Geomancer Lua |
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geomancer lua
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anyone got good geo lua for me. The one i use now doesnt have a macc, enhancing or stoneskin inserted and i dont know how to make it myself.
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Month old bump but something I'm looking for too. Just got this Lv99 looking for a good gearswap for it.
Give me a week or so and I'll post mine here for my mule. I just need to finish it. I'll post a version without gear before I start putting it in.
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Posts: 366
that would be cool. Could u also add in elemental obis :) cos i have no clu on how to add em :/
I use motenten's geo lua btw It's nothing fancy, but here is what I have
Mote has Obi's built into his, I'm just not entirely certain how to call them. Could have sworn he mentioned it on the support thread but couldn't find it in a quick skim of a recent-ish forum posts.
Regardless you should post on the GS support thread and get his attention if it's a concern, as it's generally not wise to just copy/paste other peoples rules into his files. Offline
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true, i also made a post on bgwiki about it. Hope he will see it :)
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motenten added his comment and how to fix it. |onight i will try this wisdom :)
None of the GEO.luas that I'm finding are equipping PET: -PDT gear correctly if I have a Luopan. Does anyone have a gearswap that is correctly doing so? I use mote's includes and all that jazz.
EDIT: I haz good english... Offline
Posts: 366
http://pastebin.com/HXqt0J5w
this is the one i use. IN idle field i have the luopon -pdt stuff. Hope it helps a bit Thanks! I was doing the same, but that potentially takes away from two refresh spots when luopans are not out :/. I could always just make another set and have to just use the F binds to change I suppose...
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gargurty said: » [link] this is the one i use. IN idle field i have the luopon -pdt stuff. Hope it helps a bit Quick question though. How do you activate your Fast-recast set?
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Sorry for the late reply :)
No idea on how i activate it cos i mostly copy paste and add some stuff :) Btw does anyone know how to add low and high cast tier magic, and maybe cure degration, cos i have no idea on how to copy paste that in my on lua lol. gargurty said: » Sorry for the late reply :) No idea on how i activate it cos i mostly copy paste and add some stuff :) Btw does anyone know how to add low and high cast tier magic, and maybe cure degration, cos i have no idea on how to copy paste that in my on lua lol. Offline
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http://pastebin.com/GDAF0sG0
this is the one i use right now, but would like the low tier and high tier too work, and a cure degrade would be nice to :) Defining spell maps is easy in motes, his lua explains it well too too boot, and the GEO example he has shows it also, on Geomancy is shows returns 'name' this checks for a base set for Geomancy and then the returns checks for any defined midcast set that has geomancy.string
if the string matches so ~ returns Geo and your set is Geomancy.Geo it equips the Geo set. if not it equips the Geomancy in it's stead ~ Below is the code I use (minus the elemtnal stuff but it does work for indi and Geo spells.) Code sets.midcast['Elemental Magic'] = {main="Lehbrailg +2",sub="Mephitis Grip",ammo="Clarus Stone", head="Hagondes Hat +1",neck="Eddy Necklace",ear1="Friomisi Earring",ear2="Psystorm Earring", body="Bagua Tunic +1",hands="Yaoyotl Gloves",ring2="Sangoma Ring", cape="Toro Cape",waist="Sekhmet Corset",legs="Hagondes Pants +1",feet="Umbani Boots"} sets.midcast['Elemental Magic']['Low'] = {main="Lehbrailg +2",sub="Mephitis Grip",ammo="Clarus Stone", head="Hagondes Hat +1",neck="Eddy Necklace",ear1="Friomisi Earring",ear2="Psystorm Earring", body="Bagua Tunic +1",hands="Yaoyotl Gloves",ring2="Sangoma Ring", cape="Toro Cape",waist="Sekhmet Corset",legs="Hagondes Pants +1",feet="Umbani Boots"} To define your sets ~ Then you define what is a Low Tier Nuke Code LowNukes = S{'Stone'} Rules (works on GEO not tested on Elemental but same principle) Code function job_get_spell_map(spell, default_spell_map) if spell.action_type == 'Magic' then if spell.skill == 'Enfeebling Magic' then if spell.type == 'WhiteMagic' then return 'MndEnfeebles' else return 'IntEnfeebles' end elseif spell.skill == 'Geomancy' then if spell.english:startswith('Indi') then return 'Indi' elseif spell.english:startswith('Geo') then return 'Geo' end elseif spell.skill == 'Elemantal Magic' then if LowNukes:contains(spell.name) then return 'Low' else return end elseif spell.skill == 'Dark Magic' then if spell.english:startswith('Stu') then return 'Stun' else return end return end end end Full code here if needed ~ Code ------------------------------------------------------------------------------------------------------------------- -- Setup functions for this job. Generally should not be modified. ------------------------------------------------------------------------------------------------------------------- -- Initialization function for this job file. function get_sets() mote_include_version = 2 -- Load and initialize the include file. include('Mote-Include.lua') end -- Setup vars that are user-independent. state.Buff vars initialized here will automatically be tracked. function job_setup() indi_timer = '' indi_duration = 180 end ------------------------------------------------------------------------------------------------------------------- -- User setup functions for this job. Recommend that these be overridden in a sidecar file. ------------------------------------------------------------------------------------------------------------------- -- Setup vars that are user-dependent. Can override this function in a sidecar file. function user_setup() state.OffenseMode:options('None', 'Normal') state.CastingMode:options('Normal', 'Resistant') state.IdleMode:options('Normal', 'PDT') gear.default.weaponskill_waist = "Windbuffet Belt" select_default_macro_book() end -- Define sets and vars used by this job file. function init_gear_sets() -------------------------------------- -- Precast sets -------------------------------------- -- Precast sets to enhance JAs sets.precast.JA.Bolster = {body="Bagua Tunic +1"} sets.precast.JA['Life Cycle'] = {body="Geomancy Tunic +1"} -- Fast cast sets for spells sets.precast.FC = {ammo="Impatiens", head="Nahtirah Hat",ear2="Loquacious Earring", body="Vanir Cotehardie",ring1="Prolix Ring",hands="Repartie Gloves", back="Lifestream Cape",waist="Witful Belt",legs="Geomancy Pants +1",feet="Regal Pumps +1"} sets.precast.FC.Cure = set_combine(sets.precast.FC, {main="Tefnut Wand",sub="Genbu's Shield",back="Pahtli Cape"}) sets.precast.FC['Elemental Magic'] = set_combine(sets.precast.FC, {neck="Stoicheion Medal",hands="Bagua Mitaines"}) -- Weaponskill sets -- Default set for any weaponskill that isn't any more specifically defined sets.precast.WS = { head="Nahtirah Hat",neck=gear.ElementalGorget,ear1="Bladeborn Earring",ear2="Steelflash Earring", body="Vanir Cotehardie",hands="Yaoyotl Gloves",ring1="Rajas Ring",ring2="K'ayres Ring", back="Refraction Cape",waist=gear.ElementalBelt,legs="Hagondes Pants +1",feet="Hagondes Sabots"} -- Specific weaponskill sets. Uses the base set if an appropriate WSMod version isn't found. sets.precast.WS['Flash Nova'] = {ammo="Dosis Tathlum", head="Hagondes Hat +1",neck="Eddy Necklace",ear1="Friomisi Earring",ear2="Crematio Earring", body="Hagondes Coat +1",hands="Yaoyotl Gloves",ring1="Acumen Ring",ring2="Strendu Ring", back="Toro Cape",waist="Snow Belt",legs="Hagondes Pants +1",feet="Hagondes Sabots"} sets.precast.WS['Starlight'] = {ear2="Moonshade Earring"} sets.precast.WS['Moonlight'] = {ear2="Moonshade Earring"} -------------------------------------- -- Midcast sets -------------------------------------- -- Base fast recast for spells sets.midcast.FastRecast = { head="Zelus Tiara",ear2="Loquacious Earring", body="Hagondes Coat +1",hands="Bokwus Gloves",ring1="Prolix Ring", back="Lifestream Cape",waist="Goading Belt",legs="Hagondes Pants +1",feet="Hagondes Sabots"} sets.midcast['Enfeebling Magic'] = {main="Lehbrailg +2",sub="Mephitis Grip",ammo="Clarus Stone", head="Artsieq Hat",neck="Imbodla Necklace",ear1="lifestream Earring",ear2="Psystorm Earring", body="Hagondes Coat +1",hands="Hagondes Cuffs +1",ring2="Sangoma Ring", cape="Lifestream Cape",waist="Demonry Sash",legs="Artsieq Hose",feet="Bagua Sandals"} sets.midcast['Elemental Magic'] = {main="Lehbrailg +2",sub="Mephitis Grip",ammo="Clarus Stone", head="Hagondes Hat +1",neck="Eddy Necklace",ear1="Friomisi Earring",ear2="Psystorm Earring", body="Bagua Tunic +1",hands="Yaoyotl Gloves",ring2="Sangoma Ring", cape="Toro Cape",waist="Sekhmet Corset",legs="Hagondes Pants +1",feet="Umbani Boots"} sets.midcast['Elemental Magic']['Low'] = {main="Lehbrailg +2",sub="Mephitis Grip",ammo="Clarus Stone", head="Hagondes Hat +1",neck="Eddy Necklace",ear1="Friomisi Earring",ear2="Psystorm Earring", body="Bagua Tunic +1",hands="Yaoyotl Gloves",ring2="Sangoma Ring", cape="Toro Cape",waist="Sekhmet Corset",legs="Hagondes Pants +1",feet="Umbani Boots"} sets.midcast['Dark Magic'] = {main="Lehbrailg +2",sub="Mephitis Grip",ammo="Clarus Stone", head="Hagondes Hat +1",neck="Imbodla Necklace",ear1="lifestream Earring",ear2="Psystorm Earring", body="Hagondes Coat +1",hands="Yaoyotl Gloves", cape="Toro Cape",waist="Demonry Sash",legs="Hagondes Pants +1",feet="Umbani Boots"} sets.midcast['Dark Magic']['Stun'] = {main="Lehbrailg +2",sub="Mephitis Grip", head="Nahtirah Hat",neck="Eddy Necklace",ear1="lifestream Earring",ear2="Loquacious Earring", body="Bagua Tunic +1",hands="Hagondes Cuffs +1",ring1="Prolix Ring",Ring2="Sangoma Ring", cape="Lifestream Cape",waist="Goading Belt",legs="Geomancy Pants +1",feet="Regal Pumps +1"} sets.midcast.Geomancy = {range="Dunna",head="Laurel Wreath",legs="Bagua Pants",hands="Geomancy Mitaines",body="Bagua Tunic +1", waist="Sekhmet Corset"} sets.midcast.Geomancy.Geo = {range="Dunna",head="Laurel Wreath",legs="Theurgist's Slacks",hands="Geomancy Mitaines",body="Bagua Tunic +1", waist="Sekhmet Corset"} sets.midcast.Cure = {main="Tefnut Wand",sub="Genbu's Shield", body="Heka's Kalasiris",hands="Bokwus Gloves",ring1="Haoma Ring",ring2="Sirona's Ring", back="Oretania's Cape",legs="Nares Trews",feet="Regal Pumps +1"} sets.midcast.Curaga = sets.midcast.Cure sets.midcast.Protectra = {ring1="Sheltered Ring"} sets.midcast.Shellra = {ring1="Sheltered Ring"} -------------------------------------- -- Idle/resting/defense/etc sets -------------------------------------- -- Resting sets sets.resting = {main="Chatoyant Staff",neck="Wiglen Gorget", body="Hagondes Coat +1",hands="Bagua Mitaines",ring1="Sheltered Ring",ring2="Paguroidea Ring", waist="Austerity Belt",legs="Assiduity Pants",feet="Chelona Boots"} -- Idle sets sets.idle = {main="Bolelabunga",sub="Genbu's Shield",range="Dunna", head="Artsieq Hat",neck="Wiglen Gorget",ear1="Bloodgem Earring",ear2="Loquacious Earring", body="Hagondes Coat +1",hands="Bagua Mitaines",ring1="Sheltered Ring",ring2="Paguroidea Ring", back="Iximulew