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

  1. #4861
    Bagel
    Join Date
    Dec 2012
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    6

    Quote Originally Posted by Khelek View Post
    Yeah that's what I'm asking how to do. pet_midcast or pet_precast doesn't work for puppet WSs, as they happen instantly and automatically. your gear changes just fine, but it doesn't happen in time to affect the WSs.
    here is a good starting point for you

    Code:
    function incoming_chunk(id, data, modified, injected, blocked)
        if id == 0x067 then
            local packet = packets.parse('incoming', data)
            if packet['Pet TP'] == 1000 then
                --do code here
            end
        end
    end
    windower.raw_register_event('incoming chunk', incoming_chunk)
    you can find more info on whats in the packets here but remember messing with packets is not easy:
    windower4\addons\libs\packets\fields.lua

  2. #4862
    trv
    trv is offline
    Melee Summoner
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    Oct 2014
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    That packet is strange and annoying. Use 0x068 if possible, though I don't remember if it updates TP regularly.

  3. #4863
    Bagel
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    Dec 2012
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    Quote Originally Posted by trv View Post
    That packet is strange and annoying. Use 0x068 if possible, though I don't remember if it updates TP regularly.
    well the only packets that contain pet tp are 0x067 and 0x068 so one of them is bound to be correct or maybe you need both to keep it as accurate as possible

    as i did for stats like str,agi etc for my waltz and cure calculators and they are 100% accurate when using spells on self
    i need to grab the data from 0x00A(on zone change),0x061(buff,gear change)
    the only time my code gets out of synk is when i reload gearswap while staying in zone(until i open the stats menu)

  4. #4864
    New Spam Forum
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    Jul 2008
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    Phoenix

    Is it possible to add a code to a current sch lua that would allow the sch to auto self skillchain? All you have to do is choose the element and the code does the rest. Basically uses Immanence opens the SC and then uses Immanence and then closes the SC all while alerting this in chat? If so anyone have this code that I could plug into a current Sch lua?

  5. #4865
    Bagel
    Join Date
    Dec 2012
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    Quote Originally Posted by Erlayn View Post
    Is it possible to add a code to a current sch lua that would allow the sch to auto self skillchain? All you have to do is choose the element and the code does the rest. Basically uses Immanence opens the SC and then uses Immanence and then closes the SC all while alerting this in chat? If so anyone have this code that I could plug into a current Sch lua?
    short answer: yes
    is it easy to do: no

  6. #4866
    New Spam Forum
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    Phoenix

    If it'll be hard to code, then is there a simple code that we can input to help with the self skillchain by typing in //gravitation and then the code would activate the proper abilities and spells?

  7. #4867
    Bagel
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    you can yes but the underlying code is still rather hard because if you get the timing off even a little you will receive Cannot Cast spell message

    here is a quick example(untested)
    Code:
    Auto = false
    auto_type = "None"
    function aftercast(spell)
        if Auto then
            if auto_type == "Gravitation" then
                if spell.name == "First Spell" then
                    send_command('wait 4.0;input /item "<spellname>" <t>')--adjust the wait time to your needs
                elseif spell.name == "Second spell" then
                ...
                elseif spell.name == "Next to last spell in chain" then
                    send_command('wait 4.0;input /item "<spellname>" <t>')--adjust the wait time to your needs
                    Auto = false
                    auto_type = "None"
                end
            end
        else
            --do the rest of your aftercast code
        end
    end
    function self_command(command)
        local comArgs = command
        if #comArgs:split(' ') >= 2 then
            comArgs = T(comArgs:split(' '))
        end
        if comArgs [1] == "Auto"then
            local first_spell = ""
            local first_spell_type = "ja"
            if comArgs [2] == nil then
                return
            elseif comArgs [2] == "gravitation" then
                auto_type = "Gravitation"
                first_spell = "<first spell in chain>"
                --first_spell_type = "ma"--if first spell is a Magic use uncomment this line
                --first_spell_type = "ws"--if first spell is a Weapon Skill use uncomment this line
            --do as many as you want
            else
                auto_type = "None"
                return
            end
            Auto = true
            send_command('input /'..first_spell_type..' "'..first_spell..'" <t>')
        end
    end
    the above code uses this command
    //gs c Auto gravitation
    and should you put in the wrong command nothing will happen

  8. #4868
    Nidhogg
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    Bahamut

    I'm no Sch, but I think it'd be easier to accomplish with windower scripts and shortcuts. Make a shortcut for //gravitation or whatever linked to a script that just runs out the JA and spells in order. Could even fit it in on an in game macro I'd think.

    /ja Immanence <me> /wait 2
    /p Starting SC
    /ma wtfever <t> /wait 3
    /ja Immanence <me> /wait 2
    /p MB (elements)
    /ma wtfever <t>

    GS will still handle all of the gear swapping. I know they made /wait able to be on the same lines as other things at some point, but syntax might be off, might need a comma in between other functions and wait or something. Beyond the timing of the waits, it should work. Not that it has anything to do with GS, but I don't see the point of GSing something like that beyond doing it just to figure it out.

  9. #4869
    New Spam Forum
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    Phoenix

    I'll try both ways, thanks for the help guys. Just possibly looking to help Sch out there and make things a bit easier. I know some are still new at Sch like myself.

  10. #4870
    Relic Shield
    Join Date
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    Id prolly use a series of self commands.. similiar to how i use elemental siphon. Especially useful if u need to check certain buffs or w/e at certain points. and then in the send command in the self command you can put a wait;gs c nextcommand. and that usually helps my timing always work.

  11. #4871
    New Spam Forum
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    Bahamut

    Is anyone aware of a GS system out there to use exported sets? I'm building up my sets and often updating them. I'd like it if I could tweak the set in-game, use the GS export command, then just rename the exported lua to whatever for that set.

    I imagine it would be each set in its own include file.

    its kinda a pain scrolling up and down the very nice, but very complex lua I'm using. I'd like to modularize the sets. It would be less likely to mess up the lua file somewhere when I just want to update my sets. Also, I think it would help me update all the right places and not miss some sets when I get an improved piece of gear.

    So, I'm curious if anyone has an example already out there that does something like this?

  12. #4872
    RIDE ARMOR
    Join Date
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    In attempting to update my RDM lua I've come across an error with the bolded line.

