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Gearswap Support Thread
By Brynach 2021-08-21 16:25:40
Code state.Threnody = M{['description']='Threnody',
'Fire Threnody II', 'Ice Threnody II', 'Wind Threnody II', 'Earth Threnody II',
'Ltng. Threnody II', 'Water Threnody II', 'Light Threnody II', 'Dark Threnody II',
}
Code end_command('bind ^pageup gs c cycleback Threnody')
send_command('bind ^pagedown gs c cycle Threnody')
Code function job_self_command(cmdParams, eventArgs)
if cmdParams[1]:lower() == 'etude' then
send_command('@input /ma '..state.Etude.value..' <stpc>')
elseif cmdParams[1]:lower() == 'carol' then
send_command('@input /ma '..state.Carol.value..' <stpc>')
elseif cmdParams[1]:lower() == 'threnody' then
send_command('@input /ma '..state.Threnody.value..' <stnpc>')
end
gearinfo(cmdParams, eventArgs)
end
In my BRD lua, there is a bind for cycling threnody elements, along with etude and carols, but there is nothing that begins casting the spell.
Is there something I can add to the lua to cast a threnody based on the stated value in the above section?
By aisukage 2021-08-21 20:47:59
Code state.Threnody = M{['description']='Threnody',
'Fire Threnody II', 'Ice Threnody II', 'Wind Threnody II', 'Earth Threnody II',
'Ltng. Threnody II', 'Water Threnody II', 'Light Threnody II', 'Dark Threnody II',
}
Code end_command('bind ^pageup gs c cycleback Threnody')
send_command('bind ^pagedown gs c cycle Threnody')
Code function job_self_command(cmdParams, eventArgs)
if cmdParams[1]:lower() == 'etude' then
send_command('@input /ma '..state.Etude.value..' <stpc>')
elseif cmdParams[1]:lower() == 'carol' then
send_command('@input /ma '..state.Carol.value..' <stpc>')
elseif cmdParams[1]:lower() == 'threnody' then
send_command('@input /ma '..state.Threnody.value..' <stnpc>')
end
gearinfo(cmdParams, eventArgs)
end
In my BRD lua, there is a bind for cycling threnody elements, along with etude and carols, but there is nothing that begins casting the spell.
Is there something I can add to the lua to cast a threnody based on the stated value in the above section?
The command i believe is "gs c threnody" or if making an in game macro then it would be "/console gs c threnody"
By Brynach 2021-08-22 16:47:21
Code state.Threnody = M{['description']='Threnody',
'Fire Threnody II', 'Ice Threnody II', 'Wind Threnody II', 'Earth Threnody II',
'Ltng. Threnody II', 'Water Threnody II', 'Light Threnody II', 'Dark Threnody II',
}
Code end_command('bind ^pageup gs c cycleback Threnody')
send_command('bind ^pagedown gs c cycle Threnody')
Code function job_self_command(cmdParams, eventArgs)
if cmdParams[1]:lower() == 'etude' then
send_command('@input /ma '..state.Etude.value..' <stpc>')
elseif cmdParams[1]:lower() == 'carol' then
send_command('@input /ma '..state.Carol.value..' <stpc>')
elseif cmdParams[1]:lower() == 'threnody' then
send_command('@input /ma '..state.Threnody.value..' <stnpc>')
end
gearinfo(cmdParams, eventArgs)
end
In my BRD lua, there is a bind for cycling threnody elements, along with etude and carols, but there is nothing that begins casting the spell.
Is there something I can add to the lua to cast a threnody based on the stated value in the above section?
The command i believe is "gs c threnody" or if making an in game macro then it would be "/console gs c threnody"
Thank you, that helped. A friend helped me with the next part. gs c threnody targets for the threnody, but doesnt start the spell. We added 'setkey enter down; wait 0.5; setkey enter up' to simulate pressing the enter key.
Bismarck.Radec
サーバ: Bismarck
Game: FFXI
Posts: 150
By Bismarck.Radec 2021-08-22 19:04:29
If you want the threnody to cast right away, change the "<stnpc>" bit in your third snippet to just "<t>", and you can skip the enter-key part.
[+]
Necro Bump Detected!
