Code
sets.SanSpell = set_combine( sets.YourFCSet, {feet = "Mochizuki Kyahan"})
Gearswap Support Thread |
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Gearswap Support Thread
Cerberus.Shadowmeld
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Code sets.SanSpell = set_combine( sets.YourFCSet, {feet = "Mochizuki Kyahan"}) Cerberus.Shadowmeld said: » Code sets.SanSpell = set_combine( sets.YourFCSet, {feet = "Mochizuki Kyahan"}) Cerberus.Tidis said: » Cerberus.Shadowmeld said: » Code sets.SanSpell = set_combine( sets.YourFCSet, {feet = "Mochizuki Kyahan"}) Then it will recognize it as a legit spell. Edit: just noticed he put SanSpell XD Its not something you wanna do you wanna let gearswap know when -san is casted equip this. the way you do that is : on Mote-Mappings you will find this: Note that I added ['Utsusemi: San']='Utsusemi', Code ['Utsusemi: Ichi']='Utsusemi',['Utsusemi: Ni']='Utsusemi',['Utsusemi: San']='Utsusemi', ['Katon: Ichi'] = 'ElementalNinjutsu',['Suiton: Ichi'] = 'ElementalNinjutsu',['Raiton: Ichi'] = 'ElementalNinjutsu', ['Doton: Ichi'] = 'ElementalNinjutsu',['Huton: Ichi'] = 'ElementalNinjutsu',['Hyoton: Ichi'] = 'ElementalNinjutsu', ['Katon: Ni'] = 'ElementalNinjutsu',['Suiton: Ni'] = 'ElementalNinjutsu',['Raiton: Ni'] = 'ElementalNinjutsu', ['Doton: Ni'] = 'ElementalNinjutsu',['Huton: Ni'] = 'ElementalNinjutsu',['Hyoton: Ni'] = 'ElementalNinjutsu', ['Katon: San'] = 'ElementalNinjutsu',['Suiton: San'] = 'ElementalNinjutsu',['Raiton: San'] = 'ElementalNinjutsu', ['Doton: San'] = 'ElementalNinjutsu',['Huton: San'] = 'ElementalNinjutsu',['Hyoton: San'] = 'ElementalNinjutsu', You get the idea right ? So when Gearswap recognizes you are doing a ninjutsu: san it will check those and see if it falls on what category. therefore you can manipulate it. Hope this helped :) It is not, Shadowmeld must have some custom mapping in his file if that's working. You can create the same logics with the following code(assumes you are using Mote libraries):
Code -- Create custom maps function job_setup() ninjutsu_spells = {} ninjutsu_spells.SAN = S{ 'Katon: San' 'Suiton: San' 'Raiton: San' 'Doton: San' 'Huton: San' 'Hyoton: San' } end -- Override job_get_spell_map to use custom maps (if not default to standard function) function job_get_spell_map(spell, default_spell_map) if spell.skill == 'Ninjutsu' then return for category,spell_list in pairs(ninjutsu_spells) do if spell_list:contains(spell.english) then return category end end end end -- Define custom sets function init_gear_sets() sets.midcast['Ninjutsu'].SAN = set_combine( sets.YourFCSet, {feet = "Mochizuki Kyahan"}) end It can be done in a simpler way but this will allow you to define new mapping easily (e.g. ninjutsu_spells.NI -> sets.midcast['Ninjutsu'].NI ). Cerberus.Shadowmeld
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I'm sorry, I didn't realize you were actually looking for rules too.
The function to combine sets is set_combine. It will implement sets from left to right. SanSpell was just something I made up although it is very similar to the syntax that the mote files use when mapping. Are you using the mote files for your luas? Shiva.Spynx said: » It is not, Shadowmeld must have some custom mapping in his file if that's working. You can create the same logics with the following code(assumes you are using Mote libraries): Code -- Create custom maps function job_setup() ninjutsu_spells = {} ninjutsu_spells.SAN = S{ 'Katon: San' 'Suiton: San' 'Raiton: San' 'Doton: San' 'Huton: San' 'Hyoton: San' } end -- Override job_get_spell_map to use custom maps (if not default to standard function) function job_get_spell_map(spell, default_spell_map) if spell.skill == 'Ninjutsu' then return for category,spell_list in pairs(ninjutsu_spells) do if spell_list:contains(spell.english) then return category end end end end -- Define custom sets function init_gear_sets() sets.midcast['Ninjutsu'].SAN = set_combine( sets.YourFCSet, {feet = "Mochizuki Kyahan"}) end It can be done in a simpler way but this will allow you to define new mapping easily (e.g. ninjutsu_spells.NI -> sets.midcast['Ninjutsu'].NI ). This is easier too, and works XD took too much time typing the reply :P I'm using Mote's, I tried Spynx's solution but I keep getting an error about an attempt to call a string value and the line it references is where the san spells are mapped.
I'm sorry to keep pestering but I am useless when it comes to this. EDIT: I'll include my lua since it will probably make things easier: Code ------------------------------------------------------------------------------------------------------------------- -- Initialization function that defines sets and variables to be used. ------------------------------------------------------------------------------------------------------------------- -- Haste II has the same buff ID [33], so we have to use a toggle. -- gs c toggle hastemode -- Toggles whether or not you're getting Haste II -- for Rune Fencer sub, you need to create two macros. One cycles runes, and gives you descrptive text in the log. -- The other macro will use the actual rune you cycled to. -- Macro #1 //console gs c cycle Runes -- Macro #2 //console gs c toggle UseRune function get_sets() mote_include_version = 2 include('Mote-Include.lua') include('organizer-lib') end -- Setup vars that are user-independent. function job_setup() state.Buff.Migawari = buffactive.migawari or false state.Buff.Sange = buffactive.sange or false state.Buff.Innin = buffactive.innin or false include('Mote-TreasureHunter') state.TreasureMode:set('Tag') state.Runes = M{['description']='Runes', "Ignis", "Gelus", "Flabra", "Tellus", "Sulpor", "Unda", "Lux", "Tenebrae"} state.UseRune = M(false, 'Use Rune') state.UseWarp = M(false, 'Use Warp') state.Adoulin = M(false, 'Adoulin') state.Moving = M(false, "moving") state.HasteMode = M{['description']='Haste Mode', 'Haste I', 'Haste II'} state.MarchMode = M{['description']='March Mode', 'Trusts', '3', '7', 'Honor'} run_sj = player.sub_job == 'RUN' or false select_ammo() LugraWSList = S{'Blade: Shun', 'Blade: Ku', 'Blade: Jin'} state.CapacityMode = M(false, 'Capacity Point Mantle') gear.RegularAmmo = 'Happo Shuriken' gear.SangeAmmo = 'Happo Shuriken' wsList = S{'Blade: Hi', 'Blade: Kamu', 'Blade: Ten'} ninjutsu_spells = {} ninjutsu_spells.SAN = S{ 'Katon: San' 'Suiton: San' 'Raiton: San' 'Doton: San' 'Huton: San' 'Hyoton: San' 'Utsusemi: San' } update_combat_form() state.warned = M(false) options.ammo_warning_limit = 25 -- For th_action_check(): -- JA IDs for actions that always have TH: Provoke, Animated Flourish info.default_ja_ids = S{35, 204} -- Unblinkable JA IDs for actions that always have TH: Quick/Box/Stutter Step, Desperate/Violent Flourish info.default_u_ja_ids = S{201, 202, 203, 205, 207} 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', 'Low', 'Mid', 'Acc') state.HybridMode:options('Normal', 'PDT') state.RangedMode:options('Normal', 'Acc') state.WeaponskillMode:options('Normal', 'Low', 'Mid', 'Acc') state.PhysicalDefenseMode:options('PDT') state.MagicalDefenseMode:options('MDT') select_default_macro_book() send_command('bind ^= gs c cycle treasuremode') send_command('bind ^[ gs c toggle UseWarp') send_command('bind ![ input /lockstyle off') send_command('bind != gs c toggle CapacityMode') send_command('bind @f9 gs c cycle HasteMode') send_command('bind !` gs c cycle MarchMode') send_command('bind @[ gs c cycle Runes') send_command('bind ^] gs c toggle UseRune') end function file_unload() send_command('unbind ^[') send_command('unbind ![') send_command('unbind ^=') send_command('unbind !=') send_command('unbind @f9') send_command('unbind @[') send_command('unbind !`') send_command('unbind ^]') end -- Define sets and vars used by this job file. -- visualized at http://www.ffxiah.com/node/194 (not currently up to date 10/29/2015) -- Happo -- Hachiya -- sets.engaged[state.CombatForm][state.CombatWeapon][state.OffenseMode][state.HybridMode][classes.CustomMeleeGroups (any number) -- Ninjutsu tips -- To stick Slow (Hojo) lower earth resist with Raiton: Ni -- To stick poison (Dokumori) or Attack down (Aisha) lower resist with Katon: Ni -- To stick paralyze (Jubaku) lower resistence with Huton: Ni function init_gear_sets() -------------------------------------- -- Augments -------------------------------------- TP_Feet={ name="Herculean Boots", augments={'Accuracy+21','"Triple Atk."+3','Attack+12',}} WS_Feet={ name="Herculean Boots", augments={'Accuracy+21','"Triple Atk."+3','Attack+12',}} AGI_WS_Feet={ name="Herculean Boots", augments={'CHR+8','Mag. Acc.+25','Weapon skill damage +6%','Mag. Acc.+13 "Mag.Atk.Bns."+13',}} WS_Head = { name="Herculean Helm", augments={'CHR+10','Weapon skill damage +2%','Accuracy+20 Attack+20','Mag. Acc.+18 "Mag.Atk.Bns."+18',}} MAB_Head = { name="Herculean Helm", augments={'CHR+10','Weapon skill damage +2%','Accuracy+20 Attack+20','Mag. Acc.+18 "Mag.Atk.Bns."