Gearswap Support Thread

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Gearswap Support Thread
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 Odin.Quixacotl
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By Odin.Quixacotl 2015-02-19 18:23:29
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Tested!
Fotia Gorget/Fotia Belt
Code
function job_post_precast(spell, action, spellMap, eventArgs)
    if spell.type == 'WeaponSkill' then
        if is_sc_element_today(spell) or is_sc_element_weather(spell) then
            equip({neck="Fotia Gorget", waist="Fotia Belt"})
        end
    end
end

-- Add the following down at the bottom of your main lua.
function is_sc_element_today(spell)
    local weaponskill_elements = S{}:
        union(skillchain_elements[spell.skillchain_a]):
        union(skillchain_elements[spell.skillchain_b]):
        union(skillchain_elements[spell.skillchain_c])

    if weaponskill_elements:contains(world.day_element) then
        return true
    else
        return false
    end
end

function is_sc_element_weather(spell)
    local weaponskill_elements = S{}:
        union(skillchain_elements[spell.skillchain_a]):
        union(skillchain_elements[spell.skillchain_b]):
        union(skillchain_elements[spell.skillchain_c])

    if weaponskill_elements:contains(world.weather_element) then
        return true
    else
        return false
    end
end

Lugra Earring (+1)
Code
function job_post_precast(spell, action, spellMap, eventArgs)
    if spell.type == 'WeaponSkill' then
        if world.time >= 17*60 or world.time < 7*60 then -- Dusk to Dawn time.
            equip({ear1="Lugra Earring +1", ear2="Lugra Earring"})
        end
    end
end

And for Hachirin-no-Obi (Mega Obi).
Code
-- 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
 Bahamut.Phidruran
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By Bahamut.Phidruran 2015-02-19 22:50:25
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Awesome!!!! Thanks again Quixacotl.
 Asura.Psylo
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By Asura.Psylo 2015-02-20 05:11:23
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No idea for my tier V and Rdm ?
 Asura.Psylo
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By Asura.Psylo 2015-02-20 06:23:05
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OK i've made some test.

With personal RDM.lua => tier V don't swap at all
With the motenten RDM.lua original => same

So i try the Byrth_BLM.lua into my rdm.lua to see => same.

So gearswap on RDM work on all original rdm spell list, but not at all with the new Tier V unlock byt jobpoint.

Its pretty insane since when i swap to blm, my tier V on blm swap.

I'm a little lost atm ><

I try that too :
Code
function precast(spell)
    if spell.name == 'Thunder V' then
        equip(sets.precast.FC)
    end
end

function job_post_midcast(spell, action, spellMap, eventArgs)
	if spell.name == 'Thunder V' then
		equip(sets.midcast['Elemental Magic'])
	end
end


same result
 Ragnarok.Martel
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By Ragnarok.Martel 2015-02-20 07:14:49
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TVs may not be new spells, But they ARE new to RDM and GEO.

SE did some weird stuff with the resources for them. They list RDM and GEO as getting them at lvl 100. <,<;

So, here's the catch. Gearswap prevents you from casting spells that you can't access. Because sending a packet for a spell you can't cast would be bad. Since gearswap thinks GEO and RDM need to be lvl 100 to cast and you aren't lvl 100, as far is it's concerned you can't cast it and shouldn't be sending packets for it.

Byrth made a work around for this on the windower DEV ver. It just doesn't seem to have made it to the live ver. Actually, I don't even see GEO+RDM on TVs on the live version of the resources... So we need a resources update to go live too.

So, if you need TVs right now(I know I did XD) get on the DEV ver. That or wait for further updates.
 Odin.Quixacotl
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By Odin.Quixacotl 2015-02-20 12:14:34
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Asura.Psylo said: »
No idea for my tier V and Rdm ?
It's probably not your GS. They're still working on T5 for Geo and Rdm so gotta be patient. Should be working soon.
 Bismarck.Krunq
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By Bismarck.Krunq 2015-02-20 13:57:15
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Odin.Quixacotl said: »
Tested!
Fotia Gorget/Belt
Code
-- Setup vars that are user-dependent.  Can override this function in a sidecar file.
function user_setup()
    state.OffenseMode:options('Normal', 'Acc', 'Mod')
    state.HybridMode:options('Normal', 'Evasion', 'PDT')
    state.RangedMode:options('Normal', 'Acc')
    state.WeaponskillMode:options('Normal', 'Acc', 'Mod')
    state.PhysicalDefenseMode:options('Evasion', 'PDT')

    gear.default.weaponskill_neck = {name="Asperity Necklace"}
    gear.default.weaponskill_waist = {name="Caudata Belt"}

    select_default_macro_book()
end


-- Define sets and vars used by this job file.
function init_gear_sets()
    sets.precast.WS = {neck=gear.ElementalGorget, waist=gear.ElementalBelt}
    -- stuff
end

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

-- Run after the general precast() is done.
function job_post_precast(spell, action, spellMap, eventArgs)
    if spell.type == 'WeaponSkill' then
        if gear.ElementalGorget.name ~= gear.default.weaponskill_neck then
	        equip(neck="Fotia Gorget")
        end

        if gear.ElementalBelt.name ~= gear.default.weaponskill_waist then
	        equip(waist="Fotia Belt")
        end
    end
end

Is there something else needing to be changed in order for this code to work? I've tried adding this function to both the main job file and the side car file and I continue to get an error at the first equip line: ')' expected near '='.

