Hello all,
any idea how to add helix magic burst set?
A SCH Gearswap... |
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A SCH Gearswap...
Asura.Jinbe
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Hello all,
any idea how to add helix magic burst set? Asura.Jinbe said: » Hello all, any idea how to add helix magic burst set? Shouldn't need to, if it's working correctly it's putting on your MB set, then the Helix stuff over it. Code -- Helix sets automatically derives from casting sets. Edit: The helix code itself is a bit of a mess, reworking it in the geo and rdm sets that derive from this one. Double edit: If you really wanted to split them, you could edit line 590 of the sch lib to be something like this, and delete the rules at line 624: Code elseif spell.type == 'BlackMagic' then if mBurst.value == true then equip(sets.midcast.MB[nukeModes.current]) if spellMap == "Helix" or "DarkHelix" then --equip MB Helix end else equip(sets.midcast.nuking[nukeModes.current]) if spellMap == "Helix" or "DarkHelix" then --equip normal Helix end end if spellMap == "DarkHelix" then --equip pixie hairpin end else Asura.Jinbe
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thanks for replay, but seems not working for me, what i used to have on my old lua is i do have darkhelix/windhelix/lighthelix. and same form MB, i change the wind and light helix in spell map to the new name and its working fine, my issue is the MB, thanks in advance
was using this Code if spellMap == "Helix" then equip(sets.magic_burst.Helix) if spell.english:startswith('Lumino') then equip(sets.magic_burst.LightHelix) elseif spell.english:startswith('Nocto') then equip(sets.magic_burst.DarkHelix) elseif spell.english:startswith('Anemo') then equip(sets.magic_burst.WindHelix) else equip(sets.magic_burst.Helix) end end Asura.Jinbe said: » thanks for replay, but seems not working for me, what i used to have on my old lua is i do have darkhelix/windhelix/lighthelix. and same form MB, i change the wind and light helix in spell map to the new name and its working fine, my issue is the MB, thanks in advance As the sch_lib is currently programed, it only uses the single helix set. For the helix to have a dedicated helix MB set, I created a separate set in the gear sch file such as sets.midcast.Helix_MB and then edited the sch_lib line 627 to look like this: Code if spellMap == 'Helix' then if mBurst.value == true then equip(sets.midcast.Helix_MB) else equip(sets.midcast.Helix) end end This uses the existing logic that already is looking for sc's to burst off of. For reference, I added this to the updated generic version of the file which I just posted the other day, with the fix for LA/DA impact usage. Just make sure you add the sets.midcast.Helix_MB set to your sch gear file. https://github.com/Yottaxa/FFXI/blob/main/SCH_Lib.lua (use the raw mode or zip to pull this file if you want to use it, and as always with anything make backups of existing) Hope this helps. Code ----------------------------------------------------------------------------------------------- -- Helix sets automatically derives from casting sets. SO DONT PUT ANYTHING IN THEM other than: -- Pixie in DarkHelix -- Boots that aren't arbatel +1 (15% of small numbers meh, amalric+1 does more) -- Belt that isn't Obi. ----------------------------------------------------------------------------------------------- -- Make sure you have a non weather obi in this set. Helix get bonus naturally no need Obi. sets.midcast.DarkHelix = { waist={ name="Acuity Belt +1", augments={'Path: A',}}, } -- Make sure you have a non weather obi in this set. Helix get bonus naturally no need Obi. sets.midcast.Helix = { waist={ name="Acuity Belt +1", augments={'Path: A',}}, } Edit well also "head="Pixie Hairpin +1"," this in dark helix set;)
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For some reason today, my file is equiping my base Enhancing set when casting regen, whether the hybrid, potency, or duration setting is selected.
