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1. Originally Posted by Spicyryan
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. 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

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. Originally Posted by Lewyo
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

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
end
...
end

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

4. 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. Originally Posted by Rehn
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. That would probably work, but out of curiosity, does it throw an error?

7. Originally Posted by Byrthnoth
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. Sorry, I should have specified. I was asking about "gs export"

9. Originally Posted by Byrthnoth
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. 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. Originally Posted by gaira
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. thank you, got it working