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

  1. #1681
    Smells like Onions
    Join Date
    Mar 2010
    Posts
    5
    BG Level
    0
    FFXI Server
    Ramuh

    Using Mote's WHM GS, Is there a way to toggle curagas between full MND and enmity -?
    Also his SCH GS is a little buggy when it comes to switching back to idle set's head piece after casting a spell with sublimation on.
    (Sorry for asking about that in the shop thread.)

  2. #1682
    Sea Torques
    Join Date
    Aug 2007
    Posts
    692
    BG Level
    5

    Downloaded Moten's Pup.lua and others.
    I changed gears there. But F9 and TP gears won't work.

  3. #1683
    Melee Summoner
    Join Date
    Jan 2008
    Posts
    31
    BG Level
    1

    Still having a problem with Mote's SMN lua file not swapping in magical BP equipment... anyone able to see something I've missed?

    Spoiler: show
    -------------------------------------------------------------------------------------------------------------------
    -- Initialization function that defines sets and variables to be used.
    -------------------------------------------------------------------------------------------------------------------

    -- IMPORTANT: Make sure to also get the Mote-Include.lua file (and it's supplementary files) to go with this.

    -- Also, you'll need the Shortcuts addon to handle the auto-targetting of the custom pact commands.

    --[[
    Custom commands:

    gs c petweather
    Automatically casts the storm appropriate for the current avatar, if possible.

    gs c siphon
    Automatically run the process to: dismiss the current avatar; cast appropriate
    weather; summon the appropriate spirit; Elemental Siphon; release the spirit;
    and re-summon the avatar.

    Will not cast weather you do not have access to.
    Will not re-summon the avatar if one was not out in the first place.
    Will not release the spirit if it was out before the command was issued.

    gs c pact [PactType]
    Attempts to use the indicated pact type for the current avatar.
    PactType can be one of:
    cure
    curaga
    buffOffense
    buffDefense
    buffSpecial
    debuff1
    debuff2
    sleep
    nuke2
    nuke4
    bp70
    bp75 (merits and lvl 75-80 pacts)
    astralflow

    --]]


    -- 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.Buff["Avatar's Favor"] = buffactive["Avatar's Favor"] or false

    spirits = S{"LightSpirit", "DarkSpirit", "FireSpirit", "EarthSpirit", "WaterSpirit", "AirSpirit", "IceSpirit", "ThunderSpirit"}
    avatars = S{"Carbuncle", "Fenrir", "Diabolos", "Ifrit", "Titan", "Leviathan", "Garuda", "Shiva", "Ramuh", "Odin", "Alexander", "Cait Sith"}

    magicalRagePacts = S{
    'Inferno','Earthen Fury','Tidal Wave','Aerial Blast','Diamond Dust','Judgement Bolt','Searing Light','Howling Moon','Ruinous Omen',
    'Fire II','Stone II','Water II','Aero II','Blizzard II','Thunder II',
    'Fire IV','Stone IV','Water IV','Aero IV','Blizzard IV','Thunder IV',
    'Thunderspark','Burning Strike','Meteorite','Nether Blast','Flaming Crush',
    'Meteor Strike','Heavenly Strike','Wind Blade','Geocrush','Grand Fall','Thunderstorm',
    'Holy Mist','Lunar Bay','Night Terror','Level ? Holy'}


    pacts = {}
    pacts.cure = {['Carbuncle']='Healing Ruby'}
    pacts.curaga = {['Carbuncle']='Healing Ruby II', ['Garuda']='Whispering Wind', ['Leviathan']='Spring Water'}
    pacts.buffoffense = {['Carbuncle']='Glittering Ruby', ['Ifrit']='Crimson Howl', ['Garuda']='Hastega', ['Ramuh']='Rolling Thunder',
    ['Fenrir']='Ecliptic Growl'}
    pacts.buffdefense = {['Carbuncle']='Shining Ruby', ['Shiva']='Frost Armor', ['Garuda']='Aerial Armor', ['Titan']='Earthen Ward',
    ['Ramuh']='Lightning Armor', ['Fenrir']='Ecliptic Howl', ['Diabolos']='Noctoshield', ['Cait Sith']='Reraise II'}
    pacts.buffspecial = {['Ifrit']='Inferno Howl', ['Garuda']='Fleet Wind', ['Titan']='Earthen Armor', ['Diabolos']='Dream Shroud',
    ['Carbuncle']='Soothing Ruby', ['Fenrir']='Heavenward Howl', ['Cait Sith']='Raise II'}
    pacts.debuff1 = {['Shiva']='Diamond Storm', ['Ramuh']='Shock Squall', ['Leviathan']='Tidal Roar', ['Fenrir']='Lunar Cry',
    ['Diabolos']='Pavor Nocturnus', ['Cait Sith']='Eerie Eye'}
    pacts.debuff2 = {['Shiva']='Sleepga', ['Leviathan']='Slowga', ['Fenrir']='Lunar Roar', ['Diabolos']='Somnolence'}
    pacts.sleep = {['Shiva']='Sleepga', ['Diabolos']='Nightmare', ['Cait Sith']='Mewing Lullaby'}
    pacts.nuke2 = {['Ifrit']='Fire II', ['Shiva']='Blizzard II', ['Garuda']='Aero II', ['Titan']='Stone II',
    ['Ramuh']='Thunder II', ['Leviathan']='Water II'}
    pacts.nuke4 = {['Ifrit']='Fire IV', ['Shiva']='Blizzard IV', ['Garuda']='Aero IV', ['Titan']='Stone IV',
    ['Ramuh']='Thunder IV', ['Leviathan']='Water IV'}
    pacts.bp70 = {['Ifrit']='Flaming Crush', ['Shiva']='Rush', ['Garuda']='Predator Claws', ['Titan']='Mountain Buster',
    ['Ramuh']='Chaotic Strike', ['Leviathan']='Spinning Dive', ['Carbuncle']='Meteorite', ['Fenrir']='Eclipse Bite',
    ['Diabolos']='Nether Blast'}
    pacts.bp75 = {['Ifrit']='Meteor Strike', ['Shiva']='Heavenly Strike', ['Garuda']='Wind Blade', ['Titan']='Geocrush',
    ['Ramuh']='Thunderstorm', ['Leviathan']='Grand Fall', ['Carbuncle']='Holy Mist', ['Fenrir']='Lunar Bay',
    ['Diabolos']='Night Terror', ['Cait Sith']='Level ? Holy'}
    pacts.astralflow = {['Ifrit']='Inferno', ['Shiva']='Diamond Dust', ['Garuda']='Aerial Blast', ['Titan']='Earthen Fury',
    ['Ramuh']='Judgment Bolt', ['Leviathan']='Tidal Wave', ['Carbuncle']='Searing Light', ['Fenrir']='Howling Moon',
    ['Diabolos']='Ruinous Omen', ['Cait Sith']="Altana's Favor"}

