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  1. #401
    Smells like Onions
    Join Date
    Jan 2022
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    My thf lua disables the ammo slot if I have a ranged weapon equipped, but this stops me from having one arrow for ranged attacks and another for weapon skills.

    Code:
    -- Function to lock the ranged slot if we have a ranged weapon equipped.
    function check_range_lock()
        if player.equipment.range ~= 'empty' then
            disable('range', 'ammo')
        else
            enable('range', 'ammo')
        end
    end
    Is there a way to enable arrows to swap, but not allow it to equip items like ginsen that go in the ammo slot?

  2. #402
    Smells like Onions
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    Hello


    Problem: My midcast function for cures is never recognizing elseif for player.tp > 0. So it always changes my gear despite having TP and that of course wipes out the TP. I've got to be doing something wrong in the function after that part. I've tried the disable('main', 'sub', 'range') also and it doesn't work.

    PS:... I know it's horrid. I don't want to use the one's it comes with and paste/edit someone else's lua because I don't know enough about this stuff and don't like not understanding what's in the lua. I haven't touched this stuff since I had my .xml files for spellcast and won't start actually playing again until I get this thing figured out.

    I'm not using mote or mode files.

    areas = {}

    -- City areas for town gear and behavior.
    areas.Cities = S{
    "Ru'Lude Gardens",
    "Upper Jeuno",
    "Lower Jeuno",
    "Port Jeuno",
    "Port Windurst",
    "Windurst Waters",
    "Windurst Woods",
    "Windurst Walls",
    "Heavens Tower",
    "Port San d'Oria",
    "Northern San d'Oria",
    "Southern San d'Oria",
    "Port Bastok",
    "Bastok Markets",
    "Bastok Mines",
    "Metalworks",
    "Aht Urhgan Whitegate",
    "Tavnazian Safehold",
    "Nashmau",
    "Selbina",
    "Mhaura",
    "Norg",
    "Eastern Adoulin",
    "Western Adoulin",
    "Kazham",
    "Rabao",
    "Chocobo Circuit",
    }
    -- Adoulin areas, where Ionis will grant special stat bonuses.
    areas.Adoulin = S{
    "Yahse Hunting Grounds",
    "Ceizak Battlegrounds",
    "Foret de Hennetiel",
    "Morimar Basalt Fields",
    "Yorcia Weald",
    "Yorcia Weald [U]",
    "Cirdas Caverns",
    "Cirdas Caverns [U]",
    "Marjami Ravine",
    "Kamihr Drifts",
    "Sih Gates",
    "Moh Gates",
    "Dho Gates",
    "Woh Gates",
    "Rala Waterways",
    "Rala Waterways [U]",
    "Outer Ra'Kaznar",
    "Outer Ra'Kaznar [U]"
    }


    enfeeb_maps = {
    --skill pot = enfeebling magic skill
    --macc is magic accuracy
    --potency: This needs to have Dia, Bio, and Gravity sub categories added below and to the gear sets then be deleted
    -- Bio and Dia set to take advantage of weather, elemental affinity, magic attack, and "enhances spell" equipment.
    --Gravity's accuracy is Enfeebling Magic Skill and INT
    --mnd pot = MND
    --int pot = INT
    --skillmndpot = enfeebling magic skill + MND
    --Can reuse the types (potency, intpot, ect) for all magic maps
    ['Dia']='potency', ['Dia II']='potency', ['Dia III']='potency',
    ['Bio']='potency', ['Bio II']='potency', ['Bio III']='potency',
    ['Paralyze']='mndpot', ['Paralyze II']='mndpot',
    ['Slow']='mndpot', ['Slow II']='mndpot',
    ['Addle']='mndpot', ['Addle II']='mndpot',
    ['Sleep']='macc', ['Sleep II']='macc', ['Sleepga']='macc',
    ['Silence']='macc',
    ['Inundation']='macc',
    ['Dispel']='macc',
    ['Break']='macc',
    ['Bind']='macc',
    ['Blind']='intpot', ['Blind II']='intpot',
    ['Gravity']='potency', ['Gravity II']='potency',
    -- We leave Fazzle and FrazzleII as pure macc to help land it in cases its a high resist.
    -- This lets us follow up with a high potency Frazzle3
    ['Frazzle']='macc', ['Frazzle II']='macc', ['Frazzle III']='skillmndpot',
    ['Distract']='skillmndpot', ['Distract II']='skillmndpot', ['Distract III']='skillmndpot',
    ['Poison']='skillpot', ['Poison II']='skillpot', ['Poisonga']='skillpot',
    }

