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Barebones Summoner Gearswap
By Aeyela 2015-09-24 08:13:30
GitHub: Thanks to Elizabet for hosting this on GitHub
People have been having issues with Mote's SMN Gearswap recently. After lengthy conversations on the topic as well as going through his files, I believe the files themselves are to blame. Several people, evidently myself included, have not had issues with custom SMN Lua files. As a result, and due to several requests, I've decided to post my Lua to provide a viable alternative to Mote's. I make no elaborate claims that this is better (or worse, for that matter), I'm sharing purely so people can try it for themselves.
I give my personal guarantee that everything worked 100% at the time of posting, tested numerous times with Abyssea Revitalizers.
The inline comments should assist you in setting this up. You'll find it's much simpler than most SMN Luas. With no disrespect meant to people who have helped people out with Gear Swap, I find SMN Luas in particular to be way more complicated than they need to be, often containing dozens of lines of superfluous code.
What this Lua is:
Simple
Does not rely on lengthy includes or libraries, which will make it easier to trouble shoot should part of it not be working correctly at some point
Cut and paste ready. I've even taken the liberty of not adding gear so you can type yours in quicker
What this Lua is not:
Complicated
Nirvana ready. I don't and will never own a Nirvana so Aftermaths are moot to me. If enough people want this, I'm happy to add it though
The best of the bestest all others suck etc, judge for yourself
With that said, here we go. This comes in two files: firstly, global.lua, which contains a list of blood pacts and what not, as well as a couple of my own functions that I use in all my Lua files (like auto style lock, macro books, etc.) The second file is the lua file itself that you'll need to add your equipment to. Be sure to remove blank lines when you're done (ie, hands="".)
You can put the global.lua file contents at the start of your SMN.lua file if you prefer, that way you have no includes.
Global.lua:
Code function set_macros(sheet,book)
if book then
send_command('@input /macro book '..tostring(book)..';wait .1;input /macro set '..tostring(sheet))
return
end
send_command('@input /macro set '..tostring(sheet))
end
function set_style(sheet)
send_command('@input /lockstyleset '..sheet)
end
bp_physical=S{'Punch','Rock Throw','Barracuda Dive','Claw','Axe Kick','Shock Strike','Camisado','Regal Scratch','Poison Nails','Moonlit Charge','Crescent Fang','Rock Buster','Tail Whip','Double Punch','Megalith Throw','Double Slap','Eclipse Bite','Mountain Buster','Spinning Dive','Predator Claws','Rush','Chaotic Strike','Crag Throw','Volt Strike'}bp_hybrid=S{'Burning Strike','Flaming Crush'}bp_magical=S{'Inferno','Earthen Fury','Tidal Wave','Aerial Blast','Diamond Dust','Judgment Bolt','Searing Light','Howling Moon','Ruinous Omen','Fire II','Stone II','Water II','Aero II','Blizzard II','Thunder II','Thunderspark','Somnolence','Meteorite','Fire IV','Stone IV','Water IV','Aero IV','Blizzard IV','Thunder IV','Nether Blast','Meteor Strike','Geocrush','Grand Fall','Wind Blade','Heavenly Strike','Thunderstorm','Level ? Holy','Holy Mist','Lunar Bay','Night Terror','Conflag Strike'}bp_debuff=S{'Lunar Cry','Mewing Lullaby','Nightmare','Lunar Roar','Slowga','Ultimate Terror','Sleepga','Eerie Eye','Tidal Roar','Diamond Storm','Shock Squall','Pavor Nocturnus'}bp_buff=S{'Shining Ruby','Frost Armor','Rolling Thunder','Crimson Howl','Lightning Armor','Ecliptic Growl','Hastega','Noctoshield','Ecliptic Howl','Dream Shroud','Earthen Armor','Fleet Wind','Inferno Howl','Soothing Ruby','Heavenward Howl','Soothing Current','Hastega II','Crystal Blessing'}bp_other=S{'Healing Ruby','Raise II','Aerial Armor','Reraise II','Whispering Wind','Glittering Ruby','Earthen Ward','Spring Water','Healing Ruby II'} AvatarList=S{'Shiva','Ramuh','Garuda','Leviathan','Diabolos','Titan','Fenrir','Ifrit','Carbuncle','Fire Spirit','Air Spirit','Ice Spirit','Thunder Spirit','Light Spirit','Dark Spirit','Earth Spirit','Water Spirit','Cait Sith','Alexander','Odin','Atomos'}spirit_element={Fire='Fire Spirit',Earth='Earth Spirit',Water='Water Spirit',Wind='Air Spirit',Ice='Ice Spirit',Lightning='Thunder Spirit',Light='Light Spirit',Dark='Dark Spirit'}spirit_conflict={Fire='Ice',Earth='Lightning',Water='Fire',Wind='Earth',Ice='Wind',Lightning='Water',Light='Dark',Dark='Light'}
SMN.Lua:
Code include('global.lua') -- Just a collection of functions that I use in all my GearSwaps. See below (after this code block)
set_macros(1,2) -- Sheet, Book
function get_sets()
-- My formatting is very easy to follow. All sets that pertain to my character doing things are under 'me'.
-- All sets that are equipped to faciliate my avatar's behaviour or abilities are under 'avatar', eg, Perpetuation, Blood Pacts, etc
sets.me = {}
sets.avatar = {}
-- Your idle set when you DON'T have an avatar out
sets.me.idle = {
main="",
sub="",
ranged="",
ammo="",
head="",
neck="",
lear="",
rear="",
body="",
hands="",
lring="",
rring="",
back="",
waist="",
legs="",
feet=""
}
-- Your MP Recovered Whilst Resting Set
sets.me.resting = {
main="",
sub="",
ranged="",
ammo="",
head="",
neck="",
lear="",
rear="",
body="",
hands="",
lring="",
rring="",
back="",
waist="",
legs="",
feet=""
}
-----------------------
-- Perpetuation Related
-----------------------
-- Avatar's Out --
-- This is the base for all perpetuation scenarios, as seen below
sets.avatar.perp = {
main="",
sub="",
ranged="",
ammo="",
head="",
neck="",
lear="",
rear="",
body="",
hands="",
lring="",
rring="",
back="",
waist="",
legs="",
feet=""
}
-- The following sets base off of perpetuation, so you can consider them idle sets.
-- Set the relevant gear, bearing in mind it will overwrite the perpetuation item for that slot!
-- When we want our avatar to stay alive
sets.avatar.tank = set_combine(sets.avatar.perp,{
main="",
sub="",
ranged="",
ammo="",
head="",
neck="",
lear="",
rear="",
body="",
hands="",
lring="",
rring="",
back="",
waist="",
legs="",
feet=""
})
-- When we want our avatar to shred
sets.avatar.melee = set_combine(sets.avatar.perp,{
main="",
sub="",
ranged="",
ammo="",
head="",
neck="",
lear="",
rear="",
body="",
hands="",
lring="",
rring="",
back="",
waist="",
legs="",
feet=""
})
-- When we want our avatar to hit
sets.avatar.acc = set_combine(sets.avatar.perp,{
main="",
sub="",
ranged="",
ammo="",
head="",
neck="",
lear="",
rear="",
body="",
hands="",
lring="",
rring="",
back="",
waist="",
legs="",
feet=""
})
-- When Avatar's Favori s active
sets.avatar.favor = set_combine(sets.avatar.perp,{
main="",
sub="",
ranged="",
ammo="",
head="",
neck="",
lear="",
rear="",
body="",
hands="",
lring="",
rring="",
back="",
waist="",
legs="",
feet=""
})
----------------------------
-- Summoning Skill Related
-- Including all blood pacts
----------------------------
-- + Summoning Magic. This is a base set for max skill and blood pacts and we'll overwrite later as and when we need to
sets.avatar.skill = {
main="",
sub="",
ranged="",
ammo="",
head="",
neck="",
lear="",
rear="",
body="",
hands="",
lring="",
rring="",
back="",
waist="",
legs="",
feet=""
}
-------------------------
-- Individual Blood Pacts
-------------------------
-- Physical damage
sets.avatar.atk = set_combine(sets.avatar.skill,{
main="",
sub="",
ranged="",
ammo="",
head="",
neck="",
lear="",
rear="",
body="",
hands="",
lring="",
rring="",
back="",
waist="",
legs="",
feet=""
})
-- Magic Attack
sets.avatar.mab = set_combine(sets.avatar.skill,{
main="",
sub="",
ranged="",
ammo="",
head="",
neck="",
lear="",
rear="",
body="",
hands="",
lring="",
rring="",
back="",
waist="",
legs="",
feet=""
})
-- Hybrid
sets.avatar.hybrid = set_combine(sets.avatar.skill,{
main="",
sub="",
ranged="",
ammo="",
head="",
neck="",
lear="",
rear="",
body="",
hands="",
lring="",
rring="",
back="",
waist="",
legs="",
feet=""
})
-- Magic Accuracy
sets.avatar.macc = set_combine(sets.avatar.skill,{
main="",
sub="",
ranged="",
ammo="",
head="",
neck="",
lear="",
rear="",
body="",
hands="",
lring="",
rring="",
back="",
waist="",
legs="",
feet=""
})
-- Buffs
sets.avatar.buff = set_combine(sets.avatar.skill,{
main="",
sub="",
ranged="",
ammo="",
head="",
neck="",
lear="",
rear="",
body="",
hands="",
lring="",
rring="",
back="",
waist="",
legs="",
feet=""
})
-- Other
sets.avatar.other = set_combine(sets.avatar.skill,{
main="",
sub="",
ranged="",
ammo="",
head="",
neck="",
lear="",
rear="",
body="",
hands="",
lring="",
rring="",
back="",
waist="",
legs="",
feet=""
})
-- Combat Related Sets
-- Melee
-- The melee set combines with perpetuation, because we don't want to be losing all our MP whilst we swing our Staff
-- Anything you equip here will overwrite the perpetuation/refresh in that slot.