    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'}
    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'

    -- Durations for wards we want to create custom timers for.
    durations = {}
    durations['Earthen Armor'] = 232
    durations['Shining Ruby'] = 340
    durations['Dream Shroud'] = 352
    durations['Noctoshield'] = 352
    durations['Inferno Howl'] = 232
    durations['Hastega'] = 352

    -- Icons to use for the timers (from plugins/icons directory)
    timer_icons = {}
    -- 00054 for stoneskin, or 00299 for Titan
    timer_icons['Earthen Armor'] = 'spells/00299.png'
    -- 00043 for protect, or 00296 for Carby
    timer_icons['Shining Ruby'] = 'spells/00043.png'
    -- 00304 for Diabolos
    timer_icons['Dream Shroud'] = 'spells/00304.png'
    -- 00106 for phalanx, or 00304 for Diabolos
    timer_icons['Noctoshield'] = 'spells/00106.png'
    -- 00100 for enfire, or 00298 for Ifrit
    timer_icons['Inferno Howl'] = 'spells/00298.png'
    -- 00358 for hastega, or 00301 for Garuda
    timer_icons['Hastega'] = 'spells/00358.png'


    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
    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['Astral Flow'] = {head="Glyphic Horn"}

    sets.precast.JA['Elemental Siphon'] = {feet="Caller's Pigaches +2"} -- back="Conveyance Cape"

    sets.precast.JA['Mana Cede'] = {hands="Caller's Bracers +2"}

    -- Pact delay reduction gear
    sets.precast.BloodPactWard = {ammo="Seraphicaller",head="Convoker's Horn +1",body="Convoker's Doublet",hands="Glyphic Bracers"}

    sets.precast.BloodPactRage = sets.precast.BloodPactWard

    -- Fast cast sets for spells

    sets.precast.FC = {
    head="Nahtirah Hat",ear2="Loquacious Earring",
    body="Hedera Cotehardie",ring1="Prolix Ring",
    back="Swith Cape +1",waist="Witful Belt",legs="Artsieq Hose",feet="Chelona Boots"}

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


    -- Weaponskill sets
    -- Default set for any weaponskill that isn't any more specifically defined
    sets.precast.WS = {
    head="Nahtirah Hat",
    body="Hagondes Coat +1",hands="Yaoyotl Gloves",
    back="Pahtli Cape",waist="Cascade Belt",legs="Hagondes Pants",feet="Hagondes Sabots"}

    -- Specific weaponskill sets. Uses the base set if an appropriate WSMod version isn't found.
    sets.precast.WS['Myrkr'] = {
    head="Nahtirah Hat",ear1="Gifted Earring",ear2="Loquacious Earring",
    body="Convoker's Doublet",hands="Caller's Bracers +2",ring1="Evoker's Ring",ring2="Sangoma Ring",
    back="Pahtli Cape",waist="Hierarch Belt",legs="Nares Trews",feet="Chelona Boots"}


    -- Midcast Sets
    sets.midcast.FastRecast = {
    head="Nahtirah Hat",ear2="Loquacious Earring",
    body="Hedera Cotehardie",hands="Bokwus Gloves",ring1="Prolix Ring",
    back="Swith Cape +1",waist="Witful Belt",legs="Artsieq Hose",feet="Chelona Boots"}

    sets.midcast.Cure = {main="Tamaxchi",sub="Genbu's Shield",
    head="Nahtirah Hat",ear2="Loquacious Earring",
    body="Heka's Kalasiris",hands="Bokwus Gloves",ring1="Prolix Ring",ring2="Sirona's Ring",
    back="Swith Cape +1",waist="Witful Belt",legs="Nares Trews",feet="Hagondes Sabots"}

