Item Search
     
BG-Wiki Search
+ Reply to Thread
Page 10 of 22 FirstFirst ... 8 9 10 11 12 20 ... LastLast
Results 181 to 200 of 421
  1. #181
    Hydra
    Join Date
    Nov 2009
    Posts
    116
    BG Level
    3
    FFXI Server
    Shiva

    ok, i will stare at that programming lua link for a while. thank you

  2. #182
    RIDE ARMOR
    Join Date
    Jun 2010
    Posts
    12
    BG Level
    1
    FFXI Server
    Sylph

    Hello

    I posted this question on FFXIAH but no response. Question about Arislan's COR Lua from the 'Luck of the Draw' guide. Using the file as is, I can't get the selectqdtarget feature (toggle <stnpc> vs <t>) to work. The toggle notification works but the functionality always stays <t>.

    Is this function actually working for anyone?

    I read through the relevant code (@lines 1263 and 1322) and see no input for <stnpc> anywhere. Is there a line missing?
    I would expect to see ('@input /ja "'..doqd..'" <stnpc>') somewhere (like on line 1336 for <t>)...

    Thanks

  3. #183
    RIDE ARMOR
    Join Date
    Jun 2010
    Posts
    12
    BG Level
    1
    FFXI Server
    Sylph

  4. #184

    Quote Originally Posted by Todash View Post
    Hello

    I posted this question on FFXIAH but no response. Question about Arislan's COR Lua from the 'Luck of the Draw' guide. Using the file as is, I can't get the selectqdtarget feature (toggle <stnpc> vs <t>) to work. The toggle notification works but the functionality always stays <t>.

    Is this function actually working for anyone?

    I read through the relevant code (@lines 1263 and 1322) and see no input for <stnpc> anywhere. Is there a line missing?
    I would expect to see ('@input /ja "'..doqd..'" <stnpc>') somewhere (like on line 1336 for <t>)...

    Thanks
    to tell the truth it does not look like
    gs c qd Uses the currently configured shot on the target, with either <t> or <stnpc> depending on setting.
    and
    gs c toggle selectqdtarget Toggles whether or not to use <stnpc> (as opposed to <t>) when using a shot.
    where implemented as you can only use change target in pretarget or before you sent the command for the ability and i see neither of these in the code you posted

  5. #185

    Curious what I have to add to Arislan's BLU lua to make obi swapping work on elemental blu spells/blu cures? Tried adding several obi rules from other blu lua/my other caster lua as well as attempting to use the sets in mote files.

    https://github.com/ArislanShiva/luas...rislan-BLU.lua Source of the LUA in question

    Sorry for a rather basic question, not too familiar with gearswap.

  6. #186
    RIDE ARMOR
    Join Date
    Jun 2010
    Posts
    12
    BG Level
    1
    FFXI Server
    Sylph

    Quote Originally Posted by dlsmd View Post
    to tell the truth it does not look like
    gs c qd Uses the currently configured shot on the target, with either <t> or <stnpc> depending on setting.
    and
    gs c toggle selectqdtarget Toggles whether or not to use <stnpc> (as opposed to <t>) when using a shot.
    where implemented as you can only use change target in pretarget or before you sent the command for the ability and i see neither of these in the code you posted
    Ugh, yeah. I'll give a shot at making it work but not sure if I fully understand the originator's intentions.
    If anyone has an artful way of finishing it off, let me know. Otherwise I will post my brute force method if I get it working.
    Thanks for the sanity check.

  7. #187

    Quote Originally Posted by Todash View Post
    Ugh, yeah. I'll give a shot at making it work but not sure if I fully understand the originator's intentions.
    If anyone has an artful way of finishing it off, let me know. Otherwise I will post my brute force method if I get it working.
    Thanks for the sanity check.
    i dont know much about motes include so i cant help you

  8. #188
    Smells like Onions
    Join Date
    Dec 2017
    Posts
    2
    BG Level
    0

    Hey guys, forgive the post but my limited searching didn't come up with any similar problems so I thought I'd ask here... I'm making my own GS lua and I've got this function that checks to see what needs to be locked before equipping my default TP gear in my aftercast (also called when a mode is turned on). It looks like this:

    Code:
    function equip_primary_set()
        enable('main','sub','range','ammo','head','neck','lear','rear','body','hands','lring','rring','back','waist','legs','feet')
        if ra_mode == 1 then
            equip(sets.weapons.ra)
            disable('range','ammo')
        end
        if cp_mode == 1 and cp_lock then
            equip(sets.cp)
            disable(cp_lock)
        end
        equip(sets.tp)
    end
    Here are the sets and variables that are loaded up for reference.

