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  1. #141
    Radsourceful

    Join Date
    Jul 2007
    Posts
    1,964
    BG Level
    6
    FFXI Server
    Bismarck

    Quote Originally Posted by BaneTheBrawler View Post
    welp, it worked as pld on protect/shell, but going war/rdm it yields an error. "Attempt to compare nil with number"


    Code:
    function job_pretarget(spell, action, spellMap, eventArgs)
        if spell.english:startswith("Protect") or 
            spell.english:startswith("Shell") or
            spell.english:startswith("Dia") or
            spell.english:startswith("Fire") or 
            spell.english:startswith("Stone") or 
            spell.english:startswith("Thunder") or 
            spell.english:startswith("Water") or 
            spell.english:startswith("Blizzard") or 
            spell.english:startswith("Bio") or 
            spell.english:startswith("Poison") or
            spell.english:startswith("Sleep") or 
            spell.english:startswith("Raise") then
            for _,lvl in pairs({" V"," IV"," III"," II",""}) do
                --print("current spell checking = "..string.mgsub(spell.english, "%s.+", "")..""..lvl)
                local spellR = gearswap.res.spells:with('name', string.mgsub(spell.english, "%s.+", "")..""..lvl)
                if spellR then
                    --print("spellR is good")
                    if spell.english == spellR.en and windower.ffxi.get_spell_recasts()[spellR.recast_id] == 0 and
                     spellR.mp_cost <= player.mp then
                        --print("spell confirmed as casted spell and is good to cast")
                        --print("casted spell = "..spell.english)
                        break
                     elseif spell.english ~= spellR.en and (spellR.levels[player.main_job_id] or spellR.levels[player.sub_job_id]) and
                     (spellR.levels[player.main_job_id] <=  player.main_job_level or spellR.levels[player.sub_job_id] <=  player.sub_job_level) and
                     windower.ffxi.get_spell_recasts()[spellR.recast_id] == 0 and spellR.mp_cost <= player.mp then
                         --print("spell confirmed as new spell and is good to cast = "..spellR.en)
                         eventArgs.cancel = true
                         send_command('input /ma "'..spellR.en..'"'..spell.target.raw)
                         break
                    end
                end
            end
            --print("spell test end")
        end
     end
    that's what I've got right now; windower says the error is from the bolded line.




    edit: okay, after breaking each condition out into a line, the error is with



    Code:
    (spellR.levels[player.main_job_id] <=  player.main_job_level or
    so i think it's malfunctioning when it tries to check the spell level for my main job (nil, because warrior can't cast natively) against my actual level.




    edit2: okay this is bizarre. i tried some stuff, none of it worked, then reverted... the protect part works, but none of the other spells. it's also not handling my pre/midcasts for any of the spells i punch in except protect
    Assuming you get back to your original working state, try this as a replacement for your bolded line:

    Code:
    (((spellR.levels[player.main_job_id] ~= nil) and (spellR.levels[player.main_job_id] <=  player.main_job_level)) or ((spellR.levels[player.sub_job_id] ~= nil) and (spellR.levels[player.sub_job_id] <=  player.sub_job_level))) and

  2. #142

    Quote Originally Posted by Radec View Post
    Assuming you get back to your original working state, try this as a replacement for your bolded line:

    Code:
    (((spellR.levels[player.main_job_id] ~= nil) and (spellR.levels[player.main_job_id] <=  player.main_job_level)) or ((spellR.levels[player.sub_job_id] ~= nil) and (spellR.levels[player.sub_job_id] <=  player.sub_job_level))) and
    you do not need the ~= nil as just checking to see if it has a value with spellR.levels[player.main_job_id] is enuf as nil always equals false


