Lua Error 389

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フォーラム » FFXI » Jobs » Blue Mage » lua error 389
lua error 389
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Posts: 121
By hamany9 2016-08-10 23:19:31  
whenever i load my blu lua i get this error: user file problem>blu.lua:389: ) expected (to.

It was working fine until i edited my gear, heres a paste of my file:

-------------------------------------------------------------------------------------------------------------------
-- Setup functions for this job. Generally should not be modified.
-------------------------------------------------------------------------------------------------------------------

-- Initialization function for this job file.
function get_sets()
mote_include_version = 2

-- Load and initialize the include file.
include('Mote-Include.lua')
end


-- Setup vars that are user-independent. state.Buff vars initialized here will automatically be tracked.
function job_setup()
state.Buff['Burst Affinity'] = buffactive['Burst Affinity'] or false
state.Buff['Chain Affinity'] = buffactive['Chain Affinity'] or false
state.Buff.Convergence = buffactive.Convergence or false
state.Buff.Diffusion = buffactive.Diffusion or false
state.Buff.Efflux = buffactive.Efflux or false

state.Buff['Unbridled Learning'] = buffactive['Unbridled Learning'] or false


blue_magic_maps = {}

-- Mappings for gear sets to use for various blue magic spells.
-- While Str isn't listed for each, it's generally assumed as being at least
-- moderately signficant, even for spells with other mods.

-- Physical Spells --

-- Physical spells with no particular (or known) stat mods
blue_magic_maps.Physical = S{
'Bilgestorm'
}

-- Spells with heavy accuracy penalties, that need to prioritize accuracy first.
blue_magic_maps.PhysicalAcc = S{
'Heavy Strike',
}

-- Physical spells with Str stat mod
blue_magic_maps.PhysicalStr = S{
'Battle Dance','Bloodrake','Death Scissors','Dimensional Death',
'Empty Thrash','Quadrastrike','Sinker Drill','Spinal Cleave',
'Uppercut','Vertical Cleave'
}

-- Physical spells with Dex stat mod
blue_magic_maps.PhysicalDex = S{
'Amorphic Spikes','Asuran Claws','Barbed Crescent','Claw Cyclone','Disseverment',
'Foot Kick','Frenetic Rip','Goblin Rush','Hysteric Barrage','Paralyzing Triad',
'Seedspray','Sickle Slash','Smite of Rage','Terror Touch','Thrashing Assault',
'Vanity Dive'
}

-- Physical spells with Vit stat mod
blue_magic_maps.PhysicalVit = S{
'Body Slam','Cannonball','Delta Thrust','Glutinous Dart','Grand Slam',
'Power Attack','Quad. Continuum','Sprout Smack','Sub-zero Smash'
}

-- Physical spells with Agi stat mod
blue_magic_maps.PhysicalAgi = S{
'Benthic Typhoon','Feather Storm','Helldive','Hydro Shot','Jet Stream',
'Pinecone Bomb','Spiral Spin','Wild Oats'
}

-- Physical spells with Int stat mod
blue_magic_maps.PhysicalInt = S{
'Mandibular Bite','Queasyshroom'
}

-- Physical spells with Mnd stat mod
blue_magic_maps.PhysicalMnd = S{
'Ram Charge','Screwdriver','Tourbillion'
}

-- Physical spells with Chr stat mod
blue_magic_maps.PhysicalChr = S{
'Bludgeon'
}

-- Physical spells with HP stat mod
blue_magic_maps.PhysicalHP = S{
'Final Sting'
}

-- Magical Spells --

-- Magical spells with the typical Int mod
blue_magic_maps.Magical = S{
'Blastbomb','Blazing Bound','Bomb Toss','Cursed Sphere','Dark Orb','Death Ray',
'Diffusion Ray','Droning Whirlwind','Embalming Earth','Firespit','Foul Waters',
'Ice Break','Leafstorm','Maelstrom','Rail Cannon','Regurgitation','Rending Deluge',
'Retinal Glare','Subduction','Tem. Upheaval','Water Bomb'
}

-- Magical spells with a primary Mnd mod
blue_magic_maps.MagicalMnd = S{
'Acrid Stream','Evryone. Grudge','Magic Hammer','Mind Blast'
}

-- Magical spells with a primary Chr mod
blue_magic_maps.MagicalChr = S{
'Eyes On Me','Mysterious Light'
}

-- Magical spells with a Vit stat mod (on top of Int)
blue_magic_maps.MagicalVit = S{
'Thermal Pulse'
}

-- Magical spells with a Dex stat mod (on top of Int)
blue_magic_maps.MagicalDex = S{
'Charged Whisker','Gates of Hades'
}

-- Magical spells (generally debuffs) that we want to focus on magic accuracy over damage.
-- Add Int for damage where available, though.
blue_magic_maps.MagicAccuracy = S{
'1000 Needles','Absolute Terror','Actinic Burst','Auroral Drape','Awful Eye',
'Blank Gaze','Blistering Roar','Blood Drain','Blood Saber','Chaotic Eye',
'Cimicine Discharge','Cold Wave','Corrosive Ooze','Demoralizing Roar','Digest',
'Dream Flower','Enervation','Feather Tickle','Filamented Hold','Frightful Roar',
'Geist Wall','Hecatomb Wave','Infrasonics','Jettatura','Light of Penance',
'Lowing','Mind Blast','Mortal Ray','MP Drainkiss','Osmosis','Reaving Wind',
'Sandspin','Sandspray','Sheep Song','Soporific','Sound Blast','Stinking Gas',
'Sub-zero Smash','Venom Shell','Voracious Trunk','Yawn'
}

-- Breath-based spells
blue_magic_maps.Breath = S{
'Bad Breath','Flying Hip Press','Frost Breath','Heat Breath',
'Hecatomb Wave','Magnetite Cloud','Poison Breath','Radiant Breath','Self-Destruct',
'Thunder Breath','Vapor Spray','Wind Breath'
}

-- Stun spells
blue_magic_maps.Stun = S{
'Blitzstrahl','Frypan','Head Butt','Sudden Lunge','Tail slap','Temporal Shift',
'Thunderbolt','Whirl of Rage'
}

-- Healing spells
blue_magic_maps.Healing = S{
'Healing Breeze','Magic Fruit','Plenilune Embrace','Pollen','Restoral','White Wind',
'Wild Carrot'
}

-- Buffs that depend on blue magic skill
blue_magic_maps.SkillBasedBuff = S{
'Barrier Tusk','Diamondhide','Magic Barrier','Metallic Body','Plasma Charge',
'Pyric Bulwark','Reactor Cool',
}

-- Other general buffs
blue_magic_maps.Buff = S{
'Amplification','Animating Wail','Battery Charge','Carcharian Verve','Cocoon',
'Erratic Flutter','Exuviation','Fantod','Feather Barrier','Harden Shell',
'Memento Mori','Nat. Meditation','Occultation','Orcish Counterstance','Refueling',
'Regeneration','Saline Coat','Triumphant Roar','Warm-Up','Winds of Promyvion',
'Zephyr Mantle'
}


