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

  1. #5161
    Bagel
    Join Date
    Dec 2012
    Posts
    1,488
    BG Level
    6

    Quote Originally Posted by Byrthnoth View Post
    Within the user environment, it should be accessed through the party or alliance[1] tables. (the party table is the alliance[1] table)

    party[0].buffactive, party[1].buffactive, alliance[1][2].buffactive, etc.
    did it change it was partybuffs


    and so it should be
    party[a].buffactive
    alliance[b][a].buffactive
    --a = the party slot?? 1-6 but i guess 1 would be redundant because that should be the player unless using alliance and on party 2 or 3
    --b = party number 1-3
    but there is also
    party_buff_change(member_table,name,gain,buff_tabl e)

  2. #5162
    Bagel
    Join Date
    Dec 2012
    Posts
    1,488
    BG Level
    6

    here is a function i created for checking party buffs of a specific party member

    Code:
    function partybuffcheck(name, buff) --return true if party member has any of buff list else it returns false
        local in_party = check_in_party(name)
         for pt_num,pt in ipairs(alliance) do
             for pos,party_position in ipairs(pt) do
                 if party_position.name == name and party_position.buffactive[buff] then
                    return true
                 end
             end
         end
    end

  3. #5163
    Bagel
    Join Date
    Dec 2012
    Posts
    1,488
    BG Level
    6

    here are a few more
    http://pastebin.com/h6cKYHHK
    these are untested

  4. #5164
    Smells like Onions
    Join Date
    Apr 2016
    Posts
    1
    BG Level
    0

    set.precast.Item

    Quote Originally Posted by Kanriel View Post
    Yeah I use motes.

    So I'd do:

    sets.precast.Item = {Holy Water}

    And then later on I do

    sets.precast.Item['Holy Water'] = {ring1="Purity Ring"}

    ?

    Edit: Got it working, had to take out the space in the initial line of HolyWater. Thanks Byrth.
    I can't get this to work. I don't get any error messages or anything, it just doesn't change gear when i use items.
    Could you please copy and paste exactly what you have in your gearswap, or is there anything else that has to be done along with it, that I could be missing? (I also can't get any function buff_change(buff,gain) commands to work either are these options broken atm?)

  5. #5165
    Old Merits
    Join Date
    Sep 2010
    Posts
    1,094
    BG Level
    6
    FFXI Server
    Ragnarok

    Is there like a core table, or a listing of the tables available to gearswap by default? I know about the player table, and now the party table, but I don't know how to look for the others.

  6. #5166
    Bagel
    Join Date
    Dec 2012
    Posts
    1,488
    BG Level
    6

    Quote Originally Posted by Martel View Post
    Is there like a core table, or a listing of the tables available to gearswap by default? I know about the player table, and now the party table, but I don't know how to look for the others.
    Windower4\addons\GearSwap\beta_examples_and_inform ation\Variables.xlsx

  7. #5167
    Smells like Onions
    Join Date
    Jan 2016
    Posts
    5
    BG Level
    0

    I'm running into a problem where my gear wont update after performing a WS. After a mob is dead it will update to idle gear, and then upon engaging it will update to engage gear. Only way to fix it seems to reload the lua. This doesn't happen all the time, sometimes it will be fine. I'm wondering if this may be because of lag. Also is there a way to refresh a lua outside of reloading it? Can't post links yet, lua in spoiler.
    Spoiler: show
    -------------------------------------------------------------------------------------------------------------------
    -- Setup functions for this job. Generally should not be modified.
    -------------------------------------------------------------------------------------------------------------------

    -- Initialization function for this job file.
    function get_sets()
    mote_include_version = 2

    -- Load and initialize the include file.
    include('Mote-Include.lua')
    end


    -- Setup vars that are user-independent. state.Buff vars initialized here will automatically be tracked.
    function job_setup()
    state.Buff.Migawari = buffactive.migawari or false
    state.Buff.Doom = buffactive.doom or false
    state.Buff.Yonin = buffactive.Yonin or false
    state.Buff.Innin = buffactive.Innin or false
    state.Buff.Futae = buffactive.Futae or false

    determine_haste_group()
    end

    -------------------------------------------------------------------------------------------------------------------
    -- User setup functions for this job. Recommend that these be overridden in a sidecar file.
    -------------------------------------------------------------------------------------------------------------------

    -- Setup vars that are user-dependent. Can override this function in a sidecar file.
    function user_setup()
    state.OffenseModeptions('Normal', 'Acc')
    state.HybridModeptions('Normal', 'Evasion', 'PDT')
    state.WeaponskillModeptions('Normal', 'Acc', 'Mod')
    state.CastingModeptions('Normal', 'Resistant')
    state.PhysicalDefenseModeptions('PDT', 'Evasion')

    gear.MovementFeet = {name="Danzo Sune-ate"}
    gear.DayFeet = "Danzo Sune-ate"
    gear.NightFeet = "Hachiya Kyahan"

    select_movement_feet()
    select_default_macro_book()
    end


    -- Define sets and vars used by this job file.
    function init_gear_sets()
    --------------------------------------
    -- Precast sets
    --------------------------------------

