|
Gearswap Support Thread
Lakshmi.Rumorian
サーバ: Lakshmi
Game: FFXI
Posts: 10
By Lakshmi.Rumorian 2016-11-16 20:36:06
I'm trying to incorporate these functions (copied from Krystela of Asura's lua) into my geo.lua:
function pretarget(spell,action)
-- Auto-Echo drop :D --
if spell.action_type == 'Magic' and buffactive['Silence'] then
cancel_spell()
send_command('input /item "Echo Drops" <me>')
-- Auto Blaze of Glory for lazies :p --
elseif string.find(spell.english, 'Geo-') then
if not buffactive['Bolster'] and not buffactive['Amnesia'] and not pet.isvalid and windower.ffxi.get_ability_recasts()[247] < 1 then
cancel_spell()
send_command('input /ja "Blaze of Glory" <me>;wait 2;input /ma "'..spell.english..'" '..spell.target.name)
end
end
end
But the auto-BoG part doesn't work. Is there anything else I need to add?
Odin.Lygre
サーバ: Odin
Game: FFXI
Posts: 89
By Odin.Lygre 2016-11-16 20:56:56
Code function pretarget(spell,action)
-- Auto-Echo drop :D --
if spell.action_type == 'Magic' and buffactive['Silence'] then
cancel_spell()
send_command('input /item "Echo Drops" <me>')
-- Auto Blaze of Glory for lazies :p --
elseif string.find(spell.english, 'Geo-') then
if not (buffactive['Bolster'] or buffactive['Amnesia'] or pet.isvalid) and windower.ffxi.get_ability_recasts()[247] == 0 then
cancel_spell()
send_command('input /ja "Blaze of Glory" <me>;wait 2;input /ma "'..spell.english..'" '..spell.target.name)
end
end
end
Can try this
Lakshmi.Rumorian
サーバ: Lakshmi
Game: FFXI
Posts: 10
By Lakshmi.Rumorian 2016-11-17 16:36:34
Thanks, but that didn't work either. I just used Krystela's geo.lua with no changes on my character and it still didn't work. I'm starting to think it's something outside that lua that makes it work and that's missing for me.
Leviathan.Vow
サーバ: Leviathan
Game: FFXI
Posts: 125
By Leviathan.Vow 2016-11-17 16:55:45
Aren't Geo spells cast on mobs? You'd need to use '<t>' instead of spell.target.name.
By aisukage 2016-11-19 05:05:22
I am looking for help with my DRK lua.
Basically I want it to swap my gear depending what weapon I have equiped.
I have it set up so when the lua runs, depending which weapon I have equipped when it loads the lua it will select the appropriate gear for that weapon. but if I swap without unloading and reloading the lua it will not swap.
for example:
I have my GS equipped and then load my LUA up when I engage it equips my Enaged set for GS. When I swap to my Apoc it doesn't change even if I disengage and re-engage it will still put my GS gear on. Now at this point if I were to unload and load my LUA and engage with my Apoc it will equip my scythe TP gear and if I swap to GS it will do the same thing as before but with my Scythe gear allways being put on.
Not sure what would cause it to lock depending on when the lua loads like this. I would of thought maybe I would of just needed to cast a spell or Weaponskill or disengage/re-engage again for it to correct the gear but this didn't help.
I'm not great at Gearswap but I believe these to be the important pieces from my LUA Code function user_setup()
update_combat_form()
end Code function user_setup()
Apoc_weapons = S{'Apocalypse'}
GS_weapons = S{'Ragnarok'}
Anguta_weapons = S{'Anguta'}
end Code function adjust_engaged_sets()
state.CombatWeapon = player.equipment.main
adjust_melee_groups()
end Code function update_combat_form()
if
Apoc_weapons:contains(player.equipment.main) then
state.CombatForm:set('Apocalypse')
elseif
Anguta_weapons:contains(player.equipment.main) then
state.CombatForm:set('Anguta')
elseif
GS_weapons:contains(player.equipment.main) then
state.CombatForm:set('GreatSword')
else
state.CombatForm:reset()
end
end Code function job_update(cmdParams, eventArgs)
update_combat_form()
end
There's obviously more in some of these functions but I just took what I feel like would be effecting my situation. I might have missed something and if need be will upload to pastebin if this isn't enough to help.
Oh and for example of what my Gearset lines look like Code sets.engaged.GreatSword = {Gear is here ect}
sets.engaged.Apocalypse = {Gear is here ect}
would really appreciate any help with this.
By aisukage 2016-11-19 17:17:54
Or if I can' get help with the previous question is it possible that someone could help me put a new mode into my lua so I can swap with a custom bind. something like
state.weaponmode:option {'rag, apoc'}
so I can do
sets.engaged.rag
main='ragnarok',
ect.
or
sets.engaged.Apoc
main='apocalypse',
ect.
and able to do
sets.engaged.Apoc.Acc
ect
Odin.Lygre
サーバ: Odin
Game: FFXI
Posts: 89
By Odin.Lygre 2016-11-19 19:09:13
All you should need is this: Code function job_setup()
update_combat_form()
end
function job_update(cmdParams, eventArgs)
update_combat_form()
end
function update_combat_form()
state.CombatWeapon:set(player.equipment.main)
end
If you're using Montenten's include.
You'll just need to hit F12 (job update) after changing weapons sometimes.
サーバ: Asura
Game: FFXI
Posts: 1326
By Asura.Azagarth 2016-11-22 04:59:48
How do you get around GS not equipping rings with the same name? This is causing me tons of issues as of late. I have tried moving rings to different wardrobes, placing the rings separated by the rest of the gear in the sets. I am at a loss... It really sucs when you only end up equipping one or the 2 Chirich rings and get 99tp on a 2h job.... Or noticing your ws is only going off with one Ifrit+1 or nuke with one shiva+1, etc etc.
サーバ: Sylph
Game: FFXI
Posts: 184
By Sylph.Subadai 2016-11-24 05:23:56
How do you get around GS not equipping rings with the same name? This is causing me tons of issues as of late. I have tried moving rings to different wardrobes, placing the rings separated by the rest of the gear in the sets. I am at a loss... It really sucs when you only end up equipping one or the 2 Chirich rings and get 99tp on a 2h job.... Or noticing your ws is only going off with one Ifrit+1 or nuke with one shiva+1, etc etc. Saw this question somewhere else, the solution I can't personally vouch for, but looks like it will work... Put your rings in different bags and try something like: Code sets.midcast['Elemental Magic'] = {
ring1={name="Shiva Ring", bag="wardrobe2"},
ring2={name="Shiva Ring", bag="wardrobe3"} }
Phoenix.Keido
サーバ: Phoenix
Game: FFXI
Posts: 122
By Phoenix.Keido 2016-11-27 11:08:23
Figured it out.
By inkydo 2016-11-30 18:18:01
I have used this in many Gear swaps and for some reason it is not working In the new BLU one I have Mod from Kinematics/GearSwap-Jobs Code -- Called any time we attempt to handle automatic gear equips (ie: engaged or idle gear).
function job_handle_equipping_gear(playerStatus, eventArgs)
if player.equipment.back == 'Mecisto. Mantle' or player.equipment.back == 'Aptitude Mantle' or player.equipment.back == 'Aptitude Mantle +1' or player.equipment.back == 'Nexus Cape' then
disable('back')
else
enable('back')
end
if player.equipment.ring1 == 'Warp Ring' or player.equipment.ring1 == 'Vocation Ring' or player.equipment.ring1 == 'Capacity Ring' then
disable('ring1')
else
enable('ring1')
end
if player.equipment.ring2 == 'Warp Ring' or player.equipment.ring2 == 'Vocation Ring' or player.equipment.ring2 == 'Capacity Ring' then
disable('ring2')
else
enable('ring2')
end
if player.equipment.range == 'Soultrapper' then
disable('range')
else
enable('range')
end
if player.equipment.ammo == 'Blank Soulplate' then
disable('ammo')
else
enable('ammo')
end
end
This is the Lua it self 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['Burst Affinity'] = buffactive['Burst Affinity'] or false
state.Buff['Chain Affinity'] = buffactive['Chain Affinity'] or false
state.Buff.Convergence = buffactive.Convergence or false
state.Buff.Diffusion = buffactive.Diffusion or false
state.Buff.Efflux = buffactive.Efflux or false
state.Buff['Unbridled Learning'] = buffactive['Unbridled Learning'] or false
blue_magic_maps = {}
-- Mappings for gear sets to use for various blue magic spells.
-- While Str isn't listed for each, it's generally assumed as being at least
-- moderately signficant, even for spells with other mods.
-- Physical Spells --
-- Physical spells with no particular (or known) stat mods
blue_magic_maps.Physical = S{
'Bilgestorm'
}
-- Spells with heavy accuracy penalties, that need to prioritize accuracy first.
blue_magic_maps.PhysicalAcc = S{
'Heavy Strike',
}
-- Physical spells with Str stat mod
blue_magic_maps.PhysicalStr = S{
'Battle Dance','Bloodrake','Death Scissors','Dimensional Death',
'Empty Thrash','Quadrastrike','Sinker Drill','Spinal Cleave',
'Uppercut','Vertical Cleave'
}
-- Physical spells with Dex stat mod
blue_magic_maps.PhysicalDex = S{
'Amorphic Spikes','Asuran Claws','Barbed Crescent','Claw Cyclone','Disseverment',
'Foot Kick','Frenetic Rip','Goblin Rush','Hysteric Barrage','Paralyzing Triad',
'Seedspray','Sickle Slash','Smite of Rage','Terror Touch','Thrashing Assault',
'Vanity Dive'
}
-- Physical spells with Vit stat mod
blue_magic_maps.PhysicalVit = S{
'Body Slam','Cannonball','Delta Thrust','Glutinous Dart','Grand Slam',
'Power Attack','Quad. Continuum','Sprout Smack','Sub-zero Smash'
}
-- Physical spells with Agi stat mod
blue_magic_maps.PhysicalAgi = S{
'Benthic Typhoon','Feather Storm','Helldive','Hydro Shot','Jet Stream',
'Pinecone Bomb','Spiral Spin','Wild Oats'
}
-- Physical spells with Int stat mod
blue_magic_maps.PhysicalInt = S{
'Mandibular Bite','Queasyshroom'
}
-- Physical spells with Mnd stat mod
blue_magic_maps.PhysicalMnd = S{
'Ram Charge','Screwdriver','Tourbillion'
}
-- Physical spells with Chr stat mod
blue_magic_maps.PhysicalChr = S{
'Bludgeon'
}
-- Physical spells with HP stat mod
blue_magic_maps.PhysicalHP = S{
'Final Sting'
}
-- Magical Spells --
-- Magical spells with the typical Int mod
blue_magic_maps.Magical = S{
'Blastbomb','Blazing Bound','Bomb Toss','Cursed Sphere','Dark Orb','Death Ray',
'Diffusion Ray','Droning Whirlwind','Embalming Earth','Firespit','Foul Waters',
'Ice Break','Leafstorm','Maelstrom','Rail Cannon','Regurgitation','Rending Deluge',
'Retinal Glare','Subduction','Tem. Upheaval','Water Bomb'
}
-- Magical spells with a primary Mnd mod
blue_magic_maps.MagicalMnd = S{
'Acrid Stream','Evryone. Grudge','Magic Hammer','Mind Blast'
}
-- Magical spells with a primary Chr mod
blue_magic_maps.MagicalChr = S{
'Eyes On Me','Mysterious Light'
}
-- Magical spells with a Vit stat mod (on top of Int)
blue_magic_maps.MagicalVit = S{
'Thermal Pulse'
}
-- Magical spells with a Dex stat mod (on top of Int)
blue_magic_maps.MagicalDex = S{
'Charged Whisker','Gates of Hades'
}
-- Magical spells (generally debuffs) that we want to focus on magic accuracy over damage.
-- Add Int for damage where available, though.
blue_magic_maps.MagicAccuracy = S{
'1000 Needles','Absolute Terror','Actinic Burst','Auroral Drape','Awful Eye',
'Blank Gaze','Blistering Roar','Blood Drain','Blood Saber','Chaotic Eye',
'Cimicine Discharge','Cold Wave','Corrosive Ooze','Demoralizing Roar','Digest',
'Dream Flower','Enervation','Feather Tickle','Filamented Hold','Frightful Roar',
'Geist Wall','Hecatomb Wave','Infrasonics','Jettatura','Light of Penance',
'Lowing','Mind Blast','Mortal Ray','MP Drainkiss','Osmosis','Reaving Wind',
'Sandspin','Sandspray','Sheep Song','Soporific','Sound Blast','Stinking Gas',
'Sub-zero Smash','Venom Shell','Voracious Trunk','Yawn'
}
-- Breath-based spells
blue_magic_maps.Breath = S{
'Bad Breath','Flying Hip Press','Frost Breath','Heat Breath',
'Hecatomb Wave','Magnetite Cloud','Poison Breath','Radiant Breath','Self-Destruct',
'Thunder Breath','Vapor Spray','Wind Breath'
}
-- Stun spells
blue_magic_maps.Stun = S{
'Blitzstrahl','Frypan','Head Butt','Sudden Lunge','Tail slap','Temporal Shift',
'Thunderbolt','Whirl of Rage'
}
-- Dark spells
blue_magic_maps.Dark = S{
'Tenebral Crush','Palling Salvo'
}
-- Healing spells
blue_magic_maps.Healing = S{
'Healing Breeze','Magic Fruit','Plenilune Embrace','Pollen','Restoral','White Wind',
'Wild Carrot'
}
-- Buffs that depend on blue magic skill
blue_magic_maps.SkillBasedBuff = S{
'Barrier Tusk','Diamondhide','Magic Barrier','Metallic Body','Plasma Charge',
'Pyric Bulwark','Reactor Cool',
}
-- Other general buffs
blue_magic_maps.Buff = S{
'Amplification','Animating Wail','Battery Charge','Carcharian Verve','Cocoon',
'Erratic Flutter','Exuviation','Fantod','Feather Barrier','Harden Shell',
'Memento Mori','Nat. Meditation','Occultation','Orcish Counterstance','Refueling',
'Regeneration','Saline Coat','Triumphant Roar','Warm-Up','Winds of Promyvion',
'Zephyr Mantle'
}
-- Spells that require Unbridled Learning to cast.
unbridled_spells = S{
'Absolute Terror','Bilgestorm','Blistering Roar','Bloodrake','Carcharian Verve',
'Crashing Thunder','Droning Whirlwind','Gates of Hades','Harden Shell','Polar Roar',
'Pyric Bulwark','Thunderbolt','Tourbillion','Uproot'
}
end
-------------------------------------------------------------------------------------------------------------------
-- User setup functions for this job. Recommend that these be overridden in a sidecar file.