Cape",waist="Funcho-no-obi",legs="Assiduity Pants +1",feet="Geomancy Sandals"} sets.idle.PDT = {main="Earth Staff",range="Dunna", head="Hagondes Hat +1",neck="Wiglen Gorget",ear1="Bloodgem Earring",ear2="Loquacious Earring", body="Hagondes Coat +1",hands="Bagua Mitaines",ring1="Patricius Ring",ring2="Paguroidea Ring", back="Iximulew Cape",waist="Funcho-no-obi",legs="Hagondes Pants +1",feet="Geomancy Sandals"} -- .Pet sets are for when Luopan is present. sets.idle.Pet = {main="Earth Staff",range="Dunna", head="Hagondes Hat +1",neck="Twilight Torque",ear1="Bloodgem Earring",ear2="Loquacious Earring", body="Hagondes Coat +1",hands="Bagua Mitaines",ring1="Defending Ring",ring2="Paguroidea Ring", back="Lifestream Cape",waist="Funcho-no-obi",legs="Assiduity Pants +1",feet="Bagua Sandals"} sets.idle.PDT.Pet = {main="Earth Staff",range="Dunna", head="Hagondes Hat +1",neck="Twilight Torque",ear1="Bloodgem Earring",ear2="Loquacious Earring", body="Hagondes Coat +1",hands="Geomancy Mitains",ring1="Patricius Ring",ring2="Paguroidea Ring", back="Lifestream Cape",waist="Goading Belt",legs="Assiduity Pants +1",feet="Bagua Sandals"} -- .Indi sets are for when an Indi-spell is active. sets.idle.Town = {main="Bolelabunga",sub="Genbu's Shield",range="Dunna", head="Artsieq Hat",neck="Wiglen Gorget",ear1="Bloodgem Earring",ear2="Loquacious Earring", body="Geomancy Tunic +1",hands="Bagua Mitaines",ring1="Sheltered Ring",ring2="Paguroidea Ring", back="Lifestream Cape",waist="Goading Belt",legs="Assiduity Pants +1",feet="Geomancy Sandals"} sets.idle.Weak = {main="Bolelabunga",sub="Genbu's Shield",range="Dunna", head="Nefer Khat +1",neck="Wiglen Gorget",ear1="Bloodgem Earring",ear2="Loquacious Earring", body="Hagondes Coat +1",hands="Bagua Mitaines",ring1="Sheltered Ring",ring2="Paguroidea Ring", back="Lifestream Cape",waist="Goading Belt",legs="Assiduity Pants +1",feet="Geomancy Sandals"} -- Defense sets sets.defense.PDT = {range="Dunna",main="Earth Staff", head="Hagondes Hat +1",neck="Wiglen Gorget",ear1="Bloodgem Earring",ear2="Loquacious Earring", body="Hagondes Coat +1",hands="Geomancy Mitaines",ring1="Patricius Ring",ring2=gear.DarkRing.physical, back="Lifestream Cape",waist="Slipor Sash",legs="Hagondes Pants +1",feet="Bagua Sandals"} sets.defense.MDT = {range="Dunna",main="Earth Staff", head="Hagondes Hat +1",neck="Nuna Gorget",ear1="Bloodgem Earring",ear2="Loquacious Earring", body="Hagondes Coat +1",hands="Geomancy Mitaines",ring1="Defending Ring",ring2=gear.DarkRing.physical, back="Lifestream Cape",waist="Slipor Sash",legs="Hagondes Pants +1",feet="Bagua Sandals"} sets.Kiting = {feet="Geomancy Sandals"} sets.latent_refresh = {waist="Fucho-no-obi"} -------------------------------------- -- 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 = {range="Dunna", head="Zelus Tiara",neck="Peacock Charm",ear1="Bladeborn Earring",ear2="Steelflash Earring", body="Vanir Cotehardie",hands="Bokwus Gloves",ring1="Rajas Ring",ring2="Paguroidea Ring", back="Lifestream Cape",waist="Goading Belt",legs="Hagondes Pants +1",feet="Hagondes Sabots"} -------------------------------------- -- Custom buff sets -------------------------------------- end LowNukes = S{'Stone'} ------------------------------------------------------------------------------------------------------------------- -- Job-specific hooks for standard casting events. ------------------------------------------------------------------------------------------------------------------- function job_aftercast(spell, action, spellMap, eventArgs) if not spell.interrupted then if spell.english:startswith('Indi') then if not classes.CustomIdleGroups:contains('Indi') then classes.CustomIdleGroups:append('Indi') end send_command('@timers d "'..indi_timer..'"') indi_timer = spell.english send_command('@timers c "'..indi_timer..'" '..indi_duration..' down spells/00136.png') elseif spell.english == 'Sleep' or spell.english == 'Sleepga' then send_command('@timers c "'..spell.english..' ['..spell.target.name..']" 60 down spells/00220.png') elseif spell.english == 'Sleep II' or spell.english == 'Sleepga II' then send_command('@timers c "'..spell.english..' ['..spell.target.name..']" 90 down spells/00220.png') end elseif not player.indi then classes.CustomIdleGroups:clear() end end ------------------------------------------------------------------------------------------------------------------- -- Job-specific hooks for non-casting 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 player.indi and not classes.CustomIdleGroups:contains('Indi')then classes.CustomIdleGroups:append('Indi') handle_equipping_gear(player.status) elseif classes.CustomIdleGroups:contains('Indi') and not player.indi then classes.CustomIdleGroups:clear() handle_equipping_gear(player.status) end end function job_state_change(stateField, newValue, oldValue) if stateField == 'Offense Mode' then if newValue == 'Normal' then disable('main','sub','range') else enable('main','sub','range') end end end ------------------------------------------------------------------------------------------------------------------- -- User code that supplements standard library decisions. ------------------------------------------------------------------------------------------------------------------- function job_get_spell_map(spell, default_spell_map) if spell.action_type == 'Magic' then if spell.skill == 'Enfeebling Magic' then if spell.type == 'WhiteMagic' then return 'MndEnfeebles' else return 'IntEnfeebles' end elseif spell.skill == 'Geomancy' then if spell.english:startswith('Indi') then return 'Indi' elseif spell.english:startswith('Geo') then return 'Geo' end elseif spell.skill == 'Elemantal Magic' then if LowNukes:contains(spell.name) then return 'Low' else return end elseif spell.skill == 'Dark Magic' then if spell.english:startswith('Stu') then return 'Stun' else return end return end end end function customize_idle_set(idleSet) if player.mpp < 51 then idleSet = set_combine(idleSet, sets.latent_refresh) end return idleSet end -- Called by the 'update' self-command. function job_update(cmdParams, eventArgs) classes.CustomIdleGroups:clear() if player.indi then classes.CustomIdleGroups:append('Indi') end end -- Function to display the current relevant user state when doing an update. function display_current_job_state(eventArgs) display_current_caster_state() 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() set_macro_page(1, 7) end Offline