    -- Precast sets to enhance JAs
    sets.precast.JA['Mijin Gakure'] = {legs="Mochizuki Hakama"}
    sets.precast.JA['Futae'] = {legs="Iga Tekko +2"}
    sets.precast.JA['Sange'] = {legs="Mochizuki Chainmail"}

    -- Waltz set (chr and vit)
    sets.precast.Waltz = {ammo="Sonia's Plectrum",
    head="Felistris Mask",
    body="Hachiya Chainmail +1",hands="Buremte Gloves",ring1="Spiral Ring",
    back="Iximulew Cape",waist="Caudata Belt",legs="Nahtirah Trousers",feet="Otronif Boots +1"}
    -- Uk'uxkaj Cap, Daihanshi Habaki

    -- Don't need any special gear for Healing Waltz.
    sets.precast.Waltz['Healing Waltz'] = {}

    -- Set for acc on steps, since Yonin drops acc a fair bit
    sets.precast.Step = {
    head="Taeon Chapeau",neck="Peacock Amulate",
    body="Taeon Tabard",hands="Taeon Gloves",ring1="Enlivened Ring",
    back="Yokaze Mantle",waist="Dynamic Belt",legs="Taeon Tights",feet="Taeon Boots"}

    sets.precast.Flourish1 = {waist="Dynamic Belt"}

    -- Fast cast sets for spells

    sets.precast.FC = {ammo="Impatiens",ear2="Loquacious Earring",body="Mirke Wardecors",hands="Thaumas Gloves",ring1="Prolix Ring"}
    sets.precast.FC.Utsusemi = set_combine(sets.precast.FC, {neck="Magoraga Beads",body="Mochizuki Chainmail",back="Andartia's Mantle"})

    -- Snapshot for ranged
    sets.precast.RA = {hands="Hachiya Tekko",legs="Hachiya Hakama",feet="Taeon Boots"}

    -- Weaponskill sets
    -- Default set for any weaponskill that isn't any more specifically defined
    sets.precast.WS = {ammo="Yetshila",
    head="Taeon Chapeau",ear1="Moonshade Earring",ear2="Brutal Earring",
    body="Taeon Tabard",hands="Taeon Gloves",ring1="Rajas Ring",ring2="Thundersoul Ring",
    back="Andartia's Mantle",waist="Windbuffet Belt +1",legs="Taeon Tights",feet="Taeon Boots"}
    sets.precast.WS.Acc = set_combine(sets.precast.WS, {ammo="Jukukik Feather",hands="Taeon Gloves",waist="Dynamic Belt",
    back="Yokaze Mantle"})

    -- Specific weaponskill sets. Uses the base set if an appropriate WSMod version isn't found.
    sets.precast.WS['Blade: Jin'] = set_combine(sets.precast.WS,
    {neck="Rancor Collar",ear1="Brutal Earring",ear2="Moonshade Earring",feet="Daihanshi Habaki"})

    sets.precast.WS['Blade: Hi'] = set_combine(sets.precast.WS,
    {head="Felistris Mask",neck="Shadow Gorget",hands="Hachiya Tekko",ring2="Stormsoul Ring",legs="Nahtirah Trousers"})

    sets.precast.WS['Blade: Shun'] = set_combine(sets.precast.WS, {neck="Thunder Gorget",feet="Daihanshi Habaki"})


    sets.precast.WS['Aeolian Edge'] = {
    head="Wayfarer Circlet",neck="Stoicheion Medal",ear1="Friomisi Earring",ear2="Moonshade Earring",
    body="Wayfarer Robe",hands="Wayfarer Cuffs",ring1="Acumen Ring",ring2="Demon's Ring",
    back="Toro Cape",waist="Thunder Belt",legs="Shneddick Tights +1",feet="Daihanshi Habaki"}


    --------------------------------------
    -- Midcast sets
    --------------------------------------

    sets.midcast.FastRecast = {
    head="Felistris Mask",ear2="Loquacious Earring",
    body="Mochizuki Chainmail",hands="Taeon Gloves",ring1="Prolix Ring",
    legs="Taeon Tights",feet="Taeon Boots"}

    sets.midcast.Utsusemi = set_combine(sets.midcast.SelfNinjutsu, {feet="Iga Kyahan +2"})

    sets.midcast.ElementalNinjutsu = {
    head="Hachiya Hatsuburi",neck="Farr Torque",ear1="Friomisi Earring",ear2="Hecate's Earring",
    body="Taeon Tabard",hands="Taeon Gloves",ring1="Angha Ring",ring2="Acumen Ring",
    back="Toro Cape",waist=gear.ElementalObi,legs="Taeon Tights",feet="Taeon Boots"}

    sets.midcast.ElementalNinjutsu.Resistant = set_combine(sets.midcast.Ninjutsu, {ear1="Lifestorm Earring",ear2="Psystorm Earring",
    back="Yokaze Mantle"})

