Gearswap Support Thread

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Gearswap Support Thread
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 Shiva.Tedril
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By Shiva.Tedril 2014-04-06 13:48:03
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Okay fixed errors but my midcast set appears to be overwriting my precast set... I just gutted byrth's brd lua and took out what I didn't need and moved a few things so I'm sure I just did something wrong. Excuse ***gear.
Edit:
 Lakshmi.Byrth
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By Lakshmi.Byrth 2014-04-06 16:28:53
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What makes you think the precast set is not working?

Try using "//gs showswaps" and see if it is shown swapping in.
 Shiva.Tedril
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By Shiva.Tedril 2014-04-06 16:52:39
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Lakshmi.Byrth said: »
What makes you think the precast set is not working?

Try using "//gs showswaps" and see if it is shown swapping in.
I would click to cast a spell then open my equipment to watch. But I will try that when I get home thank you for your diligence byrth.
 Lakshmi.Leonien
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By Lakshmi.Leonien 2014-04-06 17:17:39
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sometimes its too quick and equipment mnenu wont show the change. but ya do showswaps np
 Shiva.Tedril
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By Shiva.Tedril 2014-04-06 23:04:09
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Awesome is working! Mnk is next! Mwahahaha!
 Quetzalcoatl.Busta
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By Quetzalcoatl.Busta 2014-04-07 11:34:58
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I'm trying to create a preshot set for Double shot to add Arcadian Body
I spoke with the person who worked on this and gave me some ideas
--DoubleShot
sets.precast.DoubleShot = {sets.precast.Preshot,body="Arcadian jerkin"}
Preshot is all my snap shot gear, I want to equip it before shot goes off, and gear set would swap into LightAcc/STP/Atk etc in Midshot
friend said to follow Barrage(function midcast(spell) section) i didnt want to create a whole new setup any help would be appreciated
thanks in advance~
below is script:
http://pastebin.com/FpEGpr0c
 Quetzalcoatl.Orestes
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By Quetzalcoatl.Orestes 2014-04-07 12:20:45
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Quetzalcoatl.Busta said: »
I'm trying to create a preshot set for Double shot to add Arcadian Body
I spoke with the person who worked on this and gave me some ideas
--DoubleShot
sets.precast.DoubleShot = {sets.precast.Preshot,body="Arcadian jerkin"}
Preshot is all my snap shot gear, I want to equip it before shot goes off, and gear set would swap into LightAcc/STP/Atk etc in Midshot
friend said to follow Barrage(function midcast(spell) section) i didnt want to create a whole new setup any help would be appreciated
thanks in advance~
below is script:
http://pastebin.com/FpEGpr0c

This should work. Made a couple changes to your file.
http://pastebin.com/5ygxJ3Nj

I changed line 55.
Code
sets.precast.DoubleShot = set_combine(sets.precast.Preshot, {body="Arcadian jerkin"})


and line 446, changed to the following.
Code
if buffactive['Double Shot'] then
    equip(sets.precast.DoubleShot)
else
    equip(sets.precast.PreShot)
end


HTH
 Quetzalcoatl.Crystalchan
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By Quetzalcoatl.Crystalchan 2014-04-07 14:35:29
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I've been trying to convert from spellcast to gearswap but I'm having a big problem with translating a section. I'm pretty sure I'm making this way too complicated and no matter what I've tried to "fix" it, just seems to make it worse. :\

Really long code:
My section of spellcast I'm trying to translate properly:
Also, I'm not sure if it matters where I put the code, so if you want to look at the full Gearswap file:
WHM Gearswap Taken from Kinematics

Thanks for your time, sorry for all the questions and most likely horrible and dumb mistakes I did to Gearswap lol
 Odin.Calipso
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By Odin.Calipso 2014-04-07 20:59:20
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Asura.Cambion said: »
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.

