GearSwap For Dummies!

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フォーラム » FFXI » Jobs » Dancer » GearSwap for Dummies!
GearSwap for Dummies!
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 Asura.Cambion
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サーバ: Asura
Game: FFXI
user: Cambion
Posts: 415
By Asura.Cambion 2014-02-04 00:56:37  
Work in Progress...

Alright... as a follow up to my Spellcast for Dummies, here is the next stage in Dancer Technology Evolution Stuff...

I don't know much at all about GearSwap, but I've figured out how to get it to do what my old Spellcast use to do, as well as surpass it's usefulness in many other areas. It's also quicker, but probably the most impressive thing, to me at least, is that because Dancer can so easily hit the delay cap, Gearswap can and does, automatically change your gear each time a specified buff is active or wears off.
So, for example, A Victory March + Haste Samba is already enough for a Dancer to hit the cap. Because of this, you'll gain more Damage, by removing Dual Wield gear, and a more beneficial stat, since Dual Wield is no longer making you attack faster, because you've reached the cap.

Anywho, long story short, when it recognizes that Victory March has been cast on you, it will trigger your 'High Haste' gear set, without any input or command from you.

So, I'm going to start with the basics, which means I'll talk to you as if you were a child, because when it comes to all of this coding, that's how I wish people would explain it to me!

Step 0: Stuff I assume everyone has, but just in case...
A: Windower 4
Download Here: http://www.windower.net/
This is the program that makes all of the fancy applications work.

B: Notepad ++
Download Here: http://notepad-plus-plus.org/
This is the program that you use to actually create and edit the 'code' that spellcast uses and runs off of. For all intents and purposes, it's no more than a word document really.

Step 1: Obtaining Gearswap

Open Windower as usual. Before selecting a Profile, click “Addons”, scroll down until you see “GearSwap” and click the Download Button. Afterwards, ensure the Toggle Switch in in the “On” position, and then start FFXI as you always do.

Step 2: File Management

I use Windows 7, other Operating Systems may be slightly different, but should be close.
Right Click ‘Start’
Select “Windows Explorer”
Local Disk C:
Program Files (x86)
Windower4
Addons
GearSwap
Data

Once in the Data Folder, there should only be the ‘Instructions’ text file. (If I recall correctly)
From here, we now need to acquire Motenten’s Fancy Magic Files and place them into this “Data” folder.
They can be found at this link: https://github.com/Kinematics/GearSwap-Jobs

At the link above, there are 5 files you absolutely need.
You can either download them, or create new files within Notepad++, Copy/Paste and save them the exact way he has them listed.
The First 5 files you need are:
Mote-Globals
Mote-Include
Mote-Mappings
Mote-SelfCommands
Mote-Utility

And for us Dancers also:
Dnc

They all need to be labeled exactly as above, and saved as .lua files.
You do NOT alter these you your characters name, they will remain Mote- forever.
*The Dnc.lua file you can alter to your character’s name. This is only technically necessary if you use multiple characters but Cambion_Dnc will work, just like the plain Dnc will.

Step 2 (b): File Management Part 2

From there, we will now right click the “Dnc.lua” file and select “Open With Notepad++”
Once inside, you’ll now be able to view Mote’s Dnc “gearswap”. This .lua file has all of the Job Specific stuff related to Dnc as well as gear sets, rules, triggers, etc etc. The previous 5 files have… all sorts of stuff that’s far beyond my comprehension, but that apply to all of the jobs in the game and are universal. I recommend you don’t worry about them for now.

From the file as is today (2/3/14) you’ll want to scroll down to line 67.
In case the lines get pushed up/down over time, you’re looking for the following text:
Code
--------------------------------------
	-- Start defining the sets
	--------------------------------------


From here, you want to Highlight from the beginning of line 67 all the way down to line 303.
For those reading at a later date, you’re looking for the very first line, that simply says “end” and you want to stop just ABOVE the “end”. DO NOT include the “end” in your copy/paste. This is very important, and it can/will/has caused issues.

Every thing you’ve highlighted should be the numerous gearsets that we’ll be able to alter to our preference down the road. For the time being ‘Copy’ the entire text, and then ‘Delete’ it from the current file.

Create a new Notepad++ file and “Paste” what you just copy/deleted from the original Dnc.lua.
Now save this file as Dnc_Gear as a lua file. Alternatively, if you decided to use your character name, you’ll want to save this as Cambion_Dnc_Gear.
So in your Data file you should either have
A: Cambion_Dnc & Cambion_Dnc_Gear
or
B: Dnc & Dnc_Gear
both as lua files, along with the initial 5 files from Step 2 (a)

What we’ve just done, is separate our “gear” from our actual programming file.
I recommend doing this, so that any time there is an update to gearswap, that requires you to download the newest Dnc.lua from Mote’s files, you’ll be able to simply remove his gear sets, and continue using the one’s you’ve already customized.
[+]
 Asura.Cambion
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user: Cambion
Posts: 415
By Asura.Cambion 2014-02-04 00:56:42  
Part 2

Temporary, but for those who want a headstart in the gear customizing, here's my Dnc_Gear file. It's not top notch, but it's a bit more current with some of the newer gear than the one you may have copy/pasted from Mote.
Code
		sets.precast.JA['No Foot Rise'] = {body="Etoile Casaque +2"}

        sets.precast.JA['Trance'] = {head="Etoile Tiara +2"}
        

        -- Waltz set (chr and vit)
        sets.precast.Waltz = {ammo="Charis Feather",
			head="Anwig Salade",neck="Charis Necklace",lear="Suppanomimi",rear="Roundel Earring",
			body="Maxixi Casaque",hands="Maxixi Bangles +1",lring="Asklepian Ring",rring="Valseur's Ring",
			back="Toetapper Mantle",waist="Patentia Sash",legs="Quiahuiz Leggings",feet="Maxixi Toeshoes"}
		sets.precast.Waltz.Idle = set_combine(sets.precast.Waltz, {head="Etoile Tiara +2"})
                
