|
Showing 7411-7440 of 10000 (0.55952191352844 seconds)
|
 |
By NynJa on 2025-06-06 17:24:35
|
Maybe I misunderstood OP. Yes, the pet will get the extended SC window, similar to anyone else doing an applicable WS within the SC window, but a pet WS done by someone with aspis wont get an extended window.
|
|
 |
|
One that I like to do with Maxentius is:
Black Halo > True Strike > (Detonation) > Black Halo (Gravitation) > Black Halo (Fragmentation) > Realmrazer/Hexa Strike (Light) This one looks spicy, I love it! I think you could go 1 step further with Mjolnir too, something like Halo > True > Halo > Rand > Realm > Rand. Not sure if that would actually be better, I might have to experiment with both.
Great ideas, keep 'em coming!
|
|
 |
By Jakey on 2025-06-06 17:19:48
|
My understanding is the pets don't extend it but can benefit from the extended window since each time you use a ws with the shield it basically resets the SC windows back to 10 seconds and starts dropping back down from there so it still makes life a lot easier especially in underbuffed situations.
Ya if it works for ranged, ULLR PLD will have it's day! but no seriously like Ullr RDM might come in handy on a few fights where they can mostly do rdm support and then allow for much longer SCs from a safe distance.
|
|
 |
By . on 2025-06-06 17:16:29
|
You rather have Zimmer than Uematsu? Sacrilege, IMO.
|
|
 |
By NynJa on 2025-06-06 17:07:06
|
I thought they said the opposite, that pet WS wont get the extended SC window?
|
|
 |
By NynJa on 2025-06-06 16:51:36
|
Your K:D ratio *** sucks

|
|
 |
By . on 2025-06-06 16:32:24
|
If I had a billion dollars, I'd hire George R.R. Martin to make a FFXI Anime about Jeuno Better idea would be hire Miyazaki to make the anime, hire George to make the script and screenplay, and hire hans zimmer to mix the ffxi soundtrack and general composition, with the shadow lord someone like morgan freeman. Chris Tucker as moogle
"you got knocked the *** out" applies to so many moments
|
|
 |
|
Toggles Magic Burst Mode on / off.
why would you lock magic burst mode, what is a mode?
|
|
 |
|
Problem solved
For future googler
Equips fast run set when not in combat and moving, puts you back into idle gear once stopped moving.
If you are using Arislan's lua, you just copy paste these to the end of the lua. Don't forget to define your sets.kiting to carmine cuisses +1 or whatever you are using
Credit to the OP here, I just frankensteined his code to work with Arislan's
Code function customize_idle_set(idleSet)
if state.Auto_Kite.value == true then
idleSet = set_combine(idleSet, sets.Kiting)
end
return idleSet
end
mov = {counter=0}
if player and player.index and windower.ffxi.get_mob_by_index(player.index) then
mov.x = windower.ffxi.get_mob_by_index(player.index).x
mov.y = windower.ffxi.get_mob_by_index(player.index).y
mov.z = windower.ffxi.get_mob_by_index(player.index).z
end
moving = false
windower.raw_register_event('prerender',function()
mov.counter = mov.counter + 1;
if mov.counter>30 then
local pl = windower.ffxi.get_mob_by_index(player.index)
if pl and pl.x and mov.x then
local movement = math.sqrt( (pl.x-mov.x)^2 + (pl.y-mov.y)^2 + (pl.z-mov.z)^2 ) > 0.1
if movement and not moving then
send_command('gs c toggle Auto_Kite')
moving = true
elseif not movement and moving then
send_command('gs c toggle Auto_Kite')
moving = false
end
end
if pl and pl.x then
mov.x = pl.x
mov.y = pl.y
mov.z = pl.z
end
mov.counter = 0
end
end)
|
|
 |
|
Uh crap, I'm not subbed so I can't check this before replying. Does ALT+F10 toggle on kiting mode for you?
|
|
 |
|
Bahamut.Boposhopo said: »Seeing this reminded me I intended to add my sets to the community guide after he who shall not be named nuked the previous guide. I've added them now if anyone thinks they're more useful than the other two mentioned, great! If there's any very obvious changes someone sees that should be made on a slot that I just for some reason didn't realize lemme know. At some point I'll go back and make a progression tier of like Starting 119-> Starting Odyssey.
Your sets look good. I will say personally for me i do not use relic mail at all in my jump sets. Empy 3 body all the way but tgat just personal preference.
|
|
 |
|
Bahamut.Creaucent said: »Er im not sure about that guide honestly... assuming you mean kaius?
They are telling people to that you need to switch gear around to "cap equipment haste" when capped magical and wyvern out with /SAM you only need 17% gear haste to cap. The only one they actually got right is the Naegling haste.
I didn't see this mentioned, and all the engaged sets cap haste or specifically state why it isn't capped. Maybe I missed this reference, or he edited the sets afterwards and forgot to fix that line? Idk, the guide overall looks solid to me.
Bahamut.Boposhopo said: »nuked the previous guide
it's still referenced at the bottom of Kaius's guide using an archived version.
Ah i see its above the gear sets, I went straight to the gear sets instead which is probably what most people would do.
|
|
 |
|
i added this back but does not work, i also attached entire lua
You have the function commented out.
line 1099-1105
Code function customize_idle_set(idleSet)
if state.Auto_Kite.value == true then
idleSet = set_combine(idleSet, sets.Kiting)
end
return idleSet
end
|
|
 |
|
Bahamut.Boposhopo said: »Ah I see, thank you. Do you know of any lua's that don't use GearInfo that I could take a look at?
The Kinematics luas are old, but work just fine and are basically a super base line version of Arislan's lua (he references this at the top of his LUAs as well. They're great cause they're basically a skeleton you can just keep adding to. So the base is there, and whatever you want to add in and make work can be added in.
If you're looking for one that's already got a bunch of functions in it, I unfortunately do not have a DNC lua.
