Code:
function gear_setup()
if dwsj() then
sets.weapon['Axe'] = {main="Eminent Axe",sub="Eminent Scimitar"}
sets.weapon['Dagger'] = {main="Eminent Dagger",sub="Eminent Scimitar"}
sets.weapon['Sword'] = {main="Eminent Scimitar",sub="Eminent Dagger"}
end
sets.weapon['Great_Axe'] = {main="Eminent Voulge",sub="Uther's Grip"}
sets.weapon['Great_Sword'] = {main="Eminent Sword",sub="Uther's Grip"}
sets.weapon['Hand-to-Hand'] = {main="Em. Baghnakhs",ammo=empty}
sets.weapon['Scythe'] = {main="Eminent Sickle",sub="Uther's Grip"}
sets.weapon['None'] = {main=empty,sub=empty}
sets.weapon['Great_Axe Su2'] = {main="Blurred Cleaver",sub="Uther's Grip"}
sets.range['Marksmanship'] = {range="Lion Crossbow",ammo="Crossbow Bolt"}
sets.range['Throwing'] = {range="Snakeeye",ammo=empty}
sets.armor['Basic'] = {}
sets.armor['Capacity_Points'] = {back="Aptitude Mantle +1",}
sets.Engaged = {
head="Gefechtschaller",
body="Gefechtbrust",
hands="Gefechthentzes",
legs="Gefechtdiechlings",
feet="Gefechtschuhs",
neck={ name="Wivre Gorget", augments={'"Subtle Blow"+4','MP+3',}},
waist="Marid Belt",
left_ear="Impreg. Earring",
right_ear="Upsurge Earring",
left_ring="Enlivened Ring",
right_ring="Vehemence Ring",
back="Cerberus Mantle",
}
sets.Idle = {
head="Gefechtschaller",
body="Gefechtbrust",
hands="Gefechthentzes",
legs="Gefechtdiechlings",
feet="Gefechtschuhs",
neck={ name="Wivre Gorget", augments={'"Subtle Blow"+4','MP+3',}},
waist="Marid Belt",
left_ear="Impreg. Earring",
right_ear="Upsurge Earring",
left_ring="Enlivened Ring",
right_ring="Vehemence Ring",
back="Cerberus Mantle",
}
sets.Resting = {
head="Gefechtschaller",
body="Gefechtbrust",
hands="Gefechthentzes",
legs="Gefechtdiechlings",
feet="Gefechtschuhs",
neck={ name="Wivre Gorget", augments={'"Subtle Blow"+4','MP+3',}},
waist="Marid Belt",
left_ear="Sanative Earring",
right_ear="Upsurge Earring",
left_ring="Enlivened Ring",
right_ring="Vehemence Ring",
back="Cerberus Mantle",
}
sets.pretarget["Tomahawk"] = {range=empty,ammo="Thr. Tomahawk"}
sets.precast["Mighty Strikes"] = {hands="Agoge Mufflers +1"}
sets.precast["Berserk"] = {body="Pumm. Lorica +1",feet="Agoge Calligae +1"}
sets.precast["Warcry"] = {head="Agoge Mask +1"}
sets.precast["Aggressor"] = {head="Pumm. Mask +1",body="Agoge Lorica +1"}
sets.precast["Retaliation"] = {hands="Pumm. Mufflers +1",feet="Boii Calligae +1"}
sets.precast["Warrior's Charge"] = {legs="Agoge Cuisses +1"}
sets.precast["Tomahawk"] = {range=empty,ammo="Thr. Tomahawk",feet="Agoge Calligae +1"}
sets.precast["Restraint"] = {hands="Boii Mufflers +1"}
sets.precast["Blood Rage"] = {body="Boii Lorica +1"}
end
then i build my sets like this
Code:
function gear_equip_check(tab,event)
if tab and type(tab) == "table" and tab.type and S{"WeaponSkill","Samba","Waltz"}:contains(tab.type) and event == "precast" then
return false
end
return true
end
function gear_equip(tab,event)
sets.building[event] = sets[player.status]
if sets.armor[armor_types[armor_types_count]] then
sets.building[event] = set_combine(sets.building[event], sets.armor[armor_types[armor_types_count]])
end
if gear_equip_check(tab,event) then
if sets.weapon[weapon_types[weapon_types_count]] then
sets.building[event] = set_combine(sets.building[event], sets.weapon[weapon_types[weapon_types_count]])
end
if sets.range[range_types[range_types_count]] then
sets.building[event] = set_combine(sets.building[event], sets.range[range_types[range_types_count]])
end
end
end
and then i equip my gear with equip(sets.building[event])