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Gearswap Support Thread
Asura.Topace
Serveur: Asura
Game: FFXI
Posts: 771
By Asura.Topace 2018-07-21 15:56:07
Gearswap keeps telling me it's not finding my Lua file. I haven't changed anything in it. It was working 2 days ago and now....
Bismarck.Ringoko
Serveur: Bismarck
Game: FFXI
By Bismarck.Ringoko 2018-07-21 21:12:22
Lua: DNC Lua
I cant figure out why /console gs c step fails to execute. Can anyone take a look? :3
Carbuncle.Kigensuro
Serveur: Carbuncle
Game: FFXI
Posts: 93
By Carbuncle.Kigensuro 2018-07-22 00:06:16
Lua: DNC Lua
I cant figure out why /console gs c step fails to execute. Can anyone take a look? :3 it because you have 2 job_self_command functions Code
--line 1109
function job_self_command(cmdParams, eventArgs)
if cmdParams[1] == 'step' then
if cmdParams[2] == 't' then
state.IgnoreTargetting:set()
end
local doStep = ''
if state.UseAltStep.value == true then
doStep = state[state.CurrentStep.current..'Step'].current
state.CurrentStep:cycle()
else
doStep = state.MainStep.current
end
send_command('@input /ja "'..doStep..'" <t>')
end
end
--line 1148
function job_self_command(cmdParams, eventArgs)
gearinfo(cmdParams, eventArgs)
end
Seraph.Ringoko
Serveur: Seraph
Game: FFXI
By Seraph.Ringoko 2018-07-22 01:39:09
Thanks Kigensuro, resolved it :)
Asura.Topace
Serveur: Asura
Game: FFXI
Posts: 771
By Asura.Topace 2018-07-23 17:52:00
Gearswap keeps telling me it's not finding my Lua file. I haven't changed anything in it. It was working 2 days ago and now.... Still having the same problem ; ;
Serveur: Bismarck
Game: FFXI
Posts: 148
By Bismarck.Cloudstrafie 2018-07-23 18:13:39
Back up your lua's delete gearswap and redownload it then put your lua's back in the folder
By DaneBlood 2018-07-24 12:26:48
I've tried reading over some lua but i am not getting this right
I just wnmt to find a simple way to create a variable in the gearswap script that I can cycle through some values and then in my gear swap changes what I swap back into ( like TPacc,TPnorm,TPtank etc)
Carbuncle.Kigensuro
Serveur: Carbuncle
Game: FFXI
Posts: 93
By Carbuncle.Kigensuro 2018-07-24 13:51:24
I've tried reading over some lua but i am not getting this right
I just wnmt to find a simple way to create a variable in the gearswap script that I can cycle through some values and then in my gear swap changes what I swap back into ( like TPacc,TPnorm,TPtank etc) the variables Code selectable_items = {'TPacc','TPnorm','TPtank'}
selectable_items_id = 1
the command to switch the variable Code selectable_items_id = (selectable_items_id % #selectable_items) + 1
how to show what the variable is Code add_to_chat(8, 'set to '..selectable_items[selectable_items_id])
to get the string of the variable Code selectable_items[selectable_items_id]
Serveur: Valefor
Game: FFXI
Posts: 1
By Valefor.Juztinius 2018-07-25 00:05:55
Lua: DNC Lua
I cant figure out why /console gs c step fails to execute. Can anyone take a look? :3
Quick question about the skillchain pending function, Ive come across it in the past and used it, and I tried again after seeing it in your lua. But it says nil valu error for the SkillchainPending
Asura.Topace
Serveur: Asura
Game: FFXI
Posts: 771
By Asura.Topace 2018-07-27 21:48:41
I feel like i've been in here alot lately lol.
My gearswap saids Gearswap/Gearswap.lua:118: Missing resources! What is the hell does that mean?
By Faelar 2018-07-28 20:57:49
Is there a rule/function/whatever its called (lol) that I can add to a THF lua that puts on TH gear when you engage, then puts TP set on after you've hit the mob, then back to idle when disengaged?
Serveur: Asura
Game: FFXI
Posts: 167
By Asura.Verbannt 2018-07-29 03:03:59
Is there a rule/function/whatever its called (lol) that I can add to a THF lua that puts on TH gear when you engage, then puts TP set on after you've hit the mob, then back to idle when disengaged?