Thanks for the reply, but doing that means that the cast ends in the staff, and doesn't swap into carnwenhan :( I feel like there should be some staff variable, but I don't know what it is.
 Phoenix.Innina
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By Phoenix.Innina 2014-04-09 08:41:46
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Anybody else having issues with the new bard harp in your Gearswap file? It doesn't seem to be equipping it at all. Tripled checked my spellings. Manual macros to equip it work in game. When I manually equip and cast i get:

Lua error (runtime) - .../4.1//addons/GearSwap/equip_processing.lua:238 :att (it cuts off there so i cant see the rest of it)

Thanks for reading :\
 Lakshmi.Byrth
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By Lakshmi.Byrth 2014-04-09 08:48:47
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This sounds like a resources issue. You might try //updateresources and then check the weapons file for the instrument.
 Phoenix.Innina
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By Phoenix.Innina 2014-04-09 08:52:30
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I've tried that:

<i id="21407" enl="Terpander" fr="Terpander" frl="Terpander" de="Terpander" del="Terpander" jp="テルパンダー" jpl="" slots="0004" jobs="00000400" races="01FE" level="99" targets="None" casttime="0" recast="0">Terpander</i>

is on line 3997 of my items_weapons.xml

Anything else I may be missing? I'm using your bard lua file Byrth.
 Ragnarok.Mswildfire
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By Ragnarok.Mswildfire 2014-04-13 07:01:22
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Hey, I was wondering with Motes BRD LUA how would you go about changing his Daurdabla actions into the new Terpander instead.

Here is a copy of his LUA:
Code
-------------------------------------------------------------------------------------------------------------------
-- Initialization function that defines sets and variables to be used.
-------------------------------------------------------------------------------------------------------------------

-- IMPORTANT: Make sure to also get the Mote-Include.lua file (and its supplementary files) to go with this.

--[[
	Custom commands:
	
	Daurdabla has a set of modes: None, Dummy, Daurdabla
	
	You can set these via the standard 'set' and 'cycle' self-commands.  EG:
	gs c cycle daurdabla
	gs c set daurdabla Dummy
	
	The Dummy state will equip the Daurdabla and ensure non-duration gear is equipped.
	The Daurdabla state will simply equip the Daurdabla on top of standard gear.
	
	Use the Dummy version to put up dummy songs that can be overwritten by full-potency songs.
	
	Use the Daurdabla version to simply put up additional songs without worrying about dummy songs.
	
	
	Simple macro to cast a dummy Daurdabla song:
	/console gs c set daurdabla Dummy
	/ma "Shining Fantasia" <me>
	
	
	There is also an auto-handling of Daurdabla songs, via the state.AutoDaurdabla flag:
	
	If state.DaurdablaMode is None, and if currently tracked songs (via timers) is less
	than the max we could sing while using the Daurdabla, and if the song is cast on
	self (rather than Pianissimo on another player), then it will equip the Daurdabla on
	top of standard duration gear.

--]]

-- Initialization function for this job file.
function get_sets()
	-- Load and initialize the include file.
	include('Mote-Include.lua')
end


-- Setup vars that are user-independent.
function job_setup()
	state.Buff['Pianissimo'] = buffactive['pianissimo'] or false

	options.DaurdablaModes = {'None','Dummy','Daurdabla'}
	state.DaurdablaMode = 'None'

	-- For tracking current recast timers via the Timers plugin.
	timer_reg = {}
end


-- 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, 18)
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 = {main="Felibre's Dague",range="Gjallarhorn",
		head="Aoidos' Calot +2",neck="Aoidos' Matinee",ear1="Aoidos' Earring",ear2="Loquac. Earring",
		body="Sha'ir Manteel",hands="Gendewitha Gages",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="Bihu Slippers"}
	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"}
	sets.midcast.Lullaby = {hands="Brioso Cuffs"}
	sets.midcast.Madrigal = {head="Aoidos' Calot +2"}
	sets.midcast.March = {hands="Aoidos' Manchettes +2"}
	sets.midcast.Minuet = {body="Aoidos' Hongreline +2"}
	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="Harmony Cape",waist="Corvax Sash",legs="Marduk's Shalwar +1",feet="Brioso Slippers"}

	-- 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="Aoidos' Hongreline +2",hands="Aoidos' Manchettes +2",ring1="Prolix Ring",ring2="Sangoma Ring",
		back="Refraction 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="Wind Torque",ear1="Psystorm Earring",ear2="Lifestorm Earring",
		body="Brioso Justaucorps +1",hands="Aoidos' Manchettes +2",ring1="Prolix Ring",ring2="Sangoma Ring",
		back="Refraction 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 +1",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.Curaga = sets.midcast.Cure
		
