BST Gearswap

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BST Gearswap
 Odin.Nappy
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Server: Odin
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user: Nappypup
Posts: 147
By Odin.Nappy 2014-03-14 18:33:15
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Anyone have a GS file for bst based off of motentens luas?
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By Selindrile 2014-03-15 07:26:33
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Inquiring minds want to know.
necroskull Necro Bump Detected! [32 days between previous and next post]
 Phoenix.Demonjustin
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By Phoenix.Demonjustin 2014-04-15 21:51:48
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So out of curiousity is there a BST Gearswap someone could share? : /
 Valefor.Endoq
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user: Endoq
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By Valefor.Endoq 2014-04-15 22:30:02
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I don't understand this question...

So like... what gear to use? use for what exactly?
 Phoenix.Demonjustin
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By Phoenix.Demonjustin 2014-04-16 00:08:50
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Gearswap as in a .lua to use with Gearswap. Such as this...(Mind you this example is for RDM)
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()
	-- Load and initialize the include file.
	include('Mote-Include.lua')
end


-- Setup vars that are user-independent.
function job_setup()
	state.Buff.Saboteur = buffactive.saboteur 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'}
	options.DefenseModes = {'Normal'}
	options.WeaponskillModes = {'Normal'}
	options.CastingModes = {'Normal'}
	options.IdleModes = {'Normal'}
	options.RestingModes = {'Normal'}
	options.PhysicalDefenseModes = {'PDT'}
	options.MagicalDefenseModes = {'MDT'}

	state.Defense.PhysicalMode = 'PDT'
	
	select_default_macro_book(1, 5)
end


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


-- Define sets and vars used by this job file.
function init_gear_sets()
	if player.sub_job:lower() == 'nin' then
		init_melee_gear_sets()
		return
	end
	if player.sub_job:lower() == 'dnc' then
		init_melee_gear_sets()
		return
	end
	--------------------------------------
	-- Start defining the sets
	--------------------------------------
	
	-- Precast Sets
	
	-- Precast sets to enhance JAs
	sets.precast.JA['Chainspell'] = {body="Vitivation Tabard"}
	

	-- Waltz set (chr and vit)
	sets.precast.Waltz = {}
		
	-- 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="Shikargar",sub="Genbu's Shield",ammo="Impatiens",
		head="Atro. Chapeau +1",neck="Orunmila's Torque",ear1="Estoqueur's Earring",ear2="Ethereal Earring",
		body="Vitivation Tabard",hands="Gende. Gages +1",ring1="Prolix Ring",ring2="Diamond Ring",
		back="Swith Cape",waist="Witful Belt",legs="Artsieq Hose",feet="Vitivation Boots +1"}
	
	sets.precast.FC.ElementalMagic = set_combine(sets.precast.FC, {ammo="Witchstone", belt="Sekhmet Corset"})

	sets.precast.FC.Impact = set_combine(sets.precast.FC, {head=empty,body="Twilight Cloak"})

	-- Midcast Sets
	
	sets.midcast.FastRecast = {main="Twebuliij",sub="Mephitis Grip",ammo="Impatiens",
		head="Atro. Chapeau +1",neck="Orunmila's Torque",ear1="Estoqueur's Earring",ear2="Ethereal Earring",
		body="Vitivation Tabard",hands="Gende. Gages +1",ring1="Prolix Ring",ring2="Diamond Ring",
		back="Swith Cape",waist="Witful Belt",legs="Atrophy Tights +1",feet="Vitivation Boots +1"}

	sets.midcast.Cure = {main="Tefnut Wand",sub="Genbu's Shield",ammo="Impatiens",
		head="Gende. Caubeen +1",neck="Orunmila's Torque",ear1="Estoqueur's Earring",ear2="Novia Earring",
		body="Heka's Kalasiris",hands="Gende. Gages +1",ring1="Prolix Ring",ring2="Sirona's Ring",
		back="Pahtli Cape",waist="Witful Belt",legs="Atrophy Tights +1",feet="Estq. Houseaux +2"}

	sets.midcast.EnhancingMagic = {main="Shikargar",sub="Genbu's Shield",ammo="Impatiens",
		head="Atro. Chapeau +1",neck="Colossus's Torque",ear1="Estoqueur's Earring",ear2="Ethereal Earring",
		body="Vitivation Tabard",hands="Viti. Gloves +1",ring1="Prolix Ring",ring2="Shadow Ring",
		back="Estoqueur's Cape",waist="Siegel Sash",legs="Shedir Seraweels",feet="Estq. Houseaux +2"}
		
	sets.midcast['Phalanx'] = {main="Shikargar",sub="Genbu's Shield",ammo="Impatiens",
		head="Atro. Chapeau +1",neck="Colossus's Torque",ear1="Estoqueur's Earring",ear2="Ethereal Earring",
		body="Vitivation Tabard",hands="Viti. Gloves +1",ring1="Prolix Ring",ring2="Shadow Ring",
		back="Estoqueur's Cape",waist="Siegel Sash",legs="Shedir Seraweels",feet="Estq. Houseaux +2"}
		
	sets.midcast.Refresh = {legs="Estoqueur's Fuseau +2"}

	sets.midcast.Stoneskin = {neck="Stone Gorget",ear2="Earthcry Earring",waist="Siegel Sash"}
	