        sets.precast.Waltz['Healing Waltz'] = {head="Anwig Salade"}
        
        sets.precast.Samba = {head="Maxixi Tiara"}

        sets.precast.Jig = {legs="Etoile Tights +2", feet="Maxixi Toeshoes"}

        sets.precast.Step = {head="Maxixi Tiara", back="Toetapper Mantle"}
        sets.precast.Step['Feather Step'] = {feet="Charis Shoes +2"}

        sets.precast.Flourish1 = {}
        sets.precast.Flourish1['Violent Flourish'] = {ear1="Psystorm Earring",ear2="Lifestorm Earring",
                body="Etoile Casaque +2",ring2="Sangoma Ring",feet="Iuitl Gaiters"} -- magic accuracy
        sets.precast.Flourish1['Desperate Flourish'] = {} -- acc gear

        sets.precast.Flourish2 = {}
        sets.precast.Flourish2['Reverse Flourish'] = {hands="Charis Bangles +2"}

        sets.precast.Flourish3 = {}
        sets.precast.Flourish3['Striking Flourish'] = {body="Charis Casaque +2"}
        sets.precast.Flourish3['Climactic Flourish'] = {head="Charis Tiara +2"}

        -- Fast cast sets for spells
        
        sets.precast.FC = {ear2="Loquacious Earring",
                hands="Thaumas Gloves"}

        sets.precast.FC.Utsusemi = set_combine(sets.precast.FC, {neck="Magoraga Beads"})

       
        -- Weaponskill sets
        -- Default set for any weaponskill that isn't any more specifically defined
        sets.precast.WS = {ammo="Charis Feather",
				head="Uk'uxkaj cap",neck="Asperity Necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring",
				body="Maxixi Casaque",hands="Maxixi Bangles +1",ring1="Epona's Ring",ring2="Rajas Ring",
				back="Atheling Mantle",waist="Windbuffet Belt",legs="Manibozho Brais",feet="Manibozho Boots"}
        
        gear.default.weaponskill_neck = "Asperity Necklace"
        gear.default.weaponskill_waist = "Caudata Belt"

        -- Specific weaponskill sets.  Uses the base set if an appropriate WSMod version isn't found.
        sets.precast.WS['Exenterator'] = set_combine(sets.precast.WS, {neck="Houyi's Gorget",hands="Iuitl Wristbands",
                ring1="Stormsoul Ring",waist="Caudata Belt",legs="Nahtirah Trousers"})
        sets.precast.WS['Exenterator'].Acc = set_combine(sets.precast.WS['Exenterator'], {ammo="Honed Tathlum", back="Toetapper Mantle"})
        sets.precast.WS['Exenterator'].Mod = set_combine(sets.precast.WS['Exenterator'], {waist=gear.ElementalBelt})

        sets.precast.WS['Pyrrhic Kleos'] = set_combine(sets.precast.WS, {head="Felistris Mask", hands="Maxixi Bangles +1", waist="Caudata Belt"})
        sets.precast.WS['Pyrrhic Kleos'].Acc = set_combine(sets.precast.WS.Acc, {ammo="Honed Tathlum", hands="Maxixi Bangles +1", waist="Caudata Belt"})

        sets.precast.WS['Evisceration'] = set_combine(sets.precast.WS, {ammo="Charis Feather",neck="Soil Gorget",waist="Caudata Belt", back="Rancorous Mantle"})
        sets.precast.WS['Evisceration'].Acc = set_combine(sets.precast.WS['Evisceration'], {ammo="Honed Tathlum", neck="Soil Gorget",waist="Caudata Belt", back="Toetapper Mantle"})
        sets.precast.WS['Evisceration'].Mod = set_combine(sets.precast.WS['Evisceration'], {waist=gear.ElementalBelt})

        sets.precast.WS["Rudra's Storm"] = set_combine(sets.precast.WS, {ammo="Charis Feather",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['Aeolian Edge'] = {ammo="Charis Feather",
                head="Thaumas Hat",neck="Stoicheion Medal",ear1="Friomisi Earring",ear2="Hecate's Earring",
                body="Manibozho Jerkin",hands="Buremte Gloves",ring1="Rajas Ring",ring2="Demon's Ring",
                back="Toro Cape",waist="Thunder Belt",legs="Iuitl Tights",feet="Iuitl Gaiters"}
        
        sets.precast.Skillchain = {hands="Charis Bangles +2"}
        
        
        -- Midcast Sets
        
        sets.midcast.FastRecast = {
                head="Felistris Mask",ear2="Loquacious Earring",
                body="Iuitl Vest",hands="Iuitl Wristbands",
                back="Toetapper Mantle",legs="Kaabnax Trousers",feet="Iuitl Gaiters"}
                
        -- Specific spells
        sets.midcast.Utsusemi = {
                head="Felistris Mask",neck="Torero Torque",ear2="Loquacious Earring",
                body="Iuitl Vest",hands="Iuitl Wristbands",ring1="Beeline Ring",
                back="Toetapper Mantle",legs="Kaabnax Trousers",feet="Iuitl Gaiters"}

        
        -- Sets to return to when not performing an action.
        
        -- Resting sets
        sets.resting = {head="Oce. Headpiece +1",neck="Wiglen Gorget",
                ring1="Sheltered Ring",ring2="Paguroidea Ring"}
        sets.ExtraRegen = {head="Oce. Headpiece +1",neck="Wiglen Gorget",lring="Sheltered Ring",rring="Paguroidea Ring"}
        

