Leaden Salute Gear Swap Not Being Recognized

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フォーラム » FFXI » Jobs » Corsair » Leaden Salute Gear Swap Not Being Recognized
Leaden Salute Gear Swap Not Being Recognized
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Posts: 358
By Galkapryme 2019-09-30 09:40:20  
For some unknown reason, my LS gearswap is not being recognized. All other gearswaps are. Tested using equipviewer and showgearswap. I tried re-entering my LS gearswap, doing an export and doing an exact copy and paste, typing in //gs equip sets.precast.WS['Leaden Salute']...nothing worked. Please take a look at my code and see if anything looks off.
Code
-------------------------------------------------------------------------------------------------------------------
-- Setup functions for this job.  Generally should not be modified.
-------------------------------------------------------------------------------------------------------------------

--[[
    gs c toggle LuzafRing -- Toggles use of Luzaf Ring on and off
    
    Offense mode is melee or ranged.  Used ranged offense mode if you are engaged
    for ranged weaponskills, but not actually meleeing.
    
    Weaponskill mode, if set to 'Normal', is handled separately for melee and ranged weaponskills.
--]]


-- 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()
    -- Whether to use Luzaf's Ring
    state.LuzafRing = M(false, "Luzaf's Ring")
    -- Whether a warning has been given for low ammo
    state.warned = M(false)
	
	    define_roll_values()
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('Melee', 'Ranged', 'Acc')
    state.RangedMode:options('Normal', 'Acc')
    state.WeaponskillMode:options('Normal', 'Acc', 'Att', 'Mod')
    state.CastingMode:options('Normal', 'Resistant')
    state.IdleMode:options('Normal', 'PDT', 'Refresh')

    gear.RAbullet = "Divine Bullet"
	gear.DWSbullet = "Divine Bullet"
    gear.MWSbullet = "Orichalcum Bullet"
    gear.MAbullet = "Orichalcum Bullet"
    gear.QDbullet = "Animikii Bullet"
    options.ammo_warning_limit = 15

    -- Additional local binds
    send_command('bind ^` input /ja "Double-up" <me>')
    send_command('bind !` input /ja "Bolter\'s Roll" <me>')

    select_default_macro_book()
end

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

-- Define sets and vars used by this job file.
function init_gear_sets()
    --------------------------------------
    -- Start defining the sets
    --------------------------------------
    
    -- Precast Sets

    -- Precast sets to enhance JAs
    
    sets.precast.JA['Triple Shot'] = {head="Oshosi Mask +1",body="Chasseur's Frac +1",hands="Oshosi Gloves +1",legs="Oshosi Trousers +1",
    feet="Oshosi Leggings +1"}
    sets.precast.JA['Snake Eye'] = {legs="Lanun Trews +3"}
    sets.precast.JA['Wild Card'] = {feet="Lanun Bottes +3"}
    sets.precast.JA['Random Deal'] = {body="Lanun Frac +3"}
	

    
    sets.precast.JA.CorsairRoll = {
	main={name="Rostam", bag="Wardrobe 2", priority=1},
	range="Compensator",
    head="Lanun Tricorne +3",
	hands="Chasseur's Gants +1",
	neck="Regal Necklace",
	ring1="Barataria Ring",
	ring2="Luzaf's Ring",
	
	}
    
    sets.precast.JA.CorsairRoll["Caster's Roll"] = set_combine(sets.precast.CorsairRoll, {legs="Chasseur's Culottes +1"})
    sets.precast.JA.CorsairRoll["Courser's Roll"] = set_combine(sets.precast.CorsairRoll, {feet="Chasseur's Bottes +1"})
    sets.precast.JA.CorsairRoll["Blitzer's Roll"] = set_combine(sets.precast.CorsairRoll, {head="Chasseur's Tricorne +1"})
    sets.precast.JA.CorsairRoll["Tactician's Roll"] = set_combine(sets.precast.CorsairRoll, {body="Chasseur's Frac +1"})
    sets.precast.JA.CorsairRoll["Allies' Roll"] = set_combine(sets.precast.CorsairRoll, {hands="Chasseur's Gants +1"})
    
    sets.precast.LuzafRing = {ring1="Barataria Ring",ring2="Luzaf's Ring"}
    sets.precast.FoldDoubleBust = {hands="Lanun Gants +3"}
    
    sets.precast.CorsairShot = {
    ammo=gear.QDbullet,
	head={ name="Herculean Helm", augments={'Mag. Acc.+14','"Mag. Atk. Bns."+22','Magic burst dmg. +2%',}},
    body={ name="Lanun Frac +3", augments={'Enhances "Loaded Deck" effect',}},
    hands={ name="Carmine Fin. Ga. +1", augments={'Rng.Atk.+20','"Mag.Atk.Bns."+12','"Store TP"+6',}},
    legs="Laksa. Trews +2",
    feet={ name="Lanun Bottes +3", augments={'Enhances "Wild Card" effect',}},
    neck="Comm. Charm +2",
    left_ear="Friomisi Earring",
    right_ear="Hecate's Earring",
    left_ring="Fenrir Ring +1",
    right_ring="Dingir Ring",
    back={ name="Camulus's Mantle", augments={'AGI+20','Mag. Acc+20 /Mag. Dmg.+20','Rng.Acc.+10','"Mag.Atk.Bns."+10','Evasion+15',}}}
    

