Ragnarok.Lockfort said: »
Have you updated your resources by opening up windower, then logging out and back in?
Yep log/relog several times. after 1st original windower update after the servers came back up, i havent seen another.
Gearswap Support Thread |
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Gearswap Support Thread
Asura.Chaostaru
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Ragnarok.Lockfort said: » Have you updated your resources by opening up windower, then logging out and back in? Yep log/relog several times. after 1st original windower update after the servers came back up, i havent seen another. Asura.Chaostaru said: » does GS need to be updated? export for new cape augs does this. back={ name="Rosmerta's Cape", augments={'DEX+20','Accuracy+20 Attack+20','Accuracy+10','Crit.hit rate+10','System: 1 ID: 1158 Val: 4',}}, Which augment is this supposed to be? Asura.Chaostaru
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Sylph.Talym said: » Asura.Chaostaru said: » does GS need to be updated? export for new cape augs does this. back={ name="Rosmerta's Cape", augments={'DEX+20','Accuracy+20 Attack+20','Accuracy+10','Crit.hit rate+10','System: 1 ID: 1158 Val: 4',}}, Which augment is this supposed to be? Thats suppose to be status resist +10 Hello all,
Question; Do I have to logout of FFxi (shutdown) to reload a gearset list Ive edited while in game? Or can I just reload my file while still in game to get the updated gear sets Ive changed? Asura.Dagget said: » Hello all, Question; Do I have to logout of FFxi (shutdown) to reload a gearset list Ive edited while in game? Or can I just reload my file while still in game to get the updated gear sets Ive changed? //gs reload Sylph.Talym said: » Asura.Dagget said: » Hello all, Question; Do I have to logout of FFxi (shutdown) to reload a gearset list Ive edited while in game? Or can I just reload my file while still in game to get the updated gear sets Ive changed? //gs reload Thank you. I was told I needed to logout, but I thought the /gs reload would work, just wanted confirmation. Does GS work with the 'System: 1 ID: 1158 Val: 4'
As current aug, or are you ***outta luck until they push a resources update Offline
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works
Can anyone figure out why this Selindre lua won't equip any engaged sets? Always just equips sets.idle as melee set !?!?
https://pastebin.com/kzrCkwft Edit: Nevermind. I figured out that these luas won't switch to engaged sets until you've been attacking for some time. Although, it appears to get stuck now and then. Hi all. I've been happily using motenen's PUP lua for a couple months now, I just noticed that as of the most recent patch (april) the lua no longer registers whether my pet is idle or engaged, and it also no longer detects/swaps gear when my automaton does provoke/flash. Anyone else having these issues?
Asura.Vienner
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Hi everyone, I'm not very good at gearswap and recently picked up BRD and with that all the problems with finding and updating a suitable lua. I ran into the problem that when i engage i keep wearing assiduity pants and the brioso feet, while my engaged set states that i should equip ayanmo gear. Any thoughts on what the obvious thing is I'm not seeing? (cause I've been messing with it for 2 hours now and I dont know anymore)
