Thanks for your prompt reply .. I tried but it says I need 10 posts to be able to past a link; however, below is my LUA
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-- Setup functions for this job. Generally should not be modified.
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--[[
Custom commands:
gs c cycle treasuremode (set on ctrl-= by default): Cycles through the available treasure hunter modes.
Treasure hunter modes:
None - Will never equip TH gear
Tag - Will equip TH gear sufficient for initial contact with a mob (either melee, ranged hit, or Aeolian Edge AOE)
SATA - Will equip TH gear sufficient for initial contact with a mob, and when using SATA
Fulltime - Will keep TH gear equipped fulltime
--]]
-- 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['Sneak Attack'] = buffactive['sneak attack'] or false
state.Buff['Trick Attack'] = buffactive['trick attack'] or false
state.Buff['Feint'] = buffactive['feint'] or false
include('Mote-TreasureHunter')
end
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-- User setup functions for this job. Recommend that these be overridden in a sidecar file.
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-- Setup vars that are user-dependent. Can override this function in a sidecar file.
function user_setup()
state.OffenseModeptions('DWNormal', 'DWMidAcc', 'DWAcc', 'DANormal', 'DAMidAcc', 'DAAcc', 'DASuperAcc','Solo')
-- Additional local binds
send_command('bind ^` input /ja "Flee" <me>')
send_command('bind ^= gs c cycle treasuremode')
send_command('bind !- gs c cycle targetmode')
end
-- Called when this job file is unloaded (eg: job change)
function user_unload()
send_command('unbind ^`')
send_command('unbind !-')
end
-- Define sets and vars used by this job file.
function init_gear_sets()
--------------------------------------
-- Special sets (required by rules)
--------------------------------------
THfeet={ name="Herculean Boots", augments={'Enmity-4','Accuracy+19','"Treasure Hunter"+2','Accuracy+1 Attack+1',}}
TTfeet={ name="Herculean Boots", augments={'Accuracy+21 Attack+21','Weapon skill damage +2%','STR+8','Accuracy+13',}}
TThead={ name="Herculean Helm", augments={'Accuracy+17 Attack+17','Weapon skill damage +2%','DEX+11','Attack+11',}}
TThands={ name="Herculean Gloves", augments={'Attack+24','Weapon skill damage +4%','DEX+9',}}
STPback={ name="Toutatis's Cape", augments={'DEX+20','Accuracy+20 Attack+20','Accuracy+10','"Store TP"+10',}}
WSBack={ name="Toutatis's Cape", augments={'DEX+30','Accuracy+20 Attack+20','Weapon skill damage +10%',}}
sets.TreasureHunter = {hands="Plunderer's Armlets +1", waist="Chaac Belt", feet=THfeet}
sets.ExtraRegen = {neck="Bathy Choker +1",ring1="Sheltered Ring",ring2="Paguroidea ring"}
sets.Kiting = {feet="Jute Boots +1"}
sets.buff['Sneak Attack'] = {hands="Skulker's Armlets"}
sets.buff['Trick Attack'] = {head="Pursuer's Beret"}
sets.precast.Item = {HolyWater}
sets.precast.JA['Sneak Attack'] = sets.buff['Sneak Attack']
sets.precast.JA['Trick Attack'] = sets.buff['Trick Attack']
-- Weaponskill sets
sets.precast.WS['Rudra\'s Storm'] = {ammo="Yetshila",
head="Adhemar Bonnet",neck="Caro Necklace",ear1="Ishvara Earring",ear2="Mache Earring",
body="Meghanada cuirie +1",hands="Meg. Gloves +1",ring1="Ramuh Ring +1",ring2="Ramuh Ring +1",
back=WSBack,waist="Kentarch Belt",legs="Lustratio Subligar +1",feet=TTfeet}
sets.precast.WS['Rudra\'s Storm'].Mod = set_combine(sets.precast.WS['Rudra\'s Storm'], {waist="Grunfeld Rope"})
sets.precast.WS['Mandalic Stab'] = {ammo="Yetshila",
head=TThead,neck="Caro Necklace",ear1="Ishvara Earring",ear2="Mache Earring",
