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

  1. #581
    Clever and witty, all together the ladies love the Nekura
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    Phoenix

    The space in Refresh II is probably fucking you.

    Edit: D'oh too late.

  2. #582
    RIDE ARMOR
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    changed, saved, and reloaded. error message upon loading went away, but the legs still don't equip :\

    so now it looks like this: sets.midcast['Refresh II'] = {legs="Estoqueur's Fuseau +2"}

    spoiler is the precast, and then the general enhancing set, which seems to work, and then the legs exception command "in context"
    Spoiler: show


    sets.precast.FC = {head="Atrophy Chapeau +1", ear2="Estoqueur's Earring", ear1="Loquacious Earring", body="Duelist's Tabard +2", hands="Gendewitha Gages", back="Swith Cape", waist="Witful belt", legs="Orvail Pants +1", feet="Chelona Boots"}


    sets.midcast.EnhancingMagic = {
    head="Atrophy Chapeau +1",neck="Colossus's Torque",
    body="Duelist's Tabard +2",hands="Dls. Gloves +2",back="Estoqueur's Cape",waist="Olympus Sash",legs="Atrophy Tights +1",feet="Estoqueur's Houseaux +2"}

    sets.midcast['Refresh II'] = {legs="Estoqueur's Fuseau +2"}


  3. #583
    Chram
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    Fenrir

    Can't give you an answer without seeing the rules. Need to know what it's trying to do in midcast. Are you writing your own, or using an include (and which one)?

  4. #584
    RIDE ARMOR
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    i started here

    the only thing i've changed is the RDM specific file. so i'm using all those mote-'s, unedited

    Code:
    -------------------------------------------------------------------------------------------------------------------
    -- Initialization function that defines sets and variables to be used.
    -------------------------------------------------------------------------------------------------------------------
    
    -- IMPORTANT: Make sure to also get the Mote-Include.lua file (and its supplementary files) to go with this.
    
    -- Initialization function for this job file.
    function get_sets()
    	-- Load and initialize the include file.
    	include('Mote-Include.lua')
    end
    
    
    -- Called when this job file is unloaded (eg: job change)
    function file_unload()
    	if binds_on_unload then
    		binds_on_unload()
    	end
    end
    
    
    -- Define sets and vars used by this job file.
    function init_gear_sets()
    	-- Default macro set/book
    	set_macro_page(1, 20)
    	
    	-- Options: Override default values
    	options.OffenseModes = {'Normal'}
    	options.DefenseModes = {'Normal'}
    	options.WeaponskillModes = {'Normal'}
    	options.CastingModes = {'Normal'}
    	options.IdleModes = {'Normal'}
    	options.RestingModes = {'Normal'}
    	options.PhysicalDefenseModes = {'PDT'}
    	options.MagicalDefenseModes = {'MDT'}
    
    	state.Defense.PhysicalMode = 'PDT'
    	
    	state.Buff.Saboteur = buffactive.saboteur or false
    	
    	--------------------------------------
    	-- Start defining the sets
    	--------------------------------------
    	
    	-- Precast Sets
    	
    	-- Precast sets to enhance JAs
    	sets.precast.JA['Chainspell'] = {body="Duelist's Tabard +2"}
    	
    
    	-- Waltz set (chr and vit)
    	sets.precast.Waltz = {
    		head="Atrophy Chapeau +1",
    		body="Atrophy Tabard +1",hands="",
    		back="Refraction Cape",legs="Hagondes Pants",feet="Hagondes Sabots"}
    		
    	-- Don't need any special gear for Healing Waltz.
    	sets.precast.Waltz['Healing Waltz'] = {}
    
    	-- Fast cast sets for spells
    	
    	-- 80% Fast Cast (including trait) for all spells, plus 5% quick cast
    	-- No other FC sets necessary.
    	sets.precast.FC = {head="Atrophy Chapeau +1", ear2="Estoqueur's Earring", ear1="Loquacious Earring", body="Duelist's Tabard +2", hands="Gendewitha Gages", back="Swith Cape", waist="Witful belt", legs="Orvail Pants +1", feet="Chelona Boots"}
    
    	sets.precast.FC.Impact = set_combine(sets.precast.FC, {head=empty,body="Twilight Cloak"})
           