If i type in //gs equip sets.midcast.regen.potency, it equips the correct set, getting which should be getting 115HP per tick. But when I cast Regen 5, its equiping the Enhancing Set, getting only 80ish HP per tick. It was equiping the proper set yesterday, and I cant think of any coding changes I made today, other than changing a few pieces in my fast cast and cure potency sets. Any ideas? Bismarck.Snprphnx said: » For some reason today, my file is equiping my base Enhancing set when casting regen, whether the hybrid, potency, or duration setting is selected. If i type in //gs equip sets.midcast.regen.potency, it equips the correct set, getting which should be getting 115HP per tick. But when I cast Regen 5, its equiping the Enhancing Set, getting only 80ish HP per tick. It was equiping the proper set yesterday, and I cant think of any coding changes I made today, other than changing a few pieces in my fast cast and cure potency sets. Any ideas? Try changing this line (~579): Code elseif spell.name:match('Regen') then equip(sets.midcast.regen[regenModes.current]) to: Code elseif spellMap == "Regen" then equip(sets.midcast.regen[regenModes.current]) or rewrite the enhancing section in the lib to this: Code elseif spell.skill == 'Enhancing Magic' then if spellMap == 'Storm' then equip(sets.midcast.storm) elseif spell.name:match('Protect') or spell.name:match('Shell') then equip({rring="Sheltered Ring"}) elseif spell.name:match('Refresh') then equip(sets.midcast.refresh) elseif spell.name:match('Regen') then equip(sets.midcast.regen[regenModes.current]) elseif spell.name:match('Aquaveil') then equip(sets.midcast.aquaveil) elseif spell.name:match('Stoneskin') then equip(sets.midcast.stoneskin) else equip(sets.midcast.enhancing) end Some coding choices are a bit funky (why have regen in the spellmap and not use it) and the midcast for enhancing equips the enhancing set first then layers other stuff over it. spell.name:match might also need to be replaced with spell.name:contains (edit: or the spellMap) but I just skimmed it since I don't play sch. Edit: I wonder if it's catching this later in the midcast and messing up, since there is a blank midcast for regen. Code elseif sets.midcast[spellMap] then equip(sets.midcast[spellMap]) Those arent working. What is weird, is before today, I never had any issue with this. Enhancing spells would get enhancing set, regen spells would get regen sets.
Bismarck.Snprphnx said: » Those arent working. What is weird, is before today, I never had any issue with this. Enhancing spells would get enhancing set, regen spells would get regen sets. The SCH one is the most complex with all the grimore stuff, so it's the easiest to break. Did none of those options I presented work? What does //gs showswaps show you putting on? Cerberus.Natsuhiko said: » Bismarck.Snprphnx said: » Those arent working. What is weird, is before today, I never had any issue with this. Enhancing spells would get enhancing set, regen spells would get regen sets. The SCH one is the most complex with all the grimore stuff, so it's the easiest to break. Did none of those options I presented work? What does //gs showswaps show you putting on? Nope. None of those worked. Showswaps shows that the base enhancing set being equipped. I redownloaded the files, and that didn’t work either. I’m going to restart later and try agsin Fixed. I broke the code. I wanted the HUD to show the HP/min I was getting, so i changed the coding from 'potency' to 'potency 115HP/10Min, ect. and it didn't like that
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Is there anything to modify the engaged code to equip certain weapons upon the execution of weaponskills?
My normal engaged set has musa, but to benefit from occult acumen set... I want it to swap to khatvanga on cast which is fine, but that is tied to the spell, not the engaged set. When the tp is generated it swaps back to musa. How do I get it to hold on a specific weapon? Quote: Is there anything to modify the engaged code to equip certain weapons upon the execution of weaponskills? My normal engaged set has musa, but to benefit from occult acumen set... I want it to swap to khatvanga on cast which is fine, but that is tied to the spell, not the engaged set. When the tp is generated it swaps back to musa. How do I get it to hold on a specific weapon? Code if player.status =="Idle/Engaged" then equip(idle/engaged set) if player.tp >= 1000 then equip(weaponset here) Quote: gs c sc castsc Cast All the stuff to create a SC burstable by the nuke element set with '/console gs c nuke element'. I couldn't get this command to work. tried making a macro and it doesn't do anything. any clarification on how its supposed to be used? edit: NVM I had a typo Bahamut.Noscrying said: » Quote: Is there anything to modify the engaged code to equip certain weapons upon the execution of weaponskills? My normal engaged set has musa, but to benefit from occult acumen set... I want it to swap to khatvanga on cast which is fine, but that is tied to the spell, not the engaged set. When the tp is generated it swaps back to musa. How do I get it to hold on a specific weapon? Code if player.status =="Idle/Engaged" then equip(idle/engaged set) if player.tp >= 1000 then equip(weaponset here) I use a heavily customized GearSwap so this may or may not work with anyone else's file. Have you tried a rule that will disable the slot once a specific weapon/item is deteced as equipped there? function user_job_lockstyle() if state.Weapons.value == 'Dojikiri Yasutsuna' then windower.chat.input('/lockstyleset 1') else windower.chat.input('/lockstyleset 35') end end This would be just a quick simple example of what i'm talking about. when Dojikiri is equipped i lock a diff glamor. maybe if state.Weapons.value == 'Dojikiri Yasutsuna' then windower.chat.input('/disable main') else windower.chat.input('/enable main') end Siren.Weav
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Can anyone help me creating a "nuke" set for when Immanence is active?