Posts: 366
thanks for the answer ill try it out :)
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Posts: 366
would that also work if would make stone line to equip neck when casting stone spells?
Im also thinking to add that in it for the extra powa /grin. think it would look like this: elseif spell.skill == 'Stone' then if spell.english:startswith('Ston') then return 'Elemental Magic' else return end sets.midcast['Stone'] = set.combine(sets.midcast['Elemental Magic'], {neck="forgot the name of the piece lol"}) am i correct on this? You could go through the mapping process for that, similar to what he suggested for Low Tier, however it doesn't make too much sense to do it this way because we already have spell.element so its not like we have anymore information to tell the system.
You should already have job_post_midcast in your job-file, you can just brute force it into the default handling: Code function job_post_midcast if spell.element == 'Earth' and spell.skill == 'Elemental Magic' then if job_get_spell_map(spell,default_spell_map) == 'Low' equip(set_combine(sets.midcast['Elemental Magic']['Low'],{neck="Quanpur Necklace"})) else equip(set_combine(sets.midcast['Elemental Magic'],{neck="Quanpur Necklace"})) end end end There's probably a more elegant way to write this if you're familiar with Mote files, but this should work fine anyways if you don't mind having a few ugly lines. If you'd prefer to do it the spell map way: Code function job_get_spell_map(spell,default_spell_map) ## Rest of function up here, which is why we use elseif, if this is ## the only rule you have in your function, use "if" elseif spell.skill == 'Elemental Magic' then if LowNukes:contians(spell.english) then return 'Low' elseif spell.element == "Earth" then return 'Earth' else return end end end And you'd name your set as sets.midcast['Elemental Magic']['Earth'] Bismarck.Inference said: » You could go through the mapping process for that, similar to what he suggested for Low Tier, however it doesn't make too much sense to do it this way because we already have spell.element so its not like we have anymore information to tell the system. You should already have job_post_midcast in your job-file, you can just brute force it into the default handling: Code function job_post_midcast if spell.element == 'Earth' and spell.skill == 'Elemental Magic' then if job_get_spell_map(spell,default_spell_map) == 'Low' equip(set_combine(sets.midcast['Elemental Magic']['Low'],{neck="Quanpur Necklace"})) else equip(set_combine(sets.midcast['Elemental Magic'],{neck="Quanpur Necklace"})) end end end There's probably a more elegant way to write this if you're familiar with Mote files, but this should work fine anyways if you don't mind having a few ugly lines. If you'd prefer to do it the spell map way: Code function job_get_spell_map(spell,default_spell_map) ## Rest of function up here, which is why we use elseif, if this is ## the only rule you have in your function, use "if" elseif spell.skill == 'Elemental Magic' then if LowNukes:contians(spell.english) then return 'Low' elseif spell.element == "Earth" then return 'Earth' else return end end end And you'd name your set as sets.midcast['Elemental Magic']['Earth'] but then not differentiating between Low Tier on Earth spells on the bottom one, I agree the top version is better and cleaner. Offline
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working like a charm now :) thanks for the tips.
btw anyone else having problem getting back in idle lately? Cos in some events my aftercast dont kick in after a spell. Thinks its lag but just curious. Been an issue I've been dealing with GS and Radial Arcana and Mending Halation. Both are more similar to pet abilities than they are just JAs, in that we use the JA, pet readies ability, then completes ability. GS doesn't delay things for this by itself unfortunately, and I'm having issues getting it coded correctly so that the JA enhancing gear stays equipped until the Luopan completes it's JA use.
I posted about it on the GS help thread awhile back and Byrth responded with using this: Code function precast(spell) if spell.name == "Mending Halation" then equip({legs="Bagua Pants +1"}) disable('legs') end end function pet_change(pet,gain_or_loss) if not gain_or_loss then enable('legs') end end I've yet to be able to get this to work no matter where I put it. I've tried a few strings I've seen on Smn and Bst LUAs like Code sets.aftercast = {} sets.aftercast['Radial Arcana'] = {feet="Bagua Sandals +1"} function aftercast(spell) if spell.english:startswith('Radial') then equip(sets.aftercast['Radial Arcana']) else return end end with no luck as well. Any suggestions, or perhaps just put it in *this section*? Kinda at my wits end getting this to work as I'd like. Missing out on 130+ MP from Radial is annoying. Perhaps as simple as something to the tune of adding a wait after the disable and then an enable? instead of triggering it elsewhere?