I don't see anything obviously wrong with the syntax of your code, so I am currently at a loss.

Any ideas would be appreciated, as I'm not the only person with this same issue.

Edit
Found the appropriate syntax: equip({neck="Fotia Gorget"})

Will test if it works and update.
 Odin.Quixacotl
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By Odin.Quixacotl 2015-02-20 15:25:36
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Whoops your absolutely correct it should be equip({neck="Fotia Gorget"}). At the time I was testing the code I didn't have the equip lines in there. Instead it was print(gear.default.weaponskill_neck) for testing purposes. I was so happy it worked that I didn't bother to double-check equip(). Nice catch.

Fixed the OP.
 Bismarck.Krunq
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By Bismarck.Krunq 2015-02-20 15:47:22
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Odin.Quixacotl said: »
Whoops your absolutely correct it should be equip({neck="Fotia Gorget"}). At the time I was testing the code I didn't have the equip lines in there. Instead it was print(gear.default.weaponskill_neck) for testing purposes. I was so happy it worked that I didn't bother to double-check equip(). Nice catch.

Fixed the OP.

Glad to help. I've had the equipment window open when I type my weaponskill in manually and don't see the belt equipping, but the rest of the gear is changing. Has the belt been swapping in for you? Anything I may have missed?
 Odin.Quixacotl
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By Odin.Quixacotl 2015-02-20 16:33:07
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I tried it again since correcting the mistake (crabs in Foret) and Showswaps says neck and waist is equipping just fine when any WS calls for an elemental Gorget/Belt. I can't understand why your Belt won't equip when your Gorget is.

Note: I don't actually have the Fotia Belt yet I've been substituting Goading Belt instead. But that equips just fine.
 Bismarck.Krunq
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By Bismarck.Krunq 2015-02-20 19:01:56
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Only way I could get the Gorget/Belt to swap is typing their names in. If anyone can get it to actually swap with the function let me know.
 Odin.Quixacotl
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By Odin.Quixacotl 2015-02-20 21:27:16
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Okay I found out why Fotia Gorget and Belt will not equip with my code.

When I first tested the code I substituted a Hope Torque and Goading Belt in lieu of the actual Fotia set. And that did work. However I've since gotten both items and found, to my dismay, that it totally doesn't work.

The reason is that Mote's has a function in Utilities, get_elemental_item_name() that checks if you actually have an elemental gorget or belt in inventory or wardrobe. If you don't have the item then it returns nil.

Since we won't have a Soil Gorget, or any other elemental gorget for that matter, then the arguement,
Code
if gear.ElementalGorget.name ~= gear.default.weaponskill_neck then 

...will always be false and the command will never trigger.

So the code is actually a bust. After I wipe the egg off my face I'm going to try and figure another solution.
 Bismarck.Krunq
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By Bismarck.Krunq 2015-02-20 22:09:18
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No worries man. Glad we could figure it out quickly enough.
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By Selindrile 2015-02-20 22:41:46
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Why does it matter any more for the belt/neck?
I don't follow why you'd still want or need this.
You may as well explicitly say the name Fotia Belt/Neck for the ones you want to use it on, and type your alternative for the other ws, there's no longer a need to "see if we have a proper belt to put in" because it's no longer situational.

Now for the obis it still matters, but that's still working just fine by just changing all the obi names to Hachirin-no-Obi.

TL:DR; It's easier and more relevant to just make explicit ws sets for ws that don't have elemental skillchain properties, which are the only ws that elemental belts/gorgets change on now, and for obis just change the names in the globals.
 Odin.Quixacotl
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By Odin.Quixacotl 2015-02-20 22:50:23
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I think I have it figured it out and I'm happy to report that this new code does indeed work. :) I'll edit the OP accordingly.
Code
function job_setup()
    ws_elements_to_check = S{'Compression', 'Darkness', 'Detonation', 'Distortion', 'Fragmentation', 'Fusion',
    'Gravitation', 'Impaction', 'Induration', 'Light', 'Liquefaction', 'Reverberation', 'Scission', 'Transfixion'}
end

function job_post_precast(spell, action, spellMap, eventArgs)
    if spell.type == 'WeaponSkill' then
        if ws_elements_to_check:contains(spell.skillchain_a)
            or ws_elements_to_check:contains(spell.skillchain_b)
            or ws_elements_to_check:contains(spell.skillchain_c) then
            equip({neck="Fotia Gorget", waist="Fotia Belt"})
        end
    end
end
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By swordwiz 2015-02-22 02:34:17
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not sure if i missed it in here somewhere but is there a serpentes cuffs day/night lua line that makes it change for me ?
 Asura.Psylo
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By Asura.Psylo 2015-02-22 05:01:51
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Still nothing for RDM and Tier V ? i retest today, same result
 Odin.Quixacotl
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By Odin.Quixacotl 2015-02-22 05:07:34
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swordwiz said: »
not sure if i missed it in here somewhere but is there a serpentes cuffs day/night lua line that makes it change for me ?
Serpentes Cuffs has Daytime Regen and Nighttime Refresh. So when do you want to equip it? Day or Night?