    sets.midcast.NinjutsuDebuff = {
    head="Hachiya Hatsuburi",neck="Stoicheion Medal",ear1="Lifestorm Earring",ear2="Psystorm Earring",
    hands="Mochizuki Tekko",ring2="Sangoma Ring",
    back="Yokaze Mantle",feet="Hachiya Kyahan"}

    sets.midcast.NinjutsuBuff = {head="Hachiya Hatsuburi",neck="Ej Necklace",back="Yokaze Mantle"}

    sets.midcast.RA = {
    head="Felistris Mask",neck="Ej Necklace",
    body="Hachiya Chainmail +1",hands="Hachiya Tekko",ring1="Beeline Ring",
    back="Yokaze Mantle",legs="Nahtirah Trousers",feet="Qaaxo Leggings"}
    -- Hachiya Hakama/Thurandaut Tights +1

    --------------------------------------
    -- Idle/resting/defense/etc sets
    --------------------------------------

    -- Resting sets
    sets.resting = {head="Ocelomeh Headpiece +1",neck="Wiglen Gorget",
    ring1="Sheltered Ring",ring2="Paguroidea Ring"}

    -- Idle sets
    sets.idle = {
    head="Taeon Chapeau",neck="Wiglen Gorget",ear1="Dawn Earring",ear2="Upsurge Earring",
    body="Mochizuki Chainmail",hands="Taeon Gloves",ring1="Sheltered Ring",ring2="Paguroidea Ring",
    back="Andartia's Mantle",waist="Flume Belt +1",legs="Desultor Tassets",feet="Hachiya Kyahan"}

    sets.idle.Town = {ammo="Yetshila",
    head="Taeon Chapeau",neck="Wiglen Gorget",ear1="Dudgeon Earring",ear2="Heartseeker Earring",
    body="Mochizuki Chainmail",hands="Taeon Gloves",ring1="Sheltered Ring",ring2="Paguroidea Ring",
    back="Andartia's Mantle",waist="Flume Belt +1",legs="Desultor Tassets",feet="Hachiya Kyahan"}

    sets.idle.Weak = {
    head="Whirlpool Mask",neck="Wiglen Gorget",ear1="Dudgeon Earring",ear2="Heartseeker Earring",
    body="Taeon Tabard",hands="Taeon Gloves",ring1="Sheltered Ring",ring2="Paguroidea Ring",
    back="Shadow Mantle",waist="Flume Belt +1",legs="Taeon Tights",feet="Hachiya Kyahan"}

    -- Defense sets
    sets.defense.Evasion = {
    head="Taeon Chapeau",neck="Ej Necklace",
    body="Taeon Tabard",hands="Taeon Gloves",ring1="Defending Ring",ring2="Beeline Ring",
    back="Fugacity Mantle +1",waist="Flume Belt",legs="Taeon Tights",feet="Taeon Boots"}

    sets.defense.PDT = {ammo="Iron Gobbet",
    head="Outrider Mask",neck="Twilight Torque",
    body="Outrider Mail",hands="Outride Mittens",ring1="Defending Ring",ring2=gear.DarkRing.physical,
    back="Shadow Mantle",waist="Flume Belt",legs="Outrider Hose",feet="Outrider Greaves"}

    sets.defense.MDT = {ammo="Demonry Stone",
    head="Whirlpool Mask",neck="Twilight Torque",
    body="Otronif Harness +1",hands="Otronif Gloves",ring1="Defending Ring",ring2="Shadow Ring",
    back="Engulfer Cape",waist="Flume Belt",legs="Nahtirah Trousers",feet="Otronif Boots +1"}


    sets.Kiting = {feet=gear.MovementFeet}


    --------------------------------------
    -- Engaged sets
    --------------------------------------

    -- Variations for TP weapon and (optional) offense/defense modes. Code will fall back on previous
    -- sets if more refined versions aren't defined.
    -- If you create a set with both offense and defense modes, the offense mode should be first.
    -- EG: sets.engaged.Dagger.Accuracy.Evasion