sets.me.melee = set_combine(sets.avatar.perp,{
main="",
sub="",
ranged="",
ammo="",
head="",
neck="",
lear="",
rear="",
body="",
hands="",
lring="",
rring="",
back="",
waist="",
legs="",
feet=""
})
-- Shattersoul. Weapon Skills do not work off perpetuation as it only stays equipped for a moment
sets.me["Shattersoul"] = {
main="",
sub="",
ranged="",
ammo="",
head="",
neck="",
lear="",
rear="",
body="",
hands="",
lring="",
rring="",
back="",
waist="",
legs="",
feet=""
}
sets.me["Garland of Bliss"] = {
main="",
sub="",
ranged="",
ammo="",
head="",
neck="",
lear="",
rear="",
body="",
hands="",
lring="",
rring="",
back="",
waist="",
legs="",
feet=""
}
-- Feel free to add new weapon skills, make sure you spell it the same as in game. These are the only two I ever use though
---------------
-- Casting Sets
---------------
sets.precast = {}
sets.midcast = {}
sets.aftercast = {}
----------
-- Precast
----------
-- Generic Casting Set that all others take off of. Here you should add all your fast cast
sets.precast.casting = {
main="",
sub="",
ranged="",
ammo="",
head="",
neck="",
lear="",
rear="",
body="",
hands="",
lring="",
rring="",
back="",
waist="",
legs="",
feet=""
}
-- Summoning Magic Cast time - gear
sets.precast.summoning = set_combine(sets.precast.casting,{
main="",
sub="",
ranged="",
ammo="",
head="",
neck="",
lear="",
rear="",
body="",
hands="",
lring="",
rring="",
back="",
waist="",
legs="",
feet=""
})
-- Enhancing Magic, eg. Siegal Sash, etc
sets.precast.enhancing = set_combine(sets.precast.casting,{
main="",
sub="",
ranged="",
ammo="",
head="",
neck="",
lear="",
rear="",
body="",
hands="",
lring="",
rring="",
back="",
waist="",
legs="",
feet=""
})
-- Stoneskin casting time -, works off of enhancing -
sets.precast.stoneskin = set_combine(sets.precast.enhancing,{
main="",
sub="",
ranged="",
ammo="",
head="",
neck="",
lear="",
rear="",
body="",
hands="",
lring="",
rring="",
back="",
waist="",
legs="",
feet=""
})
-- Curing Precast, Cure Spell Casting time -
sets.precast.cure = set_combine(sets.precast.casting,{
main="",
sub="",
ranged="",
ammo="",
head="",
neck="",
lear="",
rear="",
body="",
hands="",
lring="",
rring="",
back="",
waist="",
legs="",
feet=""
})
---------------------
-- Ability Precasting
---------------------
-- Blood Pact Ability Delay
sets.precast.bp = {
main="",
sub="",
ranged="",
ammo="",
head="",
neck="",
lear="",
rear="",
body="",
hands="",
lring="",
rring="",
back="",
waist="",
legs="",
feet=""
}
-- Mana Cede
sets.precast["Mana Cede"] = {
main="",
sub="",
ranged="",
ammo="",
head="",
neck="",
lear="",
rear="",
body="",
hands="",
lring="",
rring="",
back="",
waist="",
legs="",
feet=""
}
-- Astral Flow
sets.precast["Astral Flow"] = {
main="",
sub="",
ranged="",
ammo="",
head="",
neck="",
lear="",
rear="",
body="",
hands="",
lring="",
rring="",
back="",
waist="",
legs="",
feet=""
}
-- Elemental Siphon, eg, Tatsumaki Thingies, Esper Stone, etc
sets.precast.siphon = set_combine(sets.avatar.skill,{
main="",
sub="",
ranged="",
ammo="",
head="",
neck="",
lear="",
rear="",
body="",
hands="",
lring="",
rring="",
back="",
waist="",
legs="",
feet=""
})
----------
-- Midcast
----------
-- We handle the damage and etc. in Pet Midcast later
-- Whatever you want to equip mid-cast as a catch all for all spells, and we'll overwrite later for individual spells
sets.midcast.casting = {
main="",
sub="",
ranged="",
ammo="",
head="",
neck="",
lear="",
rear="",
body="",
hands="",
lring="",
rring="",
back="",
waist="",
legs="",
feet=""
}
-- Enhancing
sets.midcast.enhancing = set_combine(sets.midcast.casting,{
main="",
sub="",
ranged="",
ammo="",
head="",
neck="",
lear="",
rear="",
body="",
hands="",
lring="",
rring="",
back="",
waist="",
legs="",
feet=""
})
-- Stoneskin
sets.midcast.stoneskin = set_combine(sets.midcast.enhancing,{
main="",
sub="",
ranged="",
ammo="",
head="",
neck="",
lear="",
rear="",
body="",
hands="",
lring="",
rring="",
back="",
waist="",
legs="",
feet=""
})
-- Cure Potency
sets.midcast.cure = set_combine(sets.midcast.casting,{
main="",
sub="",
ranged="",
ammo="",
head="",
neck="",
lear="",
rear="",
body="",
hands="",
lring="",
rring="",
back="",
waist="",
legs="",
feet=""
})
------------
-- Aftercast
------------
-- I don't use aftercast sets, as we handle what to equip later depending on conditions using a function, eg, do we have an avatar out?
end
function precast(spell)
-- Don't swap if we're in the middle of something or our pet's doing something
-- Stops macro spam from interfering with an action GS is already handling
if midaction() or pet_midaction() then
return
end
-- If we're doing a blood pact, equip our delay set IF Apogee or Astral Conduit are not active
if (spell.type == 'BloodPactRage' or spell.type == 'BloodPactWard') and not (buffactive['Astral Conduit'] or buffactive['Apogee']) then
equip(sets.precast.bp)
elseif spell.type == 'SummonerPact' then
-- This chunk of code handles Elemental Siphon. It will look at the current day and weather and cancel the spell to summon
-- the right elemental. Your elemental siphon macro should summon a Dark Spirit to trigger this check
-- These use the included lists in global.lua to determine the right spirit to summon
if spell.name == 'Dark Spirit' then
if world.weather_element == 'Dark' then
-- Dark Weather is active, lets the spell go ahead and equips summoning precast
equip(sets.precast.summoning)
elseif world.weather_element ~= 'None' and spirit_conflict[world.day_element] ~= world.weather_element then
-- It's not dark weather but there is some weather up, cancels dark and summons the right spirit
cancel_spell()
send_command('input /ma "%s" <me>':format(spirit_element[world.weather_element]))
equip(sets.precast.summoning)
elseif world.day_element == 'Dark' then
-- It's darksday so allow the dark spirit to go ahead and equip summoning
equip(sets.precast.summoning)
else
-- There is no weather up and it's not darksday, so summon the current day's spirit
cancel_spell()
send_command('input /ma "%s" <me>':format(spirit_element[world.day_element]))
equip(sets.precast.summoning)
end
else
-- We're not summoning Dark Spirit, so we don't want to Siphon, which means we're summoning an avatar
equip(sets.precast.summoning)
end
-- Moving on to other types of magic
elseif spell.type == 'WhiteMagic' or spell.type == 'BlackMagic' then
-- Stoneskin Precast
if spell.name == 'Stoneskin' then
windower.ffxi.cancel_buff(37)--[[Cancels stoneskin, not delayed incase you get a Quick Cast]]
equip(sets.precast.stoneskin)
-- Cure Precast
elseif spell.name:match('Cure') or spell.name:match('Cura') then
equip(sets.precast.cure)
-- Enhancing Magic
elseif spell.skill == 'Enhancing Magic' then
equip(sets.precast.enhancing)
if spell.name == 'Sneak' then
windower.ffxi.cancel_buff(71)--[[Cancels Sneak]]
end
else
-- For everything else we go with max fastcast
equip(sets.precast.casting)
end
-- Summoner Abilities
-- We use a catch all here, if the set exists for an ability, use it
-- This way we don't need to write a load of different code for different abilities, just make a set
elseif sets.precast[spell.name] then
equip(sets.precast[spell.name])
end
end
function midcast(spell)
-- If our pet is doing something, prevents us swapping equipment too early
if pet_midaction() then
return
end
-- No need to annotate all this, it's fairly logical. Just equips the relevant sets for the relevant magic
if spell.type == 'WhiteMagic' or spell.type == 'BlackMagic' then
if spell.name == 'Stoneskin' then
equip(sets.midcast.stoneskin)
elseif spell.name:match('Cure') or spell.name:match('Cura') then
equip(sets.midcast.cure)
elseif spell.skill == 'Enhancing Magic' then
equip(sets.midcast.enhancing)
if spell.name:match('Protect') or spell.name:match('Shell') then
equip({rring="Sheltered Ring"})
end
else
equip(sets.midcast.casting)
end
elseif spell.name == 'Elemental Siphon' then
-- Siphon Set
equip(sets.precast.siphon)
-- Checks if pet matches weather
if pet.element == world.weather_element then
equip(sets.precast.siphon,{main="Chatoyant Staff"--[[Take advantage of the weather boost]]})
end
-- And our catch all, if a set exists for this spell use it
elseif sets.midcast[spell.name] then
equip(sets.midcast[spell.name])
-- Remember those WS Sets we defined? :)
elseif sets.me[spell.name] then
equip(sets.me[spell.name])
end
end
function aftercast(spell)
-- If our pet's doing something, Stop!
if pet_midaction() then
return
end
-- If not a blood pact or summon
if spell and (not spell.type or not string.find(spell.type,'BloodPact') and not AvatarList:contains(spell.name) or spell.interrupted) then
-- Then initiate idle function to check which set should be equipped
idle(pet)
end
end
function pet_midcast(spell)
-- Our pet is doing something
if (spell.type == 'BloodPactRage' or spell.type == 'BloodPactWard') then
-- We're going to check the lists in global.lua for matches and equip the relevant sets
if bp_physical:contains(spell.name) then
equip(sets.avatar.atk)
elseif bp_hybrid:contains(spell.name) then
equip(sets.avatar.hybrid)
if pet.name == 'Ifrit' then
equip({rring="Fervor Ring"})--[[Change rring to lring if you put Evoker's on your right hand]]
end
elseif bp_magical:contains(spell.name) then
equip(sets.avatar.mab)
if pet.name == 'Ifrit' then
equip({rring="Fervor Ring"})--[[Change rring to lring if you put Evoker's on your right hand]]
end
elseif bp_debuff:contains(spell.name) then
equip(sets.avatar.macc)
elseif bp_buff:contains(spell.name) then
equip(sets.avatar.buff)
elseif bp_other:contains(spell.name) then
equip(sets.avatar.other)
elseif spell.name == 'Perfect Defense' then
equip(sets.avatar.skill)
else
equip(sets.avatar.skill)
end
end
end
function pet_aftercast(spell)
-- Pet aftercast is simply a check for whether Conduit and Apogee are up, and then a call to our aftercast function
-- We have a variable called autobp that we set to true or false with commands to auto repeat BPs for us
if (buffactive['Apogee'] or buffactive['Astral Conduit']) and autobp then
send_command('input /pet "%s" <t>':format(spell.name))
return
end
idle(pet)
end
function idle(pet)
-- This function is called after every action, and handles which set to equip depending on what we're doing
-- We check if we're meleeing because we don't want to idle in melee gear when we're only engaged for trusts
if favor then
-- Avatar's favor takes priority!
equip(sets.avatar.favor)
elseif meleeing and player.status=='Engaged' then
-- We're both engaged and meleeing
equip(sets.me.melee)
elseif pet.isvalid then
-- We have a pet out but we're not meleeing, set the right idle set
equip(sets.avatar[mode])
else
-- We're not meleeing and we have no pet out
equip(sets.me.idle)
end
end
function status_change(new,old)
if new == 'Engaged' then
-- If we engage check our meleeing status
idle(pet)
elseif new=='Resting' then
-- We're resting
equip(sets.me.resting)
else
idle(pet)
end
end
function pet_change(pet,gain)
-- When we summon or release an avatar
idle(pet)
end
function self_command(command)
local commandArgs = command
-- This command takes //gs c avatar mode, where mode is what you want, eg, tank, acc, melee, etc
if #commandArgs:split(' ') >= 2 then
commandArgs = T(commandArgs:split(' '))
if commandArgs[1] == 'avatar' then
if commandArgs[2] then
mode = tostring(commandArgs[2])
equip(sets.avatar[mode])
windower.add_to_chat(8,'----- Avatar set to '..mode..' mode! -----')
end
elseif commandArgs[1] == 'toggle' then
if commandArgs[2] == 'auto' then
-- //gs c toggle auto will toggle auto blood pacts on and off. Auto blood pact will make your GS repeat BPs under Apogee or Conduit
-- And by repeat I mean repeat. If Conduit is up, it will SPAM the BP until Conduit is down
if autobp then
autobp = false
windower.add_to_chat(8,'----- Auto BP mode Disabled -----')
else
autobp = true
windower.add_to_chat(8,'----- Auto BP mode Enabled -----')
end
elseif commandArgs[2] == 'melee' then
-- //gs c toggle melee will toggle melee mode on and off.