-- Spells that require Unbridled Learning to cast.
unbridled_spells = S{
'Absolute Terror','Bilgestorm','Blistering Roar','Bloodrake','Carcharian Verve',
'Crashing Thunder','Droning Whirlwind','Gates of Hades','Harden Shell','Polar Roar',
'Pyric Bulwark','Thunderbolt','Tourbillion','Uproot'
}
end

-------------------------------------------------------------------------------------------------------------------
-- 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', 'Refresh', 'Learning')
state.WeaponskillMode:options('Normal', 'Acc')
state.CastingMode:options('Normal', 'Resistant')
state.IdleMode:options('Normal', 'PDT', 'Learning')

gear.macc_hagondes = {name="Hagondes Cuffs", augments={'Phys. dmg. taken -3%','Mag. Acc.+29'}}

-- Additional local binds
send_command('bind ^` input /ja "Chain Affinity" <me>')
send_command('bind !` input /ja "Efflux" <me>')
send_command('bind @` input /ja "Burst Affinity" <me>')

update_combat_form()
select_default_macro_book()
end


-- Called when this job file is unloaded (eg: job change)
function user_unload()
send_command('unbind ^`')
send_command('unbind !`')
send_command('unbind @`')
end


-- Set up gear sets.
function init_gear_sets()
--------------------------------------
-- Start defining the sets
--------------------------------------

sets.buff['Burst Affinity'] = {feet="Mavi Basmak +2"}
sets.buff['Chain Affinity'] = {head="Mavi Kavuk +2", feet="Assimilator's Charuqs"}
sets.buff.Convergence = {head="Luhlaza Keffiyeh"}
sets.buff.Diffusion = {feet="Luhlaza Charuqs"}
sets.buff.Enchainment = {body="Luhlaza Jubbah"}
sets.buff.Efflux = {legs="Mavi Tayt +2"}


-- Precast Sets

-- Precast sets to enhance JAs
sets.precast.JA['Azure Lore'] = {hands="Mirage Bazubands +2"}


-- Waltz set (chr and vit)
sets.precast.Waltz = {ammo="Sonia's Plectrum",
head="Uk'uxkaj Cap",
body="Vanir Cotehardie",hands="Buremte Gloves",ring1="Spiral Ring",
back="Iximulew Cape",waist="Caudata Belt",legs="Hagondes Pants",feet="Iuitl Gaiters +1"}

-- Don't need any special gear for Healing Waltz.
sets.precast.Waltz['Healing Waltz'] = {}

-- Fast cast sets for spells

sets.precast.FC = {ammo="Impatiens",
head="Amalric coif",neck="Urunmila's Torque",ear2="Loquacious Earring",ear1="Etiolation Earring",
body="Luhlaza Jubbah +1",hands="Leyline Gloves",ring1="Prolix Ring",
back="Swith Cape",waist="Witful Belt",legs="Lengo Pants",feet="Amalric nails"}

sets.precast.FC['Blue Magic'] = set_combine(sets.precast.FC, {body="Mavi Mintan +2"})


-- Weaponskill sets
-- Default set for any weaponskill that isn't any more specifically defined
sets.precast.WS = {
head="Herculean helm",neck="Fotia gorget",ear1="Bladeborn Earring",ear2="Steelflash Earring",
body="Adhemar jacket",hands="Herculean gloves",ring1="Hetairoi ring",ring2="Epona's Ring",
back="Rosmerta's Cape",waist="Fotia belt",legs="Samnuha tights",feet="Herculean boots"}

sets.precast.WS.acc = set_combine(sets.precast.WS, {hands="Herculean gloves"})

-- Specific weaponskill sets. Uses the base set if an appropriate WSMod version isn't found.
sets.precast.WS['Requiescat'] = set_combine(sets.precast.WS, {ring1="Aquasoul Ring",feet="Herculean boots"})

sets.precast.WS['Sanguine Blade'] = {
head="Jhakri coronal +1",neck="Eddy Necklace",ear1="Friomisi Earring",ear2="Hecate's Earring",
body="Jhakri robe +1",hands="Jhakri cuffs +1",ring1="Acumen Ring",ring2="Strendu Ring",
back="Cornflower cape",legs="Amalric slops",feet="Amalric nails"}


-- Midcast Sets
sets.midcast.FastRecast = {ammo="Impatiens",
head="Amalric coif",neck="Urunmila's Torque",ear2="Loquacious Earring",ear1="Etiolation Earring",
body="Luhlaza Jubbah +1",hands="Leyline Gloves",ring1="Prolix Ring",
back="Swith Cape",waist="Witful Belt",legs="Lengo Pants",feet="Amalric nails"}

sets.midcast['Blue Magic'] = {}

-- Physical Spells --

sets.midcast['Blue Magic'].Physical = {ammo="Falcon eye",
head="Jhakri coronal +1",neck="Sanctity necklace",ear1="Dignitary's earring",ear2="Steelflash Earring",
body="Adhemar jacket",hands="Jhakri cuffs +1",ring1="Rajas Ring",ring2="Petrov ring",
back="Cornflower Cape",waist="Kentarch belt +1",legs="Jhakri slops +1",feet="Jhakri pigaches +1"}

sets.midcast['Blue Magic'].PhysicalAcc = {ammo="Falcon eye",
head="Jhakri coronal +1",neck="Sanctity necklace",ear1="Dignitary's earring",ear2="Steelflash Earring",
body="Adhemar jacket",hands="Jhakri cuffs +1",ring1="Rajas Ring",ring2="Petrov ring",
back="Cornflower Cape",waist="Kentarch belt +1",legs="Jhakri slops +1",feet="Jhakri pigaches +1"}

sets.midcast['Blue Magic'].PhysicalStr = set_combine(sets.midcast['Blue Magic'].Physical,
{body="Jhakri robe +1",hands="Jhakri cuffs +1"})

sets.midcast['Blue Magic'].PhysicalDex = set_combine(sets.midcast['Blue Magic'].Physical,
{ammo="Falcon eye",body="Adhemar jacket",hands="Jhakri cuffs +1",
waist="Kentarch belt +1",legs="Jhakri slops +1"})

sets.midcast['Blue Magic'].PhysicalVit = set_combine(sets.midcast['Blue Magic'].Physical,
{body="Adhemar jacket",hands="Jhakri cuffs +1",back="Cornflower Cape"})

sets.midcast['Blue Magic'].PhysicalAgi = set_combine(sets.midcast['Blue Magic'].Physical,
{body="Adhemar jacket",hands="Jhakri cuffs +1",ring2="Petrov Ring",
waist="Kentarch belt +1",feet="Jhakri slops +1"})

sets.midcast['Blue Magic'].PhysicalInt = set_combine(sets.midcast['Blue Magic'].Physical,
{ear1="Psystorm Earring",body="Jhakri robe +1",hands="Jhakri cuffs +1",
ring2="Acumen ring",back="Cornflower Cape",feet="Jhakri pigaches +1"})

sets.midcast['Blue Magic'].PhysicalMnd = set_combine(sets.midcast['Blue Magic'].Physical,
{ear1="Lifestorm Earring",body="Jhakri robe +1",hands="Jhakri cuffs +1",
ring2="Aquasoul Ring",back="Cornflower Cape"})

sets.midcast['Blue Magic'].PhysicalChr = set_combine(sets.midcast['Blue Magic'].Physical,
{body="Jhakri robe +1",hands="Jhakri cuffs +1",back="Cornflower Cape",
waist="Kentarch belt +1"})

sets.midcast['Blue Magic'].PhysicalHP = set_combine(sets.midcast['Blue Magic'].Physical)


