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  1. #241

    Quote Originally Posted by Spicyryan View Post
    So Hojo shares the same ID (13 slow 565 slow 2), makes sense.

    Why wouldn't you see 1? As far as I know, Weakness is a 100% slow, dramatically reduced with haste and DW. Weakness being active would just trigger the highest DW set.
    https://ffxiclopedia.fandom.com/wiki/Weakness

  2. #242

    I been having a issue with my dnc lua the problem is that when i use Climactic Flourish the logic of GS dose not seem quick enough to recognize equiping the emp head for the JA and then equiping it again when i go to Rudra's, So i did some searching around and i came across some code that makes it work but something is missing and once i use Climactic Flourish it locks my Emp head on for all WS.

    This is not a Mote based lua
    Here is what i have


    Code:
    state = {}
    state.Buff = {}
    state.Buff['Climactic Flourish'] = buffactive['Climactic Flourish'] or false
    
    function precast(spell, action)
    if state.Buff['Climactic Flourish'] then
    equipSet = set_combine(equipSet,set,{head="Maculele Tiara +1"})
    
    function aftercast(spell, action)
    if state.Buff[spell.name] ~= nil then
       state.Buff[spell.name] = true
    	end
    
    function buff_change(buff,gain)
    if state.buff[buff] ~= nil then
       state.buff[buff] = gain
    	    end

  3. #243

    Quote Originally Posted by Lewyo View Post
    I been having a issue with my dnc lua the problem is that when i use Climactic Flourish the logic of GS dose not seem quick enough to recognize equiping the emp head for the JA and then equiping it again when i go to Rudra's, So i did some searching around and i came across some code that makes it work but something is missing and once i use Climactic Flourish it locks my Emp head on for all WS.

    This is not a Mote based lua
    Here is what i have


    Code:
    state = {}
    state.Buff = {}
    state.Buff['Climactic Flourish'] = buffactive['Climactic Flourish'] or false
    
    function precast(spell, action)
    if state.Buff['Climactic Flourish'] then
    equipSet = set_combine(equipSet,set,{head="Maculele Tiara +1"})
    
    function aftercast(spell, action)
    if state.Buff[spell.name] ~= nil then
       state.Buff[spell.name] = true
        end
    
    function buff_change(buff,gain)
    if state.buff[buff] ~= nil then
       state.buff[buff] = gain
            end

    first state.Buff is a mote specific thing


    try to use

    Code:
    ClimacticFlourish = false
    function buff_change(name,gain,buff_table)
        if name == "Climactic Flourish" then
            ClimacticFlourish = gain
        end
    end
    function precast(spell, action)
        if ClimacticFlourish then
            equipSet = set_combine(equipSet,set,{head="Maculele Tiara +1"})
        end
        ...
     end

    second if you do not have
    equip(equipSet)
    at the end of your precast you wont equip anything that uses equipSet =

  4. #244
    Relic Shield
    Join Date
    Mar 2007
    Posts
    1,789
    BG Level
    6
    FFXIV Character
    Rehn Valor
    FFXIV Server
    Sargatanas
    FFXI Server
    Ragnarok

    So I can't get gs export to export augmented su5 like rostam.



    Any tricks I can do in gearswap to equip an augmented one (located in my wardrobe) instead of the un-augmented rostam currently in my inventory? I remembered there was item priority, and was wondering if there was something similar to equipping something located in a certain bag.

  5. #245

    Quote Originally Posted by Rehn View Post
    So I can't get gs export to export augmented su5 like rostam.



    Any tricks I can do in gearswap to equip an augmented one (located in my wardrobe) instead of the un-augmented rostam currently in my inventory? I remembered there was item priority, and was wondering if there was something similar to equipping something located in a certain bag.
    like this:
    main={name="Rostam",bag="wardrobe"}
    tho i have never tried this

  6. #246
    BG Content
    Join Date
    Jul 2007
    Posts
    21,133
    BG Level
    10
    FFXI Server
    Lakshmi
    Blog Entries
    1

    That would probably work, but out of curiosity, does it throw an error?

  7. #247

    Quote Originally Posted by Byrthnoth View Post
    That would probably work, but out of curiosity, does it throw an error?
    i have no idea as i can not test it as i currently can not run ffxi
    --my comp was fried when a car hit the power sub station down from my house and my chrome book cant run ffxi
    --currently i can only run off of theory for my advise but all of gearswaps info says it is possible (GearSwap\beta_examples_and_information\Advanced sets tables.txt -- Specifying a bag --)

  8. #248
    BG Content
    Join Date
    Jul 2007
    Posts
    21,133
    BG Level
    10
    FFXI Server
    Lakshmi
    Blog Entries
    1

    Sorry, I should have specified. I was asking about "gs export"

  9. #249

    Quote Originally Posted by Byrthnoth View Post
    Sorry, I should have specified. I was asking about "gs export"
    ok i just checked the info for Rostam and it looks like the augment data is not stored in .augments but in .extdata this could be the issue
    and i can only think of one way to get this data reliably and thats to decode this data as items are updated
    example:

    these functions needed to be reworked to get my ring timer to work

    Code:
    function refresh_item_list(itemlist)
        retarr = make_user_table()
        for i,v in pairs(itemlist) do
            if type(v) == 'table' and v.id and v.id ~= 0 then
                if res.items[v.id] and res.items[v.id][language] and not retarr[res.items[v.id][language]] then
                    retarr[res.items[v.id][language]] = table.copy(v)
                    retarr[res.items[v.id][language]].shortname=res.items[v.id][language]:lower()
                    retarr[res.items[v.id][language]].extdata = extdata.decode(v)
                    -- If a long version of the name exists, and is different from the short version,
                    -- add the long name to the info table and point the long name's key at that table.
                    if res.items[v.id][language..'_log'] and res.items[v.id][language..'_log']:lower() ~= res.items[v.id][language]:lower() then
                        retarr[res.items[v.id][language]].longname = res.items[v.id][language..'_log']:lower()
                        retarr[res.items[v.id][language..'_log']] = retarr[res.items[v.id][language]]
                    end
                elseif res.items[v.id] and res.items[v.id][language] then
                    -- If there's already an entry for this item, all the hard work has already
                    -- been done.  Just update the count on the subtable of the main item, and
                    -- everything else will link together.
                    retarr[res.items[v.id][language]].count = retarr[res.items[v.id][language]].count + v.count
                end
            end
        end
        return retarr
    end
    parse.i[0x01D] = function (data)
        local cur_equip = table.reassign({},items.equipment)
        player.equipment = make_user_table()
        table.reassign(player.equipment,to_names_set(cur_equip))
        for i,bag in pairs(res.bags) do
            local bag_name = to_windower_bag_api(bag.en)
            if items[bag_name] then player[bag_name] = refresh_item_list(items[bag_name]) end
        end
      end
    you should be able to get rank and type some how with this tho extdata.decode might need to be updated to make this work


    -edit-
    nope rank,path (type) and RP (NextRP) are in extdata.decode

  10. #250
    Old Merits
    Join Date
    Sep 2008
    Posts
    1,115
    BG Level
    6
    FFXI Server
    Leviathan

    looking for help with the logic for a set that combines when two buffs are active. right now i have a footwork and an impetus set, i want a third when both are active.

