COR Gear Swap Help

言語: JP EN DE FR
2010-06-21
New Items
users online
フォーラム » Windower » Support » COR Gear Swap Help
COR Gear Swap Help
Offline
Posts: 281
By Galkapryme 2019-02-21 13:29:04  
All,

I used and modified an existing gear swap .lua for COR, and everything seems to work great except for the in-town idle set. The in-town idle set should include movement speed items but actually shows as the regular idle set. This has been confirmed when loading, changing zones, etc. I have included both components of the .lua file below for review. Someone please advise where I am messing up.

-- Idle sets
sets.idle = {main="Fettering Blade",
sub="Kaja Knife",
range={ name="Deathlocke", augments={'Magic damage+30','"Mag.Atk.Bns."+10','AGI+10',}},
ammo="Orichalc. Bullet",
head="Oshosi Mask",
body="Oshosi Vest",
hands="Oshosi Gloves",
legs="Oshosi Trousers",
feet="Oshosi Leggings",
neck="Sanctity Necklace",
waist="Flax Sash",
left_ear="Enchntr. Earring +1",
right_ear="Impreg. Earring",
left_ring="Sheltered Ring",
right_ring="Paguroidea Ring",
back={ name="Camulus's Mantle", augments={'AGI+20','Mag. Acc+20 /Mag. Dmg.+20','Rng.Acc.+10','"Mag.Atk.Bns."+10','Evasion+15',}}}

sets.idle.Town = {main="Fettering Blade",
sub="Kaja Knife",
range={ name="Deathlocke", augments={'Magic damage+30','"Mag.Atk.Bns."+10','AGI+10',}},
ammo="Orichalc. Bullet",
head="Oshosi Mask",
body="Councilor's Garb",
hands="Oshosi Gloves",
legs="Carmine Cuisses",
feet="Oshosi Leggings",
neck="Wiglen Gorget",
waist="Flax Sash",
left_ear="Enchntr. Earring +1",
right_ear="Impreg. Earring",
left_ring="Sheltered Ring",
right_ring="Paguroidea Ring",
back={ name="Camulus's Mantle", augments={'AGI+20','Mag. Acc+20 /Mag. Dmg.+20','Rng.Acc.+10','"Mag.Atk.Bns."+10','Evasion+15',}}}
 Bismarck.Xurion
Offline
サーバ: Bismarck
Game: FFXI
user: Xurion
Posts: 693
By Bismarck.Xurion 2019-02-21 14:02:42  
The sets you posted seem fine. The issue will be with the logic that determines when/if to equip the set.
 Asura.Byrne
Offline
サーバ: Asura
Game: FFXI
By Asura.Byrne 2019-02-21 14:06:29  
just having the naming convention as stes.idle.Town generally works if your lua uses Mote-Includes, but if you're using the same COR lua that most people are, that probably won't work without specifying some logic to make it see when you're in a town.
Offline
Posts: 281
By Galkapryme 2019-02-23 11:10:15  
As I am not familiar with coding in ANY fashion (I just copied an existing file and replaced gear), how do I configure the if/when logic?
 Asura.Cambion
Offline
サーバ: Asura
Game: FFXI
user: Cambion
Posts: 415
By Asura.Cambion 2019-02-23 13:06:09  
You need to post your full lua. My first guess would be that you deleted too much of whatever you copied, thinking you were simplifying things.

Does the top of your lua have this:
Code
-- Initialization function for this job file.
function get_sets()
    mote_include_version = 2

    -- Load and initialize the include file.
    include('Mote-Include.lua')
end


mote_include is what makes all of the idle sets work I believe.
mote_include has the line:
Code
if buffactive.weakness then
        idleScope = 'Weak'
    elseif areas.Cities:contains(world.area) then
        idleScope = 'Town'
    else
        idleScope = 'Field'
    end


which works in conjunction with Mote_mappings which leads you to:
Code
areas.Cities = S{
    "Ru'Lude Gardens",
    "Upper Jeuno",
    "Lower Jeuno",
    "Port Jeuno",
    "Port Windurst",
    "Windurst Waters",
    "Windurst Woods",
    "Windurst Walls",
    "Heavens Tower",
    "Port San d'Oria",
    "Northern San d'Oria",
    "Southern San d'Oria",
    "Port Bastok",
    "Bastok Markets",
    "Bastok Mines",
    "Metalworks",
    "Aht Urhgan Whitegate",
    "Tavnazian Safehold",
    "Nashmau",
    "Selbina",
    "Mhaura",
    "Norg",
    "Eastern Adoulin",
    "Western Adoulin",
    "Kazham"
}


blah blah blah. Basically, we need the whole lua to see what you *** up, as the sets you posted appear to be correct.