    here is an updated version
    Code:
    for _,lvl in pairs({" V"," IV"," III"," II",""}) do
        --print("current spell checking = "..string.mgsub(spell.english, "%s.+", "")..""..lvl)
        local spellR = gearswap.res.spells:with("name", string.mgsub(spell.english, "%s.+", "")..""..lvl)
        if spellR then
            --print("spellR is good")
            if spell.english == spellR.en and windower.ffxi.get_spell_recasts()[spellR.recast_id] == 0 and
             spellR.mp_cost <= player.mp then
                --print("spell confirmed as casted spell and is good to cast")
                --print("casted spell = "..spell.english)
                break
            elseif spell.english ~= spellR.en and 
             ((spellR.levels[player.main_job_id] and spellR.levels[player.main_job_id] <=  player.main_job_level) or
             (spellR.levels[player.sub_job_id] and spellR.levels[player.sub_job_id] <=  player.sub_job_level)) and
             windower.ffxi.get_spell_recasts()[spellR.recast_id] == 0 and spellR.mp_cost <= player.mp then
                --print("spell confirmed as new spell and is good to cast = "..spellR.en)
                eventArgs.cancel = true
                send_command('input /ma "'..spellR.en..'"'..spell.target.raw)
                break
            end
        end
    end
    --print("spell test end")

  3. #143
    The Shitlord
    Join Date
    Feb 2008
    Posts
    11,366
    BG Level
    9
    FFXIV Character
    Kharo Hadakkus
    FFXIV Server
    Hyperion
    FFXI Server
    Sylph
    WoW Realm
    Rivendare

    that did the trick. Thanks!

  4. #144
    Fishing Guru
    Join Date
    Jan 2007
    Posts
    4,723
    BG Level
    7

    Is there a way to keep Afflatus Misery and Auspice up on WHM? I tried googling and found a couple ideas, however, only the misery command is working, and I don't know if it will work again when it wears off. Auspice is not casting at all.

    if not buffactive['Auspice'] then
    send_command('/ma "Auspice" <me>')
    end

    if not buffactive['Afflatus Misery'] then
    send_command('input /ja "Afflatus Misery" <me>')
    end

  5. #145

    Quote Originally Posted by cdgreg View Post
    Is there a way to keep Afflatus Misery and Auspice up on WHM? I tried googling and found a couple ideas, however, only the misery command is working, and I don't know if it will work again when it wears off. Auspice is not casting at all.

    if not buffactive['Auspice'] then
    send_command('/ma "Auspice" <me>')
    end

    if not buffactive['Afflatus Misery'] then
    send_command('input /ja "Afflatus Misery" <me>')
    end
    if you are using basic gearswap you can try this
    Code:
    function buff_change(name,gain,buff_table)
        ...
        if name == "Auspice" and not gain then
            send_command('input /ma "Auspice" <me>')
        elseif name == "Afflatus Misery" and not gain then
            send_command('input /ja "Afflatus Misery" <me>')
        end
    end

  6. #146
    Relic Shield
    Join Date
    Jan 2013
    Posts
    1,868
    BG Level
    6

    To the misery and auspice commands Id maybe add a in combat rule unless you want that going off while you are walking around a zone after battle, or town (I dont remember if those wipe when you zone or not)

  7. #147
    Smells like Onions
    Join Date
    Oct 2017
    Posts
    9
    BG Level
    0

    Anyone have an updated THF lua that they can share - much appreciated! Thanks

  8. #148

    Quote Originally Posted by Ferro View Post
    Anyone have an updated THF lua that they can share - much appreciated! Thanks
    this is the wrong place to ask for this because this is where you ask for help with coding issues

    ask here: https://www.bluegartr.com/threads/11...ap-Shop-Thread

  9. #149
    Smells like Onions
    Join Date
    Oct 2017
    Posts
    9
    BG Level
    0

    I found this geo lua online but it doesnt seem to work for me - Not sure what I may be missing - I get an error saying it cannot find the file (globals-bind.lua) and GEarswap has detected an error in the user function get sets:
    I know next to nothing about actual coding beyond just copy and pasting and changing the gear within the lua to match my own - any help would be appreciated - thanks!

    raw.githubusercontent.com/ArislanShiva/luas/master/Arislan-GEO.lua

  10. #150
    The Shitlord
    Join Date
    Feb 2008
    Posts
    11,366
    BG Level
    9
    FFXIV Character
    Kharo Hadakkus
    FFXIV Server
    Hyperion
    FFXI Server
    Sylph
    WoW Realm
    Rivendare

    I'm not 100% sure this is Gearswap, but some part of windower allows you to type //fire and it will cast fire. I'd like to find the file that contains the code for that. Any suggestions?

  11. #151
    A. Body
    Join Date
    Nov 2005
    Posts
    4,315
    BG Level
    7
    FFXI Server
    Leviathan

    Probably looking for Shortcuts.