That function to my knowledge requires mote based globals, I have a thf and nin lua that do that.
By Faelar 2018-07-29 09:22:48
Is there a rule/function/whatever its called (lol) that I can add to a THF lua that puts on TH gear when you engage, then puts TP set on after you've hit the mob, then back to idle when disengaged? https://github.com/Kinematics/GearSwap-Jobs/blob/master/THF.lua
It is all in here. If you just change the equipment to your own it will engage with TH gear and do engaged and idle as normal.
Thanks~!
Serveur: Asura
Game: FFXI
Posts: 50
By Asura.Jackflashh 2018-07-29 19:06:40
Looking for some help troubleshooting a smn lua. I'm using Pergatory's smn lua (found here: https://pastebin.com/Fa5PtueC). Didn't change much of anything aside from sets, and deleting his lockstyle functions near the end of the sets section.
Everything seems to work just fine, all sets change at appropriate times, haven't noticed anything not working as intended, EXCEPT my ammo slot doesn't change at all, for anything lol. I'm really not a coding person, so I've tried searching through the lua for anything that might be wrong, but honestly it might as well be written in greek. Any help or suggestions is greatly appreciated. Am I missing something simple that would cause 1 slot to not function?
Phoenix.Uzugami
Serveur: Phoenix
Game: FFXI
By Phoenix.Uzugami 2018-07-29 20:46:49
Really stupid/dumb question here; If I have a WAR.lua and it has some stuff I find useful on say, SAM.lua can I just like...copy/paste the stuff into my SAM.lua?>.> This WAR.lua from the war guide post has a lot of really neat stuff that'd be useful to my other jobs. (Aftermath timer, stop WS if out of range among other things.) But I can't figure how to get them to actually work on my sam.lua. :/
Asura.Topace
Serveur: Asura
Game: FFXI
Posts: 771
By Asura.Topace 2018-07-30 12:51:56
I feel like i've been in here alot lately lol.
My gearswap saids Gearswap/Gearswap.lua:118: Missing resources! What is the hell does that mean? ; ; I'm assuming it has something to do with the Error: Failed to read Status, Item_Armor,Item General, Item Weapon?
Serveur: Asura
Game: FFXI
Posts: 50
By Asura.Jackflashh 2018-07-31 17:55:57
Looking for some help troubleshooting a smn lua. I'm using Pergatory's smn lua (found here: https://pastebin.com/Fa5PtueC). Didn't change much of anything aside from sets, and deleting his lockstyle functions near the end of the sets section.
Everything seems to work just fine, all sets change at appropriate times, haven't noticed anything not working as intended, EXCEPT my ammo slot doesn't change at all, for anything lol. I'm really not a coding person, so I've tried searching through the lua for anything that might be wrong, but honestly it might as well be written in greek. Any help or suggestions is greatly appreciated. Am I missing something simple that would cause 1 slot to not function?
Help meh baby jesus, help me tom cruise, use your witchcraft!
Carbuncle.Kigensuro
Serveur: Carbuncle
Game: FFXI
Posts: 93
By Carbuncle.Kigensuro 2018-07-31 20:46:44
Looking for some help troubleshooting a smn lua. I'm using Pergatory's smn lua (found here: https://pastebin.com/Fa5PtueC). Didn't change much of anything aside from sets, and deleting his lockstyle functions near the end of the sets section.
Everything seems to work just fine, all sets change at appropriate times, haven't noticed anything not working as intended, EXCEPT my ammo slot doesn't change at all, for anything lol. I'm really not a coding person, so I've tried searching through the lua for anything that might be wrong, but honestly it might as well be written in greek. Any help or suggestions is greatly appreciated. Am I missing something simple that would cause 1 slot to not function?
Help meh baby jesus, help me tom cruise, use your witchcraft! his lua is useless we need yours to see what is wrong unless you are using the exact same code
By BladeworkAsura 2018-07-31 21:14:13
Guys if anyone has a bard lua that won't make me breakout in hives I'd really appreciate it. Looking for something extremely bare bones for pre-mid-idle, I'll macro my own instrument changes and job ability stuff. Hitting a wall with the ones I'm finding and my sanity is fading. I'm using entry level gear with reforged empy/ambu sets and Terpander/Eminent (Working on Linos for AS+3)
Serveur: Asura
Game: FFXI
Posts: 50
By Asura.Jackflashh 2018-07-31 21:21:49
Carbuncle.Kigensuro said: »Looking for some help troubleshooting a smn lua. I'm using Pergatory's smn lua (found here: https://pastebin.com/Fa5PtueC). Didn't change much of anything aside from sets, and deleting his lockstyle functions near the end of the sets section.