    --ADD FOLLOWING
    --enhancing magic
    --status removal
    --elemental maps (light, dark, wind, fire, water, ice, earth, thunder)

    --XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
    --XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
    --XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX

    function get_sets()

    sets.idle = {} -- Leave this empty
    sets.melee = {} -- Leave this empty
    sets.ws = {} -- Leave this empty
    sets.ja = {} -- Leave this empty
    sets.precast = {} -- leave this empty
    sets.midcast = {} -- leave this empty
    sets.midcast.enfeebling = {} -- Leave this empty
    -- sets.midcast.enfeebling.mndpot = {}
    -- Might need to make one for each enfeebType... need to test
    sets.midcast.enhancing = {} -- Leave this empty
    sets.midcast.status_removal = {}-- Leave this empty
    sets.midcast.elemental = {} -- Leave this empty
    sets.aftercast = {} -- leave this empty
    sets.status_change = {} -- Leave this empty

    sets.pet_change = {} -- Leave this empty
    sets.pet_midcast = {} -- Leave this empty
    sets.pet_aftercast = {} -- Leave this empty
    sets.pet_status_change = {} -- Leave this empty

    -----------------------------------------------------------------------------
    -----------------------------------------------------------------------------
    -----------------------------------------------------------------------------
    --GEAR SETS FOR IDLE

    --Field
    sets.idle.field = {
    main="Joyeuse",
    sub="Genbu's Shield",
    ammo="Bibiki Seashell",
    head="Duelist's Chapeau",
    body="Scp. Harness +1",
    hands="Duelist's Gloves",
    legs="Blood Cuisses",
    feet="Dls. Boots +1",
    neck="Chivalrous Chain",
    waist="Warwolf Belt",
    left_ear="Suppanomimi",
    left_ring="Iota Ring",
    back="Boxer's Mantle",
    }

    --Town
    sets.idle.town = {
    main=empty,
    sub=empty,
    ammo=empty,
    head="Duelist's Chapeau",
    body="Kingdom Aketon",
    hands="Duelist's Gloves",
    legs="Blood Cuisses",
    feet="Dls. Boots +1",
    neck="Chocobo Whistle",
    waist="Rabbit Belt",
    left_ear="Signal Pearl",
    right_ear="Tactics Pearl",
    back=empty,
    left_ring="Tavnazian Ring",
    right_ring=empty,
    }

    -----------------------------------------------------------------------------
    -----------------------------------------------------------------------------
    -----------------------------------------------------------------------------
    --GEAR SETS FOR MELEE

    -- Melee /NIN
    sets.melee.subnin = {
    main = "Joyeuse",
    sub = "Justice Sword",
    range = empty,
    ammo = "Bibiki Seashell",
    head = "Optical Hat",
    body = "Scp. Harness +1",
    hands = "Duelist's Gloves",
    legs = "Nashira Seraweels",
    feet = "Nashira Crackows",
    neck = "Chivalrous Chain",
    waist = "Warwolf Belt",
    left_ear = "Suppanomimi",
    right_ear = "Magnetic Earring",
    left_ring = "Iota Ring",
    right_ring = "Rajas Ring",
    back = "Boxer's Mantle",
    }

    --/Everything Else Melee
    sets.melee.notsubnin = set_combine (sets.melee.subnin, {
    main = "Joyeuse",
    sub = "Genbu's Shield",
    range = empty,
    })

    -----------------------------------------------------------------------------
    -----------------------------------------------------------------------------
    -----------------------------------------------------------------------------
    --GEAR SETS FOR WEAPON SKILLS
    --Leave Death Blossom along and use it as a template. Functions call names of Weapon Skills.

