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Gearswap Support Thread
サーバ: Carbuncle
Game: FFXI
Posts: 167
By Carbuncle.Samuraiking 2022-10-26 20:36:30
Bismarck.Arakuine said: »Hi, I just started using the Geomancer Gearswap.lua files, and it works insofar as I don't get any errors or anything and it runs. But I've started entering my gear pieces, and testing as I go, and I've found that my Main, Sub, Ammo and Ranged slots won't change when I execute different functions. Whether I change Idle modes, or cast a spell, most of my other gear will change over, but those 4 slots will not. I've double checked by having showswaps=true and they definitely arent changing over. I usually use Selindrile's stuff and I've never experienced this before.
Any advice is appreciated.
You probably have weapon sets on. At the top of the lua, it will say
Code state.Weapons:options('WeaponSetName1','WeaponSetName2','WeaponSetName3','WeaponSetName4')
If you scroll down in the lua, usually closer to the bottom, you will see the same named sets actually defined with weapons/ranged/ammo slots in them and you can change them to whatever you want.
You can cycle them with F7 to change between them in-game, but they will stay locked on to whatever set you use. You can, alternatively, add a 'None' option in there to cycle to. I personally put it as the first option so that it always starts with it when I change to the job, so the top should look like this if you just add None to the first slot:
Code state.Weapons:options('None','WeaponSetName1','WeaponSetName2','WeaponSetName3','WeaponSetName4')
Bismarck.Arakuine
サーバ: Bismarck
Game: FFXI
Posts: 4
By Bismarck.Arakuine 2022-10-27 08:36:55
Thanks for your reply, I just went through both the libs file and the general geo.lua and neither define weapons, or state.
While I'm competent at editing existing code for working with these luas I have no idea on how to add things like the above. Would it be as simple as adding that line into the name_geo.lua file? or is it more complicated than that?
Bismarck.Radec
サーバ: Bismarck
Game: FFXI
Posts: 142
By Bismarck.Radec 2022-10-27 09:03:00
That file uses a variable "meleeing" to lock main/sub/ranged. Default bind of F12 in Geo.lua, line 93, will turn this on/off
Code windower.send_command('bind f12 gs c toggle melee') -- F12 Toggle Melee mode on / off and locking of weapons
Alternatively, the default is set in GEO_Lib.lua, line 419:
Change "true" to "false" and weapons would start unlocked.
Bismarck.Arakuine
サーバ: Bismarck
Game: FFXI
Posts: 4
By Bismarck.Arakuine 2022-10-27 09:22:44
I did try alternating the Meleeing state but didnt' see any changes, however I will try changing the default state to false. Thank you.
EDIT: That was it, thank you, everything works!
By drakefs 2022-10-27 11:26:14
Carbuncle.Samuraiking said: »I didn't delete the windower/addons/libs folder though in case it had custom settings I wanted to keep, but didn't actually check to see if that was the case or not, but either way it's fixed and I appreciate it.
Well the files in libs should not have custom settings or be customized. They can and will be overwritten when an update occurs to files in the libs directory.
[+]
Bismarck.Radec
サーバ: Bismarck
Game: FFXI
Posts: 142
By Bismarck.Radec 2022-10-30 03:09:24
Quoting is wrong around "Dbl Attack"+4 on line 13. Probably '"Dbl. Atk"+4', but check with //gs export to be sure.
Carbuncle.Yiazmaat
サーバ: Carbuncle
Game: FFXI
Posts: 164
By Carbuncle.Yiazmaat 2022-11-06 05:19:35
I noticed yesterday that my selindrile lua doesnt recognize Acrontica and Gleti's knife as offhand, it always act as if im single wielding and doesnt swap to ws sets. Any idea on how to fix this ?
Edit: i get sel-utility 2275: attempt to index field (?) (A nil value)
Also noticed that it send this error for rudra and aeolian when i offhand gleti or acrontica, got the same error on cor when offhand gleti on all sword and dagger ws's
Edit 2: tried to update the res folder but nothing changed
Bismarck.Radec
サーバ: Bismarck
Game: FFXI
Posts: 142
By Bismarck.Radec 2022-11-06 08:26:31
That really sounds like resources files out of date. Do you see Gleti's Knife in Windower/res/items.lua? It should be on line 18286, and Acrontica on 18287.
If it's not there, remove the res folder and relaunch windower. Auto-updates should replace the files from there.
Carbuncle.Yiazmaat
サーバ: Carbuncle
Game: FFXI
Posts: 164
By Carbuncle.Yiazmaat 2022-11-06 09:32:11
I updated them and they're on the file but i keep getting the error.
I didnt see the luncher update anything when i reopened windower tho
Edit : what i find is strange is that i only get the error while using rudra or aeolian and nlt the others dagger ws's while equiping acrontica or gleti
Carbuncle.Yiazmaat
サーバ: Carbuncle
Game: FFXI
Posts: 164
By Carbuncle.Yiazmaat 2022-11-07 09:07:16
That really sounds like resources files out of date. Do you see Gleti's Knife in Windower/res/items.lua? It should be on line 18286, and Acrontica on 18287.
If it's not there, remove the res folder and relaunch windower. Auto-updates should replace the files from there.
Yup i retried today, i removed the res folder once again, even the update one, got the items in the item lua but still not working.
Edit: i tried to main hand acron and.offhand gleti, got sel utility 2286 error. Then i tried to main hand sakpata's fists on pup and no issue, tried to main hand and offhand sakpata's sword on blu and no issue.
Carbuncle.Yiazmaat
サーバ: Carbuncle
Game: FFXI
Posts: 164
By Carbuncle.Yiazmaat 2022-11-07 10:48:47
OK i found the problem. It was that both dagger were in the wardrobe 5, removed them from 5 to inventory and it worked. But it still doesnt explain why i had no error while using evisceraton, shark bites, etc while the dagger were in the wardrobe 5
Asura.Sechs
サーバ: Asura
Game: FFXI
Posts: 10086
By Asura.Sechs 2022-11-17 07:07:51
what difference is there between the variables "spell.type" and "spell.action_type"?
