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

  1. #5941
    i should really shut up
    You can safely ignore me I am a troll

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    Quote Originally Posted by dlsmd View Post
    ok i have been looking at it and this is the best/easiest i can give you
    go to where you equip your gear and change it to this
    ChangeGear(set_combine(sets.TP[sets.TP.index[TP_ind]],{feet = "Peltast's Schynbalds +1"}))
    and remove the set its self "sets.JA.SpiritJump = (set_combine(sets.TP[sets.TP.index[TP_ind]],{feet = "Peltast's Schynbalds +1"}))" line 771
    in this case its at line 1406 of the code you posted also it will be always up to date
    I feel stupid for not doing it that way in the first place, lol thanks again.

  2. #5942
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    I have this code

    Code:
    function ammo_recharge()
    
    	if player.equipment.ammo == 'empty' then
    		if player.inventory[gear.ammo] then
    			add_to_chat("Replenishing "..gear.ammo.."s.")
    			equip({ammo=gear.ammo})
    		else
    			add_to_chat("No more "..gear.ammo.."s.")
    		end
    	else
    		gear.ammo = player.equipment.ammo
    	end
    
    end
    Is there a way to make it fetch both ammo from wardrobe too?

  3. #5943
    Bagel
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    Quote Originally Posted by Landsoul View Post
    I have this code

    ...

    Is there a way to make it fetch both ammo from wardrobe too?
    something like this
    Code:
    function ammo_recharge()
        if player.equipment.ammo == 'empty' then
            for i=1,12,1 do
                local bag = gearswap.res.bags[i]
                local item = player[bag][gear.ammo]
                if item then
                    if bag then
                        if S{"Safe","Storage","Locker","Safe 2"}:contains(bag) then
                            --if item is found in bags only acsseable from your mog house
                        elseif S{"Satchel","Sack","Case"}:contains(bag) then
                            --if iten is found in a none equipable bag
                            ---gearswap is to fast to move and equip gear in this function so you can only move it from one bag to another
                        else
                            --if an item can be directly equiped it goes here
                            add_to_chat("Replenishing "..gear.ammo.."s.")
                            equip({ammo=gear.ammo})
                            return
                        end
                    else
                        add_to_chat("No more "..gear.ammo.."s.")
                    end
                end
            end
        else
            gear.ammo = player.equipment.ammo
        end
    end

  4. #5944
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    Quote Originally Posted by dlsmd View Post
    something like this
    Code:
    function ammo_recharge()
        if player.equipment.ammo == 'empty' then
            for i=1,12,1 do
                local bag = gearswap.res.bags[i]
                local item = player[bag][gear.ammo]
                if item then
                    if bag then
                        if S{"Safe","Storage","Locker","Safe 2"}:contains(bag) then
                            --if item is found in bags only acsseable from your mog house
                        elseif S{"Satchel","Sack","Case"}:contains(bag) then
                            --if iten is found in a none equipable bag
                            ---gearswap is to fast to move and equip gear in this function so you can only move it from one bag to another
                        else
                            --if an item can be directly equiped it goes here
                            add_to_chat("Replenishing "..gear.ammo.."s.")
                            equip({ammo=gear.ammo})
                            return
                        end
                    else
                        add_to_chat("No more "..gear.ammo.."s.")
                    end
                end
            end
        else
            gear.ammo = player.equipment.ammo
        end
    end
    Doesn't work for me getting a lua error. I usually have my bullets in wardrobe so they don't have to be fetched from sack or satchel. But the above code i posted will only equip bullets when they are in invertory but not from Wardrobe 1-4.

  5. #5945
    Bagel
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    Quote Originally Posted by Landsoul View Post
    Doesn't work for me getting a lua error. I usually have my bullets in wardrobe so they don't have to be fetched from sack or satchel. But the above code i posted will only equip bullets when they are in invertory but not from Wardrobe 1-4.
    try this
    Code:
    function ammo_recharge()
        if player.equipment.ammo == 'empty' then
            if item_to_bag(gear.ammo) then
                add_to_chat("Replenishing "..gear.ammo.."s.")
                equip({ammo=gear.ammo})
            else
                add_to_chat("No more "..gear.ammo.."s.")
            end
        else
            gear.ammo = player.equipment.ammo
        end
    end
    --checks equipable bags for given gear then returns the bag name
    function item_to_bag(name)
        for _,bag in ipairs({"inventory","wardrobe","wardrobe2","wardrobe3","wardrobe4"}) do
            local item = player[bag][name]
            if item then
                return bag
            end
        end
    end

  6. #5946
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    Quote Originally Posted by dlsmd View Post
    try this
    Code:
    function ammo_recharge()
        if player.equipment.ammo == 'empty' then
            if item_to_bag(gear.ammo) then
                add_to_chat("Replenishing "..gear.ammo.."s.")
                equip({ammo=gear.ammo})
            else
                add_to_chat("No more "..gear.ammo.."s.")
            end
        else
            gear.ammo = player.equipment.ammo
        end
    end
    --checks equipable bags for given gear then returns the bag name
    function item_to_bag(name)
        for _,bag in ipairs({"inventory","wardrobe","wardrobe2","wardrobe3","wardrobe4"}) do
            local item = player[bag][name]
            if item then
                return bag
            end
        end
    end
    No lua error but doesnt want to equip ammo from the wardrobe. My original code worked for invertory but cant equip anything outside invertory.