-- This basically locks the slots that will cause you to lose TP if changing them,
-- As well as equip your melee set if you're engaged
if meleeing then
meleeing = false
enable('main','sub','ranged')
windower.add_to_chat(8,'----- Weapons Unlocked, WILL LOSE TP -----')
idle(pet)
else
meleeing=true
disable('main','sub','ranged')
windower.add_to_chat(8,'----- Weapons Locked, WILL NOT LOSE TP -----')
idle(pet)
end
elseif commandArgs[2] == 'favor' then
-- //gs c toggle favor will toggle Favor mode on and off.
-- It won't automatically toggle, as some people like having favor active without the gear swaps for maximum effectiveness
-- You need to toggle prioritisation yourself
if favor then
favor = false
windower.add_to_chat(8,"----- Avatar's Favor Mode OFF -----")
else
favor = true
windower.add_to_chat(8,"----- Avatar's Favor Mode ON -----")
end
end
end
end
end
-- Required variables and their initial value
meleeing = false
autobp = false
favor = false
mode = "perp"
Here's a run down on commands:
//gs c avatar [mode]
Replace [mode] with either: perp, tank, melee, acc to set your avatar's idling equipment to a particular setup. Perp is for maximum perp- and refresh, tank for tanking, melee for doing maximum physical damage and acc for accuracy.
//gs c toggle melee
This will toggle your character between melee mode. Initially set to false, enabling this will idle to your melee set when engaged as well as disable slots that changing items in would remove TP. With this turned off being engaged will not equip your melee gear, so you can stay engaged for the purposes of trusts whilst keeping your relevant perpetuation gear on.
//gs c toggle auto
Initially turned off, using this command will toggle auto blood pacts on Apogee and Conduit. By auto I literally mean auto. Using a blood pact with this on will use it again instantly if you have Apogee or Conduit up. If you have Conduit up, your character will spam abilities until you either toggle this off or Conduit drops.
//gs c toggle favor
Initially turned off, this command will toggle your character into favor prioritisation mode. This means that, with this on, Avatar's Favor set will override other idle sets, including melee. Using Avatar's Favor will not toggle this automatically. One particular problem with lots of Luas is this assumption is made, and most end users don't know how to disable it.
There are times and places we want maximum Favor power, and they are quite limited. You be the judge and set this yourself when you want it.
--
If you have any questions or problems, please reply and I'll try and help.
By Elizabet 2015-09-24 08:21:10
Here's my version based off the above by Aeyela.
Features:
All the nifty things in the OP.
Includes all the bug fixes found in the thread previously.
Keybind and support for cycling through avatar modes with 1 key.
Keybind for toggling autoBP
Keybind for toggling melee weapon lock
Avatar-agnostic Blood Pacts handling. (need the shortcuts add-on)
Now on github: https://github.com/Tunaliz/Liz_Gearswaps
By Elizabet 2015-09-24 11:11:38
After playing with it. It does works flawlessly.
However, I managed to break it!
In self_command() function under the part you handle toggle for favor I added: Code
-- Handles executing blood pacts in a generic, avatar-agnostic way.
elseif commandArgs[1]:lower() == 'pact' then
handle_pacts(commandArgs)
end
So when I was using a vanilla macro all was good... then once I was calling the handle_pacts function spamming the //gs c pact macro.. it was not working... as in it had the same problem I had before.
Funny thing is, I tried swapping the actual handle_pacts function code in the self_command() function it self. And now its back to working flawlessly...
I think the issue all this time was just that. Functions within within the self_command function might just not be reliable enough.
Thanks for the base lua! Now I am back to having something that works all the time yet I can still cast my BP using a macro with the following:
to cast the lvl 70 blood pact of which ever avatar I happen to have summoned.
By Aeyela 2015-09-24 11:28:15
Where is the handle_pacts function you're trying to call? It's not in either of the files I posted so without including its source file it won't work - unless it's a native GS function which, looking through the documentation, it's doesn't seem like it. If it's a remnant of Mote's you'll either need to transfer the applicable function over or stop using it.
I'd encourage you to just directly use /pet "Whatever" <t> as your macros, rather than adding a handler for it, or indeed using console commands. The Lua is tailored to work for any blood pact you put in and use the relevant gear sets, both for delay and effectiveness. This self command way of blood pacting is the over complication I'm trying to avoid. :)
By Elizabet 2015-09-24 11:39:53
I had the handle_pacts function just under the self_command function in the SMN.lua file. It's not mote's stuff.
I added that part in because I want to find exactly where the issue is. And the only way I found using your lua as a base, that wasn't working was, when I was calling a function within the self_command.
However, removing that function but making it a part of the actual self_command function fixed the issue. Which leads me to believe that the issue is not with the function's code itself (since the same code works when its part of the self_command function), nor because a BP was trigerred in a non vanilla way... But that functions within functions might be a risky business when it comes to the self_commands...
In the end, I'm not sure yet if I'll keep with console macros or vanilla macros... The difference is about 7 pages of macro space saved haha. But I am glad it's finally working properly.
By Aeyela 2015-09-24 11:45:26
I had the handle_pacts function just under the self_command function in the SMN.lua file. It's not mote's stuff.
I added that part in because I want to find exactly where the issue is. And the only way I found using your lua as a base, that wasn't working was, when I was calling a function within the self_command.
However, removing that function but making it a part of the actual self_command function fixed the issue. Which leads me to believe that the issue is not with the function's code itself (since the same code works when its part of the self_command function), nor because a BP was trigerred in a non vanilla way... But that functions within functions might be a risky business.
In the end, I'm not sure yet if I'll keep with console macros or vanilla macros... The difference is about 7 pages of macro space saved haha. But I am glad it's finally working properly.
One way of getting around this is to combine macros. Now that you have no reason to have gear sets or swaps in macros (as the Lua does it for you) you can merge them all into one macro. I'll concede that 6 lines is not enough for everything, but for my general use it's good enough. I don't often use Summoner in anything that requires me not to just destroy things.
For example, you could make Control + 1 an 'Attack' macro that goes as follows:
/pet "Flaming Crush" <me>
/pet "Volt Strike" <me>
/pet "Spinning Dive" <me>
/pet "Predator Claws" <me>
/ etc...
Pressing the macro will insert every one into your log at once, with only the currently active pet obviously activating a blood pact. This way you can throw lots of pet's moves onto one macro and still benefit from Gear Swapping, since it'll handle it on a blood pact by blood pact basis, rather than macros.
By Draylo 2015-09-26 13:29:41
Did anyone ever find out what happened to Mote lol
Leviathan.Alvar
Server: Leviathan
Game: FFXI
By Leviathan.Alvar 2015-09-26 15:25:10
Did anyone ever find out what happened to Mote lol FFXIV :o
By Aeyela 2015-09-26 15:43:20
Hey, whoa, don't say that around here. You trying to start a rumble?!
Leviathan.Alvar
Server: Leviathan
Game: FFXI
By Leviathan.Alvar 2015-09-26 16:04:35
Hey, whoa, don't say that around here. You trying to start a rumble?! FFXI > FFXIV all day bby.
[+]
Server: Bahamut
Game: FFXI
Posts: 879
By Bahamut.Seekerstar 2015-09-27 00:10:24
I'm trying to get this to work, and I'm getting an error: cannot find include file, global.lua.
Whatever that is. :P
I did manage to put my gear in the appropriate locations, I assume, and I think I know how to differentiate augmented gear now. I just need to clear this error.
By Elizabet 2015-09-27 01:25:10
Bahamut.Seekerstar said: »I'm trying to get this to work, and I'm getting an error: cannot find include file, global.lua.
Whatever that is. :P
I did manage to put my gear in the appropriate locations, I assume, and I think I know how to differentiate augmented gear now. I just need to clear this error.
Check the OP, there is 2 files you need, the SMN.lua and the Global.lua both are in the OP each in a spoiler tag.
Server: Bahamut
Game: FFXI
Posts: 879
By Bahamut.Seekerstar 2015-09-27 01:36:09
Do I put the global file separately into data?
Sorry, I have like no idea what I'm doing.
I also keep getting yuck errors at about line 74 or so and I don't know why.
Code function set_macros(sheet,book)
if book then
send_command('@input /macro book '..tostring(book)..';wait .1;input /macro set '..tostring(sheet))
return
end
send_command('@input /macro set '..tostring(sheet))
end
function set_style(sheet)
send_command('@input /lockstyleset '..sheet)
end
bp_physical=S{'Punch','Rock Throw','Barracuda Dive','Claw','Axe Kick','Shock Strike','Camisado','Regal Scratch','Poison Nails','Moonlit Charge','Crescent Fang','Rock Buster','Tail Whip','Double Punch','Megalith Throw','Double Slap','Eclipse Bite','Mountain Buster','Spinning Dive','Predator Claws','Rush','Chaotic Strike','Crag Throw','Volt Strike'}bp_hybrid=S{'Burning Strike','Flaming Crush'}bp_magical=S{'Inferno','Earthen Fury','Tidal Wave','Aerial Blast','Diamond Dust','Judgment Bolt','Searing Light','Howling Moon','Ruinous Omen','Fire II','Stone II','Water II','Aero II','Blizzard II','Thunder II','Thunderspark','Somnolence','Meteorite','Fire IV','Stone IV','Water IV','Aero IV','Blizzard IV','Thunder IV','Nether Blast','Meteor Strike','Geocrush','Grand Fall','Wind Blade','Heavenly Strike','Thunderstorm','Level ? Holy','Holy Mist','Lunar Bay','Night Terror','Conflagration Strike'}bp_debuff=S{'Lunar Cry','Mewing Lullaby','Nightmare','Lunar Roar','Slowga','Ultimate Terror','Sleepga','Eerie Eye','Tidal Roar','Diamond Storm','Shock Squall','Pavor Nocturnus'}bp_buff=S{'Shining Ruby','Frost Armor','Rolling Thunder','Crimson Howl','Lightning Armor','Ecliptic Growl','Hastega','Noctoshield','Ecliptic Howl','Dream Shroud','Earthen Armor','Fleet Wind','Inferno Howl','Soothing Ruby','Heavenward Howl','Soothing Current','Hastega II','Crystal Blessing'}bp_other=S{'Healing Ruby','Raise II','Aerial Armor','Reraise II','Whispering Wind','Glittering Ruby','Earthen Ward','Spring Water','Healing Ruby II'} AvatarList=S{'Shiva','Ramuh','Garuda','Leviathan','Diabolos','Titan','Fenrir','Ifrit','Carbuncle','Fire Spirit','Air Spirit','Ice Spirit','Thunder Spirit','Light Spirit','Dark Spirit','Earth Spirit','Water Spirit','Cait Sith','Alexander','Odin','Atomos'}spirit_element={Fire='Fire Spirit',Earth='Earth Spirit',Water='Water Spirit',Wind='Air Spirit',Ice='Ice Spirit',Lightning='Thunder Spirit',Light='Light Spirit',Dark='Dark Spirit'}spirit_conflict={Fire='Ice',Earth='Lightning',Water='Fire',Wind='Earth',Ice='Wind',Lightning='Water',Light='Dark',Dark='Light'}
include('global.lua') -- Just a collection of functions that I use in all my GearSwaps. See below (after this code block)
set_macros(1,2) -- Sheet, Book
function get_sets()
-- My formatting is very easy to follow. All sets that pertain to my character doing things are under 'me'.
