Gearswap Support Thread

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Gearswap Support Thread
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 Valefor.Ophannus
Offline
Serveur: Valefor
Game: FFXI
user: Ophannus
Posts: 241
By Valefor.Ophannus 2015-01-09 19:51:13
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Still doesnt work.


I tried an even simpler route:

Code
function job_get_spell_map(spell, default_spell_map)

              if spell.english:startswith('Cur') then
                if world.weather_element == light then
                   equip({main="Chatoyant Staff",waist=gear.ElementalObi})
            end
			


Even this won't work...
 Cerberus.Conagh
Offline
Serveur: Cerberus
Game: FFXI
user: onagh
Posts: 3189
By Cerberus.Conagh 2015-01-09 19:56:18
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Valefor.Ophannus said: »
Still doesnt work.


I tried an even simpler route:

Code
function job_get_spell_map(spell, default_spell_map)

              if spell.english:startswith('Cur') then
                if world.weather_element == light then
                   equip({main="Chatoyant Staff",waist=gear.ElementalObi})
            end
			


Even this won't work...


Just need a GS for WHM?

This has most stuff in. just turn the curaga ***off.
Code
function get_sets()
send_command('input /macro book 7;wait .1;input /macro set 1') -- Change Default Macro Book Here --	
		AccIndex = 1
		AccArray = {"Low","Mid","High"} -- 3 Levels Of Accuracy Sets For TP/WS/Hybrid. Default ACC Set Is LowACC. The First TP Set Of Your Main Weapon Is LowACC. Add More ACC Sets If Needed Then Create Your New ACC Below --
		Armor = 'None'
		AutoAga = 1
		Curaga_benchmark = 30
		Emnity = 1
		Safe_benchmark = 70
		Sublimation_benchmark = 30
		Sublimation = 1
		
	sets.TP								= {}
	
	sets.TP.Low							= {head="Gendewitha Caubeen",neck="Asperity Necklace",ear1="Brutal Earring",
			ear2="Suppanomi",body="Theophany briault +1",hands="Dynasty Mitts",ring1="Rajas ring",
			ring2="Patricius Ring",back="Cheviot Cape",waist="Goading Belt",legs="Artsieq Hose",feet="Theo. Duckbills +1"}
	
	sets.TP.Mid							= {}
	
	sets.TP.High						= {}
	
	
	sets.engaged						= {}
	
	sets.engaged.healing				= {}
	
	sets.engaged.healing.Curaga			= {}
	
	sets.engaged.healing.Cure			= {}
	
	sets.engaged.healing.Weather		= {}
	
	
	sets.ws								= {}
	
	sets.ws['Realmrazer']				= {head="Artsieq Hat",belt="Thunder Belt",necl="Nuna Gorget +1",
		body="Theophany briault +1",hands="Dynasty Mitts",ring1="Levia. Ring",ring2="Aquasoul Ring",back="Refraction Cape",
		belt="Thunder Belt",legs="Artsieq Hose",feet="Theo. Duckbills +1"}
	
	sets.ws['Flash Nova']				= {head="Nahtirah Hat",neck="Eddy Necklace",ear1="Friomisi Earring",
		ear2="Hecate's Earring",body="Bokwus Robe",hands="Yaoyotl Gloves",ring1="Aquasoul Ring",ring2="Songoma Ring",
		back="Toro Cape",waist="Aswang Sash",legs="Theophany Pantaloons",feet="Weath. Souliers +1"}
	
	
	sets.aftercast 						= {}
		
	sets.aftercast.night				= {main="Bolelabunga",sub="Genbu's Shield",ammo="Incantor Stone",
		head="Nefer Khat",neck="Twilight Torque",ear1="Merman's Earring",ear2="Coral Earring",
		body="Heka's Kalasiris",hands="Serpentes Cuffs",ring1="Dark ring",ring2="Woltaris Ring",
		back="Cheviot Cape",waist="Siegel Sash",legs="Nares Trews",feet="Theo. Duckbills +1"}
			
	sets.aftercast.defense	 			= {main="Terra's Staff",ammo="Incantor Stone",
		head="Gendewitha Caubeen",neck="Twilight Torque",ear1="Merman's Earring",ear2="Coral Earring",
		body="Theophany briault +1",hands="Gendewitha Gages",ring1="Dark ring",ring2="Patricius Ring",
		back="Cheviot Cape",waist="Siegel Sash",legs="Artsieq Hose",feet="Theo. Duckbills +1"}
	
	sets.aftercast.day 					= {main="Bolelabunga",sub="Genbu's Shield",ammo="Incantor Stone",
		head="Nefer Khat",neck="Twilight Torque",ear1="Merman's Earring",ear2="Coral Earring",
		body="Heka's Kalasiris",hands="Lurid Mitts",ring1="Dark ring",ring2="Woltaris Ring",
		back="Cheviot Cape",waist="Siegel Sash",legs="Nares Trews",feet="Serpentes Sabots"}
			
	sets.aftercast.move					= {main="Bolelabunga",sub="Genbu's Shield",ammo="Incantor Stone",
		head="Nefer Khat",neck="Twilight Torque",ear1="Lifestorm Earring",ear2="Loquacious Earring",
		body="Heka's Kalasiris",hands="Serpentes Cuffs",ring1="Dark ring",ring2="Woltaris Ring",
		back="Cheviot Cape",waist="Siegel Sash",legs="Nares Trews",feet="Desert Boots"}
	
	sets.aftercast.resting 				= {main="Chatoyant Staff",feet="Chelona Boots"}
	
	
	sets.precast 						= {}
	
	sets.precast.fastcast 				= {ammo="Imaptiens",head="Nahtirah Hat",ear1="loquacious Earring",neck="Orunmila's Torque",
			body="Anhur Robe",hands="Gendewitha Gages",back="Swith Cape",legs="Artsieq Hose",feet="Chelona Boots",
			waist="Witful Belt",ear2="enchanter Earring +1",ring1="Prolix Ring",ring2="Lebeche Ring"}
	
	sets.precast.enhancing 				= {ammo="Imaptiens",head="Nahtirah Hat",ear1="loquacious Earring",
			body="Anhur Robe",hands="Gendewitha Gages",back="Swith Cape",legs="Artsieq Hose",feet="Chelona Boots",
			waist="Siegel Sash",ear2="enchanter Earring +1",ring1="Prolix Ring",ring2="Lebeche Ring"}
	
	sets.precast.stoneskin				= {ammo="Imaptiens",head="Umuthi Hat",ear1="loquacious Earring",
			body="Anhur Robe",hands="Gendewitha Gages",back="Swith Cape",legs="Artsieq Hose",feet="Chelona Boots",
			waist="Siegel Sash",ear2="enchanter Earring +1",ring1="Prolix Ring",ring2="Lebeche Ring"}
	
	sets.precast.cure 					= {ammo="Impatiens",head="Nahtirah Hat",ear1="Loquacious Earring",
			body="Heka's Kalasiris",hands="Gendewitha Gages",ring1="Prolix Ring",legs="Orsn. Pantaln. +2",
			feet="Cure Clogs",waist="Witful Belt",ring2="Lebeche Ring",back="Pahtli Cape"}
	
	sets.precast.healing				= {ammo="Imaptiens",head="Nahtirah Hat",ear1="loquacious Earring",
			body="Anhur Robe",hands="Gendewitha Gages",back="Ogapepo Cape +1",ring1="Veneficium Ring",legs="Orsn. Pantaln. +2",
			feet="Chelona Boots",waist="Witful Belt",ring2="lebeche Ring"}
	