-------------------------------------------------------------------------------------------------------------------
-- Setup vars that are user-dependent. Can override this function in a sidecar file.
function user_setup()
state.OffenseMode:options('Normal', 'Acc', 'Refresh', 'Learning')
state.WeaponskillMode:options('Normal', 'Acc')
state.CastingMode:options('Normal', 'Resistant')
state.IdleMode:options('Normal', 'PDT', 'Learning')
gear.macc_hagondes = {name="Hagondes Cuffs", augments={'Phys. dmg. taken -3%','Mag. Acc.+29'}}
-- Additional local binds
send_command('bind ^` input /ja "Chain Affinity" <me>')
send_command('bind !` input /ja "Efflux" <me>')
send_command('bind @` input /ja "Burst Affinity" <me>')
update_combat_form()
select_default_macro_book()
end
-- Called when this job file is unloaded (eg: job change)
function user_unload()
send_command('unbind ^`')
send_command('unbind !`')
send_command('unbind @`')
end
-- Set up gear sets.
function init_gear_sets()
--------------------------------------
-- Start defining the sets
--------------------------------------
sets.buff['Burst Affinity'] = {feet="Hashi. Basmak +1"}
sets.buff['Chain Affinity'] = {head="Hashishin Kavuk +1", feet="Assimilator's Charuqs +1"}
sets.buff.Convergence = {head="Luhlaza Keffiyeh +1"}
sets.buff.Diffusion = {feet="Luhlaza Charuqs"}
sets.buff.Enchainment = {body="Luhlaza Jubbah +1"}
sets.buff.Efflux = {legs="Hashishin Tayt +1"}
-- Precast Sets
-- Precast sets to enhance JAs
sets.precast.JA['Azure Lore'] = {hands="Luh. Bazubands +1"}
-- Waltz set (chr and vit)
sets.precast.Waltz = {
--ammo="Sonia's Plectrum",
--head="Uk'uxkaj Cap",
--body="Vanir Cotehardie",
--hands="Buremte Gloves",
--legs="Hagondes Pants",
--feet="Iuitl Gaiters +1",
--waist="Caudata Belt",
--left_ring="Spiral Ring",
--back="Iximulew Cape"
}
-- Don't need any special gear for Healing Waltz.
sets.precast.Waltz['Healing Waltz'] = {}
-- Fast cast sets for spells
sets.precast.FC = {
ammo="Impatiens",
head={ name="Amalric Coif", augments={'MP+60','Mag. Acc.+15','"Mag.Atk.Bns."+15',}},
body={ name="Taeon Tabard", augments={'Accuracy+14 Attack+14','"Triple Atk."+2','STR+5 DEX+5',}},
hands={ name="Leyline Gloves", augments={'Accuracy+6','"Mag.Atk.Bns."+9',}},
legs="Orvail Pants +1",
feet="Chelona Boots +1",
waist="Witful Belt",
left_ear="Cessance Earring",
right_ear="Loquac. Earring",
left_ring="Prolix Ring",
right_ring="Veneficium Ring",
back="Swith Cape"}
sets.precast.FC['Blue Magic'] = set_combine(sets.precast.FC, {body="Hashishin Mintan +1"})
-- Weaponskill sets
-- Default set for any weaponskill that isn't any more specifically defined
sets.precast.WS = {
ammo="Jukukik Feather",
head={ name="Adhemar Bonnet", augments={'STR+10','DEX+10','Attack+15',}},
body={ name="Adhemar Jacket", augments={'DEX+10','AGI+10','Accuracy+15',}},
hands={ name="Adhemar Wristbands", augments={'DEX+10','AGI+10','Accuracy+15',}},
legs={ name="Herculean Trousers", augments={'Accuracy+23 Attack+23','"Store TP"+1','DEX+6','Accuracy+15',}},
feet={ name="Adhemar Gamashes", augments={'STR+10','DEX+10','Attack+15',}},
neck="Fotia Gorget",
waist="Caudata Belt",
left_ear="Mache Earring",
right_ear="Brutal Earring",
left_ring="Ramuh Ring +1",
right_ring="Epona's Ring",
back={ name="Mecisto. Mantle", augments={'Cap. Point+32%','Rng.Atk.+3','DEF+11',}}}
--back="Vespid Mantle"}
sets.precast.WS.acc = set_combine(sets.precast.WS, {hands="Buremte Gloves"})
-- Specific weaponskill sets. Uses the base set if an appropriate WSMod version isn't found.
sets.precast.WS['Requiescat'] = set_combine(sets.precast.WS, {left_ring="Aquasoul Ring",feet="Luhlaza Charuqs"})
sets.precast.WS['Sanguine Blade'] = {
ammo="Ghastly Tathlum +1",
head="Assim. Keffiyeh +1",
body="Hashishin Mintan +1",
hands={ name="Helios Gloves", augments={'"Mag.Atk.Bns."+11','Magic crit. hit rate +8',}},
legs={ name="Luhlaza Shalwar +1", augments={'Enhances "Assimilation" effect',}},
feet="Hashi. Basmak +1",
neck="Sanctity Necklace",
waist="Anguinus Belt",
left_ear="Sortiarius Earring",
right_ear="Friomisi Earring",
left_ring="Fenrir Ring",
right_ring="Acumen Ring",
back={ name="Rosmerta's Cape", augments={'DEX+20','Accuracy+20 Attack+20','Accuracy+3','"Store TP"+10',}}}
-- Midcast Sets
sets.midcast.FastRecast = {
waist="Witful Belt",
right_ear="Loquacious Earring",
left_ring="Prolix Ring",
back="Swith Cape"}
sets.midcast['Blue Magic'] = set_combine(sets.midcast.FastRecast, {body="Hashishin Mintan +1"})
-- Physical Spells --
sets.midcast['Blue Magic'].Physical = {
ammo="Hasty Pinion +1",
head={ name="Lilitu Headpiece", augments={'STR+8','DEX+8','Attack+14','Weapon skill damage +1%',}},
body={ name="Adhemar Jacket", augments={'DEX+10','AGI+10','Accuracy+15',}},
hands={ name="Adhemar Wristbands", augments={'DEX+10','AGI+10','Accuracy+15',}},
legs={ name="Herculean Trousers", augments={'Accuracy+23 Attack+23','"Store TP"+1','DEX+6','Accuracy+15',}},
feet={ name="Adhemar Gamashes", augments={'STR+10','DEX+10','Attack+15',}},
neck="Ocachi Gorget",
waist="Prosilio Belt",
left_ear="Tati Earring",
right_ear="Tati Earring",
left_ring="Ramuh Ring +1",
right_ring="Epona's Ring",
back="Vespid Mantle"}
sets.midcast['Blue Magic'].PhysicalAcc = {
ammo="Hasty Pinion +1",
head={ name="Lilitu Headpiece", augments={'STR+8','DEX+8','Attack+14','Weapon skill damage +1%',}},
body={ name="Adhemar Jacket", augments={'DEX+10','AGI+10','Accuracy+15',}},
hands={ name="Adhemar Wristbands", augments={'DEX+10','AGI+10','Accuracy+15',}},
legs={ name="Herculean Trousers", augments={'Accuracy+23 Attack+23','"Store TP"+1','DEX+6','Accuracy+15',}},
feet={ name="Adhemar Gamashes", augments={'STR+10','DEX+10','Attack+15',}},
neck="Ocachi Gorget",
waist="Prosilio Belt",
left_ear="Tati Earring",
right_ear="Tati Earring",
left_ring="Ramuh Ring +1",
right_ring="Epona's Ring",
back="Vespid Mantle"}
sets.midcast['Blue Magic'].PhysicalStr = set_combine(sets.midcast['Blue Magic'].Physical,
{})
sets.midcast['Blue Magic'].PhysicalDex = set_combine(sets.midcast['Blue Magic'].Physical,
{ammo="Hasty Pinion +1"})
sets.midcast['Blue Magic'].PhysicalVit = set_combine(sets.midcast['Blue Magic'].Physical,
{})
--{body="Vanir Cotehardie",hands="Assimilator's Bazubands +1",back="Iximulew Cape"})
sets.midcast['Blue Magic'].PhysicalAgi = set_combine(sets.midcast['Blue Magic'].Physical,
{})
--{body="Vanir Cotehardie",hands="Iuitl Wristbands",right_ring="Stormsoul Ring",
--waist="Chaac Belt",feet="Iuitl Gaiters +1"})
sets.midcast['Blue Magic'].PhysicalInt = set_combine(sets.midcast['Blue Magic'].Physical,
{back="Cornflower Cape"})
--{left_ear="Psystorm Earring",body="Vanir Cotehardie",hands="Assimilator's Bazubands +1",
--right_ring="Icesoul Ring",back="Toro Cape",feet="Hagondes Sabots"})
sets.midcast['Blue Magic'].PhysicalMnd = set_combine(sets.midcast['Blue Magic'].Physical,
{right_ring="Leviathan Ring +1",back="Cornflower Cape"})
--{left_ear="Lifestorm Earring",body="Vanir Cotehardie",hands="Assimilator's Bazubands +1",
--right_ring="Aquasoul Ring",back="Refraction Cape"})
sets.midcast['Blue Magic'].PhysicalChr = set_combine(sets.midcast['Blue Magic'].Physical,
{right_ring="Leviathan Ring +1",back="Cornflower Cape"})
--{body="Vanir Cotehardie",hands="Assimilator's Bazubands +1",back="Refraction Cape",
--waist="Chaac Belt"})
sets.midcast['Blue Magic'].PhysicalHP = set_combine(sets.midcast['Blue Magic'].Physical)
-- Magical Spells --
sets.midcast['Blue Magic'].Magical = {
ammo="Ghastly Tathlum +1",
head={ name="Amalric Coif", augments={'MP+60','Mag. Acc.+15','"Mag.Atk.Bns."+15',}},
body={ name="Samnuha Coat", augments={'Mag. Acc.+10','"Mag.Atk.Bns."+9','"Fast Cast"+2',}},
hands={ name="Amalric Gages", augments={'INT+10','Mag. Acc.+15','"Mag.Atk.Bns."+15',}},
legs={ name="Amalric Slops", augments={'MP+60','"Mag.Atk.Bns."+20','Enmity-5',}},
feet={ name="Amalric Nails", augments={'Mag. Acc.+15','"Mag.Atk.Bns."+15','"Conserve MP"+6',}},
neck="Deviant Necklace",
waist="Salire Belt",
left_ear="Hecate's Earring",
right_ear="Friomisi Earring",
left_ring="Shiva Ring",
right_ring="Acumen Ring",
back={ name="Cornflower Cape", augments={'MP+30','DEX+5','Accuracy+1','Blue Magic skill +10',}}}
sets.midcast['Blue Magic'].Magical.Resistant = set_combine(sets.midcast['Blue Magic'].Magical)--,
--{})
sets.midcast['Blue Magic'].MagicalMnd = set_combine(sets.midcast['Blue Magic'].Magical)--,
--{left_ring="Aquasoul Ring"})
sets.midcast['Blue Magic'].MagicalChr = set_combine(sets.midcast['Blue Magic'].Magical)
sets.midcast['Blue Magic'].MagicalVit = set_combine(sets.midcast['Blue Magic'].Magical)--,
--{left_ring="Spiral Ring"})
sets.midcast['Blue Magic'].MagicalDex = set_combine(sets.midcast['Blue Magic'].Magical)
sets.midcast['Blue Magic'].MagicAccuracy = {
ammo="Ghastly Tathlum +1",
head={ name="Amalric Coif", augments={'MP+60','Mag. Acc.+15','"Mag.Atk.Bns."+15',}},
body={ name="Samnuha Coat", augments={'Mag. Acc.+10','"Mag.Atk.Bns."+9','"Fast Cast"+2',}},
hands={ name="Amalric Gages", augments={'INT+10','Mag. Acc.+15','"Mag.Atk.Bns."+15',}},
legs={ name="Amalric Slops", augments={'MP+60','"Mag.Atk.Bns."+20','Enmity-5',}},
feet={ name="Amalric Nails", augments={'Mag. Acc.+15','"Mag.Atk.Bns."+15','"Conserve MP"+6',}},
neck="Deviant Necklace",
waist="Salire Belt",
left_ear="Hecate's Earring",
right_ear="Friomisi Earring",
left_ring="Shiva Ring",
right_ring="Acumen Ring",
back={ name="Cornflower Cape", augments={'MP+30','DEX+5','Accuracy+1','Blue Magic skill +10',}}}
-- Breath Spells --
sets.midcast['Blue Magic'].Breath = {
ammo="Mavi Tathlum",
head={ name="Amalric Coif", augments={'MP+60','Mag. Acc.+15','"Mag.Atk.Bns."+15',}},
body={ name="Samnuha Coat", augments={'Mag. Acc.+10','"Mag.Atk.Bns."+9','"Fast Cast"+2',}},
hands={ name="Amalric Gages", augments={'INT+10','Mag. Acc.+15','"Mag.Atk.Bns."+15',}},
legs={ name="Amalric Slops", augments={'MP+60','"Mag.Atk.Bns."+20','Enmity-5',}},
feet={ name="Amalric Nails", augments={'Mag. Acc.+15','"Mag.Atk.Bns."+15','"Conserve MP"+6',}},
neck="Deviant Necklace",
waist="Salire Belt",
left_ear="Hecate's Earring",
right_ear="Friomisi Earring",
left_ring="Shiva Ring",
right_ring="Acumen Ring",
back={ name="Cornflower Cape", augments={'MP+30','DEX+5','Accuracy+1','Blue Magic skill +10',}}}
-- Other Types --
sets.midcast['Blue Magic'].Stun = set_combine(sets.midcast['Blue Magic'].MagicAccuracy,
{waist="Chaac Belt"})
sets.midcast['Blue Magic'].Dark = set_combine(sets.midcast['Blue Magic'].MagicAccuracy,{
head="Pixie Hairpin +1",
waist="Chaac Belt"
--left_ring="Archon Ring"
})
sets.midcast['Blue Magic']['White Wind'] = {}
sets.midcast['Blue Magic'].Healing = {
ammo="Mavi Tathlum",
head={ name="Luh. Keffiyeh +1", augments={'Enhances "Convergence" effect',}},
body="Hashishin Mintan +1",
hands="Hegira Wristbands",
legs={ name="Luhlaza Shalwar +1", augments={'Enhances "Assimilation" effect',}},
feet="Hashi. Basmak +1",
neck="Sanctity Necklace",
left_ear="Lifestorm Earring",
right_ear="Loquac. Earring",
left_ring="Levia. Ring +1",
right_ring="Sirona's Ring",
back="Pahtli Cape"}
sets.midcast['Blue Magic'].SkillBasedBuff = {
ammo="Mavi Tathlum",
head="Luh. Keffiyeh +1",
body="Assimilator's Jubbah",
legs="Hashishin Tayt +1",
feet="Luhlaza Charuqs",
back="Cornflower Cape"}
sets.midcast['Blue Magic'].Buff = {}
sets.midcast.Protect = {left_ring="Sheltered Ring"}
sets.midcast.Protectra = {left_ring="Sheltered Ring"}
sets.midcast.Shell = {left_ring="Sheltered Ring"}
sets.midcast.Shellra = {left_ring="Sheltered Ring"}
-- Sets to return to when not performing an action.
-- Gear for learning spells: +skill and AF hands.
sets.Learning = {ammo="Mavi Tathlum",hands="Assimilator's Bazubands"}
--head="Luhlaza Keffiyeh",
--body="Assimilator's Jubbah",hands="Assimilator's Bazubands +1",
--back="Cornflower Cape",legs="Mavi Tayt +2",feet="Luhlaza Charuqs"}
sets.latent_refresh = {waist="Fucho-no-obi"}
-- Resting sets
sets.resting = {
--head="Ocelomeh Headpiece +1",
--neck="Wiglen Gorget",
body="Assimilator's Jubbah +1",
hands="Serpentes Cuffs",
feet="Chelona Boots +1",
--waist="Austerity Belt",
left_ring="Sheltered Ring",
right_ring="Paguroidea Ring"}
-- Idle sets
sets.idle = {
ammo="Jukukik Feather",
head={ name="Adhemar Bonnet", augments={'STR+10','DEX+10','Attack+15',}},
body="Assimilator's Jubbah +1",
hands={ name="Adhemar Wristbands", augments={'DEX+10','AGI+10','Accuracy+15',}},
legs={ name="Herculean Trousers", augments={'Accuracy+23 Attack+23','"Store TP"+1','DEX+6','Accuracy+15',}},
feet={ name="Adhemar Gamashes", augments={'STR+10','DEX+10','Attack+15',}},
neck="Asperity Necklace",
waist="Windbuffet Belt +1",
left_ear="Cessance Earring",
right_ear="Brutal Earring",
left_ring="Epona's Ring",
right_ring="Petrov Ring",
back="Buquwik Cape"}
--ammo="Impatiens",
--head="Whirlpool Mask",
--body="Hagondes Coat",
--hands="Serpentes Cuffs",
--legs="Crimson Cuisses",
--feet="Serpentes Sabots",
--neck="Wiglen Gorget",
--waist="Flume Belt",
--left_ear="Bloodgem Earring",
--right_ear="Loquacious Earring",
--left_ring="Defending Ring",
--right_ring="Paguroidea Ring",
--back="Shadow Mantle"}
--[[sets.idle.PDT = {
ammo="Impatiens",
head="Whirlpool Mask",neck="Wiglen Gorget",left_ear="Bloodgem Earring",right_ear="Loquacious Earring",
body="Hagondes Coat",hands="Iuitl Wristbands",left_ring="Defending Ring",right_ring="Paguroidea Ring",
back="Shadow Mantle",waist="Flume Belt",legs="Crimson Cuisses",feet="Iuitl Gaiters +1"}
sets.idle.Town = {
ammo="Impatiens",
head="Mavi Kavuk +2",neck="Wiglen Gorget",left_ear="Bloodgem Earring",right_ear="Loquacious Earring",
body="Luhlaza Jubbah",hands="Assimilator's Bazubands +1",left_ring="Sheltered Ring",right_ring="Paguroidea Ring",
back="Atheling Mantle",waist="Flume Belt",legs="Crimson Cuisses",feet="Luhlaza Charuqs"}]]
sets.idle.Learning = set_combine(sets.idle, sets.Learning)
-- Defense sets
sets.defense.PDT = {
ammo="Iron Gobbet",
head="Whirlpool Mask",
body="Iuitl Vest",
hands="Iuitl Wristbands",
legs="Nahtirah Trousers",
feet="Iuitl Gaiters +1",
neck="Wiglen Gorget",
waist="Flume Belt",
--left_ear="Bloodgem Earring",
--left_ring="Defending Ring",
--right_ring=gear.DarkRing.physical,
back="Shadow Mantle"}
sets.defense.MDT = {
ammo="Demonry Stone",
head="Whirlpool Mask",
body="Hagondes Coat",
hands="Iuitl Wristbands",
legs="Nahtirah Trousers",
feet="Iuitl Gaiters +1",
neck="Twilight Torque",
waist="Flume Belt",
left_ear="Bloodgem Earring",
left_ring="Defending Ring",
right_ring="Shadow Ring",
back="Engulfer Cape"}
sets.Kiting = { back={ name="Mecisto. Mantle", augments={'Cap. Point+32%','Rng.Atk.+3','DEF+11',}}}
-- Engaged sets
-- Variations for TP weapon and (optional) offense/defense modes. Code will fall back on previous
-- sets if more refined versions aren't defined.
-- If you create a set with both offense and defense modes, the offense mode should be first.
