Can Not Get Gearswap To Swap Augmented Cape

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2010-06-21
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フォーラム » FFXI » Jobs » Blue Mage » Can not get Gearswap to swap augmented cape
Can not get Gearswap to swap augmented cape
 Remora.Frylock
Offline
サーバ: Remora
Game: FFXI
user: Fryman
Posts: 9
By Remora.Frylock 2017-05-26 05:56:50  
So this is my first time adding specific augments into my lua. I'm trying to get my TP Rosmerta's cape to swap in for sets.engaged. The lua gives no error upon load but will not swap the back piece in. I left it as gear.macc_hagondes since when i change it i start getting errors. Any help is much appreciated.
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')
end


-- Setup vars that are user-independent.  state.Buff vars initialized here will automatically be tracked.
function job_setup()
    state.Buff['Burst Affinity'] = buffactive['Burst Affinity'] or false
    state.Buff['Chain Affinity'] = buffactive['Chain Affinity'] or false
    state.Buff.Convergence = buffactive.Convergence or false
    state.Buff.Diffusion = buffactive.Diffusion or false
    state.Buff.Efflux = buffactive.Efflux or false
    
    state.Buff['Unbridled Learning'] = buffactive['Unbridled Learning'] or false


    blue_magic_maps = {}
    
    -- Mappings for gear sets to use for various blue magic spells.
    -- While Str isn't listed for each, it's generally assumed as being at least
    -- moderately signficant, even for spells with other mods.
    
    -- Physical Spells --
    
    -- Physical spells with no particular (or known) stat mods
    blue_magic_maps.Physical = S{
        'Bilgestorm'
    }

    -- Spells with heavy accuracy penalties, that need to prioritize accuracy first.
    blue_magic_maps.PhysicalAcc = S{
        'Heavy Strike',
    }

    -- Physical spells with Str stat mod
    blue_magic_maps.PhysicalStr = S{
        'Battle Dance','Bloodrake','Death Scissors','Dimensional Death',
        'Empty Thrash','Quadrastrike','Sinker Drill','Spinal Cleave',
        'Uppercut','Vertical Cleave'
    }
        
    -- Physical spells with Dex stat mod
    blue_magic_maps.PhysicalDex = S{
        'Amorphic Spikes','Asuran Claws','Barbed Crescent','Claw Cyclone','Disseverment',
        'Foot Kick','Frenetic Rip','Goblin Rush','Hysteric Barrage','Paralyzing Triad',
        'Seedspray','Sickle Slash','Smite of Rage','Terror Touch','Thrashing Assault',
        'Vanity Dive'
    }
        
    -- Physical spells with Vit stat mod
    blue_magic_maps.PhysicalVit = S{
        'Body Slam','Cannonball','Delta Thrust','Glutinous Dart','Grand Slam',
        'Power Attack','Quad. Continuum','Sprout Smack','Sub-zero Smash'
    }
        
    -- Physical spells with Agi stat mod
    blue_magic_maps.PhysicalAgi = S{
        'Benthic Typhoon','Feather Storm','Helldive','Hydro Shot','Jet Stream',
        'Pinecone Bomb','Spiral Spin','Wild Oats'
    }

    -- Physical spells with Int stat mod
    blue_magic_maps.PhysicalInt = S{
        'Mandibular Bite','Queasyshroom'
    }

    -- Physical spells with Mnd stat mod
    blue_magic_maps.PhysicalMnd = S{
        'Ram Charge','Screwdriver','Tourbillion'
    }

    -- Physical spells with Chr stat mod
    blue_magic_maps.PhysicalChr = S{
        'Bludgeon'
    }

    -- Physical spells with HP stat mod
    blue_magic_maps.PhysicalHP = S{
        'Final Sting'
    }

    -- Magical Spells --

    -- Magical spells with the typical Int mod
    blue_magic_maps.Magical = S{
        'Blastbomb','Blazing Bound','Bomb Toss','Cursed Sphere','Dark Orb','Death Ray',
        'Diffusion Ray','Droning Whirlwind','Embalming Earth','Firespit','Foul Waters',
        'Ice Break','Leafstorm','Maelstrom','Rail Cannon','Regurgitation','Rending Deluge',
        'Retinal Glare','Subduction','Tem. Upheaval','Water Bomb','Spectral Floe', 'MP Drainkiss', 'Dream Flower', 'Silent Storm'
    }