	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="Mephitis 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="Mephitis 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="Mephitis 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="Mephitis 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="Mephitis 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


-------------------------------------------------------------------------------------------------------------------
-- Job- versions of event handlers, allowing overriding default handling.
-------------------------------------------------------------------------------------------------------------------

-- 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)
	if spell.type == 'BardSong' then
		-- Auto-Pianissimo
		if spell.target.type == 'PLAYER' and not spell.target.charmed and not state.Buff['Pianissimo'] then
			cancel_spell()
			send_command('@input /ja "Pianissimo" <me>; wait 1.25; input /ma "'..spell.name..'" '..spell.target.name)
			eventArgs.cancel = true
			return
		end
	end
end


-- Set eventArgs.handled to true if we don't want any automatic gear equipping to be done.
function job_midcast(spell, action, spellMap, eventArgs)
	if spell.action_type == 'Magic' then
		-- Default base equipment layer of fast recast.
		equip(sets.midcast.FastRecast)

		if spell.type == 'BardSong' then
			-- layer general gear on first, then let default handler add song-specific gear.
			local generalClass = get_song_class(spell)
			if generalClass and sets.midcast[generalClass] then
				equip(sets.midcast[generalClass])
			end
		end
	end
end


function job_post_midcast(spell, action, spellMap, eventArgs)
	if spell.type == 'BardSong' then
		if state.DaurdablaMode == 'Daurdabla' then
			equip(sets.midcast.Daurdabla)
		elseif state.DaurdablaMode == 'None' and spell.target.type == 'SELF' and state.AutoDaurdabla and daur_song_gap() then
			equip(sets.midcast.Daurdabla)
		end

		state.DaurdablaMode = 'None'
	end
end


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

		if spell.type == 'BardSong' then
			if spell.target then
				if spell.target.type and spell.target.type:upper() == 'SELF' then
					adjust_Timers(spell, action, spellMap)
				end
			end
		end
	end
end

-------------------------------------------------------------------------------------------------------------------
-- Hooks for other events that aren't handled by the include file.
-------------------------------------------------------------------------------------------------------------------

function job_buff_change(buff, gain)
	if state.Buff[buff] ~= nil then
		state.Buff[buff] = gain
	end
end

-------------------------------------------------------------------------------------------------------------------
-- Hooks for Daurdabla mode handling.
-------------------------------------------------------------------------------------------------------------------

-- Request job-specific mode tables.
-- Return true on the third returned value to indicate an error: that we didn't recognize the requested field.
function job_get_mode_list(field)
	if field == 'Daurdabla' and player.inventory.daurdabla then
		return options.DaurdablaModes, state.DaurdablaMode
	end
end

-- Set job-specific mode values.
-- Return true if we recognize and set the requested field.
function job_set_mode(field, val)
	if field == 'Daurdabla' then
		state.DaurdablaMode = val
		return true
	end
end

-------------------------------------------------------------------------------------------------------------------
-- User code that supplements self-commands.
-------------------------------------------------------------------------------------------------------------------

-- Called by the 'update' self-command.
function job_update(cmdParams, eventArgs)
	pick_tp_weapon()
end


-- Handle notifications of general user state change.
function job_state_change(stateField, newValue)
	if stateField == 'OffenseMode' then
		if newValue == 'Normal' then
			disable('main','sub')
		else
			enable('main','sub')
		end
	elseif stateField == 'Reset' then
		if state.OffenseMode == 'None' then
			enable('main','sub')
		end
	end
end

-- Function to display the current relevant user state when doing an update.
-- Return true if display was handled, and you don't want the default info shown.
function display_current_job_state(eventArgs)
	local defenseString = ''
	if state.Defense.Active then
		local defMode = state.Defense.PhysicalMode
		if state.Defense.Type == 'Magical' then
			defMode = state.Defense.MagicalMode
		end

		defenseString = 'Defense: '..state.Defense.Type..' '..defMode..', '
	end
	
	local meleeString = ''
	if state.OffenseMode == 'Normal' then
		if state.CombatForm then
			meleeString = 'Melee: Dual-wield, '
		else
			meleeString = 'Melee: Single-wield, '
		end
	end