    -- Normal melee group
    sets.engaged = {ammo="Roppo Shuriken",
    head="Taeon chapeau",neck="Rancor Collar",ear1="Suppanomimi",ear2="Brutal Earring",
    body="Mochizuki Chainmail",hands="Taeon Gloves",ring1="Rajas Ring",ring2="Enlivened Ring",
    back="Atheling Mantle",waist="Windbuffet Belt +1",legs="Hachiya Hakama",feet="Taeon Boots"}
    sets.engaged.Acc = {ammo="Roppo Shuriken",
    head="Taeon chapeau",neck="Peacock Amulate",ear1="Dudgeon Earring",ear2="Heartseeker Earring",
    body="Mochizuki Chainmail",hands="Taeon Gloves",ring1="Rajas Ring",ring2="Enlivened Ring",
    back="Yokaze Mantle",waist="Dynamic Belt",legs="Hachiya Hakama",feet="Taeon Boots"}
    sets.engaged.Evasion = {ammo="Roppo Shuriken",
    head="Taeon Gloves",neck="Ej Necklace",ear1="Dudgeon Earring",ear2="Heartseeker Earring",
    body="Taeon Tabard",hands="Taeon Gloves",ring1="Beeline Ring",ring2="Epona's Ring",
    back="Fugacity Mantle +1",waist="Sveltesse Gouriz +1",legs="Taeon Tights",feet="Taeon Boots"}
    sets.engaged.Acc.Evasion = {ammo="Roppo Shuriken",
    head="Whirlpool Mask",neck="Ej Necklace",ear1="Dudgeon Earring",ear2="Heartseeker Earring",
    body="OMochizuki Chainmail",hands="Otronif Gloves",ring1="Beeline Ring",ring2="Epona's Ring",
    back="Yokaze Mantle",waist="Hurch'lan Sash",legs="Hachiya Hakama",feet="Otronif Boots +1"}
    sets.engaged.PDT = {ammo="Roppo Shuriken",
    head="Felistris Mask",neck="Twilight Torque",ear1="Dudgeon Earring",ear2="Heartseeker Earring",
    body="Otronif Harness +1",hands="Otronif Gloves",ring1="Defending Ring",ring2="Epona's Ring",
    back="Yokaze Mantle",waist="Patentia Sash",legs="Hachiya Hakama",feet="Otronif Boots +1"}
    sets.engaged.Acc.PDT = {ammo="Roppo Shuriken",
    head="Whirlpool Mask",neck="Twilight Torque",ear1="Dudgeon Earring",ear2="Heartseeker Earring",
    body="Otronif Harness +1",hands="Otronif Gloves",ring1="Defending Ring",ring2="Epona's Ring",
    back="Yokaze Mantle",waist="Hurch'lan Sash",legs="Hachiya Hakama",feet="Otronif Boots +1"}

    -- Custom melee group: High Haste (~20% DW)
    sets.engaged.HighHaste = {ammo="Roppo Shuriken",
    head="Taeon chapeau",neck="Rancor Collar",ear1="Suppanomimi",ear2="Brutal Earring",
    body="Mochizuki Chainmail",hands="Taeon Gloves",ring1="Rajas Ring",ring2="Enlivened Ring",
    back="Atheling Mantle",waist="Windbuffet Belt +1",legs="Hachiya Hakama",feet="Taeon Boots"}
    sets.engaged.Acc.HighHaste = {ammo="Qirmiz Tathlum",
    head="Whirlpool Mask",neck="Asperity Necklace",ear1="Dudgeon Earring",ear2="Heartseeker Earring",
    body="Mochizuki Chainmail",hands="Otronif Gloves",ring1="Rajas Ring",ring2="Epona's Ring",
    back="Yokaze Mantle",waist="Hurch'lan Sash",legs="Hachiya Hakama",feet="Manibozho Boots"}
    sets.engaged.Evasion.HighHaste = {ammo="Qirmiz Tathlum",
    head="Whirlpool Mask",neck="Ej Necklace",ear1="Dudgeon Earring",ear2="Heartseeker Earring",
    body="Mochizuki Chainmail",hands="Otronif Gloves",ring1="Beeline Ring",ring2="Epona's Ring",
    back="Yokaze Mantle",waist="Patentia Sash",legs="Hachiya Hakama",feet="Otronif Boots +1"}
    sets.engaged.Acc.Evasion.HighHaste = {ammo="Qirmiz Tathlum",
    head="Whirlpool Mask",neck="Ej Necklace",ear1="Dudgeon Earring",ear2="Heartseeker Earring",
    body="Otronif Harness +1",hands="Otronif Gloves",ring1="Beeline Ring",ring2="Epona's Ring",
    back="Yokaze Mantle",waist="Hurch'lan Sash",legs="Hachiya Hakama",feet="Otronif Boots +1"}
    sets.engaged.PDT.HighHaste = {ammo="Qirmiz Tathlum",
    head="Whirlpool Mask",neck="Twilight Torque",ear1="Dudgeon Earring",ear2="Heartseeker Earring",
    body="Otronif Harness +1",hands="Otronif Gloves",ring1="Defending Ring",ring2="Epona's Ring",
    back="Yokaze Mantle",waist="Patentia Sash",legs="Hachiya Hakama",feet="Otronif Boots +1"}
    sets.engaged.Acc.PDT.HighHaste = {ammo="Qirmiz Tathlum",
    head="Whirlpool Mask",neck="Twilight Torque",ear1="Dudgeon Earring",ear2="Heartseeker Earring",
    body="Otronif Harness +1",hands="Otronif Gloves",ring1="Defending Ring",ring2="Epona's Ring",
    back="Yokaze Mantle",waist="Hurch'lan Sash",legs="Hachiya Hakama",feet="Otronif Boots +1"}

