Lua 168 Error Unexpected Symbol

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lua 168 error unexpected symbol
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Posts: 121
By hamany9 2016-08-21 10:20:12
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Can anyone point out what's wrong with my drk lua?



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


-- Setup vars that are user-independent.
function job_setup()
state.Buff['Aftermath'] = buffactive['Aftermath: Lv.1'] or
buffactive['Aftermath: Lv.2'] or
buffactive['Aftermath: Lv.3']
or false
end


-- Setup vars that are user-dependent. Can override this function in a sidecar file.
function user_setup()
-- Options: Override default values
options.OffenseModes = {'Normal', 'Acc', 'Multi'}
options.DefenseModes = {'Normal', 'PDT', 'Reraise'}
options.WeaponskillModes = {'Normal', 'Acc', 'Att', 'Mod'}
options.CastingModes = {'Normal'}
options.IdleModes = {'Normal'}
options.RestingModes = {'Normal'}
options.PhysicalDefenseModes = {'PDT', 'Reraise'}
options.MagicalDefenseModes = {'MDT'}

state.Defense.PhysicalMode = 'PDT'

adjust_engaged_sets()

-- Additional local binds
send_command('bind ^` input /ja "Hasso" <me>')
send_command('bind !` input /ja "Seigan" <me>')

select_default_macro_book()
end

-- Called when this job file is unloaded (eg: job change)
function file_unload()
if binds_on_unload then
binds_on_unload()
end

send_command('unbind ^`')
send_command('unbind !-')
end


-- Define sets and vars used by this job file.
function init_gear_sets()
--------------------------------------
-- Start defining the sets
--------------------------------------
-- Precast Sets
-- Precast sets to enhance JAs
sets.precast.JA['Diabolic Eye'] = {hands="Abyss Gauntlets +2"}
sets.precast.JA['Arcane Circle'] = {feet="Ignominy Sollerets"}
sets.precast.JA['Nether Void'] = {legs="Bale Flanchard +2"}


-- Waltz set (chr and vit)
sets.precast.Waltz = {ammo="Sonia's Plectrum",
head="Yaoyotl Helm",
body="Mikinaak Breastplate",hands="Buremte Gloves",
legs="Cizin Breeches",feet="Karieyh Sollerets +1"}

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

-- Fast cast sets for spells

-- Midcast Sets
sets.midcast.FastRecast = {ammo="Impatiens",
head="Valorous mask",neck="Orunmila's Torque",ear1="Loquacious Earring",ear2="Etiolation Earring",
body="Odyssean chestplate",hands="Leyline gloves",ring1="Prolix Ring",ring2="Defending ring",
back="Ankou's mantle",waist="Sailfi Belt +1",legs="Odyssean cuisses",feet="Odyssean greaves"}

--Specific spells
sets.midcast.Utsusemi = {ammo="Impatiens",
head="Valorous mask",neck="Orunmila's Torque",ear1="Loquacious Earring",ear2="Etiolation Earring",
body="Odyssean chestplate",hands="Leyline gloves",ring1="Prolix Ring",ring2="Defending ring",
back="Ankou's mantle",waist="Sailfi Belt +1",legs="Odyssean cuisses",feet="Odyssean greaves"}

sets.midcast.DarkMagic = {ammo="Impatiens",
neck="Orunmila's Torque",ear1="Loquacious Earring",ear2="Etiolation Earring",
body="Lugra cloak +1",hands="Leyline gloves",ring1="Prolix Ring",ring2="Evanscence ring",
back="Ankou's mantle",waist="Sailfi belt+1",legs="Odyssean cuisses",feet="Odyssean greaves"}

sets.midcast.EnfeeblingMagic = sets.midcast.DarkMagic

sets.midcast['Dread Spikes'] = {body="Bale Cuirass +2"}

sets.midcast.Stun = set_combine(sets.midcast.DarkMagic, {
head="Jumalik Helm",ear1="Lifestorm Earring",ear2="Psystorm Earring",
ring2="Evanscence ring"})

sets.midcast.Drain = {ammo="Impatiens",
neck="Orunmila's Torque",ear1="Loquacious Earring",ear2="Etiolation Earring",
body="Lugra cloak +1",hands="Leyline gloves",ring1="Prolix Ring",ring2="Evanscence ring",
back="Ankou's mantle",waist="Sailfi belt+1",legs="Odyssean cuisses",feet="Odyssean greaves"}

