Gearswap Precast Not Working

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2010-06-21
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Gearswap precast not working
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Posts: 121
By hamany9 2016-08-11 06:46:24  
Precast set not working at all. anyone knows why?

-------------------------------------------------------------------------------------------------------------------
-- Setup functions for this job. Generally should not be modified.
-------------------------------------------------------------------------------------------------------------------

--[[
Custom commands:
Shorthand versions for each strategem type that uses the version appropriate for
the current Arts.
Light Arts Dark Arts
gs c scholar light Light Arts/Addendum
gs c scholar dark Dark Arts/Addendum
gs c scholar cost Penury Parsimony
gs c scholar speed Celerity Alacrity
gs c scholar aoe Accession Manifestation
gs c scholar power Rapture Ebullience
gs c scholar duration Perpetuance
gs c scholar accuracy Altruism Focalization
gs c scholar enmity Tranquility Equanimity
gs c scholar skillchain Immanence
gs c scholar addendum Addendum: White Addendum: Black
--]]



-- 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()
info.addendumNukes = S{"Stone IV", "Water IV", "Aero IV", "Fire IV", "Blizzard IV", "Thunder IV",
"Stone V", "Water V", "Aero V", "Fire V", "Blizzard V", "Thunder V"}

state.Buff['Sublimation: Activated'] = buffactive['Sublimation: Activated'] or false
update_active_strategems()
end

-------------------------------------------------------------------------------------------------------------------
-- User setup functions for this job. Recommend that these be overridden in a sidecar file.
-------------------------------------------------------------------------------------------------------------------

-- Setup vars that are user-dependent. Can override this function in a sidecar file.
function user_setup()
state.OffenseMode:options('None', 'Normal')
state.CastingMode:options('Normal','MagicBurst','Resistant')
state.IdleMode:options('Normal', 'PDT')


info.low_nukes = S{"Stone", "Water", "Aero", "Fire", "Blizzard", "Thunder"}
info.mid_nukes = S{"Stone II", "Water II", "Aero II", "Fire II", "Blizzard II", "Thunder II",
"Stone III", "Water III", "Aero III", "Fire III", "Blizzard III", "Thunder III",
"Stone IV", "Water IV", "Aero IV", "Fire IV", "Blizzard IV", "Thunder IV",}
info.high_nukes = S{"Stone V", "Water V", "Aero V", "Fire V", "Blizzard V", "Thunder V"}

gear.macc_hagondes = {name="Hagondes Cuffs", augments={'Phys. dmg. taken -3%','Mag. Acc.+29'}}

send_command('bind ^` input /ma Stun <t>')

select_default_macro_book(6)
end

function user_unload()
send_command('unbind ^`')
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['Tabula Rasa'] = {legs="Pedagogy Pants"}


-- Fast cast sets for spells

sets.precast.FC = {ammo="Incantor Stone",neck="Orunmila's Torque",
head="Amalric coif",ear1="Loquacious Earring",ear2="Etiolation Earring",
body="Merlinic jubbah",hands="Gendewitha Gages",ring1="Prolix Ring",
back="Swith Cape",waist="Witful Belt",legs="Lengo pants",feet="Merlinic crackows"}

sets.precast.FC['Enhancing Magic'] = set_combine(sets.precast.FC, {waist="Siegel Sash"})

sets.precast.FC['Elemental Magic'] = set_combine(sets.precast.FC, {neck="Stoicheion Medal"})

sets.precast.FC.Cure = set_combine(sets.precast.FC, {body="Merlinic jubbah",back="Pahtli Cape"})

sets.precast.FC.Curaga = sets.precast.FC.Cure

sets.precast.FC.Impact = set_combine(sets.precast.FC['Elemental Magic'], {head=empty,body="Twilight Cloak"})