I can't find this "action_type" anywhere in the variables xls file or in the windower res files.
By drakefs 2022-11-17 08:25:14
what difference is there between the variables "spell.type" and "spell.action_type"?
Not sure but seems to be a very general cast of the type. Options I have seen used are Code Ranged_Attack
Magic
Ability
[+]
Asura.Sechs
サーバ: Asura
Game: FFXI
Posts: 10086
By Asura.Sechs 2022-11-17 08:29:42
Wonder why it's not mentioned in the XLS with all the different variable options.
Thanks drakefs!
By quelthos 2022-11-21 00:23:04
GS would not equip TP/engaged set after WS is used, instead sits in WS set. Any help would be appreciated, thanks!
Code 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.Barrage = buffactive.Barrage or false
state.Buff.Camouflage = buffactive.Camouflage or false
state.Buff['Unlimited Shot'] = buffactive['Unlimited Shot'] or false
state.Buff['Velocity Shot'] = buffactive['Velocity Shot'] or false
state.Buff['Double Shot'] = buffactive['Double Shot'] or false
-- Whether a warning has been given for low ammo
state.warned = M(false)
elemental_ws = S{'Aeolian Edge', 'Trueflight', 'Wildfire'}
no_swap_gear = S{"Warp Ring", "Dim. Ring (Dem)", "Dim. Ring (Holla)", "Dim. Ring (Mea)",
"Trizek Ring", "Echad Ring", "Facility Ring", "Capacity Ring",
"Era. Bul. Pouch", "Dev. Bul. Pouch", "Chr. Bul. Pouch", "Quelling B. Quiver",
"Yoichi's Quiver", "Artemis's Quiver", "Chrono Quiver"}
lockstyleset = 1
end
-------------------------------------------------------------------------------------------------------------------
-- User setup functions for this job. Recommend that these be overridden in a sidecar file.
-------------------------------------------------------------------------------------------------------------------
-- Setup vars that are user-dependent. Can override this function in a sidecar file.
function user_setup()
state.OffenseMode:options('Normal')
state.HybridMode:options('Normal')
state.RangedMode:options('Normal', 'Critical')
state.WeaponskillMode:options('Normal')
state.IdleMode:options('Normal')
state.WeaponSet = M{['description']='Weapon Set', 'cp'}
-- state.CP = M(false, "Capacity Points Mode")
state.WeaponLock = M(false, 'Weapon Lock')
DefaultAmmo = {['Yoichinoyumi'] = "Chrono Arrow",
['Gandiva'] = "Chrono Arrow",
['Fail-Not'] = "Chrono Arrow",
['Annihilator'] = "Chrono Bullet",
['Armageddon'] = "Chrono Bullet",
['Gastraphetes'] = "Quelling Bolt",
['Fomalhaut'] = "Chrono Bullet",
}
AccAmmo = { ['Yoichinoyumi'] = "Yoichi's Arrow",
['Gandiva'] = "Yoichi's Arrow",
['Fail-Not'] = "Yoichi's Arrow",
['Annihilator'] = "Eradicating Bullet",
['Armageddon'] = "Eradicating Bullet",
['Gastraphetes'] = "Quelling Bolt",
['Fomalhaut'] = "Devastating Bullet",
}
WSAmmo = { ['Yoichinoyumi'] = "Chrono Arrow",
['Gandiva'] = "Chrono Arrow",
['Fail-Not'] = "Chrono Arrow",
['Annihilator'] = "Chrono Bullet",
['Armageddon'] = "Chrono Bullet",
['Gastraphetes'] = "Quelling Bolt",
['Fomalhaut'] = "Chrono Bullet",
}
MagicAmmo = { ['Yoichinoyumi'] = "Chrono Arrow",
['Gandiva'] = "Chrono Arrow",
['Fail-Not'] = "Chrono Arrow",
['Annihilator'] = "Devastating Bullet",
['Armageddon'] = "Devastating Bullet",
['Gastraphetes'] = "Quelling Bolt",
['Fomalhaut'] = "Devastating Bullet",
}
send_command('bind @e gs c cycleback WeaponSet')
send_command('bind @r gs c cycle WeaponSet')
send_command('bind @w gs c toggle WeaponLock')
--state.Auto_Kite = M(false, 'Auto_Kite')
--Haste = 0
--DW_needed = 0
--DW = false
--moving = false
update_combat_form()
--determine_haste_group()
end
-- Called when this job file is unloaded (eg: job change)
function user_unload()
send_command('unbind f9')
send_command('unbind ^f9')
send_command('unbind ^`')
send_command('unbind !`')
send_command('unbind @`')
send_command('unbind ^,')
send_command('unbind @f')
-- send_command('unbind @c')
send_command('unbind @e')
send_command('unbind @r')
send_command('unbind @w')
send_command('unbind ^numlock')
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 ^numpad2')
send_command('unbind ^numpad3')
send_command('unbind numpad0')
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
-- Set up all gear sets.