Idk which base lua you began with, but this is where I started:
 Shiva.Zerowone
Offline
サーバ: Shiva
Game: FFXI
user: Zerowone
Posts: 655
By Shiva.Zerowone 2019-02-23 15:47:00  
worse case scenario/quick fix until you fix it:

make a macro call it "Movement" or "Town"

/console gs equip sets.Idle.Town
 Asura.Byrne
Offline
サーバ: Asura
Game: FFXI
By Asura.Byrne 2019-02-23 19:11:08  
the easiest way to tell if you need to do this is find what your TP set is called... If it's sets.engaged, it was originally motenten based and needs its includes, if it's called sets.MeleeTP.Standard, then it was never motenten based, and simply putting in sets.idle.Town won't work unless you specify when it needs to happen... I can go into showing you how to do it if that's the case, but we need to figure out which of these is the case.
Offline
Posts: 281
By Galkapryme 2019-02-24 10:06:28  
Asura.Cambion said: »
You need to post your full lua. My first guess would be that you deleted too much of whatever you copied, thinking you were simplifying things.

Does the top of your lua have this:
Code
-- Initialization function for this job file.
function get_sets()
    mote_include_version = 2

    -- Load and initialize the include file.
    include('Mote-Include.lua')
end


mote_include is what makes all of the idle sets work I believe.
mote_include has the line:
Code
if buffactive.weakness then
        idleScope = 'Weak'
    elseif areas.Cities:contains(world.area) then
        idleScope = 'Town'
    else
        idleScope = 'Field'
    end


which works in conjunction with Mote_mappings which leads you to:
Code
areas.Cities = S{
    "Ru'Lude Gardens",
    "Upper Jeuno",
    "Lower Jeuno",
    "Port Jeuno",
    "Port Windurst",
    "Windurst Waters",
    "Windurst Woods",
    "Windurst Walls",
    "Heavens Tower",
    "Port San d'Oria",
    "Northern San d'Oria",
    "Southern San d'Oria",
    "Port Bastok",
    "Bastok Markets",
    "Bastok Mines",
    "Metalworks",
    "Aht Urhgan Whitegate",
    "Tavnazian Safehold",
    "Nashmau",
    "Selbina",
    "Mhaura",
    "Norg",
    "Eastern Adoulin",
    "Western Adoulin",
    "Kazham"
}


blah blah blah. Basically, we need the whole lua to see what you *** up, as the sets you posted appear to be correct.

Idk which base lua you began with, but this is where I started:

Cambion

I think I see where I *** up...or rather, what I am missing. However, it was not in the original file that I downloaded, so I didn't delete it. But I am missing the argument/logic for when to equip the set and also the list of towns. I'm on a different computer, but I will try to upload the full lua shortly so someone can help me on where to insert the arguments you mentioned.
Offline
Posts: 281
By Galkapryme 2019-02-24 10:09:34  
The Full Lua:

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

--[[
gs c toggle LuzafRing -- Toggles use of Luzaf Ring on and off

Offense mode is melee or ranged. Used ranged offense mode if you are engaged
for ranged weaponskills, but not actually meleeing.

Weaponskill mode, if set to 'Normal', is handled separately for melee and ranged weaponskills.
--]]


-- 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()
-- Whether to use Luzaf's Ring
state.LuzafRing = M(false, "Luzaf's Ring")
-- Whether a warning has been given for low ammo
state.warned = M(false)

define_roll_values()
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('Ranged', 'Melee', 'Acc')
state.RangedMode:options('Normal', 'Acc')
state.WeaponskillMode:options('Normal', 'Acc', 'Att', 'Mod')
state.CastingMode:options('Normal', 'Resistant')
state.IdleMode:options('Normal', 'PDT', 'Refresh')

gear.RAbullet = "Decimating Bullet"
gear.WSbullet = "Orichalcum Bullet"
gear.MAbullet = "Orichalcum Bullet"
gear.QDbullet = "Animikii Bullet"
options.ammo_warning_limit = 15

-- Additional local binds
send_command('bind ^` input /ja "Double-up" <me>')
send_command('bind !` input /ja "Bolter\'s Roll" <me>')

select_default_macro_book()
end


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

-- Define sets and vars used by this job file.
function init_gear_sets()
--------------------------------------
-- Start defining the sets
--------------------------------------

-- Precast Sets

-- Precast sets to enhance JAs

sets.precast.JA['Triple Shot'] = {head="Oshosi Mask",body="Chasseur's Frac +1",hands="Oshosi Gloves",legs="Oshosi Trousers",
feet="Oshosi Leggings"}
sets.precast.JA['Snake Eye'] = {legs="Lanun Trews +3"}
sets.precast.JA['Wild Card'] = {feet="Lanun Bottes +3"}
sets.precast.JA['Random Deal'] = {body="Lanun Frac +2"}


sets.precast.CorsairRoll = {head="Lanun Tricorne +3",hands="Chasseur's Gants +1"}

sets.precast.CorsairRoll["Caster's Roll"] = set_combine(sets.precast.CorsairRoll, {legs="Chasseur's Culottes +1"})
sets.precast.CorsairRoll["Courser's Roll"] = set_combine(sets.precast.CorsairRoll, {feet="Chasseur's Bottes +1"})
sets.precast.CorsairRoll["Blitzer's Roll"] = set_combine(sets.precast.CorsairRoll, {head="Chasseur's Tricorne +1"})
sets.precast.CorsairRoll["Tactician's Roll"] = set_combine(sets.precast.CorsairRoll, {body="Chasseur's Frac +1"})
sets.precast.CorsairRoll["Allies' Roll"] = set_combine(sets.precast.CorsairRoll, {hands="Chasseur's Gants +1"})