    --Death Blossom
    sets.ws['Death Blossom'] = {
    ammo="Bibiki Seashell",
    head="Teal Chapeau",
    body="Teal Saio",
    hands="Duelist's Gloves",
    legs="Zenith Slacks",
    feet="Dls. Boots +1",
    neck="Thunder Gorget",
    waist="Witch Sash",
    left_ear="Suppanomimi",
    right_ear="Magnetic Earring",
    left_ring="Neptune's Ring",
    right_ring="Rajas Ring",
    back="Rainbow Cape",
    }

    -----------------------------------------------------------------------------
    -----------------------------------------------------------------------------
    -----------------------------------------------------------------------------
    --GEAR SETS FOR JOB ABILITIES
    --Leave Convert alone and use it as a template. Functions call names of Job Abilities.

    --Convert
    sets.ja['Convert'] = {}

    -----------------------------------------------------------------------------
    -----------------------------------------------------------------------------
    -----------------------------------------------------------------------------
    --GEAR SETS FOR CASTING

    --PRECAST

    --Fast Cast without TP (Caps at 80)
    sets.precast.fastcastnotp = {
    head="Wlk. Chapeau +1", -- -10%
    body="Duelist's Tabard", -- -10%
    left_ear="Loquac. Earring", -- -2%
    }

    --Fast Cast with TP & /NIN (Caps at 80)
    sets.precast.fastcasttpsubnin = set_combine (sets.precast.fastcastnotp, {main="Joyeuse", sub="Justice Sword", range=empty})

    --Fast Cast with TP & without /NIN (Capst at 80)
    sets.precast.fastcasttpnotsubnin = set_combine (sets.precast.fastcastnotp, {main="Joyeuse", sub="Genbu's Shield", range=empty})

    --MIDCAST

    --Cure Set without TP
    sets.midcast.curenotp = {
    main = "Light Staff",
    sub = "Reign Grip",
    range = empty,
    ammo = "Bibiki Seashell",
    head = "Teal Chapeau",
    body = "Duelist's Tabard",
    hands = "Duelist's Gloves",
    legs = "Warlock's Tights",
    feet = "Dls. Boots +1",
    neck = "Healing Torque",
    waist = "Witch Sash",
    left_ear = "Loquac. Earring",
    right_ear = "Magnetic Earring",
    left_ring = "Omega Ring",
    right_ring = "Neptune's Ring",
    back = "Rainbow Cape",
    }

    --Cure Set with TP & /NIN
    sets.midcast.curetpsubnin = set_combine (sets.midcast.curenotp, {main="Joyeuse", sub="Justice Sword", range=empty})

    --Cure Set with TP & without /NIN
    sets.midcast.curetpnotsubnin = set_combine (sets.midcast.curenotp, {main="Joyeuse", sub="Genbu's Shield", range=empty})

    --Enfeebling MND Potency without TP
    sets.midcast.enfeebling.mndpot = {
    main="Water Staff",
    sub="Reign Grip",
    range= empty,
    ammo="Bibiki Seashell",
    head="Teal Chapeau",
    body="Teal Saio",
    hands="Nashira Gages",
    legs="Zenith Slacks",
    feet="Dls. Boots +1",
    neck="Enfeebling Torque",
    waist="Witch Sash",
    left_ear="Suppanomimi",
    right_ear="Magnetic Earring",
    left_ring="Omega Ring",
    right_ring="Neptune's Ring",
    back="Rainbow Cape",
    }

    --Enfeebling MND Potency with TP & /NIN
    sets.midcast.enfeebling.mndpot.tpsubnin = set_combine (sets.midcast.enfeebling.mndpot, {main="Joyeuse", sub="Justice Sword", range=empty,})

    --Enfeebling MND Potency With TP & without /NIN
    sets.midcast.enfeebling.mndpot.tpnotsubnin = set_combine (sets.midcast.enfeebling.mndpot, {main="Joyeuse", sub="Genbu's Shield", range=empty,})

    --Remaining Enfeeb sets to make
    sets.midcast.enfeebling.intpot = {}
    sets.midcast.enfeebling.potency = {}
    sets.midcast.enfeebling.macc = {}
    sets.midcast.enfeebling.skillmndpot = {}
    sets.midcast.enfeebling.skillpot = {}

    --Enhancing Sets x3
    --Nuke Sets x3, these will have earth, water, wind, fire, ice, thunder, dark, and light to cover all instead of typing out every spell
    --One off sets

    --Think about making sets for weather and days.. need to do research
    end

    --AFTERCAST

    --XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXX
    --XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXX
    --XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXX

    --FUNCTIONS

    function idle()
    if player.status=='Engaged'
    and player.sub_job == 'NIN'
    then equip(sets.melee.subnin)
    elseif player.status=='Engaged'
    and player.sub_job ~= 'NIN'
    then equip(sets.melee.notsubnin)
    elseif player.tp ~= 0
    and player.sub_job == 'NIN'
    then equip(sets.melee.subnin)
    elseif player.tp ~= 0
    and player.sub_job ~= 'NIN'
    then equip(sets.melee.notsubnin)
    else equip(sets.idle.field)
    end
    end

    --Precast Function
    --function precast(spell)
    --if spell.type ~= 'JobAbility'
    --and player.tp == 0
    --then equip(sets.precast.fastcastnotp)
    --elseif spell.type ~= 'JobAbility'
    --and player.tp > 0
    --and player.sub_job == 'NIN'
    --then equip(sets.precast.fastcasttpsubnin)
    --elseif spell.type ~= 'JobAbility'
    --and player.tp > 0
    --and player.sub_job ~= 'NIN'
    --then equip(sets.precast.fastcasttpnotsubnin)
    --end

    --if sets.ja[spell.name] then
    --equip(sets.ja[spell.name])
    --elseif sets.ws[spell.name] then
    --equip(sets.ws[spell.name])
    --end
    --end

    --Midcast Funciton
    function midcast(spell)
    local enfeebType = get_enfeeb_map(spell)
    -- Curing
    if spell.name:match('Cure') or
    spell.name:match('Cura')
    and player.tp == 0
    then equip(sets.midcast.curenotp)
    elseif spell.name:match('Cure') or
    spell.name:match('Cura')
    and player.tp > 0
    and player.sub_job == 'NIN'
    then equip(sets.midcast.curetpsubnin)
    elseif spell.name:match('Cure') or
    spell.name:match('Cura')
    and player.tp > 0
    and player.sub_job ~= 'NIN'
    then equip(sets.midcast.curetpnotsubnin)
    -- Enfeebling
    elseif spell.skill == 'Enfeebling Magic'
    and player.tp == 0
    then equip(sets.midcast.enfeebling[enfeebType])
    -- Enfeebling MNDPOT
    elseif spell.skill == 'Enfeebling Magic'
    and player.tp ~= 0
    and player.sub_job == 'NIN'
    then equip(sets.midcast.enfeebling.mndpot.tpsubnin[enfeebType])
    elseif spell.skill == 'Enfeebling Magic'
    and player.tp ~= 0
    and player.sub_job ~= 'NIN'
    then equip(sets.midcast.enfeebling.mndpot.tpnotsubnin[enfeebType])
    end
    -- Enhancing
    -- Nuking
    -- One Offs
    end


    --Aftercast Function
    function aftercast(spell)
    idle()
    end

    --Status Change Function
    function status_change(new,old)
    if S{"Ru'Lude Gardens","Upper Jeuno","Lower Jeuno","Port Jeuno","Port Windurst","Windurst Waters","Windurst Woods","Windurst Walls","Heavens Tower","Port San d'Oria","Northern San d'Oria","Southern San d'Oria","Port Bastok","Bastok Markets","Bastok Mines","Metalworks","Aht Urhgan Whitegate","Tavnazian Safehold","Nashmau","Selbina","Mhaura","Norg","Eas tern Adoulin","Western Adoulin","Kazham","Rabao","Chocobo Circuit",}:contains(world.area) then
    equip(sets.idle.town)
    else
    idle()
    end
    end

    -- Get Mapping Enfeeble Spells
    function get_enfeeb_map(spell)
    return enfeeb_maps[spell.name]
    end

  3. #403
    i should really shut up
    You can safely ignore me I am a troll

    Join Date
    Sep 2011
    Posts
    6,760
    BG Level
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    FFXI Server
    Asura

    What an odd .lua.