If you get the matching Serpentes Sabots then you'll have both Regen and Refresh 24/7.
 Odin.Quixacotl
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By Odin.Quixacotl 2015-02-22 05:08:50
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Asura.Psylo said: »
Still nothing for RDM and Tier V ? i retest today, same result
I found this from BG
Martel said:
So, it seems like my resources weren't updating correctly. So I deleted Windower4\res\spells.lua and the updates folder, then ran the launcher.

After that the tier V entries matched, and it let me cast them on GEO in game.
What you might need to do is to log out of Windower 4.
1. Delete the Windower4/updates folder.
2. Delete the Windower4/res/spells.lua file.
3. Run the Windower Launcher so it downloads the new files.

If you look at Windower4/res/spells.lua, using Fire V as an example, then [148] should look like this.
Code
[148] = {id=148,en="Fire V",ja="ファイアV",cast_time=7.5,element=0,icon_id=244,icon_id_nq=8,levels={[4]=100,[5]=100,[20]=91,[21]=100},mp_cost=228,prefix="/magic",range=12,recast=45,recast_id=148,requirements=4,skill=36,targets=32,type="BlackMagic"},

[4]=100 means Rdm is the 4th job and you learn it at level 100 (level 99 + job points). [21]=100 would be Geo (21st job) learns it at level 100 (level 99 + job points)
 Asura.Psylo
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By Asura.Psylo 2015-02-22 05:49:43
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Code
-------------------------------------------------------------------------------------------------------------------
-- Initialization function that defines sets and variables to be used.
-------------------------------------------------------------------------------------------------------------------

-- IMPORTANT: Make sure to also get the Mote-Include.lua file (and its supplementary files) to go with this.

-- Initialization function for this job file.
function get_sets()
mote_include_version = 2
-- Load and initialize the include file.
include('Mote-Include.lua')
end


-- Called when this job file is unloaded (eg: job change)
function user_setup()
state.OffenseMode:options('None', 'Normal', 'tank')
state.HybridMode:options('Normal', 'PhysicalDef', 'MagicalDef')
state.CastingMode:options('Normal', 'Resistant')
state.IdleMode:options('Normal', 'PDT', 'MDT')
gear.default.obi_waist = "Yamabuki-no-Obi"
select_default_macro_book()
end

-- Define sets and vars used by this job file.
function init_gear_sets()
        
        
        
        
        --------------------------------------
        -- Start defining the sets
        --------------------------------------
        
		hagcuffatk = { name = "Hagondes Cuffs +1", augments = {   "Magic Attack Bonus +21"    }       }
        hagcuffacc = { name = "Hagondes Cuffs +1", augments = {   "Magic Accuracy +24"    }       }
		
		
		
		
		-- Precast Sets
        
        -- Precast sets to enhance JAs
        sets.precast.JA['Chainspell'] = {body="Viti. Tabard +1"}
        

        -- Waltz set (chr and vit)
        sets.precast.Waltz = {
                head="Atrophy Chapeau +1",
                body="Atrophy Tabard +1",hands="Yaoyotl Gloves",
                back="Ogapepo cape",legs="Hagondes Pants +1",feet="Hagondes Sabots"}
                
        -- Don't need any special gear for Healing Waltz.
        sets.precast.Waltz['Healing Waltz'] = {}

        -- Fast cast sets for spells
        
        -- 80% Fast Cast (including trait) for all spells, plus 5% quick cast
        -- No other FC sets necessary.
        sets.precast.FC = {main="Lehbrailg +2",sub="Zuuxowu grip",ammo="Impatiens",
                head="Atrophy Chapeau +1",ear2="Loquac. Earring",ear1="Estoqueur's Earring",
				body="Viti. Tabard +1",hands="Gende. Gages +1",ring1="Prolix Ring",
				back="Swith Cape",waist="Witful Belt",legs="Orvail Pants +1",feet="Chelona Boots"}
		
		
		
		sets.precast.Cure = {ammo="Impatiens",
                main="Tamaxchi", sub="Genbu's shield",
				head="Atrophy Chapeau +1",ear2="Loquac. Earring",ear1="Estoqueur's Earring",
				body="Viti. Tabard +1",hands="Gende. Gages +1",ring1="Prolix Ring",
				back="Swith Cape",waist="Witful Belt",legs="Orvail Pants +1",feet="Chelona Boots"}
		
		sets.precast.FC.Impact = {ammo="Impatiens",
                head=empty,neck="Orunmila's Torque",ear2="Loquac. Earring",
				body="Twilight Cloak",hands="Gende. Gages +1",ring1="Prolix Ring",
				back="Swith Cape",waist="Witful Belt",legs="Orvail Pants +1",feet="Chelona Boots"}
       