function init_gear_sets()
------------------------------------------------------------------------------------------------
---------------------------------------- Precast Sets ------------------------------------------
------------------------------------------------------------------------------------------------
-- Precast sets to enhance JAs
sets.precast.JA['Eagle Eye Shot'] = {legs="Arc. Braccae +3"}
sets.precast.JA['Bounty Shot'] = {hands="Amini Glove. +1"}
sets.precast.JA['Camouflage'] = {body="Orion Jerkin +3"}
sets.precast.JA['Scavenge'] = {feet="Orion Socks +3"}
sets.precast.JA['Shadowbind'] = {hands="Orion Bracers +3"}
sets.precast.JA['Sharpshot'] = {legs="Orion Braccae +3"}
-- Fast cast sets for spells
sets.precast.Waltz = {
body="Passion Jacket",
ring1="Asklepian Ring",
waist="Gishdubar Sash",
}
sets.precast.Waltz['Healing Waltz'] = {}
sets.precast.FC = {
head="Carmine Mask +1",
body={ name="Taeon Tabard", augments={'"Fast Cast"+4','Phalanx +3',}},
hands={ name="Leyline Gloves", augments={'Accuracy+2','Mag. Acc.+5','"Mag.Atk.Bns."+4',}},
legs={ name="Herculean Trousers", augments={'Mag. Acc.+13','"Fast Cast"+4','INT+9','"Mag.Atk.Bns."+4',}},
feet="Carmine Greaves +1",
neck="Baetyl Pendant",
waist="Flume Belt",
left_ear="Loquac. Earring",
right_ear="Etiolation Earring",
right_ring="Kishar Ring",
left_ring="Weather. Ring",
}
sets.precast.FC.Utsusemi = set_combine(sets.precast.FC, {
body="Passion Jacket",
ring2="Lebeche Ring",
})
-- (10% Snapshot, 5% Rapid from Merits)
sets.precast.RA = {
head=gear.Taeon_RA_head, --10/0
body="Amini Caban +1",
hands="Carmine Fin. Ga. +1", --8/11
--legs="Orion Braccae +3", --15/0
legs="Adhemar Kecks +1",
feet="Meg. Jam. +2", --10/0
neck="Scout's Gorget +2", --4/0
back=gear.RNG_SNP_Cape, --10/0
ring1="Crepuscular Ring",
waist="Yemaya Belt", --0/5
} --60/11
sets.precast.RA.Flurry1 = set_combine(sets.precast.RA, {
head="Orion Beret +3", --0/18
legs=gear.Adhemar_D_legs, --10/13
}) --45/42
sets.precast.RA.Flurry2 = set_combine(sets.precast.RA.Flurry1, {
feet="Arcadian Socks +3", --0/10
waist="Yemaya Belt", --0/5
}) --32/57
--[[
sets.precast.RA.Gastra = {
head="Orion Beret +3", --15/0
}
sets.precast.RA.Gastra.Flurry1 = set_combine(sets.precast.RA.Gastra, {
feet="Arcadian Socks +3", --0/10
})
sets.precast.RA.Gastra.Flurry2 = set_combine(sets.precast.RA.Gastra.Flurry1, {
legs="Pursuer's Pants", --0/19
})
]]--
------------------------------------------------------------------------------------------------
------------------------------------- Weapon Skill Sets ----------------------------------------
------------------------------------------------------------------------------------------------
sets.precast.WS = {
head="Nyame Helm",
body="Nyame Mail",
hands="Nyame Gauntlets",
legs="Nyame Flanchard",
feet="Nyame Sollerets",
neck="Rep. Plat. Medal",
waist={ name="Sailfi Belt +1", augments={'Path: A',}},
left_ear="Ishvara Earring",
right_ear="Moonshade Earring",
left_ring="Epaminondas's Ring",
right_ring="Rufescent Ring",
back="",
}
sets.precast.WS.Acc = set_combine(sets.precast.WS, {
feet="Arcadian Socks +3",
ear1="Beyla Earring",
waist="K. Kachina Belt +1",
})
sets.precast.WS.Enmity = set_combine(sets.precast.WS, {
hands="Arc. Bracers +3",
feet="Arcadian Socks +3",
ear1="Beyla Earring",
})
sets.precast.WS['Apex Arrow'] = sets.precast.WS
sets.precast.WS['Apex Arrow'].Acc = set_combine(sets.precast.WS['Apex Arrow'], {
feet="Orion Socks +3",
ear1="Beyla Earring",
waist="K. Kachina Belt +1",
})
sets.precast.WS['Apex Arrow'].Enmity = set_combine(sets.precast.WS['Apex Arrow'], {
hands="Arc. Bracers +3",
feet="Arcadian Socks +3",
ear1="Beyla Earring",
})
sets.precast.WS['Jishnu\'s Radiance'] = set_combine(sets.precast.WS, {
head="Mummu Bonnet +2",
body="Abnoba Kaftan",
hands="Mummu Wrists +2",
feet="Thereoid Greaves",
ear1="Sherida Earring",
ring1="Begrudging Ring",
ring2="Mummu Ring",
})
sets.precast.WS['Jishnu\'s Radiance'].Acc = set_combine(sets.precast.WS['Jishnu\'s Radiance'], {
legs="Mummu Kecks +2",
feet="Arcadian Socks +3",
neck="Iskur Gorget",
ear1="Beyla Earring",
ear2="Telos Earring",
ring1="Regal Ring",
ring2="Hajduk Ring +1",
waist="K. Kachina Belt +1",
})
sets.precast.WS['Jishnu\'s Radiance'].Enmity = set_combine(sets.precast.WS['Jishnu\'s Radiance'], {
hands="Arc. Bracers +3",
feet="Arcadian Socks +3",
ear1="Beyla Earring",
})
sets.precast.WS["Last Stand"] = set_combine(sets.precast.WS, {
neck="Fotia Gorget",
waist="Fotia Belt",
right_ring="Dingir Ring",
back="",
})
sets.precast.WS['Last Stand'].Acc = set_combine(sets.precast.WS['Last Stand'], {
})
sets.precast.WS['Last Stand'].Enmity = set_combine(sets.precast.WS['Last Stand'], {
