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

  1. #1281
    Campaign
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    Let's see if I got this right, small simplified example

    Code:
    function get_sets()
    ...
    sets.Var.index = {"Item 1", "Item 2"}
    Var_ind = 1
    sets.TP.Normal = {..., waist=sets.Var.index, ...}
    ...
    
    function status_change(new,old)
    	if new == 'Engaged' then
    		if condition == true then
    			Var_ind = 2
    		else
    			Var_ind = 1
    		end
    		equip(sets.TP.Normal)
    	else
    		equip(sets.Idle)
    	end
    end
    
    ...
    Something like this would work?

  2. #1282
    BG Content
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    Lakshmi
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    Nope, because you never use Var_ind (and even if you did, it probably wouldn't work).

    Code:
    function get_sets()
    ...
    sets.Var.waist = {name="Item 1"}
    sets.TP.Normal = {..., waist=sets.Var.waist, ...}
    ...
    function status_change(new,old)
         if new == 'Engaged' then
             if condition == true then
                 sets.Var.waist.name = "Item 2"
             else
                 sets.Var.waist.name = "Item 1"
             end
             equip(sets.TP.Normal)
         else
             equip(sets.Idle)
         end
     end
      
    ...

  3. #1283
    RIDE ARMOR
    Join Date
    Apr 2014
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    1

    New question by Jackx,

    Fiv's warrior.lua: Can someone help me with how to code Ukko's to do the same as Upheaval if MS is up?

    sets.precast.WS['Ukko\'s Fury'] = {ammo="Ravager's Orb",head="Yaoyotl Helm",neck="Asperity Collar",ear1="Steelflash Earring",ear2="Bladeborn Earring",
    body="Phorcys Korazin",hands="Cizin Mufflers",ring1="Pyrosoul Ring",ring2="Rajas Ring",
    back="Cavaros Mantle",waist="Windbuffet Belt",legs="Cizin Breeches",feet="Rvg. Calligae +2"}
    sets.precast.WS['Ukko\'s Fury'].Acc = set_combine(sets.precast.WS['Ukko\'s Fury'], {head="Yaoyotl Helm",body="Pumm. Lorica +1",back="Mauler's Mantle",waist="Thunder Belt"})
    sets.precast.WS['Ukko\'s Fury'].Mod = {}

    sets.precast.WS['Upheaval'] = {ammo="Oneiros Pebble",head="Yaoyotl Helm",neck="Light Gorget",ear1="Steelflash Earring",ear2="Bladeborn Earring",
    body="Phorcys Korazin",hands="Cizin Mufflers",ring1="Terrasoul Ring",ring2="Terrasoul Ring",
    back="Mauler's Mantle",waist="Windbuffet Belt",legs="Cizin Breeches",feet="Whirlpool Greaves"}
    sets.precast.WS['Upheaval'].Acc = set_combine(sets.precast.WS['Upheaval'], {head="Yaoyotl Helm",waist="Caudata Belt",feet="Whirlpool Greaves"})
    sets.precast.WS['Upheaval'].Mod = {}
    sets.precast.WS['Upheaval'].MS = set_combine(sets.precast.WS['Upheaval'], {hands="Hct. Mittens +1",back="Cavaros Mantle",feet="Rvg. Calligae +2"})
    simply coping the last line and putting it underneath Ukko's last line doesnt seem to work, the lua wont even load properly it seems.

    side note: Would love to see Quihuiz Helm, Agoge cuisses and future gear be incorperated with a if 'brazen rush' active equip for weaponskill

  4. #1284
    Bagel
    Join Date
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    Quote Originally Posted by Jackx View Post
    New question by Jackx,

    Fiv's warrior.lua: Can someone help me with how to code Ukko's to do the same as Upheaval if MS is up?