-- All sets that are equipped to faciliate my avatar's behaviour or abilities are under 'avatar', eg, Perpetuation, Blood Pacts, etc
sets.me = {}
sets.avatar = {}
-- Your idle set when you DON'T have an avatar out
sets.me.idle = {
main="Gridarvor",
sub="Vox Grip",
ammo="Seraphicaller",
head="Convoker's Horn +1",
neck="Caller's Pendant",
lear="Caller's Earring",
rear="Moonshade Earring",
body="Shomonjijoe +1",
hands="Asteria Mitts",
lring="Fervor Ring",
rring="Evoker's Ring",
back="Cheviot Cape",
waist="Lucidity Sash",
legs="Assiduity Pants",
feet="Convoker's Pigaches +1"
}
-- Your MP Recovered Whilst Resting Set
sets.me.resting = {
main="Bolelabunga",
sub="Genbu's Shield",
ammo="Seraphicaller",
head="Beckoner's Horn +1",
neck="Twilight Torque",
lear="Moonshade Earring",
rear="Ethereal Earring",
body="Shomonjijoe +1",
hands="Asteria Mitts",
lring="Defending Ring",
rring="Dark Ring",
back="Cheviot Cape",
waist="Flax Sash",
legs="Assiduity Pants",
feet="Herald's Gaiters"
}
-----------------------
-- Perpetuation Related
-----------------------
-- Avatar's Out --
-- This is the base for all perpetuation scenarios, as seen below
sets.avatar.perp = {
main="Gridarvor",
sub="Vox Grip",
ammo="Seraphicaller",
head="Beckoner's Horn +1",
neck="Caller's Pendant",
lear="Handler's Earring",
rear="Rimeice Earring",
body="Beckoner's Doublet +1",
hands="Asteria Mitts",
lring="Evoker's Ring",
rring="Thurundaut Ring",
back= {name="Conveyance Cape", augments={'Summoning Magic Skill +5', 'Blood Pact Damage +4', 'Pet: Enmity +12'}}
waist="Moepapa Stone",
legs="Assiduity Pants",
feet="Beckoner's Pigaches"
}
-- The following sets base off of perpetuation, so you can consider them idle sets.
-- Set the relevant gear, bearing in mind it will overwrite the perpetuation item for that slot!
-- When we want our avatar to stay alive
sets.avatar.tank = set_combine(sets.avatar.perp,{
main= {name="Espiritus", augments={'Summoning Magic Skill +15', 'Pet: Magic Accuracy +30', 'Pet: Damage Taken -4%'}}
sub="Vox Grip",
ammo="Seraphicaller",
head="Helios Band",
neck="Caller's Pendant",
lear="Handler's Earring",
rear="Rimeice Earring",
body="Shomonjijoe +1",
hands="Glyphic Bracers +1",
lring="Evoker's Ring",
rring="Thurundaut Ring",
back= {name="Conveyance Cape", augments={'Summoning Magic Skill +5', 'Blood Pact Damage +4', 'Pet: Enmity +12'}}
waist="Moepapa Stone",
legs="Psycloth Lappas",
feet="Convoker's Pigaches +1"
})
-- When we want our avatar to shred
sets.avatar.melee = set_combine(sets.avatar.perp,{
main="Gridarvor",
sub="Vox Grip",
ammo="Seraphicaller",
head="Helios Band",
neck="Caller's Pendant",
lear="Domesticator's Earring",
rear="Rimeice Earring",
body="Glyphic Doublet +1",
hands="Regimen Mittens",
lring="Evoker's Ring",
rring="Thurundaut Ring",
back= {name="Conveyance Cape", augments={'Summoning Magic Skill +5', 'Blood Pact Damage +4', 'Pet: Enmity +12'}}
waist="Moepapa Stone",
legs="Enticer's Pants",
feet="Psycloth Boots"
})
-- When we want our avatar to hit
sets.avatar.acc = set_combine(sets.avatar.perp,{
main="Gridarvor",
sub="Vox Grip",
ammo="Seraphicaller",
head="Convoker's Horn +1",
neck="Caller's Pendant",
lear="Summoning Earring",
rear="Andoaa Earring",
body="Glyphic Doublet +1",
hands="Glyphic Bracers +1",
lring="Thurundaut Ring",
rring="Evoker's Ring",
back= {name="Conveyance Cape", augments={'Summoning Magic Skill +5', 'Blood Pact Damage +4', 'Pet: Enmity +12'}}
waist="Lucidity Sash",
legs="Enticer's Pants",
})
-- When Avatar's Favori s active
sets.avatar.favor = set_combine(sets.avatar.perp,{
main="Gridarvor",
sub="Vox Grip",
ammo="Seraphicaller",
head="Beckoner's Horn +1",
neck="Caller's Pendant",
lear="Summoning Earring",
rear="Andoaa Earring",
body="Beckoner's Doublet +1",
hands="Asteria Mitts",
lring="Evoker's Ring",
rring="Fervor Ring",
back= {name="Conveyance Cape", augments={'Summoning Magic Skill +5', 'Blood Pact Damage +4', 'Pet: Enmity +12'}}
waist="Lucidity Sash",
legs="Beckoner's Spats +1",
feet="Beckoner's Pigaches"
})
----------------------------
-- Summoning Skill Related
-- Including all blood pacts
----------------------------
-- + Summoning Magic. This is a base set for max skill and blood pacts and we'll overwrite later as and when we need to
sets.avatar.skill = {
main= {name="Espiritus", augments={'Summoning Magic Skill +15', 'Pet: Magic Accuracy +30', 'Pet: Damage Taken -4%'}}
sub="Vox Grip",
ammo="Seraphicaller",
head="Convoker's Horn +1",
neck="Caller's Pendant",
lear="Summoning Earring",
rear="Andoaa Earring",
body="Beckoner's Doublet +1",
hands="Lammasu Mitts",
lring="Evoker's Ring",
rring="Fervor Ring",
back= {name="Conveyance Cape", augments={'Summoning Magic Skill +5', 'Blood Pact Damage +4', 'Pet: Enmity +12'}}
waist="Lucidity Sash",
legs="Beckoner's Spats +1",
feet="Nashira Crackows"
}
-------------------------
-- Individual Blood Pacts
-------------------------
-- Physical damage
sets.avatar.atk = set_combine(sets.avatar.skill,{
main="Gridarvor",
sub="Vox Grip",
ammo="Seraphicaller",
head="Psycloth Tiara",
neck="Sacrifice Torque",
lear="Rimeice Earring",
rear="Gelos Earring",
body="Convoker's Doublet +1",
hands="Apogee Mitts",
lring="Thurundaut Ring",
rring="Evoker's Ring",
back= {name="Conveyance Cape", augments={'Summoning Magic Skill +5', 'Blood Pact Damage +4', 'Pet: Enmity +12'}}
waist="Mujin Obi",
legs="Enticer's Pants",
feet="Glyphic Pigaches +1"
})
-- Magic Attack
sets.avatar.mab = set_combine(sets.avatar.skill,{
main={name="Espiritus", augments={'MP +50', 'Pet: "Magic Attack Bonus" +20', 'Pet: Magic Accuracy +20'}}
sub="Vox Grip",
ammo="Seraphicaller",
head="Psycloth Tiara",
neck="Eidolon Pendant +1",
lear="Gelos Earring",
rear="Andoaa Earring",
body="Shomonjijoe +1",
hands="Apogee Mitts",
lring="Thurundaut Ring",
rring="Evoker's Ring",
back= {name="Conveyance Cape", augments={'Summoning Magic Skill +5', 'Blood Pact Damage +4', 'Pet: Enmity +12'}}
waist="Caller's Sash",
legs="Helios Spats",
feet="Hagondes Sabots +1"
})
-- Hybrid
sets.avatar.hybrid = set_combine(sets.avatar.skill,{
main= {name="Espiritus", augments={'MP +50', 'Pet: "Magic Attack Bonus" +20', 'Pet: Magic Accuracy +20'}}
sub="Vox Grip",
ammo="Seraphicaller",
head="Psycloth Tiara",
neck="Eidolon Pendant +1",
lear="Gelos Earring",
rear="Rimeice Earring",
body="Shomonjijoe +1",
hands="Asteria Mitts",
lring="Fervor Ring",
rring="Thurundaut Ring",
back= {name="Conveyance Cape", augments={'Summoning Magic Skill +5', 'Blood Pact Damage +4', 'Pet: Enmity +12'}}
waist="Caller's Sash",
legs="Apogee Slacks",
feet="Psycloth Boots"
})
-- Magic Accuracy
sets.avatar.macc = set_combine(sets.avatar.skill,{
main= {name="Espiritus", augments={'Summoning Magic Skill +15', 'Pet: Magic Accuracy +30', 'Pet: Damage Taken -4%'}}
sub="Vox Grip",
ammo="Seraphicaller",
head="Convoker's Horn +1",
neck="Caller's Pendant",
lear="Andoaa Earring",
rear="Summoning Earring",
body="Beckoner's Doublet +1",
hands="Lammasu Mitts",
lring="Fervor Ring",
rring="Evoker's Ring",
back= {name="Conveyance Cape", augments={'Summoning Magic Skill +5', 'Blood Pact Damage +4', 'Pet: Enmity +12'}}
waist="Lucidity Sash",
legs="Enticer's Pants",
feet="Beckoner's Pigaches"
})
-- Buffs
sets.avatar.buff = set_combine(sets.avatar.skill,{
main= {name="Espiritus", augments={'Summoning Magic Skill +15', 'Pet: Magic Accuracy +30', 'Pet: Damage Taken -4%'}}
sub="Vox Grip",
ammo="Seraphicaller",
head="Convoker's Horn +1",
neck="Caller's Pendant",
lear="Andoaa Earring",
rear="Summoning Earring",
body="Beckoner's Doublet +1",
hands="Lammasu Mitts",
lring="Fervor Ring",
rring="Evoker's Ring",
back=
{name="Conveyance Cape", augments={'Summoning Magic Skill +5', 'Blood Pact Damage +4', 'Pet: Enmity +12'}}
waist="Lucidity Sash",
legs="Enticer's Pants",
feet="Beckoner's Pigaches"
})
-- Combat Related Sets
-- Melee
-- The melee set combines with perpetuation, because we don't want to be losing all our MP whilst we swing our Staff
-- Anything you equip here will overwrite the perpetuation/refresh in that slot.