+18',}} -------------------------------------- -- Job Abilties -------------------------------------- sets.precast.JA['Mijin Gakure'] = { legs="Mochizuki Hakama" } sets.precast.JA['Futae'] = { hands="Hattori Tekko +1" } sets.precast.JA['Provoke'] = {} sets.precast.JA.Sange = { ammo=gear.SangeAmmo, body="Mochizuki Chainmail +1" } -- Waltz (chr and vit) sets.precast.Waltz = {} -- Don't need any special gear for Healing Waltz. sets.precast.Waltz['Healing Waltz'] = {} -- Set for acc on steps, since Yonin drops acc a fair bit sets.precast.Step = { body="Hattori Ningi", neck="Defiant Collar", } sets.midcast.Trust = { feet="Hachiya Kyahan +1" } sets.Warp = { ring1="Warp Ring" } sets.Organizer = { main="Raimitsukane", sub="Kannakiri +2", ammo="Shihei", head="Inoshishinofuda", body="Shikanofuda", hands="Chonofuda" } -------------------------------------- -- Utility Sets for rules below -------------------------------------- sets.TreasureHunter = { waist="Chaac Belt" } sets.CapacityMantle = { back="Aptitude Mantle +1" } sets.BrutalLugra = { ear1="Brutal Earring", ear2="Lugra Earring +1" } sets.BrutalTrux = { ear1="Brutal Earring", ear2="Trux Earring" } sets.BrutalMoon = { ear1="Brutal Earring", ear2="Moonshade Earring" } sets.Rajas = { ring1="Petrov Ring" } sets.RegularAmmo = { ammo=gear.RegularAmmo } sets.SangeAmmo = { ammo=gear.SangeAmmo } sets.NightAccAmmo = { ammo="Ginsen" } sets.DayAccAmmo = { ammo="Ginsen" } -------------------------------------- -- Ranged -------------------------------------- sets.precast.RA = { head="Aurore Beret +1", legs="Nahtirah Trousers", } sets.midcast.RA = { neck="Iqabi Necklace", hands="Hachiya Tekko +1", ring1="Hajduk Ring", ring2="Hajduk Ring", back="Yokaze Mantle", legs="Hachiya Hakama +1", } sets.midcast.RA.Acc = set_combine(sets.midcast.RA, { body="Mochizuki Chainmail +1" }) sets.midcast.RA.TH = set_combine(sets.midcast.RA, set.TreasureHunter) -- Precast Sets -- Fast cast sets for spells sets.precast.FC = { head="Herculean Helm", ammo="Impatiens", ear1="Loquacious Earring", ear2="Etiolation Earring", ring1="Prolix Ring", hands="Leyline Gloves", } sets.precast.FC.Utsusemi = set_combine(sets.precast.FC, { neck="Magoraga Beads", body="Mochizuki Chainmail" }) sets.precast['Ninjutsu'].SAN = set_combine( sets.precast.FC, {feet = "Mochizuki Kyahan"}) -- Midcast Sets sets.midcast.FastRecast = { --ammo="Impatiens", head="Herculean Helm", hands="Leyline Gloves", ear1="Loquacious Earring", ear2="Etiolation Earring", ring1="Prolix Ring", } -- skill ++ sets.midcast.Ninjutsu = { head="Hachiya Hatsuburi +1", neck="Sanctity Necklace", ear1="Lifestorm Earring", ear2="Psystorm Earring", body="Samnuha Coat", hands="Leyline Gloves", ring1="Sangoma Ring", --ring2="Haverton Ring", back="Yokaze Mantle", } -- any ninjutsu cast on self sets.midcast.SelfNinjutsu = sets.midcast.Ninjutsu sets.midcast.Utsusemi = set_combine(sets.midcast.Ninjutsu, { feet="Hattori Kyahan +1" }) sets.midcast.Migawari = set_combine(sets.midcast.Ninjutsu, {}) -- Nuking Ninjutsu (skill & magic attack) sets.midcast.ElementalNinjutsu = { head="Mochizuki Hatsuburi +1",neck="Sanctity Necklace",ear1="Friomisi Earring",ear2="Novio Earring", body="Samnuha Coat",hands="Leyline Gloves",ring1="Acumen Ring", back="Toro Cape",waist="Salire Belt",legs="Shneddick Tights +1",feet="Hachiya Kyahan +1"} -- Effusions sets.precast.Effusion = {} sets.precast.Effusion.Lunge = sets.midcast.ElementalNinjutsu sets.precast.Effusion.Swipe = sets.midcast.ElementalNinjutsu sets.idle = {ammo="Staunch Tathlum", head="Hachiya Hatsuburi +1",neck="Loricate Torque",ear1="Suppanomimi",ear2="Brutal Earring", body="Hachiya Chainmail +1",hands="Hachiya Tekko +1",ring1="Defending Ring",ring2="Vocane Ring +1", back="Moonbeam Cape",waist="Flume Belt",legs="Hachiya Hakama +1",feet="Hachiya Kyahan +1"} sets.idle.Regen = set_combine(sets.idle, {}) sets.Adoulin = { body="Councilor's Garb", } sets.idle.Town = set_combine(sets.idle, {}) sets.idle.Town.Adoulin = set_combine(sets.idle.Town, { body="Councilor's Garb" }) sets.idle.Weak = sets.idle -- Defense sets sets.defense.PDT = {ammo="Staunch Tathlum", head="Blistering Sallet +1",neck="Loricate Torque", body="Emet Harness +1",hands="Umuthi Gloves",ring1="Defending Ring",ring2="Vocane Ring +1", back="Moonbeam Cape",waist="Flume Belt",legs="Herculean Trousers"} sets.defense.MDT = set_combine(sets.defense.PDT, {}) sets.DayMovement = {feet="Danzo sune-ate"} sets.NightMovement = {feet="Hachiya Kyahan +1"} -- Normal melee group without buffs sets.engaged = { ammo=gear.RegularAmmo, head="Adhemar Bonnet", neck="Moonbeam Nodowa", ear1="Brutal Earring", ear2="Suppanomimi", body="Hachiya Chainmail +1", hands="Floral Gauntlets", ring1="Petrov Ring", ring2="Epona's Ring", back="Yokaze Mantle", waist="Patentia Sash", legs="Mochizuki Hakama", feet="Taeon Boots" } -- assumptions made about target sets.engaged.Low = set_combine(sets.engaged, {}) sets.engaged.Mid = set_combine(sets.engaged.Low, {}) sets.engaged.Acc = set_combine(sets.engaged.Mid, {}) -- set for fooling around without dual wield sets.NoDW = set_combine(sets.engaged.MaxHaste, {}) sets.engaged.Innin = set_combine(sets.engaged, {}) sets.engaged.Innin.Low = sets.engaged.Low sets.engaged.Innin.Mid = sets.engaged.Mid sets.engaged.Innin.Acc = sets.engaged.Acc -- Defenseive sets sets.NormalPDT = {ammo="Staunch Tathlum", head="Blistering Sallet +1",neck="Loricate Torque", body="Emet Harness +1",hands="Umuthi Gloves",ring1="Defending Ring",ring2="Vocane Ring +1", back="Moonbeam Cape",waist="Flume Belt",legs="Herculean Trousers"} sets.AccPDT = {} sets.engaged.PDT = set_combine(sets.engaged, sets.NormalPDT) sets.engaged.Low.PDT = set_combine(sets.engaged.Low, sets.NormalPDT) sets.engaged.Mid.PDT = set_combine(sets.engaged.Mid, sets.NormalPDT) sets.engaged.Acc.PDT = set_combine(sets.engaged.Acc, sets.AccPDT) sets.engaged.Innin.PDT = set_combine(sets.engaged.Innin, sets.NormalPDT, {head="Hattori Zukin +1"}) sets.engaged.Innin.Low.PDT = sets.engaged.Low.PDT sets.engaged.Innin.Mid.PDT = sets.engaged.Mid.PDT sets.engaged.Innin.Acc.PDT = sets.engaged.Acc.PDT sets.engaged.HastePDT = {} -- Delay Cap from spell + songs alone sets.engaged.MaxHaste = set_combine(sets.engaged, {hands="Adhemar Wristbands",body="Adhemar Jacket",legs="Samnuha Tights",waist="Windbuffet Belt +1",feet=TP_Feet,ear2="Trux Earring"}) -- Base set for hard content sets.engaged.Low.MaxHaste = set_combine(sets.engaged.MaxHaste, {}) sets.engaged.Mid.MaxHaste = set_combine(sets.engaged.Low.MaxHaste, {}) sets.engaged.Acc.MaxHaste = set_combine(sets.engaged.Mid.MaxHaste, {}) sets.engaged.Innin.MaxHaste = set_combine(sets.engaged.MaxHaste, {}) sets.engaged.Innin.Low.MaxHaste = sets.engaged.Low.MaxHaste sets.engaged.Innin.Mid.MaxHaste = sets.engaged.Mid.MaxHaste sets.engaged.Innin.Acc.MaxHaste = sets.engaged.Acc.MaxHaste -- Defensive sets sets.engaged.PDT.MaxHaste = set_combine(sets.engaged.MaxHaste, sets.engaged.HastePDT) sets.engaged.Low.PDT.MaxHaste = set_combine(sets.engaged.Low.MaxHaste, sets.engaged.HastePDT) sets.engaged.Mid.PDT.MaxHaste = set_combine(sets.engaged.Mid.MaxHaste, sets.engaged.HastePDT) sets.engaged.Acc.PDT.MaxHaste = set_combine(sets.engaged.Acc.MaxHaste, sets.AccPDT) sets.engaged.Innin.PDT.MaxHaste = set_combine(sets.engaged.Innin.MaxHaste, sets.NormalPDT) sets.engaged.Innin.Low.PDT.MaxHaste = sets.engaged.Low.PDT.MaxHaste sets.engaged.Innin.Mid.PDT.MaxHaste = sets.engaged.Mid.PDT.MaxHaste sets.engaged.Innin.Acc.PDT.MaxHaste = sets.engaged.Acc.PDT.MaxHaste -- 35% Haste sets.engaged.Haste_35 = set_combine(sets.engaged.MaxHaste, { ear2="Suppanomimi", waist="Patentia Sash" }) sets.engaged.Low.Haste_35 = set_combine(sets.engaged.Low.MaxHaste, {}) sets.engaged.Mid.Haste_35 = set_combine(sets.engaged.Mid.MaxHaste, {}) sets.engaged.Acc.Haste_35 = set_combine(sets.engaged.Acc.MaxHaste, {}) sets.engaged.Innin.Haste_35 = set_combine(sets.engaged.Haste_35, {}) sets.engaged.Innin.Low.Haste_35 = sets.engaged.Low.Haste_35 sets.engaged.Innin.Mid.Haste_35 = sets.engaged.Mid.Haste_35 sets.engaged.Innin.Acc.Haste_35 = sets.engaged.Acc.Haste_35 sets.engaged.PDT.Haste_35 = set_combine(sets.engaged.Haste_35, sets.engaged.HastePDT) sets.engaged.Low.PDT.Haste_35 = set_combine(sets.engaged.Low.Haste_35, sets.engaged.HastePDT) sets.engaged.Mid.PDT.Haste_35 = set_combine(sets.engaged.Mid.Haste_35, sets.engaged.HastePDT) sets.engaged.Acc.PDT.Haste_35 = set_combine(sets.engaged.Acc.Haste_35, sets.engaged.AccPDT) sets.engaged.Innin.PDT.Haste_35 = set_combine(sets.engaged.Innin.Haste_35, sets.engaged.HastePDT) sets.engaged.Innin.Low.PDT.Haste_35 = sets.engaged.Low.PDT.Haste_35 sets.engaged.Innin.Mid.PDT.Haste_35 = sets.engaged.Mid.PDT.Haste_35 sets.engaged.Innin.Acc.PDT.Haste_35 = sets.engaged.Acc.PDT.Haste_35 -- 30% Haste 1626 / 798 sets.engaged.Haste_30 = set_combine(sets.engaged.Haste_35, {hands="Floral Gauntlets"}) -- This can alternatively be used for high-def targets. sets.engaged.Low.Haste_30 = set_combine(sets.engaged.Haste_30, {}) sets.engaged.Mid.Haste_30 = set_combine(sets.engaged.Low.Haste_30, {}) sets.engaged.Acc.Haste_30 = set_combine(sets.engaged.Mid.Haste_30, {}) sets.engaged.Innin.Haste_30 = set_combine(sets.engaged.Haste_30, {}) sets.engaged.Innin.Low.Haste_30 = sets.engaged.Low.Haste_30 sets.engaged.Innin.Mid.Haste_30 = sets.engaged.Mid.Haste_30 sets.engaged.Innin.Acc.Haste_30 = sets.engaged.Acc.Haste_30 sets.engaged.PDT.Haste_30 = set_combine(sets.engaged.Haste_30, sets.engaged.HastePDT) sets.engaged.Low.PDT.Haste_30 = set_combine(sets.engaged.Low.Haste_30, sets.engaged.HastePDT) sets.engaged.Mid.PDT.Haste_30 = set_combine(sets.engaged.Mid.Haste_30, sets.engaged.HastePDT) sets.engaged.Acc.PDT.Haste_30 = set_combine(sets.engaged.Acc.Haste_30, sets.engaged.AccPDT) sets.engaged.Innin.PDT.Haste_30 = set_combine(sets.engaged.Innin.Haste_30, sets.engaged.HastePDT) sets.engaged.Innin.Low.PDT.Haste_30 = sets.engaged.Low.PDT.Haste_30 sets.engaged.Innin.Mid.PDT.Haste_30 = sets.engaged.Mid.PDT.Haste_30 sets.engaged.Innin.Acc.PDT.Haste_30 = sets.engaged.Acc.PDT.Haste_30 -- haste spell - 139 dex | 275 acc | 1150 total acc (with shigi R15) sets.engaged.Haste_15 = set_combine(sets.engaged.Haste_30, {legs="Hachiya Hakama +1",feet="Taeon Boots"}) sets.engaged.Low.Haste_15 = set_combine(sets.engaged.Haste_15, {}) sets.engaged.Mid.Haste_15 = set_combine(sets.engaged.Low.Haste_15, {}) sets.engaged.Acc.Haste_15 = set_combine(sets.engaged.Acc.Haste_30, {}) sets.engaged.Innin.Haste_15 = set_combine(sets.engaged.Haste_15, {}) sets.engaged.Innin.Low.Haste_15 = sets.engaged.Low.Haste_15 sets.engaged.Innin.Mid.Haste_15 = sets.engaged.Mid.Haste_15 sets.engaged.Innin.Acc.Haste_15 = sets.engaged.Acc.Haste_15 sets.engaged.PDT.Haste_15 = set_combine(sets.engaged.Haste_15, sets.engaged.HastePDT) sets.engaged.Low.PDT.Haste_15 = set_combine(sets.engaged.Low.Haste_15, sets.engaged.HastePDT) sets.engaged.Mid.PDT.Haste_15 = set_combine(sets.engaged.Mid.Haste_15, sets.engaged.HastePDT) sets.engaged.Acc.PDT.Haste_15 = set_combine(sets.engaged.Acc.Haste_15, sets.engaged.AccPDT) sets.engaged.Innin.PDT.Haste_15 = set_combine(sets.engaged.Innin.Haste_15, sets.engaged.HastePDT) sets.engaged.Innin.Low.PDT.Haste_15 = sets.engaged.Low.PDT.Haste_15 sets.engaged.Innin.Mid.PDT.Haste_15 = sets.engaged.Mid.PDT.Haste_15 sets.engaged.Innin.Acc.PDT.Haste_15 = sets.engaged.Acc.PDT.Haste_15 sets.buff.Migawari = {body="Hattori Ningi +1"} -- Weaponskills sets.precast.WS = {ammo="Ginsen", head="Adhemar Bonnet",neck="Asperity Necklace",ear1="Moonshade Earring",ear2="Brutal Earring", body="Abnoba Kaftan",hands="Herculean Gloves",ring1="Ifrit Ring",ring2="Ifrit Ring", back="Yokaze Mantle",waist="Fotia Belt",legs="Ta'lab Trousers",feet=WS_Feet} sets.precast.WS.Mid = set_combine(sets.precast.WS, {}) sets.precast.WS.Low = sets.precast.WS.Mid sets.precast.WS.Acc = set_combine(sets.precast.WS.Mid, {}) sets.Kamu = {} sets.precast.WS['Blade: Kamu'] = set_combine(sets.precast.WS, sets.Kamu) sets.precast.WS['Blade: Kamu'].Low = set_combine(sets.precast.WS.Low, sets.Kamu) sets.precast.WS['Blade: Kamu'].Mid = set_combine(sets.precast.WS.Mid, sets.Kamu) sets.precast.WS['Blade: Kamu'].Acc = set_combine(sets.precast.WS.Acc, sets.Kamu, {}) -- BLADE: JIN sets.Jin = {neck="Breeze Gorget"} sets.precast.WS['Blade: Jin'] = set_combine(sets.precast.WS, sets.Jin) sets.precast.WS['Blade: Jin'].Low = set_combine(sets.precast.WS['Blade: Jin'], {}) sets.precast.WS['Blade: Jin'].Mid = set_combine(sets.precast.WS['Blade: Jin'].Low, { }) sets.precast.WS['Blade: Jin'].Acc = set_combine(sets.precast.WS['Blade: Jin'].Mid, {}) -- BLADE: HI sets.precast.WS['Blade: Hi'] = set_combine(sets.precast.WS, {ammo="Yetshila", head=WS_Head,neck="Snow Gorget", ring1="Garuda Ring",ring2="Garuda Ring", legs="Herculean Trousers",feet=AGI_WS_Feet}) sets.precast.WS['Blade: Hi'].Low = set_combine(sets.precast.WS['Blade: Hi'], {}) sets.precast.WS['Blade: Hi'].Mid = set_combine(sets.precast.WS['Blade: Hi'], {}) sets.precast.WS['Blade: Hi'].Acc = set_combine(sets.precast.WS['Blade: Hi'].Mid, {}) -- BLADE: SHUN sets.Shun = {} sets.precast.WS['Blade: Shun'] = set_combine(sets.precast.WS, sets.Shun) sets.precast.WS['Blade: Shun'].Low = set_combine(sets.precast.WS.Low, sets.Shun) sets.precast.WS['Blade: Shun'].Mid = set_combine(sets.precast.WS.Mid, sets.Shun) sets.precast.WS['Blade: Shun'].Acc = set_combine(sets.precast.WS.Acc, sets.Shun) -- BLADE: Rin sets.Rin = {} sets.precast.WS['Blade: Rin'] = set_combine(sets.precast.WS, sets.Rin) sets.precast.WS['Blade: Rin'].Low = set_combine(sets.precast.WS.Low, sets.Rin) sets.precast.WS['Blade: Rin'].Mid = set_combine(sets.precast.WS.Mid, sets.Rin) sets.precast.WS['Blade: Rin'].Acc = set_combine(sets.precast.WS.Acc, sets.Rin, {}) -- BLADE: KU sets.Ku = {} sets.precast.WS['Blade: Ku'] = set_combine(sets.precast.WS, sets.Ku) sets.precast.WS['Blade: Ku'].Low = set_combine(sets.precast.WS['Blade: Ku'], {}) sets.precast.WS['Blade: Ku'].Mid = sets.precast.WS['Blade: Ku'].Low sets.precast.WS['Blade: Ku'].Acc = set_combine(sets.precast.WS['Blade: Ku'].Mid, {}) sets.Ten = {} sets.precast.WS['Blade: Ten'] = set_combine(sets.precast.WS, sets.Ten) sets.precast.WS['Blade: Ten'].Low = set_combine(sets.precast.WS['Blade: Ten'], {}) sets.precast.WS['Blade: Ten'].Mid = set_combine(sets.precast.WS['Blade: Ten'].Low, {}) sets.precast.WS['Blade: Ten'].Acc = set_combine(sets.precast.WS['Blade: Ten'].Mid, {}) sets.precast.WS['Aeolian Edge'] = set_combine(sets.precast.WS, {}) sets.precast.WS['Blade: Chi'] = set_combine(sets.precast.WS['Aeolian Edge'], {}) sets.precast.WS['Blade: To'] = sets.precast.WS['Blade: Chi'] end ------------------------------------------------------------------------------------------------------------------- -- Job-specific hooks that are called to process player actions at specific points in time. ------------------------------------------------------------------------------------------------------------------- function job_pretarget(spell, action, spellMap, eventArgs) if state.Buff[spell.english] ~= nil then state.Buff[spell.english] = true end if (spell.type:endswith('Magic') or spell.type == "Ninjutsu") and buffactive.silence then cancel_spell() send_command('input /item "Echo Drops" <me>') end end -- 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 spell.skill == "Ninjutsu" and spell.target.type:lower() == 'self' and spellMap ~= "Utsusemi" then if spell.english == "Migawari" then classes.CustomClass = "Migawari" else classes.CustomClass = "SelfNinjutsu" end end if spell.name == 'Spectral Jig' and buffactive.sneak then -- If sneak is active when using, cancel before completion send_command('cancel 71') end if string.find(spell.english, 'Utsusemi') then if buffactive['Copy Image (3)'] or buffactive['Copy Image (4)'] then cancel_spell() eventArgs.cancel = true return end end end function job_post_precast(spell, action, spellMap, eventArgs) -- Ranged Attacks if spell.action_type == 'Ranged Attack' and state.OffenseMode ~= 'Acc' then equip( sets.SangeAmmo ) end -- protection for lag if spell.name == 'Sange' and player.equipment.ammo == gear.RegularAmmo then state.Buff.Sange = false eventArgs.cancel = true end if spell.type == 'WeaponSkill' then if spell.english == 'Aeolian Edge' and state.TreasureMode.value ~= 'None' then equip(sets.TreasureHunter) end -- Mecistopins Mantle rule (if you kill with ws) if state.CapacityMode.value then equip(sets.CapacityMantle) end -- Swap in special ammo for WS in high Acc mode if state.OffenseMode.value == 'Acc' then equip(select_ws_ammo()) end -- Lugra Earring for some WS if LugraWSList:contains(spell.english) then if world.time >= (17*60) or world.time <= (7*60) then equip(sets.BrutalLugra) else equip(sets.BrutalTrux) end elseif spell.english == 'Blade: Hi' or spell.english == 'Blade: Ten' then if world.time >= (17*60) or world.time <= (7*60) then equip(sets.BrutalLugra) else equip(sets.BrutalMoon) end end end end -- Set eventArgs.handled to true if we don't want any automatic gear equipping to be done. function job_midcast(spell, action, spellMap, eventArgs) if spell.english == "Monomi: Ichi" then if buffactive['Sneak'] then send_command('@wait 1.7;cancel sneak') end end end -- Run after the general 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 state.TreasureMode.value ~= 'None' and spell.action_type == 'Ranged Attack' then -- equip(sets.TreasureHunter) --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 midaction() then return end -- Aftermath timer creation aw_custom_aftermath_timers_aftercast(spell) --if spell.type == 'WeaponSkill' then end ------------------------------------------------------------------------------------------------------------------- -- Customization hooks for idle and melee sets, after they've been automatically constructed. ------------------------------------------------------------------------------------------------------------------- -- Called before the Include starts constructing melee/idle/resting sets. -- Can customize state or custom melee class values at this point. -- Set eventArgs.handled to true if we don't want any automatic gear equipping to be done. function job_handle_equipping_gear(status, eventArgs) end -- Modify the default idle set after it was constructed. function customize_idle_set(idleSet) if player.hpp < 80 then idleSet = set_combine(idleSet, sets.idle.Regen) end if state.HybridMode.value == 'PDT' then if state.Buff.Migawari then idleSet = set_combine(idleSet, sets.buff.Migawari) else idleSet = set_combine(idleSet, sets.defense.PDT) end else idleSet = set_combine(idleSet, select_movement()) end local res = require('resources') local info = windower.ffxi.get_info() local zone = res.zones[info.zone].name if zone:match('Adoulin') then idleSet = set_combine(idleSet, sets.Adoulin) end return idleSet end -- Modify the default melee set after it was constructed. function customize_melee_set(meleeSet) if state.TreasureMode.value == 'Fulltime' then meleeSet = set_combine(meleeSet, sets.TreasureHunter) end if state.CapacityMode.value then meleeSet = set_combine(meleeSet, sets.CapacityMantle) end if state.Buff.Migawari and state.HybridMode.value == 'PDT' then meleeSet = set_combine(meleeSet, sets.buff.Migawari) end if player.equipment.sub == 'empty' then meleeSet = set_combine(meleeSet, sets.NoDW) end if player.mp < 100 and state.OffenseMode.value ~= 'Acc' then -- use Rajas instead of Oneiros for normal + mid meleeSet = set_combine(meleeSet, sets.Rajas) end meleeSet = set_combine(meleeSet, select_ammo()) return meleeSet end ------------------------------------------------------------------------------------------------------------------- -- General hooks for other 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 if not midaction() then handle_equipping_gear(player.status) end end if (buff == 'Innin' and gain or buffactive['Innin']) then state.CombatForm:set('Innin') if not midaction() then handle_equipping_gear(player.status) end else state.CombatForm:reset() if not midaction() then handle_equipping_gear(player.status) end end -- If we gain or lose any haste buffs, adjust which gear set we target. if S{'haste', 'march', 'mighty guard', 'embrava', 'haste samba', 'geo-haste', 'indi-haste'}:contains(buff:lower()) then determine_haste_group() if not midaction() then handle_equipping_gear(player.status) end end end function job_status_change(newStatus, oldStatus, eventArgs) if newStatus == 'Engaged' then update_combat_form() end end --mov = {counter=0} --if player and player.index and windower.ffxi.get_mob_by_index(player.index) then -- mov.x = windower.ffxi.get_mob_by_index(player.index).x -- mov.y = windower.ffxi.get_mob_by_index(player.index).y -- mov.z = windower.ffxi.get_mob_by_index(player.index).z --end --moving = false --windower.raw_register_event('prerender',function() -- mov.counter = mov.counter + 1; -- if mov.counter>15 then -- local pl = windower.ffxi.get_mob_by_index(player.index) -- if pl and pl.x and mov.x then -- dist = math.sqrt( (pl.x-mov.x)^2 + (pl.y-mov.y)^2 + (pl.z-mov.z)^2 ) -- if dist > 1 and not moving then -- state.Moving.value = true -- send_command('gs c update') -- moving = true -- elseif dist < 1 and moving then -- state.Moving.value = false -- --send_command('gs c update') -- moving = false -- end -- end -- if pl and pl.x then -- mov.x = pl.x -- mov.y = pl.y -- mov.z = pl.z -- end -- mov.counter = 0 -- end --end) -- Called by the default 'update' self-command. function job_update(cmdParams, eventArgs) -- local res = require('resources') -- local info = windower.ffxi.get_info() -- local zone = res.zones[info.zone].name -- if state.Moving.value == true then -- if zone:match('Adoulin') then -- equip(sets.Adoulin) -- end -- equip(select_movement()) -- end select_ammo() --determine_haste_group() update_combat_form() run_sj = player.sub_job == 'RUN' or false --select_movement() th_update(cmdParams, eventArgs) end ------------------------------------------------------------------------------------------------------------------- -- Utility functions specific to this job. ------------------------------------------------------------------------------------------------------------------- -- State buff checks that will equip buff gear and mark the event as handled. function check_buff(buff_name, eventArgs) if state.Buff[buff_name] then equip(sets.buff[buff_name] or {}) if state.TreasureMode.value == 'SATA' or state.TreasureMode.value == 'Fulltime' then equip(sets.TreasureHunter) end eventArgs.handled = true end end -- Check for various actions that we've specified in user code as being used with TH gear. -- This will only ever be called if TreasureMode is not 'None'. -- Category and Param are as specified in the action event packet. function th_action_check(category, param) if category == 2 or -- any ranged attack --category == 4 or -- any magic action (category == 3 and param == 30) or -- Aeolian Edge (category == 6 and info.default_ja_ids:contains(param)) or -- Provoke, Animated Flourish (category == 14 and info.default_u_ja_ids:contains(param)) -- Quick/Box/Stutter Step, Desperate/Violent Flourish then return true end end function select_movement() -- world.time is given in minutes into each day -- 7:00 AM would be 420 minutes -- 17:00 PM would be 1020 minutes if world.time >= (17*60) or world.time <= (7*60) then return sets.NightMovement else return sets.DayMovement end end function determine_haste_group() classes.CustomMeleeGroups:clear() h = 0 -- Spell Haste 15/30 if buffactive[33] then if state.HasteMode.value == 'Haste I' then h = h + 15 elseif state.HasteMode.value == 'Haste II' then h = h + 30 end end -- Geo Haste 30 if buffactive[580] then h = h + 30 end -- Mighty Guard 15 if buffactive[604] then h = h + 15 end -- Embrava (f(enhancing) ~20+) if buffactive.embrava then h = h + 20 end -- March(es) if buffactive.march then if state.MarchMode.value == 'Honor' then if buffactive.march == 2 then h = h + 27 + 16 elseif buffactive.march == 1 then h = h + 16 elseif buffactive.march == 3 then h = h + 27 + 17 + 16 end elseif state.MarchMode.value == 'Trusts' then if buffactive.march == 2 then h = h + 26 elseif buffactive.march == 1 then h = h + 16 elseif buffactive.march == 3 then h = h + 27 + 17 + 16 end elseif state.MarchMode.value == '7' then if buffactive.march == 2 then h = h + 27 + 17 elseif buffactive.march == 1 then h = h + 27 elseif buffactive.march == 3 then h = h + 27 + 17 + 16 end elseif state.MarchMode.value == '3' then if buffactive.march == 2 then h = h + 13.5 + 20.6 elseif buffactive.march == 1 then h = h + 20.6 elseif buffactive.march == 3 then h = h + 27 + 17 + 16 end end end -- Determine CustomMeleeGroups if h >= 15 and h < 30 then classes.CustomMeleeGroups:append('Haste_15') add_to_chat('Haste Group: 15% -- From Haste Total: '..h) elseif h >= 30 and h < 35 then classes.CustomMeleeGroups:append('Haste_30') add_to_chat('Haste Group: 30% -- From Haste Total: '..h) elseif h >= 35 and h < 40 then classes.CustomMeleeGroups:append('Haste_35') add_to_chat('Haste Group: 35% -- From Haste Total: '..h) elseif h >= 40 then classes.CustomMeleeGroups:append('MaxHaste') add_to_chat('Haste Group: Max -- From Haste Total: '..h) end end -- Handle notifications of general user state change. function job_state_change(stateField, newValue, oldValue) if stateField == 'Capacity Point Mantle' then gear.Back = newValue elseif stateField == 'Runes' then local msg = '' if newValue == 'Ignis' then msg = msg .. 'Increasing resistence against ICE and deals FIRE damage.' elseif newValue == 'Gelus' then msg = msg .. 'Increasing resistence against WIND and deals ICE damage.' elseif newValue == 'Flabra' then msg = msg .. 'Increasing resistence against EARTH and deals WIND damage.' elseif newValue == 'Tellus' then msg = msg .. 'Increasing resistence against LIGHTNING and deals EARTH damage.' elseif newValue == 'Sulpor' then msg = msg .. 'Increasing resistence against WATER and deals LIGHTNING damage.' elseif newValue == 'Unda' then msg = msg .. 'Increasing resistence against FIRE and deals WATER damage.' elseif newValue == 'Lux' then msg = msg .. 'Increasing resistence against DARK and deals LIGHT damage.' elseif newValue == 'Tenebrae' then msg = msg .. 'Increasing resistence against LIGHT and deals DARK damage.' end add_to_chat(123, msg) -- elseif stateField == 'moving' then -- if state.Moving.value then -- local res = require('resources') -- local info = windower.ffxi.get_info() -- local zone = res.zones[info.zone].name -- if zone:match('Adoulin') then -- equip(sets.Adoulin) -- end -- equip(select_movement()) -- end elseif stateField == 'Use Rune' then send_command('@input /ja '..state.Runes.value..' <me>') elseif stateField == 'Use Warp' then add_to_chat(8, '------------WARPING-----------') --equip({ring1="Warp Ring"}) send_command('input //gs equip sets.Warp;@wait 10.0;input /item "Warp Ring" <me>;') end end --- Custom spell mapping. --function job_get_spell_map(spell, default_spell_map) -- if spell.skill == 'Elemental Magic' and default_spell_map ~= 'ElementalEnfeeble' then -- return 'HighTierNuke' -- end --end -- Creating a custom spellMap, since Mote capitalized absorbs incorrectly function job_get_spell_map(spell, default_spell_map) if spell.type == 'Trust' then return 'Trust' end if spell.skill == 'Ninjutsu' then for category,spell_list in pairs(ninjutsu_spells) do if spell_list:contains(spell.english) then return category end end 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: '..state.OffenseMode.current msg = msg .. ', Hybrid: '..state.HybridMode.current if state.DefenseMode.value ~= 'None' then local defMode = state[state.DefenseMode.value ..'DefenseMode'].current msg = msg .. ', Defense: '..state.DefenseMode.value..' '..defMode end if state.HasteMode.value ~= 'Normal' then msg = msg .. ', Haste: '..state.HasteMode.current end if state.RangedMode.value ~= 'Normal' then msg = msg .. ', Rng: '..state.RangedMode.current end if state.Kiting.value then msg = msg .. ', Kiting' end if state.PCTargetMode.value ~= 'default' then msg = msg .. ', Target PC: '..state.PCTargetMode.value end if state.SelectNPCTargets.value then msg = msg .. ', Target NPCs' end add_to_chat(123, msg) eventArgs.handled = true end -- Call from job_precast() to setup aftermath information for custom timers. function aw_custom_aftermath_timers_precast(spell) if spell.type == 'WeaponSkill' then info.aftermath = {} local empy_ws = "Blade: Hi" info.aftermath.weaponskill = empy_ws info.aftermath.duration = 0 info.aftermath.level = math.floor(player.tp / 1000) if info.aftermath.level == 0 then info.aftermath.level = 1 end if spell.english == empy_ws and player.equipment.main == 'Kannagi' then -- nothing can overwrite lvl 3 if buffactive['Aftermath: Lv.3'] then return end -- only lvl 3 can overwrite lvl 2 if info.aftermath.level ~= 3 and buffactive['Aftermath: Lv.2'] then return end -- duration is based on aftermath level info.aftermath.duration = 30 * info.aftermath.level end end end -- Call from job_aftercast() to create the custom aftermath timer. function aw_custom_aftermath_timers_aftercast(spell) -- prevent gear being locked when it's currently impossible to cast if not spell.interrupted and spell.type == 'WeaponSkill' and info.aftermath and info.aftermath.weaponskill == spell.english and info.aftermath.duration > 0 then local aftermath_name = 'Aftermath: Lv.'..tostring(info.aftermath.level) send_command('timers d "Aftermath: Lv.1"') send_command('timers d "Aftermath: Lv.2"') send_command('timers d "Aftermath: Lv.3"') send_command('timers c "'..aftermath_name..'" '..tostring(info.aftermath.duration)..' down abilities/aftermath'..tostring(info.aftermath.level)..'.png') info.aftermath = {} end end function select_ammo() if state.Buff.Sange then return sets.SangeAmmo else return sets.RegularAmmo end end function select_ws_ammo() if world.time >= (18*60) or world.time <= (6*60) then return sets.NightAccAmmo else return sets.DayAccAmmo end end function update_combat_form() if state.Buff.Innin then state.CombatForm:set('Innin') else state.CombatForm:reset() end end -- Select default macro book on initial load or subjob change. function select_default_macro_book() -- Default macro set/book if player.sub_job == 'DNC' then set_macro_page(1, 4) elseif player.sub_job == 'WAR' then set_macro_page(1, 4) elseif player.sub_job == 'RUN' then set_macro_page(1, 4) else set_macro_page(1, 4) end end Forgot commas in the spell mapping, add them and hopefully it should work:
Code ninjutsu_spells.SAN = S{ 'Katon: San', 'Suiton: San', 'Raiton: San', 'Doton: San', 'Huton: San', 'Hyoton: San', 'Utsusemi: San' } line 207: attempt to index field 'Ninjutsu' (a nil value)
Try with sets.precast.FC['Ninjutsu'].SAN
same error unfortunately.