    -- Custom melee group: Embrava Haste (7% DW)
    sets.engaged.EmbravaHaste = {ammo="Qirmiz Tathlum",
    head="Whirlpool Mask",neck="Asperity Necklace",ear1="Dudgeon Earring",ear2="Heartseeker Earring",
    body="Qaaxo Harness",hands="Otronif Gloves",ring1="Rajas Ring",ring2="Epona's Ring",
    back="Atheling Mantle",waist="Windbuffet Belt",legs="Manibozho Brais",feet="Manibozho Boots"}
    sets.engaged.Acc.EmbravaHaste = {ammo="Qirmiz Tathlum",
    head="Whirlpool Mask",neck="Asperity Necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring",
    body="Mochizuki Chainmail",hands="Otronif Gloves",ring1="Rajas Ring",ring2="Epona's Ring",
    back="Yokaze Mantle",waist="Hurch'lan Sash",legs="Manibozho Brais",feet="Manibozho Boots"}
    sets.engaged.Evasion.EmbravaHaste = {ammo="Qirmiz Tathlum",
    head="Whirlpool Mask",neck="Ej Necklace",ear1="Dudgeon Earring",ear2="Heartseeker Earring",
    body="Otronif Harness +1",hands="Otronif Gloves",ring1="Beeline Ring",ring2="Epona's Ring",
    back="Yokaze Mantle",waist="Windbuffet Belt",legs="Hachiya Hakama",feet="Otronif Boots +1"}
    sets.engaged.Acc.Evasion.EmbravaHaste = {ammo="Qirmiz Tathlum",
    head="Whirlpool Mask",neck="Ej Necklace",ear1="Dudgeon Earring",ear2="Heartseeker Earring",
    body="Otronif Harness +1",hands="Otronif Gloves",ring1="Beeline Ring",ring2="Epona's Ring",
    back="Yokaze Mantle",waist="Hurch'lan Sash",legs="Hachiya Hakama",feet="Otronif Boots +1"}
    sets.engaged.PDT.EmbravaHaste = {ammo="Qirmiz Tathlum",
    head="Whirlpool Mask",neck="Twilight Torque",ear1="Dudgeon Earring",ear2="Heartseeker Earring",
    body="Otronif Harness +1",hands="Otronif Gloves",ring1="Defending Ring",ring2="Epona's Ring",
    back="Yokaze Mantle",waist="Windbuffet Belt",legs="Manibozho Brais",feet="Otronif Boots +1"}
    sets.engaged.Acc.PDT.EmbravaHaste = {ammo="Qirmiz Tathlum",
    head="Whirlpool Mask",neck="Twilight Torque",ear1="Dudgeon Earring",ear2="Heartseeker Earring",
    body="Otronif Harness +1",hands="Otronif Gloves",ring1="Defending Ring",ring2="Epona's Ring",
    back="Yokaze Mantle",waist="Hurch'lan Sash",legs="Manibozho Brais",feet="Otronif Boots +1"}

    -- Custom melee group: Max Haste (0% DW)
    sets.engaged.MaxHaste = {ammo="Qirmiz Tathlum",
    head="Whirlpool Mask",neck="Asperity Necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring",
    body="Qaaxo Harness",hands="Otronif Gloves",ring1="Rajas Ring",ring2="Epona's Ring",
    back="Atheling Mantle",waist="Windbuffet Belt",legs="Manibozho Brais",feet="Manibozho Boots"}
    sets.engaged.Acc.MaxHaste = {ammo="Qirmiz Tathlum",
    head="Whirlpool Mask",neck="Asperity Necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring",
    body="Otronif Harness +1",hands="Otronif Gloves",ring1="Rajas Ring",ring2="Epona's Ring",
    back="Yokaze Mantle",waist="Hurch'lan Sash",legs="Manibozho Brais",feet="Manibozho Boots"}
    sets.engaged.Evasion.MaxHaste = {ammo="Qirmiz Tathlum",
    head="Whirlpool Mask",neck="Ej Necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring",
    body="Otronif Harness +1",hands="Otronif Gloves",ring1="Beeline Ring",ring2="Epona's Ring",
    back="Yokaze Mantle",waist="Windbuffet Belt",legs="Hachiya Hakama",feet="Otronif Boots +1"}
    sets.engaged.Acc.Evasion.MaxHaste = {ammo="Qirmiz Tathlum",
    head="Whirlpool Mask",neck="Ej Necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring",
    body="Otronif Harness +1",hands="Otronif Gloves",ring1="Beeline Ring",ring2="Epona's Ring",
    back="Yokaze Mantle",waist="Hurch'lan Sash",legs="Hachiya Hakama",feet="Otronif Boots +1"}
    sets.engaged.PDT.MaxHaste = {ammo="Qirmiz Tathlum",
    head="Whirlpool Mask",neck="Twilight Torque",ear1="Bladeborn Earring",ear2="Steelflash Earring",
    body="Otronif Harness +1",hands="Otronif Gloves",ring1="Defending Ring",ring2="Epona's Ring",
    back="Yokaze Mantle",waist="Windbuffet Belt",legs="Manibozho Brais",feet="Otronif Boots +1"}
    sets.engaged.Acc.PDT.MaxHaste = {ammo="Qirmiz Tathlum",
    head="Whirlpool Mask",neck="Twilight Torque",ear1="Bladeborn Earring",ear2="Steelflash Earring",
    body="Otronif Harness +1",hands="Otronif Gloves",ring1="Defending Ring",ring2="Epona's Ring",
    back="Yokaze Mantle",waist="Hurch'lan Sash",legs="Manibozho Brais",feet="Otronif Boots +1"}