[42 days between previous and next post]
サーバ: Asura
Game: FFXI
Posts: 6
By Asura.Hostylz 2021-10-03 08:23:21
Hello, I have a relatively simple question regarding code.
What I want involves thief using AE to tag and apply TH.
So I want this to work based off my currently equipped gear, (i.e. if I'm in my TH set I want the lua to use my TH set during AE) and if I'm not in that set I would like the lua to use my regular AE set.
Is this possible?
This is what I have in my head:
if spell.english == 'Aeolian Edge' then
if (current player set = th set) then
equp th set
else
equip(sets.Aeolian[sets.Aeolian.index[Aeolian_ind]])
end
I just dont know the proper syntax
Thanks!
By Diggerguy 2021-10-05 04:05:18
Code
------------------------------------------------------------------------------------------------------------------
-- User setup functions for this job. Recommend that these be overridden in a sidecar file.
-------------------------------------------------------------------------------------------------------------------
-- Setup vars that are user-dependent. Can override this function in a sidecar file.
function user_setup()
state.OffenseMode:options('Normal', 'Acc', 'Mod', 'Capacity')
state.HybridMode:options('Normal', 'Evasion', 'PDT')
state.RangedMode:options('Normal', 'Acc')
state.WeaponskillMode:options('Normal', 'Acc', 'Mod', 'Capacity')
state.PhysicalDefenseMode:options('Evasion', 'PDT')
gear.default.weaponskill_neck = "Asperity Necklace"
gear.default.weaponskill_waist = "Caudata Belt"
gear.AugQuiahuiz = {name="Quiahuiz Trousers", augments={'Haste+2','"Snapshot"+2','STR+8'}}
-- Additional local binds
send_command('bind ^` input /ja "Flee" <me>')
send_command('bind ^= gs c cycle treasuremode')
send_command('bind !- gs c cycle targetmode')
select_default_macro_book()
end
-- Define sets and vars used by this job file.
function init_gear_sets()
--------------------------------------
-- Start defining the sets
--------------------------------------
sets.dummy = {main="Ipetam",neck="Fotia Gorget",waist="Fotia Belt",ring1="Trizek Ring", ring2="Capacity Ring"}
sets.dummytwo = {ring1="Echad Ring",ring2="Warp Ring"}
sets.TreasureHunter = {hands="Plunderer's Armlets", ring1="Gorney Ring",feet="Raider's Poulaines +2"}
-- Precast Sets
-- Precast sets to enhance JAs
sets.precast.JA['Collaborator'] = {head="Raider's Bonnet +2"}
sets.precast.JA['Accomplice'] = {head="Raider's Bonnet +2"}
sets.precast.JA['Flee'] = {feet="Rogue's Poulaines"}
sets.precast.JA['Hide'] = {body="Rogue's Vest"}
sets.precast.JA['Conspirator'] = {} -- {body="Raider's Vest +2"}
sets.precast.JA['Steal'] = {head="Rogue's Bonnet",hands="Rogue's Armlets",ring1="Gorney Ring",legs="Rogue's Culottes",feet="Rogue's Poulaines"}
sets.precast.JA['Despoil'] = {legs="Raider's Culottes +2",feet="Raider's Poulaines +2"}
sets.precast.JA['Perfect Dodge'] = {hands="Plunderer's Armlets"}
sets.precast.JA['Feint'] = {legs="Assassin's Culottes +2"}
sets.precast.JA['Mug'] = {ring1="Gorney Ring"}
sets.precast.JA['Sneak Attack'] = {ammo="Qirmiz Tathlum",
head="Uk'uxkaj Cap",neck="Asperity Necklace",ear1="Brutal Earring",ear2="Thunder Pearl",
body="Rogue's Vest",hands="Rogue's Armlets",ring1="Rajas Ring",ring2="Epona's Ring",
back="Atheling Mantle",waist="Forest Sash",legs="Raider's Culottes +2",feet="Rogue's Poulaines"}
sets.precast.JA['Trick Attack'] = {ammo="Qirmiz Tathlum",
head="Uk'uxkaj Cap",neck="Asperity Necklace",ear1="Brutal Earring",ear2="Heartseeker Earring",
body="Shneddick Tabard",hands="Plunderer's Armlets",ring1="Solemn Ring",ring2="Epona's Ring",
back="Atheling Mantle",waist="Patentia Sash",legs="Rogue's Culottes",feet="Rogue's Poulaines"}
-- Waltz set (chr and vit)
sets.precast.Waltz = {ammo="Sonia's Plectrum",
head="Whirlpool Mask",
body="Shneddick Tabard",hands="Plunderer's Armlets",
feet="Iuitl Gaiters"}
-- Don't need any special gear for Healing Waltz.
