Code
if state.WeaponskillMode == 'MagAcc' then equip(sets.precast.WS.magic.Acc) end
I just wouldn't know which type of function it would go under
Gearswap Support Thread |
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Gearswap Support Thread
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Hmm, tried that but still no change. Would I need to add a function in to make it swap if on that mode? Something like
Code if state.WeaponskillMode == 'MagAcc' then equip(sets.precast.WS.magic.Acc) end I just wouldn't know which type of function it would go under Cerberus.Shadowmeld
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Your Jinpu set is based on the sets.precast.WS.magic set. It doesn't have an Acc set. If you define a set sets.precast.WS.magic.Acc or a sets.precast.WS['Tachi: Jinpu'].Acc set it should work.
If your mode is MagAcc, then the set that you need to add would be .MagAcc. You shouldn't have to add any functionality for it to work. Only the set. Edit: Make sure you add it after this set... Code sets.precast.WS.magic = { ammo="Knobkierrie", head={ name="Valorous Mask", augments={'"Mag.Atk.Bns."+4','Mag. Acc.+24','Weapon skill damage +9%',}}, body={ name="Found. Breastplate", augments={'Accuracy+15','Mag. Acc.+15','Attack+15','"Mag.Atk.Bns."+15',}}, hands={ name="Leyline Gloves", augments={'Accuracy+15','Mag. Acc.+15','"Mag.Atk.Bns."+15','"Fast Cast"+3',}}, legs="Wakido Haidate +3", feet={ name="Valorous Greaves", augments={'"Snapshot"+4','"Mag.Atk.Bns."+27','"Fast Cast"+1','Accuracy+8 Attack+8','Mag. Acc.+20 "Mag.Atk.Bns."+20',}}, --neck="Sanctity Necklace", neck="Fotia Gorget", --waist="Eschan Stone", waist="Fotia Belt", left_ear="Hermetic Earring", right_ear="Crematio Earring", left_ring="Etana Ring", right_ring="Weather. Ring", --back="Argocham. Mantle", back={ name="Smertrios's Mantle", augments={'STR+20','Accuracy+20 Attack+20','STR+10','Weapon skill damage +10%',}}, } And before this set: Code sets.precast.WS["Tachi: Jinpu"] = sets.precast.WS.magic That should be all you need to do. Okay I know I'm going to receive some flack for this but I need help.
I've been trying to research gearswap, and I've followed all the standard advice but I have a problem. My ninja lua won't load the correct midcast set for my enfeebling or enhancing spells. When using debugmode it shows that there is no setting for the spells I've set so it goes into a fastrecast set instead. I got the lua i use is arslan's and I can post it if need be. Please help me understand gearswap a little better. Thanks Asura.Kurdtray said: » Okay I know I'm going to receive some flack for this but I need help. I've been trying to research gearswap, and I've followed all the standard advice but I have a problem. My ninja lua won't load the correct midcast set for my enfeebling or enhancing spells. When using debugmode it shows that there is no setting for the spells I've set so it goes into a fastrecast set instead. I got the lua i use is arslan's and I can post it if need be. Please help me understand gearswap a little better. Thanks I'd be puzzled if you received flak for posting for support on a support forum about the topic the support is for. Hope I'm doing this right, but here is the problem lua.
Code -- Original: Motenten / Modified: Arislan -- Haste/DW Detection Requires Gearinfo Addon ------------------------------------------------------------------------------------------------------------------- -- Keybinds ------------------------------------------------------------------------------------------------------------------- -- Modes: [ F9 ] Cycle Offense Modes -- [ CTRL+F9 ] Cycle Hybrid Modes -- [ WIN+F9 ] Cycle Weapon Skill Modes -- [ F10 ] Emergency -PDT Mode -- [ ALT+F10 ] Toggle Kiting Mode -- [ F11 ] Emergency -MDT Mode -- [ CTRL+F11 ] Cycle Casting Modes -- [ F12 ] Update Current Gear / Report Current Status -- [ CTRL+F12 ] Cycle Idle Modes -- [ ALT+F12 ] Cancel Emergency -PDT/-MDT Mode -- [ CTRL+` ] Toggle Treasure Hunter Mode -- [ ALT+` ] Toggle Magic Burst Mode -- [ WIN+C ] Toggle Capacity Points Mode -- -- Abilities: [ CTRL+- ] Yonin -- [ CTRL+= ] Innin -- [ CTRL+Numpad/ ] Berserk -- [ CTRL+Numpad* ] Warcry -- [ CTRL+Numpad- ] Aggressor -- -- Spells: [ WIN+, ] Utsusemi: Ichi -- [ WIN+. ] Utsusemi: Ni -- [ WIN+/ ] Utsusemi: San -- [ ALT+, ] Monomi: Ichi -- [ ALT+. ] Tonko: Ni -- -- WS: [ CTRL+Numpad7 ] Blade: Kamu -- [ CTRL+Numpad8 ] Blade: Shun -- [ CTRL+Numpad4 ] Blade: Ten -- [ CTRL+Numpad6 ] Blade: Hi -- [ CTRL+Numpad1 ] Blade: Yu -- -- -- (Global-Binds.lua contains additional non-job-related keybinds) ------------------------------------------------------------------------------------------------------------------- -- Setup functions for this job. Generally should not be modified. ------------------------------------------------------------------------------------------------------------------- -- Initialization function for this job file. function get_sets() mote_include_version = 2 -- Load and initialize the include file. include('Mote-Include.lua') end -- Setup vars that are user-independent. state.Buff vars initialized here will automatically be tracked. function job_setup() state.Buff.Migawari = buffactive.migawari or false state.Buff.Doom = buffactive.doom or false state.Buff.Yonin = buffactive.Yonin or false state.Buff.Innin = buffactive.Innin or false state.Buff.Futae = buffactive.Futae or false include('Mote-TreasureHunter') -- 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} lugra_ws = S{'Blade: Kamu', 'Blade: Shun', 'Blade: Ten'} lockstyleset = 14 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('STP', 'Normal', 'LowAcc', 'MidAcc', 'HighAcc') state.HybridMode:options('Normal', 'DT') state.WeaponskillMode:options('Normal', 'Acc') state.CastingMode:options('Normal', 'Resistant') state.IdleMode:options('Normal', 'DT') state.PhysicalDefenseMode:options('PDT', 'Evasion') state.MagicBurst = M(false, 'Magic Burst') state.CP = M(false, "Capacity Points Mode") state.Night = M(false, "Dusk to Dawn") options.ninja_tool_warning_limit = 10 send_command('bind ^` gs c cycle treasuremode') send_command('bind !` gs c toggle MagicBurst') send_command('bind ^- input /ja "Yonin" <me>') send_command('bind ^= input /ja "Innin" <me>') send_command('bind ^, input /nin "Monomi: Ichi" <me>') send_command('bind ^. input /ma "Tonko: Ni" <me>') send_command('bind @/ input /ma "Utsusemi: San" <me>') send_command('bind @c gs c toggle CP') send_command('bind ^numlock input /ja "Innin" <me>') send_command('bind !numlock input /ja "Yonin" <me>') if player.sub_job == 'WAR' then send_command('bind ^numpad/ input /ja "Berserk" <me>') send_command('bind !numpad/ input /ja "Defender" <me>') send_command('bind ^numpad* input /ja "Warcry" <me>') send_command('bind ^numpad- input /ja "Aggressor" <me>') end send_command('bind ^numpad7 input /ws "Blade: Kamu" <t>') send_command('bind ^numpad8 input /ws "Blade: Shun" <t>') send_command('bind ^numpad4 input /ws "Blade: Ten" <t>') send_command('bind ^numpad6 input /ws "Blade: Hi" <t>') send_command('bind ^numpad1 input /ws "Blade: Yu" <t>') send_command('bind ^numpad2 input /ws "Blade: Chi" <t>') -- Whether a warning has been given for low ninja tools state.warned = M(false) select_movement_feet() select_default_macro_book() set_lockstyle() Haste = 0 DW_needed = 0 DW = false moving = false update_combat_form() determine_haste_group() end function user_unload() send_command('unbind ^`') send_command('unbind !`') send_command('unbind ^-') send_command('unbind ^=') send_command('unbind @/') send_command('unbind @c') send_command('unbind @t') send_command('unbind ^numlock') send_command('unbind !numlock') send_command('unbind ^numpad/') send_command('unbind !numpad/') send_command('unbind ^numpad*') send_command('unbind ^numpad-') send_command('unbind ^numpad+') send_command('unbind !numpad+') send_command('unbind ^numpad7') send_command('unbind ^numpad8') send_command('unbind ^numpad4') send_command('unbind ^numpad6') send_command('unbind ^numpad1') send_command('unbind ^numpad2') send_command('unbind #`') send_command('unbind #1') send_command('unbind #2') send_command('unbind #3') send_command('unbind #4') send_command('unbind #5') send_command('unbind #6') send_command('unbind #7') send_command('unbind #8') send_command('unbind #9') send_command('unbind #0') end -- Define sets and vars used by this job file. function init_gear_sets() -------------------------------------- -- Start defining the sets -------------------------------------- gear.Herc_WS_head = {name="Herculean Helm"} gear.Herc_WS_body = {name="Herculean Vest"} gear.Herc_DT_hands = {} gear.Herc_WS_hands = {} gear.Herc_WS_legs = {} gear.Herc_MAB_legs = {} gear.Herc_STP_feet = {} gear.Herc_WS_feet = {} gear.Herc_TA_feet = {} gear.Herc_MAB_feet = {} gear.NIN_FC_Cape = {name="Andartia's Mantle", augments={'HP+60','Eva.