        -- Idle sets (default idle set not needed since the other three are defined, but leaving for testing purposes)

        sets.idle.Town = {ammo="Charis Feather",
				head="Uk'uxkaj Cap",neck="Twilight Torque",lear="Gelai Earring",rear="Roundel Earring",
				body="Thaumas Coat",hands="Maxixi Bangles +1",ring1="Epona's Ring",ring2="Rajas Ring",
				back="Toetapper Mantle",waist="Patentia Sash",legs="Quiahuiz Leggings",feet="Tandava Crackows"}
        
        sets.idle.Field = {ammo="Charis Feather",
				head="Iuitl headgear",neck="Twilight Torque",ear1="Gelai Earring",ear2="Novia Earring",
				body="Iuitl Vest",hands="Iuitl Wristbands",ring1="Dark Ring",ring2="Dark Ring",
				back="Shadow Mantle",waist="Flume Belt",legs="Iuitl Tights",feet="Tandava Crackows"}

        sets.idle.Weak = {ammo="Charis Feather",
				head="Iuitl headgear",neck="Twilight Torque",ear1="Gelai Earring",ear2="Novia Earring",
				body="Iuitl Vest",hands="Iuitl Wristbands",ring1="Dark Ring",ring2="Dark Ring",
				back="Shadow Mantle",waist="Flume Belt",legs="Iuitl Tights",feet="Iuitl Gaiters"}
        
        -- Defense sets

        sets.defense.Evasion = {ammo="Charis Feather",
				head="Ejekamal Mask",neck="Charis Necklace",ear1="Dudgeon Earring",ear2="Heartseeker Earring",
				body="Charis Casaque +2",hands="Maxixi Bangles +1",ring1="Epona's Ring",ring2="Rajas Ring",
				back="Toetapper Mantle",waist="Patentia Sash",legs="Quiahuiz Leggings",feet="Manibozho Boots"}

        sets.defense.PDT = {ammo="Charis Feather",
				head="Iuitl headgear",neck="Twilight Torque",ear1="Dudgeon Earring",ear2="Heartseeker Earring",
				body="Iuitl Vest",hands="Iuitl Wristbands",ring1="Dark Ring",ring2="Dark Ring",
				back="Mollusca Mantle",waist="Flume Belt",legs="Iuitl Tights",feet="Iuitl Gaiters"}

        sets.defense.MDT = {ammo="Charis Feather",
				head="Iuitl headgear",neck="Twilight Torque",ear1="Dudgeon Earring",ear2="Heartseeker Earring",
				body="Iuitl Vest",hands="Iuitl Wristbands",ring1="Dark Ring",ring2="Dark Ring",
				back="Mollusca Mantle",waist="Flume Belt",legs="Iuitl Tights",feet="Iuitl Gaiters"}

        sets.Kiting = {feet="Tandava Crackows"}

        -- 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 = {ammo="Charis Feather",
				head="Felistris Mask",neck="Charis Necklace",ear1="Dudgeon Earring",ear2="Heartseeker Earring",
				body="Charis Casaque +2",hands="Maxixi Bangles +1",ring1="Epona's Ring",ring2="Rajas Ring",
				back="Atheling Mantle",waist="Patentia Sash",legs="Quiahuiz Leggings",feet="Manibozho Boots"}
        sets.engaged.Acc = {ammo="Honed Tathlum",
				head="Ejekamal Mask",neck="Charis Necklace",ear1="Steelflash Earring",ear2="Heartseeker Earring",
				body="Charis Casaque +2",hands="Buremte Gloves",ring1="Epona's Ring",ring2="Rajas Ring",
				back="Toetapper Mantle",waist="Patentia Sash",legs="Kaabnax Trousers",feet="Manibozho Boots"}
        sets.engaged.Evasion = {ammo="Charis Feather",
				head="Felistris Mask",neck="Torero Torque",ear1="Gelai Earring",ear2="Novia Earring",
				body="Charis Casaque +2",hands="Maxixi Bangles +1",ring1="Epona's Ring",ring2="Rajas Ring",
				back="Atheling Mantle",waist="Patentia Sash",legs="Kaabnax Trousers",feet="Manibozho Boots"}
        sets.engaged.Acc.Evasion = {ammo="Charis Feather",
				head="Felistris Mask",neck="Charis Necklace",ear1="Dudgeon Earring",ear2="Heartseeker Earring",
				body="Charis Casaque +2",hands="Maxixi Bangles +1",ring1="Epona's Ring",ring2="Rajas Ring",
				back="Atheling Mantle",waist="Patentia Sash",legs="Quiahuiz Leggings",feet="Manibozho Boots"}
        sets.engaged.PDT = {ammo="Charis Feather",
				head="Iuitl headgear",neck="Twilight Torque",ear1="Dudgeon Earring",ear2="Heartseeker Earring",
				body="Iuitl Vest",hands="Iuitl Wristbands",ring1="Dark Ring",ring2="Dark Ring",
				back="Mollusca Mantle",waist="Flume Belt",legs="Iuitl Tights",feet="Iuitl Gaiters"}
		sets.engaged.PDTH = {ammo="Charis Feather",
				head="Iuitl headgear",neck="Twilight Torque",ear1="Dudgeon Earring",ear2="Heartseeker Earring",
				body="Charis Casaque +2",hands="Iuitl Wristbands",ring1="Dark Ring",ring2="Dark Ring",
				back="Mollusca Mantle",waist="Patentia Sash",legs="Iuitl Tights",feet="Iuitl Gaiters"}
        sets.engaged.Acc.PDT = {ammo="Honed Tathlum",
				head="Iuitl headgear",neck="Twilight Torque",ear1="Dudgeon Earring",ear2="Heartseeker Earring",
				body="Iuitl Vest",hands="Buremte Gloves",ring1="Dark Ring",ring2="Dark Ring",
				back="Mollusca Mantle",waist="Flume Belt",legs="Iuitl Tights",feet="Iuitl Gaiters"}