sets.precast.Waltz['Healing Waltz'] = {}
-- Fast cast sets for spells
sets.precast.FC = {head="Uk'uxkaj Cap",ear2="Loquacious Earring",hands="Buremte Gloves",ring1="Prolix Ring",legs="Quiahuiz Trousers"}
sets.precast.FC.Utsusemi = set_combine(sets.precast.FC, {neck="Magoraga Beads"})
-- Ranged snapshot gear
sets.precast.RangedAttack = {head="Aurore Beret",hands="Iuitl Wristbands",legs="Nahtirah Trousers",feet="Wurrukatte Boots"}
-- Weaponskill sets
-- Default set for any weaponskill that isn't any more specifically defined
gear.default.weaponskill_neck = "Asperity Necklace"
gear.default.weaponskill_waist = "Forest Sash"
sets.precast.WS = {ammo="Thew Bomblet",
head="Whirlpool Mask",neck=gear.ElementalGorget,ear1="Bladeborn Earring",ear2="Steelflash Earring",
body="Rogue's Vest",hands="Rogue's Armlets",ring1="Rajas Ring",ring2="Epona's Ring",
back="Atheling Mantle",waist="Forest Sash",legs="Manibozho Brais",feet="Rogue's Poulaines"}
sets.precast.WS.Acc = set_combine(sets.precast.WS, {ammo="Honed Tathlum", back="Letalis Mantle"})
sets.precast.WS.Capacity = set_combine(sets.precast.WS.Acc, {back="Mecistopins Mantle"})
-- Specific weaponskill sets. Uses the base set if an appropriate WSMod version isn't found.
sets.precast.WS['Exenterator'] = set_combine(sets.precast.WS, {ring1="Stormsoul Ring",legs="Nahtirah Trousers"})
sets.precast.WS['Exenterator'].Acc = set_combine(sets.precast.WS['Exenterator'], {ammo="Honed Tathlum"})
sets.precast.WS['Exenterator'].Mod = set_combine(sets.precast.WS['Exenterator'], {waist=gear.ElementalBelt})
sets.precast.WS['Exenterator'].SA = set_combine(sets.precast.WS['Exenterator'].Mod, {ammo="Qirmiz Tathlum"})
sets.precast.WS['Exenterator'].TA = set_combine(sets.precast.WS['Exenterator'].Mod, {ammo="Qirmiz Tathlum"})
sets.precast.WS['Exenterator'].SATA = set_combine(sets.precast.WS['Exenterator'].Mod, {ammo="Qirmiz Tathlum"})
sets.precast.WS['Dancing Edge'] = set_combine(sets.precast.WS, {})
sets.precast.WS['Dancing Edge'].Acc = set_combine(sets.precast.WS['Dancing Edge'], {ammo="Honed Tathlum"})
sets.precast.WS['Dancing Edge'].Mod = set_combine(sets.precast.WS['Dancing Edge'], {waist=gear.ElementalBelt})
sets.precast.WS['Dancing Edge'].SA = set_combine(sets.precast.WS['Dancing Edge'].Mod, {ammo="Qirmiz Tathlum"})
sets.precast.WS['Dancing Edge'].TA = set_combine(sets.precast.WS['Dancing Edge'].Mod, {ammo="Qirmiz Tathlum"})
sets.precast.WS['Dancing Edge'].SATA = set_combine(sets.precast.WS['Dancing Edge'].Mod, {ammo="Qirmiz Tathlum"})
sets.precast.WS['Evisceration'] = set_combine(sets.precast.WS, {ammo="Qirmiz Tathlum",
ear1="Brutal Earring"})
sets.precast.WS['Evisceration'].Acc = set_combine(sets.precast.WS['Evisceration'], {ammo="Honed Tathlum"})
sets.precast.WS['Evisceration'].Mod = set_combine(sets.precast.WS['Evisceration'], {waist=gear.ElementalBelt})
sets.precast.WS['Evisceration'].SA = set_combine(sets.precast.WS['Evisceration'].Mod, {})
sets.precast.WS['Evisceration'].TA = set_combine(sets.precast.WS['Evisceration'].Mod, {})
sets.precast.WS['Evisceration'].SATA = set_combine(sets.precast.WS['Evisceration'].Mod, {})
sets.precast.WS["Rudra's Storm"] = set_combine(sets.precast.WS, {head="Pillager's Bonnet +1",ear1="Brutal Earring",ear2="Moonshade Earring"})
sets.precast.WS["Rudra's Storm"].Acc = set_combine(sets.precast.WS["Rudra's Storm"], {ammo="Honed Tathlum", back="Letalis Mantle"})