+20 /Mag. Eva.+20','Mag. Evasion+5','"Fast Cast"+10','Mag. Evasion+15',}} gear.NIN_TP_Cape = {name="Andartia's Mantle", augments={'DEX+20','Accuracy+20 Attack+20','Attack+10','"Dbl.Atk."+10','"Regen"+5',}} gear.NIN_WS1_Cape = {} gear.NIN_MAB_Cape = {name="Andartia's Mantle", augments={'INT+20','Mag. Acc+20 /Mag. Dmg.+20','Mag. Acc.+5','"Mag.Atk.Bns."+10','Spell interruption rate down-10%',}} -------------------------------------- -- Precast sets -------------------------------------- -- Enmity set sets.Enmity = { ammo="Sapience Orb", --2 body="Emet Harness +1", --10 hands="Kurys Gloves", --9 feet="Ahosi Leggings", --7 neck="Unmoving Collar +1", --10 ear1="Cryptic Earring", --4 ear2="Trux Earring", --5 ring1="Supershear Ring", --5 ring2="Eihwaz Ring", --5 waist="Kasiri Belt", --3 } sets.precast.JA['Provoke'] = sets.Enmity -- sets.precast.JA['Mijin Gakure'] = {legs="Mochi. Hakama +1"} sets.precast.JA['Futae'] = {hands="Hattori Tekko +1"} sets.precast.JA['Sange'] = {body="Mochi. Chainmail +1"} sets.precast.Waltz = { ammo="Yamarang", body="Passion Jacket", legs="Dashing Subligar", neck="Phalaina Locket", ring1="Asklepian Ring", waist="Gishdubar Sash", } sets.precast.Waltz['Healing Waltz'] = {} -- Fast cast sets for spells sets.precast.FC = { ammo="Sapience Orb", --2 head="Herculean Helm", --7 body="Taeon Tabard", --8 hands="Leyline Gloves", --8 legs="Taeon Tights", --5 but atm 4 feet="Taeon Boots", --2 neck="Orunmila's Torque", --5 ear1="Loquacious Earring", --2 ear2="Enchntr. Earring +1", --2 ring1="Kishar Ring", --4 ring2="Prolix Ring", --2 back=gear.NIN_FC_Cape, --10 } sets.precast.FC.Utsusemi = set_combine(sets.precast.FC, {body="Mochizuki Chainmail +3", neck="Magoraga Beads",} ) sets.precast.RA = { head=gear.Taeon_RA_head, --10/0 body=gear.Taeon_RA_body, --10/0 legs=gear.Adhemar_C_legs, --10/0 } -- Weaponskill sets -- Default set for any weaponskill that isn't any more specifically defined sets.precast.WS = { range="Seeth. Bomblet +1", head="Hachiya Hatsuburi +2", body="Herculean Vest", hands="Adhemar Wristbands +1", legs="Mochizuki Hakama +3", feet=gear.Herc_TA_feet, neck="Fotia Gorget", ear1="Moonshade Earring", ear2="Ishvara Earring", ring1="Regal Ring", ring2="Karieyh Ring", back=gear.NIN_WS1_Cape, waist="Fotia Belt", } -- default set sets.precast.WS.Acc = set_combine(sets.precast.WS, { legs=gear.Herc_WS_legs, feet=gear.Herc_STP_feet, ear2="Telos Earring", ring2="Ramuh Ring +1", }) sets.precast.WS['Blade: Hi'] = set_combine(sets.precast.WS, { ammo="Yetshila +1", head="Adhemar Bonnet +1", hands="Mummu Wrists +2", feet="Mummu Gamash. +2", ring2="Mummu Ring", back=gear.NIN_WS1_Cape, }) sets.precast.WS['Blade: Ten'] = set_combine(sets.precast.WS, { neck="Caro Necklace", waist="Grunfeld Rope", back=gear.NIN_WS1_Cape, }) sets.precast.WS['Blade: Ten'].Acc = set_combine(sets.precast.WS['Blade: Ten'], { body=gear.Herc_WS_body, ear2="Telos Earring", }) sets.precast.WS['Blade: Shun'] = set_combine(sets.precast.WS, { ammo="Jukukik Feather", head="Adhemar Bonnet +1", body="Adhemar Jacket +1", ear2="Mache Earring +1", ring2="Ilabrat Ring", back=gear.NIN_TP_Cape, }) sets.precast.WS['Blade: Kamu'] = set_combine(sets.precast.WS, { ring2="Ilabrat Ring", }) sets.precast.WS['Blade: Yu'] = set_combine(sets.precast.WS, { ammo="Pemphredo Tathlum", head="Hachiya Hatsuburi +2", body="Samnuha Coat", hands="Leyline Gloves", legs=gear.Herc_MAB_legs, feet=gear.Herc_MAB_feet, neck="Baetyl Pendant", ear1="Moonshade Earring", ear2="Friomisi Earring", ring1="Dingir Ring", back=gear.NIN_MAB_Cape, waist="Eschan Stone", }) sets.LugraLeft = {ear1="Lugra Earring"} sets.LugraRight = {ear2="Lugra Earring +1"} sets.WSDayBonus = {head="Gavialis Helm"} -------------------------------------- -- Midcast sets -------------------------------------- sets.midcast.FastRecast = sets.precast.FC sets.midcast.SpellInterrupt = { ammo="Impatiens", --10 ring1="Evanescence Ring", --5 } -- Specific spells sets.midcast.Utsusemi = set_combine(sets.midcast.SpellInterrupt, {feet="Hattori Kyahan +1", back=gear.NIN_FC_Cape,}) sets.midcast.ElementalNinjutsu = { ammo="Pemphredo Tathlum", head="Mochi. Hatsuburi +3", body="Samnuha Coat", hands="Leyline Gloves", legs="Herculean Trousers", feet="Hachiya Kyahan +3", neck="Baetyl Pendant", ear1="Crematio Earring", ear2="Friomisi Earring", ring1="Shiva Ring +1", ring2="Shiva Ring +1", back=gear.NIN_MAB_Cape, waist="Eschan Stone", } sets.midcast.ElementalNinjutsu.Resistant = set_combine(sets.midcast.Ninjutsu, { neck="Sanctity Necklace", ring1={name="Stikini Ring", bag="wardrobe3"}, ring2={name="Stikini Ring", bag="wardrobe4"}, ear1="Hermetic Earring", }) sets.midcast.EnfeeblingNinjutsu = { ammo="Yamarang", head="Hachiya Hatsuburi +2", body="Mummu Jacket +2", hands="Mummu Wrists +2", legs="Mummu Kecks +1", feet="Hachiya Kyahan +1", neck="Sanctity Necklace", ear1="Hermetic Earring", ear2="Digni. Earring", ring1={name="Stikini Ring", bag="wardrobe3"}, ring2={name="Stikini Ring", bag="wardrobe4"}, back=gear.NIN_MAB_Cape, waist="Eschan Stone", } sets.midcast.EnhancingNinjutsu = { head="Hachiya Hatsuburi +2", feet="Mochi. Kyahan +1", neck="Incanter's Torque", ear1="Stealth Earring", ring1={name="Stikini Ring", bag="wardrobe3"}, ring2={name="Stikini Ring", bag="wardrobe4"}, back="Astute Cape", waist="Cimmerian Sash", } sets.midcast.RA = { head="Mummu Bonnet +2", body="Mummu Jacket +2", hands="Adhemar Wristbands +1", legs=gear.Adhemar_C_legs, feet="Mummu Gamash. +2", neck="Iskur Gorget", ear1="Enervating Earring", ear2="Telos Earring", ring1="Dingir Ring", ring2="Hajduk Ring +1", back=gear.NIN_TP_Cape, waist="Yemaya Belt", } -------------------------------------- -- Idle/resting/defense/etc sets -------------------------------------- -- Resting sets -- sets.resting = {} -- Idle sets sets.idle = { feet="Danzo Sune-Ate", } sets.idle.DT = set_combine(sets.idle, { ammo="Staunch Tathlum", --3/3 body="Emet Harness +1", --7/7 hands=gear.Herc_DT_hands, --7/5 legs="Mummu Kecks +2", --5/5 neck="Loricate Torque +1", --6/6 ear1="Genmei Earring", --2/0 ring2="Defending Ring", --10/10 back="Moonlight Cape", --6/6 waist="Flume Belt +1", --4/0 }) sets.idle.Town = set_combine(sets.idle, { head="Adhemar Bonnet +1", body="Adhemar Jacket +1", hands="Adhemar Wristbands +1", neck="Combatant's Torque", ear1="Cessance Earring", ear2="Telos Earring", back=gear.NIN_TP_Cape, waist="Windbuffet Belt +1", }) sets.idle.Weak = sets.idle.DT -- Defense sets sets.defense.PDT = sets.idle.DT sets.defense.MDT = sets.idle.DT sets.Kiting = {feet="Danzo sune-ate"} sets.DayMovement = {feet="Danzo sune-ate"} sets.NightMovement = {feet="Hachiya Kyahan +3"} -------------------------------------- -- Engaged sets -------------------------------------- -- 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 -- * NIN Native DW Trait: 35% DW -- No Magic Haste (74% DW to cap) sets.engaged = { ammo="Seki Shuriken", head="Adhemar Bonnet +1", body="Adhemar Jacket +1", --7 hands="Adhemar Wristbands +1", --5 legs="Samnuha Tights", feet="Hizamaru Sune-Ate +2", --8 neck="Erudit. Necklace", ear1="Eabani Earring", --4 ear2="Suppanomimi", --5 ring1="Hetairoi Ring", ring2="Epona's Ring", back=gear.NIN_TP_Cape, waist="Reiki Yotai", --7 } -- 35% sets.engaged.LowAcc = set_combine(sets.engaged, { head="Dampening Tam", neck="Combatant's Torque", }) sets.engaged.MidAcc = set_combine(sets.engaged.LowAcc, { ring2="Ilabrat Ring", ring1={name="Chirich Ring +1", bag="wardrobe3"}, waist="Kentarch Belt +1", }) sets.engaged.HighAcc = set_combine(sets.engaged.MidAcc, { legs=gear.Herc_WS_legs, feet=gear.Herc_STP_feet, ear1="Cessance Earring", ear2="Telos Earring", ring1="Regal Ring", ring2="Ramuh Ring +1", waist="Olseni Belt", }) sets.engaged.STP = set_combine(sets.engaged, { ring1={name="Chirich Ring +1", bag="wardrobe3"}, ring2={name="Chirich Ring +1", bag="wardrobe4"}, }) -- 15% Magic Haste (67% DW to cap) sets.engaged.LowHaste = { ammo="Seki Shuriken", head="Adhemar Bonnet +1", body="Adhemar Jacket +1", --6 hands="Floral Gauntlets", --5 legs="Samnuha Tights", feet="Hizamaru Sune-Ate +2", --8 neck="Erudit. Necklace", ear1="Eabani Earring", --4 ear2="Suppanomimi", --5 ring1="Hetairoi Ring", ring2="Epona's Ring", back=gear.NIN_TP_Cape, waist="Reiki Yotai", --7 } -- 35% sets.engaged.LowAcc.LowHaste = set_combine(sets.engaged.LowHaste, { head="Dampening Tam", neck="Combatant's Torque", }) sets.engaged.MidAcc.LowHaste = set_combine(sets.engaged.LowAcc.LowHaste, { feet=gear.Herc_TA_feet, ring1={name="Chirich