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

	eventArgs.handled = true
end

-------------------------------------------------------------------------------------------------------------------
-- Utility functions specific to this job.
-------------------------------------------------------------------------------------------------------------------

-- Determine the custom class to use for the given song.
function get_song_class(spell)
	if spell.targets:contains('Enemy') then
		if state.CastingMode == 'Resistant' then
			return 'ResistantSongDebuff'
		else
			return 'SongDebuff'
		end
	elseif state.DaurdablaMode == 'Dummy' then
		return 'DaurdablaDummy'
	else
		return 'SongEffect'
	end
end


-- Function to create custom buff-remaining timers with the Timers plugin,
-- keeping only the actual valid songs rather than spamming the default
-- buff remaining timers.
function adjust_Timers(spell, action, spellMap)
	local t = os.time()
	
	-- Eliminate songs that have already expired from our local list.
	local tempreg = {}
	for i,v in pairs(timer_reg) do
		if v < t then tempreg[i] = true end
	end
	for i,v in pairs(tempreg) do
		timer_reg[i] = nil
	end
	
	local dur = calculate_duration(spell.name, spellMap)
	if timer_reg[spell.name] then
		-- Can delete timers that have less than 120 seconds remaining, since
		-- the new version of the song will overwrite the old one.
		-- Otherwise create a new timer counting down til we can overwrite.
		if (timer_reg[spell.name] - t) <= 120 then
			send_command('timers delete "'..spell.name..'"')
			timer_reg[spell.name] = t + dur
			send_command('timers create "'..spell.name..'" '..dur..' down')
		end
	else
		-- Figure out how many songs we can maintain.
		local maxsongs = 2
		if player.equipment.range == 'Daurdabla' then
			maxsongs = maxsongs + info.DaurdablaSongs
		end
		if buffactive['Clarion Call'] then
			maxsongs = maxsongs+1
		end
		-- If we have more songs active than is currently apparent, we can still overwrite
		-- them while they're active, even if not using appropriate gear bonuses (ie: Daur).
		if maxsongs < table.length(timer_reg) then
			maxsongs = table.length(timer_reg)
		end
		
		-- Create or update new song timers.
		if table.length(timer_reg) < maxsongs then
			timer_reg[spell.name] = t+dur
			send_command('timers create "'..spell.name..'" '..dur..' down')
		else
			local rep,repsong
			for i,v in pairs(timer_reg) do
				if t+dur > v then
					if not rep or rep > v then
						rep = v
						repsong = i
					end
				end
			end
			if repsong then
				timer_reg[repsong] = nil
				send_command('timers delete "'..repsong..'"')
				timer_reg[spell.name] = t+dur
				send_command('timers create "'..spell.name..'" '..dur..' down')
			end
		end
	end
end

-- Function to calculate the duration of a song based on the equipment used to cast it.
-- Called from adjust_Timers(), which is only called on aftercast().
function calculate_duration(spellName, spellMap)
	local mult = 1
	if player.equipment.range == 'Daurdabla' then mult = mult + 0.3 end -- change to 0.25 with 90 Daur
	if player.equipment.range == "Gjallarhorn" then mult = mult + 0.4 end -- change to 0.3 with 95 Gjall
	
	if player.equipment.main == "Carnwenhan" then mult = mult + 0.1 end -- 0.1 for 75, 0.4 for 95, 0.5 for 99/119
	if player.equipment.main == "Legato Dagger" then mult = mult + 0.1 end
	if player.equipment.neck == "Aoidos' Matinee" then mult = mult + 0.1 end
	if player.equipment.body == "Aoidos' Hngrln. +2" then mult = mult + 0.1 end
	if player.equipment.legs == "Mdk. Shalwar +1" then mult = mult + 0.1 end
	if player.equipment.feet == "Brioso Slippers" then mult = mult + 0.1 end
	if player.equipment.feet == "Brioso Slippers +1" then mult = mult + 0.11 end
	