    -- Magical spells with a primary Mnd mod
    blue_magic_maps.MagicalMnd = S{
        'Acrid Stream','Evryone. Grudge','Magic Hammer','Mind Blast'
    }

    -- Magical spells with a primary Chr mod
    blue_magic_maps.MagicalChr = S{
        'Eyes On Me','Mysterious Light'
    }

    -- Magical spells with a Vit stat mod (on top of Int)
    blue_magic_maps.MagicalVit = S{
        'Thermal Pulse'
    }

    -- Magical spells with a Dex stat mod (on top of Int)
    blue_magic_maps.MagicalDex = S{
        'Charged Whisker','Gates of Hades'
    }
            
    -- Magical spells (generally debuffs) that we want to focus on magic accuracy over damage.
    -- Add Int for damage where available, though.
    blue_magic_maps.MagicAccuracy = S{
        '1000 Needles','Absolute Terror','Actinic Burst','Auroral Drape','Awful Eye',
        'Blank Gaze','Blistering Roar','Blood Drain','Blood Saber','Chaotic Eye',
        'Cimicine Discharge','Cold Wave','Corrosive Ooze','Demoralizing Roar','Digest',
        'Dream Flower','Enervation','Feather Tickle','Filamented Hold','Frightful Roar',
        'Geist Wall','Hecatomb Wave','Infrasonics','Jettatura','Light of Penance',
        'Lowing','Mind Blast','Mortal Ray','MP Drainkiss','Osmosis','Reaving Wind',
        'Sandspin','Sandspray','Sheep Song','Soporific','Sound Blast','Stinking Gas',
        'Sub-zero Smash','Venom Shell','Voracious Trunk','Yawn'
    }
        
    -- Breath-based spells
    blue_magic_maps.Breath = S{
        'Bad Breath','Flying Hip Press','Frost Breath','Heat Breath',
        'Hecatomb Wave','Magnetite Cloud','Poison Breath','Radiant Breath','Self-Destruct',
        'Thunder Breath','Vapor Spray','Wind Breath'
    }

    -- Stun spells
    blue_magic_maps.Stun = S{
        'Blitzstrahl','Frypan','Head Butt','Sudden Lunge','Tail slap','Temporal Shift',
        'Thunderbolt','Whirl of Rage'
    }
        
    -- Healing spells
    blue_magic_maps.Healing = S{
        'Healing Breeze','Magic Fruit','Plenilune Embrace','Pollen','Restoral','White Wind',
        'Wild Carrot'
    }
    
    -- Buffs that depend on blue magic skill
    blue_magic_maps.SkillBasedBuff = S{
        'Barrier Tusk','Diamondhide','Magic Barrier','Metallic Body','Plasma Charge',
        'Pyric Bulwark','Reactor Cool',
    }

    -- Other general buffs
    blue_magic_maps.Buff = S{
        'Amplification','Animating Wail','Battery Charge','Carcharian Verve','Cocoon',
        'Erratic Flutter','Exuviation','Fantod','Feather Barrier','Harden Shell',
        'Memento Mori','Nat. Meditation','Occultation','Orcish Counterstance','Refueling',
        'Regeneration','Saline Coat','Triumphant Roar','Warm-Up','Winds of Promyvion',
        'Zephyr Mantle'
    }
    
    
    -- Spells that require Unbridled Learning to cast.
    unbridled_spells = S{
        'Absolute Terror','Bilgestorm','Blistering Roar','Bloodrake','Carcharian Verve',
        'Crashing Thunder','Droning Whirlwind','Gates of Hades','Harden Shell','Polar Roar',
        'Pyric Bulwark','Thunderbolt','Tourbillion','Uproot'
    }
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', 'Acc', 'Refresh', 'Learning')
    state.WeaponskillMode:options('Normal', 'Acc')
    state.CastingMode:options('Normal', 'Resistant')
    state.IdleMode:options('Normal', 'PDT', 'Learning')

    gear.macc_hagondes = {name="Rosmerta's Cape", augments={'DEX+30','Accuracy+20 Attack+20','"Dbl.Atk."+10'}}

    -- Additional local binds
    send_command('bind ^` input /ja "Chain Affinity" <me>')
    send_command('bind !` input /ja "Efflux" <me>')
    send_command('bind @` input /ja "Burst Affinity" <me>')

    update_combat_form()
    select_default_macro_book()
end


-- Called when this job file is unloaded (eg: job change)
function user_unload()
    send_command('unbind ^`')
    send_command('unbind !`')
    send_command('unbind @`')
end