Ok, last attempt then I'll try later when I get home with game running. Make sure you have all sets in the path defined so:
Code sets.precast.FC = { head="Herculean Helm", ammo="Impatiens", ear1="Loquacious Earring", ear2="Etiolation Earring", ring1="Prolix Ring", hands="Leyline Gloves", } sets.precast.FC['Ninjutsu'] = sets.precast.FC sets.precast.FC['Ninjutsu'].SAN = set_combine( sets.precast.FC, {feet = "Mochizuki Kyahan"}) You were right about it not being defined, I changed it to this:
Code sets.precast['Ninjutsu'] = {} sets.precast['Ninjutsu'].SAN = set_combine( sets.precast.FC, {feet = "Mochizuki Kyahan"}) Now it has loaded, I'm gonna go make sure it is equipping the feet, thanks for all the help. EDIT: It's not equipping the feet, I'm bad at this. Cerberus.Tidis said: » You were right about it not being defined, I changed it to this: Code sets.precast['Ninjutsu'] = {} sets.precast['Ninjutsu'].SAN = set_combine( sets.precast.FC, {feet = "Mochizuki Kyahan"}) Now it has loaded, I'm gonna go make sure it is equipping the feet, thanks for all the help. EDIT: It's not equipping the feet, I'm bad at this. sets.precast['Utsesumi: San'] = set_combine(sets.precast.FC, {feet="Mochizuki Kyahan"}) if you are trying to do elemental san spells, I told ya up there how to properly do it or you can also do: sets.precast['Katon: San'] = set_combine(sets.precast.FC, {feet="Mochizuki Kyahan"}) sets.precast['Hyoton: San'] = set_combine(sets.precast.FC, {feet="Mochizuki Kyahan"}) sets.precast['Huton: San'] = set_combine(sets.precast.FC, {feet="Mochizuki Kyahan"}) ETC.... Asura.Kuroganashi said: » Cerberus.Tidis said: » You were right about it not being defined, I changed it to this: Code sets.precast['Ninjutsu'] = {} sets.precast['Ninjutsu'].SAN = set_combine( sets.precast.FC, {feet = "Mochizuki Kyahan"}) Now it has loaded, I'm gonna go make sure it is equipping the feet, thanks for all the help. EDIT: It's not equipping the feet, I'm bad at this. sets.precast['Utsesumi: San'] = set_combine(sets.precast.FC, {feet="Mochizuki Kyahan"}) if you are trying to do elemental san spells, I told ya up there how to properly do it or you can also do: sets.precast['Katon: San'] = set_combine(sets.precast.FC, {feet="Mochizuki Kyahan"}) sets.precast['Hyoton: San'] = set_combine(sets.precast.FC, {feet="Mochizuki Kyahan"}) sets.precast['Huton: San'] = set_combine(sets.precast.FC, {feet="Mochizuki Kyahan"}) ETC.... Ahhhhh it's finally working, it was basically Spynx's original suggestion but where I had put:
Code sets.precast['Ninjutsu'].SAN = set_combine( sets.precast.FC, {feet = "Mochizuki Kyahan"}) It had to be: Code sets.precast.FC.SAN = set_combine( sets.precast.FC, {feet = "Mochizuki Kyahan"}) Damn it, now it's casting my San elemental spells in my magic accuracy set rather than my magic damage set but ichi and ni spells are working fine.
BRB bashing head against a brick wall. EDIT: It's something to do with the previous fix for precasting as when I comment that out, it equips the right set. EDIT2: OK I think I understand this, anyway I got it working by doing Code sets.midcast['Hyoton: San'] = set_combine(sets.midcast.ElementalNinjutsu, {head='Mochizuki Hatsuburi'}) sets.midcast['Raiton: San'] = set_combine(sets.midcast.ElementalNinjutsu, {head='Mochizuki Hatsuburi'}) You could just implement something like the following in to your midcast or post_midcast function.
Code if string.lower(spell.english):endswith(": san") and not string.lower(spell.english):startswith("utsusemi") then equip(your San spell set) end Will check if it's a San spell and NOT Utsusemi, then equip whatever set you choose. Explicitly defining a gear set for all San type spells will still work the same, though. I apologise everyone but I'm back :(
I'm now trying to get my BLU gearswap to equip TH gear when I take an initial action on a mob, I tried copying from the THF gearswap and I can get it working fine for tagging with a normal attack but I have no idea how to get it to work on anything else, most notably, AoE magic. This is all using mote's files btw. Hello all,
I have errors in my BLU lua. I keep getting the (unexpected symbol near "=") on line 398, and even after removing the reported line, I have same error on next lines. If someone could help me find where I failed, it'd be very appreciated. 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') include('organizer-lib') end -- Setup vars that are user-dependent. Can override this function in a sidecar file function user_setup() state.OffenseMode:options('Normal', 'Acc', 'Reraise', 'Amb') state.HybridMode:options ('Normal') state.WeaponskillMode:options('Normal') state.PhysicalDefenseMode:options('PDT', 'Acc', 'Reraise') state.MagicalDefenseMode:options('MDT') end -- Define sets and vars used by this job file. function init_gear_sets() sets.reive = {neck="Ygnas's Resolve +1"} --- sets JA -- -------------- -- Fast cast sets for spells -- ------------------------------ sets.precast.FC = { ammo="Staunch Tathlum", neck="Jeweled Collar", ear1="Loquac. Earring", ear2="Merman's Earring", ring1="Prolix Ring", ring2="Defending Ring", head="Herculean Helm", body="Mirke Wardecors", hands="Magavan Mitts", back="Swith Cape", waist="Witful Belt", legs="Orvail Pants", feet="Chelona Boots" } sets.midcast.ErraticFlutter = { ammo="Mavi Tathlum", head="Adhemar Bonnet", neck="Clotharius Torque", ear1="Suppanomimi", ear2="Brutal Earring", body="Adhemar Jacket", hands="Herculean Gloves", ring1="Rajas Ring", ring2="Epona's Ring", back="Cornflower Cape", legs="Herculean Trousers", feet="Herculean Boots", waist="Hurch'Lan Sash" } sets.midcast.MightyGuard = { ammo="Mavi Tathlum", head="Adhemar Bonnet", neck="Clotharius Torque", ear1="Suppanomimi", ear2="Brutal Earring", body="Adhemar Jacket", hands="Herculean Gloves", ring1="Rajas Ring", ring2="Epona's Ring", back="Cornflower Cape", legs="Herculean Trousers", feet="Herculean Boots", waist="Hurch'Lan Sash" } sets.midcast.MagicFruit = { ammo="Mavi Tathlum", head="Adhemar Bonnet", neck="Clotharius Torque", ear1="Suppanomimi", ear2="Brutal Earring", body="Adhemar Jacket", hands="Herculean Gloves", ring1="Rajas Ring", ring2="Epona's Ring", back="Cornflower Cape", legs="Herculean Trousers", feet="Herculean Boots", waist="Hurch'Lan Sash" } sets.midcast.Cocon = { ammo="Mavi Tathlum", head="Adhemar Bonnet", neck="Clotharius Torque", ear1="Suppanomimi", ear2="Brutal Earring", body="Adhemar Jacket", hands="Herculean Gloves", ring1="Rajas Ring", ring2="Epona's Ring", back="Cornflower Cape", legs="Herculean Trousers", feet="Herculean Boots", waist="Hurch'Lan Sash" } sets.midcast.Nat.Meditation = { ammo="Mavi Tathlum", head="Adhemar Bonnet", neck="Clotharius Torque", ear1="Suppanomimi", ear2="Brutal Earring", body="Adhemar Jacket", hands="Herculean Gloves", ring1="Rajas Ring", ring2="Epona's Ring", back="Cornflower Cape", legs="Herculean Trousers", feet="Herculean Boots", waist="Hurch'Lan Sash" } sets.midcast.AbsoluteTerror = { ammo="Mavi Tathlum", head="Adhemar Bonnet", neck="Clotharius Torque", ear1="Suppanomimi", ear2="Brutal Earring", body="Adhemar Jacket", hands="Herculean Gloves", ring1="Rajas Ring", ring2="Epona's Ring", back="Cornflower Cape", legs="Herculean Trousers", feet="Herculean Boots", waist="Hurch'Lan Sash" } sets.midcast.SalineCoat = { ammo="Mavi Tathlum", head="Adhemar Bonnet", neck="Clotharius Torque", ear1="Suppanomimi", ear2="Brutal Earring", body="Adhemar Jacket", hands="Herculean Gloves", ring1="Rajas Ring", ring2="Epona's Ring", back="Cornflower Cape", legs="Herculean Trousers", feet="Herculean Boots", waist="Hurch'Lan Sash" } sets.midcast.BarrierTusk = { ammo="Mavi Tathlum", head="Adhemar Bonnet", neck="Clotharius Torque", ear1="Suppanomimi", ear2="Brutal Earring", body="Adhemar Jacket", hands="Herculean Gloves", ring1="Rajas Ring", ring2="Epona's Ring", back="Cornflower Cape", legs="Herculean Trousers", feet="Herculean Boots", waist="Hurch'Lan Sash" } sets.midcast.Diamondhide = { ammo="Mavi Tathlum", head="Adhemar Bonnet", neck="Clotharius Torque", ear1="Suppanomimi", ear2="Brutal Earring", body="Adhemar Jacket", hands="Herculean Gloves", ring1="Rajas Ring", ring2="Epona's Ring", back="Cornflower Cape", legs="Herculean Trousers", feet="Herculean Boots", waist="Hurch'Lan Sash" } sets.midcast.BatteryCharge = { ammo="Mavi Tathlum", head="Adhemar Bonnet", neck="Clotharius Torque", ear1="Suppanomimi", ear2="Brutal Earring", body="Adhemar Jacket", hands="Herculean