	if spellMap == 'Paeon' and player.equipment.head == "Brioso Roundlet" then mult = mult + 0.1 end
	if spellMap == 'Paeon' and player.equipment.head == "Brioso Roundlet +1" then mult = mult + 0.1 end
	if spellMap == 'Madrigal' and player.equipment.head == "Aoidos' Calot +2" then mult = mult + 0.1 end
	if spellMap == 'Minuet' and player.equipment.body == "Aoidos' Hngrln. +2" then mult = mult + 0.1 end
	if spellMap == 'March' and player.equipment.hands == 'Ad. Mnchtte. +2' then mult = mult + 0.1 end
	if spellMap == 'Ballad' and player.equipment.legs == "Aoidos' Rhing. +2" then mult = mult + 0.1 end
	if spellName == "Sentinel's Scherzo" and player.equipment.feet == "Aoidos' Cothrn. +2" then mult = mult + 0.1 end
	
	if buffactive.Troubadour then
		mult = mult*2
	end
	if spellName == "Sentinel's Scherzo" then
		if buffactive['Soul Voice'] then
			mult = mult*2
		elseif buffactive['Marcato'] then
			mult = mult*1.5
		end
	end
	
	-- Tweak for inaccuracies in cast vs aftercast timing
	mult = mult - 0.05
	
	local totalDuration = mult*120

	return totalDuration
end


function daur_song_gap()
	if player.inventory.daurdabla then
		-- Figure out how many songs we can maintain.
		local maxsongs = 2 + info.DaurdablaSongs
		
		local activesongs = table.length(timer_reg)
		
		-- If we already have at least 2 songs on, but not enough to max out
		-- on possible Daur songs, flag us as Daur-ready.
		if activesongs >= 2 and activesongs < maxsongs then
			return true
		end
	end
	
	return false
end



-- Examine equipment to determine what our current TP weapon is.
function pick_tp_weapon()
	if brd_daggers:contains(player.equipment.main) then
		state.CombatWeapon = 'Dagger'
		
		if S{'NIN','DNC'}:contains(player.sub_job) and brd_daggers:contains(player.equipment.sub) then
			state.CombatForm = "DualWield"
		else
			state.CombatForm = nil
		end
	else
		state.CombatWeapon = nil
		state.CombatForm = nil
	end
end




I've basically change everything that had Daurdabla(and 2 songs into 1) in it to the new harp, but it just don't seem to do anything. For some reason even using the gs c cycle daurdabla/set daurdabla dummy they don't give me anything either.
 Lakshmi.Byrth
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By Lakshmi.Byrth 2014-04-13 07:47:54
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Phoenix.Innina said: »
I've tried that:

<i id="21407" enl="Terpander" fr="Terpander" frl="Terpander" de="Terpander" del="Terpander" jp="テルパンダー" jpl="" slots="0004" jobs="00000400" races="01FE" level="99" targets="None" casttime="0" recast="0">Terpander</i>

is on line 3997 of my items_weapons.xml

Anything else I may be missing? I'm using your bard lua file Byrth.

If you were on -dev, the resources weren't updated for Lua post-update. I just did it now.
 Ragnarok.Sharain
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By Ragnarok.Sharain 2014-04-13 11:18:13
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The past few days I've had weird lag issue with gearswap in delve. I actually end up casting stun in precast (no insta cast, since the recast ends up being ~12 seconds, instead of 8 seconds I have with stun midcast), and then end up in midcast as "idle" (aftercast) set. If I wait ~30 seconds without doing anything else, gear swaps to aftercast set.

Anyone have any idea why is this happening? I thought gearswap would always swap to midcast in time.
 Lakshmi.Byrth
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By Lakshmi.Byrth 2014-04-13 11:21:22
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GearSwap should be sending the precast and midcast out in the same UDP packet. Delve Lag should not be able to disturb that system, but it's possible that the server treats delayed packets with actions in them differently. It's also possible that it sort of back-dates the usage based on the packet's timestamp.