        -- Custom melee group: High Haste
        sets.engaged.HighHaste = {ammo="Charis Feather",
                head="Felistris Mask",neck="Asperity Necklace",ear1="Dudgeon Earring",ear2="Heartseeker Earring",
                body="Thaumas Coat",hands="Maxixi Bangles +1",ring1="Epona's Ring",ring2="Rajas Ring",
                back="Atheling Mantle",waist="Patentia Sash",legs="Quiahuiz Leggings",feet="Manibozho Boots"}
        sets.engaged.HighHaste.Acc = {ammo="Honed Tathlum",
                head="Felistris Mask",neck="Asperity Necklace",ear1="Dudgeon Earring",ear2="Heartseeker Earring",
                body="Thaumas Coat",hands="Buremte Gloves",ring1="Epona's Ring",ring2="Rajas Ring",
                back="Atheling Mantle",waist="Patentia Sash",legs="Quiahuiz Leggings",feet="Manibozho Boots"}
        sets.engaged.HighHaste.Evasion = {ammo="Charis Feather",
                head="Felistris Mask",neck="Asperity Necklace",ear1="Dudgeon Earring",ear2="Heartseeker Earring",
                body="Thaumas Coat",hands="Maxixi Bangles +1",ring1="Epona's Ring",ring2="Rajas Ring",
                back="Atheling Mantle",waist="Patentia Sash",legs="Quiahuiz Leggings",feet="Manibozho Boots"}
        sets.engaged.HighHaste.Acc.Evasion = {ammo="Charis Feather",
                head="Ejekamal Mask",neck="Asperity Necklace",ear1="Dudgeon Earring",ear2="Heartseeker Earring",
                body="Thaumas Coat",hands="Maxixi Bangles +1",ring1="Epona's Ring",ring2="Rajas Ring",
                back="Atheling Mantle",waist="Patentia Sash",legs="Quiahuiz Leggings",feet="Manibozho Boots"}
        sets.engaged.HighHaste.PDT = {ammo="Charis Feather",
                head="Felistris Mask",neck="Asperity Necklace",ear1="Dudgeon Earring",ear2="Heartseeker Earring",
                body="Thaumas Coat",hands="Maxixi Bangles +1",ring1="Epona's Ring",ring2="Rajas Ring",
                back="Atheling Mantle",waist="Patentia Sash",legs="Quiahuiz Leggings",feet="Manibozho Boots"}
        sets.engaged.HighHaste.Acc.PDT = {ammo="Charis Feather",
                head="Felistris Mask",neck="Asperity Necklace",ear1="Dudgeon Earring",ear2="Heartseeker Earring",
                body="Thaumas Coat",hands="Maxixi Bangles +1",ring1="Epona's Ring",ring2="Rajas Ring",
                back="Atheling Mantle",waist="Patentia Sash",legs="Quiahuiz Leggings",feet="Manibozho Boots"}

        -- Custom melee group: Max Haste
        sets.engaged.MaxHaste = {ammo="Charis Feather",
                head="Felistris Mask",neck="Asperity Necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring",
                body="Thaumas Coat",hands="Maxixi Bangles +1",ring1="Epona's Ring",ring2="Rajas Ring",
                back="Atheling Mantle",waist="Windbuffet Belt",legs="Quiahuiz Leggings",feet="Manibozho Boots"}
        sets.engaged.MaxHaste.Acc = {ammo="Honed Tathlum",
                head="Felistris Mask",neck="Asperity Necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring",
                body="Thaumas Coat",hands="Buremte Gloves",ring1="Epona's Ring",ring2="Rajas Ring",
                back="Atheling Mantle",waist="Windbuffet Belt",legs="Quiahuiz Leggings",feet="Manibozho Boots"}
        sets.engaged.MaxHaste.Evasion = {ammo="Charis Feather",
                head="Felistris Mask",neck="Asperity Necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring",
                body="Thaumas Coat",hands="Maxixi Bangles +1",ring1="Epona's Ring",ring2="Rajas Ring",
                back="Atheling Mantle",waist="Windbuffet Belt",legs="Quiahuiz Leggings",feet="Manibozho Boots"}
        sets.engaged.MaxHaste.Acc.Evasion = {ammo="Charis Feather",
                head="Felistris Mask",neck="Asperity Necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring",
                body="Thaumas Coat",hands="Maxixi Bangles +1",ring1="Epona's Ring",ring2="Rajas Ring",
                back="Atheling Mantle",waist="Windbuffet Belt",legs="Quiahuiz Leggings",feet="Manibozho Boots"}
        sets.engaged.MaxHaste.PDT = {ammo="Charis Feather",
                head="Felistris Mask",neck="Asperity Necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring",
                body="Thaumas Coat",hands="Maxixi Bangles +1",ring1="Epona's Ring",ring2="Rajas Ring",
                back="Atheling Mantle",waist="Windbuffet Belt",legs="Quiahuiz Leggings",feet="Manibozho Boots"}
        sets.engaged.MaxHaste.Acc.PDT = {ammo="Charis Feather",
                head="Felistris Mask",neck="Asperity Necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring",
                body="Thaumas Coat",hands="Maxixi Bangles +1",ring1="Epona's Ring",ring2="Rajas Ring",
                back="Atheling Mantle",waist="Windbuffet Belt",legs="Quiahuiz Leggings",feet="Manibozho Boots"}



        -- Buff sets: Gear that needs to be worn to actively enhance a current player buff.
        sets.buff['Climactic Flourish'] = {legs="Charis Tiara +2"}
[+]
 Asura.Cambion
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Game: FFXI
user: Cambion
Posts: 415
By Asura.Cambion 2014-02-04 00:56:47  
For now, I'm going to assume people can decipher the gear sets in part 2, and customize them as need be. I'll go back later and break down the sets a bit more for those who need it.
If you don't understand them, then do what I did to start, and copy/paste the same set into every single one, so you don't have to worry about it. Just get your Engaged, Idle and WS set's done, and you'll be good enough for now.

Part 3: Breaking down the rest of the Dnc.lua file

Going to start at the top:

A: Automatic Macro Change - Line 31
Here we’ll run into a very simple, but potentially very annoying issue.
-- Default macro set/book
set_macro_page(2, 5)

This will change your macro’s to whatever it’s set at. By default it’s 5, 20, which is Book 20, set 5. You can opt to set it to your specific macro, or delete it. I personally use Autoexec to handle all of my macro swaps on job change, because it can also decipher sub jobs.