  7. #5947
    Bagel
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    Quote Originally Posted by Landsoul View Post
    No lua error but doesnt want to equip ammo from the wardrobe. My original code worked for invertory but cant equip anything outside invertory.
    are you getting the chat line that says "Replenishing "..gear.ammo.."s." when your gear is in one of the wardrobe's

  8. #5948
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    Quote Originally Posted by dlsmd View Post
    are you getting the chat line that says "Replenishing "..gear.ammo.."s." when your gear is in one of the wardrobe's
    Nope.

  9. #5949
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    Having something very odd occurring with my Ranger Lua- I haven't made any alterations to it, but since the update my weaponskill sets no longer equip. Preshot, Midshot, /ja related sets all equip fine, and the file itself loads without error...I just don't get any gearsets equipping during weaponskills. I don't know if an update happened and my current language no longer works, or what the issue is, but I do know that for over 8 months the format of this lua functioned fine. Here is link to entire lua, weaponskill sets begin in line 372.

    https://github.com/celebrindor/GearS...ed%20RNG%20lua

    Ignore this- at some point I deleted a line- I often keep multiple files open in notepad++ at once, and was working on my COR lua recently. I must have accidentally taken a line out of my RNG lua by accident when I meant to work on my COR one.

  10. #5950
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    Got it thanks!

  11. #5951
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    You get an enervating earring and use it during daylight and nighttime.

  12. #5952
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    Quote Originally Posted by Celebrindor View Post
    You get an enervating earring and use it during daylight and nighttime.
    Playing level 75 cap.

  13. #5953
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    Quote Originally Posted by Landsoul View Post
    Playing level 75 cap.
    dang you destroyed my joke with legitimate reason! curse you!

  14. #5954
    Bagel
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    Quote Originally Posted by Landsoul View Post
    Nope.
    sorry i had things to do yesterday
    use this and let me know if you get a "---Ammo Check---" or "---Ammo empty---" chat line after using up your current stock of equiped ammo
    Code:
    function ammo_recharge()
        add_to_chat("---Ammo Check---")
        if player.equipment.ammo == 'empty' then
            add_to_chat("---Ammo empty---")
            if item_to_bag(gear.ammo) then
                add_to_chat("Replenishing "..gear.ammo.."s.")
                equip({ammo=gear.ammo})
            else
                add_to_chat("No more "..gear.ammo.."s.")
            end
        else
            gear.ammo = player.equipment.ammo
        end
    end
    --checks equipable bags for given gear then returns the bag name
    function item_to_bag(name)
        for _,bag in ipairs({"inventory","wardrobe","wardrobe2","wardrobe3","wardrobe4"}) do
            local item = player[bag][name]
            if item then return bag end
        end
    end

  15. #5955
    Smells like Onions
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    Hi - New to the gearswap approach - Below I've pasted my SCH lua which works (loads and no errors) However -- My Academic Gown +1 and Academic Pants +1 dont appear to equipping when I activate the job ability. Am I missing coded rules within the LUA to make the gear equip? I should note that I know nothing about coding and this LUA was cobbled together and the product of online research -- just looking at other SCH lua's from pastebin and MOTES' original file. Thanks in advance to anyone that can help me figure what is missing -

    -------------------------------------------------------------------------------------------------------------------
    -- Setup functions for this job. Generally should not be modified.
    -------------------------------------------------------------------------------------------------------------------

    --[[
    Custom commands:

    Shorthand versions for each strategem type that uses the version appropriate for
    the current Arts.