	sets.midcast.EnfeeblingMagic = {main="Twebuliij",sub="Mephitis Grip",ammo="Kalboron Stone",
		head="Viti. Chapeau +1",neck="Weike Torque",ear1="Lifestorm Earring",ear2="Psystorm Earring",
		body="Atrophy Tabard +1",hands="Hagondes Gloves +1",ring1="Sangoma Ring",ring2="Strendu Ring",
		back="Refraction Cape",waist="Demonry Sash",legs="Artsieq Hose",feet="Vitivation Boots +1"}
	
	sets.midcast['Dia III'] = {head="Viti. Chapeau +1"}
	
	--MND Potency
	
	sets.midcast['Paralyze'] = {main="Twebuliij",sub="Mephitis Grip",ammo="Oreiad's Tathlum",
		head="Viti. Chapeau +1",neck="Phalaina Locket",ear1="Lifestorm Earring",ear2="Psystorm Earring",
		body="Atrophy Tabard +1",hands="Yaoyotl Gloves",ring1="Aqua Ring",ring2="Sirona's Ring",
		back="Refraction Cape",waist="Demonry Sash",legs="Atrophy Tights +1",feet="Vitivation Boots +1"}
		
	sets.midcast['Paralyze II'] = {main="Twebuliij",sub="Mephitis Grip",ammo="Oreiad's Tathlum",
		head="Viti. Chapeau +1",neck="Phalaina Locket",ear1="Lifestorm Earring",ear2="Psystorm Earring",
		body="Atrophy Tabard +1",hands="Yaoyotl Gloves",ring1="Aqua Ring",ring2="Sirona's Ring",
		back="Refraction Cape",waist="Demonry Sash",legs="Atrophy Tights +1",feet="Vitivation Boots +1"}

	sets.midcast['Slow'] = {main="Twebuliij",sub="Mephitis Grip",ammo="Oreiad's Tathlum",
		head="Viti. Chapeau +1",neck="Phalaina Locket",ear1="Lifestorm Earring",ear2="Psystorm Earring",
		body="Atrophy Tabard +1",hands="Yaoyotl Gloves",ring1="Aqua Ring",ring2="Sirona's Ring",
		back="Refraction Cape",waist="Demonry Sash",legs="Atrophy Tights +1",feet="Vitivation Boots +1"}
		
	sets.midcast['Slow II'] = {main="Twebuliij",sub="Mephitis Grip",ammo="Oreiad's Tathlum",
		head="Viti. Chapeau +1",neck="Phalaina Locket",ear1="Lifestorm Earring",ear2="Psystorm Earring",
		body="Atrophy Tabard +1",hands="Yaoyotl Gloves",ring1="Aqua Ring",ring2="Sirona's Ring",
		back="Refraction Cape",waist="Demonry Sash",legs="Atrophy Tights +1",feet="Vitivation Boots +1"}
		
	sets.midcast['Addle'] = {main="Twebuliij",sub="Mephitis Grip",ammo="Oreiad's Tathlum",
		head="Viti. Chapeau +1",neck="Phalaina Locket",ear1="Lifestorm Earring",ear2="Psystorm Earring",
		body="Atrophy Tabard +1",hands="Yaoyotl Gloves",ring1="Aqua Ring",ring2="Sirona's Ring",
		back="Refraction Cape",waist="Demonry Sash",legs="Atrophy Tights +1",feet="Vitivation Boots +1"}
		
	-- MND Accuracy
	
	sets.midcast['Silence'] = {main="Twebuliij",sub="Mephitis Grip",ammo="Kalboron Stone",
		head="Viti. Chapeau +1",neck="Weike Torque",ear1="Lifestorm Earring",ear2="Psystorm Earring",
		body="Atrophy Tabard +1",hands="Hagondes Gloves +1",ring1="Sangoma Ring",ring2="Strendu Ring",
		back="Refraction Cape",waist="Demonry Sash",legs="Artsieq Hose",feet="Vitivation Boots +1"}
		
	-- INT Potency
	
	sets.midcast['Blind'] = {main="Twebuliij",sub="Mephitis Grip",ammo="Oreiad's Tathlum",
		head="Atro. Chapeau +1",neck="Weike Torque",ear1="Lifestorm Earring",ear2="Psystorm Earring",
		body="Atrophy Tabard +1",hands="Yaoyotl Gloves",ring1="Spiral Ring",ring2="Diamond Ring",
		back="Refraction Cape",waist="Wanion Belt",legs="Atrophy Tights +1",feet="Vitivation Boots +1"}
	
	-- INT Accuracy
	
	sets.midcast['Sleep'] = {main="Twebuliij",sub="Mephitis Grip",ammo="Impatiens",
		head="Atro. Chapeau +1",neck="Orunmila's Torque",ear1="Estoqueur's Earring",ear2="Ethereal Earring",
		body="Vitivation Tabard",hands="Gende. Gages +1",ring1="Prolix Ring",ring2="Diamond Ring",
		back="Swith Cape",waist="Witful Belt",legs="Artsieq Hose",feet="Vitivation Boots +1"}
		
	sets.midcast['Sleep II'] = {main="Twebuliij",sub="Mephitis Grip",ammo="Impatiens",
		head="Atro. Chapeau +1",neck="Orunmila's Torque",ear1="Estoqueur's Earring",ear2="Ethereal Earring",
		body="Vitivation Tabard",hands="Gende. Gages +1",ring1="Prolix Ring",ring2="Diamond Ring",
		back="Swith Cape",waist="Witful Belt",legs="Artsieq Hose",feet="Vitivation Boots +1"}
		