  12. #152
    The Shitlord
    Join Date
    Feb 2008
    Posts
    11,366
    BG Level
    9
    FFXIV Character
    Kharo Hadakkus
    FFXIV Server
    Hyperion
    FFXI Server
    Sylph
    WoW Realm
    Rivendare

    see that's what i thought too but i can't for the life of me find the snippet i'm looking for.

  13. #153
    Melee Summoner
    Join Date
    Dec 2013
    Posts
    48
    BG Level
    1
    FFXI Server
    Odin

    Quote Originally Posted by BaneTheBrawler View Post
    see that's what i thought too but i can't for the life of me find the snippet i'm looking for.
    There is no snippet, it literally is just the Shortcuts addon that lets you do that.
    Most of that is generalized within the addon, so you won't find something specifically for //fire, for example.

  14. #154
    The Shitlord
    Join Date
    Feb 2008
    Posts
    11,366
    BG Level
    9
    FFXIV Character
    Kharo Hadakkus
    FFXIV Server
    Hyperion
    FFXI Server
    Sylph
    WoW Realm
    Rivendare

    ah. damn. id like to change that. ill have to do some digging into that, then.

  15. #155
    Can you spare some gil?
    Join Date
    Feb 2009
    Posts
    8,577
    BG Level
    8

    That feature is part of an addon called Shortcuts.

  16. #156
    Radsourceful

    Join Date
    Jul 2007
    Posts
    1,964
    BG Level
    6
    FFXI Server
    Bismarck

    Quote Originally Posted by BaneTheBrawler View Post
    I'm not 100% sure this is Gearswap, but some part of windower allows you to type //fire and it will cast fire. I'd like to find the file that contains the code for that. Any suggestions?
    The Addon is "Shortcuts"

    Edit: Reading to the end of the thread is hard

  17. #157
    Melee Summoner
    Join Date
    Sep 2008
    Posts
    28
    BG Level
    1
    FFXI Server
    Asura

    I'm having this problem with gear swap on bst.
    When using ready moves the gear switches in and out correctly but half the time it seems that it switches out the pet damage gear too fast for the ready move to finish.
    This is very noticeable when using AoE magic moves.
    EG. pet uses fireball
    mob takes 2500
    mob takes 2500
    mob takes 1250
    pet uses fire ball
    mob takes 3700
    mob takes 3700
    mob takes 3700

    So is there anyway to make sure the damgae gear stays on for longer?

  18. #158
    Relic Shield
    Join Date
    Mar 2007
    Posts
    1,789
    BG Level
    6
    FFXIV Character
    Rehn Valor
    FFXIV Server
    Sargatanas
    FFXI Server
    Ragnarok

    Always post your lua, considering that's what we need to inspect to actually see what the problem is.

  19. #159
    Melee Summoner
    Join Date
    Sep 2008
    Posts
    28
    BG Level
    1
    FFXI Server
    Asura

    Sorry about that

    Code:
    -------------------------------------------------------------------------------------------------------------------
    -- ctrl+F12 cycles Idle modes
    
    
    -------------------------------------------------------------------------------------------------------------------
    							-- THE STUFF YOU CARE ABOUT STARTS AFTER LINE 101 --
    							-- THE STUFF YOU CARE ABOUT STARTS AFTER LINE 101 --
    							-- THE STUFF YOU CARE ABOUT STARTS AFTER LINE 101 --
    							-- THE STUFF YOU CARE ABOUT STARTS AFTER LINE 101 --
    							-- THE STUFF YOU CARE ABOUT STARTS AFTER LINE 101 --
    							-- THE STUFF YOU CARE ABOUT STARTS AFTER LINE 101 --
    							-- THE STUFF YOU CARE ABOUT STARTS AFTER LINE 101 --
    							-- THE STUFF YOU CARE ABOUT STARTS AFTER LINE 101 --
    							-- THE STUFF YOU CARE ABOUT STARTS AFTER LINE 101 --
    -------------------------------------------------------------------------------------------------------------------
    -- Initialization function that defines sets and variables to be used.
    -------------------------------------------------------------------------------------------------------------------
    
    -- IMPORTANT: Make sure to also get the Mote-Include.lua file (and its supplementary files) to go with this.
    