Ring +1", bag="wardrobe3"}, ring2="Ilabrat Ring", waist="Kentarch Belt +1", }) sets.engaged.HighAcc.LowHaste = set_combine(sets.engaged.LowAcc.LowHaste, { legs=gear.Herc_WS_legs, feet=gear.Herc_STP_feet, ear1="Cessance Earring", ear2="Telos Earring", ring1="Regal Ring", ring2="Ramuh Ring +1", waist="Olseni Belt", }) sets.engaged.STP.LowHaste = set_combine(sets.engaged.LowHaste, { ring1={name="Chirich Ring +1", bag="wardrobe3"}, ring2={name="Chirich Ring +1", bag="wardrobe4"}, }) -- 30% Magic Haste (56% DW to cap) sets.engaged.MidHaste = { ammo="Seki Shuriken", head="Adhemar Bonnet +1", body="Adhemar Jacket +1", --6 hands="Adhemar Wristbands +1", legs="Samnuha Tights", feet=gear.Herc_TA_feet, neck="Erudit. Necklace", ear1="Eabani Earring", --4 ear2="Suppanomimi", --5 ring1="Hetairoi Ring", ring2="Epona's Ring", back=gear.NIN_TP_Cape, waist="Reiki Yotai", --7 } -- 22% sets.engaged.LowAcc.MidHaste = set_combine(sets.engaged.MidHaste, { head="Dampening Tam", neck="Combatant's Torque", }) sets.engaged.MidAcc.MidHaste = set_combine(sets.engaged.LowAcc.MidHaste, { feet=gear.Herc_TA_feet, ear1="Cessance Earring", ring1={name="Chirich Ring +1", bag="wardrobe3"}, ring2="Ilabrat Ring", waist="Kentarch Belt +1", }) sets.engaged.HighAcc.MidHaste = set_combine(sets.engaged.MidHaste.MidAcc, { legs=gear.Herc_WS_legs, feet=gear.Herc_STP_feet, ear2="Telos Earring", ring1="Regal Ring", ring2="Ramuh Ring +1", waist="Olseni Belt", }) sets.engaged.STP.MidHaste = set_combine(sets.engaged.MidHaste, { ring1={name="Chirich Ring +1", bag="wardrobe3"}, ring2={name="Chirich Ring +1", bag="wardrobe4"}, }) -- 35% Magic Haste (51% DW to cap) sets.engaged.HighHaste = { ammo="Seki Shuriken", head="Adhemar Bonnet +1", body="Adhemar Jacket +1", --6 hands="Adhemar Wristbands +1", legs="Samnuha Tights", feet=gear.Herc_TA_feet, neck="Erudit. Necklace", ear1="Eabani Earring", --4 ear2="Suppanomimi", --5 ring1="Hetairoi Ring", ring2="Epona's Ring", back=gear.NIN_TP_Cape, waist="Windbuffet Belt +1", } -- 15% Gear sets.engaged.LowAcc.HighHaste = set_combine(sets.engaged.HighHaste, { head="Dampening Tam", neck="Combatant's Torque", waist="Kentarch Belt +1", }) sets.engaged.MidAcc.HighHaste = set_combine(sets.engaged.LowAcc.HighHaste, { ear1="Cessance Earring", ring1={name="Chirich Ring +1", bag="wardrobe3"}, ring2="Ilabrat Ring", }) sets.engaged.HighAcc.HighHaste = set_combine(sets.engaged.MidAcc.HighHaste, { legs=gear.Herc_WS_legs, feet=gear.Herc_STP_feet, ear2="Telos Earring", ring1="Regal Ring", ring2="Ramuh Ring +1", waist="Olseni Belt", }) sets.engaged.STP.HighHaste = set_combine(sets.engaged.HighHaste, { ring1={name="Chirich Ring +1", bag="wardrobe3"}, ring2={name="Chirich Ring +1", bag="wardrobe4"}, waist="Kentarch Belt +1", }) -- 45% Magic Haste (36% DW to cap) sets.engaged.MaxHaste = { ammo="Seki Shuriken", head="Adhemar Bonnet +1", body="Adhemar Jacket +1", hands="Adhemar Wristbands +1", legs="Samnuha Tights", feet=gear.Herc_TA_feet, neck="Erudit. Necklace", ear1="Cessance Earring", ear2="Brutal Earring", ring1="Hetairoi Ring", ring2="Epona's Ring", back=gear.NIN_TP_Cape, waist="Windbuffet Belt +1", } -- 0% sets.engaged.LowAcc.MaxHaste = set_combine(sets.engaged.MaxHaste, { head="Dampening Tam", neck="Combatant's Torque", waist="Kentarch Belt +1", }) sets.engaged.MidAcc.MaxHaste = set_combine(sets.engaged.LowAcc.MaxHaste, { ear1="Cessance Earring", ring1={name="Chirich Ring +1", bag="wardrobe3"}, ring2="Ilabrat Ring", }) sets.engaged.HighAcc.MaxHaste = set_combine(sets.engaged.MidAcc.MaxHaste, { legs=gear.Herc_WS_legs, feet=gear.Herc_STP_feet, ear2="Telos Earring", ring1="Regal Ring", ring2="Ramuh Ring +1", waist="Olseni Belt", }) sets.engaged.STP.MaxHaste = set_combine(sets.engaged.MaxHaste, { body="Ashera Harness", neck="Iskur Gorget", ear1="Dedition Earring", ear2="Telos Earring", ring1={name="Chirich Ring +1", bag="wardrobe3"}, ring2={name="Chirich Ring +1", bag="wardrobe4"}, waist="Kentarch Belt +1", }) sets.engaged.Hybrid = { head="Adhemar Bonnet +1", --4/0 body="Ashera Harness", --7/7 neck="Loricate Torque +1", --6/6 ring2="Defending Ring", --10/10 } sets.engaged.DT = set_combine(sets.engaged, sets.engaged.Hybrid) sets.engaged.LowAcc.DT = set_combine(sets.engaged.LowAcc, sets.engaged.Hybrid) sets.engaged.MidAcc.DT = set_combine(sets.engaged.MidAcc, sets.engaged.Hybrid) sets.engaged.HighAcc.DT = set_combine(sets.engaged.HighAcc, sets.engaged.Hybrid) sets.engaged.STP.DT = set_combine(sets.engaged.STP, sets.engaged.Hybrid) sets.engaged.DT.LowHaste = set_combine(sets.engaged.LowHaste, sets.engaged.Hybrid) sets.engaged.LowAcc.DT.LowHaste = set_combine(sets.engaged.LowAcc.LowHaste, sets.engaged.Hybrid) sets.engaged.MidAcc.DT.LowHaste = set_combine(sets.engaged.MidAcc.LowHaste, sets.engaged.Hybrid) sets.engaged.HighAcc.DT.LowHaste = set_combine(sets.engaged.HighAcc.LowHaste, sets.engaged.Hybrid) sets.engaged.STP.DT.LowHaste = set_combine(sets.engaged.STP.LowHaste, sets.engaged.Hybrid) sets.engaged.DT.MidHaste = set_combine(sets.engaged.MidHaste, sets.engaged.Hybrid) sets.engaged.LowAcc.DT.MidHaste = set_combine(sets.engaged.LowAcc.MidHaste, sets.engaged.Hybrid) sets.engaged.MidAcc.DT.MidHaste = set_combine(sets.engaged.MidAcc.MidHaste, sets.engaged.Hybrid) sets.engaged.HighAcc.DT.MidHaste = set_combine(sets.engaged.HighAcc.MidHaste, sets.engaged.Hybrid) sets.engaged.STP.DT.MidHaste = set_combine(sets.engaged.STP.MidHaste, sets.engaged.Hybrid) sets.engaged.DT.HighHaste = set_combine(sets.engaged.HighHaste, sets.engaged.Hybrid) sets.engaged.LowAcc.DT.HighHaste = set_combine(sets.engaged.LowAcc.HighHaste, sets.engaged.Hybrid) sets.engaged.MidAcc.DT.HighHaste = set_combine(sets.engaged.MidAcc.HighHaste, sets.engaged.Hybrid) sets.engaged.HighAcc.DT.HighHaste = set_combine(sets.engaged.HighAcc.HighHaste, sets.engaged.Hybrid) sets.engaged.STP.DT.HighHaste = set_combine(sets.engaged.HighHaste.STP, sets.engaged.Hybrid) sets.engaged.DT.MaxHaste = set_combine(sets.engaged.MaxHaste, sets.engaged.Hybrid) sets.engaged.LowAcc.DT.MaxHaste = set_combine(sets.engaged.LowAcc.MaxHaste, sets.engaged.Hybrid) sets.engaged.MidAcc.DT.MaxHaste = set_combine(sets.engaged.MidAcc.MaxHaste, sets.engaged.Hybrid) sets.engaged.HighAcc.DT.MaxHaste = set_combine(sets.engaged.HighAcc.MaxHaste, sets.engaged.Hybrid) sets.engaged.STP.DT.MaxHaste = set_combine(sets.engaged.STP.MaxHaste, sets.engaged.Hybrid) -------------------------------------- -- Custom buff sets -------------------------------------- sets.magic_burst = { feet="Hachiya Kyahan +3", ring1="Locus Ring", ring2="Mujin Band", --(5) } -- sets.buff.Migawari = {body="Iga Ningi +2"} sets.buff.Doom = { neck="Nicander's Necklace", --20 ring1={name="Eshmun's Ring", bag="wardrobe3"}, --20 ring2={name="Eshmun's Ring", bag="wardrobe4"}, --20 waist="Gishdubar Sash", --10 } -- sets.buff.Yonin = {} -- sets.buff.Innin = {} sets.CP = {back="Mecisto. Mantle"} sets.TreasureHunter = {head="Volte Cap", hands=gear.Herc_TH_hands, waist="Chaac Belt"} --sets.Reive = {neck="Ygnas's Resolve +1"} end ------------------------------------------------------------------------------------------------------------------- -- Job-specific hooks for standard casting events. ------------------------------------------------------------------------------------------------------------------- function job_precast(spell, action, spellMap, eventArgs) if spell.skill == "Ninjutsu" then do_ninja_tool_checks(spell, spellMap, eventArgs) end if spellMap == 'Utsusemi' then if buffactive['Copy Image (3)'] or buffactive['Copy Image (4+)'] then cancel_spell() add_to_chat(123, '**!! '..spell.english..' Canceled: [3+ IMAGES] !!