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GS And Flurry. |
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GS and Flurry.
Flurry and Flurry 2 are the same buff(which is called Flurry), you need a bit more advanced code to check which spell was last cast on you to be able to differentiate them. The buff icon won't do it, and that's what gearswap is checking.
Quote: I can see that when you manually inspect your buffs, it still says "Flurry" and not "Flurry II", which is what I'm assuming is causing the issue. Bingo. The only way to automatically differentiate between states of Flurry (and Haste) is to packet sniff for the spell's unique param. Otherwise, you gotta set up a manual toggle. The first flurry effect is a beneficial pathos, has nothing to do with the RDM spells.
Windower\plugins\resources\spells.xml
<s id="80" index="845" prefix="/magic" english="Flurry" japanese="スナップ" type="WhiteMagic" element="Wind" targets="Self, Party, Ally, NPC" skill="EnhancingMagic" mpcost="40" casttime="3" recast="20" duration="180" alias="" />
<s id="81" index="846" prefix="/magic" english="Flurry II" japanese="スナップII" type="WhiteMagic" element="Wind" targets="Self, Party, Ally, NPC" skill="EnhancingMagic" mpcost="80" casttime="3" recast="20" duration="180" alias="" /> 845 and 846 for Flurry 1 and 2 respectively
There is no ID that will differentiate Flurry and Flurry 2 using that function.
You need to track the incoming action packet, record which was last cast on you, and use that to be able to tell the difference. There may be someone with that code already written, there may not, but that is the only way to do it besides having a manual toggle. Code function precast(spell,action)
if spell.action_type == 'Ranged Attack' then
if flurry == 2 then
equip(sets.precastrangedattackTF2)
elseif flurry == 1 then
equip(sets.precastrangedattackTF1)
end
end
endCode function buff_change(name,gain)
if S{'flurry'}:contains(buff:lower()) then
if not gain then
flurry = nil
add_to_chat(122, "Flurry status cleared.")
end
end
endCode windower.register_event('action',
function(act)
--check if you are a target of spell
local actionTargets = act.targets
playerId = windower.ffxi.get_player().id
isTarget = false
for _, target in ipairs(actionTargets) do
if playerId == target.id then
isTarget = true
end
end
if isTarget == true then
if act.category == 4 then
local param = act.param
if param == 845 and flurry ~= 2 then
add_to_chat(122, 'Flurry Status: Flurry I')
flurry = 1
elseif param == 846 then
add_to_chat(122, 'Flurry Status: Flurry II')
flurry = 2
end
end
end
end)What about when you have Barrage active? How are you gonna not make it swap to to midshot?
Flurry kicks in precast while barrage gear will affect midcast so no issue there.
.lua:80: attempt to call global 'ChangeGear' (a nil value)
any ideas? ---------------------------------------------------- function get_sets() -- Preshot -- sets.Preshot1 = { head="Taeon Chapeau", neck="Scout's Gorget +2", body="Amini caban +1", hands="Carmine Fin. Ga. +1", back={ name="Belenus's Cape", augments={'"Snapshot"+10',}}, waist="Impulse Belt", legs="Orion Braccae +3", feet="Meg. Jam. +2", } -- Preshot -- sets.Preshot2 = { head="Orion beret +3", neck="Scout's Gorget +2", body="Amini caban +1", hands="Carmine Fin. Ga. +1", back={ name="Belenus's Cape", augments={'"Snapshot"+10',}}, waist="Yemaya Belt", legs="Adhemar Kecks +1", feet="Arcadian Socks +3", } -- Midshot -- sets.Midshot = { head="Arcadian Beret +3", neck="Scout's Gorget +2", ear1="Dedition Earring", ear2="Telos Earring", body="Orion Jerkin +3", hands="Adhemar Wrist. +1", ring1="Rajas ring", ring2="Ilabrat Ring", back={ name="Belenus's Cape", augments={'AGI+20','Rng.Acc.+20 Rng.Atk.+20','AGI+10','"Store TP"+10',}}, waist="Yemaya belt", legs="Adhemar Kecks +1", feet="Adhe. Gamashes +1", } -- Barrage -- sets.Barrage = { head="Orion Beret +3", neck="Scout's Gorget +2", ear1="Enervating Earring", ear2="Telos Earring", body="Orion Jerkin +3", hands="Orion Bracers +3", ring1="Regal Ring", ring2="Cacoethic Ring +1", back={ name="Belenus's Cape", augments={'AGI+20','Rng.Acc.+20 Rng.Atk.+20','AGI+10','"Store TP"+10',}}, waist="Kwahu Kachina Belt", legs="Adhemar Kecks +1", feet="Orion Socks +3", } -- Double Shot -- sets.DoubleShot = { head="Arcadian Beret +3", body="Arc. Jerkin +3", back={ name="Belenus's Cape", augments={'AGI+20','Rng.Acc.+20 Rng.Atk.+20','AGI+10','"Store TP"+10',}}, feet="Osh. Leggings +1", } end function autoRA() send_command('@wait 2.5; input /ra <t>') end function precast(spell,action) if spell.english == 'Ranged' then if buffactive['Flurry II'] then ChangeGear(sets.Preshot2) else ChangeGear(sets.Preshot1) end end function midcast(spell,action) if spell.english == 'Ranged' then if state.Buff['Barrage'] then ChangeGear(sets.Barrage) elseif state.Buff['Double Shot'] then ChangeGear(sets.DoubleShot) else ChangeGear(sets.Midshot) end end end function ChangeGear(GearSet) equipSet = GearSet equip(GearSet) end end How are we supposed to know what line 81 is
What's even the point of the changeGear function, just use the 'equip' one directly.