Everything seems to work just fine, all sets change at appropriate times, haven't noticed anything not working as intended, EXCEPT my ammo slot doesn't change at all, for anything lol. I'm really not a coding person, so I've tried searching through the lua for anything that might be wrong, but honestly it might as well be written in greek. Any help or suggestions is greatly appreciated. Am I missing something simple that would cause 1 slot to not function?
Help meh baby jesus, help me tom cruise, use your witchcraft! his lua is useless we need yours to see what is wrong unless you are using the exact same code
It's something to do with his code. I re-downloaded is original lua and only changed ammo slots in a few sets, nothing else, and tried toggling between modes and casting, the slot is still broken. I think at this point I'd be better off finding a new, functioning SMN lua.
Greatly appreciated if anyone might have a decent one for a nirvana smn :(
Serveur: Siren
Game: FFXI
Posts: 1028
By Siren.Demetreos 2018-08-02 09:34:58
Is it possible to get GS to automatically switch to a specific engaged set, depending on what weapon is equipped? Not having a huge amount of luck with it so far.
I'm using this kind of idea.
Code function job_setup()
state.Buff['Souleater'] = buffactive['Souleater'] or false
scytheList = S{'Anguta', 'Apocalypse'}
gsList = S{'Ragnarok', 'Caladbolg'}
adjust_engaged_sets()
end Code function adjust_engaged_sets()
if scytheList:contains(player.equipment.main) then
state.CombatWeapon = "Scythe"
elseif gsList:contains(player.equipment.main) then
state.CombatWeapon = "GS"
else -- use regular set
state.CombatWeapon = nil
end
end I'm getting two errors mainly whenever I change something, either no equipment swaps work whatsoever, or I get the following error:
'... mote-include.lua:564 "has_value" is not defined for strings'
Which corresponds to
Code if state.CombatWeapon.has_value and meleeSet[state.CombatWeapon.value] then
meleeSet = meleeSet[state.CombatWeapon.value]
mote_vars.set_breadcrumbs:append(state.CombatWeapon.value)
end
Full lua here
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
send_command('wait 6;input /lockstyleset 4')
-------------------------------------------------------------------------------------------------------------------
-- 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', 'PDT') -- F9 to toggle.
state.IdleMode:options('Normal', 'PDT') -- CTRL+F12 to toggle
select_default_macro_book()
end
function job_setup()
state.Buff['Souleater'] = buffactive['Souleater'] or false
scytheList = S{'Anguta', 'Apocalypse'}
gsList = S{'Ragnarok', 'Caladbolg'}
adjust_engaged_sets()
end
function file_unload()
if binds_on_unload then
binds_on_unload()
end
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['Diabolic Eye'] = {}
sets.precast.JA['Arcane Circle'] = {feet="Ignominy Sollerets +2"}
sets.precast.JA['Nether Void'] = {legs="Heathen's Flanchard"}
sets.precast.JA['Souleater'] = {head="Ignominy Burgeonet +2"}
sets.precast.JA['Weapon Bash'] = {hands="Ignominy Gauntlets +1"}
sets.precast.JA['Last Resort'] = {back="Ankou's Mantle", feet="Fallen's Sollerets +1"}
sets.precast.JA['Dark Seal'] = {head="Fallen's Burgeonet"}
sets.precast.JA['Blood Weapon'] = {head="Fallen's Cuirass"}
-- Waltz set (chr and vit)
sets.precast.Waltz = {}
-- Fast cast sets for spells
-- Precast Sets
sets.precast.FC = {
ammo="Impatiens",
ring1="Kishar Ring",
ring2="Prolix Ring",
ear2="Loquac. Earring",
legs="Eschite Cuisses",
feet="Carmine Greaves",
back={ name="Ankou's Mantle", augments={'"Fast Cast"+10',}},