    sets.midcast.Stoneskin = {waist="Siegel Sash"}

    sets.midcast.Pet.BloodPactWard = {main="Soulscourge",sub="Vox Grip",ammo="Seraphicaller",
    head="Convoker's Horn +1",neck="Caller's Pendant",
    body="Caller's Doublet +2",hands="Glyphic Bracers",ring1="Evoker's Ring",ring2="Fervor Ring",
    waist="Jaq'ij Sash",legs="Caller's Spats +2"}

    sets.midcast.Pet.PhysicalBloodPactRage = {main="Soulscourge",sub="Vox Grip",ammo="Seraphicaller",
    head="Convoker's Horn +1",neck="Caller's Pendant",
    body="Convoker's Doublet",hands="Caller's Bracers +2",ring1="Evoker's Ring",ring2="Fervor Ring",
    waist="Jaq'ij Sash",legs="Summoner's Spats",feet="Convoker's Pigaches"}

    sets.midcast.Pet.MagicalBloodPactRage = {main="Eminent Pole",sub="Vox Grip",ammo="Seraphicaller",
    head="Convoker's Horn +1",neck="Caller's Pendant",
    body="Convoker's Doublet",hands="Glyphic Bracers",ring1="Evoker's Ring",ring2="Fervor Ring",
    back="Tiresias' Cape",waist="Jaq'ij Sash",legs="Caller's Spats +2",feet="Hagondes Sabots"}

    sets.midcast.Pet.Spirit = set_combine(sets.midcast.Pet.BloodPactRage, {legs="Summoner's Spats"})

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

    -- Resting sets
    sets.resting = {main="Chatoyant Staff",sub="Oneiros Grip",ammo="Seraphicaller",
    head="Convoker's Horn +1",neck="Wiglen Gorget",ear1="Gifted Earring",ear2="Loquacious Earring",
    body="Hagondes Coat +1",hands="Serpentes Cuffs",ring1="Sheltered Ring",ring2="Paguroidea Ring",
    back="Pahtli Cape",waist="Hierarch Belt",legs="Nares Trews",feet="Chelona Boots"}

    -- Idle sets
    sets.idle = {main="Bolelabunga",sub="Genbu's Shield",ammo="Seraphicaller",
    head="Convoker's Horn +1",neck="Wiglen Gorget",ear1="Gifted Earring",ear2="Loquacious Earring",
    body="Hagondes Coat +1",hands="Serpentes Cuffs",ring1="Sheltered Ring",ring2="Paguroidea Ring",
    back="Kumbira Cape",waist="Hierarch Belt",legs="Nares Trews",feet="Serpentes Sabots"}

    sets.idle.PDT = {main="Terra's Staff",sub="Oneiros Grip",ammo="Seraphicaller",
    head="Convoker's Horn +1",neck="Twilight Torque",ear1="Merman's Earring",ear2="Merman's Earring",
    body="Hagondes Coat +1",hands="Serpentes Cuffs",ring1="Dark Ring",ring2="Sangoma Ring",
    back="Repulse Mantle",waist="Hierarch Belt",legs="Hagondes Pants",feet="Serpentes Sabots"}

    -- perp costs:
    -- spirits: 7
    -- carby: 11 (5 with mitts)
    -- fenrir: 13
    -- others: 15
    -- avatar's favor: -4/tick

    -- -perp gear:
    -- Patriarch Cane: -3
    -- Glyphic Horn: -4
    -- Caller's Doublet +2: -4
    -- Evoker's Ring: -1
    -- Convoker's Pigaches: -4
    -- total: -16

    sets.idle.Avatar = {main="Patriarch Cane",sub="Genbu's Shield",ammo="Seraphicaller",
    head="Glyphic Horn",neck="Caller's Pendant",ear1="Gifted Earring",ear2="Loquacious Earring",
    body="Caller's Doublet +2",hands="Serpentes Cuffs",ring1="Evoker's Ring",ring2="Sangoma Ring",
    back="Kumbira Cape",waist="Hierarch Belt",legs="Ngen Seraweels",feet="Hagondes Sabots"}

    sets.idle.Spirit = {main="Patriarch Cane",sub="Genbu's Shield",ammo="Seraphicaller",
    head="Convoker's Horn +1",neck="Caller's Pendant",ear1="Gifted Earring",ear2="Loquacious Earring",
    body="Hagondes Coat +1",hands="Serpentes Cuffs",ring1="Evoker's Ring",ring2="Sangoma Ring",
    back="Tiresias' Cape",waist="Hierarch Belt",legs="Summoner's Spats",feet="Convoker's Pigaches"}

    sets.idle.Town = {main="Bolelabunga",sub="Genbu's Shield",ammo="Seraphicaller",
    head="Convoker's Horn +1",neck="Wiglen Gorget",ear1="Gifted Earring",ear2="Loquacious Earring",
    body="Hagondes Coat +1",hands="Serpentes Cuffs",ring1="Sheltered Ring",ring2="Sangoma Ring",
    back="Kumbira Cape",waist="Hierarch Belt",legs="Nares Trews",feet="Serpentes Sabots"}