-- Magical Spells --

sets.midcast['Blue Magic'].Magical = {ammo="Pemphredo Tathlum",
head="Jhakri coronal +1",neck="Sanctity necklace",ear1="Friomisi Earring",ear2="Hecate's Earring",
body="Jhakri robe +1",hands="Jhakri cuffs +1",ring1="Strendu Ring",ring2="Acumen Ring",
back="Cornflower Cape",waist="Yamabuki-no-obi",legs="Amalric slops",feet="Amalric nails"}

sets.midcast['Blue Magic'].Magical.Resistant = set_combine(sets.midcast['Blue Magic'].Magical,
{body="Jhakri coronal +1",ring1="Sangoma Ring",legs="Amalric slops",feet="Amalric nails"})

sets.midcast['Blue Magic'].MagicalMnd = set_combine(sets.midcast['Blue Magic'].Magical,
{ring1="Aquasoul Ring"})

sets.midcast['Blue Magic'].MagicalChr = set_combine(sets.midcast['Blue Magic'].Magical)

sets.midcast['Blue Magic'].MagicalVit = set_combine(sets.midcast['Blue Magic'].Magical,
{ring1="Spiral Ring"})

sets.midcast['Blue Magic'].MagicalDex = set_combine(sets.midcast['Blue Magic'].Magical)

sets.midcast['Blue Magic'].MagicAccuracy = {ammo="Pemphredo Tathlum",
head="Jhakri coronal +1",neck="Sanctity necklace",ear1="Friomisi Earring",ear2="Hecate's Earring",
body="Jhakri robe +1",hands="Jhakri cuffs +1",ring1="Strendu Ring",ring2="Acumen Ring",
back="Cornflower Cape",waist="Yamabuki-no-obi",legs="Amalric slops",feet="Amalric nails"}

-- Breath Spells --

sets.midcast['Blue Magic'].Breath = {ammo="Pemphredo Tathlum",
head="Jhakri coronal +1",neck="Sanctity necklace",ear1="Friomisi Earring",ear2="Hecate's Earring",
body="Jhakri robe +1",hands="Jhakri cuffs +1",ring1="Strendu Ring",ring2="Acumen Ring",
back="Cornflower Cape",waist="Yamabuki-no-obi",legs="Amalric slops",feet="Amalric nails"}

-- Other Types --

sets.midcast['Blue Magic'].Stun = set_combine(sets.midcast['Blue Magic'].MagicAccuracy,
{waist="Kentarch belt +1"})

sets.midcast['Blue Magic']['White Wind'] = {
head="Herculean helm",neck="Orunmila's torque",ear1="Mendicant's earring",ear2="Loquacious Earring",
body="Adhemar jacket",hands="Leyline Gloves",ring1="K'ayres Ring",ring2="Supershear Ring",
back="Solemnity cape",waist="Gishdubar sash",legs="Lengo pants",feet="Medium's Sabots"}

sets.midcast['Blue Magic'].Healing = {
head="Herculean helm",neck="Orunmila's torque",ear1="Mendicant's earring",ear2="Loquacious Earring",
body="Adhemar jacket",hands="Leyline Gloves",ring1="K'ayres Ring",ring2="Supershear Ring",
back="Solemnity cape",waist="Gishdubar sash",legs="Lengo pants",feet="Medium's Sabots"}

sets.midcast['Blue Magic'].SkillBasedBuff = {ammo="Mavi Tathlum",
head="Luhlaza Keffiyeh",
body="Assimilator's Jubbah",
back="Cornflower Cape",legs="Mavi Tayt +2",feet="Luhlaza Charuqs"}

sets.midcast['Blue Magic'].Buff = {}

sets.midcast.Protect = {ring1="Sheltered Ring"}
sets.midcast.Protectra = {ring1="Sheltered Ring"}
sets.midcast.Shell = {ring1="Sheltered Ring"}
sets.midcast.Shellra = {ring1="Sheltered Ring"}




-- Sets to return to when not performing an action.

-- Gear for learning spells: +skill and AF hands.
sets.Learning = {ammo="Mavi Tathlum",hands="Assimilator's Bazubands +1"}
--head="Luhlaza Keffiyeh",
--body="Assimilator's Jubbah",hands="Assimilator's Bazubands +1",
--back="Cornflower Cape",legs="Mavi Tayt +2",feet="Luhlaza Charuqs"}


sets.latent_refresh = {waist="Fucho-no-obi"}

-- Resting sets
sets.resting = {
head="Rawhide mask",neck="Sanctity necklace",Ear1="Moonshade earring",Ear2="Infused earring"
body="Jhakri robe +1",hands="Herculean gloves",ring1="Sheltered Ring",ring2="Paguroidea Ring",
waist="Fucho-no-obi",feet="Herculean boots"}

-- Idle sets
sets.idle = {ammo="Iron gobbet",
head="Rawhide Mask",neck="Sanctity necklace",ear1="Moonshade Earring",ear2="Infused Earring",
body="Jhakri robe +1",hands="Herculean gloves",ring1="Defending Ring",ring2="Vocane Ring",
back="Umbra cape",waist="Flume Belt",legs="Carmine Cuisses",feet="Herculean boots"}

sets.idle.PDT = {ammo="Iron gobbet",Sub="Genbu's shield"
head="Rawhide Mask",neck="Twilight torque",ear1="Moonshade Earring",ear2="Ethereal Earring",
body="Emet harness +1",hands="Herculean gloves",ring1="Defending Ring",ring2="Vocane Ring",
back="Umbra cape",waist="Flume Belt",legs="Carmine Cuisses",feet="Herculean boots"}

sets.idle.Town = {ammo="Iron gobbet",
head="Rawhide Mask",neck="Sanctity necklace",ear1="Moonshade Earring",ear2="Infused Earring",
body="Jhakri robe +1",hands="Herculean gloves",ring1="Defending Ring",ring2="Vocane Ring",
back="Umbra cape",waist="Flume Belt",legs="Crimson Cuisses",feet="Herculean boots"}

sets.idle.Learning = set_combine(sets.idle, sets.Learning)