}
sets.precast.FC['Impact'] = set_combine(sets.precast.FC, {head=empty, body="Twilight Cloak"})
sets.precast['Dark Magic'] = set_combine(sets.precast.FC, {head="Fallen's Burgeonet"})
-- Specific spells
sets.midcast.DarkMagic = {
ammo="Pemphredo Tathlum",
head="Igno. Burgeonet +2",
neck="Erra Pendant",
ear1="Abyssal Earring",
ear2="Dark Earring",
body="Carm. Scale Mail",
hands="Redan Gloves",
back={ name="Niht Mantle", augments={'Attack+8','Dark magic skill +9','"Drain" and "Aspir" potency +12',}},
waist="Casso Sash",
legs="Fallen Flanchard",
feet="Odyssean Greaves",
ring1="Stikini Ring",
ring2="Stikini Ring",
}
sets.midcast.Endark = {
ammo="Pemphredo Tathlum",
head="Igno. Burgeonet +2",
neck="Erra Pendant",
ear1="Abyssal Earring",
ear2="Dark Earring",
body="Carm. Scale Mail",
hands="Redan Gloves",
back={ name="Niht Mantle", augments={'Attack+8','Dark magic skill +9','"Drain" and "Aspir" potency +12',}},
waist="Casso Sash",
legs="Eschite Cuisses",
feet="Odyssean Greaves",
ring1="Stikini Ring",
ring2="Stikini Ring",
}
sets.midcast['Endark II'] = sets.midcast.Endark
sets.midcast['Dread Spikes'] = set_combine(sets.midcast.DarkMagic, {
head="Ig. Burgonet +2",
body="Heathen's Cuirass",
hands="Flam. Manopolas +2",
legs="Flamma Dirs +2",
feet="Flam. Gambieras +2",
back="Reiki Cloak",
})
sets.midcast['Elemental Magic'] = {}
sets.midcast['Enfeebling Magic'] = {
head="Flam. Zucchetto +2",
body="Ignominy Cuirass +2",
hands="Flam. Manopolas +2",
legs="Flamma Dirs +2",
feet="Flam. Gambieras +2",
wasit="Casso Sash",
back="Chuparrosa Mantle",
neck="Incanter's Torque",
ring1="Kishar Ring",
ring2="Stikini Ring",
}
sets.midcast.Stun = {}
sets.midcast.Absorb = {
ammo="Pemphredo Tathlum",
head="Igno. Burgeonet +2",
neck="Erra Pendant",
ear1="Abyssal Earring",
ear2="Dark Earring",
body="Carm. Scale Mail",
hands="Heath. Gauntlets",
back="Chuparrosa Mantle",
waist="Casso Sash",
legs="Eschite Cuisses",
feet="Odyssean Greaves",
ring1="Kishar Ring",
ring2="Stikini Ring",
}
sets.midcast.Drain = {
ammo="Pemphredo Tathlum",
head="Igno. Burgeonet +2",
body="Carm. Scale Mail",
neck="Erra Pendant",
ear1="Abyssal Earring",
ear2="Dark Earring",
hands="Redan Gloves",
back={ name="Niht Mantle", augments={'Attack+8','Dark magic skill +9','"Drain" and "Aspir" potency +12',}},
waist="Casso Sash",
legs="Eschite Cuisses",
feet="Odyssean Greaves",
ring1="Evanescence Ring",
ring2="Kishar Ring",
}
sets.midcast['Aspir'] = sets.midcast.Drain
sets.midcast['Aspir II'] = sets.midcast.Drain
sets.midcast['Drain II'] = sets.midcast.Drain
sets.midcast['Drain III'] = sets.midcast.Drain
sets.midcast.Impact = {
ammo="Pemphredo Tathlum",
neck="Sanctity Necklace",
ear1="Friomisi Earring",
ear2="Hecate's Earring",
body="Twilight Cloak",
ring1="Shiva's Ring",
ring2="Shiva's Ring",
waist="Austerity Belt",
hands="Carmine Fin. Ga.",
legs="Flamma Dirs +2",
feet="Flam. Gambieras +2",
back="Chuparrosa Mantle",
}
-- Weaponskill sets
-- Default set for any weaponskill that isn't any more specifically defined
sets.precast.WS = {
ammo="Ginsen",
head="Sulevia's Mask +2",
ear1="Ishvara Earring",
ear2="Brutal Earring",
body="Ignominy Cuirass +2",
hands="Sulev. Gauntlets +2",
ring1="Ifrit Ring",
ring2="Karieyh Ring",
back={ name="Ankou's Mantle", augments={'STR+20','Accuracy+20 Attack+20','Weapon skill damage +10%',}},
legs={ name="Valor. Hose", augments={'Accuracy+19 Attack+19','Weapon skill damage +2%','DEX+2','Accuracy+15',}},
feet="Sulev. Leggings +2",
}
-- Specific weaponskill sets. Uses the base set if an appropriate WSMod version isn't found.