sets.me.melee = set_combine(sets.avatar.perp,{
main="Gridarvor",
sub="Vox Grip",
ammo="Seraphicaller",
head="Convoker's Horn +1",
neck="Asperity Necklace",
lear="Zennaroi Earring",
rear="Steelflash Earring",
body="Beckoner's Doublet +1",
hands="Asteria Mitts",
lring="Ramuh Ring +1",
rring="Rajas Ring",
back= {name="Conveyance Cape", augments={'Summoning Magic Skill +5', 'Blood Pact Damage +4', 'Pet: Enmity +12'}}
waist="Chaac Belt",
legs="Enticer's Pants",
feet="Beckoner's Pigaches"
})
---------------
-- Casting Sets
---------------
sets.precast = {}
sets.midcast = {}
sets.aftercast = {}
----------
-- Precast
----------
-- Generic Casting Set that all others take off of. Here you should add all your fast cast
sets.precast.casting = {
main="Gridarvor",
sub="Vox Grip",
ammo="Sapience Orb",
head="Natirah Hat",
neck="Twilight Torque",
lear="Loquacious Earring",
rear="Eabani Earring",
body="Anhur Robe",
hands="Asteria Mitts",
lring="Prolix Ring",
rring="Defending Ring",
back="Swith Cape",
waist="Sailfi Belt",
legs="Lengo Trousers",
feet="Regal Pumps"
}
---------------------
-- Ability Precasting
---------------------
-- Blood Pact Ability Delay
sets.precast.bp = {
main= "{name="Espiritus", augments={'Summoning Magic Skill +15', 'Pet: Magic Accuracy +30', 'Pet: Damage Taken -4%'}}
sub="Vox Grip",
ammo="Seraphicaller",
head="Convoker's Horn +1",
neck="Caller's Pendant",
lear="Caller's Earring",
rear="Summoning Earring",
body="Glyphic Doublet +1",
hands="Glyphic Bracers +1",
lring="Evoker's Ring",
rring="Thurundaut Ring",
back= {name="Conveyance Cape", augments={'Summoning Magic Skill +2', 'Blood Pact Damage +3', 'Blood Pact Ability Delay II -2', 'Pet: Enmity +14'}}
waist="Lucidity Sash",
legs="Glyphic Spats +1",
feet="Glyphic Pigaches +1"
}
-- Mana Cede
sets.precast["Mana Cede"] = {
hands="Beckoner's Bracers",
}
-- Astral Flow
sets.precast["Astral Flow"] = {
head="Glyphic Horn +1",
}
-- Elemental Siphon, eg, Tatsumaki Thingies, Esper Stone, etc
sets.precast["Elemental Siphon"] = {
main="Keraunos",
sub="Vox Grip",
ammo="Esper Stone",
head="Telchine Cap",
neck="Caller's Pendant",
lear="Andoaa Earring",
rear="Summoning Earring",
body="Telchine Chasuble",
hands="Telchine Gloves",
lring="Fervor Ring",
rring="Evoker's Ring",
back= {name="Conveyance Cape", augments={'Summoning Magic Skill +5', 'Blood Pact Damage +4', 'Pet: Enmity +12'}}
waist="Lucidity Sash",
legs="Telchine Braconi",
feet="Beckoner's Pigaches"
}
----------
-- Midcast
----------
-- We handle the damage and etc. in Pet Midcast later
-- Whatever you want to equip mid-cast as a catch all for all spells, and we'll overwrite later for individual spells
sets.midcast.casting = {
main= {name="Espiritus", augments={'Summoning Magic Skill +15', 'Pet: Magic Accuracy +30', 'Pet: Damage Taken -4%'}}
sub="Vox Grip",
ammo="Seraphicaller",
head="Psycloth Tiara",
neck="Sacrifice Torque",
lear="Andoaa Earring",
rear="Gelos Earring",
body="Convoker's Doublet +1",
hands="Apogee Mitts",
lring="Fervor Ring",
rring="Thurundaut Ring",
back=
{name="Conveyance Cape", augments={'Summoning Magic Skill +5', 'Blood Pact Damage +4', 'Pet: Enmity +12'}}
waist="Mujin Obi",
legs="Apogee Slacks",
feet="Glyphic Pigaches +1"
}
------------
-- Aftercast
------------
-- I don't use aftercast sets, as we handle what to equip later depending on conditions using a function, eg, do we have an avatar out?
end
function precast(spell)
-- Don't swap if we're in the middle of something or our pet's doing something
-- Stops macro spam from interfering with an action GS is already handling
if midaction() or pet_midaction() then
return
end
-- If we're doing a blood pact, equip our delay set IF Apogee or Astral Conduit are not active
if (spell.type == 'BloodPactRage' or spell.type == 'BloodPactWard') and not (buffactive['Astral Conduit'] or buffactive['Apogee']) then
equip(sets.precast.bp)
elseif spell.type == 'SummonerPact' then
-- This chunk of code handles Elemental Siphon. It will look at the current day and weather and cancel the spell to summon
-- the right elemental. Your elemental siphon macro should summon a Dark Spirit to trigger this check
-- These use the included lists in global.lua to determine the right spirit to summon
if spell.name == 'Dark Spirit' then
if world.weather_element == 'Dark' then
-- Dark Weather is active, lets the spell go ahead and equips summoning precast
equip(sets.precast.summoning)
elseif world.weather_element ~= 'None' and spirit_conflict[world.day_element] ~= world.weather_element then
-- It's not dark weather but there is some weather up, cancels dark and summons the right spirit
cancel_spell()
send_command('input /ma "%s" <me>':format(spirit_element[world.weather_element]))
equip(sets.precast.summoning)
elseif world.day_element == 'Dark' then
-- It's darksday so allow the dark spirit to go ahead and equip summoning
equip(sets.precast.summoning)
else
-- There is no weather up and it's not darksday, so summon the current day's spirit
cancel_spell()
send_command('input /ma "%s" <me>':format(spirit_element[world.day_element]))
equip(sets.precast.summoning)
end
else
-- We're not summoning Dark Spirit, so we don't want to Siphon, which means we're summoning an avatar
equip(sets.precast.summoning)
end
-- Moving on to other types of magic
elseif spell.type == 'WhiteMagic' or spell.type == 'BlackMagic' then
-- Stoneskin Precast
if spell.name == 'Stoneskin' then
windower.ffxi.cancel_buff(37)--[[Cancels stoneskin, not delayed incase you get a Quick Cast]]
equip(sets.precast.stoneskin)
-- Cure Precast
elseif spell.name:match('Cure') or spell.name:match('Cura') then
equip(sets.precast.cure)
-- Enhancing Magic
elseif spell.skill == 'Enhancing Magic' then
equip(sets.precast.enhancing)
if spell.name == 'Sneak' then
windower.ffxi.cancel_buff(71)--[[Cancels Sneak]]
end
else
-- For everything else we go with max fastcast
equip(sets.precast.casting)
end
-- Summoner Abilities
-- We use a catch all here, if the set exists for an ability, use it
-- This way we don't need to write a load of different code for different abilities, just make a set
elseif sets.precast[spell.name] then
equip(sets.precast[spell.name])
end
end
function midcast(spell)
-- If our pet is doing something, prevents us swapping equipment too early
if pet_midaction() then
return
end
-- No need to annotate all this, it's fairly logical. Just equips the relevant sets for the relevant magic
if spell.type == 'WhiteMagic' or spell.type == 'BlackMagic' then
if spell.name == 'Stoneskin' then
equip(sets.midcast.stoneskin)
elseif spell.name:match('Cure') or spell.name:match('Cura') then
equip(sets.midcast.cure)
elseif spell.skill == 'Enhancing Magic' then
equip(sets.midcast.enhancing)
if spell.name:match('Protect') or spell.name:match('Shell') then
equip({rring="Sheltered Ring"})
end
else
equip(sets.midcast.casting)
end
elseif spell.name == 'Elemental Siphon' then
-- Siphon Set
equip(sets.midcast.siphon)
-- Checks if pet matches weather
if pet.element == world.weather_element then
equip(sets.midcast.siphon,{main="Chatoyant Staff"--[[Take advantage of the weather boost]]})
end
-- And our catch all, if a set exists for this spell use it
elseif sets.midcast[spell.name] then
equip(sets.midcast[spell.name])
-- Remember those WS Sets we defined? :)
elseif sets.me[spell.name] then
equip(sets.me[spell.name])
end
end
function aftercast(spell)
-- If our pet's doing something, Stop!
if pet_midaction() then
return
end
-- If not a blood pact or summon
if spell and (not spell.type or not string.find(spell.type,'BloodPact') and not AvatarList:contains(spell.name) or spell.interrupted) then
-- Then initiate idle function to check which set should be equipped
idle(pet)
end
end
function pet_midcast(spell)
-- Our pet is doing something
if spell.type=='BloodPactRage' then
-- We're going to check the lists in global.lua for matches and equip the relevant sets
if bp_physical:contains(spell.name) then
equip(sets.avatar.atk)
elseif bp_hybrid:contains(spell.name) then
equip(sets.avatar.hybrid)
if pet.name == 'Ifrit' then
equip({rring="Fervor Ring"})--[[Change rring to lring if you put Evoker's on your right hand]]
end
elseif bp_magical:contains(spell.name) then
equip(sets.avatar.mab)
if pet.name == 'Ifrit' then
equip({rring="Fervor Ring"})--[[Change rring to lring if you put Evoker's on your right hand]]
end
elseif bp_debuff:contains(spell.name) then
equip(sets.avatar.macc)
elseif bp_buff:contains(spell.name) then
equip(sets.avatar.buff)
elseif bp_other:contains(spell.name) then
equip(sets.avatar.other)
elseif spell.name == 'Perfect Defense' then
equip(sets.avatar.skill)
else
equip(sets.avatar.skill)
end
end
end
function pet_aftercast(spell)
-- Pet aftercast is simply a check for whether Conduit and Apogee are up, and then a call to our aftercast function
-- We have a variable called autobp that we set to true or false with commands to auto repeat BPs for us
if (buffactive['Apogee'] or buffactive['Astral Conduit']) and autobp then
send_command('input /pet "%s" <t>':format(spell.name))
return
end
idle(pet)
end
function idle(pet)
-- This function is called after every action, and handles which set to equip depending on what we're doing
-- We check if we're meleeing because we don't want to idle in melee gear when we're only engaged for trusts
if meleeing and player.status=='Engaged' then
-- We're both engaged and meleeing
equip(sets.me.melee)
elseif pet.isvalid then
-- We have a pet out but we're not meleeing, set the right idle set
equip(sets.avatar[mode])
else
-- We're not meleeing and we have no pet out
equip(sets.me.idle)
end
end
function status_change(new,old)
if new == 'Engaged' then
-- If we engage check our meleeing status
idle(pet)
elseif new=='Resting' then
-- We're resting
equip(sets.me.resting)
end
end
function pet_change(pet,gain)
-- When we summon or release an avatar
idle(pet)
end
function self_command(command)
local commandArgs = command
-- This command takes //gs c avatar mode, where mode is what you want, eg, tank, acc, melee, etc
if #commandArgs:split(' ') >= 2 then
commandArgs = T(commandArgs:split(' '))
if commandArgs[1] == 'avatar' then
if commandArgs[2] then
mode = tostring(commandArgs[2])
equip(sets.avatar[mode])
windower.add_to_chat(8,'----- Avatar set to '..mode..' mode! -----')
end
elseif commandArgs[1] == 'toggle' then
if commandArgs[2] == 'auto' then
-- //gs c toggle auto will toggle auto blood pacts on and off. Auto blood pact will make your GS repeat BPs under Apogee or Conduit
-- And by repeat I mean repeat. If Conduit is up, it will SPAM the BP until Conduit is down
if autobp then
autobp = false
windower.add_to_chat(8,'----- Auto BP mode Disabled -----')
else
autobp = true
windower.add_to_chat(8,'----- Auto BP mode Enabled -----')
end
elseif commandArgs[2] == 'melee' then
-- //gs c toggle melee will toggle melee mode on and off.