Thanks! I'm gonna have a look into it and see what I can add safely :)
|
|
 |
|
Something stupid I have try is on THF for AoE. The magical dmg was pretty a wash with malevolence, but the combo Gandring/aspis for added sturdiness is really interesting, specially for people that might struggle. I can easily pull 6 family without PD, only issue is missing out on those 10 cures…. So I stopped because we all need more than 1000 THF cards…. Also the flee added time is nice.
|
|
 |
|
Ah I see, thank you. Do you know of any lua's that don't use GearInfo that I could take a look at?
The Kinematics luas are old, but work just fine and are basically a super base line version of Arislan's lua (he references this at the top of his LUAs as well. They're great cause they're basically a skeleton you can just keep adding to. So the base is there, and whatever you want to add in and make work can be added in.
If you're looking for one that's already got a bunch of functions in it, I unfortunately do not have a DNC lua.
|
|
 |
|
it's still referenced at the bottom of Kaius's guide using an archived version.
Ooh did not know that, good to know, may use that to work on the general community guide later.
|
|
 |
|
Bahamut.Creaucent said: »Er im not sure about that guide honestly... assuming you mean kaius?
They are telling people to that you need to switch gear around to "cap equipment haste" when capped magical and wyvern out with /SAM you only need 17% gear haste to cap. The only one they actually got right is the Naegling haste.
I didn't see this mentioned, and all the engaged sets cap haste or specifically state why it isn't capped. Maybe I missed this reference, or he edited the sets afterwards and forgot to fix that line? Idk, the guide overall looks solid to me.
Bahamut.Boposhopo said: »nuked the previous guide
it's still referenced at the bottom of Kaius's guide using an archived version.
|
|
 |
|
i added this back but does not work, i also attached entire lua
Code function check_moving()
if state.Auto_Kite.value == false and moving then
state.Auto_Kite:set(true)
elseif state.Auto_Kite.value == true and moving == false then
state.Auto_Kite:set(false)
end
end
Code
-- 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()
-- QuickDraw Selector
state.Mainqd = M{['description']='Primary Shot', 'Fire Shot', 'Ice Shot', 'Wind Shot', 'Earth Shot', 'Thunder Shot', 'Water Shot'}
state.Altqd = M{['description']='Secondary Shot', 'Fire Shot', 'Ice Shot', 'Wind Shot', 'Earth Shot', 'Thunder Shot', 'Water Shot'}
state.UseAltqd = M(false, 'Use Secondary Shot')
state.SelectqdTarget = M(false, 'Select Quick Draw Target')
state.IgnoreTargetting = M(false, 'Ignore Targetting')
state.QDMode = M{['description']='Quick Draw Mode', 'STP', 'Normal'}
state.Currentqd = M{['description']='Current Quick Draw', 'Main', 'Alt'}
-- 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)
no_swap_gear = S{"Warp Ring", "Dim. Ring (Dem)", "Dim. Ring (Holla)", "Dim. Ring (Mea)",
"Trizek Ring", "Echad Ring", "Facility Ring", "Capacity Ring",
"Dev. Bul. Pouch", "Chr. Bul. Pouch", "Liv. Bul. Pouch"}
elemental_ws = S{"Aeolian Edge", "Leaden Salute", "Wildfire", "Hot Shot"}
no_shoot_ammo = S{"Animikii Bullet", "Hauksbok Bullet"}
include('Mote-TreasureHunter')
-- For th_action_check():
-- JA IDs for actions that always have TH: Provoke, Animated Flourish
info.default_ja_ids = S{35, 204}
-- Unblinkable JA IDs for actions that always have TH: Quick/Box/Stutter Step, Desperate/Violent Flourish
info.default_u_ja_ids = S{201, 202, 203, 205, 207}
define_roll_values()
lockstyleset = 1
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')
state.HybridMode:options('Normal')
state.RangedMode:options('Normal', 'RACC')
state.WeaponskillMode:options('Normal', 'Acc', 'RACC')
state.IdleMode:options('Normal')
state.WeaponSet = M{['description']='Weapon Set', 'DP', 'SB', 'HS', 'LS', 'AE'}
-- state.CP = M(false, "Capacity Points Mode")
state.WeaponLock = M(false, 'Weapon Lock')
gear.RAbullet = "Chrono Bullet"
gear.RAccbullet = "Chrono Bullet"
gear.WSbullet = "Chrono Bullet"
gear.MAbullet = "Living Bullet"
gear.QDbullet = "Hauksbok Bullet"
options.ammo_warning_limit = 10
-- Additional local binds
--include('Global-Binds.lua') -- OK to remove this line
--include('Global-GEO-Binds.lua') -- OK to remove this line
--send_command('bind @t gs c cycle treasuremode')
--send_command('bind ^` input /ja "Double-up" <me>')
--send_command('bind ^c input /ja "Crooked Cards" <me>')
--send_command('bind ^s input /ja "Snake Eye" <me>')
--send_command('bind ^f input /ja "Fold" <me>')
--send_command('bind !` input /ja "Bolter\'s Roll" <me>')
send_command ('bind @` gs c toggle LuzafRing')
send_command('bind ^insert gs c cycleback mainqd')
send_command('bind ^delete gs c cycle mainqd')
send_command('bind ^home gs c cycle altqd')
send_command('bind ^end gs c cycleback altqd')
send_command('bind ^pageup gs c toggle selectqdtarget')
send_command('bind ^pagedown gs c toggle usealtqd')
-- send_command('bind @c gs c toggle CP')
send_command('bind @q gs c cycle QDMode')
send_command('bind ` tc nearest')