Next time just use the syntax:
[ code ] paste your code inside here [ /code ] Just remove the extra spacing above. Asura.Nebohh said: » Next time just use the syntax: [ code ] paste your code inside here [ /code ] Just remove the extra spacing above. Thank you! Have you verified with //gs showswaps on that the correct gear is swapping for Flurry or Flurry II? From the responses to this thread so far, it seems like if buffactive['Flurry II'] won't work... it's never worked for me so far, anyway.
Also, just try removing this bit and see if it will load: function autoRA() send_command('@wait 2.5; input /ra <t>') end Thank you! Will test that tonight. If you're not sure what you're doing, it would save you (and others) a lot of trouble if you didn't try to write something from scratch.
There's ready-made RNG luas out there. Tinker with those. The only way I've ever dealt with varying levels of "No Flurry","Flurry", and "Flurry II" preshot sets is with a toggle. Here's the function part of my lua:
--------------- Code function precast(spell,action)
if spell.english == 'Ranged' then
equipSet = sets.Preshot
add_to_chat(57,"Flurry Level "..PreshotArray[PreshotIndex])
if buffactive['Flurry'] then
add_to_chat(122,"Flurry found")
if PreshotArray[PreshotIndex] == 'RDM' then
if equipSet[player.equipment.range].RDM then
equipSet = equipSet[player.equipment.range].RDM
end
else
if equipSet[player.equipment.range].Any then
equipSet = equipSet[player.equipment.range].Any
end
end
else
if equipSet[player.equipment.range] then
equipSet = equipSet[player.equipment.range]
end
add_to_chat(122,"No flurry")
end
equip(equipSet I have 3 preshot sets for every weapon due to needing different sets for Gastraphetes vs other weapons (with Snapshot +10 on Gastra). They're all named in this convention: sets.Preshot.<weapon name> = no flurry sets.Preshot.<weapon name>.Any = Flurry sets.Preshot.<weapon name>.RDM = Flurry II my naming convention makes sense in my head....."Any" mage can give me Flurry, but only a "RDM" can give me Flurry II. If I see a RDM, I just hit my toggle (bound to CTRL-(tilde)...the key to the left of the 1 on your keyboard). If I am not receiving flurry, it defaults to my base preshot set no matter what the toggle is set to. This is all assuming you're using a Mote-Include lua.
for tracking purposes you will need to declare a global variable called flurry in job_setup() Code flurry=nil There are two functions which require modification or creation... Code
function job_buff_change(buff,gain)
if S{'flurry'}:contains(buff:lower()) then
if not gain then
flurry = nil
add_to_chat(122, "Flurry status cleared.")
end
if not midaction() then
handle_equipping_gear(player.status)
end
end
endAnd the main course... Code
windower.register_event('action',
function(act)
--check if you are a target of spell
local actionTargets = act.targets
playerId = windower.ffxi.get_player().id
isTarget = false
for _, target in ipairs(actionTargets) do
if playerId == target.id then
isTarget = true
end
end
if isTarget == true then
if act.category == 4 then
local param = act.param
if param == 845 and flurry ~= 2 then
add_to_chat(122, 'Flurry Status: Flurry I')
flurry = 1
elseif param == 846 then
add_to_chat(122, 'Flurry Status: Flurry II')
flurry = 2
end
end
end
end)Now that those are in place, we append the custom range group under the function job_post_precast() as follows... Code if spell.action_type == 'Ranged Attack' then
if flurry == 2 then
classes.CustomRangedGroups:append('Flurry2')
elseif flurry == 1 then
classes.CustomRangedGroups:append('Flurry1')
end
endNow we can create the following sets... Code sets.precast.RA.Flurry1 = {)
sets.precast.RA.Flurry2 = {)This logic is also "CombatWeapon" compatible out of the box if you are using them, as follows... Code sets.precast.RA.Gastraphetes = {}
sets.precast.RA.Gastraphetes.Flurry1 = {}
sets.precast.RA.Gastraphetes.Flurry2 = {}I hope you find this information useful, please let me know if i can help further. |
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