    Code:
    sets.weapons.ra =                       {range="Albin Bane"}
    sets.tp =                               {ammo="Falcon Eye",
                                                    head={ name="Herculean Helm", augments={'Accuracy+19','"Triple Atk."+3',}},
                                                    body="Meg. Cuirie +2",
                                                    hands={ name="Herculean Gloves", augments={'"Triple Atk."+3','STR+3','Accuracy+14','Attack+13',}},
                                                    legs={ name="Herculean Trousers", augments={'Accuracy+30','"Triple Atk."+3','INT+7',}},
                                                    feet={ name="Herculean Boots", augments={'"Triple Atk."+3','Accuracy+12','Attack+12',}},
                                                    neck="Clotharius Torque",
                                                    waist="Windbuffet Belt",
                                                    left_ear="Sherida Earring",
                                                    right_ear="Digni. Earring",
                                                    left_ring="Rajas Ring",
                                                    right_ring="Ilabrat Ring",
                                                    back={ name="Senuna's Mantle", augments={'DEX+20','Accuracy+20 Attack+20','DEX+10','"Dbl.Atk."+10','Damage taken-5%',}}
                                                }
    
    sets.cp =                               {back="Aptitude Mantle"}
    cp_lock =                               {'back'}
    
    cp_mode = 0
    ra_mode = 0
    CP mode works fine. When I turn it on, the mantle is equipped and it won't get overwritten in precasts or aftercasts. However, the RA mode will equip the Albin Bane, but it is overwritten with the Falcon's Eye every time this function is called again, even though the ra_mode value is set to 1.

    Does anything stand out to anyone here? It's super weird that it works the first time it hits this function on mode change but doesn't on aftercast. Please let me know if anything stands out, I'll keep fighting with it.

  9. #189

    Quote Originally Posted by Jerynh View Post
    Hey guys, forgive the post but my limited searching didn't come up with any similar problems so I thought I'd ask here... I'm making my own GS lua and I've got this function that checks to see what needs to be locked before equipping my default TP gear in my aftercast (also called when a mode is turned on). It looks like this:

    Code:
    function equip_primary_set()
        enable('main','sub','range','ammo','head','neck','lear','rear','body','hands','lring','rring','back','waist','legs','feet')
        if ra_mode == 1 then
            equip(sets.weapons.ra)
            disable('range','ammo')
        end
        if cp_mode == 1 and cp_lock then
            equip(sets.cp)
            disable(cp_lock)
        end
        equip(sets.tp)
    end
    Here are the sets and variables that are loaded up for reference.

    Code:
    sets.weapons.ra =                       {range="Albin Bane"}
    sets.tp =                               {ammo="Falcon Eye",
                                                    head={ name="Herculean Helm", augments={'Accuracy+19','"Triple Atk."+3',}},
                                                    body="Meg. Cuirie +2",
                                                    hands={ name="Herculean Gloves", augments={'"Triple Atk."+3','STR+3','Accuracy+14','Attack+13',}},
                                                    legs={ name="Herculean Trousers", augments={'Accuracy+30','"Triple Atk."+3','INT+7',}},
                                                    feet={ name="Herculean Boots", augments={'"Triple Atk."+3','Accuracy+12','Attack+12',}},
                                                    neck="Clotharius Torque",
                                                    waist="Windbuffet Belt",
                                                    left_ear="Sherida Earring",
                                                    right_ear="Digni. Earring",
                                                    left_ring="Rajas Ring",
                                                    right_ring="Ilabrat Ring",
                                                    back={ name="Senuna's Mantle", augments={'DEX+20','Accuracy+20 Attack+20','DEX+10','"Dbl.Atk."+10','Damage taken-5%',}}
                                                }
    
    sets.cp =                               {back="Aptitude Mantle"}
    cp_lock =                               {'back'}
    
    cp_mode = 0
    ra_mode = 0
    CP mode works fine. When I turn it on, the mantle is equipped and it won't get overwritten in precasts or aftercasts. However, the RA mode will equip the Albin Bane, but it is overwritten with the Falcon's Eye every time this function is called again, even though the ra_mode value is set to 1.

    Does anything stand out to anyone here? It's super weird that it works the first time it hits this function on mode change but doesn't on aftercast. Please let me know if anything stands out, I'll keep fighting with it.
    you can use these commands to see when things are changing
    //gs debug_mode
    //gs show_swaps


    Code:
    cp_lock = {'back'}
    
        if cp_mode == 1 and cp_lock then
            equip(sets.cp)
            disable(cp_lock)
        end
    this is pointless so i dont understand it unless you have a way to nil cp_lock
    this would be the same thing:
    remove
    Code:
    cp_lock = {'back'}
    change the rest to
    Code:
        if cp_mode == 1 then
            equip(sets.cp)
            disable('back')
        end

  10. #190
    RIDE ARMOR
    Join Date
    Dec 2009
    Posts
    16
    BG Level
    1
    FFXI Server
    Valefor

    Can not seem to get the Agoge Mask +3 to swap, with or without the augments. I see nothing in the rules that would prevent it from swapping. I did try a diff head pc to see if it would swap, and it did so, why just this one pc that wont swap. Any ideas?

  11. #191

    i'm having a problem with gearswap (second time ever messing with it and its been 6 years since the last time). i'm trying to get the lua to use my engaged set but its not switching. it switches to idle and healing but sticks to idle when i'm engaged.