-- Set up gear sets.
function init_gear_sets()
    --------------------------------------
    -- Start defining the sets
    --------------------------------------

    sets.buff['Chain Affinity'] = {head="Mavi Kavuk +2", feet="Assimilator's Charuqs"}
    sets.buff.Convergence = {head="Luhlaza Keffiyeh"}
    sets.buff.Diffusion = {feet="Luhlaza Charuqs +1"}
    sets.buff.Enchainment = {body="Luhlaza Jubbah +1"}
    sets.buff.Efflux = {legs="Mavi Tayt +2"}

    
    -- Precast Sets
    
    -- Precast sets to enhance JAs
    sets.precast.JA['Burst Affinity'] = {legs="Assimilator's Shalwar +1", feet="Hashishin Basmak +1"}
	sets.precast.JA['Diffusion'] = {feet="Luhlaza Charuqs +1"}

    -- Waltz set (chr and vit)
    sets.precast.Waltz = {ammo="Sonia's Plectrum",
        head="Uk'uxkaj Cap",
        body="Vanir Cotehardie",hands="Buremte Gloves",ring1="Spiral Ring",
        back="Iximulew Cape",waist="Caudata Belt",legs="Hagondes Pants",feet="Iuitl Gaiters +1"}
        
    -- Don't need any special gear for Healing Waltz.
    sets.precast.Waltz['Healing Waltz'] = {}

    -- Fast cast sets for spells
    
    sets.precast.FC = {ammo="Impatiens",
        head="Carmine Mask",ear2="Loquacious Earring",
        body="Luhlaza Jubbah +1",hands="Thaumas Gloves",ring1="Prolix Ring",
        back="Swith Cape +1",waist="Witful Belt",legs="Enif Cosciales",feet="Chelona Boots +1"}
        
    sets.precast.FC['Blue Magic'] = set_combine(sets.precast.FC, {body="Mavi Mintan +2"})

       
    -- Weaponskill sets
    -- Default set for any weaponskill that isn't any more specifically defined
    sets.precast.WS = {ammo="Falcon Eye",
        head="Adhemar Bonnet",neck="Fotia Gorget",ear1="Mache Earring",ear2="Mache Earring",
        body="Herculean Vest",hands="Herculean Gloves",ring1="Ramuh Ring",ring2="Hetairoi Ring",
        back="Rosmerta's Cape",waist="Fotia Belt",legs="Carmine Cuisses +1",feet="Thereoid Greaves"}
    
    sets.precast.WS.acc = set_combine(sets.precast.WS, {hands="Buremte Gloves"})

    -- Specific weaponskill sets.  Uses the base set if an appropriate WSMod version isn't found.
    sets.precast.WS['Requiescat'] = set_combine(sets.precast.WS, {ring1="Aquasoul Ring",feet="Luhlaza Charuqs +1"})

	sets.precast.WS['Savage Blade'] = set_combine(sets.precast.WS, {head="Jhakri Coronal +1",body="Jhakri Robe +1",hands="Jhakri Cuffs +1",legs="Jhakri Slops +1",feet="Jhakri Pigaches +1",
		ring1="Apate Ring",ring2="Rufescent Ring",ammo="Amar Cluster",waist="Grunfeld Rope",neck="Imbodla Necklace",ear2="Ishvara Earring"})
	
    sets.precast.WS['Sanguine Blade'] = {
        head="Jhakri Coronal +1",neck="Fotia Gorget",ear1="Friomisi Earring",ear2="Hecate's Earring",
        body="Jhakri Robe +1",hands="Jhakri Cuffs +1",ring1="Shiva Ring",ring2="Shiva Ring",
        back="Cornflower Cape",waist="Fotia Belt",legs="Amalric Slops",feet="Jhakri Pigaches +1"}
    