    -- Waltz set (chr and vit)
    sets.precast.Waltz = {
    head="Mummu Bonnet +2",
    body="Laksamana's Frac +3",
    hands={ name="Buremte Gloves", augments={'Phys. dmg. taken -2%','Magic dmg. taken -2%','Rng.Atk.+10',}},
    legs="Dashing Subligar",
    feet="Rawhide Boots",
    neck="Sanctity Necklace",
    waist="Chuq'aba Belt",
    left_ear="Oneiros Earring",
    right_ear="Enchntr. Earring +1",
    left_ring="Kunaji Ring",
    right_ring="Titan Ring +1",
    back={ name="Camulus's Mantle", augments={'AGI+20','Mag. Acc+20 /Mag. Dmg.+20','AGI+4','Weapon skill damage +10%',}}}
        
    -- Don't need any special gear for Healing Waltz.
    sets.precast.Waltz['Healing Waltz'] = {}

    -- Fast cast sets for spells
    
    sets.precast.FC = {head="Haruspex Hat",ear2="Loquacious Earring",hands="Thaumas Gloves",ring1="Prolix Ring"}

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


    sets.precast.RA = {
    ammo=gear.RAbullet,
    head="Chass. Tricorne +1",
    body="Laksamana's Frac +3",
    hands={ name="Carmine Fin. Ga. +1", augments={'Rng.Atk.+20','"Mag.Atk.Bns."+12','"Store TP"+6',}},
    legs={ name="Lanun Trews +3", augments={'Enhances "Snake Eye" effect',}},
    feet="Meg. Jam. +2",
    neck="Comm. Charm +2",
    waist="Ponente Sash",
    left_ear="Telos Earring",
    right_ear="Volley Earring",
    left_ring="Hajduk Ring +1",
    right_ring="Dingir Ring",
    back={ name="Camulus's Mantle", augments={'AGI+20','Mag. Acc+20 /Mag. Dmg.+20','Rng.Acc.+10','"Mag.Atk.Bns."+10','Evasion+15',}}}

    
    -- Weaponskill sets
    -- Default set for any weaponskill that isn't any more specifically defined
	
    sets.precast.WS = {
	ammo="Orichalc. Bullet",
    head="Pixie Hairpin +1",
    body={ name="Lanun Frac +3", augments={'Enhances "Loaded Deck" effect',}},
    hands={ name="Carmine Fin. Ga. +1", augments={'Rng.Atk.+20','"Mag.Atk.Bns."+12','"Store TP"+6',}},
    legs={ name="Lanun Trews +3", augments={'Enhances "Snake Eye" effect',}},
    feet={ name="Lanun Bottes +3", augments={'Enhances "Wild Card" effect',}},
    neck="Fotia Gorget",
    waist="Fotia Belt",
    left_ear="Friomisi Earring",
    right_ear="Hecate's Earring",
    left_ring="Fenrir Ring +1",
    right_ring="Dingir Ring",
    back={ name="Camulus's Mantle", augments={'AGI+20','Mag. Acc+20 /Mag. Dmg.+20','AGI+4','Weapon skill damage +10%',}},
}
	
	-- Specific weaponskill sets.  Uses the base set if an appropriate WSMod version isn't found.

	sets.precast.WS['Last Stand'] = {
    ammo=gear.RAbullet,
    head={ name="Lanun Tricorne +3", augments={'Enhances "Winning Streak" effect',}},
    body="Laksa. Frac +3",
    hands="Meg. Gloves +2",
    legs={ name="Lanun Trews +3", augments={'Enhances "Snake Eye" effect',}},
    feet={ name="Lanun Bottes +3", augments={'Enhances "Wild Card" effect',}},
    neck="Fotia Gorget",
    waist="Fotia Belt",
    left_ear="Ishvara Earring",
    right_ear="Telos Earring",
    left_ring="Hajduk Ring +1",
    right_ring="Dingir Ring",
    back={ name="Camulus's Mantle", augments={'AGI+20','Rng.Acc.+20 Rng.Atk.+20','Weapon skill damage +10%',}}}
	