Code ------------------------------------------------------------------------------------------------------------------ -- Setup functions for this job. Generally should not be modified. ------------------------------------------------------------------------------------------------------------------- send_command('wait 6;input /lockstyleset 6') --[[ Custom commands: ExtraSongsMode may take one of three values: None, Dummy, FullLength You can set these via the standard 'set' and 'cycle' self-commands. EG: gs c cycle ExtraSongsMode gs c set ExtraSongsMode Dummy The Dummy state will equip the bonus song instrument and ensure non-duration gear is equipped. The FullLength state will simply equip the bonus song instrument on top of standard gear. Simple macro to cast a dummy Daurdabla song: /console gs c set ExtraSongsMode Dummy /ma "Shining Fantasia" <me> To use a Terpander rather than Daurdabla, set the info.ExtraSongInstrument variable to 'Terpander', and info.ExtraSongs to 1. --]] -- 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.ExtraSongsMode = M{['description']='Extra Songs', 'None', 'Dummy', 'FullLength'} state.Buff['Pianissimo'] = buffactive['pianissimo'] or false -- For tracking current recast timers via the Timers plugin. custom_timers = {} 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('None', 'Normal') state.CastingMode:options('Normal', 'Resistant') state.IdleMode:options('Normal', 'PDT') brd_daggers = S{'Izhiikoh', 'Vanir Knife', 'Atoyac', 'Kali', 'Sabebus','Felbre Dague'} pick_tp_weapon() -- Adjust this if using the Terpander (new +song instrument) info.ExtraSongInstrument = 'Daurdabla' -- How many extra songs we can keep from Daurdabla/Terpander info.ExtraSongs = 2 -- Set this to false if you don't want to use custom timers. state.UseCustomTimers = M(true, 'Use Custom Timers') -- Additional local binds send_command('bind ^` gs c cycle ExtraSongsMode') send_command('bind !` input /ma "Chocobo Mazurka" <me>') select_default_macro_book() end -- Called when this job file is unloaded (eg: job change) function user_unload() send_command('unbind ^`') send_command('unbind !`') end -- Define sets and vars used by this job file. function init_gear_sets() -------------------------------------- -- Start defining the sets -------------------------------------- -- Precast Sets -- Fast cast sets for spells sets.precast.FC = { main={ name="Kali", augments={'Mag. Acc.+15','String instrument skill +10','Wind instrument skill +10',}}, --7 ammo="Impatiens", head="Nahtirah Hat", --10 body="Inyanga Jubbah +2", --14 hands={ name="Chironic Gloves", augments={'Accuracy+2','"Fast Cast"+3','"Mag.Atk.Bns."+8',}}, --3 legs={ name="Kaykaus Tights", augments={'MP+60','"Cure" spellcasting time -5%','Enmity-5',}}, --6 feet={ name="Chironic Slippers", augments={'Mag. Acc.+5 "Mag.Atk.Bns."+5','"Fast Cast"+2','MND+10','Mag. Acc.+13','"Mag.Atk.Bns."+3',}}, --2 neck="Voltsurge Torque", --4 waist="Witful Belt", --5 left_ear="Etiolation Earring", --1 right_ear="Loquac. Earring", --2 left_ring="Prolix Ring", --2 right_ring="Kishar Ring", --4 back={ name="Intarabus's Cape", augments={'Mag. Acc+20 /Mag. Dmg.+20','CHR+10','"Fast Cast"+10',}}} --10 sets.precast.FC.Cure = set_combine(sets.precast.FC, {}) sets.precast.FC.Stoneskin = set_combine(sets.precast.FC, {hand="Carapacho Cuffs", waist="Siegel Sash", legs="Doyen Pants"}) sets.precast.FC['Enhancing Magic'] = set_combine(sets.precast.FC, {waist="Siegel Sash"}) sets.precast.FC.BardSong = { main={ name="Kali", augments={'Mag. Acc.+15','String instrument skill +10','Wind instrument skill +10',}}, legs="Doyen Pants", head="Fili calot +1", ear1="Aoidos' Earring",ear2="Loquac. Earring", body="Inyanga jubbah +2",} sets.precast.FC["Honor March"] = set_combine(sets.precast.FC.BardSong,{range="Marsyas"}) sets.precast.FC.Daurdabla = set_combine(sets.precast.FC.BardSong, {range=info.ExtraSongInstrument}) -- Precast sets to enhance JAs sets.precast.JA.Nightingale = {feet="Bihu Slippers +1"} sets.precast.JA.Troubadour = {body="Bihu Justaucorps +1"} sets.precast.JA['Soul Voice'] = {legs="Bards's Cannions"} -- Waltz set (chr and vit) sets.precast.Waltz = { head="Brioso Roundlet +1", neck="Unmoving Collar +1", ear1="Regal Earring", body="Inyanga Jubbah +2", hands="Inyanga Dastanas +1", ring1="Defending Ring", ring2="Moonbeam Ring", back={ name="Intarabus's Cape", augments={'Mag. Acc+20 /Mag. Dmg.