sets.precast.WS['Catastrophe'] = {
ammo="Ginsen",
head="Ratri Sallet",
ear1="Ishvara Earring",
ear2="Brutal Earring",
body="Ignominy Cuirass +2",
hands="Ratri Gadlings",
ring1="Ifrit Ring",
ring2="Karieyh Ring",
back={ name="Ankou's Mantle", augments={'STR+20','Accuracy+20 Attack+20','Weapon skill damage +10%',}},
legs={ name="Valor. Hose", augments={'Accuracy+19 Attack+19','Weapon skill damage +2%','DEX+2','Accuracy+15',}},
feet="Sulev. Leggings +2",
}
sets.precast.WS['Torcleaver'] = {
head="Sulevia's Mask +2",
ear1="Brutal Earring",
ear2="Ishvara Earring",
body="Sulevia's Plate. +2",
hands="Sulev. Gauntlets +2",
ring1="Titan Ring",
ring2="Karieyh Ring",
back={ name="Ankou's Mantle", augments={'STR+20','Accuracy+20 Attack+20','Weapon skill damage +10%',}},
waist="Snow Belt",
legs={ name="Odyssean Cuisses", augments={'Accuracy+15','Weapon skill damage +4%','CHR+9',}},
feet="Sulev. Leggings +2",
}
sets.precast.WS['Scourge'] = {}
sets.precast.WS['Cross Reaper'] = {
ammo="Ginsen",
head="Ratri Sallet",
ear1="Ishvara Earring",
ear2="Brutal Earring",
body="Ignominy Cuirass +2",
hands="Ratri Gadlings",
ring1="Ifrit Ring",
ring2="Karieyh Ring",
back={ name="Ankou's Mantle", augments={'STR+20','Accuracy+20 Attack+20','Weapon skill damage +10%',}},
legs={ name="Valor. Hose", augments={'Accuracy+19 Attack+19','Weapon skill damage +2%','DEX+2','Accuracy+15',}},
feet="Sulev. Leggings +2",
}
sets.precast.WS['Quietus'] = {
ammo="Ginsen",
head="Ratri Sallet",
ear1="Ishvara Earring",
ear2="Brutal Earring",
body="Ignominy Cuirass +2",
hands="Ratri Gadlings",
ring1="Ifrit Ring",
ring2="Karieyh Ring",
back={ name="Ankou's Mantle", augments={'STR+20','Accuracy+20 Attack+20','Weapon skill damage +10%',}},
legs={ name="Valor. Hose", augments={'Accuracy+19 Attack+19','Weapon skill damage +2%','DEX+2','Accuracy+15',}},
feet="Sulev. Leggings +2",
}
sets.precast.WS['Entropy'] = {
ammo="Pemphredo Tathlum",
head="Ig. Burgonet +2",
neck="Lissome Necklace",
ear1="Cessance Earring",
ear2="Brutal Earring",
body={ name="Valorous Mail", augments={'Accuracy+16','"Dbl.Atk."+4','STR+6',}},
hands="Igno. Gauntlets +1",
ring1="Shiva Ring",
ring2="Shiva Ring",
back={ name="Ankou's Mantle", augments={'STR+20','Accuracy+20 Attack+20','"Dbl.Atk."+10','Phys. dmg. taken-10%',}},
waist="Ioskeha Belt",
legs="Ig. Flanchard +2",
feet={ name="Valorous Greaves", augments={'Accuracy+22 Attack+22','Weapon Skill Acc.+6','STR+10','Accuracy+5','Attack+8',}},
}
sets.precast.WS['Insurgency'] = {}
sets.precast.WS['Resolution'] = {
head="Flamma Zucchetto +2",
body="Argosy Hauberk",
hands={ name="Argosy Mufflers +1", augments={'STR+20','"Dbl.Atk."+3','Haste+3%',}},
legs={ name="Argosy Breeches +1", augments={'STR+12','DEX+12','Attack+20',}},
feet="Sulev. Leggings +2",
neck="Breeze Gorget",
ear1="Cessance Earring",
ear2="Telos Earring",
ring1="Karieyh Ring",
ring2="Shukuyu Ring",
back={ name="Ankou's Mantle", augments={'STR+20','Accuracy+20 Attack+20','"Dbl.Atk."+10','Phys. dmg. taken-10%',}},
waist="Breeze Belt",
feet="Sulev. Leggings +2",
ammo="Ginsen",
}
-- Sets to return to when not performing an action.
