Gearswap Support Thread |
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Gearswap Support Thread
Of course, if you check the quote i made, i've got this problem some week ago and its was a gearswar version problem, so i suppose its same again. I had a similar problem with shiva`s Sleepga BP, turned out to be spellcast.
Question, on spellcast we're able to "//c4 name" in log. Are we able to "//c4 name" on Gearswap or anything similar to it?
Download the addon "shortcuts", it handles that portion of spellcast. When I first got gearswap I tried using spellcast to handle the // part, but it didn't seem to trigger the gearswap rules, not sure if that has been changed.
Hello, I'm currently just learning about GS so bare with me. I'm using Motes files, I've downloaded everything needed for it, include, mappings, globals etc and his BRD file. I've placed them all in the correct data folder and stuff. I also created the sidecar file name_brd_gear but for some reason it won't use my precast gear. My songs basically start and finish in midcast.songeffect gear.
I didn't change all the gear and I put nexus cape as midcast to test to see if i was correct or not. Also I don't own relic/emp range, would this conflict with the GS maybe? Code -- Setup vars that are user-dependent. Can override this function in a sidecar file. function user_setup() -- Options: Override default values options.CastingModes = {'Normal', 'Resistant'} options.OffenseModes = {'None', 'Normal'} options.DefenseModes = {'Normal'} options.WeaponskillModes = {'Normal'} options.IdleModes = {'Normal', 'PDT'} options.RestingModes = {'Normal'} options.PhysicalDefenseModes = {'PDT'} options.MagicalDefenseModes = {'MDT'} state.Defense.PhysicalMode = 'PDT' state.OffenseMode = 'None' brd_daggers = S{'Izhiikoh', 'Vanir Knife', 'Atoyac', 'Aphotic Kukri'} pick_tp_weapon() -- How many extra songs we can keep from Daurdabla info.DaurdablaSongs = 2 -- Whether to try to automatically use Daurdabla when an appropriate gap in current vs potential -- songs appears, and you haven't specifically changed state.DaurdablaMode. state.AutoDaurdabla = false -- Additional local binds send_command('bind ^` input /ma "Chocobo Mazurka" <me>') -- Default macro set/book set_macro_page(2, 3) end -- Called when this job file is unloaded (eg: job change) function file_unload() if binds_on_unload then binds_on_unload() end send_command('unbind ^`') end -- Define sets and vars used by this job file. function init_gear_sets() -------------------------------------- -- Start defining the sets -------------------------------------- -- Precast Sets -- Fast cast sets for spells sets.precast.FC = {head="Nahtirah Hat",ear2="Loquac. Earring", hands="Gendewitha Gages",ring1="Prolix Ring", back="Swith Cape",waist="Witful Belt",legs="Orvail Pants +1",feet="Chelona Boots +1"} sets.precast.FC.Cure = set_combine(sets.precast.FC, {body="Heka's Kalasiris"}) sets.precast.FC.EnhancingMagic = set_combine(sets.precast.FC, {waist="Siegel Sash"}) sets.precast.FC.BardSong = {head="Aoidos' Calot +2",neck="Aoidos' Matinee", ear1="Aoidos' Earring",ear2="Loquac. Earring",body="Sha'ir Manteel",hands="Schellenband", ring1="Prolix Ring",back="Swith Cape",waist="Witful Belt",legs="Gendewitha Spats",feet="Bokwus Boots"} sets.precast.FC.Daurdabla = set_combine(sets.precast.FC.BardSong, {range="Daurdabla"}) -- Precast sets to enhance JAs sets.precast.JA.Nightingale = {feet="Bard's Slippers +2"} sets.precast.JA.Troubadour = {body="Bard's Justaucorps +2"} sets.precast.JA['Soul Voice'] = {legs="Bard's Cannions +2"} -- Waltz set (chr and vit) sets.precast.Waltz = {range="Gjallarhorn", head="Nahtirah Hat", body="Gendewitha Bliaut",hands="Buremte Gloves", back="Refraction Cape",legs="Gendewitha Spats",feet="Gendewitha Galoshes"} -- Weaponskill sets -- Default set for any weaponskill that isn't any more specifically defined sets.precast.WS = {range="Gjallarhorn", head="Nahtirah Hat",neck="Asperity Necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring", body="Bard's Justaucorps +2",hands="Buremte Gloves",ring1="Rajas Ring",ring2="K'ayres Ring", back="Atheling Mantle",waist="Caudata Belt",legs="Gendewitha Spats",feet="Gendewitha Galoshes"} -- Specific weaponskill sets. Uses the base set if an appropriate WSMod version isn't found. sets.precast.WS['Evisceration'] = { head="Nahtirah Hat",neck="Asperity Necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring", body="Bard's Justaucorps +2",hands="Buremte Gloves",ring1="Rajas Ring",ring2="K'ayres Ring", back="Atheling Mantle",waist="Caudata Belt",legs="Gendewitha Spats",feet="Gendewitha Galoshes"} sets.precast.WS['Exenterator'] = { head="Nahtirah Hat",neck="Asperity Necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring", body="Bard's Justaucorps +2",hands="Buremte Gloves",ring1="Rajas Ring",ring2="K'ayres Ring", back="Atheling Mantle",waist="Caudata Belt",legs="Gendewitha Spats",feet="Gendewitha Galoshes"} sets.precast.WS['Mordant Rime'] = {range="Gjallarhorn", head="Nahtirah Hat",neck="Asperity Necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring", body="Bard's Justaucorps +2",hands="Buremte Gloves",ring1="Rajas Ring",ring2="K'ayres Ring", back="Atheling Mantle",waist="Caudata Belt",legs="Gendewitha Spats",feet="Gendewitha Galoshes"} -- Midcast Sets -- General set for recast times. sets.midcast.FastRecast = {range="Angel Lyre", head="Nahtirah Hat",ear2="Loquacious Earring", body="Vanir Cotehardie",hands="Gendewitha Gages",ring1="Prolix Ring", back="Swith Cape",waist="Goading Belt",legs="Gendewitha Spats",feet="Gendewitha Galoshes"} -- Gear to enhance certain classes of songs. No instruments added here since Gjallarhorn is being used. sets.midcast.Ballad = {legs="Aoidos' Rhing. +2",range="Crooner's Cithara"} sets.midcast.Lullaby = {hands="Brioso Cuffs",range="Pan's Horn"} sets.midcast.Madrigal = {head="Aoidos' Calot +2",range="Cantabank's Horn"} sets.midcast.March = {hands="Aoidos' Manchettes +2",range="Faerie Piccolo"} sets.midcast.Minuet = {body="Aoidos' Hongreline +2",range="Apollo's Flute"} sets.midcast.Minne = {} sets.midcast.Carol = {head="Aoidos' Calot +2", body="Aoidos' Hongreline +2",hands="Aoidos' Manchettes +2", legs="Aoidos' Rhing. +2",feet="Aoidos' Cothrn. +2"} sets.midcast["Sentinel's Scherzo"] = {feet="Aoidos' Cothrn. +2"} sets.midcast['Magic Finale'] = {neck="Wind Torque",waist="Corvax Sash",legs="Aoidos' Rhing. +2"} sets.midcast.Mazurka = {range="Daurdabla"} -- For song buffs (duration and AF3 set bonus) sets.midcast.SongEffect = {main="Legato Dagger",range="Gjallarhorn", head="Aoidos' Calot +2",neck="Aoidos' Matinee",ear2="Loquacious Earring", body="Aoidos' Hongreline +2",hands="Aoidos' Manchettes +2",ring1="Prolix Ring", back="Nexus Cape",waist="Corvax Sash",legs="Aoidos' Rhing. +2",feet="Aoidos' Cothrn. +2"} -- For