    ....

    simply coping the last line and putting it underneath Ukko's last line doesnt seem to work, the lua wont even load properly it seems.
    try this (i removed the duped gear from the list and put the normal ws gear set as mod)
    Code:
    sets.precast.WS["Ukko's Fury"] = {ammo="Ravager's Orb",head="Yaoyotl Helm",neck="Asperity Collar",ear1="Steelflash Earring",ear2="Bladeborn Earring",
    body="Phorcys Korazin",hands="Cizin Mufflers",ring1="Pyrosoul Ring",ring2="Rajas Ring",
    back="Cavaros Mantle",waist="Windbuffet Belt",legs="Cizin Breeches",feet="Rvg. Calligae +2"}
    sets.precast.WS["Ukko's Fury"].Acc = set_combine(sets.precast.WS["Ukko's Fury"], {waist="Caudata Belt",feet="Whirlpool Greaves"})
    sets.precast.WS["Ukko's Fury"].Mod = sets.precast.WS["Ukko's Fury"]
    sets.precast.WS["Ukko's Fury"].MS = set_combine(sets.precast.WS["Ukko's Fury"], {hands="Hct. Mittens +1"})
    you can do the same for Upheaval like this
    sets.precast.WS['Upheaval'].Mod = sets.precast.WS['Upheaval']

  5. #1285
    Campaign
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    Awesome!
    I learned to do something new, feels good :D

    Another thing concerning zones. I saw all the possible GS subvariables for World and I think I get them, but I don't get how to use it with multiple zones.
    Simple example, let's say I want to create a "group" of zones like all of the adoulin ones.
    Should I do it with a table? Or with a string? I could also use zone ID names (taken from FFXIdb).
    Once I've created this group, how do I check if the current zone is part of that group? What would the syntax be?

    If world['table/string name'] then

    Something like this? Or something more articulated?

  6. #1286
    Sea Torques
    Join Date
    Jun 2012
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    Asura
    WoW Realm
    The Scryers

    Quote Originally Posted by Sechs View Post
    Awesome!
    I learned to do something new, feels good :D

    Another thing concerning zones. I saw all the possible GS subvariables for World and I think I get them, but I don't get how to use it with multiple zones.
    Simple example, let's say I want to create a "group" of zones like all of the adoulin ones.
    Should I do it with a table? Or with a string? I could also use zone ID names (taken from FFXIdb).
    Once I've created this group, how do I check if the current zone is part of that group? What would the syntax be?

    If world['table/string name'] then

    Something like this? Or something more articulated?
    should be

    Code:
    if yourworldtablet:contains(world.area) then
     -- w/e you wanna do
    end
    hmmm can be world.area world.zone... to be sure what name unless they are the same.. make a command w/ something like
    Code:
    		elseif command == 'area' then
    			send_command('@input /echo <-----  Area: '..world.area..'----->')
    			send_command('@input /echo <-----  Zone: '..world.zone..'----->')
                    end
    well just tested it in salvage... and area and zone gave me the same response...

  7. #1287
    Chram
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    Fenrir

    Quote Originally Posted by Sechs View Post
    Awesome!
    I learned to do something new, feels good :D

    Another thing concerning zones. I saw all the possible GS subvariables for World and I think I get them, but I don't get how to use it with multiple zones.
    Simple example, let's say I want to create a "group" of zones like all of the adoulin ones.
    Should I do it with a table? Or with a string? I could also use zone ID names (taken from FFXIdb).
    Once I've created this group, how do I check if the current zone is part of that group? What would the syntax be?

    If world['table/string name'] then

    Something like this? Or something more articulated?
    Check lines 120-175 in Mote-Mappings.

    Used in code as something like:

    Code:
        if areas.Adoulin:contains(world.area) then
            -- Adoulin/Ionis gear
        end

  8. #1288
    Old Merits
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    Shiva

    Is it possible to use precast and midcast sets for JA's like it is for spells? Mostly thinking about quickdraw for COR.

  9. #1289
    CoP Dynamis
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    Quote Originally Posted by Rooney View Post
    Is it possible to use precast and midcast sets for JA's like it is for spells? Mostly thinking about quickdraw for COR.
    Precast yes, midcast no.