    Spoiler: show
    -- Normal melee group
    sets.engaged = {ammo="Hasty pinion +1",
    head="Espial cap",neck="Peacock amulet",ear1="Mache earring +1",ear2="Suppanomimi",
    body="Espial Gambison",hands="Espial Bracers",ring1="Raja ring",ring2="Dumakulem's ring",
    back="Atheling Mantle",waist="Cetl Belt",legs="Espial Hose",feet="Espial Socks"}

  12. #192

    Quote Originally Posted by ElderGodd View Post
    Can not seem to get the Agoge Mask +3 to swap, with or without the augments. I see nothing in the rules that would prevent it from swapping. I did try a diff head pc to see if it would swap, and it did so, why just this one pc that wont swap. Any ideas?
    do you have it in you lua as

    head="Agoge Mask +3"


    Quote Originally Posted by Latravant View Post
    i'm having a problem with gearswap (second time ever messing with it and its been 6 years since the last time). i'm trying to get the lua to use my engaged set but its not switching. it switches to idle and healing but sticks to idle when i'm engaged.

    Spoiler: show
    -- Normal melee group
    sets.engaged = {ammo="Hasty pinion +1",
    head="Espial cap",neck="Peacock amulet",ear1="Mache earring +1",ear2="Suppanomimi",
    body="Espial Gambison",hands="Espial Bracers",ring1="Raja ring",ring2="Dumakulem's ring",
    back="Atheling Mantle",waist="Cetl Belt",legs="Espial Hose",feet="Espial Socks"}

    are you using motes include
    if so i am not that good with it
    if not i would need to see your lua to verify whats wrong
    --please upload it to pastebin and post the like here

  13. #193

    i'm using the Github gearswap blu.lua file (BG wiki wont let me post the url) i think it is the mote one

  14. #194
    RIDE ARMOR
    Join Date
    Dec 2009
    Posts
    16
    BG Level
    1
    FFXI Server
    Valefor

    Ok i got it, swap problem corrected.

  15. #195

    This is what my file looks like:
    Spoiler: show

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

    -- Initialization function for this job file.
    function get_sets()
    mote_include_version = 2

    -- Load and initialize the include file.
    include('Mote-Include.lua')
    end


    -- Setup vars that are user-independent. state.Buff vars initialized here will automatically be tracked.
    function job_setup()
    state.Buff['Burst Affinity'] = buffactive['Burst Affinity'] or false
    state.Buff['Chain Affinity'] = buffactive['Chain Affinity'] or false
    state.Buff.Convergence = buffactive.Convergence or false
    state.Buff.Diffusion = buffactive.Diffusion or false
    state.Buff.Efflux = buffactive.Efflux or false

    state.Buff['Unbridled Learning'] = buffactive['Unbridled Learning'] or false


    blue_magic_maps = {}

    -- Mappings for gear sets to use for various blue magic spells.
    -- While Str isn't listed for each, it's generally assumed as being at least
    -- moderately signficant, even for spells with other mods.

    -- Physical Spells --

    -- Physical spells with no particular (or known) stat mods
    blue_magic_maps.Physical = S{
    'Bilgestorm'
    }

    -- Spells with heavy accuracy penalties, that need to prioritize accuracy first.
    blue_magic_maps.PhysicalAcc = S{
    'Heavy Strike',
    }

    -- Physical spells with Str stat mod
    blue_magic_maps.PhysicalStr = S{
    'Battle Dance','Bloodrake','Death Scissors','Dimensional Death',
    'Empty Thrash','Quadrastrike','Sinker Drill','Spinal Cleave',
    'Uppercut','Vertical Cleave'
    }

    -- Physical spells with Dex stat mod
    blue_magic_maps.PhysicalDex = S{
    'Amorphic Spikes','Asuran Claws','Barbed Crescent','Claw Cyclone','Disseverment',
    'Foot Kick','Frenetic Rip','Goblin Rush','Hysteric Barrage','Paralyzing Triad',
    'Seedspray','Sickle Slash','Smite of Rage','Terror Touch','Thrashing Assault',
    'Vanity Dive'
    }

    -- Physical spells with Vit stat mod
    blue_magic_maps.PhysicalVit = S{
    'Body Slam','Cannonball','Delta Thrust','Glutinous Dart','Grand Slam',
    'Power Attack','Quad. Continuum','Sprout Smack','Sub-zero Smash'
    }

    -- Physical spells with Agi stat mod
    blue_magic_maps.PhysicalAgi = S{
    'Benthic Typhoon','Feather Storm','Helldive','Hydro Shot','Jet Stream',
    'Pinecone Bomb','Spiral Spin','Wild Oats'
    }

    -- Physical spells with Int stat mod
    blue_magic_maps.PhysicalInt = S{
    'Mandibular Bite','Queasyshroom'
    }

    -- Physical spells with Mnd stat mod
    blue_magic_maps.PhysicalMnd = S{
    'Ram Charge','Screwdriver','Tourbillion'
    }

    -- Physical spells with Chr stat mod
    blue_magic_maps.PhysicalChr = S{
    'Bludgeon'
    }

    -- Physical spells with HP stat mod
    blue_magic_maps.PhysicalHP = S{
    'Final Sting'
    }

    -- Magical Spells --

    -- Magical spells with the typical Int mod
    blue_magic_maps.Magical = S{
    'Blastbomb','Blazing Bound','Bomb Toss','Cursed Sphere','Dark Orb','Death Ray',
    'Diffusion Ray','Droning Whirlwind','Embalming Earth','Firespit','Foul Waters',
    'Ice Break','Leafstorm','Maelstrom','Rail Cannon','Regurgitation','Rending Deluge',
    'Retinal Glare','Subduction','Tem. Upheaval','Water Bomb'
    }