song defbuffs (duration primary, accuracy secondary) sets.midcast.SongDebuff = {main="Legato Dagger",range="Gjallarhorn", head="Nahtirah Hat",neck="Aoidos' Matinee",ear1="Psystorm Earring",ear2="Lifestorm Earring", body="Brioso Justaucorps",hands="Aoidos' Manchettes +2",ring1="Prolix Ring",ring2="Sangoma Ring", back="Balladeer's Cape",waist="Goading Belt",legs="Marduk's Shalwar +1",feet="Brioso Slippers"} -- For song defbuffs (accuracy primary, duration secondary) sets.midcast.ResistantSongDebuff = {main="Izhiikoh",range="Gjallarhorn", head="Nahtirah Hat",neck="Barcarolle Medal",ear1="Psystorm Earring",ear2="Lifestorm Earring", body="Brioso Justaucorps",hands="Aoidos' Manchettes +2",ring1="Prolix Ring",ring2="Sangoma Ring", back="Balladeer's Cape",waist="Goading Belt",legs="Aoidos' Rhing. +2",feet="Bokwus Boots"} -- Song-specific recast reduction sets.midcast.SongRecast = {ear2="Loquacious Earring", ring1="Prolix Ring", back="Harmony Cape",waist="Corvax Sash",legs="Aoidos' Rhing. +2"} --sets.midcast.Daurdabla = set_combine(sets.midcast.FastRecast, sets.midcast.SongRecast, {range="Daurdabla"}) -- Cast spell with normal gear, except using Daurdabla instead sets.midcast.Daurdabla = {range="Daurdabla"} -- Dummy song with Daurdabla; minimize duration to make it easy to overwrite. sets.midcast.DaurdablaDummy = {main="Izhiikoh",range="Daurdabla", head="Nahtirah Hat",neck="Wind Torque",ear1="Psystorm Earring",ear2="Lifestorm Earring", body="Brioso Justaucorps",hands="Aoidos' Manchettes +2",ring1="Prolix Ring",ring2="Sangoma Ring", back="Swith Cape",waist="Goading Belt",legs="Gendewitha Spats",feet="Bokwus Boots"} -- Other general spells and classes. sets.midcast.Cure = {main="Arka IV",sub='Achaq Grip', head="Gendewitha Caubeen", body="Gendewitha Bliaut",hands="Bokwus Gloves",ring1="Ephedra Ring",ring2="Sirona's Ring", legs="Gendewitha Spats",feet="Gendewitha Galoshes"} sets.midcast.Stoneskin = { head="Nahtirah Hat", body="Gendewitha Bliaut",hands="Gendewitha Gages", legs="Gendewitha Spats",feet="Gendewitha Galoshes"} sets.midcast.Cursna = { neck="Malison Medallion", hands="Hieros Mittens",ring1="Ephedra Ring"} -- Sets to return to when not performing an action. -- Resting sets sets.resting = {main=gear.Staff.HMP, body="Gendewitha Bliaut", legs="Nares Trews",feet="Chelona Boots +1"} -- Idle sets (default idle set not needed since the other three are defined, but leaving for testing purposes) sets.idle = {main=gear.Staff.PDT, sub="Quire Grip",range="Oneiros Harp", head="Gendewitha Caubeen",neck="Wiglen Gorget",ear1="Bloodgem Earring",ear2="Loquacious Earring", body="Gendewitha Bliaut",hands="Gendewitha Gages",ring1="Paguroidea Ring",ring2="Sangoma Ring", back="Umbra Cape",waist="Flume Belt",legs="Nares Trews",feet="Aoidos' Cothurnes +2"} sets.idle.Town = {main=gear.Staff.PDT, sub="Quire Grip",range="Oneiros Harp", head="Gendewitha Caubeen",neck="Wiglen Gorget",ear1="Bloodgem Earring",ear2="Loquacious Earring", body="Gendewitha Bliaut",hands="Gendewitha Gages",ring1="Paguroidea Ring",ring2="Sangoma Ring", back="Umbra Cape",waist="Flume Belt",legs="Nares Trews",feet="Aoidos' Cothurnes +2"} sets.idle.Weak = {main=gear.Staff.PDT,sub="Quire Grip",range="Oneiros Harp", head="Gendewitha Caubeen",neck="Twilight Torque",ear1="Bloodgem Earring", body="Gendewitha Bliaut",hands="Gendewitha Gages",ring1="Dark Ring",ring2="Sangoma Ring", back="Umbra Cape",waist="Flume Belt",legs="Gendewitha Spats",feet="Gendewitha Galoshes"} -- Defense sets sets.defense.PDT = {main=gear.Staff.PDT,sub="Quire Grip", head="Gendewitha Caubeen",neck="Twilight Torque", body="Gendewitha Bliaut",hands="Gendewitha Gages",ring1='Dark Ring', back="Umbra Cape",waist="Flume Belt",legs="Gendewitha Spats",feet="Gendewitha Galoshes"} sets.defense.MDT = {main=gear.Staff.PDT,sub="Quire Grip", head="Nahtirah Hat",neck="Twilight Torque", body="Gendewitha Bliaut",hands="Gendewitha Gages",ring1='Dark Ring',ring2="Shadow Ring", back="Engulfer Cape",waist="Flume Belt",legs="Bokwus Slops",feet="Gendewitha Galoshes"} sets.Kiting = {feet="Aoidos' Cothurnes +2"} -- 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 -- Basic set for if no TP weapon is defined. sets.engaged = {range="Angel Lyre", head="Nahtirah Hat",neck="Asperity Necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring", body="Vanir Cotehardie",hands="Buremte Gloves",ring1="Rajas Ring",ring2="K'ayres Ring", back="Atheling Mantle",waist="Goading Belt",legs="Gendewitha Spats",feet="Gendewitha Galoshes"} -- Sets with weapons defined. sets.engaged.Dagger = {range="Angel Lyre", head="Nahtirah Hat",neck="Asperity Necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring", body="Vanir Cotehardie",hands="Buremte Gloves",ring1="Rajas Ring",ring2="K'ayres Ring", back="Atheling Mantle",waist="Goading Belt",legs="Gendewitha Spats",feet="Gendewitha Galoshes"} -- Set if dual-wielding sets.engaged.DualWield = {range="Angel Lyre", head="Nahtirah Hat",neck="Asperity Necklace",ear1="Dudgeon Earring",ear2="Heartseeker Earring", body="Vanir Cotehardie",hands="Buremte Gloves",ring1="Rajas Ring",ring2="K'ayres Ring", back="Atheling Mantle",waist="Goading Belt",legs="Gendewitha Spats",feet="Gendewitha Galoshes"} end Well I decided to try Bokura's BRD instead but to no avail, I'm getting the same again on precast it does not equip the Sha'ir Manteel and Schellenband. I'm just sitting in the equip menu and then type out a song to cast and it basically goes straight into midcast and that's all. If someone knows why it's happening would be really nice, since it's kinda annoying me now, lol. Thanks. As far as I know you cannot see the precast physically happen through the equip window. The way I would test would be something along the lines of putting your midcast gear for a certain slot(lets say hands) into your Mog Sack, then changing manually into something not part of your precast/aftercast sets. When you cast a song you should see it change your hands slot to the precast gear since it has nothing else to change to during the midcast phase. If this is the case, then trust that your precast is working.
Well don't I feel silly, lol. It works perfectly, just moved the gear into sack and left precast only on me and what do you know, I end up in precast gear. Thanks so much, it was really starting to annoy me cause I thought it was broke, lol.
So basically I'm using Mote's COR file, everything works fine except I can't get QD to fire for the life of me. I think I know what it is, but no matter how I change it I can't get it to work. Basically his lua has a bullet check in it for when you're low on ammo, but since he uses normal RA ammo and I want to use the Animikii Bullt I can't change the bullet count. I've tried 0 but it don't work, I've removed the 0 and it don't work either..