    -- Initialization function for this job file.
    function get_sets()
        mote_include_version = 2
    
    	-- Load and initialize the include file.
    	include('Mote-Include.lua')
    end
    
    function job_setup()
    
    	get_combat_form()
    
    end
    
    
    function user_setup()
            state.IdleMode:options('Normal', 'Reraise')
    		state.OffenseMode:options('Normal', 'PetDT')
    		state.CorrelationMode = M{['description']='Correlation Mode', 'Neutral', 'HighAcc', 'MaxAcc',}
            send_command('bind ^f8 gs c cycle CorrelationMode')
           
    
           
     end
         
    
    -- Complete list of Ready moves to use with Sic & Ready Recast -5 Desultor Tassets.
    ready_moves_to_check = S{'Sic','Whirl Claws','Dust Cloud','Foot Kick','Sheep Song','Sheep Charge','Lamb Chop',
    	'Rage','Head Butt','Scream','Dream Flower','Wild Oats','Leaf Dagger','Claw Cyclone','Razor Fang',
    	'Roar','Gloeosuccus','Palsy Pollen','Soporific','Cursed Sphere','Venom','Geist Wall','Toxic Spit',
    	'Numbing Noise','Nimble Snap','Cyclotail','Spoil','Rhino Guard','Rhino Attack','Power Attack',
    	'Hi-Freq Field','Sandpit','Sandblast','Venom Spray','Mandibular Bite','Metallic Body','Bubble Shower',
    	'Bubble Curtain','Scissor Guard','Big Scissors','Grapple','Spinning Top','Double Claw','Filamented Hold',
    	'Frog Kick','Queasyshroom','Silence Gas','Numbshroom','Spore','Dark Spore','Shakeshroom','Blockhead',
    	'Secretion','Fireball','Tail Blow','Plague Breath','Brain Crush','Infrasonics','??? Needles',
    	'Needleshot','Chaotic Eye','Blaster','Scythe Tail','Ripper Fang','Chomp Rush','Intimidate','Recoil Dive',
    	'Water Wall','Snow Cloud','Wild Carrot','Sudden Lunge','Spiral Spin','Noisome Powder','Wing Slap',
    	'Beak Lunge','Suction','Drainkiss','Acid Mist','TP Drainkiss','Back Heel','Jettatura','Choke Breath',
    	'Fantod','Charged Whisker','Purulent Ooze','Corrosive Ooze','Tortoise Stomp','Harden Shell','Aqua Breath',
    	'Sensilla Blades','Tegmina Buffet','Molting Plumage','Swooping Frenzy','Pentapeck','Sweeping Gouge',
    	'Zealous Snort','Somersault ','Tickling Tendrils','Stink Bomb','Nectarous Deluge','Nepenthic Plunge',
            'Pecking Flurry','Pestilent Plume','Foul Waters','Spider Web','Sickle Slash','Frogkick','Ripper Fang','Scythe Tail','Chomp Rush'}
    
    		
    mab_ready_moves = S{
    	 'Cursed Sphere','Venom','Toxic Spit',
    	 'Venom Spray','Bubble Shower',
    	 'Fireball','Plague Breath',
    	 'Snow Cloud','Acid Spray','Silence Gas','Dark Spore',
    	 'Charged Whisker','Purulent Ooze','Aqua Breath','Stink Bomb',
    	 'Nectarous Deluge','Nepenthic Plunge','Foul Waters','Dust Cloud','Sheep Song','Scream','Dream Flower','Roar','Gloeosuccus','Palsy Pollen',
    	 'Soporific','Geist Wall','Numbing Noise','Spoil','Hi-Freq Field',
    	 'Sandpit','Sandblast','Filamented Hold',
    	 'Spore','Infrasonics','Chaotic Eye',
    	 'Blaster','Intimidate','Noisome Powder','TP Drainkiss','Jettatura','Spider Web',
    	 'Corrosive Ooze','Molting Plumage','Swooping Frenzy',
    	 'Pestilent Plume',}
    
    
    -- List of abilities to reference for applying Treasure Hunter +1 via Chaac Belt.
    
    
    function file_unload()
    	if binds_on_unload then
    		binds_on_unload()
    	end
    