send_command('bind @e gs c cycleback WeaponSet')
send_command('bind @r gs c cycle WeaponSet')
send_command('bind @w gs c toggle WeaponLock')
--send_command('bind ^numlock input /ja "Triple Shot" <me>')
--if player.sub_job == 'WAR' then
-- send_command('bind ^numpad/ input /ja "Berserk" <me>')
-- send_command('bind ^numpad* input /ja "Warcry" <me>')
-- send_command('bind ^numpad- input /ja "Aggressor" <me>')
--end
--send_command('bind ^numpad7 input /ws "Savage Blade" <t>')
--send_command('bind ^numpad8 input /ws "Last Stand" <t>')
--send_command('bind ^numpad4 input /ws "Leaden Salute" <t>')
--send_command('bind ^numpad5 input /ws "Requiescat" <t>')
--send_command('bind ^numpad6 input /ws "Wildfire" <t>')
--send_command('bind ^numpad1 input /ws "Aeolian Edge" <t>')
--send_command('bind ^numpad2 input /ws "Evisceration" <t>')
--send_command('bind %numpad0 input /ra <t>')
state.Auto_Kite = M(false, 'Auto_Kite')
--Haste = 0
--DW_needed = 0
--DW = false
moving = false
update_combat_form()
--determine_haste_group()
end
-- Called when this job file is unloaded (eg: job change)
function user_unload()
send_command('unbind ^`')
send_command('unbind ^c')
send_command('unbind ^s')
send_command('unbind ^f')
send_command('unbind !`')
send_command('unbind @t')
send_command('unbind @`')
send_command('unbind ^insert')
send_command('unbind ^delete')
send_command('unbind ^home')
send_command('unbind ^end')
send_command('unbind ^pageup')
send_command('unbind ^pagedown')
send_command('unbind ^,')
send_command('unbind @c')
send_command('unbind `')
send_command('unbind @w')
send_command('unbind @e')
send_command('unbind @r')
send_command('unbind ^numlock')
send_command('unbind ^numpad/')
send_command('unbind ^numpad*')
send_command('unbind ^numpad-')
send_command('unbind ^numpad8')
send_command('unbind ^numpad4')
send_command('unbind ^numpad5')
send_command('unbind ^numpad6')
send_command('unbind ^numpad1')
send_command('unbind ^numpad2')
send_command('unbind numpad0')
send_command('unbind #`')
send_command('unbind #1')
send_command('unbind #2')
send_command('unbind #3')
send_command('unbind #4')
send_command('unbind #5')
send_command('unbind #6')
send_command('unbind #7')
send_command('unbind #8')
send_command('unbind #9')
send_command('unbind #0')
end
-- Define sets and vars used by this job file.
function init_gear_sets()
------------------------------------------------------------------------------------------------
---------------------------------------- Precast Sets ------------------------------------------
------------------------------------------------------------------------------------------------
sets.precast.JA['Snake Eye'] = {legs="Lanun Trews"}
sets.precast.JA['Wild Card'] = {feet="Lanun Bottes +3"}
sets.precast.JA['Random Deal'] = {body="Lanun Frac +3"}
sets.precast.CorsairRoll = {
main={ name="Rostam", augments={'Path: C',}, priority=1},
range="Compensator",
head="Lanun Tricorne",
body="Nyame Mail",
hands="Chasseur's Gants +3",
legs="Desultor Tassets",
feet="Nyame Sollerets",
neck="Regal Necklace",
waist="Flume Belt",
left_ear="Etiolation Earring",
right_ear="Eabani Earring",
left_ring="Defending Ring",
right_ring="Luzaf's Ring",
back={ name="Camulus's Mantle", augments={'DEX+20','Accuracy+20 Attack+20','Accuracy+10','"Dbl.Atk."+10','Phys. dmg. taken-10%',}},
}
sets.precast.CorsairRoll["Caster's Roll"] = set_combine(sets.precast.CorsairRoll, {legs="Chasseur's Culottes +3"})
sets.precast.CorsairRoll["Courser's Roll"] = set_combine(sets.precast.CorsairRoll, {feet="Chasseur's Bottes +3"})
sets.precast.CorsairRoll["Blitzer's Roll"] = set_combine(sets.precast.CorsairRoll, {head="Chasseur's Tricorne +3"})
sets.precast.CorsairRoll["Tactician's Roll"] = set_combine(sets.precast.CorsairRoll, {body="Chasseur's Frac +3"})
sets.precast.CorsairRoll["Allies' Roll"] = set_combine(sets.precast.CorsairRoll, {hands="Chasseur's Gants +3"})
sets.precast.LuzafRing = {ring2="Luzaf's Ring"}
sets.precast.FoldDoubleBust = {hands="Lanun Gants +3"}
sets.precast.Waltz = {
body="Passion Jacket",
ring1="Asklepian Ring",
waist="Gishdubar Sash",
}
sets.precast.Waltz['Healing Waltz'] = {}
sets.precast.FC = {
head="Carmine Mask +1",
body="Taeon Tabard",
hands="Leyline Gloves",
legs={ name="Herculean Trousers", augments={'"Mag.Atk.Bns."+20','"Fast Cast"+6','STR+9','Mag. Acc.+1',}},
feet="Carmine Greaves +1",
neck="Baetyl Pendant",
waist="Plat. Mog. Belt",
left_ear="Etiolation Earring",
right_ear="Loquac. Earring",
right_ring="Kishar Ring",
left_ring="Weather. Ring",
back={ name="Camulus's Mantle", augments={'"Fast Cast"+10',}},
}
sets.precast.FC.Utsusemi = set_combine(sets.precast.FC, {
body="Passion Jacket",
neck="Magoraga Beads",
})
-- (10% Snapshot from JP Gifts)
sets.precast.RA = {
ammo=gear.RAbullet,
head="Chasseur's Tricorne +3", --0/14
body="Laksa. Frac +3", --0/20
--body="Oshosi Vest +1", --14/0
hands="Lanun Gants +3",
legs="Adhemar Kecks +1",
feet="Meg. Jam. +2", --10/0
neck="Comm. Charm +2", --4/0
ring1="Crepuscular Ring",
back={ name="Camulus's Mantle", augments={'"Snapshot"+10',}},
waist="Yemaya Belt", --0/5
} --61/32
sets.precast.RA.Flurry1 = set_combine(sets.precast.RA, {