    -- Magical spells with a primary Mnd mod
    blue_magic_maps.MagicalMnd = S{
    'Acrid Stream','Evryone. Grudge','Magic Hammer','Mind Blast'
    }

    -- Magical spells with a primary Chr mod
    blue_magic_maps.MagicalChr = S{
    'Eyes On Me','Mysterious Light'
    }

    -- Magical spells with a Vit stat mod (on top of Int)
    blue_magic_maps.MagicalVit = S{
    'Thermal Pulse'
    }

    -- Magical spells with a Dex stat mod (on top of Int)
    blue_magic_maps.MagicalDex = S{
    'Charged Whisker','Gates of Hades'
    }

    -- Magical spells (generally debuffs) that we want to focus on magic accuracy over damage.
    -- Add Int for damage where available, though.
    blue_magic_maps.MagicAccuracy = S{
    '1000 Needles','Absolute Terror','Actinic Burst','Auroral Drape','Awful Eye',
    'Blank Gaze','Blistering Roar','Blood Drain','Blood Saber','Chaotic Eye',
    'Cimicine Discharge','Cold Wave','Corrosive Ooze','Demoralizing Roar','Digest',
    'Dream Flower','Enervation','Feather Tickle','Filamented Hold','Frightful Roar',
    'Geist Wall','Hecatomb Wave','Infrasonics','Jettatura','Light of Penance',
    'Lowing','Mind Blast','Mortal Ray','MP Drainkiss','Osmosis','Reaving Wind',
    'Sandspin','Sandspray','Sheep Song','Soporific','Sound Blast','Stinking Gas',
    'Sub-zero Smash','Venom Shell','Voracious Trunk','Yawn'
    }

    -- Breath-based spells
    blue_magic_maps.Breath = S{
    'Bad Breath','Flying Hip Press','Frost Breath','Heat Breath',
    'Hecatomb Wave','Magnetite Cloud','Poison Breath','Radiant Breath','Self-Destruct',
    'Thunder Breath','Vapor Spray','Wind Breath'
    }

    -- Stun spells
    blue_magic_maps.Stun = S{
    'Blitzstrahl','Frypan','Head Butt','Sudden Lunge','Tail slap','Temporal Shift',
    'Thunderbolt','Whirl of Rage'
    }

    -- Healing spells
    blue_magic_maps.Healing = S{
    'Healing Breeze','Magic Fruit','Plenilune Embrace','Pollen','Restoral','White Wind',
    'Wild Carrot'
    }

    -- Buffs that depend on blue magic skill
    blue_magic_maps.SkillBasedBuff = S{
    'Barrier Tusk','Diamondhide','Magic Barrier','Metallic Body','Plasma Charge',
    'Pyric Bulwark','Reactor Cool',
    }

    -- Other general buffs
    blue_magic_maps.Buff = S{
    'Amplification','Animating Wail','Battery Charge','Carcharian Verve','Cocoon',
    'Erratic Flutter','Exuviation','Fantod','Feather Barrier','Harden Shell',
    'Memento Mori','Nat. Meditation','Occultation','Orcish Counterstance','Refueling',
    'Regeneration','Saline Coat','Triumphant Roar','Warm-Up','Winds of Promyvion',
    'Zephyr Mantle'
    }


    -- Spells that require Unbridled Learning to cast.
    unbridled_spells = S{
    'Absolute Terror','Bilgestorm','Blistering Roar','Bloodrake','Carcharian Verve',
    'Crashing Thunder','Droning Whirlwind','Gates of Hades','Harden Shell','Polar Roar',
    'Pyric Bulwark','Thunderbolt','Tourbillion','Uproot'
    }
    end

    -------------------------------------------------------------------------------------------------------------------
    -- User setup functions for this job. Recommend that these be overridden in a sidecar file.
    -------------------------------------------------------------------------------------------------------------------

    -- Setup vars that are user-dependent. Can override this function in a sidecar file.
    function user_setup()
    state.OffenseModeptions('Normal', 'Acc', 'Refresh', 'Learning')
    state.WeaponskillModeptions('Normal', 'Acc')
    state.CastingModeptions('Normal', 'Resistant')
    state.IdleModeptions('Normal', 'PDT', 'Learning')

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

    -- Additional local binds
    send_command('bind ^` input /ja "Chain Affinity" <me>')
    send_command('bind !` input /ja "Efflux" <me>')
    send_command('bind @` input /ja "Burst Affinity" <me>')

    update_combat_form()
    select_default_macro_book()
    end


    -- Called when this job file is unloaded (eg: job change)
    function user_unload()
    send_command('unbind ^`')
    send_command('unbind !`')
    send_command('unbind @`')
    end


    -- Set up gear sets.
    function init_gear_sets()
    --------------------------------------
    -- Start defining the sets
    --------------------------------------

    sets.buff['Burst Affinity'] = {feet="Mavi Basmak +2"}
    sets.buff['Chain Affinity'] = {head="Mavi Kavuk +2", feet="Assimilator's Charuqs"}
    sets.buff.Convergence = {head="Luhlaza Keffiyeh"}
    sets.buff.Diffusion = {feet="Luhlaza Charuqs"}
    sets.buff.Enchainment = {body="Luhlaza Jubbah"}
    sets.buff.Efflux = {legs="Mavi Tayt +2"}