-- EG: sets.engaged.Dagger.Accuracy.Evasion
-- Normal melee group
sets.engaged = {
ammo="Jukukik Feather",
head={ name="Adhemar Bonnet", augments={'STR+10','DEX+10','Attack+15',}},
body={ name="Adhemar Jacket", augments={'DEX+10','AGI+10','Accuracy+15',}},
hands={ name="Adhemar Wristbands", augments={'DEX+10','AGI+10','Accuracy+15',}},
legs={ name="Herculean Trousers", augments={'Accuracy+23 Attack+23','"Store TP"+1','DEX+6','Accuracy+15',}},
feet={ name="Adhemar Gamashes", augments={'STR+10','DEX+10','Attack+15',}},
neck="Asperity Necklace",
waist="Windbuffet Belt +1",
left_ear="Cessance Earring",
right_ear="Brutal Earring",
left_ring="Epona's Ring",
right_ring="Petrov Ring",
back="Buquwik Cape"}
sets.engaged.Acc = {
ammo="Jukukik Feather",
head={ name="Adhemar Bonnet", augments={'STR+10','DEX+10','Attack+15',}},
body={ name="Adhemar Jacket", augments={'DEX+10','AGI+10','Accuracy+15',}},
hands={ name="Adhemar Wristbands", augments={'DEX+10','AGI+10','Accuracy+15',}},
legs={ name="Herculean Trousers", augments={'Accuracy+23 Attack+23','"Store TP"+1','DEX+6','Accuracy+15',}},
feet={ name="Adhemar Gamashes", augments={'STR+10','DEX+10','Attack+15',}},
neck="Asperity Necklace",
waist="Windbuffet Belt +1",
left_ear="Cessance Earring",
right_ear="Zennaroi Earring",
left_ring="Epona's Ring",
right_ring="Petrov Ring",
back="Buquwik Cape"}
sets.engaged.Refresh = {
ammo="Jukukik Feather",
head={ name="Adhemar Bonnet", augments={'STR+10','DEX+10','Attack+15',}},
body={ name="Adhemar Jacket", augments={'DEX+10','AGI+10','Accuracy+15',}},
hands={ name="Adhemar Wristbands", augments={'DEX+10','AGI+10','Accuracy+15',}},
legs={ name="Amalric Slops", augments={'MP+60','"Mag.Atk.Bns."+20','Enmity-5',}},
feet={ name="Adhemar Gamashes", augments={'STR+10','DEX+10','Attack+15',}},
neck="Asperity Necklace",
waist="Windbuffet Belt +1",
left_ear="Cessance Earring",
right_ear="Brutal Earring",
left_ring="Epona's Ring",
right_ring="Petrov Ring",
back="Buquwik Cape"}
sets.engaged.DW = {
ammo="Jukukik Feather",
head={ name="Adhemar Bonnet", augments={'STR+10','DEX+10','Attack+15',}},
body={ name="Adhemar Jacket", augments={'DEX+10','AGI+10','Accuracy+15',}},
hands={ name="Adhemar Wristbands", augments={'DEX+10','AGI+10','Accuracy+15',}},
legs={ name="Herculean Trousers", augments={'Accuracy+23 Attack+23','"Store TP"+1','DEX+6','Accuracy+15',}},
feet={ name="Adhemar Gamashes", augments={'STR+10','DEX+10','Attack+15',}},
neck="Asperity Necklace",
waist="Windbuffet Belt +1",
left_ear="Cessance Earring",
right_ear="Brutal Earring",
left_ring="Epona's Ring",
right_ring="Petrov Ring",
back="Buquwik Cape"}
sets.engaged.DW.Acc = {
ammo="Jukukik Feather",
head={ name="Adhemar Bonnet", augments={'STR+10','DEX+10','Attack+15',}},
body={ name="Adhemar Jacket", augments={'DEX+10','AGI+10','Accuracy+15',}},
hands={ name="Adhemar Wristbands", augments={'DEX+10','AGI+10','Accuracy+15',}},
legs={ name="Herculean Trousers", augments={'Accuracy+23 Attack+23','"Store TP"+1','DEX+6','Accuracy+15',}},
feet={ name="Adhemar Gamashes", augments={'STR+10','DEX+10','Attack+15',}},
neck="Asperity Necklace",
waist="Windbuffet Belt +1",
left_ear="Cessance Earring",
right_ear="Zennaroi Earring",
left_ring="Epona's Ring",
right_ring="Petrov Ring",
back="Buquwik Cape"}
sets.engaged.DW.Refresh = {
ammo="Jukukik Feather",
head={ name="Adhemar Bonnet", augments={'STR+10','DEX+10','Attack+15',}},
body={ name="Adhemar Jacket", augments={'DEX+10','AGI+10','Accuracy+15',}},
hands={ name="Adhemar Wristbands", augments={'DEX+10','AGI+10','Accuracy+15',}},
legs={ name="Herculean Trousers", augments={'Accuracy+23 Attack+23','"Store TP"+1','DEX+6','Accuracy+15',}},
feet={ name="Adhemar Gamashes", augments={'STR+10','DEX+10','Attack+15',}},
neck="Asperity Necklace",
waist="Windbuffet Belt +1",
left_ear="Cessance Earring",
right_ear="Brutal Earring",
left_ring="Epona's Ring",
right_ring="Petrov Ring",
back="Buquwik Cape"}
sets.engaged.Learning = set_combine(sets.engaged, sets.Learning)
sets.engaged.DW.Learning = set_combine(sets.engaged.DW, sets.Learning)
sets.self_healing = {left_ring="Kunaji Ring",right_ring="Asklepian Ring"}
end
-------------------------------------------------------------------------------------------------------------------
-- Job-specific hooks for standard casting events.
-------------------------------------------------------------------------------------------------------------------
-- Set eventArgs.handled to true if we don't want any automatic gear equipping to be done.
-- Set eventArgs.useMidcastGear to true if we want midcast gear equipped on precast.
function job_precast(spell, action, spellMap, eventArgs)
if unbridled_spells:contains(spell.english) and not state.Buff['Unbridled Learning'] then
eventArgs.cancel = true
windower.send_command('@input /ja "Unbridled Learning" <me>; wait 1.5; input /ma "'..spell.name..'" '..spell.target.name)
end
end
-- Run after the default midcast() is done.
-- eventArgs is the same one used in job_midcast, in case information needs to be persisted.
function job_post_midcast(spell, action, spellMap, eventArgs)
-- Add enhancement gear for Chain Affinity, etc.
if spell.skill == 'Blue Magic' then
for buff,active in pairs(state.Buff) do
if active and sets.buff[buff] then
equip(sets.buff[buff])
end
end
if spellMap == 'Healing' and spell.target.type == 'SELF' and sets.self_healing then
equip(sets.self_healing)
end
end
-- If in learning mode, keep on gear intended to help with that, regardless of action.
if state.OffenseMode.value == 'Learning' then
equip(sets.Learning)
end
end
-------------------------------------------------------------------------------------------------------------------
-- Job-specific hooks for non-casting events.
-------------------------------------------------------------------------------------------------------------------
-- Called when a player gains or loses a buff.
-- buff == buff gained or lost
-- gain == true if the buff was gained, false if it was lost.
function job_buff_change(buff, gain)
if state.Buff[buff] ~= nil then
state.Buff[buff] = gain
end
end
-------------------------------------------------------------------------------------------------------------------
-- User code that supplements standard library decisions.
-------------------------------------------------------------------------------------------------------------------
-- Custom spell mapping.
-- Return custom spellMap value that can override the default spell mapping.
-- Don't return anything to allow default spell mapping to be used.
function job_get_spell_map(spell, default_spell_map)
if spell.skill == 'Blue Magic' then
for category,spell_list in pairs(blue_magic_maps) do
if spell_list:contains(spell.english) then
return category
end
end
end
end
-- Modify the default idle set after it was constructed.
function customize_idle_set(idleSet)
if player.mpp < 51 then
set_combine(idleSet, sets.latent_refresh)
end
return idleSet
end
-- Called by the 'update' self-command, for common needs.
-- Set eventArgs.handled to true if we don't want automatic equipping of gear.
function job_update(cmdParams, eventArgs)
update_combat_form()
end
-------------------------------------------------------------------------------------------------------------------
-- Utility functions specific to this job.
-------------------------------------------------------------------------------------------------------------------
-- Called any time we attempt to handle automatic gear equips (ie: engaged or idle gear).
function job_handle_equipping_gear(playerStatus, eventArgs)
if player.equipment.back == 'Mecisto. Mantle' or player.equipment.back == 'Aptitude Mantle' or player.equipment.back == 'Aptitude Mantle +1' or player.equipment.back == 'Nexus Cape' then
disable('back')
else
enable('back')
end
if player.equipment.ring1 == 'Warp Ring' or player.equipment.ring1 == 'Vocation Ring' or player.equipment.ring1 == 'Capacity Ring' then
disable('ring1')
else
enable('ring1')
end
if player.equipment.ring2 == 'Warp Ring' or player.equipment.ring2 == 'Vocation Ring' or player.equipment.ring2 == 'Capacity Ring' then
disable('ring2')
else
enable('ring2')
end
if player.equipment.range == 'Soultrapper' then
disable('range')
else
enable('range')
end
if player.equipment.ammo == 'Blank Soulplate' then
disable('ammo')
else
enable('ammo')
end
end
function update_combat_form()
-- Check for H2H or single-wielding
if player.equipment.sub == "Genbu's Shield" or player.equipment.sub == 'empty' then
state.CombatForm:reset()
else
state.CombatForm:set('DW')
end
end
-- Select default macro book on initial load or subjob change.
function select_default_macro_book()
-- Default macro set/book
if player.sub_job == 'WAR' then
set_macro_page(1, 9)
elseif player.sub_job == 'RDM' then
set_macro_page(1, 9)
else
set_macro_page(1, 9)
end
end
By Brynach 2016-12-04 23:15:28
Hey all
Ive been working on creating a lua for WAR, and i've run into a small issue where Mighty Strikes is concerned. I am attempting to set my lua up so that certain crit dmg gear is equipped for weaponskill while MS is active. As of yet, I haven't been able to figure it out. Any help would be appreciated.
Code -- Mighty Strikes WS Set --
sets.MS_WS = {ammo="Yetshila", feet="Boii Calligae +1"}
function job_post_precast(spell, action, spellMap, eventArgs)
if spell.type == 'WeaponSkill' then
if world.time >= (17*60) or world.time <= (7*60) then
equip({ear1="Lugra Earring +1",ear2="Lugra Earring"})
end
if moonshade_WS:contains(spell.english) and player.tp<2950 then
equip({ear2="Moonshade Earring"})
end
if buffactive ['Mighty Strikes'] then --Equip MS_WS set when you have Mighty Strikes on --
equipset = set_combine(equipSet, sets.MS_WS)
end
end
end
Its apparent that the buffactive portion of my rule is totally missing the mark, but im not sure what else to use to fix.
Thanks for any help
Odin.Lygre
サーバ: Odin
Game: FFXI
Posts: 89
By Odin.Lygre 2016-12-05 05:49:58
Code -- Mighty Strikes WS Set --
sets.MS_WS = {ammo="Yetshila", feet="Boii Calligae +1"}
function job_post_precast(spell, action, spellMap, eventArgs)
if spell.type == 'WeaponSkill' then
if world.time >= (17*60) or world.time <= (7*60) then
equip({ear1="Lugra Earring +1",ear2="Lugra Earring"})
end
if moonshade_WS:contains(spell.english) and player.tp<2950 then
equip({ear2="Moonshade Earring"})
end
if buffactive['Mighty Strikes'] then
if sets.precast.WS[spell] then
equipSet = sets.precast.WS[spell]
equipSet = set_combine(equipSet,sets.MS_WS)
equip(equipSet)
else
equipSet = sets.precast.WS
equipSet = set_combine(equipSet,sets.MS_WS)
equip(equipSet)
end
end
end
end
This should work. Sorry, have a lot going on and don't have time to test right now.
By Brynach 2016-12-05 08:43:30
Nah man, no need for apologies. Thanks for checking this out.
I tested ws with MS up and this pulled in the gear as designed.
Thanks again
サーバ: Asura
Game: FFXI
Posts: 34
By Asura.Taruranto 2016-12-05 13:31:50
I figured I'll ask here:
Code if spell.element == world.day_element then
equip(sets.midcast['Elemental Magic'], {right_ring="Zodiac ring"})
end
if spell.element == 'Earth' then
equip(sets.midcast['Elemental Magic'], {neck="Quanpur Necklace"})
end
This is fine and dandy, and it works, but the problem is that I end up casting in these all the time, even for the MB and Accuracy sets. How the heck do I make so that it only works with the default nuke set and not the acc and mb one?
Basically I need to tell GS to only use these in sets.midcast['Elemental Magic'] but not in sets.midcast['Elemental Magic'].Resistant and sets.midcast['Elemental Magic'].MB. How do I accomplish that? :(
サーバ: Asura
Game: FFXI
Posts: 115
By Asura.Pintseyes 2016-12-05 14:42:13
function job_post_midcast(spell, action, spellMap, eventArgs)
if spell.skill == 'Elemental Magic' and spell.element == world.day_element or spell.element == world.weather_element then
equip(sets.Obi)
end
Sets.obi defines my day/weather items. Obi,Zodiac,Cape
As far as sets.MB go. I use a toggle mode to turn on MB set, four items make up my mb set, rest is stored in midcast.Elemagic. If I'm not mistaking, Resistant is also a toggled mode. GS doesn't swap to MB or resistant based off events happening ingame, those are toggled on/off, gotta tell gs youre fighting something resistant or youre about to mb, turn those modes on.
サーバ: Asura
Game: FFXI
Posts: 34
By Asura.Taruranto 2016-12-05 15:58:36
function job_post_midcast(spell, action, spellMap, eventArgs)
if spell.skill == 'Elemental Magic' and spell.element == world.day_element or spell.element == world.weather_element then
equip(sets.Obi)
end
Sets.obi defines my day/weather items. Obi,Zodiac,Cape
As far as sets.MB go. I use a toggle mode to turn on MB set, four items make up my mb set, rest is stored in midcast.Elemagic. If I'm not mistaking, Resistant is also a toggled mode. GS doesn't swap to MB or resistant based off events happening ingame, those are toggled on/off, gotta tell gs youre fighting something resistant or youre about to mb, turn those modes on.
I do have "modes", but they are like this:
Code state.CastingMode:options('Normal','Accuracy','MB')
and
Code -- Elemental Magic sets are default for handling low-tier nukes.
sets.midcast['Elemental Magic'] = {
main="Akademos",
sub="Thrace strap",
ammo="ghastly tathlum +1",
head="Merlinic hood",
body="Amalric doublet",
hands="Jhakri cuffs +1",
legs="Merlinic shalwar",
feet="Amalric nails",
neck="Eddy necklace",
waist="Refoccilation stone",
left_ear="Friomisi earring",
right_ear="Barkarole earring",
left_ring="Fenrir ring +1",
right_ring="Weatherspoon Ring",
back="Bookworm's cape",
ammo="ghastly tathlum +1",
}
sets.midcast['Elemental Magic'].Resistant = set_combine(sets.midcast['Elemental Magic'], {
left_ear="Gwati earring",
sub="Niobid strap",
body="Amalric doublet",
hands="Psycloth manillas",
left_ring="Resonance ring",
legs="Merlinic shalwar",
feet="Arbatel Loafers +1",
neck="Incanter's torque",
ammo="Kalboron stone",
})
sets.midcast['Elemental Magic'].MB = set_combine(sets.midcast['Elemental Magic'], {
body="Amalric doublet",
feet="Jhakri pigaches +1",
legs="Merlinic shalwar",
neck="Mizukage-no-Kubikazari",
left_ear="Friomisi earring",
right_ear="Barkarole earring",
left_ring="Locus Ring",
right_ring="Mujin band",
})
-- Custom refinements for certain nuke tiers
sets.midcast['Elemental Magic'].HighTierNuke = sets.midcast['Elemental Magic']
sets.midcast['Elemental Magic'].HighTierNuke.Resistant = set_combine(sets.midcast['Elemental Magic'], {
left_ear="Gwati earring",
body="Amalric doublet",
legs="Merlinic shalwar",
feet="Jhakri pigaches +1",
neck="Incanter's torque",
left_ring="Resonance ring",
ammo="Kalboron stone",
})
sets.midcast['Elemental Magic'].HighTierNuke.MB = set_combine(sets.midcast['Elemental Magic'], {
body="Amalric doublet",
feet="Jhakri pigaches +1",
legs="Merlinic shalwar",
neck="Mizukage-no-Kubikazari",
right_ear="Barkarole earring",
left_ear="Friomisi earring",
left_ring="Locus Ring",
right_ring="Mujin band",
})
So no on/off button. I switch them with ctrl+ff11. There is just no way to refer
Code
function job_post_midcast(spell, action, spellMap, eventArgs)
if spell.skill == 'Elemental Magic' and spell.element == world.day_element or spell.element == world.weather_element then
equip(sets.Obi)
end
specifically to "normal"
with my current setup?
Odin.Lygre
サーバ: Odin
Game: FFXI
Posts: 89
By Odin.Lygre 2016-12-06 14:02:22
Code if state.CastingMode.value == 'Normal' then
if spell.element == world.day_element then
equip(sets.midcast['Elemental Magic'], {right_ring="Zodiac ring"})
end
if spell.element == 'Earth' then
equip(sets.midcast['Elemental Magic'], {neck="Quanpur Necklace"})
end
end
I think this is what you're looking for.