B: Key Binds - Line 35

C: Cycling Sets - Line 46
-- Options: Override default values
options.OffenseModes = {'Normal', 'PDT', 'PDTH'}
options.DefenseModes = {'Normal', 'Evasion', 'PDT'}
options.WeaponskillModes = {'Normal', 'Acc', 'Att', 'Mod'}
options.IdleModes = {'Normal'}
options.RestingModes = {'Normal'}
options.PhysicalDefenseModes = {'Evasion', 'PDT'}
options.MagicalDefenseModes = {'MDT'}

Here is where you can define which sets you want to be able to manually trigger with a key.
OffenseModes is the one you’ll most commonly use. In my file you can see I have Normal, PDT and PDTH, as these are the 3 sets I use. The ‘Normal’ will directly correspond to the set we have in our Dnc_gear.lua on line 41: “-- Normal melee group
sets.engaged = {ammo="Charis Feather",
head="Ejekamal Mask",neck="Charis Necklace",ear1="Dudgeon Earring",ear2="Heartseeker Earring",
body="Charis Casaque +2",hands="Maxixi Bangles +1",ring1="Epona's Ring",ring2="Rajas Ring",
back="Atheling Mantle",waist="Patentia Sash",legs="Quiahuiz Leggings",feet="Manibozho Boots"}


Normal = sets.engaged
The abbreviation after engauged.XXX will be the name of the actual set. So again, for me, you can see on line 158, that I have my PDT set, and on line 162, my PDTH set.
This means that I can cycle through these 3 sets with 1 button, and the cycle will be in the listed order: Normal > PDT > PDTH.

If you want to add or remove a set, you simply add a comma, and the name of the new set in single quotes:
options.OffenseModes = {'Normal', 'PDT', 'PDTH'} would become:
options.OffenseModes = {'Normal', 'PDT', 'PDTH', ‘Acc’}
And that would allow you to cycle through the 4 sets. You can put them in any order you desire, or add and delete whichever sets best suit your playstyle.

This same logic will apply to the other option.XXX modes.

To determine the key that controls this, you’ll want to open (Edit with Notepad++) the Mote-Globals file. Beginning at line 43, you’ll see all of the bind commands. You can use whichever key you like, but the command you’ll need to use is:
send_command('bind f9 gs c cycle OffenseMode')
Where f9 is the key you’re binding and you can change it to whatever you like.
Personally, I use F9 to cycle my TP sets, F10 to cycle my steps, f11 to cycle kiting, and f12 is to refresh. I’ll explain these as we go on.

Regardless of what key you choose, you can now test it in game.
*Remember you need to reload Gearswap anytime you make changes to the .lua files for them to take effect. This can be done by typing the following command in your chat log:
//lua u gearswap
//lua l gearswap

If you need help remembering this command, it’s lua = Load Unload Addon
The u or l defines whether you’re loading or unloading
and the following is the name of the addon, in this case gearswap.

D: Haste Triggers - Line 284 or 506(if you didn’t delete the gear sets)

Here you can see exactly what it takes for Gearswap to trigger to the first and second haste sets. These sets can be found in the Dnc_Gear.lua, and they all correspond respectively. By this I mean, sets.engaged will trigger the sets.engaged.HighHaste and then sets.engaged.MaxHaste. If you’ve used the ‘cycle’ option, that put you into another set, when you trigger the haste cap, it will put you into the same set of that high haste category. So if you ‘cycle mode’ into your PDT set: sets.engaged.PDT it will automatically go to sets.engaged.HighHaste.PDT and then sets.engaged.MaxHaste.PDT. This will happen for all of the sets you have or use, as long as they’re correctly listed.

For those who haven't toyed with this, or don't want to waste their time with the calculations, here are what I've DPS's out to be the best options/swapped for each tier: (Ignoring the fact I don't have Felistris Mask yet QQ)
Code
sets.engaged = {ammo="Charis Feather",
				head="Ejekamal Mask",neck="Charis Necklace",ear1="Dudgeon Earring",ear2="Heartseeker Earring",
				body="Charis Casaque +2",hands="Maxixi Bangles +1",ring1="Epona's Ring",ring2="Rajas Ring",
				back="Atheling Mantle",waist="Patentia Sash",legs="Quiahuiz Leggings",feet="Manibozho Boots"}

sets.engaged.HighHaste = {ammo="Charis Feather",
                head="Ejekamal Mask",neck="Asperity Necklace",ear1="Dudgeon Earring",ear2="Heartseeker Earring",
                body="Thaumas Coat",hands="Maxixi Bangles +1",ring1="Epona's Ring",ring2="Rajas Ring",
                back="Atheling Mantle",waist="Patentia Sash",legs="Quiahuiz Leggings",feet="Manibozho Boots"}

sets.engaged.MaxHaste = {ammo="Charis Feather",
                head="Ejekamal Mask",neck="Asperity Necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring",
                body="Thaumas Coat",hands="Maxixi Bangles +1",ring1="Epona's Ring",ring2="Rajas Ring",
                back="Atheling Mantle",waist="Windbuffet Belt",legs="Quiahuiz Leggings",feet="Manibozho Boots"}


E: Auto-Presto - Line 315/537

Okay, so this is a script that will automatically use Presto prior to any ‘Step’ you perform. Technically, it’s only suppose to occur if your finishing moves are below 3, but it’s not currently working as intended, but it’s far better than manually using Presto every other step. And for those using steps frequently, Presto won’t even be ready by your second step anyways.

The issue, is that for me personally, the one Mote has listed in the default Dnc file, doesn’t work at all. It may have been something I broke, but I didn’t want to bug him with it, so I simply altered it, back to an older version that did work. That code is here for anyone else experiencing the same issue as I was:
Code
-- Automatically use Presto for steps when it's available and we have less than 3 finishing moves
function job_pretarget(spell, action, spellMap, eventArgs)
	if spell.type == 'Step' then
		local allRecasts = windower.ffxi.get_ability_recasts()
		local prestoCooldown = allRecasts[236]
		local under3FMs = not buffactive['Finishing Move 3'] and not buffactive['Finishing Move 4'] and not buffactive['Finishing Move 5']
		
		if player.main_job_level >= 77 and prestoCooldown < 1 and under3FMs then
			cast_delay(1.1)
			send_command('input /ja "Presto" <me>')
		end
	end
end
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 Asura.Cambion
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By Asura.Cambion 2014-02-04 00:56:50  
Part 4: Automatic Waltz Efficiency User Thingymajig

Mote has made an automatic Waltz Calculator thing, that will alter the Waltz you use, based on the targets current HP and your current TP, to heal their HP in the most efficient way. Sounds awesome right? Well... I suppose that depends. If you play Dnc the way I do, you'll hate this. I liked it in theory, but it absolutely killed me in practice.