sets.precast.LuzafRing = {ring1="Barataria Ring",ring2="Luzaf's Ring"}
sets.precast.FoldDoubleBust = {hands="Lanun Gants +2"}

sets.precast.CorsairShot = {
head={ name="Herculean Helm", augments={'Accuracy+14','"Triple Atk."+4','STR+10','Attack+8',}},
body={ name="Lanun Frac +2", augments={'Enhances "Loaded Deck" effect',}},
hands={ name="Carmine Fin. Ga. +1", augments={'Rng.Atk.+20','"Mag.Atk.Bns."+12','"Store TP"+6',}},
legs="Laksa. Trews +2",
feet={ name="Lanun Bottes +3", augments={'Enhances "Wild Card" effect',}},
neck="Comm. Charm +2",
waist="Kwahu Kachina Belt",
left_ear="Friomisi Earring",
right_ear="Hecate's Earring",
left_ring="Fenrir Ring +1",
right_ring="Dingir Ring",
back={ name="Camulus's Mantle", augments={'AGI+20','Mag. Acc+20 /Mag. Dmg.+20','Rng.Acc.+10','"Mag.Atk.Bns."+10','Evasion+15',}}}


-- Waltz set (chr and vit)
sets.precast.Waltz = {
head="Mummu Bonnet +2",
body="Laksamana's Frac +3",
hands={ name="Buremte Gloves", augments={'Phys. dmg. taken -2%','Magic dmg. taken -2%','Rng.Atk.+10',}},
legs="Dashing Subligar",
feet={ name="Lanun Bottes +3", augments={'Enhances "Wild Card" effect',}},
neck="Sanctity Necklace",
waist="Chuq'aba Belt",
left_ear="Oneiros Earring",
right_ear="Enchntr. Earring +1",
left_ring="Kunaji Ring",
right_ring="Titan Ring +1",
back={ name="Camulus's Mantle", augments={'AGI+20','Mag. Acc+20 /Mag. Dmg.+20','AGI+4','Weapon skill damage +10%',}}}

-- Don't need any special gear for Healing Waltz.
sets.precast.Waltz['Healing Waltz'] = {}

-- Fast cast sets for spells

sets.precast.FC = {head="Haruspex Hat",ear2="Loquacious Earring",hands="Thaumas Gloves",ring1="Prolix Ring"}

sets.precast.FC.Utsusemi = set_combine(sets.precast.FC, {neck="Magoraga Beads"})


sets.precast.RA = {ammo=gear.RAbullet,
main="Fettering Blade",
sub="Kaja Knife",
range={ name="Deathlocke", augments={'Magic damage+30','"Mag.Atk.Bns."+10','AGI+10',}},
head="Chass. Tricorne +1",
body="Laksamana's Frac +3",
hands={ name="Carmine Fin. Ga. +1", augments={'Rng.Atk.+20','"Mag.Atk.Bns."+12','"Store TP"+6',}},
legs={ name="Lanun Trews +3", augments={'Enhances "Snake Eye" effect',}},
feet="Meg. Jam. +2",
neck="Comm. Charm +2",
waist="Kwahu Kachina Belt",
left_ear="Clearview Earring",
right_ear="Volley Earring",
left_ring="Hajduk Ring +1",
right_ring="Dingir Ring",
back={ name="Camulus's Mantle", augments={'AGI+20','Mag. Acc+20 /Mag. Dmg.+20','Rng.Acc.+10','"Mag.Atk.Bns."+10','Evasion+15',}}}


-- Weaponskill sets
-- Default set for any weaponskill that isn't any more specifically defined
sets.precast.WS = {
main="Fettering Blade",
sub="Kaja Knife",
range={ name="Deathlocke", augments={'Magic damage+30','"Mag.Atk.Bns."+10','AGI+10',}},
ammo="Orichalc. Bullet",
head="Pixie Hairpin +1",
body="Laksamana's Frac +3",
hands={ name="Carmine Fin. Ga. +1", augments={'Rng.Atk.+20','"Mag.Atk.Bns."+12','"Store TP"+6',}},
legs="Laksa. Trews +2",
feet={ name="Lanun Bottes +3", augments={'Enhances "Wild Card" effect',}},
neck="Comm. Charm +2",
waist="Fotia Belt",
left_ear="Hecate's Earring",
right_ear="Friomisi Earring",
left_ring="Fenrir Ring +1",
right_ring="Dingir Ring",
back={ name="Camulus's Mantle", augments={'AGI+20','Mag. Acc+20 /Mag. Dmg.+20','AGI+4','Weapon skill damage +10%',}}}