サーバ: Asura
Game: FFXI
Posts: 34
By Asura.Taruranto 2016-12-08 16:02:43
Code if state.CastingMode.value == 'Normal' then
if spell.element == world.day_element then
equip(sets.midcast['Elemental Magic'], {right_ring="Zodiac ring"})
end
if spell.element == 'Earth' then
equip(sets.midcast['Elemental Magic'], {neck="Quanpur Necklace"})
end
end
I think this is what you're looking for.
Perfect, thanks a lot!
サーバ: Odin
Game: FFXI
Posts: 42
By Odin.Psycooo 2016-12-10 17:15:21
I just realized my cancel buff copy image isn't working. I was hoping to make shadows cancel each other and place utsusemi and stoneskin in a toggle for +enmity in the event I am tanking on rdm. (surprisingly more often than I thought would be possible up to tanking maju on rdm now, only 145 or higher nm I have tried so far) This way I can spam shadows and stoneskin, build hate and take minimal dmg.
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()
determine_haste_group()
update_combat_form()
LowNukes = S{'Stone' , 'Aero' , 'Blizzard' , 'Fire' , 'Water' , 'Thunder' ,
'Stone II' , 'Aero II' , 'Blizzard II' , 'Fire II' , 'Water II' , 'Thunder II',
'Stonega' , 'Aeroga' , 'Blizzaga' , 'Firaga' , 'Waterga' , 'Thundaga',
'Stonega II' , 'Aeroga II' , 'Blizzaga II' , 'Firaga II' , 'Waterga II' , 'Thundaga II'}
MndEnfeebles = S{'Slow' , 'Silence' , 'Paralyze' , 'Addle' , 'Slow II' , 'Paralyze II' , 'Addle II'}
IntEnfeebles = S{'Bind' , 'Break' , 'Gravity' , 'Poison' , 'Sleep' , 'Gravity II' , 'Poison II' , 'Sleep II'}
state.Buff.Saboteur = buffactive.saboteur or false
end
-------------------------------------------------------------------------------------------------------------------
-- User setup functions for this job. Recommend that these be overridden in a sidecar file.
-------------------------------------------------------------------------------------------------------------------
-- Setup vars that are user-dependent. Can override this function in a sidecar file.
function user_setup()
state.OffenseMode:options('Normal', 'Mid', 'Acc')
state.HybridMode:options('Normal', 'PDT', 'Evasion')
state.CastingMode:options('Normal', 'Resistant')
state.IdleMode:options('Normal', 'PDT', 'MDT')
select_default_macro_book()
gear.CureStaff = {name=""}
gear.CureFeet = {name=""}
state.MagicBurst = M(false, 'Magic Burst')
state.CureHate = M(false, 'Cure Hate')
send_command('bind !` gs c toggle MagicBurst')
send_command('bind ^` gs c toggle CureHate')
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.precast.JA['Chainspell'] = {body="Vitivation Tabard +1"}
-- Waltz set (chr and vit)
sets.precast.Waltz = {}
-- Don't need any special gear for Healing Waltz.
sets.precast.Waltz['Healing Waltz'] = {}
-- Fast cast sets for spells
-- 80% Fast Cast (including trait) for all spells, plus 5% quick cast
-- No other FC sets necessary.
sets.precast.FC = {}
sets.precast.FC.Impact = set_combine(sets.precast.FC, {head=empty,body="Twilight Cloak"})
-- Weaponskill sets
-- Default set for any weaponskill that isn't any more specifically defined
sets.precast.WS = {}
sets.precast.WS['Circle Blade'] = set_combine(sets.precast.WS, {})
sets.precast.WS['Sanguine Blade'] = set_combine(sets.precast.WS, {})
sets.precast.WS['Requiescat'] = {}
sets.precast.WS['Aeolian Edge'] = set_combine(sets.precast.WS, {})
sets.precast.WS['Savage Blade'] = {}
sets.precast.WS['Chant du Cygne'] = {}
sets.precast.WS['True Strike'] = {}
sets.precast.WS['Exenterator'] = {}
sets.precast.WS['Evisceration'] = {}
sets.precast.WS['Death Blossom'] = {}
-- Midcast Sets
sets.midcast.Cure = {}
sets.midcast.Curaga = sets.midcast.Cure
sets.midcast.CureWeather = {}
sets.midcast.CureSelf = {}
sets.midcast.CureMelee = {}
sets.midcast['Enhancing Magic'] = {}
sets.midcast['Enhancing Magic'].Temper = {}
sets.midcast['Enhancing Magic'].RegenSelf = {}
sets.midcast['Enhancing Magic'].RefreshSelf = {}
sets.midcast['Enhancing Magic'].HasteSelf = {}
sets.midcast['Enhancing Magic'].EnSpells = set_combine(sets.midcast['Enhancing Magic'],{})
sets.midcast['Enhancing Magic'].GainSpells = set_combine(sets.midcast['Enhancing Magic'],{})
sets.midcast['Enhancing Magic'].BarSpells = set_combine(sets.midcast['Enhancing Magic'],{})
sets.buff.ComposureOther = {head="Lethargy Chappel +1",body="Lethargy Sayon +1",
legs="Lethargy Fuseau +1",feet="Lethargy Houseaux +1"}
sets.midcast.Protect = {}
sets.midcast.Shell = sets.midcast.Protect
sets.midcast['Enhancing Magic'].Phalanx = {}
sets.midcast.Cursna = {}
sets.midcast.Stoneskin = {}
sets.midcast['Enfeebling Magic'] = {}
sets.midcast.MndEnfeebles = {}
sets.midcast.IntEnfeebles = {}
sets.midcast.Blind = {}
sets.midcast.ElementalEnfeeble = sets.midcast.IntEnfeebles
sets.midcast.Distract = {}
sets.midcast.Frazzle = {}
sets.midcast['Distract II'] = sets.midcast.Distract
sets.midcast['Distract III'] = sets.midcast.Distract
sets.midcast['Frazzle II'] = {}
sets.midcast['Frazzle III'] = sets.midcast.Frazzle
sets.midcast['Dia III'] = set_combine(sets.midcast['Enfeebling Magic'], {head="Vitivation Chapeau +1"})
sets.midcast['Slow II'] = set_combine(sets.midcast['Enfeebling Magic'], {head="Vitivation Chapeau +1"})
sets.Lunge = {}
sets.Convert = {main="Murgleis"}
sets.midcast['Elemental Magic'] ={}
sets.midcast['Elemental Magic']['Low'] = {}
sets.midcast.Impact = set_combine(sets.midcast['Elemental Magic'], {head=empty,body="Twilight Cloak"})
sets.midcast['Stun'] = {}
sets.midcast.Drain = {}
sets.midcast.Aspir = sets.midcast.Drain
-- Sets to return to when not performing an action.
-- Resting sets
sets.resting = {}
-- Idle sets
sets.idle = {}
sets.idle.Town = {}
sets.idle.Weak = {}
-- Defense sets
sets.defense.PDT = {}
sets.defense.MDT = {}
sets.Kiting = {}
sets.latent_refresh = {}
-- Engaged sets
-- Variations for TP weapon and (optional) offense/defense modes. Code will fall back on previous
-- sets if more refined versions aren't defined.
-- If you create a set with both offense and defense modes, the offense mode should be first.
-- EG: sets.engaged.Dagger.Accuracy.Evasion
-- Normal melee group
sets.engaged = {}
sets.engaged.Mid = {}
sets.engaged.Acc = {}
sets.engaged.Evasion = sets.engaged
sets.engaged.Mid.Evasion = sets.engaged.Mid
sets.engaged.Acc.Evasion = sets.engaged.Acc
sets.engaged.PDT = sets.defense.PDT
sets.engaged.Mid.PDT = sets.defense.MDT
sets.engaged.Acc.PDT = sets.defense.PDT
-- Haste 43%
sets.engaged.Haste_43 = set_combine(sets.engaged, {})
sets.engaged.Mid.Haste_43 = sets.engaged.Mid
sets.engaged.Acc.Haste_43 = sets.engaged.Acc
sets.engaged.Evasion.Haste_43 = sets.engaged.Haste_43
sets.engaged.PDT.Haste_43 = sets.defense.PDT
-- 40
sets.engaged.Haste_40 = set_combine(sets.engaged.Haste_43, {})
sets.engaged.Mid.Haste_40 = sets.engaged.Mid
sets.engaged.Acc.Haste_40 = sets.engaged.Acc
sets.engaged.Evasion.Haste_40 = sets.engaged.Haste_40
sets.engaged.PDT.Haste_40 = sets.defense.PDT
-- 30
sets.engaged.Haste_30 = sets.engaged
sets.engaged.Mid.Haste_30 = sets.engaged.Mid
sets.engaged.Acc.Haste_30 = sets.engaged.Acc
sets.engaged.Evasion.Haste_30 = sets.engaged
sets.engaged.PDT.Haste_30 = sets.defense.PDT
-- 25
sets.engaged.Haste_25 = set_combine(sets.engaged.Haste_30, {})
sets.engaged.Acc.Haste_25 = sets.engaged.Acc
sets.engaged.Mid.Haste_25 = sets.engaged.Mid
sets.engaged.Evasion.Haste_25 = sets.engaged
sets.engaged.PDT.Haste_25 = sets.defense.PDT
-- DW nin sub melee group
sets.engaged.DW_nin = {}
sets.engaged.DW_nin.Mid = {}
sets.engaged.DW_nin.Acc = {}
sets.engaged.DW_nin.Evasion = sets.engaged.DW_nin
sets.engaged.DW_nin.Mid.Evasion = sets.engaged.DW_nin.Mid
sets.engaged.DW_nin.Acc.Evasion = sets.engaged.DW_nin.Acc
sets.engaged.DW_nin.PDT = sets.defense.PDT
sets.engaged.DW_nin.Mid.PDT = sets.defense.MDT
sets.engaged.DW_nin.Acc.PDT = sets.defense.PDT
-- Haste 43%
sets.engaged.DW_nin.Haste_43 = set_combine(sets.engaged.DW_nin, {})
sets.engaged.DW_nin.Mid.Haste_43 = sets.engaged.DW_nin.Mid
sets.engaged.DW_nin.Acc.Haste_43 = sets.engaged.DW_nin.Acc
sets.engaged.DW_nin.Evasion.Haste_43 = sets.engaged.DW_nin.Haste_43
sets.engaged.DW_nin.PDT.Haste_43 = sets.defense.PDT
-- 40
sets.engaged.DW_nin.Haste_40 = set_combine(sets.engaged.DW_nin.Haste_43, {})
sets.engaged.DW_nin.Mid.Haste_40 = sets.engaged.DW_nin.Mid
sets.engaged.DW_nin.Acc.Haste_40 = sets.engaged.DW_nin.Acc
sets.engaged.DW_nin.Evasion.Haste_40 = sets.engaged.DW_nin.Haste_40
sets.engaged.DW_nin.PDT.Haste_40 = sets.defense.PDT
-- 30
sets.engaged.DW_nin.Haste_30 = {}
sets.engaged.DW_nin.Mid.Haste_30 = sets.engaged.DW_nin.Mid
sets.engaged.DW_nin.Acc.Haste_30 = sets.engaged.DW_nin.Acc
sets.engaged.DW_nin.Evasion.Haste_30 = sets.engaged.DW_nin
sets.engaged.DW_nin.PDT.Haste_30 = sets.defense.PDT
-- 25
sets.engaged.DW_nin.Haste_25 = set_combine(sets.engaged.DW_nin.Haste_30, {})
sets.engaged.DW_nin.Acc.Haste_25 = sets.engaged.DW_nin.Acc
sets.engaged.DW_nin.Mid.Haste_25 = sets.engaged.DW_nin.Mid
sets.engaged.DW_nin.Evasion.Haste_25 = sets.engaged.DW_nin
sets.engaged.DW_nin.PDT.Haste_25 = sets.defense.PDT
-- DW dnc sub melee group
sets.engaged.DW_dnc = {}
sets.engaged.DW_dnc.Mid = {}
sets.engaged.DW_dnc.Acc = {}
sets.engaged.DW_dnc.Evasion = sets.engaged.DW_dnc
sets.engaged.DW_dnc.Mid.Evasion = sets.engaged.DW_dnc.Mid
sets.engaged.DW_dnc.Acc.Evasion = sets.engaged.DW_dnc.Acc
sets.engaged.DW_dnc.PDT = sets.defense.PDT
sets.engaged.DW_dnc.Mid.PDT = sets.defense.MDT
sets.engaged.DW_dnc.Acc.PDT = sets.defense.PDT
-- Haste 43%
sets.engaged.DW_dnc.Haste_43 = set_combine(sets.engaged.DW_dnc, {})
sets.engaged.DW_dnc.Mid.Haste_43 = sets.engaged.DW_dnc.Mid
sets.engaged.DW_dnc.Acc.Haste_43 = sets.engaged.DW_dnc.Acc
sets.engaged.DW_dnc.Evasion.Haste_43 = sets.engaged.DW_dnc.Haste_43
sets.engaged.DW_dnc.PDT.Haste_43 = sets.defense.PDT
-- 40
sets.engaged.DW_dnc.Haste_40 = set_combine(sets.engaged.DW_dnc.Haste_43, {})
sets.engaged.DW_dnc.Mid.Haste_40 = sets.engaged.DW_dnc.Mid
sets.engaged.DW_dnc.Acc.Haste_40 = sets.engaged.DW_dnc.Acc
sets.engaged.DW_dnc.Evasion.Haste_40 = sets.engaged.DW_dnc.Haste_40
sets.engaged.DW_dnc.PDT.Haste_40 = sets.defense.PDT
-- 30
sets.engaged.DW_dnc.Haste_30 = sets.engaged.DW_dnc
sets.engaged.DW_dnc.Mid.Haste_30 = sets.engaged.DW_dnc.Mid
sets.engaged.DW_dnc.Acc.Haste_30 = sets.engaged.DW_dnc.Acc
sets.engaged.DW_dnc.Evasion.Haste_30 = sets.engaged.DW_dnc
sets.engaged.DW_dnc.PDT.Haste_30 = sets.defense.PDT
-- 25
sets.engaged.DW_dnc.Haste_25 = set_combine(sets.engaged.DW_dnc.Haste_30, {})
sets.engaged.DW_dnc.Acc.Haste_25 = sets.engaged.DW_dnc.Acc
sets.engaged.DW_dnc.Mid.Haste_25 = sets.engaged.DW_dnc.Mid
sets.engaged.DW_dnc.Evasion.Haste_25 = sets.engaged.DW_dnc
sets.engaged.DW_dnc.PDT.Haste_25 = sets.defense.PDT
sets.magic_burst = {}
sets.cure_hate = {}
sets.Enmity = {}
-- Sets for special buff conditions on spells.
sets.buff.Saboteur = {hands="Lethargy Gantherots +1"}
end
-------------------------------------------------------------------------------------------------------------------
-- Job-specific hooks for standard casting events.