And a check to make sure it's not on cooldown/amnesia so it doesn't lock without firing? Will look into it more later.
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i always like to reuse my posts, but anyone know how to add the new combined obi in motentens lua? Right now its not equiping and i have no clue on how to add or chanhge it? And i also noticed t5 spells are not in it too for geo :)
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Bought me a pixie hairpin +1 last day and im wondering how i can equip it on dark enfeebles. Anyone got an idea. Tried the line above here and changed it too enfeenle magic but that didnt seem to work for me. SO right now i have it in my dark magic set but that want to work with dark enfeebles.
Ragnarok.Bepe
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On Mote's geo gs, does anyone know what the default bound key is for toggling through idle sets, i can't seem to find the appropriate key.
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Hello, can anyone please share with me how and where to implement the following. I posted this originally in gs support:
ClaudeusXI said: » Hi, I'm basing this off of Bokura's GEO.lua, and I was wondering how to implement code that differentiates between low tier nukes (T1-2) and higher tier (T3+) so I can use different sets for this. Also, how do I get it to differntiate between Geo- and Indicolure spells on midcast? I want to get those "indi-spell duration+" pieces in for those spells. I was also having issues with staff/grip in midcast set; it won't equip them if I was wearing club/Shield. (staff/grip are removed in the version under). Any comments about improvements (not related to gear) are also welcome. Odin.Quixacotl said: » I didn't see any staff or grip in your lua so I can't help with that. As for the low-tier nukes and Indi spells I'm sure you can work this into your lua somehow. The above response was posted, but I don't know how to insert it to fit in with the lua I am trying to use. Also, is it possible that the staff/grip that was included didn't swap in due to lag? I was trying to use Marin Staff +1 and mephitis grip. Offline
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This is my current geo lua:
Code ------------------------------------------------------------------------------------------------------------------- -- Setup functions for this job. Generally should not be modified. ------------------------------------------------------------------------------------------------------------------- -- Initialization function for this job file. function get_sets() mote_include_version = 2 -- Load and initialize the include file. include('Mote-Include.lua') end -- Setup vars that are user-independent. state.Buff vars initialized here will automatically be tracked. function job_setup() indi_timer = '' indi_duration = 255 end ------------------------------------------------------------------------------------------------------------------- -- User setup functions for this job. Recommend that these be overridden in a sidecar file. ------------------------------------------------------------------------------------------------------------------- -- Setup vars that are user-dependent. Can override this function in a sidecar file. function user_setup() state.OffenseMode:options('None', 'Normal','Accuracy','Dual') state.CastingMode:options('Normal','Accuracy') state.IdleMode:options('Normal', 'PDT', 'MDT') gear.default.obi_waist = "yamabuki-no-obi" gear.default.obi_back = "Toro Cape" gear.default.obi_ring = "Shiva Ring" select_default_macro_book() end -- Define sets and vars used by this job file. function init_gear_sets() -------------------------------------- -- Precast sets -------------------------------------- -- Precast sets to enhance JAs sets.precast.JA.Bolster = {body="Bagua Tunic +1"} sets.precast.JA['Life cycle'] = {body="Geomancy Tunic +1", head="Azimuth hood +1" } sets.precast.JA['Curative Recantation'] = {hands="Bagua Mitaines +1"} sets.precast.JA['Mending Halation'] = {legs="Bagua Pants +1"} sets.precast.JA['Radial Arcana'] = {feet="Bagua Sandals +1"} sets.precast.JA['Primal Zeal'] = {head="Bagua galero +1"} sets.precast.JA['Cardinal Chant'] = {head="geomancy galero +1"} -- Fast cast sets for spells sets.precast.FC = { main="Marin staff +1", sub="vivid strap", head="Nahtirah Hat", body="Vanir Cotehardie", hands="Helios Gloves", legs="Geo. Pants +1", feet="Regal Pumps +1", neck="Jeweled Collar", waist="Witful Belt", left_ear="Enchntr. Earring +1", right_ear="Loquac. Earring", left_ring="Prolix Ring", right_ring="lebeche Ring", back="Lifestream Cape", } sets.precast.FC.Cure = set_combine(sets.precast.FC, { main="Vejovis Wand +1", sub="Genbu's Shield", body="Heka's Kalasiris", waist="Acerbic Sash +1", back="Pahtli Cape", }) sets.precast.FC['Enhancing Magic'] = set_combine(sets.precast.FC, { head="Umuthi Hat", hands="Carapacho Cuffs", waist="Siegel Sash", }) sets.precast.FC['Elemental Magic'] = set_combine(sets.precast.FC, { main="Ngqoqwanb", hands="Bagua Mitaines +1", neck="Stoicheion Medal", }) sets.precast.FC.Impact = set_combine(sets.precast.FC['Elemental Magic'], {head=empty,body="Twilight Cloak"}) -- Weaponskill