+20','CHR+10','"Fast Cast"+10',}}, waist="Aristo Belt", legs="Gyve Trousers", feet="Kaykaus Boots"} -- Weaponskill sets -- Default set for any weaponskill that isn't any more specifically defined sets.precast.WS = { main={ name="Kali", augments={'Mag. Acc.+15','String instrument skill +10','Wind instrument skill +10',}}, head="Aya. Zucchetto +1", body="Inyanga Jubbah +2", hands={ name="Chironic Gloves", augments={'Accuracy+2','"Fast Cast"+3','"Mag.Atk.Bns."+8',}}, legs="Aya. Cosciales +1", feet="Aya. Gambieras +1", neck="Fotia Gorget", waist="Fotia Belt", left_ear="Ishvara Earring", right_ear="Bladeborn Earring", left_ring="Moonbeam Ring", right_ring="Rajas Ring", back={ name="Intarabus's Cape", augments={'Accuracy+20 Attack+20','Weapon skill damage +10%',}}} -- Specific weaponskill sets. Uses the base set if an appropriate WSMod version isn't found. sets.precast.WS['Evisceration'] = set_combine(sets.precast.WS) sets.precast.WS['Exenterator'] = set_combine(sets.precast.WS) sets.precast.WS['Mordant Rime'] = set_combine(sets.precast.WS) -- Midcast Sets -- General set for recast times. sets.midcast.FastRecast = { main={ name="Kali", augments={'Mag. Acc.+15','String instrument skill +10','Wind instrument skill +10',}}, --7 ammo="Impatiens", head="Nahtirah Hat", --10 body="Inyanga Jubbah +2", --14 hands={ name="Chironic Gloves", augments={'Accuracy+2','"Fast Cast"+3','"Mag.Atk.Bns."+8',}}, --3 legs={ name="Kaykaus Tights", augments={'MP+60','"Cure" spellcasting time -5%','Enmity-5',}}, --6 feet={ name="Chironic Slippers", augments={'Mag. Acc.+5 "Mag.Atk.Bns."+5','"Fast Cast"+2','MND+10','Mag. Acc.+13','"Mag.Atk.Bns."+3',}}, --2 neck="Voltsurge Torque", --4 waist="Witful Belt", --5 left_ear="Etiolation Earring", --1 right_ear="Loquac. Earring", --2 left_ring="Prolix Ring", --2 right_ring="Kishar Ring", --4 back={ name="Intarabus's Cape", augments={'Mag. Acc+20 /Mag. Dmg.+20','CHR+10','"Fast Cast"+10',}}} --10 -- Gear to enhance certain classes of songs. No instruments added here since Gjallarhorn is being used. sets.midcast.Ballad = {legs="Fili Rhingrave"} sets.midcast.Lullaby = {hands="Brioso Cuffs +1"} sets.midcast.Madrigal = {head="Fili calot +1"} sets.midcast.March = {hands="Fili manchettes +1"} sets.midcast["Honor March"] = set_combine(sets.midcast.SongEffect,{range="Marsyas"}) sets.midcast.Minuet = {body="Fili hongreline +1"} sets.midcast.Minne = {} sets.midcast.Paeon = {head="Brioso Roundlet +1"} sets.midcast.Carol = {head="Fili calot +1"} body={"Fili hongreline +1",hands="Fili manchettes +1"} legs={"Aoidos' Rhing. +2",feet="Fili Cothurnes"} sets.midcast["Sentinel's Scherzo"] = {feet="Fili Cothurnes"} sets.midcast['Magic Finale'] = {neck="Wind Torque",waist="Corvax Sash",legs="Fili Rhingrave"} sets.midcast.Mazurka = {range=info.ExtraSongInstrument} -- For song buffs (duration and AF3 set bonus) sets.midcast.SongEffect = {main="Carnwenhan",sub="Kali", range="Gjallarhorn", head="Fili calot +1",neck="Moonbow whistle +1",ear2="Loquacious Earring", body="Fili hongreline +1",hands="Fili manchettes +1",ring1="Inyanga Ring", back="Harmony Cape",waist="Corvax Sash",legs="Inyanga shalwar +2",feet="Brioso Slippers +3"} -- For song defbuffs (duration primary, accuracy secondary) sets.midcast.SongDebuff = {main="Carnwenhan",sub="Kali",range="Gjallarhorn", head="Brioso Roundlet +1",neck="Moonbow whistle +1",ear1="Psystorm Earring",ear2="Lifestorm Earring", body="Fili hongreline +1",hands="Brioso Cuffs +1",ring1="Inyanga Ring",ring2="Kishar ring", back={ name="Intarabus's Cape", augments={'Mag. Acc+20 /Mag. Dmg.+20','CHR+10','"Fast Cast"+10',}},waist="Goading Belt",legs="Inyanga shalwar +2",feet="Brioso Slippers +1"} -- For song defbuffs (accuracy primary, duration secondary) sets.midcast.ResistantSongDebuff = {main={ name="Kali", augments={'MP+60','Mag. Acc.