        -- Weaponskill sets
        -- Default set for any weaponskill that isn't any more specifically defined
        sets.precast.WS = {
                head="Sukeroku Hachi.",neck="Asperity Necklace",ear1="Steelflash Earring",ear2="Bladeborn Earring",
				body="Atrophy Tabard +1",hands="Atrophy Gloves +1",ring1="Rajas Ring",ring2="K'ayres Ring",
				back="Vespid Mantle",waist="caudata belt",legs="Atrophy Tights +1",feet="Vitivation Boots +1"}


				
				
        -- Specific weaponskill sets. Uses the base set if an appropriate WSMod version isn't found.
		sets.precast.WS['Death Blossom'] = set_combine(sets.precast.WS)
		sets.precast.WS['Chant du cygne'] = set_combine(sets.precast.WS, {
		legs="Viti Tights +1",feet="Battlecast Gaiters", body="Karmesin Vest"
		})
		sets.precast.WS['Requiescat'] = set_combine(sets.precast.WS,{
					neck="Shadow gorget", waist="Shadow Belt"})
		sets.precast.WS['Savage Blade'] = set_combine(sets.precast.WS,{
					neck="Soil gorget", waist="Soil Belt"})
		sets.precast.WS['Aeolian Edge'] = set_combine(sets.precast.WS,{
					ammo="Dosis tathlum" ,head="Hagondes Hat +1",neck="eddy necklace",ear1="Friomisi Earring",ear2="Crematio Earring",
					body="hagondes coat" ,hands="Hagondes Cuffs +1",ring1="shiva Ring +1",ring2="shiva Ring +1",
					back="Toro Cape",waist="Sekhmet Corset",legs="Hagondes Pants +1",feet="Umbani Boots"})
        sets.precast.WS['Sanguine Blade'] = {ammo="Witchstone",
                ammo="Dosis tathlum" ,head="Hagondes Hat +1",neck="eddy necklace",ear1="Friomisi Earring",ear2="Crematio Earring",
					body="hagondes coat" ,hands="Hagondes Cuffs +1",ring1="shiva Ring +1",ring2="shiva Ring +1",
					back="Toro Cape",waist="Sekhmet Corset",legs="Hagondes Pants +1",feet="Umbani Boots"}

        
        -- Midcast Sets
        
        sets.midcast = {}
	
	sets.midcast.FastRecast = {head="Atrophy Chapeau +1",ear1="Estoqueur's Earring",ear2="Loquac. Earring",
		body="Viti. Tabard +1",hands="Gende. Gages +1",ring1="Prolix Ring",
		back="Swith Cape",waist="Witful Belt",legs="Atrophy Tights +1",feet="Atrophy Boots +1"}

	sets.midcast.Cure = {
		main="Tamaxchi", sub="Genbu's shield",ammo="Mana Ampulla",
		head="Gendewitha Caubeen",ear1="Lifestorm Earring",ear2="Aqua pearl",ammo="Mana ampulla",
		neck="Estoqueur Collar",
		body="Heka's Kalasiris",hands="Bokwus Gloves",
		waist="Chuq'aba Belt",ring1="Kunaji Ring",ring2="Sirona's Ring",
		back="Estoqueur's cape",legs="Atrophy tights +1",feet="Gende. Galosh. +1"}
		
	sets.midcast.Curaga = sets.midcast.Cure

	sets.midcast.Cursana = {
		neck="Malison medallion",
		body="Viti. Tabard +1",
		hands="Hieros mittens",
		ring2="Ephedra Ring",
		legs="Atrophy tights +1",feet="Gende. Galosh. +1"}

	sets.midcast['Enhancing Magic'] = {
		head="Umuthi Hat",
		body="Viti. Tabard +1",hands="Vitivation Gloves",ring1="Sheltered Ring",
		back="Ghostfyre Cape",waist="Olympus Sash",legs="Shedir Seraweels",feet="Estoqueur's Houseaux +2"}
		
	sets.midcast.Stoneskin =  set_combine(sets.midcast['Enhancing Magic'],{
		neck="Stone Gorget",
		ear1="Earthcry Earring",
		hands="Stone Mufflers",waist="Siegel sash"})
	
	sets.midcast.Aquaveil =  set_combine(sets.midcast['Enhancing Magic'],{
		waist="Emphatikos Rope"})

	sets.midcast.Phalanx =  set_combine(sets.midcast['Enhancing Magic'],{
		main="Egeking"})
		
	sets.midcast.Refresh = {legs="Estoqueur's Fuseau +2"}
	
	sets.midcast['Refresh II'] = sets.midcast.Refresh
	
	sets.midcast['Regen II'] = set_combine(sets.midcast['Enhancing Magic'], {main="Bolelabunga", hands="Atrophy Gloves +1"})
	
	sets.midcast.ComposureOther = {head="Estoqueur's Chappel +2",
		body="Estoqueur's Sayon +2",hands="Estoqueur's Gantherots +2",
		legs="Estoqueur's Fuseau +2",feet="Estoqueur's Houseaux +2"}