    Light Arts Dark Arts

    gs c scholar light Light Arts/Addendum
    gs c scholar dark Dark Arts/Addendum
    gs c scholar cost Penury Parsimony
    gs c scholar speed Celerity Alacrity
    gs c scholar aoe Accession Manifestation
    gs c scholar power Rapture Ebullience
    gs c scholar duration Perpetuance
    gs c scholar accuracy Altruism Focalization
    gs c scholar enmity Tranquility Equanimity
    gs c scholar skillchain Immanence
    gs c scholar addendum Addendum: White Addendum: Black
    --]]



    -- 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()
    info.addendumNukes = S{"Stone IV", "Water IV", "Aero IV", "Fire IV", "Blizzard IV", "Thunder IV",
    "Stone V", "Water V", "Aero V", "Fire V", "Blizzard V", "Thunder V"}

    state.Buff['Sublimation: Activated'] = buffactive['Sublimation: Activated'] or false
    update_active_strategems()
    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('None', 'Normal')
    state.CastingModeptions('Normal', 'Resistant')
    state.IdleModeptions('Normal', 'PDT')


    info.low_nukes = S{"Stone", "Water", "Aero", "Fire", "Blizzard", "Thunder"}
    info.mid_nukes = S{"Stone II", "Water II", "Aero II", "Fire II", "Blizzard II", "Thunder II",
    "Stone III", "Water III", "Aero III", "Fire III", "Blizzard III", "Thunder III",
    "Stone IV", "Water IV", "Aero IV", "Fire IV", "Blizzard IV", "Thunder IV",}
    info.high_nukes = S{"Stone V", "Water V", "Aero V", "Fire V", "Blizzard V", "Thunder V"}

    gear.macc_hagondes = {name="Hagondes Cuffs", augments={'Phys. dmg. taken -3%','Mag. Acc.+29'}}

    send_command('bind ^` input /ma Stun <t>')

    select_default_macro_book()
    end

    function user_unload()
    send_command('unbind ^`')
    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['Tabula Rasa'] = {legs="Pedagogy Pants"}
    sets.precast.JA['Dark Arts'] = {"Academic's Gown +1"}
    sets.precast.JA['Light Arts'] = {"Academic's Pants +1"}

    organizer_items = {agown="Academic's Gown +1"}


    -- Fast cast sets for spells

    sets.precast.FC = {ammo="Impatiens",
    head="Nahtirah Hat",neck="Voltsurge Torque",ear1="Loquacious Earring",ear2="Enchanter Earring +1",
    body="Shango Robe",hands="Gendewitha Gages +1",ring1="Prolix Ring",ring2="Kishar Ring",
    back="Perimede Cape",waist="Witful Belt",legs="Psycloth Lappas",feet="Merlinic Crackows"}

    sets.precast.FC['Enhancing Magic'] = set_combine(sets.precast.FC, {waist="Olympus Sash"})

    sets.precast.FC['Elemental Magic'] = set_combine(sets.precast.FC, {neck="Stoicheion Medal",legs="Amalric Slops",feet="Tutyr Sabots"})

    sets.precast.FC.Cure = set_combine(sets.precast.FC, {body="Vanya Robe",hands="Vanya Cuffs",back="Pahtli Cape",waist="Acerbic Sash +1",
    legs="Doyen Pants",feet="Vanya Clogs"})

    sets.precast.FC.Curaga = sets.precast.FC.Cure

    sets.precast.FC.Impact = set_combine(sets.precast.FC['Elemental Magic'], {head=empty,body="Twilight Cloak"})


    -- Midcast Sets

    sets.midcast.FastRecast = {ammo="Incantor Stone",
    head="Nahtirah Hat",ear1="Loquacious Earring",ear2="Enchanter Earring +1",
    body="Shango Robe",hands="Gendewitha Gages +1",ring1="Prolix Ring",ring2="Kishar Ring",
    back="Perimede Cape",waist="Witful Belt",legs="Psycloth Lappas",feet="Merlinic Crackows"}

    sets.midcast.Cure = {main="Gada",sub="Sors Shield",ammo="Incantor Stone",
    head="Kaykaus Mitra",neck="Nodens Gorget",ear1="Lifestorm Earring",ear2="Enchanter Earring +1",
    body="Kaykaus Bliaut",hands="Kaykaus Cuffs",ring1="Prolix Ring",ring2="Sirona's Ring",
    back="Perimede Cape",waist="Acerbic Sash +1",legs="Chironic Hose",feet="Kaykaus Boots"}

    sets.midcast.CureWithLightWeather = {main="Chatoyant Staff",sub="Clerisy Strap",ammo="Incantor Stone",
    head="Gendewitha Caubeen",neck="Nodens Gorget",ear1="Lifestorm Earring",ear2="Enchanter Earring +1",
    body="Heka's Kalasiris",hands="Chironic Gloves",ring1="Prolix Ring",ring2="Sirona's Ring",
    back="Twilight Cape",waist="Acerbic Sash +1",legs="Chironic Hose",feet="Kaykaus Boots"}

    sets.midcast.Curaga = sets.midcast.Cure

    sets.midcast.Regen = {main="Bolelabunga",head="Savant's Bonnet +2"}

    sets.midcast.Cursna = {
    neck="Malison Medallion",
    hands="Gendewitha Gages +1",ring1="Ephedra Ring",ring2="Ephedra Ring",
    back="Oretania's Cape +1",feet="Gendewitha Galoshes +1"}