-- Resting sets
sets.resting = {}
-- Idle sets
sets.idle = {
head="Valorous Mask",
neck="Wiglen Gorget",
ring2={ name="Dark Ring", augments={'Breath dmg. taken -4%','Magic dmg. taken -3%','Phys. dmg. taken -5%',}},
back={ name="Ankou's Mantle", augments={'STR+20','Accuracy+20 Attack+20','"Dbl.Atk."+10','Phys. dmg. taken-10%',}},
waist="Flume Belt",
feet="Sulev. Leggings +2",
ear2="Infused Earring",
ear1="Cessance Earring",
ring1="Sheltered Ring",
legs="Crimson Cuisses",
body="Sulevia's Plate. +2",
hands="Sulev. Gauntlets +2",
}
sets.idle.PDT = {
head="Sulevia's Mask +2",
neck="Wiglen Gorget",
ear1="Cessance Earring",
ear2="Brutal Earring",
body="Sulevia's Plate. +2",
hands="Sulev. Gauntlets +2",
ring1="Sheltered Ring",
ring2={ name="Dark Ring", augments={'Breath dmg. taken -4%','Magic dmg. taken -3%','Phys. dmg. taken -5%',}},
back={ name="Ankou's Mantle", augments={'STR+20','Accuracy+20 Attack+20','"Dbl.Atk."+10','Phys. dmg. taken-10%',}},
legs="Sulev. Cuisses +2",
feet="Sulev. Leggings +2"
}
sets.idle.Weak = set_combine(sets.idle, {head="Twilight Helm", body="Twilight Mail",})
-- Defense sets
sets.defense.MDT = {}
-- Engaged sets
-- Specific engaged sets
sets.engaged.GS = {
ammo="Ginsen",
head="Flam. Zucchetto +2",
neck="Lissome Necklace",
ear2="Brutal Earring",
ear1="Cessance Earring",
body={ name="Valorous Mail", augments={'Accuracy+16','"Dbl.Atk."+4','STR+6',}},
hands="Flamma Manopolas +2",
ring1="Petrov Ring",
ring2="Flamma Ring",
back={ name="Ankou's Mantle", augments={'STR+20','Accuracy+20 Attack+20','"Dbl.Atk."+10','Phys. dmg. taken-10%',}},
waist="Ioskeha Belt",
legs={ name="Odyssean Cuisses", augments={'Accuracy+22 Attack+22','"Store TP"+7','VIT+8','Accuracy+9',}},
feet="Flam. Gambieras +2"
}
sets.engaged.Scythe = {
ammo="Ginsen",
head="Flam. Zucchetto +2",
body={ name="Valorous Mail", augments={'Accuracy+16','"Dbl.Atk."+4','STR+6',}},
hands="Flam. Manopolas +2",
legs="Ig. Flanchard +2",
feet="Flam. Gambieras +2",
neck="Lissome Necklace",
waist="Ioskeha Belt",
left_ear="Cessance Earring",
right_ear="Telos Earring",
left_ring="Petrov Ring",
right_ring="Flamma Ring",
back={ name="Ankou's Mantle", augments={'STR+20','Accuracy+20 Attack+20','"Dbl.Atk."+10','Phys. dmg. taken-10%',}},
}
sets.engaged.PDT = {
ammo="Ginsen",
head="Sulevia's Mask +2",
neck="Homeric Gorget",
ear1="Cessance Earring",
ear2="Brutal Earring",
body="Sulevia's Plate. +2",
hands="Sulev. Gauntlets +2",
ring1="Flamma Ring",
ring2={ name="Dark Ring", augments={'Breath dmg. taken -4%','Magic dmg. taken -3%','Phys. dmg. taken -5%',}},
back={ name="Ankou's Mantle", augments={'STR+20','Accuracy+20 Attack+20','"Dbl.Atk."+10','Phys. dmg. taken-10%',}},
waist="Tempus Fugit",
legs="Sulev. Cuisses +2",
feet="Sulev. Leggings +2"
}
sets.engaged.DW = {}
-- Buff Sets
sets.buff.Souleater = {head="Ignominy Burgeonet +2",}
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)
if spell.skill == 'Elemental Magic' then
if spell.element == world.day_element or spell.element == world.weather_element then
equip(sets.midcast['Elemental Magic'], {waist="Hachirin-No-Obi"})
end
end
end
function job_post_midcast(spell, action, spellMap, eventArgs)
if (skillchain_elements[spell.skillchain_a]:contains(world.day_element) or skillchain_elements[spell.skillchain_b]:contains(world.day_element) or skillchain_elements[spell.skillchain_c]:contains(world.day_element))