	
	sets.midcast						= {}
	
	sets.midcast.healing 				= {}
	
	sets.midcast.healing.lyna 			= {ammo="Incantor Stone",head="Orison Cap +2",neck="Orunmila's Torque",
			ear1="loquacious Earring",ear2="Enchntr. Earring +1",body="Hedera Cotehardie",hands="Gendewitha Gages",
			ring1="Prolix Ring",ring2="Lebeche Ring",back="Swith Cape",waist="Witful Belt",legs="Orison Pantaloons +2",feet="Gende. Galosh. +1"}
	
	sets.midcast.healing.caress			= {ammo="Incantor Stone",head="Orison Cap +2",neck="Orunmila's Torque",
			ear1="loquacious Earring",ear2="Enchntr. Earring +1",body="Hedera Cotehardie",hands="Orison Mitts +2",
			ring1="Prolix Ring",ring2="Lebeche Ring",back="Swith Cape",waist="Witful Belt",legs="Artsieq Hose",feet="Gende. Galosh. +1"}
	
	sets.midcast.healing.cursna 		= {ammo="Incantor Stone",head="Orison Cap +2",neck="Malison Medallion",ear1="Loquacious Earring",
			ear2="Enchntr. Earring +1",body="Hedera Cotehardie",hands="Gendewitha Gages",ring1="Ephedra Ring",ring2="Ephedra Ring",
			back="Mending Cape",waist="Witful Belt",legs="Artsieq Hose",feet="Gende. Galoshes"}

	sets.midcast.healing.cursnacaress 	= {ammo="Incantor Stone",head="Orison Cap +2",neck="Malison Medallion",ear1="Loquacious Earring",
			ear2="Enchntr. Earring +1",body="Hedera Cotehardie",hands="Orison Mitts +2",ring1="Ephedra Ring",ring2="Ephedra Ring",
			back="Mending Cape",waist="Witful Belt",legs="Artsieq Hose",feet="Gende. Galoshes"}

			
	sets.midcast.healing.curaga 		= {ammo="Incantor Stone",
		main="Tamaxchi",sub="Genbu's Shield",head="Gende. Caubeen",body="Theo. Briault +1",hands="Theo. Mitts +1",legs="Orsn. Pantaln. +2",
		feet="Piety Duckbills +1",neck="Nuna Gorget +1",waist="Cascade Belt",ear2="Cmn. Earring",ear1="Lifestorm Earring",left_ring="Sirona's Ring",
		right_ring="Aquasoul Ring",back="Pahtli Cape",}
	
	sets.midcast.healing.cure 			= {main="Ababinili",head="Gendewitha caubeen",neck="Colossus's Torque",
		body="Orison Bliaud +2",hands="Theo. Mitts +1",back="Mending Cape",legs="Orsn. Pantaln. +2",
		ring1="Sirona's Ring", ring2="Ephedra Ring", feet="Regal Pumps", waist="Bishop's Sash",
		ear2="Beatific Earring", ear1="Roundel Earring"}
	
	sets.midcast.healing.cureemnity 	= {main="Tamaxchi",head="Gendewitha caubeen",neck="Colossus's Torque",
		body="Orison Bliaud +2",hands="Theo. Mitts +1",back="Mending Cape",legs="Orsn. Pantaln. +2",
		ring1="Sirona's Ring", ring2="Ephedra Ring", feet="Piety Duckbills +1", waist="Bishop's Sash",
		ear2="Beatific Earring", ear1="Roundel Earring"}	
	
	sets.midcast.healing.weather 		= {main="Chatoyant Staff",sub="Mephitis Grip",ammo="Incantor Stone",head="Gende. Caubeen",body="Orison Bliaud +2",hands="Bokwus Gloves",legs="Orsn. Pantaln. +2",
		feet="Piety Duckbills +1",neck="Colossus's Torque",waist="Korin Obi",left_ear="Roundel Earring",right_ear="Beatific Earring",left_ring="Sirona's Ring",
		right_ring="Ephedra Ring",back="Twilight Cape"}
	
	sets.midcast.healing.recast 		= {ammo="Incantor Stone",
		head="Nahtirah Hat",neck="Colossus's Torque",ear1="Lifestorm Earring",ear2="Loquacious Earring",
		body="Theo. briault +1",hands="Dynasty Mitts",
		back="Swith Cape",waist="Goading Belt",legs="Artsieq hose",feet="Piety Duckbills +1"}	
		
	
	sets.midcast.enhancing 				= {}
	
	sets.midcast.enhancing.raw 			= {main="Beneficus",ammo="Incantor Stone",
		head="Umuthi Hat",neck="Colossus's Torque",ear1="Augment. Earring",ear2="Androaa Earring",
		body="Hyksos Robe",hands="Dynasty Mitts",
		back="Swith Cape",waist="Olympus sash",legs="Piety Pantaloons",feet="Orsn. Duckbills +2"}

	sets.midcast.enhancing.recast 		= {ammo="Incantor Stone",
		head="Nahtirah Hat",neck="Colossus's Torque",ear1="Enchanter Earring +1",ear2="Loquacious Earring",
		body="Theo. briault +1",hands="Dynasty Mitts",
		back="Swith Cape",waist="Goading Belt",legs="Artsieq hose",feet="Piety Duckbills +1"}

	sets.midcast.enhancing.barspell 	= {main="Beneficus",sub="Genbu's Shield",ammo="Incantor Stone",
		head="Orison Cap +2",neck="Colossus's Torque",ear1="Augment. Earring",ear2="Androaa Earring",
		body="Orison Bliaud +2",hands="Orison Mitts +2",
		back="Mending Cape",waist="Olympus Sash",legs="Piety Pantaloons",feet="Orison Duckbills +2"}
	
	sets.midcast.enhancing.regen 		= {main="Bolelabunga", legs="Theophany pantaloons",feet="Gendewitha galoshes",
	hands="Orison Mitts +2",body="Piety Briault"}
	
	sets.midcast.enhancing.turtle 		= {legs="Piety Pantaloons",feet="Piety Duckbills +1"}
	
	sets.midcast.enhancing.stoneskin	= {neck="Stone Gorget",waist="Siegel Sash",legs="Haven Hose",Ear1="Earthcry Earring"}

	
	
	sets.midcast.divine					= {}
	
	sets.midcast.divine.holy			= {main="Lehbrailg +2",sub="Mephitis Grip",head="Nahtirah Hat",neck="Eddy Necklace",
			ear1="Friomisi Earring",ear2="Hecate's Earring",body="Bokwus Robe",hands="Yaoyotl Gloves",ring1="Aquasoul Ring",ring2="Songoma Ring",
			back="Toro Cape",waist="Aswang Sash",legs="Theophany Pantaloons",feet="Weath. Souliers +1"}
	
	sets.midcast.divine.banish			= {main="Lehbrailg +2",sub="Mephitis Grip",head="Nahtirah Hat",neck="Eddy Necklace",
			ear1="Friomisi Earring",ear2="Hecate's Earring",body="Bokwus Robe",hands="Yaoyotl Gloves",ring1="Aquasoul Ring",ring2="Songoma Ring",
			back="Toro Cape",waist="Aswang Sash",legs="Theophany Pantaloons",feet="Weath. Souliers +1"}
			
	sets.midcast.divine.repose			= {ammo="Kalboron Stone",
		main="Lehbrailg +2",sub="Mephitis Grip",head="Artsieq Hat",body="Theo. Briault +1",hands="Lurid Mitts",legs="Artsieq Hose",feet="Theo. Duckbills +1",
		neck="Nuna Gorget +1",waist="Ovate Rope",left_ear="Lifestorm Earring",right_ear="Psystorm Earring",left_ring="Maquette Ring",right_ring="Sangoma Ring",
		back="Refraction Cape"}
	