I want to add Skillchain Bonus Armor to a set to maximize. If you're planning to use a lua to put this set on any time you have an immanence effect, you'll probably end up with less damage overall because immanence is on for your opening spell as well as your closing spell and the skillchain bonus set will have less macc, MAB, magic damage, etc. than a proper nuking set, and half of the time the skillchain bonus won't do anything (for the opening nuke). This also applies if you have a SC partner who is closing the SC for you.
Oh, and even if you get a good amount of skillchain bonus on your set, it will also probably be less damage overall because you're sacrificing the damage of your nuke to get SC bonus and of course the SC damage is based on how much your nuke does. Finally, even if it does increase the SC damage it will probably be a paltry amount on anything that matters since you're generally using a helix or a T1 nuke for these SCs. That said, I would use Jhakri head, nyame body & feet, Arbatel hands, Amalric legs, and ambu cape. That's 50% SC bonus which is the cap. Might be worth swapping Mujin Band in place of one of the Nyame pieces depending what your other body/feet/ring slots are. I think the Mujin will probably sacrifice less stats overall than the nuking pieces, probably the feet since Arbatel feet are so insanely good. ItemSet 390920 Siren.Weav
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Thank you for the tip!
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Ragnarok.Iamarealgirl
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how can i get my gearswap to switch a certain macro page/book when i use dark or light arts?
for instance. my macro sets are: book 17 page 1 = idle book 17 page 2 = light arts spells/JAs book 17 page 3 = dark arts spells/JAs i want gearswap to switch my macros to page 3 when i use or already have dark arts active. and then, if i zone or lose light or dark arts, it will automaticall switch back to page 1, my idle set.
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Try something like this
Code function mod_buff_change(buff, is_gained, set) if buff:endswith('Arts') then if is_gained then if buff:startswith('Light') then send_command('input /macro book 17; wait .1; input /macro set 2') elseif buff:startswith('Dark') then send_command('input /macro book 17; wait .1; input /macro set 3') end end end return set end Asura.Fyzlmynyzl
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I've been having this same issue with my regen sets. If I have any enhancing set defined, it overrides the hybrid regen set.
I did try the changes mentioned above and no luck. The only time the regen set loads is if I delete all of the enhancing gear. Could someone please give some advice on how to fix this? Offline
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Asura.Fyzlmynyzl said: » I've been having this same issue with my regen sets. If I have any enhancing set defined, it overrides the hybrid regen set. I did try the changes mentioned above and no luck. The only time the regen set loads is if I delete all of the enhancing gear. Could someone please give some advice on how to fix this? Would have to see the lua to really fix it but you should be able to add Code if spell.english:contains("Regen") then equip(sets.midcast.Regen) end to the end of your midcast to force it to equip the regen set. You need to make sure that priority equips happen later in precast\midcast (the first equips have the lowest priority, while the last equips have the highest). Siren.Weav
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I added aja and aga spells to the list in the _Lib.lua