then equip({head="Gavialis Helm"})
end
end
function job_post_midcast(spell, action, spellMap, eventArgs)
if S{"Drain","Drain II","Drain III"}:contains(spell.english) and (spell.element==world.day_element or spell.element==world.weather_element) then
equip({waist="Hachirin-no-obi"})
end
end
-------------------------------------------------------------------------------------------------------------------
-- Customization hooks for idle and melee sets, after they've been automatically constructed.
-------------------------------------------------------------------------------------------------------------------
function customize_idle_set(idleSet)
if state.Buff['Souleater'] then
idleSet = set_combine(idleSet, sets.buff.Souleater)
end
return idleSet
end
-- Modify the default melee set after it was constructed.
function customize_melee_set(meleeSet)
if state.Buff['Souleater'] then
meleeSet = set_combine(meleeSet, sets.buff.Souleater)
end
return meleeSet
end
-------------------------------------------------------------------------------------------------------------------
-- Utility functions specific to this job.
-------------------------------------------------------------------------------------------------------------------
-- 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 Souleater_active()
return state.Buff['Souleater']
end
function adjust_engaged_sets()
if scytheList:contains(player.equipment.main) then
state.CombatWeapon = "Scythe"
elseif gsList:contains(player.equipment.main) then
state.CombatWeapon = "GS"
else -- use regular set
state.CombatWeapon = nil
end
end
function job_buff_change(buff, gain)
if state.Buff[buff] ~= nil then
state.Buff[buff] = gain
end
if buff:lower()=='sleep' then
if gain and player.hp > 120 and player.status == "Engaged" then -- Equip Berserker's Torque When You Are Asleep
equip({neck="Berserker's Torque"})
elseif not gain then -- Take Berserker's offaw
handle_equipping_gear(player.status)
end
end
end
function customize_melee_set(meleeSet)
if state.Buff.Sleep and player.hp > 120 and player.status == "Engaged" then -- Equip Berserker's Torque When You Are Asleep
meleeSet = set_combine(meleeSet,{neck="Berserker's Torque"})
end
return meleeSet
end
-- Select default macro book on initial load or subjob change.
function select_default_macro_book()
if player.sub_job == 'SAM' then
set_macro_page(1, 6)
elseif player.sub_job == 'WAR' then
set_macro_page (1, 5)
end
end
Carbuncle.Kigensuro
Serveur: Carbuncle
Game: FFXI
Posts: 93
By Carbuncle.Kigensuro 2018-08-03 04:05:10
It's something to do with his code. I re-downloaded is original lua and only changed ammo slots in a few sets, nothing else, and tried toggling between modes and casting, the slot is still broken. I think at this point I'd be better off finding a new, functioning SMN lua.
Greatly appreciated if anyone might have a decent one for a nirvana smn :(
you said
Didn't change much of anything aside from sets, and deleting his lockstyle functions near the end of the sets section. so you are not using the same code that you posted
Carbuncle.Kigensuro
Serveur: Carbuncle
Game: FFXI
Posts: 93
By Carbuncle.Kigensuro 2018-08-03 04:08:44
Is it possible to get GS to automatically switch to a specific engaged set, depending on what weapon is equipped? Not having a huge amount of luck with it so far.