-- This basically locks the slots that will cause you to lose TP if changing them,
-- As well as equip your melee set if you're engaged
if meleeing then
meleeing = false
enable('main','sub','ranged')
windower.add_to_chat(8,'----- Weapons Unlocked, WILL LOSE TP -----')
idle(pet)
else
meleeing=true
disable('main','sub','ranged')
windower.add_to_chat(8,'----- Weapons Locked, WILL NOT LOSE TP -----')
idle(pet)
end
elseif commandArgs[2] == 'favor' then
-- //gs c toggle favor will toggle Favor mode on and off.
-- It won't automatically toggle, as some people like having favor active without the gear swaps for maximum effectiveness
-- You need to toggle prioritisation yourself
if favor then
favor = false
windower.add_to_chat(8,"----- Avatar's Favor Mode OFF -----")
else
favor = true
windower.add_to_chat(8,"----- Avatar's Favor Mode ON -----")
end
end
end
end
end
-- Required variables and their initial value
meleeing = false
autobp = false
favor = false
mode = "perp"
By Elizabet 2015-09-27 01:57:00
Bahamut.Seekerstar said: »Do I put the global file separately into data?
Sorry, I have like no idea what I'm doing.
I also keep getting yuck errors at about line 74 or so and I don't know why.
Since you put the global (which was a separate file) directly into your SMN.lua (that works too..) you just need to remove this line:
Code include('global.lua') -- Just a collection of functions that I use in all my GearSwaps. See below (after this code block)
Server: Bahamut
Game: FFXI
Posts: 879
By Bahamut.Seekerstar 2015-09-27 02:11:14
Thank you. Now to figure out why the errors crop up... something about line 82, wanting another "}" to close something, but I looked and tried putting a few in there.
I feel dumb, lol.
By Elizabet 2015-09-27 04:29:05
Probably something you messed up when entering your own sets :)
By Aeyela 2015-09-27 04:36:43
On line 82, you need a comma after your augmented capes
Code back= {name="Conveyance Cape", augments={'Summoning Magic Skill +5', 'Blood Pact Damage +4', 'Pet: Enmity +12'}},
Ragnarok.Boq
Server: Ragnarok
Game: FFXI
Posts: 31
By Ragnarok.Boq 2015-09-28 06:59:53
This is extremely appreciated, Aeyela. I've been using Mote's, and had trouble troubleshooting it due to not fully understanding its contents. Thanks!
By Zubis 2015-09-28 12:54:35
This a great Gearswap. I didn't think anything was wrong with Motes, but I switched to this and I'm noticing a 20% increase in damage at least on rapid Blood Pacts.
Server: Siren
Game: FFXI
Posts: 228
By Siren.Noxzema 2015-09-30 01:05:35
I've been a long time user of Motes, but this seems good so far. I just have a couple quick questions/comments, I spent a few hours playing around/ failing at google, with no luck yet.
Is there any way of making keybinds like mote had set up? It would be nice to just cycle through avatar modes vs a separate macro for each.
Also, how about adding different sets for melee? I'm not sure how to go about adding more sets with it being a toggle here.
And, finally, how do you change the priority of Favor? Unless I broke mine somehow, toggling doesn't seem to make a difference, it just maintains my perp set.
Btw you have "Conflag Strike" listed as "Conflagration Strike".
Thanks for this though, I especially like the auto bp function, Idk how many times I've used a couple Punches when spamming FC because my cursor decides to go to the top of the menu lol...
By Elizabet 2015-09-30 01:26:45
How do you change the priority of Favor? Unless I broke mine somehow, toggling doesn't seem to make a difference, it just maintains my perp set.
If you're having Beckoner's Horn in your Perp set, they are in essence the same thing.
If for example, in your perp set (or avatar tank mode set) your helm is a Selenian -10% DT... Then the toggle will make sure your Beckoner's Horn is there to priorise the favor bonus.
Is there any way of making keybinds like mote had set up? It would be nice to just cycle through avatar modes vs a separate macro for each.
Right now, his lua doesn't cycle for avatar modes, that can be changed of course.
look for this part: Code
if commandArgs[1] == 'avatar' then
if commandArgs[2] then
mode = tostring(commandArgs[2])
equip(sets.avatar[mode])
windower.add_to_chat(8,'----- Avatar set to '..mode..' mode! -----')
end
elseif commandArgs[1] == 'toggle' then
Replace with: Code
if commandArgs[1] == 'avatar' then
if commandArgs[2] then
mode = tostring(commandArgs[2])
if mode == 'mode' then
if savedMode == 'perp' then
mode = 'tank'
savedMode = 'tank'
elseif savedMode == 'tank' then
mode = 'melee'
savedMode = 'melee'
elseif savedMode == 'melee' then
mode = 'acc'
savedMode = 'acc'
elseif savedMode == 'acc' then
mode = 'perp'
savedMode = 'perp'
end
end
equip(sets.avatar[mode])
windower.add_to_chat(8,'----- Avatar set to '..mode..' mode! -----')
end
elseif commandArgs[1] == 'toggle' then
Then at the end of the file Code
-- Required variables and their initial value
meleeing = false
autobp = false
favor = false
mode = "perp"
Add in under mode = "perp":
then at the very top of the file as first line put this:
Code
windower.send_command('bind f9 gs c avatar mode')
Now f9 should cycle your avatar modes.
Hopefully that works.. EDIT: Tested on my end and it works flawlessly.
By Aeyela 2015-09-30 03:22:54
And, finally, how do you change the priority of Favor? Unless I broke mine somehow, toggling doesn't seem to make a difference, it just maintains my perp set.
I actually seem to have missed that out of the function that changes you to idle gear after every action. I've changed the OP, and here it is below too. Just replace the current idle function with this one. Thanks for noticing this!
Code function idle(pet)
-- This function is called after every action, and handles which set to equip depending on what we're doing
-- We check if we're meleeing because we don't want to idle in melee gear when we're only engaged for trusts
if favor then
-- Avatar's favor takes priority!
equip(sets.me.favor)
elseif meleeing and player.status=='Engaged' then
-- We're both engaged and meleeing
equip(sets.me.melee)
elseif pet.isvalid then
-- We have a pet out but we're not meleeing, set the right idle set
equip(sets.avatar[mode])
else
-- We're not meleeing and we have no pet out
equip(sets.me.idle)
end
end
Btw you have "Conflag Strike" listed as "Conflagration Strike".
And it weirdly still works, but I've changed it anyway. Cheers!
Server: Siren
Game: FFXI
Posts: 228
By Siren.Noxzema 2015-09-30 08:46:48
Thanks for the quick responses, I'll give it a shot after work today. It's odd that Conflagration was working for you, was 95% sure it put my skill set on.
Server: Siren
Game: FFXI
Posts: 228
By Siren.Noxzema 2015-09-30 18:46:37
You have sets.avatar.favor in the gearset section, but it's calling for sets.me.favor in the function section.
Fixed that and it all works perfectly. thanks again for the help.
Edit: Also, you're missing Impact from the BP list.
By jopa 2015-09-30 20:32:38
You need to change line 821 to Code if (spell.type == 'BloodPactRage' or spell.type == 'BloodPactWard') then in order for ward sets to work.
[+]
By Aeyela 2015-10-01 03:52:39
You need to change line 821 to Code if (spell.type == 'BloodPactRage' or spell.type == 'BloodPactWard') then in order for ward sets to work.
It works fine as it is. Are you having issues with it?
By jopa 2015-10-01 08:20:35
I was until I changed it to that.
By Aeyela 2015-10-01 17:00:32
I had a play with this this evening and indeed, you are right. That line should be changed. It took me awhile to replicate this issue but then I realised why. The sets inherit from the .skill set, which is what the Lua was equipping when no specified set was found for that specific Ward. As my gear is incredibly gimp compared to most people here I was not noticing, even with showswaps enabled, that it wasn't equipping the wards set.
Thanks for bringing this to my attention. I've changed the OP and I highly encourage anyone using this to change the following line in pet_midcast:
Code if spell.type=='BloodPactRage' then
To Jopa's fix:
Code if (spell.type == 'BloodPactRage' or spell.type == 'BloodPactWard') then
As this will guarantee that your correct sets equip for all pact types, rather than inheriting the base skill set.
Server: Siren
Game: FFXI
Posts: 228
By Siren.Noxzema 2015-10-03 18:53:57
Running well so far, except ran into another issue. When I'm in melee mode, I noticed that it won't return to the original set that I had on.
i.e it'll keep my BP rage, ws set etc on after I use it, instead of swapping back to my melee set, even after disengaging.
GitHub: Thanks to Elizabet for hosting this on GitHub
People have been having issues with Mote's SMN Gearswap recently. After lengthy conversations on the topic as well as going through his files, I believe the files themselves are to blame. Several people, evidently myself included, have not had issues with custom SMN Lua files. As a result, and due to several requests, I've decided to post my Lua to provide a viable alternative to Mote's. I make no elaborate claims that this is better (or worse, for that matter), I'm sharing purely so people can try it for themselves.
I give my personal guarantee that everything worked 100% at the time of posting, tested numerous times with Abyssea Revitalizers.
The inline comments should assist you in setting this up. You'll find it's much simpler than most SMN Luas. With no disrespect meant to people who have helped people out with Gear Swap, I find SMN Luas in particular to be way more complicated than they need to be, often containing dozens of lines of superfluous code.
What this Lua is:
Simple
Does not rely on lengthy includes or libraries, which will make it easier to trouble shoot should part of it not be working correctly at some point
Cut and paste ready. I've even taken the liberty of not adding gear so you can type yours in quicker
What this Lua is not:
Complicated
Nirvana ready. I don't and will never own a Nirvana so Aftermaths are moot to me. If enough people want this, I'm happy to add it though
The best of the bestest all others suck etc, judge for yourself
With that said, here we go. This comes in two files: firstly, global.lua, which contains a list of blood pacts and what not, as well as a couple of my own functions that I use in all my Lua files (like auto style lock, macro books, etc.) The second file is the lua file itself that you'll need to add your equipment to. Be sure to remove blank lines when you're done (ie, hands="".)
You can put the global.lua file contents at the start of your SMN.lua file if you prefer, that way you have no includes.