	sets.midcast['Sleepga'] = {main="Twebuliij",sub="Mephitis Grip",ammo="Impatiens",
		head="Atro. Chapeau +1",neck="Orunmila's Torque",ear1="Estoqueur's Earring",ear2="Ethereal Earring",
		body="Vitivation Tabard",hands="Gende. Gages +1",ring1="Prolix Ring",ring2="Diamond Ring",
		back="Swith Cape",waist="Witful Belt",legs="Artsieq Hose",feet="Vitivation Boots +1"}
		
	sets.midcast['Sleepga II'] = {main="Twebuliij",sub="Mephitis Grip",ammo="Impatiens",
		head="Atro. Chapeau +1",neck="Orunmila's Torque",ear1="Estoqueur's Earring",ear2="Ethereal Earring",
		body="Vitivation Tabard",hands="Gende. Gages +1",ring1="Prolix Ring",ring2="Diamond Ring",
		back="Swith Cape",waist="Witful Belt",legs="Artsieq Hose",feet="Vitivation Boots +1"}
		
	sets.midcast['Break'] = {main="Twebuliij",sub="Mephitis Grip",ammo="Impatiens",
		head="Atro. Chapeau +1",neck="Orunmila's Torque",ear1="Estoqueur's Earring",ear2="Ethereal Earring",
		body="Vitivation Tabard",hands="Gende. Gages +1",ring1="Prolix Ring",ring2="Diamond Ring",
		back="Swith Cape",waist="Witful Belt",legs="Artsieq Hose",feet="Vitivation Boots +1"}
		
	sets.midcast['Bind'] = {main="Twebuliij",sub="Mephitis Grip",ammo="Impatiens",
		head="Atro. Chapeau +1",neck="Orunmila's Torque",ear1="Estoqueur's Earring",ear2="Ethereal Earring",
		body="Vitivation Tabard",hands="Gende. Gages +1",ring1="Prolix Ring",ring2="Diamond Ring",
		back="Swith Cape",waist="Witful Belt",legs="Artsieq Hose",feet="Vitivation Boots +1"}
		
	sets.midcast['Dispel'] = {main="Twebuliij",sub="Mephitis Grip",ammo="Impatiens",
		head="Atro. Chapeau +1",neck="Orunmila's Torque",ear1="Estoqueur's Earring",ear2="Ethereal Earring",
		body="Vitivation Tabard",hands="Gende. Gages +1",ring1="Prolix Ring",ring2="Diamond Ring",
		back="Swith Cape",waist="Witful Belt",legs="Artsieq Hose",feet="Vitivation Boots +1"}
	
	sets.midcast['Gravity'] = {main="Twebuliij",sub="Mephitis Grip",ammo="Kalboron Stone",
		head="Viti. Chapeau +1",neck="Weike Torque",ear1="Lifestorm Earring",ear2="Psystorm Earring",
		body="Atrophy Tabard +1",hands="Hagondes Gloves +1",ring1="Sangoma Ring",ring2="Diamond Ring",
		back="Refraction Cape",waist="Wanion Belt",legs="Artsieq Hose",feet="Vitivation Boots +1"}
		
	sets.midcast['Gravity II'] = {main="Twebuliij",sub="Mephitis Grip",ammo="Impatiens",
		head="Atro. Chapeau +1",neck="Orunmila's Torque",ear1="Estoqueur's Earring",ear2="Ethereal Earring",
		body="Vitivation Tabard",hands="Gende. Gages +1",ring1="Prolix Ring",ring2="Diamond Ring",
		back="Swith Cape",waist="Witful Belt",legs="Atrophy Tights +1",feet="Vitivation Boots +1"}
	
	sets.midcast.ElementalEnfeeble = {main="Twebuliij",sub="Mephitis Grip",ammo="Kalboron Stone",
		head="Atro. Chapeau +1",neck="Weike Torque",ear1="Lifestorm Earring",ear2="Psystorm Earring",
		body="Atrophy Tabard +1",hands="Hagondes Gloves +1",ring1="Sangoma Ring",ring2="Diamond Ring",
		back="Refraction Cape",waist="Wanion Belt",legs="Artsieq Hose",feet="Vitivation Boots +1"}
	
	sets.midcast.ElementalMagic = {main="Lehbrailg +2",sub="Mephitis Grip",ammo="Witchstone",
		head="Hagondes Hat +1",neck="Eddy Necklace",ear1="Friomisi Earring",ear2="Crematio Earring",
		body="Seidr Cotehardie",hands="Yaoyotl Gloves",ring1="Strendu Ring",ring2="Diamond Ring",
		back="Refraction Cape",waist="Sekhmet Corset",legs="Hagondes Pants +1",feet="Vitivation Boots +1"}

	sets.midcast.Impact = set_combine(sets.midcast.ElementalEnfeeble, {head=empty,body="Twilight Cloak"})

	sets.midcast.DarkMagic = {main="Twebuliij",sub="Mephitis Grip",ammo="Kalboron Stone",
		head="Viti. Chapeau +1",neck="Weike Torque",ear1="Lifestorm Earring",ear2="Psystorm Earring",
		body="Atrophy Tabard +1",hands="Hagondes Gloves +1",ring1="Sangoma Ring",ring2="Diamond Ring",
		back="Refraction Cape",waist="Wanion Belt",legs="Artsieq Hose",feet="Vitivation Boots +1"}

	sets.midcast.Stun = set_combine(sets.midcast.DarkMagic, {main="Twebuliij",sub="Mephitis Grip",ammo="Impatiens",
		head="Atro. Chapeau +1",neck="Orunmila's Torque",ear1="Estoqueur's Earring",ear2="Ethereal Earring",
		body="Vitivation Tabard",hands="Gende. Gages +1",ring1="Prolix Ring",ring2="Diamond Ring",
		back="Swith Cape",waist="Witful Belt",legs="Atrophy Tights +1",feet="Vitivation Boots +1"})