body="Meghanada cuirie +1",hands="Meg. Gloves +1",ring1="Ramuh Ring +1",ring2="Ramuh Ring +1",
back=WSBack,waist="Grunfeld Rope",legs="Lustratio Subligar +1",feet=TTfeet}
sets.precast.WS['Mandalic Stab'].Mod = set_combine(sets.precast.WS['Mandalic Stab'], {ammo="Yetshila +1",
head="Adhemar Bonnet +1"})
--------------------------------------
-- Melee sets
--------------------------------------
-- Normal melee group
sets.engaged.DWNormal = {ammo="Ginsen",
head="Adhemar Bonnet",neck="Erudit. Necklace",ear1="Suppanomimi",ear2="Brutal Earring",
body="Meghanada cuirie +1",hands="Adhemar Wristbands",ring1="Epona's Ring",ring2="Apate Ring",
back=STPback,waist="Kentarch Belt",legs="Herculean Trousers",feet=TTfeet}
sets.engaged.DWMidAcc = {ammo="Hasty Pinion +1",
head="Adhemar Bonnet",neck="Erudit Necklace",ear1="Ishvara Earring",ear2="Brutal Earring",
body="Rawhide Vest",hands="Adhemar Wristbands",ring1="Epona's Ring",ring2="Rajas Ring",
back="Aptitude Mantle",waist="Kentarch Belt +1",legs="Mummu Kecks",feet=TTfeet}
sets.engaged.DWAcc = {ammo="Yamarang",
head="Dampening Tam",neck="Combatant's Torque",ear1="Sherida Earring",ear2="Telos Earring",
body="Adhemar Jacket +1",hands="Adhemar Wristbands +1",ring1="Chirich ring",ring2="Chirich Ring +1",
back=DWback,waist="Kentarch Belt +1",legs="Meghanada chausses +1",feet=Accfeet}
sets.engaged.DANormal = {ammo="Ginsen",
head="Adhemar Bonnet +1",neck="Anu Torque",ear1="Telos Earring",ear2="Sherida Earring",
body="Adhemar Jacket +1",hands="Adhemar Wristbands +1",ring1="Epona's Ring",ring2="Chirich Ring +1",
back=STPback,waist="Chiner's Belt +1",legs="Samnuha Tights",feet=TPfeet}
-- Mod set for trivial mobs
-- Mod set for trivial mobs
end
thats just the setup needed for using motes include you have no rules for when to equip change
you still need job_precast,job_midcast,job_post_midcast,job_after cast,etc. or some combination of them with rules in side them
start looking here: https://github.com/Kinematics/GearSwap-Jobs
Thanks, I'll try to include precast and midcast and see how it goes.
But even with doing manually //gs equip sets.precast.WS.Mandalic Stab WS Cape isn't really loading and all other gear sets swaps fine.
Lastly, really appreciate dedicating some of your time to support those in need, much obliged.
P.S I haven't really had the chance to update windower files since the update; however, I will update it once windower runs back again and see
No dlsmd, his lua for Mandalic Stab is fine, check the pastebin here.
http://pastebin.com/y32JMRPg
I had him try to MANUALLY equip the set with "//gs equip setname" and it STILL does not equip the cape.
Which hints there's something wrong in the section where he converts augments into varnames.
It's the following, but looks fine to me.
Imho it's just an issue with resources or some basic component. He has an old version and he cannot update to the new version because windower.net is currently down.Code:STPback={ name="Toutatis's Cape", augments={'DEX+20','Accuracy+20 Attack+20','Accuracy+10','"Store TP"+10',}} WSback={ name="Toutatis's Cape", augments={'DEX+30','Accuracy+20 Attack+20','Weapon skill damage +10%',}}
If the cape doesn't swap with the manual equip command it can't be a problem with precast or midcast or aftercast functions.
You can pull the resources down from Github. https://github.com/Windower/Resources
Try and re-export the cape's augments. My DEX+30 WSD cape for thf doesn't combine the dex into 1 augment. It is split like this:
{ name="Toutatis's Cape", augments={'DEX+20','Accuracy+20 Attack+20','DEX+10','Weapon skill damage +10%',}}
Ooh good point Wheeldog, I think we have a winner and that's the issue!