    Code:
    function status_change(new,old)
    	check_equip_lock()
    	if Armor == 'PDT' then
    		equip(sets.PDT)
    	elseif Armor == 'MDT' then
    		equip(sets.MDT)
    	elseif new == 'Engaged' then
    		equipSet = sets.TP
    		if Armor == 'Hybrid' and equipSet["Hybrid"] then
    			equipSet = equipSet["Hybrid"]
    		end
    		if Attack == 'ON' then
    			equipSet = equipSet["ATT"]
    		end
    		if equipSet[AccArray[AccIndex]] then
    			equipSet = equipSet[AccArray[AccIndex]]
    		end
    		if buffactive.Impetus then
                equipSet = set_combine(equipSet,sets.TP.Impetus)
            end
    		if buffactive.Footwork then
                equipSet = set_combine(equipSet,sets.TP.Footwork)
    		end
    		if buffactive['Perfect Counter'] then
    			equipSet = set_combine(equipSet,sets.TP.PerfectCounter)
    		end
    		if Rancor == 'ON' then -- Use Rancor Toggle For Rancor Collar --
    			equipSet = set_combine(equipSet,sets.TP.Rancor)
    		end
    		equip(equipSet)
    	else
    		equipSet = sets.Idle
    		if equipSet[IdleArray[IdleIndex]] then
    			equipSet = equipSet[IdleArray[IdleIndex]]
    		end
    		equip(equipSet)
    	end
    	if HP == 'ON' then
    		equip(sets.HP)
    	end
    end
    my thought was to use something like

    if buffactive.Impetus and buffactive.Footwork then
    equipSet = set_combine(equipSet,sets.TP.ImpetusFootwork)
    end

    but i'm not sure of the order and whether or not i need elseifs or elses to make it work.

  11. #251

    Quote Originally Posted by gaira View Post
    looking for help with the logic for a set that combines when two buffs are active. right now i have a footwork and an impetus set, i want a third when both are active.

    Code:
    function status_change(new,old)
    	check_equip_lock()
    	if Armor == 'PDT' then
    		equip(sets.PDT)
    	elseif Armor == 'MDT' then
    		equip(sets.MDT)
    	elseif new == 'Engaged' then
    		equipSet = sets.TP
    		if Armor == 'Hybrid' and equipSet["Hybrid"] then
    			equipSet = equipSet["Hybrid"]
    		end
    		if Attack == 'ON' then
    			equipSet = equipSet["ATT"]
    		end
    		if equipSet[AccArray[AccIndex]] then
    			equipSet = equipSet[AccArray[AccIndex]]
    		end
    		if buffactive.Impetus then
                equipSet = set_combine(equipSet,sets.TP.Impetus)
            end
    		if buffactive.Footwork then
                equipSet = set_combine(equipSet,sets.TP.Footwork)
    		end
    		if buffactive['Perfect Counter'] then
    			equipSet = set_combine(equipSet,sets.TP.PerfectCounter)
    		end
    		if Rancor == 'ON' then -- Use Rancor Toggle For Rancor Collar --
    			equipSet = set_combine(equipSet,sets.TP.Rancor)
    		end
    		equip(equipSet)
    	else
    		equipSet = sets.Idle
    		if equipSet[IdleArray[IdleIndex]] then
    			equipSet = equipSet[IdleArray[IdleIndex]]
    		end
    		equip(equipSet)
    	end
    	if HP == 'ON' then
    		equip(sets.HP)
    	end
    end
    my thought was to use something like

    if buffactive.Impetus and buffactive.Footwork then
    equipSet = set_combine(equipSet,sets.TP.ImpetusFootwork)
    end

    but i'm not sure of the order and whether or not i need elseifs or elses to make it work.
    that is what you could use how ever if you are combining sets.TP.Impetus and sets.TP.Footwork it would be the same as above
    -that is ofcorse if you set is built like this
    --sets.TP.ImpetusFootwork = set_combine(sets.TP.Impetus,sets.TP.Footwork)

  12. #252
    Old Merits
    Join Date
    Sep 2008
    Posts
    1,115
    BG Level
    6
    FFXI Server
    Leviathan

    thank you, got it working

  13. #253

    is there a way to turn on/off keybinds? i'm asking because i cant seem to switch gear sets on my thf using keybinds. i'm using the thf file that was in the gearswap file and the only thing i changed was the equipment in the file, i already have the mote global file and the keybinds worked on my blu (which i havent played in a while so i'm not sure if they still do) but not on my thf

    edit: just checked blu, and the keybinds still work on my blu, so not sure whats causing them not to work on my thf, when i hit f11 it just makes the screen bright or dark, when i use ctrl F11 nothing, same with alt f11

  14. #254
    Smells like Onions
    Join Date
    Jan 2019
    Posts
    1
    BG Level
    0

    Hello all. I'm late to the party, but anyway.

    I'm reworking my GS LUA files. I would like to have my lua swap in my Aptitude Mantle when the mob is under 25% hp, and lock the back slot.

    Then, once I target a mob whose hp is over 25%, I unlock that back slot, and everything is normal, until player.target.hpp is <25%.

    I have my code working as intended, for now.

    However, I have the hpp check in midcast, as I don't use any midcast swaps in my files. (They're crazy simple, but do what I want.)

    Is there a better trigger I can use than midcast? Something that operates nearly fulltime? Midcast works, but I have to actively perform actions of some kind to force midcast checks to occur. Sometimes I'm lazy while solo cp'ing, and just kinda let the auto-attacks run and kill the mob. No action=no midcast checks= no aptitude mantle

    I don't use any includes or anything, its all bare bones that I wrote up from scratch. And to avoid flubbing the works, I would prefer to keep it that way. Just at a loss as to a more reliable trigger to force the "player.target.hpp" check to occur, hopefully automatically.

    Thanks.

  15. #255

    Quote Originally Posted by psyko_lakshmi View Post
    Hello all. I'm late to the party, but anyway.