    Code:
    function user_setup()
    	-- Options: Override default values
    	state.CombatModes:options('Frontline', 'Backline')
    	state.OffenseMode:options('Normal', 'Acc', 'TH')
    	state.DefenseModes:options('Normal', 'DT')
    	state.WeaponskillModes:options('Normal', 'Acc', 'TH')
    	state.CastingModes:options('Normal', 'Acc', 'TH')
    	state.IdleModes:options('Normal')
    	state.RestingModes:options('Normal')
    	state.PhysicalDefenseModes:options('PDT', 'RefreshPDT')
    	state.MagicalDefenseModes:options('MDT')
    
    	state.Defense.PhysicalMode = 'PDT'
    	state.CombatForm = nil
    	if player.sub_job == 'NIN' or player.sub_job == 'DNC' then
            state.CombatForm = 'DW'
    	else
            state.CombatForm = nil
    	end
    	if S{'WAR', 'THF', 'PLD', 'DRK', 'BST', 'RNG', 'SAM', 'NIN', 'BLU', 'DNC', 'RUN'}:contains(player.sub_job) then
    		state.CombatMode = 'Frontline'
    	else
    		state.CombatMode = 'Backline'
    	end
    	
    	EnhancingSpells = S{'Haste', 'Haste', 'Invisible', 'Sneak', 'Regen', 'Regen II', 'Refresh', 'Refresh II', 'Sandstorm', 'Rainstorm', 'Windstorm', 'Firestorm', 'Hailstorm', 'Klimaform'}
    	MNDPotencySpells = S{'Paralyze', 'Paralyze II', 'Slow', 'Slow II', 'Addle', 'Distract', 'Distract II', 'Frazzle', 'Frazzle II'}
    	INTAccuracySpells = S{'Sleep', 'Sleep II', 'Sleepga', 'Sleepga II', 'Break', 'Breakga', 'Bind', 'Dispel', 'Gravity', 'Gravity II'}
    	IceSpells = S{'Blizzard', 'Blizzard II', 'Blizzard III', 'Blizzard IV', 'Blizzard V', 'Blizzaga', 'Blizzaga II', 'Blizzaga III', 'Blizzaja', 'Blizzara', 'Blizzara II', 'Cryohelix'}
    
    	send_command('unbind !f11; wait 0.1; bind !f11 gs c cycle CombatMode')
    	
    	HMAtk = {name="Hagondes Cuffs +1",augments={'Phys. dmg. taken -3%','Magic dmg. taken -3%','"Mag.Atk.Bns."+21',}}
    	HMAcc = {name="Hagondes Cuffs +1",augments={'Phys. dmg. taken -3%','Mag. Acc.+26',}}
    	
    	
    	if player.sub_job == 'BLM' then
    		set_macro_page(2, 5)
    	elseif player.sub_job == 'NIN' then
    		set_macro_page(4, 5)
    	elseif player.sub_job == 'DNC' then
    		set_macro_page(5, 5)
    	elseif player.sub_job == 'DRK' then
    		set_macro_page(7, 5)
    	elseif player.sub_job == 'PLD' then
    		set_macro_page(8, 5)
    	else
    		set_macro_page(1, 5)
    	end
    end
    Attempt to index field 'CombatModes'

    Any chance someone could help me out here? ><;

  13. #4873
    Melee Summoner
    Join Date
    May 2014
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    Bismarck

    Can post or link your entire LUA, Demonjustin?

  14. #4874
    RIDE ARMOR
    Join Date
    Dec 2015
    Posts
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    BG Level
    1

    Code:
    -------------------------------------------------------------------------------------------------------------------
    -- Initialization function that defines sets and variables to be used.
    -------------------------------------------------------------------------------------------------------------------
    
    -- IMPORTANT: Make sure to also get the Mote-Include.lua file (and its supplementary files) to go with this.
    
    -- Initialization function for this job file.
    function get_sets()
    	-- Load and initialize the include file.
    	include('Mote-Include.lua')
    end
    
    -- Setup vars that are user-independent.
    function job_setup()
    	state.Buff.Saboteur = buffactive.saboteur or false
        event_list = L{}
        event_list:append(windower.register_event('time change', time_change))
    end
    
    
    -- Setup vars that are user-dependent.  Can override this function in a sidecar file.
    function user_setup()
    	-- Options: Override default values
    	options.CombatModes = {'Frontline', 'Backline'}
    	options.OffenseModes = {'Normal', 'Acc', 'TH'}
    	options.DefenseModes = {'Normal', 'DT'}
    	options.WeaponskillModes = {'Normal', 'Acc', 'TH'}
    	options.CastingModes = {'Normal', 'Acc', 'TH'}
    	options.IdleModes = {'Normal'}
    	options.RestingModes = {'Normal'}
    	options.PhysicalDefenseModes = {'PDT', 'RefreshPDT'}
    	options.MagicalDefenseModes = {'MDT'}
    
    	state.Defense.PhysicalMode = 'PDT'
    	state.CombatForm = nil
    	if player.sub_job == 'NIN' or player.sub_job == 'DNC' then
            state.CombatForm = 'DW'
    	else
            state.CombatForm = nil
    	end
    	if S{'WAR', 'THF', 'PLD', 'DRK', 'BST', 'RNG', 'SAM', 'NIN', 'BLU', 'DNC', 'RUN'}:contains(player.sub_job) then
    		state.CombatMode = 'Frontline'
    	else
    		state.CombatMode = 'Backline'
    	end
    	
    	EnhancingSpells = S{'Haste', 'Haste', 'Invisible', 'Sneak', 'Regen', 'Regen II', 'Refresh', 'Refresh II', 'Sandstorm', 'Rainstorm', 'Windstorm', 'Firestorm', 'Hailstorm', 'Klimaform'}
    	MNDPotencySpells = S{'Paralyze', 'Paralyze II', 'Slow', 'Slow II', 'Addle', 'Distract', 'Distract II', 'Frazzle', 'Frazzle II'}
    	INTAccuracySpells = S{'Sleep', 'Sleep II', 'Sleepga', 'Sleepga II', 'Break', 'Breakga', 'Bind', 'Dispel', 'Gravity', 'Gravity II'}
    	IceSpells = S{'Blizzard', 'Blizzard II', 'Blizzard III', 'Blizzard IV', 'Blizzard V', 'Blizzaga', 'Blizzaga II', 'Blizzaga III', 'Blizzaja', 'Blizzara', 'Blizzara II', 'Cryohelix'}
    
    	send_command('unbind !f11; wait 0.1; bind !f11 gs c cycle CombatMode')
    	