nukes = {} nukes.t1 = {['Earth']="Stone", ['Water']="Water", ['Air']="Aero", ['Fire']="Fire", ['Ice']="Blizzard", ['Lightning']="Thunder", ['Light']="Thunder", ['Dark']="Blizzard"} nukes.t2 = {['Earth']="Stone II", ['Water']="Water II", ['Air']="Aero II", ['Fire']="Fire II", ['Ice']="Blizzard II", ['Lightning']="Thunder II", ['Light']="Thunder II", ['Dark']="Blizzard II"} nukes.t3 = {['Earth']="Stone III", ['Water']="Water III", ['Air']="Aero III", ['Fire']="Fire III",['Ice']="Blizzard III", ['Lightning']="Thunder III", ['Light']="Thunder III", ['Dark']="Blizzard III"} nukes.t4 = {['Earth']="Stone IV", ['Water']="Water IV", ['Air']="Aero IV", ['Fire']="Fire IV", ['Ice']="Blizzard IV", ['Lightning']="Thunder IV", ['Light']="Thunder IV", ['Dark']="Blizzard IV"} nukes.t5 = {['Earth']="Stone V", ['Water']="Water V", ['Air']="Aero V", ['Fire']="Fire V", ['Ice']="Blizzard V", ['Lightning']="Thunder V", ['Light']="Thunder V", ['Dark']="Blizzard V"} nukes.Ga1 = {['Earth']="Stonega", ['Water']="Waterga", ['Air']="Aeroga", ['Fire']="Firaga", ['Ice']="Blizzaga", ['Lightning']="Thundaga", ['Light']="Thundaga", ['Dark']="Blizzaga"} nukes.Ga2 = {['Earth']="Stonega II", ['Water']="Waterga II", ['Air']="Aeroga II", ['Fire']="Firaga II", ['Ice']="Blizzaga II", ['Lightning']="Thundaga II", ['Light']="Thundaga II", ['Dark']="Blizzaga II"} nukes.Ga3 = {['Earth']="Stonega III", ['Water']="Waterga III", ['Air']="Aeroga III", ['Fire']="Firaga III", ['Ice']="Blizzaga III", ['Lightning']="Thundaga III", ['Light']="Thundaga III", ['Dark']="Blizzaga III"} nukes.helix = {['Earth']="Geohelix", ['Water']="Hydrohelix", ['Air']="Anemohelix",['Fire']="Pyrohelix", ['Ice']="Cryohelix", ['Lightning']="Ionohelix", ['Light']="Luminohelix", ['Dark']="Noctohelix"} nukes.storm = {['Earth']="Sandstorm", ['Water']="Rainstorm", ['Air']="Windstorm", ['Fire']="Firestorm", ['Ice']="Hailstorm", ['Lightning']="Thunderstorm", ['Light']="Aurorastorm", ['Dark']="Voidstorm"} nukes.enspell = {['Earth']="Enstone", ['Water']="Enwater", ['Air']="Enaero", ['Fire']="Enfire", ['Ice']="Enblizzard", ['Lightning']="Enthunder", ['Light']="Enthunder", ['Dark']="Enblizzard"} When in game, I type gs c nuke ja1 or gs c nuke ga3, I get a message that says "Unknown element" Any ideas? Offline
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might just be capitalization. try gs c nuke Ga3 (which would match the change you made)
Siren.Weav
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I've tried capitalized and not. No luck there.
Change "Ga3" to "ga3" in the lib file itself.
Code local nuke = commandArgs[2]:lower() Edit: Now that I'm out of Nyzul, this is what I mean. Code nukes.ga1 = {['Earth']="Stonega", ['Water']="Waterga", ['Air']="Aeroga", ['Fire']="Firaga", ['Ice']="Blizzaga", ['Lightning']="Thundaga", ['Light']="Thundaga", ['Dark']="Blizzaga"} nukes.ga2 = {['Earth']="Stonega II", ['Water']="Waterga II", ['Air']="Aeroga II", ['Fire']="Firaga II", ['Ice']="Blizzaga II", ['Lightning']="Thundaga II", ['Light']="Thundaga II", ['Dark']="Blizzaga II"} nukes.ga3 = {['Earth']="Stonega III", ['Water']="Waterga III", ['Air']="Aeroga III", ['Fire']="Firaga III", ['Ice']="Blizzaga III", ['Lightning']="Thundaga III", ['Light']="Thundaga III", ['Dark']="Blizzaga III"} Siren.Weav
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That was it.
Thank you!
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[92 days between previous and next post]
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Morning, i have a problem casting dispelga.
sch_lib still points to precast.grimoire wich have musa. I created a rule into sch_lib same as impact but doesn't work for Dispelga. Can someone helps me ? Offline
In the lib file
Code if buffactive['addendum: black'] or buffactive['dark arts'] then if spell.name:match('Impact') then equip(sets.precast["Impact"]) elseif spell.name:match('Dispelga') then equip(sets.precast["Dispelga"]) elseif spell.type == 'BlackMagic' then equip(sets.precast.grimoire) end Under precast add... Code sets.precast["Dispelga"] = {} Under midcast add... Code sets.midcast["Dispelga"] = {} |
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