    I'm reworking my GS LUA files. I would like to have my lua swap in my Aptitude Mantle when the mob is under 25% hp, and lock the back slot.

    Then, once I target a mob whose hp is over 25%, I unlock that back slot, and everything is normal, until player.target.hpp is <25%.

    I have my code working as intended, for now.

    However, I have the hpp check in midcast, as I don't use any midcast swaps in my files. (They're crazy simple, but do what I want.)

    Is there a better trigger I can use than midcast? Something that operates nearly fulltime? Midcast works, but I have to actively perform actions of some kind to force midcast checks to occur. Sometimes I'm lazy while solo cp'ing, and just kinda let the auto-attacks run and kill the mob. No action=no midcast checks= no aptitude mantle

    I don't use any includes or anything, its all bare bones that I wrote up from scratch. And to avoid flubbing the works, I would prefer to keep it that way. Just at a loss as to a more reliable trigger to force the "player.target.hpp" check to occur, hopefully automatically.

    Thanks.
    the only thing i can think of is to eather use incoming_chunk, Action Event, or prerender events

    example(untested):
    Code:
    windower.raw_register_event('prerender',function()
        if frame_count%30 == 0 then
            local target = windower.ffxi.get_mob_by_target('t')
            if target.hpp <= 25 then
                gearswap.equip_sets('prerender',nil,{back="Aptitude Mantle"})
                disable("back")
            else
                enable("back")
            end
        end
        frame_count = frame_count + 1
    end)

  16. #256
    Relic Shield
    Join Date
    Jan 2013
    Posts
    1,868
    BG Level
    6

    oh man, cant wait til im able to resub and I cant figure out why my waltz codes dont work anymore. cause ill have forgotten all bout this timer delinking thing.

  17. #257
    Sea Torques
    Join Date
    May 2010
    Posts
    719
    BG Level
    5
    FFXI Server
    Ragnarok

    Getting back into the game and found a gearswap and edited some gear.

    Code:
    function get_sets()
    
    	send_command('bind f9 gs c toggle MTP set')
    	send_command('bind f10 gs c toggle Idle set')
    	send_command('bind f11 gs c toggle Shoha set')
    	send_command('bind f12 gs c toggle Fudo set')
    	send_command('bind ^f11 gs c toggle Apex set')
    	send_command('bind ^f12 gs c toggle Kaiten set')
    	
    	function file_unload()
          
     
            send_command('unbind ^f9')
            send_command('unbind ^f10')
    		send_command('unbind ^f11')
    		send_command('unbind ^f12')
           
            send_command('unbind !f9')
            send_command('unbind !f10')
    		send_command('unbind !f11')
            send_command('unbind !f12')
     
            send_command('unbind f9')
            send_command('unbind f10')
            send_command('unbind f11')
            send_command('unbind f12')
     
           
     
    	end
    	
    
    		--Idle Sets--
    		sets.Idle = {}		
    
    		sets.Idle.index = {'Standard', 'Town'}
    		
    		Idle_ind = 1
    		
    		sets.Idle.Standard = {head="Twilight helm",neck="Wiglen gorget",ear1="Merman's Earring",ear2="Merman's Earring",
                        body="Ares' Cuirass +1",hands="Cizin Mufflers",ring1="Sheltered Ring",ring2="Paguroidea Ring",
                        back="Engulfer cape +1",waist="Flume Belt +1",legs="Blood Cuisses",feet="Danzo Sune-Ate"}
    							  
    		sets.Idle.Town = {ammo="Tulfaire arrow",
    						  head="Sakonji kabuto +1",neck="Twilight torque", ear1="Steelflash earring", ear2="Bladeborn earring",
    						  body="Sakonji domaru +1",hands="Wakido kote +1",ring1="Dark ring",ring2="Dark ring",
    						  back="Shadow mantle",waist="Flume belt",legs="Wakido haidate +1",feet="Danzo Sune-Ate"}
    	
    		
    				
    				
    				
    				
    		--TP Sets--
    		sets.TP = {}
    
    		sets.TP.index = {'Standard', 'AccuracyLite', 'AccuracyFull', 'DT', 'DTAccuracy'}
    		--1=Standard, 2=AccuracyLite, 3=AccuracyFull, 4=DT, 5=DTAccuracy--
    		TP_ind = 1
    	
    		sets.TP.Standard = {ammo="Hagneia Stone",
    		head="Yaoyotl Helm",neck="Asperity necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring",
    		body="Kasuga domaru",hands="Flamma Manopolas +1",ring1="Rajas Ring",ring2="Flamma ring",
    		back="Atheling mantle",waist="Cetl belt",legs="Kasuga haidate",feet="Flamma Gambieras +1"}
    							
    		sets.TP.AccuracyLite = {ammo="Hagneia Stone",
    		head="Yaoyotl Helm",neck="Asperity necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring",
    		body="Kasuga domaru",hands="Flamma Manopolas +1",ring1="Rajas Ring",ring2="Flamma ring",
    		back="Atheling mantle",waist="Dynamic Belt +1",legs="Kasuga haidate",feet="Flamma Gambieras +1"}
    	
    		sets.TP.AccuracyFull = {ammo="Hagneia Stone",
    		head="Yaoyotl Helm",neck="Asperity necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring",
    		body="Kasuga domaru",hands="Flamma Manopolas +1",ring1="Rajas Ring",ring2="Flamma ring",
    		back="Atheling mantle",waist="Dynamic Belt +1",legs="Kasuga haidate",feet="Flamma Gambieras +1"}
    							
    		sets.TP.DT = {range="Cibitshavore",ammo="Tulfaire arrow",
    					  head="Yaoyotl helm",neck="Asperity necklace", ear1="Steelflash earring", ear2="Bladeborn earring",
    					  body="Miki. breastplate",hands="Wakido kote +1",ring1="Flamma ring",ring2="Rajas ring",
    					  back="Takaha mantle",waist="Cetl belt",legs="Otronif brais",feet="Waki. Sune-Ate +1"}
    				  
    		sets.TP.DTAccuracy = {range="Cibitshavore",ammo="Tulfaire arrow",
    							  head="Yaoyotl helm",neck="Asperity necklace", ear1="Steelflash earring", ear2="Bladeborn earring",
    						   	  body="Miki. breastplate",hands="Wakido kote +1",ring1="Flamma ring",ring2="Rajas ring",
    							  back="Takaha mantle",waist="Cetl belt",legs="Wakido haidate +1",feet="Waki. Sune-Ate +1"}
    							  
    							  
    		sets.RangedTP = {}
    
    		sets.RangedTP.index = {'Standard', 'AccuracyLite', 'AccuracyFull'}
    		--1=Standard, 2=AccuracyLite, 3=AccuracyFull--
    		TP_ind = 1
    	