    
    -- Midcast Sets
    
        
    sets.midcast['Blue Magic'] = {}
    
    -- Physical Spells --
    
    sets.midcast['Blue Magic'].Physical = {ammo="Mavi Tathlum",
        head="Whirlpool Mask",neck="Ej Necklace",ear1="Heartseeker Earring",ear2="Steelflash Earring",
        body="Vanir Cotehardie",hands="Buremte Gloves",ring1="Rajas Ring",ring2="Spiral Ring",
        back="Cornflower Cape",waist="Caudata Belt",legs="Nahtirah Trousers",feet="Qaaxo Leggings"}

    sets.midcast['Blue Magic'].PhysicalAcc = {ammo="Jukukik Feather",
        head="Whirlpool Mask",neck="Ej Necklace",ear1="Heartseeker Earring",ear2="Steelflash Earring",
        body="Luhlaza Jubbah +1",hands="Buremte Gloves",ring1="Rajas Ring",ring2="Patricius Ring",
        back="Letalis Mantle",waist="Hurch'lan Sash",legs="Manibozho Brais",feet="Qaaxo Leggings"}

    sets.midcast['Blue Magic'].PhysicalStr = set_combine(sets.midcast['Blue Magic'].Physical,
        {body="Iuitl Vest",hands="Assimilator's Bazubands +1"})

    sets.midcast['Blue Magic'].PhysicalDex = set_combine(sets.midcast['Blue Magic'].Physical,
        {ammo="Jukukik Feather",body="Iuitl Vest",hands="Assimilator's Bazubands +1",
         waist="Chaac Belt",legs="Manibozho Brais"})

    sets.midcast['Blue Magic'].PhysicalVit = set_combine(sets.midcast['Blue Magic'].Physical,
        {body="Vanir Cotehardie",hands="Assimilator's Bazubands +1",back="Iximulew Cape"})

    sets.midcast['Blue Magic'].PhysicalAgi = set_combine(sets.midcast['Blue Magic'].Physical,
        {body="Vanir Cotehardie",hands="Iuitl Wristbands",ring2="Stormsoul Ring",
         waist="Chaac Belt",feet="Iuitl Gaiters +1"})

    sets.midcast['Blue Magic'].PhysicalInt = set_combine(sets.midcast['Blue Magic'].Physical,
        {ear1="Psystorm Earring",body="Vanir Cotehardie",hands="Assimilator's Bazubands +1",
         ring2="Icesoul Ring",back="Toro Cape",feet="Hagondes Sabots"})

    sets.midcast['Blue Magic'].PhysicalMnd = set_combine(sets.midcast['Blue Magic'].Physical,
        {ear1="Lifestorm Earring",body="Vanir Cotehardie",hands="Assimilator's Bazubands +1",
         ring2="Aquasoul Ring",back="Refraction Cape"})

    sets.midcast['Blue Magic'].PhysicalChr = set_combine(sets.midcast['Blue Magic'].Physical,
        {body="Vanir Cotehardie",hands="Assimilator's Bazubands +1",back="Refraction Cape",
         waist="Chaac Belt"})

    sets.midcast['Blue Magic'].PhysicalHP = set_combine(sets.midcast['Blue Magic'].Physical)


    -- Magical Spells --
    
    sets.midcast['Blue Magic'].Magical = {ammo="Pemphredo Tathlum",
        head="Jhakri Coronal +1",neck="Eddy Necklace",ear1="Friomisi Earring",ear2="Hecate's Earring",
        body="Jhakri Robe +1",hands="Jhakri Cuffs +1",ring1="Shiva Ring",ring2="Shiva Ring",
        back="Cornflower Cape",waist="Eschan Stone",legs="Amalric Slops",feet="Jhakri Pigaches +1"}

    sets.midcast['Blue Magic'].Magical.Resistant = set_combine(sets.midcast['Blue Magic'].Magical,
        {body="Vanir Cotehardie",ring1="Sangoma Ring",legs="Iuitl Tights",feet="Mavi Basmak +2"})
    
    sets.midcast['Blue Magic'].MagicalMnd = set_combine(sets.midcast['Blue Magic'].Magical,
        {ring1="Aquasoul Ring"})

    sets.midcast['Blue Magic'].MagicalChr = set_combine(sets.midcast['Blue Magic'].Magical)

    sets.midcast['Blue Magic'].MagicalVit = set_combine(sets.midcast['Blue Magic'].Magical,
        {ring1="Spiral Ring"})

    sets.midcast['Blue Magic'].MagicalDex = set_combine(sets.midcast['Blue Magic'].Magical)

    sets.midcast['Blue Magic'].MagicAccuracy = {ammo="Mavi Tathlum",
        head="Luhlaza Keffiyeh",neck="Ej Necklace",ear1="Lifestorm Earring",ear2="Psystorm Earring",
        body="Vanir Cotehardie",ring2="Sangoma Ring",
        back="Cornflower Cape",legs="Iuitl Tights",feet="Iuitl Gaiters +1"}

