but for simplicity's sake:

    Code:
    send_command('bind ^` input //gs disable back;input /equip back "Aptitude Mantle"')
    But you'd have to manually //gs enable back, whenever you're done.

    Alternatively, the more complicated way would be:

    Code:
    send_command('bind ^` input //gs c toggle CapacityMode')
    state.CapacityMode = M(false, 'Capacity Mode')
    Put that in your user setup
    Code:
    sets.CapacityMode = {back="Aptitude Mantle"}
    This in your sets

    Code:
    function job_state_change(stateField, newValue, oldValue)
        if stateField == 'Capacity Mode' then
            if newValue == 'on' then
                equip(sets.CapacityMode)
                disable('back')
            else
                enable('back')
            end
        end
    end
    And this in your rules

  2. #4702
    Smells like Onions
    Join Date
    Nov 2015
    Posts
    7
    BG Level
    0

    Hi, I have amended two different BLU Gear Swaps to try to get the right gear for all spells. However I keep getting an issue of no index set for any of IDle or TP Sets. Can anyone see where I've gone wrong?

    Code:
    Spoiler: show
    Code:
    -- Initialization function for this job file.
    function init_get_sets()
            -- Load and initialize the include file.
            include('Mote-Include.lua')
            send_command('bind f9 gs c toggle TP set')
            send_command('bind f10 gs c toggle Idle set')
            send_command('bind f11 gs c toggle CDC set')
            send_command('bind f12 gs c toggle Req set')
            send_command('bind !f12 gs c toggle Rea set')
            send_command('bind ^` gs c toggle MB set')
            
            function file_unload()
          
      
            send_command('unbind ^f9')
            send_command('unbind ^f10')
                    send_command('unbind ^f11')
                    send_command('unbind ^f12')
                    send_command('unbind ^`')
            
            send_command('unbind !f9')
            send_command('unbind !f10')
            send_command('unbind !f11')
            send_command('unbind !f12')
      
            send_command('unbind f9')
            send_command('unbind f10')
            send_command('unbind f11')
            send_command('unbind f12')
             
            end
             
            --Idle Sets--  
            sets.Idle = {}
            
            sets.Idle.index = {'Standard','DT'}
            Idle_ind = 1                  
            
            sets.Idle.Standard = {ammo="Hagneia stone",
                                          head="Ocelomeh headpiece +1",neck="Orochi Nodowa", ear1="Ethereal earring",
                                          body="Mirage Jubbah",hands="Garden Bangles",ring1="Dark ring",ring2="Sheltered ring",
                                         waist="Flume belt",legs="Blood cuisses",feet="Iuitl gaiters"}
                                                      
            sets.Idle.DT = {main="Terra's Staff",sub="Umbra strap",ammo="Ginsen",
                                    head="Rabid Visor",neck="Wiglen Gorget", ear1="Etiolation earring", ear2="Handler's earring +1",
                                            body="Emet Harness +1",hands="Umuthi Gloves",ring1="Dark ring",ring2="Succor ring",
                                            back="Iximulew Cape",waist="Flume belt",legs="Osmium Cuisses",feet="Hippomenes socks"}
            --TP Sets--
            sets.TP = {}
      
               sets.TP.index = {'Standard', 'AccuracyLite', 'AccuracyFull', 'DT', 'DTAccuracy', 'CP'}
                    --1=Standard, 2 = AccuracyLite, 3=AccuracyFull, 4=DT, 5=DTAccuracy, 7=CP--
                    TP_ind = 1
                sets.TP.Standard = { ammo="Honed tathlum",
                                        head="Whirlpool Mask", neck="Peacock Amulet", ear1="Steelflash Earring",ear2="Bladeborn earring",
                                        body="Rawhide Vest",hands="Iuitl wristbands",ring1="Enlivened Ring",ring2="Vehemence Ring",
                                        back="Bleating mantle",waist="Windbuffet belt",legs="Taeon Tights",feet="Taeon Boots"}
                                                            
                                                            
                    sets.TP.AccuracyLite = {ammo="Hagneia stone",
                                            head="Whirlpool mask",neck="Asperity necklace", ear1="Steelflash earring", ear2="Bladeborn earring",                            
                                            body="Thaumas coat",hands="Buremte gloves",ring1="Epona's ring",ring2="Rajas ring",
                                            back="Evasionist's cape",waist="Windbuffet belt",legs="Iuitl tights",feet="Manibozho boots"}
            
                    sets.TP.AccuracyFull = {ammo="Honed tathlum",
                                            head="Whirlpool mask",neck="Ziel charm", ear1="Steelflash earring", ear2="Bladeborn earring",
                                            body="Rawhide Vest",hands="Buremte gloves",ring1="Epona's ring",ring2="Mars's ring",
                                            back="Evasionist's cape",waist="Hurch'lan sash",legs="Iuitl tights",feet="Manibozho boots"}
                                                            
                    sets.TP.DT = {ammo="Honed tathlum",
                                  head="Futhark bandeau",neck="Twilight torque", ear1="Steelflash earring", ear2="Bladeborn earring",
                                  body="Emet Hareness",hands="Iuitl wristbands",ring1="Dark ring",ring2="Epona's ring",
                                  back="Mollusca mantle",waist="Flume belt",legs="Iuitl tights",feet="Iuitl gaiters"}
                                      