  4. #404
    Smells like Onions
    Join Date
    Feb 2022
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    So here is the part with the issue.

    if spell.name:match('Cure') or
    spell.name:match('Cura')
    and player.tp == 0
    then equip(sets.midcast.curenotp)
    elseif spell.name:match('Cure') or
    spell.name:match('Cura')
    and player.tp > 0
    and player.sub_job == 'NIN'
    then equip(sets.midcast.curetpsubnin)
    elseif spell.name:match('Cure') or
    spell.name:match('Cura')
    and player.tp > 0
    and player.sub_job ~= 'NIN'
    then equip(sets.midcast.curetpnotsubnin)

  5. #405
    i should really shut up
    You can safely ignore me I am a troll

    Join Date
    Sep 2011
    Posts
    6,760
    BG Level
    8
    FFXI Server
    Asura

    You would be better off with a mode you toggle instead of relying on having 0 TP. If you get hit by something then that is more than 0 TP.

  6. #406
    a p. sweet dude
    Pens win! Pens Win!!! PENS WIN!!!!!

    Join Date
    Jul 2010
    Posts
    22,277
    BG Level
    10

    I'd recommend proper bracing around your logical clauses because LUA has some weird syntax around the AND keyword, and doing "x or y and z" is probably just always evaluating to true. You might have better results with "(x or y) and z" instead. I also can never find the documentation for the string functions windower implements but I wouldn't be surprised if string:match isn't doing what you think it is.

    Beyond that, I find it kind of odd you'd choose to write your own gearswap LUA when your reason for not just plugging your gear into someone else's is that you don't understand LUA.

  7. #407
    Smells like Onions
    Join Date
    Feb 2022
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    Quote Originally Posted by Obsidian View Post
    I'd recommend proper bracing around your logical clauses because LUA has some weird syntax around the AND keyword, and doing "x or y and z" is probably just always evaluating to true. You might have better results with "(x or y) and z" instead. I also can never find the documentation for the string functions windower implements but I wouldn't be surprised if string:match isn't doing what you think it is.

    Beyond that, I find it kind of odd you'd choose to write your own gearswap LUA when your reason for not just plugging your gear into someone else's is that you don't understand LUA.
    How do I +1 this? That worked! For match I was using it to ensure any spell having those letters in it would trigger the the logic in it's if statement. That part is working; although, I won't be surprised if it causes a problem as this lua grows and I have to fix something later.

    There's so much going on in the GitHub base files and so many other lua files for the motes that I don't understand. It's just overwhelming. I'm guessing I could create my own gearsets and anything in the job lua will run in any of the other file's content's place..., but there are so many functions, mappings, and other things that it is overwhelming. I don't feel I'd be able to go in and make changes without a lot more time spent on the files than just creating lua files for the jobs I'll use.

    At some point if I continue down this path I'll probably figure out how to create a mapping file that I can just reference in each job lua so I don't have to copy paste that stuff over and over. I'd also like it to auto change my gearset when I enter a city zone... then I'll have to do all the weather/day stuff. I'll probably start to understand more as I progress bit by bit instead of being overwhelmed all at once.

    Anyway, thanks for the help! Obsidian FTW!

  8. #408
    a p. sweet dude
    Pens win! Pens Win!!! PENS WIN!!!!!

    Join Date
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    Glad that sorted it out.

  9. #409
    Smells like Onions
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    Quote Originally Posted by Obsidian View Post
    Glad that sorted it out.
    I decided to go ahead and give the mote version a whack after feeling slightly less overwhelmed when I dug through all of the lib files. All the posted lua files ppl are copying made it look so easy. So I emptied my lua out a bit, added the stuff at the top, and put one function at the bottom to take precedence over the innate midcast.

    Of course I'm missing something. It changes the gear to the Cure set regardless of my TP. I've tried it with only Cure so no or and I've tried it with only the TP and. It loads and debugmode just says it goes through the various functions without any errors. I still don't know enough to notice anything in other people's files that needs to be put in to let it know I have user functions I'm adding.