    -- Breath Spells --
    
    sets.midcast['Blue Magic'].Breath = {ammo="Mavi Tathlum",
        head="Luhlaza Keffiyeh",neck="Ej Necklace",ear1="Lifestorm Earring",ear2="Psystorm Earring",
        body="Vanir Cotehardie",hands="Assimilator's Bazubands +1",ring1="K'ayres Ring",ring2="Beeline Ring",
        back="Refraction Cape",legs="Enif Cosciales",feet="Iuitl Gaiters +1"}

    -- Other Types --
    
    sets.midcast['Blue Magic'].Stun = set_combine(sets.midcast['Blue Magic'].MagicAccuracy,
        {waist="Chaac Belt"})
        
    sets.midcast['Blue Magic']['White Wind'] = {
        head="Whirlpool Mask",neck="Lavalier +1",ear1="Bloodgem Earring",ear2="Loquacious Earring",
        body="Vanir Cotehardie",hands="Buremte Gloves",ring1="K'ayres Ring",ring2="Meridian Ring",
        back="Fravashi Mantle",waist="Hurch'lan Sash",legs="Enif Cosciales",feet="Hagondes Sabots"}

    sets.midcast['Blue Magic'].Healing = {
        head="Carmine Mask",ear1="Lifestorm Earring",ear2="Mendicant's Earring",
        body="Vrikodara Jupon",hands="Telchine Gloves",ring1="Aquasoul Ring",ring2="Sirona's Ring",
        back="Solemnity Cape",legs="Hagondes Pants",feet="Hagondes Sabots"}

    sets.midcast['Blue Magic'].SkillBasedBuff = {ammo="Mavi Tathlum",
        head="Luhlaza Keffiyeh",
        body="Assimilator's Jubbah",
        back="Cornflower Cape",legs="Mavi Tayt +2",feet="Luhlaza Charuqs"}

    sets.midcast['Blue Magic'].Buff = {}
    
    sets.midcast.Protect = {ring1="Sheltered Ring"}
    sets.midcast.Protectra = {ring1="Sheltered Ring"}
    sets.midcast.Shell = {ring1="Sheltered Ring"}
    sets.midcast.Shellra = {ring1="Sheltered Ring"}
    

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

    -- Gear for learning spells: +skill and AF hands.
    sets.Learning = {ammo="Mavi Tathlum",hands="Assimilator's Bazubands +1"}
        --head="Luhlaza Keffiyeh",  
        --body="Assimilator's Jubbah",hands="Assimilator's Bazubands +1",
        --back="Cornflower Cape",legs="Mavi Tayt +2",feet="Luhlaza Charuqs"}


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

    -- Resting sets
    sets.resting = {
        head="Ocelomeh Headpiece +1",neck="Wiglen Gorget",
        body="Hagondes Coat",hands="Serpentes Cuffs",ring1="Sheltered Ring",ring2="Paguroidea Ring",
        waist="Austerity Belt",feet="Chelona Boots +1"}
    
    -- Idle sets
    sets.idle = {ammo="Ginsen",
        head="Rawhide Mask",neck="Sanctity Necklace",ear1="Cessance Earring",ear2="Brutal Earring",
        body="Jhakri Robe +1",hands="Adhemar Wristbands",ring1="Epona's Ring",ring2="Rajas Ring",
        back="Rosmert`a's Cape",waist="Kentarch Belt +1",legs="Carmine Cuisses +1",feet="Herculean Boots"}

    sets.idle.PDT = {ammo="Impatiens",
        head="Whirlpool Mask",neck="Asperity Necklace",ear1="Steelflash Earring",ear2="Bladeborn Earring",
        body="Luhlaza Jubbah +1",hands="Adhemar Wristbands",ring1="Epona's Ring",ring2="Rajas Ring",
        back="Rosmerta's Cape",waist="Kentarch Belt +1",legs="Carmine Cuisses +1",feet="Herculean Boots"}

   

    sets.idle.Learning = set_combine(sets.idle, sets.Learning)