}) --47/52
sets.precast.RA.Flurry2 = set_combine(sets.precast.RA.Flurry1, {
}) --32/73
------------------------------------------------------------------------------------------------
------------------------------------- Weapon Skill Sets ----------------------------------------
------------------------------------------------------------------------------------------------
sets.precast.WS = {
head="Nyame Helm",
body="Nyame Mail",
hands="Nyame Gauntlets",
legs="Nyame Flanchard",
feet="Nyame Sollerets",
neck="Comm. Charm +2",
waist="Sailfi Belt +1",
left_ear="Ishvara Earring",
right_ear="Moonshade Earring",
left_ring="Cornelia's Ring",
right_ring="Epaminondas's Ring",
back={ name="Camulus's Mantle", augments={'STR+20','Accuracy+20 Attack+20','STR+10','Weapon skill damage +10%',}},
}
sets.precast.WS.Acc = set_combine(sets.precast.WS, {
neck="Fotia Gorget",
waist="Fotia Belt",
})
sets.precast.WS.RACC = set_combine(sets.precast.WS, {
neck="Fotia Gorget",
waist="Fotia Belt",
})
sets.precast.WS['Last Stand'] = set_combine(sets.precast.WS, {
ammo=gear.WSbullet,
hands="Chasseur's Gants +3",
neck="Fotia Gorget",
waist="Fotia Belt",
back={ name="Camulus's Mantle", augments={'AGI+20','Rng.Acc.+20 Rng.Atk.+20','AGI+10','Weapon skill damage +10%',}},
})
sets.precast.WS['Last Stand'].RACC = set_combine(sets.precast.WS['Last Stand'], {
})
sets.precast.WS['Detonator'] = set_combine(sets.precast.WS['Last Stand'], {})
sets.precast.WS['Wildfire'] = {
ammo=gear.MAbullet,
head="Nyame Helm",
body="Lanun Frac +3",
hands="Nyame Gauntlets",
legs="Nyame Flanchard",
feet="Lanun Bottes +3",
waist="Orpheus's Sash",
neck="Comm. Charm +2",
left_ear="Friomisi Earring",
right_ear="Crematio Earring",
left_ring="Cornelia's Ring",
right_ring="Dingir Ring",
back={ name="Camulus's Mantle", augments={'AGI+20','Mag. Acc+20 /Mag. Dmg.+20','AGI+10','Weapon skill damage +10%',}},
}
sets.precast.WS['Aeolian Edge'] = set_combine(sets.precast.WS['Wildfire'], {
right_ear="Moonshade Earring",
})
sets.precast.WS['Hot Shot'] = set_combine(sets.precast.WS['Wildfire'], {
--ammo=gear.WSbullet,
body="Nyame Mail",
--neck="Fotia Gorget",
--waist="Fotia Belt",
right_ear="Moonshade Earring",
})
sets.precast.WS['Leaden Salute'] = set_combine(sets.precast.WS['Wildfire'], {
head="Pixie Hairpin +1",
right_ear="Moonshade Earring",
right_ring="Archon Ring",
})
sets.precast.WS['Evisceration'] = set_combine(sets.precast.WS, {
neck="Fotia Gorget",
waist="Fotia Belt",
})
sets.precast.WS['Savage Blade'] = set_combine(sets.precast.WS, {
neck="Rep. Plat. Medal",
hands="Chasseur's Gants +3",
})
sets.precast.WS['Savage Blade'].Acc = set_combine(sets.precast.WS['Savage Blade'], {
neck="Fotia Gorget",
waist="Fotia Belt",
})
sets.precast.WS['Swift Blade'] = set_combine(sets.precast.WS, {
})
sets.precast.WS['Requiescat'] = set_combine(sets.precast.WS, {
}) --MND
sets.precast.WS['Requiescat'].Acc = set_combine(sets.precast.WS.Acc, {
}) --MND
sets.precast.WS['Exenterator'] = set_combine(sets.precast.WS, {
})
sets.precast.WS['Exenterator'].Acc = set_combine(sets.precast.WS.Acc, {
})
sets.precast.CorsairShot = {
ammo=gear.QDbullet,
head="Nyame Helm",
body="Lanun Frac +3",
hands={ name="Carmine Fin. Ga. +1", augments={'Rng.Atk.+20','"Mag.Atk.Bns."+12','"Store TP"+6',}},
legs="Nyame Flanchard",
feet="Chasseur's Bottes +3",
waist="Orpheus's Sash",
neck="Comm. Charm +2",
left_ear="Friomisi Earring",
right_ear="Crematio Earring",
left_ring="Weather. Ring",
right_ring="Dingir Ring",
back="Izdubar Mantle",
}
sets.precast.CorsairShot.STP = {
ammo=gear.QDbullet,
head="Nyame Helm",
body="Lanun Frac +3",
hands={ name="Carmine Fin. Ga. +1", augments={'Rng.Atk.+20','"Mag.Atk.Bns."+12','"Store TP"+6',}},
legs="Nyame Flanchard",
feet="Chasseur's Bottes +3",
waist="Orpheus's Sash",
neck="Comm. Charm +2",
left_ear="Friomisi Earring",
right_ear="Crematio Earring",
left_ring="Weather. Ring",
right_ring="Dingir Ring",
back="Izdubar Mantle",
}
sets.precast.CorsairShot['Light Shot'] = set_combine(sets.precast.CorsairShot, {
ammo=gear.QDbullet,
left_ring="Weather. Ring",
})
sets.precast.CorsairShot['Dark Shot'] = set_combine(sets.precast.CorsairShot, {
ammo=gear.QDbullet,
head="Pixie Hairpin +1",
left_ring="Archon Ring",
})
------------------------------------------------------------------------------------------------
---------------------------------------- Midcast Sets ------------------------------------------
------------------------------------------------------------------------------------------------
sets.midcast.FastRecast = sets.precast.FC
sets.midcast.SpellInterrupt = {
body=gear.Taeon_Phalanx_body, --10
hands="Rawhide Gloves", --15
legs="Carmine Cuisses +1", --20
feet=gear.Taeon_Phalanx_feet, --10
neck="Loricate Torque +1", --5
ear1="Halasz Earring", --5
ear2="Magnetic Earring", --8
ring2="Evanescence Ring", --5
waist="Rumination Sash", --10
}
sets.midcast.Utsusemi = sets.midcast.SpellInterrupt
sets.midcast.Cure = {
neck="Incanter's Torque",
ear1="Roundel Earring",
ear2="Mendi. Earring",
ring1="Lebeche Ring",
ring2="Haoma's Ring",
waist="Bishop's Sash",
}
sets.midcast.Utsusemi = sets.midcast.SpellInterrupt