    	HMAtk = {name="Hagondes Cuffs +1",augments={'Phys. dmg. taken -3%','Magic dmg. taken -3%','"Mag.Atk.Bns."+21',}}
    	HMAcc = {name="Hagondes Cuffs +1",augments={'Phys. dmg. taken -3%','Mag. Acc.+26',}}
    	
    	
    	if player.sub_job == 'BLM' then
    		set_macro_page(2, 5)
    	elseif player.sub_job == 'NIN' then
    		set_macro_page(4, 5)
    	elseif player.sub_job == 'DNC' then
    		set_macro_page(5, 5)
    	elseif player.sub_job == 'DRK' then
    		set_macro_page(7, 5)
    	elseif player.sub_job == 'PLD' then
    		set_macro_page(8, 5)
    	else
    		set_macro_page(1, 5)
    	end
    end
    
    
    -- Called when this job file is unloaded (eg: job change)
    function file_unload()
    	if binds_on_unload then
    		binds_on_unload()
    	end
        event_list:map(unregister_event)
    end
    
    
    -- Define sets and vars used by this job file.
    function init_gear_sets()
    	--------------------------------------
    	-- Start defining the sets
    	--------------------------------------
    	
    	-- Precast Sets
    	
    	-- Precast sets to enhance JAs
    	sets.precast.JA['Chainspell'] = {body="Vitivation Tabard"}
    	
    
    	-- Waltz set (chr and vit)
    	sets.precast.Waltz = {main="Excalibur",sub="Buramenk'ah",ammo="Impatiens",
    		head="Atro. Chapeau +1",neck="Twilight Torque",ear1="Brutal Earring",ear2="Ethereal Earring",
    		body="Atrophy Tabard +1",hands="Viti. Gloves +1",ring1="Aqua Ring",ring2="Asklepian Ring",
    		back="Kumbira Cape",waist="Fucho-no-obi",legs="Atrophy Tights +1",feet="Vitivation Boots +1"}
    
    	-- Fast cast sets for spells
    	
    	-- 80% Fast Cast (including trait) for all spells, plus 5% quick cast
    	-- No other FC sets necessary.
    	sets.precast.FC = {main="Shikargar",sub="Genbu's Shield",ammo="Impatiens",
    		head="Atro. Chapeau +1",neck="Orunmila's Torque",ear1="Estq. Earring",ear2="Enchntr. Earring +1",
    		body="Vitivation Tabard",hands="Gende. Gages +1",ring1="Prolix Ring",ring2="Shadow Ring",
    		back="Ogapepo Cape +1",waist="Witful Belt",legs="Artsieq Hose",feet="Battlecast Gaiters"}
    
    	sets.precast.FC.Impact = set_combine(sets.precast.FC, {head=empty,body="Twilight Cloak"})
    
    	-- Weaponskill sets
    	-- Default set for any weaponskill that isn't any more specifically defined
    	sets.precast.WS = {ammo="Cheruski Needle",
    		head="Lithelimb Cap",neck="Asperity Necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring",
    		body="Karmesin Vest",hands="Umuthi Gloves",ring1="Aqua Ring",ring2="Rajas Ring",
    		back="Bleating Mantle",waist="Wanion Belt",legs="Augury Cuisses",feet="Battlecast Gaiters"}
    		
    	sets.precast.WS.Acc = {ammo="Jukukik Feather",
    		head="Sukeroku Hachi.",neck="Iqabi Necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring",
    		body="Atrophy Tabard +1",hands="Viti. Gloves +1",ring1="Aqua Ring",ring2="Rajas Ring",
    		back="Letalis Mantle",waist="Wanion Belt",legs="Atrophy Tights +1",feet="Battlecast Gaiters"}
    		
    	sets.precast.WS.DaytimeAcc = set_combine(sets.precast.WS.Acc, {ammo="Tengu-no-Hane"})
    		
    	sets.precast.WS.TH= {ammo="Cheruski Needle",
    		head="Sukeroku Hachi.",neck="Asperity Necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring",
    		body="Atrophy Tabard +1",hands="Viti. Gloves +1",ring1="Aqua Ring",ring2="Rajas Ring",
    		back="Letalis Mantle",waist="Chaac Belt",legs="Atrophy Tights +1",feet="Vitivation Boots +1"}
    
    	-- Specific weaponskill sets.  Uses the base set if an appropriate WSMod version isn't found.
    	sets.precast.WS['Requiescat'] = {ammo="Oreiad's Tathlum",
    		head="Viti. Chapeau +1",neck="Soil Gorget",ear1="Bladeborn Earring",ear2="Steelflash Earring",
    		body="Atrophy Tabard +1",hands="Viti. Gloves +1",ring1="Aqua Ring",ring2="Rajas Ring",
    		back="Bleating Mantle",waist="Soil Belt",legs="Atrophy Tights +1",feet="Vitivation Boots +1"}
    		
    	sets.precast.WS['Requiescat'].Acc = {ammo="Jukukik Feather",
    		head="Sukeroku Hachi.",neck="Soil Gorget",ear1="Bladeborn Earring",ear2="Steelflash Earring",
    		body="Atrophy Tabard +1",hands="Viti. Gloves +1",ring1="Aqua Ring",ring2="Rajas Ring",
    		back="Letalis Mantle",waist="Soil Belt",legs="Atrophy Tights +1",feet="Battlecast Gaiters"}
    		
    	sets.precast.WS['Requiescat'].DaytimeAcc = set_combine(sets.precast.WS['Requiescat'].Acc, {ammo="Tengu-no-Hane"})
    		
    	sets.precast.WS['Knights of Round'] = {ammo="Cheruski Needle",
    		head="Atro. Chapeau +1",neck="Asperity Necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring",
    		body="Atrophy Tabard +1",hands="Viti. Gloves +1",ring1="Aqua Ring",ring2="Rajas Ring",
    		back="Bleating Mantle",waist="Celt Belt",legs="Atrophy Tights +1",feet="Vitivation Boots +1"}
    		
    	sets.precast.WS['Knights of Round'].Acc = {ammo="Jukukik Feather",
    		head="Sukeroku Hachi.",neck="Iqabi Necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring",
    		body="Atrophy Tabard +1",hands="Viti. Gloves +1",ring1="Aqua Ring",ring2="Rajas Ring",
    		back="Letalis Mantle",waist="Celt Belt",legs="Atrophy Tights +1",feet="Battlecast Gaiters"}
    		
    	sets.precast.WS['Knights of Round'].DaytimeAcc = set_combine(sets.precast.WS['Knights of Round'].Acc, {ammo="Tengu-no-Hane"})
    		