    -- Favor can trade the -4 perp of Glyphic Horn for +2 refresh of Caller's Horn (plus enhance favor).
    sets.idle.Avatar.Favor = {head="Caller's Horn +2"}
    sets.idle.Avatar.Melee = {hands="Regimen Mittens",waist="Kuku Stone",legs="Convoker's Spats +1 +1"}

    sets.perp = {}
    sets.perp.Day = {hands="Caller's Bracers +2"}
    sets.perp.Weather = {neck="Caller's Pendant",hands="Caller's Bracers +2"}
    -- Carby: Mitts+Conv.feet+Ev.Ring = 0/tick perp. Everything else should be +refresh
    sets.perp.Carbuncle = {main="Bolelabunga",sub="Genbu's Shield",
    head="Convoker's Horn +1",body="Hagondes Coat +1",hands="Carbuncle Mitts",legs="Nares Trews",feet="Convoker's Pigaches"}
    -- Fenrir: doesn't need full -perp set; trade body for +refresh
    sets.perp.Fenrir = {body="Hagondes Coat +1"}
    sets.perp.Diabolos = {waist="Jaq'ij Sash"}
    sets.perp.Alexander = sets.midcast.Pet.BloodPactWard

    -- Defense sets
    sets.defense.PDT = {main=gear.Staff.PDT,
    head="Hagondes Hat",neck="Wiglen Gorget",ear1="Gifted Earring",ear2="Loquacious Earring",
    body="Hagondes Coat +1",hands="Yaoyotl Gloves",ring1="Dark Ring",ring2="Dark Ring",
    back="Repulse Mantle",waist="Hierarch Belt",legs="Hagondes Pants",feet="Hagondes Sabots"}

    sets.defense.MDT = {
    head="Hagondes Hat",neck="Twilight Torque",ear1="Gifted Earring",ear2="Loquacious Earring",
    body="Hedera Cotehardie",hands="Yaoyotl Gloves",ring1="Dark Ring",ring2="Dark Ring",
    back="Kumbira Cape",waist="Hierarch Belt",legs="Artsieq Hose",feet="Hagondes Sabots"}

    sets.Kiting = {}

    -- 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 = {ammo="Seraphicaller",
    head="Nahtirah Hat",neck="Asperity Necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring",
    body="Hedera Cotehardie",hands="Bokwus Gloves",ring1="Rajas Ring",ring2="K'ayres Ring",
    back="Kumbira Cape",waist="Goading Belt",legs="Hagondes Pants",feet="Hagondes Sabots"}
    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
    equip(sets.midcast.FastRecast)
    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.name] ~= nil then
    state.Buff[spell.name] = true
    end
    end
    end


    -- Runs when a pet initiates an action.
    -- Set eventArgs.handled to true if we don't want any automatic gear equipping to be done.
    function job_pet_midcast(spell, action, spellMap, eventArgs)
    if spirits:contains(pet.name) then
    classes.CustomClass = 'Spirit'
    end
    end


    -- Runs when pet completes an action.
    function job_pet_aftercast(spell, action, spellMap, eventArgs)
    if not spell.interrupted then
    create_pact_timer(spell)
    end
    end


    -------------------------------------------------------------------------------------------------------------------
    -- Customization hooks for idle and melee sets, after they've been automatically constructed.
    -------------------------------------------------------------------------------------------------------------------

    -- Modify the default idle set after it was constructed.
    function customize_idle_set(idleSet)
    if pet.isvalid then
    if pet.element == world.day_element then
    idleSet = set_combine(idleSet, sets.perp.Day)
    end
    if pet.element == world.weather_element then
    idleSet = set_combine(idleSet, sets.perp.Weather)
    end
    if sets.perp[pet.name] then
    idleSet = set_combine(idleSet, sets.perp[pet.name])
    end
    if state.Buff["Avatar's Favor"] and avatars:contains(pet.name) then
    idleSet = set_combine(idleSet, sets.idle.Avatar.Favor)
    end
    if pet.status == 'Engaged' then
    idleSet = set_combine(idleSet, sets.idle.Avatar.Melee)
    end
    end

    return idleSet
    end


    -------------------------------------------------------------------------------------------------------------------
    -- 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
    handle_equipping_gear(player.status)
    elseif storms:contains(buff) then
    handle_equipping_gear(player.status)
    end
    end


    -- Called when the player's pet's status changes.
    -- This is also called after pet_change after a pet is released. Check for pet validity.
    function job_pet_status_change(newStatus, oldStatus, eventArgs)
    if pet.isvalid and not midaction() and not pet_midaction() and (newStatus == 'Engaged' or oldStatus == 'Engaged') then
    handle_equipping_gear(player.status, newStatus)
    end
    end


    -- Called when a player gains or loses a pet.
    -- pet == pet structure
    -- gain == true if the pet was gained, false if it was lost.
    function job_pet_change(petparam, gain)
    classes.CustomIdleGroups:clear()
    if gain then
    if avatars:contains(pet.name) then
    classes.CustomIdleGroups:append('Avatar')
    elseif spirits:contains(pet.name) then
    classes.CustomIdleGroups:append('Spirit')
    end
    else
    select_default_macro_book()
    end
    end


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

    -- Called for custom player commands.
    function job_self_command(cmdParams, eventArgs)
    if cmdParams[1]:lower() == 'petweather' then
    handle_petweather()
    eventArgs.handled = true
    elseif cmdParams[1]:lower() == 'siphon' then
    handle_siphoning()
    eventArgs.handled = true
    elseif cmdParams[1]:lower() == 'pact' then
    handle_pacts(cmdParams)
    eventArgs.handled = true
    end
    end