-------------------------------------------------------------------------------------------------------------------
function job_precast(spell, action, spellMap, eventArgs)
if spell.skill == 'Healing Magic' and spellMap ~= 'StatusRemoval' then
gear.CureFeet.name = "Vanya Clogs"
if player.status == 'Engaged' then
gear.default.obi_back = { name="Sucellos's Cape", augments={'MND+20','Mag. Acc+20 /Mag. Dmg.+20','Mag. Acc.+10','"Cure" potency +10%',}}
if spell.target.type == 'SELF' then
gear.CureFeet.name = "Medium's Sabots"
else
gear.CureFeet.name = "Vanya Clogs"
end
else
gear.default.obi_back = { name="Sucellos's Cape", augments={'MND+20','Mag. Acc+20 /Mag. Dmg.+20','Mag. Acc.+10','"Cure" potency +10%',}}
end
if spell.target.type == 'SELF' then
gear.default.obi_waist = "Chuq'aba Belt"
else
gear.default.obi_waist = "Salire belt"
end
if world.weather_element == 'Light' then
gear.CureStaff.name = "Chatoyant Staff"
else
gear.CureStaff.name = "Serenity"
end
else
gear.default.obi_waist = "Salire belt"
gear.default.obi_back = { name="Sucellos's Cape", augments={'MND+20','Mag. Acc+20 /Mag. Dmg.+20','Mag. Acc.+10','"Cure" potency +10%',}}
end
if spell.name == 'Lunge' or spell.name == 'Swipe' then
equip(sets.Lunge)
end
if spell.name == 'Vallation' then
equip(sets.Enmity)
end
if spell.name == 'Pflug' then
equip(sets.Enmity)
end
if spell.name == 'Warcry'
or spell.name == 'Swordplay' or spell.name == 'Rayke' or spell.name == 'Meditate' or spell.name == 'Provoke' then
equip(sets.Enmity)
end
--prevents casting Utsusemi if you already have 3 or more shadows
if spell.name == 'Utsusemi: Ichi' and ShadowType == 'Ni' and (buffactive['Copy Image (3)'] or buffactive['Copy Image (4+)']) then
cancel_spell()
end
if buffactive['terror'] or buffactive['petrification'] or buffactive['stun'] or buffactive['sleep'] then
if TP_ind == 4 then
equip(sets.defense.MDT) else
equip(sets.defense.PDT)
end
end
if spell.name == 'Convert' then
equip(sets.Convert)
end
if (spell.type:endswith('Magic') or spell.type == "Ninjutsu") and buffactive.silence then -- Auto Use Echo Drops If You Are Silenced --
cancel_spell()
send_command('input /item "Echo Drops" <me>')
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)
if spell.skill == 'Enfeebling Magic' and state.Buff.Saboteur then
equip(sets.buff.Saboteur)
elseif spell.skill == 'Enhancing Magic' and not spell.english == 'Stoneskin' then
equip(sets.midcast.EnhancingDuration)
if buffactive.composure and spell.target.type == 'PLAYER' then
equip(sets.buff.ComposureOther)
end
elseif spellMap == 'Cure' then
if spell.target.type == 'SELF' then
equip(sets.midcast.CureSelf)
end
if state.CureHate.value then
equip(sets.cure_hate)
end
if world.weather_element == 'Light' then
equip(sets.midcast.CureWeather)
end
elseif spell.skill == 'Elemental Magic' then
if state.MagicBurst.value then
equip(sets.magic_burst)
end
if spell.element == world.day_element or spell.element == world.weather_element then
equip({waist="Hachirin-no-Obi"})
end
elseif spell.skill == "Ninjutsu" then
equip(sets.midcast.Recast)
if spell.name == 'Utsusemi: Ichi' and ShadowType == 'Ni' then
if buffactive['Copy Image'] then
windower.ffxi.cancel_buff(66)
elseif buffactive['Copy Image (2)'] then
windower.ffxi.cancel_buff(444)
elseif buffactive['Copy Image (3)'] then
windower.ffxi.cancel_buff(445)
elseif buffactive['Copy Image (4+)'] then
windower.ffxi.cancel_buff(446)
end
elseif spell.name == 'Monomi: Ichi' and buffactive.Sneak and spell.target.type == 'SELF' then
windower.ffxi.cancel_buff(71)
end
end
if spell.name == 'Foil' or spell.name == 'Flash' or spell.name == 'Blank Gaze'
or spell.name == 'Geist Wall' or spell.name == 'Poison Breath' or spell.name == 'Jettatura'
or spell.name == 'Cocoon' or spell.name == 'Soporific' or spell.name == 'Sheep Song'
or spell.name == 'Refueling' then
equip(sets.Enmity)
end
end
function job_get_spell_map(spell, default_spell_map)
if spell.action_type == 'Magic' then
if spell.skill == 'Enhancing Magic' then
if spell.english:startswith('En') then
return 'EnSpells'
elseif spell.english:startswith('Gain') then
return 'GainSpells'
elseif spell.english:startswith('Phalanx') then
return 'Phalanx'
elseif spell.english:startswith('Bar') then
return 'Bar'
elseif spell.english:startswith('Temper') then
return 'Temper'
elseif spell.english:startswith('Haste') then
if spell.target.type == 'SELF' then
return 'HasteSelf'
end
elseif spell.english:startswith('Refresh') then
if spell.target.type == 'SELF' then
return 'RefreshSelf'
end
end
elseif default_spell_map == 'Cure' or default_spell_map == 'Curaga' then
if player.status == 'Engaged' then
return "CureMelee"
end
end
if spell.action_type == 'Magic' then
if spell.skill == 'Enfeebling Magic' then
if spell.type == 'WhiteMagic' then
return 'MndEnfeebles'
else
return 'IntEnfeebles'
end
elseif spell.skill == 'Elemental Magic' then
if LowNukes:contains(spell.name) then
return 'Low'
else
return
end
end
end
end
end
-------------------------------------------------------------------------------------------------------------------
-- Job-specific hooks for non-casting events.
-------------------------------------------------------------------------------------------------------------------
-- Handle notifications of general user state change.
function job_state_change(stateField, newValue, oldValue)
determine_haste_group()
handle_equipping_gear(player.status)
end
-------------------------------------------------------------------------------------------------------------------
-- General hooks for change events.
-------------------------------------------------------------------------------------------------------------------
-- Called when a player gains or loses a buff.
-- buff == buff gained or lost
-- gain == true if the buff was gained, false if it was lost.
function job_buff_change(buff, gain)
-- If we gain or lose any haste buffs, adjust which gear set we target.
if S{'haste','march', 'madrigal','embrava','haste samba','mighty guard'}:contains(buff:lower()) then
determine_haste_group()
handle_equipping_gear(player.status)
end
if state.Buff[buff] ~= nil then
state.Buff[buff] = gain
-- if not midaction() then
handle_equipping_gear(player.status)
-- end
end
end
-------------------------------------------------------------------------------------------------------------------
-- User code that supplements standard library decisions.
-------------------------------------------------------------------------------------------------------------------
-- Modify the default idle set after it was constructed.
function customize_idle_set(idleSet)
if player.mpp < 51 then
idleSet = set_combine(idleSet, sets.latent_refresh)
end
return idleSet
end
-- function customize_melee_set(meleeSet)
-- if player.sub_job == 'DNC' or player.sub_job == 'NIN' then
-- meleeSet = set_combine(meleeSet, sets.engaged.DW)
-- end
-- return meleeSet
-- end
function update_combat_form()
-- Check for H2H or single-wielding
if player.equipment.sub == 'empty' then
state.CombatForm:reset()
end
if S{'Culminus','Genmei Shield'}:contains(player.equipment.sub) then
state.CombatForm:reset()
elseif player.sub_job == 'NIN' then
state.CombatForm:set('DW_nin')
elseif player.sub_job == 'DNC' then
state.CombatForm:set('DW_dnc')
end
end
function job_update(cmdParams, eventArgs)
update_combat_form()
determine_haste_group()
end
-- Set eventArgs.handled to true if we don't want the automatic display to be run.
function display_current_job_state(eventArgs)
display_current_caster_state()
eventArgs.handled = true
end
-------------------------------------------------------------------------------------------------------------------
-- Utility functions specific to this job.
-------------------------------------------------------------------------------------------------------------------
function determine_haste_group()
classes.CustomMeleeGroups:clear()
-- assuming +4 for marches (ghorn has +5)
-- Haste (white magic) 15%
-- Haste Samba (Sub) 5%
-- Haste (Merited DNC) 10% (never account for this)
-- Victory March +0/+3/+4/+5 9.4/14%/15.6%/17.1% +0
-- Advancing March +0/+3/+4/+5 6.3/10.9%/12.5%/14% +0
-- Embrava 30% with 500 enhancing skill
-- Mighty Guard - 15%
-- buffactive[580] = geo haste
-- buffactive[33] = regular haste
-- buffactive[604] = mighty guard
-- state.HasteMode = toggle for when you know Haste II is being cast on you
-- Hi = Haste II is being cast. This is clunky to use when both haste II and haste I are being cast
if ( ( (buffactive[33] or buffactive[580] or buffactive.embrava) and (buffactive.march or buffactive[604]) ) or
( buffactive[33] and (buffactive[580] or buffactive.embrava) ) or
( buffactive.march == 2 and buffactive[604] ) ) then
add_to_chat(8, '-------------Haste 43%-------------')
classes.CustomMeleeGroups:append('Haste_43')
elseif buffactive.embrava and buffactive.haste then
add_to_chat(8, '-------------Haste 40%-------------')
classes.CustomMeleeGroups:append('Haste_40')
elseif ( (buffactive[33] or buffactive.march == 2 or buffactive[580]) and buffactive['haste samba'] ) then
add_to_chat(8, '-------------Haste 35%-------------')
classes.CustomMeleeGroups:append('Haste_35')
elseif ( ( buffactive[580] or buffactive[33] or buffactive.march == 2 ) or
( buffactive.march == 1 and buffactive[604] ) ) then
add_to_chat(8, '-------------Haste 30%-------------')
classes.CustomMeleeGroups:append('Haste_30')
elseif ( buffactive.march == 1 or buffactive[604] ) then
add_to_chat(8, '-------------Haste 15%-------------')
classes.CustomMeleeGroups:append('Haste_15')
elseif ( buffactive[580] and ( buffactive.march or buffactive[33] or buffactive.embrava or buffactive[604]) ) or -- geo haste + anything
( buffactive.embrava and (buffactive.march or buffactive[33] or buffactive[604]) ) or -- embrava + anything
( buffactive.march == 2 and (buffactive[33] or buffactive[604]) ) or -- two marches + anything
( buffactive[33] and buffactive[604] and buffactive.march ) then -- haste + mighty guard + any marches
add_to_chat(8, '-------------Max Haste Mode Enabled--------------')
classes.CustomMeleeGroups:append('Haste_43')
elseif ( (buffactive[604] or buffactive[33]) and buffactive['haste samba'] and buffactive.march == 1) or -- MG or haste + samba with 1 march
( buffactive.march == 2 and buffactive['haste samba'] ) or
( buffactive[580] and buffactive['haste samba'] ) then
add_to_chat(8, '-------------Haste 35%-------------')
classes.CustomMeleeGroups:append('Haste_35')
elseif ( buffactive.march == 2 ) or -- two marches from ghorn
( (buffactive[33] or buffactive[604]) and buffactive.march == 1 ) or -- MG or haste + 1 march
( buffactive[580] ) or -- geo haste
( buffactive[33] and buffactive[604] ) then -- haste with MG
add_to_chat(8, '-------------Haste 30%-------------')
classes.CustomMeleeGroups:append('Haste_30')
elseif buffactive[33] or buffactive[604] or buffactive.march == 1 then
add_to_chat(8, '-------------Haste 15%-------------')
classes.CustomMeleeGroups:append('Haste_15')
end
end
-- Select default macro book on initial load or subjob change.
function select_default_macro_book()
-- Default macro set/book
if player.sub_job == 'DNC' then
set_macro_page(2, 4)
elseif player.sub_job == 'WHM' then
set_macro_page(3, 4)
elseif player.sub_job == 'NIN' then
set_macro_page(10, 4)
elseif player.sub_job == 'THF' then
set_macro_page(4, 4)
elseif player.sub_job == 'BLM' then
set_macro_page(5, 4)
else
set_macro_page(1, 4)
end
end
Asura.Patb
サーバ: Asura
Game: FFXI
Posts: 86
By Asura.Patb 2016-12-13 22:32:45
Wondering if anyone can help me change my pup lua from setting petmode based on frame head, and turn it into a toggle on alt+f9.
http://pastebin.com/RBw1wc84
Code -------------------------------------------------------------------------------------------------------------------
-- 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
include('organizer-lib')
-- Setup vars that are user-independent.
function job_setup()
-- List of pet weaponskills to check for
petWeaponskills = S{"Slapstick", "Knockout", "Magic Mortar",
"Chimera Ripper", "String Clipper", "Cannibal Blade", "Bone Crusher", "String Shredder",
"Arcuballista", "Daze", "Armor Piercer", "Armor Shatterer"}
-- Map automaton heads to combat roles
petModes = {
['Harlequin Head'] = 'Melee',
['Sharpshot Head'] = 'Ranged',
['Valoredge Head'] = 'Tank',
['Stormwaker Head'] = 'Magic',
['Soulsoother Head'] = 'Tank',
['Spiritreaver Head'] = 'Nuke'
}
-- Subset of modes that use magic
magicPetModes = S{'Nuke','Heal','Magic'}
-- Var to track the current pet mode.
state.PetMode = M{['description']='Pet Mode', 'None', 'Melee', 'Ranged', 'Tank', 'Magic', 'Heal', 'Nuke'}
include('Mote-TreasureHunter')
end
-- Setup vars that are user-dependent. Can override this function in a sidecar file.
function user_setup()
-- Options: Override default values
state.OffenseMode:options('Normal', 'Acc', 'Fodder')
state.WeaponskillMode:options('Normal', 'Acc', 'Fodder')
state.PhysicalDefenseMode:options('PDT', 'Evasion', "Pulling")
state.MagicalDefenseMode:options('MDT')
send_command('bind ^= gs c cycle treasuremode')
update_pet_mode()
select_default_macro_book()
end
-- Define sets used by this job file.
function init_gear_sets()
sets.Organizer = {
main="Animator P",
sub="Eminent Animator II",
neck="Midnights",
body="Ohtas",
}
sets.TreasureHunter = {waist="Chaac Belt"}
-- Precast Sets
-- Fast cast sets for spells
sets.precast.FC = {
head="Rawhide Mask",neck="Orunmila's Torque",ear1="Loquacious Earring",
body="Anhur Robe",ring1="Veneficium Ring",ring2="Prolix Ring",
back="Swith Cape",waist="Hurch'lan Sash",feet="Regal Pumps +1"
}
sets.precast.FC.Utsusemi = set_combine(sets.precast.FC, {neck="Magoraga Beads"})
-- Precast sets to enhance JAs
sets.precast.JA['Tactical Switch'] = {feet="Karagoz Scarpe +1"}
sets.precast.JA['Repair'] = {
ammo="Automaton Oil +3",
ear1="Guignol Earring",ear2="Pratik Earring",
legs="Desultor Tassets",feet="Foire Bab. +1"
}
sets.precast.JA['Maintenance'] = {ammo="Automaton Oil"}
sets.precast.JA.Maneuver = {neck="Buffoon's Collar",ear2="Burana Earring",body="Karagoz Farsetto",hands="Puppetry Dastanas",back="Visucius's Mantle"}
-- Waltz set (chr and vit)
sets.precast.Waltz = {
ear1="Roundel Earring",
body="Pitre Tobe +1",hands="Regimen Mittens",ring1="Spiral Ring",
back="Refraction Cape",legs="Naga Hakama",feet="Dance Shoes"}
-- 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 = {
neck="Fotia Gorget",ear1="Bladeborn Earring",ear2="Steelflash Earring",
ring1="Rajas Ring",ring2="Epona's Ring",
back="Dispersal Mantle",waist="Fotia Belt",legs="Samnuha Tights",}
-- Specific weaponskill sets. Uses the base set if an appropriate WSMod version isn't found.
sets.precast.WS['Stringing Pummel'] = set_combine(sets.precast.WS, {
ear1="Brutal Earring",ear2="Moonshade Earring",
ring1="Spiral Ring"})
sets.precast.WS['Victory Smite'] = set_combine(sets.precast.WS, {
ear1="Brutal Earring",ear2="Moonshade Earring",
ring1="Pyrosoul Ring"})
-- Midcast Sets
-- Midcast sets for pet actions
sets.midcast.Pet.Cure = {
head="Naga Somen",
body="Naga Samue",hands="Regimen Mittens",ring1="Kunaji Ring",ring2="Thurandaut Ring",
back="Refraction Cape",waist="Ukko Sash",legs="Naga Hakama",feet="Foire Bab. +1"}
sets.midcast.Pet['Elemental Magic'] = {
head="Rawhide Mask",
neck="Deino Collar",
ear1="Charivari Earring",
ear2="Burana Earring",
hands="Naga Tekko",
ring1="",
ring2="Thurandaut Ring",
back="Argochampsa Mantle",
waist="Ukko Sash",
legs={ name="Herculean Trousers", augments={'Pet: "Mag.Atk.Bns."+29','Pet: "Store TP"+5','Pet: INT+10','Pet: Attack+9 Pet: Rng.Atk.+9',}},
feet={ name="Herculean Boots", augments={'Pet: "Mag.Atk.Bns."+23','Pet: "Dbl.Atk."+1 Pet: Crit.hit rate +1','Pet: INT+7','Pet: Attack+12 Pet: Rng.Atk.+12',}},}
sets.midcast.Pet.WeaponSkill = {
head="Karagoz Capello +1",neck="Empath Necklace",ear1="Charivari Earring",ear2="Burana Earring",
body="Pitre Tobe +1",hands="Karagoz Guanti +1",ring1="Overbearing Ring",ring2="Thurandaut Ring",
back="Dispersal Mantle",waist="Ukko Sash",legs="Karaggoz Pantaloni +1",feet="Naga Kyahan"}
-- Sets to return to when not performing an action.