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

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

    function init_gear_sets()

    --Field
    sets.idle = {
    main="Joyeuse",
    sub="Genbu's Shield",
    ammo="Bibiki Seashell",
    head="Duelist's Chapeau",
    body="Scp. Harness +1",
    hands="Duelist's Gloves",
    legs="Blood Cuisses",
    feet="Dls. Boots +1",
    neck="Chivalrous Chain",
    waist="Warwolf Belt",
    left_ear="Suppanomimi",
    left_ring="Iota Ring",
    back="Boxer's Mantle",
    }

    --Town
    sets.idle.town = {
    main=empty,
    sub=empty,
    ammo=empty,
    head="Duelist's Chapeau",
    body="Kingdom Aketon",
    hands="Duelist's Gloves",
    legs="Blood Cuisses",
    feet="Dls. Boots +1",
    neck="Chocobo Whistle",
    waist="Rabbit Belt",
    left_ear="Signal Pearl",
    right_ear="Tactics Pearl",
    back=empty,
    left_ring="Tavnazian Ring",
    right_ring=empty,
    }



    -- Engaged
    sets.engaged = {
    main = "Joyeuse",
    sub = "Justice Sword",
    range = empty,
    ammo = "Bibiki Seashell",
    head = "Optical Hat",
    body = "Scp. Harness +1",
    hands = "Duelist's Gloves",
    legs = "Nashira Seraweels",
    feet = "Nashira Crackows",
    neck = "Chivalrous Chain",
    waist = "Warwolf Belt",
    left_ear = "Suppanomimi",
    right_ear = "Magnetic Earring",
    left_ring = "Iota Ring",
    right_ring = "Rajas Ring",
    back = "Boxer's Mantle",
    }

    --TP /NIN
    sets.engaged.tpsubnin = {
    main = "Joyeuse",
    sub = "Justice Sword",
    range = empty,
    }
    -----------------------------------------------------------------------------
    -----------------------------------------------------------------------------
    -----------------------------------------------------------------------------
    --GEAR SETS FOR WEAPON SKILLS

    --Death Blossom
    sets.precast.WS['Death Blossom'] = {
    ammo="Bibiki Seashell",
    head="Teal Chapeau",
    body="Teal Saio",
    hands="Duelist's Gloves",
    legs="Zenith Slacks",
    feet="Dls. Boots +1",
    neck="Thunder Gorget",
    waist="Witch Sash",
    left_ear="Suppanomimi",
    right_ear="Magnetic Earring",
    left_ring="Neptune's Ring",
    right_ring="Rajas Ring",
    back="Rainbow Cape",
    }

    -----------------------------------------------------------------------------
    -----------------------------------------------------------------------------
    -----------------------------------------------------------------------------
    --GEAR SETS FOR JOB ABILITIES

    --Convert
    sets.precast.JA['Convert'] = {}

    -----------------------------------------------------------------------------
    -----------------------------------------------------------------------------
    -----------------------------------------------------------------------------
    --GEAR SETS FOR CASTING

    --PRECAST

    --Fast Cast (Caps at 80)
    sets.precast.FC = {
    head="Wlk. Chapeau +1", -- -10%
    body="Duelist's Tabard", -- -10%
    left_ear="Loquac. Earring", -- -2%
    }

    --MIDCAST

    --Cure Set
    sets.midcast.Cure = {
    main = "Light Staff",
    sub = "Reign Grip",
    range = empty,
    ammo = "Bibiki Seashell",
    head = "Teal Chapeau",
    body = "Duelist's Tabard",
    hands = "Duelist's Gloves",
    legs = "Warlock's Tights",
    feet = "Dls. Boots +1",
    neck = "Healing Torque",
    waist = "Witch Sash",
    left_ear = "Loquac. Earring",
    right_ear = "Magnetic Earring",
    left_ring = "Omega Ring",
    right_ring = "Neptune's Ring",
    back = "Rainbow Cape",
    }

    --Enfeebling MND Potency
    sets.midcast.MndEnfeebles = {
    main="Water Staff",
    sub="Reign Grip",
    range= empty,
    ammo="Bibiki Seashell",
    head="Teal Chapeau",
    body="Teal Saio",
    hands="Nashira Gages",
    legs="Zenith Slacks",
    feet="Dls. Boots +1",
    neck="Enfeebling Torque",
    waist="Witch Sash",
    left_ear="Suppanomimi",
    right_ear="Magnetic Earring",
    left_ring="Omega Ring",
    right_ring="Neptune's Ring",
    back="Rainbow Cape",
    }


    --Remaining Enfeeb sets to make
    sets.midcast.MndEnfeeblesAcc = {}
    sets.midcast.MndEnfeeblesEffect = {}
    sets.midcast.InteEnfeeblesAcc = {}
    sets.midcast.IntEnfeeblesEffect = {}
    sets.midcast.IntEnfeebles = {}
    sets.midcast.SkillEnfeebles = {}

    end

    --AFTERCAST

    --XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXX
    --XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXX
    --XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXX

    --FUNCTIONS

    function job_midcast(spell, action, spellMap, eventArgs)
    -- Curing
    if (spellMap == 'Cure'
    or spellMap == 'Curaga')
    and player.tp > 0
    and player.sub_job == 'NIN'
    then equip (sets.engaged.tpsubnin)
    end
    end

  10. #410
    Smells like Onions
    Join Date
    Apr 2012
    Posts
    7
    BG Level
    0
    FFXI Server
    Fenrir

    Hi! My Dad has started getting an error using GearSwap. I've tried figuring it out but I haven't played or messed with Windower in many years. I sincerely hope someone can help. Returned error below:


    GearSwap: Lua runtime error: gearswap/flow.lua:354:
    GearSwap has detected an error in the user function pet_change
    E:FFXIWindower/addons/gearswap/data/PUP.lua:173: Unknown mode value


    We checked over the PUP.lua file and Dad says that he hasn't changed anything in it--the only files he edits within the addon folder are the files for his charcters' gear. The error happens when a Stormwaker Frame is equipped with either a Soulsoother or Spiritreaver Head. These mode values in the PUP.lua file return as 'Nuke' and 'Heal'. If the Stormwaker Frame is used with any other Head, including the Stormwaker Head, then the Automaton is activated without any errors under what I assume is the 'Magic" value.

    I've tried solving the issue by updating all GearSwap files from GitHub's Windower/Lua Code but the errors remain the same. Any ideas would be greatly appreciated.

  11. #411
    Sandworm Swallows
    Join Date
    Feb 2010
    Posts
    7,006
    BG Level
    8
    FFXI Server
    Sylph

    You’ll need to paste the full file to get any help but you’ll get a faster response in the windower discord/gearswap channel

  12. #412

    It's probably in here somewhere already but can I get a simple rule to change a weapon if haste is on. So it will automatically change when haste from the blurred is on/off.

    Wear kujako when no haste present and wear Hitaki when any haste present. I don't care about tp loss.

  13. #413
    i should really shut up
    You can safely ignore me I am a troll

    Join Date
    Sep 2011
    Posts
    6,760
    BG Level
    8
    FFXI Server
    Asura

    Quote Originally Posted by Sirious View Post
    It's probably in here somewhere already but can I get a simple rule to change a weapon if haste is on. So it will automatically change when haste from the blurred is on/off.

    Wear kujako when no haste present and wear Hitaki when any haste present. I don't care about tp loss.
    Code:
    function buff_change(n, gain, buff_table)
    if player.status == 'Engaged' and buffactive[33] then
    equipset(set.name)
    end

  14. #414

    Thank you much

  15. #415

  16. #416
    Smells like Onions
    Join Date
    Jan 2023
    Posts
    2
    BG Level
    0

    None of my lua's will load. Gearswap: File Not Found
    Exports don't work either.
    Seems to be a path issue. Does anyone have an answer?

  17. #417
    i should really shut up
    You can safely ignore me I am a troll

    Join Date
    Sep 2011
    Posts
    6,760
    BG Level
    8
    FFXI Server
    Asura

    Quote Originally Posted by ronnielarge View Post
    None of my lua's will load. Gearswap: File Not Found
    Exports don't work either.
    Seems to be a path issue. Does anyone have an answer?
    Are the luas named either thejob.lua or yourcharactername_job.lua? If you downloaded Spicyran_BLM.lua it isn't going to load for your BLM.

  18. #418
    Smells like Onions
    Join Date
    Jan 2023
    Posts
    2
    BG Level
    0

    I changed servers and the name of my character had to be changed. How do I fix it?

  19. #419
    HABS SUCK!!!!!
    Sepukku is my Hero
    Therrien's Cum Dumpster

    Join Date
    Mar 2005
    Posts
    37,942
    BG Level
    10
    FFXI Server
    Gilgamesh

    If your lua's are named oldname_JOB.lua, what do you think the fix is since you had to change your character name?

  20. #420

    does anyone have the code for gearswap that will auto equip movement + gear only when the character is moving and not in combat? i feel like i'm wasting DT gear having to add movement + gear to my idle sets

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