-- Specific weaponskill sets. Uses the base set if an appropriate WSMod version isn't found.
sets.precast.WS['Leaden Salute'] = sets.precast.WS

sets.precast.WS['Exenterator'] = set_combine(sets.precast.WS, {legs="Nahtirah Trousers"})

sets.precast.WS['Requiescat'] = set_combine(sets.precast.WS, {legs="Nahtirah Trousers"})

sets.precast.WS['Last Stand'] = {ammo=gear.RAbullet,
head={ name="Lanun Tricorne +3", augments={'Enhances "Winning Streak" effect',}},
body="Laksa. Frac +3",
hands="Meg. Gloves +2",
legs={ name="Lanun Trews +3", augments={'Enhances "Snake Eye" effect',}},
feet={ name="Lanun Bottes +3", augments={'Enhances "Wild Card" effect',}},
neck="Fotia Gorget",
waist="Fotia Belt",
left_ear="Ishvara Earring",
right_ear="Clearview Earring",
left_ring="Hajduk Ring +1",
right_ring="Dingir Ring",
back={ name="Camulus's Mantle", augments={'STR+20','Accuracy+20 Attack+20','STR+10','"Store TP"+10','Evasion+9',}}}

sets.precast.WS['Savage Blade'] = {
main="Fettering Blade",
sub="Kaja Knife",
range={ name="Deathlocke", augments={'Magic damage+30','"Mag.Atk.Bns."+10','AGI+10',}},
ammo="Decimating Bullet",
head="Meghanada Visor +2",
body="Meg. Cuirie +2",
hands="Meg. Gloves +2",
legs="Meg. Chausses +2",
feet="Meg. Jam. +2",
neck="Fotia Gorget",
waist="Fotia Belt",
left_ear="Ishvara Earring",
right_ear="Bladeborn Earring",
left_ring="Chirich Ring +1",
right_ring="Chirich Ring +1",
back={ name="Camulus's Mantle", augments={'AGI+20','Mag. Acc+20 /Mag. Dmg.+20','AGI+4','Weapon skill damage +10%',}}}

sets.precast.WS['Shining Blade'] = sets.precast.WS['Savage Blade']

sets.precast.WS['Wildfire'] = sets.precast.WS

sets.precast.WS['Leaden Salute'] = sets.precast.WS['Wildfire']


-- Midcast Sets
sets.midcast.FastRecast = {
head="Whirlpool Mask",
body="Iuitl Vest",hands="Iuitl Wristbands",
legs="Manibozho Brais",feet="Iuitl Gaiters +1"}

-- Specific spells
sets.midcast.Utsusemi = sets.midcast.FastRecast

sets.midcast.CorsairShot = {ammo=gear.QDbullet,
head={ name="Herculean Helm", augments={'Accuracy+14','"Triple Atk."+4','STR+10','Attack+8',}},
body={ name="Lanun Frac +2", augments={'Enhances "Loaded Deck" effect',}},
hands={ name="Carmine Fin. Ga. +1", augments={'Rng.Atk.+20','"Mag.Atk.Bns."+12','"Store TP"+6',}},
legs="Laksa. Trews +2",
feet={ name="Lanun Bottes +3", augments={'Enhances "Wild Card" effect',}},
neck="Comm. Charm +2",
waist="Kwahu Kachina Belt",
left_ear="Friomisi Earring",
right_ear="Hecate's Earring",
left_ring="Fenrir Ring +1",
right_ring="Dingir Ring",
back={ name="Camulus's Mantle", augments={'AGI+20','Mag. Acc+20 /Mag. Dmg.+20','Rng.Acc.+10','"Mag.Atk.Bns."+10','Evasion+15',}}}

sets.midcast.CorsairShot.Acc = {ammo=gear.QDbullet,
head="Laksa. Tricorne +2",
body="Mummu Jacket +2",
hands="Mummu Wrists +2",
legs={ name="Lanun Trews +3", augments={'Enhances "Snake Eye" effect',}},
feet="Chass. Bottes +1",
neck="Comm. Charm +2",
waist="Kwahu Kachina Belt",
left_ear="Hecate's Earring",
right_ear="Enchntr. Earring +1",
left_ring="Stikini Ring +1",
right_ring="Stikini Ring +1",
back={ name="Camulus's Mantle", augments={'STR+20','Accuracy+20 Attack+20','STR+10','"Store TP"+10','Evasion+9',}}}

sets.midcast.CorsairShot['Light Shot'] = sets.midcast.CorsairShot.Acc

sets.midcast.CorsairShot['Dark Shot'] = sets.midcast.CorsairShot['Light Shot']


-- Ranged gear
sets.midcast.RA = {ammo=gear.RAbullet,
head="Meghanada Visor +2",
body="Laksa. Frac +3",
hands="Meg. Gloves +2",
legs={ name="Lanun Trews +3", augments={'Enhances "Snake Eye" effect',}},
feet="Meg. Jam. +2",
neck="Iskur Gorget",
waist="Kwahu Kachina Belt",
left_ear="Clearview Earring",
right_ear="Volley Earring",
left_ring="Hajduk Ring +1",
right_ring="Dingir Ring",
back={ name="Camulus's Mantle", augments={'STR+20','Accuracy+20 Attack+20','STR+10','"Store TP"+10','Evasion+9',}}}

sets.midcast.RA.Acc = {ammo=gear.RAbullet,
head="Meghanada Visor +2",
body="Laksa. Frac +3",
hands="Meg. Gloves +2",
legs={ name="Lanun Trews +3", augments={'Enhances "Snake Eye" effect',}},
feet="Meg. Jam. +2",
neck="Iskur Gorget",
waist="Kwahu Kachina Belt",
left_ear="Clearview Earring",
right_ear="Volley Earring",
left_ring="Hajduk Ring +1",
right_ring="Dingir Ring",
back={ name="Camulus's Mantle", augments={'STR+20','Accuracy+20 Attack+20','STR+10','"Store TP"+10','Evasion+9',}}}