-- Midcast Sets

sets.midcast.FastRecast = {ammo="Incantor Stone",neck="Orunmila's Torque",
head="Amalric coif",ear2="Loquacious Earring",ear1="Etiolation Earring",
body="Merlinic jubbah",hands="Gendewitha Gages",ring1="Prolix Ring",
back="Swith Cape",waist="Goading Belt",legs="Lengo pants",feet="Merlinic crackows"}

sets.midcast.Cure = {main="Serenity",sub="Oneiros grip",ammo="Incantor Stone",
head="Amalric coif",neck="Orunmila's Torque",ear1="Mendicant's Earring",ear2="Loquacious Earring",
body="Chironic doublet",hands="Bokwus Gloves",ring1="Prolix Ring",ring2="Ephedra ring",
back="Solemnity cape",waist="Goading Belt",legs="Lengo pants",feet="Vanya clogs"}

sets.midcast.CureWithLightWeather = {main="Serenity",sub="Oneiros grip",ammo="Incantor Stone",
head="Amalric coif",neck="Orunmila's Torque",ear1="Mendicant's Earring",ear2="Loquacious Earring",
body="Chironic doublet",hands="Bokwus Gloves",ring1="Prolix Ring",ring2="Ephedra ring",
back="Solemnity cape",waist="Hachirin-no-obi",legs="Lengo pants",feet="Vanya clogs"}
sets.midcast.Curaga = sets.midcast.Cure

sets.midcast.Regen = {main="Bolelabunga",head="Savant's Bonnet +2"}

sets.midcast.Cursna = {
neck="Malison Medallion",
hands="Hieros Mittens",ring1="Ephedra Ring",
feet="Vanya clogs"}

sets.midcast['Enhancing Magic'] = {ammo="Savant's Treatise",
head="Savant's Bonnet +2",neck="Colossus's Torque",
body="Pedagogy gown +1",hands="Chironic gloves",
waist="Olympus Sash",legs="Portent Pants"}

sets.midcast.Stoneskin = set_combine(sets.midcast['Enhancing Magic'], {waist="Siegel Sash"})

sets.midcast.Storm = set_combine(sets.midcast['Enhancing Magic'], {feet="Pedagogy Loafers"})

sets.midcast.Protect = {ring1="Sheltered Ring"}
sets.midcast.Protectra = sets.midcast.Protect

sets.midcast.Shell = {ring1="Sheltered Ring"}
sets.midcast.Shellra = sets.midcast.Shell


-- Custom spell classes
sets.midcast.MndEnfeebles = {main="Grioavolr",sub="Mephitis Grip",ammo="Hydrocera",
head="Jhakri coronal +1",neck="Sanctity necklace",ear1="Psystorm Earring",ear2="Lifestorm Earring",
body="Jhakri robe +1",hands="Jhakri cuffs +1",ring1="Irrwisch ring",ring2="Sangoma Ring",
back="Lugh's cape",waist="Luminary sash",legs="Chironic hose",feet="Medium's sabots"}

sets.midcast.IntEnfeebles = {main="Grioavolr",sub="Mephitis Grip",ammo="Pemphredo tathlum",
head="Jhakri coronal +1",neck="Sanctity necklace",ear1="Psystorm Earring",ear2="Lifestorm Earring",
body="Jhakri robe +1",hands="Jhakri cuffs +1",ring1="Irrwisch ring",ring2="Sangoma Ring",
back="Lugh's cape",waist="Luminary sash",legs="Chironic hose",feet="Medium's sabots"}

sets.midcast.ElementalEnfeeble = sets.midcast.IntEnfeebles

sets.midcast['Dark Magic'] = {main="Grioavolr",sub="Niobid strap",ammo="Pemphredo tathlum",
head="Jhakri coronal +1",neck="Sanctity necklace",ear1="Psystorm Earring",ear2="Lifestorm Earring",
body="Jhakri robe +1",hands="Jhakri cuffs +1",ring1="Acumen ring",ring2="Sangoma Ring",
back="Lugh's cape",waist="Yamabuki-no-obi",legs="Chironic hose",feet="Medium's sabots"}

sets.midcast.Kaustra = {main="Grioavolr",sub="Niobid strap",ammo="Pemphredo tathlum",
head="Jhakri coronal +1",neck="Sanctity necklace",ear1="Barkarole earring",ear2="Friomisi earring",
body="Merlinic jubbah",hands="Jhakri cuffs +1",ring1="Acumen ring",ring2="Strendu ring",
back="Lugh's cape",waist="Yamabuki-no-obi",legs="Jhakri slops +1",feet="Merlinic crackows"}


sets.midcast.Drain = {main="Grioavolr",sub="Niobid strap",ammo="Pemphredo tathlum",
head="Jhakri coronal +1",neck="Sanctity necklace",ear1="Barkarole earring",ear2="Friomisi earring",
body="Merlinic jubbah",hands="Jhakri cuffs +1",ring1="Acumen ring",ring2="Strendu ring",
back="Lugh's cape",waist="Fucho-no-obi",legs="Jhakri slops +1",feet="Merlinic crackows"}