**') eventArgs.handled = true return elseif buffactive['Copy Image'] or buffactive['Copy Image (2)'] then send_command('cancel 66; cancel 444; cancel Copy Image; cancel Copy Image (2)') end end end function job_post_precast(spell, action, spellMap, eventArgs) if spell.type == 'WeaponSkill' then if lugra_ws:contains(spell.english) and state.Night.value == true then equip(sets.LugraRight) if spell.english == 'Blade: Kamu' then equip(sets.LugraLeft) end end if spell.english == 'Blade: Yu' and (world.weather_element == 'Water' or world.day_element == 'Water') then equip(sets.Obi) 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 default_spell_map == 'ElementalNinjutsu' then if state.MagicBurst.value then equip(sets.magic_burst) end if (spell.element == world.day_element or spell.element == world.weather_element) then equip(sets.Obi) end if state.Buff.Futae then equip(sets.precast.JA['Futae']) add_to_chat(120, 'Futae GO!') end end if spell.type == 'WeaponSkill' then if state.Buff.Futae then add_to_chat(120, 'Futae GO!') end end if state.Buff.Doom then equip(sets.buff.Doom) 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 not spell.interrupted and spell.english == "Migawari: Ichi" then state.Buff.Migawari = true end end ------------------------------------------------------------------------------------------------------------------- -- Job-specific hooks for non-casting events. ------------------------------------------------------------------------------------------------------------------- -- Called when a player gains or loses a buff. -- buff == buff gained or lost -- gain == true if the buff was gained, false if it was lost. function job_buff_change(buff, gain) -- if buffactive['Reive Mark'] then -- if gain then -- equip(sets.Reive) -- disable('neck') -- else -- enable('neck') -- end -- end if buff == "doom" then if gain then equip(sets.buff.Doom) send_command('@input /p Doomed.') disable('ring1','ring2','waist') else enable('ring1','ring2','waist') handle_equipping_gear(player.status) end end end function job_status_change(new_status, old_status) if new_status == 'Idle' then select_movement_feet() end end ------------------------------------------------------------------------------------------------------------------- -- User code that supplements standard library decisions. ------------------------------------------------------------------------------------------------------------------- -- Called by the 'update' self-command, for common needs. -- Set eventArgs.handled to true if we don't want automatic equipping of gear. function job_handle_equipping_gear(playerStatus, eventArgs) update_combat_form() determine_haste_group() end function job_update(cmdParams, eventArgs) handle_equipping_gear(player.status) th_update(cmdParams, eventArgs) end function update_combat_form() if DW == true then state.CombatForm:set('DW') elseif DW == false then state.CombatForm:reset() end end -- Modify the default idle set after it was constructed. function customize_idle_set(idleSet) if state.Buff.Migawari then idleSet = set_combine(idleSet, sets.buff.Migawari) end if state.CP.current == 'on' then equip(sets.CP) disable('back') else enable('back') end idleSet = set_combine(idleSet, select_movement_feet()) return idleSet end -- Modify the default melee set after it was constructed. function customize_melee_set(meleeSet) if state.Buff.Migawari then meleeSet = set_combine(meleeSet, sets.buff.Migawari) end if state.TreasureMode.value == 'Fulltime' then meleeSet = set_combine(meleeSet, sets.TreasureHunter) end return meleeSet end -- Function to display the current relevant user state when doing an update. function display_current_job_state(eventArgs) local cf_msg = '' if state.CombatForm.has_value then cf_msg = ' (' ..state.CombatForm.value.. ')' end local m_msg = state.OffenseMode.value if state.HybridMode.value ~= 'Normal' then m_msg = m_msg .. '/' ..state.HybridMode.value end local ws_msg = state.WeaponskillMode.value local c_msg = state.CastingMode.value local d_msg = 'None' if state.DefenseMode.value ~= 'None' then d_msg = state.DefenseMode.value .. state[state.DefenseMode.value .. 'DefenseMode'].value end local i_msg = state.IdleMode.value local msg = '' if state.TreasureMode.value == 'Tag' then msg = msg .. ' TH: Tag |' end if state.MagicBurst.value then msg = ' Burst: On |' end if state.Kiting.value then msg = msg .. ' Kiting: On |' end add_to_chat(002, '| ' ..string.char(31,210).. 'Melee' ..cf_msg.. ': ' ..string.char(31,001)..m_msg.. string.char(31,002).. ' |' ..string.char(31,207).. ' WS: ' ..string.char(31,001)..ws_msg.. string.char(31,002).. ' |' ..string.char(31,060).. ' Magic: ' ..string.char(31,001)..c_msg.. string.char(31,002).. ' |' ..string.char(31,004).. ' Defense: ' ..string.char(31,001)..d_msg.. string.char(31,002).. ' |' ..string.char(31,008).. ' Idle: ' ..string.char(31,001)..i_msg.. string.char(31,002).. ' |' ..string.char(31,002)..msg) eventArgs.handled = true end ------------------------------------------------------------------------------------------------------------------- -- Utility functions specific to this job. ------------------------------------------------------------------------------------------------------------------- function determine_haste_group() classes.CustomMeleeGroups:clear() if DW == true then if DW_needed <= 1 then classes.CustomMeleeGroups:append('MaxHaste') elseif DW_needed > 1 and DW_needed <= 16 then classes.CustomMeleeGroups:append('HighHaste') elseif DW_needed > 16 and DW_needed <= 21 then classes.CustomMeleeGroups:append('MidHaste') elseif DW_needed > 21 and DW_needed <= 34 then classes.CustomMeleeGroups:append('LowHaste') elseif DW_needed > 34 then classes.CustomMeleeGroups:append('') end end end function job_self_command(cmdParams, eventArgs) gearinfo(cmdParams, eventArgs) end function gearinfo(cmdParams, eventArgs) if cmdParams[1] == 'gearinfo' then if type(tonumber(cmdParams[2])) == 'number' then if tonumber(cmdParams[2]) ~= DW_needed then DW_needed = tonumber(cmdParams[2]) DW = true end elseif type(cmdParams[2]) == 'string' then if cmdParams[2] == 'false' then DW_needed = 0 DW = false end end if type(tonumber(cmdParams[3])) == 'number' then if tonumber(cmdParams[3]) ~= Haste then Haste = tonumber(cmdParams[3]) end end if type(cmdParams[4]) == 'string' then if cmdParams[4] == 'true' then moving = true elseif cmdParams[4] == 'false' then moving = false end end if not midaction() then job_update() end end end function select_movement_feet() if world.time >= (17*60) or world.time <= (7*60) then state.Night:set() return sets.NightMovement else state.Night:reset() return sets.DayMovement end end -- Determine whether we have sufficient tools for the spell being attempted. function do_ninja_tool_checks(spell, spellMap, eventArgs) local ninja_tool_name local ninja_tool_min_count = 1 -- Only checks for universal tools and shihei if spell.skill == "Ninjutsu" then if spellMap == 'Utsusemi' then ninja_tool_name = "Shihei" elseif spellMap == 'ElementalNinjutsu' then ninja_tool_name = "Inoshishinofuda" elseif spellMap == 'EnfeeblingNinjutsu' then ninja_tool_name = "Chonofuda" elseif spellMap == 'EnhancingNinjutsu' then ninja_tool_name = "Shikanofuda" else return end end local available_ninja_tools = player.inventory[ninja_tool_name] or player.wardrobe[ninja_tool_name] -- If no tools are available, end. if not available_ninja_tools then if spell.skill == "Ninjutsu" then return end end -- Low ninja tools warning. if spell.skill == "Ninjutsu" and state.warned.value == false and available_ninja_tools.count > 1 and available_ninja_tools.count <= options.ninja_tool_warning_limit then local msg = '***** LOW TOOLS WARNING: '..ninja_tool_name..' *****' --local border = string.repeat("*", #msg) local border = "" for i = 1, #msg do border = border .. "*" end add_to_chat(104, border) add_to_chat(104, msg) add_to_chat(104, border) state.warned:set() elseif available_ninja_tools.count > options.ninja_tool_warning_limit and state.warned then state.warned:reset() 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 windower.register_event('zone change', function() send_command('gi ugs true') end ) -- Select default macro book on initial load or subjob change. function select_default_macro_book() -- Default macro set/book if player.sub_job == 'DNC' then set_macro_page(2, 10) elseif player.sub_job == 'THF' then set_macro_page(3, 10) else set_macro_page(1, 10) end end function set_lockstyle() send_command('wait 2; input /lockstyleset ' .. lockstyleset) end Asura.Kurdtray said: » My ninja lua won't load the correct midcast set for my enfeebling or enhancing spells. When using debugmode it shows that there is no setting for the spells I've set so it goes into a fastrecast set instead. I got the lua i use is arslan's and I can post it if need be. Please help me understand gearswap a little better. The lua is calling for 'EnfeeblingNinjutsu' and 'EnhancingNinjutsu' spell maps, but you probably don't have them defined. Replace what you have in gearswap/libs folder with this file: https://github.com/ArislanShiva/luas/blob/master/Mote-Mappings.lua That did the trick, thank you.
When swapping between kiting or engaged and sets.precast.FC.SIRD I'm losing about 300 HP when these sets have less than 40HP difference. I've tried keeping High HP items in the same slots with no success and tired to determine exactly what is going on but it's a total mystery. Kiting/Engaged HP is 2944 , SIRD HP is 2906. When casting say Cure on myself, HP goes to 2618 or 2616 (Auto-regen makes it had to nail down but I presume the lowest @2616)then when swapping back into Kite/Engaged it goes to this number again.