sets.precast.WS["Rudra's Storm"].Mod = set_combine(sets.precast.WS["Rudra's Storm"], {waist=gear.ElementalBelt})
sets.precast.WS["Rudra's Storm"].SA = set_combine(sets.precast.WS["Rudra's Storm"].Mod, {ammo="Qirmiz Tathlum",
body="Pillager's Vest +1",legs="Pillager's Culottes +1"})
sets.precast.WS["Rudra's Storm"].TA = set_combine(sets.precast.WS["Rudra's Storm"].Mod, {ammo="Qirmiz Tathlum",
body="Pillager's Vest +1",legs="Pillager's Culottes +1"})
sets.precast.WS["Rudra's Storm"].SATA = set_combine(sets.precast.WS["Rudra's Storm"].Mod, {ammo="Qirmiz Tathlum",
body="Pillager's Vest +1",legs="Pillager's Culottes +1"})
sets.precast.WS["Rudra's Storm"].Capacity = set_combine(sets.precast.WS.Capacity, {ammo="Honed Tathlum"})
sets.precast.WS["Shark Bite"] = set_combine(sets.precast.WS, {head="Pillager's Bonnet +1",ear1="Brutal Earring",ear2="Moonshade Earring"})
sets.precast.WS['Shark Bite'].Acc = set_combine(sets.precast.WS['Shark Bite'], {ammo="Honed Tathlum", back="Letalis Mantle"})
sets.precast.WS['Shark Bite'].Mod = set_combine(sets.precast.WS['Shark Bite'], {waist=gear.ElementalBelt})
sets.precast.WS['Shark Bite'].SA = set_combine(sets.precast.WS['Shark Bite'].Mod, {ammo="Qirmiz Tathlum",
waist="Forest Sash",body="Pillager's Vest +1",legs="Pillager's Culottes +1"})
sets.precast.WS['Shark Bite'].TA = set_combine(sets.precast.WS['Shark Bite'].Mod, {ammo="Qirmiz Tathlum",
body="Pillager's Vest +1",legs="Pillager's Culottes +1"})
sets.precast.WS['Shark Bite'].SATA = set_combine(sets.precast.WS['Shark Bite'].Mod, {ammo="Qirmiz Tathlum",
body="Pillager's Vest +1",legs="Pillager's Culottes +1"})
sets.precast.WS['Mandalic Stab'] = set_combine(sets.precast.WS, {head="Pillager's Bonnet +1",ear1="Brutal Earring",ear2="Moonshade Earring"})
sets.precast.WS['Mandalic Stab'].Acc = set_combine(sets.precast.WS['Mandalic Stab'], {ammo="Honed Tathlum", back="Letalis Mantle"})
sets.precast.WS['Mandalic Stab'].Mod = set_combine(sets.precast.WS['Mandalic Stab'], {waist=gear.ElementalBelt})
sets.precast.WS['Mandalic Stab'].SA = set_combine(sets.precast.WS['Mandalic Stab'].Mod, {ammo="Qirmiz Tathlum",
body="Pillager's Vest +1",legs="Pillager's Culottes +1"})
sets.precast.WS['Mandalic Stab'].TA = set_combine(sets.precast.WS['Mandalic Stab'].Mod, {ammo="Qirmiz Tathlum",
body="Pillager's Vest +1",legs="Pillager's Culottes +1"})
sets.precast.WS['Mandalic Stab'].SATA = set_combine(sets.precast.WS['Mandalic Stab'].Mod, {ammo="Qirmiz Tathlum",
body="Pillager's Vest +1",legs="Pillager's Culottes +1"})
sets.precast.WS['Aeolian Edge'] = {ammo="Jukukik Feather",
head="Thaumas Hat",neck="Stoicheion Medal",ear1="Friomisi Earring",ear2="Hecate's Earring",
body="Pillager's Vest +1",hands="Plunderer's Armlets",ring1="Rajas Ring",ring2="Demon's Ring",
back="Toro Cape",waist="Thunder Belt",legs="Iuitl Tights",feet="Raider's Poulaines +2"}
Can anyone tell me why the Forest Sash wont swap in for Shark Bite ? It swaps in for SA fine but not for Shark Bite. In fact I can't get any belt to swap in for it. I am a recently returned player and this is my old lua for my my old character. I remember it working perfectly then. I have changed other gear specifically for Shark Bite which swaps in and out fine. It just seems to be a problem with the belt. Any ideas ? Thanks in advance.