Gloves", ring1="Rajas Ring", ring2="Epona's Ring", back="Cornflower Cape", legs="Herculean Trousers", feet="Herculean Boots", waist="Hurch'Lan Sash" } sets.midcast.Occultation = { ammo="Mavi Tathlum", head="Adhemar Bonnet", neck="Clotharius Torque", ear1="Suppanomimi", ear2="Brutal Earring", body="Adhemar Jacket", hands="Herculean Gloves", ring1="Rajas Ring", ring2="Epona's Ring", back="Cornflower Cape", legs="Herculean Trousers", feet="Herculean Boots", waist="Hurch'Lan Sash" } sets.midcast.Entomb = { head="Jhakri Coronet +1", neck="Eddy Necklace", ear1="Friomisi Earring", ear2="Hecate's Earring", ring2="Strendu Ring", ring1="Acumen Ring", hands="Jhakri Cuffs +1", body="Jhakri Robe", back="Cornflower Cape", waist="Aswang Sash", legs="Hagondes Pants", feet="Jhakri Pigaches +1", ammo="Mavi Tathlum",} sets.midcast.TenebralCrush = { head="Jhakri Coronet +1", neck="Eddy Necklace", ear1="Friomisi Earring", ear2="Hecate's Earring", ring2="Strendu Ring", ring1="Acumen Ring", hands="Jhakri Cuffs +1", body="Jhakri Robe", back="Cornflower Cape", waist="Aswang Sash", legs="Hagondes Pants", feet="Jhakri Pigaches +1", ammo="Mavi Tathlum",} sets.midcast.Subduction = { head="Jhakri Coronet +1", neck="Eddy Necklace", ear1="Friomisi Earring", ear2="Hecate's Earring", ring2="Strendu Ring", ring1="Acumen Ring", hands="Jhakri Cuffs +1", body="Jhakri Robe", back="Cornflower Cape", waist="Aswang Sash", legs="Hagondes Pants", feet="Jhakri Pigaches +1", ammo="Mavi Tathlum",} sets.midcast.SpectralFloe = { head="Jhakri Coronet +1", neck="Eddy Necklace", ear1="Friomisi Earring", ear2="Hecate's Earring", ring2="Strendu Ring", ring1="Acumen Ring", hands="Jhakri Cuffs +1", body="Jhakri Robe", back="Cornflower Cape", waist="Aswang Sash", legs="Hagondes Pants", feet="Jhakri Pigaches +1", ammo="Mavi Tathlum",} sets.midcast.DreamFlower = { head="Jhakri Coronet +1", neck="Eddy Necklace", ear1="Lifestorm Earring", ear2="Psystorm Earring", ring2="Perception Ring", ring1="Sangoma Ring", hands="Jhakri Cuffs +1", body="Jhakri Robe", back="Cornflower Cape", waist="Ovate Rope", legs="Jhakri Slops", feet="Jhakri Pigaches +1", ammo="Mavi Tathlum",} sets.midcast.SheepSong = { head="Jhakri Coronet +1", neck="Eddy Necklace", ear1="Lifestorm Earring", ear2="Psystorm Earring", ring2="Perception Ring", ring1="Sangoma Ring", hands="Jhakri Cuffs +1", body="Jhakri Robe", back="Cornflower Cape", waist="Ovate Rope", legs="Jhakri Slops", feet="Jhakri Pigaches +1", ammo="Mavi Tathlum",} sets.midcast.SuddenLunge = { head="Jhakri Coronet +1", neck="Eddy Necklace", ear1="Lifestorm Earring", ear2="Psystorm Earring", ring2="Perception Ring", ring1="Sangoma Ring", hands="Jhakri Cuffs +1", body="Jhakri Robe", back="Cornflower Cape", waist="Ovate Rope", legs="Jhakri Slops", feet="Jhakri Pigaches +1", ammo="Mavi Tathlum",} -- Weaponskill sets-- -- Default set for any weaponskill that isn't any more specifically defined-- ----------------------------------------------------------------------------- sets.precast.WS = { ammo="Jukukik Feather", head="Adhemar Bonnet", neck="Fotia Gorget", ear1="Brutal Earring", ear2="Moonshade Earring", body="Adhemar Jacket", hands="Jhakri Cuffs +1", ring1="Rajas Ring", ring2="Thundersoul Ring", waist="Fotia Belt", legs="Herculean Trousers", feet="Adhemar Gamashes",} sets.precast.WS['Chant du Cygne'] = set_combine(sets.precast.WS, {back={ name="Rosmerta's Cape", augments={'Accuracy+2 Attack+2','Crit.hit rate+10',}}}), sets.precast.WS['Savage Blade'] = set_combine(sets.precast.WS, {back={ name="Rosmerta's Cape", augments={'Accuracy+20 Attack+20','"Dbl.Atk."+10',}}, ring2="Pyrosoul Ring", feet="Herculean Boots",}) sets.precast.WS['Sanguine Blade'] = set_combine(sets.precast.WS, {head="Jhakri Coronet +1", neck="Eddy Necklace", ear1="Friomisi Earring", ear2="Hecate's Earring", ring2="Strendu Ring", ring1="Acumen Ring", hands="Jhakri Cuffs +1", ammo="Ombre Tathlum +1", body="Jhakri Robe", back="Cornflower Cape", waist="Aswang Sash", legs="Hagondes Pants", feet="Jhakri Pigaches +1"}), -- Idle sets-- --------------- sets.idle.Weak = { ammo="Staunch Tathlum", head="Wivre Hairpin", neck="Twilight Torque", ear1="Merman's Earring", ear2="Merman's Earring", body="Jhakri Robe", hands="Serpentes Cuffs", ring1="Dark Ring", ring2="Defending Ring", back="Solemnity Cape", legs="Carmine Cuisses +1", feet="Serpentes Sabots", waist="Fucho-no-obi" } sets.idle.Town = { ammo="Staunch Tathlum", head="Wivre Hairpin", neck="Twilight Torque", ear1="Merman's Earring", ear2="Merman's Earring", body="Jhakri Robe", hands="Serpentes Cuffs", ring1="Dark Ring", ring2="Defending Ring", back="Solemnity Cape", legs="Carmine Cuisses +1", feet="Serpentes Sabots", waist="Fucho-no-obi" } sets.idle.Field = { ammo="Staunch Tathlum", head="Wivre Hairpin", neck="Twilight Torque", ear1="Merman's Earring", ear2="Merman's Earring", body="Jhakri Robe", hands="Serpentes Cuffs", ring1="Dark Ring", ring2="Defending Ring", back="Solemnity Cape", legs="Carmine Cuisses +1", feet="Serpentes Sabots", waist="Fucho-no-obi" } -- Defense sets -- ------------------ sets.defense.PDT = { ammo="Staunch Tathlum", head="Uk'Uxkaj Cap", neck="Twilight Torque", ear1="Merman's Earring", ear2="Merman's Earring", body="Adhemar Jacket", hands="Herculean Gloves", ring1="Dark Ring", ring2="Defending Ring", back="Repulse Mantle", legs="Herculean Trousers", feet="Herculean Boots", waist="Flume Belt" } sets.defense.MDT = { ammo="Staunch Tathlum", head="Uk'Uxkaj Cap", neck="Twilight Torque", ear1="Merman's Earring", ear2="Merman's Earring", body="Adhemar Jacket", hands="Herculean Gloves", ring1="Merman's Ring", ring2="Defending Ring", back="Engulfer Cape +1", legs="Herculean Trousers", feet="Herculean Boots", waist="Flume Belt" } -- sets engaged normal -- ------------------------- sets.engaged.Normal = { ammo="Ginsen", head="Adhemar Bonnet", neck="Clotharius Torque", ear1="Suppanomimi", ear2="Brutal Earring", body="Adhemar Jacket", hands="Herculean Gloves", ring1="Rajas Ring", ring2="Epona's Ring", back={ name="Rosmerta's Cape", augments={'Accuracy+20','Attack+20','"Dbl. Atk."+10'}}, legs="Herculean Trousers", feet="Herculean Boots", waist="Windbuffet Belt" } sets.engaged.Amb = { ammo="Ginsen", head="Adhemar Bonnet", neck="Clotharius Torque", ear1="Suppanomimi", ear2="Brutal Earring", body="Adhemar Jacket", hands="Herculean Gloves", ring1="Rajas Ring", ring2="Epona's Ring", back={ name="Rosmerta's Cape", augments={'Accuracy+20','Attack+20','"Dbl. Atk."+10'}}, legs="Herculean Trousers", feet="Herculean Boots", waist="Windbuffet Belt" } sets.engaged.Acc = { ammo="Honed Tathlum", head="Herculean Helm", neck="Ej Necklace", ear1="Suppanomimi", ear2="Steelflash Earring", body="Adhemar Jacket", hands="Herculean Gloves", ring1="Rajas Ring", ring2="Enlivened Ring", back={ name="Rosmerta's Cape", augments={'Accuracy+20','Attack+20','"Dbl. Atk."+10'}}, legs="Herculean Trousers", feet="Herculean Boots", waist="Hurch'lan Sash" } send_command('input /macro book 9;wait .1;input /macro set 9') end --------------------------------------------------------------------------------------------------------- function job_pretarget(spell) if spell.english == "Spirit Jump" then if not pet.isvalid then cancel_spell() send_command('Jump') end elseif spell.english == "Soul Jump" then if not pet.isvalid then cancel_action() send_command("High Jump") end end end function display_current_job_state(eventArgs) end function update_custom_groups() classes.CustomIdleGroups:clear() if pet.isvalid then classes.CustomIdleGroups:append(state.PetMode.value) end end function job_status_change(newStatus, oldStatus, eventArgs, cmdParams) end function job_precast(spell, action, spellMap, eventArgs) end function job_post_pet_precast(spell,action,spellMap,eventArgs) end function job_post_pet_midcast(spell,action,spellMap,eventArgs) end function job_aftercast(spell, action, spellMap, eventArgs) end function job_get_spell_map(spell, action, spellMap, eventArgs) end function job_pet_change(pet, petparam, gain) end function customize_melee_set(meleeSet) return meleeSet end function job_pet_status_change(newStatus, oldStatus, eventArgs) if pet.isvalid and not midaction() and not pet_midaction() and (newStatus == 'Engaged' or oldStatus == 'Engaged') then handle_equipping_gear(player.status, newStatus) end end function customize_idle_set(idleSet) return idleSet end function job_update(cmdParams, eventArgs) end Line 395 ends in a comma, remove that should do it.