-- Ranged gear
sets.midcast.RA = {
ammo=gear.RAbullet,
head="Malignance Chapeau",
body="Malignance Tabard",
hands="Malignance Gloves",
legs="Chas. Culottes +3",
feet="Malignance Boots",
neck="Iskur Gorget",
waist="Yemaya Belt",
left_ear="Telos Earring",
right_ear="Crep. Earring",
left_ring="Crepuscular Ring",
right_ring="Ilabrat Ring",
back={ name="Camulus's Mantle", augments={'AGI+20','Rng.Acc.+20 Rng.Atk.+20','Rng.Acc.+10','"Store TP"+10',}},
}
sets.midcast.RA.RACC = set_combine(sets.midcast.RA, {
--waist="K. Kachina Belt +1",
--neck="Null Loop",
waist="Null Belt",
back="Null Shawl",
})
sets.midcast.RA.Acc = set_combine(sets.midcast.RA, {
})
sets.midcast.RA.HighAcc = set_combine(sets.midcast.RA.Acc, {
})
sets.midcast.RA.Critical = set_combine(sets.midcast.RA, {
})
sets.midcast.RA.STP = set_combine(sets.midcast.RA, {
})
sets.TripleShot = set_combine(sets.midcast.RA, {
--head="Oshosi Mask +1", --5
body="Chasseur's Frac +3", --13
hands="Lanun Gants +3",
--legs="Osh. Trousers +1", --6
--feet="Osh. Leggings +1", --3
}) --27
sets.TripleShotCritical = set_combine(sets.midcast.RA, {
})
sets.TrueShot = set_combine(sets.midcast.RA, {
})
------------------------------------------------------------------------------------------------
----------------------------------------- Idle Sets --------------------------------------------
------------------------------------------------------------------------------------------------
sets.resting = {}
sets.idle = {
ammo=gear.RAbullet,
head="Malignance Chapeau", --6/6
body="Malignance Tabard", --9/9
hands="Malignance Gloves", --5/5
legs="Chasseur's Culottes +3",
feet="Malignance Boots", --4/4
neck="Elite Royal Collar",
waist="Flume Belt",
left_ear="Etiolation Earring",
right_ear="Eabani Earring",
left_ring={name="Chirich Ring +1", bag="wardrobe2"},
right_ring={name="Chirich Ring +1", bag="wardrobe3"},
back={ name="Camulus's Mantle", augments={'DEX+20','Accuracy+20 Attack+20','Accuracy+10','"Dbl.Atk."+10','Phys. dmg. taken-10%',}},
}
sets.idle.DT = set_combine(sets.idle, {
})
sets.idle.Refresh = set_combine(sets.idle, {
})
sets.idle.Town = set_combine(sets.idle, {
})
------------------------------------------------------------------------------------------------
---------------------------------------- Defense Sets ------------------------------------------
------------------------------------------------------------------------------------------------
sets.defense.PDT = sets.idle.DT
sets.defense.MDT = {
}
sets.Kiting = {legs="Carmine Cuisses +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
sets.engaged = {
ammo=gear.RAbullet,
head="Malignance Chapeau",
body="Malignance Tabard",
hands="Malignance Gloves",
legs="Malignance Tights",
feet="Malignance Boots",
neck="Iskur Gorget",
waist="Sailfi Belt +1",
left_ear="Telos Earring",
right_ear="Crep. Earring",
left_ring={name="Chirich Ring +1", bag="wardrobe2"},
right_ring={name="Chirich Ring +1", bag="wardrobe3"},
back={ name="Camulus's Mantle", augments={'DEX+20','Accuracy+20 Attack+20','Accuracy+10','"Dbl.Atk."+10','Phys. dmg. taken-10%',}},
}
sets.engaged.Acc = set_combine(sets.engaged, {
neck="Null Loop",
waist="Null Belt",
back="Null Shawl",
})
-- * DNC Subjob DW Trait: +15%
-- * NIN Subjob DW Trait: +25%
-- No Magic Haste (74% DW to cap)
sets.engaged.DW = set_combine(sets.engaged, {
waist="Reiki Yotai",
right_ear="Eabani Earring",
})
sets.engaged.DW.Acc = set_combine(sets.engaged.DW, {
neck="Null Loop",
--waist="Null Belt",
back="Null Shawl",
})
sets.empylegs = {
legs="Chasseur's Culottes +3",
}
------------------------------------------------------------------------------------------------
---------------------------------------- Special Sets ------------------------------------------
------------------------------------------------------------------------------------------------
sets.buff.Doom = {
neck="Nicander's Necklace", --20
ring1={name="Eshmun's Ring", bag="wardrobe3"}, --20
ring2={name="Eshmun's Ring", bag="wardrobe4"}, --20
waist="Gishdubar Sash", --10
}
sets.Obi = {waist="Hachirin-no-Obi"}
sets.TreasureHunter = {head="Volte Cap", hands=gear.Herc_TH_hands, feet="Volte Boots", waist="Chaac Belt"}
sets.fulltp = { right_ear="Crematio Earring" }
sets.RP = {
main={ name="Rostam", augments={'Path: A',}},
sub={ name="Rostam", augments={'Path: C',}},
ranged="Death Penalty"
}
sets.DP = {main={ name="Rostam", augments={'Path: A',}}, sub="Tauret", ranged="Death Penalty"}
sets.SB = {main="Naegling", sub="Gleti's Knife", ranged="Anarchy +2"}
sets.HS = {main="Naegling", sub="Tauret", ranged="Fomalhaut"}
sets.LS = {main={ name="Rostam", augments={'Path: A',}}, sub="Kustawi +1", ranged="Fomalhaut"}
sets.AE = {main="Tauret", sub="Gleti's Knife", ranged="Anarchy +2"}
sets.DefaultShield = {sub="Nusku Shield"}
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 spell.action_type == 'Ranged Attack' or spell.type == 'WeaponSkill' or spell.type == 'CorsairShot' then
do_bullet_checks(spell, spellMap, eventArgs)
end
if spell.english == 'Fold' and buffactive['Bust'] == 2 then
if sets.precast.FoldDoubleBust then
equip(sets.precast.FoldDoubleBust)
eventArgs.handled = true