+20','"Refresh"+1',}},sub="Ammurapi shield",range="Gjallarhorn", head="Brioso Roundlet +1",neck="Deceiver's Torque",ear1="Psystorm Earring",ear2="Lifestorm Earring", body="Brioso Justaucorps +1",hands="Brioso Cuffs +1",ring1="Inyanga Ring",ring2="Kishar ring", back={ name="Intarabus's Cape", augments={'Mag. Acc+20 /Mag. Dmg.+20','CHR+10','"Fast Cast"+10',}},waist="Demonry Sash",legs="Inyanga shalwar +2",feet="Brioso Slippers +1"} -- Song-specific recast reduction sets.midcast.SongRecast = {ear2="Loquacious Earring", ring1="Inyanga Ring", back="Harmony Cape",waist="Corvax Sash",legs="Fili Rhingrave"} --sets.midcast.Daurdabla = set_combine(sets.midcast.FastRecast, sets.midcast.SongRecast, {range=info.ExtraSongInstrument}) -- Cast spell with normal gear, except using Daurdabla instead sets.midcast.Daurdabla = {range=info.ExtraSongInstrument} -- Dummy song with Daurdabla; minimize duration to make it easy to overwrite. sets.midcast.DaurdablaDummy = {main="Izhiikoh",range=info.ExtraSongInstrument, head="Fili Calot +1",neck="Orunmila's torque",ear1="Psystorm Earring",ear2="Lifestorm Earring", body="Brioso Justaucorps +1",hands="Fili manchettes +1",ring1="Inyanga Ring",ring2="Kishar ring", back="Swith Cape",waist="Goading Belt",legs="Kaykaus tights",feet="Bokwus Boots"} -- Other general spells and classes. sets.midcast.Cure = {main="Arka IV",sub='Achaq Grip', head="Gendewitha Caubeen", body="Annoint. Kalasiris",hands="Kaykaus cuffs",ring1="Ephedra Ring",ring2="Sirona's Ring", legs="Kaykaus Tights",feet="Medium's Sabots"} sets.midcast.Curaga = sets.midcast.Cure sets.midcast.Stoneskin = { head="Fili Calot +1", body="Annoint. Kalasiris",hands="Gendewitha Gages", legs="Kaykaus tights",feet="Gendewitha Galoshes"} sets.midcast.Cursna = { neck="Malison Medallion", hands="Hieros Mittens",ring1="Ephedra Ring"} -- Sets to return to when not performing an action. -- Resting sets sets.resting = {main=gear.Staff.HMP, body="Annoint. Kalasiris", legs="Assid. Pants +1",feet="Chelona Boots +1"} -- Idle sets (default idle set not needed since the other three are defined, but leaving for testing purposes) sets.idle = { head="Aya. Zucchetto +1", body="Inyanga Jubbah +2", hands="Aya. Manopolas +1", legs="Aya. Cosciales +1", feet="Aya. Gambieras +1", neck="Loricate Torque +1", waist="Gishdubar Sash", left_ear="Hearty Earring", right_ear="Odnowa Earring +1", left_ring="Moonbeam Ring", right_ring="Defending Ring", back="Solemnity Cape",} sets.idle.PDT = {main="Sangoma", sub="Ammurapi Shield",range="Oneiros Harp", head="Brioso Roundlet +1",neck="Loricate torque +1",ear1="Moonshade Earring",ear2="Loquacious Earring", body="Annoint. Kalasiris",hands="Brioso Cuffs +1",ring1="Defending Ring",ring2="Dark Ring", back="Moonbeam cape",waist="Flume Belt +1",legs="Assid. Pants +1",feet="Ayanmo Gambieras +1"} sets.idle.Town = {main="Sangoma", sub="Ammurapi Shield",range="Oneiros Harp", head="Brioso Roundlet +1",neck="Loricate torque +1",ear1="Moonshade Earring",ear2="Loquacious Earring", body="Annoint. Kalasiris",hands="Brioso Cuffs +1",ring1="Defending Ring",ring2="Dark Ring", back="Moonbeam Cape",waist="Flume Belt +1",legs="Assid. Pants +1",feet="Ayanmo Gambieras +1"} sets.idle.Weak = {main="Sangoma",sub="Ammurapi Shield",range="Oneiros Harp", head="Brioso Roundlet +1",neck="Loricate torque +1",ear1="Moonshade Earring", body="Annoint. Kalasiris",hands="Brioso Cuffs +1",ring1="Defending Ring",ring2="Dark Ring", back="Moonbeam cape",waist="Flume Belt +1",legs="Assid. Pants +1",feet="Ayanmo Gambieras +1"} -- Defense sets sets.defense.PDT = {main="Sangoma",sub="Ammurapi shield", head="Brioso Roundlet +3",neck="Loricate torque +1", body="Annoint. Kalasiris",hands="Brioso Cuffs +3",ring1="Defending Ring",ring2=gear.DarkRing.physical, back="Umbra Cape",waist="Flume Belt +1",legs="Assid. Pants +1",feet="Ayanmo Gambieras +1"} sets.defense.MDT = {main="Sangoma",sub="Ammurapi shield", head="Brioso Roundlet +3",neck="Loricate torque +1", body="Annoint. Kalasiris",hands="Brioso Cuffs +3",ring1="Defending Ring",ring2="Shadow