Global.lua:
Code function set_macros(sheet,book)
if book then
send_command('@input /macro book '..tostring(book)..';wait .1;input /macro set '..tostring(sheet))
return
end
send_command('@input /macro set '..tostring(sheet))
end
function set_style(sheet)
send_command('@input /lockstyleset '..sheet)
end
bp_physical=S{'Punch','Rock Throw','Barracuda Dive','Claw','Axe Kick','Shock Strike','Camisado','Regal Scratch','Poison Nails','Moonlit Charge','Crescent Fang','Rock Buster','Tail Whip','Double Punch','Megalith Throw','Double Slap','Eclipse Bite','Mountain Buster','Spinning Dive','Predator Claws','Rush','Chaotic Strike','Crag Throw','Volt Strike'}bp_hybrid=S{'Burning Strike','Flaming Crush'}bp_magical=S{'Inferno','Earthen Fury','Tidal Wave','Aerial Blast','Diamond Dust','Judgment Bolt','Searing Light','Howling Moon','Ruinous Omen','Fire II','Stone II','Water II','Aero II','Blizzard II','Thunder II','Thunderspark','Somnolence','Meteorite','Fire IV','Stone IV','Water IV','Aero IV','Blizzard IV','Thunder IV','Nether Blast','Meteor Strike','Geocrush','Grand Fall','Wind Blade','Heavenly Strike','Thunderstorm','Level ? Holy','Holy Mist','Lunar Bay','Night Terror','Conflag Strike'}bp_debuff=S{'Lunar Cry','Mewing Lullaby','Nightmare','Lunar Roar','Slowga','Ultimate Terror','Sleepga','Eerie Eye','Tidal Roar','Diamond Storm','Shock Squall','Pavor Nocturnus'}bp_buff=S{'Shining Ruby','Frost Armor','Rolling Thunder','Crimson Howl','Lightning Armor','Ecliptic Growl','Hastega','Noctoshield','Ecliptic Howl','Dream Shroud','Earthen Armor','Fleet Wind','Inferno Howl','Soothing Ruby','Heavenward Howl','Soothing Current','Hastega II','Crystal Blessing'}bp_other=S{'Healing Ruby','Raise II','Aerial Armor','Reraise II','Whispering Wind','Glittering Ruby','Earthen Ward','Spring Water','Healing Ruby II'} AvatarList=S{'Shiva','Ramuh','Garuda','Leviathan','Diabolos','Titan','Fenrir','Ifrit','Carbuncle','Fire Spirit','Air Spirit','Ice Spirit','Thunder Spirit','Light Spirit','Dark Spirit','Earth Spirit','Water Spirit','Cait Sith','Alexander','Odin','Atomos'}spirit_element={Fire='Fire Spirit',Earth='Earth Spirit',Water='Water Spirit',Wind='Air Spirit',Ice='Ice Spirit',Lightning='Thunder Spirit',Light='Light Spirit',Dark='Dark Spirit'}spirit_conflict={Fire='Ice',Earth='Lightning',Water='Fire',Wind='Earth',Ice='Wind',Lightning='Water',Light='Dark',Dark='Light'}
SMN.Lua:
Code include('global.lua') -- Just a collection of functions that I use in all my GearSwaps. See below (after this code block)
set_macros(1,2) -- Sheet, Book
function get_sets()
-- My formatting is very easy to follow. All sets that pertain to my character doing things are under 'me'.
-- All sets that are equipped to faciliate my avatar's behaviour or abilities are under 'avatar', eg, Perpetuation, Blood Pacts, etc
sets.me = {}
sets.avatar = {}
-- Your idle set when you DON'T have an avatar out
sets.me.idle = {
main="",
sub="",
ranged="",
ammo="",
head="",
neck="",
lear="",
rear="",
body="",
hands="",
lring="",
rring="",
back="",
waist="",
legs="",
feet=""
}
-- Your MP Recovered Whilst Resting Set
sets.me.resting = {
main="",
sub="",
ranged="",
ammo="",
head="",
neck="",
lear="",
rear="",
body="",
hands="",
lring="",
rring="",
back="",
waist="",
legs="",
feet=""
}
-----------------------
-- Perpetuation Related
-----------------------
-- Avatar's Out --
-- This is the base for all perpetuation scenarios, as seen below
sets.avatar.perp = {
main="",
sub="",
ranged="",
ammo="",
head="",
neck="",
lear="",
rear="",
body="",
hands="",
lring="",
rring="",
back="",
waist="",
legs="",
feet=""
}
-- The following sets base off of perpetuation, so you can consider them idle sets.
-- Set the relevant gear, bearing in mind it will overwrite the perpetuation item for that slot!
-- When we want our avatar to stay alive
sets.avatar.tank = set_combine(sets.avatar.perp,{
main="",
sub="",
ranged="",
ammo="",
head="",
neck="",
lear="",
rear="",
body="",
hands="",
lring="",
rring="",
back="",
waist="",
legs="",
feet=""
})
-- When we want our avatar to shred
sets.avatar.melee = set_combine(sets.avatar.perp,{
main="",
sub="",
ranged="",
ammo="",
head="",
neck="",
lear="",
rear="",
body="",
hands="",
lring="",
rring="",
back="",
waist="",
legs="",
feet=""
})
-- When we want our avatar to hit
sets.avatar.acc = set_combine(sets.avatar.perp,{
main="",
sub="",
ranged="",
ammo="",
head="",
neck="",
lear="",
rear="",
body="",
hands="",
lring="",
rring="",
back="",
waist="",
legs="",
feet=""
})
-- When Avatar's Favori s active
sets.avatar.favor = set_combine(sets.avatar.perp,{
main="",
sub="",
ranged="",
ammo="",
head="",
neck="",
lear="",
rear="",
body="",
hands="",
lring="",
rring="",
back="",
waist="",
legs="",
feet=""
})
----------------------------
-- Summoning Skill Related
-- Including all blood pacts
----------------------------
-- + Summoning Magic. This is a base set for max skill and blood pacts and we'll overwrite later as and when we need to
sets.avatar.skill = {
main="",
sub="",
ranged="",
ammo="",
head="",
neck="",
lear="",
rear="",
body="",
hands="",
lring="",
rring="",
back="",
waist="",
legs="",
feet=""
}
-------------------------
-- Individual Blood Pacts
-------------------------
-- Physical damage
sets.avatar.atk = set_combine(sets.avatar.skill,{
main="",
sub="",
ranged="",
ammo="",
head="",
neck="",
lear="",
rear="",
body="",
hands="",
lring="",
rring="",
back="",
waist="",
legs="",
feet=""
})
-- Magic Attack
sets.avatar.mab = set_combine(sets.avatar.skill,{
main="",
sub="",
ranged="",
ammo="",
head="",
neck="",
lear="",
rear="",
body="",
hands="",
lring="",
rring="",
back="",
waist="",
legs="",
feet=""
})
-- Hybrid
sets.avatar.hybrid = set_combine(sets.avatar.skill,{
main="",
sub="",
ranged="",
ammo="",
head="",
neck="",
lear="",
rear="",
body="",
hands="",
lring="",
rring="",
back="",
waist="",
legs="",
feet=""
})
-- Magic Accuracy
sets.avatar.macc = set_combine(sets.avatar.skill,{
main="",
sub="",
ranged="",
ammo="",
head="",
neck="",
lear="",
rear="",
body="",
hands="",
lring="",
rring="",
back="",
waist="",
legs="",
feet=""
})
-- Buffs
sets.avatar.buff = set_combine(sets.avatar.skill,{
main="",
sub="",
ranged="",
ammo="",
head="",
neck="",
lear="",
rear="",
body="",
hands="",
lring="",
rring="",
back="",
waist="",
legs="",
feet=""
})
-- Other
sets.avatar.other = set_combine(sets.avatar.skill,{
main="",
sub="",
ranged="",
ammo="",
head="",
neck="",
lear="",
rear="",
body="",
hands="",
lring="",
rring="",
back="",
waist="",
legs="",
feet=""
})
-- Combat Related Sets
-- Melee
-- The melee set combines with perpetuation, because we don't want to be losing all our MP whilst we swing our Staff
-- Anything you equip here will overwrite the perpetuation/refresh in that slot.
sets.me.melee = set_combine(sets.avatar.perp,{
main="",
sub="",
ranged="",
ammo="",
head="",
neck="",
lear="",
rear="",
body="",
hands="",
lring="",
rring="",
back="",
waist="",
legs="",
feet=""
})
-- Shattersoul. Weapon Skills do not work off perpetuation as it only stays equipped for a moment
sets.me["Shattersoul"] = {
main="",
sub="",
ranged="",
ammo="",
head="",
neck="",
lear="",
rear="",
body="",
hands="",
lring="",
rring="",
back="",
waist="",
legs="",
feet=""
}
sets.me["Garland of Bliss"] = {
main="",
sub="",
ranged="",
ammo="",
head="",
neck="",
lear="",
rear="",
body="",
hands="",
lring="",
rring="",
back="",
waist="",
legs="",
feet=""
}
-- Feel free to add new weapon skills, make sure you spell it the same as in game. These are the only two I ever use though
---------------
-- Casting Sets
---------------
sets.precast = {}
sets.midcast = {}
sets.aftercast = {}
----------
-- Precast
----------
-- Generic Casting Set that all others take off of. Here you should add all your fast cast
sets.precast.casting = {
main="",
sub="",
ranged="",
ammo="",
head="",
neck="",
lear="",
rear="",
body="",
hands="",
lring="",
rring="",
back="",
waist="",
legs="",
feet=""
}
-- Summoning Magic Cast time - gear
sets.precast.summoning = set_combine(sets.precast.casting,{
main="",
sub="",
ranged="",
ammo="",
head="",
neck="",
lear="",
rear="",
body="",
hands="",
lring="",
rring="",
back="",
waist="",
legs="",
feet=""
})
-- Enhancing Magic, eg. Siegal Sash, etc
sets.precast.enhancing = set_combine(sets.precast.casting,{
main="",
sub="",
ranged="",
ammo="",
head="",
neck="",
lear="",
rear="",
body="",
hands="",
lring="",
rring="",
back="",
waist="",
legs="",
feet=""
})
-- Stoneskin casting time -, works off of enhancing -
sets.precast.stoneskin = set_combine(sets.precast.enhancing,{
main="",
sub="",
ranged="",
ammo="",
head="",
neck="",
lear="",
rear="",
body="",
hands="",
lring="",
rring="",
back="",
waist="",
legs="",
feet=""
})
-- Curing Precast, Cure Spell Casting time -
sets.precast.cure = set_combine(sets.precast.casting,{
main="",
sub="",
ranged="",
ammo="",
head="",
neck="",
lear="",
rear="",
body="",
hands="",
lring="",
rring="",
back="",
waist="",
legs="",
feet=""
})
---------------------
-- Ability Precasting
---------------------
-- Blood Pact Ability Delay
sets.precast.bp = {
main="",
sub="",
ranged="",
ammo="",
head="",
neck="",
lear="",
rear="",
body="",
hands="",
lring="",
rring="",
back="",
waist="",
legs="",
feet=""
}
-- Mana Cede
sets.precast["Mana Cede"] = {
main="",
sub="",
ranged="",
ammo="",
head="",
neck="",
lear="",
rear="",
body="",
hands="",
lring="",
rring="",
back="",
waist="",
legs="",
feet=""
}
-- Astral Flow
sets.precast["Astral Flow"] = {
main="",
sub="",
ranged="",
ammo="",
head="",
neck="",
lear="",
rear="",
body="",
hands="",
lring="",
rring="",
back="",
waist="",
legs="",
feet=""
}
-- Elemental Siphon, eg, Tatsumaki Thingies, Esper Stone, etc
sets.precast.siphon = set_combine(sets.avatar.skill,{
main="",
sub="",
ranged="",
ammo="",
head="",
neck="",
lear="",
rear="",
body="",
hands="",
lring="",
rring="",
back="",
waist="",
legs="",
feet=""
})
----------
-- Midcast
----------
-- We handle the damage and etc. in Pet Midcast later
-- Whatever you want to equip mid-cast as a catch all for all spells, and we'll overwrite later for individual spells
sets.midcast.casting = {
main="",
sub="",
ranged="",
ammo="",
head="",
neck="",
lear="",
rear="",
body="",
hands="",
lring="",
rring="",
back="",
waist="",
legs="",
feet=""
}
-- Enhancing
sets.midcast.enhancing = set_combine(sets.midcast.casting,{
main="",
sub="",
ranged="",
ammo="",
head="",
neck="",
lear="",
rear="",
body="",
hands="",
lring="",
rring="",
back="",
waist="",
legs="",
feet=""
})
-- Stoneskin
sets.midcast.stoneskin = set_combine(sets.midcast.enhancing,{
main="",
sub="",
ranged="",
ammo="",
head="",
neck="",
lear="",
rear="",
body="",
hands="",
lring="",
rring="",
back="",
waist="",
legs="",
feet=""
})
-- Cure Potency
sets.midcast.cure = set_combine(sets.midcast.casting,{
main="",
sub="",
ranged="",
ammo="",
head="",
neck="",
lear="",
rear="",
body="",
hands="",
lring="",
rring="",
back="",
waist="",
legs="",
feet=""
})
------------
-- Aftercast
------------
-- I don't use aftercast sets, as we handle what to equip later depending on conditions using a function, eg, do we have an avatar out?