    --------------------------------------
    -- Custom buff sets
    --------------------------------------

    sets.buff.Migawari = {body="Iga Ningi +2"}
    sets.buff.Doom = {ring2="Saida Ring"}
    sets.buff.Yonin = {}
    sets.buff.Innin = {}
    end

    -------------------------------------------------------------------------------------------------------------------
    -- Job-specific hooks for standard casting events.
    -------------------------------------------------------------------------------------------------------------------

    -- Run after the general 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 state.Buff.Doom then
    equip(sets.buff.Doom)
    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 and spell.english == "Migawari: Ichi" then
    state.Buff.Migawari = true
    end
    end

    -------------------------------------------------------------------------------------------------------------------
    -- Job-specific hooks for non-casting 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 we gain or lose any haste buffs, adjust which gear set we target.
    if S{'haste','march','embrava','haste samba'}:contains(buff:lower()) then
    determine_haste_group()
    handle_equipping_gear(player.status)
    elseif state.Buff[buff] ~= nil then
    handle_equipping_gear(player.status)
    end
    end

    function job_status_change(new_status, old_status)
    if new_status == 'Idle' then
    select_movement_feet()
    end
    end


    -------------------------------------------------------------------------------------------------------------------
    -- User code that supplements standard library decisions.
    -------------------------------------------------------------------------------------------------------------------

    -- Get custom spell maps
    function job_get_spell_map(spell, default_spell_map)
    if spell.skill == "Ninjutsu" then
    if not default_spell_map then
    if spell.target.type == 'SELF' then
    return 'NinjutsuBuff'
    else
    return 'NinjutsuDebuff'
    end
    end
    end
    end

    -- Modify the default idle set after it was constructed.
    function customize_idle_set(idleSet)
    if state.Buff.Migawari then
    idleSet = set_combine(idleSet, sets.buff.Migawari)
    end
    if state.Buff.Doom then
    idleSet = set_combine(idleSet, sets.buff.Doom)
    end
    return idleSet
    end


    -- Modify the default melee set after it was constructed.
    function customize_melee_set(meleeSet)
    if state.Buff.Migawari then
    meleeSet = set_combine(meleeSet, sets.buff.Migawari)
    end
    if state.Buff.Doom then
    meleeSet = set_combine(meleeSet, sets.buff.Doom)
    end
    return meleeSet
    end

    -- Called by the default 'update' self-command.
    function job_update(cmdParams, eventArgs)
    select_movement_feet()
    determine_haste_group()
    end

    -------------------------------------------------------------------------------------------------------------------
    -- Utility functions specific to this job.
    -------------------------------------------------------------------------------------------------------------------

    function determine_haste_group()
    -- We have three groups of DW in gear: Hachiya body/legs, Iga head + Patentia Sash, and DW earrings

    -- Standard gear set reaches near capped delay with just Haste (77%-78%, depending on HQs)

    -- For high haste, we want to be able to drop one of the 10% groups.
    -- Basic gear hits capped delay (roughly) with:
    -- 1 March + Haste
    -- 2 March
    -- Haste + Haste Samba
    -- 1 March + Haste Samba
    -- Embrava

    -- High haste buffs:
    -- 2x Marches + Haste Samba == 19% DW in gear
    -- 1x March + Haste + Haste Samba == 22% DW in gear
    -- Embrava + Haste or 1x March == 7% DW in gear

    -- For max haste (capped magic haste + 25% gear haste), we can drop all DW gear.
    -- Max haste buffs:
    -- Embrava + Haste+March or 2x March
    -- 2x Marches + Haste

    -- So we want four tiers:
    -- Normal DW
    -- 20% DW -- High Haste
    -- 7% DW (earrings) - Embrava Haste (specialized situation with embrava and haste, but no marches)
    -- 0 DW - Max Haste

    classes.CustomMeleeGroups:clear()

    if buffactive.embrava and (buffactive.march == 2 or (buffactive.march and buffactive.haste)) then
    classes.CustomMeleeGroups:append('MaxHaste')
    elseif buffactive.march == 2 and buffactive.haste then
    classes.CustomMeleeGroups:append('MaxHaste')
    elseif buffactive.embrava and (buffactive.haste or buffactive.march) then
    classes.CustomMeleeGroups:append('EmbravaHaste')
    elseif buffactive.march == 1 and buffactive.haste and buffactive['haste samba'] then
    classes.CustomMeleeGroups:append('HighHaste')
    elseif buffactive.march == 2 then
    classes.CustomMeleeGroups:append('HighHaste')
    end
    end


    function select_movement_feet()
    if world.time >= 17*60 or world.time < 7*60 then
    gear.MovementFeet.name = gear.NightFeet
    else
    gear.MovementFeet.name = gear.DayFeet
    end
    end