	sets.precast.WS['Leaden Salute'] = {
	ammo="Orichalc. Bullet",
    head="Pixie Hairpin +1",
    body={ name="Lanun Frac +3", augments={'Enhances "Loaded Deck" effect',}},
    hands={ name="Carmine Fin. Ga. +1", augments={'Rng.Atk.+20','"Mag.Atk.Bns."+12','"Store TP"+6',}},
    legs={ name="Lanun Trews +3", augments={'Enhances "Snake Eye" effect',}},
    feet={ name="Lanun Bottes +3", augments={'Enhances "Wild Card" effect',}},
    neck="Fotia Gorget",
    waist="Fotia Belt",
    left_ear="Friomisi Earring",
    right_ear="Hecate's Earring",
    left_ring="Fenrir Ring +1",
    right_ring="Dingir Ring",
    back={ name="Camulus's Mantle", augments={'AGI+20','Mag. Acc+20 /Mag. Dmg.+20','AGI+4','Weapon skill damage +10%',}}}
   
    sets.precast.WS['Exenterator'] = set_combine(sets.precast.WS['Requiescat'], {right_ring="Chirich Ring +1"})
	
	sets.precast.WS['Shining Blade'] = {
	ammo="Orichalc. Bullet",
    head="Laksa. Tricorne +3",
    body={ name="Lanun Frac +3", augments={'Enhances "Loaded Deck" effect',}},
    hands={ name="Lanun Gants +3", augments={'Enhances "Fold" effect',}},
    legs={ name="Lanun Trews +3", augments={'Enhances "Snake Eye" effect',}},
    feet={ name="Lanun Bottes +3", augments={'Enhances "Wild Card" effect',}},
    neck="Comm. Charm +2",
    waist="Fotia Belt",
    left_ear="Hecate's Earring",
    right_ear="Friomisi Earring",
    left_ring="Fenrir Ring +1",
    right_ring="Dingir Ring",
    back={ name="Camulus's Mantle", augments={'AGI+20','Mag. Acc+20 /Mag. Dmg.+20','AGI+4','Weapon skill damage +10%',}}}

    sets.precast.WS['Requiescat'] = {
    ammo="Decimating Bullet",
    head="Meghanada Visor +2",
    body="Laksa. Frac +3",
    hands="Meg. Gloves +2",
    legs="Meg. Chausses +2",
    feet="Meg. Jam. +2",
    neck="Fotia Gorget",
    waist="Fotia Belt",
    left_ear="Ishvara Earring",
    right_ear="Heartseeker Earring",
    left_ring="Chirich Ring +1",
    right_ring="Stikini Ring +1",
    back={ name="Camulus's Mantle", augments={'AGI+20','Mag. Acc+20 /Mag. Dmg.+20','AGI+4','Weapon skill damage +10%',}},
}
	
	sets.precast.WS['Savage Blade'] = {
	ammo=gear.RAbullet,
    head="Meghanada Visor +2",
    body="Laksa. Frac +3",
    hands="Meg. Gloves +2",
    legs="Meg. Chausses +2",
    feet={ name="Lanun Bottes +3", augments={'Enhances "Wild Card" effect',}},
    neck="Comm. Charm +2",
    waist="Prosililo Belt +1",
    left_ear="Ishvara Earring",
    right_ear="Telos Earring",
    left_ring="Rufescent Ring",
    right_ring="Ifrit Ring +1",
    back={ name="Camulus's Mantle", augments={'STR+20','Accuracy+20 /Attack+20','STR+5','Weapon skill damage +10%',}}}

    sets.precast.WS['Shining Blade'] = sets.precast.WS['Savage Blade']
	
	sets.precast.WS['Wildfire'] = sets.precast.WS
    
    sets.precast.WS['Leaden Salute'] = sets.precast.WS['Wildfire']
    
    
    -- Midcast Sets
    sets.midcast.FastRecast = {
        head="Whirlpool Mask",
        body="Iuitl Vest",hands="Iuitl Wristbands",
        legs="Manibozho Brais",feet="Iuitl Gaiters +1"}
        
    -- Specific spells
    sets.midcast.Utsusemi = sets.midcast.FastRecast

    sets.midcast.CorsairShot = {
    ammo=gear.QDbullet,
    head="Laksa. Tricorne +3",
    body={ name="Lanun Frac +3", augments={'Enhances "Loaded Deck" effect',}},
    hands={ name="Carmine Fin. Ga. +1", augments={'Rng.Atk.+20','"Mag.Atk.Bns."+12','"Store TP"+6',}},
    legs="Laksa. Trews +2",
    feet="Laksamana Boots +3",
    neck="Comm. Charm +2",
    waist="Kwahu Kachina Belt +1",
    left_ear="Friomisi Earring",
    right_ear="Hecate's Earring",
    left_ring="Fenrir Ring +1",
    right_ring="Dingir Ring",
    back={ name="Camulus's Mantle", augments={'AGI+20','Mag. Acc+20 /Mag. Dmg.+20','Rng.Acc.+10','"Mag.Atk.Bns."+10','Evasion+15',}}}