    		sets.RangedTP.Standard = {range="Cibitshavore",ammo="Tulfaire arrow",
    			  	          head="Otomi helm",neck="Iqabi necklace", ear1="Steelflash earring", ear2="Bladeborn earring", 			          
    						  body="Sakonji domaru +1",hands="Umuthi gloves",ring1="Flamma ring",ring2="Rajas ring",
    				          back="Takaha mantle",waist="Cetl belt",legs="Wakido haidate +1",feet="Waki. Sune-Ate +1"}
    							
    		sets.RangedTP.AccuracyLite = {range="Cibitshavore",ammo="Tulfaire arrow",
    					      head="Otomi helm",neck="Asperity necklace", ear1="Steelflash earring", ear2="Bladeborn earring",				      
    						  body="Sakonji domaru +1",hands="Otronif gloves",ring1="Flamma ring",ring2="Rajas ring",
    					      back="Takaha mantle",waist="Dynamic belt +1",legs="Wakido haidate +1",feet="Waki. Sune-Ate +1"}
    	
    		sets.RangedTP.AccuracyFull = {range="Cibitshavore",ammo="Tulfaire arrow",
    					      head="Yaoyotl helm",neck="Iqabi necklace", ear1="Steelflash earring", ear2="Bladeborn earring", 				      
    						  body="Sakonji domaru +1",hands="Umuthi gloves",ring1="Flamma ring",ring2="Rajas ring",
    					      back="Takaha mantle",waist="Dynamic belt +1",legs="Wakido haidate +1",feet="Waki. Sune-Ate +1"}
    							  
    							  
    							  
    							  
    							  
    							  
    		--Weaponskill Sets--
    		sets.WS = {}
    	
    		sets.Shoha = {}
    	
    		sets.Shoha.index = {'Attack','Accuracy'}
    		Shoha_ind = 1
    	
    		sets.Shoha.Attack = {ammo="Thew bomblet",
    					 		 head="Yaoyotl helm",neck="Fotia gorget",ear1="Brutal earring",ear2="Moonshade earring",
    							 body="Phorcys korazin",hands="Flamma Manopolas +1",ring1="Ifrit ring +1",ring2="Ifrit ring",
    							 back="Buquwik cape",waist="Fotia belt",legs="Flamma dirs",feet="Flamma Gambieras +1"}
    								  
    		sets.Shoha.Accuracy = {ammo="Thew bomblet",
    					 		 head="Yaoyotl helm",neck="Fotia gorget",ear1="Brutal earring",ear2="Moonshade earring",
    							 body="Phorcys korazin",hands="Flamma Manopolas +1",ring1="Ifrit ring +1",ring2="Ifrit ring",
    							 back="Buquwik cape",waist="Fotia belt",legs="Flamma dirs",feet="Flamma Gambieras +1"}
    							 
    		sets.Fudo = {}
    	
    		sets.Fudo.index = {'Attack','Accuracy'}
    		Fudo_ind = 1
    	
    		sets.Fudo.Attack = {ammo="Thew bomblet",
    					 		 head="Yaoyotl helm",neck="Fotia gorget",ear1="Brutal earring",ear2="Moonshade earring",
    							 body="Phorcys korazin",hands="Flamma Manopolas +1",ring1="Ifrit ring +1",ring2="Ifrit ring",
    							 back="Buquwik cape",waist="Fotia belt",legs="Flamma dirs",feet="Flamma Gambieras +1"}
    							   
    		sets.Fudo.Accuracy = {ammo="Thew bomblet",
    					 		 head="Yaoyotl helm",neck="Fotia gorget",ear1="Brutal earring",ear2="Moonshade earring",
    							 body="Phorcys korazin",hands="Flamma Manopolas +1",ring1="Ifrit ring +1",ring2="Ifrit ring",
    							 back="Buquwik cape",waist="Fotia belt",legs="Flamma dirs",feet="Flamma Gambieras +1"}
    							  
    		sets.Kaiten = {}
    		
    		sets.Kaiten.index = {'Attack','Accuracy'}
    		Kaiten_ind = 1
    	
    		sets.Kaiten.Attack = {ammo="Thew bomblet",
    					 		 head="Yaoyotl helm",neck="Fotia gorget",ear1="Brutal earring",ear2="Moonshade earring",
    							 body="Phorcys korazin",hands="Flamma Manopolas +1",ring1="Ifrit ring +1",ring2="Ifrit ring",
    							 back="Buquwik cape",waist="Fotia belt",legs="Flamma dirs",feet="Flamma Gambieras +1"}
    							   
    		sets.Kaiten.Accuracy = {ammo="Thew bomblet",
    					 		 head="Yaoyotl helm",neck="Fotia gorget",ear1="Brutal earring",ear2="Moonshade earring",
    							 body="Phorcys korazin",hands="Flamma Manopolas +1",ring1="Ifrit ring +1",ring2="Ifrit ring",
    							 back="Buquwik cape",waist="Fotia belt",legs="Flamma dirs",feet="Flamma Gambieras +1"}		
    		sets.Jinpu = {}
    		
    		sets.Jinpu = {ammo="Thew bomblet",
    					 		 head="Yaoyotl helm",neck="Fotia gorget",ear1="Brutal earring",ear2="Moonshade earring",
    							 body="Phorcys korazin",hands="Flamma Manopolas +1",ring1="Ifrit ring +1",ring2="Ifrit ring",
    							 back="Buquwik cape",waist="Fotia belt",legs="Flamma dirs",feet="Flamma Gambieras +1"}
    
    		sets.Apex = {}
    	
    		sets.Apex.index = {'Attack','Accuracy', 'Accuracy Max'}
    		Apex_ind = 1
    	
    		sets.Apex.Attack = {range="Cibitshavore",ammo="Tulfaire arrow",
    							head="Sakonji kabuto +1",neck="Light gorget",ear1="Matanki earring",ear2="Moonshade earring",
    							body="Phorcys korazin",hands="Unkai kote +2",ring1="Stormsoul ring",ring2="Auster's ring",
    							back="Buquwik cape",waist="Light belt",legs="Wakido haidate +1",feet="Waki. Sune-Ate +1"}
    							
    		sets.Apex.Accuracy = {range="Cibitshavore",ammo="Tulfaire arrow",
    						  	  head="Sakonji kabuto +1",neck="Light gorget",ear1="Matanki earring",ear2="Moonshade earring",
    						 	  body="Phorcys korazin",hands="Buremte gloves",ring1="Hajduk ring",ring2="Longshot ring",
    							  back="Thall Mantle",waist="Light belt",legs="Wakido haidate +1",feet="Waki. Sune-Ate +1"}
    							   