    	-- Unbinds the Jug Pet, Reward, Correlation, Treasure, PetMode, MDEF Mode hotkeys.
    	send_command('unbind !=')
    	send_command('unbind ^=')
    	send_command('unbind !f8')
    	send_command('unbind ^f8')
    	send_command('unbind @f8')
    	send_command('unbind ^f11')
    end
    
    
    
    		-- HERE IS THE BEGINNING OF THE GEARSWAP AS FAR AS YOU SHOULD BE CONCERNED FOR EDITING GEAR --
    		-- HERE IS THE BEGINNING OF THE GEARSWAP AS FAR AS YOU SHOULD BE CONCERNED FOR EDITING GEAR --
    		-- HERE IS THE BEGINNING OF THE GEARSWAP AS FAR AS YOU SHOULD BE CONCERNED FOR EDITING GEAR --
    		-- HERE IS THE BEGINNING OF THE GEARSWAP AS FAR AS YOU SHOULD BE CONCERNED FOR EDITING GEAR --
    		-- HERE IS THE BEGINNING OF THE GEARSWAP AS FAR AS YOU SHOULD BE CONCERNED FOR EDITING GEAR --
    		-- HERE IS THE BEGINNING OF THE GEARSWAP AS FAR AS YOU SHOULD BE CONCERNED FOR EDITING GEAR --
    		-- HERE IS THE BEGINNING OF THE GEARSWAP AS FAR AS YOU SHOULD BE CONCERNED FOR EDITING GEAR --
    		-- HERE IS THE BEGINNING OF THE GEARSWAP AS FAR AS YOU SHOULD BE CONCERNED FOR EDITING GEAR --
    		-- HERE IS THE BEGINNING OF THE GEARSWAP AS FAR AS YOU SHOULD BE CONCERNED FOR EDITING GEAR --
    		-- HERE IS THE BEGINNING OF THE GEARSWAP AS FAR AS YOU SHOULD BE CONCERNED FOR EDITING GEAR --
    		
    
    -- BST gearsets
    function init_gear_sets()
    
    
    	-- PRECAST SETS
            sets.precast.JA['Killer Instinct'] = {head="Ankusa Helm +1"}
    		
    		sets.precast.JA['Bestial Loyalty'] = {head="Totemic Helm +2",hands="Ankusa Gloves",body="Mirke Wardecors",}
    		
    		sets.precast.JA['Call Beast'] = sets.precast.JA['Bestial Loyalty']
    		
            sets.precast.JA.Familiar = {legs="Ankusa Trousers"}
    		
    		sets.precast.JA.Tame = {head="Totemic Helm +2",}
    		
    		sets.precast.JA.Spur = {feet="Nukumi Ocreae +1"}
    
            
    	--This is what will equip when you use Reward.  No need to manually equip Pet Food Theta.
    		sets.precast.JA.Reward = {
    				ammo="Pet Food Theta",
    				head="Khimaira Bonnet",
    				ear2="Influx Earring",
    				body="Totemic Jackcoat +2",
    				hands="Totemic Gloves +1",
    				ring2="Perception Ring",
    				back="Artio's Mantle",
    				legs="Totemic Trousers +2",
    				feet="Totemic Gaiters +2"}
    
    	--This is your base FastCast set that equips during precast for all spells/magic.
        sets.precast.FC = {
    				ear2="Loquac. Earring",
    				neck="Magoraga Beads",
    				ring1="Prolix Ring",
    			}
    			
             			
    	sets.midcast.Stoneskin = {
    			head="Totemic Helm +2",
    			neck="Stone Gorget",
    			body="Totemic Jackcoat +2",
    			hands="Totemic Gloves +1",
    			ring2="Perception Ring",
    			back="Pastoralist's Mantle",
    			legs="Haven Hose",
    			feet="Totemic Gaiters +2"}
    
    				
            -- WEAPONSKILLS
    		
    		
            -- Default weaponskill set.
    	sets.precast.WS = {
    			ammo="Ginsen",
    			head="Totemic Helm +2",
    			neck="Ferine Necklace",
    			ear1="Steelflash Earring",
    			ear2="Bladeborn Earring",
    			body="Totemic Jackcoat +2",
    			hands="Boor Bracelets",
    			ring1="Ifrit Ring",
    			ring2="Raja Ring",
    			back="Buquwik Cape",
    			waist="Dynamic Belt",
    			legs="Totemic Trousers +2",
    			feet="Totemic Gaiters +2"}
    