	sets.midcast.divine.flash			= { ammo="Kalboron Stone",
		main="Lehbrailg +2",sub="Mephitis Grip",head="Artsieq Hat",body="Theo. Briault +1",hands="Lurid Mitts",legs="Artsieq Hose",feet="Theo. Duckbills +1",
		neck="Imbodla Necklace",waist="Ovate Rope",left_ear="Lifestorm Earring",right_ear="Psystorm Earring",left_ring="Maquette Ring",right_ring="Sangoma Ring",
		back="Refraction Cape"}
	
	
	sets.midcast.enfeebling				= {}
	
	sets.midcast.enfeebling.accuracy	= { ammo="Kalboron Stone",
    main="Lehbrailg +2",sub="Mephitis Grip",head="Artsieq Hat",body="Theo. Briault +1",hands="Lurid Mitts",legs="Artsieq Hose",feet="Theo. Duckbills +1",
    neck="Imbodla Necklace",waist="Ovate Rope",left_ear="Lifestorm Earring",right_ear="Psystorm Earring",left_ring="Maquette Ring",right_ring="Sangoma Ring",
    back="Refraction Cape"}
	
	sets.midcast.enfeebling.potency		= {ammo="Kalboron Stone",
    main="Lehbrailg +2",sub="Mephitis Grip",head="Artsieq Hat",body="Theo. Briault +1",hands="Lurid Mitts",legs="Artsieq Hose",feet="Theo. Duckbills +1",
    neck="Imbodla Necklace",waist="Ovate Rope",left_ear="Lifestorm Earring",right_ear="Psystorm Earring",left_ring="Aquasoul Ring",right_ring="Sangoma Ring",
    back="Refraction Cape",}
	
	
	sets.midcast.elemental				= {}
	
	sets.midcast.elemental.accuracy 	= {main="Lehbrailg +2",sub="Mephitis Grip",head="Nahtirah Hat",neck="Eddy Necklace",
			ear1="Friomisi Earring",ear2="Hecate's Earring",body="Bokwus Robe",hands="Yaoyotl Gloves",ring1="Aquasoul Ring",ring2="Songoma Ring",
			back="Toro Cape",waist="Aswang Sash",legs="Gendewitha Spats",feet="Weath. Souliers +1"}

	
	
	sets.JA 							= {}
	
	sets.JA["Benediction"]				= {Head="Piety Briault"}
	sets.JA["Devotion"]					= {Head="Piety Cap +1"}
	
end

function party_index_lookup(name)
    for i=1,party.count do
        if party[i].name == name then
            return i
        end
    end
    return nil
end

function pretarget(spell)
    if T{"Cure","Cure II","Cure III","Cure IV"}:contains(spell.name) and spell.target.type == 'PLAYER' and not spell.target.charmed and AutoAga == 1 then
        if not party_index_lookup(spell.target.name) then
            return
        end
        local target_count = 0
        local total_hpp_deficit = 0
        for i=1,party.count do          
				if party[i].hpp<75 and party[i].status_id ~= 2 and party[i].status_id ~= 3 then
					target_count = target_count + 1
					total_hpp_deficit = total_hpp_deficit + (100 - party[i].hpp)
				end
			end
			if target_count > 1 then
				cancel_spell()
				if total_hpp_deficit / target_count > Curaga_benchmark then           
					send_command(';input /ma "Curaga IV" '..spell.target.name..';')
				else
					send_command(';input /ma "Curaga III" '..spell.target.name..';')
				end
			end
    end 
end 


Cures 									= S{'Cure','Cure II','Cure III','Cure IV','Cure V','Cure VI'}
Curagas 								= S{'Curaga','Curaga II','Curaga III','Curaga IV','Curaga V','Cura','Cura II','Cura III'}
Lyna									= S{'Paralyna','Silena','Viruna','Erase','Cursna','Stona','Blindna','Poisona'}
Barspells								= S{'Barfira','Barfire','Barwater','Barwatera','Barstone','Barstonra','Baraero','Baraera','Barblizzara','Barblizzard','Barthunder','Barthundra'}
Turtle									= S{'Protectra V','Shellra V'}
Cursna									= S{'Cursna'}
Regens									= S{'Regen','Regen II','Regen III','Regen IV','Regen V'}
Enhanced								= S{'Flurry','Haste','Refresh'}
Banished								= S{'Banish','Banish II','Banish III','Banishga','Banishga II'}
Smited									= S{'Holy','Holy II'}
Reposed									= S{'Repose','Flash'}
Potency									= S{'Slow','Paralyze'}
Defense									= S{'Stoneskin'}


function precast(spell,action)
	if spell.type == "WeaponSkill" then
		if player.status ~= 'Engaged' then -- Cancel WS If You Are Not Engaged. Can Delete It If You Don't Need It --
			cancel_spell()
			add_to_chat(8,'Unable To Use WeaponSkill: [Disengaged]')
			return
		else
			equipSet = sets.ws
			if equipSet[spell.english] then
				equipSet = equipSet[spell.english]
			end
			equip(equipSet)
		end
	elseif spell.type == "JobAbility" then
	    if spell.type == 'JobAbility' and windower.ffxi.get_ability_recasts()[spell.recast_id] > 0 then
		cancel_spell()
		return
		end
		if sets.JA[spell.english] then
			equip(sets.JA[spell.english])
		end
	elseif spell.skill=='Healing Magic' then
		if Cures:contains(spell.name) then
		equip(sets.precast.cure)
		elseif Curagas:contains(spell.name) then
		equip(sets.precast.cure)
		elseif Lyna:contains(spell.name) then
		equip(sets.precast.healing)
		else
		equip(sets.precast.fastcast)
		end
	elseif spell.skill =='Enhancing Magic' then
		equip(sets.precast.enhancing)
	else
		equip(sets.precast.fastcast)
	end
end


function midcast(spell,action)
	if spell.skill =='Healing Magic' then
		if Cures:contains(spell.name) then
			if  world.day =='Lightsday' or  world.weather_element == 'Light'  or buffactive == 'Aurorastorm' then
				if player.status == 'Engaged' then
					equip(sets.engaged.healing.weather)
				else
					equip(sets.midcast.healing.weather)
				end
			else
				if player.status == 'Engaged' then
					equip(sets.engaged.healing.cure)
					add_to_chat(8,'TP Sets Engaged')
				elseif Emnity == 1 then
					equip(sets.midcast.healing.cureemnity)
					else
					equip(sets.midcast.healing.cure)
				end
			end
		elseif Curagas:contains(spell.name) then
			if  world.day =='Lightsday' or  world.weather_element == 'Light'  or buffactive == 'Aurorastorm' then
				if player.status == 'Engaged' then
					equip(sets.engaged.healing.weather)
				else
					equip(sets.midcast.healing.weather)
				end
			else
				if player.status == 'Engaged' then
					equip(sets.engaged.healing.curaga)
				else
					equip(sets.midcast.healing.curaga)
				end
			end
		elseif Lyna:contains(spell.name) then
			if buffactive['Divine Caress'] then
				equip(sets.midcast.healing.caress)
			else
				equip(sets.midcast.healing.lyna)
			end
		elseif Cursna:contains(spell.name) then
			if buffactive['Divine Caress'] then
			equip(sets.midcast.healing.cursnacaress)
			else
			equip(sets.midcast.healing.cursna)
			end
		else
			equip(sets.midcast.healing.recast)
		end
	elseif spell.skill =='Enhancing Magic' then
		if Regens:contains(spell.name) then
			equip(sets.midcast.enhancing.regen)
		elseif Barspells:contains(spell.name) then
			equip(sets.midcast.enhancing.barspell)
		elseif Turtle:contains(spell.name) then
			equip(sets.midcast.enhancing.turtle)
		elseif Enhanced:contains(spell.name) then
			equip(sets.midcast.enhancing.recast)
		elseif Defense:contains(spell.name) then
			equip(sets.midcast.enhancing.stoneskin)
		else
			equip(sets.midcast.enhancing.raw)
		end
	elseif spell.skill =='Divine Magic' then
		if Banished:contains(spell.name) then
			equip(sets.midcast.divine.banish)
		elseif Smited:contains(spell.name) then
			equip(sets.midcast.divine.holy)
		elseif Reposed:contains(spell.name) then
			equip(sets.midcast.divine.repose)
		elseif Flashed:contains(spell.name) then
			equip(sets.midcast.divine.flash)
		else
			equip(sets.midcast.divine.flash)
		end
	elseif spell.skill =='Enfeebling Magic' then
		if Potency:contains(spell.name) then
			equip(sets.midcast.enfeebling.potency)
		else
			equip(sets.midcast.enfeebling.accuracy)
		end
	elseif spell.skill =='Elemental Magic' then
		equip(sets.midcast.elemental.accuracy)
	end
end