                    sets.TP.DTAccuracy = {ammo="Honed tathlum",
                                          head="Futhark bandeau",neck="Twilight torque", ear1="Steelflash earring", ear2="Bladeborn earring",     
                                          body="Emet Hareness",hands="Iuitl wristbands",ring1="Dark ring",ring2="Mars's ring",
                                          back="Evasionist's cape",waist="Flume belt",legs="Iuitl tights",feet="Iuitl gaiters"}
                                                              
                     sets.TP.DW = {ammo="Honed tathlum",
                                        head="Whirlpool Mask", neck="Peacock Amulet", ear1="Dudgeon earring", ear2="Heartseeker earring",
                                        body="Rawhide Vest",hands="Iuitl wristbands",ring1="Enlivened Ring",ring2="Vehemence Ring",
                                        back="Bleating mantle",waist="Windbuffet belt",legs="Taeon Tights",feet="Taeon Boots"}                                                        
                                                              
                    sets.TP.CP = {ammo="Honed tathlum",
                                        head="Whirlpool Mask", neck="Peacock Amulet", ear1="Steelflash earring", ear2="Bladeborn earring",
                                        body="Rawhide Vest",hands="Iuitl wristbands",ring1="Enlivened Ring",ring2="Vehemence Ring",
                                        back="Aptitude mantle",waist="Windbuffet belt",legs="Taeon Tights",feet="Taeon Boots"}      
            
            --Weaponskill Sets--
            sets.WS = {}
            
            sets.Requiescat = {}
            
            sets.Requiescat.index = {'Attack'}
            Requiescat_ind = 1
            
            sets.Requiescat.Attack = {ammo="Potestas bomblet",
                                              head="Whirlpool mask",neck="Soil gorget",ear1="Brutal earring",ear2="Moonshade earring",
                                              body="Wayfarer robe",hands="Wayfarer cuffs",ring1="Epona's ring",ring2="Aquasoul ring",
                                              back="Atheling mantle",waist="Soil belt",legs="Quiahuiz leggings",feet="Wayfarer clogs"}
                                               
            sets.SavageBlade = {}
            
            sets.SavageBlade.index = {'Attack'}
            SavageBlade_ind = 1
            
            sets.SavageBlade.Attack = {ammo="Aqreqaq bomblet",
                                              head="Whirlpool mask",neck="Breeze gorget",ear1="Corybant Pearl",ear2="Kemas Earring",
                                              body="Manibozho jerkin",hands="Manibozho gloves",ring1="Epona's ring",ring2="Vulcan's ring",
                                              back="Buquwik cape",waist="Dynamic belt",legs="Quiahuiz leggings",feet="Manibozho boots"}
                                                                
            sets.ChantDuCygne = {}
            
            sets.ChantDuCygne.index = {'Attack'}
            ChantDuCygne_ind = 1
            
            sets.ChantDuCygne.Attack = {ammo="Jukukik Feather",
                                                head="Whirlpool mask",neck="Shifting Necklace",ear1="Pixie Earring",ear2="Flock Earring",
                                                body="Manibozho jerkin",hands="Buremte gloves",ring1="Epona's ring",ring2="Vulcan's ring",
                                                back="Kayapa cape",waist="Artful Belt",legs="Manibozho brais",feet="Manibozho boots"}   
     
                                                                                                                        
            sets.WS.SanguineBlade = {}
            
            sets.WS.SanguineBlade = {ammo="Ombre Tathlum",
                                     head="Helios Band",neck="Quanpur necklace",rear="Friomisi earring", ear1="Novio Earring",
                                     body="Rawhide Vest",hands="Helios Gloves", ring1="Acumen Ring", ring2 ='Fenrir Ring', waist ="Salire Belt",
                                     back="Cornflower cape",legs="Augury Cuisses",feet="Weatherspoon souliers" }
                    
            sets.WS.CircleBlade = {}              
                            
            sets.WS.CircleBlade = {aammo="Aqreqaq bomblet",
                                              head="Whirlpool mask",neck="Breeze gorget",ear1="Corybant Pearl",ear2="Kemas Earring",
                                              body="Manibozho jerkin",hands="Manibozho gloves",ring1="Epona's ring",ring2="Vulcan's ring",
                                              back="Buquwik cape",waist="Dynamic belt",legs="Quiahuiz leggings",feet="Manibozho boots"}
                                                        
            sets.WS.Expiacion = {}        
                            
            sets.WS.Expiacion = {ammo="Aqreqaq bomblet",
                                 head="Whirlpool mask",neck="Breeze gorget",ear1="Corybant Pearl",ear2="Kemas Earring",
                                 body="Manibozho jerkin",hands="Manibozho gloves",ring1="Epona's ring",ring2="Vulcan's ring",
                                 back="Buquwik cape",waist="Dynamic belt",legs="Quiahuiz leggings",feet="Manibozho boots"}
            sets.WS.VorpalBlade = {}
            
            sets.WS.VorpalBlade = {ammo="Aqreqaq bomblet",
                                              head="Whirlpool mask",neck="Breeze gorget",ear1="Corybant Pearl",ear2="Kemas Earring",
                                              body="Manibozho jerkin",hands="Manibozho gloves",ring1="Epona's ring",ring2="Vulcan's ring",
                                              back="Buquwik cape",waist="Dynamic belt",legs="Quiahuiz leggings",feet="Manibozho boots"}
                                                      