    sets.midcast['Enhancing Magic'] = {ammo="Savant's Treatise",
    head="Befouled Crown",neck="Nodens Gorget",ear1="Andoaa Earriing",
    body="Merlinic Jubbah",hands="Chironic Gloves",ring1="Stikini Ring",ring2="Leviathan Ring +1",
    waist="Olympus Sash",legs="Portent Pants",feet="Kaykaus Boots"}

    sets.midcast.Stoneskin = set_combine(sets.midcast['Enhancing Magic'], {waist="Olympus Sash"})

    sets.midcast.Storm = set_combine(sets.midcast['Enhancing Magic'], {feet="Pedagogy Loafers"})

    sets.midcast.Protect = {ring1="Sheltered Ring"}
    sets.midcast.Protectra = sets.midcast.Protect

    sets.midcast.Shell = {ring1="Sheltered Ring"}
    sets.midcast.Shellra = sets.midcast.Shell


    -- Custom spell classes
    sets.midcast.MndEnfeebles = {main="Gada",sub="Sors Shield",ammo="Hydrocera",
    head="Befouled Crown",neck="Weike Torque",ear1="Psystorm Earring",ear2="Lifestorm Earring",
    body="Vanya Robe",hands="Kaykaus Cuffs",ring1="Stikini Ring",ring2="Kishar Ring",
    back="Refraction Cape",waist="Rumination Sash",legs="Psycloth Lappas",feet="Jhakri Pigaches +1"}

    sets.midcast.IntEnfeebles = {main="Gada",sub="Sors Shield",ammo="Quartz Tathlum +1",
    head="Befouled Crown",neck="Weike Torque",ear1="Psystorm Earring",ear2="Lifestorm Earring",
    body="Vanya Robe",hands="Kaykaus Cuffs",ring1="Stikini Ring",ring2="Kishar Ring",
    back="Refraction Cape",waist="Rumination Sash",legs="Psycloth Lappas",feet="Jhakri Pigaches +1"}

    sets.midcast.ElementalEnfeeble = sets.midcast.IntEnfeebles

    sets.midcast['Dark Magic'] = {main="Akademos",sub="Mephitis Grip",ammo="Incantor Stone",
    head="Nahtirah Hat",neck="Aesir Torque",ear1="Psystorm Earring",ear2="Lifestorm Earring",
    body="Psycloth Vest",hands="Amalric Gages",ring1="Evanescence Ring",ring2="Kishar Ring",
    back="Perimede Cape",waist="Witful Belt",legs="Merlinic Shalwar",feet="Merlinic Crackows"}

    sets.midcast.Kaustra = {main="Akademos",sub="Niobid Strap",ammo="Ombre Tathlum +1",
    head="Merlinic Hood",neck="Eddy Necklace",ear1="Hecate's Earring",ear2="Barkarole Earring",
    body="Jhakri Robe +2",hands="Amalric Gages",ring1="Stikini Ring",ring2="Strendu Ring",
    back="Toro Cape",waist="Aswang Sash",legs="Merlinic Shalwar",feet="Jhakri Pigaches +1"}

    sets.midcast.Drain = {main="Grioavolr",sub="Mephitis Grip",ammo="Incantor Stone",
    head="Nahtirah Hat",neck="Deceiver's Torque",ear1="Psystorm Earring",ear2="Lifestorm Earring",
    body="Psycloth Vest",hands="Gendewitha Gages +1",ring1="Stikini Ring",ring2="Kishar Ring",
    back="Refraction Cape",waist="Witful Belt",legs="Pedagogy Pants",feet="Merlinic Crackows"}

    sets.midcast.Aspir = sets.midcast.Drain

    sets.midcast.Stun = {main="Nibiru Staff",sub="Mephitis Grip",ammo="Incantor Stone",
    head="Nahtirah Hat",neck="Aesir Torque",ear1="Psystorm Earring",ear2="Lifestorm Earring",
    body="Shango Robe",hands="Gendewitha Gages +1",ring1="Prolix Ring",ring2="Kishar Ring",
    back="Refraction Cape",waist="Witful Belt",legs="Pedagogy Pants",feet="Merlinic Crackows"}

    sets.midcast.Stun.Resistant = set_combine(sets.midcast.Stun, {main="Nibiru Staff"})