	sets.midcast['Enfeebling Magic'] = {
		main="Twebuliij",sub="Mephitis grip",range="Aureole",
		head="Vitivation Chapeau +1",neck="Imbodla Necklace",ear1="Lifestorm Earring",ear2="Psystorm Earring",
		body="Atrophy Tabard +1",hands="Lurid mitts",ring1="Sangoma Ring",ring2="Perception ring",
		back="Ghostfyre cape",waist="ovate rope",legs="Mes'yohi Slacks",feet="Vitivation Boots +1"}
		
	sets.midcast.Stun = {
		main="Apamajas II"
		--main="Twebuliij"
		,sub="Mephitis grip",range="Aureole",
		head="Vitivation Chapeau +1",neck="Imbodla Necklace",ear1="Lifestorm Earring",ear2="Psystorm Earring",
		body="Atrophy Tabard +1",hands="Lurid mitts",ring1="Sangoma Ring",ring2="Perception ring",
		back="Ghostfyre cape",waist="ovate rope",legs="Mes'yohi Slacks",feet="Vitivation Boots +1"}

		sets.midcast.Impact = {
		main="Twebuliij",sub="Mephitis grip",range="Aureole",
		head=empty,neck="Imbodla Necklace",ear1="Lifestorm Earring",ear2="Psystorm Earring",
		body="Twilight Cloak",hands="Lurid mitts",ring1="Sangoma Ring",ring2="Perception ring",
		back="Ghostfyre cape",waist="ovate rope",legs="Mes'yohi Slacks",feet="Vitivation Boots +1"}
	--sets.midcast['Dia III'] = set_combine(sets.midcast['Enfeebling Magic"], {head="Vitivation Chapeau +1"})

	sets.midcast['Slow II'] = set_combine(sets.midcast['Enfeebling Magic'], {body="Estoqueur's Sayon +2",feet="Uk'uxkaj Boots"})
	
	sets.midcast['Paralyze II'] = set_combine(sets.midcast['Enfeebling Magic'], {body="Estoqueur's Sayon +2",feet="Uk'uxkaj Boots"})
	
	sets.midcast['Blue Magic'] = {
		main="Twebuliij",sub="Mephitis grip",range="Aureole",
		head=empty,neck="Imbodla Necklace",ear1="Lifestorm Earring",ear2="Psystorm Earring",
		body="Twilight Cloak",hands="Lurid mitts",ring1="Sangoma Ring",ring2="Perception ring",
		back="Ghostfyre cape",waist="ovate rope",legs="Mes'yohi Slacks",feet="Vitivation Boots +1"}
	
	sets.midcast.Saboteur = {hands="Estoqueur's Gantherots +2"}
	
	sets.midcast.Chainspell = {body="Viti. Tabard +1"}
	--body="Seidr Cotehardie"   body="Atrophy Tabard +1"   head="Atro. Chapeau +1"
	
	sets.midcast['Elemental Magic'] = {
		main="Lehbrailg +2",sub="Elder's grip +1",ammo="Dosis tathlum",
		head="Hagondes Hat +1",neck="eddy necklace",ear1="Friomisi Earring",ear2="Crematio Earring",
		body="Seidr Cotehardie" ,hands="Otomi Gloves",ring1="Shiva Ring +1",ring2="Shiva Ring +1",
		back="Toro Cape",waist="Yamabuki-no-Obi",legs="Hagondes Pants +1",feet="Umbani Boots"}
	
	sets.midcast['Stone'] = set_combine(sets.midcast['Elemental Magic'], {Neck="Quanpur Necklace"})
	sets.midcast['Stone II'] = set_combine(sets.midcast['Elemental Magic'], {Neck="Quanpur Necklace"})
	sets.midcast['Stone III'] = set_combine(sets.midcast['Elemental Magic'], {Neck="Quanpur Necklace"})
	sets.midcast['Stone IV'] = set_combine(sets.midcast['Elemental Magic'], {Neck="Quanpur Necklace"})
	sets.midcast['Stone V'] = set_combine(sets.midcast['Elemental Magic'], {Neck="Quanpur Necklace"})
	sets.midcast['Stonega'] = set_combine(sets.midcast['Elemental Magic'], {Neck="Quanpur Necklace"})
	sets.midcast['Stonega II'] = set_combine(sets.midcast['Elemental Magic'], {Neck="Quanpur Necklace"})
	
	sets.midcast['Aero'] = set_combine(sets.midcast['Elemental Magic'], {main="Marin Staff +1"})
	sets.midcast['Aero II'] = set_combine(sets.midcast['Elemental Magic'], {main="Marin Staff +1"})
	sets.midcast['Aero III'] = set_combine(sets.midcast['Elemental Magic'], {main="Marin Staff +1"})
	sets.midcast['Aero IV'] = set_combine(sets.midcast['Elemental Magic'], {main="Marin Staff +1"})
	sets.midcast['Aero V'] = set_combine(sets.midcast['Elemental Magic'], {main="Marin Staff +1"})
	sets.midcast['Aeroga'] = set_combine(sets.midcast['Elemental Magic'], {main="Marin Staff +1"})
	sets.midcast['Aeroga II'] = set_combine(sets.midcast['Elemental Magic'], {main="Marin Staff +1"})
			
	sets.midcast['Elemental Magic'].Resistant = {
		main="Marin Staff +1","Elder grip +1",range="Aureole",
		head="Seidr Cotehardie",neck="Imbodla Necklace",ear1="Friomisi Earring",ear2="Crematio Earring",
		body="Vanir Cotehardie" ,hands="Hagondes cuffs +1",ring1="Shiva ring +1",ring2="Shiva ring +1",
		back="Toro Cape",waist="Hachirin-No-Obi",legs="Hagondes Pants +1",feet="Vitivation Boots +1"}
		