    		sets.Apex.MaxAccuracy = {range="Cibitshavore",ammo="Tulfaire arrow",
    					 	  	     head="Sakonji kabuto +1",neck="Light gorget",ear1="Matanki earring",ear2="Clearview earring",
    						 	     body="Aetosaur Jerkin",hands="Buremte gloves",ring1="Hajduk ring",ring2="Longshot ring",
    							     back="Thall Mantle",waist="Light belt",legs="Aeto. Trousers",feet="Waki. Sune-Ate +1"}
    
            sets.Namas = {}
    	
    		sets.Namas.index = {'Attack','Accuracy'}
    		Namas_ind = 1
    	
    		sets.Namas.Attack = {range="Cibitshavore",ammo="Tulfaire arrow",
    							 head="Otomi helm",neck="Flame gorget",ear1="Brutal earring",ear2="Moonshade earring",
    							 body="Phorcys korazin",hands="Phorcys mitts",ring1="Vulcan's ring",ring2="Rajas ring",
    							 back="Buquwik cape",waist="Light belt",legs="Wakido haidate",feet="Gor. sollerets +1"}
    							   
    		sets.Namas.Accuracy = {range="Cibitshavore",ammo="Tulfaire arrow",
    							   head="Yaoyotl helm",neck="Flame gorget",ear1="Brutal earring",ear2="Moonshade earring",
    							   body="Phorcys korazin",hands="Phorcys mitts",ring1="Vulcan's ring",ring2="Rajas ring",
    							   back="Buquwik cape",waist="Light belt",legs="Wakido haidate",feet="Gor. sollerets +1"}								
    									  
    									  
    									  
    									  
    									  
    		--Utility Sets--
    		sets.Utility = {}
    		
    		sets.Utility.PDT = {head="Rabid visor",neck="Twilight Torque",ear1="Bladeborn Earring",ear2="Steelflash Earring",
                        body="Mikinaak breastplate",hands="Flamma Manopolas +1",ring1="Jelly Ring",ring2="Defending Ring",hands="Flamma Manopolas +1",
    		back="Iximulew cape",waist="Flume Belt +1",legs="Kasuga haidate",feet="Flamma Gambieras +1"}
    						
    		sets.Utility.MDT = {head="Yaoyotl Helm",neck="Twilight Torque",ear1="Merman's Earring",ear2="Merman's Earring",
                        body="Nocturnus mail",hands="Flamma Manopolas +1",ring1="Minerva's Ring",ring2="Defending Ring",
                        back="Engulfer Cape +1",waist="Dynamic Belt +1",legs="Flamma dirs",feet="Flamma Gambieras +1"}
    							
    				
    				
    				
    				
    				
    		--Job Ability Sets--
    		sets.JA = {}
    	
    		sets.JA.Meditate = {head="Wakido kabuto",
    							hands="Sao. kote +2"}
    							
    		sets.JA.Meikyo = {feet="Sakonji sune-ate"}
    end
    
    
    
    		
    		
    		
    function precast(spell)
    	if spell.english == 'Meditate' then
    		equip(sets.JA.Meditate)
    	end
    	
    	if spell.english == 'Meikyo Shisui' then
    		equip(sets.JA.Meikyo)
    	end
    		
    	if spell.english == 'Tachi: Shoha' or spell.english == 'Tachi: Gekko' or spell.english == 'Tachi: Yukikaze' or spell.english == 'Tachi: Kasha' then
    		equip(sets.Shoha[sets.Shoha.index[Shoha_ind]])
    	end
    	
    	if spell.english == 'Tachi: Fudo' or spell.english == 'Tachi: Rana' then
            equip(sets.Fudo[sets.Fudo.index[Fudo_ind]])
        end
     
        if spell.english == 'Tachi: Kaiten' then
            equip(sets.Kaiten[sets.Kaiten.index[Kaiten_ind]])
        end
    	
    	 if spell.english == 'Tachi: Jinpu' then
            equip(sets.Jinpu)
        end
    	
    	if spell.english == 'Apex Arrow' then
    		equip(sets.Apex[sets.Apex.index[Apex_ind]])
    	end
    
        if spell.english == 'Namas Arrow' then
    		equip(sets.Namas[sets.Namas.index[Namas_ind]])
    	end
    
        if spell.name == "Ranged" then
            equip(sets.Utility.Snapshot)
        end
    	
    	if spell.name == "Hasso" then
    		equip(sets.TP[sets.TP.index[TP_ind]])
    	end
    end		
    
    function midcast(spell,act)
        if spell.name == "Ranged" then
            equip(sets.RangedTP[sets.RangedTP.index[RangedTP_ind]])
        end
    end
    
    function aftercast(spell,act)
    	if player.status == 'Engaged' then
    		equip(sets.TP[sets.TP.index[TP_ind]])
    	else
    		equip(sets.Idle[sets.Idle.index[Idle_ind]])
    	end
    end
    
    function status_change(new,old)
    	if new == 'Engaged' then
    		equip(sets.TP[sets.TP.index[TP_ind]])
    	else
    		equip(sets.Idle[sets.Idle.index[Idle_ind]])
    	end
    end
    