It hasn't been problematic yet and being able to perpetually cure myself for 280+ HP is super nice for hate, being unable to effectively top off my HP can be dangerous in some situations. Appreciate any help or insights. Code ------------------------------------------------------------------------------------------------------------------- -- Setup functions for this job. Generally should not be modified. ------------------------------------------------------------------------------------------------------------------- -- Initialization function for this job file. function get_sets() mote_include_version = 2 -- Load and initialize the include file. include('Mote-Include.lua') include('Debuffz.lua') end -- Setup vars that are user-independent. state.Buff vars initialized here will automatically be tracked. function job_setup() 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') send_command('input /macro book 2;wait .1;input /macro set 4') end -- Called when this job file is unloaded (eg: job change) function user_unload() send_command('unbind ^`') send_command('unbind !`') send_command('unbind numpad1') send_command('unbind ^b') send_command('unbind ^n') send_command('unbind numpad9') end -- Define sets and vars used by this job file. function init_gear_sets() -------------------------------------- -- Start defining the sets -------------------------------------- ---- Precast Sets ---- -- Precast sets to enhance JAs sets.precast.JA['Rampart'] = sets.engaged sets.precast.JA['Provoke'] = sets.precast.FC.Enmity sets.precast.JA['Palisade'] = sets.precast.FC.Enmity sets.precast.JA['Sentinel'] = sets.precast.FC.Enmity --66% Fast Cast sets.precast.FC = { ammo="Sapience Orb", head={ name="Carmine Mask", augments={'Accuracy+15','Mag. Acc.+10','"Fast Cast"+3',}}, body="Rev. Surcoat +3", hands={ name="Odyssean Gauntlets", augments={'"Mag.Atk.Bns."+14','"Fast Cast"+4','CHR+7','Mag. Acc.+5',}}, legs={ name="Odyssean Cuisses", augments={'Mag. Acc.+15','"Fast Cast"+5','CHR+7','"Mag.Atk.Bns."+1',}}, feet={ name="Odyssean Greaves", augments={'Mag. Acc.+4 "Mag.Atk.Bns."+4','"Fast Cast"+6','Mag. Acc.+4',}}, neck="Voltsurge Torque", waist="Creed Baudrier", left_ear="Odnowa Earring +1", right_ear="Odnowa Earring", left_ring="Moonbeam Ring", right_ring="Kishar Ring", back={ name="Rudianos's Mantle", augments={'HP+60','Eva.+20 /Mag. Eva.+20','Fast Cast+10','Spell interruption rate down-10%',}}, } sets.precast.FC.SIRD = { ammo="Staunch Tathlum", head={ name="Souv. Schaller +1", augments={'HP+105','Enmity+9','Potency of "Cure" effect received +15%',}}, body="Rev. Surcoat +3", hands={ name="Souv. Handsch. +1", augments={'HP+105','Enmity+9','Potency of "Cure" effect received +15%',}}, legs={ name="Founder's Hose", augments={'MND+3','Mag. Acc.+3','Attack+7','Breath dmg. taken -1%',}}, feet={ name="Odyssean Greaves", augments={'Attack+1','Enmity+6','VIT+9','Accuracy+6',}}, neck="Moonbeam Necklace", waist="Creed Baudrier", left_ear="Odnowa Earring +1", right_ear="Halasz Earring", left_ring="Moonbeam Ring", right_ring="Evanescence Ring", back={ name="Rudianos's Mantle", augments={'HP+60','Eva.+20 /Mag. Eva.+20','"Fast Cast"+10','Spell interruption rate down-10%',}}, } sets.precast.FC.Enmity = { ammo="Sapience Orb", head={ name="Souv. Schaller +1", augments={'HP+105','Enmity+9','Potency of "Cure" effect received +15%',}}, body="Rev. Surcoat +3", hands={ name="Souv. Handsch. +1", augments={'HP+105','Enmity+9','Potency of "Cure" effect received +15%',}}, legs={ name="Souv. Diechlings +1", augments={'HP+105','Enmity+9','Potency of "Cure" effect received +15%',}}, feet={ name="Odyssean Greaves", augments={'Attack+1','Enmity+6','VIT+9','Accuracy+6',}}, neck="Moonbeam Necklace", waist="Creed Baudrier", left_ear="Odnowa Earring +1", right_ear="Friomisi Earring", left_ring="Hercules' Ring", right_ring="Apeile Ring", back={ name="Rudianos's Mantle", augments={'HP+60','Eva.+20 /Mag. Eva.+20','Enmity+10','Damage taken-5%',}}, } sets.precast.FC['Geist Wall'] = set_combine(sets.precast.FC.SIRD , {feet={ name="Odyssean Greaves", augments={'Mag. Acc.+4 "Mag.Atk.Bns."+4','"Fast Cast"+6','Mag. Acc.+4',}}}) sets.precast.FC['Healing Breeze'] = sets.precast.FC.SIRD sets.precast.FC['Stinking Gas'] = sets.precast.FC.SIRD sets.precast.FC['Cocoon'] = sets.precast.FC.SIRD -- Weaponskill sets -- Default set for any weaponskill that isn't any more specifically defined sets.precast.WS = { ammo="Ginsen", head={ name="Valorous Mask", augments={'Accuracy+15 Attack+15','Weapon skill damage +4%','STR+13','Accuracy+15',}}, body="Nzingha Cuirass", hands={ name="Odyssean Gauntlets", augments={'Accuracy+28','Weapon skill damage +4%','DEX+4','Attack+11',}}, legs={ name="Valor. Hose", augments={'Accuracy+23','Weapon skill damage +3%','STR+8','Attack+15',}}, feet="Sulev. Leggings +2", neck="Fotia Gorget", waist="Fotia Belt", left_ear="Ishvara Earring", right_ear="Telos Earring", left_ring="Regal Ring", right_ring="Petrov Ring", back="Vespid Mantle", } -- Specific weaponskill sets. Uses the base set if an appropriate WSMod version isn't found. sets.precast.WS['Atonement'] = { ammo="Sapience Orb", head={ name="Souv. Schaller +1", augments={'HP+105','Enmity+9','Potency of "Cure" effect received +15%',}}, body="Rev. Surcoat +3", hands={ name="Souv. Handsch. +1", augments={'HP+105','Enmity+9','Potency of "Cure" effect received +15%',}}, legs={ name="Cab. Breeches +3", augments={'Enhances "Invincible" effect',}}, feet={ name="Odyssean Greaves", augments={'Attack+1','Enmity+6','VIT+9','Accuracy+6',}}, neck="Moonbeam Necklace", waist="Creed Baudrier", left_ear="Odnowa Earring +1", right_ear="Odnowa Earring", left_ring="Moonbeam Ring", right_ring="Petrov Ring", back={ name="Rudianos's Mantle", augments={'HP+60','Eva.+20 /Mag. Eva.+20','"Fast Cast"+10','Spell interruption rate down-10%',}}, } ---- Midcast Sets ---- sets.midcast.FastRecast = sets.precast.FC sets.midcast['Reprisal'] = { ammo="Sapience Orb", head={ name="Carmine Mask", augments={'Accuracy+15','Mag. Acc.+10','"Fast Cast"+3',}}, body="Rev. Surcoat +3", hands={ name="Souv. Handsch. +1", augments={'HP+105','Enmity+9','Potency of "Cure" effect received +15%',}}, legs={ name="Souv. Diechlings +1", augments={'HP+105','Enmity+9','Potency of "Cure" effect received +15%',}}, feet={ name="Odyssean Greaves", augments={'Mag. Acc.+4 "Mag.Atk.Bns."+4','"Fast Cast"+6','Mag. Acc.+4',}}, neck="Voltsurge Torque", waist="Creed Baudrier", left_ear="Odnowa Earring +1", right_ear="Loquac. Earring", right_ring="Kishar Ring", left_ring="Moonbeam Ring", back={ name="Rudianos's Mantle", augments={'HP+60','Eva.+20 /Mag. Eva.+20','"Fast Cast"+10','Spell interruption rate down-10%',}}, } --47% Cure Potency sets.midcast.Cure = { ammo="Sapience Orb", head={ name="Carmine Mask", augments={'Accuracy+15','Mag. Acc.+10','"Fast Cast"+3',}}, body={ name="Jumalik Mail", augments={'HP+50','Attack+15','Enmity+9','"Refresh"+2',}}, hands="Macabre Gaunt. +1", legs={ name="Odyssean Cuisses", augments={'Mag. Acc.+15','"Fast Cast"+5','CHR+7','"Mag.Atk.Bns."+1',}}, feet={ name="Odyssean Greaves", augments={'Attack+1','Enmity+6','VIT+9','Accuracy+6',}}, neck="Phalaina Locket", waist="Creed Baudrier", left_ear="Mendi. Earring", right_ear="Nourish. Earring", left_ring="Kishar Ring", right_ring="Rahab Ring", back={ name="Rudianos's Mantle", augments={'HP+60','Eva.+20 /Mag. Eva.+20','"Fast Cast"+10','Spell interruption rate down-10%',}}, } sets.midcast.Cure.Self = sets.precast.FC.SIRD sets.midcast['Blue Magic'] = sets.precast.FC sets.midcast['Enhancing Magic'] = sets.precast.FC sets.midcast.Impact = set_combine(sets.midcast['Elemental Magic'], {head=empty,body="Twilight Cloak"}) --Current Stats on Enfeebling MND+288 MACC+366 swapping in Chironic head gives 4 mnd but loses 17 macc -- Sets to return to when not performing an action. -- Resting sets sets.resting = { head={ name="Jumalik Helm", augments={'MND+10','"Mag.Atk.Bns."+15','Magic burst dmg.+10%','"Refresh"+1',}}, body="Chozor. Coselete", neck="Coatl Gorget", left_ring="Woltaris Ring", } -- Idle sets -- Normal refresh idle set sets.idle = { ammo="Homiliary", head={ name="Jumalik Helm", augments={'MND+10','"Mag.Atk.Bns."+15','Magic burst dmg.