    JAs are still instantaneous, and I don't know why you would want both. For quickdraws I'd assume you want to put MAB on, but there's nothing that really benefits it differently between equipping it beforehand and equipping before it goes off. Quickdraw has no shooting time, so you don't need snapshot.

  10. #1290
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    Quote Originally Posted by pcdavid52a View Post
    Precast yes, midcast no.

    JAs are still instantaneous
    Most are, almost the totality I'd dare to say but there are exceptions; Blood Pacts are JAs but are not instant, same for BST's Sic and Ready commands.
    Speaking of which... I haven't started doing my SMN lua yet so it might be a bit early, but how do you handle precast and midcast for JAs like these? I always wondered.

    @Motenten
    Thanks! Lots of useful stuff in that file, gonna save me a lot of trouble in the future.
    I read through your (awesome) nodes-guide for GearSwap but found hte World variables mentioned only once without any big example.

  11. #1291
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    Blood Pacts and Sic commands and such are JAs, and thus they are instant. The pet has a readies / usage phase for the commanded ability, which shows up as pet_midcast and pet_aftercast respectively. That's how it's handled.

  12. #1292
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    Quote Originally Posted by pcdavid52a View Post
    JAs are still instantaneous, and I don't know why you would want both. For quickdraws I'd assume you want to put MAB on, but there's nothing that really benefits it differently between equipping it beforehand and equipping before it goes off. Quickdraw has no shooting time, so you don't need snapshot.
    Where in the world did you get snapshot from?

    The point was quickdraw recast. Head and body can have recast reduction, but those pieces are not good for MAB or macc anymore. Hence the question. Looks like it's not possible though.

  13. #1293
    CoP Dynamis
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    Odin

    Quote Originally Posted by Rooney View Post
    Where in the world did you get snapshot from?

    The point was quickdraw recast. Head and body can have recast reduction, but those pieces are not good for MAB or macc anymore. Hence the question. Looks like it's not possible though.
    Sorry my COR is lv9 so I threw out something random. But yeah in that case you really have to pick one or the other unfortunately, don't see a way around it.

  14. #1294
    New Spam Forum
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    Quote Originally Posted by Rooney View Post
    Where in the world did you get snapshot from?

    The point was quickdraw recast. Head and body can have recast reduction, but those pieces are not good for MAB or macc anymore. Hence the question. Looks like it's not possible though.
    No it is not possible for QD I tried it extensively when I first started playing with GS.

  15. #1295
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    Totally new to gearswap. I've taken mote's initial sam.lua and basically updated the gearsets. I'm not entirely sure how to swap between sets e.g. standard tp set and acc sets.

    I'm assuming it has something to do with the /gs c command but I can't for the life of me figure it out :/

    I would appreciate if someone could take a look and point me in the right direction, thanks.

    Code below....
    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
    
    
    -- Setup vars that are user-independent.
    function job_setup()
        state.CombatForm = get_combat_form()
        
        state.Buff.Sekkanoki = buffactive.sekkanoki or false
        state.Buff.Sengikori = buffactive.sengikori or false
        state.Buff['Meikyou Shisui'] = buffactive['Meikyou Shisui'] or false
    end
    
    
    -- Setup vars that are user-dependent.  Can override this function in a sidecar file.
    function user_setup()
        -- Options: Override default values
        options.OffenseModes = {'Normal', 'Acc'}
        options.DefenseModes = {'Normal', 'PDT', 'Reraise'}
        options.WeaponskillModes = {'Normal', 'Acc', 'Att', 'Mod'}
        options.CastingModes = {'Normal'}
        options.IdleModes = {'Normal'}
        options.RestingModes = {'Normal'}
        options.PhysicalDefenseModes = {'PDT', 'Reraise'}
        options.MagicalDefenseModes = {'MDT'}
    
        state.Defense.PhysicalMode = 'PDT'
    