    -- 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)
    classes.CustomIdleGroups:clear()
    if pet.isvalid then
    if avatars:contains(pet.name) then
    classes.CustomIdleGroups:append('Avatar')
    elseif spirits:contains(pet.name) then
    classes.CustomIdleGroups:append('Spirit')
    end
    end
    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.
    -------------------------------------------------------------------------------------------------------------------

    -- Custom spell mapping.
    function job_get_spell_map(spell)
    if spell.type == 'BloodPactRage' then
    if magicalRagePacts:contains(spell.english) then
    return 'MagicalBloodPactRage'
    else
    return 'PhysicalBloodPactRage'
    end
    end
    end


    -- Cast the appopriate storm for the currently summoned avatar, if possible.
    function handle_petweather()
    if player.sub_job ~= 'SCH' then
    add_to_chat(122, "You can not cast storm spells")
    return
    end

    if not pet.isvalid then
    add_to_chat(122, "You do not have an active avatar.")
    return
    end

    local element = pet.element
    if element == 'Thunder' then
    element = 'Lightning'
    end

    if S{'Light','Dark','Lightning'}:contains(element) then
    add_to_chat(122, 'You do not have access to '..elements.storm_of[element]..'.')
    return
    end

    local storm = elements.storm_of[element]

    if storm then
    send_command('@input /ma "'..elements.storm_of[element]..'" <me>')
    else
    add_to_chat(123, 'Error: Unknown element ('..tostring(element)..')')
    end
    end


    -- Custom uber-handling of Elemental Siphon
    function handle_siphoning()
    if areas.Cities:contains(world.area) then
    add_to_chat(122, 'Cannot use Elemental Siphon in a city area.')
    return
    end

    local siphonElement
    local stormElementToUse
    local releasedAvatar
    local dontRelease

    -- If we already have a spirit out, just use that.
    if pet.isvalid and spirits:contains(pet.name) then
    siphonElement = pet.element
    dontRelease = true
    -- If current weather doesn't match the spirit, but the spirit matches the day, try to cast the storm.
    if player.sub_job == 'SCH' and pet.element == world.day_element and pet.element ~= world.weather_element then
    if not S{'Light','Dark','Lightning'}:contains(pet.element ) then
    stormElementToUse = pet.element
    end
    end
    -- If we're subbing /sch, there are some conditions where we want to make sure specific weather is up.
    -- If current (single) weather is opposed by the current day, we want to change the weather to match
    -- the current day, if possible.
    elseif player.sub_job == 'SCH' and world.weather_element ~= 'None' then
    local intense = get_weather_intensity()
    -- We can override single-intensity weather; leave double weather alone, since even if
    -- it's partially countered by the day, it's not worth changing.
    if intense == 1 then
    -- If current weather is weak to the current day, it cancels the benefits for
    -- siphon. Change it to the day's weather if possible (+0 to +20%), or any non-weak
    -- weather if not.
    -- If the current weather matches the current avatar's element (being used to reduce
    -- perpetuation), don't change it; just accept the penalty on Siphon.
    if world.weather_element == elements.weak_to[world.day_element] and
    (not pet.isvalid or world.weather_element ~= pet.element) then
    -- We can't cast lightning/dark/light weather, so use a neutral element
    if S{'Light','Dark','Lightning'}:contains(world.day_e lement) then
    stormElementToUse = 'Wind'
    else
    stormElementToUse = world.day_element
    end
    end
    end
    end

    -- If we decided to use a storm, set that as the spirit element to cast.
    if stormElementToUse then
    siphonElement = stormElementToUse
    elseif world.weather_element ~= 'None' and world.weather_element ~= elements.weak_to[world.day_element] then
    siphonElement = world.weather_element
    else
    siphonElement = world.day_element
    end

    local command = ''
    local releaseWait = 0

    if pet.isvalid and avatars:contains(pet.name) then
    command = command..'input /pet "Release" <me>;wait 1.1;'
    releasedAvatar = pet.name
    releaseWait = 10
    end

    if stormElementToUse then
    command = command..'input /ma "'..elements.storm_of[stormElementToUse]..'" <me>;wait 4;'
    releaseWait = releaseWait - 4
    end

    if not (pet.isvalid and spirits:contains(pet.name)) then
    command = command..'input /ma "'..elements.spirit_of[siphonElement]..'" <me>;wait 4;'
    releaseWait = releaseWait - 4
    end

    command = command..'input /ja "Elemental Siphon" <me>;'
    releaseWait = releaseWait - 1
    releaseWait = releaseWait + 0.1

    if not dontRelease then
    if releaseWait > 0 then
    command = command..'wait '..tostring(releaseWait)..';'
    else
    command = command..'wait 1.1;'
    end

    command = command..'input /pet "Release" <me>;'
    end

    if releasedAvatar then
    command = command..'wait 1.1;input /ma "'..releasedAvatar..'" <me>'
    end

    send_command(command)
    end


    -- Handles executing blood pacts in a generic, avatar-agnostic way.
    -- cmdParams is the split of the self-command.
    -- gs c [pact] [pacttype]
    function handle_pacts(cmdParams)
    if areas.Cities:contains(world.area) then
    add_to_chat(122, 'You cannot use pacts in town.')
    return
    end

    if not pet.isvalid then
    add_to_chat(122,'No avatar currently available. Returning to macro set 4.')
    set_macro_page(1)
    return
    end

    if spirits:contains(pet.name) then
    add_to_chat(122,'Cannot use pacts with spirits.')
    return
    end

    if not cmdParams[2] then
    add_to_chat(123,'No pact type given.')
    return
    end

    local pact = cmdParams[2]:lower()

    if not pacts[pact] then
    add_to_chat(123,'Unknown pact type: '..tostring(pact))
    return
    end

    if pacts[pact][pet.name] then
    if pact == 'astralflow' and not buffactive['astral flow'] then
    add_to_chat(122,'Cannot use Astral Flow pacts without 2hr active.')
    return
    end