-- Resting sets
sets.resting = {
head="Pitre Taj +1",neck="Wiglen Gorget",ear1="Infused Earring",ear2="Burana Earring",
ring1="Sheltered Ring",ring2="Paguroidea Ring",
back="Contriver's Cape"}
-- Idle sets
sets.idle = {
ammo="Automat. Oil +3",
head="Rao Kabuto",neck="Wiglen Gorget",ear1="Infused Earring",ear2="Burana Earring",
body="Rao Togi", hands="Rao Kote",ring1="Sheltered Ring",ring2="Paguroidea Ring",
back="Mecistopins Mantle",waist="Lycopodium Sash",legs="Rao Haidate",feet="Hermes' Sandals"}
sets.idle.PDT = {
main="Earth Staff",
head="Rao Kabuto",neck="Twilight Torque",ear1="Heartseeker Earring",
body="Qaaxo Harness",hands="Rao Kote", ring1="Defending Ring",ring2="Dark Ring",
back="Cheviot Cape",waist="Flume Belt",legs=="Rao Haidate", feet="Hermes' Sandals",
}
-- Set for idle while pet is out (eg: pet regen gear)
sets.idle.Pet = set_combine(sets.idle, {neck="Empath Necklace",ring2="Thurandaut Ring",back="Mecistopins Mantle",waist="Isa Belt"})
sets.idle.PDT.Pet = sets.idle.PDT
-- Idle sets to wear while pet is engaged
sets.idle.Pet.Engaged = {
range="Animator P",
ammo="Automat. Oil +3",
head="Tali'ah Turban +1",
body="Tali'ah Manteel +1",
hands="Tali'ah Gages +1",
legs="Tali'ah Seraweels +1",
feet="Tali'ah Crackows +1",
neck="Empath Necklace",
waist="Hurch'lan Sash",
left_ear="Zennaroi Earring",
right_ear="Steelflash Earring",
left_ring="Overbearing Ring",
right_ring="Paguroidea Ring",
back={ name="Visucius's Mantle", augments={'Pet: Acc.+20 Pet: R.Acc.+20 Pet: Atk.+20 Pet: R.Atk.+20','Accuracy+20 Attack+20','Pet: Haste+10',}}
}
sets.idle.Pet.Engaged.Ranged = {
main={ name="Ohtas", augments={'Accuracy+70','Pet: Accuracy+70','Pet: Haste+10%',}},
range="Animator P",
ammo="Automat. Oil +3",
head="Tali'ah Turban +1",
body="Tali'ah Manteel +1",
hands="Tali'ah Gages +1",
legs="Tali'ah Seraweels +1",
feet="Tali'ah Crackows +1",
neck="Empath Necklace",
waist="Incarnation Sash",
left_ear="Domesticator's Earring",
right_ear="Rimeice Earring",
left_ring="Varar Ring",
right_ring="Varar Ring",
back={ name="Visucius's Mantle", augments={'Pet: Acc.+20 Pet: R.Acc.+20 Pet: Atk.+20 Pet: R.Atk.+20','Accuracy+20 Attack+20','Pet: Haste+10',}},
}
sets.idle.Pet.Engaged.Nuke = set_combine(sets.idle.Pet.Engaged, {legs="Karaggoz Pantaloni +1",feet="Pitre Babouches +1"})
sets.idle.Pet.Engaged.Magic = sets.idle.Pet.Engaged
sets.idle.Pet.Engaged.Tank = {
ammo="Automat. Oil +3",
head="Rao Kabuto",
body="Rao Togi",
hands="Rao Kote",
legs="Rao Haidate",
feet="Rao Sune-Ate",
neck="Empath Necklace",
waist="Isa Belt",
left_ear="Domesticator's Earring",
right_ear="Handler's Earring +1",
left_ring="Varar Ring",
right_ring="Varar Ring",
back="Visucius's Mantle",}
-- 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
sets.inwkr = {
neck="Ygnas's Resolve +1"}
-- Normal melee group
sets.engaged = {
head="Tali'ah Turban +1",
body="Tali'ah Manteel +1",
hands="Tali'ah gages +1",
legs="Samnuha Tights",
feet={ name="Herculean Boots", augments={'Accuracy+28','"Triple Atk."+3','Attack+15',}},
neck="Clotharius Torque",
waist="Grunfeld Rope",
left_ear="Bladeborn Earring",
right_ear="Steelflash Earring",
left_ring="Apate Ring",
right_ring="Cacoethic Ring",
back={ name="Visucius's Mantle", augments={'Pet: Acc.+20 Pet: R.Acc.+20 Pet: Atk.+20 Pet: R.Atk.+20','Accuracy+20 Attack+20','Pet: Haste+10',}},
}
sets.engaged.Acc = set_combine(sets.engaged, {
})
end
-------------------------------------------------------------------------------------------------------------------
-- Job-specific hooks that are called to process player actions at specific points in time.
-------------------------------------------------------------------------------------------------------------------
-- Called when player is about to perform an action
function job_precast(spell, action, spellMap, eventArgs)
custom_aftermath_timers_precast(spell)
end
function job_aftercast(spell, action, spellMap, eventArgs)
custom_aftermath_timers_aftercast(spell)
end
-- Called when pet is about to perform an action
function job_pet_midcast(spell, action, spellMap, eventArgs)
if petWeaponskills:contains(spell.english) then
classes.CustomClass = "Weaponskill"
end
end
-------------------------------------------------------------------------------------------------------------------
-- General hooks for other game events.
-------------------------------------------------------------------------------------------------------------------
-- Called when a player gains or loses a buff.
-- buff == buff gained or lost
-- gain == true if the buff was gained, false if it was lost.
function job_buff_change(buff, gain)
if buff == 'Wind Maneuver' then
handle_equipping_gear(player.status)
end
end
-- Called when a player gains or loses a pet.
-- pet == pet gained or lost
-- gain == true if the pet was gained, false if it was lost.
function job_pet_change(pet, gain)
update_pet_mode()
end
-- Called when the pet's status changes.
function job_pet_status_change(newStatus, oldStatus)
if newStatus == 'Engaged' then
display_pet_status()
end
end
if buffactive["reive mark"] then
equip(sets.inwkr)
end
-------------------------------------------------------------------------------------------------------------------
-- User code that supplements self-commands.
-------------------------------------------------------------------------------------------------------------------
-- Called for custom player commands.
function job_self_command(cmdParams, eventArgs)
if cmdParams[1] == 'maneuver' then
if pet.isvalid then
local man = defaultManeuvers[state.PetMode]
if man and tonumber(cmdParams[2]) then
man = man[tonumber(cmdParams[2])]
end
if man then
send_command('input /pet "'..man..'" <me>')
end
else
add_to_chat(123,'No valid pet.')
end
end
end
-- Called by the 'update' self-command, for common needs.
-- Set eventArgs.handled to true if we don't want automatic equipping of gear.
function job_update(cmdParams, eventArgs)
update_pet_mode()
end
-- Set eventArgs.handled to true if we don't want the automatic display to be run.
function display_current_job_state(eventArgs)
local defenseString = ''
if state.Defense.Active then
local defMode = state.Defense.PhysicalMode
if state.Defense.Type == 'Magical' then
defMode = state.Defense.MagicalMode
end
defenseString = 'Defense: '..state.Defense.Type..' '..defMode..', '
end
add_to_chat(122,'Melee: '..state.OffenseMode..'/'..state.DefenseMode..', WS: '..state.WeaponskillMode..', '..defenseString..
'Kiting: '..on_off_names[state.Kiting])
display_pet_status()
eventArgs.handled = true
end
-------------------------------------------------------------------------------------------------------------------
-- Utility functions specific to this job.
-------------------------------------------------------------------------------------------------------------------
-- Get the pet mode value based on the equipped head of the automaton.
-- Returns nil if pet is not valid.
function get_pet_mode()
if pet.isvalid then
return petModes[pet.head] or 'None'
else
return 'None'
end
end
-- Update state.PetMode, as well as functions that use it for set determination.
function update_pet_mode()
state.PetMode:set(get_pet_mode())
update_custom_groups()
end
-- Update custom groups based on the current pet.
function update_custom_groups()
classes.CustomIdleGroups:clear()
if pet.isvalid then
classes.CustomIdleGroups:append(state.PetMode.value)
end
end
-- Display current pet status.
function display_pet_status()
if pet.isvalid then
local petInfoString = pet.name..' ['..pet.head..']: '..tostring(pet.status)..' TP='..tostring(pet.tp)..' HP%='..tostring(pet.hpp)
if magicPetModes:contains(state.PetMode) then
petInfoString = petInfoString..' MP%='..tostring(pet.mpp)
end
add_to_chat(122,petInfoString)
end
end
-- Select default macro book on initial load or subjob change.
function select_default_macro_book()
-- Default macro set/book
if player.sub_job == 'DNC' then
set_macro_page(1, 13)
elseif player.sub_job == 'NIN' then
set_macro_page(1, 13)
elseif player.sub_job == 'THF' then
set_macro_page(1, 13)
else
set_macro_page(1, 13)
end
end
By Selindrile 2016-12-14 08:10:46
As always, make a backup but I think this should be pretty easy.
Delete lines: 52 and 295 and 334 and 375. (Where the functions update_pet_mode() and get_pet_mode() are called because these are what automatically changes the modes.)
Delete lines: 23-30 and replace with:
Code petModes = {'Melee','Ranged','Tank','Magic','Heal','Nuke'}
Also add this in user_setup() :
send_command('bind !f9 gs c cycle petMode')
See if that does the trick for you.
By Selindrile 2016-12-14 08:27:13
@Psycooo Do you have the addon cancel active? Where the buff cancelling is done in Motetenten's gearswaps is actually in the libs, not in your job file.
サーバ: Odin
Game: FFXI
Posts: 42
By Odin.Psycooo 2016-12-14 13:10:59
@Psycooo Do you have the addon cancel active? Where the buff cancelling is done in Motetenten's gearswaps is actually in the libs, not in your job file.
I didn't for a while, but then I finally added it both with and without the cancel buff code and it still didn't remove shadows, removed sneak though(spell didn't try ninjustu sneak)
I can cast ichi and ni over ichi, but not have ichi cast over Ni, which is the point that I would like as well. (I know that sounds kinda stupid, but my recast on shadows is so low I can keep shadows/stoneskin up full time that way.)
Keeps showing up as Utsusemi: Ichi has no effect.
Cerberus.Kvazz
サーバ: Cerberus
Game: FFXI
Posts: 5345
By Cerberus.Kvazz 2016-12-14 13:19:06
Hi!
This might not be the right place to ask at all.
Buuut I have'nt played since the spellcast days, this "gearswap" seems to be the new plugin all the cool kids are using?
Is there any database with good... .xmls? .gearswaps? (what kinda files are these? .lua?)
I want to know what I'm up against before I reinstall the game O.O
Bismarck.Mitchel
サーバ: Bismarck
Game: FFXI
Posts: 153
By Bismarck.Mitchel 2016-12-14 16:16:07
Could anyone figure out why my gun keeps getting unequipped since the update? Thanks.
-------------------------------------------------------------------------------------------------------------------
-- Setup functions for this job. Generally should not be modified.
-------------------------------------------------------------------------------------------------------------------
--[[
Custom commands:
gs c shot
Uses the currently configured shot on the target, with either <t> or <stnpc> depending on setting.
gs c shot t
Uses the currently configured shot on the target, but forces use of <t>.
Configuration commands:
gs c cycle mainshot
Cycles through the available steps to use as the primary shot when using one of the above commands.
gs c cycle altshot
Cycles through the available steps to use for alternating with the configured main shot.
gs c toggle usealtshot
Toggles whether or not to use an alternate shot.
gs c toggle selectshottarget
Toggles whether or not to use <stnpc> (as opposed to <t>) when using a shot.
gs c toggle LuzafRing -- Toggles use of Luzaf Ring on and off
gs c cycle QuickDraw -- Cycles through Normal, STP, Resistant QuickDraw sets.
--If set to Resistant and using light/dark shot, will use sets.precast.CorsairShot.StatusShot
--Other shots will use sets.precast.CorsairShot.Resistant
Offense mode is melee or ranged. Used ranged offense mode if you are engaged
for ranged weaponskills, but not actually meleeing.
Weaponskill mode, if set to 'Normal', is handled separately for melee and ranged weaponskills.
--]]
-- Initialization function for this job file.
function get_sets()
mote_include_version = 2
-- Load and initialize the include file.
include('Mote-Include.lua')
include('Mote-Globals.lua')
end
-- Setup vars that are user-independent. state.Buff vars initialized here will automatically be tracked.
function job_setup()
-- QuickDraw Selector
state.MainShot = M{['description']='Primary Shot', 'Dark Shot', 'Earth Shot', 'Water Shot', 'Wind Shot', 'Fire Shot', 'Ice Shot', 'Thunder Shot'}
state.AltShot = M{['description']='Secondary Shot', 'Earth Shot', 'Water Shot', 'Wind Shot', 'Fire Shot', 'Ice Shot', 'Thunder Shot', 'Dark Shot'}
state.UseAltShot = M(false, 'Use Secondary Shot')
state.SelectShotTarget = M(false, 'Select Quick Draw Target')
state.IgnoreTargetting = M(false, 'Ignore Targetting')
state.CurrentShot = M{['description']='Current Quick Draw', 'Main', 'Alt'}
state.QuickDraw = M{['description']='QD Mode', 'Normal','STP', 'Resistant'}
-- Whether to use Luzaf's Ring
state.LuzafRing = M(false, "Luzaf's Ring")
-- Whether a warning has been given for low ammo
state.warned = M(false)
define_roll_values()
determine_haste_group()
end
-------------------------------------------------------------------------------------------------------------------
-- User setup functions for this job. Recommend that these be overridden in a sidecar file.
-------------------------------------------------------------------------------------------------------------------
-- Setup vars that are user-dependent. Can override this function in a sidecar file.
function user_setup()
state.OffenseMode:options('Normal', 'LowAcc', 'MidAcc', 'HighAcc', 'Fodder')
state.RangedMode:options('Normal', 'Acc', 'Fodder')
state.WeaponskillMode:options('Normal', 'Acc')
state.CastingMode:options('Normal', 'Resistant')
state.IdleMode:options('Normal', 'DT')
gear.RAbullet = "Adlivun Bullet"
gear.WSbullet = "Adlivun Bullet"
gear.MAbullet = "Orichalc. Bullet"
gear.QDbullet = "Animikii Bullet"
options.ammo_warning_limit = 5
-- Additional local binds
send_command('bind ^` input /ja "Double-up" <me>')
send_command('bind !` input /ja "Bolter\'s Roll" <me>')
send_command ('bind @` gs c toggle LuzafRing')
send_command('bind ^- gs c cycleback mainshot')
send_command('bind ^= gs c cycle mainshot')
send_command('bind !- gs c cycle altshot')
send_command('bind != gs c cycleback altshot')
send_command('bind ^[ gs c toggle selectshottarget')
send_command('bind ^] gs c toggle usealtshot')
send_command('bind ^, input /ja "Spectral Jig" <me>')
send_command('unbind ^.')
select_default_macro_book()
end
-- Called when this job file is unloaded (eg: job change)
function user_unload()
send_command('unbind ^`')
send_command('unbind !`')
send_command('unbind @`')
send_command('unbind ^-')
send_command('unbind ^=')
send_command('unbind !-')
send_command('unbind !=')
send_command('unbind ^[')
send_command('unbind ^]')
send_command('unbind ^,')
end
-- Define sets and vars used by this job file.