+10%','"Refresh"+1',}}, body="Chozor. Coselete", hands={ name="Souv. Handsch. +1", augments={'HP+105','Enmity+9','Potency of "Cure" effect received +15%',}}, legs={ name="Cab. Breeches +3", augments={'Enhances "Invincible" effect',}}, feet="Rev. Leggings +3", neck="Coatl Gorget", waist="Creed Baudrier", left_ear="Odnowa Earring +1", right_ear="Ethereal Earring", left_ring="Moonbeam Ring", right_ring="Woltaris Ring", back="Moonbeam Cape", } -- Idle mode that keeps PDT gear on, but doesn't prevent normal gear swaps for precast/etc. -- Idle mode scopes: -- Idle mode when weak. -- Town gear. sets.idle.Town = set_combine(sets.idle, {}) -- Defense sets sets.defense.PDT = { } sets.idle.PDT = set_combine(sets.defense.PDT, {range="x"}) sets.idle.Weak = set_combine(sets.defense.PDT, {range="x"}) sets.defense.MDT = set_combine(sets.defense.PDT, {range="x"}) sets.Kiting = { ammo="Homiliary", head="Hjarrandi Helm", body="Rev. Surcoat +3", hands="Rev. Gauntlets +3", legs={ name="Cab. Breeches +3", augments={'Enhances "Invincible" effect',}}, feet="Rev. Leggings +3", neck="Kgt. Beads +1", waist="Creed Baudrier", left_ear="Odnowa Earring +1", right_ear="Ethereal Earring", left_ring="Moonbeam Ring", right_ring="Defending Ring", back="Moonbeam Cape", } sets.latent_refresh = { } -- Buff sets: Gear that needs to be worn to actively enhance a current player buff. -- Engaged sets -- Variations for TP weapon and (optional) offense/defense modes. Code will fall back on previous -- sets if more refined versions aren't defined. -- If you create a set with both offense and defense modes, the offense mode should be first. -- EG: sets.engaged.Dagger.Accuracy.Evasion -- Normal melee group sets.engaged = { ammo="Staunch Tathlum", head="Hjarrandi Helm", body="Rev. Surcoat +3", hands="Rev. Gauntlets +3", legs={ name="Cab. Breeches +3", augments={'Enhances "Invincible" effect',}}, feet="Rev. Leggings +3", neck="Kgt. Beads +1", waist="Creed Baudrier", left_ear="Odnowa Earring +1", right_ear="Ethereal Earring", left_ring="Moonbeam Ring", right_ring="Defending Ring", back="Moonbeam Cape", } 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 spellMap == 'Cure' or spellMap == 'Curaga' then gear.default.obi_waist = "Hachirin-no-obi" elseif spell.skill == 'Elemental Magic' then gear.default.obi_waist = "Sekhmet Corset" if state.CastingMode.value == 'Proc' then classes.CustomClass = 'Proc' 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) end ------------------------------------------------------------------------------------------------------------------- -- Job-specific hooks for non-casting events. ------------------------------------------------------------------------------------------------------------------- -- Called when a player gains or loses a buff. -- buff == buff gained or lost -- gain == true if the buff was gained, false if it was lost. -- 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','range') else enable('main','sub','range') end end end function job_post_precast(spell, action, spellMap, eventArgs) if spell.target.type=="SELF" and spell.skill == "Healing Magic" then equip(sets.precast.FC.SIRD) -- Cure Self Gear Set elseif spell.target.type=="Not Self" and spell.skill == "Healing Magic" then equip(sets.precast.FC) -- Cure Others Gear Set end end function job_post_midcast(spell, action, spellMap, eventArgs) if spell.target.type=="SELF" and spell.skill == 'Healing Magic' then equip(sets.midcast.Cure.Self) -- Cure Self Gear Set elseif spell.target.type=="Not Self" and spell.skill == 'Healing Magic' then equip(sets.midcast.Cure) -- Cure Others Gear Set end end ------------------------------------------------------------------------------------------------------------------- -- User code that supplements standard library decisions. ------------------------------------------------------------------------------------------------------------------- -- Custom spell mapping. -- Modify the default idle set after it was constructed. function customize_idle_set(idleSet) if player.mpp < 1 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 = false end ------------------------------------------------------------------------------------------------------------------- -- Utility functions specific to this job. ------------------------------------------------------------------------------------------------------------------- function job_setup() end -- Select default macro book on initial load or subjob change. function select_default_macro_book() set_macro_page(4, 2) end You need to use the priority setting to override the default swap order to keep your HP up. From the help file included in the examples folder...
Code -- Prioritizing gear changes -- Currently equip swaps can be ordered by using advanced "sets" tables similar to the above: sets.nohead = {head={name="empty",priority=1},lring={name="Angha ring",priority=2}} Gear is changed in descending order from highest to lowest, so the above set would equip Angha ring and then unequip the head slot. All gear that is not defined is given a default priority of zero, and all positive and negative rational numbers are acceptable priorities. If two pieces of gear have the same priority value, they will be swapped in the default order (from 0 to 15 in ../windower/res/slots.lua). I do not recommend moving Sub in front of Main, Ammo in front of Range, etc. as these will cause silent equip failures. Thank you, too much. I'm right on top of that, Rose. ^.^
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https://github.com/DrakeFS/GearSwap/tree/master In the Dagna-Globals.lua I tried using Code function global_setup() state.CapacityMode = M(false, 'Capacity Point Mantle') end to setup the state but the function was never called so the state was never created. Is there a function I can implement in the character-globals.lua that will only be called once? Right now I am just creating the state in my Job.lua files. Using the Priority function didn't work. It caused the lua to practically not function. I used the syntax given in the example lua, it loads with no errors but doesnt swap a majority of the items. The samples dont seem have a special function or added instruction to append the Priority change so what gives?
What am I missing? Phoenix.Mikumaru said: » Using the Priority function didn't work. It caused the lua to practically not function. I used the syntax given in the example lua, it loads with no errors but doesnt swap a majority of the items. The samples dont seem have a special function or added instruction to append the Priority change so what gives? What am I missing? Post your code. Just based off what you said it sounds like you put the tags on some gear in some of your set tables but not all. I only did 2 sets, the instructions and examples didn't indicate that all sets needed to be prioritized. So I have to add the syntax to every gear set? Wouldn't it be easier to just reorder the default swap order? 81-95 and 255-269
Code ------------------------------------------------------------------------------------------------------------------- -- Setup functions for this job. Generally should not be modified. ------------------------------------------------------------------------------------------------------------------- -- Initialization function for this job file. function get_sets() mote_include_version = 2 -- Load and initialize the include file. include('Mote-Include.lua') include('Debuffz.lua') end -- Setup vars that are user-independent. state.Buff vars initialized here will automatically be tracked. function job_setup() 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') send_command('input /macro book 2;wait .1;input /macro set 4') end -- Called when this job file is unloaded (eg: job change) function user_unload() send_command('unbind ^`') send_command('unbind !`') send_command('unbind numpad1') send_command('unbind ^b') send_command('unbind ^n') send_command('unbind numpad9') end -- Define sets and vars used by this job file. function init_gear_sets() -------------------------------------- -- Start defining the sets -------------------------------------- ---- Precast Sets ---- -- Precast sets to enhance JAs sets.precast.JA['Rampart'] = sets.engaged sets.precast.JA['Provoke'] = sets.precast.FC.Enmity sets.precast.JA['Palisade'] = sets.precast.FC.Enmity sets.precast.JA['Sentinel'] = sets.precast.FC.Enmity --66% Fast Cast sets.precast.FC = { ammo="Sapience Orb", head={ name="Carmine Mask", augments={'Accuracy+15','Mag. Acc.+10','"Fast Cast"+3',}}, body="Rev. Surcoat +3", hands={ name="Odyssean Gauntlets", augments={'"Mag.Atk.Bns."+14','"Fast Cast"+4','CHR+7','Mag. Acc.+5',}}, legs={ name="Odyssean Cuisses", augments={'Mag. Acc.+15','"Fast Cast"+5','CHR+7','"Mag.Atk.Bns."+1',}}, feet={ name="Odyssean Greaves", augments={'Mag. Acc.+4 "Mag.Atk.Bns."+4','"Fast Cast"+6','Mag. Acc.+4',}}, neck="Voltsurge Torque", waist="Creed Baudrier", left_ear="Odnowa Earring +1", right_ear="Odnowa Earring", left_ring="Moonbeam Ring", right_ring="Kishar Ring", back={ name="Rudianos's Mantle", augments={'HP+60','Eva.+20 /Mag. Eva.+20','Fast Cast+10','Spell interruption rate down-10%',}}, } sets.precast.FC.SIRD = { ammo={"Staunch Tathlum", priority=3}, head={ name="Souv. Schaller +1", augments={'HP+105','Enmity+9','Potency of "Cure" effect received +15%',}, priority=13}, body={"Rev. Surcoat +3",priority=15} hands={ name="Souv. Handsch. +1", augments={'HP+105','Enmity+9','Potency of "Cure" effect received +15%',}, priority=12}, legs={ name="Founder's Hose", augments={'MND+3','Mag. Acc.+3','Attack+7','Breath dmg. taken -1%',}, priority=8}, feet={ name="Odyssean Greaves", augments={'Attack+11','"Cure" potency +4%',}, priority=9}, neck={"Moonbeam Necklace", priority=7}, waist={"Creed Baudrier", priority=6}, left_ear={"Odnowa Earring +1", priority=10}, right_ear={"Halasz Earring", priority=5}, left_ring={"Moonbeam Ring", priority=11}, right_ring={"Kishar Ring", priority=4}, back={ name="Rudianos's Mantle", augments={'HP+60','Eva.+20 /Mag. Eva.+20','"Fast Cast"+10','Spell interruption rate down-10%',}, priority=14}, } sets.precast.FC.Enmity = { ammo="Sapience Orb", head={ name="Souv. Schaller +1", augments={'HP+105','Enmity+9','Potency of "Cure" effect received +15%',}}, body="Rev. Surcoat +3", hands={ name="Souv. Handsch. +1", augments={'HP+105','Enmity+9','Potency of "Cure" effect received +15%',}}, legs={ name="Souv. Diechlings +1", augments={'HP+105','Enmity+9','Potency of "Cure" effect received +15%',}}, feet={ name="Odyssean Greaves", augments={'Attack+11','"Cure" potency +4%',}}, neck="Moonbeam Necklace", waist="Creed Baudrier", left_ear="Odnowa Earring +1", right_ear="Friomisi Earring", left_ring="Hercules' Ring", right_ring="Apeile Ring", back={ name="Rudianos's Mantle", augments={'HP+60','Eva.