Bagua Galero +3, Adding Lua Rule |
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Bagua Galero +3, adding Lua Rule
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Posts: 113
Hello! I was curious if anyone here knows how to add a rule to luas for Gear Swap to make it so Bagua Galero +3 doesn't get removed (by casting other spells etc) if your pet is currently out.
If you're using Mote's:
Code function init_gear_sets() sets.PetHP = {head="Bagua Galero +3"} end Code function customize_idle_set(idleSet) if pet.isvalid then equip(sets.PetHP) disable('head') else enable('head') end return idleSet end I was just thinking about using this head piece full time. Does anyone know if it will be better then the regen from empy +1 head?
I know I got Selindrile to add one for BoG usage on his lua's. So now when I BoG a luopan it starts at 95% HP and I still can swap head pieces for other things.
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Asura.Ladyofhonor said: » I know I got Selindrile to add one for BoG usage on his lua's. So now when I BoG a luopan it starts at 95% HP and I still can swap head pieces for other things. Wait so if you have head equipped on summoning BoG bubble it will start at 95% hp? and you can then swap to other heads and it will stay at 95%? Thought all the +HP was lost when you changed heads? The HP ceiling is lower back to regular but the HP gained remains but Snaps also did more testing after I did that showed it also makes it lose health by an extra 7/8HP per tick if used. This page has all the info https://www.ffxiah.com/forum/topic/41358/bubble-trouble-a-geomancer-guide/47/
If you have a +1/2 neck (Rank 20~25) you could just run with the +3 head full time and offset the pet Regen in either the legs or body since 24 Pet Regen in that scenario is more than enough on a BoG+EA bubble.
Autocast said: » Asura.Ladyofhonor said: » I know I got Selindrile to add one for BoG usage on his lua's. So now when I BoG a luopan it starts at 95% HP and I still can swap head pieces for other things. Wait so if you have head equipped on summoning BoG bubble it will start at 95% hp? and you can then swap to other heads and it will stay at 95%? Thought all the +HP was lost when you changed heads? The max HP is lost when you swap off the head, but BoG means it starts at 70% of max. So for example: If normally Luopan has 1500 hp, BoG with full JP makes it start with 1050hp. Say you have the +2 head so you get +500 HP. With the relic head equipped during BoG cast, your luopan starts with 2000 max HP, and 70% of that is 1400. Take off the relic head, max HP of luopan goes down to 1500, but you still have it at 1400 hp. Offline
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Don't find the 7/8hp/tic extra loss commented on above to be a problem doing that? (actually curious)
I don't have +2neck, but intend to get it soon, however I don't find myself in max pet regen set as I don't like sacrificing DT/Meva or refresh in most situations. Is the absorb on the neck reliable enough for the extra hp/tic lost to not be an issue most of the time? Also thanks for the info. No, I don't find extra tick loss to be an issue specifically because of how the neck works. Either the luopan isn't getting hit and I can out regen it, or the luopan is getting hit and being in proper DT gear with the +2 neck for HP absorbs keeps it at full. Most important part of that is having good starter HP so the 10% chance to heal gets to proc.
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Shiva.Arislan said: » If you're using Mote's: Code function init_gear_sets() sets.PetHP = {head="Bagua Galero +3"} end Code function customize_idle_set(idleSet) if pet.isvalid then equip(sets.PetHP) disable('head') else enable('head') end return idleSet end Question regarding this. I found a LUA online a while back and just started modifying it to what I need. My section is similar to this one but looks like this: Code function init_gear_sets() sets.PetHP = {head="Bagua Galero +3"} end Code function customize_idle_set(idleSet) if player.mpp < 51 then idleSet = set_combine(idleSet, sets.latent_refresh) end if state.CP.current == 'on' then equip(sets.CP) disable('back') else enable('back') end if pet.isvalid then if pet.hpp > 73 then if newLuopan == 1 then equip(sets.PetHP) disable('head') end elseif pet.hpp <= 73 then enable('head') newLuopan = 0 end end return idleSet end Is this effectively the same? I ask because I know gearswap can be fast and you may not see all the equipment change (I also use Equipviewer so I see most if not all changes done), but I don't ever see the head being equipped. So I'm not sure if it's actually giving the HP boost or not? If this doesn't work, is there a way to simplify this? where is newLuopan getting set to 1?
That's what confuses me. What does it even mean? It was already in the LUA so I have no idea. The closest I can find related to it is:
Code function job_aftercast(spell, action, spellMap, eventArgs) if not spell.interrupted then if spell.english:startswith('Geo') then geo_timer = spell.english send_command('@timers c "'..geo_timer..'" 600 down spells/00136.png') elseif spell.english:startswith('Indi') then if entrust == 1 then entrust_timer = spell.english send_command('@timers c "'..entrust_timer..' ['..spell.target.name..']" '..entrust_duration..' down spells/00136.png') entrust = 0 else send_command('@timers d "'..indi_timer..'"') indi_timer = spell.english send_command('@timers c "'..indi_timer..'" '..indi_duration..' down spells/00136.png') end elseif spell.english == "Sleep II" then send_command('@timers c "Sleep II ['..spell.target.name..']" 90 down spells/00259.png') elseif spell.english == "Sleep" or spell.english == "Sleepga" then -- Sleep & Sleepga Countdown -- send_command('@timers c "Sleep ['..spell.target.name..']" 60 down spells/00253.png') elseif spell.english:startswith('Geo-') or spell.english == "Life Cycle" then newLuopan = 1 end end end From what I get from that is if it does Life Cycle it's consider newLuopan? newLuopan is a variable used to track if the luopan is fresh or not.
If it's a fresh luopan (determined in Geo-spell aftercast), it'll equip and lock the head piece. As soon as the extra HP is depleted (equal or less than 73% hp), it unlocks the head so you can return to your normal pet idle set and removes the fresh luopan designation. Seems I left out the initial variable declaration in my original post: Code function job_setup() newLuopan = 0 end Ragnarok.Endtanis said: » Is this effectively the same? Yes. That code is from my lua. Shiva.Arislan said: » If it's a fresh luopan (determined in Geo-spell aftercast), it'll equip and lock the head piece. Isn't aftercast too late for it to get the extra HP? I always figured the head piece needed to be on in midcast. |
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