        -- Additional local binds
        send_command('bind ^` input /ja "Hasso" <me>')
        send_command('bind !` input /ja "Seigan" <me>')
    
        select_default_macro_book()
    end
    
    
    -- Called when this job file is unloaded (eg: job change)
    function file_unload()
        if binds_on_unload then
            binds_on_unload()
        end
    
        send_command('unbind ^`')
        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.Meditate = {head="Myochin Kabuto",hands="Saotome Kote +2"}
        sets.precast.JA['Warding Circle'] = {head="Myochin Kabuto"}
        sets.precast.JA['Blade Bash'] = {hands="Saotome Kote +2"}
    
        -- Waltz set (chr and vit)
        sets.precast.Waltz = {ammo="Sonia's Plectrum",
            head="Yaoyotl Helm",
            body="Otronif Harness +1",hands="Buremte Gloves",ring1="Spiral Ring",
            back="Iximulew Cape",waist="Caudata Belt",legs="Karieyh Brayettes +1",feet="Otronif Boots +1"}
            
        -- Don't need any special gear for Healing Waltz.
        sets.precast.Waltz['Healing Waltz'] = {}
    
           
        -- Weaponskill sets
        -- Default set for any weaponskill that isn't any more specifically defined
        sets.precast.WS = {
            head="Otomi Helm",neck="Ganesha's Mala",ear1="Brutal Earring",ear2="Moonshade Earring",
            body="Phorcys Korazin",hands="Miki. Gauntlets",ring1="Pyrosoul Ring",ring2="Pyrosoul Ring",
            back="Buquwik Cape",waist="Windbuffet Belt",legs="Scuff. Cosciales",feet="Sak. Sune-Ate +1"}
        sets.precast.WS.Acc = set_combine(sets.precast.WS, {back="Letalis Mantle"})
    
        -- Specific weaponskill sets.  Uses the base set if an appropriate WSMod version isn't found.
        sets.precast.WS['Namas Arrow'] = {
            head="Otomi Helm",neck="Snow Gorget",ear1="Vulcan's Pearl",ear2="Flame Pearl",
            body="Phorcys Korazin",hands="Unkai Kote +2",ring1="Pyrosoul Ring",ring2="Pyrosoul Ring",
            back="Buquwik Cape",waist="Snow Belt",legs="Wakido Haidate +1",feet="Waki. Sune-Ate +1"}
        
        sets.precast.WS['Namas Arrow'] = set_combine(sets.precast.WS, {neck="Snow Gorget",waist="Snow Belt"})
        sets.precast.WS['Namas Arrow'].Acc = set_combine(sets.precast.WS.Acc, {body="Kyujutsugi",neck="Snow Gorget",
        waist="Snow Belt",ring1="Hajduk Ring",ring2="Hajduk Ring",back="Jaeger Mantle"})
        sets.precast.WS['Namas Arrow'] = set_combine(sets.precast.WS, {neck="light Gorget",waist="Light Belt"})
        
        sets.precast.WS['Tachi: Fudo'] = set_combine(sets.precast.WS, {neck="Light Gorget",waist="Light Belt"})
        sets.precast.WS['Tachi: Fudo'].Acc = set_combine(sets.precast.WS.Acc, {neck="Light Gorget"})
        sets.precast.WS['Tachi: Fudo'].Mod = set_combine(sets.precast.WS['Tachi: Fudo'], {waist="Light Belt"})
    
        sets.precast.WS['Tachi: Shoha'] = set_combine(sets.precast.WS, {neck="Ganesha's Mala",waist="Windbuffet Belt"})
        sets.precast.WS['Tachi: Shoha'].Acc = set_combine(sets.precast.WS.Acc, {neck="Ganesha's Mala"})
        sets.precast.WS['Tachi: Shoha'].Mod = set_combine(sets.precast.WS['Tachi: Shoha'], {waist="Windbuffet Belt"})
    