+20 /Mag. Eva.+20','Enmity+10','Damage taken-5%',}}, } sets.precast.FC['Geist Wall'] = set_combine(sets.precast.FC.SIRD , {feet={ name="Odyssean Greaves", augments={'Mag. Acc.+4 "Mag.Atk.Bns."+4','"Fast Cast"+6','Mag. Acc.+4',}}}) sets.precast.FC['Healing Breeze'] = sets.precast.FC.SIRD sets.precast.FC['Stinking Gas'] = sets.precast.FC.SIRD sets.precast.FC['Cocoon'] = sets.precast.FC.SIRD -- Weaponskill sets -- Default set for any weaponskill that isn't any more specifically defined sets.precast.WS = { ammo="Ginsen", head={ name="Valorous Mask", augments={'Accuracy+15 Attack+15','Weapon skill damage +4%','STR+13','Accuracy+15',}}, body="Nzingha Cuirass", hands={ name="Odyssean Gauntlets", augments={'Accuracy+28','Weapon skill damage +4%','DEX+4','Attack+11',}}, legs={ name="Valor. Hose", augments={'Accuracy+23','Weapon skill damage +3%','STR+8','Attack+15',}}, feet="Sulev. Leggings +2", neck="Fotia Gorget", waist="Fotia Belt", left_ear="Ishvara Earring", right_ear="Telos Earring", left_ring="Regal Ring", right_ring="Petrov Ring", back="Vespid Mantle", } -- Specific weaponskill sets. Uses the base set if an appropriate WSMod version isn't found. sets.precast.WS['Atonement'] = { ammo="Sapience Orb", head={ name="Souv. Schaller +1", augments={'HP+105','Enmity+9','Potency of "Cure" effect received +15%',}}, body="Rev. Surcoat +3", hands={ name="Souv. Handsch. +1", augments={'HP+105','Enmity+9','Potency of "Cure" effect received +15%',}}, legs={ name="Cab. Breeches +3", augments={'Enhances "Invincible" effect',}}, feet={ name="Odyssean Greaves", augments={'Attack+11','"Cure" potency +4%',}}, neck="Moonbeam Necklace", waist="Creed Baudrier", left_ear="Odnowa Earring +1", right_ear="Odnowa Earring", left_ring="Moonbeam Ring", right_ring="Petrov Ring", back={ name="Rudianos's Mantle", augments={'HP+60','Eva.+20 /Mag. Eva.+20','"Fast Cast"+10','Spell interruption rate down-10%',}}, } ---- Midcast Sets ---- sets.midcast.FastRecast = sets.precast.FC sets.midcast['Reprisal'] = { ammo="Sapience Orb", head={ name="Carmine Mask", augments={'Accuracy+15','Mag. Acc.+10','"Fast Cast"+3',}}, body="Rev. Surcoat +3", hands={ name="Souv. Handsch. +1", augments={'HP+105','Enmity+9','Potency of "Cure" effect received +15%',}}, legs={ name="Souv. Diechlings +1", augments={'HP+105','Enmity+9','Potency of "Cure" effect received +15%',}}, feet={ name="Odyssean Greaves", augments={'Mag. Acc.+4 "Mag.Atk.Bns."+4','"Fast Cast"+6','Mag. Acc.+4',}}, neck="Voltsurge Torque", waist="Creed Baudrier", left_ear="Odnowa Earring +1", right_ear="Loquac. Earring", right_ring="Kishar Ring", left_ring="Moonbeam Ring", back={ name="Rudianos's Mantle", augments={'HP+60','Eva.+20 /Mag. Eva.+20','"Fast Cast"+10','Spell interruption rate down-10%',}}, } --47% Cure Potency sets.midcast.Cure = { ammo="Staunch Tathlum", head={ name="Souv. Schaller +1", augments={'HP+105','Enmity+9','Potency of "Cure" effect received +15%',}}, body={ name="Jumalik Mail", augments={'HP+50','Attack+15','Enmity+9','"Refresh"+2',}}, hands="Macabre Gaunt. +1", legs={ name="Founder's Hose", augments={'MND+3','Mag. Acc.+3','Attack+7','Breath dmg. taken -1%',}}, feet={ name="Odyssean Greaves", augments={'Attack+11','"Cure" potency +4%',}}, neck="Moonbeam Necklace", waist="Resolute Belt", left_ear="Odnowa Earring +1", right_ear="Mendi. Earring", left_ring="Moonbeam Ring", right_ring="Evanescence Ring", back="Solemnity Cape", } sets.midcast.Cure.Self = sets.precast.FC.SIRD sets.midcast['Blue Magic'] = sets.precast.FC sets.midcast['Enhancing Magic'] = sets.precast.FC sets.midcast.Impact = set_combine(sets.midcast['Elemental Magic'], {head=empty,body="Twilight Cloak"}) --Current Stats on Enfeebling MND+288 MACC+366 swapping in Chironic head gives 4 mnd but loses 17 macc -- Sets to return to when not performing an action. -- Resting sets sets.resting = { head={ name="Jumalik Helm", augments={'MND+10','"Mag.Atk.Bns."+15','Magic burst dmg.+10%','"Refresh"+1',}}, body="Chozor. Coselete", neck="Coatl Gorget", left_ring="Woltaris Ring", } -- Idle sets -- Normal refresh idle set sets.idle = { ammo="Homiliary", head={ name="Jumalik Helm", augments={'MND+10','"Mag.Atk.Bns."+15','Magic burst dmg.+10%','"Refresh"+1',}}, body="Chozor. Coselete", hands={ name="Souv. Handsch. +1", augments={'HP+105','Enmity+9','Potency of "Cure" effect received +15%',}}, legs={ name="Cab. Breeches +3", augments={'Enhances "Invincible" effect',}}, feet="Rev. Leggings +3", neck="Coatl Gorget", waist="Creed Baudrier", left_ear="Odnowa Earring +1", right_ear="Ethereal Earring", left_ring="Moonbeam Ring", right_ring="Woltaris Ring", back="Moonbeam Cape", } -- Idle mode that keeps PDT gear on, but doesn't prevent normal gear swaps for precast/etc. -- Idle mode scopes: -- Idle mode when weak. -- Town gear. sets.idle.Town = set_combine(sets.idle, {}) -- Defense sets sets.defense.PDT = { } sets.idle.PDT = set_combine(sets.defense.PDT, {range="x"}) sets.idle.Weak = set_combine(sets.defense.PDT, {range="x"}) sets.defense.MDT = set_combine(sets.defense.PDT, {range="x"}) sets.Kiting = { ammo={"Homiliary", priority=3}, head={"Hjarrandi Helm", priority=13}, body={"Rev. Surcoat +3", priority=15}, hands={"Rev. Gauntlets +3", priority=12}, legs={ name="Cab. Breeches +3", augments={'Enhances "Invincible" effect',}, priority=8}, feet={"Rev. Leggings +3", priority=9}, neck={"Kgt. Beads +1", priority=7}, waist={"Creed Baudrier", priority=6}, left_ear={"Odnowa Earring +1", priority=10}, right_ear={"Ethereal Earring", priority=5}, left_ring={"Moonbeam Ring", priority=11}, right_ring={"Defending Ring", priority=4}, back={"Moonbeam Cape", priority=14}, } sets.latent_refresh = { } -- Buff sets: Gear that needs to be worn to actively enhance a current player buff. -- Engaged sets -- Variations for TP weapon and (optional) offense/defense modes. Code will fall back on previous -- sets if more refined versions aren't defined. -- If you create a set with both offense and defense modes, the offense mode should be first. -- EG: sets.engaged.Dagger.Accuracy.Evasion -- Normal melee group sets.engaged = { ammo="Staunch Tathlum", head="Hjarrandi Helm", body="Rev. Surcoat +3", hands="Rev. Gauntlets +3", legs={ name="Cab. Breeches +3", augments={'Enhances "Invincible" effect',}}, feet="Rev. Leggings +3", neck="Loricate Torque", waist="Creed Baudrier", left_ear="Odnowa Earring +1", right_ear="Ethereal Earring", left_ring="Moonbeam Ring", right_ring="Defending Ring", back="Moonbeam Cape", } 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 spellMap == 'Cure' or spellMap == 'Curaga' then gear.default.obi_waist = "Hachirin-no-obi" elseif spell.skill == 'Elemental Magic' then gear.default.obi_waist = "Sekhmet Corset" if state.CastingMode.value == 'Proc' then classes.CustomClass = 'Proc' 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) end ------------------------------------------------------------------------------------------------------------------- -- Job-specific hooks for non-casting events. ------------------------------------------------------------------------------------------------------------------- -- Called when a player gains or loses a buff. -- buff == buff gained or lost -- gain == true if the buff was gained, false if it was lost. -- 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','range') else enable('main','sub','range') end end end function job_post_precast(spell, action, spellMap, eventArgs) if spell.target.type=="SELF" and spell.skill == "Healing Magic" then equip(sets.precast.FC.SIRD) -- Cure Self Gear Set elseif spell.target.type=="Not Self" and spell.skill == "Healing Magic" then equip(sets.precast.FC) -- Cure Others Gear Set end end function job_post_midcast(spell, action, spellMap, eventArgs) if spell.target.type=="SELF" and spell.skill == 'Healing Magic' then equip(sets.midcast.Cure.Self) -- Cure Self Gear Set elseif spell.target.type=="Not Self" and spell.skill == 'Healing Magic' then equip(sets.midcast.Cure) -- Cure Others Gear Set end end ------------------------------------------------------------------------------------------------------------------- -- User code that supplements standard library decisions. ------------------------------------------------------------------------------------------------------------------- -- Custom spell mapping. -- Modify the default idle set after it was constructed. function customize_idle_set(idleSet) if player.mpp < 1 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 = false end ------------------------------------------------------------------------------------------------------------------- -- Utility functions specific to this job. ------------------------------------------------------------------------------------------------------------------- function job_setup() end -- Select default macro book on initial load or subjob change. function select_default_macro_book() set_macro_page(4, 2) end Hmmmm. So for testing out a fix to your HP drop:
These luas don’t use an aftercast function, but the flow on these is pre> post pre> mid> post mid > player status (engaged/idle) I’d start at Post midcast function on line 396 which deals with curing. Add priority tags to the gear defined in those sets that are being called in that function. So add the Priority syntax to idle, engaged, and kiting to see if it continues to swap properly and not drop the aforementioned HP. I'll give it a go.