    -- Elemental Magic sets are default for handling low-tier nukes.
    sets.midcast['Elemental Magic'] = {main="Grioavolr",sub="Zuuxowu Grip",ammo="Dosis Tathlum",
    head="Merlinic Hood",neck="Eddy Necklace",ear1="Hecate's Earring",ear2="Barkarole Earring",
    body="Jhakri Robe +2",hands="Amalric Gages",ring1="Fenrir Ring +1",ring2="Jhakri Ring",
    back="Toro Cape",waist=gear.ElementalObi,legs="Merlinic Shalwar",feet="Jhakri Pigaches +1"}

    sets.midcast['Elemental Magic'].Resistant = {main="Grioavolr",sub="Mephitis Grip",ammo="Pemphredo Tathlum",
    head="Merlinic Hood",neck="Eddy Necklace",ear1="Hermetic Earring",ear2="Barkarole Earring",
    body="Jhakri Robe +2",hands=gear.macc_hagondes,ring1="Fenrir Ring +1",ring2="Jhakri Ring",
    back="Toro Cape",waist=gear.ElementalObi,legs="Merlinic Shalwar",feet="Jhakri Pigaches +1"}

    -- Custom refinements for certain nuke tiers
    sets.midcast['Elemental Magic'].HighTierNuke = set_combine(sets.midcast['Elemental Magic'], {sub="Wizzan Grip"})

    sets.midcast['Elemental Magic'].HighTierNuke.Resistant = set_combine(sets.midcast['Elemental Magic'].Resistant, {sub="Wizzan Grip"})

    sets.midcast.Impact = {main="Akademos",sub="Mephitis Grip",ammo="Dosis Tathlum",
    head=empty,neck="Eddy Necklace",ear1="Psystorm Earring",ear2="Lifestorm Earring",
    body="Twilight Cloak",hands=gear.macc_hagondes,ring1="Kishar Ring",ring2="Stikini Ring",
    back="Toro Cape",waist="Aswang Sash",legs="Merlinic Shalwar",feet="Merlinic Crackows"}


    -- Sets to return to when not performing an action.

    -- Resting sets
    sets.resting = {main="Boonwell Staff",sub="Mephitis Grip",ammo="Mana Ampulla",
    head="Befouled Crown",neck="Eidolon Pendant +1",
    body="Jhakri Robe +2",hands="Chironic Gloves",ring1="Sheltered Ring",ring2="Paguroidea Ring",
    waist="Hierarch Belt",legs="Merlinic Shalwar",feet="Herald's Gaiters"}


    -- Idle sets (default idle set not needed since the other three are defined, but leaving for testing purposes)

    sets.idle.Town = {main="Akademos",sub="Niobid Strap",ammo="Pemphredo Tathlum",
    head="Befouled Crown",neck="Wiglen Gorget",ear1="Barkarole Earring",ear2="Enchanter Earring +1",
    body="Jhakri Robe +2",hands="Savant's Bracers +2",ring1="Sheltered Ring",ring2="Paguroidea Ring",
    back="Umbra Cape",waist="Hierarch Belt",legs="Savant's Pants +2",feet="Herald's Gaiters"}

    sets.idle.Field = {main="Bolelabunga",sub="Genmei Shield",ammo="Staunch Tathlum",
    head="Befouled Crown",neck="Wiglen Gorget",ear1="Barkarole Earring",ear2="Enchanter Earring +1",
    body="Jhakri Robe +2",hands="Serpentes Cuffs",ring1="Sheltered Ring",ring2="Paguroidea Ring",
    back="Umbra Cape",waist="Hierarch Belt",legs="Nares Trews",feet="Herald's Gaiters"}

    sets.idle.Field.PDT = {main=gear.Staff.PDT,sub="Clerisy Strap",ammo="Incantor Stone",
    head="Befouled Crown",neck="Wiglen Gorget",ear1="Barkarole Earring",ear2="Enchanter Earring +1",
    body="Jhakri Robe +2",hands="Yaoyotl Gloves",ring1="Defending Ring",ring2="Paguroidea Ring",
    back="Umbra Cape",waist="Hierarch Belt",legs="Nares Trews",feet="Herald's Gaiters"}

    sets.idle.Field.Stun = {main="Nibiru Staff",sub="Mephitis Grip",ammo="Incantor Stone",
    head="Vanya Hood",neck="Aesir Torque",ear1="Psystorm Earring",ear2="Lifestorm Earring",
    body="Shango Robe",hands="Gendewitha Gages",ring1="Prolix Ring",ring2="Kishar Ring",
    back="Perimede Cape",waist="Witful Belt",legs="Psycloth Lappas",feet="Merlinic Crackows"}

    sets.idle.Weak = {main="Bolelabunga",sub="Genmei Shield",ammo="Incantor Stone",
    head="Befouled Crown",neck="Wiglen Gorget",ear1="Barkarole Earring",ear2="Enchanter Earring +1",
    body="Jhakri Robe +2",hands="Yaoyotl Gloves",ring1="Sheltered Ring",ring2="Paguroidea Ring",
    back="Umbra Cape",waist="Hierarch Belt",legs="Nares Trews",feet="Herald's Gaiters"}