    
    -- Defense sets
    sets.defense.PDT = {ammo="Iron Gobbet",
        head="Iuitl Headgear +1",neck="Twilight Torque",ear1="Bloodgem Earring",
        body="Vrikodara Jupon",hands="Herculean Gloves",ring1="Jelly Ring",
        back="Solemnity Cape",waist="Flume Belt",legs="Nahtirah Trousers",feet="Iuitl Gaiters +1"}

    sets.defense.MDT = {ammo="Demonry Stone",
        head="Whirlpool Mask",neck="Twilight Torque",ear1="Bloodgem Earring",
        body="Hagondes Coat",hands="Iuitl Wristbands",ring1="Defending Ring",ring2="Shadow Ring",
        back="Engulfer Cape",waist="Flume Belt",legs="Nahtirah Trousers",feet="Iuitl Gaiters +1"}

    sets.Kiting = {legs="Crimson Cuisses"}

    -- 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="Ginsen",
        head="Dampening Tam",neck="Asperity Necklace",ear1="Cessance Earring",ear2="Brutal Earring",
        body="Adhemar Jacket",hands="Adhemar Wristbands",ring1="Epona's Ring",ring2="Rajas Ring",
        back=gear.macc_hagondes,waist="Kentarch Belt +1",legs="Carmine Cuisses +1",feet="Herculean Boots"}

  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 unbridled_spells:contains(spell.english) and not state.Buff['Unbridled Learning'] then
        eventArgs.cancel = true
        windower.send_command('@input /ja "Unbridled Learning" <me>; wait 1.5; input /ma "'..spell.name..'" '..spell.target.name)
    end
end

-- Run after the default 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)
    -- Add enhancement gear for Chain Affinity, etc.
    if spell.skill == 'Blue Magic' then
        for buff,active in pairs(state.Buff) do
            if active and sets.buff[buff] then
                equip(sets.buff[buff])
            end
        end
        if spellMap == 'Healing' and spell.target.type == 'SELF' and sets.self_healing then
            equip(sets.self_healing)
        end
    end

    -- If in learning mode, keep on gear intended to help with that, regardless of action.
    if state.OffenseMode.value == 'Learning' then
        equip(sets.Learning)
    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 state.Buff[buff] ~= nil then
        state.Buff[buff] = gain
    end
end

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

-- Custom spell mapping.
-- Return custom spellMap value that can override the default spell mapping.
-- Don't return anything to allow default spell mapping to be used.
function job_get_spell_map(spell, default_spell_map)
    if spell.skill == 'Blue Magic' then
        for category,spell_list in pairs(blue_magic_maps) do
            if spell_list:contains(spell.english) then
                return category
            end
        end
    end
end

-- Modify the default idle set after it was constructed.
function customize_idle_set(idleSet)
    if player.mpp < 51 then
        set_combine(idleSet, sets.latent_refresh)
    end
    return idleSet
end

-- 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_update(cmdParams, eventArgs)
    update_combat_form()
end


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

function update_combat_form()
    -- Check for H2H or single-wielding
    if player.equipment.sub == "Genbu's Shield" or player.equipment.sub == 'empty' then
        state.CombatForm:reset()
    else
        state.CombatForm:set('DW')
    end
end


-- Select default macro book on initial load or subjob change.
function select_default_macro_book()
    -- Default macro set/book
    if player.sub_job == 'DNC' then
        set_macro_page(1, 1)
    else
        set_macro_page(1, 1)
    end
end
 Asura.Okhryeny
Offline
サーバ: Asura
Game: FFXI
Posts: 78
By Asura.Okhryeny 2017-05-26 06:45:44  
The aug is set wrong the dex will be dex 20 and dex 10 use //gs export to get the aug on your gear
[+]
Offline
Posts: 28
By pankakes 2017-05-26 09:54:49  
Asura.Okhryeny said: »
The aug is set wrong the dex will be dex 20 and dex 10 use //gs export to get the aug on your gear

Yep. This is true for a lot of augments. When you get a ton of acc, attack, etc on an Oseem augment it will often be split between two augments. I think Nolan-type, progressive augments are always what you see in game is what you get, but it's just good to be in the habit of doing an export just in case.
 Remora.Frylock
Offline
サーバ: Remora
Game: FFXI
user: Fryman
Posts: 9
By Remora.Frylock 2017-05-26 14:50:38  
Tyvm you two. Working fine now. Much appreciated.
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