            sets.Realmrazer = {}
            
            sets.Realmrazer.index = {'Attack'}
            Realmrazer_ind = 1
            
            sets.Realmrazer.Attack = {ammo="Hydrocera",
                                      head="Dampening Tam",nek="Fotia gorget",ear1="Bladeborn earring",ear2="Steelflash Earring",
                                      body="Adhemar Jacket",hands="Adhemar Wristbands",ring1="Eponas ring",ring2="Rajas ring",
                                      back="Buquwik Cape",waist="Fotia belt",legs="Telchine Braconi",feet="Rawhide Boots"}
                                                                                                                     
            sets.WS.FlashNova = {}
            
            sets.WS.FlashNova = {ammo="Ombre Tathlum",
                                     head="Helios Band",neck="Quanpur necklace",rear="Friomisi earring", ear1="Novio Earring",
                                     body="Rawhide Vest",hands="Helios Gloves", ring1="Acumen Ring", ring2 ='Fenrir Ring', waist ="Salire Belt",
                                     back="Cornflower cape",legs="Augury Cuisses",feet="Weatherspoon souliers" }
             
            --BLU Magic Sets--
     
            sets.midcast.Magic = {ammo="Ombre Tathlum",
                                     head="Helios Band",neck="Quanpur necklace",rear="Friomisi earring", ear1="Novio Earring",
                                     body="Rawhide Vest",hands="Helios Gloves", ring1="Acumen Ring", ring2 ='Fenrir Ring', waist ="Salire Belt",
                                     back="Cornflower cape",legs="Augury Cuisses",feet="Weatherspoon souliers" }
                                      
            sets.midcast.Physical = {ammo ="Mavi Tathlum",
                                         head="Whirlpool mask",neck="Breeze gorget",ear1="Corybant Pearl",ear2="Kemas Earring",
                                         body="Rawhide Vest",hands="Manibozho gloves",ring1="Rajas ring",ring2="Vehemence Ring",
                                         back="Buquwik cape",waist="Dynamic belt",legs="Quiahuiz leggings",feet="Manibozho boots"}
                                          
            sets.midcast.PhysStun = {ammo="Mavi Tathlum",
                                           ear1="Moonshade Earring",ear2="Mavi Earring", ring2="Balran's Ring",  back="Cuchulain's Mantle"}
                                            
            sets.midcast.Debuff = {ammo="Mavi Tathlum",
                            head="Mirage Keffiyeh",ear1="Moonshade Earring",ear2="Mavi Earring",
                            body="Magus Jubbah",hands="Hagondes Cuffs",ring1="Omega Ring", back="Cornflower cape",
                            legs="Mavi Tayt +2",feet="Mavi Basmak +1"}
                             
            sets.midcast.BuffSkill = {ammo="Mavi Tathlum",
                    head="Mirage Keffiyeh",  body="Magus Jubbah", legs="Mavi Tayt +2", back="Cornflower Cape"}
         
            sets.midcast.Breath ={
                    head="Mirage Keffiyeh",ear1="Moonshade Earring",ear2="Mavi Earring",
                    body="Magus Jubbah",hands="Espial Bracers",ring1="Bomb Queen Ring",ring2="Meridian Ring",
                    back="Gigant Mantle",waist="Lieutenant's Sash",legs="Mavi Tayt +2",feet="Iuitl Gaiters"}
             
            sets.midcast.BlueCure = {
                    head="Helios Band",neck="Colossus's Torque",
                    body="Hagondes Coat",hands="Helios Gloves",ring1="Ephedra Ring",ear2="Sirona's Ring",
                    back="Refraction Cape",waist="Penitent's Rope",legs="Hagondes Pants",feet="Hagondes Sabots"}
                     
            sets.midcast.Standard = { ammo="Ginsen",
                                head="Psycloth Tiara",  body="Taeon Tabard",  hands="Leyline Gloves",   legs="Homam Cosciales",
                                feet="Taeon Boots",  neck="Voltsurge Torque", waist="Witful Belt", left_ear="Enchntr. Earring +1",
                                right_ear="Loquac. Earring", left_ring="Prolix Ring", right_ring="Lebeche Ring", back="Swith Cape"}
             
            --FC Sets--
            sets.FC.Standard = { ammo="Ginsen",
                                head="Psycloth Tiara",  body="Taeon Tabard",  hands="Leyline Gloves",   legs="Homam Cosciales",
                                feet="Taeon Boots",  neck="Voltsurge Torque", waist="Witful Belt", left_ear="Enchntr. Earring +1",
                                right_ear="Loquac. Earring", left_ring="Prolix Ring", right_ring="Lebeche Ring", back="Swith Cape"}
                                 
            --Utility Sets--
            sets.Utility = {}
            
            sets.Utility.Weather = {waist="Hachirin-no-obi",back="Twilight Cape"}
      
            sets.Utility.MB = {head="Helios Band",body="Samnuha Coat",ear1="Static Earring",ring1="Locus Ring",ring2="Mujin Band"}
      