    	-- Weaponskill sets
    	-- Default set for any weaponskill that isn't any more specifically defined
    	sets.precast.WS = {
    		head="Atrophy Chapeau +1",neck="Asperity Necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring",
    		body="Atrophy Tabard +1",hands="Atrophy gloves +1",ring2="Rajas Ring",ring1="K'ayres Ring",
    		back="Atheling Mantle",waist="Caudata Belt",legs="Atrophy tights +1",feet="Atrophy boots +1"}
    
    	-- Specific weaponskill sets.  Uses the base set if an appropriate WSMod version isn't found.
    	sets.precast.WS['Requiescat'] = set_combine(sets.precast.WS, 
    		{neck="Soil Gorget",ear2="Brutal Earring",ear1="Moonshade Earring",
    		ring1="Aqua Ring",ring2="rajas Ring",waist="Soil Belt"})
    
    	sets.precast.WS['Chant du Cygne'] = {ammo="Jukukik feather",
    		head="Espial cap",neck="Rancor collar",ear1="Moonshade earring",ear2="Brutal earring",
    		body="Espial gambison",hands="Espial bracers",ring1="Thundersoul Ring",ring2="Rajas Ring",
    		back="Atheling mantle",waist="Cuchulain's belt",legs="Espial hose",feet="Espial socks"}
    
    	
    	-- Midcast Sets
    	
    	sets.midcast.FastRecast = {
    		head="Atrophy Chapeau +1",ear2="Loquacious Earring",
    		body="Duelist's Tabard +2",hands="Gendewitha Gages",ring1="Prolix Ring",
    		back="Swith Cape",waist="Witful Belt",legs="Hagondes Pants",feet="Hagondes Sabots"}
    
    	sets.midcast.Cure = {head="Gendewitha Caubeen",neck="Colossus's torque",ear1="Lifestorm Earring",ear2="Roundel Earring",body="Gendewitha bliaut",hands="Bokwus Gloves",ring1="Aqua Ring",ring2="Sirona's Ring",
    		back="Refraction Cape",waist="Demonry sash",legs="Atrophy tights +1",feet="Atrophy boots +1"}
    		
    	sets.midcast.Curaga = sets.midcast.Cure
    
    	sets.midcast.EnhancingMagic = {
    		head="Atrophy Chapeau +1",neck="Colossus's Torque",
    		body="Duelist's Tabard +2",hands="Dls. Gloves +2",back="Estoqueur's Cape",waist="Olympus Sash",legs="Atrophy Tights +1",feet="Estoqueur's Houseaux +2"}
    
    	sets.midcast['Refresh II'] = {legs="Estoqueur's Fuseau +2"}
    
    	sets.midcast.Stoneskin = {waist="Siegel Sash",neck="Stone gorget",legs="Haven hose"}
    	
    	sets.midcast.EnfeeblingMagic = {ammo="Kalboron stone",
    		head="Atrophy Chapeau +1",neck="Weike Torque",ear1="Lifestorm Earring",ear2="Psystorm Earring",
    		body="Estoqueur's sayon +2",hands="Yaoyotl gloves",ring2="Balrahn's Ring",ring1="Sangoma Ring",
    		back="Refraction Cape",waist="Demonry sash",legs="Bokwus Slops",feet="Uk'uxkaj Boots"}
    
    	sets.midcast['Dia III'] = set_combine(sets.midcast.EnfeeblingMagic, {head="Duelist's Chapeau +2"})
    
    	sets.midcast['Sleep II'] = set_combine(sets.midcast.EnfeeblingMagic, {body="Atrophy tabard +1",feet="Atrophy Boots +1"})
    
    sets.midcast['Break'] = set_combine(sets.midcast.EnfeeblingMagic, {body="Atrophy tabard +1",feet="Atrophy Boots +1"})
    
    sets.midcast['Bind'] = set_combine(sets.midcast.EnfeeblingMagic, {body="Atrophy tabard +1",feet="Atrophy Boots +1"})
    
    sets.midcast['Silence'] = set_combine(sets.midcast.EnfeeblingMagic, {body="Atrophy tabard +1",feet="Atrophy Boots +1"})
    