	
	
	sets.midcast['Dark Magic'] = {
		main="Twebuliij",sub="Mephitis grip",range="Aureole",
		head="Atrophy Chapeau +1",neck="eddy necklace",ear1="Lifestorm Earring",ear2="Psystorm Earring",
		body="Atrophy Tabard +1",hands="Hagondes Cuffs +1",ring1="Sangoma Ring",ring2="Perception ring",
		back="Ghostfyre cape",waist="ovate rope",legs="Mes'yohi Slacks",feet="Vitivation Boots +1"}


        sets.midcast.Drain =  {
		main="Twebuliij",sub="Mephitis grip",range="Aureole",
		head="Atrophy Chapeau +1",neck="eddy necklace",ear1="Lifestorm Earring",ear2="Psystorm Earring",
		body="Atrophy Tabard +1",hands="Hagondes Cuffs +1",ring1="Sangoma Ring",ring2="Archon ring",
		back="Ghostfyre cape",waist="Fucho-no-obi",legs="Mes'yohi Slacks",feet="Vitivation Boots +1"}

        sets.midcast.Aspir = sets.midcast.Drain


        -- Sets for special buff conditions on spells.

        sets.midcast.EnhancingDuration = {hands="Atrophy Gloves +1",back="Ghostfyre cape",feet="Estoqueur's Houseaux +2"}
                
        sets.buff.ComposureOther = {head="Estoqueur's Chappel +2",
                body="Estoqueur's Sayon +2",hands="Estoqueur's Gantherots +2",
                legs="Estoqueur's Fuseau +2",feet="Estoqueur's Houseaux +2"}

        sets.buff.Saboteur = {hands="Estoqueur's Gantherots +2"}
        

        -- Sets to return to when not performing an action.
        
        -- Resting sets
        sets.resting = {main="Boonwell Staff",sub="Mephitis grip",ammo="Mana ampulla",
                head="Vitivation Chapeau +1",neck="Twilight Torque",
                body="Atrophy Tabard +1",hands="Otomi gloves",ring1="Sheltered Ring",ring2="Paguroidea Ring",
                waist="Duelist's Belt",legs="Nisse Slacks",feet="Chelona Boots"}
				

        -- Idle sets (default idle set not needed since the other three are defined, but leaving for testing purposes)
        sets.idle = {}

	sets.idle.Town = {
		main="Sagasinger",sub="Evalach +1",range="Decazoom Mk-XI",
		head="Vitivation Chapeau +1",neck="Twilight Torque",ear1="Hearty Earring",ear2="Sanare Earring",
		body="Councilor's Garb",hands="Atrophy Gloves +1",ring1="Vocane Ring",ring2="Dark Ring",
		back="Ghostfyre cape",waist="Flume belt",legs="Viti. Tights +1",feet="Atrophy Boots +1"}

	
	sets.idle.Field = {
		main="Shikargar",sub="Beatific Shield +1",ammo="Vanir battery",
		head="Vitivation Chapeau +1",neck="Twilight Torque",ear1="Hearty earring",ear2="Sanare Earring",
		body="Gende. Bilaut +1",hands="Umuthi gloves",
		ring1="Vocane Ring",
		--ring2="Shadow ring",
		ring2="Dark Ring",
		--back="Umbra Cape",
		back="Mecisto. Mantle",
		waist="Flume belt",
		legs="Viti. Tights +1",
		feet="Atrophy Boots +1"}

	sets.idle.Weak = {
		main="Shikargar",sub="Beatific Shield +1",ammo="Vanir battery",
		head="Vitivation Chapeau +1",neck="Twilight Torque",ear1="Hearty earring",ear2="Sanare Earring",
		body="Gende. Bilaut +1",hands="Umuthi gloves",ring1="Vocane Ring",ring2="Dark Ring",
		back="Umbra Cape",waist="Flume belt",legs="Viti. Tights +1",feet="Atrophy Boots +1"}

	
	-- Defense sets
	sets.defense = {}

	sets.defense.PDT = {
		head="Gendewitha caubeen",neck="Twilight Torque",ear1="Lifestorm Earring",ear2="Psystorm Earring",
		body="Gende. Bilaut +1",hands="Gende. Gages +1",ring1="Vocane Ring",ring2="Dark Ring",
		back="Umbra Cape",waist="Flume belt",legs="Hagondes Pants +1",feet="Hagondes Sabots"}

	sets.defense.MDT = {ammo="Demonry Stone",
		head="Atrophy chapeau +1",neck="Twilight Torque",ear1="Lifestorm Earring",ear2="Psystorm Earring",
		body="Atrophy Tabard +1",hands="Gende. Gages +1",ring1="Vocane Ring",ring2="Dark Ring",
		back="Umbra Cape",waist="Flume belt",legs="Hagondes Pants +1",feet="Hagondes Sabots"}