})
sets.precast.WS["Coronach"] = set_combine(sets.precast.WS['Last Stand'], {
neck="Scout's Gorget +2",
ear1="Sherida Earring",
ear2="Mache Earring +1",
})
sets.precast.WS["Coronach"].Acc = set_combine(sets.precast.WS['Coronach'], {
ear1="Beyla Earring",
ear2="Telos Earring",
})
sets.precast.WS["Coronach"].Enmity = set_combine(sets.precast.WS['Coronach'], {
ear1="Beyla Earring",
})
sets.precast.WS["Trueflight"] = {
head="Orion Beret +3",
body="Carm. Sc. Mail +1",
hands="Carmine Fin. Ga. +1",
legs=gear.Herc_WSD_legs,
feet=gear.Herc_WSD_feet,
neck="Scout's Gorget +2",
ear1="Moonshade Earring",
ear2="Friomisi Earring",
ring1="Weather. Ring +1",
ring2="Epaminondas's Ring",
back=gear.RNG_WS1_Cape,
waist="Eschan Stone",
}
sets.precast.WS["Wildfire"] = set_combine(sets.precast.WS["Trueflight"], {
ring1="Regal Ring",
waist="Skrymir Cord +1",
})
sets.precast.WS['Evisceration'] = {
head=gear.Adhemar_B_head,
body="Abnoba Kaftan",
hands="Mummu Wrists +2",
legs="Zoar Subligar +1",
neck="Fotia Gorget",
ear2="Mache Earring +1",
ring1="Begrudging Ring",
ring2="Mummu Ring",
back=gear.RNG_TP_Cape,
waist="Fotia Belt",
}
sets.precast.WS['Evisceration'].Acc = set_combine(sets.precast.WS['Evisceration'], {
head="Dampening Tam",
body=gear.Adhemar_B_body,
legs=gear.Herc_WS_legs,
ring1="Regal Ring",
})
sets.precast.WS['Rampage'] = set_combine(sets.precast.WS['Evisceration'], {feet=gear.Herc_TA_feet})
sets.precast.WS['Rampage'].Acc = sets.precast.WS['Evisceration'].Acc
------------------------------------------------------------------------------------------------
---------------------------------------- Midcast Sets ------------------------------------------
------------------------------------------------------------------------------------------------
-- Fast recast for spells
sets.midcast.FastRecast = sets.precast.FC
sets.midcast.SpellInterrupt = {
body=gear.Taeon_Phalanx_body, --10
hands="Rawhide Gloves", --15
legs="Carmine Cuisses +1", --20
feet=gear.Taeon_Phalanx_feet, --10
neck="Loricate Torque +1", --5
ear1="Halasz Earring", --5
ear2="Magnetic Earring", --8
ring2="Evanescence Ring", --5
waist="Rumination Sash", --10
}
sets.midcast.Utsusemi = sets.midcast.SpellInterrupt
-- Ranged sets
sets.midcast.RA = {
--head="Arcadian Beret +3",
head="Malignance Chapeau",
body="Malignance Tabard",
hands="Malignance Gloves",
legs="Malignance Tights",
feet="Malignance Boots",
neck="Iskur Gorget",
waist="Yemaya Belt",
left_ear="Telos Earring",
right_ear="Enervating Earring",
left_ring="Ilabrat Ring",
right_ring="Dingir Ring",
back=gear.RNG_RA_Cape,
}
sets.midcast.RA.Acc = set_combine(sets.midcast.RA, {
feet="Orion Socks +3",
ear1="Beyla Earring",
ring2="Hajduk Ring +1",
})
sets.midcast.RA.HighAcc = set_combine(sets.midcast.RA.Acc, {
head="Orion Beret +3",
body="Orion Jerkin +3",
hands="Orion Bracers +3",
waist="K. Kachina Belt +1",
})
sets.midcast.RA.Critical = set_combine(sets.midcast.RA, {
head="Meghanada Visor +2",
body="Mummu Jacket +2",
hands="Kobo Kote",
legs="Mummu Kecks +2",
feet="Osh. Leggings +1",
ring1="Begrudging Ring",
ring2="Mummu Ring",
waist="K. Kachina Belt +1",
})
sets.midcast.RA.STP = set_combine(sets.midcast.RA, {
neck="Iskur Gorget",
ear1="Dedition Earring",
ring1={name="Chirich Ring +1", bag="wardrobe3"},
ring2={name="Chirich Ring +1", bag="wardrobe4"},
})
sets.DoubleShot = set_combine(sets.midcast.RA, {
head="Arcadian Beret +3",
body="Arc. Jerkin +3",
hands="Oshosi Gloves +1", -- 5
legs="Osh. Trousers +1", --7
feet="Osh. Leggings +1", --4
}) --25
sets.DoubleShot.Critical = set_combine(sets.midcast.RA, {
head="Meghanada Visor +2",
waist="K. Kachina Belt +1",
})
sets.TrueShot = set_combine(sets.midcast.RA, {
body="Nisroch Jerkin",
legs="Osh. Trousers +1",
})
------------------------------------------------------------------------------------------------
----------------------------------------- Idle Sets --------------------------------------------
------------------------------------------------------------------------------------------------
sets.resting = {}
-- Idle sets
sets.idle = {
head="Malignance Chapeau",
body="Malignance Tabard",
hands="Malignance Gloves",
legs="Malignance Tights",
feet="Malignance Boots",
--neck="Scout's Gorget +2",
neck="Elite Royal Collar",
waist="Flume Belt",
left_ear={ name="Odnowa Earring +1", augments={'Path: A',}},
right_ear="Etiolation Earring",
left_ring={name="Chirich Ring +1", bag="wardrobe2"},
right_ring={name="Chirich Ring +1", bag="wardrobe3"},
back="Reiki Cloak",
}
sets.idle.DT = set_combine(sets.idle, {
head="Malignance Chapeau", --6/6
body="Malignance Tabard", --9/9
hands="Malignance Gloves", --5/5
