Bagua Galero +3, Adding Lua Rule |
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Bagua Galero +3, adding Lua Rule
Hello! I was curious if anyone here knows how to add a rule to luas for Gear Swap to make it so Bagua Galero +3 doesn't get removed (by casting other spells etc) if your pet is currently out.
If you're using Mote's:
Code function init_gear_sets()
sets.PetHP = {head="Bagua Galero +3"}
endCode function customize_idle_set(idleSet)
if pet.isvalid then
equip(sets.PetHP)
disable('head')
else
enable('head')
end
return idleSet
endI was just thinking about using this head piece full time. Does anyone know if it will be better then the regen from empy +1 head?
I know I got Selindrile to add one for BoG usage on his lua's. So now when I BoG a luopan it starts at 95% HP and I still can swap head pieces for other things.
Asura.Ladyofhonor said: » I know I got Selindrile to add one for BoG usage on his lua's. So now when I BoG a luopan it starts at 95% HP and I still can swap head pieces for other things. Wait so if you have head equipped on summoning BoG bubble it will start at 95% hp? and you can then swap to other heads and it will stay at 95%? Thought all the +HP was lost when you changed heads? The HP ceiling is lower back to regular but the HP gained remains but Snaps also did more testing after I did that showed it also makes it lose health by an extra 7/8HP per tick if used. This page has all the info https://www.ffxiah.com/forum/topic/41358/bubble-trouble-a-geomancer-guide/47/
If you have a +1/2 neck (Rank 20~25) you could just run with the +3 head full time and offset the pet Regen in either the legs or body since 24 Pet Regen in that scenario is more than enough on a BoG+EA bubble.
Autocast said: » Asura.Ladyofhonor said: » I know I got Selindrile to add one for BoG usage on his lua's. So now when I BoG a luopan it starts at 95% HP and I still can swap head pieces for other things. Wait so if you have head equipped on summoning BoG bubble it will start at 95% hp? and you can then swap to other heads and it will stay at 95%? Thought all the +HP was lost when you changed heads? The max HP is lost when you swap off the head, but BoG means it starts at 70% of max. So for example: If normally Luopan has 1500 hp, BoG with full JP makes it start with 1050hp. Say you have the +2 head so you get +500 HP. With the relic head equipped during BoG cast, your luopan starts with 2000 max HP, and 70% of that is 1400. Take off the relic head, max HP of luopan goes down to 1500, but you still have it at 1400 hp. Don't find the 7/8hp/tic extra loss commented on above to be a problem doing that? (actually curious)
I don't have +2neck, but intend to get it soon, however I don't find myself in max pet regen set as I don't like sacrificing DT/Meva or refresh in most situations. Is the absorb on the neck reliable enough for the extra hp/tic lost to not be an issue most of the time? Also thanks for the info. No, I don't find extra tick loss to be an issue specifically because of how the neck works. Either the luopan isn't getting hit and I can out regen it, or the luopan is getting hit and being in proper DT gear with the +2 neck for HP absorbs keeps it at full. Most important part of that is having good starter HP so the 10% chance to heal gets to proc.
Shiva.Arislan said: » If you're using Mote's: Code function init_gear_sets()
sets.PetHP = {head="Bagua Galero +3"}
endCode function customize_idle_set(idleSet)
if pet.isvalid then
equip(sets.PetHP)
disable('head')
else
enable('head')
end
return idleSet
endQuestion regarding this. I found a LUA online a while back and just started modifying it to what I need. My section is similar to this one but looks like this: Code function init_gear_sets()
sets.PetHP = {head="Bagua Galero +3"}
endCode function customize_idle_set(idleSet)
if player.mpp < 51 then
idleSet = set_combine(idleSet, sets.latent_refresh)
end
if state.CP.current == 'on' then
equip(sets.CP)
disable('back')
else
enable('back')
end
if pet.isvalid then
if pet.hpp > 73 then
if newLuopan == 1 then
equip(sets.PetHP)
disable('head')
end
elseif pet.hpp <= 73 then
enable('head')
newLuopan = 0
end
end
return idleSet
endIs this effectively the same? I ask because I know gearswap can be fast and you may not see all the equipment change (I also use Equipviewer so I see most if not all changes done), but I don't ever see the head being equipped. So I'm not sure if it's actually giving the HP boost or not? If this doesn't work, is there a way to simplify this? where is newLuopan getting set to 1?
That's what confuses me. What does it even mean? It was already in the LUA so I have no idea. The closest I can find related to it is:
Code
function job_aftercast(spell, action, spellMap, eventArgs)
if not spell.interrupted then
if spell.english:startswith('Geo') then
geo_timer = spell.english
send_command('@timers c "'..geo_timer..'" 600 down spells/00136.png')
elseif spell.english:startswith('Indi') then
if entrust == 1 then
entrust_timer = spell.english
send_command('@timers c "'..entrust_timer..' ['..spell.target.name..']" '..entrust_duration..' down spells/00136.png')
entrust = 0
else
send_command('@timers d "'..indi_timer..'"')
indi_timer = spell.english
send_command('@timers c "'..indi_timer..'" '..indi_duration..' down spells/00136.png')
end
elseif spell.english == "Sleep II" then
send_command('@timers c "Sleep II ['..spell.target.name..']" 90 down spells/00259.png')
elseif spell.english == "Sleep" or spell.english == "Sleepga" then -- Sleep & Sleepga Countdown --
send_command('@timers c "Sleep ['..spell.target.name..']" 60 down spells/00253.png')
elseif spell.english:startswith('Geo-') or spell.english == "Life Cycle" then
newLuopan = 1
end
end
end
From what I get from that is if it does Life Cycle it's consider newLuopan? newLuopan is a variable used to track if the luopan is fresh or not.
If it's a fresh luopan (determined in Geo-spell aftercast), it'll equip and lock the head piece. As soon as the extra HP is depleted (equal or less than 73% hp), it unlocks the head so you can return to your normal pet idle set and removes the fresh luopan designation. Seems I left out the initial variable declaration in my original post: Code function job_setup() newLuopan = 0 end Ragnarok.Endtanis said: » Is this effectively the same? Yes. That code is from my lua. Shiva.Arislan said: » If it's a fresh luopan (determined in Geo-spell aftercast), it'll equip and lock the head piece. Isn't aftercast too late for it to get the extra HP? I always figured the head piece needed to be on in midcast. |
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