sets.midcast.Aspir = sets.midcast.Drain

-- Weaponskill sets
-- Default set for any weaponskill that isn't any more specifically defined
sets.precast.WS = {ammo="Seething bomblet +1",
head="Sulevia's mask +1",neck="Fotia gorget",ear1="Brutal Earring",ear2="Ishvara earring",
body="Sulevia's platemail",hands="Valorous mitts",ring1="Ifrit Ring",ring2="Ifrit Ring",
back="Ankou's mantle Mantle",waist="Fotia Belt",legs="Sulevia's cuisses +1",feet="Sulevia's leggings +1"}
sets.precast.WS.Acc = set_combine(sets.precast.WS, {back="Ankou's Mantle"})

-- Specific weaponskill sets. Uses the base set if an appropriate WSMod version isn't found.
sets.precast.WS['Catastrophe'] = set_combine(sets.precast.WS, {neck="Fotia gorget",ear1="Brutal Earring",ear2="Ishvara earring"})
sets.precast.WS['Catastrophe'].Acc = set_combine(sets.precast.WS.Acc, {neck="Fotia gorget",ear1="Brutal Earring",ear2="Ishvara earring"})
sets.precast.WS['Catastrophe'].Mod = set_combine(sets.precast.WS['Catastrophe'], {waist="Fotia Belt",ear1="Brutal Earring",ear2="Ishvara earring"})

sets.precast.WS['Entropy'] = set_combine(sets.precast.WS, {neck="Fotia gorget",legs="Sulevia's cuisses +1"})
sets.precast.WS['Entropy'].Acc = set_combine(sets.precast.WS.Acc, {neck="Fotia gorget",legs="Sulevia's cuisses +1"})
sets.precast.WS['Entropy'].Mod = set_combine(sets.precast.WS['Entropy'], {waist="Fotia Belt",legs="Sulevia's cuisses +1"})

sets.precast.WS['Resolution'] = set_combine(sets.precast.WS, {neck="Fotia gorget",ring2="Candent Ring"})
sets.precast.WS['Resolution'].Acc = set_combine(sets.precast.WS.Acc, {neck="Fotia gorget"})
sets.precast.WS['Resolution'].Mod = set_combine(sets.precast.WS['Resolution'], {waist="Fotia Belt"})



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

-- Resting sets
sets.resting = {ammo="Iron gobbet",
head="Jumalik helm",neck="Loricate torque +1",ear1="Infused Earring",ear2="Etiolation Earring",
body="Jumalik mail",hands="Sulevia's gauntlets +1",ring1="Vocane Ring",ring2="Defending ring",
back="Solemnity cape",waist="Nierenschutz",legs="Carmine cuisses",feet="Sulevia's leggings +1"}


-- Idle sets (default idle set not needed since the other three are defined, but leaving for testing purposes)
sets.idle.Town = {ammo="Iron gobbet",
head="Jumalik helm",neck="Loricate torque +1",ear1="Infused Earring",ear2="Etiolation Earring",
body="Jumalik mail",hands="Sulevia's gauntlets +1",ring1="Vocane Ring",ring2="Defending ring",
back="Solemnity cape",waist="Nierenschutz",legs="Carmine cuisses",feet="Sulevia's leggings +1"}

sets.idle.Field = {ammo="Iron gobbet",
head="Jumalik helm",neck="Loricate torque +1",ear1="Infused Earring",ear2="Etiolation Earring",
body="Jumalik mail",hands="Sulevia's gauntlets +1",ring1="Vocane Ring",ring2="Defending ring",
back="Solemnity cape",waist="Nierenschutz",legs="Carmine cuisses",feet="Sulevia's leggings +1"}

sets.idle.Weak ={ammo="Iron gobbet",
head="Twilight helm",neck="Loricate torque +1",ear1="Infused Earring",ear2="Etiolation Earring",
body="Twilight mail",hands="Sulevia's gauntlets +1",ring1="Vocane Ring",ring2="Defending ring",
back="Solemnity cape",waist="Nierenschutz",legs="Carmine cuisses",feet="Sulevia's leggings +1"}