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

        -- Engaged sets

        -- Variations for TP weapon and (optional) offense/defense modes. Code will fall back on previous
        -- sets if more refined versions aren't defined.
        -- If you create a set with both offense and defense modes, the offense mode should be first.
        -- EG: sets.engaged.Dagger.Accuracy.Evasion
        
        MeleeWeapons = S{"Anahera Saber"}
        
        -- Normal melee group
        sets.engaged = { ammo="Vanir battery", 
		head="Lithelimb Cap",neck="Asperity Necklace",ear1="Steelflash Earring",ear2="Bladeborn Earring",
		body="Emet Harness +1",hands="Umuthi gloves",ring1="Rajas Ring",ring2="K'ayres Ring",
		back="Letalis Mantle",waist="Windbuffet Belt",legs="zoar subligar +1",feet="Battlecast Gaiters"}
		
		sets.engaged.tank = { ammo="Vanir battery", 
		head="Lithelimb Cap",neck="Twilight torque",
		ear1="Hearty earring",ear2="Sanare Earring",
		--ear1="Steelflash Earring",ear2="Bladeborn Earring",
		body="Emet Harness +1",hands="Umuthi gloves",ring1="Vocane Ring",
		ring2="shadow ring",
		--ring2="Patricius Ring",
		back="Repulse Mantle",
		waist="Flume belt",
		--waist="Olseni Belt",
		legs="Viti. Tights +1",feet="Battlecast Gaiters"}

end

-------------------------------------------------------------------------------------------------------------------
-- Job-specific hooks that are called to process player actions at specific points in time.
-------------------------------------------------------------------------------------------------------------------

function job_post_midcast(spell, action, spellMap, eventArgs)
	
	
	if spell.skill == 'Enfeebling Magic' and state.Buff.Saboteur then
		equip(sets.buff.Saboteur)
	elseif spell.skill == 'Enhancing Magic' then
		equip(sets.midcast.EnhancingDuration)
		if buffactive.composure and spell.target.type == 'PLAYER' then
		equip(sets.buff.ComposureOther)
	end
	elseif spellMap == 'Cure' and spell.target.type == 'SELF' then
	equip(sets.midcast.CureSelf)
	end
	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


-------------------------------------------------------------------------------------------------------------------
-- Job-specific hooks for non-casting events.
-------------------------------------------------------------------------------------------------------------------
-- Handle notifications of general user state change.
function job_state_change(stateField, newValue, oldValue)
if stateField == 'Offense Mode' then
if newValue == 'None' then
enable('main','sub','range')
else
disable('main','sub','range')
end
end
end
-------------------------------------------------------------------------------------------------------------------
-- User code that supplements standard library decisions.
-------------------------------------------------------------------------------------------------------------------
-- Modify the default idle set after it was constructed.
function customize_idle_set(idleSet)
if player.mpp < 51 then
idleSet = set_combine(idleSet, sets.latent_refresh)
end
return idleSet
end
-- Set eventArgs.handled to true if we don't want the automatic display to be run.
function display_current_job_state(eventArgs)
display_current_caster_state()
eventArgs.handled = true
end
-------------------------------------------------------------------------------------------------------------------
-- Utility functions specific to this job.
-------------------------------------------------------------------------------------------------------------------
-- Select default macro book on initial load or subjob change.
function select_default_macro_book()
-- Default macro set/book
if player.sub_job == 'BLM' then
set_macro_page(3, 11)
elseif player.sub_job == 'SCH' then
set_macro_page(4, 12)
elseif player.sub_job == 'BLU' then
set_macro_page(3, 13)
else
set_macro_page(3, 12)
end
end
 Asura.Psylo
Offline
Serveur: Asura
Game: FFXI
user: psylo
Posts: 446
By Asura.Psylo 2015-02-22 05:55:00
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I just delete update folder and retry, will see

EDIT : nop, i hope its something in my rdm.lua, i dlete /update &and /res, and still nothing

When i check spell.lua, [5] is missing on tier V spell, so i add that on each

id=173,en="Water V",ja="ウォータV",cast_time=10,element=5,icon_id=253,icon_id_nq=13,levels={[4]=80,[5]=100,[20]=83}

OK [5]=100 didn't work. gonna try with 99
 Asura.Psylo
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Game: FFXI
user: psylo
Posts: 446
By Asura.Psylo 2015-02-22 06:18:37
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\o/ works with [5]=99

Thanks for the help ^^
 Odin.Quixacotl
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Game: FFXI
user: Quixacotl
Posts: 170
By Odin.Quixacotl 2015-02-22 06:29:35
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Asura.Psylo said: »
\o/ works with [5]=99