By Seun 2021-10-20 14:39:01
Can anyone tell me why the Forest Sash wont swap in for Shark Bite ?
Quote: line 15 gear.default.weaponskill_waist = "Caudata Belt"
line 86 gear.default.weaponskill_waist = "Forest Sash"
One for your waist and one for your.... other waist? XD
By Sillex 2021-11-11 12:27:58
For the love of god can someone please tell me how to change between set on a compact keyboard?. im stuck in tp and cant switch sets ctrl and the f buttons do nothing im losing my mind and getting nowhere lol thanks in advance
Ragnarok.Lowen
サーバ: Ragnarok
Game: FFXI
Posts: 316
By Ragnarok.Lowen 2021-11-11 12:35:50
It completely depends on which library you're using and what your keybinds are set up as.
By Sillex 2021-11-11 13:33:37
function user_setup()
state.OffenseMode:options('TP', 'MEva', 'HighAccTP', 'Counter')
state.WeaponskillMode:options('Normal', 'Acc', 'DT')
state.PhysicalDefenseMode:options('DT', 'Resist')
state.IdleMode:options('DT', 'idleMovement') are these the key binds im new to these lua scripts.
ive been through the whole lua and see no mention of keybinds
By aisukage 2021-11-12 20:15:56
function user_setup()
state.OffenseMode:options('TP', 'MEva', 'HighAccTP', 'Counter')
state.WeaponskillMode:options('Normal', 'Acc', 'DT')
state.PhysicalDefenseMode:options('DT', 'Resist')
state.IdleMode:options('DT', 'idleMovement') are these the key binds im new to these lua scripts.
ive been through the whole lua and see no mention of keybinds
You can add keybinds into the job lua directly and those binds will only effect that job or you can use the default keybinds which are usually located in the globals file which will work on any job unless overwritten by keybinds in the job lua
The global file is usually located in the libs folder like the image below
サーバ: Asura
Game: FFXI
Posts: 415
By Asura.Cambion 2021-11-29 23:18:25
I have what I assume is a very simple question/fix.
This following code section: Code function customize_idle_set(idleSet)
if state.Warp.current == 'on' then
equip(sets.Warp)
disable('ring1')
disable('ring2')
disable('ear1')
disable('head')
else
enable('ring1')
enable('ring2')
enable('ear1')
enable('head')
end
if state.MP.current == 'on' then
equip(sets.MP)
disable('Waist')
disable('Ear1')
disable('back')
disable('head')
disable('feet')
else
enable('Waist')
enable('Ear1')
enable('back')
enable('head')
enable('feet')
end
if state.Weapon.current == 'on' then
disable('Main')
disable('Sub')
else
enable('Main')
enable('Sub')
end
return idleSet
end
What is the proper way to break this up, or alter it?
These are modes I trigger, but the problem is that because windower reads top to bottom, the enable's at the lower end, will override my disables at the top end.
E.G. If I turn my warp set on, it equips Warp Ring, Holla Ring, Rarab Cap etc, and disables those slots.
However because 'MP' Mode enables the head slot, it contradicts my Warp mode disable.
Do I need to isolate each set within its own function? return Idleset after each individual mode? Or change lines to elseif, and make it a single code from top to bottom?
Thanks in advance.