Line 51 and line 279-328 is where I find bullet checks. Code ------------------------------------------------------------------------------------------------------------------- -- Initialization function that defines sets and variables to be used. ------------------------------------------------------------------------------------------------------------------- -- IMPORTANT: Make sure to also get the Mote-Include.lua file to go with this. --[[ gs c toggle luzaf -- Toggles use of Luzaf Ring on and off Offense mode is melee or ranged. Used ranged offense mode if you are engaged for ranged weaponskills, but not actually meleeing. Acc on offense mode (which is intended for melee) will currently use .Acc weaponskill mode for both melee and ranged weaponskills. Need to fix that in core. --]] -- Initialization function for this job file. function get_sets() -- Load and initialize the include file. include('Mote-Include.lua') end -- Setup vars that are user-independent. function job_setup() -- Whether to use Luzaf's Ring state.LuzafRing = false state.warned = false define_roll_values() end -- Setup vars that are user-dependent. Can override this function in a sidecar file. function user_setup() -- Options: Override default values options.OffenseModes = {'Ranged', 'Melee', 'Acc'} options.RangedModes = {'Normal', 'Acc'} options.WeaponskillModes = {'Normal', 'Acc', 'Att', 'Mod'} options.CastingModes = {'Normal', 'Resistant'} options.IdleModes = {'Normal'} options.RestingModes = {'Normal'} options.PhysicalDefenseModes = {'PDT'} options.MagicalDefenseModes = {'MDT'} state.Defense.PhysicalMode = 'PDT' gear.RAbullet = "Adlivun Bullet" gear.WSbullet = "Adlivun Bullet" gear.MAbullet = "Bronze Bullet" gear.QDbullet = "Animikii Bullet" options.ammo_warning_limit = 0 -- Additional local binds -- Cor doesn't use hybrid defense mode; using that for ranged mode adjustments. send_command('bind ^f9 gs c cycle RangedMode') send_command('bind ^` input /ja "Double-up" <me>') send_command('bind !` input /ja "Bolter\'s Roll" <me>') -- Default macro set/book set_macro_page(1, 19) end -- Called when this job file is unloaded (eg: job change) function file_unload() if binds_on_unload then binds_on_unload() end send_command('unbind ^`') send_command('unbind !`') end -- Define sets and vars used by this job file. function init_gear_sets() -------------------------------------- -- Start defining the sets -------------------------------------- -- Precast Sets -- Precast sets to enhance JAs sets.precast.JA['Triple Shot'] = {body="Navarch's Frac +2"} sets.precast.JA['Snake Eye'] = {legs="Commodore Culottes +2"} sets.precast.JA['Wild Card'] = {feet="Commodore Bottes +2"} sets.precast.JA['Random Deal'] = {body="Commodore Frac"} sets.precast.CorsairRoll = {head="Commodore's Tricorne +2",hands="Navarch's Gants +2"} sets.precast.CorsairRoll["Caster's Roll"] = set_combine(sets.precast.CorsairRoll, {legs="Navarch's Culottes +2"}) sets.precast.CorsairRoll["Courser's Roll"] = set_combine(sets.precast.CorsairRoll, {feet="Navarch's Bottes +2"}) sets.precast.CorsairRoll["Blitzer's Roll"] = set_combine(sets.precast.CorsairRoll, {head="Navarch's Tricorne +2"}) sets.precast.CorsairRoll["Tactician's Roll"] = set_combine(sets.precast.CorsairRoll, {body="Navarch's Frac +2"}) sets.precast.CorsairRoll["Allies' Roll"] = set_combine(sets.precast.CorsairRoll, {hands="Navarch's Gants +2"}) sets.precast.LuzafRing = {ring2="Luzaf's Ring"} sets.precast.CorsairShot = {head="Blood Mask"} -- Waltz set (chr and vit) sets.precast.Waltz = { head="Whirlpool Mask", body="Iuitl Vest",hands="Iuitl Wristbands", legs="Nahtirah Trousers",feet="Iuitl Gaiters +1"} -- Don't need any special gear for Healing Waltz. sets.precast.Waltz['Healing Waltz'] = {} -- Fast cast sets for spells sets.precast.FC = {head="Haruspex Hat",ear2="Loquacious Earring",hands="Thaumas Gloves",ring1="Prolix Ring"} sets.precast.FC.Utsusemi = set_combine(sets.precast.FC, {neck="Magoraga Beads"}) sets.precast.RangedAttack = {ammo=gear.RAbullet, head="Navarch's Tricorne +2", body="Laksamana's Frac",hands="Iuitl Wristbands", back="Navarch's Mantle",waist="Impulse Belt",legs="Nahtirah Trousers",feet="Wurrukatte Boots"} -- Weaponskill sets -- Default set for any weaponskill that isn't any more specifically defined sets.precast.WS = { head="Whirlpool Mask",neck=gear.ElementalGorget,ear1="Bladeborn Earring",ear2="Steelflash Earring", body="Manibozho Jerkin",hands="Iuitl Wristbands",ring1="Rajas Ring",ring2="Epona's Ring", back="Atheling Mantle",waist=gear.ElementalBelt,legs="Manibozho Brais",feet="Iuitl Gaiters +1"} -- Specific weaponskill sets. Uses the base set if an appropriate WSMod version isn't found. sets.precast.WS['Evisceration'] = sets.precast.WS sets.precast.WS['Exenterator'] = set_combine(sets.precast.WS, {legs="Nahtirah Trousers"}) sets.precast.WS['Requiescat'] = set_combine(sets.precast.WS, {legs="Nahtirah Trousers"}) sets.precast.WS['Last Stand'] = {ammo=gear.WSbullet, head="Whirlpool Mask",neck=gear.ElementalGorget,ear1="Clearview Earring",ear2="Moonshade Earring", body="Laksamana's Frac",hands="Iuitl Wristbands",ring1="Rajas Ring",ring2="Stormsoul Ring", back="Terebellum Mantle",waist=gear.ElementalBelt,legs="Nahtirah Trousers",feet="Iuitl Gaiters +1"} sets.precast.WS['Last Stand'].Acc = {ammo=gear.WSbullet, head="Laksamana's Hat",neck=gear.ElementalGorget,ear1="Clearview Earring",ear2="Moonshade Earring", body="Laksamana's Frac",hands="Buremte Gloves",ring1="Hajduk Ring",ring2="Stormsoul Ring", back="Libeccio Mantle",waist=gear.ElementalBelt,legs="Thurandaut Tights +1",feet="Laksamana's Bottes"} sets.precast.WS['Wildfire'] = {ammo=gear.MAbullet, head="Thaumas Hat",neck="Stoicheion Medal",ear1="Friomisi Earring",ear2="Hecate's Earring", body="Manibozho Jerkin",hands="Iuitl Wristbands",ring1="Stormsoul Ring",ring2="Demon's Ring", back="Toro Cape",waist=gear.ElementalBelt,legs="Iuitl Tights",feet="Iuitl Gaiters +1"} sets.precast.WS['Wildfire'].Brew = {ammo=gear.MAbullet, head="Thaumas Hat",neck="Stoicheion Medal",ear1="Friomisi Earring",ear2="Hecate's Earring", body="Manibozho Jerkin",hands="Iuitl Wristbands",ring1="Stormsoul Ring",ring2="Demon's Ring", back="Toro Cape",waist=gear.ElementalBelt,legs="Iuitl Tights",feet="Iuitl Gaiters +1"} sets.precast.WS['Leaden Salute'] = sets.precast.WS['Wildfire'] -- Midcast Sets sets.midcast.FastRecast = { head="Whirlpool Mask", body="Iuitl Vest",hands="Iuitl Wristbands", legs="Manibozho Brais",feet="Iuitl Gaiters +1"} -- Specific spells sets.midcast.Utsusemi = sets.midcast.FastRecast sets.midcast.CorsairShot = {ammo=gear.QDbullet, head="Blood Mask",neck="Stoicheion Medal",ear1="Friomisi