Ring", back="Engulfer Cape",waist="Flume Belt +1",legs="Assid. Pants +1",feet="Ayanmo Gambieras +1"} sets.Kiting = {feet="Aoidos' Cothurnes +2"} sets.latent_refresh = {waist="Fucho-no-obi"} -- 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 -- Basic set for if no TP weapon is defined. sets.engaged = { head="Aya. Zucchetto +2", body="Ayanmo Corazza +2", hands="Aya. Manopolas +1", legs="Aya. Cosciales +1", feet="Aya. Gambieras +1", neck="Defiant Collar", waist="Sarissapho. Belt", left_ear="Steelflash Earring", right_ear="Bladeborn Earring", left_ring="Hetairoi Ring", right_ring="Moonbeam Ring", back={ name="Intarabus's Cape", augments={'Accuracy+20 Attack+20','Weapon skill damage +10%',}}} 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 spell.type == 'BardSong' then -- Auto-Pianissimo if ((spell.target.type == 'PLAYER' and not spell.target.charmed) or (spell.target.type == 'NPC' and spell.target.in_party)) and not state.Buff['Pianissimo'] then local spell_recasts = windower.ffxi.get_spell_recasts() if spell_recasts[spell.recast_id] < 2 then send_command('@input /ja "Pianissimo" <me>; wait 1.5; input /ma "'..spell.name..'" '..spell.target.name) eventArgs.cancel = true return 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.action_type == 'Magic' then if spell.type == 'BardSong' then -- layer general gear on first, then let default handler add song-specific gear. local generalClass = get_song_class(spell) if generalClass and sets.midcast[generalClass] then equip(sets.midcast[generalClass]) end end end end function job_post_midcast(spell, action, spellMap, eventArgs) if spell.type == 'BardSong' then if state.ExtraSongsMode.value == 'FullLength' then equip(sets.midcast.Daurdabla) end state.ExtraSongsMode:reset() end end -- Set eventArgs.handled to true if we don't want automatic gear equipping to be done. function job_aftercast(spell, action, spellMap, eventArgs) if spell.type == 'BardSong' and not spell.interrupted then if spell.target and spell.target.type == 'SELF' then adjust_timers(spell, spellMap) end end end ------------------------------------------------------------------------------------------------------------------- -- Job-specific hooks for non-casting events. ------------------------------------------------------------------------------------------------------------------- -- Handle notifications of general user state change. function job_state_change(stateField, newValue, oldValue) if stateField == 'Offense Mode' then if newValue == 'Normal' then disable('main','sub','ammo') else enable('main','sub','ammo') 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 to display the current relevant user state when doing an update. function display_current_job_state(eventArgs) display_current_caster_state() eventArgs.handled = true end ------------------------------------------------------------------------------------------------------------------- -- Utility functions specific to this job. ------------------------------------------------------------------------------------------------------------------- -- Determine the custom class to use for the given song. function get_song_class(spell) -- Can't use spell.targets:contains() because this is being pulled from resources if set.contains(spell.targets, 'Enemy') then if state.CastingMode.value == 'Resistant' then return 'ResistantSongDebuff' else return 'SongDebuff' end elseif state.ExtraSongsMode.value == 'Dummy' then return 'DaurdablaDummy' else return 'SongEffect' end end -- Function to create custom buff-remaining timers with the Timers plugin, -- keeping only the actual valid songs rather than spamming the default -- buff remaining timers. function adjust_timers(spell, spellMap) if state.UseCustomTimers.value == false then return end local current_time = os.time() -- custom_timers contains a table of song names, with the os time when they -- will expire. -- Eliminate