            
            sets.Utility.Stoneskin = {head="Haruspex hat",neck="Stone Gorget",ear1="Loquac. earring",ear2="Earthcry earring",
                                                              body="Assim. jubbah +1",hands="Stone Mufflers",ring1="Prolix ring",
                                                              back="Swith cape",waist="Siegel sash",legs="Haven hose",feet="Iuitl gaiters"}
                                                              
            sets.Utility.Phalanx = {head="Haruspex hat",neck="Colossus's torque",ear1="Loquac. earring",ear2="Augment. earring",
                                                        body="Assim. jubbah +1",hands="Ayao's gages",ring1="Prolix ring",
                                                            back="Swith cape",waist="Pythia sash +1",legs="Portent pants",feet="Iuitl gaiters"}
                                                            
            sets.Utility.Steps = {ammo="Falcon Eye",
                                    head="Dampening Tam", body="Adhemar Jacket", hands="Rawhide Gloves",legs="Taeon Tights",
                                    feet="Taeon Boots", neck="Subtlety Spec.", waist="Chaac Belt",left_ear="Heartseeker Earring",right_ear="Steelflash Earring",
                                    left_ring="Yacuruna Ring", right_ring="Rajas Ring", back="Grounded Mantle",}
                                                      
            sets.Utility.PDT = {head="Whirlpool mask",neck="Twilight torque",ear1="Ethereal earring",
                                                    body="Iuitl vest",hands="Umuthi gloves",ring1="Dark ring",ring2="Dark ring",
                                                    back="Mollusca mantle",waist="Flume belt",legs="Iuitl Tights +1",feet="Iuitl gaiters"}
                                                    
            sets.Utility.MDT = {head="Whirlpool mask",neck="Twilight torque",
                                                    body="Assim. jubbah +1",hands="Umuthi gloves",ring1="Dark ring",ring2="Dark ring",
                                                    back="Mollusca mantle",legs="Quiahuiz trousers",feet="Luhlaza charuqs"}
                                                            
            
             
            --Job Ability Sets--
            
            sets.JA = {}
            
            sets.JA.ChainAffinity = {feet="Assim. charuqs +1"}
            
            sets.JA.BurstAffinity = {feet="Hashishin Basmak +1"}
            
            sets.JA.Efflux = {legs="Mavi tayt +2"}
            
            sets.JA.AzureLore = {hands="Luh. bazubands +1"}
            
            sets.JA.Diffusion = {feet="Luhlaza Charuqs"}                                                
     
    end
     
    -- Setup vars that are user-independent.
    function job_setup()
            state.Buff['Burst Affinity'] = buffactive['Burst Affinity'] or false
            state.Buff['Chain Affinity'] = buffactive['Chain Affinity'] or false
            state.Buff.Convergence = buffactive.Convergence or false
            state.Buff.Diffusion = buffactive.Diffusion or false
            state.Buff.Efflux = buffactive.Efflux or false
      
            blue_spell_maps = {
            -- Magic nukes
            ['Sandspin']='Magic',['Cursed Sphere']='Magic',['Blastbomb']='Magic',['Bomb Toss']='Magic',['Death Ray']='Magic',
            ['Ice break']='Magic',['Maelstrom']='Magic',['Firespit']='Magic',['Acrid Stream']='Magic',['Leafstorm']='Magic',
            ['Thermal Pulse']='Magic',['Charged whisker']='Magic',['Water Bomb']='Magic',['Dark Orb']='Magic',['Mind Blast']='Magic',
            ['Magic Hammer']='Magic',['Everyone\'s Grudge']='Magic',['Mysterious Light']='Magic',['Eyes On Me']='Magic',
            ['Blazing Bound']='Magic',['Vapor Spray']='Magic',['Gates of Hades']='Magic',['Bilgestorm']='Magic',
            ['Tempestuous Upheaval']='Magic',['Rending Deluge']='Magic',['Embalming Earth']='Magic',['Foul Waters']='Magic',
            ['Retinal Glare']='Magic',['Droning Whirlwind']='Magic',['Regurgitation']='Debuff',
      
            -- Magical stuns
            ['Blitzstrahl']='MagicStun',['Temporal Shift']='MagicStun',['Thunderbolt']='MagicStun',
      
            -- Breath spells
            ['Poison Breath']='Breath',['Magnetite Cloud']='Breath',['Self Destruct']='Breath',['Hecatomb Wave']='Breath',['Radiant Breath']='Breath',
            ['Flying Hip Press']='Breath',['Bad Breath']='Breath',['Frost Breath']='Breath',['Heat Breath']='Breath',['Final Sting']='Breath',
            ['Thunder Breath']='Breath',['Wind Breath']='Breath',
      
            -- Buff spells where Blue Magic Skill matters (need verification)
            ['Metallic Body']='BuffSkill',['Diamondhide']='BuffSkill',['Reactor Cool']='BuffSkill',['Plasma Charge']='BuffSkill',
            ['Magic Barrier']='BuffSkill',['Barrier Tusk']='BuffSkill',['Orcish Counterstance']='BuffSkill',['Pyric Bulwark']='BuffSkill',
            ['Nature\'s Meditation']='BuffSkill',['Carcharian Verve']='BuffSkill',
      