    	sets.precast.WS['Death Blossom'] = {ammo="Cheruski Needle",
    		head="Viti. Chapeau +1",neck="Asperity Necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring",
    		body="Atrophy Tabard +1",hands="Viti. Gloves +1",ring1="Aqua Ring",ring2="Rajas Ring",
    		back="Bleating Mantle",waist="Celt Belt",legs="Atrophy Tights +1",feet="Vitivation Boots +1"}
    		
    	sets.precast.WS['Death Blossom'].Acc = {ammo="Jukukik Feather",
    		head="Sukeroku Hachi.",neck="Iqabi Necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring",
    		body="Atrophy Tabard +1",hands="Viti. Gloves +1",ring1="Aqua Ring",ring2="Rajas Ring",
    		back="Letalis Mantle",waist="Celt Belt",legs="Atrophy Tights +1",feet="Battlecast Gaiters"}
    		
    	sets.precast.WS['Death Blossom'].DaytimeAcc = set_combine(sets.precast.WS['Death Blossom'].Acc, {ammo="Tengu-no-Hane"})
    
    	sets.precast.WS['Chant du Cygne'] = {ammo="Yetshila",
    		head="Lithelimb Cap",neck="Asperity Necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring",
    		body="Karmesin Vest",hands="Umuthi Gloves",ring1="Thundersoul Ring",ring2="Rajas Ring",
    		back="Bleating Mantle",waist="Wanion Belt",legs="Augury Cuisses",feet="Vanir Boots"}
    		
    	sets.precast.WS['Chant du Cygne'].Acc = {ammo="Jukukik Feather",
    		head="Sukeroku Hachi.",neck="Iqabi Necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring",
    		body="Karmesin Vest",hands="Umuthi Gloves",ring1="Thundersoul Ring",ring2="Rajas Ring",
    		back="Letalis Mantle",waist="Wanion Belt",legs="Augury Cuisses",feet="Battlecast Gaiters"}
    		
    	sets.precast.WS['Chant du Cygne'].DaytimeAcc = set_combine(sets.precast.WS['Chant du Cygne'].Acc, {ammo="Tengu-no-Hane"})
    
    	
    	-- Midcast Sets
    	
    	sets.midcast.FastRecast = {main="Twebuliij",sub="Mephitis Grip",ammo="Impatiens",
    		head="Atro. Chapeau +1",neck="Orunmila's Torque",ear1="Estq. Earring",ear2="Ethereal Earring",
    		body="Vitivation Tabard",hands="Umuthi Gloves",ring1="Prolix Ring",ring2="Shadow Ring",
    		back="Shadow Mantle",waist="Pya'ekue Belt",legs="Artsieq Hose",feet="Battlecast Gaiters"}
    		
    	sets.midcast.FrontlineCure = {main="Excalibur",sub="Buramenk'ah",ammo="Oreiad's Tathlum",
    		head="Gende. Caubeen +1",neck="Phalaina Locket",ear1="Estq. Earring",ear2="Ethereal Earring",
    		body="Heka's Kalasiris",hands="Bokwus Gloves",ring1="Prolix Ring",ring2="Asklepian Ring",
    		back="Pahtli Cape",waist="Pya'ekue Belt",legs="Atrophy Tights +1",feet="Estq. Houseaux +2"}
    		
    	sets.midcast.BacklineCure = {main="Tamaxchi",sub="Genbu's Shield",ammo="Oreiad's Tathlum",
    		head="Gende. Caubeen +1",neck="Orunmila's Torque",ear1="Estq. Earring",ear2="Novia Earring",
    		body="Heka's Kalasiris",hands="Gende. Gages +1",ring1="Prolix Ring",ring2="Sirona's Ring",
    		back="Pahtli Cape",waist="Pya'ekue Belt",legs="Atrophy Tights +1",feet="Estq. Houseaux +2"}
    		
    	sets.midcast['Enhancing Magic'] = {main="Bolelabunga",sub="Genbu's Shield",ammo="Impatiens",
    		head="Umuthi Hat",neck="Colossus's Torque",ear1="Estq. Earring",ear2="Andoaa Earring",
    		body="Vitivation Tabard",hands="Atrophy Gloves +1",ring1="Prolix Ring",ring2="Defending Ring",
    		back="Estoqueur's Cape",waist="Pya'ekue Belt",legs="Atrophy Tights +1",feet="Estq. Houseaux +2"}
    		
    	sets.midcast.Enhancing = {main="Twebuliij",sub="Mephitis Grip",ammo="Impatiens",
    		head="Estoqueur's Chappel +2",neck="Orunmila's Torque",ear1="Estq. Earring",ear2="Ethereal Earring",
    		body="Estoqueur's Sayon +2",hands="Atrophy Gloves +1",ring1="Prolix Ring",ring2="Defending Ring",
    		back="Estoqueur's Cape",waist="Pya'ekue Belt",legs="Estoqueur's Fuseau +2",feet="Estoqueur's Houseaux +2"}
    		
    	sets.midcast.Refresh = set_combine(sets.midcast.Enhancing, {legs="Estoqueur's Fuseau +2"})
    
    	sets.midcast.Stoneskin = {neck="Stone Gorget",ear2="Earthcry Earring",waist="Siegel Sash",legs="Shedir Seraweels"}
    	
    	sets.midcast.Aquaveil = set_combine(sets.midcast['Enhancing Magic'], {waist="Emphatikos Rope",legs="Shedir Seraweels"})
    	
    	sets.midcast['Enfeebling Magic'] = {main="Twebuliij",sub="Mephitis Grip",ammo="Kalboron Stone",
    		head="Viti. Chapeau +1",neck="Weike Torque",ear1="Lifestorm Earring",ear2="Psystorm Earring",
    		body="Atrophy Tabard +1",hands=HMAcc,ring1="Sangoma Ring",ring2="Perception Ring",
    		back="Refraction Cape",waist="Demonry Sash",legs="Artsieq Hose",feet="Vitivation Boots +1"}
    	
    	sets.midcast['Dia III'] = {head="Viti. Chapeau +1"}
    
    	sets.midcast['Diaga'] = set_combine(sets.midcast.EnfeeblingMagic, {waist="Chaac Belt"})
    	