        sets.precast.WS['Tachi: Kaiten'] = set_combine(sets.precast.WS, {neck="Light Gorget",waist="Light Belt"})
        sets.precast.WS['Tachi: Kaiten'].Acc = set_combine(sets.precast.WS.Acc, {neck="Light Gorget"})
        sets.precast.WS['Tachi: Kaiten'].Mod = set_combine(sets.precast.WS['Tachi: Shoha'], {waist="Light Belt"})
    
        sets.precast.WS['Tachi: Kasha'] = set_combine(sets.precast.WS, {neck="Light Gorget",waist="Light Belt"})
    
        sets.precast.WS['Tachi: Gekko'] = set_combine(sets.precast.WS, {neck="Snow Gorget",waist="Snow Belt"})
    
        sets.precast.WS['Tachi: Yukikaze'] = set_combine(sets.precast.WS, {neck="Snow Gorget",waist="Snow Belt"})
    
        sets.precast.WS['Tachi: Ageha'] = set_combine(sets.precast.WS, {neck="Soil Gorget",waist="Soil Belt"})
    
        sets.precast.WS['Tachi: Jinpu'] = set_combine(sets.precast.WS, {neck="Soil Gorget",waist="Soil Belt"})
    
    
        -- Midcast Sets
        sets.midcast.FastRecast = {
            head="Otomi Helm",
            body="Sakonji Domaru +1",hands="Wakido Kote +1",
            legs="Otronif Brais +1",feet="Otronif Boots +1"}
    
        
        -- Sets to return to when not performing an action.
        
        -- Resting sets
        sets.resting = {neck="Wiglen Gorget",ring1="Sheltered Ring",ring2="Paguroidea Ring"}
        
    
        -- Idle sets (default idle set not needed since the other three are defined, but leaving for testing purposes)
        sets.idle.Town = {main="Tsurumaru", sub="Duplus Grip",
            head="Otomi Helm",neck="Ganesha's Mala",ear1="Brutal Earring",ear2="Trux Earring",
            body="Sakonji Domaru +1",hands="Wakido Kote +1",ring1="K'ayres Ring",ring2="Rajas Ring",
            back="Takaha Mantle",waist="Windbuffet Belt",legs="Otronif Brais +1",feet="Otronif Boots +1"}
        
        sets.idle.Field = {
            head="Yaoyotl Helm",neck="Twilight Torque",ear1="Bladeborn Earring",ear2="Steelflash Earring",
            body="Sakonji Domaru +1",hands="Wakido Kote +1",ring1="Dark Ring",ring2="Dark Ring",
            back="Shadow Mantle",waist="Flume Belt",legs="Osmium Cuisses",feet="Danzo Sune-ate"}
    
        sets.idle.Weak = {
            head="Twilight Helm",neck="Wiglen Gorget",ear1="Bladeborn Earring",ear2="Steelflash Earring",
            body="Twilight Mail",hands="Buremte Gloves",ring1="Sheltered Ring",ring2="Paguroidea Ring",
            back="Shadow Mantle",waist="Flume Belt",legs="Karieyh Brayettes +1",feet="Danzo Sune-ate"}
        
        -- Defense sets
        sets.defense.PDT = {
            head="Yaoyotl Helm",neck="Twilight Torque",ear1="Bladeborn Earring",ear2="Steelflash Earring",
            body="Wakido Domaru +1",hands="Wakido Kote +1",ring1="Dark Ring",ring2="Dark Ring",
            back="Mollusca Mantle",waist="Flume Belt",legs="Osmium Cuisses",feet="Otronif Boots +1"}
    
        sets.defense.Reraise = {
            head="Twilight Helm",neck="Twilight Torque",ear1="Bladeborn Earring",ear2="Steelflash Earring",
            body="Twilight Mail",hands="Buremte Gloves",ring1="Dark Ring",ring2="Paguroidea Ring",
            back="Shadow Mantle",waist="Flume Belt",legs="Karieyh Brayettes +1",feet="Otronif Boots +1"}
    