songs that have already expired from our local list. local temp_timer_list = {} for song_name,expires in pairs(custom_timers) do if expires < current_time then temp_timer_list[song_name] = true end end for song_name,expires in pairs(temp_timer_list) do custom_timers[song_name] = nil end local dur = calculate_duration(spell.name, spellMap) if custom_timers[spell.name] then -- Songs always overwrite themselves now, unless the new song has -- less duration than the old one (ie: old one was NT version, new -- one has less duration than what's remaining). -- If new song will outlast the one in our list, replace it. if custom_timers[spell.name] < (current_time + dur) then send_command('timers delete "'..spell.name..'"') custom_timers[spell.name] = current_time + dur send_command('timers create "'..spell.name..'" '..dur..' down') end else -- Figure out how many songs we can maintain. local maxsongs = 2 if player.equipment.range == info.ExtraSongInstrument then maxsongs = maxsongs + info.ExtraSongs end if buffactive['Clarion Call'] then maxsongs = maxsongs + 1 end -- If we have more songs active than is currently apparent, we can still overwrite -- them while they're active, even if not using appropriate gear bonuses (ie: Daur). if maxsongs < table.length(custom_timers) then maxsongs = table.length(custom_timers) end -- Create or update new song timers. if table.length(custom_timers) < maxsongs then custom_timers[spell.name] = current_time + dur send_command('timers create "'..spell.name..'" '..dur..' down') else local rep,repsong for song_name,expires in pairs(custom_timers) do if current_time + dur > expires then if not rep or rep > expires then rep = expires repsong = song_name end end end if repsong then custom_timers[repsong] = nil send_command('timers delete "'..repsong..'"') custom_timers[spell.name] = current_time + dur send_command('timers create "'..spell.name..'" '..dur..' down') end end end end -- Function to calculate the duration of a song based on the equipment used to cast it. -- Called from adjust_timers(), which is only called on aftercast(). function calculate_duration(spellName, spellMap) local mult = 1 if player.equipment.range == 'Daurdabla' then mult = mult + 0.3 end -- change to 0.25 with 90 Daur if player.equipment.range == "Gjallarhorn" then mult = mult + 0.4 end -- change to 0.3 with 95 Gjall if player.equipment.main == "Dancing Dagger" then mult = mult + 0.1 end -- 0.1 for 75, 0.4 for 95, 0.5 for 99/119 if player.equipment.main == "Kali" then mult = mult + 0.05 end if player.equipment.sub == "Kali" then mult = mult + 0.05 end if player.equipment.neck == "Moonbow whistle +1" then mult = mult + 0.1 end if player.equipment.body == "Aoidos' Hngrln. +2" then mult = mult + 0.1 end if player.equipment.legs == "Mdk. Shalwar +1" then mult = mult + 0.1 end if player.equipment.feet == "Brioso Slippers +3" then mult = mult + 0.1 end if player.equipment.feet == "Brioso Slippers +3" then mult = mult + 0.11 end if spellMap == 'Paeon' and player.equipment.head == "Brioso Roundlet" then mult = mult + 0.1 end if spellMap == 'Paeon' and player.equipment.head == "Brioso Roundlet +1" then mult = mult + 0.1 end if spellMap == 'Madrigal' and player.equipment.head == "Fili calot +1" then mult = mult + 0.1 end if spellMap == 'Minuet' and player.equipment.body == "Aoidos' Hngrln. +2" then mult = mult + 0.1 end if spellMap == 'March' and player.equipment.hands == 'Ad. Mnchtte. +2' then mult = mult + 0.1 end if spellMap == 'Ballad' and player.equipment.legs == "Aoidos' Rhing. +2" then mult = mult + 0.1 end if spellName == "Sentinel's Scherzo" and player.equipment.feet == "Aoidos' Cothrn. +2" then mult = mult + 0.1 end if buffactive.Troubadour then mult = mult*2 end if spellName == "Sentinel's Scherzo" then if buffactive['Soul Voice'] then mult = mult*2 elseif buffactive['Marcato'] then mult = mult*1.5 end end local totalDuration = math.floor(mult*120) return totalDuration end -- Function to reset timers. function reset_timers() for i,v in pairs(custom_timers) do send_command('timers delete "'..i..'"') end custom_timers = {} end -- Select default macro book on initial load or subjob change. function select_default_macro_book() set_macro_page(1, 1) end windower.raw_register_event('zone change',reset_timers) windower.raw_register_event('logout',reset_timers) Asura.Vienner said: » Hi everyone, I'm not very good at gearswap and recently picked up BRD and with that all the problems with finding and updating a suitable lua. I ran into the problem that when i engage i keep wearing assiduity pants and the brioso feet, while my engaged set states that i should equip ayanmo gear. Any thoughts on what the obvious thing is I'm not seeing? (cause I've been messing with it for 2 hours now and I dont know anymore) Silly possibility -- did you upgrade your Ayanmo Pants and Boots to +2 but forget to update your lua to say +2 instead of +1? Not that I've done something like that before or anything... heh... **looks around nervously** Asura.Vienner
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Asura.Fabiano said: » Asura.Vienner said: » Hi everyone, I'm not very good at gearswap and recently picked up BRD and with that all the problems with finding and updating a suitable lua. I ran into the problem that when i engage i keep wearing assiduity pants and the brioso feet, while my engaged set states that i should equip ayanmo gear. Any thoughts on what the obvious thing is I'm not seeing? (cause I've been messing with it for 2 hours now and I dont know anymore) Silly possibility -- did you upgrade your Ayanmo Pants and Boots to +2 but forget to update your lua to say +2 instead of +1? Not that I've done something like that before or anything... heh... **looks around nervously** Asura.Vienner
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I fixed my problem, thanks for looking anyways :)
Can someone tell me what I would add to a GS file to make it
gs c reset DefenseMode if HP > 90% Something along the lines of "if hp > 90% and defensemode Magical, and idle, reset defensemode" Keep ending up in MDT set due to the way react works, if a triggered command is interrupted the finish command never completes and it hangs, so looking for a work around. IE: "readies flare > defensemodemagical" "completes flare > reset defensemode" But when the casting gets interrupted it never "completes" and remains in defensemodemagical Or even something as simple as "if idle = reset defensemode" Fenrir.Maren
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Hello, everyone.
I began writing my own BST gearswap file using the "core" of Gearswap (without Motenten's library) to get a grasp of LUA as it relates to FFXI and Gearswap. It's a learning experiment more or less. Some parts are working for me. Other's are not. I am attempting to create player customized lists for valuable pets and foods as well as normal pets and foods. These could be used for any number of reasons. In my attached example, the "Reward" precast attempts to check to see if you have a "valuable pet" active. If so, "valuable food" is equipped and used. Otherwise "normal food" is equipped and used. In its current form, the variable/definition names do not seem to work as intended. Perhaps the scope of the variables is off or I do not have a good grasp of the syntax. The question is, how do you create global definitions to use in a "vanilla" Gearswap file? Or can you? https://pastebin.com/MdyLqWJ4 Offline
Posts: 319
Started to have a weird issue. I have 2 Chars and both use Mote-Include files and i have global binds which worked earlier. I don't know what happened but my main char's global binds stopped loading. His job specific binds still loaded just fine. The weird part was the globals were still fine on my other character on the same PC.