end
end
if spellMap == 'Utsusemi' then
if buffactive['Copy Image (3)'] or buffactive['Copy Image (4+)'] then
cancel_spell()
add_to_chat(123, '**!! '..spell.english..' Canceled: [3+ IMAGES] !!**')
eventArgs.handled = true
return
elseif buffactive['Copy Image'] or buffactive['Copy Image (2)'] then
send_command('cancel 66; cancel 444; cancel Copy Image; cancel Copy Image (2)')
end
end
end
function job_post_precast(spell, action, spellMap, eventArgs)
if elemental_ws:contains(spell.name) and player.tp == 3000 then
equip(sets.fulltp)
end
if (spell.type == 'CorsairRoll' or spell.english == "Double-Up") then
if state.LuzafRing.value then
equip(sets.precast.LuzafRing)
end
end
if spell.action_type == 'Ranged Attack' then
special_ammo_check()
if flurry == 2 then
equip(sets.precast.RA.Flurry2)
elseif flurry == 1 then
equip(sets.precast.RA.Flurry1)
end
elseif spell.type == 'WeaponSkill' then
if spell.skill == 'Marksmanship' then
special_ammo_check()
end
if elemental_ws:contains(spell.name) then
-- Matching double weather (w/o day conflict).
if spell.element == world.weather_element and (get_weather_intensity() == 2 and spell.element ~= elements.weak_to[world.day_element]) then
equip({waist="Hachirin-no-Obi"})
-- Target distance under 1.7 yalms.
elseif spell.target.distance < (1.7 + spell.target.model_size) then
equip({waist="Orpheus's Sash"})
-- Matching day and weather.
elseif spell.element == world.day_element and spell.element == world.weather_element then
equip({waist="Hachirin-no-Obi"})
-- Target distance under 8 yalms.
elseif spell.target.distance < (8 + spell.target.model_size) then
equip({waist="Orpheus's Sash"})
-- Match day or weather.
elseif spell.element == world.day_element or spell.element == world.weather_element then
equip({waist="Hachirin-no-Obi"})
end
end
end
end
function job_post_midcast(spell, action, spellMap, eventArgs)
if spell.type == 'CorsairShot' then
if (spell.english ~= 'Light Shot' and spell.english ~= 'Dark Shot') then
-- Matching double weather (w/o day conflict).
if spell.element == world.weather_element and (get_weather_intensity() == 2 and spell.element ~= elements.weak_to[world.day_element]) then
equip({waist="Hachirin-no-Obi"})
-- Target distance under 1.7 yalms.
elseif spell.target.distance < (1.7 + spell.target.model_size) then
equip({waist="Orpheus's Sash"})
-- Matching day and weather.
elseif spell.element == world.day_element and spell.element == world.weather_element then
equip({waist="Hachirin-no-Obi"})
-- Target distance under 8 yalms.
elseif spell.target.distance < (8 + spell.target.model_size) then
equip({waist="Orpheus's Sash"})
-- Match day or weather.
elseif spell.element == world.day_element or spell.element == world.weather_element then
equip({waist="Hachirin-no-Obi"})
end
end
elseif spell.action_type == 'Ranged Attack' then
if buffactive['Triple Shot'] and state.RangedMode.value ~= "RACC" then
equip(sets.TripleShot)
if buffactive['Aftermath: Lv.3'] and player.equipment.ranged == "Armageddon" then
equip(sets.TripleShotCritical)
if (spell.target.distance < (7 + spell.target.model_size)) and (spell.target.distance > (5 + spell.target.model_size)) then
equip(sets.TrueShot)
end
end
elseif buffactive['Aftermath: Lv.3'] and player.equipment.ranged == "Armageddon" then
equip(sets.midcast.RA.Critical)
if (spell.target.distance < (7 + spell.target.model_size)) and (spell.target.distance > (5 + spell.target.model_size)) then
equip(sets.TrueShot)
end
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' or spell.english == "Double-Up") and not spell.interrupted then
display_roll_info(spell)
end
--if spell.english == "Light Shot" then
--send_command('@timers c "Light Shot ['..spell.target.name..']" 60 down abilities/00195.png')
--end
if player.status ~= 'Engaged' and state.WeaponLock.value == false then
check_weaponset()
end
if player.status == 'Engaged' and state.WeaponLock.value == false then
check_weaponset()
end
end
function job_buff_change(buff,gain)
-- If we gain or lose any flurry buffs, adjust gear.
if S{'flurry'}:contains(buff:lower()) then
if not gain then
flurry = nil
--add_to_chat(122, "Flurry status cleared.")
end
if not midaction() then
handle_equipping_gear(player.status)
end
end
if buff == "doom" then
if gain then
equip(sets.buff.Doom)
send_command('@input /p Doomed, please Cursna.')
send_command('@input /item "Holy Water" <me>')
disable('ring1','ring2','waist')
elseif not gain and not player.status == "Dead" and not player.status == "Engaged Dead" then
enable('ring1','ring2','waist')
send_command('input /p Doom removed, Thank you.')
handle_equipping_gear(player.status)
else
enable('ring1','ring2','waist')
send_command('input /p '..player.name..' is no longer Doom Thank you !')
end
end
end
-- Handle notifications of general user state change.
function job_state_change(stateField, newValue, oldValue)
if state.WeaponLock.value == true then
disable('ranged')
else
enable('ranged')
end
check_weaponset()
end
-------------------------------------------------------------------------------------------------------------------
-- User code that supplements standard library decisions.