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

-- Resting sets
sets.resting = {neck="Wiglen Gorget",ring1="Sheltered Ring",ring2="Paguroidea Ring"}


-- Idle sets
sets.idle = {main="Fettering Blade",
sub="Kaja Knife",
range={ name="Deathlocke", augments={'Magic damage+30','"Mag.Atk.Bns."+10','AGI+10',}},
ammo="Orichalc. Bullet",
head="Oshosi Mask",
body="Oshosi Vest",
hands="Oshosi Gloves",
legs="Carmine Cuisses",
feet="Oshosi Leggings",
neck="Sanctity Necklace",
waist="Flax Sash",
left_ear="Enchntr. Earring +1",
right_ear="Impreg. Earring",
left_ring="Sheltered Ring",
right_ring="Paguroidea Ring",
back={ name="Camulus's Mantle", augments={'AGI+20','Mag. Acc+20 /Mag. Dmg.+20','Rng.Acc.+10','"Mag.Atk.Bns."+10','Evasion+15',}}}

sets.idle.Town = {main="Fettering Blade",
sub="Kaja Knife",
range={ name="Deathlocke", augments={'Magic damage+30','"Mag.Atk.Bns."+10','AGI+10',}},
ammo="Orichalc. Bullet",
head="Oshosi Mask",
body="Councilor's Garb",
hands="Oshosi Gloves",
legs="Carmine Cuisses",
feet="Oshosi Leggings",
neck="Wiglen Gorget",
waist="Flax Sash",
left_ear="Enchntr. Earring +1",
right_ear="Impreg. Earring",
left_ring="Sheltered Ring",
right_ring="Paguroidea Ring",
back={ name="Camulus's Mantle", augments={'AGI+20','Mag. Acc+20 /Mag. Dmg.+20','Rng.Acc.+10','"Mag.Atk.Bns."+10','Evasion+15',}}}

-- Defense sets
sets.defense.PDT = {
head={ name="Lanun Tricorne +3", augments={'Enhances "Winning Streak" effect',}},
body={ name="Lanun Frac +2", augments={'Enhances "Loaded Deck" effect',}},
hands={ name="Lanun Gants +2", augments={'Enhances "Fold" effect',}},
legs={ name="Lanun Trews +3", augments={'Enhances "Snake Eye" effect',}},
feet={ name="Lanun Bottes +3", augments={'Enhances "Wild Card" effect',}},
neck="Sanctity Necklace",
waist="Flume Belt +1",
left_ear="Thureous Earring",
right_ear="Impreg. Earring",
left_ring="Paguroidea Ring",
right_ring="Defending Ring",
back={ name="Camulus's Mantle", augments={'AGI+20','Mag. Acc+20 /Mag. Dmg.+20','Rng.Acc.+10','"Mag.Atk.Bns."+10','Evasion+15',}}}

sets.defense.MDT = {
head="Oshosi Mask",
body="Oshosi Vest",
hands="Oshosi Gloves",
legs="Oshosi Trousers",
feet="Oshosi Leggings",
neck="Sanctity Necklace",
waist="Flax Sash",
left_ear="Enchntr. Earring +1",
right_ear="Impreg. Earring",
left_ring="Paguroidea Ring",
right_ring="Defending Ring",
back={ name="Camulus's Mantle", augments={'AGI+20','Mag. Acc+20 /Mag. Dmg.+20','Rng.Acc.+10','"Mag.Atk.Bns."+10','Evasion+15',}}}


sets.Kiting = {feet="Skadi's Jambeaux +1"}

-- 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.Melee = {ammo=gear.RAbullet,
main="Fettering Blade",
sub="Kaja Knife",
range={ name="Deathlocke", augments={'Magic damage+30','"Mag.Atk.Bns."+10','AGI+10',}},
ammo="Decimating Bullet",
head={ name="Adhemar Bonnet +1", augments={'STR+12','DEX+12','Attack+20',}},
body={ name="Herculean Vest", augments={'Accuracy+23 Attack+23','"Triple Atk."+2','AGI+1','Accuracy+5','Attack+10',}},
hands={ name="Herculean Gloves", augments={'Accuracy+25','"Triple Atk."+4','DEX+2','Attack+9',}},
legs="Meg. Chausses +2",
feet="Meg. Jam. +2",
neck="Sanctity Necklace",
waist="Chiner's Belt +1",
left_ear="Dudgeon Earring",
right_ear="Heartseeker Earring",
left_ring="Chirich Ring +1",
right_ring="Chirich Ring +1",
back={ name="Camulus's Mantle", augments={'STR+20','Accuracy+20 Attack+20','STR+10','"Store TP"+10','Evasion+9',}}}