-- Defense sets
sets.defense.PDT = {ammo="Iron gobbet",
head="Hagondes hat +1",neck="Twilight torque",ear1="Suppanomimi",ear2="Cessance Earring",
body="Emet harness +1",hands="Herculean gloves",ring1="Defending Ring",ring2="Vocane Ring",
back="Umbra cape",waist="Flume Belt",legs="Herculean trousers",feet="Herculean boots"}

sets.defense.MDT = {ammo="Iron gobbet",
head="Hagondes hat +1",neck="Twilight torque",ear1="Suppanomimi",ear2="Cessance Earring",
body="Emet harness +1",hands="Herculean gloves",ring1="Defending Ring",ring2="Vocane Ring",
back="Umbra cape",waist="Flume Belt",legs="Herculean trousers",feet="Herculean boots"}

sets.Kiting = {legs="Carmine Cuisses"}

-- 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="Ginsen",
head="Herculean helm",neck="Clotharius torque",ear1="Suppanomimi",ear2="Cessance Earring",
body="Adhemar jacket",hands="Herculean gloves",ring1="Hetairoi Ring",ring2="Epona's Ring",
back="Rosmerta's cape",waist="Kentarch belt +1",legs="Samnuha tights",feet="Herculean boots"}

sets.engaged.Acc = {ammo="Ginsen",
head="Herculean helm",neck="Clotharius torque",ear1="Suppanomimi",ear2="Cessance Earring",
body="Adhemar jacket",hands="Herculean gloves",ring1="Hetairoi Ring",ring2="Epona's Ring",
back="Rosmerta's cape",waist="Kentarch belt +1",legs="Samnuha tights",feet="Herculean boots"}

sets.engaged.Refresh ={ammo="Ginsen",
head="Herculean helm",neck="Clotharius torque",ear1="Suppanomimi",ear2="Cessance Earring",
body="Adhemar jacket",hands="Herculean gloves",ring1="Hetairoi Ring",ring2="Epona's Ring",
back="Rosmerta's cape",waist="Kentarch belt +1",legs="Samnuha tights",feet="Herculean boots"}

sets.engaged.DW = {ammo="Ginsen",
head="Herculean helm",neck="Clotharius torque",ear1="Suppanomimi",ear2="Cessance Earring",
body="Adhemar jacket",hands="Herculean gloves",ring1="Hetairoi Ring",ring2="Epona's Ring",
back="Rosmerta's cape",waist="Kentarch belt +1",legs="Samnuha tights",feet="Herculean boots"}

sets.engaged.DW.Acc = {ammo="Ginsen",
head="Herculean helm",neck="Clotharius torque",ear1="Suppanomimi",ear2="Cessance Earring",
body="Adhemar jacket",hands="Herculean gloves",ring1="Hetairoi Ring",ring2="Epona's Ring",
back="Rosmerta's cape",waist="Kentarch belt +1",legs="Samnuha tights",feet="Herculean boots"}

sets.engaged.DW.Refresh = {ammo="Ginsen",
head="Herculean helm",neck="Clotharius torque",ear1="Suppanomimi",ear2="Cessance Earring",
body="Adhemar jacket",hands="Herculean gloves",ring1="Hetairoi Ring",ring2="Epona's Ring",
back="Rosmerta's cape",waist="Kentarch belt +1",legs="Samnuha tights",feet="Herculean boots"}

sets.engaged.Learning = set_combine(sets.engaged, sets.Learning)
sets.engaged.DW.Learning = set_combine(sets.engaged.DW, sets.Learning)


sets.self_healing = {ring1="Kunaji Ring",ring2="Asklepian Ring"}
end

-------------------------------------------------------------------------------------------------------------------
-- Job-specific hooks for standard casting events.
-------------------------------------------------------------------------------------------------------------------

-- 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 unbridled_spells:contains(spell.english) and not state.Buff['Unbridled Learning'] then
eventArgs.cancel = true
windower.send_command('@input /ja "Unbridled Learning" <me>; wait 1.5; input /ma "'..spell.name..'" '..spell.target.name)
end
end

-- Run after the default midcast() is done.
-- eventArgs is the same one used in job_midcast, in case information needs to be persisted.
function job_post_midcast(spell, action, spellMap, eventArgs)
-- Add enhancement gear for Chain Affinity, etc.
if spell.skill == 'Blue Magic' then
for buff,active in pairs(state.Buff) do
if active and sets.buff[buff] then
equip(sets.buff[buff])
end
end
if spellMap == 'Healing' and spell.target.type == 'SELF' and sets.self_healing then
equip(sets.self_healing)
end
end

-- If in learning mode, keep on gear intended to help with that, regardless of action.
if state.OffenseMode.value == 'Learning' then
equip(sets.Learning)
end
end


-------------------------------------------------------------------------------------------------------------------
-- Job-specific hooks for non-casting events.
-------------------------------------------------------------------------------------------------------------------

-- Called when a player gains or loses a buff.
-- buff == buff gained or lost
-- gain == true if the buff was gained, false if it was lost.
function job_buff_change(buff, gain)
if state.Buff[buff] ~= nil then
state.Buff[buff] = gain
end
end

-------------------------------------------------------------------------------------------------------------------
-- User code that supplements standard library decisions.
-------------------------------------------------------------------------------------------------------------------

-- Custom spell mapping.
-- Return custom spellMap value that can override the default spell mapping.
-- Don't return anything to allow default spell mapping to be used.
function job_get_spell_map(spell, default_spell_map)
if spell.skill == 'Blue Magic' then
for category,spell_list in pairs(blue_magic_maps) do
if spell_list:contains(spell.english) then
return category
end
end
end
end

-- Modify the default idle set after it was constructed.
function customize_idle_set(idleSet)
if player.mpp < 51 then
set_combine(idleSet, sets.latent_refresh)
end
return idleSet
end

-- Called by the 'update' self-command, for common needs.
-- Set eventArgs.handled to true if we don't want automatic equipping of gear.
function job_update(cmdParams, eventArgs)
update_combat_form()
end


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

function update_combat_form()
-- Check for H2H or single-wielding
if player.equipment.sub == "Genbu's Shield" or player.equipment.sub == 'empty' then
state.CombatForm:reset()
else
state.CombatForm:set('DW')
end
end


-- Select default macro book on initial load or subjob change.
function select_default_macro_book()
-- Default macro set/book
if player.sub_job == 'DNC' then
set_macro_page(2, 7)
else
set_macro_page(1, 7)
end
end
 Asura.Neufko
Offline
サーバ: Asura
Game: FFXI
user: siskotaru
Posts: 236
By Asura.Neufko 2016-08-11 03:48:30  
See this section :

-- Resting sets
sets.resting = {
head="Rawhide mask",neck="Sanctity necklace",Ear1="Moonshade earring",Ear2="Infused earring"
body="Jhakri robe +1",hands="Herculean gloves",ring1="Sheltered Ring",ring2="Paguroidea Ring",
waist="Fucho-no-obi",feet="Herculean boots"}

you missed a comma after "infused earring"
 Asura.Neufko
Offline
サーバ: Asura
Game: FFXI
user: siskotaru
Posts: 236
By Asura.Neufko 2016-08-11 03:53:00  
sorry didn't see the double post.