    -- Select default macro book on initial load or subjob change.
    function select_default_macro_book()
    -- Default macro set/book
    if player.sub_job == 'DNC' then
    set_macro_page(4, 3)
    elseif player.sub_job == 'THF' then
    set_macro_page(5, 3)
    else
    set_macro_page(1, 3)
    end
    end


  8. #5168
    Bagel
    Join Date
    Dec 2012
    Posts
    1,488
    BG Level
    6

    Quote Originally Posted by Fragiledream View Post
    I'm running into a problem where my gear wont update after performing a WS. After a mob is dead it will update to idle gear, and then upon engaging it will update to engage gear. Only way to fix it seems to reload the lua. This doesn't happen all the time, sometimes it will be fine. I'm wondering if this may be because of lag. Also is there a way to refresh a lua outside of reloading it? Can't post links yet, lua in spoiler.
    im not sure how motes include really works but
    you dont do any equip changes in aftercast

  9. #5169
    Relic Shield
    Join Date
    Jan 2013
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    6

    Quote Originally Posted by dlsmd View Post
    no the closest you can find is gaze_check
    Do you have to be not locked on for youur gaze check to work?

  10. #5170
    Bagel
    Join Date
    Dec 2012
    Posts
    1,488
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    6

    Quote Originally Posted by Trumpy View Post
    Do you have to be not locked on for youur gaze check to work?
    no but it has to be enabled
    ====Commands====

    gazecheck or gzc
    auto_point -- will toggle on or off if you automatically turn towards claimed mob
    auto_gaze -- will toggle on or off if you automatically turn away from mobs that use gaze attacks(only those that are instant not those that are long duration)
    example in chat: //gzc auto_gaze

  11. #5171
    Old Merits
    Join Date
    Sep 2010
    Posts
    1,094
    BG Level
    6
    FFXI Server
    Ragnarok

    Quote Originally Posted by dlsmd View Post
    Windower4\addons\GearSwap\beta_examples_and_inform ation\Variables.xlsx
    Hmmm, it was staring me right in the face. Doesn't seem to have the kinda table I'd need, though. I wanted to check for the existence of my alt character while on my main whether I'm i a party with them or not.

    But thanks.

  12. #5172
    Bagel
    Join Date
    Dec 2012
    Posts
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    BG Level
    6

    the only buttons i think you can bind are keyboard short cuts like ctrl+f1 or something like that
    unless your controller software has it built in

  13. #5173
    Relic Shield
    Join Date
    Jan 2013
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    1,868
    BG Level
    6

    Quote Originally Posted by Martel View Post
    Hmmm, it was staring me right in the face. Doesn't seem to have the kinda table I'd need, though. I wanted to check for the existence of my alt character while on my main whether I'm i a party with them or not.

    But thanks.
    This is also something Id like to know about. I have some code that i have binded to alt+control+F12. when I hit it it checks if i am BLM/BLM if not it checks if my mule is BLM/BLM if not it uses warp rings on both characters. But If my mule isnt online (right now i only have my main activated) it doesnt work cause of how I have it coded. But if i could check if the mule is even in the party and if not proceed to use ring/BLM check.

  14. #5174
    BG Content
    Join Date
    Sep 2011
    Posts
    707
    BG Level
    5
    FFXIV Character
    Modoru D'kkoru
    FFXIV Server
    Hyperion
    FFXI Server
    Siren

    Quote Originally Posted by Trumpy View Post
    This is also something Id like to know about. I have some code that i have binded to alt+control+F12. when I hit it it checks if i am BLM/BLM if not it checks if my mule is BLM/BLM if not it uses warp rings on both characters. But If my mule isnt online (right now i only have my main activated) it doesnt work cause of how I have it coded. But if i could check if the mule is even in the party and if not proceed to use ring/BLM check.
    So wait, it always uses warp ring then?
    You can't both main/sub BLM.

  15. #5175
    Relic Shield
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    Jan 2013
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    Quote Originally Posted by Modoru View Post
    So wait, it always uses warp ring then?
    You can't both main/sub BLM.
    /sigh... It checks if you are main job blm OR sub job blm. both are capable of warping. I didnt want to have to write all that out thus the BLM/BLM.

  16. #5176
    Relic Shield
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    Jan 2013
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    1,868
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    6

    Quote Originally Posted by dlsmd View Post
    no but it has to be enabled
    ====Commands====

    gazecheck or gzc
    auto_point -- will toggle on or off if you automatically turn towards claimed mob
    auto_gaze -- will toggle on or off if you automatically turn away from mobs that use gaze attacks(only those that are instant not those that are long duration)
    example in chat: //gzc auto_gaze
    This addon is pretty cool. the only thing i would change is _. I hate with such a passion use of _ everywhere. Back in the day for web addresses, they always used underscores instead of just putting the words together or sometimes instead of spaces where they could be use. It takes more effort and stretching to hit shift and reach the top of the keyboard instead of hit space. I guess I never got over that lol.