sets.engaged.Acc = {ammo=gear.RAbullet,
main="Fettering Blade",
sub="Kaja Knife",
range={ name="Deathlocke", augments={'Magic damage+30','"Mag.Atk.Bns."+10','AGI+10',}},
ammo="Decimating Bullet",
head={ name="Adhemar Bonnet +1", augments={'STR+12','DEX+12','Attack+20',}},
body={ name="Herculean Vest", augments={'Accuracy+23 Attack+23','"Triple Atk."+2','AGI+1','Accuracy+5','Attack+10',}},
hands={ name="Herculean Gloves", augments={'Accuracy+25','"Triple Atk."+4','DEX+2','Attack+9',}},
legs="Meg. Chausses +2",
feet="Meg. Jam. +2",
neck="Sanctity Necklace",
waist="Chiner's Belt +1",
left_ear="Dudgeon Earring",
right_ear="Heartseeker Earring",
left_ring="Chirich Ring +1",
right_ring="Chirich Ring +1",
back={ name="Camulus's Mantle", augments={'STR+20','Accuracy+20 Attack+20','STR+10','"Store TP"+10','Evasion+9',}}}

sets.engaged.Melee.DW = {ammo=gear.RAbullet,
main="Fettering Blade",
sub="Kaja Knife",
range={ name="Deathlocke", augments={'Magic damage+30','"Mag.Atk.Bns."+10','AGI+10',}},
ammo="Decimating Bullet",
head={ name="Adhemar Bonnet +1", augments={'STR+12','DEX+12','Attack+20',}},
body={ name="Herculean Vest", augments={'Accuracy+23 Attack+23','"Triple Atk."+2','AGI+1','Accuracy+5','Attack+10',}},
hands={ name="Herculean Gloves", augments={'Accuracy+25','"Triple Atk."+4','DEX+2','Attack+9',}},
legs="Meg. Chausses +2",
feet="Meg. Jam. +2",
neck="Sanctity Necklace",
waist="Chiner's Belt +1",
left_ear="Dudgeon Earring",
right_ear="Heartseeker Earring",
left_ring="Chirich Ring +1",
right_ring="Chirich Ring +1",
back={ name="Camulus's Mantle", augments={'STR+20','Accuracy+20 Attack+20','STR+10','"Store TP"+10','Evasion+9',}}}

sets.engaged.Acc.DW = {ammo=gear.RAbullet,
main="Fettering Blade",
sub="Kaja Knife",
range={ name="Deathlocke", augments={'Magic damage+30','"Mag.Atk.Bns."+10','AGI+10',}},
ammo="Decimating Bullet",
head={ name="Adhemar Bonnet +1", augments={'STR+12','DEX+12','Attack+20',}},
body={ name="Herculean Vest", augments={'Accuracy+23 Attack+23','"Triple Atk."+2','AGI+1','Accuracy+5','Attack+10',}},
hands={ name="Herculean Gloves", augments={'Accuracy+25','"Triple Atk."+4','DEX+2','Attack+9',}},
legs="Meg. Chausses +2",
feet="Meg. Jam. +2",
neck="Sanctity Necklace",
waist="Chiner's Belt +1",
left_ear="Dudgeon Earring",
right_ear="Heartseeker Earring",
left_ring="Chirich Ring +1",
right_ring="Chirich Ring +1",
back={ name="Camulus's Mantle", augments={'STR+20','Accuracy+20 Attack+20','STR+10','"Store TP"+10','Evasion+9',}}}


sets.engaged.Ranged = {
main="Fettering Blade",
sub="Kaja Knife",
range={ name="Deathlocke", augments={'Magic damage+30','"Mag.Atk.Bns."+10','AGI+10',}},
ammo="Decimating Bullet",
head={ name="Adhemar Bonnet +1", augments={'STR+12','DEX+12','Attack+20',}},
body={ name="Herculean Vest", augments={'Accuracy+23 Attack+23','"Triple Atk."+2','AGI+1','Accuracy+5','Attack+10',}},
hands={ name="Adhemar Wrist. +1", augments={'DEX+12','AGI+12','Accuracy+20',}},
legs="Meg. Chausses +2",
feet="Meg. Jam. +2",
neck="Sanctity Necklace",
waist="Chiner's Belt +1",
left_ear="Dudgeon Earring",
right_ear="Heartseeker Earring",
left_ring="Chirich Ring +1",
right_ring="Chirich Ring +1",
back={ name="Camulus's Mantle", augments={'STR+20','Accuracy+20 Attack+20','STR+10','"Store TP"+10',}}}
end

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

-- Set eventArgs.handled to true if we don't want any automatic gear equipping to be done.
-- Set eventArgs.useMidcastGear to true if we want midcast gear equipped on precast.
function job_precast(spell, action, spellMap, eventArgs)
-- Check that proper ammo is available if we're using ranged attacks or similar.
if spell.action_type == 'Ranged Attack' or spell.type == 'WeaponSkill' or spell.type == 'CorsairShot' then
do_bullet_checks(spell, spellMap, eventArgs)
end