	--sets.midcast.Drain = set_combine(sets.midcast.DarkMagic, {ring2="Excelsis Ring"})

	--sets.midcast.Aspir = sets.midcast.Drain


	-- Sets for special buff conditions on spells.

	sets.midcast.EnhancingDuration = {back="Estoqueur's 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="Shikargar",sub="Genbu's Shield",ammo="Impaties",
		head="Viti. Chapeau +1",neck="Twilight Torque",ear1="Estoqueur's Earring",ear2="Ethereal Earring",
		body="Atrophy Tabard +1",hands="Serpentes Cuffs",ring1="Prolix Ring",ring2="Shadow Ring",
		back="Shadow Mantle",waist="Fucho-no-obi",legs="Nares Trews",feet="Serpentes Sabots"}
	

	-- Idle sets (default idle set not needed since the other three are defined, but leaving for testing purposes)
	sets.idle.Town = {main="Shikargar",sub="Genbu's Shield",ammo="Impaties",
		head="Viti. Chapeau +1",neck="Twilight Torque",ear1="Estoqueur's Earring",ear2="Ethereal Earring",
		body="Atrophy Tabard +1",hands="Serpentes Cuffs",ring1="Prolix Ring",ring2="Shadow Ring",
		back="Shadow Mantle",waist="Fucho-no-obi",legs="Nares Trews",feet="Serpentes Sabots"}
	
	sets.idle.Field = {main="Shikargar",sub="Genbu's Shield",ammo="Impaties",
		head="Viti. Chapeau +1",neck="Twilight Torque",ear1="Estoqueur's Earring",ear2="Ethereal Earring",
		body="Atrophy Tabard +1",hands="Serpentes Cuffs",ring1="Prolix Ring",ring2="Shadow Ring",
		back="Shadow Mantle",waist="Fucho-no-obi",legs="Nares Trews",feet="Serpentes Sabots"}

	sets.idle.Weak = {main="Shikargar",sub="Genbu's Shield",ammo="Impaties",
		head="Viti. Chapeau +1",neck="Twilight Torque",ear1="Estoqueur's Earring",ear2="Ethereal Earring",
		body="Atrophy Tabard +1",hands="Serpentes Cuffs",ring1="Prolix Ring",ring2="Shadow Ring",
		back="Shadow Mantle",waist="Fucho-no-obi",legs="Nares Trews",feet="Serpentes Sabots"}
	
	-- Defense sets
	sets.defense.PDT = {main="Shikargar",sub="Genbu's Shield",ammo="Impaties",
		head="Viti. Chapeau +1",neck="Twilight Torque",ear1="Estoqueur's Earring",ear2="Ethereal Earring",
		body="Atrophy Tabard +1",hands="Serpentes Cuffs",ring1="Prolix Ring",ring2="Shadow Ring",
		back="Shadow Mantle",waist="Fucho-no-obi",legs="Nares Trews",feet="Serpentes Sabots"}

	sets.defense.MDT = {main="Shikargar",sub="Genbu's Shield",ammo="Impaties",
		head="Viti. Chapeau +1",neck="Twilight Torque",ear1="Estoqueur's Earring",ear2="Ethereal Earring",
		body="Atrophy Tabard +1",hands="Serpentes Cuffs",ring1="Prolix Ring",ring2="Shadow Ring",
		back="Shadow Mantle",waist="Fucho-no-obi",legs="Nares Trews",feet="Serpentes Sabots"}

	-- 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
	
	-- Normal melee group
	sets.engaged = {}

end

-- Separates between Magic Only Subjob sets and Melee Subjob sets.

function init_melee_gear_sets()

	--------------------------------------
	-- Start defining the sets
	--------------------------------------
	
	-- Precast Sets
	
	-- Precast sets to enhance JAs
	sets.precast.JA['Chainspell'] = {body="Vitivation Tabard"}
	

	-- Waltz set (chr and vit)
	sets.precast.Waltz = {main="Excalibur",sub="Buramenk'ah",ammo="Impatiens",
		head="Atro. Chapeau +1",neck="Twilight Torque",ear1="Brutal Earring",ear2="Ethereal Earring",
		body="Atrophy Tabard +1",hands="Viti. Gloves +1",ring1="Aqua Ring",ring2="Asklepian Ring",
		back="Swith Cape",waist="Fucho-no-obi",legs="Atrophy Tights +1",feet="Vitivation Boots +1"}