Phoenix.Mikumaru said: » So add the Priority syntax to idle, engaged, and kiting to see if it continues to swap properly and not drop the aforementioned HP. I'll give it a go. Yeah but no. Since it just I would just modify the equip call in line 398 with a HP + piece of gear. Example: Code equip(sets.midcast.Cure.Self,{body="Caballarius Surcoat +3",priority=15}) Then just cast cure on myself to see if this is the function where its being affected. If so I would focus my prioritization there. it seems no matter where i implement this priority function , it breaks the lua making things not change. i tried changing the slots.lua in the res folder and it did nothing so i'm back to square one of this ghost HP dump. i cant even duplicate the HP number so i have no idea where its coming from.
Update, so using the Equipsets, the exact same thing happens so i'm chasing spaghetti coding.
Question:
What is a good way to have a variable for 1 piece of gear. ie. Reward set for bst I would like to have a variable for the Pet food. Usually its just Pet food theta. but if I level sync down to do kraken club fight, I'd like to type a command to change it from pet food theta to pet food beta. or a toggle. I made a simple variable, but methinks I have the syntax wrong to type a command to change it. //gs c PetFood="Pet Food Beta" I know this doesn't seem to work. thank you for help Quetzalcoatl.Xilkk said: » Question: What is a good way to have a variable for 1 piece of gear. ie. Reward set for bst I would like to have a variable for the Pet food. Usually its just Pet food theta. but if I level sync down to do kraken club fight, I'd like to type a command to change it from pet food theta to pet food beta. or a toggle. I made a simple variable, but methinks I have the syntax wrong to type a command to change it. //gs c PetFood="Pet Food Beta" I know this doesn't seem to work. thank you for help Code //gs c food "Pet Food Beta" Code function job_self_command(cmdParams, eventArgs) if cmdParams[1]:lower() == 'food' and cmdParams[2] then PetFood = cmdParams[2] windower.add_to_chat(8, 'Changed food to ' .. PetFood) end end Might not be 100% accurate as I'm not at home right now to validate. Offline
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I'm having a bit of trouble trying to get a 'SELF' to work for a spell. For my RDM I have a refresh for normal casting and self casting, and a function that should swap gear specifically if I cast on myself. The issue I'm running into is that it only works for Refresh, but not Refresh II or III. I'm also using mote and Refresh III should = 'Refresh'
Code sets.midcast.Refresh = set_combine(sets.midcast.EnhancingDuration, { head="Amalric Coif +1", body="Atrophy Tabard +3", legs="Leth. Fuseau +1", }) sets.midcast.RefreshSelf = set_combine(sets.midcast.EnhancingDuration, { waist="Gishdubar Sash", back="Grapevine Cape" }) Code function job_post_midcast(spell, action, spellMap, eventArgs) if spell.skill == 'Enhancing Magic' then if classes.NoSkillSpells:contains(spell.english) then equip(sets.midcast.EnhancingDuration) if spellMap == 'Refresh' then equip(sets.midcast.Refresh) if spell.target.type == 'SELF' then equip (sets.midcast.RefreshSelf) end end elseif skill_spells:contains(spell.english) then equip(sets.midcast.EnhancingSkill) elseif spell.english:startswith('Gain') then equip(sets.midcast.GainSpell) end end Doesn't spell.name == 'Refresh III'? If so, double check classes.NoSkillSpells contains 'Refresh III'.
Phoenix.Logical
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My main reason for not using gearswap up until now is I DIDN'T want it doing things for me like swapping to a certain set of gear based on buffs I have or using Echo Drops automatically when I get silenced as I prefer to make those decisions myself as they happen. However, I have realized the need for gearswap to consistently change gear for pre and mid cast sets so I've decided that I'll use it for that purpose only. I've created a lua from scratch that is working for me to do everything I need but I am needing to create 9 times as many lua files as needed and I want to see if I can simplify that.
So right now my aftercast changes to my default TP setup... but there are 8 other setups that I use each on their own macro bank (TP, 40DW, 20DW, Eva, Acc, etc). To get past this I am creating a separate LUA for each of these and pressing ALT+1 macro in each bank puts me on the correct LUA file for that set of gear. This works, but what I'm hoping for is something where I have a single file with all 9 sets of gear configured in it and when I press ALT+1 instead of changing to a differnt LUA it simply enters a command that changes a variable that says "now use 40dw set for aftercast". It would remain in that state until I pressed ALT+1 on another macro bank to change it's state to 20dw for instance. I know I can use some of those complex lua's out there to accomplish this but I'm really trying to keep this light weight and not include a bunch of things I don't want or need that comes with those. Is there a simple way for me to define this variable in a few lines of code and be able to update it in the fashion I speak of? Hope that makes sense, thanks in advance! Phoenix.Logical said: » My main reason for not using gearswap up until now is I DIDN'T want it doing things for me like swapping to a certain set of gear based on buffs I have or using Echo Drops automatically when I get silenced as I prefer to make those decisions myself as they happen. However, I have realized the need for gearswap to consistently change gear for pre and mid cast sets so I've decided that I'll use it for that purpose only. I've created a lua from scratch that is working for me to do everything I need but I am needing to create 9 times as many lua files as needed and I want to see if I can simplify that. So right now my aftercast changes to my default TP setup... but there are 8 other setups that I use each on their own macro bank (TP, 40DW, 20DW, Eva, Acc, etc). To get past this I am creating a separate LUA for each of these and pressing ALT+1 macro in each bank puts me on the correct LUA file for that set of gear. This works, but what I'm hoping for is something where I have a single file with all 9 sets of gear configured in it and when I press ALT+1 instead of changing to a differnt LUA it simply enters a command that changes a variable that says "now use 40dw set for aftercast". It would remain in that state until I pressed ALT+1 on another macro bank to change it's state to 20dw for instance. I know I can use some of those complex lua's out there to accomplish this but I'm really trying to keep this light weight and not include a bunch of things I don't want or need that comes with those. Is there a simple way for me to define this variable in a few lines of code and be able to update it in the fashion I speak of? Hope that makes sense, thanks in advance! If you are determined to build your own, then at least use motes: https://github.com/Kinematics/Mote-libs. This provides an easy way to switch between your different custom-defined melee modes such as dw20/40. These Gearswap setups that all use motes will also be a good reference point: https://github.com/Kinematics/GearSwap-Jobs Phoenix.Logical
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Bismarck.Xurion said: » Phoenix.Logical said: » My main reason for not using gearswap up until now is I DIDN'T want it doing things for me like swapping to a certain set of gear based on buffs I have or using Echo Drops automatically when I get silenced as I prefer to make those decisions myself as they happen. However, I have realized the need for gearswap to consistently change gear for pre and mid cast sets so I've decided that I'll use it for that purpose only. I've created a lua from scratch that is working for me to do everything I need but I am needing to create 9 times as many lua files as needed and I want to see if I can simplify that. So right now my aftercast changes to my default TP setup... but there are 8 other setups that I use each on their own macro bank (TP, 40DW, 20DW, Eva, Acc, etc). To get past this I am creating a separate LUA for each of these and pressing ALT+1 macro in each bank puts me on the correct LUA file for that set of gear. This works, but what I'm hoping for is something where I have a single file with all 9 sets of gear configured in it and when I press ALT+1 instead of changing to a differnt LUA it simply enters a command that changes a variable that says "now use 40dw set for aftercast". It would remain in that state until I pressed ALT+1 on another macro bank to change it's state to 20dw for instance. I know I can use some of those complex lua's out there to accomplish this but I'm really trying to keep this light weight and not include a bunch of things I don't want or need that comes with those. Is there a simple way for me to define this variable in a few lines of code and be able to update it in the fashion I speak of? Hope that makes sense, thanks in advance! If you are determined to build your own, then at least use motes: https://github.com/Kinematics/Mote-libs. This provides an easy way to switch between your different custom-defined melee modes such as dw20/40. These Gearswap setups that all use motes will also be a good reference point: https://github.com/Kinematics/GearSwap-Jobs I'm sorry but I feel you didn't even read my message. This type of answer is exactly why so many continue to stay away from Gearswap as the only real support often given is "Use mote libs or someone else's work and just modify that." I already have a 100% working gearswap that I already stated that I created from scratch and works perfectly. I simply wanted to know if there was a simple way to have me enter a command in game that would set a variable to put me in a mode. IE MEva, HPSet, DW 40, etc. From my experience with other coding languages this shouldn't be difficult and just take a few lines of code but it's the syntax of that code that I'm looking for help with. If the real answer is that utilizing that variable in aftercast takes more then that then I'll just stick with my method right now of managing separate files, I just wanted to know if there was an easier way... dumping my already working self made scripts and starting over with someone else's just to gain this limited functionality doesn't make sense. Additionally the way that motes and others swap between these sets is downright odd to me with utilization of hotkeys like F9 and they also don't seem to have modes for many of the sets I would need so it would only be a partial solution anyway. Ragnarok.Neyochimaru
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Glad to see im not the only one that has seperate luas for modes because toggles are beyond me lolol
Apologies, I misunderstood. If you want to avoid motes due to it's default functionality, you'd have to use the Gearswap self_command function. There are numerous ways you can use this, but I'll stick to a simple solution of changing a variable in a higher scope:
Code tp_mode = 'normal' --higher scope var function self_command(command) tp_mode = command end You'd also need to have a number of sets defined: Code sets.engaged = {...} sets.engaged.dw40 = {...} Calling (or more likely key binding) the following will trigger the self_command with 'dw40' as the command arg: Code //gs c dw40 Finally you'll need to configure/extend your pre/mid/aftercast functions to handle decisions: Code function aftercast(spell, act, spellMap, eventArgs) local set if player.status == 'Engaged' then set = sets.engaged end if set[tp_mode] then set = set[tp_mode] end equip(set) Disclaimer: not tested. |
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