legs="Malignance Tights", --7/7
feet="Malignance Boots", --4/4
neck="Warder's Charm +1",
ring1="Purity Ring", --0/4
ring2="Defending Ring", --10/10
back="Moonlight Cape", --6/6
})
sets.idle.Town = set_combine(sets.idle, {
})
------------------------------------------------------------------------------------------------
---------------------------------------- Defense Sets ------------------------------------------
------------------------------------------------------------------------------------------------
sets.defense.PDT = sets.idle.DT
sets.defense.MDT = sets.idle.DT
sets.Kiting = {feet="Orion Socks +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
sets.engaged = {
head="Malignance Chapeau",
body="Malignance Tabard",
hands="Malignance Gloves",
legs="Malignance Tights",
feet="Malignance Boots",
--neck="Comm. Charm +2",
neck="Iskur Gorget",
waist="Kentarch Belt +1",
left_ear="Telos Earring",
right_ear="Cessance Earring",
ring1={name="Chirich Ring +1", bag="wardrobe2"},
ring2={name="Chirich Ring +1", bag="wardrobe3"},
back=gear.RNG_TP_Cape,
}
sets.engaged.LowAcc = set_combine(sets.engaged, {
})
sets.engaged.MidAcc = set_combine(sets.engaged.LowAcc, {
})
sets.engaged.HighAcc = set_combine(sets.engaged.MidAcc, {
})
sets.engaged.STP = set_combine(sets.engaged, {
})
-- * DNC Subjob DW Trait: +15%
-- * NIN Subjob DW Trait: +25%
-- No Magic Haste (74% DW to cap)
sets.engaged.DW = {
waist="Reiki Yotai",
right_ear="Eabani Earring",
} -- 52%
sets.engaged.DW.LowAcc = set_combine(sets.engaged.DW, {
})
sets.engaged.DW.MidAcc = set_combine(sets.engaged.DW.LowAcc, {
})
sets.engaged.DW.HighAcc = set_combine(sets.engaged.DW.MidAcc, {
})
sets.engaged.DW.STP = set_combine(sets.engaged.DW, {
})
-- 15% Magic Haste (67% DW to cap)
sets.engaged.DW.LowHaste = {
} -- 42%
sets.engaged.DW.LowAcc.LowHaste = set_combine(sets.engaged.DW.LowHaste, {
})
sets.engaged.DW.MidAcc.LowHaste = set_combine(sets.engaged.DW.LowAcc.LowHaste, {
})
sets.engaged.DW.HighAcc.LowHaste = set_combine(sets.engaged.DW.MidAcc.LowHaste, {
})
sets.engaged.DW.STP.LowHaste = set_combine(sets.engaged.DW.LowHaste, {
})
-- 30% Magic Haste (56% DW to cap)
sets.engaged.DW.MidHaste = {
} -- 31%
sets.engaged.DW.LowAcc.MidHaste = set_combine(sets.engaged.DW.MidHaste, {
})
sets.engaged.DW.MidAcc.MidHaste = set_combine(sets.engaged.DW.LowAcc.MidHaste, {
})
sets.engaged.DW.HighAcc.MidHaste = set_combine(sets.engaged.DW.MidAcc.MidHaste, {
})
sets.engaged.DW.STP.MidHaste = set_combine(sets.engaged.DW.MidHaste, {
})
-- 35% Magic Haste (51% DW to cap)
sets.engaged.DW.HighHaste = {
} -- 27%
sets.engaged.DW.LowAcc.HighHaste = set_combine(sets.engaged.DW.HighHaste, {
})
sets.engaged.DW.MidAcc.HighHaste = set_combine(sets.engaged.DW.LowAcc.HighHaste, {
})
sets.engaged.DW.HighAcc.HighHaste = set_combine(sets.engaged.DW.MidAcc.HighHaste, {
})
sets.engaged.DW.STP.HighHaste = set_combine(sets.engaged.DW.HighHaste, {
})
-- 45% Magic Haste (36% DW to cap)
sets.engaged.DW.MaxHaste = {
} -- 11%
sets.engaged.DW.LowAcc.MaxHaste = set_combine(sets.engaged.DW.MaxHaste, {
})
sets.engaged.DW.MidAcc.MaxHaste = set_combine(sets.engaged.DW.LowAcc.MaxHaste, {
})
sets.engaged.DW.HighAcc.MaxHaste = set_combine(sets.engaged.DW.MidAcc.MaxHaste, {
})
sets.engaged.DW.STP.MaxHaste = set_combine(sets.engaged.DW.MaxHaste, {
})
sets.engaged.DW.MaxHastePlus = set_combine(sets.engaged.DW.MaxHaste, {back=gear.RNG_DW_Cape})
sets.engaged.DW.LowAcc.MaxHastePlus = set_combine(sets.engaged.DW.LowAcc.MaxHaste, {back=gear.RNG_DW_Cape})
sets.engaged.DW.MidAcc.MaxHastePlus = set_combine(sets.engaged.DW.MidAcc.MaxHaste, {back=gear.RNG_DW_Cape})
sets.engaged.DW.HighAcc.MaxHastePlus = set_combine(sets.engaged.DW.HighAcc.MaxHaste, {back=gear.RNG_DW_Cape})
sets.engaged.DW.STP.MaxHastePlus = set_combine(sets.engaged.DW.STP.MaxHaste, {back=gear.RNG_DW_Cape})
------------------------------------------------------------------------------------------------
---------------------------------------- Hybrid Sets -------------------------------------------
------------------------------------------------------------------------------------------------
sets.engaged.Hybrid = {
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.DW.DT = set_combine(sets.engaged.DW, sets.engaged.Hybrid)
sets.engaged.DW.LowAcc.DT = set_combine(sets.engaged.DW.LowAcc, sets.engaged.Hybrid)
sets.engaged.DW.MidAcc.DT = set_combine(sets.engaged.DW.MidAcc, sets.engaged.Hybrid)
sets.engaged.DW.HighAcc.DT = set_combine(sets.engaged.DW.HighAcc, sets.engaged.Hybrid)
sets.engaged.DW.STP.DT = set_combine(sets.engaged.DW.STP, sets.engaged.Hybrid)
sets.engaged.DW.DT.LowHaste = set_combine(sets.engaged.DW.LowHaste, sets.engaged.Hybrid)