-- gear sets
if (spell.type == 'CorsairRoll' or spell.english == "Double-Up") and state.LuzafRing.value then
equip(sets.precast.LuzafRing)
elseif spell.type == 'CorsairShot' and state.CastingMode.value == 'Resistant' then
classes.CustomClass = 'Acc'
elseif spell.english == 'Fold' and buffactive['Bust'] == 2 then
if sets.precast.FoldDoubleBust then
equip(sets.precast.FoldDoubleBust)
eventArgs.handled = true
end
end
end


-- Set eventArgs.handled to true if we don't want any automatic gear equipping to be done.
function job_aftercast(spell, action, spellMap, eventArgs)
if spell.type == 'CorsairRoll' and not spell.interrupted then
display_roll_info(spell)
end
end

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

-- Return a customized weaponskill mode to use for weaponskill sets.
-- Don't return anything if you're not overriding the default value.
function get_custom_wsmode(spell, spellMap, default_wsmode)
if buffactive['Transcendancy'] then
return 'Brew'
end
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)
if newStatus == 'Engaged' and player.equipment.main == 'Chatoyant Staff' then
state.OffenseMode:set('Ranged')
end
end


-- Set eventArgs.handled to true if we don't want the automatic display to be run.
function display_current_job_state(eventArgs)
local msg = ''

msg = msg .. 'Off.: '..state.OffenseMode.current
msg = msg .. ', Rng.: '..state.RangedMode.current
msg = msg .. ', WS.: '..state.WeaponskillMode.current
msg = msg .. ', QD.: '..state.CastingMode.current

if state.DefenseMode.value ~= 'None' then
local defMode = state[state.DefenseMode.value ..'DefenseMode'].current
msg = msg .. ', Defense: '..state.DefenseMode.value..' '..defMode
end

if state.Kiting.value then
msg = msg .. ', Kiting'
end

if state.PCTargetMode.value ~= 'default' then
msg = msg .. ', Target PC: '..state.PCTargetMode.value
end

if state.SelectNPCTargets.value then
msg = msg .. ', Target NPCs'
end

msg = msg .. ', Roll Size: ' .. ((state.LuzafRing.value and 'Large') or 'Small')

add_to_chat(122, msg)

eventArgs.handled = true
end


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

function define_roll_values()
rolls = {
["Corsair's Roll"] = {lucky=5, unlucky=9, bonus="Experience Points"},
["Ninja Roll"] = {lucky=4, unlucky=8, bonus="Evasion"},
["Hunter's Roll"] = {lucky=4, unlucky=8, bonus="Accuracy"},
["Chaos Roll"] = {lucky=4, unlucky=8, bonus="Attack"},
["Magus's Roll"] = {lucky=2, unlucky=6, bonus="Magic Defense"},
["Healer's Roll"] = {lucky=3, unlucky=7, bonus="Cure Potency Received"},
["Puppet Roll"] = {lucky=4, unlucky=8, bonus="Pet Magic Accuracy/Attack"},
["Choral Roll"] = {lucky=2, unlucky=6, bonus="Spell Interruption Rate"},
["Monk's Roll"] = {lucky=3, unlucky=7, bonus="Subtle Blow"},
["Beast Roll"] = {lucky=4, unlucky=8, bonus="Pet Attack"},
["Samurai Roll"] = {lucky=2, unlucky=6, bonus="Store TP"},
["Evoker's Roll"] = {lucky=5, unlucky=9, bonus="Refresh"},
["Rogue's Roll"] = {lucky=5, unlucky=9, bonus="Critical Hit Rate"},
["Warlock's Roll"] = {lucky=4, unlucky=8, bonus="Magic Accuracy"},
["Fighter's Roll"] = {lucky=5, unlucky=9, bonus="Double Attack Rate"},
["Drachen Roll"] = {lucky=3, unlucky=7, bonus="Pet Accuracy"},
["Gallant's Roll"] = {lucky=3, unlucky=7, bonus="Defense"},
["Wizard's Roll"] = {lucky=5, unlucky=9, bonus="Magic Attack"},
["Dancer's Roll"] = {lucky=3, unlucky=7, bonus="Regen"},
["Scholar's Roll"] = {lucky=2, unlucky=6, bonus="Conserve MP"},
["Bolter's Roll"] = {lucky=3, unlucky=9, bonus="Movement Speed"},
["Caster's Roll"] = {lucky=2, unlucky=7, bonus="Fast Cast"},
["Courser's Roll"] = {lucky=3, unlucky=9, bonus="Snapshot"},
["Blitzer's Roll"] = {lucky=4, unlucky=9, bonus="Attack Delay"},
["Tactician's Roll"] = {lucky=5, unlucky=8, bonus="Regain"},
["Allies's Roll"] = {lucky=3, unlucky=10, bonus="Skillchain Damage"},
["Miser's Roll"] = {lucky=5, unlucky=7, bonus="Save TP"},
["Companion's Roll"] = {lucky=2, unlucky=10, bonus="Pet Regain and Regen"},
["Avenger's Roll"] = {lucky=4, unlucky=8, bonus="Counter Rate"},
}
end

function display_roll_info(spell)
rollinfo = rolls[spell.english]
local rollsize = (state.LuzafRing.value and 'Large') or 'Small'

if rollinfo then
add_to_chat(104, spell.english..' provides a bonus to '..rollinfo.bonus..'. Roll size: '..rollsize)
add_to_chat(104, 'Lucky roll is '..tostring(rollinfo.lucky)..', Unlucky roll is '..tostring(rollinfo.unlucky)..'.')
end
end