    sets.midcast.CorsairShot.Acc = {ammo=gear.QDbullet,
    head="Laksa. Tricorne +3",
    body="Oshosi Vest +1",
    hands="Mummu Wrists +2",
    legs={ name="Lanun Trews +3", augments={'Enhances "Snake Eye" effect',}},
    feet="Laksamana Boots +3",
    neck="Comm. Charm +2",
    waist="Kwahu Kachina Belt +1",
    left_ear="Hecate's Earring",
    right_ear="Enchntr. Earring +1",
    left_ring="Stikini Ring +1",
    right_ring="Stikini Ring +1",
    back={ name="Camulus's Mantle", augments={'STR+20','Accuracy+20 Attack+20','STR+10','"Store TP"+10','Evasion+9',}}}

    sets.midcast.CorsairShot['Light Shot'] = sets.midcast.CorsairShot.Acc

    sets.midcast.CorsairShot['Dark Shot'] = sets.midcast.CorsairShot['Light Shot']


    -- Ranged gear
    sets.midcast.RA = {ammo=gear.RAbullet,
    head="Meghanada Visor +2",
    body="Laksa. Frac +3",
    hands="Meg. Gloves +2",
    legs={ name="Lanun Trews +3", augments={'Enhances "Snake Eye" effect',}},
    feet="Meg. Jam. +2",
    neck="Iskur Gorget",
    waist="Kwahu Kachina Belt +1",
    left_ear="Telos Earring",
    right_ear="Volley Earring",
    left_ring="Hajduk Ring +1",
    right_ring="Dingir Ring",
    back={ name="Camulus's Mantle", augments={'AGI+20','Rng.Acc.+20 Rng.Atk.+20','STR+10','"Store TP"+6',}}}

    sets.midcast.RA.Acc = {ammo=gear.RAbullet,
    head="Meghanada Visor +2",
    body="Laksa. Frac +3",
    hands="Meg. Gloves +2",
    legs={ name="Lanun Trews +3", augments={'Enhances "Snake Eye" effect',}},
    feet="Meg. Jam. +2",
    neck="Iskur Gorget",
    waist="Kwahu Kachina Belt +1",
    left_ear="Telos Earring",
    right_ear="Volley Earring",
    left_ring="Hajduk Ring +1",
    right_ring="Dingir Ring",
    back={ name="Camulus's Mantle", augments={'AGI+20','Rng.Acc.+20 Rng.Atk.+20','STR+10','"Store TP"+6',}}}

    
    -- Sets to return to when not performing an action.
    
    -- Resting sets
    sets.resting = {neck="Wiglen Gorget",ring1="Sheltered Ring",ring2="Paguroidea Ring"}
    

    -- Idle sets
    sets.idle = {
    head="Oshosi Mask +1",
    body="Oshosi Vest +1",
    hands="Oshosi Gloves",
    legs="Carmine Cuisses",
    feet="Oshosi Leggings +1",
    neck="Sanctity Necklace",
    waist="Kwahu Kachina Belt +1",
    left_ear="Enchntr. Earring +1",
    right_ear="Impreg. Earring",
    left_ring="Sheltered Ring",
    right_ring="Paguroidea Ring",
    back={ name="Camulus's Mantle", augments={'AGI+20','Mag. Acc+20 /Mag. Dmg.+20','Rng.Acc.+10','"Mag.Atk.Bns."+10','Evasion+15',}}}

    sets.idle.Town = {
    head={ name="Lanun Tricorne +3", augments={'Enhances "Winning Streak" effect',}},
    body={ name="Lanun Frac +3", augments={'Enhances "Loaded Deck" effect',}},
    hands={ name="Lanun Gants +3", augments={'Enhances "Fold" effect',}},
    legs="Carmine Cuisses",
    feet={ name="Lanun Bottes +3", augments={'Enhances "Wild Card" effect',}},
    neck="Wiglen Gorget",
    waist="Kwahu Kachina Belt +1",
    left_ear="Enchntr. Earring +1",
    right_ear="Impreg. Earring",
    left_ring="Sheltered Ring",
    right_ring="Paguroidea Ring",
    back={ name="Camulus's Mantle", augments={'AGI+20','Mag. Acc+20 /Mag. Dmg.+20','Rng.Acc.+10','"Mag.Atk.Bns."+10','Evasion+15',}}}
    
    -- Defense sets
    sets.defense.PDT = {
    head={ name="Lanun Tricorne +3", augments={'Enhances "Winning Streak" effect',}},
    body={ name="Lanun Frac +3", augments={'Enhances "Loaded Deck" effect',}},
    hands={ name="Lanun Gants +3", augments={'Enhances "Fold" effect',}},
    legs={ name="Lanun Trews +3", augments={'Enhances "Snake Eye" effect',}},
    feet={ name="Lanun Bottes +3", augments={'Enhances "Wild Card" effect',}},
    neck="Sanctity Necklace",
    waist="Flume Belt +1",
    left_ear="Thureous Earring",
    right_ear="Impreg. Earring",
    left_ring="Paguroidea Ring",
    right_ring="Defending Ring",
    back={ name="Camulus's Mantle", augments={'AGI+20','Mag. Acc+20 /Mag. Dmg.+20','Rng.Acc.+10','"Mag.Atk.Bns."+10','Evasion+15',}}}