	-- 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="Excalibur",sub="Buramenk'ah",ammo="Impatiens",
		head="Atro. Chapeau +1",neck="Orunmila's Torque",ear1="Estq. Earring",ear2="Ethereal Earring",
		body="Vitivation Tabard",hands="Gende. Gages +1",ring1="Prolix Ring",ring2="Shadow Ring",
		back="Swith Cape",waist="Witful Belt",legs="Artsieq Hose",feet="Espial Socks"}

	sets.precast.FC.EnhancingMagic = set_combine(sets.precast.FC, {ammo=empty,waist=empty})
	
	sets.precast.FC['Utsusemi'] = set_combine(sets.precast.FC, {ammo=empty,waist=empty})
	
	sets.precast.FC.Impact = set_combine(sets.precast.FC, {ammo=empty,head=empty,body="Twilight Cloak",waist=empty})
       
	-- Weaponskill sets
	-- Default set for any weaponskill that isn't any more specifically defined
	sets.precast.WS = {main="Excalibur",sub="Buramenk'ah",ammo="Cheruski Needle",
		head="Espial Cap",neck="Asperity Necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring",
		body="Espial Gambison",hands="Espial Bracers",ring1="Aqua Ring",ring2="Rajas Ring",
		back="Atheling Mantle",waist="Wanion Belt",legs="Espial Hose",feet="Espial Socks"}

	-- Specific weaponskill sets.  Uses the base set if an appropriate WSMod version isn't found.
	sets.precast.WS['Requiescat'] = {main="Excalibur",sub="Buramenk'ah",ammo="Oreiad's Tathlum",
		head="Viti. Chapeau +1",neck="Soil Gorget",ear1="Bladeborn Earring",ear2="Steelflash Earring",
		body="Atrophy Tabard +1",hands="Viti. Gloves +1",ring1="Aqua Ring",ring2="Rajas Ring",
		back="Atheling Mantle",waist="Soil Belt",legs="Atrophy Tights +1",feet="Vitivation Boots +1"}
		
	sets.precast.WS['Knights of Round'] = {main="Excalibur",sub="Buramenk'ah",ammo="Cheruski Needle",
		head="Atro. Chapeau +1",neck="Asperity Necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring",
		body="Atrophy Tabard +1",hands="Viti. Gloves +1",ring1="Aqua Ring",ring2="Rajas Ring",
		back="Atheling Mantle",waist="Celt Belt",legs="Atrophy Tights +1",feet="Vitivation Boots +1"}
		
	sets.precast.WS['Death Blossom'] = {main="Excalibur",sub="Buramenk'ah",ammo="Cheruski Needle",
		head="Viti. Chapeau +1",neck="Asperity Necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring",
		body="Atrophy Tabard +1",hands="Viti. Gloves +1",ring1="Aqua Ring",ring2="Rajas Ring",
		back="Atheling Mantle",waist="Celt Belt",legs="Atrophy Tights +1",feet="Vitivation Boots +1"}

	sets.precast.WS['Chant du Cygne'] = {main="Excalibur",sub="Buramenk'ah",ammo="Cheruski Needle",
		head="Espial Cap",neck="Asperity Necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring",
		body="Espial Gambison",hands="Espial Bracers",ring1="Thundersoul Ring",ring2="Rajas Ring",
		back="Atheling Mantle",waist="Wanion Belt",legs="Espial Hose",feet="Espial Socks"}

	
	-- Midcast Sets
	
	sets.midcast.FastRecast = {main="Excalibur",sub="Buramenk'ah",ammo="Hasty Pinion",
		head="Viti. Chapeau +1",neck="Orunmila's Torque",ear1="Estq. Earring",ear2="Ethereal Earring",
		body="Vitivation Tabard",hands="Espial Bracers",ring1="Prolix Ring",ring2="Shadow Ring",
		back="Swith Cape",waist="Witful Belt",legs="Atrophy Tights +1",feet="Espial Socks"}

	sets.midcast.Cure = {main="Excalibur",sub="Buramenk'ah",ammo="Oreiad's Tathlum",
		head="Gende. Caubeen +1",neck="Phalaina Locket",ear1="Estq. Earring",ear2="Ethereal Earring",
		body="Heka's Kalasiris",hands="Bokwus Gloves",ring1="Prolix Ring",ring2="Asklepian Ring",
		back="Pahtli Cape",waist="Witful Belt",legs="Atrophy Tights",feet="Vitivation Boots +1"}
		
	sets.midcast.Curaga = sets.midcast.Cure

	sets.midcast.EnhancingMagic = {main="Excalibur",sub="Buramenk'ah",ammo="Impatiens",
		head="Atro. Chapeau +1",neck="Colossus's Torque",ear1="Estq. Earring",ear2="Ethereal Earring",
		body="Vitivation Tabard",hands="Viti. Gloves +1",ring1="Prolix Ring",ring2="Shadow Ring",
		back="Estoqueur's Cape",waist="Siegel Sash",legs="Shedir Seraweels",feet="Estq. Houseaux +2"}

	sets.midcast.Refresh = {legs="Estoqueur's Fuseau +2"}

	sets.midcast.Stoneskin = {neck="Stone Gorget",ear2="Earthcry Earring",waist="Siegel Sash",legs="Shedir Seraweels"}
	
	sets.midcast.EnfeeblingMagic = {main="Excalibur",sub="Buramenk'ah",ammo="Oreiad's Tathlum",
		head="Viti. Chapeau +1",neck="Orunmila's Torque",ear1="Lifestorm Earring",ear2="Psystorm Earring",
		body="Atrophy Tabard +1",hands="Gende. Gages +1",ring1="Prolix Ring",ring2="Aqua Ring",
		back="Swith Cape",waist="Witful Belt",legs="Atrophy Tights +1",feet="Vitivation Boots +1"}