    	sets.midcast.MNDPotency = {main="Twebuliij",sub="Mephitis Grip",ammo="Oreiad's Tathlum",
    		head="Viti. Chapeau +1",neck="Phalaina Locket",ear1="Lifestorm Earring",ear2="Psystorm Earring",
    		body="Estoqueur's Sayon +2",hands=HMAcc,ring1="Aqua Ring",ring2="Sirona's Ring",
    		back="Refraction Cape",waist="Demonry Sash",legs="Artsieq Hose",feet="Uk'uxkaj Boots"}
    		
    	sets.midcast.MNDPotency.Acc = set_combine(sets.midcast.MNDAccuracy, {body="Estoqueur's Sayon +2",feet="Uk'uxkaj Boots"})
    	
    	sets.midcast.MNDAccuracy = {main="Twebuliij",sub="Mephitis Grip",ammo="Kalboron Stone",
    		head="Viti. Chapeau +1",neck="Weike Torque",ear1="Lifestorm Earring",ear2="Psystorm Earring",
    		body="Artsieq Jubbah",hands=HMAcc,ring1="Sangoma Ring",ring2="Perception Ring",
    		back="Ogapepo Cape +1",waist="Demonry Sash",legs="Artsieq Hose",feet="Vitivation Boots +1"}
    		
    	sets.midcast.INTPotency = {main="Twebuliij",sub="Mephitis Grip",ammo="Oreiad's Tathlum",
    		head="Atro. Chapeau +1",neck="Weike Torque",ear1="Lifestorm Earring",ear2="Psystorm Earring",
    		body="Estoqueur's Sayon +2",hands=HMAcc,ring1="Spiral Ring",ring2="Diamond Ring",
    		back="Refraction Cape",waist="Wanion Belt",legs="Artsieq Hose",feet="Uk'uxkaj Boots"}
    		
    	sets.midcast.INTPotency.Acc = set_combine(sets.midcast.INTAccuracy, {body="Estoqueur's Sayon +2",feet="Uk'uxkaj Boots"})
    	
    	sets.midcast.INTAccuracy = {main="Twebuliij",sub="Mephitis Grip",ammo="Impatiens",
    		head="Atro. Chapeau +1",neck="Orunmila's Torque",ear1="Estq. Earring",ear2="Enchntr. Earring +1",
    		body="Artsieq Jubbah",hands="Gende. Gages +1",ring1="Prolix Ring",ring2="Perception Ring",
    		back="Ogapepo Cape +1",waist="Witful Belt",legs="Artsieq Hose",feet="Vitivation Boots +1"}
    		
    	sets.midcast['ElementalEnfeeble'] = {main="Twebuliij",sub="Mephitis Grip",ammo="Kalboron Stone",
    		head="Atro. Chapeau +1",neck="Weike Torque",ear1="Lifestorm Earring",ear2="Psystorm Earring",
    		body="Artsieq Jubbah",hands=HMAcc,ring1="Sangoma Ring",ring2="Perception Ring",
    		back="Refraction Cape",waist="Wanion Belt",legs="Artsieq Hose",feet="Vitivation Boots +1"}
    
    	sets.midcast['Elemental Magic'] = {main="Lehbrailg +2",sub="Mephitis Grip",ammo="Witchstone",
    		head="Hagondes Hat +1",neck="Eddy Necklace",ear1="Friomisi Earring",ear2="Crematio Earring",
    		body="Seidr Cotehardie",hands=HMAtk,ring1="Acumen Ring",ring2="Diamond Ring",
    		back="Refraction Cape",waist="Sekhmet Corset",legs="Hagondes Pants +1",feet="Umbani Boots"}
    		
    	sets.midcast['Elemental Magic'].Acc = {main="Lehbrailg +2",sub="Mephitis Grip",ammo="Kalboron Stone",
    		head="Atro. Chapeau +1",neck="Imbodla Necklace",ear1="Lifestorm Earring",ear2="Psystorm Earring",
    		body="Artsieq Jubbah",hands=HMAtk,ring1="Sangoma Ring",ring2="Diamond Ring",
    		back="Refraction Cape",waist="Wanion Belt",legs="Hagondes Pants +1",feet="Vitivation Boots +1"}
    		
    	sets.midcast['Elemental Magic'].TH = {main="Lehbrailg +2",sub="Mephitis Grip",ammo="Witchstone",
    		head="Hagondes Hat +1",neck="Eddy Necklace",ear1="Friomisi Earring",ear2="Crematio Earring",
    		body="Seidr Cotehardie",hands=HMAtk,ring1="Acumen Ring",ring2="Diamond Ring",
    		back="Refraction Cape",waist="Chaac Belt",legs="Hagondes Pants +1",feet="Umbani Boots"}
    		
    	sets.midcast.Blizzard = set_combine(sets.midcast['Elemental Magic'], {main="Ngqoqwanb"})
    		
    	sets.midcast.Blizzard.Acc = set_combine(sets.midcast['Elemental Magic'].Acc, {main="Ngqoqwanb"})
    		
    	sets.midcast.Blizzard.TH = set_combine(sets.midcast['Elemental Magic'].TH, {main="Ngqoqwanb"})
    		
    	sets.midcast.Impact = set_combine(sets.midcast['ElementalEnfeeble'], {head=empty,body="Twilight Cloak"})
    
    	sets.midcast['Dark Magic'] = {main="Twebuliij",sub="Mephitis Grip",ammo="Kalboron Stone",
    		head="Viti. Chapeau +1",neck="Weike Torque",ear1="Lifestorm Earring",ear2="Psystorm Earring",
    		body="Atrophy Tabard +1",hands=HMAcc,ring1="Sangoma Ring",ring2="Diamond Ring",
    		back="Refraction Cape",waist="Wanion Belt",legs="Artsieq Hose",feet="Vitivation Boots +1"}
    
    	sets.midcast.Stun = {main="Twebuliij",sub="Mephitis Grip",ammo="Impatiens",
    		head="Atro. Chapeau +1",neck="Orunmila's Torque",ear1="Estq. Earring",ear2="Enchntr. Earring +1",
    		body="Vitivation Tabard",hands="Gende. Gages +1",ring1="Prolix Ring",ring2="Diamond Ring",
    		back="Ogapepo Cape +1",waist="Witful Belt",legs="Artsieq Hose",feet="Battlecast Gaiters"}
    
    	--sets.midcast.Stun = set_combine(sets.midcast.DarkMagic, {})
    	
    	--sets.midcast.Drain = set_combine(sets.midcast.DarkMagic, {ring2="Excelsis Ring"})
    
    	--sets.midcast.Aspir = sets.midcast.Drain
    
    
    	-- Sets for special buff conditions on spells.
    
    	sets.midcast.EnhancingDuration = {hands="Atrophy Gloves +1",back="Estoqueur's Cape",feet="Estoqueur's Houseaux +2"}
    		
    	sets.buff.ComposureOther = {head="Estoqueur's Chappel +2",
    		body="Estoqueur's Sayon +2",hands="Atrophy Gloves +1",
    		back="Estoqueur's Cape",legs="Estoqueur's Fuseau +2",feet="Estoqueur's Houseaux +2"}
    
    	sets.buff.Saboteur = {hands="Estoqueur's Gantherots +2"}
    	
    
    	-- Sets to return to when not performing an action.
    	