-------------------------------------------------------------------------------------------------------------------
-- 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_handle_equipping_gear(playerStatus, eventArgs)
check_gear()
update_combat_form()
end
function job_update(cmdParams, eventArgs)
handle_equipping_gear(player.status)
end
function update_combat_form()
if player.sub_job == 'NIN' then
state.CombatForm:set('DW')
else
state.CombatForm:reset()
end
end
-- Modify the default melee set after it was constructed.
function customize_melee_set(meleeSet)
if player.sub_job == 'NIN' and (state.WeaponSet.value == "SB" or state.WeaponSet.value == "AE") then
meleeSet = set_combine(meleeSet, sets.empylegs)
end
return meleeSet
end
function get_custom_wsmode(spell, action, spellMap)
local wsmode
if spell.skill == 'Marksmanship' then
if state.RangedMode.value == 'RACC' then
wsmode = 'RACC'
end
else
if state.OffenseMode.value == 'Acc' then
wsmode = 'Acc'
end
end
return wsmode
end
-- Handle auto-targetting based on local setup.
function job_auto_change_target(spell, action, spellMap, eventArgs)
if spell.type == 'CorsairShot' then
if state.IgnoreTargetting.value == true then
state.IgnoreTargetting:reset()
eventArgs.handled = true
end
eventArgs.SelectNPCTargets = state.SelectqdTarget.value
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 cf_msg = ''
if state.CombatForm.has_value then
cf_msg = ' (' ..state.CombatForm.value.. ')'
end
local m_msg = state.OffenseMode.value
if state.HybridMode.value ~= 'Normal' then
m_msg = m_msg .. '/' ..state.HybridMode.value
end
local ws_msg = state.WeaponskillMode.value
local qd_msg = '(' ..string.sub(state.QDMode.value,1,1).. ')'
local e_msg = state.Mainqd.current
if state.UseAltqd.value == true then
e_msg = e_msg .. '/'..state.Altqd.current
end
local d_msg = 'None'
if state.DefenseMode.value ~= 'None' then
d_msg = state.DefenseMode.value .. state[state.DefenseMode.value .. 'DefenseMode'].value
end
local i_msg = state.IdleMode.value
local msg = ''
if state.Kiting.value then
msg = msg .. ' Kiting: On |'
end
add_to_chat(002, '| ' ..string.char(31,210).. 'Melee' ..cf_msg.. ': ' ..string.char(31,001)..m_msg.. string.char(31,002).. ' |'
..string.char(31,207).. ' WS: ' ..string.char(31,001)..ws_msg.. string.char(31,002).. ' |'
..string.char(31,060).. ' QD' ..qd_msg.. ': ' ..string.char(31,001)..e_msg.. string.char(31,002).. ' |'
..string.char(31,004).. ' Defense: ' ..string.char(31,001)..d_msg.. string.char(31,002).. ' |'
..string.char(31,008).. ' Idle: ' ..string.char(31,001)..i_msg.. string.char(31,002).. ' |'
..string.char(31,002)..msg)
eventArgs.handled = true
end
-------------------------------------------------------------------------------------------------------------------
-- Utility functions specific to this job.
-------------------------------------------------------------------------------------------------------------------
--Read incoming packet to differentiate between Haste/Flurry I and II
windower.register_event('action',
function(act)
--check if you are a target of spell
local actionTargets = act.targets
playerId = windower.ffxi.get_player().id
isTarget = false
for _, target in ipairs(actionTargets) do
if playerId == target.id then
isTarget = true
end
end
if isTarget == true then
if act.category == 4 then
local param = act.param
if param == 845 and flurry ~= 2 then
--add_to_chat(122, 'Flurry Status: Flurry I')
flurry = 1
elseif param == 846 then
--add_to_chat(122, 'Flurry Status: Flurry II')
flurry = 2
end
end
end
end)
function job_self_command(cmdParams, eventArgs)
if cmdParams[1] == 'qd' then
if cmdParams[2] == 't' then
state.IgnoreTargetting:set()
end
local doqd = ''
if state.UseAltqd.value == true then
doqd = state[state.Currentqd.current..'qd'].current
state.Currentqd:cycle()
else
doqd = state.Mainqd.current
end
send_command('@input /ja "'..doqd..'" <t>')
end
end
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"},
["Drachen 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"},
["Puppet Roll"] = {lucky=3, unlucky=7, bonus="Pet Magic Attack/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"},
["Naturalist's Roll"] = {lucky=3, unlucky=7, bonus="Enh. Magic Duration"},
["Runeist's Roll"] = {lucky=4, unlucky=8, bonus="Magic Evasion"},
["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' 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 display_roll_info(spell)
rollinfo = rolls[spell.english]
local rollsize = (state.LuzafRing.value and string.char(129,157)) or ''
if rollinfo then
add_to_chat(001, string.char(129,115).. ' ' ..string.char(31,210)..spell.english..string.char(31,001)..
' : '..rollinfo.bonus.. ' ' ..string.char(129,116).. ' ' ..string.char(129,195)..
' Lucky: ' ..string.char(31,204).. tostring(rollinfo.lucky)..string.char(31,001).. ' /' ..
' Unlucky: ' ..string.char(31,167).. tostring(rollinfo.unlucky)..string.char(31,002)..