Bahamut.Galakar
サーバ: Bahamut
Game: FFXI
Posts: 181
By Bahamut.Galakar 2021-12-11 11:40:50
This question was asked few times, and I found many answers (both in this thread, and many others, but I completely do not understand how they works, so decided it is better to ask than blindly copy something that could or could not work. I'm trying to make a simple macro that switch between MB set and free nuking set. Part of my lua looks this way:
Code
include('Modes.lua') -- on top
useMBsets = false
sets.mb.normal = {}
function midcast(spell)
if useMBsets == 'true' then
equip(sets.mb.normal)
elseif spell.name:match('Cure') or spell.name:match('Cura') then
equip(sets.midcast.cure)
else
equip(sets.midcast.free)
end
end
function self_command(command)
if command == 'useMBset' then
useMBsets = true
else
useMBsets = false
end
end
My in-game macro looks this way:
/console gs c useMBsets
/ma "spell" <t>
Completely do not understand what I need to do to make it work. I will be grateful for any explanation.
サーバ: Asura
Game: FFXI
Posts: 415
By Asura.Cambion 2021-12-11 13:40:56
This question was asked few times, and I found many answers (both in this thread, and many others, but I completely do not understand how they works, so decided it is better to ask than blindly copy something that could or could not work. I'm trying to make a simple macro that switch between MB set and free nuking set. Part of my lua looks this way: Code
include('Modes.lua') -- on top
useMBsets = false
sets.mb.normal = {}
function midcast(spell)
if useMBsets == 'true' then
equip(sets.mb.normal)
elseif spell.name:match('Cure') or spell.name:match('Cura') then
equip(sets.midcast.cure)
else
equip(sets.midcast.free)
end
end
function self_command(command)
if command == 'useMBset' then
useMBsets = true
else
useMBsets = false
end
end
My in-game macro looks this way:
/console gs c useMBsets
/ma "spell" <t>
Completely do not understand what I need to do to make it work. I will be grateful for any explanation.
Sounds like an easier way is a toggle, like Casting Mode.
Make your sets like PLDs do:
Code
sets.midcast.Flash.SIRD = {}
sets.midcast.Cure.SIRD = {}
sets.midcast.Phalanx.SIRD = {}
You would use .FREE or .MB instead of .SIRD
Then I use F11.
Then in your User_Setup section:
Code state.CastingMode:options('Normal', 'MB', 'FREE')
send_command('bind f11 gs c cycle CastingMode') --F11
Basically, when Casting Mode is MB it will use all spells with the gear sets that amend with the .MB on the end. When casting mode is Free, it will use all sets defined with .Free on the end.
[+]
Bahamut.Galakar
サーバ: Bahamut
Game: FFXI
Posts: 181
By Bahamut.Galakar 2021-12-11 14:56:09
Thank you! Was able to make it work! :)
サーバ: Asura
Game: FFXI
Posts: 415
By Asura.Cambion 2021-12-11 15:24:04
Thank you! Was able to make it work! :)
Word of advice, in order for any spell.MB to work, the normal spell has to exist BEFORE (above) the defined set for it to work.
E.G.
set.Flash.MB
or set.Flash.FREE
will not work, if there is not a normal set.Flash defined before hand. And I mean BEFORE hand, as in above in the lua, as gearswap reads top to bottom.
[+]
サーバ: Asura
Game: FFXI
Posts: 4
By Asura.Vishual 2021-12-16 09:21:33
How do I add job-specific keybinds to my rdm.lua ? Keybinds work when I set them in mote_globals, but in the job LUA they don't seem to be taking effect.
Code function user_setup()
state.OffenseMode:options('None', 'Normal')
state.HybridMode:options('Normal', 'PhysicalDef', 'MagicalDef')
state.CastingMode:options('Normal', 'Resistant')
state.IdleMode:options('Normal', 'PDT', 'MDT')
gear.default.obi_waist = " "
send_command('bind ^f1 input /ja "Composure" <me> ')
select_default_macro_book()
end
Leviathan.Hadriel
サーバ: Leviathan
Game: FFXI
Posts: 8
By Leviathan.Hadriel 2021-12-16 19:27:45
I am looking for some help getting a holy water set implemented. Also would like it to work like aecho. (I have read that there are issues with it not equipping on the first use and that is fine)
I am also trying to get orph sash to equip with matching day/weather/enspell if possible.