    sets.defense.MDT = {
    head="Oshosi Mask +1",
    body="Oshosi Vest +1",
    hands="Oshosi Gloves",
    legs="Oshosi Trousers",
    feet="Oshosi Leggings +1",
    neck="Sanctity Necklace",
    waist="Kwahu Kachina Belt +1",
    left_ear="Enchntr. Earring +1",
    right_ear="Impreg. Earring",
    left_ring="Paguroidea Ring",
    right_ring="Defending Ring",
    back={ name="Camulus's Mantle", augments={'AGI+20','Mag. Acc+20 /Mag. Dmg.+20','Rng.Acc.+10','"Mag.Atk.Bns."+10','Evasion+15',}}}
    

    sets.Kiting = {feet="Skadi's Jambeaux +1"}

    -- Engaged sets

    -- Variations for TP weapon and (optional) offense/defense modes.  Code will fall back on previous
    -- sets if more refined versions aren't defined.
    -- If you create a set with both offense and defense modes, the offense mode should be first.
    -- EG: sets.engaged.Dagger.Accuracy.Evasion
    
    -- Normal melee group
    sets.engaged.Melee = {
	main={name="Rostam", bag="Wardrobe", priority=1},
	head={ name="Adhemar Bonnet +1", augments={'STR+12','DEX+12','Attack+20',}},
    body={ name="Adhemar Jacket +1", augments={'DEX+12','AGI+12','Accuracy+20',}},
    hands={ name="Adhemar Wrist. +1", augments={'DEX+12','AGI+12','Accuracy+20',}},
    legs="Meg. Chausses +2",
    feet="Meg. Jam. +2",
    neck="Sanctity Necklace",
    waist="Chiner's Belt +1",
    left_ear="Telos Earring",
    right_ear="Cessance Earring",
    left_ring="Chirich Ring +1",
    right_ring="Chirich Ring +1",
    back={ name="Camulus's Mantle", augments={'STR+20','Accuracy+20 Attack+20','STR+10','"Store TP"+10','Evasion+12',}}}
    
    sets.engaged.Acc = {
	main={name="Rostam", bag="Wardrobe", priority=1},
	ammo=gear.RAbullet,
    head={ name="Adhemar Bonnet +1", augments={'STR+12','DEX+12','Attack+20',}},
    body={ name="Adhemar Jacket +1", augments={'DEX+12','AGI+12','Accuracy+20',}},
    hands={ name="Adhemar Wrist. +1", augments={'DEX+12','AGI+12','Accuracy+20',}},
    legs="Meg. Chausses +2",
    feet="Meg. Jam. +2",
    neck="Sanctity Necklace",
    waist="Chiner's Belt +1",
    left_ear="Telos Earring",
    right_ear="Heartseeker Earring",
    left_ring="Chirich Ring +1",
    right_ring="Chirich Ring +1",
    back={ name="Camulus's Mantle", augments={'STR+20','Accuracy+20 Attack+20','STR+10','"Store TP"+10','Evasion+12',}}}

    sets.engaged.Melee.DW = {
	main={name="Rostam", bag="Wardrobe", priority=1},
	range={ name="Deathlocke", augments={'Magic damage+30','"Mag.Atk.Bns."+10','AGI+10',}},
    sub="Tauret",
    ammo=gear.RAbullet,
    head={ name="Adhemar Bonnet +1", augments={'STR+12','DEX+12','Attack+20',}},
    body={ name="Adhemar Jacket +1", augments={'DEX+12','AGI+12','Accuracy+20',}},
    hands={ name="Adhemar Wrist. +1", augments={'DEX+12','AGI+12','Accuracy+20',}},
    legs="Meg. Chausses +2",
    feet="Meg. Jam. +2",
    neck="Sanctity Necklace",
    waist="Chiner's Belt +1",
    left_ear="Telos Earring",
    right_ear="Cessance Earring",
    left_ring="Chirich Ring +1",
    right_ring="Chirich Ring +1",
    back={ name="Camulus's Mantle", augments={'STR+20','Accuracy+20 Attack+20','STR+10','"Store TP"+10','Evasion+12',}}}
    
    sets.engaged.Acc.DW = {
	main={name="Rostam", bag="Wardrobe", priority=1},
	range={ name="Deathlocke", augments={'Magic damage+30','"Mag.Atk.Bns."+10','AGI+10',}},
    sub="Tauret",
    ammo=gear.RAbullet,
    head={ name="Adhemar Bonnet +1", augments={'STR+12','DEX+12','Attack+20',}},
    body={ name="Adhemar Jacket +1", augments={'DEX+12','AGI+12','Accuracy+20',}},
    hands={ name="Adhemar Wrist. +1", augments={'DEX+12','AGI+12','Accuracy+20',}},
    legs="Meg. Chausses +2",
    feet="Meg. Jam. +2",
    neck="Sanctity Necklace",
    waist="Chiner's Belt +1",
    left_ear="Telos Earring",
    right_ear="Heartseeker Earring",
    left_ring="Chirich Ring +1",
    right_ring="Chirich Ring +1",
    back={ name="Camulus's Mantle", augments={'STR+20','Accuracy+20 Attack+20','STR+10','"Store TP"+10','Evasion+12',}}}