Thanks for the help ^^
Glad it worked out for you. ^^

I cleaned up your Rdm GS. http://pastebin.com/0Xcd5kCC

I deleted these blocks cuz it's redundant and you don't need em.
Code
    sets.midcast['Stone'] = set_combine(sets.midcast['Elemental Magic'], {Neck="Quanpur Necklace"})
    sets.midcast['Stone II'] = set_combine(sets.midcast['Elemental Magic'], {Neck="Quanpur Necklace"})
    sets.midcast['Stone III'] = set_combine(sets.midcast['Elemental Magic'], {Neck="Quanpur Necklace"})
    sets.midcast['Stone IV'] = set_combine(sets.midcast['Elemental Magic'], {Neck="Quanpur Necklace"})
    sets.midcast['Stone V'] = set_combine(sets.midcast['Elemental Magic'], {Neck="Quanpur Necklace"})
    sets.midcast['Stonega'] = set_combine(sets.midcast['Elemental Magic'], {Neck="Quanpur Necklace"})
    sets.midcast['Stonega II'] = set_combine(sets.midcast['Elemental Magic'], {Neck="Quanpur Necklace"})

    sets.midcast['Aero'] = set_combine(sets.midcast['Elemental Magic'], {main="Marin Staff +1"})
    sets.midcast['Aero II'] = set_combine(sets.midcast['Elemental Magic'], {main="Marin Staff +1"})
    sets.midcast['Aero III'] = set_combine(sets.midcast['Elemental Magic'], {main="Marin Staff +1"})
    sets.midcast['Aero IV'] = set_combine(sets.midcast['Elemental Magic'], {main="Marin Staff +1"})
    sets.midcast['Aero V'] = set_combine(sets.midcast['Elemental Magic'], {main="Marin Staff +1"})
    sets.midcast['Aeroga'] = set_combine(sets.midcast['Elemental Magic'], {main="Marin Staff +1"})
    sets.midcast['Aeroga II'] = set_combine(sets.midcast['Elemental Magic'], {main="Marin Staff +1"})

Instead your Stone and Wind gear is covered this way.
Code
elseif spell.skill == 'Elemental Magic' then
    if spell.element == 'Earth' then
        equip(sets.midcast['Elemental Magic'], {Neck="Quanpur Necklace"})
    elseif spell.element == 'Wind' then
        equip(sets.midcast['Elemental Magic'], {main="Marin Staff +1"})
    end
    if spell.element == world.day_element or spell.element == world.weather_element then
        equip(sets.midcast['Elemental Magic'], {waist="Hachirin-No-Obi"})
    end
end
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Posts: 366
By gargurty 2015-02-22 07:35:44
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also posted on bgwiki forum, but these changes didnt work for me, im on the verg of giving up on this.
 Lakshmi.Byrth
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Game: FFXI
user: Byrthnoth
Posts: 6184
By Lakshmi.Byrth 2015-02-22 08:11:05
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Put in windower/res:
https://www.dropbox.com/s/yhcteem4cb9b7f1/spells.lua?dl=0

Put in windower/addons/gearswap:
https://www.dropbox.com/s/vzum8rq9lvaqjl9/helper_functions.lua?dl=0

With those two files, your Job Point spells should work on whatever jobs (but might not work inside of Motenten's templates still). BLU spells still may not work when subbed until windower.ffxi.get_sjob_info() is fixed, but it might already be fixed (idk).
 Asura.Psylo
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Game: FFXI
user: psylo
Posts: 446
By Asura.Psylo 2015-02-22 11:28:28
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Everything fine now, thks for all your works, its really a great job.

/bow
 Fenrir.Moldtech
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Game: FFXI
user: Moldtech
Posts: 574
By Fenrir.Moldtech 2015-02-22 13:35:00
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Odin.Quixacotl said: »
swordwiz said: »
not sure if i missed it in here somewhere but is there a serpentes cuffs day/night lua line that makes it change for me ?
Serpentes Cuffs has Daytime Regen and Nighttime Refresh. So when do you want to equip it? Day or Night?

If you get the matching Serpentes Sabots then you'll have both Regen and Refresh 24/7.

You don't really want to wear the shoes on Bard with AF3 shoes for Bard having more regen.
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Posts: 369
By swordwiz 2015-02-22 15:05:33
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lool its for a friends rdm he wants to use them for refresh on rdm thou for brd i agree af3 feet all the way for that regen and movement speed but mostly looking for a line that will auto equip them when its time for the refresh to kick in
 Odin.Quixacotl
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Serveur: Odin
Game: FFXI
user: Quixacotl
Posts: 170
By Odin.Quixacotl 2015-02-22 18:17:48
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For Motes use this.
Code
function customize_idle_set(idleSet)
    if player.mpp < 80 then
        if world.time >= 17*60 or world.time < 7*60 then
            idleSet = set_combine(idleSet, {hands="Serpentes Cuffs"})
        end
    end

    return idleSet
end

For non-Motes use this.
Code
function status_change(new, action)
    if player.status == 'Idle' then
        if player.mpp < 80 then
            if world.time >= 17*60 or world.time < 7*60 then
                equip({hands="Serpentes Cuffs"})
            end
        end
    end
end
 Leviathan.Alastar
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Serveur: Leviathan
Game: FFXI
Posts: 6
By Leviathan.Alastar 2015-02-26 00:58:00
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This may seem stupid, but is anyone else having issues with Telchine Chasuble swapping? I got fastcast+5 on mine and it won't change over.
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