Basically, I don't know. I suspect GearSwap is working and the server is simply responding to lag in some unpredicted way. I pretty much don't do Delve anymore, so it's hard for me to test.
 Ragnarok.Mswildfire
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By Ragnarok.Mswildfire 2014-04-13 12:04:09
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Managed to fix the BRD Lua now. It was on these:

Line 214 Daurdabla into Terpander
Line 386 - if field == 'Daurdabla' and player.inventory.daurdabla then actually needs to be if field == 'Daurdabla' and player.inventory.terpander then

It was line 386 that kept messing me up, didn't notice it before after going through it.
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By Skee Lo 2014-04-13 19:11:16
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Im using http://pastebin.com/u/Bokura DRG gearswap and I finally jumped on drg today to mess around. Ive noticed that after i use Restoring Breath it swaps back into melee gear before it finishes breath so i dont recieve the bonus's from wyvern hp. Any idea on how to put a delay in there to give me the extra 2-3 seconds for wyvern hp to count for it? Please and Thanks
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By Kooljack 2014-04-14 18:02:37
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GS disable main/sub works greats for not swapping main weapon while in engage but how do i prevent swapping to staff when disengaging?

I want to be able to lock my main/sub when i sub dnc and go battle bard.

offshoot of this problem is to make a seperate lua file for battle bard but even still i cant figure out how to load a different lua file
 Odin.Calipso
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By Odin.Calipso 2014-04-17 09:59:33
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er, are you typing in //gs disable main and //gs disable sub, and not reloading it anyhow inbetween that? I have no problem keeping stuff disabled using that no matter what actions i take.
 Phoenix.Innina
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By Phoenix.Innina 2014-04-24 10:24:55
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Quote:
GearSwap: Lua error (runtime) - ...:/Desktop/4.1//addons/gearswap/flow.lua.257:

GearSwap has detected an error in the user function precast:
table index is nil

Does anybody know what this error means? A week or so ago my file was fine then I logged in after updates yesterday and now my file is broken and I dont get swaps :( (using Mote's most recent MNK file)
 Quetzalcoatl.Orestes
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By Quetzalcoatl.Orestes 2014-04-24 11:36:46
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Phoenix.Innina said: »
Quote:
GearSwap: Lua error (runtime) - ...:/Desktop/4.1//addons/gearswap/flow.lua.257:

GearSwap has detected an error in the user function precast:
table index is nil

Does anybody know what this error means? A week or so ago my file was fine then I logged in after updates yesterday and now my file is broken and I dont get swaps :( (using Mote's most recent MNK file)

It most likely means one of your sets.precast.Something isn't defined, or references a table that isn't initialized.

It would be easier to help if you posted a link to pastebin
 Phoenix.Innina
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By Phoenix.Innina 2014-04-24 12:00:19
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Quetzalcoatl.Orestes said: »
Phoenix.Innina said: »
Quote:
GearSwap: Lua error (runtime) - ...:/Desktop/4.1//addons/gearswap/flow.lua.257:

GearSwap has detected an error in the user function precast:
table index is nil

Does anybody know what this error means? A week or so ago my file was fine then I logged in after updates yesterday and now my file is broken and I dont get swaps :( (using Mote's most recent MNK file)

It most likely means one of your sets.precast.Something isn't defined, or references a table that isn't initialized.

It would be easier to help if you posted a link to pastebin

File

Thanks :) a week ago it was fine... I took a week break and came back to tons of updates on windower and now its broke! TP sets seem to work, but JA/WS don't seem to trigger swaps and I get that error everytime.
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By Fenrir.Motenten 2014-04-24 13:27:25
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Phoenix.Innina said: »
Quote:
GearSwap: Lua error (runtime) - ...:/Desktop/4.1//addons/gearswap/flow.lua.257:

GearSwap has detected an error in the user function precast:
table index is nil

Does anybody know what this error means? A week or so ago my file was fine then I logged in after updates yesterday and now my file is broken and I dont get swaps :( (using Mote's most recent MNK file)

Assuming you're on -dev, this is the result of a couple bits of back-and-forth on how certain values that windower provides are indexed (specifically, day and weather elements). This should be fixed, or should be fixed shortly. To avoid it until the fix is pushed, comment out line 578 in Mote-Include:
Code
        -- this first one:
	--set_spell_obi_cape_ring(spell)
	set_weaponskill_gorget_belt(spell)
	set_fastcast_staff(spell)
	set_recast_staff(spell)
[+]
 Phoenix.Innina
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By Phoenix.Innina 2014-04-24 13:29:12
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Fenrir.Motenten said: »
Phoenix.Innina said: »
Quote:
GearSwap: Lua error (runtime) - ...:/Desktop/4.1//addons/gearswap/flow.lua.257:

GearSwap has detected an error in the user function precast:
table index is nil

Does anybody know what this error means? A week or so ago my file was fine then I logged in after updates yesterday and now my file is broken and I dont get swaps :( (using Mote's most recent MNK file)

Assuming you're on -dev, this is the result of a couple bits of back-and-forth on how certain values that windower provides are indexed (specifically, day and weather elements). This should be fixed, or should be fixed shortly. To avoid it until the fix is pushed, comment out line 578 in Mote-Include:
Code
        -- this first one:
	--set_spell_obi_cape_ring(spell)
	set_weaponskill_gorget_belt(spell)
	set_fastcast_staff(spell)
	set_recast_staff(spell)
Thanks Mote! It worked :)
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By Phoenix.Damnit 2014-04-29 23:08:06
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I have actually ran into the same issue a couple of times, normally in high traffic areas, or instanced areas IE: Dyna/Legion/Salvage, and not exactly sure if its an issue with my .Lua or with GS itself. What happens is I am on summoner, and if my pet dies or I try to do a command to quickly such as spamming BP's during astral conduit, GS completely blocks all commands, I cannot cast, do pet commands, even recall a pet. I am not sure if that is time based freeze or not, but usually I have to rest and force the gear to change to my HMP, get up, run a couple steps then I can cast again. Any advice would greatly appreciated, thank you.
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By Fenrir.Nitenichi 2014-05-15 11:13:25
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I have a question in regards to spelling and gearswap. Due to the announcement of spellcast ending, I am trying to find a working Samurai gearswap and I can adjust as I see fit. Long story short first one I found
Code
-- Initialization function that defines sets and variables to be used.
-------------------------------------------------------------------------------------------------------------------

-- IMPORTANT: Make sure to also get the Mote-Include.lua file (and its supplementary files) to go with this.

-- Initialization function for this job file.
function get_sets()
	-- Load and initialize the include file.
	include('Mote-Include.lua')
end


-- Setup vars that are user-independent.
function job_setup()
	state.CombatForm = get_combat_form()

	state.Buff.Sekkanoki = buffactive.sekkanoki or false
	state.Buff.Sengikori = buffactive.sengikori or false
	state.Buff['Meikyou Shisui'] = buffactive['Meikyou Shisui'] or false


Now is gearswap that advanced that it doesnt need accurate spelling or will I need to look through the entire file for misspells? As seen above Meikyou Shisui should be Meikyo Shisui. Thanks for any input!
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By Quetzalcoatl.Orestes 2014-05-15 11:29:16
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Fenrir.Nitenichi said: »
I have a question in regards to spelling and gearswap. Due to the announcement of spellcast ending, I am trying to find a working Samurai gearswap and I can adjust as I see fit. Long story short first one I found
Code
-- Initialization function that defines sets and variables to be used.
-------------------------------------------------------------------------------------------------------------------

-- IMPORTANT: Make sure to also get the Mote-Include.lua file (and its supplementary files) to go with this.

-- Initialization function for this job file.
function get_sets()
	-- Load and initialize the include file.
	include('Mote-Include.lua')
end


-- Setup vars that are user-independent.
function job_setup()
	state.CombatForm = get_combat_form()

	state.Buff.Sekkanoki = buffactive.sekkanoki or false
	state.Buff.Sengikori = buffactive.sengikori or false
	state.Buff['Meikyou Shisui'] = buffactive['Meikyou Shisui'] or false


Now is gearswap that advanced that it doesnt need accurate spelling or will I need to look through the entire file for misspells? As seen above Meikyou Shisui should be Meikyo Shisui. Thanks for any input!

Yes, abilities have to be spelled correctly.
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By Fenrir.Motenten 2014-05-15 21:08:36
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Quote:
Now is gearswap that advanced that it doesnt need accurate spelling or will I need to look through the entire file for misspells? As seen above Meikyou Shisui should be Meikyo Shisui. Thanks for any input!

That's a misspelling on my part, due to how I expect that sort of word to be romanized in English. Forgot to double-check in the game. I've fixed it in my files, and will push it to the repository soonish.
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