            -- Debuffs
            ['Sheep Song']='Debuff',['Blood Drain']='Debuff',['Soporific']='Debuff',['Soud Blast']='Debuff',['Chaotic Eye']='Debuff',
            ['Digest']='Debuff',['Blank Gaze']='Debuff',['Venom Shell']='Debuff',['MP Drainkiss']='Debuff',['Stinking Gas']='Debuff',
            ['Geist Wall']='Debuff',['Awful Eye']='Debuff',['Blood Saber']='Debuff',['Jettatura']='Debuff',['Frightful Roar']='Debuff',
            ['Filamented Hold']='Debuff',['Cold Wave']='Debuff',['Light of Penance']='Debuff',['1000 Needles']='Debuff',['Feather Tickle']='Debuff',
            ['Yawn']='Debuff',['Voracious Trunk']='Debuff',['Infrasonics']='Debuff',['Sandspray']='Debuff',['Corrosive Ooze']='Debuff',
            ['Enervation']='Debuff',['Lowing']='Debuff',['Triumphant Roar']='Debuff',['Actinic Burst']='Debuff',['Osmosis']='Debuff',
            ['Cimicine Discharge']='Debuff',['Demoralizing Roar']='Debuff',['Auroral Drape']='Debuff',['Dream Flower']='Debuff',
            ['Reaving Wind']='Debuff',['Mortal Ray']='Debuff',['Absolute Terror']='Debuff',['Blistering Roar']='Debuff',
      
            -- Physical spells
            ['Foot Kick']='Physical',['Power Attack']='Physical',['Sprout Smack']='Physical',['Wild Oats']='Physical',['Queasyshroom']='Physical',
            ['Battle Dance']='Physical',['Bludgeon']='Physical',['Screwdriver']='Physical',['Smite of Rage']='Physical',['Pinecone Bomb']='Physical',
            ['Jet Stream']='Physical',['Uppercut']='Physical',['Mandibular Bite']='Physical',['Death Scissors']='Physical',
            ['Dimensional Death']='Physical',['Spinal Cleave']='Physical',['Frenetic Rip']='Physical',['Hydro Shot']='Physical',
            ['Hysteric Barrage']='Physical',['Cannonball']='Physical',['Asuran Claws']='Physical',['Disseverment']='Physical',
            ['Vertical Cleave']='Physical',['Goblin Rush']='Physical',['Vanity Dive']='Physical',['Benthic Typhoon']='Physical',
            ['Quad. Continuum']='Physical',['Empty Thrash']='Physical',['Heavy Strike']='Physical',['Grand slam']='Physical',
            ['Body Slam']='Physical',['Sub-zero Smash']='Physical',['Ram Charge']='Physical',['Delta Thrust']='Physical',
            ['Feather storm']='Physical',['Helldive']='Physical',['Spiral Spin']='Physical',['Claw Cyclone']='Physical',['Terror Touch']='Physical',
            ['Sickle Slash']='Physical',['Seedspray']='Physical',['Quadrastrike']='Physical',['Tourbillion']='Physical',['Amorphic Spikes']='Physical',
            ['Barbed Crescent']='Physical',['Bloodrake']='Physical',['Paralyzing Triad']='Physical',['Glutinous Dart']='Physical',
      
            -- Physical stuns
            ['Head Butt']='PhysStun',['Sudden Lunge']='PhysStun',['Tail Slap']='PhysStun',['Frypan']='PhysStun',['Whirl of Rage']='PhysStun',
      
            -- Cure spells, modified by blue skill,healing skill and MND
            ['Pollen']='BlueCure',['Healing Breeze']='BlueCure',['Wild Carrot']='BlueCure',['Magic Fruit']='BlueCure',
            ['Plenilune Embrace']='BlueCure',['White Wind']='BlueCure'}
      
        -- Spells that have static effects, not modified by skill or stats
        blue_no_skill_spell_list = S{'Cocoon','Harden Shell','Refueling','Zephyr Mantle','Regeneration','Animating Wail','Battery Charge',
            'Occultation','Winds of Promy.','Feather Barrier','Memento mori','Saline Coat','Warm-Up','Amplification','Exuviation','Fantod'}
      
        blue_diffusion_spell_list = S{'Cocoon','Metallic Body','Refueling','Feather Barrier','Memento Mori','Zephyr Mantle','Warm-Up','Amplification',
            'Saline Coat','Reactor Cool','Exuviation','Plasma Charge','Harden Shell'}
      
        -- Spells available only through Unbriled Learning
        blue_unbridled_spell_list = S{'Harden Shell','Thunderbolt','Absolute Terror','Gates of Hades','Tourbillion','Pyric Bulwark','Bilgestorm','Bloodrake',
            'Droning Whirlwind','Carcharian Verve','Blistering Roar', 'Mighty Gaurd'}
    end
     
    function midcast(spell,act)
        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.JA.AzureLore)
            end
            
            if spell.english == 'Requiescat' then
                    equip(sets.Requiescat[sets.Requiescat.index[Requiescat_ind]])
            end
            
            if spell.english == 'Chant du Cygne' then
                    equip(sets.ChantDuCygne[sets.ChantDuCygne.index[ChantDuCygne_ind]])
            end
             