    sets.midcast['Gravity II'] = set_combine(sets.midcast.EnfeeblingMagic, {body="Atrophy tabard +1",feet="Atrophy Boots +1"})
    	
    	sets.midcast.ElementalMagic = {
    		head="Atrophy chapeau +1",neck="Eddy necklace",ear2="Friomisi Earring",ear1="Hecate's Earring",
    		body="Atrophy tabard +1",hands="Yaoyotl gloves",ring1="Sangoma Ring",ring1="Strendu Ring",
    		back="Toro Cape",waist="Demonry sash",legs="Hagondes Pants",feet="Weatherspoon souliers"}
    
    	sets.midcast.Impact = set_combine(sets.midcast.ElementalMagic, {head=empty,body="Twilight Cloak"})
    
    	sets.midcast.DarkMagic = {
    		head="Atrophy Chapeau +1",neck="Weike Torque",ear1="Lifestorm Earring",ear2="Psystorm Earring",
    		body="Atrohpy tabard +1",hands="Yaoyotl gloves",ring1="Balrahn's Ring",ring2="Sangoma Ring",
    		back="Refraction Cape",waist="Pya'ekue Belt",legs="Bokwus Slops",feet="Atrophy Boots +1"}
    
    	--sets.midcast.Stun = set_combine(sets.midcast.DarkMagic, {})
    
    	--sets.midcast.Drain = set_combine(sets.midcast.DarkMagic, {ring1="Excelsis Ring"})
    
    	--sets.midcast.Aspir = sets.midcast.Drain
    
    
    	-- Sets for special buff conditions on spells.
    
    	sets.midcast.EnhancingDuration = {hands="Atrophy Gloves +1",back="Estoqueur's Cape",feet="Estoqueur's Houseaux +2"}
    		
    	sets.buff.ComposureOther = {head="Estoqueur's Chappel +2",
    		body="Estoqueur's Sayon +2",hands="Estoqueur's Gantherots +2",
    		legs="Estoqueur's Fuseau +2",feet="Estoqueur's Houseaux +2"}
    
    	sets.buff.Saboteur = {hands="Estoqueur's Gantherots +2"}
    	
    
    	-- Sets to return to when not performing an action.
    	
    	-- Resting sets
    	sets.resting = {main="Chatoyant Staff",
    		head="Duelist's Chapeau +2",neck="Wiglen Gorget",
    		body="Atrophy Tabard +1",hands="Serpentes Cuffs",ring1="Sheltered Ring",ring2="Paguroidea Ring",
    		waist="Austerity Belt",legs="Nares Trews",feet="Chelona Boots +1"}
    	
    
    	-- Idle sets (default idle set not needed since the other three are defined, but leaving for testing purposes)
    
    	sets.idle.Field = {main="Buramenk'ah",sub="Genbu's Shield",ammo="Impatiens",
    		head="Duelist's Chapeau +2",body="Atrophy tabard +1",legs="Nares trews"}
    
    	sets.idle.Weak = {main="Buramenk'ah",sub="Genbu's Shield",ammo="Impatiens",
    		head="Duelist's Chapeau +2",neck="Wiglen Gorget",ear1="Bloodgem Earring",ear2="Loquacious Earring",
    		body="Atrophy Tabard +1",hands="Serpentes Cuffs",ring1="Sheltered Ring",ring2="Paguroidea Ring",
    		back="Shadow Mantle",waist="Flume Belt",legs="Crimson Cuisses",feet="Hagondes Sabots"}
    	
    	-- Defense sets
    	sets.defense.PDT = {
    		head="Gendewitha caubeen",neck="Twilight Torque",ear2="Colossus's Earring",body="Gendewitha bliaut",hands="Gendewitha Gages",ring1="Dark Ring",ring2="Dark Ring",back="Umbra cape",waist="Flume Belt",legs="Hagondes Pants",feet="Gendewitha Galoshes"}
    
    	sets.defense.MDT = {ammo="Demonry Stone",
    		head="Atrophy Chapeau +1",neck="Twilight Torque",ear1="Bloodgem Earring",ear2="Loquacious Earring",
    		body="Atrophy Tabard +1",hands="Atrophy Gloves",ring1="Dark Ring",ring2="Shadow Ring",
    		back="Engulfer Cape",waist="Flume Belt",legs="Bokwus Slops",feet="Gendewitha Galoshes"}
    