    -- Leave out target; let Shortcuts auto-determine it.
    send_command('@input /pet "'..pacts[pact][pet.name]..'"')
    else
    add_to_chat(122,pet.name..' does not have a pact of type ['..pact..'].')
    end
    end


    function create_pact_timer(spell)
    -- Create custom timers for ward pacts.
    if durations and durations[spell.english] then
    local timer_cmd = 'timers c "'..spell.english..'" '..tostring(durations[spell.english])..' down'

    if timer_icons[spell.english] then
    timer_cmd = timer_cmd..' '..timer_icons[spell.english]
    end

    send_command(timer_cmd)
    end
    end

    -- Select default macro book on initial load or subjob change.
    function select_default_macro_book()
    -- Default macro set/book
    set_macro_page(1, 4)
    end

  4. #1684
    Chram
    Join Date
    Sep 2007
    Posts
    2,526
    BG Level
    7
    FFXI Server
    Fenrir

    Quote Originally Posted by Stahntaru View Post
    Using Mote's WHM GS, Is there a way to toggle curagas between full MND and enmity -?
    Create a new entry in options.CastingModes, and create sets to match. EG: add 'Enmity' casting mode, and add a sets.midcast.Curaga.Enmity set.

    Quote Originally Posted by Stahntaru View Post
    Also his SCH GS is a little buggy when it comes to switching back to idle set's head piece after casting a spell with sublimation on.
    (Sorry for asking about that in the shop thread.)
    If you can give me any more specific details on problematic behavior, let me know. I don't see anything immediately wrong in the code.

  5. #1685
    Chram
    Join Date
    Sep 2007
    Posts
    2,526
    BG Level
    7
    FFXI Server
    Fenrir

    Quote Originally Posted by chichicha View Post
    Downloaded Moten's Pup.lua and others.
    I changed gears there. But F9 and TP gears won't work.
    You'll need to be more specific about the problem in order for anyone to help you. Define "won't work".

  6. #1686
    Sea Torques
    Join Date
    Aug 2007
    Posts
    692
    BG Level
    5

    Sorry was posting too fast.
    What I did, basically copy all the GS job lua files plus utilities, include and etc on the kinetics page.
    I started to try Pup.lua by just changing the gears I have and etc in the pup.lua.
    I pressed F10, pdt gear swap fine.
    When I press F9, they didn't change back to TP. Pressed F9 again, acc to gears didn't happen to swap either.
    At this stage my gears still remained at PDT.
    I went engage a mob, still stay at PDT.

    However, when I healed, it swapped to healing.
    When I get up, it swapped to IDLe.

    I'm not sure I missed anything there.
    Just Acc TP and TP gears didn't seem to swap at all.

  7. #1687
    Melee Summoner
    Join Date
    May 2014
    Posts
    36
    BG Level
    1
    FFXI Server
    Ragnarok

    Quote Originally Posted by Tronian View Post
    Got an error of "attempt to compare number with nil" for the below line after changing to elseif

    if player.mp < mpCost and not (buffactive['Manafont'] or buffactive['Mana Well']) then
    Sorry, anyone know why?

  8. #1688
    Chram
    Join Date
    Sep 2007
    Posts
    2,526
    BG Level
    7
    FFXI Server
    Fenrir

    Quote Originally Posted by Tronian View Post
    Got an error of "attempt to compare number with nil" for the below line after changing to elseif

    if player.mp < mpCost and not (buffactive['Manafont'] or buffactive['Mana Well']) then
    Did you copy this line as part of the code?

    Code:
    local cure_mp_cost = {['Cure'] = 8, ['Cure II'] = 24, ['Cure III'] = 46, ['Cure IV'] = 88, ['Cure V'] = 135, ['Cure VI'] = 227}
    If that's there, do a print(mpCost) before the conditional line to be sure it was set to a numeric value.

  9. #1689
    Chram
    Join Date
    Sep 2007
    Posts
    2,526
    BG Level
    7
    FFXI Server
    Fenrir

    Quote Originally Posted by chichicha View Post
    Sorry was posting too fast.
    What I did, basically copy all the GS job lua files plus utilities, include and etc on the kinetics page.
    I started to try Pup.lua by just changing the gears I have and etc in the pup.lua.
    I pressed F10, pdt gear swap fine.
    When I press F9, they didn't change back to TP. Pressed F9 again, acc to gears didn't happen to swap either.
    At this stage my gears still remained at PDT.
    I went engage a mob, still stay at PDT.

    However, when I healed, it swapped to healing.
    When I get up, it swapped to IDLe.

    I'm not sure I missed anything there.
    Just Acc TP and TP gears didn't seem to swap at all.
    Working as intended. F10 (PDT) and F11 (MDT) override all other gear (except kiting, if you enable that), and remain on until you explicitly turn them off (though you can freely switch between them). Hit alt-F12 to turn them off.