sets -- Default set for any weaponskill that isn't any more specifically defined sets.precast.WS = { ammo="Hasty Pinion +1", head="telchine cap", body="helios jacket", hands="telchine Gloves", legs="telchine braconi", feet="telchine pigaches", neck="fotia Gorget", waist="fotia Belt", left_ear="Moonshade Earring", right_ear="Brutal Earring", left_ring="levia. Ring", right_ring="levia. Ring", back="Refraction Cape", } -- Specific weaponskill sets. Uses the base set if an appropriate WSMod version isn't found. sets.precast.WS['Flash Nova'] = set_combine(sets.precast.WS,{ ammo="Memoria sachet", head="Helios Bandt", body="Azimuth Coat +1", hands="Hagondes Cuffs +1", legs="Hagondes Pants +1", feet="helios Boots", neck="Eddy Necklace", waist="yamabuki-no-obi", left_ear="Friomisi Earring", right_ear="crematio Earring", left_ring="Shiva Ring", right_ring=gear.ElementalRing, back=gear.ElementalCape,}) sets.precast.WS['Black Halo'] = sets.precast.WS['Flash Nova'] sets.precast.WS['Aeolian Edge'] = set_combine(sets.precast.WS['Flash Nova'],{back="Kaikias' cape",}) sets.precast.WS['Gust Slash'] =sets.precast.WS['Flash Nova'] sets.precast.WS['Starlight'] = sets.precast.WS['Flash Nova'] sets.precast.WS['Moonlight'] = sets.precast.WS['Flash Nova'] -------------------------------------- -- Midcast sets -------------------------------------- -- Base fast recast for spells sets.midcast.FastRecast =set_combine(sets.midcast.fastcast) sets.midcast.Regen = set_combine(sets.midcast.fastcast, { main="bolelabunga", body="Telchine Chas."}) sets.midcast['Enhancing Magic']={ main="Kirin's Pole", sub="Fulcio Grip", head="Umuthi Hat", hands="bagua mitaines +1", body={ name="Telchine Chas.", augments={'Mag. Acc.+12 "Mag.Atk.Bns."+12','"Conserve MP"+4','Enh. Mag. eff. dur. +4',}}, legs="bagua Pants +1", feet="helios Boots", neck="Colossus's Torque", waist="Cascade Belt", left_ear="Andoaa Earring", right_ear="Magnetic Earring", back="Merciful Cape", } sets.midcast.Refresh = set_combine(sets.midcast['Enhancing Magic'], { back="grapevine cape"}) sets.midcast.Aquaveil = set_combine(sets.midcast['Enhancing Magic'], { waist="Emphatikos rope"}) sets.midcast.Geomancy ={ main="Venabulum", sub="Wizzan Grip", range="Dunna", head="Azimuth hood +1", body="Bagua Tunic +1", hands="Geo. Mitaines +1", legs="azimuth tights +1", feet="azimuth gaiters +1", waist="Austerity Belt +1", left_ear="magnetic Earring", right_ear="Gifted Earring", right_ring="Renaye Ring", back="Lifestream Cape", } sets.midcast.Geomancy.Indi =set_combine(sets.midcast.Geomancy, {legs="bagua pants +1"}) sets.midcast.Cure = { main="Tamaxchi", sub="Genbu's Shield", head="Geomancy galero +1", body="Heka's Kalasiris", hands="telchine Gloves", legs="Mes'yohi slacks", feet="Regal Pumps +1", neck="Colossus's Torque", waist="Hachirin-No-Obi", left_ear="Gifted Earring", right_ear="Magnetic Earring", left_ring="Sirona's Ring", right_ring=gear.ElementalRing, back=gear.ElementalCape, } sets.midcast.Stoneskin = set_combine(sets.midcast['Enhancing Magic'], { neck="Stone Gorget", waist="siegel sash", right_ear="Earthcry Earring", }) sets.midcast.Curaga = sets.midcast.Cure sets.midcast.Protectra = {ring1="Sheltered Ring"} sets.midcast.Shellra = {ring1="Sheltered Ring"} -- Custom Spell Classes sets.midcast['Enfeebling Magic'] = { main="Marin staff +1", sub="Mephitis Grip", ammo="Memoria sachet", head="Artsieq Hat", body="Ischemia Chasu.", hands="azimuth gloves +1", legs="Mes'yohi slacks", feet="bagua sandals +1", neck="imbodla necklace", waist="yamabuki-no-obi", left_ear="Gwati Earring", right_ear="Enchntr. Earring +1", left_ring="Shiva Ring", right_ring="Shiva Ring", back="lifestream Cape", } sets.midcast.IntEnfeebles = set_combine(sets.midcast['Enfeebling Magic'], { }) sets.midcast.ElementalEnfeeble = sets.midcast['Enfeebling Magic'] sets.midcast['Dark Magic'] = { main="Marin staff +1", sub="Caecus Grip", ammo="Memoria sachet", head="Pixie hairpin +1", body="Geo. Tunic +1", hands="azimuth gloves +1", legs="Azimuth Tights +1", feet="helios Boots", neck="Aesir Torque", waist="Yamabuki-no-Obi", left_ear="Abyssal Earring", right_ear="Gwati Earring", left_ring="shiva Ring", right_ring="sangoma Ring", back="Merciful Cape", } sets.midcast.Drain = set_combine(sets.midcast['Dark Magic'], { waist="Austerity Belt +1", left_ear="Abyssal Earring", right_ear="Hirudinea Earring", right_ring="Excelsis Ring", }) sets.midcast.Aspir = sets.midcast.Drain sets.midcast.Stun = sets.precast.FC sets.midcast.Bolster = {body="Bagua Tunic +1"} sets.midcast['Life Cycle'] = {body="Geo. Tunic +1", head="Azimuth hood +1"} sets.midcast['Mending Halation'] = {legs="Bagua Pants +1"} sets.midcast['Radial Arcana'] = {feet="Bagua Sandals +1"} sets.midcast.Bolster.Pet = {body="Bagua Tunic +1"} sets.midcast['Life Cycle'].Pet = {body="Geo. Tunic +1", head="Azimuth hood +1"} sets.midcast['Mending Halation'].Pet = {legs="Bagua Pants +1"} sets.midcast.Bolster.Pet.Indi = {body="Bagua Tunic +1"} sets.midcast['Life Cycle'].Pet.Indi = {body="Geo. Tunic +1", head="Azimuth hood +1"} sets.midcast['Mending Halation'].Pet.Indi = {legs="Bagua Pants +1"} -- Elemental Magic sets sets.midcast['Elemental Magic']= { main="Marin Staff +1", sub="elder's Grip +1", ammo="ghastly