	sets.midcast['Diaga'] = set_combine(sets.midcast.EnfeeblingMagic, {waist="Tarutaru Sash"})
		
	sets.midcast['Dia III'] = set_combine(sets.midcast.EnfeeblingMagic, {head="Viti. Chapeau +1"})

	sets.midcast['Slow II'] = set_combine(sets.midcast.EnfeeblingMagic, {head="Viti. Chapeau +1"})
	
	sets.midcast.ElementalMagic = {main="Excalibur",sub="Buramenk'ah",ammo="Oreiad's Tathlum",
		head="Viti. Chapeau +1",neck="Orunmila's Torque",ear1="Lifestorm Earring",ear2="Psystorm Earring",
		body="Atrophy Tabard +1",hands="Gende. Gages +1",ring1="Prolix Ring",ring2="Aqua Ring",
		back="Swith Cape",waist="Witful Belt",legs="Atrophy Tights +1",feet="Vitivation Boots +1"}

	sets.midcast.Impact = set_combine(sets.midcast.ElementalMagic, {head=empty,body="Twilight Cloak"})

	sets.midcast.DarkMagic = {main="Excalibur",sub="Buramenk'ah",ammo="Oreiad's Tathlum",
		head="Viti. Chapeau +1",neck="Orunmila's Torque",ear1="Lifestorm Earring",ear2="Psystorm Earring",
		body="Atrophy Tabard +1",hands="Gende. Gages +1",ring1="Prolix Ring",ring2="Aqua Ring",
		back="Swith Cape",waist="Witful Belt",legs="Atrophy Tights +1",feet="Vitivation Boots +1"}

	--sets.midcast.Stun = set_combine(sets.midcast.DarkMagic, {})

	--sets.midcast.Drain = set_combine(sets.midcast.DarkMagic, {ring2="Excelsis Ring"})

	--sets.midcast.Aspir = sets.midcast.Drain


	-- Sets for special buff conditions on spells.

	sets.midcast.EnhancingDuration = {back="Estoqueur's 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="Excalibur",sub="Buramenk'ah",ammo="Impatiens",
		head="Viti. Chapeau +1",neck="Twilight Torque",ear1="Brutal Earring",ear2="Ethereal Earring",
		body="Atrophy Tabard +1",hands="Serpentes Cuffs",ring1="K'ayres Ring",ring2="Shadow Ring",
		back="Shadow Mantle",waist="Fucho-no-obi",legs="Nares Trews",feet="Serpentes Sabots"}
	

	-- Idle sets (default idle set not needed since the other three are defined, but leaving for testing purposes)
	sets.idle.Town = {main="Excalibur",sub="Buramenk'ah",ammo="Impatiens",
		head="Viti. Chapeau +1",neck="Twilight Torque",ear1="Brutal Earring",ear2="Ethereal Earring",
		body="Atrophy Tabard +1",hands="Serpentes Cuffs",ring1="K'ayres Ring",ring2="Shadow Ring",
		back="Shadow Mantle",waist="Fucho-no-obi",legs="Nares Trews",feet="Serpentes Sabots"}
	
	sets.idle.Field = {main="Excalibur",sub="Buramenk'ah",ammo="Impatiens",
		head="Viti. Chapeau +1",neck="Twilight Torque",ear1="Brutal Earring",ear2="Ethereal Earring",
		body="Atrophy Tabard +1",hands="Serpentes Cuffs",ring1="K'ayres Ring",ring2="Shadow Ring",
		back="Shadow Mantle",waist="Fucho-no-obi",legs="Nares Trews",feet="Serpentes Sabots"}

	sets.idle.Weak = {main="Excalibur",sub="Buramenk'ah",ammo="Impatiens",
		head="Viti. Chapeau +1",neck="Twilight Torque",ear1="Brutal Earring",ear2="Ethereal Earring",
		body="Atrophy Tabard +1",hands="Serpentes Cuffs",ring1="K'ayres Ring",ring2="Shadow Ring",
		back="Shadow Mantle",waist="Fucho-no-obi",legs="Nares Trews",feet="Serpentes Sabots"}
	
	-- Defense sets
	sets.defense.PDT = {main="Excalibur",sub="Buramenk'ah",ammo="Impatiens",
		head="Viti. Chapeau +1",neck="Twilight Torque",ear1="Brutal Earring",ear2="Ethereal Earring",
		body="Atrophy Tabard +1",hands="Serpentes Cuffs",ring1="K'ayres Ring",ring2="Shadow Ring",
		back="Shadow Mantle",waist="Fucho-no-obi",legs="Nares Trews",feet="Serpentes Sabots"}

	sets.defense.MDT = {main="Excalibur",sub="Buramenk'ah",ammo="Impatiens",
		head="Viti. Chapeau +1",neck="Twilight Torque",ear1="Brutal Earring",ear2="Ethereal Earring",
		body="Atrophy Tabard +1",hands="Serpentes Cuffs",ring1="K'ayres Ring",ring2="Shadow Ring",
		back="Shadow Mantle",waist="Fucho-no-obi",legs="Nares Trews",feet="Serpentes Sabots"}