function aftercast(spell,action)
	if Armor == '119' then
		equip(sets.aftercast.defense)
	else
        Idle()
	end	
	AutoSublimation()
end



function AutoSublimation()      
        if buffactive['Sublimation: Complete'] then
                if player.mpp < Sublimation_benchmark then  
                    if Sublimation == 1 then
                        windower.send_command('@wait 4;input /ja "Sublimation" <me>')
                        add_to_chat(039,'Sublimation Completed: MP Danger Zone')
                    end
                elseif player.mpp < 75 then
                    if Sublimation == 1 then
                        windower.send_command('@wait 4;input /ja "Sublimation" <me>')
                        add_to_chat(159,'Sublimation Completed: MP Mid Range')
                    end
                end
        elseif not buffactive['Sublimation: Complete'] and not buffactive['Sublimation: Activated'] then
            if Sublimation == 1 then
            windower.send_command('@wait 4;input /ja "Sublimation" <me>')
            end
        end
end

function status_change(new,action)
	if new == 'Idle' then
		enable('main','sub')
		if Armor == '119' then
		equip(sets.aftercast.defense)
		else
			Idle()
			AutoSublimation()
		end
	elseif new == 'Resting' then
		equip(sets.aftercast.resting)
	elseif new == 'Engaged' then
		disable('main','sub')
		equipSet = sets.TP
		if equipSet[AccArray[AccIndex]] then
			equipSet = equipSet[AccArray[AccIndex]]
		end
		equip(equipSet)
	end
end

function buff_change(buff,gain_or_loss)
        if buff == "Sandstorm" then
                Idle()
        end
end

function Idle()
	if buffactive['Sandstorm'] then
		equip(sets.aftercast.move)
	elseif world.time >= (17*60) or world.time <= (7*60) then
		equip(sets.aftercast.night)
	else
		equip(sets.aftercast.day)
	end
end

function pet_midcast(spell,action)
end

function pet_aftercast(spell,action)
end


function self_command(command)
	if command == 'C1' then -- Accuracy Level Toggle --
		AccIndex = (AccIndex % #AccArray) + 1
		add_to_chat(158,'Accuracy Level: '..AccArray[AccIndex])
		status_change(player.status)

	elseif command == 'C15' then -- MDT Toggle --
		if Armor == '119' then
			Armor = 'None'
			add_to_chat(8,'119 Set: [Unlocked]')
		else
			Armor = '119'
			add_to_chat(158,'119 Set: [Locked]')
		end
		status_change(player.status)
		
	elseif command == 'A10' then -- Aga Toggle --
		if AutoAga == 1 then
			AutoAga = 0
			add_to_chat(8,'Curaga 3 Mode: [Off]')
		else
			AutoAga = 1
			add_to_chat(158,'Curaga 3 Mode: [ON]')
		end
		status_change(player.status)

	elseif command == 'Z10' then -- Emnity Toggle --
		if Emnity == 1 then
			Emnity = 0
			add_to_chat(8,'Emnity - Mode: [Off]')
		else
			Emnity = 1
			add_to_chat(158,'Emnity - Mode: [ON]')
		end
		status_change(player.status)
		
	
	elseif command == 'B10' then -- Sublimation Toggle --
		if Sublimation == 1 then
			Sublimation = 0
			add_to_chat(8,'Auto Sublimation: [Off]')
		else
			Sublimation = 1
			add_to_chat(158,'Auto Sublimation: [ON]')
		end
		status_change(player.status)
		
	elseif command == 'SUPERCURE' then
		if (windower.ffxi.get_spell_recasts()[215] > 0) then
			send_command('input /ma "Cure V" <t>')
		else
			send_command('input /ja "Penury" <me>;wait 1.2;input /ma "Cure V" <me>')
		end
		
	elseif command == 'SUPERGEN' then
		if (windower.ffxi.get_spell_recasts()[215] > 0) then
			send_command('input /ma "Regen IV" <t>')
		else
			send_command('input /ja "Penury" <me>;wait 1.2;input /ma "Regen IV" <t>')
		end
	
	elseif command == 'SESUNA' then
		if (windower.ffxi.get_spell_recasts()[246] > 0) then
			send_command('input /ma "Esuna" <t>')
		else
			send_command('input /ja "Afflatus Misery" <me>;wait 1.2;input /ma "Esuna" <me>')
		end
	end
end
 Ragnarok.Martel
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By Ragnarok.Martel 2015-01-09 19:59:14
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Valefor.Ophannus said: »
Still doesnt work.


I tried an even simpler route:

Code
function job_get_spell_map(spell, default_spell_map)

              if spell.english:startswith('Cur') then
                if world.weather_element == light then
                   equip({main="Chatoyant Staff",waist=gear.ElementalObi})
            end
			


Even this won't work...
I think you're gonna need quotes or ' around the light in

if world.weather_element == light then

or else it's gonna try to read it as a variable not a string.

also, capitalize it. Element names are capitalized in the elements.lua in the resources. Give it a try after that and see.
 Valefor.Ophannus
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By Valefor.Ophannus 2015-01-09 20:08:55
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So I have my 2 sets:

midcast.Cure
midcast.Cure.LightWeather



Then I have this code:
Code
function job_get_spell_map(spell, default_spell_map)
if spell.action_type == 'Magic' then
if default_spell_map == 'Cure' or default_spell_map == 'Curaga' then
if world.weather_element == 'Light' then
return 'LightWeather'
end


Still won't work ~_~
 Cerberus.Conagh
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By Cerberus.Conagh 2015-01-09 20:12:30
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Valefor.Ophannus said: »
So I have my 2 sets:

midcast.Cure
midcast.Cure.LightWeather



Then I have this code:
Code
function job_get_spell_map(spell, default_spell_map)
if spell.action_type == 'Magic' then
if default_spell_map == 'Cure' or default_spell_map == 'Curaga' then
if world.weather_element == 'Light' then
return 'LightWeather'
end



Still won't work ~_~

Replace the part for light weather with this


Code
if  world.day =='Lightsday' or  world.weather_element == 'Light'  or buffactive == 'Aurorastorm' then
                
 Valefor.Ophannus
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By Valefor.Ophannus 2015-01-09 20:16:28
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I was messing around and got it to work with this:


Changed set names to:

midcast.['Healing Magic']
midcast.['Healing Magic'].LightWeather


Code
if spell.skill == 'Healing Magic' then
if world.weather_element == 'Light' then
return 'LightWeather'


I don't have a cursna set(just Oretania Cape+1 due to inventory constraints, so having it midcast in cure potency gear won't really screw with me too much even for Cursna)
 Valefor.Ophannus
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By Valefor.Ophannus 2015-01-09 20:24:35
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Lastly I'm testing stun in town with /ma "Stun" <me> just to check gearswaps with gearswaps turned on. Weirdly, every time I aftercast, all my idle pieces are put back on except Apamajas II and Sangoma Ring remain on. This happens every single time I cast stun, and only stun. If I cast stun again while apamajas II and Sangoma ring are already on, i will aftercast in my bolebunga genbu shield and defending ring. Is this a result of trying to cast an impossible spell on myself in a city?
 Cerberus.Conagh
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By Cerberus.Conagh 2015-01-09 22:36:54
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Anyone know how to add a 0.4 second delay into actions that can't be sent using send_command?

I was trying to do
Code
socket.timer(0.4) then send this


but I can't seem to get it to work.
 
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By 2015-01-09 23:26:12
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Post deleted by User.
 Leviathan.Arcon
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By Leviathan.Arcon 2015-01-09 23:26:26
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Can you give an example of what action you mean? I don't understand what you're trying to do.

Either way, you can sleep your currently running program using "coroutine.sleep(0.4)", but that will delay the currently processing function entirely. Instead it may be smarter to write a new function to send the command and delay that with "f:schedule(0.4)", where "f" is the function you defined.

Example usage:
Code
require('functions')

send_action = function()
    -- Code that sends an action
end

send_action:schedule(0.4)


If you want "send_action" to always be delayed by that amount you can even build it into the function using functions.delay:
Code
require('functions')

send_action = (function()
    -- Code that sends an action
end):delay(0.4)

send_action()
 
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By 2015-01-09 23:54:45
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By Selindrile 2015-01-10 10:57:40
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Example code of automatic ws using Mote v2.
Code
windower.register_event('action', function(act) 

	if state.Automatic.value == 'Fudo' and player.in_combat and player.tp > 999 then 
			windower.send_command('input /ws "Tachi: Fudo" <t>')
	
	elseif state.Automatic.value == 'Dancer' and player.hpp < 70 and player.tp > 499 then 
			windower.send_command('input /ja "Curing Waltz III" <me>')
	
	elseif state.Automatic.value == 'Dancer' and player.in_combat and player.tp > 999 then 
			windower.send_command('input /ws "Tachi: Fudo" <t>')
	
	end

end)


And in user_setup() add the following:

state.Automatic = M{['description']='Automatic Mode', 'off','Fudo', 'Dancer'}

send_command('bind @f12 gs c cycle Automatic')
[+]
 Cerberus.Conagh
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By Cerberus.Conagh 2015-01-10 12:19:45
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Leviathan.Arcon said: »
Can you give an example of what action you mean? I don't understand what you're trying to do.

Either way, you can sleep your currently running program using "coroutine.sleep(0.4)", but that will delay the currently processing function entirely. Instead it may be smarter to write a new function to send the command and delay that with "f:schedule(0.4)", where "f" is the function you defined.

Example usage:
Code
require('functions')

send_action = function()
    -- Code that sends an action
end

send_action:schedule(0.4)


If you want "send_action" to always be delayed by that amount you can even build it into the function using functions.delay:
Code
require('functions')

send_action = (function()
    -- Code that sends an action
end):delay(0.4)

send_action()


I was creating my own addon and just needed it to pause the programme for a set amount of time after a trigger occured.

I used sockets and timeit to make it work, thanks though
 Ragnarok.Worldslost
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By Ragnarok.Worldslost 2015-01-13 14:08:38
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I cant get this to work, can someone please tell me where im going wrong.
Code
function register_event('zone change') 
	if ('zone change') then
		windower.send_command('wait 8; gs equip idle_set; input /lockstyle on')
		add_to_chat(123,'*---Lockstyle Engaged---*')
	end
end

Edit: i change zone change after function to (new,old) and it loads up but it still wont work, meant to change back before I posted sorry.
 Leviathan.Arcon
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By Leviathan.Arcon 2015-01-13 15:30:35
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The syntax is wrong:
Code
windower.register_event('zone change', function()
    windower.send_command('wait 8; gs equip idle_set; input /lockstyle on')
    windower.add_to_chat(123, '*---Lockstyle Engaged---*')
end)
 Quetzalcoatl.Valli
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By Quetzalcoatl.Valli 2015-01-13 15:45:32
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That code is to lockstyle into the idle set any time you zone, right.

But, this is the thing I don't get, do you just put it where ever you feel like in the code?
 Leviathan.Arcon
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By Leviathan.Arcon 2015-01-13 15:52:24
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Yes. Doesn't even need to be GearSwap, can be its own addon. In fact, it should not be GearSwap, since you have to put it in every file or put it into a library and include that in every file. People abuse GearSwap way too much and make life harder for themselves with it.
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By Selindrile 2015-01-14 03:03:05
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Just due to clutter when editing? Or does including so much more within your gearswap luas tax something more? Because I can't imagine much being easier than just slapping that into Selindrile-Globals.lua since that's already called in every job, there could be something I'm not aware of, or did you just mean the trouble of creating such a thing if you didn't already have one? (Though Motenten gives us a pretty great base for such a thing.)
 Leviathan.Arcon
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By Leviathan.Arcon 2015-01-14 08:49:23
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Yes, if you already have a file that all your jobs include, then it doesn't make much of a difference. There are a few minor disadvantages that most people won't care about, but I'll list them just fyi:
1. It's slightly slower due to having to go through GS's environment first before being passed to LuaCore.
2. Since GS is a complex addon chances are higher for it to break and when that happens all these miscellaneous code snippets will also cease to work, which wouldn't be the case if they were separate.
3. Since GS makes a few changes to the regular Windower environment (not to mention GS libraries themselves that introduce even more changes, like Mote's libraries) it makes it less portable for people who use different libraries or who don't use GearSwap. As an example take the add_to_chat function. That doesn't normally exist in Windower's Lua API, it's windower.add_to_chat. Hence people trying to use that code outside of GearSwap won't get it to work without manually adjusting it.
4. It makes debugging the code harder because it's a) more to read/understand and b) increase the addon's surface area for bugs. The more code you have, the more can go wrong.

Sounds like a lot, but those are really minor issues normally, so most people won't care for it. But that's still why it shouldn't go into GearSwap unless you have some weird desire for it to be there of all places.
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By Selindrile 2015-01-14 11:26:08
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Ah, thanks for the information, I have no interest in the above code, but I do have some modes that go in every job, that do things like locking my capacity mantle etc, in aftercast, wasn't sure if those would be better elsewhere than globals, but since I rely on some motenten includes anyway I felt it best to put them there anyway, and it's the place I'm most comfortable adding code of this nature
 Shiva.Nokturnall
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By Shiva.Nokturnall 2015-01-14 20:53:48
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Hi folks,

I downloaded Mote's THF file, and it won't equip any Rudra's Storm WS sets. It either defaults back to the basic WS set, or gives the message "GearSwap: Equip command cannot be completed. That set does not exist." This is even trying directly from Mote's THF file and making no adjustments to it.

Has anyone else run into this issue? I apologize if this has been noted before. I couldn't find any info on it.

Thanks!