-- Defense sets
sets.defense.PDT = {ammo="Iron gobbet",
head="Jumalik helm",neck="Loricate torque +1",ear1="Infused Earring",ear2="Etiolation Earring",
body="Jumalik mail",hands="Sulevia's gauntlets +1",ring1="Vocane Ring",ring2="Defending ring",
back="Solemnity cape",waist="Nierenschutz",legs="Carmine cuisses",feet="Sulevia's leggings +1"}

sets.defense.Reraise = ={ammo="Iron gobbet",
head="Twilight helm",neck="Loricate torque +1",ear1="Infused Earring",ear2="Etiolation Earring",
body="Twilight mail",hands="Sulevia's gauntlets +1",ring1="Vocane Ring",ring2="Defending ring",
back="Solemnity cape",waist="Nierenschutz",legs="Carmine cuisses",feet="Sulevia's leggings +1"}

sets.defense.MDT = {ammo="Iron gobbet",
head="Jumalik helm",neck="Loricate torque +1",ear1="Infused Earring",ear2="Etiolation Earring",
body="Jumalik mail",hands="Sulevia's gauntlets +1",ring1="Vocane Ring",ring2="Defending ring",
back="Solemnity cape",waist="Nierenschutz",legs="Carmine cuisses",feet="Sulevia's leggings +1"}

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

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

-- Engaged sets
sets.engaged = {ammo="Seething bomblet +1",
head="Valorous mask",neck="Ganesha mala",ear1="Brutal Earring",ear2="Cessance earring",
body="Valorous mail",hands="Sulevia's gauntlets +1",ring1="Rajas Ring",ring2="Petrov Ring",
back="Ankou's Mantle",waist="Ioskeha Belt",legs="Odyssean cuisses",feet="Valorous greaves"}
sets.engaged.Acc = {ammo="Seething bomblet +1",
head="Valorous mask",neck="Clotharius torque",ear1="Brutal Earring",ear2="Cessance earring",
body="Valorous mail",hands="Sulevia's gauntlets +1",ring1="Rajas Ring",ring2="Petrov Ring",
back="Ankou's Mantle",waist="Ioskeha Belt",legs="Odyssean cuisses",feet="Valorous greaves"}
sets.engaged = {ammo="Seething bomblet +1",
head="Valorous mask",neck="Ganesha mala",ear1="Brutal Earring",ear2="Cessance earring",
body="Valorous mail",hands="Sulevia's gauntlets +1",ring1="Rajas Ring",ring2="Petrov Ring",
back="Ankou'sMantle",waist="Ioskeha Belt",legs="Odyssean cuisses",feet="Valorous greaves"}
sets.engaged.Multi = {ammo="Seething bomblet +1",
head="Valorous mask",neck="Ganesha mala",ear1="Brutal Earring",ear2="Cessance earring",
body="Valorous mail",hands="Sulevia's gauntlets +1",ring1="Rajas Ring",ring2="Petrov Ring",
back="Ankou's Mantle",waist="Ioskeha Belt",legs="Odyssean cuisses",feet="Valorous greaves"}
sets.engaged.Reraise = {ammo="Seething bomblet +1",
head="Valorous mask",neck="Ganesha mala",ear1="Brutal Earring",ear2="Cessance earring",
body="Valorous mail",hands="Sulevia's gauntlets +1",ring1="Rajas Ring",ring2="Petrov Ring",
back="Ankou's Mantle",waist="Ioskeha Belt",legs="Odyssean cuisses",feet="Valorous greaves"}


-- Variations for TP weapon and (optional) offense/defense modes. Code will fall back on previous
-- sets if more refined versions aren't defined.
-- If you create a set with both offense and defense modes, the offense mode should be first.
-- EG: sets.engaged.Dagger.Accuracy.Evasion