    -- Precast Sets

    -- Precast sets to enhance JAs
    sets.precast.JA['Azure Lore'] = {hands="Mirage Bazubands +2"}


    -- Waltz set (chr and vit)
    sets.precast.Waltz = {ammo="Sonia's Plectrum",
    head="Uk'uxkaj Cap",
    body="Vanir Cotehardie",hands="Buremte Gloves",ring1="Spiral Ring",
    back="Iximulew Cape",waist="Caudata Belt",legs="Hagondes Pants",feet="Iuitl Gaiters +1"}

    -- Don't need any special gear for Healing Waltz.
    sets.precast.Waltz['Healing Waltz'] = {}

    -- Fast cast sets for spells

    sets.precast.FC = {ammo="Impatiens",
    head="Haruspex Hat",ear2="Loquacious Earring",
    body="Luhlaza Jubbah",hands="Thaumas Gloves",ring1="Prolix Ring",
    back="Swith Cape +1",waist="Witful Belt",legs="Enif Cosciales",feet="Chelona Boots +1"}

    sets.precast.FC['Blue Magic'] = set_combine(sets.precast.FC, {body="Mavi Mintan +2"})


    -- Weaponskill sets
    -- Default set for any weaponskill that isn't any more specifically defined
    sets.precast.WS = {
    head="Whirlpool Mask",neck=gear.ElementalGorget,ear1="Bladeborn Earring",ear2="Steelflash Earring",
    body="Qaaxo Harness",hands="Assimilator's Bazubands +1",ring1="Rajas Ring",ring2="Epona's Ring",
    back="Atheling Mantle",waist=gear.ElementalBelt,legs="Manibozho Brais",feet="Iuitl Gaiters +1"}

    sets.precast.WS.acc = set_combine(sets.precast.WS, {hands="Buremte Gloves"})

    -- Specific weaponskill sets. Uses the base set if an appropriate WSMod version isn't found.
    sets.precast.WS['Requiescat'] = set_combine(sets.precast.WS, {ring1="Aquasoul Ring",feet="Luhlaza Charuqs"})

    sets.precast.WS['Sanguine Blade'] = {
    head="Hagondes Hat",neck="Eddy Necklace",ear1="Friomisi Earring",ear2="Hecate's Earring",
    body="Hagondes Coat",hands="Mavi Bazubands +2",ring1="Acumen Ring",ring2="Strendu Ring",
    back="Toro Cape",legs="Hagondes Pants",feet="Iuitl Gaiters +1"}


    -- Midcast Sets
    sets.midcast.FastRecast = {
    head="Haruspex Hat",ear2="Loquacious Earring",
    body="Luhlaza Jubbah",hands="Mavi Bazubands +2",ring1="Prolix Ring",
    back="Swith Cape +1",waist="Hurch'lan Sash",legs="Enif Cosciales",feet="Iuitl Gaiters +1"}

    sets.midcast['Blue Magic'] = {}

    -- Physical Spells --

    sets.midcast['Blue Magic'].Physical = {ammo="Mavi Tathlum",
    head="Whirlpool Mask",neck="Ej Necklace",ear1="Heartseeker Earring",ear2="Steelflash Earring",
    body="Vanir Cotehardie",hands="Buremte Gloves",ring1="Rajas Ring",ring2="Spiral Ring",
    back="Cornflower Cape",waist="Caudata Belt",legs="Nahtirah Trousers",feet="Qaaxo Leggings"}

    sets.midcast['Blue Magic'].PhysicalAcc = {ammo="Jukukik Feather",
    head="Whirlpool Mask",neck="Ej Necklace",ear1="Heartseeker Earring",ear2="Steelflash Earring",
    body="Luhlaza Jubbah",hands="Buremte Gloves",ring1="Rajas Ring",ring2="Patricius Ring",
    back="Letalis Mantle",waist="Hurch'lan Sash",legs="Manibozho Brais",feet="Qaaxo Leggings"}

    sets.midcast['Blue Magic'].PhysicalStr = set_combine(sets.midcast['Blue Magic'].Physical,
    {body="Iuitl Vest",hands="Assimilator's Bazubands +1"})

    sets.midcast['Blue Magic'].PhysicalDex = set_combine(sets.midcast['Blue Magic'].Physical,
    {ammo="Jukukik Feather",body="Iuitl Vest",hands="Assimilator's Bazubands +1",
    waist="Chaac Belt",legs="Manibozho Brais"})

    sets.midcast['Blue Magic'].PhysicalVit = set_combine(sets.midcast['Blue Magic'].Physical,
    {body="Vanir Cotehardie",hands="Assimilator's Bazubands +1",back="Iximulew Cape"})

    sets.midcast['Blue Magic'].PhysicalAgi = set_combine(sets.midcast['Blue Magic'].Physical,
    {body="Vanir Cotehardie",hands="Iuitl Wristbands",ring2="Stormsoul Ring",
    waist="Chaac Belt",feet="Iuitl Gaiters +1"})