sets.engaged.DW.LowAcc.DT.LowHaste = set_combine(sets.engaged.DW.LowAcc.LowHaste, sets.engaged.Hybrid)
sets.engaged.DW.MidAcc.DT.LowHaste = set_combine(sets.engaged.DW.MidAcc.LowHaste, sets.engaged.Hybrid)
sets.engaged.DW.HighAcc.DT.LowHaste = set_combine(sets.engaged.DW.HighAcc.LowHaste, sets.engaged.Hybrid)
sets.engaged.DW.STP.DT.LowHaste = set_combine(sets.engaged.DW.STP.LowHaste, sets.engaged.Hybrid)
sets.engaged.DW.DT.MidHaste = set_combine(sets.engaged.DW.MidHaste, sets.engaged.Hybrid)
sets.engaged.DW.LowAcc.DT.MidHaste = set_combine(sets.engaged.DW.LowAcc.MidHaste, sets.engaged.Hybrid)
sets.engaged.DW.MidAcc.DT.MidHaste = set_combine(sets.engaged.DW.MidAcc.MidHaste, sets.engaged.Hybrid)
sets.engaged.DW.HighAcc.DT.MidHaste = set_combine(sets.engaged.DW.HighAcc.MidHaste, sets.engaged.Hybrid)
sets.engaged.DW.STP.DT.MidHaste = set_combine(sets.engaged.DW.STP.MidHaste, sets.engaged.Hybrid)
sets.engaged.DW.DT.HighHaste = set_combine(sets.engaged.DW.HighHaste, sets.engaged.Hybrid)
sets.engaged.DW.LowAcc.DT.HighHaste = set_combine(sets.engaged.DW.LowAcc.HighHaste, sets.engaged.Hybrid)
sets.engaged.DW.MidAcc.DT.HighHaste = set_combine(sets.engaged.DW.MidAcc.HighHaste, sets.engaged.Hybrid)
sets.engaged.DW.HighAcc.DT.HighHaste = set_combine(sets.engaged.DW.HighAcc.HighHaste, sets.engaged.Hybrid)
sets.engaged.DW.STP.DT.HighHaste = set_combine(sets.engaged.DW.HighHaste.STP, sets.engaged.Hybrid)
sets.engaged.DW.DT.MaxHaste = set_combine(sets.engaged.DW.MaxHaste, sets.engaged.Hybrid)
sets.engaged.DW.LowAcc.DT.MaxHaste = set_combine(sets.engaged.DW.LowAcc.MaxHaste, sets.engaged.Hybrid)
sets.engaged.DW.MidAcc.DT.MaxHaste = set_combine(sets.engaged.DW.MidAcc.MaxHaste, sets.engaged.Hybrid)
sets.engaged.DW.HighAcc.DT.MaxHaste = set_combine(sets.engaged.DW.HighAcc.MaxHaste, sets.engaged.Hybrid)
sets.engaged.DW.STP.DT.MaxHaste = set_combine(sets.engaged.DW.STP.MaxHaste, sets.engaged.Hybrid)
sets.engaged.DW.DT.MaxHastePlus = set_combine(sets.engaged.DW.MaxHastePlus, sets.engaged.Hybrid)
sets.engaged.DW.LowAcc.DT.MaxHastePlus = set_combine(sets.engaged.DW.LowAcc.MaxHastePlus, sets.engaged.Hybrid)
sets.engaged.DW.MidAcc.DT.MaxHastePlus = set_combine(sets.engaged.DW.MidAcc.MaxHastePlus, sets.engaged.Hybrid)
sets.engaged.DW.HighAcc.DT.MaxHastePlus = set_combine(sets.engaged.DW.HighAcc.MaxHastePlus, sets.engaged.Hybrid)
sets.engaged.DW.STP.DT.MaxHastePlus = set_combine(sets.engaged.DW.STP.MaxHastePlus, sets.engaged.Hybrid)
------------------------------------------------------------------------------------------------
---------------------------------------- Special Sets ------------------------------------------
------------------------------------------------------------------------------------------------
sets.buff.Barrage = {hands="Orion Bracers +3"}
sets.buff['Velocity Shot'] = set_combine(sets.midcast.RA, {body="Amini Caban +1", back=gear.RNG_TP_Cape})
sets.buff.Camouflage = {body="Orion Jerkin +3"}
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.FullTP = {ear1="Crematio Earring"}
sets.Obi = {waist="Hachirin-no-Obi"}
--sets.Reive = {neck="Ygnas's Resolve +1"}
-- sets.CP = {back="Mecisto. Mantle"}
sets.cp={main="Kustawi +1", sub="Ternion Dagger +1", ranged="Fomalhaut"}
sets.Annihilator = {main="Perun +1", sub="Blurred Knife +1", ranged="Annihilator"}
sets.Fomalhaut = {main="Perun +1", sub="Blurred Knife +1", ranged="Fomalhaut"}
sets.Armageddon = {main="Perun +1", sub="Malevolence", ranged="Armageddon"}
--sets.Gastraphetes = {main="Malevolence", sub="Malevolence", ranged="Gastraphetes"}
sets.DefaultShield = {sub="Nusku Shield"}
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.action_type == 'Ranged Attack' then
state.CombatWeapon:set(player.equipment.range)
end
-- Check that proper ammo is available if we're using ranged attacks or similar.
if spell.action_type == 'Ranged Attack' or (spell.type == 'WeaponSkill' and (spell.skill == 'Marksmanship' or spell.skill == 'Archery')) then
check_ammo(spell, action, 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.action_type == 'Ranged Attack' then
if spell.action_type == 'Ranged Attack' then
if player.equipment.ranged == "Gastraphetes" then
if flurry == 2 then
equip(sets.precast.RA.Gastra.Flurry2)
elseif flurry == 1 then
equip(sets.precast.RA.Gastra.Flurry1)
else
equip(sets.precast.RA.Gastra)
end
else
if flurry == 2 then
equip(sets.precast.RA.Flurry2)
elseif flurry == 1 then
equip(sets.precast.RA.Flurry1)
else
equip(sets.precast.RA)
end
end
if player.equipment.main == "Perun +1" then
equip({waist="Yemaya Belt"})
end
end
elseif spell.type == 'WeaponSkill' then
-- Replace TP-bonus gear if not needed.