Link to lua
サーバ: Asura
Game: FFXI
Posts: 415
By Asura.Cambion 2021-12-17 00:07:23
How do I add job-specific keybinds to my rdm.lua ? Keybinds work when I set them in mote_globals, but in the job LUA they don't seem to be taking effect.
Code function user_setup()
state.OffenseMode:options('None', 'Normal')
state.HybridMode:options('Normal', 'PhysicalDef', 'MagicalDef')
state.CastingMode:options('Normal', 'Resistant')
state.IdleMode:options('Normal', 'PDT', 'MDT')
gear.default.obi_waist = " "
send_command('bind ^f1 input /ja "Composure" <me> ')
select_default_macro_book()
end
As far as I can tell, you just need to remove the space between <me> and '. Code send_command('bind ^f1 input /ja "Composure" <me>')
And just in case, make sure you know ^f1 is CTRL+F1.
If you meant it to be Alt, use !f1
サーバ: Asura
Game: FFXI
Posts: 415
By Asura.Cambion 2021-12-17 00:16:49
Leviathan.Hadriel said: »I am looking for some help getting a holy water set implemented. Also would like it to work like aecho. (I have read that there are issues with it not equipping on the first use and that is fine)
I am also trying to get orph sash to equip with matching day/weather/enspell if possible.
Link to lua
I don't know what aecho is, but I think this is what you're looking for: Code function job_buff_change(buff,gain)
if buff == "doom" then
if gain then
equip(sets.buff.Doom)
send_command('@input /echo Doomed.')
disable()
else
enable()
handle_equipping_gear(player.status)
end
end
end
and then in your gear sets make the following, with whatever holy water gear you're thinking of?
Or change/add an input like the echo to /item Holy Water, etc. Whatever you want really, should give you the foundation you need.
~~~~~~~~~~~~
The following, I am just guessing, so please be advised. But, this might give you a head start based on what I could find? Code if spell.skill == 'Elemental Magic' or spell.english == "Kaustra" then
if spell.element == world.weather_element and (get_weather_intensity() == 2 and spell.element ~= elements.weak_to[world.day_element]) then
equip(sets.Obi)
-- Target distance under 1.7 yalms.
elseif spell.target.distance < (1.7 + spell.target.model_size) then
equip({waist="Orpheus's Sash"})
-- Matching day and weather.
elseif spell.element == world.day_element and spell.element == world.weather_element then
equip(sets.Obi)
-- Target distance under 8 yalms.
elseif spell.target.distance < (8 + spell.target.model_size) then
equip({waist="Orpheus's Sash"})
-- Match day or weather.
elseif spell.element == world.day_element or spell.element == world.weather_element then
equip(sets.Obi)
end
end
サーバ: Asura
Game: FFXI
Posts: 4
By Asura.Vishual 2021-12-17 08:50:21
Thanks for the reply @Cambion though it still doesn't work! I tried removing the space and I even tried a simple command bound to the M key. It's as if it's not recognizing binds I put in the job-specific lua. The same line copy/pasted into the Mote_Globals works.
What I am doing now is just assigning a set of keys in mote_globals for each job I play, and commenting out the ones not currently in use, its a pain of course and was looking to have those auto-load in my job file. Oh well back to testing stuff, thanks for the info!
サーバ: Asura
Game: FFXI
Posts: 415
By Asura.Cambion 2021-12-17 12:37:05
Thanks for the reply @Cambion though it still doesn't work! I tried removing the space and I even tried a simple command bound to the M key. It's as if it's not recognizing binds I put in the job-specific lua. The same line copy/pasted into the Mote_Globals works.
What I am doing now is just assigning a set of keys in mote_globals for each job I play, and commenting out the ones not currently in use, its a pain of course and was looking to have those auto-load in my job file. Oh well back to testing stuff, thanks for the info!
This doesn't make sense. There has to be a contradiction somewhere, or something that's breaking it. I've checked my own luas, and it's the exact format. I just logged in, and bound to the same key bind, to ensure it wasn't an F1 block, and it works fine for me.
Can you share your full lua? Did you try re-loading, you're sure there aren't any errors coming up?