    	
            -- Specific weaponskill sets.
        sets.precast.WS['Ruinator'] = set_combine(sets.precast.WS, {neck="Breeze Gorget"})
    				
        sets.precast.WS['Onslaught'] = set_combine(sets.precast.WS, {
    			ammo="Floestone",
                neck="Justiciar's Torque",
    			ear1="Tati Earring +1",
    			ear2="Brutal Earring",
    			body="Mes'yohi Haubergeon",
    			hands="Nomkahpa Mittens +1",
    			ring1="Ramuh Ring +1",
                back="Vespid Mantle",
    			legs="Mikinaak Cuisses",
    			feet="Vanir Boots"})
    			
    		
    	sets.precast.WS['Primal Rend'] = {
    			head="Taeon Chapeau",
    			body="Tot. Jackcoat +2",
    			hands="Leyline Gloves",
    			legs="Taeon Tights",
    			feet="Taeon Boots",
    			neck="Stoicheion Medal",
    			waist="Salire Belt",
    			left_ear="Hecate's Earring",
    			right_ear="Friomisi Earring",
    			left_ring="Epona's Ring",
    			right_ring="Rajas Ring",
    			back="Argocham. Mantle",}
    
    	
    		
    	sets.precast.WS['Cloudsplitter'] = set_combine(sets.precast.WS['Primal Rend'],{ammo="Erlene's Notebook",
    			ear2="Friomisi Earring",
    			feet="Taeon Boots",})
    
    	-- PET SIC & READY MOVES
    
    
    --This is your base Ready move set, activating for physical Ready moves. Merlin/D.Tassets are accounted for already. 
    	sets.midcast.Pet.WS = {
    			main="Kumbhakarna",
    			ammo="Demonry Core",
    			neck="Empath Necklace",
    			head="Totemic Helm +2",
    			body="Acro Surcoat",
    			hands="Nukumi Manoplas +1",
    			legs="Totemic Trousers +2",
    			feet="Totemic Gaiters +2",
    			back="Artio's Mantle",
    			ring2="Varar Ring",
    			ear2="Hija Earring",
    			waist="Klouskap Sash",}
    	
    	sets.midcast.Pet.Neutral = set_combine(sets.midcast.Pet.WS, {
    			main="Kumbhakarna",
    			ammo="Demonry Core",
    			neck="Empath Necklace",
    			head="Totemic Helm +2",
    			body="Acro Surcoat",
    			hands="Nukumi Manoplas +1",
    			legs="Totemic Trousers +2",
    			feet="Totemic Gaiters +2",
    			back="Artio's Mantle",
    			ring2="Varar Ring",
    			waist="Klouskap Sash",})
    			
    			
    	sets.midcast.Pet.HighAcc = set_combine(sets.midcast.Pet.WS, {
    			main="Kumbhakarna",
    			ammo="Demonry Core",
    			neck="Empath Necklace",
    			head="Totemic Helm +2",
    			body="Acro Surcoat",
    			hands="Nukumi Manoplas +1",
    			legs="Totemic Trousers +2",
    			feet="Totemic Gaiters +2",
    			back="Artio's Mantle",
    			ring2="Varar Ring",
    			waist="Klouskap Sash",})
    			
    	sets.midcast.Pet.MaxAcc = set_combine(sets.midcast.Pet.WS, {
    			main="Kumbhakarna",
    			ammo="Demonry Core",
    			neck="Empath Necklace",
    			head="Totemic Helm +2",
    			body="Acro Surcoat",
    			hands="Nukumi Manoplas +1",
    			legs="Totemic Trousers +2",
    			feet="Totemic Gaiters +2",
    			back="Artio's Mantle",
    			ring2="Varar Ring",
    			waist="Klouskap Sash",})
    
    --This will equip for Magical Ready moves like Fireball
    	sets.midcast.Pet.MabReady = set_combine(sets.midcast.Pet.WS, {
    			main="Kumbhakarna",
    			head="Totemic Helm +2",
    			body="Valorous Mail",
    			hands="Nukumi Manoplas +1",
    			legs="Totemic Trousers +2",
    			feet="Totemic Gaiters +2",
    			ear2="Hija Earring",
    		})
    	
    	
    	sets.midcast.Pet.TPBonus = {hands="Nukumi Manoplas +1",}
    		
    	sets.midcast.Pet.ReadyRecast = {main="Charmer's Merlin",legs="Desultor Tassets",}
    