    -- Defense sets

    sets.defense.PDT = {main=gear.Staff.PDT,sub="Clerisy Strap",ammo="Incantor Stone",
    head="Nahtirah Hat",neck="Twilight Torque",ear1="Bloodgem Earring",ear2="Enchanter Earring +1",
    body="Hagondes Coat",hands="Yaoyotl Gloves",ring1="Defending Ring",ring2=gear.DarkRing.physical,
    back="Umbra Cape",waist="Hierarch Belt",legs="Hagondes Pants",feet="Hagondes Sabots"}

    sets.defense.MDT = {main=gear.Staff.PDT,sub="Clerisy Strap",ammo="Incantor Stone",
    head="Nahtirah Hat",neck="Twilight Torque",ear1="Bloodgem Earring",ear2="Enchanter Earring +1",
    body="Vanir Cotehardie",hands="Yaoyotl Gloves",ring1="Defending Ring",ring2="Shadow Ring",
    back="Tuilha Cape",waist="Hierarch Belt",legs="Bokwus Slops",feet="Hagondes Sabots"}

    sets.Kiting = {feet="Herald's Gaiters"}

    sets.latent_refresh = {waist="Fucho-no-obi"}

    -- 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 = {
    head="Jhakri Coronal",ear1="Steelflash Earring",ear2="Bladeborn Earring",
    body="Jhakri Robe +2",hands="Jhakri Cuffs",ring1="Hetairoi Ring",ring2="Jhakri Ring",
    waist="Eschan Stone",legs="Jhakri Slops",feet="Jhakri Pigaches +1"}



    -- Buff sets: Gear that needs to be worn to actively enhance a current player buff.
    sets.buff['Ebullience'] = {head="Savant's Bonnet +2"}
    sets.buff['Rapture'] = {head="Savant's Bonnet +2"}
    sets.buff['Perpetuance'] = {hands="Arbatel Bracers +1"}
    sets.buff['Immanence'] = {hands="Arbatel Bracers +1"}
    sets.buff['Penury'] = {legs="Savant's Pants +2"}
    sets.buff['Parsimony'] = {legs="Savant's Pants +2"}
    sets.buff['Celerity'] = {feet="Pedagogy Loafers"}
    sets.buff['Alacrity'] = {feet="Pedagogy Loafers"}
    sets.buff['Stormsurge'] = {feet="Pedagogy Loafers"}
    sets.buff['Klimaform'] = {feet="Savant's Loafers +2"}

    sets.buff.FullSublimation = {head="Academic's Mortarboard",ear1="Savant's Earring",body="Pedagogy Gown"}
    sets.buff.PDTSublimation = {head="Academic's Mortarboard",ear1="Savant's Earring"}

    sets.buff.Doom = {ring1="Eshmun's Ring", ring2="Eshmun's Ring", waist="Gishdubar Sash"}

    sets.LightArts = {legs="Acad. Pants +1"}
    sets.DarkArts = {body="Acad. Gown +1"}

    --sets.buff['Sandstorm'] = {feet="Herald's Gaiters"}
    end

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

    -- Run after the general midcast() is done.
    function job_post_midcast(spell, action, spellMap, eventArgs)
    if spell.action_type == 'Magic' then
    apply_grimoire_bonuses(spell, action, spellMap, eventArgs)
    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 buff == "Sublimation: Activated" then
    handle_equipping_gear(player.status)
    end
    end

    -- Handle notifications of general user state change.
    function job_state_change(stateField, newValue, oldValue)
    if stateField == 'Offense Mode' then
    if newValue == 'Normal' then
    disable('main','sub','range')
    else
    enable('main','sub','range')
    end
    end
    end

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

    -- 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 world.weather_element == 'Light' then
    return 'CureWithLightWeather'
    end
    elseif spell.skill == 'Enfeebling Magic' then
    if spell.type == 'WhiteMagic' then
    return 'MndEnfeebles'
    else
    return 'IntEnfeebles'
    end
    elseif spell.skill == 'Elemental Magic' then
    if info.low_nukes:contains(spell.english) then
    return 'LowTierNuke'
    elseif info.mid_nukes:contains(spell.english) then
    return 'MidTierNuke'
    elseif info.high_nukes:contains(spell.english) then
    return 'HighTierNuke'
    end
    end
    end
    end

    function customize_idle_set(idleSet)
    if state.Buff['Sublimation: Activated'] then
    if state.IdleMode.value == 'Normal' then
    idleSet = set_combine(idleSet, sets.buff.FullSublimation)
    elseif state.IdleMode.value == 'PDT' then
    idleSet = set_combine(idleSet, sets.buff.PDTSublimation)
    end
    end

    if player.mpp < 51 then
    idleSet = set_combine(idleSet, sets.latent_refresh)
    end

    return idleSet
    end

    -- Called by the 'update' self-command.
    function job_update(cmdParams, eventArgs)
    if cmdParams[1] == 'user' and not (buffactive['light arts'] or buffactive['dark arts'] or
    buffactive['addendum: white'] or buffactive['addendum: black']) then
    if state.IdleMode.value == 'Stun' then
    send_command('@input /ja "Dark Arts" <me>')
    else
    send_command('@input /ja "Light Arts" <me>')
    end
    end

    update_active_strategems()
    update_sublimation()
    end

    -- Function to display the current relevant user state when doing an update.
    -- Return true if display was handled, and you don't want the default info shown.
    function display_current_job_state(eventArgs)
    display_current_caster_state()
    eventArgs.handled = true
    end