Edit: I have also tried changing the Rudra's set to sets.precast.WS['Rudra\'s Storm'], but it defaults back to the original WS set, not the Rudra's set.
 Cerberus.Conagh
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By Cerberus.Conagh 2015-01-14 21:17:00
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Shiva.Nokturnall said: »
Hi folks,

I downloaded Mote's THF file, and it won't equip any Rudra's Storm WS sets. It either defaults back to the basic WS set, or gives the message "GearSwap: Equip command cannot be completed. That set does not exist." This is even trying directly from Mote's THF file and making no adjustments to it.

Has anyone else run into this issue? I apologize if this has been noted before. I couldn't find any info on it.

Thanks!

Edit: I have also tried changing the Rudra's set to sets.precast.WS['Rudra\'s Storm'], but it defaults back to the original WS set, not the Rudra's set.

Mine worked fine just trying now.
 Shiva.Nokturnall
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By Shiva.Nokturnall 2015-01-14 21:33:42
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Cerberus.Conagh said: »
Shiva.Nokturnall said: »
Hi folks,

I downloaded Mote's THF file, and it won't equip any Rudra's Storm WS sets. It either defaults back to the basic WS set, or gives the message "GearSwap: Equip command cannot be completed. That set does not exist." This is even trying directly from Mote's THF file and making no adjustments to it.

Has anyone else run into this issue? I apologize if this has been noted before. I couldn't find any info on it.

Thanks!

Edit: I have also tried changing the Rudra's set to sets.precast.WS['Rudra\'s Storm'], but it defaults back to the original WS set, not the Rudra's set.

Mine worked fine just trying now.

Mind showing me what the rudra's portion of your ws sets look like? I just downloaded the entire mote's file as-is, and it still gives me the error. Perhaps its an update thing? I have no clue.
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By Selindrile 2015-01-14 22:44:32
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I use a Lua based on Motenten's Thf, and I never had an issue with that set in particular, though mine are currently a bit changed from his original, in my Selindrile_Thf_Gear.lua they look like the following:
Code
    sets.precast.WS["Rudra's Storm"] = set_combine(sets.precast.WS, {})
    sets.precast.WS["Rudra's Storm"].SomeAcc = set_combine(sets.precast.WS.SomeAcc, {})
    sets.precast.WS["Rudra's Storm"].Acc = set_combine(sets.precast.WS.Acc, {})
    sets.precast.WS["Rudra's Storm"].Fodder = set_combine(sets.precast.WS["Rudra's Storm"], {ammo="Thew Bomblet",head="Felistris Mask",feet="Vanir Boots"})
    sets.precast.WS["Rudra's Storm"].SA = set_combine(sets.precast.WS["Rudra's Storm"].Fodder, {ammo="Qirmiz Tathlum"})
    sets.precast.WS["Rudra's Storm"].TA = set_combine(sets.precast.WS["Rudra's Storm"].Fodder, {ammo="Qirmiz Tathlum"})
    sets.precast.WS["Rudra's Storm"].SATA = set_combine(sets.precast.WS["Rudra's Storm"].Fodder, {ammo="Qirmiz Tathlum"})


And I use the fodder set very frequently for dynamis, and they're not in my generic WS set, so, is working properly for me at least.
 Shiva.Nokturnall
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By Shiva.Nokturnall 2015-01-15 05:30:21
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Selindrile said: »
I use a Lua based on Motenten's Thf, and I never had an issue with that set in particular, though mine are currently a bit changed from his original, in my Selindrile_Thf_Gear.lua they look like the following:
Code
    sets.precast.WS["Rudra's Storm"] = set_combine(sets.precast.WS, {})
    sets.precast.WS["Rudra's Storm"].SomeAcc = set_combine(sets.precast.WS.SomeAcc, {})
    sets.precast.WS["Rudra's Storm"].Acc = set_combine(sets.precast.WS.Acc, {})
    sets.precast.WS["Rudra's Storm"].Fodder = set_combine(sets.precast.WS["Rudra's Storm"], {ammo="Thew Bomblet",head="Felistris Mask",feet="Vanir Boots"})
    sets.precast.WS["Rudra's Storm"].SA = set_combine(sets.precast.WS["Rudra's Storm"].Fodder, {ammo="Qirmiz Tathlum"})
    sets.precast.WS["Rudra's Storm"].TA = set_combine(sets.precast.WS["Rudra's Storm"].Fodder, {ammo="Qirmiz Tathlum"})
    sets.precast.WS["Rudra's Storm"].SATA = set_combine(sets.precast.WS["Rudra's Storm"].Fodder, {ammo="Qirmiz Tathlum"})


And I use the fodder set very frequently for dynamis, and they're not in my generic WS set, so, is working properly for me at least.

Interesting. Not sure what I'm doing wrong then. The wording in my sets is exactly the same.
 Asura.Taidis
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By Asura.Taidis 2015-01-16 18:32:06
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So I'm finally trying to set up a WAR lua, can't think of how to set it up so I TP in certain gear based on when Mighty Strikes is up or when Restraint is up.
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.Berserk = buffactive.Berserk or false
    state.Buff.Aggressor = buffactive.Aggressor or false
    state.Buff.Restraint = buffactive.Restraint or false
    state.Buff['Brazen Rush'] = buffactive['Brazen Rush'] or false
    state.Buff['Mighty Strikes'] = buffactive['Mighty Strikes'] or false
end

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

-- Setup vars that are user-dependent.
function user_setup()
    state.OffenseMode:options('Normal', 'Acc')
    state.HybridMode:options('Normal', 'PDT', 'Reraise')
    state.WeaponskillMode:options('Normal', 'Acc', 'Mod')
    state.PhysicalDefenseMode:options('PDT', 'Reraise')

    update_combat_form()
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.Berserk = {body="Pummeler's Lorica",feet="Agoge Calligae"}
	sets.precast.Aggressor = {head="Pummeler's Mask +1",body="Agoge Lorica"}
	sets.precast.Warcry = {head="Agoge Mask"}
	sets.precast['Blood Rage'] = {body="Ravager's Lorica +2"}
	sets.precast['Mighty Strikes'] = {hands="Agoge Muffler's"}
	
    -- Weaponskill sets
    -- Default set for any weaponskill that isn't any more specifically defined
    sets.precast.WS = {ammo="Yetshila",
        head="Yaoyotl Helm",neck="Asperity Necklace",ear1="Brutal Earring",ear2="Moonshade Earring",
        body="Phorcys Korazin",hands="Pummeler's Mufflers +1",ring1="Strigoi Ring",ring2="Karieyh Ring",
        back="Mauler's Mantle",waist="Windbuffet Belt +1",legs="Pummeler's Cuisses +1",feet="Cizin Greaves +1"}

    -- Specific weaponskill sets.  Uses the base set if an appropriate WSMod version isn't found.
    sets.precast.WS.Upheaval= {}
    sets.precast.WS.Upheaval.Acc = {}

    sets.precast.WS["Ukko's Fury"] = {}
    sets.precast.WS["Ukko's Fury"].Acc = {}

    sets.precast.WS['Fell Cleave'] = {}
    sets.precast.WS['Fell Cleave'].Acc = {}


    -- Midcast Sets
    sets.midcast.FastRecast = sets_combine(sets.engaged,(head="Cizin Helm +1"))