tathlum", head="Helios Band", body="Azimuth Coat +1", hands="Hagondes Cuffs +1", legs="Hagondes Pants +1", feet="Helios Boots", neck="Eddy Necklace", waist=gear.ElementalObi, left_ear="Friomisi Earring", right_ear="crematio Earring", left_ring="shiva Ring", right_ring=gear.ElementalRing, back=gear.ElementalCape, } sets.midcast['Elemental Magic']['Accuracy']=set_combine(sets.midcast['Elemental Magic'], { }) sets.midcast.Impact = { main="Marin staff +1", sub="Elder's Grip +1", ammo="Memoria sachet", head=empty, body="Twilight Cloak", hands="azimuth gloves +1", legs="Azimuth Tights +1", feet="Helios Boots", neck="Eddy Necklace", waist=gear.ElementalObi, left_ear="Gwati Earring", right_ear="Crematio Earring", left_ring="Shiva Ring", right_ring="Shiva Ring", back="Toro Cape", } -------------------------------------- -- Idle/resting/defense/etc sets -------------------------------------- -- Resting sets sets.resting = { main="Bolelabunga", sub="Genbu's Shield", range="Dunna", body="Respite Cloak", hands="Bagua Mitaines +1", legs="Assid. Pants +1", feet="Geo. Sandals +1", neck="Twilight Torque", waist="Fucho-no-Obi", left_ear="Merman's Earring", right_ear="Merman's Earring", left_ring="Sheltered Ring", right_ring="Renaye Ring", back="Kumbira Cape", } -- Idle sets sets.idle = sets.resting sets.idle.PDT = { main="Mafic cudgel", sub="Genbu's Shield", head="Hagondes Hat +1", neck="Twilight Torque", ear1="Merman's Earring", ear2="Merman's Earring", body="Hagondes Coat +1", hands="hagondes cuffs +1", ring1="shadow Ring", ring2="dark Ring", back="shadow mantle", waist="Flax Sash", legs="hagondes Pants +1", feet="hagondes sabots +1"} sets.idle.MDT = set_combine(sets.idle.PDT, { main="marine staff +1", sub="vallus grip",}) -- .Pet sets are for when Luopan is present. sets.idle.Pet = set_combine(sets.resting, {main={ name="Nehushtan", augments={'Pet: DEF+13','Pet: "Regen"+3','STR+15 CHR+15',}}, sub="Genbu's Shield", head="Azimuth hood +1", body={ name="Telchine Chas.", augments={'Pet: Accuracy+18 Pet: Rng. Acc.+18','Pet: "Regen"+2',}}, legs="helios spats", hands={ name="Helios Gloves", augments={'Pet: Accuracy+19 Pet: Rng. Acc.+19','Pet: "Regen"+3',}}, feet="Bagua Sandals +1", waist="Isa Belt", back="Lifestream Cape", ear1="Handler's Earring +1", }) sets.idle.PDT.Pet = set_combine(sets.idle.PDT, {main={ name="Nehushtan", augments={'Pet: DEF+13','Pet: "Regen"+3','STR+15 CHR+15',}}, sub="Genbu's Shield", head="Azimuth hood +1", body={ name="Telchine Chas.", augments={'Pet: Accuracy+18 Pet: Rng. Acc.+18','Pet: "Regen"+2',}}, hands={ name="Helios Gloves", augments={'Pet: Accuracy+19 Pet: Rng. Acc.+19','Pet: "Regen"+3',}}, legs="helios spats", feet="Bagua Sandals +1", waist="Isa Belt", back="Lifestream Cape", ear1="Handler's Earring +1", }) sets.idle.MDT.Pet = set_combine(sets.idle.MDT, {main={ name="Nehushtan", augments={'Pet: DEF+13','Pet: "Regen"+3','STR+15 CHR+15',}}, sub="Genbu's Shield", head="Azimuth hood +1", body={ name="Telchine Chas.", augments={'Pet: Accuracy+18 Pet: Rng. Acc.+18','Pet: "Regen"+2',}}, hands={ name="Helios Gloves", augments={'Pet: Accuracy+19 Pet: Rng. Acc.+19','Pet: "Regen"+3',}}, legs="helios spats", feet="Bagua Sandals +1", waist="Isa Belt", back="Lifestream Cape", ear1="Handler's Earring +1", }) -- .Indi sets are for when an Indi-spell is active. sets.idle.Indi = sets.resting sets.idle.PDT.Indi = sets.idle.PDT sets.idle.MDT.Indi = sets.idle.MDT sets.idle.PDT.Pet.Indi = sets.idle.PDT.Pet sets.idle.MDT.Pet.Indi = sets.idle.MDT.Pet sets.idle.Town = { main="Nodal Wand", sub="Genbu's Shield", range="Dunna", head="Azimuth Hood +1", body="Azimuth Coat +1", hands="Azimuth Gloves +1", legs="Azimuth Tights +1", feet="Azimuth Gaiters +1", neck="Twilight Torque", waist="Fucho-no-Obi", left_ear="Merman's Earring", right_ear="Merman's Earring", left_ring="Sheltered Ring", right_ring="Renaye Ring", back="Lifestream Cape", } sets.idle.Weak = sets.resting -- Defense sets sets.defense.PDT = sets.idle.PDT sets.defense.MDT = sets.idle.MDT sets.Kiting = {feet="Geo. Sandals +1"} sets.latent_refresh = {waist="Fucho-no-obi"} -------------------------------------- -- 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={ name="Nehushtan", augments={'Accuracy+7 Attack+7','"Dbl.Atk."+3','DMG:+20',}}, sub="Genbu's Shield", ammo="Hasty Pinion +1", head="telchine cap", body="helios jacket", hands="telchine gloves", legs="telchine braconi", feet="telchine pigaches", neck="Asperity Necklace", waist="cetl Belt", left_ear="Steelflash Earring", right_ear="Bladeborn Earring", left_ring="rajas Ring", right_ring="k'ayres ring", back="Kayapa Cape", } sets.engaged.Accuracy = set_combine(sets.engaged,{ neck="Iqabi Necklace", right_ear="Zennaroi Earring", waist="Olseni Belt", left_ring="supershear EarRing", right_ring="beeline ring", } ) sets.engaged.Dual = set_combine(sets.engaged,{ sub="Tamaxchi", left_ear="Heartseeker Earring", right_ear="Dudgeon Earring", waist="shetal stone", } ) -------------------------------------- -- Custom buff sets -------------------------------------- end ------------------------------------------------------------------------------------------------------------------- -- Job-specific hooks for standard casting