    -------------------------------------------------------------------------------------------------------------------
    -- User code that supplements self-commands.
    -------------------------------------------------------------------------------------------------------------------

    -- Called for direct player commands.
    function job_self_command(cmdParams, eventArgs)
    if cmdParams[1]:lower() == 'scholar' then
    handle_strategems(cmdParams)
    eventArgs.handled = true
    end
    end

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

    -- Reset the state vars tracking strategems.
    function update_active_strategems()
    state.Buff['Ebullience'] = buffactive['Ebullience'] or false
    state.Buff['Rapture'] = buffactive['Rapture'] or false
    state.Buff['Perpetuance'] = buffactive['Perpetuance'] or false
    state.Buff['Immanence'] = buffactive['Immanence'] or false
    state.Buff['Penury'] = buffactive['Penury'] or false
    state.Buff['Parsimony'] = buffactive['Parsimony'] or false
    state.Buff['Celerity'] = buffactive['Celerity'] or false
    state.Buff['Alacrity'] = buffactive['Alacrity'] or false

    state.Buff['Klimaform'] = buffactive['Klimaform'] or false
    end

    function update_sublimation()
    state.Buff['Sublimation: Activated'] = buffactive['Sublimation: Activated'] or false
    end

    -- Equip sets appropriate to the active buffs, relative to the spell being cast.
    function apply_grimoire_bonuses(spell, action, spellMap)
    if state.Buff.Perpetuance and spell.type =='WhiteMagic' and spell.skill == 'Enhancing Magic' then
    equip(sets.buff['Perpetuance'])
    end
    if state.Buff.Rapture and (spellMap == 'Cure' or spellMap == 'Curaga') then
    equip(sets.buff['Rapture'])
    end
    if spell.skill == 'Elemental Magic' and spellMap ~= 'ElementalEnfeeble' then
    if state.Buff.Ebullience and spell.english ~= 'Impact' then
    equip(sets.buff['Ebullience'])
    end
    if state.Buff.Immanence then
    equip(sets.buff['Immanence'])
    end
    if state.Buff.Klimaform and spell.element == world.weather_element then
    equip(sets.buff['Klimaform'])
    end
    end

    if state.Buff.Penury then equip(sets.buff['Penury']) end
    if state.Buff.Parsimony then equip(sets.buff['Parsimony']) end
    if state.Buff.Celerity then equip(sets.buff['Celerity']) end
    if state.Buff.Alacrity then equip(sets.buff['Alacrity']) end
    end


    -- General handling of strategems in an Arts-agnostic way.
    -- Format: gs c scholar <strategem>
    function handle_strategems(cmdParams)
    -- cmdParams[1] == 'scholar'
    -- cmdParams[2] == strategem to use

    if not cmdParams[2] then
    add_to_chat(123,'Error: No strategem command given.')
    return
    end
    local strategem = cmdParams[2]:lower()