    	sets.Kiting = {legs="Crimson Cuisses"}
    
    	-- 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
    	
    	MeleeWeapons = S{"Buramenk'ah"}
    	
    	-- Normal melee group
    	sets.engaged = {
    		head="Espial Cap",neck="Asperity Necklace",ear1="Suppanomimi",ear2="Brutal earring",body="Espial gambison",hands="Espial bracers",ring1="Rajas Ring",ring2="K'ayres Ring",back="Atheling Mantle",waist="Cetl belt",legs="Espial hose",feet="Espial socks"}
    
    end
    
    -------------------------------------------------------------------------------------------------------------------
    -- Job-specific hooks that are called to process player actions at specific points in time.
    -------------------------------------------------------------------------------------------------------------------
    
    -- Set eventArgs.handled to true if we don't want any automatic gear equipping to be done.
    function job_midcast(spell, action, spellMap, eventArgs)
    	if spell.action_type == 'Magic' then
    		-- Default base equipment layer of fast recast.
    		equip(sets.midcast.FastRecast)
    	end
    end
    
    -- Run after the default midcast() is done.
    -- eventArgs is the same one used in job_midcast, in case information needs to be persisted.
    function job_post_midcast(spell, action, spellMap, eventArgs)
    	if spell.skill == 'EnfeeblingMagic' and state.Buff.Saboteur then
    		equip(sets.buff.Saboteur)
    	elseif spell.skill == 'EnhancingMagic' then
    		if buffactive.composure and spell.target.type == 'PLAYER' then
    			equip(sets.buff.ComposureOther)
    		elseif spell.target.type == 'SELF' then
    			equip(sets.midcast.EnhancingMagic)
    		end
    	end
    end
    
    -- Set eventArgs.handled to true if we don't want any automatic gear equipping to be done.
    function job_aftercast(spell, action, spellMap, eventArgs)
    	if not spell.interrupted then
    		if state.Buff[spell.english] ~= nil then
    			state.Buff[spell.english] = true
    		end
    	end
    end
    
    -------------------------------------------------------------------------------------------------------------------
    -- Customization hooks for idle and melee sets, after they've been automatically constructed.
    -------------------------------------------------------------------------------------------------------------------
    
    
    -------------------------------------------------------------------------------------------------------------------
    -- General hooks for other events.
    -------------------------------------------------------------------------------------------------------------------
    
    -- Called when a player gains or loses a buff.
    -- buff == buff gained or lost
    -- gain == true if the buff was gained, false if it was lost.
    function job_buff_change(buff, gain)
    	if state.Buff[buff] ~= nil then
    		state.Buff[buff] = gain
    	end
    end
    
    
    -------------------------------------------------------------------------------------------------------------------
    -- User code that supplements self-commands.
    -------------------------------------------------------------------------------------------------------------------
    
    -- Called by the 'update' self-command, for common needs.
    -- Set eventArgs.handled to true if we don't want automatic equipping of gear.
    function job_update(cmdParams, eventArgs)
    	if MeleeWeapons:contains(player.equipment.main) then
    		disable('main', 'sub')
    	else
    		enable('main', 'sub')
    	end
    end
    
    -- Set eventArgs.handled to true if we don't want the automatic display to be run.
    function display_current_job_state(eventArgs)
    	local defenseString = ''
    	if state.Defense.Active then
    		local defMode = state.Defense.PhysicalMode
    		if state.Defense.Type == 'Magical' then
    			defMode = state.Defense.MagicalMode
    		end
    
    		defenseString = 'Defense: '..state.Defense.Type..' '..defMode..', '
    	end
    
    	add_to_chat(122,'Casting ['..state.CastingMode..'], '..meleeString..'Idle ['..state.IdleMode..'], '..defenseString..
    		'Kiting: '..on_off_names[state.Kiting])
    
    	eventArgs.handled = true
    end
    
    -------------------------------------------------------------------------------------------------------------------
    -- Utility functions specific to this job.
    -------------------------------------------------------------------------------------------------------------------

  5. #585
    Chram
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    Fenrir

    1) Learn to use the [code] tags.