    So since im not toooo computer coding smart. If i were to search the addon for underscores and remove them would everything work ok still? mainly the commands auto_point, auto_gaze,
    and //lua l gaze_check. i dont want to mess anything up.



    also if point is off and gaze is on will it turn away and then look back after? cause with both on it wont let me look away from a mob while im engaged at all. it jsut turns me right back. If i want to be able to turn if i had to and stay turned, but have it turn me when these moves are used and back, would that work? Im just curious.

  17. #5177
    Bagel
    Join Date
    Dec 2012
    Posts
    1,488
    BG Level
    6

    Quote Originally Posted by Trumpy View Post
    This is also something Id like to know about. I have some code that i have binded to alt+control+F12. when I hit it it checks if i am BLM/BLM if not it checks if my mule is BLM/BLM if not it uses warp rings on both characters. But If my mule isnt online (right now i only have my main activated) it doesnt work cause of how I have it coded. But if i could check if the mule is even in the party and if not proceed to use ring/BLM check.
    there is no way to tell what your alts job is directly but if there in your party you can
    Quote Originally Posted by Trumpy View Post
    This addon is pretty cool. the only thing i would change is _. I hate with such a passion use of _ everywhere. Back in the day for web addresses, they always used underscores instead of just putting the words together or sometimes instead of spaces where they could be use. It takes more effort and stretching to hit shift and reach the top of the keyboard instead of hit space. I guess I never got over that lol.

    So since im not toooo computer coding smart. If i were to search the addon for underscores and remove them would everything work ok still? mainly the commands auto_point, auto_gaze,
    and //lua l gaze_check. i dont want to mess anything up.



    also if point is off and gaze is on will it turn away and then look back after? cause with both on it wont let me look away from a mob while im engaged at all. it jsut turns me right back. If i want to be able to turn if i had to and stay turned, but have it turn me when these moves are used and back, would that work? Im just curious.
    1. i use _ to minimize my code and you cant use spaces in variable names in lua
    2. if you removed all _ it will break the code
    3. it will auto look back because it designed to only look away till the ability activation ends
    -as i said long duration effects are alot harder to code the instant ones i do not feel like doing that
    -it does not care if both are on or if auto_point is off it will do the same thing because when a gaze attack starts it will temporarily turn off auto_point
    -if you want to change the file to gazecheck you can heck you can change it to gobldegook if you want
    --but the commands will still be
    --gazecheck or gzc
    --auto_point -- will toggle on or off if you automatically turn towards claimed mob
    --auto_gaze -- will toggle on or off if you automatically turn away from mobs that use gaze attacks
    --example in chat: //gzc auto_gaze

    note about gaze check:
    it does not use chat to trigger when a gaze attack happens it uses the action packet

  18. #5178
    Relic Shield
    Join Date
    Jan 2013
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    1,868
    BG Level
    6

    Yea that is why I have it check my warpability, if no it sends command to mule to check his warpability, if no he uses ring and sends command to use ring on main. Im sure I could write it better, but its what I came up with. But the problem being if mule isnt there it sends the command to nothing, then nothing comes back of course so Main never gets the command to use his ring. But if I can just simply see he is not in party, I can just skip that step and go right to ring.

    -=---------------------------------------

    Yea I dont want to remove ALL the _s. just the ones that are in commands. so i can type //gzc autopoint instead of //gzc auto_point. Just for stream lining typing the commands. If it messes it up though I prolly wont bother. Im not sure how often id be using those commands anyways.

    I tried it out in abby vunker with 20 minotaurs wailing on me, and it turned awesomely for every mortal ray. It turned for petro eyes in escha zitah vs dragons. but i seem to get hit with petro eyes every time in ambuscade. I am prolly performing an action or something though when it goes off, Im not sure if that effects it. But all in all, this is a pretty rad addon u made there.

  19. #5179
    Bagel
    Join Date
    Dec 2012
    Posts
    1,488
    BG Level
    6

    Quote Originally Posted by Trumpy View Post
    I tried it out in abby vunker with 20 minotaurs wailing on me, and it turned awesomely for every mortal ray. It turned for petro eyes in escha zitah vs dragons. but i seem to get hit with petro eyes every time in ambuscade. I am prolly performing an action or something though when it goes off, Im not sure if that effects it. But all in all, this is a pretty rad addon u made there.
    if your performing an action it does not care
    sadly if there are 2+ mobs using the gaze ability on you at the same time you might look at the other one when you turn
    (i have seen this as well and there is nothing i can do about it because you need to turn 180 to get a way from some mobs gaze attacks and it only watches your main target)
    -there is a slim chance that the ability that its using is not in my database but im not sure i did find a new one for petro eyes adding now and im looking for other new ones

    --edit--
    gaze_check has been updated

    if you have any more questions about gaze_check please ask on github so we dont spam this thread with stuff not about gearswap

  20. #5180
    Smells like Onions
    Join Date
    Apr 2016
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    5
    BG Level
    0

    I'm new to gear swap, does anyone have an amano sam template i can use as a guide line. Also where can i find templates for other jobs that i can use as guides.

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