        
    
        sets.Kiting = {feet="Danzo Sune-ate"}
    
        sets.Reraise = {head="Twilight Helm",body="Twilight Mail"}
    
        -- 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
        -- Delay 450 GK, 25 Save TP => 65 Store TP for a 5-hit (25 Store TP in gear)
        sets.engaged = {
            head="Otomi Helm",neck="Ganesha's Mala",ear1="Brutal Earring",ear2="Trux Earring",
            body="Sakonji Domaru +1",hands="Wakido Kote +1",ring1="K'ayres Ring",ring2="Rajas Ring",
            back="Atheling Mantle",waist="Windbuffet Belt",legs="Otronif Brais +1",feet="Otronif Boots +1"}
        sets.engaged.Acc = {
            head="Yaoyotl Helm",neck="Agitator's Collar",ear1="Bladeborn Earring",ear2="Steelflash Earring",
            body="Sakonji Domaru +1",hands="Wakido Kote +1",ring1="Mars's Ring",ring2="Patricius Ring",
            back="Letalis Mantle",waist="Dynamic Belt +1",legs="Otronif Brais +1",feet="Waki. Sune-Ate +1"}
        sets.engaged.PDT = {
            head="Yaoyotl Helm",neck="Twilight Torque",ear1="Bladeborn Earring",ear2="Steelflash Earring",
            body="Sakonji Domaru +1",hands="Wakido Kote +1",ring1="Dark Ring",ring2="Dark Ring",
            back="Mollusca Mantle",waist="Flume Belt",legs="Osmium Cuisses",feet="Otronif Boots +1"}
                
        -- Melee sets for in Adoulin, which has an extra 10 Save TP for weaponskills.
        -- Delay 450 GK, 35 Save TP => 89 Store TP for a 4-hit (49 Store TP in gear), 2 Store TP for a 5-hit
        sets.engaged.Adoulin = {
            head="Otomi Helm",neck="Ganesha's Mala",ear1="Brutal Earring",ear2="Trux Earring",
            body="Sakonji Domaru +1",hands="Wakido Kote +1",ring1="K'ayres Ring",ring2="Rajas Ring",
            back="Takaha Mantle",waist="Windbuffet Belt",legs="Otronif Brais +1",feet="Otronif Boots +1"}
        sets.engaged.Adoulin.Acc = {
            head="Yaoyotl Helm",neck="Agitator's Collar",ear1="Bladeborn Earring",ear2="Steelflash Earring",
            body="Sakonji Domaru +1",hands="Wakido Kote +1",ring1="Mars's Ring",ring2="Patricius Ring",
            back="Letalis Mantle",waist="Dynamic Belt +1",legs="Otronif Brais +1",feet="Waki. Sune-Ate +1"}
        sets.engaged.Adoulin.PDT = {
            head="Yaoyotl Helm",neck="Twilight Torque",ear1="Bladeborn Earring",ear2="Steelflash Earring",
            body="Sakonji Domaru +1",hands="Wakido Kote +1",ring1="Dark Ring",ring2="Dark Ring",
            back="Mollusca Mantle",waist="Flume Belt",legs="Osmium Cuisses",feet="Otronif Boots +1"}
        
    
    
        sets.buff.Sekkanoki = {hands="Unkai Kote +2"}
        sets.buff.Sengikori = {feet="Unkai Sune-ate +2"}
        sets.buff['Meikyou Shisui'] = {feet="Sakonji Sune-ate +1"}
    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 target handling to be done.
    function job_pretarget(spell, action, spellMap, eventArgs)
        if spell.type:lower() == 'weaponskill' then
            -- Change any GK weaponskills to polearm weaponskill if we're using a polearm.
            if player.equipment.main=='Quint Spear' or player.equipment.main=='Quint Spear' then
                if spell.english:startswith("Tachi:") then
                    send_command('@input /ws "Penta Thrust" '..spell.target.raw)
                    eventArgs.cancel = true
                end
            end
        end
    end
    