if spell.english == 'Trueflight' or spell.english == 'Aeolian Edge' and player.tp > 2900 then
equip(sets.FullTP)
end
-- Equip obi if weather/day matches for WS.
if elemental_ws:contains(spell.name) then
-- Matching double weather (w/o day conflict).
if spell.element == world.weather_element and (get_weather_intensity() == 2 and spell.element ~= elements.weak_to[world.day_element]) then
equip({waist="Hachirin-no-Obi"})
-- Target distance under 1.7 yalms.
elseif spell.target.distance < (1.7 + spell.target.model_size) then
equip({waist="Orpheus's Sash"})
-- Matching day and weather.
elseif spell.element == world.day_element and spell.element == world.weather_element then
equip({waist="Hachirin-no-Obi"})
-- Target distance under 8 yalms.
elseif spell.target.distance < (8 + spell.target.model_size) then
equip({waist="Orpheus's Sash"})
-- Match day or weather.
elseif spell.element == world.day_element or spell.element == world.weather_element then
equip({waist="Hachirin-no-Obi"})
end
end
end
end
-- Set eventArgs.handled to true if we don't want any automatic gear equipping to be done.
function job_post_midcast(spell, action, spellMap, eventArgs)
if spell.action_type == 'Ranged Attack' then
if buffactive['Double Shot'] then
equip(sets.DoubleShot)
if buffactive['Aftermath: Lv.3'] and player.equipment.ranged == "Armageddon" then
equip(sets.DoubleShotCritical)
if (spell.target.distance < (7 + spell.target.model_size)) and (spell.target.distance > (5 + spell.target.model_size)) then
equip(sets.TrueShot)
end
end
elseif buffactive['Aftermath: Lv.3'] and player.equipment.ranged == "Armageddon" then
equip(sets.midcast.RA.Critical)
if (spell.target.distance < (7 + spell.target.model_size)) and (spell.target.distance > (5 + spell.target.model_size)) then
equip(sets.TrueShot)
end
end
if state.Buff.Barrage then
equip(sets.buff.Barrage)
end
-- if state.Buff['Velocity Shot'] and state.RangedMode.value == 'STP' then
-- equip(sets.buff['Velocity Shot'])
-- end
end
end
function job_aftercast(spell, action, spellMap, eventArgs)
if spell.english == "Shadowbind" then
send_command('@timers c "Shadowbind ['..spell.target.name..']" 42 down abilities/00122.png')
end
if player.status ~= 'Engaged' and state.WeaponLock.value == false then
check_weaponset()
end
if player.status == 'Engaged' and state.WeaponLock.value == false then
check_weaponset()
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 we gain or lose any flurry buffs, adjust gear.
if S{'flurry'}:contains(buff:lower()) then
if not gain then
flurry = nil
add_to_chat(122, "Flurry status cleared.")
end
if not midaction() then
handle_equipping_gear(player.status)
end
end
if buff == "Camouflage" then
if gain then
equip(sets.buff.Camouflage)
disable('body')
else
enable('body')
handle_equipping_gear(player.status)
end
end
-- 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_state_change(stateField, newValue, oldValue)
if state.WeaponLock.value == true then
disable('ranged')
else
enable('ranged')
end
check_weaponset()
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)
check_gear()
update_combat_form()
end
function job_update(cmdParams, eventArgs)
handle_equipping_gear(player.status)
end
function update_combat_form()
if player.sub_job == 'NIN' and state.WeaponSet.value ~= "Fomalhaut_R" then
state.CombatForm:set('DW')
else
state.CombatForm:reset()
end
end
-- Modify the default melee set after it was constructed.
function customize_melee_set(meleeSet)
--if buffactive['Aftermath: Lv.3'] and player.equipment.main == "Carnwenhan" then
--meleeSet = set_combine(meleeSet, sets.engaged.Aftermath)
--end
check_weaponset()
update_combat_form()
return meleeSet
end
function get_custom_wsmode(spell, action, spellMap)
local wsmode
if (spell.skill == 'Marksmanship' or spell.skill == 'Archery') then
if state.RangedMode.value == 'Acc' or state.RangedMode.value == 'HighAcc' then
wsmode = 'Acc'
add_to_chat(1, 'WS Mode Auto Acc')
end
elseif (spell.skill ~= 'Marksmanship' and spell.skill ~= 'Archery') then
if state.OffenseMode.value == 'Acc' or state.OffenseMode.value == 'HighAcc' then
wsmode = 'Acc'
end
end
return wsmode
end
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 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.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(31,004).. ' 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.
-------------------------------------------------------------------------------------------------------------------
--Read incoming packet to differentiate between Haste/Flurry I and II
windower.register_event('action',
function(act)
--check if you are a target of spell
local actionTargets = act.targets
playerId = windower.ffxi.get_player().id
isTarget = false
for _, target in ipairs(actionTargets) do
if playerId == target.id then
isTarget = true
end
end
if isTarget == true then
if act.category == 4 then
local param = act.param
if param == 845 and flurry ~= 2 then
--add_to_chat(122, 'Flurry Status: Flurry I')
flurry = 1
elseif param == 846 then
--add_to_chat(122, 'Flurry Status: Flurry II')
flurry = 2
end
end
end
end)
-- Check for proper ammo when shooting or weaponskilling
function check_ammo(spell, action, spellMap, eventArgs)
if spell.action_type == 'Ranged Attack' then
if player.equipment.ammo == 'empty' or player.equipment.ammo ~= DefaultAmmo[player.equipment.range] then
if DefaultAmmo[player.equipment.range] then
if player.inventory[DefaultAmmo[player.equipment.range]] then
--add_to_chat(3,"Using Default Ammo")
equip({ammo=DefaultAmmo[player.equipment.range]})
else
add_to_chat(3,"Default ammo unavailable. Leaving empty.")
end
else
add_to_chat(3,"Unable to determine default ammo for current weapon. Leaving empty.")