sets.midcast.Aspir = sets.midcast.Drain

sets.midcast.Stun = {main="Grioavolr",sub="Mephitis Grip",ammo="Incantor Stone",
head="Amalric coif",neck="Orunmila's torque",ear1="Psystorm Earring",ear2="Lifestorm Earring",
body="Jhakri robe +1",hands="Gendewitha Gages",ring1="Prolix Ring",ring2="Sangoma Ring",
back="Lugh's cape",waist="Witful Belt",legs="Jhakri slops +1",feet="Jhakri pigaches +1"}

sets.midcast.Stun.Resistant = set_combine(sets.midcast.Stun, {main="Grioavolr"})


-- Elemental Magic sets are default for handling low-tier nukes.
sets.midcast['Elemental Magic'] = {main="Grioavolr",sub="Niobid strap",ammo="Pemphredo tathlum",
head="Jhakri coronal +1",neck="Mizukage-no-kubikazari",ear1="Barkarole earring",ear2="Friomisi earring",
body="Merlinic jubbah",hands="Amalric gages",ring1="Acumen ring",ring2="Strendu ring",
back="Lugh's cape",waist="Hachirin-no-obi",legs="Jhakri slops +1",feet="Merlinic crackows"}

sets.midcast['Elemental Magic'].MagicBurst = {main="Akademos",sub="Niobid strap",ammo="Pemphredo tathlum",
head="Merlinic hood",neck="Mizukage-no-kubikazari",ear1="Barkarole earring",ear2="Friomisi earring",
body="Merlinic jubbah",hands="Amalric gages",ring1="Mujin band",ring2="Locus ring",
back="Lugh's cape",waist="Hachirin-no-obi",legs="Jhakri slops +1",feet="Merlinic crackows"}

sets.midcast['Elemental Magic'].Resistant = {main="Grioavolr",sub="Niobid strap",ammo="Pemphredo tathlum",
head="Jhakri coronal +1",neck="Mizukage-no-kubikazari",ear1="Barkarole earring",ear2="Friomisi earring",
body="Merlinic jubbah",hands="Amalric gages",ring1="Acumen ring",ring2="Strendu ring",
back="Lugh's cape",waist="Hachirin-no-obi",legs="Jhakri slops +1",feet="Merlinic crackows"}

-- Custom refinements for certain nuke tiers
sets.midcast['Elemental Magic'].HighTierNuke = set_combine(sets.midcast['Elemental Magic'], {sub="Niobid strap"})

sets.midcast['Elemental Magic'].HighTierNuke.Resistant = set_combine(sets.midcast['Elemental Magic'].Resistant, {sub="Niobid strap"})

sets.midcast.Impact = {main="Grioavolr",sub="Niobid strap",ammo="Pemphredo tathlum",
head="Jhakri coronal +1",neck="Mizukage-no-kubikazari",ear1="Barkarole earring",ear2="Friomisi earring",
body="Jhakri robe +1",hands="Amalric gages",ring1="Acumen ring",ring2="Strendu ring",
back="Lugh's cape",waist="Yamabuki-no-obi",legs="Jhakri slops +1",feet="Merlinic crackows"}


-- Sets to return to when not performing an action.

-- Resting sets
sets.resting = {main="Akademos",sub="Oneiros grip",ammo="Homiliary",
head="Befouled crown",neck="Sanctity necklace",ear1="Moonshade earring",ear2="Infused earring",
body="Jhakri robe +1",hands="Merlinic dastanas",ring1="Defending ring",ring2="Vocane ring",
back="Umbra cape",waist="Fucho-no-obi",legs="Assiduity pants +1",feet="Chironic slippers"}


-- Idle sets (default idle set not needed since the other three are defined, but leaving for testing purposes)

sets.idle.Town = {main="Akademos",sub="Oneiros grip",ammo="Homiliary",
head="Befouled crown",neck="Twilight torque",ear1="Moonshade earring",ear2="Infused earring",
body="Jhakri robe +1",hands="Merlinic dastanas",ring1="Defending ring",ring2="Vocane ring",
back="Umbra cape",waist="Fucho-no-obi",legs="Assiduity pants +1",feet="Chironic slippers"}