Earring",ear2="Hecate's Earring", body="Laksamana's Frac",hands="Schutzen Mittens",ring1="Hajduk Ring",ring2="Demon's Ring", back="Toro Cape",waist="Aquiline Belt",legs="Iuitl Tights",feet="Commodore Bottes +2"} sets.midcast.CorsairShot.Acc = {ammo=gear.QDbullet, head="Laksamana's Hat",neck="Stoicheion Medal",ear1="Lifestorm Earring",ear2="Psystorm Earring", body="Laksamana's Frac",hands="Schutzen Mittens",ring1="Stormsoul Ring",ring2="Sangoma Ring", back="Navarch's Mantle",waist="Aquiline Belt",legs="Iuitl Tights",feet="Iuitl Gaiters +1"} sets.midcast.CorsairShot['Light Shot'] = {ammo=gear.QDbullet, head="Laksamana's Hat",neck="Stoicheion Medal",ear1="Lifestorm Earring",ear2="Psystorm Earring", body="Laksamana's Frac",hands="Schutzen Mittens",ring1="Stormsoul Ring",ring2="Sangoma Ring", back="Navarch's Mantle",waist="Aquiline Belt",legs="Iuitl Tights",feet="Iuitl Gaiters +1"} sets.midcast.CorsairShot['Dark Shot'] = sets.midcast.CorsairShot['Light Shot'] -- Ranged gear sets.midcast.RangedAttack = {ammo=gear.RAbullet, head="Whirlpool Mask",neck="Ocachi Gorget",ear1="Clearview Earring",ear2="Volley Earring", body="Laksamana's Frac",hands="Iuitl Wristbands",ring1="Rajas Ring",ring2="Stormsoul Ring", back="Terebellum Mantle",waist="Commodore Belt",legs="Nahtirah Trousers",feet="Iuitl Gaiters +1"} sets.midcast.RangedAttack.Acc = {ammo=gear.RAbullet, head="Laksamana's Hat",neck="Huani Collar",ear1="Clearview Earring",ear2="Volley Earring", body="Laksamana's Frac",hands="Buremte Gloves",ring1="Hajduk Ring",ring2="Beeline Ring", back="Libeccio Mantle",waist="Commodore Belt",legs="Thurandaut Tights +1",feet="Laksamana's Bottes"} -- Sets to return to when not performing an action. -- Resting sets sets.resting = {neck="Wiglen Gorget",ring1="Sheltered Ring",ring2="Paguroidea Ring"} -- Idle sets sets.idle = {ammo=gear.RAbullet, head="Whirlpool Mask",neck="Wiglen Gorget",ear1="Clearview Earring",ear2="Volley Earring", body="Iuitl Vest",hands="Iuitl Wristbands",ring1="Sheltered Ring",ring2="Paguroidea Ring", back="Shadow Mantle",waist="Flume Belt",legs="Nahtirah Trousers",feet="Skadi's Jambeaux +1"} sets.idle.Town = {main="Surcouf's Jambiya",range="Eminent Gun",ammo=gear.RAbullet, head="Laksamana's Hat",neck="Wiglen Gorget",ear1="Clearview Earring",ear2="Volley Earring", body="Laksamana's Frac",hands="Iuitl Wristbands",ring1="Sheltered Ring",ring2="Paguroidea Ring", back="Shadow Mantle",waist="Flume Belt",legs="Nahtirah Trousers",feet="Skadi's Jambeaux +1"} -- Defense sets sets.defense.PDT = { head="Whirlpool Mask",neck="Twilight Torque",ear1="Clearview Earring",ear2="Volley Earring", body="Iuitl Vest",hands="Iuitl Wristbands",ring1="Dark Ring",ring2="Dark Ring", back="Shadow Mantle",waist="Flume Belt",legs="Nahtirah Trousers",feet="Iuitl Gaiters +1"} sets.defense.MDT = { head="Whirlpool Mask",neck="Twilight Torque",ear1="Clearview Earring",ear2="Volley Earring", body="Iuitl Vest",hands="Iuitl Wristbands",ring1="Dark Ring",ring2="Shadow Ring", back="Engulfer Cape",waist="Flume Belt",legs="Nahtirah Trousers",feet="Iuitl Gaiters +1"} sets.Kiting = {feet="Skadi's Jambeaux +1"} -- 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.Melee = {ammo=gear.RAbullet, head="Whirlpool Mask",neck="Asperity Necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring", body="Iuitl Vest",hands="Iuitl Wristbands",ring1="Rajas Ring",ring2="Epona's Ring", back="Atheling Mantle",waist="Windbuffet Belt",legs="Manibozho Brais",feet="Iuitl Gaiters +1"} sets.engaged.Acc = {ammo=gear.RAbullet, head="Whirlpool Mask",neck="Asperity Necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring", body="Iuitl Vest",hands="Iuitl Wristbands",ring1="Rajas Ring",ring2="Epona's Ring", back="Atheling Mantle",waist="Hurch'lan Sash",legs="Manibozho Brais",feet="Iuitl Gaiters +1"} sets.engaged.Melee.DW = {ammo=gear.RAbullet, head="Whirlpool Mask",neck="Asperity Necklace",ear1="Dudgeon Earring",ear2="Heartseeker Earring", body="Iuitl Vest",hands="Iuitl Wristbands",ring1="Rajas Ring",ring2="Epona's Ring", back="Atheling Mantle",waist="Windbuffet Belt",legs="Manibozho Brais",feet="Iuitl Gaiters +1"} sets.engaged.Acc.DW = {ammo=gear.RAbullet, head="Whirlpool Mask",neck="Asperity Necklace",ear1="Dudgeon Earring",ear2="Heartseeker Earring", body="Iuitl Vest",hands="Iuitl Wristbands",ring1="Rajas Ring",ring2="Epona's Ring", back="Atheling Mantle",waist="Hurch'lan Sash",legs="Manibozho Brais",feet="Iuitl Gaiters +1"} sets.engaged.Ranged = {ammo=gear.RAbullet, head="Whirlpool Mask",neck="Twilight Torque",ear1="Clearview Earring",ear2="Volley Earring", body="Iuitl Vest",hands="Iuitl Wristbands",ring1="Dark Ring",ring2="Dark Ring", back="Shadow Mantle",waist="Flume Belt",legs="Nahtirah Trousers",feet="Iuitl Gaiters +1"} end ------------------------------------------------------------------------------------------------------------------- -- Job-specific hooks that are called to process player actions at specific points in time. ------------------------------------------------------------------------------------------------------------------- -- Set eventArgs.handled to true if we don't want any automatic gear equipping to be done. -- Set eventArgs.useMidcastGear to true if we want midcast gear equipped on precast. function job_precast(spell, action, spellMap, eventArgs) -- bullet checks local check_bullet local check_bullet_count = 0 if spell.type == 'WeaponSkill' and bow_gun_weaponskills:contains(spell.english) then if spell.element == 'None' then -- physical weaponskills check_bullet = gear.WSbullet else -- magical weaponskills check_bullet = gear.MAbullet end elseif spell.type == 'CorsairShot' then check_bullet = gear.QDbullet elseif spell.action_type == 'Ranged Attack' then check_bullet = gear.RAbullet if buffactive['Triple Shot'] then check_bullet_count = 3 end end if check_bullet then if not player.inventory[check_bullet] then if spell.type == 'CorsairShot' and player.equipment.ammo ~= 'empty' then add_to_chat(104, 'No Quick Draw ammo left. Using what\'s currently equipped ('..player.equipment.ammo..').') else add_to_chat(104, 'No ammo available for that action.') eventArgs.cancel = true return end end if spell.type ~= 'CorsairShot' then if check_bullet == gear.QDbullet and player.inventory[check_bullet].count <= check_bullet_count then add_to_chat(104, 'No ammo will be left for Quick Draw. Cancelling.') eventArgs.cancel = true return end if player.inventory[check_bullet].count <= options.ammo_warning_limit and player.inventory[check_bullet].count > 1 and not state.warned then add_to_chat(104, '*****************************') add_to_chat(104, '***** LOW AMMO WARNING *****') add_to_chat(104, '*****************************') state.warned = true elseif player.inventory[check_bullet].count > options.ammo_warning_limit and state.warned then state.warned = false end end end -- gear sets if (spell.type == 'CorsairRoll' or spell.english == "Double-Up") and state.LuzafRing then equip(sets.precast.LuzafRing) elseif spell.type == 'CorsairShot' and state.CastingMode == 'Resistant' then classes.CustomClass = 'Acc' elseif spell.type == 'Waltz' then refine_waltz(spell, action, spellMap, eventArgs) end end -- Set eventArgs.handled to true if we don't want any automatic gear equipping to be done. function job_aftercast(spell, action, spellMap, eventArgs) if spell.type == 'CorsairRoll' and not spell.interrupted then display_roll_info(spell) end end ------------------------------------------------------------------------------------------------------------------- -- Customization hooks for idle and melee sets, after they've been automatically constructed. ------------------------------------------------------------------------------------------------------------------- -- Return a customized weaponskill mode to use for weaponskill sets. -- Don't return anything if you're not overriding the default value. function get_custom_wsmode(spell, action, spellMap) if buffactive['Transcendancy'] then return 'Brew' end end ------------------------------------------------------------------------------------------------------------------- -- General hooks for other events. ------------------------------------------------------------------------------------------------------------------- -- Called when the player's status changes. function job_status_change(newStatus, oldStatus, eventArgs) if newStatus == 'Engaged' and player.equipment.main == 'Chatoyant Staff' then state.OffenseMode = 'Ranged' end end -- 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) end ------------------------------------------------------------------------------------------------------------------- -- User code that supplements self-commands. ------------------------------------------------------------------------------------------------------------------- -- Called by the 'update' self-command, for common needs. -- Set eventArgs.handled to true if we don't want automatic equipping of gear. function job_update(cmdParams, eventArgs) if newStatus == 'Engaged' and player.equipment.main == 'Chatoyant Staff' then state.OffenseMode = 'Ranged' end end -- Job-specific toggles. function job_toggle(field) if field:lower() == 'luzaf' then state.LuzafRing = not state.LuzafRing return "Use of Luzaf Ring", state.LuzafRing end end -- Set eventArgs.handled to true if we don't want the automatic display to be run. function display_current_job_state(eventArgs) local defenseString = '' if state.Defense.Active then local defMode = state.Defense.PhysicalMode if state.Defense.Type == 'Magical' then defMode = state.Defense.MagicalMode end defenseString = 'Defense: '..state.Defense.Type..' '..defMode..', ' end local rollsize = 'Small' if state.LuzafRing then rollsize = 'Large' end local pcTarget = '' if state.PCTargetMode ~= 'default' then pcTarget = ', Target PC: '..state.PCTargetMode end local npcTarget = '' if state.SelectNPCTargets then pcTarget = ', Target NPCs' end add_to_chat(122,'Offense: '..state.OffenseMode..', Ranged: '..state.RangedMode..', WS: '..state.WeaponskillMode.. ', Quick Draw: '..state.CastingMode..', '..defenseString..'Kiting: '..on_off_names[state.Kiting].. ', Roll Size: '..rollsize..pcTarget..npcTarget) eventArgs.handled = true end ------------------------------------------------------------------------------------------------------------------- -- Utility functions specific to this job. ------------------------------------------------------------------------------------------------------------------- function define_roll_values() rolls = { ["Corsair's Roll"] = {lucky=5, unlucky=9, bonus="Experience Points"}, ["Ninja Roll"] = {lucky=4, unlucky=8, bonus="Evasion"}, ["Hunter's Roll"] = {lucky=4, unlucky=8, bonus="Accuracy"}, ["Chaos Roll"] = {lucky=4, unlucky=8, bonus="Attack"}, ["Magus's Roll"] = {lucky=2, unlucky=6, bonus="Magic Defense"}, ["Healer's Roll"] = {lucky=3, unlucky=7, bonus="Cure Potency Received"}, ["Puppet Roll"] = {lucky=4, unlucky=8, bonus="Pet Magic Accuracy/Attack"}, ["Choral Roll"] = {lucky=2, unlucky=6, bonus="Spell Interruption Rate"}, ["Monk's Roll"] = {lucky=3, unlucky=7, bonus="Subtle Blow"}, ["Beast Roll"] = {lucky=4, unlucky=8, bonus="Pet Attack"}, ["Samurai Roll"] = {lucky=2, unlucky=6, bonus="Store TP"}, ["Evoker's Roll"] = {lucky=5, unlucky=9, bonus="Refresh"}, ["Rogue's Roll"] = {lucky=5, unlucky=9, bonus="Critical Hit Rate"}, ["Warlock's Roll"] = {lucky=4, unlucky=8, bonus="Magic Accuracy"}, ["Fighter's Roll"] = {lucky=5, unlucky=9, bonus="Double Attack Rate"}, ["Drachen Roll"] = {lucky=3, unlucky=7, bonus="Pet Accuracy"}, ["Gallant's Roll"] = {lucky=3, unlucky=7, bonus="Defense"}, ["Wizard's Roll"] = {lucky=5, unlucky=9, bonus="Magic Attack"}, ["Dancer's Roll"] = {lucky=3, unlucky=7, bonus="Regen"}, ["Scholar's Roll"] = {lucky=2, unlucky=6, bonus="Conserve MP"}, ["Bolter's Roll"] = {lucky=3, unlucky=9, bonus="Movement Speed"}, ["Caster's Roll"] = {lucky=2, unlucky=7, bonus="Fast Cast"}, ["Courser's Roll"] = {lucky=3, unlucky=9, bonus="Snapshot"}, ["Blitzer's Roll"] = {lucky=4, unlucky=9, bonus="Attack Delay"}, ["Tactician's Roll"] = {lucky=5, unlucky=8, bonus="Regain"}, ["Allies's Roll"] = {lucky=3, unlucky=10, bonus="Skillchain Damage"}, ["Miser's Roll"] = {lucky=5, unlucky=7, bonus="Save TP"}, ["Companion's Roll"] = {lucky=2, unlucky=10, bonus="Pet Regain and Regen"}, ["Avenger's Roll"] = {lucky=4, unlucky=8, bonus="Counter Rate"}, } end function display_roll_info(spell) rollinfo = rolls[spell.english] local rollsize = 'Small' if state.LuzafRing then rollsize = 'Large' end if rollinfo then add_to_chat(104, spell.english..' provides a bonus to '..rollinfo.bonus..'. Roll size: '..rollsize) add_to_chat(104, 'Lucky roll is '..tostring(rollinfo.lucky)..', Unlucky roll is '..tostring(rollinfo.unlucky)..'.') end end Edit: Nvm I finally fixed it, I'm totally dumb. I have still a problem with mote include and mote rdm gearswap files with my sleepga ><
No hints ? Problem solve, was gearswap version \o/
Hello i need some help:
im trying to use Motente PLD GSfile but can not do the syntax for self-command on PDT and MDT its there somewhere a guide to make a GS file from zero? i do want to learn how to make my own files since Monte ones are so pro and im learning how to use GS Sorry for super noobie questions, just started checking out GS today ssooooooooo.