Perhaps I'm alone in this regard, but I basically use Waltz III for everything. And if you super tank things like Reives for cape farming, or anything else where you have multiple mobs on you, you'll quickly find how often a Waltz 4 or 5 will get you killed, because of the longer recast. Unfortunately with this script, you can't control your Waltz's. So while I enjoyed the downgrade from a Waltz 3, to a waltz 2 for tp sake, and it was also nice for it to cancel a waltz, if I accidentally hit the wrong macro because it knows my HP is full, I couldn't handle it UPgrading my waltz's to larger cure.

Lucky for us, that was an easy fix that I actually figured out myself. First let's find/look at the original script. To find and edit this, you'll want to open up (Edit with Notepad++) the Mote-Utility file.

Scroll down to line 66 and you'll find the following:
Code
-- If we can estimate missing HP, we can adjust the preferred tier used.
	if targ then
		if player.main_job == 'DNC' then
			if missingHP < 40 then
				-- not worth curing
				add_to_chat(122,'Full HP!')
				eventArgs.cancel = true
				return
			elseif missingHP < 200 then
				newWaltz = 'Curing Waltz'
			elseif missingHP < 600 then
				newWaltz = 'Curing Waltz II'
			elseif missingHP < 1100 then
				newWaltz = 'Curing Waltz III'
			elseif missingHP < 1500 then
				newWaltz = 'Curing Waltz IV'
			else
				newWaltz = 'Curing Waltz V'
			end
		elseif player.sub_job == 'DNC' then
			if missingHP < 150 then
				newWaltz = 'Curing Waltz'
			elseif missingHP < 300 then
				newWaltz = 'Curing Waltz II'
			else
				newWaltz = 'Curing Waltz III'
			end
		else
			return
		end
	end


Relatively straight forward once you break it down.
If the target is missing less than 40hp, it won't waltz at all.
If the target is missing less than 200hp, it'll use Waltz 1
Less than 600, Waltz 2
1100 = 3
1500 = 4
or else (meaning if none of these apply, AKA 1501 or higher)
it will use waltz 5.

Initially I altered it to just remove the Waltz 5 option, because I don't think we ever want that to happen, but even so, the 4's were getting me killed while solo'ing Marjamine Ravine Reives. I endedup making Waltz III the highest it could use, this way, the script will only downgrade from 3 > 2 > 1 > won't waltz, and will never upgrade beyond 3.

Some may find this useful, some may enjoy the regular script, thus I'm offering both:
Code
	if targ then
		if player.main_job == 'DNC' then
			if missingHP < 40 then
				-- not worth curing
				add_to_chat(122,'Full HP!')
				eventArgs.cancel = true
				return
			elseif missingHP < 200 then
				newWaltz = 'Curing Waltz'
			elseif missingHP < 600 then
				newWaltz = 'Curing Waltz II'
			else
				newWaltz = 'Curing Waltz III'
			end
		elseif player.sub_job == 'DNC' then
			if missingHP < 150 then
				newWaltz = 'Curing Waltz'
			elseif missingHP < 300 then
				newWaltz = 'Curing Waltz II'
			else
				newWaltz = 'Curing Waltz III'
			end
		else
			return
		end
	end


You can also customize the amount of HP missing if you like, I haven’t done that yet, but have been meaning to. That will allow you to alter the script to better fit your current Waltz build.

Part 5: Stuff

A: Automatic Steppermatic Maticmatic

First we need to make the macro.
The normal macro in FFXI will be a single line of text like so:
/console gs c step
it is case sensitive, like almost everything in Gearswap, so be mindful of that.

Now, you have the option to 'cyclestep' just like we did with our offensive modes. To do this, you'll want to select a bind key.
Again, I use f9-f12 for my toggles, but you're free to use whatever you like. There's 2 places you can do this.
The first is is the Dnc.lua, where you see the binds listed on lines 35. The alternate option is the Mote-Globals.lua where you'll see them on line 43.
Keep in mind, using the Globals will effect all jobs, using the Dnc.lua will only effect Dnc. It appears to me, that the Globals.lua will take precedence over the Dnc.lua but I haven't tested that yet. You also have the option to use Shift+ a key, or Ctrl + a key for binds as well. Meaning you can actually Bind 3 commands to the same key. f9, shift f9 and ctrl f9 for example.

YOu may do this however you please, with whatever keys you prefer. Once you've decided, you can unload and reload Gearswap. (//lua u gearswap > //gs lua l gearswap) and then test your key. Upon hitting your key, you will get a chatlog message "Mainstep mode is now xxxStep" Where, xxx is the step that will now be used by your macro. This allows you to change steps anytime, without having to alter macro sets, or having multiple macros for your steps.

If you'd like, you can customize the order, or amount of steps it cycles through, again, just like we did with our offensive modes. You'll find this code on line 57 of your Dnc.lua.
options.StepModes = {'Box Step', 'Quickstep', 'Feather Step', 'Stutter Step'}
 Asura.Cambion
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By Asura.Cambion 2014-02-04 00:56:55  
Part 5: Stuff

A: Automatic Steppermatic Maticmatic

First we need to make the macro.
The normal macro in FFXI will be a single line of text like so:
/console gs c step
it is case sensitive, like almost everything in Gearswap, so be mindful of that.