	-- 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
	
	-- Normal melee group
	
	sets.engaged = {main="Excalibur",sub="Buramenk'ah",ammo="Cheruski Needle",
		head="Espial Cap",neck="Asperity Necklace",ear1="Brutal Earring",ear2="Suppanomimi",
		body="Espial Gambison",hands="Espial Bracers",ring1="K'ayres Ring",ring2="Rajas Ring",
		back="Atheling Mantle",waist="Cetl Belt",legs="Espial Hose",feet="Espial Socks"}
		
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.
function job_midcast(spell, action, spellMap, eventArgs)
	if spell.action_type == 'Magic' then
		-- Default base equipment layer of fast recast.
		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 spell.skill == 'EnfeeblingMagic' and state.Buff.Saboteur then
		equip(sets.buff.Saboteur)
	elseif spell.skill == 'EnhancingMagic' then
		if buffactive.composure and spell.english == 'Phalanx II' and spell.target.type == 'PLAYER' then
			equip(sets.buff.EnhancingMagic)
		elseif buffactive.composure and spell.target.type == 'PLAYER' then
			equip(sets.buff.ComposureOther)
		elseif spell.target.type == 'SELF' then
			equip(sets.midcast.EnhancingDuration)
		end
	end
end

-- Set eventArgs.handled to true if we don't want any automatic gear equipping to be done.
function job_aftercast(spell, action, spellMap, eventArgs)
	if not spell.interrupted then
		if state.Buff[spell.english] ~= nil then
			state.Buff[spell.english] = true
		end
	end
end

-------------------------------------------------------------------------------------------------------------------
-- Customization hooks for idle and melee sets, after they've been automatically constructed.
-------------------------------------------------------------------------------------------------------------------


-------------------------------------------------------------------------------------------------------------------
-- 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 state.Buff[buff] ~= nil then
		state.Buff[buff] = gain
	end
end

-- Called when the player's subjob changes.
function sub_job_change(newSubjob, oldSubjob)
	select_default_macro_book()
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)
end

-- Set eventArgs.handled to true if we don't want the automatic display to be run.
function display_current_job_state(eventArgs)
	local defenseString = ''
	if state.Defense.Active then
		local defMode = state.Defense.PhysicalMode
		if state.Defense.Type == 'Magical' then
			defMode = state.Defense.MagicalMode
		end

		defenseString = 'Defense: '..state.Defense.Type..' '..defMode..', '
	end

	local meleeString = ''
	if state.OffenseMode == 'Normal' then
		--meleeString = 'Melee: Weapons locked, '
	end

	add_to_chat(122,'Casting ['..state.CastingMode..'], '..meleeString..'Idle ['..state.IdleMode..'], '..defenseString..
		'Kiting: '..on_off_names[state.Kiting])

	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
	set_macro_page(1, 5)
	

	-- Default macro set/book
	if player.sub_job == 'BLM' then
		set_macro_page(2, 5)
	elseif player.sub_job == 'NIN' then
		set_macro_page(8, 5)
	elseif player.sub_job == 'DNC' then
		set_macro_page(6, 5)
	end
end

function get_spell_class(spell, action, spellMap)
	local spellclass
	
	if spell.action_type == 'Magic' then
		if spell.skill == "EnfeeblingMagic" then
			if spell.type == "WhiteMagic" then
				spellclass = "MndEnfeebles"
			else
				spellclass = "IntEnfeebles"
			end
		end
	end
	
	return spellclass
end
 Ragnarok.Kushitap
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By Ragnarok.Kushitap 2014-04-17 10:55:31
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I'm new to GS. I modified my THF file based on Motenten's to make my BST one, seems to work just fine. Here, I hope it helps you.
Don't expect anything pro though, I'm a noob at this.
 Bahamut.Alteubent
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By Bahamut.Alteubent 2014-04-18 00:13:31
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If you are looking for a lua file that has automatic sets for pet engaged, idle, and separate auto engaged-idle sets when you don't have a pet than this will work for you.

This file does not require changing modes to accomplish that.

If anyone has written a function for ready moves I would love to see it. That's one thing I haven't had time to add.
 Quetzalcoatl.Falkirk
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By Quetzalcoatl.Falkirk 2014-04-24 10:03:34
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Bahamut.Alteubent said: »
If you are looking for a lua file that has automatic sets for pet engaged, idle, and separate auto engaged-idle sets when you don't have a pet than this will work for you.

This file does not require changing modes to accomplish that.

If anyone has written a function for ready moves I would love to see it. That's one thing I haven't had time to add.

That's pretty nice, I like that idea for equipping Hybrid gear sets while you and your pet are fighting...

It's essentially this part here?
Code
function customize_melee_set(meleeSet)
        if newStatus == 'Engaged' and pet.isvalid == 'True' then
                meleeSet = set_combine(meleeSet, sets.engaged.Pet)
        end
        if newStatus == 'Engaged' and pet.isvalid == 'False' then
                meleeSet = set_combine(meleeSet, sets.engaged)
        end
        return meleeSet
end


I might borrow that, if that's ok! :)
Here's the file I'm working on, still a few things left to add. There's a version with Kraken Club offense modes in it too.

As far as I know, pet Sic/Ready moves are already handled in the general job_pet_midcast (it'll equip your sets.midcast.Pet.WS when it detects your pet is readying a move or casting a spell). For the 1 or 2 people out there who use Sic/Ready recast -5 Desultor Tassets augment, I have a section in the job_post_precast function that will equip them before moving on to the sets.midcast.Pet.WS gear.