  10. #1690
    New Spam Forum
    Join Date
    Dec 2009
    Posts
    158
    BG Level
    3
    FFXI Server
    Quetzalcoatl

    Quote Originally Posted by Stahntaru View Post
    Using Mote's WHM GS, Is there a way to toggle curagas between full MND and enmity -?
    Also his SCH GS is a little buggy when it comes to switching back to idle set's head piece after casting a spell with sublimation on.
    (Sorry for asking about that in the shop thread.)
    Regarding his SCH GS, by default it attempts to equip Academic's Mortarboard for your idle set when Sublimation is active. If you don't have that piece of gear, or use something else like Scholar's Mortarboard/+1, you can remove/change it here:

    Code:
    	sets.buff.FullSublimation = {head="Academic's Mortarboard",ear2="Savant's Earring",body="Argute Gown +2"}
    	sets.buff.PDTSublimation = {head="Academic's Mortarboard",ear2="Savant's Earring"}

  11. #1691
    Puppetmaster
    Join Date
    May 2010
    Posts
    66
    BG Level
    2

    Hi, currently working on my 1st gearswap, for COR.

    Read a couple of examples and i still have a real issue with dealing with barrage.

    Let's say you have 2 stacks of ammo in your inventory :
    the 1st stack has 3 bullets left is the one currently equipped.
    the 2nd one has 20 bullets. (you just scavenged them for example).

    you want to use barrage next.

    So far all the gearswaps i saw use the player.inventory[bullet].count to check if you have enough ammo left. But with this, this function would actually return 23 bullets when you only have 3 equipped... Sooooo i'm stuck here, trying to find the equivalent but only for the equipped bullets.

    fyi : player.equipment.ammo only returns a string, nothing to work with here.

  12. #1692
    Chram
    Join Date
    Sep 2007
    Posts
    2,526
    BG Level
    7
    FFXI Server
    Fenrir

    Quote Originally Posted by Astaro View Post
    Still having a problem with Mote's SMN lua file not swapping in magical BP equipment... anyone able to see something I've missed?
    I feel like I need to set up a bug reporting form like on the official forums, just to get decent information when people have a problem.

    Did you turn on showswaps and/or debugmode? Did you review what gear is and is not being equipped? Which event, exactly, is not equipping the appropriate gear? Or is the issue that the gear is being equipped at the wrong time?

    Did personal tests, and I'm not seeing any problem with magical pacts.

  13. #1693
    Bagel
    Join Date
    Dec 2012
    Posts
    1,488
    BG Level
    6

    Quote Originally Posted by Tronian View Post
    Sorry, anyone know why?
    it needs to be
    spell.mp_cost
    not
    mp_cost

    so
    if player.mp < spell.mp_cost and not (buffactive['Manafont'] or buffactive['Mana Well']) then

  14. #1694
    Chram
    Join Date
    Sep 2007
    Posts
    2,526
    BG Level
    7
    FFXI Server
    Fenrir

    Quote Originally Posted by mijean View Post
    So far all the gearswaps i saw use the player.inventory[bullet].count to check if you have enough ammo left. But with this, this function would actually return 23 bullets when you only have 3 equipped... Sooooo i'm stuck here, trying to find the equivalent but only for the equipped bullets.
    While it's possible to get the individual stack counts (GearSwap just doesn't expose the values), I don't think it's possible to know which stack is currently equipped. And, even if it did, there's no easy way to change which stack is equipped.

  15. #1695
    Chram
    Join Date
    Sep 2007
    Posts
    2,526
    BG Level
    7
    FFXI Server
    Fenrir

    Quote Originally Posted by dlsmd View Post
    it needs to be
    spell.mp_cost
    not
    mp_cost

    so
    if player.mp < spell.mp_cost and not (buffactive['Manafont'] or buffactive['Mana Well']) then
    Not correct. For the code I gave, the mpCost variable is the cost of the spell we're considering switching to, not the cost of the attempted spell. So spell.mp_cost would not give a correct value to compare to.

  16. #1696
    Puppetmaster
    Join Date
    May 2010
    Posts
    66
    BG Level
    2

    Quote Originally Posted by Motenten View Post
    While it's possible to get the individual stack counts (GearSwap just doesn't expose the values), I don't think it's possible to know which stack is currently equipped. And, even if it did, there's no easy way to change which stack is equipped.
    I see ^^ i thought so (else all other gearswaps would have done it already).

    thanks for the answer ^^

  17. #1697
    Relic Shield
    Join Date
    Jan 2013
    Posts
    1,868
    BG Level
    6

    Hmm just a thought here, would it be possible for the GS to check the counts of individual stacks and if they both add up to an amount less than 99 to de equip the ammo for a moment (say after a regular ranged attack) and when it gets un equipped something like lightluggage would stack them together? I know when i have multiple stacks of fishing bait that arent a full 99 stack when i unequip what i have equipped they will get stacked together via light luggage i think, so might work with ammo too? this way you would most likely always have enuf bullets equipped to do your barrage stuff unless its your last stack.

  18. #1698
    Relic Shield
    Join Date
    Jan 2013
    Posts
    1,868
    BG Level
    6

    Mostly correct. Add an include('yourfile.lua') in get_sets() to load it, and put refine_cure(spell) in precast(). Also, since you're not using my includes, change instances of eventArgs.cancel = true to cancel_spell(). Make sure not to run additional code after that, if you do, though.
    Do I need to remove ", eventArgs" in this line as well?