Now, you have the option to 'cyclestep' just like we did with our offensive modes. To do this, you'll want to select a bind key.
Again, I use f9-f12 for my toggles, but you're free to use whatever you like. There's 2 places you can do this.
The first is is the Dnc.lua, where you see the binds listed on lines 35. The alternate option is the Mote-Globals.lua where you'll see them on line 43.
Keep in mind, using the Globals will effect all jobs, using the Dnc.lua will only effect Dnc. It appears to me, that the Globals.lua will take precedence over the Dnc.lua but I haven't tested that yet. You also have the option to use Shift+ a key, or Ctrl + a key for binds as well. Meaning you can actually Bind 3 commands to the same key. f9, shift f9 and ctrl f9 for example.

YOu may do this however you please, with whatever keys you prefer. Once you've decided, you can unload and reload Gearswap. (//lua u gearswap > //gs lua l gearswap) and then test your key. Upon hitting your key, you will get a chatlog message "Mainstep mode is now xxxStep" Where, xxx is the step that will now be used by your macro. This allows you to change steps anytime, without having to alter macro sets, or having multiple macros for your steps.

If you'd like, you can customize the order, or amount of steps it cycles through, again, just like we did with our offensive modes. You'll find this code on line 57 of your Dnc.lua.
options.StepModes = {'Box Step', 'Quickstep', 'Feather Step', 'Stutter Step'}

B: To Be Determined
 
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 Fenrir.Motenten
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By Fenrir.Motenten 2014-02-04 02:00:22  
Corrections:

1) Copy everything from line 40:
Code
-- Called when this job file is unloaded (eg: job change)


to line 330:
Code
	-- Buff sets: Gear that needs to be worn to actively enhance a current player buff.
	sets.buff['Saber Dance'] = {legs="Etoile Tights +2"}
	sets.buff['Climactic Flourish'] = {legs="Charis Tiara +2"}

end


This includes the start of the function file_unload(), down to the end of the init_gear_sets() function.

COPY, don't CUT all of that text, and paste into a new document.

Save that document as dnc_gear.lua. The contents of dnc_gear.lua should now be something like:
Code
-- 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 !`')
	send_command('unbind ^=')
	send_command('unbind !=')
	send_command('unbind ^-')
	send_command('unbind !-')
end


-- Define sets and vars used by this job file.
function init_gear_sets()
    -- <snip> lots of stuff
end



Do not remove the original functions from dnc.lua. The functions in dnc_gear.lua will REPLACE them when loaded, so there's no worry about mixing up the gear between my files and yours.

If you do not keep the functions, but instead place all the raw sets in the dnc_gear file, those sets will be loaded, and then the init_gear_sets() function of the original dnc.lua file will be called, which will overwrite all those sets you just put in. You don't want this to happen.

If you deleted init_gear_sets() then the main file's sets won't overwrite yours, but it will error out because init_gear_sets() doesn't exist anymore. You don't want this to happen.

If you deleted only the contents of init_gear_sets() then things would work, but you'd lose access to certain other methodologies, and just generally be a poor way of going about it.


ADVANCED NOTE: Technically, every function in dnc_gear.lua will overwrite any corresponding one in dnc.lua. That means that if you want to modify the actual rules of the original file, you could create a new instance of the relevant function in dnc_gear.lua and it won't be overwritten when you get a new version of the main file.

Only do that if you understand the implications of how this works.
 Valefor.Endoq
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By Valefor.Endoq 2014-02-04 02:09:50  
example:
/equip body "Name of Item"

equipping left and right ring/ear is ear1 or ear2 and same with rings :D

and even if its not ammo it will be /equip ammo "Bomb Core"

spelling it exactly like in game is important to

and now you know how to macro swap gear (=◕‿-) 
[+]
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By siskotaru 2014-02-04 04:34:20  
Many, many thanks. Time to update from Spellcast !
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 Ragnarok.Mixi
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By Ragnarok.Mixi 2014-02-08 15:31:21  
thanks for all the work.

is the Automatic Waltz thing still working? do i have to use a console macro or something? cuz if i just use walz III it will still use it even if i just lost 100hp
 Fenrir.Motenten
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By Fenrir.Motenten 2014-02-08 16:35:54  
If you're using mine, make sure you call refine_waltz() from precast. It's defined in Mote-Utilities.
 Asura.Cambion
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By Asura.Cambion 2014-02-08 18:04:52  
Ragnarok.Mixi said: »
thanks for all the work.

is the Automatic Waltz thing still working? do i have to use a console macro or something? cuz if i just use walz III it will still use it even if i just lost 100hp

It's working for me, but I haven't updated any of Mote's 5 files recently. When I have some free time, I'll create a backup, and update all the new files, and see if it's broke. I'm also going to experiment with what Mote laid out in his initial response, to see if it works better.

I'll get back to you as soon as I can with the results.

As for what Mote said, I'm not positive I understand, but on line 20 of the Mote-Utilities you'll find:
Code
function refine_waltz(spell, action, spellMap, eventArgs)
	if spell.type ~= 'Waltz' then
		return
	end


Then at line 75 of the Dnc.lua you have this:
Code
function job_precast(spell, action, spellMap, eventArgs)
	--auto_presto(spell)
	if spell.type == 'Waltz' then
		refine_waltz(spell, action, spellMap, eventArgs)
	end
	cancel_conflicting_buffs(spell, action, spellMap, eventArgs)
end


Double check your files and see if they match, if not maybe try some copy/pasting and see if you can get it fixed with trial error, otherwise I'll play with it later on.
 Fenrir.Motenten
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By Fenrir.Motenten 2014-02-08 18:17:07  
Actually, it gets further revised based on what I pushed today.