サーバ: Asura
Game: FFXI
Posts: 4
By Asura.Vishual 2021-12-17 15:22:09
works now, BLEH , user error, thanks for your time!!
Leviathan.Hadriel
サーバ: Leviathan
Game: FFXI
Posts: 8
By Leviathan.Hadriel 2021-12-17 16:11:56
Leviathan.Hadriel said: »I am looking for some help getting a holy water set implemented. Also would like it to work like aecho. (I have read that there are issues with it not equipping on the first use and that is fine)
I am also trying to get orph sash to equip with matching day/weather/enspell if possible.
Link to lua
I don't know what aecho is, but I think this is what you're looking for: Code function job_buff_change(buff,gain)
if buff == "doom" then
if gain then
equip(sets.buff.Doom)
send_command('@input /echo Doomed.')
disable()
else
enable()
handle_equipping_gear(player.status)
end
end
end
and then in your gear sets make the following, with whatever holy water gear you're thinking of?
Or change/add an input like the echo to /item Holy Water, etc. Whatever you want really, should give you the foundation you need.
~~~~~~~~~~~~
The following, I am just guessing, so please be advised. But, this might give you a head start based on what I could find? Code if spell.skill == 'Elemental Magic' or spell.english == "Kaustra" then
if spell.element == world.weather_element and (get_weather_intensity() == 2 and spell.element ~= elements.weak_to[world.day_element]) then
equip(sets.Obi)
-- Target distance under 1.7 yalms.
elseif spell.target.distance < (1.7 + spell.target.model_size) then
equip({waist="Orpheus's Sash"})
-- Matching day and weather.
elseif spell.element == world.day_element and spell.element == world.weather_element then
equip(sets.Obi)
-- Target distance under 8 yalms.
elseif spell.target.distance < (8 + spell.target.model_size) then
equip({waist="Orpheus's Sash"})
-- Match day or weather.
elseif spell.element == world.day_element or spell.element == world.weather_element then
equip(sets.Obi)
end
end
I will give that a try thanks
By Draylo 2021-12-22 01:39:11
Jobchange and organizer not working inside Odyssey lobby. Jobchange does until I try to do a 2nd NM then it doesn't work.
By Dubfire 2021-12-28 20:06:56
Hey guys, I hope you have been doing well.
I really would appreciate some help how to add some things to my .lua
This first one is going to be a blast from the past!
I would please like my lua to equip Uggalepih pendant in my neck slot, in my Elemental Magic Midcast set and my Elemental magic resistant midcast set, when my mp is 51% and lower instead of Elemental Torque,
Also for ninja:
I would like to please have Koga Tekko equip in my tp set and my blade jin WS set when it is night time, instead of dusk gloves (tp set) and horomusha kote (blade jin ws set)
Please let me know if i left out anything important
Thank you very much in advance for your time and help
Bismarck.Xurion
サーバ: Bismarck
Game: FFXI
Posts: 694
By Bismarck.Xurion 2021-12-29 08:38:32
Hey guys, I hope you have been doing well.
I really would appreciate some help how to add some things to my .lua
This first one is going to be a blast from the past!
I would please like my lua to equip Uggalepih pendant in my neck slot, in my Elemental Magic Midcast set and my Elemental magic resistant midcast set, when my mp is 51% and lower instead of Elemental Torque,
Also for ninja:
I would like to please have Koga Tekko equip in my tp set and my blade jin WS set when it is night time, instead of dusk gloves (tp set) and horomusha kote (blade jin ws set)
Please let me know if i left out anything important
Thank you very much in advance for your time and help You should post your existing lua here (in code tags) because there are many setups and the answers to your questions can vary greatly against each type.
Just looking for someone to explain this addon a bit for me. It looks like it is an alternative to Spellcast.
Is it going to be replacing Spellcast? In which ways is it better or worse. I don't know any programming but I've slowly learned more and more about spellcast and the 'language' used in gearswap is confusing to me.
It says it uses packets so it potentially could be more detectable? but does that also eliminate any lag that spellcast may encounter?
I plan on redoing my PUP xml to include pet casting sets thanks to the new addon petschool. I'm just not sure if it's worth it to just wait until gearswap gets more popular or to go ahead and do it in spellcast.
If anyone could give me more info I'd greatly appreciate it.
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