    	-- Resting sets
    	sets.resting = {main="Bolelabunga",sub="Genbu's Shield",ammo="Impatiens",
    		head="Viti. Chapeau +1",neck="Twilight Torque",ear1="Novia Earring",ear2="Ethereal Earring",
    		body="Atrophy Tabard +1",hands="Serpentes Cuffs",ring1="Defending Ring",ring2="Shadow Ring",
    		back="Shadow Mantle",waist="Fucho-no-obi",legs="Nares Trews",feet="Serpentes Sabots"}
    	
    
    	-- Idle sets (default idle set not needed since the other three are defined, but leaving for testing purposes)
    	sets.idle.Town = {main="Bolelabunga",sub="Genbu's Shield",ammo="Impatiens",
    		head="Viti. Chapeau +1",neck="Twilight Torque",ear1="Novia Earring",ear2="Ethereal Earring",
    		body="Atrophy Tabard +1",hands="Serpentes Cuffs",ring1="Defending Ring",ring2="Shadow Ring",
    		back="Kumbira Cape",waist="Fucho-no-obi",legs="Nares Trews",feet="Serpentes Sabots"}
    	
    	sets.idle.Field = {main="Bolelabunga",sub="Genbu's Shield",ammo="Impatiens",
    		head="Viti. Chapeau +1",neck="Twilight Torque",ear1="Novia Earring",ear2="Ethereal Earring",
    		body="Atrophy Tabard +1",hands="Serpentes Cuffs",ring1="Defending Ring",ring2="Shadow Ring",
    		back="Kumbira Cape",waist="Fucho-no-obi",legs="Nares Trews",feet="Serpentes Sabots"}
    
    	sets.idle.Weak = {main="Bolelabunga",sub="Genbu's Shield",ammo="Impatiens",
    		head="Viti. Chapeau +1",neck="Twilight Torque",ear1="Novia Earring",ear2="Ethereal Earring",
    		body="Atrophy Tabard +1",hands="Serpentes Cuffs",ring1="Defending Ring",ring2="Shadow Ring",
    		back="Kumbira Cape",waist="Fucho-no-obi",legs="Nares Trews",feet="Serpentes Sabots"}
    	
    	-- Defense sets
    	sets.defense.PDT = {main="Shikargar",sub="Genbu's Shield",ammo="Impatiens",
    		head="Lithelimb Cap",neck="Twilight Torque",ear1="Brutal Earring",ear2="Ethereal Earring",
    		body="Karmesin Vest",hands="Umuthi Gloves",ring1="Defending Ring",ring2="K'ayres Ring",
    		back="Shadow Mantle",waist="Fucho-no-obi",legs="Osmium Cuisses",feet="Battlecast Gaiters"}
    		
    	sets.defense.RefreshPDT = {main="Shikargar",sub="Genbu's Shield",ammo="Impatiens",
    		head="Viti. Chapeau +1",neck="Twilight Torque",ear1="Brutal Earring",ear2="Ethereal Earring",
    		body="Atrophy Tabard +1",hands="Umuthi Gloves",ring1="Defending Ring",ring2="K'ayres Ring",
    		back="Shadow Mantle",waist="Fucho-no-obi",legs="Osmium Cuisses",feet="Battlecast Gaiters"}
    
    	sets.defense.MDT = {main="Shikargar",sub="Genbu's Shield",ammo="Impatiens",
    		head="Atrophy Chapeau +1",neck="Twilight Torque",ear1="Novia Earring",ear2="Ethereal Earring",
    		body="Atrophy Tabard +1",hands="Vitivation Gloves +1",ring1="Defending Ring",ring2="Shadow Ring",
    		back="Refraction Cape",waist="Wanion Belt",legs="Atrophy Tights +1",feet="Umbani Boots"}
    
    	-- Engaged sets
    
    	-- Variations for TP weapon and (optional) offense/defense modes.  Code will fall back on previous
    	-- sets if more refined versions aren't defined.
    	-- If you create a set with both offense and defense modes, the offense mode should be first.
    	-- EG: sets.engaged.Dagger.Accuracy.Evasion
    	
    	-- Normal melee group
    	
    	sets.engaged = {main="Excalibur", sub="Genbu's Shield",ammo="Paeapua",
    		head="Lithelimb Cap",neck="Asperity Necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring",
    		body="Karmesin Vest",hands="Umuthi Gloves",ring1="K'ayres Ring",ring2="Rajas Ring",
    		back="Bleating Mantle",waist="Shetal Stone",legs="Augury Cuisses",feet="Battlecast Gaiters"}
    		
    	sets.engaged.Acc = {main="Excalibur", sub="Genbu's Shield",ammo="Jukukik Feather",
    		head="Lithelimb Cap",neck="Iqabi Necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring",
    		body="Karmesin Vest",hands="Umuthi Gloves",ring1="K'ayres Ring",ring2="Rajas Ring",
    		back="Letalis Mantle",waist="Shetal Stone",legs="Augury Cuisses",feet="Battlecast Gaiters"}
    		
    	sets.engaged.Acc.Daytime = set_combine(sets.engaged.Acc, {ammo="Tengu-no-Hane"})	
    			
    	sets.engaged.TH = {main="Excalibur", sub="Genbu's Shield",ammo="Paeapua",
    		head="Lithelimb Cap",neck="Asperity Necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring",
    		body="Karmesin Vest",hands="Umuthi Gloves",ring1="K'ayres Ring",ring2="Rajas Ring",
    		back="Bleating Mantle",waist="Chaac Belt",legs="Augury Cuisses",feet="Battlecast Gaiters"}
    		
    	sets.engaged.DW = set_combine(sets.engaged, {sub="Buramenk'ah",ear1="Brutal Earring",ear2="Suppanomimi"})
    	
    	sets.engaged.DW.Acc = set_combine(sets.engaged.Acc, {sub="Buramenk'ah",ear1="Brutal Earring",ear2="Suppanomimi"})
    	
    	sets.engaged.DW.Acc.Daytime = set_combine(sets.engaged.Acc.Daytime, {sub="Buramenk'ah",ear1="Brutal Earring",ear2="Suppanomimi"})
    	
    	sets.engaged.DW.TH = set_combine(sets.engaged.TH, {sub="Buramenk'ah",ear1="Brutal Earring",ear2="Suppanomimi"})
    	