I checked to make sure nothing changed with the lines that told it to include the globals and found nada wrong. I don't know what happened and it has me stumped. Just seems so weird it worked on both earlier and now only 1 char. Any help is much appreciated thanks. Just made Agoge Mask +3, my War lua won't swap to it. I did a /gs export, it shows it as:
head={ name="Agoge Mask +3", augments={'Enhances "Savagery" effect',}}, Gearswap still won't recognize it, does anyone else have this problem with Relic +2/3? have you just tried: head="Agoge Mask +3",
it's not like you will have multiple copies of it Windower had an update this morning try restarting game and update.
Didn't work as head="Agoge Mask +3" Either. Also restarted windower, reloaded lua ect.
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are there any rules that would alter you changing your head slot?
Or is it just not changing at all? My relic+3 body works fine on samurai. set_combine doesn't appear to work for me within get_sets, and by that I mean the main / ammo / body defined in the second argument are equipped, but the equipment in sets.aftercast.dt is seemingly ignored:
Code sets.aftercast = {} sets.aftercast.refresh = set_combine(sets.aftercast.dt, { main="Queller Rod", ammo="Homiliary", body="Ebers Bliaud +1", }) sets.aftercast.dt = { main="Queller Rod", sub="Genbu's Shield", ammo="Homiliary", head="Aya. Zucchetto +1", neck="Loricate Torque +1", ear1="Infused Earring", --ear2="", body="Ayanmo Corazza +1", hands="Aya. Manopolas +1", ring1="Ayanmo Ring", ring2="Defending Ring", back="Solemnity Cape", --waist="", legs="Aya. Cosciales +1", feet="Aya. Gambieras +1", } Code function aftercast(spell) equip(sets.aftercast.refresh) end But changing aftercast to this makes it work: Code function aftercast(spell) equip(set_combine(sets.aftercast.dt, { main="Queller Rod", ammo="Homiliary", body="Ebers Bliaud +1", })) end Can anyone explain what I'm doing wrong? I'd imagine it's because in your first snippet you call set_combine before defining sets.aftercast.dt so at that time the first argument is technically empty. Define the dt set first.
Well, that was it, and now I feel a bit silly.
Thanks for the help! Can anyone please show me how I would setup a earring to be used on Watersday only in my idle set? Hibernation Earring.
Code sets.idle = {main="Terra\'s Staff",sub="Umbra Strap",ammo="Thunder Sachet", head="Hike Khat",neck="Dampener's Torque",ear1="Infused Earring",ear2="Hibernation Earring", body="Jhakri Robe +2",hands="Bagua Mitaines +1",ring1="Defending Ring",ring2="Gelatinous Ring +1", back="Shadow Mantle",waist="Acipayam Belt",legs="Assid. Pants +1",feet="Mallquis Clogs +1"} Offline
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Code function customize_idle_set(idleSet) if player.mpp < 52 then idleSet = set_combine(idleSet, sets.latent_refresh) end if world.day_element == 'Water' then idleSet = set_combine(idleSet, {ear2="Hibernation Earring"}) return idleSet end I added the mp< thing cause most basic mage luas have something for equiping the latent refresh belt at low mp, figured it might make it easier to find for you. edit:note: Carrier's Sash might be something you'd like for that set Boshi said: » Code function customize_idle_set(idleSet) if player.mpp < 52 then idleSet = set_combine(idleSet, sets.latent_refresh) end if world.day_element == 'Water' then idleSet = set_combine(idleSet, {ear2="Hibernation Earring"}) return idleSet end I added the mp< thing cause most basic mage luas have something for equiping the latent refresh belt at low mp, figured it might make it easier to find for you. Thank you Sir! Quote: edit:note: Carrier's Sash might be something you'd like for that set I'll look into that for sure |
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