            if spell.english == 'Savage Blade' then
                    equip(sets.SavageBlade[sets.SavageBlade.index[SavageBlade_ind]])
            end
            
            if spell.english == 'Circle Blade' then
                    equip(sets.WS.CircleBlade)
            end
                    
            if spell.english == 'Expiacion' then
                    equip(sets.WS.Expiacion)
            end
      
            if spell.english == 'Vorpal Blade' then
                    equip(sets.WS.VorpalBlade)
            end
            
            if spell.english == 'Sanguine Blade' then
                    equip(sets.WS.SanguineBlade)
                    if spell.element == world.day_element or spell.element == world.weather_element then
                                  equip(sets.Utility.Weather)
                            end
            end
            
            if spell.english == 'Box Step' then
                    equip(sets.Utility.Steps)
            end
            
            if spell.english == 'Realmrazer' then
                    equip(sets.Realmrazer[sets.Realmrazer.index[Realmrazer_ind]])
            end
            
            if spell.english == 'Flash Nova' then
                    equip(sets.WS.FlashNova)
                    if spell.element == world.day_element or spell.element == world.weather_element then
                                  equip(sets.Utility.Weather)
                            end
            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
                    if spell.skill == 'Blue Magic' then
                            -- Define the Blue Magic spell type used
                            classes.CustomClass = blue_spell_class(spell)
                            --add_to_chat(122, 'Spell = '..classes.CustomClass)
                    else
                            -- Default base equipment layer is fast recast.
                            equip(sets.midcast.FastRecast)
                    end
            end
    end
     
    function aftercast(spell)
            if player.status == 'Engaged' then
                    equip(sets.TP[sets.TP.index[TP_ind]])
            else
                    equip(sets.Idle[sets.Idle.index[Idle_ind]])
            end
            
            if spell.action_type == 'Weaponskill' then
                    add_to_chat(158,'TP Return: ['..tostring(player.tp)..']')
            end
    end
     
     
    function status_change(new,old)
            if new == 'Engaged' then
                    equip(sets.TP[sets.TP.index[TP_ind]])
            else
                    equip(sets.Idle[sets.Idle.index[Idle_ind]])
            end
    end
     
    function self_command(command)
            if command == 'toggle TP set' then
                    TP_ind = TP_ind +1
                    if TP_ind > #sets.TP.index then TP_ind = 1 end
                    send_command('@input /echo <----- TP Set changed to '..sets.TP.index[TP_ind]..' ----->')
                    equip(sets.TP[sets.TP.index[TP_ind]])
            elseif command == 'toggle Idle set' then
                    Idle_ind = Idle_ind +1
                    if Idle_ind > #sets.Idle.index then Idle_ind = 1 end
                    send_command('@input /echo <----- Idle Set changed to '..sets.Idle.index[Idle_ind]..' ----->')
                    equip(sets.Idle[sets.Idle.index[Idle_ind]])
            elseif command == 'toggle Req set' then
                    Requiescat_ind = Requiescat_ind +1
                    if Requiescat_ind > #sets.Requiescat.index then Requiescat_ind = 1 end
                    send_command('@input /echo <----- Requiescat Set changed to '..sets.Requiescat.index[Requiescat_ind]..' ----->')
            elseif command == 'toggle CDC set' then
                    ChantDuCygne_ind = ChantDuCygne_ind +1
                    if ChantDuCygne_ind > #sets.ChantDuCygne.index then ChantDuCygne_ind = 1 end
                    send_command('@input /echo <----- Chant du Cygne Set changed to '..sets.ChantDuCygne.index[ChantDuCygne_ind]..' ----->')
            elseif command == 'toggle Rea set' then
                    Realmrazer_ind = Realmrazer_ind +1
                    if Realmrazer_ind > #sets.Realmrazer.index then Realmrazer_ind = 1 end
                    send_command('@input /echo <----- Realmrazer Set changed to '..sets.Realmrazer.index[Realmrazer_ind]..' ----->')
            elseif command == 'toggle MB set' then
                    Burst_ind = Burst_ind +1
                    if Burst_ind > #sets.Burst.index then Burst_ind = 1 end
                    send_command('@input /echo [MB Set changed to '..sets.Burst.index[Burst_ind]..']')
            elseif command == 'equip TP set' then
                    equip(sets.TP[sets.TP.index[TP_ind]])
            elseif command == 'equip Idle set' then
                    equip(sets.Idle[sets.Idle.index[Idle_ind]])
            end
    end

  3. #4703
    Smells like Onions
    Join Date
    Jul 2015
    Posts
    2
    BG Level
    0

    Simple rule, but I fail

    Hello, I'm looking for help in writing a part for BLU mage magic bursting.

    I'm having issues coming up with the proper way to write it into lua.

    The logic I'm trying to achieve is as follows;

    If spell Blue magic and buffactive Burst Affinity, then equip set MB on midcast

    How would I go about to prepare this in lua form and where would I insert it?

    Thank you much for your help.

  4. #4704

    Quote Originally Posted by Jumeya View Post
    Hello, I'm looking for help in writing a part for BLU mage magic bursting.

    I'm having issues coming up with the proper way to write it into lua.

    The logic I'm trying to achieve is as follows;

    If spell Blue magic and buffactive Burst Affinity, then equip set MB on midcast

    How would I go about to prepare this in lua form and where would I insert it?