-- Normal melee group
sets.engaged.Apocalypse = {ammo="Seething bomblet +1",
head="Valorous mask",neck="Ganesha mala",ear1="Brutal Earring",ear2="Cessance earring",
body="Valorous mail",hands="Sulevia's gauntlets +1",ring1="Rajas Ring",ring2="Petrov Ring",
back="Ankou's Mantle",waist="Ioskeha Belt",legs="Odyssean cuisses",feet="Valorous greaves"}
sets.engaged.Apocalypse.Acc = {ammo="Seething bomblet +1",
head="Valorous mask",neck="Clotharius torque",ear1="Brutal Earring",ear2="Cessance earring",
body="Valorous mail",hands="Sulevia's gauntlets +1",ring1="Rajas Ring",ring2="Petrov Ring",
back="Ankou's Mantle",waist="Ioskeha Belt",legs="Odyssean cuisses",feet="Valorous greaves"}
sets.engaged.Apocalypse.AM = {ammo="Seething bomblet +1",
head="Valorous mask",neck="Ganesha mala",ear1="Brutal Earring",ear2="Cessance earring",
body="Valorous mail",hands="Sulevia's gauntlets +1",ring1="Rajas Ring",ring2="Petrov Ring",
back="Ankou's Mantle",waist="Ioskeha Belt",legs="Odyssean cuisses",feet="Valorous greaves"}
sets.engaged.Apocalypse.Multi = {ammo="Seething bomblet +1",
head="Valorous mask",neck="Ganesha mala",ear1="Brutal Earring",ear2="Cessance earring",
body="Valorous mail",hands="Sulevia's gauntlets +1",ring1="Rajas Ring",ring2="Petrov Ring",
back="Ankou's Mantle",waist="Ioskeha Belt",legs="Odyssean cuisses",feet="Valorous greaves"}
sets.engaged.Apocalypse.Multi.PDT = {ammo="Seething bomblet +1",
head="Valorous mask",neck="Ganesha mala",ear1="Brutal Earring",ear2="Cessance earring",
body="Valorous mail",hands="Sulevia's gauntlets +1",ring1="Rajas Ring",ring2="Petrov Ring",
back="Ankou's Mantle",waist="Ioskeha Belt",legs="Odyssean cuisses",feet="Valorous greaves"}
sets.engaged.Apocalypse.Multi.Reraise = {ammo="Seething bomblet +1",
head="Valorous mask",neck="Ganesha mala",ear1="Brutal Earring",ear2="Cessance earring",
body="Valorous mail",hands="Sulevia's gauntlets +1",ring1="Rajas Ring",ring2="Petrov Ring",
back="Ankou's Mantle",waist="Ioskeha Belt",legs="Odyssean cuisses",feet="Valorous greaves"}
sets.engaged.Apocalypse.PDT = {ammo="Seething bomblet +1",
head="Valorous mask",neck="Ganesha mala",ear1="Brutal Earring",ear2="Cessance earring",
body="Valorous mail",hands="Sulevia's gauntlets +1",ring1="Rajas Ring",ring2="Petrov Ring",
back="Ankou's Mantle",waist="Ioskeha Belt",legs="Odyssean cuisses",feet="Valorous greaves"}
sets.engaged.Apocalypse.Acc.PDT = {ammo="Seething bomblet +1",
head="Valorous mask",neck="Ganesha mala",ear1="Brutal Earring",ear2="Cessance earring",
body="Valorous mail",hands="Sulevia's gauntlets +1",ring1="Rajas Ring",ring2="Petrov Ring",
back="Ankou's Mantle",waist="Ioskeha Belt",legs="Odyssean cuisses",feet="Valorous greaves"}
sets.engaged.Apocalypse.Reraise ={ammo="Seething bomblet +1",
head="Valorous mask",neck="Ganesha mala",ear1="Brutal Earring",ear2="Cessance earring",
body="Valorous mail",hands="Sulevia's gauntlets +1",ring1="Rajas Ring",ring2="Petrov Ring",
back="Ankou's Mantle",waist="Ioskeha Belt",legs="Odyssean cuisses",feet="Valorous greaves"}
sets.engaged.Apocalypse.Acc.Reraise = {ammo="Seething bomblet +1",
head="Valorous mask",neck="Ganesha mala",ear1="Brutal Earring",ear2="Cessance earring",
body="Valorous mail",hands="Sulevia's gauntlets +1",ring1="Rajas Ring",ring2="Petrov Ring",
back="Ankou's Mantle",waist="Ioskeha Belt",legs="Odyssean cuisses",feet="Valorous greaves"}