    sets.engaged.Ranged = {
	main={name="Rostam", bag="Wardrobe", priority=1},
	ammo=gear.RAbullet,
    head={ name="Adhemar Bonnet +1", augments={'STR+12','DEX+12','Attack+20',}},
    body={ name="Adhemar Jacket +1", augments={'DEX+12','AGI+12','Accuracy+20',}},
    hands={ name="Adhemar Wrist. +1", augments={'DEX+12','AGI+12','Accuracy+20',}},
    legs="Meg. Chausses +2",
    feet="Meg. Jam. +2",
    neck="Sanctity Necklace",
    waist="Kwahu Kachina Belt +1",
    left_ear="Dudgeon Earring",
    right_ear="Heartseeker Earring",
    left_ring="Chirich Ring +1",
    right_ring="Chirich Ring +1",
    back={ name="Camulus's Mantle", augments={'STR+10','Rng. Acc.+20 Rng. Atk.+20','AGI+20','"Store TP"+10',}}}
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)
    -- Check that proper ammo is available if we're using ranged attacks or similar.
    if spell.action_type == 'Ranged Attack' or spell.type == 'WeaponSkill' or spell.type == 'CorsairShot' then
        do_bullet_checks(spell, spellMap, eventArgs)
    end

    -- gear sets
    if (spell.type == 'CorsairRoll' or spell.english == "Double-Up") and state.LuzafRing.value then
        equip(sets.precast.LuzafRing)
    elseif spell.type == 'CorsairShot' and state.CastingMode.value == 'Resistant' then
        classes.CustomClass = 'Acc'
    elseif spell.english == 'Fold' and buffactive['Bust'] == 2 then
        if sets.precast.FoldDoubleBust then
            equip(sets.precast.FoldDoubleBust)
            eventArgs.handled = true
        end
    end
end


-- Set eventArgs.handled to true if we don't want any automatic gear equipping to be done.
function job_aftercast(spell, action, spellMap, eventArgs)
    if spell.type == 'CorsairRoll' and not spell.interrupted then
        display_roll_info(spell)
    end
end

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

-- Return a customized weaponskill mode to use for weaponskill sets.
-- Don't return anything if you're not overriding the default value.

function get_custom_wsmode(spell, spellMap, default_wsmode)
    if buffactive['Transcendancy'] then
        return 'Brew'
    end
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)
    if newStatus == 'Engaged' and player.equipment.main == 'Chatoyant Staff' then
        state.OffenseMode:set('Ranged')
    end
end


-- Set eventArgs.handled to true if we don't want the automatic display to be run.
function display_current_job_state(eventArgs)
    local msg = ''
    
    msg = msg .. 'Off.: '..state.OffenseMode.current
    msg = msg .. ', Rng.: '..state.RangedMode.current
    msg = msg .. ', WS.: '..state.WeaponskillMode.current
    msg = msg .. ', QD.: '..state.CastingMode.current

    if state.DefenseMode.value ~= 'None' then
        local defMode = state[state.DefenseMode.value ..'DefenseMode'].current
        msg = msg .. ', Defense: '..state.DefenseMode.value..' '..defMode
    end
    
    if state.Kiting.value then
        msg = msg .. ', Kiting'
    end
    
    if state.PCTargetMode.value ~= 'default' then
        msg = msg .. ', Target PC: '..state.PCTargetMode.value
    end

    if state.SelectNPCTargets.value then
        msg = msg .. ', Target NPCs'
    end

    msg = msg .. ', Roll Size: ' .. ((state.LuzafRing.value and 'Large') or 'Small')
    
    add_to_chat(122, msg)