    Code:
    function refine_cure(spell, action, spellMap, eventArgs)
    About not running additional code after that, does this mean in the precast section of my whm file? And if so will this work or do i need to move things around?

    Code:
    function precast(spell)
    	if midaction() or pet_midaction() then
            cancel_spell()
            return
        end
    	if spell.action_type == 'Magic' then
    		equip(sets.MA.FC)
    		if spell.name == 'Stoneskin' then
    			equip(sets.MA.FC.Stoneskin)
    			if buffactive.stoneskin then
    				windower.ffxi.cancel_buff(37)
    			end
    		elseif spell.name == 'Sneak' then
    			equip(sets.MA.FC.Enh)
    			if buffactive.sneak and spell.target.type == 'SELF' then
    				windower.ffxi.cancel_buff(71)
    			end
    		else spell.skill == 'Enhancing Magic' then
    			equip(sets.MA.FC.Enh)
    		end
    		if spell.name:startswith('Cure') or spell.name:startswith('Cura') then
    			equip(sets.MA.FC.Cure)
    			refine_cure(spell)
    		end
    	end
    	if spell.name == 'Spectral Jig' and buffactive.sneak then
    		windower.ffxi.cancel_buff(71)
    	end
    	if spell.name == 'Light Arts' and buffactive['Addendum: White'] then
    		cancel_spell()
    		add_to_chat(122,'Light Arts Cancelled!')
    	elseif spell.name == 'Light Arts' and buffactive['Light Arts'] then
    		cancel_spell()
    		send_command('Addendum: White')
    		add_to_chat(122,'Addendum: White Activated!')
    	elseif spell.name == 'Light Arts' and not buffactive['Light Arts'] then
    		add_to_chat(122,'Click Two Times to Trigger Addendum!')
    	end
    	if spell.name == 'Dark Arts' and buffactive['Addendum: Black'] then
    		cancel_spell()
    		add_to_chat(122,'Dark Arts Cancelled!')
    	elseif spell.name == 'Dark Arts' and buffactive['Dark Arts'] then
    		cancel_spell()
    		send_command('Addendum: Black')
    		add_to_chat(122,'Addendum: Black Activated!')
    	elseif spell.name == 'Dark Arts' and not buffactive['Dark Arts'] then
    		add_to_chat(122,'Click Two Times to Trigger Addendum!')
    	end
    end
    Thanks again everyone!

  19. #1699
    Relic Shield
    Join Date
    Jan 2013
    Posts
    1,868
    BG Level
    6

    Logged on and finally able to do some testing on the cure changing stuff. I am gettin error attempt to call global 'find_player_in_alliance' (a nil value) on this line

    Code:
    local target = find_player_in_alliance(spell.target.name)
    I am not using any of Motes includes, Is this code wrong or do i need to add something else to my include to get it to work.

    EDIT: Ok nevermind i just checked his various includes and searched "find_player_in_alliance" and found it in utils and added that in mine. Then it gave me a couple more errors which i guessed on and seems to be workin now (so far)

  20. #1700
    RIDE ARMOR
    Join Date
    Jan 2014
    Posts
    22
    BG Level
    1

    RNG WS Not Working

    Any ideas on this? No gear swaps when i WS:

    Here is sets :

    Code:
    sets.ws = {}
    			sets.ws.coronach = {}
    			sets.ws.coronach.low_acc = {
                    ammo="Achiyal. Bullet",
    				head="Arcadian Beret +1",
    				neck="Rancor Collar",
    				ear1="Flame Pearl",
    				ear2="Vulcan's Pearl",
    				body="Kyujutsugi",
    				hands="Arc. Bracers +1",
    				ring1="Pyrosoul Ring",
    				ring2="Rajas Ring",
    				back="Buquwik Cape",
    				waist="Breeze Belt",
    				legs="Nahtirah Trousers",
    				feet="Arcadian Socks +1"}
    			sets.ws.coronach.med_acc = set_combine(sets.ws.coronach.low_acc, { hands="Sigyn's bazubands",
    				})
    			sets.ws.coronach.high_acc = set_combine(sets.ws.coronach.low_acc, { ring2="Paqichikaji Ring",
    				legs="Arc. Braccae +1",
                    back="Lutian Cape",
    				})
    			sets.ws.coronach.Super_acc = set_combine(sets.ws.coronach.low_acc, { ring2="Paqichikaji Ring",
    				legs="Arc. Braccae +1",
                    back="Lutian Cape",
    				})

    and this:


    Code:
    function precast(spell,arg)
    		local check_ammo
            local check_ammo_count = 1
    	--[[************************************************************************NEW RULE**********************************************************************************]]	
    		if spell.type == 'WeaponSkill' then
                if spell.target.distance > 21.0  then                                          
                    add_to_chat(167,''..spell.target.name..' is too far can not use '..spell.name..'!!!. Cancelling WeaponSkill ')                          
    				cancel_spell() 
    				return
    			end
    			elseif spell.name == "Coronach" then
    				equip(sets.ws.coronach[AccuracyLevel .. '_acc'])
    			elseif spell.name == "Last Stand" then
    				equip(sets.ws.laststand[AccuracyLevel .. '_acc'])
    			elseif spell.name == "Wildfire" then
    				equip(sets.ws.Wildfire[AccuracyLevel .. '_acc'])	
            end

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