function init_gear_sets()
--------------------------------------
-- Start defining the sets
--------------------------------------
-- Augmented Gear
-- Herculean
gear.Herc_MAB_Head = {name="Herculean Helm", augments={'Mag. Acc.+20 "Mag.Atk.Bns."+20','INT+7','"Mag.Atk.Bns."+11',}}
gear.Herc_TP_Gloves = {name="Herculean Gloves", augments={'Accuracy+30','"Triple Atk."+3','DEX+3',}}
gear.Herc_TP_Legs = {name="Herculean Trousers", augments={'Attack+23','"Triple Atk."+4','STR+3','Accuracy+8',}}
gear.Herc_MAB_Legs = { name="Herculean Trousers", augments={'"Mag.Atk.Bns."+25','Weapon skill damage +3%','MND+10',}}
gear.Herc_MAB_Feet = {name="Herculean Boots", augments={'Mag. Acc.+18 "Mag.Atk.Bns."+18','STR+10','Mag. Acc.+11','"Mag.Atk.Bns."+12',}}
gear.Herc_TP_Feet = {name="Herculean Boots", augments={'Accuracy+27','"Triple Atk."+2','DEX+7',}}
-- Taeon
gear.Taeon_WS_Head = {name="Taeon Chapeau", augments={'Mag. Acc.+15 "Mag.Atk.Bns."+15','Weapon skill damage +2%',}}
gear.Taeon_TP_Head = {name="Taeon Chapeau", augments={'Accuracy+23','"Triple Atk."+1',}}
gear.Taeon_TP_Legs = {name="Taeon Tights", augments={'Accuracy+23','"Triple Atk."+2',}}
-- Ambuscade Capes
gear.COR_WS_Cape = {name="Camulus's Mantle", augments={'AGI+20','Mag. Acc+20 /Mag. Dmg.+20','Weapon skill damage +10%',}}
gear.COR_WS2_Cape = {name="Ankou's Mantle", augments={'STR+20','Accuracy+20 Attack+20','Weapon skill damage +10%',}}
gear.COR_TP_Cape = { name="Camulus's Mantle", augments={'DEX+20','Accuracy+20 Attack+20','"Store TP"+10',}}
-- Precast Sets
sets.precast.JA['Triple Shot'] = {body="Chasseur's Frac",back=gear.COR_WS_Cape}
sets.precast.JA['Snake Eye'] = {legs="Commodore Culottes +2"}
sets.precast.JA['Wild Card'] = {feet="Lanun Bottes +1"}
sets.precast.JA['Random Deal'] = {body="Lanun Frac +1"}
sets.precast.CorsairRoll = {
head="Lanun Tricorne",
body="Meg. Cuirie +1",
hands="Chasseur's Gants",
legs="Desultor Tassets",
feet="Lanun Bottes +1",
neck="Twilight Torque",
ear1="Darkness earring",
ear2="Darkness earring",
ring1="Luzaf's Ring",
ring2="Barataria Ring",
back="Camulus's Mantle",
waist="Flume Belt",
}
-- sets.precast.CorsairRoll["Caster's Roll"] = set_combine(sets.precast.CorsairRoll, {legs="Chas. Culottes"})
sets.precast.CorsairRoll["Courser's Roll"] = set_combine(sets.precast.CorsairRoll, {feet="Chass. Bottes"})
sets.precast.CorsairRoll["Blitzer's Roll"] = set_combine(sets.precast.CorsairRoll, {head="Chass. Tricorne"})
sets.precast.CorsairRoll["Tactician's Roll"] = set_combine(sets.precast.CorsairRoll, {body="Chasseur's Frac"})
sets.precast.CorsairRoll["Allies' Roll"] = set_combine(sets.precast.CorsairRoll, {hands="Chasseur's Gants"})
sets.precast.LuzafRing = {ring2="Luzaf's Ring"}
sets.precast.FoldDoubleBust = {hands="Lanun Gants"}
sets.precast.CorsairShot = {
ammo=gear.QDbullet,
head=gear.Herc_MAB_Head,
body="Mirke wardecors",
hands="Carmine Fin. Ga. +1",
legs="Laksamana's trews +1",
feet=gear.Herc_MAB_Feet,
neck="Sanctity Necklace",
ear1="Hecate's Earring",
ear2="Friomisi Earring",
ring1="Arvina Ringlet +1",
ring2="Acumen Ring",
back=gear.COR_WS_Cape,
waist="Eschan Stone",
}
sets.precast.CorsairShot.STP = {
ammo=gear.QDbullet,
head="Pursuer's beret",
body="Mirke wardecors",
hands="Schutzen Mittens",
legs="Chas. Culottes",
feet="Carmine Greaves",
neck="Sanctity Necklace",
ear1="Cessance Earring",
ear2="Friomisi Earring",
ring1="Raja Ring",
ring2="Petrov Ring",
back=gear.COR_TP_Cape,
waist="Goading Belt",
}
sets.precast.CorsairShot.Resistant = {
ammo=gear.QDbullet,
head="Carmine Mask",
body="Mirke wardecors",
hands="Leyline gloves",
legs="Rawhide Trousers",
feet=gear.Herc_MAB_Feet,
neck="Sanctity Necklace",
ear1="Lifestorm Earring",
ear2="Psystorm Earring",
ring1="Weatherspoon ring",
ring2="Etana Ring",
back=gear.COR_WS_Cape,
waist="Eschan Stone",
}
sets.precast.CorsairShot.StatusShot = {
ammo=gear.QDbullet,
head="Carmine Mask",
body="Mirke wardecors",
hands="Leyline gloves",
legs="Rawhide Trousers",
feet=gear.Herc_MAB_Feet,
neck="Sanctity Necklace",
ear1="Lifestorm Earring",
ear2="Psystorm Earring",
ring1="Weatherspoon ring",
ring2="Etana Ring",
back=gear.COR_WS_Cape,
waist="Eschan Stone",
}
sets.precast.CorsairShot['Light Shot'] = set_combine(sets.precast.CorsairShot, {
hands="Leyline gloves",
head="Carmine Mask",
legs="Rawhide Trousers",
ear1="Lifestorm Earring",
ear2="Psystorm Earring",
ring1="Weatherspoon ring",
ring2="Etana Ring",
})
sets.precast.CorsairShot['Dark Shot'] = set_combine(sets.precast.CorsairShot, {
hands="Leyline gloves",
head="Pixie Hairpin +1",
legs="Rawhide Trousers",
ear1="Lifestorm Earring",
ear2="Psystorm Earring",
ring1="Weatherspoon ring",
ring2="Archon Ring",
})
sets.precast.Waltz = {
hands="Slither Gloves +1",
legs="Desultor Tassets",
ring1="Asklepian Ring",
ring2="Valseur's Ring",
} -- CHR and VIT
sets.precast.Waltz['Healing Waltz'] = {}
sets.precast.FC = {
ammo="Sapience orb", --2
head="Carmine Mask", --12
body="Taeon Tabard", --7
hands="Leyline Gloves", --8
legs="Rawhide Trousers", --5
feet="Carmine Greaves", --7
neck="Orunmila's Torque", --5
ear1="Loquacious Earring", --2
ear2="Halasz Earring", --
ring1="Prolix Ring", --2
ring2="Weatherspoon ring", --5(3)
waist="Flume belt",
}
sets.precast.FC.Utsusemi = set_combine(sets.precast.FC, {
neck="Magoraga Beads",
ring1="Lebeche Ring",
})
sets.precast.RA = {
ammo=gear.RAbullet,
head="Aurore Beret +1", --5
body="Pursuer's Doublet", --6
hands="Carmine Fin. Ga. +1", --8
legs="Chasseur's culottes", --6
feet="Meg. Jam. +1", --8
back="Navarch's Mantle", --6.5
waist="Impulse Belt", --3
}
-- Weaponskill sets
-- Default set for any weaponskill that isn't any more specifically defined
sets.precast.WS = {
ammo=gear.WSbullet,
head="Meghanada Visor +1",
body="Meg. Cuirie +1",
hands="Meghanada gloves +1",
legs="Meg. Chausses +1",
feet="Meg. Jam. +1",
neck="Fotia Gorget",
ear1="Moonshade Earring",
ear2="Ishvara Earring",
ring1="Arvina Ringlet +1",
ring2="Garuda Ring",
back=gear.COR_WS_Cape,
waist="Fotia belt",
}
sets.precast.WS.Acc = set_combine(sets.precast.WS, {
hands="Meg. Gloves +1",
})
-- Specific weaponskill sets. Uses the base set if an appropriate WSMod version isn't found.
sets.precast.WS["Last Stand"] = set_combine(sets.precast.WS['Last Stand'], {
hands="Meg. Gloves +1",
ring1="Garuda Ring",
})
sets.precast.WS['Last Stand'].Acc = set_combine(sets.precast.WS['Last Stand'], {
ammo=gear.WSbullet,
hands="Meg. Gloves +1",
ear2="Volley Earring",
ring1="Cacoethic Ring +1",
back="Gunslinger's cape",
})
sets.precast.WS['Wildfire'] = {
ammo=gear.MAbullet,
head=gear.Herc_MAB_Head,
body="Samnuha Coat",
hands="Carmine Fin. Ga. +1",
legs=gear.Herc_MAB_Legs,
feet=gear.Herc_MAB_Feet,
neck="Sanctity Necklace",
ear1="Hecate's Earring",
ear2="Friomisi Earring",
ring1="Arvina Ringlet +1",
ring2="Garuda Ring",
back=gear.COR_WS_Cape,
waist="Eschan Stone",
}
sets.precast.WS['Leaden Salute'] = {
ammo=gear.MAbullet,
head="Pixie Hairpin +1",
body="Samnuha Coat",
hands="Carmine Fin. Ga. +1",
legs=gear.Herc_MAB_Legs,
feet=gear.Herc_MAB_Feet,
neck="Sanctity Necklace",
ear1="Moonshade Earring",
ear2="Friomisi Earring",
ring1="Archon Ring",
ring2="Arvina Ringlet +1",
back=gear.COR_WS_Cape,
waist="Eschan Stone",
}
sets.precast.WS['Aeolian Edge'] = {
ammo=gear.MAbullet,
head=gear.Herc_MAB_Head,
body="Samnuha Coat",
hands="Leyline gloves",
legs=gear.Herc_MAB_Legs,
feet=gear.Herc_MAB_Feet,
neck="Sanctity Necklace",
ear1="Hecate's Earring",
ear2="Friomisi Earring",
ring1="Arvina Ringlet +1",
ring2="Garuda Ring",
back=gear.COR_WS_Cape,
waist="Eschan Stone",
}
sets.precast.WS['Evisceration'] = {
head="",
body="Meg. Cuirie +1",
hands="Meg. Gloves +1",
legs="",
feet="",
neck="Fotia gorget",
ear1="Moonshade Earring",
ear2="Brutal Earring",
ring1="",
ring2="Epona's Ring",
back="",
waist="Fotia belt",
}
sets.precast.WS['Savage Blade'] = {
head="Meghanada Visor +1",
body="Meg. Cuirie +1",
hands="Meghanada gloves +1",
legs="Meg. Chausses +1",
feet="Rawhide boots",
neck="Caro necklace",
ear1="Moonshade Earring",
ear2="Ishvara Earring",
ring1="Ifrit Ring",
ring2="Ifrit Ring",
back=gear.COR_WS2_Cape,
waist="Prosilio belt +1",
}
sets.precast.WS['Savage Blade'].Acc = set_combine(sets.precast.WS['Savage Blade'], {
ring1="Rufescent Ring",
waist="Grunfeld Rope",
})
sets.precast.WS['Requiescat'] = set_combine(sets.precast.WS['Savage Blade'], {
neck="Fotia gorget",
ring1="Rufescent Ring",
ring2="Epona's Ring",
back="Bleating Mantle",
waist="Fotia Belt",
}) --MND
sets.precast.WS['Requiescat'].Acc = set_combine(sets.precast.WS['Requiescat'], {
head="Carmine Mask"
})
-- Midcast Sets
sets.midcast.CorsairRoll = {
head="Lanun Tricorne",
body="Meg. Cuirie +1",
hands="Chasseur's Gants",
legs="Desultor Tassets",
feet="Lanun Bottes +1",
neck="Twilight Torque",
ear1="Darkness earring",
ear2="Darkness earring",
ring1="Luzaf's Ring",
ring2="Barataria Ring",
back="Camulus's Mantle",
waist="Flume Belt",
}
sets.midcast.FastRecast = {
ear1="Loquacious Earring",
ear2="",
}
sets.midcast.Cure = {
neck="Incanter's Torque",
ear1="Roundel Earring",
ear2="Mendi. Earring",
ring1="",
ring2="",
waist="",
}
sets.midcast.Utsusemi = {
waist="Pya'ekue belt",
}
sets.midcast.CorsairShot = {
ammo=gear.QDbullet,
head=gear.Herc_MAB_Head,
body="Mirke wardecors",
hands="Carmine Fin. Ga. +1",
legs="Laksamana's trews +1",
feet=gear.Herc_MAB_Feet,
neck="Sanctity Necklace",
ear1="Hecate's Earring",
ear2="Friomisi Earring",
ring1="Arvina Ringlet +1",
ring2="Acumen Ring",
back=gear.COR_WS_Cape,
waist="Eschan Stone",
}
sets.midcast.CorsairShot.STP = {
ammo=gear.QDbullet,
head="Pursuer's beret",
body="Mirke wardecors",
hands="Schutzen Mittens",
legs="Chas. Culottes",
feet="Carmine Greaves",
neck="Sanctity Necklace",
ear1="Cessance Earring",
ear2="Digni. Earring",
ring1="Raja Ring",
ring2="Petrov Ring",
back=gear.COR_TP_Cape,
waist="Yemaya Belt",
}
sets.midcast.CorsairShot.Resistant = {
ammo=gear.QDbullet,
head="Carmine Mask",
body="Mirke wardecors",
hands="Leyline gloves",
legs="Rawhide Trousers",
feet=gear.Herc_MAB_Feet,
neck="Sanctity Necklace",
ear1="Gwati Earring",
ear2="Digni. Earring",
ring1="Weatherspoon ring",
ring2="Etana Ring",
back=gear.COR_WS_Cape,
waist="Eschan Stone",
}
sets.midcast.CorsairShot.StatusShot = {
ammo=gear.QDbullet,
head="Carmine Mask",
body="Mirke wardecors",
hands="Leyline gloves",
legs="Rawhide Trousers",
feet=gear.Herc_MAB_Feet,
neck="Sanctity Necklace",
ear1="Gwati Earring",
ear2="Digni. Earring",
ring1="Weatherspoon ring",
ring2="Etana Ring",
back=gear.COR_WS_Cape,
waist="Eschan Stone",
}
sets.midcast.CorsairShot['Light Shot'] = set_combine(sets.precast.CorsairShot, {
hands="Leyline gloves",
head="Carmine Mask",
legs="Rawhide Trousers",
ear1="Gwati Earring",
ear2="Digni. Earring",
ring1="Weatherspoon ring",
ring2="Etana Ring",
})
sets.midcast.CorsairShot['Dark Shot'] = set_combine(sets.precast.CorsairShot, {
hands="Leyline gloves",
head="Pixie Hairpin +1",
legs="Rawhide Trousers",
ear1="Gwati Earring",
ear2="Digni. Earring",
ring1="Weatherspoon ring",
ring2="Archon Ring",
})
-- Ranged gear
sets.midcast.RA = {
ammo=gear.RAbullet,
head="Pursuer's Beret",
body="Pursuer's Doublet",
hands="Carmine Fin. Ga. +1",
legs="Meg. Chausses +1",
feet="Meg. Jam. +1",
neck="Marked Gorget",
ear1="Navarch's Earring",
ear2="Volley Earring",
ring1="Arvina Ringlet +1",
ring2="Cacoethic Ring +1",
back="Gunslinger's Cape",
waist="Yemaya belt",
}
sets.midcast.RA.Acc = set_combine(sets.midcast.RA, {
ammo=gear.RAbullet,
head="Meghanada visor +1",
hands="Meg. Gloves +1",
body="Meg. Cuirie +1",
ring1="Cacoethic Ring +1",
ring1="Hadjuk Ring",
waist="Eschan Stone",
})
sets.midcast.RA.Fodder = set_combine(sets.midcast.RA, {
ammo=gear.RAbullet,
neck="Ocachi Gorget",
})
-- Sets to return to when not performing an action.
-- Resting sets
sets.resting = {}
-- Idle sets
sets.idle = {
head="Meghanada visor +1",
body="Meg. Cuirie +1",
hands="Kurys gloves",
legs="Carmine Cuisses +1",
feet="Lanun bottes +1",
neck="Sanctity Necklace",
ear1="Eabani Earring",
ear2="Infused Earring",
ring1="Paguroidea Ring",
ring2="Sheltered Ring",
back="Solemnity Cape",
waist="Flume Belt",
}
sets.idle.DT = set_combine (sets.idle, {
head="Meghanada visor +1", --4/0
body="Meg. Cuirie +1", --7/0
hands="Meg. Gloves +1", --3/0
legs="Meg. Chausses +1", --5/0
feet="Lanun Bottes +1", --4/0
neck="Twilight Torque", --5/5
ear1="Darkness Earring", --2/0
ear2="Darkness Earring", --2/0
ring1="Gelatinous Ring +1", --6/(-2)
ring2="Dark Ring", --0/4
back="Solemnity Cape", --4/4
waist="Flume Belt", --4/0
})
sets.idle.Town = set_combine(sets.idle, {
body="Adhemar jacket",
hands="Carmine Fin. Ga. +1",
back=gear.COR_WS_Cape,
waist="Eschan Stone",
ear1="Digni. Earring",
})
-- Defense sets
sets.defense.PDT = {
head="Meghanada visor +1", --4/0
body="Meg. Cuirie +1", --7/0
hands="Meg. Gloves +1", --3/0
legs="Meg. Chausses +1", --5/0
feet="Lanun Bottes +1", --4/0
neck="Twilight Torque", --5/5
ear1="Darkness Earring", --2/0
ear2="Darkness Earring", --2/0
ring1="Gelatinous Ring +1", --6/(-2)
ring2="Jelly Ring", --10/10
back="Solemnity Cape", --4/4
waist="Flume Belt", --4/0
}
sets.defense.MDT = set_combine(sets.defense.PDT, {
ear1="Merman's Earring", --0/2
ear2="Merman's Earring", --0/2
ring1="Dark Ring", --0/4
ring2="Minerva's Ring", --(-8)/8
})
sets.Kiting = {legs="Crimson cuisses"}
-- Engaged sets
-- Variations for TP weapon and (optional) offense/defense modes. Code will fall back on previous
-- sets if more refined versions aren't defined.
-- If you create a set with both offense and defense modes, the offense mode should be first.