    eventArgs.handled = true
end


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

function define_roll_values()
    rolls = {
        ["Corsair's Roll"]   = {lucky=5, unlucky=9, bonus="Experience Points"},
        ["Ninja Roll"]       = {lucky=4, unlucky=8, bonus="Evasion"},
        ["Hunter's Roll"]    = {lucky=4, unlucky=8, bonus="Accuracy"},
        ["Chaos Roll"]       = {lucky=4, unlucky=8, bonus="Attack"},
        ["Magus's Roll"]     = {lucky=2, unlucky=6, bonus="Magic Defense"},
        ["Healer's Roll"]    = {lucky=3, unlucky=7, bonus="Cure Potency Received"},
        ["Puppet Roll"]      = {lucky=4, unlucky=8, bonus="Pet Magic Accuracy/Attack"},
        ["Choral Roll"]      = {lucky=2, unlucky=6, bonus="Spell Interruption Rate"},
        ["Monk's Roll"]      = {lucky=3, unlucky=7, bonus="Subtle Blow"},
        ["Beast Roll"]       = {lucky=4, unlucky=8, bonus="Pet Attack"},
        ["Samurai Roll"]     = {lucky=2, unlucky=6, bonus="Store TP"},
        ["Evoker's Roll"]    = {lucky=5, unlucky=9, bonus="Refresh"},
        ["Rogue's Roll"]     = {lucky=5, unlucky=9, bonus="Critical Hit Rate"},
        ["Warlock's Roll"]   = {lucky=4, unlucky=8, bonus="Magic Accuracy"},
        ["Fighter's Roll"]   = {lucky=5, unlucky=9, bonus="Double Attack Rate"},
        ["Drachen Roll"]     = {lucky=3, unlucky=7, bonus="Pet Accuracy"},
        ["Gallant's Roll"]   = {lucky=3, unlucky=7, bonus="Defense"},
        ["Wizard's Roll"]    = {lucky=5, unlucky=9, bonus="Magic Attack"},
        ["Dancer's Roll"]    = {lucky=3, unlucky=7, bonus="Regen"},
        ["Scholar's Roll"]   = {lucky=2, unlucky=6, bonus="Conserve MP"},
        ["Bolter's Roll"]    = {lucky=3, unlucky=9, bonus="Movement Speed"},
        ["Caster's Roll"]    = {lucky=2, unlucky=7, bonus="Fast Cast"},
        ["Courser's Roll"]   = {lucky=3, unlucky=9, bonus="Snapshot"},
        ["Blitzer's Roll"]   = {lucky=4, unlucky=9, bonus="Attack Delay"},
        ["Tactician's Roll"] = {lucky=5, unlucky=8, bonus="Regain"},
        ["Allies's Roll"]    = {lucky=3, unlucky=10, bonus="Skillchain Damage"},
        ["Miser's Roll"]     = {lucky=5, unlucky=7, bonus="Save TP"},
        ["Companion's Roll"] = {lucky=2, unlucky=10, bonus="Pet Regain and Regen"},
        ["Avenger's Roll"]   = {lucky=4, unlucky=8, bonus="Counter Rate"},
    }
end

function idle_town_values ()
	sets.idle.Town = S{
    "Ru'Lude Gardens",
    "Upper Jeuno",
    "Lower Jeuno",
    "Port Jeuno",
    "Port Windurst",
    "Windurst Waters",
    "Windurst Woods",
    "Windurst Walls",
    "Heavens Tower",
    "Port San d'Oria",
    "Northern San d'Oria",
    "Southern San d'Oria",
    "Port Bastok",
    "Bastok Markets",
    "Bastok Mines",
    "Metalworks",
    "Aht Urhgan Whitegate",
	"Al Zahbi",
	"South Sandoria [S]",
	"Bastok Markets [S]",
	"Windurst Waters [S]",
    "Tavnazian Safehold",
    "Nashmau",
    "Selbina",
    "Mhaura",
	"Rabao",
    "Norg",
    "Eastern Adoulin",
    "Western Adoulin",
    "Kazham"
	}
end

function display_roll_info(spell)
    rollinfo = rolls[spell.english]
    local rollsize = (state.LuzafRing.value and 'Large') or 'Small'

    if rollinfo then
        add_to_chat(104, spell.english..' provides a bonus to '..rollinfo.bonus..'.  Roll size: '..rollsize)
        add_to_chat(104, 'Lucky roll is '..tostring(rollinfo.lucky)..', Unlucky roll is '..tostring(rollinfo.unlucky)..'.')
    end
end


-- Determine whether we have sufficient ammo for the action being attempted.
function do_bullet_checks(spell, spellMap, eventArgs)
    local bullet_name
    local bullet_min_count = 1
    
    if spell.type == 'WeaponSkill' then
        if spell.skill == "Marksmanship" then
            if spell.element == 'None' then
                -- physical weaponskills
                bullet_name = gear.WSbullet
            else
                -- magical weaponskills
                bullet_name = gear.MAbullet
            end
        else
            -- Ignore non-ranged weaponskills
            return
        end
    elseif spell.type == 'CorsairShot' then
        bullet_name = gear.QDbullet
    elseif spell.action_type == 'Ranged Attack' then
        bullet_name = gear.RAbullet
        if buffactive['Triple Shot'] then
            bullet_min_count = 3
        end
    end
	
	if spell.action_type == 'Ranged Attack' and buffactive['Triple Shot'] 
	then sets.precast.JA['Triple Shot'] = sets.midcast.RA
	end
    
    local available_bullets = player.inventory[bullet_name] or player.wardrobe[bullet_name]
    