    2) Estq. legs work on both Refresh and Refresh II. Thus you probably want to use sets.midcast.Refresh (spellMap) rather than the specific spell.

    3) You're equipping sets.midcast.EnhancingMagic in post_midcast when casting enhancing magic on yourself, rather than the original which should be equipping sets.midcast.EnhancingDuration. The EnhancingMagic set will of course overwrite the legs you want to equip for Refresh.

  6. #586
    RIDE ARMOR
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    Carbuncle

    1) sorry, code tags didn't show under the quick reply :\

    2) so generally speaking, i can just drop all the numerals from spells? cool. i was thrown because the template specified dia3 and slow2

    3) ok i see what i did here, the duration set uses atrophy hands, which conflict with relic hands skill. so i just swapped that to potency set when i started so i could get the full potency buffs. i was not respecting the order of operations. i'll continue to fumble around at it and see if i can get it to use the atrophy hands only on spells without a skill check (haste and refresh are all i can think of there) otherwise it's no big loss if i can't use atrophy hands at all.

    thanks for taking the time man. i'm sure this was like trying to teach a chimp algebra

  7. #587
    Chram
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    Fenrir

    2) so generally speaking, i can just drop all the numerals from spells? cool. i was thrown because the template specified dia3 and slow2
    No, not all spells. Check Mote-Mappings for all the spellMap'd spells. Dia III and Slow II are a special case, because the relic +2 hat specifically augments just those two spells.

    And no problem.

  8. #588
    Old Merits
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    I've got another stupid question regarding Mote's files.

    For BRD I'm trying to add a rule to change to SongDebuff.Troubadour when troub (max duration gear, using max accuracy when its not) is active but I get errors with CustomClasses or it just doesn't change.

    What should I add to make sets.midcast.SongDebuff.Troubadour work?

  9. #589
    Chram
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    Fenrir

    Custom classes aren't parsed into sub-tables. Since SongDebuff is itself a custom class, that means you can't have a sub-table hanging from it. Setting CustomClass to "SongDebuff.Troubadour" would have it search for the set sets.midcast['SongDebuff.Troubadour'], not sets.midcast.SongDebuff.Troubadour. You can instead return a value like "TroubadourDebuff" from the get_song_class() function if Troubadour is active.

    As an aside, does song duration gear work on debuffs? I was under the impression that it didn't.

  10. #590
    Old Merits
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    They changed it in a patch a while back I believe.

    Thanks for explaining the custom class issue.

  11. #591
    Old Merits
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    Just double checked because you got me paranoid and I couldn't find the update notes. But song duration gear 100% effects duration of debuffs now.

    Foelullaby lasting 70~ seconds with +5 Lullaby and +90% Song effect duration, should be 72 seconds but I was too lazy to time it properly so I just used "now asleep" from log which has a delay.

    Same test with 50% duration gear lasted 58 seconds~

    Edit: I realise I actually had 50% duration on for second lullaby

  12. #592
    BG Content
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    Yeah, Foe Lullaby II with Troubadour and +140% duration (G-horn, Carn, AF3 neck, AF3+1 body, Marduk legs, AF1+3 hands) should last 4.8 minutes. I'm not entirely sure that it does, but I do know that it lasts a really long time.

  13. #593
    Sea Torques
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    Stormrage

    Quick question, how can I tell if gear is swapping during weapon skills? So far using the code from the other thread it works great for my tp and idle set, but since no gear swap changes show in the console in can't tell if my ws gear is changing. Thanks.

  14. #594
    Melee Summoner
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    Cerberus

    You can just open your equipment menu.
    Having menus open doesn't prevent GS from swaping gear, so you can observe any gearswap personally. I know there's a command fo rit, too, but that's how I double check (or simple //unload blinkmenot).

  15. #595
    Sea Torques
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    Yeah gear isn't swapping for me for weaponskills here is the code I am using its the one from the other thread for monk with the gear I use swapped in. I also have all the other files that were needed for this one. Oh the weaponskill I am using is shijin spiral.

    So I Figured out it was my macro, is there another way to macro a weaponskill besides /ws "Shijin Spiral"<t>?

  16. #596
    Smells like Onions
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    Need some help with my aftercast section.