    sets.midcast['Blue Magic'].PhysicalInt = set_combine(sets.midcast['Blue Magic'].Physical,
    {ear1="Psystorm Earring",body="Vanir Cotehardie",hands="Assimilator's Bazubands +1",
    ring2="Icesoul Ring",back="Toro Cape",feet="Hagondes Sabots"})

    sets.midcast['Blue Magic'].PhysicalMnd = set_combine(sets.midcast['Blue Magic'].Physical,
    {ear1="Lifestorm Earring",body="Vanir Cotehardie",hands="Assimilator's Bazubands +1",
    ring2="Aquasoul Ring",back="Refraction Cape"})

    sets.midcast['Blue Magic'].PhysicalChr = set_combine(sets.midcast['Blue Magic'].Physical,
    {body="Vanir Cotehardie",hands="Assimilator's Bazubands +1",back="Refraction Cape",
    waist="Chaac Belt"})

    sets.midcast['Blue Magic'].PhysicalHP = set_combine(sets.midcast['Blue Magic'].Physical)


    -- Magical Spells --

    sets.midcast['Blue Magic'].Magical = {ammo="Dosis Tathlum",
    head="Hagondes Hat",neck="Eddy Necklace",ear1="Friomisi Earring",ear2="Hecate's Earring",
    body="Hagondes Coat",hands="Mavi Bazubands +2",ring1="Icesoul Ring",ring2="Acumen Ring",
    back="Cornflower Cape",waist="Caudata Belt",legs="Hagondes Pants",feet="Hagondes Sabots"}

    sets.midcast['Blue Magic'].Magical.Resistant = set_combine(sets.midcast['Blue Magic'].Magical,
    {body="Vanir Cotehardie",ring1="Sangoma Ring",legs="Iuitl Tights",feet="Mavi Basmak +2"})

    sets.midcast['Blue Magic'].MagicalMnd = set_combine(sets.midcast['Blue Magic'].Magical,
    {ring1="Aquasoul Ring"})

    sets.midcast['Blue Magic'].MagicalChr = set_combine(sets.midcast['Blue Magic'].Magical)

    sets.midcast['Blue Magic'].MagicalVit = set_combine(sets.midcast['Blue Magic'].Magical,
    {ring1="Spiral Ring"})

    sets.midcast['Blue Magic'].MagicalDex = set_combine(sets.midcast['Blue Magic'].Magical)

    sets.midcast['Blue Magic'].MagicAccuracy = {ammo="Mavi Tathlum",
    head="Luhlaza Keffiyeh",neck="Ej Necklace",ear1="Lifestorm Earring",ear2="Psystorm Earring",
    body="Vanir Cotehardie",hands=gear.macc_hagondes,ring2="Sangom a Ring",
    back="Cornflower Cape",legs="Iuitl Tights",feet="Iuitl Gaiters +1"}

    -- Breath Spells --

    sets.midcast['Blue Magic'].Breath = {ammo="Mavi Tathlum",
    head="Luhlaza Keffiyeh",neck="Ej Necklace",ear1="Lifestorm Earring",ear2="Psystorm Earring",
    body="Vanir Cotehardie",hands="Assimilator's Bazubands +1",ring1="K'ayres Ring",ring2="Beeline Ring",
    back="Refraction Cape",legs="Enif Cosciales",feet="Iuitl Gaiters +1"}

    -- Other Types --

    sets.midcast['Blue Magic'].Stun = set_combine(sets.midcast['Blue Magic'].MagicAccuracy,
    {waist="Chaac Belt"})

    sets.midcast['Blue Magic']['White Wind'] = {
    head="Whirlpool Mask",neck="Lavalier +1",ear1="Bloodgem Earring",ear2="Loquacious Earring",
    body="Vanir Cotehardie",hands="Buremte Gloves",ring1="K'ayres Ring",ring2="Meridian Ring",
    back="Fravashi Mantle",waist="Hurch'lan Sash",legs="Enif Cosciales",feet="Hagondes Sabots"}

    sets.midcast['Blue Magic'].Healing = {
    head="Uk'uxkaj Cap",ear1="Lifestorm Earring",ear2="Loquacious Earring",
    body="Vanir Cotehardie",hands="Buremte Gloves",ring1="Aquasoul Ring",ring2="Sirona's Ring",
    back="Pahtli Cape",legs="Hagondes Pants",feet="Hagondes Sabots"}

    sets.midcast['Blue Magic'].SkillBasedBuff = {ammo="Mavi Tathlum",
    head="Luhlaza Keffiyeh",
    body="Assimilator's Jubbah",
    back="Cornflower Cape",legs="Mavi Tayt +2",feet="Luhlaza Charuqs"}

    sets.midcast['Blue Magic'].Buff = {}

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




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

    -- Gear for learning spells: +skill and AF hands.
    sets.Learning = {ammo="Mavi Tathlum",hands="Assimilator's Bazubands +1"}
    --head="Luhlaza Keffiyeh",
    --body="Assimilator's Jubbah",hands="Assimilator's Bazubands +1",
    --back="Cornflower Cape",legs="Mavi Tayt +2",feet="Luhlaza Charuqs"}