I started editing some files from this site (https://github.com/Kinematics/GearSwap-Jobs). There's different idle and defense sets, but I have no clue how to to toggle them, of if they somehow do it automatically. Also, how would I go about writing a rule to use Terras/Oneiros grip under 75% mp? Is there an easy way to write a rule for dia only so that it'll equip my th belt in the cast? Thanks~ Odin.Calipso said: » There's different idle and defense sets, but I have no clue how to to toggle them, of if they somehow do it automatically. Also, how would I go about writing a rule to use Terras/Oneiros grip under 75% mp? Is there an easy way to write a rule for dia only so that it'll equip my th belt in the cast? Idle modes can be cycled with CTRL+F12, if you have those(there are a few idles in each job but I believe those update themselves based on Town/Field/Weakness as opposed to actual toggling). Other cycles : F9=Cycle Offense Mode Ctrl F9=Cycle Defense Mode Alt F9=Cycle Weaponskill Mode F10=Equip PDT CTRL F10=cycle PDT mode(PDT, HP, etc) ALT F10=Toggle Kiting F11=MDT CTRL F11=Cycle Casting Mode Alt F11=set Dire casting mode(not sure what this means!) F12=echos what modes are currently cycled in CTRL F12=cycle Idle mode Atl F12=reset defense(I hit F10 to go into ohshit gear, I would hit Alt F12 to revert back to whatever my normal TP mode is) Keep in mind, you don't switch gear during weaponskills when defense is activated. As for Dia, making sets.midcast.Dia or sets.midcast['Dia III'] under your midcasts would probably do the trick, I'm not 100% sure the hierarchy Mote uses but if spell.english is a pretty big staple of most GearSwaps, and he has a Dia midcast in the RDM file for relic hat and such, so I imagine it would work in other jobs. As for Oneiros, player.mpp is the command for MP% check. I would make an additional aftercast set for your Onerios/Terra, then just stick if player.mpp<75 then equip(sets.Idle.Onerios) else equip(sets.Idle.NotOnerios) in your aftercast function...however with a Mote file I can't really say where you would put that. Thanks, I got the Oneiros stuff to work, and it seems like all my other whm stuff is working well.
Editing up the brd one now... how would you go about editing in Magian damage staves for different songs? :/(I use them instead of Felibres b/c they have 14% casting time opposed to 6%) OMG Motente you are awesome like how GD work whit FKeys
Thx Inference for that info i was all lost. Odin.Calipso said: » Thanks, I got the Oneiros stuff to work, and it seems like all my other whm stuff is working well. Editing up the brd one now... how would you go about editing in Magian damage staves for different songs? :/(I use them instead of Felibres b/c they have 14% casting time opposed to 6%) Code -- Gear to enhance certain classes of songs. No instruments added here since Gjallarhorn is being used. sets.midcast.Ballad = {legs="Aoidos' Rhing. +2", range="Crooner's Cithara"} sets.midcast.Lullaby = {hands="Brioso Cuffs"} sets.midcast.Madrigal = {head="Aoidos' Calot +2"} sets.midcast.March = {hands="Aoidos' Manchettes +2", range="Faerie Piccolo"} sets.midcast.Minuet = {body="Aoidos' Hongreline +2", range="Apollo's Flute"} sets.midcast.Minne = {} sets.midcast.Carol = {head="Aoidos' Calot +2", body="Aoidos' Hongreline +2",hands="Aoidos' Manchettes +2", legs="Aoidos' Rhing. +2",feet="Aoidos' Cothrn. +2"} sets.midcast["Sentinel's Scherzo"] = {feet="Aoidos' Cothrn. +2"} sets.midcast['Magic Finale'] = {neck="Wind Torque",waist="Corvax Sash",legs="Aoidos' Rhing. +2"} Find that section of the lua, and add your staves inside the {} Then delete the Main from the pre and midcast sets: Code sets.precast.FC.BardSong = {main="Felibre's Dague",range="Gjallarhorn", head="Aoidos' Calot +1",neck="Aoidos' Matinee",ear1="Aoidos' Earring",ear2="Loquac. Earring", body="Praeco Doublet",hands="Gendewitha Gages", back="Swith Cape",waist="Aoidos' Belt",legs="Gendewitha Spats",feet="Bokwus Boots"} -- For song buffs (duration and AF3 set bonus) sets.midcast.SongEffect = {main="Legato Dagger", head="Aoidos' Calot +1",neck="Aoidos' Matinee",ear2="Loquacious Earring", body="Aoidos' Hngrln. +2",hands="Gendewitha Gages", back="Oretania's Cape",waist="Aoidos' Belt",legs="Gendewitha Spats",feet="Bihu Slippers"} Ignore my gimp Brd Mule stuff, lol. Whats the change spell command for Gearswap IE
I want to Change Cure3 to Curaga3 etc? Thanks cancel_spell()
send_command('curaga3 '..spell.target) I need a bit of help concerning a GS for rng.
it is originally from http://pastebin.com/u/KBeezie, and ive been modifying it for my needs. when i try to load it i get the error: /rng_gear.lua:83: attempt to index field 'precast' (a nil value) Code sets.precast.WS = set_combine(sets.midcast.RangedAttack, {head="orion beret+1",hands="orion Bracers +1", ear1="Flame pearl",ear2="moonshade earring",ring1="pyrosoul ring",waist="Pipilaka belt", neck="Ocachi gorget"}) sets.precast.WS['Last Stand'] = set_combine(sets.precast.WS, { neck="light gorget",waist="flame belt",ear1="moonshade earring",ear2="Clearview earring",ring1="solemn Ring", ring2="rajas ring"}) sets.precast.WS['Last Stand'].acc= set_combine(set.precast.WS, { neck="light gorget", Waist="flame belt", legs="orion braccae",ring1="hajduk ring",ring2="hajduk ring"}) sets.precast.WS['Coronach'] = set_combine(set.precast.ws, {ear2="clearview earring"}) sets.precast.WS['Coronach'].Acc = set_combine(set.precast.ws['Coronach'], { ring1="hajduk ring", ring2="hajduk ring", neck="breeze gorget",waist="breeze belt", legs="orion Braccae"}) sets.precast.WS['Jishnus Radiance'] = set_combine(set.precast.ws, {neck="light gorget", waist="flame belt"}) Sets.precast.WS['Jishnus Radiance'] = set_combine(set.precast.ws, { neck="light gorget", waist="flame belt",ring1="hajduk ring",ring2="hajduk ring",legs="orion Braccae"}) set.precast.ws['Namas Arrow'] = set_combine(set.precast.ws, {ear2="clearview earring"}) set.precast.ws['Namas Arrow'] = set_combine(set.precast.ws, {ear2="clearview earring", neck="light gorget", waist="flame belt", ring1="hajduk ring", ring2"hajduk ring", legs="orion braccae"}) I am fairly new to gear swap and im not sure where im going wrong here. Fenrir.Greever said: » I need a bit of help concerning a GS for rng. it is originally from http://pastebin.com/u/KBeezie, and ive been modifying it for my needs. when i try to load it i get the error: /rng_gear.lua:83: attempt to index field 'precast' (a nil value) Code sets.precast.WS = set_combine(sets.midcast.RangedAttack, {head="orion beret+1",hands="orion Bracers +1", ear1="Flame pearl",ear2="moonshade earring",ring1="pyrosoul ring",waist="Pipilaka belt", neck="Ocachi gorget"}) sets.precast.WS['Last Stand'] = set_combine(sets.precast.WS, { neck="light gorget",waist="flame belt",ear1="moonshade earring",ear2="Clearview earring",ring1="solemn Ring", ring2="rajas ring"}) sets.precast.WS['Last Stand'].acc= set_combine(set.precast.WS, { neck="light gorget", Waist="flame belt", legs="orion braccae",ring1="hajduk ring",ring2="hajduk ring"}) sets.precast.WS['Coronach'] = set_combine(set.precast.ws, {ear2="clearview earring"}) sets.precast.WS['Coronach'].Acc = set_combine(set.precast.ws['Coronach'], { ring1="hajduk ring", ring2="hajduk ring", neck="breeze gorget",waist="breeze belt", legs="orion Braccae"}) sets.precast.WS['Jishnus Radiance'] = set_combine(set.precast.ws, {neck="light gorget", waist="flame belt"}) Sets.precast.WS['Jishnus Radiance'] = set_combine(set.precast.ws, { neck="light gorget", waist="flame belt",ring1="hajduk ring",ring2="hajduk ring",legs="orion Braccae"}) set.precast.ws['Namas Arrow'] = set_combine(set.precast.ws, {ear2="clearview earring"}) set.precast.ws['Namas Arrow'] = set_combine(set.precast.ws, {ear2="clearview earring", neck="light gorget", waist="flame belt", ring1="hajduk ring", ring2"hajduk ring", legs="orion braccae"}) I am fairly new to gear swap and im not sure where im going wrong here. You have several inconsistencies in your naming convention. For example, you have this. sets.precast.WS, and sets.precast.ws I also see. sets.precast.WS['Coronach'].Acc and sets.precast.WS['Last Stand'].acc Table names are case sensitive. HTH This error means that it's trying to add an element to a table that doesn't exist. You'll need to instantiate the precast table first. You can just add
sets.precast = {} anywhere before those sets. Post your entire lua file. Error is on line 83 and likely others as mentioned above.
oh ok. didnt know it was case sensitive. Guess im too used to spellcast lol.