          
            
            -- IDLE SETS (TOGGLE between RERAISE and NORMAL with CTRL+F12)
    		
    		
    		-- Base Idle Set (when you do NOT have a pet out)
        sets.idle = {
    			main="Beryllium Pick",
    			ear2="Handler's Earring",
    			head="Anwig Salade",
    			neck="Twilight Torque",
    			ammo="Demonry Core",
    			body="Tot. Jackcoat +2",
    			hands="Totemic Gloves +1",
    			legs="Tot. Trousers +2",
    			feet="Tot. Gaiters +2",
    			ring1="Shneddick Ring",
    			back="Artio's Mantle",
    			ear1="Handler's Earring +1",
    		}
    
    			
    	sets.idle.Reraise = set_combine(sets.idle, {head="Twilight Helm",body="Twilight Mail"})
    
    	
    		-- Idle Set that equips when you have a pet out and not fighting an enemy.
    	sets.idle.Pet = set_combine(sets.idle, {
    			main="Beryllium Pick",
    			ear2="Handler's Earring",
    			head="Anwig Salade",
    			neck="Twilight Torque",
    			ammo="Demonry Core",
    			body="Tot. Jackcoat +2",
    			hands="Ankusa Gloves",
    			legs="Tot. Trousers +2",
    			feet="Tot. Gaiters +2",
    			ring1="Shneddick Ring",
    			sub="Astolfo",
    			back="Oneiros Cappa",
    			ear1="Handler's Earring +1",
    		})
    		
    		-- Idle set that equips when you have a pet out and ARE fighting an enemy.
    	sets.idle.Pet.Engaged = set_combine(sets.idle, {
    			ear2="Handler's Earring",
    			ring2="Varar Ring",
    			head="Anwig Salade",
    			neck="Empath Necklace",
    			ammo="Demonry Core",
    			body="Tot. Jackcoat +2",
    			hands="Ankusa Gloves",
    			legs="Tot. Trousers +2",
    			feet="Tot. Gaiters +2",
    			ring1="Shneddick Ring",
    			sub="Astolfo",
    			back="Artio's Mantle",
    			ear1="Handler's Earring +1",})
            
    
    
            -- MELEE (SINGLE-WIELD) SETS
    	
    	sets.engaged = {
    			main="Beryllium Pick",
    			ammo="Ginsen",
    			head="Totemic Helm +2",
    			neck="Carnal Torque",
    			ear1="Steelflash Earring",
    			ear2="Bladeborn Earring",
    			body="Tot. Jackcoat +2",
    			hands="Totemic Gloves +1",
    			ring1="Rajas Ring",
    			ring2="Varar Ring",
    			back="Artio's Mantle",
    			waist="Klouskap Sash",
    			legs="Tot. Trousers +2",
    			feet="Tot. Gaiters +2",}
    			
    	sets.engaged.PetDT = {
    			main="Beryllium Pick",
    			ammo="Ginsen",
    			head="Totemic Helm +2",
    			neck="Carnal Torque",
    			ear1="Steelflash Earring",
    			ear2="Rimeice Earring",
    			body="Tot. Jackcoat +2",
    			hands="Totemic Gloves +1",
    			ring1="Rajas Ring",
    			ring2="Varar Ring",
    			back="Artio's Mantle",
    			waist="Klouskap Sash",
    			legs="Tot. Trousers +2",
    			feet="Tot. Gaiters +2",}
    				