-- Determine whether we have sufficient ammo for the action being attempted.
function do_bullet_checks(spell, spellMap, eventArgs)
local bullet_name
local bullet_min_count = 1

if spell.type == 'WeaponSkill' then
if spell.skill == "Marksmanship" then
if spell.element == 'None' then
-- physical weaponskills
bullet_name = gear.WSbullet
else
-- magical weaponskills
bullet_name = gear.MAbullet
end
else
-- Ignore non-ranged weaponskills
return
end
elseif spell.type == 'CorsairShot' then
bullet_name = gear.QDbullet
elseif spell.action_type == 'Ranged Attack' then
bullet_name = gear.RAbullet
if buffactive['Triple Shot'] then
bullet_min_count = 3
end
end

if spell.action_type == 'Ranged Attack' and buffactive['Triple Shot']
then sets.precast.JA['Triple Shot'] = sets.midcast.RA
end

local available_bullets = player.inventory[bullet_name] or player.wardrobe[bullet_name]

-- If no ammo is available, give appropriate warning and end.
if not available_bullets then
if spell.type == 'CorsairShot' and player.equipment.ammo ~= 'empty' then
add_to_chat(104, 'No Quick Draw ammo left. Using what\'s currently equipped ('..player.equipment.ammo..').')
return
elseif spell.type == 'WeaponSkill' and player.equipment.ammo == gear.RAbullet then
add_to_chat(104, 'No weaponskill ammo left. Using what\'s currently equipped (standard ranged bullets: '..player.equipment.ammo..').')
return
else
add_to_chat(104, 'No ammo ('..tostring(bullet_name)..') available for that action.')
eventArgs.cancel = true
return
end
end

-- Don't allow shooting or weaponskilling with ammo reserved for quick draw.
if spell.type ~= 'CorsairShot' and bullet_name == gear.QDbullet and available_bullets.count <= bullet_min_count then
add_to_chat(104, 'No ammo will be left for Quick Draw. Cancelling.')
eventArgs.cancel = true
return
end

-- Low ammo warning.
if spell.type ~= 'CorsairShot' and state.warned.value == false
and available_bullets.count > 1 and available_bullets.count <= options.ammo_warning_limit then
local msg = '***** LOW AMMO WARNING: '..bullet_name..' *****'
--local border = string.repeat("*", #msg)
local border = ""
for i = 1, #msg do
border = border .. "*"
end

add_to_chat(104, border)
add_to_chat(104, msg)
add_to_chat(104, border)

state.warned:set()
elseif available_bullets.count > options.ammo_warning_limit and state.warned then
state.warned:reset()
end
end

-- Select default macro book on initial load or subjob change.
function select_default_macro_book()
set_macro_page(1, 19)
end
Offline
Posts: 281
By Galkapryme 2019-02-24 10:10:35  
Obviously I'm missing some staple Corsair gear...I'm working on it. Don't judge me too harshly.
Offline
Posts: 281
By Galkapryme 2019-03-01 17:50:11  
No Help? Nobody? Cambion, can you help me place those codes you showed me?
 Asura.Unholylilith
Offline
サーバ: Asura
Game: FFXI
Posts: 3
By Asura.Unholylilith 2019-03-03 13:22:34  
Gearswap only triggers on ws, ja, ma. It does not trigger on zone change event which would be handled by windower event function.

TIL, perform a ja, ma, or ws in town. Your aftercast should move you into your town idle. Town in idle is a defined word in motes and you need it installed else you have to define it yourself.
 Carbuncle.Hopefulki
Offline
サーバ: Carbuncle
Game: FFXI
user: hopefulki
Posts: 7
By Carbuncle.Hopefulki 2019-03-07 12:37:22  
Adding onto this, even though it's not truly related, but this GS issue maybe comes from a similar place. Anytime i equip Kaja Knife, I get immediate GS errors and all swaps stop.

Specifically, If i equip it while GS is on, I get an error in equip_processing.lua, line 246:

name = res.items[items[to_bag_api(res.bags[cur_item.bag_id].english)][cur_item.slot].id][language]

I can't replicate it except with Kaja weapons. In fact, if i try to export w/ it equipped, it does not show up.

Is this an issue with GS updating?
Offline
Posts: 281
By Galkapryme 2019-03-09 01:15:08  
NOT SURE. I DON'T HAVE THAT ISSUE.
Offline
Posts: 281
By Galkapryme 2019-03-09 01:15:59  
All,

I figured out the town thing. As mentioned above, I DO have to activate a JA in order to change, but I at least figured out the GS .lua.
Offline
Posts: 665
By kishr 2019-03-09 01:48:52  
Learn to code
Log in to post.