I completely forgot about it but *all* my capes with Stats+30 are split in two. I think the problem here is that EternalKing exported the cape before adding the 4th slot. Then he added the 4th slot and DID NOT re-extract the cape, but simply added DEX+10 to the already present DEX+20
Pretty confident that's the issue. Good one Wheeldog, I completely missed it!
Yeah, this is a foible of the augment system. There are actually two DEX augments on the cape, which are only combined on display.
is there a way to make this print into chat log instead of console? via addtochat or whatever works?
Code:if command == 'table' then for i,v in pairs(windower.ffxi.get_player()) do print(i,v) end end
use add_to_chat(7,i.." = "..v) not print(i,v)
thank you for the quick reply... i tried that and it prints 2 things in chatlog: "linkshell = MyLinkShellName" and "superior_level = 0". then the console gets error "attempt to concatenate local 'v' (a table value)
Edit: Randomly tried just: add_to_chat(7, i,v)
and it worked! thank you.
Re-Edit: Ok noticing it gives the things in the tables but doesnt tell you their values like it did when it only showed the 2 things.
Yeah, because add_to_chat doesn't take three arguments.
Do:
print_set(windower.ffxi.get_player())
Ok finally got online and tried that out byrthnoth. it gave me 27 arguments (like the linkshell and superior level i mentioned above) from the table and what their values were, but it repeated those like 25 times in the chat log. some of the values differed though. for example vitals table was difference in each listing. I guess it did give me what I needed to know though in the end so it is all good. thank you.
Pretty sure you dont need the loop anymore, just print_set(windower.ffxi.get_player()) alone will give you what you want.
yeah, print_set() is gearswap's baked-in function that prints the contents of a table.
Ahhh ok so instead of this:
Do this?Code:if command == 'table' then for i,v in pairs(windower.ffxi.get_player()) do print(i,v) end end
Code:if command == 'table' then print_set(windower.ffxi.get_player()) end
Dlsmd, you god of gearswap you, I summon your wisdom!
There's something that's been going on since like forever on my mage luas, but I've always been too lazy to try to fix it.
It's a small issue, I basically only notice it sometimes when trying to fire multiple magic bursted spells on the same SC. What happens? That sometimes the spell doesn't start casting as fast as it should, or as fast as I want it to, meaning it starts like half a second (or even less) too late, and because of this I sometimes lose the window for a third or even second magicburst on the same SC.
I *think* I migth have found the culprit for this behaviour.
Long time ago I did something in my mage luas, it's been there since forever, and I no longer completely understand why I went this way to handle things.
Basically I wanted to avoid Gearswap to continuosly swap precast/midcast cycle if I accidentally spammed a spell macro. (something I have the bad habit to do... very often)
So I created a variable called "casting" (which I set to true or false accordingly) to check wether or not I'm currently through the process of "casting" something.
When I start casting I set this var to true, and at the beginning of my Precast I check for the var and ignore everything if it's true. For instance:
I set the var to false in my Aftercast. This created a problem though. What if the spell didn't complete or got interrupted? In those situations I was never getting to Aftercast, meaning the var would remain to "true".Code:function precast(spell,action) if casting then cancel_spell() return end ... ~real content of my precast function~ ... end
To solve this I created something at the beginning of my Midcast function:
Now I don't exactely remember how that coroutine works, but as far as I remember it's a "scheduled operation" that sets the variable called "casting" to the value of "false" after X seconds have occurred.Code:function midcast(spell) if spell.prefix ~= '/jobability' and spell.prefix ~= '/weaponskill' then casting = true coroutine.schedule(function () casting = false end, (spell.cast_time/4+.5)) ... ~real content of my midcast function~ ... end
X is then calculated as the casttime of the ongoing spell / 4, and then adding 0.5 seconds to it.
Isn't this value too high, considering I'm pretty much always 80% FC capped if not more on some jobs?
I think I should change these values so that the final result is smaller, maybe removing the + 0.5, I dunno. Looking for suggestions.