So you're getting the same error ?

Can you repost your "fixed" lua ?
Offline
Posts: 121
By hamany9 2016-08-11 06:11:30  
-------------------------------------------------------------------------------------------------------------------
-- Setup functions for this job. Generally should not be modified.
-------------------------------------------------------------------------------------------------------------------

-- Initialization function for this job file.
function get_sets()
mote_include_version = 2

-- Load and initialize the include file.
include('Mote-Include.lua')
end


-- Setup vars that are user-independent. state.Buff vars initialized here will automatically be tracked.
function job_setup()
state.Buff['Burst Affinity'] = buffactive['Burst Affinity'] or false
state.Buff['Chain Affinity'] = buffactive['Chain Affinity'] or false
state.Buff.Convergence = buffactive.Convergence or false
state.Buff.Diffusion = buffactive.Diffusion or false
state.Buff.Efflux = buffactive.Efflux or false

state.Buff['Unbridled Learning'] = buffactive['Unbridled Learning'] or false


blue_magic_maps = {}

-- Mappings for gear sets to use for various blue magic spells.
-- While Str isn't listed for each, it's generally assumed as being at least
-- moderately signficant, even for spells with other mods.

-- Physical Spells --

-- Physical spells with no particular (or known) stat mods
blue_magic_maps.Physical = S{
'Bilgestorm'
}

-- Spells with heavy accuracy penalties, that need to prioritize accuracy first.
blue_magic_maps.PhysicalAcc = S{
'Heavy Strike',
}

-- Physical spells with Str stat mod
blue_magic_maps.PhysicalStr = S{
'Battle Dance','Bloodrake','Death Scissors','Dimensional Death',
'Empty Thrash','Quadrastrike','Sinker Drill','Spinal Cleave',
'Uppercut','Vertical Cleave'
}

-- Physical spells with Dex stat mod
blue_magic_maps.PhysicalDex = S{
'Amorphic Spikes','Asuran Claws','Barbed Crescent','Claw Cyclone','Disseverment',
'Foot Kick','Frenetic Rip','Goblin Rush','Hysteric Barrage','Paralyzing Triad',
'Seedspray','Sickle Slash','Smite of Rage','Terror Touch','Thrashing Assault',
'Vanity Dive'
}

-- Physical spells with Vit stat mod
blue_magic_maps.PhysicalVit = S{
'Body Slam','Cannonball','Delta Thrust','Glutinous Dart','Grand Slam',
'Power Attack','Quad. Continuum','Sprout Smack','Sub-zero Smash'
}

-- Physical spells with Agi stat mod
blue_magic_maps.PhysicalAgi = S{
'Benthic Typhoon','Feather Storm','Helldive','Hydro Shot','Jet Stream',
'Pinecone Bomb','Spiral Spin','Wild Oats'
}

-- Physical spells with Int stat mod
blue_magic_maps.PhysicalInt = S{
'Mandibular Bite','Queasyshroom'
}

-- Physical spells with Mnd stat mod
blue_magic_maps.PhysicalMnd = S{
'Ram Charge','Screwdriver','Tourbillion'
}

-- Physical spells with Chr stat mod
blue_magic_maps.PhysicalChr = S{
'Bludgeon'
}

-- Physical spells with HP stat mod
blue_magic_maps.PhysicalHP = S{
'Final Sting'
}

-- Magical Spells --

-- Magical spells with the typical Int mod
blue_magic_maps.Magical = S{
'Blastbomb','Blazing Bound','Bomb Toss','Cursed Sphere','Dark Orb','Death Ray',
'Diffusion Ray','Droning Whirlwind','Embalming Earth','Firespit','Foul Waters',
'Ice Break','Leafstorm','Maelstrom','Rail Cannon','Regurgitation','Rending Deluge',
'Retinal Glare','Subduction','Tem. Upheaval','Water Bomb'
}

-- Magical spells with a primary Mnd mod
blue_magic_maps.MagicalMnd = S{
'Acrid Stream','Evryone. Grudge','Magic Hammer','Mind Blast'
}

-- Magical spells with a primary Chr mod
blue_magic_maps.MagicalChr = S{
'Eyes On Me','Mysterious Light'
}

-- Magical spells with a Vit stat mod (on top of Int)
blue_magic_maps.MagicalVit = S{
'Thermal Pulse'
}

-- Magical spells with a Dex stat mod (on top of Int)
blue_magic_maps.MagicalDex = S{
'Charged Whisker','Gates of Hades'
}

-- Magical spells (generally debuffs) that we want to focus on magic accuracy over damage.
-- Add Int for damage where available, though.
blue_magic_maps.MagicAccuracy = S{
'1000 Needles','Absolute Terror','Actinic Burst','Auroral Drape','Awful Eye',
'Blank Gaze','Blistering Roar','Blood Drain','Blood Saber','Chaotic Eye',
'Cimicine Discharge','Cold Wave','Corrosive Ooze','Demoralizing Roar','Digest',
'Dream Flower','Enervation','Feather Tickle','Filamented Hold','Frightful Roar',
'Geist Wall','Hecatomb Wave','Infrasonics','Jettatura','Light of Penance',
'Lowing','Mind Blast','Mortal Ray','MP Drainkiss','Osmosis','Reaving Wind',
'Sandspin','Sandspray','Sheep Song','Soporific','Sound Blast','Stinking Gas',
'Sub-zero Smash','Venom Shell','Voracious Trunk','Yawn'
}

-- Breath-based spells
blue_magic_maps.Breath = S{
'Bad Breath','Flying Hip Press','Frost Breath','Heat Breath',
'Hecatomb Wave','Magnetite Cloud','Poison Breath','Radiant Breath','Self-Destruct',
'Thunder Breath','Vapor Spray','Wind Breath'
}

-- Stun spells
blue_magic_maps.Stun = S{
'Blitzstrahl','Frypan','Head Butt','Sudden Lunge','Tail slap','Temporal Shift',
'Thunderbolt','Whirl of Rage'
}

-- Healing spells
blue_magic_maps.Healing = S{
'Healing Breeze','Magic Fruit','Plenilune Embrace','Pollen','Restoral','White Wind',
'Wild Carrot'
}

-- Buffs that depend on blue magic skill
blue_magic_maps.SkillBasedBuff = S{
'Barrier Tusk','Diamondhide','Magic Barrier','Metallic Body','Plasma Charge',
'Pyric Bulwark','Reactor Cool',
}

-- Other general buffs
blue_magic_maps.Buff = S{
'Amplification','Animating Wail','Battery Charge','Carcharian Verve','Cocoon',
'Erratic Flutter','Exuviation','Fantod','Feather Barrier','Harden Shell',
'Memento Mori','Nat. Meditation','Occultation','Orcish Counterstance','Refueling',
'Regeneration','Saline Coat','Triumphant Roar','Warm-Up','Winds of Promyvion',
'Zephyr Mantle'
}