    	     -- MELEE (DUAL-WIELD) SETS FOR DNC AND NIN SUBJOB
    		
    	sets.engaged.DW = {
    			main="Beryllium Pick",
    			head="Totemic Helm +2",
    			neck="Carnal Torque",
    			ear1="Steelflash Earring",
    			ear2="Bladeborn Earring",
    			body="Tot. Jackcoat +2",
    			hands="Totemic Gloves +1",
    			ring1="Rajas Ring",
    			ring2="Varar Ring",
    			back="Artio's Mantle",
    			waist="Klouskap Sash",
    			legs="Tot. Trousers +2",
    			feet="Tot. Gaiters +2",}
    			
    	sets.engaged.DW.PetDT = {
    			main="Beryllium Pick",
    			head="Totemic Helm +2",
    			neck="Carnal Torque",
    			ear1="Steelflash Earring",
    			ear2="Rimeice Earring",
    			body="Tot. Jackcoat +2",
    			hands="Totemic Gloves +1",
    			ring1="Rajas Ring",
    			ring2="Varar Ring",
    			back="Artio's Mantle",
    			waist="Klouskap Sash",
    			legs="Tot. Trousers +2",
    			feet="Tot. Gaiters +2",}
    	
    			
    			-- THIS IS THE END OF THE GEARSWAP AS FAR AS YOU SHOULD BE CONCERNED -- 
    			-- THIS IS THE END OF THE GEARSWAP AS FAR AS YOU SHOULD BE CONCERNED --
    			-- THIS IS THE END OF THE GEARSWAP AS FAR AS YOU SHOULD BE CONCERNED --
    			-- THIS IS THE END OF THE GEARSWAP AS FAR AS YOU SHOULD BE CONCERNED --
    			-- THIS IS THE END OF THE GEARSWAP AS FAR AS YOU SHOULD BE CONCERNED --
    			-- THIS IS THE END OF THE GEARSWAP AS FAR AS YOU SHOULD BE CONCERNED --
    			-- THIS IS THE END OF THE GEARSWAP AS FAR AS YOU SHOULD BE CONCERNED --
    			-- THIS IS THE END OF THE GEARSWAP AS FAR AS YOU SHOULD BE CONCERNED --
    			-- THIS IS THE END OF THE GEARSWAP AS FAR AS YOU SHOULD BE CONCERNED --
    			-- THIS IS THE END OF THE GEARSWAP AS FAR AS YOU SHOULD BE CONCERNED --
    
    
    end
    
    -------------------------------------------------------------------------------------------------------------------
    -- Job-specific hooks that are called to process player actions at specific points in time.
    -------------------------------------------------------------------------------------------------------------------
    
    function job_precast(spell, action, spellMap, eventArgs)
    	cancel_conflicting_buffs(spell, action, spellMap, eventArgs)
    
         
    	
    
    -- Define class for Sic and Ready moves.
            if ready_moves_to_check:contains(spell.name) and pet.status == 'Engaged' then
                    classes.CustomClass = "WS"
    		equip(sets.midcast.Pet.ReadyRecast)
            end
    end
    
    
    
    function job_pet_midcast(spell, action, spellMap, eventArgs)
    
    	
            end
    -- Return true if we handled the aftercast work.  Otherwise it will fall back
    -- to the general aftercast() code in Mote-Include.
    function job_aftercast(spell, action, spellMap, eventArgs)
    
    if spell.type == "Monster" and not spell.interrupted then
    
     equip(set_combine(sets.midcast.Pet.WS, sets.midcast.Pet[state.CorrelationMode.value]))
    
    	if mab_ready_moves:contains(spell.english) and pet.status == 'Engaged' then
     equip(sets.midcast.Pet.MabReady)
     end
     
    	if buffactive['Unleash'] then
                    hands={ name="Valorous Mitts", augments={'Pet: Attack+30 Pet: Rng.Atk.+30','Pet: "Store TP"+10','System: 1 ID: 1792 Val: 13','Pet: Accuracy+3 Pet: Rng. Acc.+3',}}
            end
     
    
     eventArgs.handled = true
     end
    
    
    end
    
    function job_state_change(stateField, newValue, oldValue)
    	if stateField == 'Correlation Mode' then
    		state.CorrelationMode:set(newValue)
    	end
    end
    
    function get_combat_form()
    	if player.sub_job == 'NIN' or player.sub_job == 'DNC' then
    		state.CombatForm:set('DW')
    	else
    	     state.CombatForm:reset()
    	     end
    
    end

  20. #160
    The Shitlord
    Join Date
    Feb 2008
    Posts
    11,366
    BG Level
    9
    FFXIV Character
    Kharo Hadakkus
    FFXIV Server
    Hyperion
    FFXI Server
    Sylph
    WoW Realm
    Rivendare

    iirc the [code] tags bypass character limits.

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