Thank you very much, I knew that it'd be something stupid like this but couldn't find ;o
Hello again !
I'm working on a smn lua but, even if with ShowSwaps, I can see the precast gear change, the recast of my BP are still 50s+. I'm not master, I don't have the best gear at all but I should be at 40s with my actual precast gear set. Is there a way to make GS wait a little longer for precast gear sets? It seems that the game "don't have the time" to calculate the BP delay - gear. Here is my lua: Code -- Initialization function for this job file-- ---------------------------------------------- function get_sets() mote_include_version = 2 -- Load and initialize the include file include('Mote-Include.lua') include('organizer-lib') end ------------------------------------------------------------------------------------------------------------------- function user_setup() state.OffenseMode:options('Normal', 'Acc') state.CastingMode:options('Normal') state.IdleMode:options('Normal') end function job_setup() bp_physical=S{ 'Punch','Rock Throw','Barracuda Dive','Claw','Axe Kick','Shock Strike','Camisado','Regal Scratch','Poison Nails', 'Moonlit Charge','Crescent Fang','Rock Buster','Tail Whip','Double Punch','Megalith Throw','Double Slap','Eclipse Bite', 'Mountain Buster','Spinning Dive','Predator Claws','Rush','Chaotic Strike','Crag Throw','Volt Strike'} bp_hybrid=S{ 'Burning Strike','Flaming Crush'} bp_magical=S{ 'Inferno','Earthen Fury','Tidal Wave','Aerial Blast','Diamond Dust','Judgment Bolt','Searing Light','Howling Moon', 'Ruinous Omen','Fire II','Stone II','Water II','Aero II','Blizzard II','Thunder II','Thunderspark','Somnolence', 'Meteorite','Fire IV','Stone IV','Water IV','Aero IV','Blizzard IV','Thunder IV','Nether Blast','Meteor Strike', 'Geocrush','Grand Fall','Wind Blade','Heavenly Strike','Thunderstorm','Level ? Holy','Holy Mist','Lunar Bay', 'Night Terror','Conflagration Strike', 'Zantetsuken'} bp_debuff=S{ 'Lunar Cry','Mewing Lullaby','Nightmare','Lunar Roar','Slowga','Ultimate Terror','Sleepga','Eerie Eye','Tidal Roar', 'Diamond Storm','Shock Squall','Pavor Nocturnus'} bp_buff=S{ 'Shining Ruby','Frost Armor','Rolling Thunder','Crimson Howl','Lightning Armor','Ecliptic Growl','Hastega','Noctoshield', 'Ecliptic Howl','Dream Shroud','Earthen Armor','Fleet Wind','Inferno Howl','Soothing Ruby','Heavenward Howl', 'Soothing Current','Hastega II','Crystal Blessing'} bp_other=S{ 'Healing Ruby','Raise II','Aerial Armor','Reraise II','Whispering Wind','Glittering Ruby','Earthen Ward','Spring Water','Healing Ruby II'} spirits = S{"LightSpirit", "DarkSpirit", "FireSpirit", "EarthSpirit", "WaterSpirit", "AirSpirit", "IceSpirit", "ThunderSpirit"} avatars = S{"Carbuncle", "Fenrir", "Diabolos", "Ifrit", "Titan", "Leviathan", "Garuda", "Shiva", "Ramuh", "Odin", "Alexander", "Cait Sith"} end function init_gear_sets() -------------------------------------- -- Precast Sets -------------------------------------- sets.avatar = {} sets.precast.JA["Avatar's Favor"] = { main="Gridarvor", sub="Elan Strap", ammo="Seraphicaller", head="Caller's Horn +2", neck="Caller's Pendant", ear1="Loquacious Earring", ear2="Gifted Earring", body="Caller's Doublet +2", hands="Regimen Mittens", ring1="Evoker's Ring", ring2="Fervor Ring", waist="Fucho-no-Obi", legs="Assiduity Pants +1", feet="Caller's Pigaches +2", back="Conveyance Cape"} sets.precast.JA['Elemental Siphon'] = { main="Gridarvor", sub="Elan Strap", ammo="Seraphicaller", head="Caller's Horn +2", neck="Caller's Pendant", ear1="Loquacious Earring", ear2="Gifted Earring", body="Caller's Doublet +2", hands="Regimen Mittens", ring1="Evoker's Ring", ring2="Fervor Ring", waist="Fucho-no-Obi", legs="Assiduity Pants +1", feet="Caller's Pigaches +2", back="Conveyance Cape"} sets.precast.JA['Mana Cede'] = {hands="Beck. Bracers +1"} sets.precast.FC = { ammo="Seraphicaller", head="Kaabnax Hat", neck="Jeweled Collar", ear1="Gifted Earring", ear2="Loquac. Earring", body="Caller's Doublet +2", hands="Magavan Mitts", ring1="Defending Ring", ring2="Prolix Ring", legs="Orvail Pants", feet="Chelona Boots", waist="Witful Belt", back="Swith Cape"} -- Fast cast sets for spells-- sets.precast.FC['Enhancing Magic'] = { main="Exemplar", sub="Elan Strap", ammo="Seraphicaller", body="Telchine Chas.", head="Befouled Crown", ear1="Andoaa Earring", neck="Colossu's Torque", waist="Siegel Sash", hands="Inyan. Dastanas +1", ring1="Prolix Ring", ring2="Perception Ring", waist="Siegel Sash", legs="Sifahir Slacks", feet="Inyan. Crackows +1"} -- Weaponskill sets-- ----------------------------------------------------------------------------- sets.precast.WS = { head="Sukeroku Hachi.", neck="Fotia Gorget", ear1="Cessance Earring", ear2="Zennaroi Earring", body="Tali'ah Manteel", hands="Tali'ah Gages +1", ring1="Varar Ring", ring2="Varar Ring", waist="Fotia Belt", legs="Tali'ah Seraweels", feet="Tali'ah Crackows +1", back="Tiresias's Cape"} -- precast sets ------------------------ ---------------------------------------- sets.precast.bp = { main="Gridarvor", sub="Elan Strap", ammo="Seraphicaller", head="Summoner's Horn", neck="Caller's Pendant", ear1="Loquacious Earring", ear2="Gifted Earring", body="Summoner's Doublet", hands="Glyphic Bracers", ring1="Fervor Ring", ring2="Evoker's Ring", waist="Fucho-no-Obi", legs="Summoner's Spats", feet="Summoner's Pigaches", back="Samanisi Cape"} -------------------------------------- -- Midcast sets -------------------------------------- sets.midcast['Carbuncle'] = {hands="Asteria Mitts +1"} sets.midcast['Cait Sith'] = {hands="Lamassu Mitts +1"} sets.midcast.Stoneskin = {head="Befouled Crown", waist="Siegel Sash"} sets.midcast.Refresh = {waist="Gishdubar Sash"} sets.midcast.Cure = { ammo="Impatiens", head="Inyanga Tiara +1", ear1="Mendi. Earring", ear2="Loquacious Earring", neck="Phalaina Locket", body="Inyanga Jubbah +1", hands="Bokwus Gloves", ring1="Prolix Ring", ring2="Perception Ring", waist="Witful Belt", legs="Sifahir Slacks", feet="Inyan. Crackows +1", back="Solemnity Cape"} -- Avatar pact sets. All pacts are Ability type.-- --------------------------------------------------- sets.midcast.atk = { main="Gridarvor", sub="Elan Strap", ammo="Seraphicaller", head="Apogee Crown +1", ear1="Loquacious Earring", ear2="Gifted Earring", neck="Caller's Pendant", body="Caller's Doublet +2", hands="Merlinic Dastanas", ring2="Evoker's Ring", ring1="Fervor Ring", waist="Fucho-no-Obi", legs="Caller's Spats +2", feet="Inyanga Crackows +1", back="Conveyance Cape"} sets.midcast.hybrid = { main="Gridarvor", sub="Elan Strap", ammo="Seraphicaller", head="Apogee Crown +1", ear1="Loquacious Earring", ear2="Gifted Earring", neck="Caller's Pendant", body="Caller's Doublet +2", hands="Merlinic Dastanas", ring2="Evoker's Ring", ring1="Fervor Ring", waist="Fucho-no-Obi", legs="Caller's Spats +2", feet="Inyanga Crackows +1", back="Conveyance Cape"} sets.midcast.mab = { main="Eminent Pole", sub="Elan Strap", ammo="Seraphicaller", head="Apogee Crown +1", ear1="Loquacious Earring", ear2="Gifted Earring", neck="Caller's Pendant", body="Caller's Doublet +2", hands="Merlinic Dastanas", ring2="Evoker's Ring", ring1="Fervor Ring", waist="Fucho-no-Obi", legs="Caller's Spats +2", feet="Inyanga Crackows +1", back="Conveyance Cape"} sets.midcast.macc = { main="Eminent Pole", sub="Elan Strap", ammo="Seraphicaller", head="Apogee Crown +1", ear1="Loquacious Earring", ear2="Gifted Earring", neck="Caller's Pendant", body="Caller's Doublet +2", hands="Merlinic Dastanas", ring2="Evoker's Ring", ring1="Fervor Ring", waist="Fucho-no-Obi", legs="Caller's Spats +2", feet="Inyanga Crackows +1", back="Conveyance Cape"} sets.midcast.buff = { main="Gridarvor", sub="Elan Strap", ammo="Seraphicaller", head="Apogee Crown +1", ear1="Loquacious Earring", ear2="Gifted Earring", neck="Caller's Pendant", body="Caller's Doublet +2", hands="Inyanga Dastanas +1", ring2="Evoker's Ring", ring1="Fervor Ring", waist="Fucho-no-Obi", legs="Caller's Spats +2", feet="Inyanga Crackows +1", back="Conveyance Cape"} sets.midcast.other = { main="Gridarvor", sub="Elan Strap", ammo="Seraphicaller", head="Apogee Crown +1", ear1="Loquacious Earring", ear2="Gifted Earring", neck="Caller's Pendant", body="Caller's Doublet +2", hands="Inyanga Dastanas +1", ring2="Evoker's Ring", ring1="Fervor Ring", waist="Fucho-no-Obi", legs="Caller's Spats +2", feet="Inyanga Crackows +1", back="Conveyance Cape"} -- Resting sets-- ----------------- sets.resting = { head="Convoker's Horn +2", ear1="Gelos Earring", ear2="Andoaa Earring", neck="Caller's Pendant", body="Shomonjijoe +1", hands="Asteria Mitts +1", ring1="Evoker's Ring", ring2="Shneddick Ring", waist="Fucho-no-Obi", legs="Assid. Pants +1", feet="Beck. Pigaches +1", back="Conveyance Cape"} -- Idle sets-- -------------- sets.idle.Town = { sub="Elan Strap", ammo="Seraphicaller", head="Caller's Horn +2", ear1="Loquacious