    function self_command(command)
    	if command == 'toggle MTP set' then
    		TP_ind = TP_ind +1
    		if TP_ind > #sets.TP.index then TP_ind = 1 end
    		send_command('@input /echo <----- TP Set changed to '..sets.TP.index[TP_ind]..' ----->')
    		equip(sets.TP[sets.TP.index[TP_ind]])
        elseif command == 'toggle RTP set' then
    		RangedTP_ind = RangedTP_ind +1
    		if RangedTP_ind > #sets.RangedTP.index then RangedTP_ind = 1 end
    		send_command('@input /echo <----- Ranged TP Set changed to '..sets.RangedTP.index[RangedTP_ind]..' ----->')
    		equip(sets.RangedTP[sets.RangedTP.index[RangedTP_ind]])
    	elseif command == 'toggle Idle set' then
    		Idle_ind = Idle_ind +1
    		if Idle_ind > #sets.Idle.index then Idle_ind = 1 end
    		send_command('@input /echo <----- Idle Set changed to '..sets.Idle.index[Idle_ind]..' ----->')
    		equip(sets.Idle[sets.Idle.index[Idle_ind]])
    	elseif command == 'toggle Shoha set' then
    		Shoha_ind = Shoha_ind +1
    		if Shoha_ind > #sets.Shoha.index then Shoha_ind = 1 end
    		send_command('@input /echo <----- Tachi: Shoha Set changed to '..sets.Shoha.index[Shoha_ind]..' ----->')
        elseif command == 'toggle Fudo set' then
    		Fudo_ind = Fudo_ind +1
    		if Fudo_ind > #sets.Fudo.index then Fudo_ind = 1 end
    		send_command('@input /echo <----- Tachi: Fudo Set changed to '..sets.Fudo.index[Fudo_ind]..' ----->')
        elseif command == 'toggle Kaiten set' then
    		Kaiten_ind = Kaiten_ind +1
    		if Kaiten_ind > #sets.Kaiten.index then Kaiten_ind = 1 end
    		send_command('@input /echo <----- Tachi: Kaiten Set changed to '..sets.Kaiten.index[Kaiten_ind]..' ----->')
        elseif command == 'toggle Apex set' then
    		Apex_ind = Apex_ind +1
    		if Apex_ind > #sets.Apex.index then Apex_ind = 1 end
    		send_command('@input /echo <----- Apex Arrow Set changed to '..sets.Apex.index[Apex_ind]..' ----->')
        elseif command == 'toggle Namas set' then
    		Namas_ind = Namas_ind +1
    		if Namas_ind > #sets.Namas.index then Namas_ind = 1 end
    		send_command('@input /echo <----- Namas Arrow Set changed to '..sets.Namas.index[Namas_ind]..' ----->')
    	elseif command == 'equip TP set' then
    		equip(sets.TP[sets.TP.index[TP_ind]])
    	elseif command == 'equip Idle set' then
    		equip(sets.Idle[sets.Idle.index[Idle_ind]])
    	end
    end
    My question is how what to a put into my macro to look into my PDT/MDT gear and then switch out?

  18. #258
    Sea Torques
    Join Date
    May 2010
    Posts
    719
    BG Level
    5
    FFXI Server
    Ragnarok

    Also I have having a hard time equipping gear doing JAs


    Code:
    sets.JA['Meditate'] = {head="Wakido kabuto", hands="Sao. kote +2", back="Smertrios's mantle"}

    This is not working

  19. #259

    Quote Originally Posted by Gun-it View Post
    Also I have having a hard time equipping gear doing JAs


    Code:
    sets.JA['Meditate'] = {head="Wakido kabuto", hands="Sao. kote +2", back="Smertrios's mantle"}

    This is not working
    with out your file we cant do anything because all you gave us was your gear set

  20. #260
    Sea Torques
    Join Date
    May 2010
    Posts
    719
    BG Level
    5
    FFXI Server
    Ragnarok

    Quote Originally Posted by dlsmd View Post
    with out your file we cant do anything because all you gave us was your gear set
    Sorry I am very new to gearswap

    Code:
    -------------------------------------------------------------------------------------------------------------------
    -- 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.Hasso = buffactive.Hasso or false
        state.Buff.Seigan = buffactive.Seigan or false
        state.Buff.Sekkanoki = buffactive.Sekkanoki or false
        state.Buff.Sengikori = buffactive.Sengikori or false
        state.Buff['Meikyo Shisui'] = buffactive['Meikyo Shisui'] or false
    end
    
    -------------------------------------------------------------------------------------------------------------------
    -- User setup functions for this job.  Recommend that these be overridden in a sidecar file.
    -------------------------------------------------------------------------------------------------------------------
    
    -- Setup vars that are user-dependent.
    function user_setup()
        state.OffenseMode:options('Normal', 'Acc')
        state.HybridMode:options('Normal', 'PDT', 'Reraise')
        state.WeaponskillMode:options('Normal', 'Acc', 'Mod')
        state.PhysicalDefenseMode:options('PDT', 'Reraise')
    
        update_combat_form()
        
        -- Additional local binds
        send_command('bind ^` input /ja "Hasso" <me>')
        send_command('bind !` input /ja "Seigan" <me>')
    
        select_default_macro_book()
    end
    
    
    -- Called when this job file is unloaded (eg: job change)
    function user_unload()
        send_command('unbind ^`')
        send_command('unbind !-')
    end
    
    
    		
    -- Define sets and vars used by this job file.
    function init_gear_sets()
        --------------------------------------
        -- Start defining the sets
        --------------------------------------
        
        -- Precast Sets
        -- Precast sets to enhance JAs
    	sets.JA = {}
        sets.JA.Meditate = {head="Wakido kabuto", hands="Sao. kote +2", back="Smertrios's mantle"}
        sets.JA['Warding Circle'] = {head="Wakido kabuto"}
    	sets.JA['Sengikori'] = {feet="Unkai Sune-Ate +2"}
        sets.JA['Blade Bash'] = {hands="Sao. kote +2"}
    
        -- Waltz set (chr and vit)
        sets.precast.Waltz = {ammo="Sonia's Plectrum",
            head="Yaoyotl Helm",
            body="Otronif Harness +1",hands="Buremte Gloves",ring1="Spiral Ring",
            back="Iximulew Cape",waist="Caudata Belt",legs="Karieyh Brayettes +1",feet="Otronif Boots +1"}
            
        -- Don't need any special gear for Healing Waltz.
        sets.precast.Waltz['Healing Waltz'] = {}
    
           
        -- Weaponskill sets
        -- Default set for any weaponskill that isn't any more specifically defined
        sets.precast.WS = {ammo="Thew bomblet",
    					 		 head="Flamma zucchetto +1",neck="Fotia gorget",ear1="Brutal earring",ear2="Moonshade earring",
    							 body="Flamma korazin +1",hands="Flamma Manopolas +1",ring1="Ifrit ring +1",ring2="Ifrit ring",
    							 back="Smertrios's mantle",waist="Fotia belt",legs="Flamma dirs +1",feet="Flamma Gambieras +1"}
        sets.precast.WS.Acc = set_combine(sets.precast.WS, {})
    