end
function precast(spell)
-- Don't swap if we're in the middle of something or our pet's doing something
-- Stops macro spam from interfering with an action GS is already handling
if midaction() or pet_midaction() then
return
end
-- If we're doing a blood pact, equip our delay set IF Apogee or Astral Conduit are not active
if (spell.type == 'BloodPactRage' or spell.type == 'BloodPactWard') and not (buffactive['Astral Conduit'] or buffactive['Apogee']) then
equip(sets.precast.bp)
elseif spell.type == 'SummonerPact' then
-- This chunk of code handles Elemental Siphon. It will look at the current day and weather and cancel the spell to summon
-- the right elemental. Your elemental siphon macro should summon a Dark Spirit to trigger this check
-- These use the included lists in global.lua to determine the right spirit to summon
if spell.name == 'Dark Spirit' then
if world.weather_element == 'Dark' then
-- Dark Weather is active, lets the spell go ahead and equips summoning precast
equip(sets.precast.summoning)
elseif world.weather_element ~= 'None' and spirit_conflict[world.day_element] ~= world.weather_element then
-- It's not dark weather but there is some weather up, cancels dark and summons the right spirit
cancel_spell()
send_command('input /ma "%s" <me>':format(spirit_element[world.weather_element]))
equip(sets.precast.summoning)
elseif world.day_element == 'Dark' then
-- It's darksday so allow the dark spirit to go ahead and equip summoning
equip(sets.precast.summoning)
else
-- There is no weather up and it's not darksday, so summon the current day's spirit
cancel_spell()
send_command('input /ma "%s" <me>':format(spirit_element[world.day_element]))
equip(sets.precast.summoning)
end
else
-- We're not summoning Dark Spirit, so we don't want to Siphon, which means we're summoning an avatar
equip(sets.precast.summoning)
end
-- Moving on to other types of magic
elseif spell.type == 'WhiteMagic' or spell.type == 'BlackMagic' then
-- Stoneskin Precast
if spell.name == 'Stoneskin' then
windower.ffxi.cancel_buff(37)--[[Cancels stoneskin, not delayed incase you get a Quick Cast]]
equip(sets.precast.stoneskin)
-- Cure Precast
elseif spell.name:match('Cure') or spell.name:match('Cura') then
equip(sets.precast.cure)
-- Enhancing Magic
elseif spell.skill == 'Enhancing Magic' then
equip(sets.precast.enhancing)
if spell.name == 'Sneak' then
windower.ffxi.cancel_buff(71)--[[Cancels Sneak]]
end
else
-- For everything else we go with max fastcast
equip(sets.precast.casting)
end
-- Summoner Abilities
-- We use a catch all here, if the set exists for an ability, use it
-- This way we don't need to write a load of different code for different abilities, just make a set
elseif sets.precast[spell.name] then
equip(sets.precast[spell.name])
end
end
function midcast(spell)
-- If our pet is doing something, prevents us swapping equipment too early
if pet_midaction() then
return
end
-- No need to annotate all this, it's fairly logical. Just equips the relevant sets for the relevant magic
if spell.type == 'WhiteMagic' or spell.type == 'BlackMagic' then
if spell.name == 'Stoneskin' then
equip(sets.midcast.stoneskin)
elseif spell.name:match('Cure') or spell.name:match('Cura') then
equip(sets.midcast.cure)
elseif spell.skill == 'Enhancing Magic' then
equip(sets.midcast.enhancing)
if spell.name:match('Protect') or spell.name:match('Shell') then
equip({rring="Sheltered Ring"})
end
else
equip(sets.midcast.casting)
end
elseif spell.name == 'Elemental Siphon' then
-- Siphon Set
equip(sets.precast.siphon)
-- Checks if pet matches weather
if pet.element == world.weather_element then
equip(sets.precast.siphon,{main="Chatoyant Staff"--[[Take advantage of the weather boost]]})
end
-- And our catch all, if a set exists for this spell use it
elseif sets.midcast[spell.name] then
equip(sets.midcast[spell.name])
-- Remember those WS Sets we defined? :)
elseif sets.me[spell.name] then
equip(sets.me[spell.name])
end
end
function aftercast(spell)
-- If our pet's doing something, Stop!
if pet_midaction() then
return
end
-- If not a blood pact or summon
if spell and (not spell.type or not string.find(spell.type,'BloodPact') and not AvatarList:contains(spell.name) or spell.interrupted) then
-- Then initiate idle function to check which set should be equipped
idle(pet)
end
end
function pet_midcast(spell)
-- Our pet is doing something
if (spell.type == 'BloodPactRage' or spell.type == 'BloodPactWard') then
-- We're going to check the lists in global.lua for matches and equip the relevant sets
if bp_physical:contains(spell.name) then
equip(sets.avatar.atk)
elseif bp_hybrid:contains(spell.name) then
equip(sets.avatar.hybrid)
if pet.name == 'Ifrit' then
equip({rring="Fervor Ring"})--[[Change rring to lring if you put Evoker's on your right hand]]
end
elseif bp_magical:contains(spell.name) then
equip(sets.avatar.mab)
if pet.name == 'Ifrit' then
equip({rring="Fervor Ring"})--[[Change rring to lring if you put Evoker's on your right hand]]
end
elseif bp_debuff:contains(spell.name) then
equip(sets.avatar.macc)
elseif bp_buff:contains(spell.name) then
equip(sets.avatar.buff)
elseif bp_other:contains(spell.name) then
equip(sets.avatar.other)
elseif spell.name == 'Perfect Defense' then
equip(sets.avatar.skill)
else
equip(sets.avatar.skill)
end
end
end
function pet_aftercast(spell)
-- Pet aftercast is simply a check for whether Conduit and Apogee are up, and then a call to our aftercast function
-- We have a variable called autobp that we set to true or false with commands to auto repeat BPs for us
if (buffactive['Apogee'] or buffactive['Astral Conduit']) and autobp then
send_command('input /pet "%s" <t>':format(spell.name))
return
end
idle(pet)
end
function idle(pet)
-- This function is called after every action, and handles which set to equip depending on what we're doing
-- We check if we're meleeing because we don't want to idle in melee gear when we're only engaged for trusts
if favor then
-- Avatar's favor takes priority!
equip(sets.avatar.favor)
elseif meleeing and player.status=='Engaged' then
-- We're both engaged and meleeing
equip(sets.me.melee)
elseif pet.isvalid then
-- We have a pet out but we're not meleeing, set the right idle set
equip(sets.avatar[mode])
else
-- We're not meleeing and we have no pet out
equip(sets.me.idle)
end
end
function status_change(new,old)
if new == 'Engaged' then
-- If we engage check our meleeing status
idle(pet)
elseif new=='Resting' then
-- We're resting
equip(sets.me.resting)
else
idle(pet)
end
end
function pet_change(pet,gain)
-- When we summon or release an avatar
idle(pet)
end
function self_command(command)
local commandArgs = command
-- This command takes //gs c avatar mode, where mode is what you want, eg, tank, acc, melee, etc
if #commandArgs:split(' ') >= 2 then
commandArgs = T(commandArgs:split(' '))
if commandArgs[1] == 'avatar' then
if commandArgs[2] then
mode = tostring(commandArgs[2])
equip(sets.avatar[mode])
windower.add_to_chat(8,'----- Avatar set to '..mode..' mode! -----')
end
elseif commandArgs[1] == 'toggle' then
if commandArgs[2] == 'auto' then
-- //gs c toggle auto will toggle auto blood pacts on and off. Auto blood pact will make your GS repeat BPs under Apogee or Conduit
-- And by repeat I mean repeat. If Conduit is up, it will SPAM the BP until Conduit is down
if autobp then
autobp = false
windower.add_to_chat(8,'----- Auto BP mode Disabled -----')
else
autobp = true
windower.add_to_chat(8,'----- Auto BP mode Enabled -----')
end
elseif commandArgs[2] == 'melee' then
-- //gs c toggle melee will toggle melee mode on and off.
-- This basically locks the slots that will cause you to lose TP if changing them,
-- As well as equip your melee set if you're engaged
if meleeing then
meleeing = false
enable('main','sub','ranged')
windower.add_to_chat(8,'----- Weapons Unlocked, WILL LOSE TP -----')
idle(pet)
else
meleeing=true
disable('main','sub','ranged')
windower.add_to_chat(8,'----- Weapons Locked, WILL NOT LOSE TP -----')
idle(pet)
end
elseif commandArgs[2] == 'favor' then
-- //gs c toggle favor will toggle Favor mode on and off.
-- It won't automatically toggle, as some people like having favor active without the gear swaps for maximum effectiveness
-- You need to toggle prioritisation yourself
if favor then
favor = false
windower.add_to_chat(8,"----- Avatar's Favor Mode OFF -----")
else
favor = true
windower.add_to_chat(8,"----- Avatar's Favor Mode ON -----")
end
end
end
end
end
-- Required variables and their initial value
meleeing = false
autobp = false
favor = false
mode = "perp"
Here's a run down on commands:
//gs c avatar [mode]
Replace [mode] with either: perp, tank, melee, acc to set your avatar's idling equipment to a particular setup. Perp is for maximum perp- and refresh, tank for tanking, melee for doing maximum physical damage and acc for accuracy.
//gs c toggle melee
This will toggle your character between melee mode. Initially set to false, enabling this will idle to your melee set when engaged as well as disable slots that changing items in would remove TP. With this turned off being engaged will not equip your melee gear, so you can stay engaged for the purposes of trusts whilst keeping your relevant perpetuation gear on.
//gs c toggle auto
Initially turned off, using this command will toggle auto blood pacts on Apogee and Conduit. By auto I literally mean auto. Using a blood pact with this on will use it again instantly if you have Apogee or Conduit up. If you have Conduit up, your character will spam abilities until you either toggle this off or Conduit drops.
//gs c toggle favor
Initially turned off, this command will toggle your character into favor prioritisation mode. This means that, with this on, Avatar's Favor set will override other idle sets, including melee. Using Avatar's Favor will not toggle this automatically. One particular problem with lots of Luas is this assumption is made, and most end users don't know how to disable it.
There are times and places we want maximum Favor power, and they are quite limited. You be the judge and set this yourself when you want it.
--
If you have any questions or problems, please reply and I'll try and help.
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