-- EG: sets.engaged.Dagger.Accuracy.Evasion
-- Normal melee group
sets.engaged = {
ammo=gear.RAbullet,
head="Adhemar Bonnet",
body="Adhemar Jacket",
hands="Adhemar Wristbands",
legs="Carmine cuisses +1",
feet="Taeon boots",
neck="Lissome Necklace",
ear1="Eabani Earring",
ear2="Suppanomimi",
ring1="Petrov Ring",
ring2="Epona's Ring",
back="Bleating Mantle",
waist="Windbuffet Belt +1",
}
sets.engaged.LowAcc = set_combine(sets.engaged, {
ring2="Rajas Ring",
back=gear.COR_TP_Cape,
})
sets.engaged.MidAcc = set_combine(sets.engaged.LowAcc, {
ear1="Cessance Earring",
feet=gear.Herc_TP_Feet,
})
sets.engaged.HighAcc = set_combine(sets.engaged.MidAcc, {
head="Carmine Mask",
neck="Subtlety spectacles",
ear2="Digni. Earring",
ring1="Cacoethic Ring +1",
ring2="Enlivened Ring",
waist="Kentarch Belt +1",
back=gear.COR_TP_Cape,
})
sets.engaged.Fodder = set_combine(sets.engaged, {
body="Thaumas Coat",
neck="Asperity Necklace",
})
sets.engaged.HighHaste = {
ammo=gear.RAbullet,
head="Adhemar Bonnet",
body="Adhemar Jacket", --5
hands="Adhemar Wristbands", --3
legs=gear.Herc_TP_Legs,
feet=gear.Herc_TP_Feet,
neck="Lissome Necklace",
ear1="Cessance Earring",
ear2="Suppanomimi", --5
ring1="Petrov Ring",
ring2="Epona's Ring",
back="Bleating Mantle",
waist="Windbuffet Belt +1",
}
sets.engaged.HighHaste.LowAcc = set_combine(sets.engaged.HighHaste, {
ring2="Rajas Ring",
back=gear.COR_TP_Cape,
})
sets.engaged.HighHaste.MidAcc = set_combine(sets.engaged.HighHaste.LowAcc, {
legs="Taeon tights",
ring1="Cacoethic Ring +1",
})
sets.engaged.HighHaste.HighAcc = set_combine(sets.engaged.HighHaste.MidAcc, {
head="Carmine Mask",
legs="Carmine cuisses +1",
neck="Subtlety spectacles",
ear2="Digni. Earring",
ring2="Enlivened Ring",
waist="Kentarch Belt +1",
})
sets.engaged.HighHaste.Fodder = set_combine(sets.engaged.HighHaste, {
body="Thaumas Coat",
neck="Asperity Necklace",
})
sets.engaged.MaxHaste = {
ammo=gear.RAbullet,
head="Adhemar Bonnet",
body="Adhemar Jacket", --5
hands="Adhemar Wristbands", --3
legs=gear.Herc_TP_legs,
feet=gear.Herc_TP_feet,
neck="Lissome Necklace",
ear1="Cessance Earring",
ear2="Suppanomimi",
ring1="Petrov Ring",
ring2="Epona's Ring",
back="Bleating Mantle",
waist="Windbuffet Belt +1",
}
sets.engaged.MaxHaste.LowAcc = set_combine(sets.engaged.HighHaste, {
ring2="Rajas Ring",
back=gear.COR_TP_Cape,
})
sets.engaged.MaxHaste.MidAcc = set_combine(sets.engaged.MaxHaste.LowAcc, {
legs="Taeon tights",
ring1="Cacoethic Ring +1",
})
sets.engaged.MaxHaste.HighAcc = set_combine(sets.engaged.MaxHaste.MidAcc, {
head="Carmine Mask",
neck="Subtlety spectacles",
ear2="Digni. Earring",
ring2="Enlivened Ring",
waist="Kentarch Belt +1",
})
sets.engaged.MaxHaste.Fodder = set_combine(sets.engaged.MaxHaste, {
body="Thaumas Coat",
neck="Asperity Necklace",
})
sets.Obi = {waist="Hachirin-no-Obi"}
end
-------------------------------------------------------------------------------------------------------------------
-- Job-specific hooks for standard casting events.
-------------------------------------------------------------------------------------------------------------------
-- Set eventArgs.handled to true if we don't want any automatic gear equipping to be done.
-- Set eventArgs.useMidcastGear to true if we want midcast gear equipped on precast.
function job_precast(spell, action, spellMap, eventArgs)
-- Check that proper ammo is available if we're using ranged attacks or similar.
if spell.action_type == 'Ranged Attack' or spell.type == 'WeaponSkill' or spell.type == 'CorsairShot' then
do_bullet_checks(spell, spellMap, eventArgs)
end
if (spell.type == 'CorsairRoll' or spell.english == "Double-Up") and state.LuzafRing.value then
equip(sets.precast.LuzafRing)
elseif spell.type == 'CorsairShot' and S{'Dark Shot','Light Shot'}:contains(spell.english) then
if state.CastingMode.value == 'Resistant' or state.QuickDraw.value == 'Resistant' then
--To specify a FULL M.ACC set for LightShot/DarkShot, whereas for other shots, the resistant mode would prefer a different ratio of m.acc/mab
classes.CustomClass = 'StatusShot'
end
elseif spell.type == 'CorsairShot' and state.QuickDraw.value ~= 'Normal' then
classes.CustomClass = state.QuickDraw.value
elseif spell.english == 'Fold' and buffactive['Bust'] == 2 then
if sets.precast.FoldDoubleBust then
equip(sets.precast.FoldDoubleBust)
eventArgs.handled = true
end
end
end
function job_post_precast(spell, action, spellMap, eventArgs)
-- Equip obi if weather/day matches for WS/Quick Draw.
if spell.type == 'WeaponSkill' or spell.type == 'CorsairShot' then
if spell.english == 'Leaden Salute' and (world.weather_element == 'Dark' or world.day_element == 'Dark') then
equip(sets.Obi)
elseif spell.english == 'Wildfire' and (world.weather_element == 'Fire' or world.day_element == 'Fire') then
equip(sets.Obi)
elseif spell.type == 'CorsairShot' and (spell.element == world.weather_element or spell.element == world.day_element) then
equip(sets.Obi)
end
end
end
-- Set eventArgs.handled to true if we don't want any automatic gear equipping to be done.
function job_aftercast(spell, action, spellMap, eventArgs)
if spell.type == 'CorsairRoll' and not spell.interrupted then
display_roll_info(spell)
end
end
function job_status_change(new_status, old_status)
if new_status == 'Engaged' then
determine_haste_group()
end
end
-------------------------------------------------------------------------------------------------------------------
-- User code that supplements standard library decisions.
-------------------------------------------------------------------------------------------------------------------
-- Return a customized weaponskill mode to use for weaponskill sets.
-- Don't return anything if you're not overriding the default value.
function job_update(cmdParams, eventArgs)
determine_haste_group()
end
-- Set eventArgs.handled to true if we don't want the automatic display to be run.
function job_update(cmdParams, eventArgs)
determine_haste_group()
end
function get_custom_wsmode(spell, spellMap, default_wsmode)
if buffactive['Transcendancy'] then
return 'Brew'
end
end
-- Called by the 'update' self-command, for common needs.
-- Set eventArgs.handled to true if we don't want automatic equipping of gear.
function job_update(cmdParams, eventArgs)
if newStatus == 'Engaged' and player.equipment.main == 'Chatoyant Staff' then
state.OffenseMode:set('Ranged')
end
end
-- Handle auto-targetting based on local setup.
function job_auto_change_target(spell, action, spellMap, eventArgs)
if spell.type == 'CorsairShot' then
if state.IgnoreTargetting.value == true then
state.IgnoreTargetting:reset()
eventArgs.handled = true
end
eventArgs.SelectNPCTargets = state.SelectShotTarget.value
end
end
-- Set eventArgs.handled to true if we don't want the automatic display to be run.
function display_current_job_state(eventArgs)
local msg = ''
msg = msg .. '[ Offense/Ranged: '..state.OffenseMode.current..'/'..state.RangedMode.current
msg = msg .. ' ][ WS: '..state.WeaponskillMode.current
if state.DefenseMode.value ~= 'None' then
msg = msg .. ' ][ Defense: ' .. state.DefenseMode.value .. state[state.DefenseMode.value .. 'DefenseMode'].value
end
if state.Kiting.value then
msg = msg .. ' ][ Kiting Mode: ON'
end
msg = msg .. ' ][ '..state.MainShot.current
if state.UseAltShot.value == true then
msg = msg .. '/'..state.AltShot.current
end
msg = msg .. ' ]'
add_to_chat(061, msg)
eventArgs.handled = true
end
-------------------------------------------------------------------------------------------------------------------
-- User self-commands.
-------------------------------------------------------------------------------------------------------------------
-- Called for custom player commands.
function job_self_command(cmdParams, eventArgs)
if cmdParams[1] == 'Shot' then
if cmdParams[2] == 't' then
state.IgnoreTargetting:set()
end
local doShot = ''
if state.UseAltShot.value == true then
doShot = state[state.CurrentShot.current..'Shot'].current
state.CurrentShot:cycle()
else
doShot = state.MainShot.current
end
send_command('@input /ja "'..doShot..'" <t>')
end
end
-------------------------------------------------------------------------------------------------------------------
-- Utility functions specific to this job.
-------------------------------------------------------------------------------------------------------------------
function determine_haste_group()
-- We have three groups of DW in gear: Charis body, Charis neck + DW earrings, and Patentia Sash.
-- For high haste, we want to be able to drop one of the 10% groups (body, preferably).
-- High haste buffs:
-- 2x Marches + Haste
-- 2x Marches + Haste Samba
-- 1x March + Haste + Haste Samba
-- Embrava + any other haste buff
-- For max haste, we probably need to consider dropping all DW gear.
-- Max haste buffs:
-- Embrava + Haste/March + Haste Samba
-- 2x March + Haste + Haste Samba
classes.CustomMeleeGroups:clear()
if buffactive.embrava and (buffactive.haste or buffactive.march) then
classes.CustomMeleeGroups:append('MaxHaste')
elseif buffactive.march == 2 and buffactive.haste then
classes.CustomMeleeGroups:append('MaxHaste')
elseif buffactive.embrava and (buffactive.haste or buffactive.march) then
classes.CustomMeleeGroups:append('HighHaste')
elseif buffactive.march == 1 and buffactive.haste then
classes.CustomMeleeGroups:append('HighHaste')
elseif buffactive.march == 2 and buffactive.haste then
classes.CustomMeleeGroups:append('HighHaste')
end
end
function define_roll_values()
rolls = {
["Corsair's Roll"] = {lucky=5, unlucky=9, bonus="Experience Points"},
["Ninja Roll"] = {lucky=4, unlucky=8, bonus="Evasion"},
["Hunter's Roll"] = {lucky=4, unlucky=8, bonus="Accuracy"},
["Chaos Roll"] = {lucky=4, unlucky=8, bonus="Attack"},
["Magus's Roll"] = {lucky=2, unlucky=6, bonus="Magic Defense"},
["Healer's Roll"] = {lucky=3, unlucky=7, bonus="Cure Potency Received"},
["Drachen Roll"] = {lucky=4, unlucky=8, bonus="Pet Magic Accuracy/Attack"},
["Choral Roll"] = {lucky=2, unlucky=6, bonus="Spell Interruption Rate"},
["Monk's Roll"] = {lucky=3, unlucky=7, bonus="Subtle Blow"},
["Beast Roll"] = {lucky=4, unlucky=8, bonus="Pet Attack"},
["Samurai Roll"] = {lucky=2, unlucky=6, bonus="Store TP"},
["Evoker's Roll"] = {lucky=5, unlucky=9, bonus="Refresh"},
["Rogue's Roll"] = {lucky=5, unlucky=9, bonus="Critical Hit Rate"},
["Warlock's Roll"] = {lucky=4, unlucky=8, bonus="Magic Accuracy"},
["Fighter's Roll"] = {lucky=5, unlucky=9, bonus="Double Attack Rate"},
["Puppet Roll"] = {lucky=3, unlucky=7, bonus="Pet Magic Attack/Accuracy"},
["Gallant's Roll"] = {lucky=3, unlucky=7, bonus="Defense"},
["Wizard's Roll"] = {lucky=5, unlucky=9, bonus="Magic Attack"},
["Dancer's Roll"] = {lucky=3, unlucky=7, bonus="Regen"},
["Scholar's Roll"] = {lucky=2, unlucky=6, bonus="Conserve MP"},
["Naturalist's Roll"] = {lucky=3, unlucky=7, bonus="Enh. Magic Duration"},
["Runeist's Roll"] = {lucky=4, unlucky=8, bonus="Magic Evasion"},
["Bolter's Roll"] = {lucky=3, unlucky=9, bonus="Movement Speed"},
["Caster's Roll"] = {lucky=2, unlucky=7, bonus="Fast Cast"},
["Courser's Roll"] = {lucky=3, unlucky=9, bonus="Snapshot"},
["Blitzer's Roll"] = {lucky=4, unlucky=9, bonus="Attack Delay"},
["Tactician's Roll"] = {lucky=5, unlucky=8, bonus="Regain"},
["Allies's Roll"] = {lucky=3, unlucky=10, bonus="Skillchain Damage"},
["Miser's Roll"] = {lucky=5, unlucky=7, bonus="Save TP"},
["Companion's Roll"] = {lucky=2, unlucky=10, bonus="Pet Regain and Regen"},
["Avenger's Roll"] = {lucky=4, unlucky=8, bonus="Counter Rate"},
}
end
function display_roll_info(spell)
rollinfo = rolls[spell.english]
local rollsize = (state.LuzafRing.value and 'Large') or 'Small'
if rollinfo then
add_to_chat(104, '[ Lucky: '..tostring(rollinfo.lucky)..' / Unlucky: '..tostring(rollinfo.unlucky)..' ] '..spell.english..': '..rollinfo.bonus..' ('..rollsize..') ')
end
end
-- Determine whether we have sufficient ammo for the action being attempted.
function do_bullet_checks(spell, spellMap, eventArgs)
local bullet_name
local bullet_min_count = 1
if spell.type == 'WeaponSkill' then
if spell.skill == "Marksmanship" then
if spell.element == 'None' then
-- physical weaponskills
bullet_name = gear.WSbullet
else
-- magical weaponskills
bullet_name = gear.MAbullet
end
else
-- Ignore non-ranged weaponskills
return
end
elseif spell.type == 'CorsairShot' then
bullet_name = gear.QDbullet
elseif spell.action_type == 'Ranged Attack' then
bullet_name = gear.RAbullet
if buffactive['Triple Shot'] then
bullet_min_count = 3
end
end
local available_bullets = player.inventory[bullet_name] or player.wardrobe[bullet_name]
-- If no ammo is available, give appropriate warning and end.
if not available_bullets then
if spell.type == 'CorsairShot' and player.equipment.ammo ~= 'empty' then
add_to_chat(104, 'No Quick Draw ammo left. Using what\'s currently equipped ('..player.equipment.ammo..').')
return
elseif spell.type == 'WeaponSkill' and player.equipment.ammo == gear.RAbullet then
-- add_to_chat(104, 'No weaponskill ammo left. Using what\'s currently equipped (standard ranged bullets: '..player.equipment.ammo..').')
return
else
add_to_chat(104, 'No ammo ('..tostring(bullet_name)..') available for that action.')
eventArgs.cancel = true
return
end
end
-- Don't allow shooting or weaponskilling with ammo reserved for quick draw.
if spell.type ~= 'CorsairShot' and bullet_name == gear.QDbullet and available_bullets.count <= bullet_min_count then
add_to_chat(104, 'No ammo will be left for Quick Draw. Cancelling.')
eventArgs.cancel = true
return
end
-- Low ammo warning.
if spell.type ~= 'CorsairShot' and state.warned.value == false
and available_bullets.count > 1 and available_bullets.count <= options.ammo_warning_limit then
local msg = '***** LOW AMMO WARNING: '..bullet_name..' *****'
--local border = string.repeat("*", #msg)
local border = ""
for i = 1, #msg do
border = border .. "*"
end
add_to_chat(104, border)
add_to_chat(104, msg)
add_to_chat(104, border)
state.warned:set()
elseif available_bullets.count > options.ammo_warning_limit and state.warned then
state.warned:reset()
end
end
-- Select default macro book on initial load or subjob change.
function select_default_macro_book()
if player.sub_job == 'DNC' then
set_macro_page(1, 10)
else
set_macro_page(1, 10)
end
end
Edit - Disregard, I am dumb, had Sapience Orb in FC set
サーバ: Asura
Game: FFXI
Posts: 115
By Asura.Pintseyes 2016-12-14 16:30:13
Hi!
This might not be the right place to ask at all.
Buuut I have'nt played since the spellcast days, this "gearswap" seems to be the new plugin all the cool kids are using?
Is there any database with good... .xmls? .gearswaps? (what kinda files are these? .lua?)
I want to know what I'm up against before I reinstall the game O.O
I don't know about cool kids as I'm not one. But gearswap is the "new" spellcast. The files used are LUA. You can find some lua's in the beta_examples_and_information folder inside the gearswap folder.
A lot of people use something called "Motes". Here is the website for that.
https://github.com/Kinematics/GearSwap-Jobs
welcome back and best of luck with your endeavors.
[+]
Asura.Patb
サーバ: Asura
Game: FFXI
Posts: 86
By Asura.Patb 2016-12-15 00:48:17
As always, make a backup but I think this should be pretty easy.
Delete lines: 52 and 295 and 334 and 375. (Where the functions update_pet_mode() and get_pet_mode() are called because these are what automatically changes the modes.)
Delete lines: 23-30 and replace with: Code petModes = {'Melee','Ranged','Tank','Magic','Heal','Nuke'}
Also add this in user_setup() :
send_command('bind !f9 gs c cycle petMode')
See if that does the trick for you.
Yes this worked amazingly thank you very much!
[+]
Just looking for someone to explain this addon a bit for me. It looks like it is an alternative to Spellcast.
Is it going to be replacing Spellcast? In which ways is it better or worse. I don't know any programming but I've slowly learned more and more about spellcast and the 'language' used in gearswap is confusing to me.
It says it uses packets so it potentially could be more detectable? but does that also eliminate any lag that spellcast may encounter?
I plan on redoing my PUP xml to include pet casting sets thanks to the new addon petschool. I'm just not sure if it's worth it to just wait until gearswap gets more popular or to go ahead and do it in spellcast.
If anyone could give me more info I'd greatly appreciate it.
|
|