-- Custom Melee Group
sets.engaged['Senbaak Nagan'] = {ammo="Hagneia Stone",
head="Yaoyotl Helm",neck="Ganesha's Mala",ear1="Bladeborn Earring",ear2="Steelflash Earring",
body="Pak Corselet",hands="Cizin Mufflers",ring1="Rajas Ring",ring2="K'ayres Ring",
back="Letalis Mantle",waist="Goading Belt",legs="Cizin Breeches",feet="Karieyh Sollerets +1"}
sets.engaged['Senbaak Nagan'].Acc = {ammo="Hagneia Stone",
head="Yaoyotl Helm",neck="Ganesha's Mala",ear1="Bladeborn Earring",ear2="Steelflash Earring",
body="Mikinaak Breastplate",hands="Cizin Mufflers",ring1="Rajas Ring",ring2="Mars's Ring",
back="Letalis Mantle",waist="Dynamic Belt",legs="Cizin Breeches",feet="Karieyh Sollerets +1"}
sets.engaged['Senbaak Nagan'].Multi = {ammo="Hagneia Stone",
head="Otomi Helm",neck="Ganesha's Mala",ear1="Bladeborn Earring",ear2="Steelflash Earring",
body="Mikinaak Breastplate",hands="Cizin Mufflers",ring1="Rajas Ring",ring2="K'ayres Ring",
back="Letalis Mantle",waist="Goading Belt",legs="Cizin Breeches",feet="Ejekamal Boots"}
sets.engaged['Senbaak Nagan'].Multi.PDT = {ammo="Hagneia Stone",
head="Yaoyotl Helm",neck="Ganesha's Mala",ear1="Bladeborn Earring",ear2="Steelflash Earring",
body="Cizin Mail",hands="Cizin Mufflers",ring1="Rajas Ring",ring2="Mars's Ring",
back="Letalis Mantle",waist="Dynamic Belt",legs="Cizin Breeches",feet="Cizin Graves"}
sets.engaged['Senbaak Nagan'].Multi.Reraise = {ammo="Hagneia Stone",
head="Twilight Helm",neck="Ganesha's Mala",ear1="Bladeborn Earring",ear2="Steelflash Earring",
body="Pak Corselet",hands="Cizin Mufflers",ring1="Rajas Ring",ring2="Mars's Ring",
back="Letalis Mantle",waist="Dynamic Belt",legs="Cizin Breeches",feet="Ejekamal Boots"}
sets.engaged['Senbaak Nagan'].PDT = {ammo="Hagneia Stone",
head="Yaoyotl Helm",neck="Twilight Torque",ear1="Bladeborn Earring",ear2="Steelflash Earring",
body="Mikinaak Breastplate",hands="Cizin Mufflers",ring1="Dark Ring",ring2="Dark Ring",
back="Mollusca Mantle",waist="Dynamic Belt",legs="Cizin Breeches",feet="Karieyh Sollerets +1"}
sets.engaged['Senbaak Nagan'].Acc.PDT = {ammo="Hagneia Stone",
head="Yaoyotl Helm",neck="Twilight Torque",ear1="Bladeborn Earring",ear2="Steelflash Earring",
body="Mikinaak Breastplate",hands="Cizin Mufflers",ring1="Dark Ring",ring2="Dark Ring",
back="Mollusca Mantle",waist="Dynamic Belt",legs="Cizin Breeches",feet="Karieyh Sollerets +1"}
sets.engaged['Senbaak Nagan'].Reraise = {ammo="Hagneia Stone",
head="Twilight Helm",neck="Twilight Torque",ear1="Bladeborn Earring",ear2="Steelflash Earring",
body="Twilight Mail",hands="Cizin Mufflers",ring1="Dark Ring",ring2="Dark Ring",
back="Letalis Mantle",waist="Dynamic Belt",legs="Cizin Breeches",feet="Karieyh Sollerets +1"}
sets.engaged['Senbaak Nagan'].Acc.Reraise = {ammo="Hagneia Stone",
head="Twilight Helm",neck="Twilight Torque",ear1="Bladeborn Earring",ear2="Steelflash Earring",
body="Twilight Mail",hands="Cizin Mufflers",ring1="Dark Ring",ring2="Dark Ring",
back="Letalis Mantle",waist="Dynamic Belt",legs="Cizin Breeches",feet="Karieyh Sollerets +1"}
end

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


-- Set eventArgs.handled to true if we don't want any automatic gear equipping to be done.
-- Set eventArgs.useMidcastGear to true if we want midcast gear equipped on precast.
function job_precast(spell, action, spellMap, eventArgs)
if spell.action_type == 'Magic' then
equip(sets.precast.FC)
end
end




-- Set eventArgs.handled to true if we don't want any automatic gear equipping to be done.
function job_midcast(spell, action, spellMap, eventArgs)
if spell.action_type == 'Magic' then
equip(sets.midcast.FastRecast)
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)
if state.DefenseMode == 'Reraise' or
(state.Defense.Active and state.Defense.Type == 'Physical' and state.Defense.PhysicalMode == 'Reraise') then
equip(sets.Reraise)
end
end