Thank you, Ill try that right now ok that didnt work. I added the sets.precast={} and now its giving the same error except replace precast with WS
here is the entire file Code function init_gear_sets() -- Overriding Global Defaults for this job -- gear.Staff = {} no need to set this, it's already set gear.Staff.PDT = "" gear.default.weaponskill_neck = "" gear.default.weaponskill_waist = "" -- List of ammunition that should only be used under unlimited shot U_Shot_Ammo = S{'Achiyal. Arrow','Achiyal. Bullet'} -- Simply add a line of DefaultAmmo["Weapon"] = "Ammo Name" DefaultAmmo = {} DefaultAmmo["Yoichinoyumi"] = "Achiyal. Arrow" DefaultAmmo["Annihilator"] = "Achiyal. Bullet" add_to_chat(123,'sidecar load') -- Default macro set/book set_macro_page(5,1) -- Options: Override default values options.OffenseModes = {'Normal', 'Acc', 'TP'} options.RangedModes = {'Normal', 'Acc', 'TP', 'TPAcc'} options.DefenseModes = {'Normal', 'PDT'} options.WeaponskillModes = {'Normal', 'Acc'} options.PhysicalDefenseModes = {'PDT'} options.MagicalDefenseModes = {'MDT'} state.Defense.PhysicalMode = 'PDT' -- Misc. Job Ability precasts sets.precast.Step = {ear2=""} sets.precast.JA['Bounty Shot'] = {hands="Sylvan Glovelettes +2"} sets.precast.JA['Scavenge'] = {feet="Orion Socks +1"} sets.precast.JA['Sharpshot'] = {legs="orion braccae"} sets.precast.JA['double shot'] = {head="Sylvan Gapette +2"} -- Idle Set (My 'base') sets.idle = { head="Arcadian Beret",neck="Twilight Torque",ear1="Volley Earring",ear2="Clearview Earring", body="Sylvan Caban +2",hands="Sigyn's Bazubands",ring1="Dark Ring",ring2="Dark Ring", back="Shadow Mantle",waist="Scout's Belt",legs="Sylvan Bragues +2",feet="Fajin Boots"} -- Engaged sets sets.engaged = set_combine(sets.idle, { head="Whirlpool mask",Body="Thaumas Coat",hands="manibozho gloves",neck="Asperity Necklace",ear1="Steelflash Earring",ear2="Bladeborn Earring", ring1="Epona's ring",ring2="Rajas Ring",back="Atheling Mantle",legs="manibozho Brais",waist="Windbuffet Belt",feet="manibozho Boots"}) sets.engaged.Acc = set_combine(sets.engaged, { neck="peacock charm", back="Attacker's mantle"}) sets.engaged.TP = set_combine(sets.engaged, { }) -- Ranged Attack sets.precast.RangedAttack = set_combine(sets.idle, { head="Sylvan Gapette +2", body="Sylvan Caban +2",hands="Iuitl Wristbands", waist="Impulse Belt",pants="Nahtirah Trousers",feet="Wurrukatte Boots"}) sets.midcast.RangedAttack = set_combine(sets.idle, { head="Arcadian Beret",neck="Ocachi Gorget", Body="Orion Jerkin +1", hands="Sigyn's Bazubands",ring1="Paqichikaji ring",ring2="Rajas Ring", back="Lutian Cape",waist="Scout's Belt",legs="Nahtirah Trousers",feet="orion socks +1"}) sets.midcast.RangedAttack.Acc = set_combine(sets.midcast.RangedAttack, { neck="peacock Charm", ring1="Hajduk Ring",ring2="hajduk ring", pants="Orion Braccae"}) sets.midcast.RangedAttack.TP = set_combine(sets.midcast.RangedAttack, { head="Scout's Beret +2",back="Sylvan Chlamys"}) sets.midcast.RangedAttack.TPAcc = set_combine(sets.midcast.RangedAttack.acc, { head="Scout's Beret +2"}) -- Weaponskill sets sets.precast.WS = set_combine(sets.midcast.RangedAttack, {head="orion beret+1",hands="orion Bracers +1", ear1="Flame pearl",ear2="moonshade earring",ring1="pyrosoul ring",waist="Pipilaka belt", neck="Ocachi gorget"}) sets.precast={} sets.precast.WS['Last Stand'] = set_combine(sets.precast.WS, {neck="light gorget",waist="flame belt",ear1="moonshade earring",ear2="Clearview earring",ring1="solemn Ring", ring2="rajas ring"}) sets.precast.WS['Last Stand'].Acc= set_combine(set.precast.WS['Last Stand'], {neck="light gorget", Waist="flame belt", legs="orion braccae",ring1="hajduk ring",ring2="hajduk ring"}) sets.precast.WS['Coronach'] = set_combine(set.precast.WS, {ear2="clearview earring"}) sets.precast.WS['Coronach'].Acc = set_combine(set.precast.WS, {ring1="hajduk ring", ring2="hajduk ring", neck="breeze gorget",waist="breeze belt", legs="orion Braccae"}) sets.precast.WS['Jishnus Radiance'] = set_combine(set.precast.WS, {neck="light gorget", waist="flame belt"}) Sets.precast.WS['Jishnus Radiance'] = set_combine(set.precast.WS, {neck="light gorget", waist="flame belt",ring1="hajduk ring",ring2="hajduk ring",legs="orion Braccae"}) set.precast.WS['Namas Arrow'] = set_combine(set.precast.WS, {ear2="clearview earring"}) set.precast.WS['Namas Arrow'].Acc = set_combine(set.precast.WS, {ear2="clearview earring", neck="light gorget", waist="flame belt", ring1="hajduk ring", ring2"hajduk ring", legs="orion braccae"}) -- Resting sets sets.resting = {} -- Defense sets sets.defense.PDT = set_combine(sets.idle, {}) sets.defense.MDT = set_combine(sets.idle, {}) sets.Kiting = {feet="Fajin Boots"} -- Barrage Set sets.BarrageMid = set_combine(sets.midcast.RangedAttack.Acc, { hands="Orion Bracers",legs="Desultor Tassets"}) end function file_unload() -- If you need any custom unload for this job/user end *edit* If i delete all of the WS code from line 83 to 102 the file works. *edit2* after some trial and error, i found that line 86 will work and allow the file to load, but every other ws line will give me the error. Fenrir.Greever said: » ok that didnt work. I added the sets.precast={} and now its giving the same error except replace precast with WS here is the entire file Code function init_gear_sets() -- Overriding Global Defaults for this job -- gear.Staff = {} no need to set this, it's already set gear.Staff.PDT = "" gear.default.weaponskill_neck = "" gear.default.weaponskill_waist = "" -- List of ammunition that should only be used under unlimited shot U_Shot_Ammo = S{'Achiyal. Arrow','Achiyal. Bullet'} -- Simply add a line of DefaultAmmo["Weapon"] = "Ammo Name" DefaultAmmo = {} DefaultAmmo["Yoichinoyumi"] = "Achiyal. Arrow" DefaultAmmo["Annihilator"] = "Achiyal. Bullet" add_to_chat(123,'sidecar load') -- Default macro set/book set_macro_page(5,1) -- Options: Override default values options.OffenseModes = {'Normal', 'Acc', 'TP'} options.RangedModes = {'Normal', 'Acc', 'TP', 'TPAcc'} options.DefenseModes = {'Normal', 'PDT'} options.WeaponskillModes = {'Normal', 'Acc'} options.PhysicalDefenseModes = {'PDT'} options.MagicalDefenseModes = {'MDT'} state.Defense.PhysicalMode = 'PDT' -- Misc. Job Ability precasts sets.precast.Step = {ear2=""} sets.precast.JA['Bounty