' ' ..rollsize)
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.english == 'Wildfire' or spell.english == 'Leaden Salute' then
-- magical weaponskills
bullet_name = gear.MAbullet
else
-- physical weaponskills
bullet_name = gear.WSbullet
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
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
function special_ammo_check()
-- Stop if Animikii/Hauksbok equipped
if no_shoot_ammo:contains(player.equipment.ammo) then
cancel_spell()
add_to_chat(123, '** Action Canceled: [ '.. player.equipment.ammo .. ' equipped!! ] **')
return
end
end
-- Check for various actions that we've specified in user code as being used with TH gear.
-- This will only ever be called if TreasureMode is not 'None'.
-- Category and Param are as specified in the action event packet.
function th_action_check(category, param)
if category == 2 or -- any ranged attack
--category == 4 or -- any magic action
(category == 3 and param == 30) or -- Aeolian Edge
(category == 6 and info.default_ja_ids:contains(param)) or -- Provoke, Animated Flourish
(category == 14 and info.default_u_ja_ids:contains(param)) -- Quick/Box/Stutter Step, Desperate/Violent Flourish
then return true
end
end
function check_gear()
if no_swap_gear:contains(player.equipment.left_ring) then
disable("ring1")
else
enable("ring1")
end
if no_swap_gear:contains(player.equipment.right_ring) then
disable("ring2")
else
enable("ring2")
end
if no_swap_gear:contains(player.equipment.waist) then
disable("waist")
else
enable("waist")
end
end
function check_weaponset()
equip(sets[state.WeaponSet.current])
if player.sub_job ~= 'NIN' and player.sub_job ~= 'DNC' then
equip(sets.DefaultShield)
end
end
windower.register_event('zone change',
function()
if no_swap_gear:contains(player.equipment.left_ring) then
enable("ring1")
equip(sets.idle)
end
if no_swap_gear:contains(player.equipment.right_ring) then
enable("ring2")
equip(sets.idle)
end
if no_swap_gear:contains(player.equipment.waist) then
enable("waist")
equip(sets.idle)
end
end
)
--function customize_idle_set(idleSet)
--if state.Auto_Kite.value == true then
--idleSet = set_combine(idleSet, sets.Kiting)
--end
--return idleSet
--end
send_command('input /macro set 1;input /macro book 2')
send_command('@wait 5; input /lockstyleset 60')
function check_moving()
if state.Auto_Kite.value == false and moving then
state.Auto_Kite:set(true)
elseif state.Auto_Kite.value == true and moving == false then
state.Auto_Kite:set(false)
end
end
|
|
 |
|
Bro, I know everything about the game and more
why does dhartok not have a butthole? He wouldn't know, he's too busy wiping to Dhartok still. 
|
|
 |
By Jakey on 2025-06-06 15:16:51
|
I mean clearly the build is Onion Sword III and Diamond aspis!
Probably sub Warrior for fencer and some sword skill and weaponskills lol
Could skillchain endlessly with Seraph Blade and red lotus blade back and forth and they both benefit from the mab on the shield!
|
|
 |
|
GPU is within the ballpark of SE's listed minimum requirements. But, since it's an android device, you have interpretation overhead to even run the game in the first place. Since it also has an ARM cpu, you need hardware emulation to support x86 instruction sets (which FFXI uses). It may be technically possible to launch it, but it's not straightforward and unlikely to be stable. Even if it is, performance will probably be poor. Bahamut.Boposhopo said: »I know its been asked hundreds of times but, could I get ffxi on this?
Getting FFXI to run on the phone directly would be a nightmare to achieve. You could use a service like Geforce Now or Shadow PC. Geforce now has a soft cap of 100hrs a month, with any additional costing extra. Shadow PC is more expensive, but no limit and is basically just access to a virtual install of windows you can log into at any time.
Thank you both. I'll look for a laptop that can fold into a tablet. I'm not tech savvy.
|
|
 |
|
Ah I see, thank you. Do you know of any lua's that don't use GearInfo that I could take a look at?
|
|
 |
By Dekar1 on 2025-06-06 14:57:42
|
One that I like to do with Maxentius is:
Black Halo > True Strike > (Detonation) > Black Halo (Gravitation) > Black Halo (Fragmentation) > Realmrazer/Hexa Strike (Light)
|
|
 |
By Garuda. Chanti on 2025-06-06 14:52:14
|
|
|
 |
|
I hope someone can help me! My DW sets aren't working which are my standard sets since I play DNC. I've tested it in debug mode and when battle starts it equips 'sets.engaged.DW.MaxHaste' as the default but no gear is swapped.
Here is the whole file: https://pastebin.com/d8cxb7H8
|
|
 |
|
Always assumed it was just cause mnk lacks the spike war/sam can offer either through warcry/MS, or hybrid exploiting/yaeg for a final push.
Also mnk being just slightly squishier in WS sets since its not simply braindead stack WSD nyame/emp+3 in every slot, and since its not all frontloaded into the 1st hit this leads to variance in WS numbers just due to missing a hit/not getting a good MA roll, etc.
Job aint bad, the other 2 meta-picks are just more consistent and can spike quicker through JAs in a time-strict event
|
|
 |
By NynJa on 2025-06-06 14:45:13
|
Bro, I know everything about the game and more 
|
|
 |
|
Code function check_moving()
if state.DefenseMode.value == 'None' and state.Kiting.value == false then
if state.Auto_Kite.value == false and moving then
state.Auto_Kite:set(true)
elseif state.Auto_Kite.value == true and moving == false then
state.Auto_Kite:set(false)
end
end
end
This function that was removed, it checks for movement.
|
|
 |
|
I think you could do:
Flash Nova -> Flash Nova = Induration -> Flash Nova = Fragmentation -> Realmrazer/Hexa Strike = Light -> Realmrazer(Aeonic Club)/Randgrith(Relic Club) = Double Light or Radiance?
|
|
|