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

    -- Idle sets (default idle set not needed since the other three are defined, but leaving for testing purposes)
    sets.idle.Town = {main="Minos", sub="Claymore Grip",ammo="Yetshila",
        head="Felistris Mask",neck="Asperity Necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring",
        body="Xaddi Mail",hands="Cizin Mufflers +1",ring1="Rajas Ring",ring2="K'ayres Ring",
        back="Mauler's Mantle",waist="Windbuffet Belt +1",legs="Cizin Breeches +1",feet="Hermes' Sandals"}
    
    sets.idle.Field = {
        head="Cizin Helm +1",neck="Twilight Torque",ear1="Bladeborn Earring",ear2="Steelflash Earring",
        body="Mekira Meikogai",hands="Cizin Mufflers +1",ring1="Patricius Ring",ring2="Dark Ring",
        back="Repulse Mantle",waist="Flume Belt",legs="Cizin Breeches +1",feet="Hermes' Sandals"}

    sets.idle.Weak = sets_combine(sets.idle.Field,(head="Twilight Helm",body="Twilight Mail"))
    
    -- Defense sets
    sets.defense.PDT = {head="Cizin Helm +1",neck="Twilight Torque",ear1="Bladeborn Earring",ear2="Steelflash Earring",
        body="Mekira Meikogai",hands="Cizin Mufflers +1",ring1="Patricius Ring",ring2="Dark Ring",
        back="Repulse Mantle",waist="Flume Belt",legs="Cizin Breeches +1",feet="Cizin Greaves +1"}}

    sets.defense.Reraise = sets_combine(sets.idle.Field,(head="Twilight Helm",body="Twilight Mail"))

    sets.defense.MDT = {ammo="Demonry Stone",
        head="Ogier's Helm",neck="Twilight Torque",ear1="Merman's Earring",ear2="Merman's Earring",
        body="Mekira Meikogai",hands="Cizin Mufflers +1",ring1="Rajas Ring",ring2="Shadow Ring",
        back="Mauler's Mantle",waist="Zoran's Belt",legs="Cizin Breeches +1",feet="Cizin Greaves +1"}

    sets.Kiting = {feet="Hermes' Sandals"}

    sets.Reraise = {head="Twilight Helm",body="Twilight Mail"}

    -- 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
    -- Delay 450 GK, 25 Save TP => 65 Store TP for a 5-hit (25 Store TP in gear)
    sets.engaged = {ammo="Yetshila",
        head="Felistris Mask",neck="Asperity Necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring",
        body="Xaddi Mail",hands="Cizin Mufflers +1",ring1="Rajas Ring",ring2="K'ayres Ring",
        back="Mauler's Mantle",waist="Windbuffet Belt +1",legs="Cizin Breeches +1",feet="Pummeler's Calligae"}
    sets.engaged.Acc = {ammo="Yetshila",
        head="Yaoyotl Helm",neck="Ej Necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring",
        body="Xaddi Mail",hands="Buremte Gloves",ring1="Rajas Ring",ring2="Oneiros Ring",
        back="Mauler's Mantle",waist="Windbuffet Belt +1",legs="Pummeler's Cuisses +1",feet="Agoge Calligae"}
    sets.engaged.PDT = {}
    sets.engaged.Acc.PDT = {}
    sets.engaged.Reraise = {}
    sets.engaged.Acc.Reraise = {}
	
    sets.buff.Restraint = {hands="Ravager's Mufflers +2"}
	sets.buff['Mighty Strikes'] = {ammo="Yetshila",feet="Ravager's Calligae +2",back="Cavaros Mantle"}
	sets.buff["Warrior's Charge"] = {legs="Agoge Cuisses"}
end


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

-- Set eventArgs.handled to true if we don't want any automatic target handling to be done.

-- Run after the default precast() is done.
-- eventArgs is the same one used in job_precast, in case information needs to be persisted.
function job_post_precast(spell, action, spellMap, eventArgs)
    if spell.type:lower() == 'weaponskill' then
        if state.Buff["Warrior's Charge"] then
            equip(sets.buff["Warrior's Charge"])
        end
    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)
    -- Effectively lock these items in place.
    if state.HybridMode.value == 'Reraise' or
        (state.DefenseMode.value == 'Physical' and state.PhysicalDefenseMode.value == 'Reraise') then
        equip(sets.Reraise)
    end
end

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

-- 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

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

end

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

function update_combat_form()
    if areas.Adoulin:contains(world.area) and buffactive.ionis then
        state.CombatForm:set('Adoulin')
    else
        state.CombatForm:reset()
    end
end


Now I haven't finished editing stuff here, so for all I know it might be broken when I load it!
 Quetzalcoatl.Orestes
Offline
Serveur: Quetzalcoatl
Game: FFXI
user: Orestes78
Posts: 430
By Quetzalcoatl.Orestes 2015-01-16 19:11:59
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Asura.Taidis said: »
So I'm finally trying to set up a WAR lua, can't think of how to set it up so I TP in certain gear based on when Mighty Strikes is up or when Restraint is up.
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.Berserk = buffactive.Berserk or false
    state.Buff.Aggressor = buffactive.Aggressor or false
    state.Buff.Restraint = buffactive.Restraint or false
    state.Buff['Brazen Rush'] = buffactive['Brazen Rush'] or false
    state.Buff['Mighty Strikes'] = buffactive['Mighty Strikes'] or false
end

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

-- Setup vars that are user-dependent.
function user_setup()
    state.OffenseMode:options('Normal', 'Acc')
    state.HybridMode:options('Normal', 'PDT', 'Reraise')
    state.WeaponskillMode:options('Normal', 'Acc', 'Mod')
    state.PhysicalDefenseMode:options('PDT', 'Reraise')

    update_combat_form()
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.Berserk = {body="Pummeler's Lorica",feet="Agoge Calligae"}
	sets.precast.Aggressor = {head="Pummeler's Mask +1",body="Agoge Lorica"}
	sets.precast.Warcry = {head="Agoge Mask"}
	sets.precast['Blood Rage'] = {body="Ravager's Lorica +2"}
	sets.precast['Mighty Strikes'] = {hands="Agoge Muffler's"}
	
    -- Weaponskill sets
    -- Default set for any weaponskill that isn't any more specifically defined
    sets.precast.WS = {ammo="Yetshila",
        head="Yaoyotl Helm",neck="Asperity Necklace",ear1="Brutal Earring",ear2="Moonshade Earring",
        body="Phorcys Korazin",hands="Pummeler's Mufflers +1",ring1="Strigoi Ring",ring2="Karieyh Ring",
        back="Mauler's Mantle",waist="Windbuffet Belt +1",legs="Pummeler's Cuisses +1",feet="Cizin Greaves +1"}

    -- Specific weaponskill sets.  Uses the base set if an appropriate WSMod version isn't found.
    sets.precast.WS.Upheaval= {}
    sets.precast.WS.Upheaval.Acc = {}

    sets.precast.WS["Ukko's Fury"] = {}
    sets.precast.WS["Ukko's Fury"].Acc = {}

    sets.precast.WS['Fell Cleave'] = {}
    sets.precast.WS['Fell Cleave'].Acc = {}


    -- Midcast Sets
    sets.midcast.FastRecast = sets_combine(sets.engaged,(head="Cizin Helm +1"))

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

    -- Idle sets (default idle set not needed since the other three are defined, but leaving for testing purposes)
    sets.idle.Town = {main="Minos", sub="Claymore Grip",ammo="Yetshila",
        head="Felistris Mask",neck="Asperity Necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring",
        body="Xaddi Mail",hands="Cizin Mufflers +1",ring1="Rajas Ring",ring2="K'ayres Ring",
        back="Mauler's Mantle",waist="Windbuffet Belt +1",legs="Cizin Breeches +1",feet="Hermes' Sandals"}
    
    sets.idle.Field = {
        head="Cizin Helm +1",neck="Twilight Torque",ear1="Bladeborn Earring",ear2="Steelflash Earring",
        body="Mekira Meikogai",hands="Cizin Mufflers +1",ring1="Patricius Ring",ring2="Dark Ring",
        back="Repulse Mantle",waist="Flume Belt",legs="Cizin Breeches +1",feet="Hermes' Sandals"}

    sets.idle.Weak = sets_combine(sets.idle.Field,(head="Twilight Helm",body="Twilight Mail"))
    