    The file I'm putting together is for my DRK and therefor aftermath section as gotten all complicated.
    Essentially I have sets with varying names according to weapon/acc/sub and haste. i.e. "Rag.Sam.Acc.twentysix" and "Apoc.War.MoreACC.sixteen". (actual numbers threw it off for some reason)

    I have gotten the first 3 to work dynamically as they only change with my input.
    For haste I was planning a long series/cluster of if statements that lead it to the right set, however this is quite messy and makes it impossible to refer to the current set without parsing the aftercast rules again (or pasting them into a command).

    I trimmed it down to (only) 7 levels of haste (26/16/12 for no Ionis and 25/15/11 with, and 1 unique to apoc (a catch all for the sub 10 gear haste moments).

    I thought about doing something along the lines of having a HASTE = 26 somewhere and then subtracting to reach the required set which would let me refer to the set as [HASTE] but that would require some way of resetting haste to 26 after each aftercast parse.

    Does anyone have a more reliable or simple way for me to fix this?

  17. #597
    Sea Torques
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    Quote Originally Posted by Jicent View Post
    Quick question, how can I tell if gear is swapping during weapon skills? So far using the code from the other thread it works great for my tp and idle set, but since no gear swap changes show in the console in can't tell if my ws gear is changing. Thanks.
    //gs showswaps

    Quote Originally Posted by Slaanesh View Post
    Need some help with my aftercast section.

    The file I'm putting together is for my DRK and therefor aftermath section as gotten all complicated.
    Essentially I have sets with varying names according to weapon/acc/sub and haste. i.e. "Rag.Sam.Acc.twentysix" and "Apoc.War.MoreACC.sixteen". (actual numbers threw it off for some reason)

    I have gotten the first 3 to work dynamically as they only change with my input.
    For haste I was planning a long series/cluster of if statements that lead it to the right set, however this is quite messy and makes it impossible to refer to the current set without parsing the aftercast rules again (or pasting them into a command).

    I trimmed it down to (only) 7 levels of haste (26/16/12 for no Ionis and 25/15/11 with, and 1 unique to apoc (a catch all for the sub 10 gear haste moments).

    I thought about doing something along the lines of having a HASTE = 26 somewhere and then subtracting to reach the required set which would let me refer to the set as [HASTE] but that would require some way of resetting haste to 26 after each aftercast parse.

    Does anyone have a more reliable or simple way for me to fix this?
    w/ buffactive['buff], function buff_change(status,gain_or_loss), GS Command(toggle sets) w/ any of those is pretty much doable...

    1. inside precast/aftercast function w/e you wanna put it, if buffactive['Haste'] and "all others buff" ... then do something...
    2. buff_change(status,gain_or_loss), when Gain Ionis, and/or haste, and/or marchs and/or aftermath change your tp set/aftercast set while engaged to w/e you want..
    3. GS command something like //gs c HasteCheck... inside do a buffactive check and depending what you have set your tp set/aftercast set while engaged

  18. #598
    Sea Torques
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    Stormrage

    Thanks that helped a lot but I'm still having trouble with my macro for the gear swap. It swaps when I select the ws from the menu but not when I use a macro. Using /ws "Shijin Spiral"<t> , is there another macro I can use instead?

  19. #599
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    I don't know exactly what's wrong, but commands selected from the menu don't have a pretarget phase, while those from macros have pretarget and precast (by design). This difference is probably causing the problem in your user file.

  20. #600
    Sea Torques
    Join Date
    Jul 2006
    Posts
    708
    BG Level
    5
    WoW Realm
    Stormrage

    Would this help? This is the code I am using

    Code:
     
    function get_sets()				
    	sets.precast = {}
    	sets.precast.Chakra = {ammo="Iron Gobbet",body="Anchorite's Cyclas",hands="Melee Gloves +2",ring2="Dark Ring"}
    	sets.precast.Counterstance = {feet="Melee Gaiters +2"}
    	sets.precast.Dodge = {feet="Anchorite's Gaiters"}
    	sets.precast.Mantra = {feet="Melee Gaiters +2"}
    	sets.precast.Waltz = {head="Anwig Salade",neck="Dualism Collar",ring1="Valseur's Ring",ring2="Veela Ring",
    		waist="Aristo Belt",legs="Desultor Tassets",feet="Dance Shoes"}
    		