events. ------------------------------------------------------------------------------------------------------------------- function job_aftercast(spell, action, spellMap, eventArgs) if not spell.interrupted then if spell.english:startswith('Indi') then if not classes.CustomIdleGroups:contains('Indi') then classes.CustomIdleGroups:append('Indi') end send_command('@timers d "'..indi_timer..'"') indi_timer = spell.english send_command('@timers c "'..indi_timer..'" '..indi_duration..' down spells/00136.png') elseif spell.english == 'Sleep' or spell.english == 'Sleepga' then send_command('@timers c "'..spell.english..' ['..spell.target.name..']" 60 down spells/00220.png') elseif spell.english == 'Sleep II' or spell.english == 'Sleepga II' then send_command('@timers c "'..spell.english..' ['..spell.target.name..']" 90 down spells/00220.png') end elseif not player.indi then classes.CustomIdleGroups:clear() end end ------------------------------------------------------------------------------------------------------------------- -- Job-specific hooks for non-casting 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 player.indi and not classes.CustomIdleGroups:contains('Indi')then classes.CustomIdleGroups:append('Indi') handle_equipping_gear(player.status) elseif classes.CustomIdleGroups:contains('Indi') and not player.indi then classes.CustomIdleGroups:clear() handle_equipping_gear(player.status) end end function job_state_change(stateField, newValue, oldValue) if stateField == 'Offense Mode' then if newValue == 'Dual' then disable('main','sub','range') else enable('main','sub','range') end end end -- Run after the general midcast() is done. function job_post_midcast(spell, action, spellMap, eventArgs) if spell.skill == 'Elemental Magic' then if spell.element == 'Earth' then equip(sets.midcast['Elemental Magic'], {neck="Quanpur Necklace"}) elseif spell.element == 'Ice' then equip(sets.midcast['Elemental Magic'], {main="Ngqoqwanb"}) elseif spell.element == 'Wind' then equip(sets.midcast['Elemental Magic'], {Main="Marin Staff +1", Back="Kaikias' Cape"}) end if spell.element == world.day_element or spell.element == world.weather_element then equip(sets.midcast['Elemental Magic'], {waist="Hachirin-No-Obi"}) end end end ------------------------------------------------------------------------------------------------------------------- -- User code that supplements standard library decisions. ------------------------------------------------------------------------------------------------------------------- function job_get_spell_map(spell, default_spell_map) if spell.action_type == 'Magic' then if spell.skill == 'Enfeebling Magic' then if spell.type == 'WhiteMagic' then return 'MndEnfeebles' else return 'IntEnfeebles' end elseif spell.skill == 'Geomancy' then if spell.english:startswith('Indi') then return 'Indi' end elseif spell.skill == 'Elemental Magic' then end end end function customize_idle_set(idleSet) if player.mpp < 51 then idleSet = set_combine(idleSet, sets.latent_refresh) end return idleSet end -- Called by the 'update' self-command. function job_update(cmdParams, eventArgs) classes.CustomIdleGroups:clear() if player.indi then classes.CustomIdleGroups:append('Indi') end end -- Function to display the current relevant user state when doing an update. function display_current_job_state(eventArgs) display_current_caster_state() eventArgs.handled = true end -- MAKE A MACRO : /tell <me> check function open_coffer() CofferType = "Velkk Coffer" if player.inventory[CofferType] then NCoffer = player.inventory[CofferType].count bag = windower.ffxi.get_bag_info(0).count max = windower.ffxi.get_bag_info(0).max spots = max-bag if spots > 0 then add_to_chat(204, '*-*-*-*-*-*-*-*-* [ '..NCoffer..'x '..CofferType..' to open - Inventory('..bag..'/'..max..') ] *-*-*-*-*-*-*-*-*') local nextcommand = "" for i=1, spots do nextcommand = nextcommand .. 'input /item "'..CofferType..'" <me>; wait 2;' end nextcommand = nextcommand .. 'input /tell '..player.name..' check' send_command(nextcommand) else add_to_chat(204, '*-*-*-*-*-*-*-*-* [ Inventory('..bag..'/'..max..') ] *-*-*-*-*-*-*-*-*') end else add_to_chat(204, '*-*-*-*-*-*-*-*-* [ No '..CofferType..' in inventory ] *-*-*-*-*-*-*-*-*') end end windower.register_event('chat message', function(original, sender, mode, gm) local match if sender == player.name then if original == "check" then open_coffer() end end return sender, mode, gm end) ------------------------------------------------------------------------------------------------------------------- -- Utility functions specific to this job. ------------------------------------------------------------------------------------------------------------------- -- Select default macro book on initial load or subjob change. function select_default_macro_book() set_macro_page(1, 1) end[table] [/table] Still needs a bit off work, to clean it up tho. Main layout os motenten, but it still needs a low tier high tier line, and no clue on how to add it. Also im looking to add a status in it. For when im poisoned i wanna nuke with mindmelter. But also for that i dont know how to add it in here. Help would be welcom :) |
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