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

    -- Resting sets
    sets.resting = {
    head="Cobra unit hat",neck="Eidolon pendant",ear1="antivenom earring",ear="rapture earring",
    body="errant houppelande",hands="genie gages",ring1="star ring",ring2="star ring",
    back="felicitas cape",waist="hiearch belt",feet="arborist nailsaw"}

    -- Idle sets
    sets.idle = {ammo="Impatiens",
    head="Espial cap",neck="Wiglen Gorget",ear1="Bloodgem Earring",ear2="Loquacious Earring",
    body="Assimilator's Jubbah +1",hands="Espial Bracers",ring1="Jelly Ring",ring2="Stikini Ring +1",
    back="Atheling Mantle",waist="Cetl Belt",legs="Crimson Cuisses",feet="Espial Socks"}

    sets.idle.PDT = {ammo="Impatiens",
    head="Whirlpool Mask",neck="Wiglen Gorget",ear1="Bloodgem Earring",ear2="Loquacious Earring",
    body="Hagondes Coat",hands="Iuitl Wristbands",ring1="Defending Ring",ring2="Paguroidea Ring",
    back="Shadow Mantle",waist="Flume Belt",legs="Crimson Cuisses",feet="Iuitl Gaiters +1"}

    sets.idle.Learning = set_combine(sets.idle, sets.Learning)


    -- Defense sets
    sets.defense.PDT = {ammo="Iron Gobbet",
    head="Whirlpool Mask",neck="Wiglen Gorget",ear1="Bloodgem Earring",
    body="Iuitl Vest",hands="Iuitl Wristbands",ring1="Defending Ring",ring2=gear.DarkRing.physical,
    back="Shadow Mantle",waist="Flume Belt",legs="Nahtirah Trousers",feet="Iuitl Gaiters +1"}

    sets.defense.MDT = {ammo="Demonry Stone",
    head="Whirlpool Mask",neck="Twilight Torque",ear1="Bloodgem Earring",
    body="Hagondes Coat",hands="Iuitl Wristbands",ring1="Defending Ring",ring2="Shadow Ring",
    back="Engulfer Cape",waist="Flume Belt",legs="Nahtirah Trousers",feet="Iuitl Gaiters +1"}

    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

    -- Normal melee group
    sets.engaged = {ammo="Hasty pinion +1",
    head="Espial cap",neck="Peacock amulet",ear1="Mache earring +1",ear2="Suppanomimi",
    body="Espial Gambison",hands="Espial Bracers",ring1="Raja ring",ring2="Dumakulem's ring",
    back="Atheling Mantle",waist="Cetl Belt",legs="Espial Hose",feet="Espial Socks"}

    sets.engaged.Acc = {ammo="Jukukik Feather",
    head="Whirlpool Mask",neck="Ej Necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring",
    body="Luhlaza Jubbah",hands="Buremte Gloves",ring1="Rajas Ring",ring2="Epona's Ring",
    back="Letalis Mantle",waist="Hurch'lan Sash",legs="Manibozho Brais",feet="Qaaxo Leggings"}

    sets.engaged.Refresh = {ammo="Jukukik Feather",
    head="Whirlpool Mask",neck="Asperity Necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring",
    body="Luhlaza Jubbah",hands="Assimilator's Bazubands +1",ring1="Rajas Ring",ring2="Epona's Ring",
    back="Atheling Mantle",waist="Windbuffet Belt",legs="Manibozho Brais",feet="Qaaxo Leggings"}

    sets.engaged.DW = {ammo="Jukukik Feather",
    head="Whirlpool Mask",neck="Asperity Necklace",ear1="Heartseeker Earring",ear2="Dudgeon Earring",
    body="Luhlaza Jubbah",hands="Assimilator's Bazubands +1",ring1="Rajas Ring",ring2="Epona's Ring",
    back="Atheling Mantle",waist="Windbuffet Belt",legs="Manibozho Brais",feet="Iuitl Gaiters +1"}

    sets.engaged.DW.Acc = {ammo="Jukukik Feather",
    head="Whirlpool Mask",neck="Ej Necklace",ear1="Heartseeker Earring",ear2="Dudgeon Earring",
    body="Luhlaza Jubbah",hands="Buremte Gloves",ring1="Rajas Ring",ring2="Epona's Ring",
    back="Letalis Mantle",waist="Hurch'lan Sash",legs="Manibozho Brais",feet="Qaaxo Leggings"}

    sets.engaged.DW.Refresh = {ammo="Jukukik Feather",
    head="Whirlpool Mask",neck="Asperity Necklace",ear1="Heartseeker Earring",ear2="Dudgeon Earring",
    body="Luhlaza Jubbah",hands="Assimilator's Bazubands +1",ring1="Rajas Ring",ring2="Epona's Ring",
    back="Letalis Mantle",waist="Windbuffet Belt",legs="Manibozho Brais",feet="Qaaxo Leggings"}

    sets.engaged.Learning = set_combine(sets.engaged, sets.Learning)
    sets.engaged.DW.Learning = set_combine(sets.engaged.DW, sets.Learning)