    -- Run after the default precast() is done.
    -- eventArgs is the same one used in job_precast, in case information needs to be persisted.
    function job_post_precast(spell, action, spellMap, eventArgs)
        if spell.type:lower() == 'weaponskill' then
            if state.Buff.Sekkanoki then
                equip(sets.buff.Sekkanoki)
            end
            if state.Buff.Sengikori then
                equip(sets.buff.Sengikori)
            end
            if state.Buff['Meikyou Shisui'] then
                equip(sets.buff['Meikyou Shisui'])
            end
        end
    end
    
    
    -- 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
            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)
        -- Effectively lock these items in place.
        if state.DefenseMode == 'Reraise' or
            (state.Defense.Active and state.Defense.Type == 'Physical' and state.Defense.PhysicalMode == 'Reraise') then
            equip(sets.Reraise)
        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
    
    -- Called when the player's subjob changes.
    function sub_job_change(newSubjob, oldSubjob)
        select_default_macro_book()
    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)
        state.CombatForm = get_combat_form()
    end
    
    -- Set eventArgs.handled to true if we don't want the automatic display to be run.
    function display_current_job_state(eventArgs)
    
    end
    
    -------------------------------------------------------------------------------------------------------------------
    -- Utility functions specific to this job.
    -------------------------------------------------------------------------------------------------------------------
    
    function get_combat_form()
        if areas.Adoulin:contains(world.area) and buffactive.ionis then
            return 'Adoulin'
        end
    end
    
    -- Select default macro book on initial load or subjob change.
    function select_default_macro_book()
        -- Default macro set/book
        if player.main_job == 'SAM' then
            set_macro_page(1, 15)
        elseif player.sub_job == 'DNC' then
            set_macro_page(2, 11)
        elseif player.sub_job == 'THF' then
            set_macro_page(3, 11)
        elseif player.sub_job == 'NIN' then
            set_macro_page(4, 11)
        else
            set_macro_page(1, 11)
        end
    end

  16. #1296
    New Spam Forum
    Join Date
    Dec 2009
    Posts
    158
    BG Level
    3
    FFXI Server
    Quetzalcoatl

    The default keybinds (with the syntax you're looking for) are in Mote-Globals.

    Code:
    send_command('bind f9 gs c cycle OffenseMode')
    send_command('bind ^f9 gs c cycle DefenseMode')
    send_command('bind !f9 gs c cycle WeaponskillMode')

  17. #1297
    CoP Dynamis
    Join Date
    Mar 2013
    Posts
    275
    BG Level
    4
    FFXI Server
    Odin

    Quote Originally Posted by Falkirk View Post
    The default keybinds (with the syntax you're looking for) are in Mote-Globals.

    Code:
    send_command('bind f9 gs c cycle OffenseMode')
    send_command('bind ^f9 gs c cycle DefenseMode')
    send_command('bind !f9 gs c cycle WeaponskillMode')
    Question about ^f9 and !f9, are these shift+f9 or ctrl+f9 or some sort of variation of that?

  18. #1298
    New Spam Forum
    Join Date
    Dec 2009
    Posts
    158
    BG Level
    3
    FFXI Server
    Quetzalcoatl

    ^ is ctrl, ! is alt.

  19. #1299
    Sea Torques
    Join Date
    Jul 2010
    Posts
    516
    BG Level
    5
    FFXI Server
    Bahamut

    ^ - Ctrl key
    ! - Alt key
    @ - Windows Key
    # - Apps key
    Keys you can bind

  20. #1300
    New Spam Forum
    Join Date
    Mar 2006
    Posts
    156
    BG Level
    3
    FFXI Server
    Gilgamesh

    Quote Originally Posted by Falkirk View Post
    The default keybinds (with the syntax you're looking for) are in Mote-Globals.

    Code:
    send_command('bind f9 gs c cycle OffenseMode')
    send_command('bind ^f9 gs c cycle DefenseMode')
    send_command('bind !f9 gs c cycle WeaponskillMode')
    Thanks, that's all I needed. Everything works fine now.

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