    if strategem == 'light' then
    if buffactive['light arts'] then
    send_command('input /ja "Addendum: White" <me>')
    elseif buffactive['addendum: white'] then
    add_to_chat(122,'Error: Addendum: White is already active.')
    else
    send_command('input /ja "Light Arts" <me>')
    end
    elseif strategem == 'dark' then
    if buffactive['dark arts'] then
    send_command('input /ja "Addendum: Black" <me>')
    elseif buffactive['addendum: black'] then
    add_to_chat(122,'Error: Addendum: Black is already active.')
    else
    send_command('input /ja "Dark Arts" <me>')
    end
    elseif buffactive['light arts'] or buffactive['addendum: white'] then
    if strategem == 'cost' then
    send_command('input /ja Penury <me>')
    elseif strategem == 'speed' then
    send_command('input /ja Celerity <me>')
    elseif strategem == 'aoe' then
    send_command('input /ja Accession <me>')
    elseif strategem == 'power' then
    send_command('input /ja Rapture <me>')
    elseif strategem == 'duration' then
    send_command('input /ja Perpetuance <me>')
    elseif strategem == 'accuracy' then
    send_command('input /ja Altruism <me>')
    elseif strategem == 'enmity' then
    send_command('input /ja Tranquility <me>')
    elseif strategem == 'skillchain' then
    add_to_chat(122,'Error: Light Arts does not have a skillchain strategem.')
    elseif strategem == 'addendum' then
    send_command('input /ja "Addendum: White" <me>')
    else
    add_to_chat(123,'Error: Unknown strategem ['..strategem..']')
    end
    elseif buffactive['dark arts'] or buffactive['addendum: black'] then
    if strategem == 'cost' then
    send_command('input /ja Parsimony <me>')
    elseif strategem == 'speed' then
    send_command('input /ja Alacrity <me>')
    elseif strategem == 'aoe' then
    send_command('input /ja Manifestation <me>')
    elseif strategem == 'power' then
    send_command('input /ja Ebullience <me>')
    elseif strategem == 'duration' then
    add_to_chat(122,'Error: Dark Arts does not have a duration strategem.')
    elseif strategem == 'accuracy' then
    send_command('input /ja Focalization <me>')
    elseif strategem == 'enmity' then
    send_command('input /ja Equanimity <me>')
    elseif strategem == 'skillchain' then
    send_command('input /ja Immanence <me>')
    elseif strategem == 'addendum' then
    send_command('input /ja "Addendum: Black" <me>')
    else
    add_to_chat(123,'Error: Unknown strategem ['..strategem..']')
    end
    else
    add_to_chat(123,'No arts has been activated yet.')
    end
    end


    -- Gets the current number of available strategems based on the recast remaining
    -- and the level of the sch.
    function get_current_strategem_count()
    -- returns recast in seconds.
    local allRecasts = windower.ffxi.get_ability_recasts()
    local stratsRecast = allRecasts[231]

    local maxStrategems = (player.main_job_level + 10) / 20

    local fullRechargeTime = 4*60

    local currentCharges = math.floor(maxStrategems - maxStrategems * stratsRecast / fullRechargeTime)

    return currentCharges

    end



    -- Select default macro book on initial load or subjob change.
    function select_default_macro_book()
    set_macro_page(1, 18)
    end

  16. #5956
    Bagel
    Join Date
    Dec 2012
    Posts
    1,488
    BG Level
    6

    Quote Originally Posted by Ferro View Post
    Hi - New to the gearswap approach - Below I've pasted my SCH lua which works (loads and no errors) However -- My Academic Gown +1 and Academic Pants +1 dont appear to equipping when I activate the job ability. Am I missing coded rules within the LUA to make the gear equip? I should note that I know nothing about coding and this LUA was cobbled together and the product of online research -- just looking at other SCH lua's from pastebin and MOTES' original file. Thanks in advance to anyone that can help me figure what is missing -

    ...
    on thing you need to do instead of posting your lua like this is to post it to something like https://pastebin.com

    now to your issue
    you need to use the short name
    so for "Academic's Gown +1" you need to use "Acad. Gown +1"
    and for "Academic's Pants +1" you need to use "Acad. Pants +1"
    there are three ways to get the correct names

    gearswap command
    //gs export
    -this exports your currently equiped gear to a file

    look up the correct short name in windower/res/items.lua
    -for English it would be the en= one for Japanese use the ja= one

    when you look at your inventory list of items you will see the short name
    -if you select your item and open another window you will see the long name

  17. #5957
    Radsourceful

    Join Date
    Jul 2007
    Posts
    1,964
    BG Level
    6
    FFXI Server
    Bismarck

    Quote Originally Posted by dlsmd View Post
    you need to use the short name
    so for "Academic's Gown +1" you need to use "Acad. Gown +1"
    and for "Academic's Pants +1" you need to use "Acad. Pants +1"
    This is still not true.

    Besides the point, but those 2 pieces don't need to be equipped on JA use, but in midcast of spells with the JA active - the arts bonus is +## magic skills when Arts is active

  18. #5958
    Bagel
    Join Date
    Dec 2012
    Posts
    1,488
    BG Level
    6

    Quote Originally Posted by Radec View Post
    This is still not true.

    Besides the point, but those 2 pieces don't need to be equipped on JA use, but in midcast of spells with the JA active - the arts bonus is +## magic skills when Arts is active
    unless gearswap started using the long names for gear then yes you need to use the short names

  19. #5959
    Smells like Onions
    Join Date
    Oct 2017
    Posts
    9
    BG Level
    0

    Thank you - I will try this to see if it works!

  20. #5960
    Smells like Onions
    Join Date
    Oct 2017
    Posts
    9
    BG Level
    0

    Thanks for replying - per your suggestion - I should add those gears into the midcast equipment?
    The lua I copied from hadnt done that - instead the person has them written out and placed as I have them in mine -
    Another query: is it even worth it to add this gear to the midcast equipment since there are other pieces that may have better benefits/augments?

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