    sets.self_healing = {ring1="Kunaji Ring",ring2="Asklepian Ring"}
    end

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

    -- Set eventArgs.handled to true if we don't want any automatic gear equipping to be done.
    -- Set eventArgs.useMidcastGear to true if we want midcast gear equipped on precast.
    function job_precast(spell, action, spellMap, eventArgs)
    if unbridled_spells:contains(spell.english) and not state.Buff['Unbridled Learning'] then
    eventArgs.cancel = true
    windower.send_command('@input /ja "Unbridled Learning" <me>; wait 1.5; input /ma "'..spell.name..'" '..spell.target.name)
    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)
    -- Add enhancement gear for Chain Affinity, etc.
    if spell.skill == 'Blue Magic' then
    for buff,active in pairs(state.Buff) do
    if active and sets.buff[buff] then
    equip(sets.buff[buff])
    end
    end
    if spellMap == 'Healing' and spell.target.type == 'SELF' and sets.self_healing then
    equip(sets.self_healing)
    end
    end

    -- If in learning mode, keep on gear intended to help with that, regardless of action.
    if state.OffenseMode.value == 'Learning' then
    equip(sets.Learning)
    end
    end


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

    -- Called when a player gains or loses a buff.
    -- buff == buff gained or lost
    -- gain == true if the buff was gained, false if it was lost.
    function job_buff_change(buff, gain)
    if state.Buff[buff] ~= nil then
    state.Buff[buff] = gain
    end
    end

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

    -- Custom spell mapping.
    -- Return custom spellMap value that can override the default spell mapping.
    -- Don't return anything to allow default spell mapping to be used.
    function job_get_spell_map(spell, default_spell_map)
    if spell.skill == 'Blue Magic' then
    for category,spell_list in pairs(blue_magic_maps) do
    if spell_list:contains(spell.english) then
    return category
    end
    end
    end
    end

    -- Modify the default idle set after it was constructed.
    function customize_idle_set(idleSet)
    if player.mpp < 51 then
    set_combine(idleSet, sets.latent_refresh)
    end
    return idleSet
    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)
    update_combat_form()
    end


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

    function update_combat_form()
    -- Check for H2H or single-wielding
    if player.equipment.sub == "Genbu's Shield" or player.equipment.sub == 'empty' then
    state.CombatForm:reset()
    else
    state.CombatForm:set('DW')
    end
    end


    -- Select default macro book on initial load or subjob change.
    function select_default_macro_book()
    -- Default macro set/book
    if player.sub_job == 'DNC' then
    set_macro_page(2, 7)
    else
    set_macro_page(1, 7)
    end
    end


  16. #196

    think i figured it out, i turned on debug and it shows the gs trying to load engaged.dw which i havent edited.

  17. #197

    wooot got it to work thanks for trying to help, ps love the skillup file

  18. #198

    Quote Originally Posted by Latravant View Post
    i'm using the Github gearswap blu.lua file (BG wiki wont let me post the url) i think it is the mote one
    with pastbin you can post the file like the
    for this url: https://pastebin.com/B9n3Vhn4
    use this: Pastbin:B9n3Vhn4


    this should work till you can post url's
    Quote Originally Posted by Latravant View Post
    think i figured it out, i turned on debug and it shows the gs trying to load engaged.dw which i havent edited.
    ok thats good
    Quote Originally Posted by Latravant View Post
    wooot got it to work thanks for trying to help, ps love the skillup file
    glad you like it it took forever to get it the way i wanted it

  19. #199
    Melee Summoner
    Join Date
    Mar 2014
    Posts
    25
    BG Level
    1

    Hello everyone, i have a request about pup.lua.

    I wanna know if its possible to add something like that :
    Code:
    If iddlemode = "DD" then
       if pet.tp > 900 then equip pet.ws.set
                       else equip iddle.set.dd
       end
    
    If iddlemode = "tank" then
       if ja.strobe recast > 29 then equip pet.voke.set
                       else equip iddle.set.tank
       end
       if ja.flash recast > 29 then equip pet.voke.set
                       else equip iddle.set.tank
       end
    do you think we can add this to a standard pup.lua, this way we can let gs swap gear before pet get 1K tp so before ws and go back to pet.tp set when tp low.

  20. #200
    Melee Summoner
    Join Date
    Mar 2014
    Posts
    25
    BG Level
    1

    atm, i swap manually into Kiting set before my pup get 1K tp and put Kiting off after to go back to iddle.pet.tp
    i add this in my lua but didn't work ...
    Code:
    function job_status_change(new_status, old_status)
    if new_status == 'Idle' then
     pettp()
    end
    end
    
    function job_update(cmdParams, eventArgs)
    pettp()
    end
    
    -- Called when pet is about to perform an action
    function pettp()
    if pet.tp >= 900 then
    	kiting = true
    else
    	kiting = false
    end
    end

+ Reply to Thread
Page 10 of 22 FirstFirst ... 8 9 10 11 12 20 ... LastLast

Similar Threads

  1. Gearswap Help Thread!
    By JSHidaka in forum FFXI: Everything
    Replies: 6035
    Last Post: 2018-05-06, 17:15
  2. Randomerest Question Thread III: This Time It's Random
    By isladar in forum FFXI: Everything
    Replies: 868
    Last Post: 2009-08-18, 12:03