        -- Specific weaponskill sets.  Uses the base set if an appropriate WSMod version isn't found.
        sets.precast.WS['Tachi: Fudo'] = set_combine(sets.precast.WS, {})
        sets.precast.WS['Tachi: Fudo'].Acc = set_combine(sets.precast.WS.Acc, {})
        sets.precast.WS['Tachi: Fudo'].Mod = set_combine(sets.precast.WS['Tachi: Fudo'], {})
    
        sets.precast.WS['Tachi: Shoha'] = set_combine(sets.precast.WS, {})
        sets.precast.WS['Tachi: Shoha'].Acc = set_combine(sets.precast.WS.Acc, {})
        sets.precast.WS['Tachi: Shoha'].Mod = set_combine(sets.precast.WS['Tachi: Shoha'], {})
    
        sets.precast.WS['Tachi: Rana'] = set_combine(sets.precast.WS, {ear1="Bladeborn Earring",ear2="Steelflash Earring",})
        sets.precast.WS['Tachi: Rana'].Acc = set_combine(sets.precast.WS.Acc, {ear1="Bladeborn Earring",ear2="Steelflash Earring",})
        sets.precast.WS['Tachi: Rana'].Mod = set_combine(sets.precast.WS['Tachi: Rana'], {})
    
        sets.precast.WS['Tachi: Kasha'] = set_combine(sets.precast.WS, {})
    
        sets.precast.WS['Tachi: Gekko'] = set_combine(sets.precast.WS, {})
    
        sets.precast.WS['Tachi: Yukikaze'] = set_combine(sets.precast.WS, {})
    
        sets.precast.WS['Tachi: Ageha'] = set_combine(sets.precast.WS, {})
    
        sets.precast.WS['Tachi: Jinpu'] = set_combine(sets.precast.WS, {})
    
    
        -- Midcast Sets
        sets.midcast.FastRecast = {
            head="Yaoyotl Helm",
            body="Flamma korazin +1",hands="Flamma Manopolas +1",
            legs="Flamma dirs +1",feet="Flamma Gambieras +1"}
    
        
        -- Sets to return to when not performing an action.
        
        -- Resting sets
        sets.resting = {neck="Wiglen Gorget",ring1="Sheltered Ring",ring2="Paguroidea Ring"}
        
    
        -- Idle sets (default idle set not needed since the other three are defined, but leaving for testing purposes)
        sets.idle.Town = {head="Twilight helm",neck="Wiglen gorget",ear1="Merman's Earring",ear2="Merman's Earring",
                        body="Flamma korazin +1",hands="Cizin Mufflers",ring1="Sheltered Ring",ring2="Paguroidea Ring",
                        back="Engulfer cape +1",waist="Flume Belt +1",legs="Flamma dirs +1",feet="Danzo Sune-Ate"}
        
        sets.idle.Field = {head="Twilight helm",neck="Wiglen gorget",ear1="Merman's Earring",ear2="Merman's Earring",
                        body="Flamma korazin +1",hands="Flamma Manopolas +1",ring1="Sheltered Ring",ring2="Paguroidea Ring",
                        back="Engulfer cape +1",waist="Flume Belt +1",legs="Flamma dirs +1",feet="Danzo Sune-Ate"}
    
        sets.idle.Weak = {head="Twilight Helm",body="Twilight Mail",neck="Wiglen gorget",ear1="Merman's Earring",ear2="Merman's Earring",hands="Cizin Mufflers",ring1="Sheltered Ring",ring2="Paguroidea Ring",back="Engulfer cape +1",waist="Flume Belt +1",legs="Flamma dirs +1",feet="Danzo Sune-Ate"}
        
        -- Defense sets
        sets.defense.PDT = {head="Rabid visor",neck="Twilight Torque",ear1="Bladeborn Earring",ear2="Steelflash Earring",
                        body="Mikinaak breastplate",hands="Flamma Manopolas +1",ring1="Jelly Ring",ring2="Defending Ring",hands="Flamma Manopolas +1",
    		back="Iximulew cape",waist="Flume Belt +1",legs="Kasuga haidate",feet="Flamma Gambieras +1"}
    
        sets.defense.Reraise = {head="Twilight Helm",neck="Twilight Torque",ear1="Bladeborn Earring",ear2="Steelflash Earring",
                        body="Twilight Mail",hands="Flamma Manopolas +1",ring1="Jelly Ring",ring2="Defending Ring",hands="Flamma Manopolas +1",
    		back="Iximulew cape",waist="Flume Belt +1",legs="Kasuga haidate",feet="Flamma Gambieras +1"}
    
        sets.defense.MDT = {head="Flamma zucchetto +1",neck="Twilight Torque",ear1="Merman's Earring",ear2="Merman's Earring",
                        body="Nocturnus mail",hands="Flamma Manopolas +1",ring1="Minerva's Ring",ring2="Defending Ring",
                        back="Engulfer Cape +1",waist="Ioskeha belt",legs="Flamma dirs +1",feet="Flamma Gambieras +1"}
    
        sets.Kiting = {feet="Danzo Sune-ate"}
    
        sets.Reraise = {head="Twilight Helm",body="Twilight Mail"}
    
        -- Engaged sets
    
        -- Variations for TP weapon and (optional) offense/defense modes.  Code will fall back on previous
        -- sets if more refined versions aren't defined.
        -- If you create a set with both offense and defense modes, the offense mode should be first.
        -- EG: sets.engaged.Dagger.Accuracy.Evasion
        
        -- Normal melee group
        -- Delay 450 GK, 25 Save TP => 65 Store TP for a 5-hit (25 Store TP in gear)
        sets.engaged = {ammo="Hagneia Stone",
    		head="Flamma zucchetto +1",neck="Asperity necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring",
    		body="Kasuga domaru",hands="Flamma Manopolas +1",ring1="Rajas Ring",ring2="Flamma ring",
    		back="Atheling mantle",waist="Ioskeha belt",legs="Kasuga haidate",feet="Flamma Gambieras +1"}
        sets.engaged.Acc = {ammo="Hagneia Stone",
    		head="Flamma zucchetto +1",neck="Justice torque",ear1="Bladeborn Earring",ear2="Steelflash Earring",
    		body="Kasuga domaru",hands="Flamma Manopolas +1",ring1="Rajas Ring",ring2="Flamma ring",
    		back="Smertrios's mantle",waist="Ioskeha belt",legs="Kasuga haidate",feet="Flamma Gambieras +1"}
        sets.engaged.PDT = {ammo="Thew Bomblet",
            head="Yaoyotl Helm",neck="Twilight Torque",ear1="Bladeborn Earring",ear2="Steelflash Earring",
            body="Otronif Harness +1",hands="Otronif Gloves",ring1="Defending Ring",ring2="K'ayres Ring",
            back="Iximulew Cape",waist="Goading Belt",legs="Unkai Haidate +2",feet="Otronif Boots +1"}
        sets.engaged.Acc.PDT = {ammo="Honed Tathlum",
            head="Yaoyotl Helm",neck="Twilight Torque",ear1="Bladeborn Earring",ear2="Steelflash Earring",
            body="Otronif Harness +1",hands="Otronif Gloves",ring1="Defending Ring",ring2="K'ayres Ring",
            back="Letalis Mantle",waist="Goading Belt",legs="Unkai Haidate +2",feet="Otronif Boots +1"}
        sets.engaged.Reraise = {ammo="Thew Bomblet",
            head="Twilight Helm",neck="Twilight Torque",ear1="Bladeborn Earring",ear2="Steelflash Earring",
            body="Twilight Mail",hands="Otronif Gloves",ring1="Beeline Ring",ring2="K'ayres Ring",
            back="Ik Cape",waist="Goading Belt",legs="Unkai Haidate +2",feet="Otronif Boots +1"}
        sets.engaged.Acc.Reraise = {ammo="Thew Bomblet",
            head="Twilight Helm",neck="Twilight Torque",ear1="Bladeborn Earring",ear2="Steelflash Earring",
            body="Twilight Mail",hands="Otronif Gloves",ring1="Beeline Ring",ring2="K'ayres Ring",
            back="Letalis Mantle",waist="Goading Belt",legs="Unkai Haidate +2",feet="Otronif Boots +1"}
            