-- Spells that require Unbridled Learning to cast.
unbridled_spells = S{
'Absolute Terror','Bilgestorm','Blistering Roar','Bloodrake','Carcharian Verve',
'Crashing Thunder','Droning Whirlwind','Gates of Hades','Harden Shell','Polar Roar',
'Pyric Bulwark','Thunderbolt','Tourbillion','Uproot'
}
end

-------------------------------------------------------------------------------------------------------------------
-- 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', 'Refresh', 'Learning')
state.WeaponskillMode:options('Normal', 'Acc')
state.CastingMode:options('Normal', 'Resistant')
state.IdleMode:options('Normal', 'PDT', 'Learning')

gear.macc_hagondes = {name="Hagondes Cuffs", augments={'Phys. dmg. taken -3%','Mag. Acc.+29'}}

-- Additional local binds
send_command('bind ^` input /ja "Chain Affinity" <me>')
send_command('bind !` input /ja "Efflux" <me>')
send_command('bind @` input /ja "Burst Affinity" <me>')

update_combat_form()
select_default_macro_book()
end


-- Called when this job file is unloaded (eg: job change)
function user_unload()
send_command('unbind ^`')
send_command('unbind !`')
send_command('unbind @`')
end


-- Set up gear sets.
function init_gear_sets()
--------------------------------------
-- Start defining the sets
--------------------------------------

sets.buff['Burst Affinity'] = {feet="Mavi Basmak +2"}
sets.buff['Chain Affinity'] = {head="Mavi Kavuk +2", feet="Assimilator's Charuqs"}
sets.buff.Convergence = {head="Luhlaza Keffiyeh"}
sets.buff.Diffusion = {feet="Luhlaza Charuqs"}
sets.buff.Enchainment = {body="Luhlaza Jubbah"}
sets.buff.Efflux = {legs="Mavi Tayt +2"}


-- Precast Sets

-- Precast sets to enhance JAs
sets.precast.JA['Azure Lore'] = {hands="Mirage Bazubands +2"}


-- Waltz set (chr and vit)
sets.precast.Waltz = {ammo="Sonia's Plectrum",
head="Uk'uxkaj Cap",
body="Vanir Cotehardie",hands="Buremte Gloves",ring1="Spiral Ring",
back="Iximulew Cape",waist="Caudata Belt",legs="Hagondes Pants",feet="Iuitl Gaiters +1"}

-- Don't need any special gear for Healing Waltz.
sets.precast.Waltz['Healing Waltz'] = {}

-- Fast cast sets for spells

sets.precast.FC = {ammo="Impatiens",
head="Amalric coif",neck="Urunmila's Torque",ear2="Loquacious Earring",ear1="Etiolation Earring",
body="Luhlaza Jubbah +1",hands="Leyline Gloves",ring1="Prolix Ring",
back="Swith Cape",waist="Witful Belt",legs="Lengo Pants",feet="Amalric nails"}

sets.precast.FC['Blue Magic'] = set_combine(sets.precast.FC, {body="Mavi Mintan +2"})


-- Weaponskill sets
-- Default set for any weaponskill that isn't any more specifically defined
sets.precast.WS = {
head="Herculean helm",neck="Fotia gorget",ear1="Bladeborn Earring",ear2="Steelflash Earring",
body="Adhemar jacket",hands="Herculean gloves",ring1="Hetairoi ring",ring2="Epona's Ring",
back="Rosmerta's Cape",waist="Fotia belt",legs="Samnuha tights",feet="Herculean boots"}

sets.precast.WS.acc = set_combine(sets.precast.WS, {hands="Herculean gloves"})

-- Specific weaponskill sets. Uses the base set if an appropriate WSMod version isn't found.
sets.precast.WS['Requiescat'] = set_combine(sets.precast.WS, {ring1="Aquasoul Ring",feet="Herculean boots"})

sets.precast.WS['Sanguine Blade'] = {
head="Jhakri coronal +1",neck="Eddy Necklace",ear1="Friomisi Earring",ear2="Hecate's Earring",
body="Jhakri robe +1",hands="Jhakri cuffs +1",ring1="Acumen Ring",ring2="Strendu Ring",
back="Cornflower cape",legs="Amalric slops",feet="Amalric nails"}


-- Midcast Sets
sets.midcast.FastRecast = {ammo="Impatiens",
head="Amalric coif",neck="Urunmila's Torque",ear2="Loquacious Earring",ear1="Etiolation Earring",
body="Luhlaza Jubbah +1",hands="Leyline Gloves",ring1="Prolix Ring",
back="Swith Cape",waist="Witful Belt",legs="Lengo Pants",feet="Amalric nails"}

sets.midcast['Blue Magic'] = {}

-- Physical Spells --

sets.midcast['Blue Magic'].Physical = {ammo="Falcon eye",
head="Jhakri coronal +1",neck="Sanctity necklace",ear1="Dignitary's earring",ear2="Steelflash Earring",
body="Adhemar jacket",hands="Jhakri cuffs +1",ring1="Rajas Ring",ring2="Petrov ring",
back="Cornflower Cape",waist="Kentarch belt +1",legs="Jhakri slops +1",feet="Jhakri pigaches +1"}

sets.midcast['Blue Magic'].PhysicalAcc = {ammo="Falcon eye",
head="Jhakri coronal +1",neck="Sanctity necklace",ear1="Dignitary's earring",ear2="Steelflash Earring",
body="Adhemar jacket",hands="Jhakri cuffs +1",ring1="Rajas Ring",ring2="Petrov ring",
back="Cornflower Cape",waist="Kentarch belt +1",legs="Jhakri slops +1",feet="Jhakri pigaches +1"}

sets.midcast['Blue Magic'].PhysicalStr = set_combine(sets.midcast['Blue Magic'].Physical,
{body="Jhakri robe +1",hands="Jhakri cuffs +1"})

sets.midcast['Blue Magic'].PhysicalDex = set_combine(sets.midcast['Blue Magic'].Physical,
{ammo="Falcon eye",body="Adhemar jacket",hands="Jhakri cuffs +1",
waist="Kentarch belt +1",legs="Jhakri slops +1"})

sets.midcast['Blue Magic'].PhysicalVit = set_combine(sets.midcast['Blue Magic'].Physical,
{body="Adhemar jacket",hands="Jhakri cuffs +1",back="Cornflower Cape"})

sets.midcast['Blue Magic'].PhysicalAgi = set_combine(sets.midcast['Blue Magic'].Physical,
{body="Adhemar jacket",hands="Jhakri cuffs +1",ring2="Petrov Ring",
waist="Kentarch belt +1",feet="Jhakri slops +1"})

sets.midcast['Blue Magic'].PhysicalInt = set_combine(sets.midcast['Blue Magic'].Physical,
{ear1="Psystorm Earring",body="Jhakri robe +1",hands="Jhakri cuffs +1",
ring2="Acumen ring",back="Cornflower Cape",feet="Jhakri pigaches +1"})

sets.midcast['Blue Magic'].PhysicalMnd = set_combine(sets.midcast['Blue Magic'].Physical,
{ear1="Lifestorm Earring",body="Jhakri robe +1",hands="Jhakri cuffs +1",
ring2="Aquasoul Ring",back="Cornflower Cape"})

sets.midcast['Blue Magic'].PhysicalChr = set_combine(sets.midcast['Blue Magic'].Physical,
{body="Jhakri robe +1",hands="Jhakri cuffs +1",back="Cornflower Cape",
waist="Kentarch belt +1"})

sets.midcast['Blue Magic'].PhysicalHP = set_combine(sets.midcast['Blue Magic'].Physical)