    Thank you much for your help.
    if spell.type == "BlueMagic" and buffactive["Burst Affinity"] then

  5. #4705
    Smells like Onions
    Join Date
    Oct 2014
    Posts
    2
    BG Level
    0

    I'm just back from about 5+ months of not playing, and one of my .lua files isn't wanting to work properly. When using my BRD, it gives me an error saying:
    "GearSwap: Lua runtime error: gearswap/refresh.lua:234: attempt to index field '?' (a nil value)".

    When checking the script, the code was:
    "player.race = res.races[player.race][language]".

    Not really sure what I can do to fix this, since I've been gone for a bit and there might be new coding.

  6. #4706
    Campaign
    Join Date
    Jul 2007
    Posts
    6,633
    BG Level
    8

    While doing some step-by-step debugging, I need to visualize on screen the content of a certain variable to see if it really changed.
    Normally I do:

    add_to_chat(colorcode,'textmessage'..variable..'ot her text message')

    Yet it doesn't works for concatenated variables, I get the following error "Attempt to concatenate field '?' (a boolean value)"
    From this I get that with the add_to_chat function I can only use variables who contain text information, and not boolean variables. Correct?
    How can I shot on screen the content of boolean variables then?

  7. #4707
    BG Content
    Join Date
    Jul 2007
    Posts
    21,105
    BG Level
    10
    FFXI Server
    Lakshmi
    Blog Entries
    1

    Code:
    add_to_chat(colorcode,'textmessage'..tostring(variable)..'ot  her text message')

  8. #4708

    here
    add_to_chat(color, 'what you want '..(var):color(color1,colorbk)..' and '..(tostring(var2)):color(color2))
    color = the base location of the add to chat
    color1 = color change befor var
    color2 = color change before var2
    colorbk = color change after var

    why this needed to happen
    (tostring(var2))
    i dont know but it wont work with out it

    this is the code i use in my gearswap when auto adjusting DNC waltz
    cc = {mc=9,r1=11,r2=10,g1=158,g2=6,b1=5,b2=205,y1=36,y2 =37}
    add_to_chat(cc.mc, 'Waltz Set To '..(new_waltz):color(cc.y1,cc.mc)..' for '..(tostring(h_total)):color(cc.g1))

  9. #4709
    Campaign
    Join Date
    Jul 2007
    Posts
    6,633
    BG Level
    8

    Thanks guys, hope I'll manage to find out why sometimes the variable changes instantly and why some other times it takes a few seconds. When I'm back home I'll try some step-by-step debug and try to find the issue.
    For who's curious, it's about a buff.
    When I have Perpetuance up (the same applies to other buffs as well) on SCH, I force equip hands (Arbatel+1) in midcast regardless of what my midcast would normally equip there.

    If I use Perpetuance and then I IMMEDIATELY cast a spell, Gearswap doesn't recognize Perpetuance being already up.
    Long time ago I was simply using an "If" with the "buffactive['Perpetuance'])" check. Then here on this thread I found out that buffactive is a function that takes a few seconds to be precise because of the "lag" between server and client.
    So to avoid that, I used a custom boolean variable (state.Buffs['Perpetuance']).
    This variable gets initialized at the beginning of the Lua, it changes in my aftercast (if not spell.name interupted then change variable to true) and I bring it back to false in the buff_change function.
    That way I don't have to wait for that server-client lag because I manually track its state with the custom variable.

    Still lately, I've noticed that the same issue started to happen again (if I'm too fast, Gearswap doesn't recognize Perpetuance being up), so I need a step-by-step debug to see where and why Gearswap fails to change the variable's value.
    Visualizing the current state of the variable and adding some custom message in specific parts of my lua, temporarily, should allow me to find out what's going on

  10. #4710
    Relic Horn
    Join Date
    Jul 2005
    Posts
    3,478
    BG Level
    7

    Random thing:

    No matter what I do my "Chironic Slippers" always come up on Validate. I only have 1 pair. I checked spelling 100 times. They DO equip. But still refuse to disapear from my validate check somehow.

  11. #4711

    Quote Originally Posted by Sechs View Post
    Thanks guys, hope I'll manage to find out why sometimes the variable changes instantly and why some other times it takes a few seconds. When I'm back home I'll try some step-by-step debug and try to find the issue.
    For who's curious, it's about a buff.
    When I have Perpetuance up (the same applies to other buffs as well) on SCH, I force equip hands (Arbatel+1) in midcast regardless of what my midcast would normally equip there.

    If I use Perpetuance and then I IMMEDIATELY cast a spell, Gearswap doesn't recognize Perpetuance being already up.
    Long time ago I was simply using an "If" with the "buffactive['Perpetuance'])" check. Then here on this thread I found out that buffactive is a function that takes a few seconds to be precise because of the "lag" between server and client.
    So to avoid that, I used a custom boolean variable (state.Buffs['Perpetuance']).
    This variable gets initialized at the beginning of the Lua, it changes in my aftercast (if not spell.name interupted then change variable to true) and I bring it back to false in the buff_change function.
    That way I don't have to wait for that server-client lag because I manually track its state with the custom variable.