sets.idle.Field = {main="Akademos",sub="Oneiros grip",ammo="Homiliary",
head="Befouled crown",neck="Twilight torque",ear1="Moonshade earring",ear2="Infused earring",
body="Jhakri robe +1",hands="Merlinic dastanas",ring1="Defending ring",ring2="Vocane ring",
back="Umbra cape",waist="Fucho-no-obi",legs="Assiduity pants +1",feet="Chironic slippers"}

sets.idle.Field.PDT = {main="Bolelabunga",sub="Genbu's shield",ammo="Homiliary",
head="Befouled crown",neck="Twilight torque",ear1="Moonshade earring",ear2="Ethereal earring",
body="Jhakri robe +1",hands="Merlinic dastanas",ring1="Defending ring",ring2="Vocane ring",
back="Umbra cape",waist="Fucho-no-obi",legs="Assiduity pants +1",feet="Chironic slippers"}

sets.idle.Field.Stun = {main="Apamajas II",sub="Mephitis Grip",ammo="Incantor Stone",
head="Nahtirah Hat",neck="Aesir Torque",ear1="Psystorm Earring",ear2="Lifestorm Earring",
body="Vanir Cotehardie",hands="Gendewitha Gages",ring1="Prolix Ring",ring2="Sangoma Ring",
back="Swith Cape +1",waist="Goading Belt",legs="Bokwus Slops",feet="Academic's Loafers"}

sets.idle.Weak = {main="Bolelabunga",sub="Genbu's Shield",ammo="Incantor Stone",
head="Nahtirah Hat",neck="Wiglen Gorget",ear1="Bloodgem Earring",ear2="Loquacious Earring",
body="Hagondes Coat",hands="Yaoyotl Gloves",ring1="Sheltered Ring",ring2="Meridian Ring",
back="Umbra Cape",waist="Hierarch Belt",legs="Nares Trews",feet="Herald's Gaiters"}

-- Defense sets

sets.defense.PDT = {main="Bolelabunga",sub="Genbu's shield",ammo="Homiliary",
head="Befouled crown",neck="Twilight torque",ear1="Moonshade earring",ear2="Ethereal earring",
body="Jhakri robe +1",hands="Merlinic dastanas",ring1="Defending ring",ring2="Vocane ring",
back="Umbra cape",waist="Fucho-no-obi",legs="Assiduity pants +1",feet="Chironic slippers"}

sets.defense.MDT = {main="Akademos",sub="Oneiros grip",ammo="Homiliary",
head="Befouled crown",neck="Twilight torque",ear1="Moonshade earring",ear2="Infused earring",
body="Jhakri robe +1",hands="Merlinic dastanas",ring1="Defending ring",ring2="Vocane ring",
back="Umbra cape",waist="Fucho-no-obi",legs="Assiduity pants +1",feet="Chironic slippers"}

sets.Kiting = {feet="Herald's Gaiters"}

sets.latent_refresh = {waist="Fucho-no-obi"}

-- Engaged sets

-- Variations for TP weapon and (optional) offense/defense modes. Code will fall back on previous
-- sets if more refined versions aren't defined.
-- If you create a set with both offense and defense modes, the offense mode should be first.
-- EG: sets.engaged.Dagger.Accuracy.Evasion

-- Normal melee group
sets.engaged = {main="Akademos",sub="Bloodrain strap",ammo="Homiliary",
head="Merlinic hood",neck="Sanctity necklace",ear1="Cessance earring",ear2="Dignitary's earring",
body="Jhakri robe +1",hands="Merlinic dastanas",ring1="Petrov ring",ring2="Rajas ring",
back="Umbra cape",waist="Goading belt",legs="Lengo pants",feet="Chironic slippers"}



-- Buff sets: Gear that needs to be worn to actively enhance a current player buff.
sets.buff['Ebullience'] = {head="Savant's Bonnet +2"}
sets.buff['Rapture'] = {head="Savant's Bonnet +2"}
sets.buff['Perpetuance'] = {hands="Arbatel Bracers +1"}
sets.buff['Immanence'] = {hands="Arbatel Bracers +1"}
sets.buff['Penury'] = {legs="Savant's Pants +2"}
sets.buff['Parsimony'] = {legs="Savant's Pants +2"}
sets.buff['Celerity'] = {feet="Pedagogy Loafers"}
sets.buff['Alacrity'] = {feet="Pedagogy Loafers"}

sets.buff['Klimaform'] = {feet="Savant's Loafers +2"}

sets.buff.FullSublimation = {head="Academic's Mortarboard +1",ear2="Savant's Earring",body="Pedagogy Gown +1"}
sets.buff.PDTSublimation = {head="Academic's Mortarboard +1",ear2="Savant's Earring"}