Spur is handled in job_post_precast as well, since it isn't recognized for use with precast.JA sets.
Code
-- Check if Spur was used.
        if spell.english == 'Spur' then
                equip({feet="Ferine Ocreae +2"})
        end


And there's also code that equips Ferine Gausape +2 if Killer Instinct is active during Weapon Skills:
Code
if spell.type:lower() == 'weaponskill' and buffactive['Killer Instinct'] then
        equip({body="Ferine Gausape +2"})
end


This file has Reward Modes to change the type of pet food (between Theta, Eta, Zeta - default hotkey is F8) and Monster Correlation Modes (Neutral or Favorable, equips Ferine Cabasset +2 during pet_midcast for Sic and Ready moves - default hotkey is alt+F8).

Would love to hear more from other Gearswap users about additional features that they've written or encountered. I'd like some way to use Itemizer in tandem with Gearswap and Windower macros... Not entirely which direction to take though.

Cheers.
 Bahamut.Alteubent
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By Bahamut.Alteubent 2014-05-03 23:30:54
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Quetzalcoatl.Falkirk said: »
That's pretty nice, I like that idea for equipping Hybrid gear sets while you and your pet are fighting...

It's essentially this part here?
Code
function customize_melee_set(meleeSet)
        if newStatus == 'Engaged' and pet.isvalid == 'True' then
                meleeSet = set_combine(meleeSet, sets.engaged.Pet)
        end
        if newStatus == 'Engaged' and pet.isvalid == 'False' then
                meleeSet = set_combine(meleeSet, sets.engaged)
        end
        return meleeSet
end

That is the correct part. What that does is allow me to have a separate engaged set based on whether my pet is active or not. If you wanted it to be so that your engaged set was based on whether it was just your pet engaged versus you and your pet that would be doable as well.

Quetzalcoatl.Falkirk said: »
I might borrow that, if that's ok! :)
If its on the internet its opensource in my book.

Quetzalcoatl.Falkirk said: »
Spur is handled in job_post_precast as well, since it isn't recognized for use with precast.JA sets.
Good to know that isn't firing, thank you.

Ill submit a bug tracker and see if they can fix that.
 Fenrir.Motenten
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By Fenrir.Motenten 2014-05-04 03:13:46
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Quote:
Spur is handled in job_post_precast as well, since it isn't recognized for use with precast.JA sets.

That's because its type is PetCommand, not JobAbility. Create a set like sets.precast.PetCommand.Spur and it should work automatically.


You also set Killer from both combat form and custom melee groups. You should only need one of those, and from what I see, setting combat form seems the better way, for you.
[+]
 Quetzalcoatl.Falkirk
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By Quetzalcoatl.Falkirk 2014-05-04 06:01:50
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Good to know! Thanks! :D

Edit: Updated the BST.lua with this:
Code
sets.precast.PetCommand = {}
sets.precast.PetCommand['Spur'] = {feet="Ferine Ocreae +2"}


Works great. :)
 Asura.Velderin
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By Asura.Velderin 2014-05-07 14:44:39
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With Spellcast I can only get 1 Axe to equip. I get the error that I must have my main hand equipped first, I assume this is because Spellcast is trying to equip them at the same time.

Anyone know a good workaround?
 Asura.Velderin
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By Asura.Velderin 2014-05-07 16:39:57
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Another Spellcast question... I'm a noob at it. Sorry!

I'm trying to do a Ready command and that swaps in gear, but it does not swap the gear in.

Does anyone have a good Ready Spellcast that can work for all pets?

I tried looking at a SMN Spellcast, but it only left me more confused...and in over my head.
 Quetzalcoatl.Falkirk
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By Quetzalcoatl.Falkirk 2014-05-07 16:53:16
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You want BST Spellcast stuff? You can check out Xilk's Pastebin here.
[+]
necroskull Necro Bump Detected! [49 days between previous and next post]
 Ragnarok.Bardiel
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By Ragnarok.Bardiel 2014-06-26 00:15:38
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I apologize for the necrobump, but I was wondering with all the changes to weapon skill damage, etc lately, has anyone got a decent GearSwap lua for Beastmaster created?

I ask for two reasons. One, I want to study how it's put together. I learn best by examining what works like a practical study guide to accompany the rest of the LUA documentation I'm reading, especially if you all would consider it "community popular" as I regard your opinions rather highly. :)

The other reason is that I'm entirely frustrated by the fact my attempts at soloing AA's on Easy have been less than stellar (understatement of the year #3434634634675678). Instead of whining, I'd rather study gear, gearswap scripts and strategies to fix whatever I'm doing wrong.

Downright embarrassing when Ibuki (117) can't do more than 30-60 damage to Easy AA HM, who's doing 250-300 back. SE should make it so that once a pet's called it remains at their "call beast level" (level of mainhand + merits) regardless if you change main hand weapon. Damn them and their warped sense of game balance.
[+]
 Quetzalcoatl.Falkirk
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By Quetzalcoatl.Falkirk 2014-06-26 22:08:07
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Ragnarok.Bardiel said: »
I ask for two reasons. One, I want to study how it's put together. I learn best by examining what works like a practical study guide to accompany the rest of the LUA documentation I'm reading, especially if you all would consider it "community popular" as I regard your opinions rather highly. :)

If you're interested in examining a BST .lua, here ya go.
[+]
 Ragnarok.Bardiel
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By Ragnarok.Bardiel 2014-06-26 23:51:44
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Thanks! :)
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