    -- If no ammo is available, give appropriate warning and end.
    if not available_bullets then
        if spell.type == 'CorsairShot' and player.equipment.ammo ~= 'empty' then
            add_to_chat(104, 'No Quick Draw ammo left.  Using what\'s currently equipped ('..player.equipment.ammo..').')
            return
        elseif spell.type == 'WeaponSkill' and player.equipment.ammo == gear.RAbullet then
            add_to_chat(104, 'No weaponskill ammo left.  Using what\'s currently equipped (standard ranged bullets: '..player.equipment.ammo..').')
            return
        else
            add_to_chat(104, 'No ammo ('..tostring(bullet_name)..') available for that action.')
            eventArgs.cancel = true
            return
        end
    end
    
    -- Don't allow shooting or weaponskilling with ammo reserved for quick draw.
    if spell.type ~= 'CorsairShot' and bullet_name == gear.QDbullet and available_bullets.count <= bullet_min_count then
        add_to_chat(104, 'No ammo will be left for Quick Draw.  Cancelling.')
        eventArgs.cancel = true
        return
    end
    
    -- Low ammo warning.
    if spell.type ~= 'CorsairShot' and state.warned.value == false
        and available_bullets.count > 1 and available_bullets.count <= options.ammo_warning_limit then
        local msg = '*****  LOW AMMO WARNING: '..bullet_name..' *****'
        --local border = string.repeat("*", #msg)
        local border = ""
        for i = 1, #msg do
            border = border .. "*"
        end
        
        add_to_chat(104, border)
        add_to_chat(104, msg)
        add_to_chat(104, border)

        state.warned:set()
    elseif available_bullets.count > options.ammo_warning_limit and state.warned then
        state.warned:reset()
    end
end

-- Select default macro book on initial load or subjob change.
function select_default_macro_book()
    set_macro_page(10, 17)
end

Offline
Posts: 358
By Galkapryme 2019-09-30 09:58:47  
I meant to post this in Windower forum.
 Asura.Kingnobody
Bug Hunter
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サーバ: Asura
Game: FFXI
Posts: 34187
By Asura.Kingnobody 2019-09-30 10:29:27  
To be honest, it doesn't really matter if you posted this in Corsair or Windower sections.

It's still going to be in the front page regardless.
 Asura.Elizabet
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サーバ: Asura
Game: FFXI
user: Elizabet
Posts: 496
By Asura.Elizabet 2019-09-30 10:50:54  
Try commenting out the gear with augments for start and check if the set starts working. So we can at least isolate a few things.
[+]
 Asura.Kingnobody
Bug Hunter
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サーバ: Asura
Game: FFXI
Posts: 34187
By Asura.Kingnobody 2019-09-30 11:38:15  
Apparently he solved it by adding/removing a bullet.

I already hijacked the other thread, so I will leave this one open to others to hijack.
 Asura.Suteru
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サーバ: Asura
Game: FFXI
user: Suteru
Posts: 508
By Asura.Suteru 2019-09-30 11:42:39  
No there's two sets for Leaden Salute in there and that's causing issues.
 Asura.Kingnobody
Bug Hunter
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サーバ: Asura
Game: FFXI
Posts: 34187
By Asura.Kingnobody 2019-09-30 11:48:36  
Ehh, odds are he isn't coming back.

Still going to hijack it if nobody is. I'm thinking pineapple pizza thread.
 Quetzalcoatl.Orestes
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サーバ: Quetzalcoatl
Game: FFXI
user: Orestes78
Posts: 430
By Quetzalcoatl.Orestes 2019-09-30 11:53:48  
Have you tried //gs validate?

Also, just for shits try spelling out Orichalcum Bullet instead of using the abbreviation.

edit: nevermind apparently. i got side track while responding and looks like it's solved.
 Asura.Elizabet
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サーバ: Asura
Game: FFXI
user: Elizabet
Posts: 496
By Asura.Elizabet 2019-09-30 12:17:31  
[+]
 Asura.Kingnobody
Bug Hunter
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サーバ: Asura
Game: FFXI
Posts: 34187
By Asura.Kingnobody 2019-09-30 12:19:01  
 Bahamut.Celebrindal
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サーバ: Bahamut
Game: FFXI
Posts: 1820
By Bahamut.Celebrindal 2019-09-30 12:24:49  
You're an evil, evil man.
[+]
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Posts: 358
By Galkapryme 2019-10-01 04:55:30  
I won't say I "solved" the problem...only that it's working now. Looking at the code, however, there are still some things that bother me. I'm taking note of the above suggestions as I work it out. Initially, LS code was NOT in there twice. I was trying to fix the problem and added it in a different spot, and I forgot to remove the duplicate before posting this. But the problem WAS there before LS was in there twice.

I'm going to try spelling out the gear with augments, though that shouldn't be an issue. Also, in terms of abbreviating vs spelling out, it shouldn't be a factor if I exported gear and then did a copy/paste; but I'll try it.