--sets.buff['Sandstorm'] = {feet="Desert Boots"}
end

-------------------------------------------------------------------------------------------------------------------
-- Job-specific hooks for standard casting events.
-------------------------------------------------------------------------------------------------------------------

-- Run after the general midcast() is done.
function job_post_midcast(spell, action, spellMap, eventArgs)
if spell.action_type == 'Magic' then
apply_grimoire_bonuses(spell, action, spellMap, eventArgs)
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 buff == "Sublimation: Activated" then
handle_equipping_gear(player.status)
end
end

-- 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

-------------------------------------------------------------------------------------------------------------------
-- User code that supplements standard library decisions.
-------------------------------------------------------------------------------------------------------------------

-- Custom spell mapping.
function job_get_spell_map(spell, default_spell_map)
if spell.action_type == 'Magic' then
if default_spell_map == 'Cure' or default_spell_map == 'Curaga' then
if world.weather_element == 'Light' then
return 'CureWithLightWeather'
end
elseif spell.skill == 'Enfeebling Magic' then
if spell.type == 'WhiteMagic' then
return 'MndEnfeebles'
else
return 'IntEnfeebles'
end
elseif spell.skill == 'Elemental Magic' then
if info.low_nukes:contains(spell.english) then
return 'LowTierNuke'
elseif info.mid_nukes:contains(spell.english) then
return 'MidTierNuke'
elseif info.high_nukes:contains(spell.english) then
return 'HighTierNuke'
end
end
end
end

function customize_idle_set(idleSet)
if state.Buff['Sublimation: Activated'] then
if state.IdleMode.value == 'Normal' then
idleSet = set_combine(idleSet, sets.buff.FullSublimation)
elseif state.IdleMode.value == 'PDT' then
idleSet = set_combine(idleSet, sets.buff.PDTSublimation)
end
end

if player.mpp < 51 then
idleSet = set_combine(idleSet, sets.latent_refresh)
end

return idleSet
end

-- Called by the 'update' self-command.
function job_update(cmdParams, eventArgs)
if cmdParams[1] == 'user' and not (buffactive['light arts'] or buffactive['dark arts'] or
buffactive['addendum: white'] or buffactive['addendum: black']) then
if state.IdleMode.value == 'Stun' then
send_command('@input /ja "Dark Arts" <me>')
else
send_command('@input /ja "Light Arts" <me>')
end
end

update_active_strategems()
update_sublimation()
end

-- Function to display the current relevant user state when doing an update.
-- Return true if display was handled, and you don't want the default info shown.
function display_current_job_state(eventArgs)
display_current_caster_state()
eventArgs.handled = true
end

-------------------------------------------------------------------------------------------------------------------
-- User code that supplements self-commands.
-------------------------------------------------------------------------------------------------------------------

-- Called for direct player commands.
function job_self_command(cmdParams, eventArgs)
if cmdParams[1]:lower() == 'scholar' then
handle_strategems(cmdParams)
eventArgs.handled = true
end
end

-------------------------------------------------------------------------------------------------------------------
-- Utility functions specific to this job.
-------------------------------------------------------------------------------------------------------------------

-- Reset the state vars tracking strategems.
function update_active_strategems()
state.Buff['Ebullience'] = buffactive['Ebullience'] or false
state.Buff['Rapture'] = buffactive['Rapture'] or false
state.Buff['Perpetuance'] = buffactive['Perpetuance'] or false
state.Buff['Immanence'] = buffactive['Immanence'] or false
state.Buff['Penury'] = buffactive['Penury'] or false
state.Buff['Parsimony'] = buffactive['Parsimony'] or false
state.Buff['Celerity'] = buffactive['Celerity'] or false
state.Buff['Alacrity'] = buffactive['Alacrity'] or false

state.Buff['Klimaform'] = buffactive['Klimaform'] or false
end

function update_sublimation()
state.Buff['Sublimation: Activated'] = buffactive['Sublimation: Activated'] or false
end