    	-- Defensive melee group
    	
    	sets.engaged.DT = set_combine(sets.engaged, {head="Lithelimb Cap",neck="Twilight Torque",
    		hands="Umuthi Gloves",ring1="K'ayres Ring",ring2="Defending Ring",legs="Osmium Cuisses",feet="Battlecast Gaiters"})
    	
    	sets.engaged.Acc.DT = set_combine(sets.engaged.Acc, {head="Lithelimb Cap",neck="Twilight Torque",
    		hands="Umuthi Gloves",ring1="K'ayres Ring",ring2="Defending Ring",legs="Osmium Cuisses",feet="Battlecast Gaiters"})
    	
    	sets.engaged.Acc.DT.Daytime = set_combine(sets.engaged.Acc.Daytime, {head="Lithelimb Cap",neck="Twilight Torque",
    		hands="Umuthi Gloves",ring1="K'ayres Ring",ring2="Defending Ring",legs="Osmium Cuisses",feet="Battlecast Gaiters"})
    	
    	sets.engaged.TH.DT = set_combine(sets.engaged.TH, {head="Lithelimb Cap",neck="Twilight Torque",
    		hands="Umuthi Gloves",ring1="K'ayres Ring",ring2="Defending Ring",legs="Osmium Cuisses",feet="Battlecast Gaiters"})
    	
    	sets.engaged.DW.DT = set_combine(sets.engaged.DW, {head="Lithelimb Cap",neck="Twilight Torque",
    		hands="Umuthi Gloves",ring1="K'ayres Ring",ring2="Defending Ring",legs="Osmium Cuisses",feet="Battlecast Gaiters"})
    	
    	sets.engaged.DW.Acc.DT = set_combine(sets.engaged.DW.Acc, {head="Lithelimb Cap",neck="Twilight Torque",
    		hands="Umuthi Gloves",ring1="K'ayres Ring",ring2="Defending Ring",legs="Osmium Cuisses",feet="Battlecast Gaiters"})
    	
    	sets.engaged.DW.Acc.DT.Daytime = set_combine(sets.engaged.DW.Acc.Daytime, {head="Lithelimb Cap",neck="Twilight Torque",
    		hands="Umuthi Gloves",ring1="K'ayres Ring",ring2="Defending Ring",legs="Osmium Cuisses",feet="Battlecast Gaiters"})
    	
    	sets.engaged.DW.TH.DT = set_combine(sets.engaged.DW.TH, {head="Lithelimb Cap",neck="Twilight Torque",
    		hands="Umuthi Gloves",ring1="K'ayres Ring",ring2="Defending Ring",legs="Osmium Cuisses",feet="Battlecast Gaiters"})
    		
        sets.FrontlineWeapons = {main="Excalibur", sub="Genbu's Shield"}
    		
        sets.FrontlineWeapons.DW = {main="Excalibur", sub="Buramenk'ah"}
    end
    
    -------------------------------------------------------------------------------------------------------------------
    -- Job-specific hooks that are called to process player actions at specific points in time.
    -------------------------------------------------------------------------------------------------------------------
    
    -- Set eventArgs.handled to true if we don't want any automatic gear equipping to be done.
    function job_midcast(spell, action, spellMap, eventArgs)
        if spell.action_type == 'Magic' then
    		-- Default base equipment layer of fast recast.
    		equip(sets.midcast.FastRecast)
    	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 == 'Enfeebling Magic' and state.Buff.Saboteur then
    		equip(sets.buff.Saboteur)
    	elseif spell.skill == 'Enhancing Magic' then
    		if buffactive.composure and spell.target.type == 'PLAYER' then
                if spell.english == 'Phalanx II' then
                    equip(sets.buff.EnhancingDuration)
                else
                    equip(sets.buff.ComposureOther)
                end
            else
                equip(sets.midcast.EnhancingDuration)
            end
    	end
    end
    
    -- Set eventArgs.handled to true if we don't want any automatic gear equipping to be done.
    function job_aftercast(spell, action, spellMap, eventArgs)
    	if not spell.interrupted then
    		if state.Buff[spell.english] ~= nil then
    			state.Buff[spell.english] = true
    		end
    	end
    end
    
    -------------------------------------------------------------------------------------------------------------------
    -- Customization hooks for idle and melee sets, after they've been automatically constructed.
    -------------------------------------------------------------------------------------------------------------------
    
    -- Custom spell mapping.
    function job_get_spell_map(spell, default_spell_map)
    	if spell.action_type == 'Magic' then
    		if (default_spell_map == 'Cure' or default_spell_map == 'Curaga') then
    			if state.CombatMode == 'Frontline' then
    				return "FrontlineCure"
    			else
    				return "BacklineCure"
    			end
    		elseif MNDPotencySpells:contains(spell.english) then
    			return 'MNDPotency'
    		elseif spell.english == 'Silence' then
    			return 'MNDAccuracy'
    		elseif spell.english == 'Blind' then
    			return 'INTPotency'
    		elseif INTAccuracySpells:contains(spell.english) then
    			return 'INTAccuracy'
    		elseif EnhancingSpells:contains(spell.english) then
    			return 'Enhancing'
    		elseif IceSpells:contains(spell.english) then
    			return 'Blizzard'
    		end
    	end
    end
    
    -------------------------------------------------------------------------------------------------------------------
    -- General hooks for other events.
    -------------------------------------------------------------------------------------------------------------------
    
    -- Called when a player gains or loses a buff.
    -- buff == buff gained or lost
    -- gain == true if the buff was gained, false if it was lost.
    function job_buff_change(buff, gain)
    	if state.Buff[buff] ~= nil then
    		state.Buff[buff] = gain
    	end
    end
    
    function get_custom_wsmode(spell, action, spellMap, default_wsmode)
        if default_wsmode == 'Acc' and classes.Daytime then
            return 'DaytimeAcc'
        end
    end
    
    function job_time_change(new_time, old_time)
        classes.CustomMeleeGroups:clear()
        if classes.Daytime then
            classes.CustomMeleeGroups:append('Daytime')
        end
    end
    