Earring", ear2="Gifted Earring", neck="Caller's Pendant", body="Caller's Doublet +2", hands="Regimen Mittens", ring1="Evoker's Ring", ring2="Fervor Ring", waist="Fucho-no-Obi", legs="Assiduity Pants +1", feet="Caller's Pigaches +2", back="Conveyance Cape"} sets.idle.Rest = { sub="Elan Strap", ammo="Sancus Sachet", head="Convoker's Horn +2", ear1="Gelos Earring", ear2="Andoaa Earring", neck="Caller's Pendant", body="Shomonjijoe +1", hands="Lamassu Mitts +1", ring1="Evoker's Ring", ring2="Shneddick Ring", waist="Fucho-no-Obi", legs="Assid. Pants +1", feet="Conv. Pigaches +2", back="Campestres's Cape"} sets.idle.Field = { sub="Elan Strap", ammo="Seraphicaller", head="Apogee Crown +1", ear1="Loquacious Earring", ear2="Gifted Earring", neck="Caller's Pendant", body="Caller's Doublet +2", hands="Regimen Mittens", ring1="Evoker's Ring", ring2="Fervor Ring", waist="Fucho-no-Obi", legs="Assiduity Pants +1", feet="Caller's Pigaches +2", back="Conveyance Cape"} sets.idle.Field.avatarMelee = { main="Gridarvor", sub="Elan Strap", ammo="Seraphicaller", head="Apogee Crown +1", ear1="Loquacious Earring", ear2="Gifted Earring", neck="Caller's Pendant", body="Caller's Doublet +2", hands="Regimen Mittens", ring1="Evoker's Ring", ring2="Fervor Ring", waist="Fucho-no-Obi", legs="Assiduity Pants +1", feet="Caller's Pigaches +2", back="Conveyance Cape"} sets.idle.Weak = { main="Gridarvor", sub="Elan Strap", ammo="Sancus Sachet", head="Beckoner's Horn +1", ear1="Gelos Earring", ear2="Andoaa Earring", neck="Caller's Pendant", body="Shomonjijoe +1", hands="Convo. Bracers +2", ring1="Evoker's Ring", ring2="Shneddick Ring", waist="Fucho-no-Obi", legs="Assid. Pants +1", feet="Beck. Pigaches +1", back="Conveyance Cape"} -------------------------------------- -- Engaged sets -------------------------------------- -- Normal melee group-- sets.engaged.Normal = { ammo="Seraphicaller", ear1="Steelflash Earring", ear2="Bladeborn Earring +1", neck="Clotharius Torque", ring1="Rajas Ring", ring2="Enlivened Ring", waist="Fucho-no-Obi", head="Apogee Crown +1", body="Caller's Doublet +2", hands="Regimen Mittens", legs="Assiduity Pants +1", feet="Caller's Pigaches +2", back="Conveyance Cape"} sets.engaged.Acc = { ammo="Seraphicaller", ear1="Steelflash Earring", ear2="Bladeborn Earring +1", neck="Clotharius Torque", ring1="Rajas Ring", ring2="Enlivened Ring", waist="Fucho-no-Obi", head="Apogee Crown +1", body="Caller's Doublet +2", hands="Regimen Mittens", legs="Assiduity Pants +1", feet="Caller's Pigaches +2", back="Conveyance Cape"} --Sets Reive-- -------------- sets.reive = {neck="Ygnas's Resolve +1", back="Mecisto. Mantle"} send_command('input /macro book 6;wait .1;input /macro set 4') end ------------------------------------------------------------------------------------------------------------------- -- Job-specific hooks for standard casting events. ------------------------------------------------------------------------------------------------------------------- function display_current_job_state(eventArgs) end function update_custom_groups() classes.CustomIdleGroups:clear() if pet.isvalid then classes.CustomIdleGroups:append(state.PetMode.value) end end function job_status_change(newStatus, oldStatus, eventArgs, cmdParams) end function job_precast(spell, action, spellMap, eventArgs) end function job_post_pet_precast(spell,action,spellMap,eventArgs) end function job_aftercast(spell, action, spellMap, eventArgs) end function job_get_spell_map(spell, action, spellMap, eventArgs) end function job_pet_change(pet, petparam, gain) end function customize_melee_set(meleeSet) return meleeSet end function job_pet_status_change(newStatus, oldStatus, eventArgs) if pet.isvalid and not midaction() and not pet_midaction() and (newStatus == 'Engaged' or oldStatus == 'Engaged') then handle_equipping_gear(player.status, newStatus) end end function job_update(cmdParams, eventArgs) end function job_precast(spell, action, eventArgs) -- Don't swap if we're in the middle of something or our pet's doing something -- Stops macro spam from interfering with an action GS is already handling if midaction() or pet_midaction() then return end if buffactive['Astral Conduit'] then return end -- If we're doing a blood pact, equip our delay set IF Apogee or Astral Conduit are not active if (spell.type == 'BloodPactRage' or spell.type == 'BloodPactWard') and not spell.interrupted then equip(sets.precast.bp) end end function job_midcast(spell, action, spellMap, eventArgs) if (spell.type == 'BloodPactRage' or spell.type == 'BloodPactWard') and not spell.interrupted then if bp_physical:contains(spell.name) then equip(sets.midcast.atk) elseif bp_hybrid:contains(spell.name) then equip(sets.midcast.hybrid) elseif bp_magical:contains(spell.name) then equip(sets.midcast.mab) if pet.name == 'Ifrit' then equip({ring1="Fervor Ring"}) end elseif bp_debuff:contains(spell.name) then equip(sets.midcast.macc) elseif bp_buff:contains(spell.name) then equip(sets.midcast.buff) elseif bp_other:contains(spell.name) then equip(sets.midcast.other) end end end function customize_idle_set(idleSet) if pet.status == 'Engaged' then idleSet = set_combine(idleSet, sets.idle.Field.avatarMelee) end return idleSet end Offline
Posts: 1186
edit: nvm figured it out just needed some sleep
Offline
Posts: 157
How would I go about adding a specific gearset for just tier 1 nukes? Same would go for a specific gearset for tier 1 nuke precast/FC. Thanks!
First, you need some way for GS to know which spells you consider to be "tier 1 nukes"... to do that, build a table under job_setup() containing all the desired spells:
Code function job_setup() tier_one_nukes = S{'Fire','Blizzard','Aero','Stone','Thunder','Water'} end Second, you need some code in midcast to check the current spell being cast against that table, and then equip the appropriate set or append the appropriate class: Code function job_post_midcast(spell, action, spellMap, eventArgs) if spell.skill == 'Elemental Magic' and tier_one_nukes:contains(spell.english) then equip(_____________________) end end or Code function job_post_midcast(spell, action, spellMap, eventArgs) if spell.skill == 'Elemental Magic' and tier_one_nukes:contains(spell.english) then classes.CastingMode:append('Tier1') end end Offline
Posts: 1186
Is there anyway for gearswap to recognize is a target mob has a certain buff active?
(was trying to make a condition for my haste rule to detect of mob has haste daze on) Offline
Posts: 378
Boshi said: » Is there anyway for gearswap to recognize is a target mob has a certain buff active? (was trying to make a condition for my haste rule to detect of mob has haste daze on) I don't think you can, but it can check if YOU have a samba buff up. Offline
Posts: 1570
Would be great if someone could help me with this. Based on Mote's gear toggles, I created a toggle that will apply a PetTP gearset over my regular gear while my Automaton is engaged (while I'm standing at range). This works fine, however I would like to create a rule that would, as long as the toggle remains true, automatically swap in my PetWS gearset as soon as my maton hits 1000% TP or more and then switch back to the PetTP gear after the WS goes off.
Unfortunately, it doesn't seem like pet.tp works for this, as it always shows a value of "0" even when my maton has 1-3000 TP (Mote's PUP.lua prints the value to chat whenever a maton is engaged). From mote-include.lua Code function apply_PetTP(baseSet) if state.PetTP.value then if sets.PetWS and (pet.tp >= 1000) then baseSet = set_combine(baseSet, sets.PetWS) elseif sets.PetTP and (pet.tp < 1000) then baseSet = set_combine(baseSet, sets.PetTP) end end return baseSet end I'm pretty sure the above code is incomplete even if pet.tp were working, but I'm not sure how to make it automatically check pet.tp whenever its value changes. I'd really appreciate it if someone could help me out. I currently swap in WS gear manually, but with multiattack, unpredictable maton behavior and possible lag, it's easy to switch into WS gear a moment too late after it hits 1000% TP Edit: Oh, one other thing: //gs disable back for the CP cape doesn't seem to work with Mote's luas at all (however, the console confirms that back is disabled. showswaps prints "--- function: 4E941560 ---" separate of the "--- status change ---" print and then swaps in my usual capes as normal, instead of keeping the CP cape equipped. Is there any way to fix this? Aerix, you may want to take a look at my gearswaps, I end up posting them from time to time, they are based on mote's but highly modified, have a "capacity mode" as well as you can have specific tp sets depending on the specific puppet you have out, even.
My Dropbox My Discord Feel free to ask for support on the discord in the Allchat channel or by sending direct messages to Kalesandrancor. |
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