        -- Melee sets for in Adoulin, which has an extra 10 Save TP for weaponskills.
        -- Delay 450 GK, 35 Save TP => 89 Store TP for a 4-hit (49 Store TP in gear), 2 Store TP for a 5-hit
        sets.engaged.Adoulin = {ammo="Hagneia Stone",
    		head="Flamma zucchetto +1",neck="Asperity necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring",
    		body="Kasuga domaru",hands="Flamma Manopolas +1",ring1="Rajas Ring",ring2="Flamma ring",
    		back="Atheling mantle",waist="Ioskeha belt",legs="Kasuga haidate",feet="Flamma Gambieras +1"}
        sets.engaged.Adoulin.Acc ={ammo="Hagneia Stone",
    		head="Flamma zucchetto +1",neck="Asperity necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring",
    		body="Kasuga domaru",hands="Flamma Manopolas +1",ring1="Rajas Ring",ring2="Flamma ring",
    		back="Atheling mantle",waist="Ioskeha belt",legs="Kasuga haidate",feet="Flamma Gambieras +1"}
        sets.engaged.Adoulin.PDT = {ammo="Thew Bomblet",
            head="Yaoyotl Helm",neck="Twilight Torque",ear1="Bladeborn Earring",ear2="Steelflash Earring",
            body="Otronif Harness +1",hands="Otronif Gloves",ring1="Defending Ring",ring2="K'ayres Ring",
            back="Iximulew Cape",waist="Goading Belt",legs="Unkai Haidate +2",feet="Otronif Boots +1"}
        sets.engaged.Adoulin.Acc.PDT = {ammo="Honed Tathlum",
            head="Yaoyotl Helm",neck="Twilight Torque",ear1="Bladeborn Earring",ear2="Steelflash Earring",
            body="Otronif Harness +1",hands="Otronif Gloves",ring1="Defending Ring",ring2="K'ayres Ring",
            back="Letalis Mantle",waist="Goading Belt",legs="Unkai Haidate +2",feet="Otronif Boots +1"}
        sets.engaged.Adoulin.Reraise = {ammo="Thew Bomblet",
            head="Twilight Helm",neck="Twilight Torque",ear1="Bladeborn Earring",ear2="Steelflash Earring",
            body="Twilight Mail",hands="Otronif Gloves",ring1="Beeline Ring",ring2="K'ayres Ring",
            back="Ik Cape",waist="Goading Belt",legs="Unkai Haidate +2",feet="Otronif Boots +1"}
        sets.engaged.Adoulin.Acc.Reraise = {ammo="Thew Bomblet",
            head="Twilight Helm",neck="Twilight Torque",ear1="Bladeborn Earring",ear2="Steelflash Earring",
            body="Twilight Mail",hands="Otronif Gloves",ring1="Beeline Ring",ring2="K'ayres Ring",
            back="Letalis Mantle",waist="Goading Belt",legs="Unkai Haidate +2",feet="Otronif Boots +1"}
    
    
        sets.buff.Sekkanoki = {hands="Unkai kote +1"}
        sets.buff.Sengikori = {feet="Unkai Sune-ate +2"}
        sets.buff['Meikyo Shisui'] = {}
    end
    
    
    -------------------------------------------------------------------------------------------------------------------
    -- Job-specific hooks for standard casting events.
    -------------------------------------------------------------------------------------------------------------------
    
    -- Set eventArgs.handled to true if we don't want any automatic target handling to be done.
    function job_pretarget(spell, action, spellMap, eventArgs)
        if spell.type == 'WeaponSkill' then
            -- Change any GK weaponskills to polearm weaponskill if we're using a polearm.
            if player.equipment.main=='Quint Spear' or player.equipment.main=='Quint Spear' then
                if spell.english:startswith("Tachi:") then
                    send_command('@input /ws "Penta Thrust" '..spell.target.raw)
                    eventArgs.cancel = true
                end
            end
        end
    end
    
    -- Run after the default precast() is done.
    -- eventArgs is the same one used in job_precast, in case information needs to be persisted.
    function job_post_precast(spell, action, spellMap, eventArgs)
        if spell.type:lower() == 'weaponskill' then
            if state.Buff.Sekkanoki then
                equip(sets.buff.Sekkanoki)
            end
            if state.Buff.Sengikori then
                equip(sets.buff.Sengikori)
            end
            if state.Buff['Meikyo Shisui'] then
                equip(sets.buff['Meikyo Shisui'])
            end
        end
    end
    
    
    -- Run after the default midcast() is done.
    -- eventArgs is the same one used in job_midcast, in case information needs to be persisted.
    function job_post_midcast(spell, action, spellMap, eventArgs)
        -- Effectively lock these items in place.
        if state.HybridMode.value == 'Reraise' or
            (state.DefenseMode.value == 'Physical' and state.PhysicalDefenseMode.value == 'Reraise') then
            equip(sets.Reraise)
        end
    end
    
    -------------------------------------------------------------------------------------------------------------------
    -- User code that supplements standard library decisions.
    -------------------------------------------------------------------------------------------------------------------
    
    -- 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
    
    -- Set eventArgs.handled to true if we don't want the automatic display to be run.
    function display_current_job_state(eventArgs)
    
    end
    
    -------------------------------------------------------------------------------------------------------------------
    -- Utility functions specific to this job.
    -------------------------------------------------------------------------------------------------------------------
    
    function update_combat_form()
        if areas.Adoulin:contains(world.area) and buffactive.ionis then
            state.CombatForm:set('Adoulin')
        else
            state.CombatForm:reset()
        end
    end
    
    -- Select default macro book on initial load or subjob change.
    function select_default_macro_book()
        -- Default macro set/book
       
    end
    Edit: Also how does augmented gear work in gearswap, say I wanted different JSE back pieces

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