-- Equip sets appropriate to the active buffs, relative to the spell being cast.
function apply_grimoire_bonuses(spell, action, spellMap)
if state.Buff.Perpetuance and spell.type =='WhiteMagic' and spell.skill == 'Enhancing Magic' then
equip(sets.buff['Perpetuance'])
end
if state.Buff.Rapture and (spellMap == 'Cure' or spellMap == 'Curaga') then
equip(sets.buff['Rapture'])
end
if spell.skill == 'Elemental Magic' and spellMap ~= 'ElementalEnfeeble' then
if state.Buff.Ebullience and spell.english ~= 'Impact' then
equip(sets.buff['Ebullience'])
end
if state.Buff.Immanence then
equip(sets.buff['Immanence'])
end
if state.Buff.Klimaform and spell.element == world.weather_element then
equip(sets.buff['Klimaform'])
end
end

if state.Buff.Penury then equip(sets.buff['Penury']) end
if state.Buff.Parsimony then equip(sets.buff['Parsimony']) end
if state.Buff.Celerity then equip(sets.buff['Celerity']) end
if state.Buff.Alacrity then equip(sets.buff['Alacrity']) end
end


-- General handling of strategems in an Arts-agnostic way.
-- Format: gs c scholar <strategem>
function handle_strategems(cmdParams)
-- cmdParams[1] == 'scholar'
-- cmdParams[2] == strategem to use

if not cmdParams[2] then
add_to_chat(123,'Error: No strategem command given.')
return
end
local strategem = cmdParams[2]:lower()

if strategem == 'light' then
if buffactive['light arts'] then
send_command('input /ja "Addendum: White" <me>')
elseif buffactive['addendum: white'] then
add_to_chat(122,'Error: Addendum: White is already active.')
else
send_command('input /ja "Light Arts" <me>')
end
elseif strategem == 'dark' then
if buffactive['dark arts'] then
send_command('input /ja "Addendum: Black" <me>')
elseif buffactive['addendum: black'] then
add_to_chat(122,'Error: Addendum: Black is already active.')
else
send_command('input /ja "Dark Arts" <me>')
end
elseif buffactive['light arts'] or buffactive['addendum: white'] then
if strategem == 'cost' then
send_command('input /ja Penury <me>')
elseif strategem == 'speed' then
send_command('input /ja Celerity <me>')
elseif strategem == 'aoe' then
send_command('input /ja Accession <me>')
elseif strategem == 'power' then
send_command('input /ja Rapture <me>')
elseif strategem == 'duration' then
send_command('input /ja Perpetuance <me>')
elseif strategem == 'accuracy' then
send_command('input /ja Altruism <me>')
elseif strategem == 'enmity' then
send_command('input /ja Tranquility <me>')
elseif strategem == 'skillchain' then
add_to_chat(122,'Error: Light Arts does not have a skillchain strategem.')
elseif strategem == 'addendum' then
send_command('input /ja "Addendum: White" <me>')
else
add_to_chat(123,'Error: Unknown strategem ['..strategem..']')
end
elseif buffactive['dark arts'] or buffactive['addendum: black'] then
if strategem == 'cost' then
send_command('input /ja Parsimony <me>')
elseif strategem == 'speed' then
send_command('input /ja Alacrity <me>')
elseif strategem == 'aoe' then
send_command('input /ja Manifestation <me>')
elseif strategem == 'power' then
send_command('input /ja Ebullience <me>')
elseif strategem == 'duration' then
add_to_chat(122,'Error: Dark Arts does not have a duration strategem.')
elseif strategem == 'accuracy' then
send_command('input /ja Focalization <me>')
elseif strategem == 'enmity' then
send_command('input /ja Equanimity <me>')
elseif strategem == 'skillchain' then
send_command('input /ja Immanence <me>')
elseif strategem == 'addendum' then
send_command('input /ja "Addendum: Black" <me>')
else
add_to_chat(123,'Error: Unknown strategem ['..strategem..']')
end
else
add_to_chat(123,'No arts has been activated yet.')
end
end


-- Gets the current number of available strategems based on the recast remaining
-- and the level of the sch.
function get_current_strategem_count()
-- returns recast in seconds.
local allRecasts = windower.ffxi.get_ability_recasts()
local stratsRecast = allRecasts[231]

local maxStrategems = (player.main_job_level + 10) / 20

local fullRechargeTime = 4*60

local currentCharges = math.floor(maxStrategems - maxStrategems * stratsRecast / fullRechargeTime)

return currentCharges
end


-- Select default macro book on initial load or subjob change.
function select_default_macro_book()
set_macro_page(1, 17)
end
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Posts: 121
By hamany9 2016-08-11 08:07:19  
looks like it's working now
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