You want to copy the entirety of the following functions:

user_setup() -- var setup for anything aside from gear sets (option lists, default macro page, buff variables, etc).

init_gear_sets() -- all gear sets

file_unload() -- when the job file is unloaded (job change, shutdown, etc)

Copy them whole cloth into the sidecar file, along with any personal changes, and they will be used instead of the ones in the main job file.
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By Lakshmi.Byrth 2014-02-08 18:20:01  
kind of a random side-note, but Desultor Tassets' "Waltz TP Cost -5" has to be equipped at Precast or the server will block your Waltz on the grounds of you not having enough TP. It has to remain equipped for midcast or you won't get its effect. I don't know what would happen if you wore them for precast with 45 TP and switched them away to something else for midcast. Perhaps it would block you again at midcast, or perhaps you'd end up with have negative TP.
 Ragnarok.Mixi
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By Ragnarok.Mixi 2014-02-08 18:38:42  
ok, i went back and download everything fresh from repository and used waltz without editing anything in the files and i had the following error everytime i use waltz

Quote:
GearSwap: Lua error (runtime) - ...gram Files (x86)/Windower4//addons/gearswap/flow.lua:254:

and
Quote:
User function error: ...86)Windower4/addons/gearswap/data/Mote-utility.lua:137: attempt to index global 'res' (a nil value)
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By Asura.Cambion 2014-02-08 21:30:15  
Ragnarok.Mixi said: »
ok, i went back and download everything fresh from repository and used waltz without editing anything in the files and i had the following error everytime i use waltz

Quote:
GearSwap: Lua error (runtime) - ...gram Files (x86)/Windower4//addons/gearswap/flow.lua:254:

and
Quote:
User function error: ...86)Windower4/addons/gearswap/data/Mote-utility.lua:137: attempt to index global 'res' (a nil value)


Out of pure curiosity, try these. It's my exact Dnc.lua and current Mote-Utility
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By Fenrir.Motenten 2014-02-08 21:38:46  
Ah, that's the resource expansion that's being done, and I was messing around with. Probably not on live yet.

In Mote-Utility, uncomment lines 132-133, and comment out 135-141. I'll adjust to make sure that's only on the dev branch.
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By Ragnarok.Mixi 2014-02-09 05:26:57  
thanks, both of you, its working now.
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By Ragnarok.Liteholt 2014-02-16 12:01:09  
Just as a procedural question, I'm guessing that for the Manibozho pieces, all of them are augmented with the Attack path? And which two augments are best for Moonshade Earring (since you have it listed for the Rudra's Storm set, which I hope to be able to see in action someday, currently still on Glavoid Shells)?

For the Iuitl set, what sorts of augments should I look for as "ideal"? I haven't played around much with augmenting them, I have Crit Rate +1 PDT-1% on the head, PDT-3% on the feet, and I think PDT-3% and Recycle+1 on the body (which I know isn't needed for DNC, but I can never get a higher PDT any time I try).

ETA: For the Demon's Ring, I'm guessing look for high MAB and high Magic Crit?
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By Fasaga 2014-03-11 01:40:28  
this question doesn't pertain to dnc so much as other mage jobs in relation to playing with gearswap. I just made the transition over and its awesome, the only thing I can't figure out is that it seems when spellcast is loaded even with a blank xml gearswap won't work. Is there any way to get gearswap to work with spellcast loaded? I like to be able to just //haste etc.
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By Ragnarok.Mswildfire 2014-03-11 01:42:25  
Fasaga said: »
this question doesn't pertain to dnc so much as other mage jobs in relation to playing with gearswap. I just made the transition over and its awesome, the only thing I can't figure out is that it seems when spellcast is loaded even with a blank xml gearswap won't work. Is there any way to get gearswap to work with spellcast loaded? I like to be able to just //haste etc.

You need to use shortcuts. It's in the addons also.
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By Fasaga 2014-03-11 01:45:30  
Ragnarok.Mswildfire said: »
Fasaga said: »
this question doesn't pertain to dnc so much as other mage jobs in relation to playing with gearswap. I just made the transition over and its awesome, the only thing I can't figure out is that it seems when spellcast is loaded even with a blank xml gearswap won't work. Is there any way to get gearswap to work with spellcast loaded? I like to be able to just //haste etc.

You need to use shortcuts. It's in the addons also.
Thanks!
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By Phoenix.Baelorn 2014-03-11 02:25:47  
Is there any easy way to add a new Offense Mode?
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By Jurant 2014-03-15 05:39:38  
find the part that looks like this

-- Setup vars that are user-dependent. Can override this function in a sidecar file.
function user_setup()
-- Options: Override default values
options.OffenseModes = {'None', 'Normal'}
options.DefenseModes = {'Normal'}
options.WeaponskillModes = {'Normal'}
options.CastingModes = {'Normal', 'Resistant', 'Dire'}
options.IdleModes = {'Normal', 'PDT'}
options.RestingModes = {'Normal'}
options.PhysicalDefenseModes = {'PDT'}
options.MagicalDefenseModes = {'MDT'}

state.Defense.PhysicalMode = 'PDT'
state.OffenseMode = 'None'

Add in your set names.
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By Ragnarok.Mswildfire 2014-03-15 06:09:10  
For some reason using Motes MNK file when I'm in Limbus it won't use my engaged body but changes everything else, I wondered if it was to do with the weather in there but it only does it every now and again. So sometimes it will equip my normal TP body and other times it changes everything but I remain in my idle body, anyone else have this problem?
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By Jurant 2014-03-15 17:17:36  
Maybe the Impetus body rule? I changed it to my regular TP body. Have not used inlimbus tho
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By Ragnarok.Mswildfire 2014-03-15 18:05:59  
Oh my that's more than likely it I think cause I don't have AF3+2 body yet, lol..
 Phoenix.Baelorn
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By Phoenix.Baelorn 2014-03-16 04:21:16  
Jurant said: »
find the part that looks like this

That did it. Thanks!
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By Carbuncle.Doryll 2014-03-16 13:25:06  
I tried the Blm.lua , it seems work very well except when i want cast the spells : Sleepga & Sleepga II

"Doryll cannot cast Sleepga"

I searched why, but nothing in the lua.. it's the 2 only spell i can't cast with my blm.
Someone can help me please ?
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By Leviathan.Lunazetha 2014-03-22 03:42:17  
hey guys ty for this, im learning to use GS atm
since im using spellcast from 2 months ago
(im such a noob)

have a stupid question =P

what i need to write and where to charge my 2 GS on my chars? (atm GS autoload only 1 char files)

whit spellscast my first char autoload the files and was using "//SC load" for my second char files

ty vm for all the info.
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