    	sets.precast['Shijin Spiral'] = {ammo="Potestas Bomblet",head="Uk'uxkaj Cap",neck="Light Gorget",
    		ear1="Moonshade Earring",ear2="Brutal Earring",body="Manibozho Jerkin",hands="Otronif Gloves",
    		ring1="Pyrosoul Ring",ring2="Thundersoul Ring",back="Rancorous Mantle",waist="Windbuffet Belt",legs="Espial Hose",
    		feet="Manibozho Boots"}
    		
    	sets.precast.WS = {ammo="Potestas Bomblet",head="Whirlpool Mask",neck="Light Gorget",
    		ear1="Steelflash Earring",ear2="Bladeborn Earring",body="Manibozho Jerkin",hands="Mel. Gloves +2",
    		ring1="Rajas Ring",ring2="Thundersoul Ring",back="Atheling Mantle",waist="Black Belt",legs="Espial Hose",
    		feet="Manibozho Boots"}
    	
    	sets.TP = {}
    	sets.TP.DD = {ammo="Hagneia Stone",head="Espial Cap",neck="Orochi Nodowa",
    		ear1="Brutal Earring",ear2="Belatz Pearl",body="Espial Gambison",hands="Espial Bracers",
    		ring1="Rajas Ring",ring2="Tyrant's Ring",back="Aife's Mantle",waist="Windbuffet Belt",legs="Laktisma Leggings",
    		feet="Espial Socks"}
    		
    	sets.TP.Solo = {main="Oatixur",ammo="Potestas Bomblet",head="Whirlpool Mask",neck="Twilight Torque",
    		ear1="Steelflash Earring",ear2="Bladeborn Earring",body="Thaumas Coat",hands="Otronif Gloves",
    		ring1="Rajas Ring",ring2="Epona's Ring",back="Atheling Mantle",waist="Black Belt",legs="Quiahuiz Leggings",
    		feet="Anchorite's Gaiters"}
    	
    	sets.DT = {ammo="Iron Gobbet",neck="Twilight Torque",ear1="Merman's Earring",body="Manibozho Jerkin",
    		hands="Otronif Gloves",ring1="Defending Ring",ring2="Dark Ring",back="Mollusca Mantle",waist="Black Belt"}
    	
    	sets.aftercast = {}
    	sets.aftercast.TP = sets.TP.DD
    	
    	sets.aftercast.Idle = {main="Oatixur",ammo="Potestas Bomblet",head="Walahra Turban",neck="Wiglen Gorget",
    		ear1="Novia Earring",ear2="Phawaylla Earring",body="Scorpion Harness",hands="Ochiudo's Kote",
    		ring1="Paguroidea Ring",ring2="Sheltered Ring",back="Boxer's Mantle",waist="Black Belt",legs="Nahtirah trousers",
    		feet="Hermes' Sandals"}
    	send_command('input /macro book 15;wait .1;input /macro set 1')
    end
    
    function precast(spell)
    	if sets.precast[spell.english] then
    		equip(sets.precast[spell.english])
    	elseif spell.type=="WeaponSkill" then
    		equip(sets.precast.WS)
    	elseif string.find(spell.english,'Waltz') then
    		equip(sets.precast.Waltz)
    	end
    end
    
    function midcast(spell)
    end
    
    function aftercast(spell)
    	if player.status =='Engaged' then
    		equip(sets.aftercast.TP)
    	else
    		equip(sets.aftercast.Idle)
    	end
    end
    
    function status_change(new,old)
    	if T{'Idle','Resting'}:contains(new) then
    		equip(sets.aftercast.Idle)
    	elseif new == 'Engaged' then
    		equip(sets.aftercast.TP)
    	end
    end
    
    function buff_change(status,gain_or_loss)
    end
    
    function self_command(command)
    	if command == 'toggle TP set' then
    		if sets.aftercast.TP == sets.TP.DD then
    			sets.aftercast.TP = sets.TP.Solo
    			send_command('@input /echo SOLO SET')
    		elseif sets.aftercast.TP == sets.TP.Solo then
    			sets.aftercast.TP = sets.TP.DD
    			send_command('@input /echo DD SET')
    		end
    	elseif command == 'DT' then
    		equip(sets.DT)
    	end
    end

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