    -- Defense sets
    sets.defense.PDT = {head="Cizin Helm +1",neck="Twilight Torque",ear1="Bladeborn Earring",ear2="Steelflash Earring",
        body="Mekira Meikogai",hands="Cizin Mufflers +1",ring1="Patricius Ring",ring2="Dark Ring",
        back="Repulse Mantle",waist="Flume Belt",legs="Cizin Breeches +1",feet="Cizin Greaves +1"}}

    sets.defense.Reraise = sets_combine(sets.idle.Field,(head="Twilight Helm",body="Twilight Mail"))

    sets.defense.MDT = {ammo="Demonry Stone",
        head="Ogier's Helm",neck="Twilight Torque",ear1="Merman's Earring",ear2="Merman's Earring",
        body="Mekira Meikogai",hands="Cizin Mufflers +1",ring1="Rajas Ring",ring2="Shadow Ring",
        back="Mauler's Mantle",waist="Zoran's Belt",legs="Cizin Breeches +1",feet="Cizin Greaves +1"}

    sets.Kiting = {feet="Hermes' Sandals"}

    sets.Reraise = {head="Twilight Helm",body="Twilight Mail"}

    -- 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
    -- Delay 450 GK, 25 Save TP => 65 Store TP for a 5-hit (25 Store TP in gear)
    sets.engaged = {ammo="Yetshila",
        head="Felistris Mask",neck="Asperity Necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring",
        body="Xaddi Mail",hands="Cizin Mufflers +1",ring1="Rajas Ring",ring2="K'ayres Ring",
        back="Mauler's Mantle",waist="Windbuffet Belt +1",legs="Cizin Breeches +1",feet="Pummeler's Calligae"}
    sets.engaged.Acc = {ammo="Yetshila",
        head="Yaoyotl Helm",neck="Ej Necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring",
        body="Xaddi Mail",hands="Buremte Gloves",ring1="Rajas Ring",ring2="Oneiros Ring",
        back="Mauler's Mantle",waist="Windbuffet Belt +1",legs="Pummeler's Cuisses +1",feet="Agoge Calligae"}
    sets.engaged.PDT = {}
    sets.engaged.Acc.PDT = {}
    sets.engaged.Reraise = {}
    sets.engaged.Acc.Reraise = {}
	
    sets.buff.Restraint = {hands="Ravager's Mufflers +2"}
	sets.buff['Mighty Strikes'] = {ammo="Yetshila",feet="Ravager's Calligae +2",back="Cavaros Mantle"}
	sets.buff["Warrior's Charge"] = {legs="Agoge Cuisses"}
end


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

-- Set eventArgs.handled to true if we don't want any automatic target handling to be done.

-- Run after the default precast() is done.
-- eventArgs is the same one used in job_precast, in case information needs to be persisted.
function job_post_precast(spell, action, spellMap, eventArgs)
    if spell.type:lower() == 'weaponskill' then
        if state.Buff["Warrior's Charge"] then
            equip(sets.buff["Warrior's Charge"])
        end
    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)
    -- Effectively lock these items in place.
    if state.HybridMode.value == 'Reraise' or
        (state.DefenseMode.value == 'Physical' and state.PhysicalDefenseMode.value == 'Reraise') then
        equip(sets.Reraise)
    end
end

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

-- 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

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

end

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

function update_combat_form()
    if areas.Adoulin:contains(world.area) and buffactive.ionis then
        state.CombatForm:set('Adoulin')
    else
        state.CombatForm:reset()
    end
end


Now I haven't finished editing stuff here, so for all I know it might be broken when I load it!

state.buff['ability name here'] will keep track of Mighty Strikes status for you. In order to use it, just create a sets.buff.Mighty with whatever gear you want to wear when it's up. I'd recommend you only include a few key pieces, since the method I'm outlining will combine it with your current set. If that isn't desirable let me know. There are other more detailed methods for achieving this.

To make it work, put this function somewhere in your file, or add the code inside it if it already exists.
Code
function customize_melee_set(meleeSet)
    if state.Buff['Mighty Strikes'] then
        meleeSet = set_combine(meleeSet, sets.buff.Mighty)
    end
    return meleeSet
end


Also, you have an error on line 70 of the lua you posted.
This is wrong.
Code
sets.midcast.FastRecast = sets_combine(sets.engaged,(head="Cizin Helm +1"))

Should be like this
Code
sets.midcast.FastRecast = sets_combine(sets.engaged,{head="Cizin Helm +1"})
 Asura.Taidis
MSPaint Winner
Offline
Serveur: Asura
Game: FFXI
user: tidis
Posts: 251
By Asura.Taidis 2015-01-16 19:26:32
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Yeah there were a lot of errors, already fixed them though, thanks anyway!

As for Mighty Strikes stuff, thanks for that, I'm probably just gonna have it for WS stuff.
 Quetzalcoatl.Orestes
Offline
Serveur: Quetzalcoatl
Game: FFXI
user: Orestes78
Posts: 430
By Quetzalcoatl.Orestes 2015-01-16 20:29:21
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Asura.Taidis said: »
Yeah there were a lot of errors, already fixed them though, thanks anyway!

As for Mighty Strikes stuff, thanks for that, I'm probably just gonna have it for WS stuff.

If that is the case, then you'll need to use this function.
Code
function get_custom_wsmode(spell, spellMap, default_wsmode)
    if buffactive['Mighty Strikes'] then
        return 'Mighty'
    end
end


Then append it to your WS sets like this.

sets.precast.WS["Ukko's Fury"].Mighty

Just keep in mind, this only works if you use Motes.
 Ragnarok.Worldslost
Offline
Serveur: Ragnarok
Game: FFXI
Posts: 82
By Ragnarok.Worldslost 2015-01-17 20:28:09
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I trying to get this to work am i missing something? I doesnt do the cure upgrade and i dont see it being called when i use debugmode.
Code
function job_pretarget(spell)
    if T{"Pollen","Wild Carrot","Magic Fruit","Plenilune Embrace","Restoral"}:contains(spell.name) and spell.target.type == 'PLAYER' and not spell.target.charmed and AutoAga == 1 then
        if not party_index_lookup(spell.target.name) then
            return
        end
        local target_count = 0
        local total_hpp_deficit = 0
        for i=1,party.count do          
                if party[i].hpp<75 and party[i].status_id ~= 2 and party[i].status_id ~= 3 then
                    target_count = target_count + 1
                    total_hpp_deficit = total_hpp_deficit + (100 - party[i].hpp)
                end
            end
            if target_count > 1 then
                cancel_spell()
                if total_hpp_deficit / target_count > Curaga_benchmark then           
                    windower.send_command(';input /ma "White Wind" '..spell.target.name..';')
                else
                    windower.send_command(';input /ma "Healing Breeze" '..spell.target.name..';')
                end
            end
    end 
end 
Cures = S{'Pollen','Wild Carrot','Magic Fruit','Plenilune Embrace','Restoral'}
Curagas = S{'Healing Breeze','White Wind',}
AutoAga = 1
Curaga_benchmark = 40
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