-- Magical Spells --

sets.midcast['Blue Magic'].Magical = {ammo="Pemphredo Tathlum",
head="Jhakri coronal +1",neck="Sanctity necklace",ear1="Friomisi Earring",ear2="Hecate's Earring",
body="Jhakri robe +1",hands="Jhakri cuffs +1",ring1="Strendu Ring",ring2="Acumen Ring",
back="Cornflower Cape",waist="Yamabuki-no-obi",legs="Amalric slops",feet="Amalric nails"}

sets.midcast['Blue Magic'].Magical.Resistant = set_combine(sets.midcast['Blue Magic'].Magical,
{body="Jhakri coronal +1",ring1="Sangoma Ring",legs="Amalric slops",feet="Amalric nails"})

sets.midcast['Blue Magic'].MagicalMnd = set_combine(sets.midcast['Blue Magic'].Magical,
{ring1="Aquasoul Ring"})

sets.midcast['Blue Magic'].MagicalChr = set_combine(sets.midcast['Blue Magic'].Magical)

sets.midcast['Blue Magic'].MagicalVit = set_combine(sets.midcast['Blue Magic'].Magical,
{ring1="Spiral Ring"})

sets.midcast['Blue Magic'].MagicalDex = set_combine(sets.midcast['Blue Magic'].Magical)

sets.midcast['Blue Magic'].MagicAccuracy = {ammo="Pemphredo Tathlum",
head="Jhakri coronal +1",neck="Sanctity necklace",ear1="Friomisi Earring",ear2="Hecate's Earring",
body="Jhakri robe +1",hands="Jhakri cuffs +1",ring1="Strendu Ring",ring2="Acumen Ring",
back="Cornflower Cape",waist="Yamabuki-no-obi",legs="Amalric slops",feet="Amalric nails"}

-- Breath Spells --

sets.midcast['Blue Magic'].Breath = {ammo="Pemphredo Tathlum",
head="Jhakri coronal +1",neck="Sanctity necklace",ear1="Friomisi Earring",ear2="Hecate's Earring",
body="Jhakri robe +1",hands="Jhakri cuffs +1",ring1="Strendu Ring",ring2="Acumen Ring",
back="Cornflower Cape",waist="Yamabuki-no-obi",legs="Amalric slops",feet="Amalric nails"}

-- Other Types --

sets.midcast['Blue Magic'].Stun = set_combine(sets.midcast['Blue Magic'].MagicAccuracy,
{waist="Kentarch belt +1"})

sets.midcast['Blue Magic']['White Wind'] = {
head="Herculean helm",neck="Orunmila's torque",ear1="Mendicant's earring",ear2="Loquacious Earring",
body="Adhemar jacket",hands="Leyline Gloves",ring1="K'ayres Ring",ring2="Supershear Ring",
back="Solemnity cape",waist="Gishdubar sash",legs="Lengo pants",feet="Medium's Sabots"}

sets.midcast['Blue Magic'].Healing = {
head="Herculean helm",neck="Orunmila's torque",ear1="Mendicant's earring",ear2="Loquacious Earring",
body="Adhemar jacket",hands="Leyline Gloves",ring1="K'ayres Ring",ring2="Supershear Ring",
back="Solemnity cape",waist="Gishdubar sash",legs="Lengo pants",feet="Medium's Sabots"}

sets.midcast['Blue Magic'].SkillBasedBuff = {ammo="Mavi Tathlum",
head="Luhlaza Keffiyeh",
body="Assimilator's Jubbah",
back="Cornflower Cape",legs="Mavi Tayt +2",feet="Luhlaza Charuqs"}

sets.midcast['Blue Magic'].Buff = {}

sets.midcast.Protect = {ring1="Sheltered Ring"}
sets.midcast.Protectra = {ring1="Sheltered Ring"}
sets.midcast.Shell = {ring1="Sheltered Ring"}
sets.midcast.Shellra = {ring1="Sheltered Ring"}




-- Sets to return to when not performing an action.

-- Gear for learning spells: +skill and AF hands.
sets.Learning = {ammo="Mavi Tathlum",hands="Assimilator's Bazubands +1"}
--head="Luhlaza Keffiyeh",
--body="Assimilator's Jubbah",hands="Assimilator's Bazubands +1",
--back="Cornflower Cape",legs="Mavi Tayt +2",feet="Luhlaza Charuqs"}


sets.latent_refresh = {waist="Fucho-no-obi"}

-- Resting sets
sets.resting = {
head="Rawhide mask",neck="Sanctity necklace",Ear1="Moonshade earring",Ear2="Infused earring",
body="Jhakri robe +1",hands="Herculean gloves",ring1="Sheltered Ring",ring2="Paguroidea Ring",
waist="Fucho-no-obi",feet="Herculean boots"}

-- Idle sets
sets.idle = {ammo="Iron gobbet",
head="Rawhide Mask",neck="Sanctity necklace",ear1="Moonshade Earring",ear2="Infused Earring",
body="Jhakri robe +1",hands="Herculean gloves",ring1="Defending Ring",ring2="Vocane Ring",
back="Umbra cape",waist="Flume Belt",legs="Carmine Cuisses",feet="Herculean boots"}

sets.idle.PDT = {ammo="Iron gobbet",Sub="Genbu's shield"
head="Rawhide Mask",neck="Twilight torque",ear1="Moonshade Earring",ear2="Ethereal Earring",
body="Emet harness +1",hands="Herculean gloves",ring1="Defending Ring",ring2="Vocane Ring",
back="Umbra cape",waist="Flume Belt",legs="Carmine Cuisses",feet="Herculean boots"}

sets.idle.Town = {ammo="Iron gobbet",
head="Rawhide Mask",neck="Sanctity necklace",ear1="Moonshade Earring",ear2="Infused Earring",
body="Jhakri robe +1",hands="Herculean gloves",ring1="Defending Ring",ring2="Vocane Ring",
back="Umbra cape",waist="Flume Belt",legs="Crimson Cuisses",feet="Herculean boots"}

sets.idle.Learning = set_combine(sets.idle, sets.Learning)