    Still lately, I've noticed that the same issue started to happen again (if I'm too fast, Gearswap doesn't recognize Perpetuance being up), so I need a step-by-step debug to see where and why Gearswap fails to change the variable's value.
    Visualizing the current state of the variable and adding some custom message in specific parts of my lua, temporarily, should allow me to find out what's going on
    its probably because you cast the spell before the buff update packet comes in

  12. #4712
    Campaign
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    Jul 2007
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    6,633
    BG Level
    8

    Yes dlsmd, that's exactely the reason why "buffactive['buffname']" doesn't immediately work but requires a few seconds before Gearswap "feels" the buff that you placed up. (i.e. buffactive returns "true")
    Still, with the workaround I created with Motenten long time ago (i.e. tracking the status of a specific buff with a custom variable instead than with the buffactive function) I never had any issues for the longest time, because that way the tracking is done locally without waiting for the returning packet required for buffactive. It's a local variable that gets initialized as soon as I use the JA, no returning packet required.
    So I need to check what changed, if I broke something or if the source of the problem is somewhere else etc.

  13. #4713
    Campaign
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    Jul 2007
    Posts
    6,633
    BG Level
    8

    Quote Originally Posted by Lyramion View Post
    No matter what I do my "Chironic Slippers" always come up on Validate. I only have 1 pair. I checked spelling 100 times. They DO equip. But still refuse to disapear from my validate check somehow.
    Try "Chironic slippers" with downcased s.
    Sometimes in the past I've had similar issues and playing a bit with up/down case usually solved the issue for me.

  14. #4714
    Relic Horn
    Join Date
    Jul 2005
    Posts
    3,478
    BG Level
    7

    Quote Originally Posted by Sechs View Post
    Try "Chironic slippers" with downcased s.
    Sometimes in the past I've had similar issues and playing a bit with up/down case usually solved the issue for me.
    Found the issue.... one of the sets still had them with EXPORT augments before windower got updated.

  15. #4715
    Relic Shield
    Join Date
    Jan 2013
    Posts
    1,868
    BG Level
    6

    I have been utilizing a variable in slightly different way for buffs that affect other abilities/spells. Usually in the precast of the JA that gives the buff I have the variable change. then I have it change back in the buff change function when it wears off. So when I use sneak attack for example, w/e variable I am using gets changed. then when it wears (after I hit the mob) it reverts it back.

    But the way i do it differently is for the equip set, I have say sets.JA.SneakAttack and sets.JA.None. and i have the variable SA_Index= 1 SA_mode = {'None','SneakAttack'} and equip sets.JA[SA_mode[SA_Index]] in my actual gearswaps part. sets.JA.None is an empty set so it wont equip anything over anything else in the equip line. Also to avoid problems for when I use if this set exists equip it for JA/Spells I make some of them be sets.Cmd.None (swapping the JA for Cmd)

    Code:
    equip(sets.TP, sets.JA[SA_mode[SA_Index]])
    I actually followed someone elses example of just having a function that changes gear for engaged/idle/resting, and then in the precast/midcast/aftercast i put the gear change function in there. Then I only have to modify it in one place. so for my engaged part i have the above line so at any aftercast it would check if i have SA up basically via the variable and equip it (I also have the SA-mode in my WS gear swap.) Its bout the only way I could get it to work for what i believe is always.

  16. #4716
    Campaign
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    I handle the variable change for JAs in Aftercast, simply because it seemed "safest" to me. That's the real point where, after a "if not spell.interrupted" I can be 100% sure that the JA went through and didn't get interrupted for any reason.
    When I was doing this in the precast I ran into some circumstances where the variable was changing without the JA going off.

    It was Motenten who actually suggested me to do it in the Aftercast, right in this thread, hundreds and hundreds of posts ago.

  17. #4717

    Quote Originally Posted by Sechs View Post
    I handle the variable change for JAs in Aftercast, simply because it seemed "safest" to me. That's the real point where, after a "if not spell.interrupted" I can be 100% sure that the JA went through and didn't get interrupted for any reason.
    When I was doing this in the precast I ran into some circumstances where the variable was changing without the JA going off.
    that would be the way i would go as well for the same reason

  18. #4718
    Relic Shield
    Join Date
    Jan 2013
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    BG Level
    6

    Actually for some of the variables I do have a if interupted revert back to None thing in aftercast. My problem is for some reason some of the things I do if i put it in after cast it doesnt seem to want to work but if i put the same code in pre or mid cast it works fine. So I always try to keep it out of aftercast as much as possible. It could have to do with me being on a XP pc and it fucks shit up sometimes.

    I am not sure about "safest" but i found my method to be a way to make sure that gear gets equipped right when the spell goes off. im less worried about when it is interuptted/paralyzed.

  19. #4719
    Fake Numbers
    Join Date
    Aug 2014
    Posts
    87
    BG Level
    2

    My gearswap loads my lua fine but I'm getting this error everytime it tries to change gear

    //gs debugmode

    "Entering Status_Change
    Cannot change gear right now: KOed"

  20. #4720

    I plan on dualboxing SMN for some stuff and was wondering if there was a way to have BP's automatically fire off when BP:Rage is up. I have a way to do it now but all it does it keeps spamming it which in turn takes you out of -perpetuation gear. Is there a way to check for if it's ready and use it as it is available?

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