Shot'] = {hands="Sylvan Glovelettes +2"} sets.precast.JA['Scavenge'] = {feet="Orion Socks +1"} sets.precast.JA['Sharpshot'] = {legs="orion braccae"} sets.precast.JA['double shot'] = {head="Sylvan Gapette +2"} -- Idle Set (My 'base') sets.idle = { head="Arcadian Beret",neck="Twilight Torque",ear1="Volley Earring",ear2="Clearview Earring", body="Sylvan Caban +2",hands="Sigyn's Bazubands",ring1="Dark Ring",ring2="Dark Ring", back="Shadow Mantle",waist="Scout's Belt",legs="Sylvan Bragues +2",feet="Fajin Boots"} -- Engaged sets sets.engaged = set_combine(sets.idle, { head="Whirlpool mask",Body="Thaumas Coat",hands="manibozho gloves",neck="Asperity Necklace",ear1="Steelflash Earring",ear2="Bladeborn Earring", ring1="Epona's ring",ring2="Rajas Ring",back="Atheling Mantle",legs="manibozho Brais",waist="Windbuffet Belt",feet="manibozho Boots"}) sets.engaged.Acc = set_combine(sets.engaged, { neck="peacock charm", back="Attacker's mantle"}) sets.engaged.TP = set_combine(sets.engaged, { }) -- Ranged Attack sets.precast.RangedAttack = set_combine(sets.idle, { head="Sylvan Gapette +2", body="Sylvan Caban +2",hands="Iuitl Wristbands", waist="Impulse Belt",pants="Nahtirah Trousers",feet="Wurrukatte Boots"}) sets.midcast.RangedAttack = set_combine(sets.idle, { head="Arcadian Beret",neck="Ocachi Gorget", Body="Orion Jerkin +1", hands="Sigyn's Bazubands",ring1="Paqichikaji ring",ring2="Rajas Ring", back="Lutian Cape",waist="Scout's Belt",legs="Nahtirah Trousers",feet="orion socks +1"}) sets.midcast.RangedAttack.Acc = set_combine(sets.midcast.RangedAttack, { neck="peacock Charm", ring1="Hajduk Ring",ring2="hajduk ring", pants="Orion Braccae"}) sets.midcast.RangedAttack.TP = set_combine(sets.midcast.RangedAttack, { head="Scout's Beret +2",back="Sylvan Chlamys"}) sets.midcast.RangedAttack.TPAcc = set_combine(sets.midcast.RangedAttack.acc, { head="Scout's Beret +2"}) -- Weaponskill sets sets.precast.WS = set_combine(sets.midcast.RangedAttack, {head="orion beret+1",hands="orion Bracers +1", ear1="Flame pearl",ear2="moonshade earring",ring1="pyrosoul ring",waist="Pipilaka belt", neck="Ocachi gorget"}) sets.precast={} sets.precast.WS['Last Stand'] = set_combine(sets.precast.WS, {neck="light gorget",waist="flame belt",ear1="moonshade earring",ear2="Clearview earring",ring1="solemn Ring", ring2="rajas ring"}) sets.precast.WS['Last Stand'].Acc= set_combine(set.precast.WS['Last Stand'], {neck="light gorget", Waist="flame belt", legs="orion braccae",ring1="hajduk ring",ring2="hajduk ring"}) sets.precast.WS['Coronach'] = set_combine(set.precast.WS, {ear2="clearview earring"}) sets.precast.WS['Coronach'].Acc = set_combine(set.precast.WS, {ring1="hajduk ring", ring2="hajduk ring", neck="breeze gorget",waist="breeze belt", legs="orion Braccae"}) sets.precast.WS['Jishnus Radiance'] = set_combine(set.precast.WS, {neck="light gorget", waist="flame belt"}) Sets.precast.WS['Jishnus Radiance'] = set_combine(set.precast.WS, {neck="light gorget", waist="flame belt",ring1="hajduk ring",ring2="hajduk ring",legs="orion Braccae"}) set.precast.WS['Namas Arrow'] = set_combine(set.precast.WS, {ear2="clearview earring"}) set.precast.WS['Namas Arrow'].Acc = set_combine(set.precast.WS, {ear2="clearview earring", neck="light gorget", waist="flame belt", ring1="hajduk ring", ring2"hajduk ring", legs="orion braccae"}) -- Resting sets sets.resting = {} -- Defense sets sets.defense.PDT = set_combine(sets.idle, {}) sets.defense.MDT = set_combine(sets.idle, {}) sets.Kiting = {feet="Fajin Boots"} -- Barrage Set sets.BarrageMid = set_combine(sets.midcast.RangedAttack.Acc, { hands="Orion Bracers",legs="Desultor Tassets"}) end function file_unload() -- If you need any custom unload for this job/user end *edit* If i delete all of the WS code from line 83 to 102 the file works. *edit2* after some trial and error, i found that line 86 will work and allow the file to load, but every other ws line will give me the error. It's because there is no table "set.precast". It's plural. i.e. "sets.precast" fixed lines 83-102 below Code sets.precast={} sets.precast.WS['Last Stand'] = set_combine(sets.precast.WS, { neck="light gorget", waist="flame belt", ear1="moonshade earring", ear2="Clearview earring", ring1="solemn Ring", ring2="rajas ring" }) sets.precast.WS['Last Stand'].Acc = set_combine(sets.precast.WS['Last Stand'], {neck="light gorget", Waist="flame belt", legs="orion braccae",ring1="hajduk ring",ring2="hajduk ring"}) sets.precast.WS['Coronach'] = set_combine(sets.precast.WS, {ear2="clearview earring"}) sets.precast.WS['Coronach'].Acc = set_combine(sets.precast.WS, {ring1="hajduk ring", ring2="hajduk ring", neck="breeze gorget",waist="breeze belt", legs="orion Braccae"}) sets.precast.WS['Jishnus Radiance'] = set_combine(sets.precast.WS, {neck="light gorget", waist="flame belt"}) Sets.precast.WS['Jishnus Radiance'] = set_combine(sets.precast.WS, {neck="light gorget", waist="flame belt",ring1="hajduk ring",ring2="hajduk ring",legs="orion Braccae"}) sets.precast.WS['Namas Arrow'] = set_combine(sets.precast.WS, {ear2="clearview earring"}) sets.precast.WS['Namas Arrow'].Acc = set_combine(sets.precast.WS, {ear2="clearview earring", neck="light gorget", waist="flame belt", ring1="hajduk ring", ring2"hajduk ring", legs="orion braccae"}) -- Resting sets sets.resting = {} -- Defense sets sets.defense.PDT = sets.idle sets.defense.MDT = sets.idle sets.Kiting = {feet="Fajin Boots"} Well using sets.precast = {} where you did is actually deleting everything in the sets.precast table, including your sets.precast.WS table (and the earlier JAs sets and such). However, I didn't realize you were using a sidecar and the fact you don't have an issue with sets.precast.JA, etc, means that shouldn't have been the problem in the first place.
So it was probably actually what is now line 84 throwing the first error (set_combine(set.precast.WS...). You again need to go through and fix the inconsistencies (one instance of Sets and nine instances of set instead of sets). Edit: Just as Orestes did above, but delete the sets.precast={} and fix the Sets too I only have one pair of bokwus and gende would I need to make any extra notation other than their names?
edit: I also seem to be getting a weird weather.lua error? |
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