end
end
elseif spell.type == 'WeaponSkill' then
-- magical weaponskills
if elemental_ws:contains(spell.english) then
if player.inventory[MagicAmmo[player.equipment.range]] then
equip({ammo=MagicAmmo[player.equipment.range]})
else
add_to_chat(3,"Magic ammo unavailable. Using default ammo.")
equip({ammo=DefaultAmmo[player.equipment.range]})
end
--physical weaponskills
else
if state.RangedMode.value == 'Acc' then
if player.inventory[AccAmmo[player.equipment.range]] then
equip({ammo=AccAmmo[player.equipment.range]})
else
add_to_chat(3,"Acc ammo unavailable. Using default ammo.")
equip({ammo=DefaultAmmo[player.equipment.range]})
end
else
if player.inventory[WSAmmo[player.equipment.range]] then
equip({ammo=WSAmmo[player.equipment.range]})
else
add_to_chat(3,"WS ammo unavailable. Using default ammo.")
equip({ammo=DefaultAmmo[player.equipment.range]})
end
end
end
end
if player.equipment.ammo ~= 'empty' and player.inventory[player.equipment.ammo].count < 15 then
add_to_chat(39,"*** Ammo '"..player.inventory[player.equipment.ammo].shortname.."' running low! *** ("..player.inventory[player.equipment.ammo].count..")")
end
end
function check_moving()
if state.DefenseMode.value == 'None' and state.Kiting.value == false then
if state.Auto_Kite.value == false and moving then
state.Auto_Kite:set(true)
elseif state.Auto_Kite.value == true and moving == false then
state.Auto_Kite:set(false)
end
end
end
function check_gear()
if no_swap_gear:contains(player.equipment.left_ring) then
disable("ring1")
else
enable("ring1")
end
if no_swap_gear:contains(player.equipment.right_ring) then
disable("ring2")
else
enable("ring2")
end
if no_swap_gear:contains(player.equipment.waist) then
disable("waist")
else
enable("waist")
end
end
function check_weaponset()
equip(sets[state.WeaponSet.current])
if player.sub_job ~= 'NIN' and player.sub_job ~= 'DNC' then
equip(sets.DefaultShield)
end
end
windower.register_event('zone change',
function()
if no_swap_gear:contains(player.equipment.left_ring) then
enable("ring1")
equip(sets.idle)
end
if no_swap_gear:contains(player.equipment.right_ring) then
enable("ring2")
equip(sets.idle)
end
if no_swap_gear:contains(player.equipment.waist) then
enable("waist")
equip(sets.idle)
end
end
)
send_command('input /macro set 3;input /macro book 22')
send_command('@wait 5; input /lockstyleset 60')
By drakefs 2022-11-21 01:59:17
Does hitting F12 equip the correct set?
You can also check which set is being equipped at each step by using Which set is being equipped in the aftercast after using a WS?
By quelthos 2022-11-21 23:55:47
Does hitting F12 equip the correct set?
You can also check which set is being equipped at each step by using Which set is being equipped in the aftercast after using a WS?
no set is being equipped in aftercast, it only changes the earring to Eabani Earring, i have that function for 'DW', but the sets.engaged isn't being equipped, not sure why
By quelthos 2022-11-21 23:57:59
Does hitting F12 equip the correct set?
You can also check which set is being equipped at each step by using Which set is being equipped in the aftercast after using a WS?
no set is being equipped in aftercast, it only changes the earring to Eabani Earring, i have that function for 'DW', but the sets.engaged isn't being equipped, not sure why
Correction, the sets.engaged isn't being equipped while engaged, even before WSing, i didn't notice this because i had chirich ring +1s in idle set as well
By quelthos 2022-11-22 00:02:39
ok i feel stupid now,
sets.engaged.DW didn't have set_combine(sets.engaged, {
after it. all fix now
By quelthos 2022-11-24 01:54:16
trying to equip COR empy legs +3 only when I have Gleti's Knife in offhand, since it has 2% haste, without it i won't be gear haste capped with empy legs +3
Anyone know why below not working? sets.engaged.melee has empy legs +3 Code
function customize_melee_set(meleeSet)
if player.equipment.sub == 'Gleti\'s Knife' then
meleeSet = (sets.engaged.melee)
end
return meleeSet
end
I also tried putting logic under combat form but i already have my Dual Wield logic in there, and it was messing it up. Code
function update_combat_form()
if player.sub_job == 'NIN' and state.WeaponSet.value ~= "Fomalhaut_R" then
state.CombatForm:set('DW')
else
state.CombatForm:reset()
end
end
By drakefs 2022-11-24 04:21:39
try
Code meleeSet = set_combine(meleeSet, {legs="Chas. Culottes +3"})
I would also check to make sure that
Code if player.equipment.sub == 'Gleti\'s Knife' then
is actually able to check as true. Generally I would do this with
Code function customize_melee_set(meleeSet)
if player.equipment.sub == 'Gleti\'s Knife' then
add_to_chat(123, 'True')
meleeSet = (sets.engaged.melee)
end
return meleeSet
end
If it is not try
Code if player.equipment.sub == "Gleti's Knife" then
By quelthos 2022-11-24 06:01:58
function customize_melee_set(meleeSet)
if player.equipment.sub == 'Gleti\'s Knife' then
add_to_chat(123, 'True')
meleeSet = (sets.engaged.melee)
end
return meleeSet
end
tried everything still not working
Just looking for someone to explain this addon a bit for me. It looks like it is an alternative to Spellcast.
Is it going to be replacing Spellcast? In which ways is it better or worse. I don't know any programming but I've slowly learned more and more about spellcast and the 'language' used in gearswap is confusing to me.
It says it uses packets so it potentially could be more detectable? but does that also eliminate any lag that spellcast may encounter?
I plan on redoing my PUP xml to include pet casting sets thanks to the new addon petschool. I'm just not sure if it's worth it to just wait until gearswap gets more popular or to go ahead and do it in spellcast.
If anyone could give me more info I'd greatly appreciate it.
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