-------------------------------------------------------------------------------------------------------------------
-- Customization hooks for idle and melee sets, after they've been automatically constructed.
-------------------------------------------------------------------------------------------------------------------
-- Modify the default idle set after it was constructed.
function customize_idle_set(idleSet)
return idleSet
end

-- Modify the default melee set after it was constructed.
function customize_melee_set(meleeSet)
return meleeSet
end

-------------------------------------------------------------------------------------------------------------------
-- General hooks for other events.
-------------------------------------------------------------------------------------------------------------------
-- Called when a player gains or loses a buff.
-- buff == buff gained or lost
-- gain == true if the buff was gained, false if it was lost.
function job_buff_change(buff, gain)
if buff:startswith('Aftermath') then
state.Buff.Aftermath = gain
adjust_melee_groups()
handle_equipping_gear(player.status)
end
end


-------------------------------------------------------------------------------------------------------------------
-- User code that supplements self-commands.
-------------------------------------------------------------------------------------------------------------------

-- 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)
adjust_engaged_sets()
end

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

function adjust_engaged_sets()
state.CombatWeapon = player.equipment.main
adjust_melee_groups()
end

function adjust_melee_groups()
classes.CustomMeleeGroups:clear()
if state.Buff.Aftermath then
classes.CustomMeleeGroups:append('AM')
end
end

function select_default_macro_book()
-- Default macro set/book
set_macro_page(1, 5)
-- I realize this will be better used with different /subs per book,
-- but I won't worry about that till I get this working properly.
end
 Ragnarok.Kenshi
Offline
Serveur: Ragnarok
Game: FFXI
user: KenshiDRK
Posts: 123
By Ragnarok.Kenshi 2016-08-21 11:01:49
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Code
sets.defense.Reraise = ={ammo="Iron gobbet",


This line has 2 = = erase one
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Posts: 121
By hamany9 2016-08-21 12:01:27
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Thank you, working fine now ingame, however when i loaded my lua i got a warning saying your job file is out of date please update it from github, should i ignore that message?
 Ragnarok.Kenshi
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Serveur: Ragnarok
Game: FFXI
user: KenshiDRK
Posts: 123
By Ragnarok.Kenshi 2016-08-21 12:42:15
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I'm not familiar with motenten files but it might be the include version, try adding this line to the get_sets() function:
Code
mote_include_version = 2


The whole function should read like this:
Code
function get_sets()
    mote_include_version = 2
    -- Load and initialize the include file.
    include('Mote-Include.lua')
end
 Ragnarok.Flippant
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Serveur: Ragnarok
Game: FFXI
user: Enceladus
Posts: 658
By Ragnarok.Flippant 2016-08-21 12:44:46
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You are using the old version of Mote's. You can find the new versions of each job file here (some jobs are not directly supported, but nothing stops you from just renaming one and using it as DRK): https://github.com/Kinematics/GearSwap-Jobs. It's not required to update to those, and I don't know the differences off-hand, but it's probably best to change to the new version.

The Mote libraries necessary for these are included in Gearswap, so no need to download those manually.

Regardless,
1. You should stop making multiple posts for the same issue. You've done this at least twice now. Not only is it obnoxious, but you may waste peoples' time when they don't realize that your question has already been answered in the other thread (as has happened on both occasions).
2. You should just post in the Gearswap support thread to help reduce the number of unnecessary, short-lived threads on this forum.
3. As already told to you, you should use the [ code]CODE HERE[ /code] tags (remove spaces after the opening bracket, [). It will reduce the clutter on this page, make it easier to read, preserve the integrity of the code, and provide us with line numbers so we don't have to paste it into another program.


Edit:
Ragnarok.Kenshi said: »
I'm not familiar with motenten files but it might be the include version, try adding this line to the get_sets() function:
Code
mote_include_version = 2


The whole function should read like this:
Code
function get_sets()
    mote_include_version = 2
    -- Load and initialize the include file.
    include('Mote-Include.lua')
end

Don't do that x: It will include the wrong files and will not work properly.
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Posts: 121
By hamany9 2016-08-21 13:13:12
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got it its the sets.defence line with 2 ==, thank you
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