I'm using this kind of idea.
Code function job_setup()
state.Buff['Souleater'] = buffactive['Souleater'] or false
scytheList = S{'Anguta', 'Apocalypse'}
gsList = S{'Ragnarok', 'Caladbolg'}
adjust_engaged_sets()
end Code function adjust_engaged_sets()
if scytheList:contains(player.equipment.main) then
state.CombatWeapon = "Scythe"
elseif gsList:contains(player.equipment.main) then
state.CombatWeapon = "GS"
else -- use regular set
state.CombatWeapon = nil
end
end I'm getting two errors mainly whenever I change something, either no equipment swaps work whatsoever, or I get the following error:
'... mote-include.lua:564 "has_value" is not defined for strings'
Which corresponds to
Code if state.CombatWeapon.has_value and meleeSet[state.CombatWeapon.value] then
meleeSet = meleeSet[state.CombatWeapon.value]
mote_vars.set_breadcrumbs:append(state.CombatWeapon.value)
end
Full lua here
first im not well versed in motes include which you seam to be using
how ever i can help you a little
you do not need this Code if scytheList:contains(player.equipment.main) then
state.CombatWeapon = "Scythe"
elseif gsList:contains(player.equipment.main) then
state.CombatWeapon = "GS"
else -- use regular set
state.CombatWeapon = nil
end
you can do the same thing with this Code if player.equipment.main or player.equipment.main:length() > 0 then
state.CombatWeapon = gearswap.res.skills[gearswap.res.items:with('name', player.equipment.main).skill].en
else
state.CombatWeapon = "Hand-to-Hand"
end
the above code will always return one of these unless it is not in the res files, then windower need to be updated
"Hand-to-Hand"
"Dagger"
"Sword"
"Great Sword"
"Axe"
"Great Axe"
"Scythe"
"Polearm"
"Katana"
"Great Katana"
"Club"
"Staff"
By Prohono 2018-08-04 20:00:51
Kind of an OCD question, I wanted to make a "MidACC+" set. Is it possible to use the + symbol in the name? I'm getting a '=' expected near '+' error.
Thanks in advance!
Carbuncle.Kigensuro
Serveur: Carbuncle
Game: FFXI
Posts: 93
By Carbuncle.Kigensuro 2018-08-05 09:29:49
Kind of an OCD question, I wanted to make a "MidACC+" set. Is it possible to use the + symbol in the name? I'm getting a '=' expected near '+' error.
Thanks in advance! yes but it must be in quotes
aka
"MidACC+"
not
MidACC+
Bismarck.Xurion
Serveur: Bismarck
Game: FFXI
Posts: 694
By Bismarck.Xurion 2018-08-07 04:43:26
Carbuncle.Kigensuro said: »Kind of an OCD question, I wanted to make a "MidACC+" set. Is it possible to use the + symbol in the name? I'm getting a '=' expected near '+' error.
Thanks in advance! yes but it must be in quotes
aka
"MidACC+"
not
MidACC+
So your set needs to be named something like: sets.engaged["MidACC+"]
Serveur: Siren
Game: FFXI
Posts: 1028
By Siren.Demetreos 2018-08-07 08:19:49
Carbuncle.Kigensuro said: »first im not well versed in motes include which you seam to be using
how ever i can help you a little
you do not need this
you can do the same thing with this
the above code will always return one of these unless it is not in the res files, then windower need to be updated
"Hand-to-Hand"
"Dagger"
"Sword"
"Great Sword"
"Axe"
"Great Axe"
"Scythe"
"Polearm"
"Katana"
"Great Katana"
"Club"
"Staff" Cheers, I'll have a play around with it later and see where I get.
By Prohono 2018-08-08 08:59:33
Carbuncle.Kigensuro said: »Kind of an OCD question, I wanted to make a "MidACC+" set. Is it possible to use the + symbol in the name? I'm getting a '=' expected near '+' error.
Thanks in advance! yes but it must be in quotes
aka
"MidACC+"
not
MidACC+
So your set needs to be named something like: sets.engaged["MidACC+"]
Thank you both!
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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