    -------------------------------------------------------------------------------------------------------------------
    -- User code that supplements self-commands.
    -------------------------------------------------------------------------------------------------------------------
    
    -- Called by the 'update' self-command, for common needs.
    -- Set eventArgs.handled to true if we don't want automatic equipping of gear.
    function job_update(cmdParams, eventArgs)
        if weapons then
            equip(weapons)
            weapons = nil
            eventArgs.handled = true
        end
    end
    
    
    function job_state_change(stateField, newValue, oldValue)
        if stateField == 'CombatMode' then
            if newValue == 'Frontline' then
                weapons = sets.FrontlineWeapons[state.CombatForm] or sets.FrontlineWeapons
                send_command('wait 0.1; gs disable main sub')
            else
                enable('main', 'sub')
            end
        end
    end
    
    -- Set eventArgs.handled to true if we don't want the automatic display to be run.
    function display_current_job_state(eventArgs)
    	local defenseString = ''
    	if state.Defense.Active then
    		local defMode = state.Defense.PhysicalMode
    		if state.Defense.Type == 'Magical' then
    			defMode = state.Defense.MagicalMode
    		end
    
    		defenseString = 'Defense: '..state.Defense.Type..' '..defMode..', '
    	end
    
    	local meleeString = ''
    	if state.OffenseMode == 'Normal' then
    		--meleeString = 'Melee: Weapons locked, '
    	end
    
    	add_to_chat(122,'Combat ['..state.CombatMode..'], '..meleeString..'Casting ['..state.CastingMode..'], '..meleeString..
    	'Idle ['..state.IdleMode..'], '..defenseString..'Kiting: '..on_off_names[state.Kiting])
    
    	eventArgs.handled = true
    end
    
    -------------------------------------------------------------------------------------------------------------------
    -- Utility functions specific to this job.
    -------------------------------------------------------------------------------------------------------------------
    
    -- Select default macro book on initial load or subjob change.
    function select_default_macro_book()
    	-- Default macro set/book
    	set_macro_page(1, 5)
    	
    
    	-- Default macro set/book
    	if player.sub_job == 'BLM' then
    		set_macro_page(2, 5)
    	elseif player.sub_job == 'NIN' then
    		set_macro_page(4, 5)
    	elseif player.sub_job == 'DNC' then
    		set_macro_page(5, 5)
    	elseif player.sub_job == 'DRK' then
    		set_macro_page(7, 5)
    	elseif player.sub_job == 'PLD' then
    		set_macro_page(8, 5)
    	end
    end
    I don't know much what I'm doing in trying o update it so~ if I've done anything wrong in trying to carry things over to the new template, please lemmy know. ^_^;

  15. #4875
    Sea Torques
    Join Date
    Dec 2009
    Posts
    712
    BG Level
    5
    FFXI Server
    Leviathan

    It doesn't solve what you asked for, but I did notice this right away:

    "EnhancingSpells = S{'Haste', 'Haste', 'Invisible', 'Sneak', 'Regen', 'Regen II', 'Refresh', 'Refresh II', 'Sandstorm', 'Rainstorm', 'Windstorm', 'Firestorm', 'Hailstorm', 'Klimaform'}"

    You have Haste on there twice (you probably meant for the second one to be Haste II), and Klimaform isn't an enhancing spell, it's dark magic (though I can see why you might think it is enhancing since it boosts your magic acc).

  16. #4876
    RIDE ARMOR
    Join Date
    Dec 2015
    Posts
    12
    BG Level
    1

    Quote Originally Posted by Protey View Post
    It doesn't solve what you asked for, but I did notice this right away:

    "EnhancingSpells = S{'Haste', 'Haste', 'Invisible', 'Sneak', 'Regen', 'Regen II', 'Refresh', 'Refresh II', 'Sandstorm', 'Rainstorm', 'Windstorm', 'Firestorm', 'Hailstorm', 'Klimaform'}"

    You have Haste on there twice (you probably meant for the second one to be Haste II), and Klimaform isn't an enhancing spell, it's dark magic (though I can see why you might think it is enhancing since it boosts your magic acc).
    Good point. :o

    Kinda surprised I never noticed it back when I was using it. XD

  17. #4877
    Bagel
    Join Date
    Dec 2012
    Posts
    1,488
    BG Level
    6

    Quote Originally Posted by Demonjustin View Post
    Good point.

    Kinda surprised I never noticed it back when I was using it. XD
    to bad thats not likely whats causing your issue tho

    if i knew more about motes includes id try to help

  18. #4878
    RIDE ARMOR
    Join Date
    Dec 2015
    Posts
    12
    BG Level
    1

    Quote Originally Posted by dlsmd View Post
    to bad thats not likely whats causing your issue tho

    if i knew more about motes includes id try to help
    Agreed. Honestly hate how clueless I am right now because back when I worked on this one I had a good grasp of how to get it how I had it. After the change to v.2 I just kept my old gearswap files and kept using this rather than updating which... in hindsight, was a bad idea. Some of it I might be able to fix easily enough such as CombatMode changing to HybridMode or something like that since I think that's in the default stuff now. Even then, the time specific gear, the weapon locking/unlocking and stuff like that, dunno how to do those. ><;

  19. #4879
    Bagel
    Join Date
    Dec 2012
    Posts
    1,488
    BG Level
    6

    Quote Originally Posted by Demonjustin View Post
    Agreed. Honestly hate how clueless I am right now because back when I worked on this one I had a good grasp of how to get it how I had it. After the change to v.2 I just kept my old gearswap files and kept using this rather than updating which... in hindsight, was a bad idea. Some of it I might be able to fix easily enough such as CombatMode changing to HybridMode or something like that since I think that's in the default stuff now. Even then, the time specific gear, the weapon locking/unlocking and stuff like that, dunno how to do those. ><;
    have you tried reading this
    https://github.com/Kinematics/GearSw...wiki/Upgrading

    and looking at that info i think your issue is(there are others of the same thing)
    state.CombatMode = 'Frontline'
    should be
    state.CombatMode:set('Frontline')

  20. #4880
    RIDE ARMOR
    Join Date
    Dec 2015
    Posts
    12
    BG Level
    1

    I did look into it but I didn't quite understand if I was doing it correctly or not. I figured if I was gonna ask for help with the other stuff anyways though I might as well not mess with it too much. After all, if I broke something accidentally in the process, I'd just make a larger mess to clean up.

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