-- Defense sets
sets.defense.PDT = {ammo="Iron gobbet",
head="Hagondes hat +1",neck="Twilight torque",ear1="Suppanomimi",ear2="Cessance Earring",
body="Emet harness +1",hands="Herculean gloves",ring1="Defending Ring",ring2="Vocane Ring",
back="Umbra cape",waist="Flume Belt",legs="Herculean trousers",feet="Herculean boots"}

sets.defense.MDT = {ammo="Iron gobbet",
head="Hagondes hat +1",neck="Twilight torque",ear1="Suppanomimi",ear2="Cessance Earring",
body="Emet harness +1",hands="Herculean gloves",ring1="Defending Ring",ring2="Vocane Ring",
back="Umbra cape",waist="Flume Belt",legs="Herculean trousers",feet="Herculean boots"}

sets.Kiting = {legs="Carmine Cuisses"}

-- 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="Ginsen",
head="Herculean helm",neck="Clotharius torque",ear1="Suppanomimi",ear2="Cessance Earring",
body="Adhemar jacket",hands="Herculean gloves",ring1="Hetairoi Ring",ring2="Epona's Ring",
back="Rosmerta's cape",waist="Kentarch belt +1",legs="Samnuha tights",feet="Herculean boots"}

sets.engaged.Acc = {ammo="Ginsen",
head="Herculean helm",neck="Clotharius torque",ear1="Suppanomimi",ear2="Cessance Earring",
body="Adhemar jacket",hands="Herculean gloves",ring1="Hetairoi Ring",ring2="Epona's Ring",
back="Rosmerta's cape",waist="Kentarch belt +1",legs="Samnuha tights",feet="Herculean boots"}

sets.engaged.Refresh ={ammo="Ginsen",
head="Herculean helm",neck="Clotharius torque",ear1="Suppanomimi",ear2="Cessance Earring",
body="Adhemar jacket",hands="Herculean gloves",ring1="Hetairoi Ring",ring2="Epona's Ring",
back="Rosmerta's cape",waist="Kentarch belt +1",legs="Samnuha tights",feet="Herculean boots"}

sets.engaged.DW = {ammo="Ginsen",
head="Herculean helm",neck="Clotharius torque",ear1="Suppanomimi",ear2="Cessance Earring",
body="Adhemar jacket",hands="Herculean gloves",ring1="Hetairoi Ring",ring2="Epona's Ring",
back="Rosmerta's cape",waist="Kentarch belt +1",legs="Samnuha tights",feet="Herculean boots"}

sets.engaged.DW.Acc = {ammo="Ginsen",
head="Herculean helm",neck="Clotharius torque",ear1="Suppanomimi",ear2="Cessance Earring",
body="Adhemar jacket",hands="Herculean gloves",ring1="Hetairoi Ring",ring2="Epona's Ring",
back="Rosmerta's cape",waist="Kentarch belt +1",legs="Samnuha tights",feet="Herculean boots"}

sets.engaged.DW.Refresh = {ammo="Ginsen",
head="Herculean helm",neck="Clotharius torque",ear1="Suppanomimi",ear2="Cessance Earring",
body="Adhemar jacket",hands="Herculean gloves",ring1="Hetairoi Ring",ring2="Epona's Ring",
back="Rosmerta's cape",waist="Kentarch belt +1",legs="Samnuha tights",feet="Herculean boots"}

sets.engaged.Learning = set_combine(sets.engaged, sets.Learning)
sets.engaged.DW.Learning = set_combine(sets.engaged.DW, sets.Learning)


sets.self_healing = {ring1="Kunaji Ring",ring2="Asklepian Ring"}
end

-------------------------------------------------------------------------------------------------------------------
-- Job-specific hooks for standard casting events.
-------------------------------------------------------------------------------------------------------------------

-- 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 unbridled_spells:contains(spell.english) and not state.Buff['Unbridled Learning'] then
eventArgs.cancel = true
windower.send_command('@input /ja "Unbridled Learning" <me>; wait 1.5; input /ma "'..spell.name..'" '..spell.target.name)
end
end

-- Run after the default midcast() is done.
-- eventArgs is the same one used in job_midcast, in case information needs to be persisted.
function job_post_midcast(spell, action, spellMap, eventArgs)
-- Add enhancement gear for Chain Affinity, etc.
if spell.skill == 'Blue Magic' then
for buff,active in pairs(state.Buff) do
if active and sets.buff[buff] then
equip(sets.buff[buff])
end
end
if spellMap == 'Healing' and spell.target.type == 'SELF' and sets.self_healing then
equip(sets.self_healing)
end
end

-- If in learning mode, keep on gear intended to help with that, regardless of action.
if state.OffenseMode.value == 'Learning' then
equip(sets.Learning)
end
end


-------------------------------------------------------------------------------------------------------------------
-- Job-specific hooks for non-casting events.
-------------------------------------------------------------------------------------------------------------------

-- Called when a player gains or loses a buff.
-- buff == buff gained or lost
-- gain == true if the buff was gained, false if it was lost.
function job_buff_change(buff, gain)
if state.Buff[buff] ~= nil then
state.Buff[buff] = gain
end
end

-------------------------------------------------------------------------------------------------------------------
-- User code that supplements standard library decisions.
-------------------------------------------------------------------------------------------------------------------

-- Custom spell mapping.
-- Return custom spellMap value that can override the default spell mapping.
-- Don't return anything to allow default spell mapping to be used.
function job_get_spell_map(spell, default_spell_map)
if spell.skill == 'Blue Magic' then
for category,spell_list in pairs(blue_magic_maps) do
if spell_list:contains(spell.english) then
return category
end
end
end
end

-- Modify the default idle set after it was constructed.
function customize_idle_set(idleSet)
if player.mpp < 51 then
set_combine(idleSet, sets.latent_refresh)
end
return idleSet
end

-- Called by the 'update' self-command, for common needs.
-- Set eventArgs.handled to true if we don't want automatic equipping of gear.
function job_update(cmdParams, eventArgs)
update_combat_form()
end


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

function update_combat_form()
-- Check for H2H or single-wielding
if player.equipment.sub == "Genbu's Shield" or player.equipment.sub == 'empty' then
state.CombatForm:reset()
else
state.CombatForm:set('DW')
end
end


-- Select default macro book on initial load or subjob change.
function select_default_macro_book()
-- Default macro set/book
if player.sub_job == 'DNC' then
set_macro_page(2, 7)
else
set_macro_page(1, 7)
end
end
 Bismarck.Dunigs
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サーバ: Bismarck
Game: FFXI
user: Dunigs
Posts: 83
By Bismarck.Dunigs 2016-08-11 06:16:57  
sets.Idle.PDT needs a comma after Genbu's shield, also make "Sub" lowercase, so sub. In the future its much more readable on a forum if you capture snippets in code blocks -
Code
 Open with [code]
 End with [ /code](no space)
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Posts: 121
By hamany9 2016-08-11 06:52:51  
Fixed!! THANK YOU /bow