It's an issue with Windower's buff change events as far as I've seen. The activation part could follow any 3000 TP Expiacion if you wanted it immediately.
So maybe throw the job_update(cmdParams, eventArgs) at the end of Pre/mid cast functions?
It's an issue with Windower's buff change events as far as I've seen. The activation part could follow any 3000 TP Expiacion if you wanted it immediately.
So maybe throw the job_update(cmdParams, eventArgs) at the end of Pre/mid cast functions?
Yeah, try it with precast.
Tried it with precast, post_midcast, and even tried to add an aftercast function to put it in....just not biting :/
The problem isn't about calling the job_update function, but rather meeting the condition at the time you call the function. The buffactive table isn't updated fast enough to be processed as quickly as your functions.
As a function, buff_change gives you more control, and you should be able to use the structure Mote has by adding a variable (near the top, along with your other variables):
Code
state.Buff['Aftermath: Lv.3'] = buffactive['Aftermath: Lv.3'] or false
Then use state.Buff['Aftermath: Lv.3'] to check instead buffactive['Aftermath: Lv.3'].
state.Buff['Aftermath: Lv.3'] = buffactive['Aftermath: Lv.3'] or false
So what do I put into my buff_change? I already have the state.Buff['Aftermath: Lv.3'] = buffactive['Aftermath: Lv.3'] or false in my function job_setup().
You already have the part you need in buff_change. If you already have the variable, all you need is to be checking the state.Buff table, not the buffactive table, when you check for AM3.
You already have the part you need in buff_change. If you already have the variable, all you need is to be checking the state.Buff table, not the buffactive table, when you check for AM3.
ok so I changed the function to:
function update_combat_form()
-- Check for AM3
if player.equipment.main == 'Tizona' and state.Buff['Aftermath: Lv.3'] then
state.CombatForm:reset()
else
state.CombatForm:set('DW')
end
end
I assumed job_update would handle equipping gear, but after looking up the GS I realize it does not.
I don't actually use Mote's, so can you change your buff_change function to:
Code
function job_buff_change(buff, gain)
if state.Buff[buff] ~= nil then
state.Buff[buff] = gain
end
update_combat_form()
if not midaction() then handle_equipping_gear(player.status) end
end
Edit: Sorry, made a bunch of edits in a row because I realize that your original function was using some functions in ways they weren't intended.
function job_buff_change(buff, gain)
if state.Buff[buff] ~= nil then
state.Buff[buff] = gain
end
job_update(cmdParams, eventArgs)
if not midaction() then handle_equipping_gear(player.status) end
end
looks like I was missing one line to trigger it.
if not midaction() then handle_equipping_gear(player.status)
Not sure why since I don't use that function on Blu :/
After doing some updates to my BLM LUA I decided to combine what I had there with what I did yesterday on my Blue to make:
Code
function job_buff_change(status,gain_or_loss)
handle_equipping_gear(player.status)
if (gain_or_loss) then
add_to_chat(4,'------- Gained Buff: '..status..'-------')
if status == "Aftermath: Lv.3" then
add_to_chat(4,'------- AM3 Mode -------')
job_update(cmdParams, eventArgs)
if not midaction() then handle_equipping_gear(player.status)
end
end
if status == "KO" then
add_to_chat('GAME OVER')
end
else
add_to_chat(3,'------- Lost Buff: '..status..'-------')
if status == "Aftermath: Lv.3" then
add_to_chat(4,'------- Normal Mode -------')
job_update(cmdParams, eventArgs)
if not midaction() then handle_equipping_gear(player.status)
end
end
end
end
it seems since ive last researched this topic, it has changed to simply.
1 Physical spell set for non aoe/magic
1 MAB
1 cure + self cure
1 Macc/ addition affects
are those 2 sets all we need for damaging spells?
looking at my own old sets structures in spellcast(yes its been that long since ive "blu'd") vs the guide.
i would no longer need dex vit agi chr int (not nuking/mab) breath full acc and full macc gearsets.
i see a mention of put on spiral rings if needed but otherwise i feel i should make those sets and be done with it.
im interested in learning how ppl gear for spells.
it seems since ive last researched this topic, it has changed to simply.
1 Physical spell set for non aoe/magic
1 MAB
1 cure + self cure
1 Macc/ addition affects
are those 2 sets all we need for damaging spells?
looking at my own old sets structures in spellcast(yes its been that long since ive "blu'd") vs the guide.
i would no longer need dex vit agi chr int (not nuking/mab) breath full acc and full macc gearsets.
i see a mention of put on spiral rings if needed but otherwise i feel i should make those sets and be done with it.
im interested in learning how ppl gear for spells.
I use 4 sets for offensive spells;
STR/ATT for pure physicals, MAB/MACC for nukes, ACC/MACC for physicals with add effect, MACC for enfeebles.
Breaths? Never use any. Full acc? Not needed. You are almost always better of not casting physicals over spamming WS anyway and where you need all the acc for a physical spell, the damage will be pretty bad anyway. Individual stat sets for physicals? My inventory says no.
All the physical spells you'd use for damage are at least part STR mod now, so you can pretty much stick to one set without much worry. Likewise all post-75 nukes are dINT, though WSC varies widely (anything except CHR). Generally ok to stick with INT/MAB, though a MND/MAB set for Magic Hammer is a good idea too since INT does nothing there. A set with magic burst bonus is situationally beneficial. You'll want 3-4 cure sets: cure, self cure, White Wind, and maybe self-oriented WW. Pure macc vs acc/macc depending on magical or physical debuff spells.
These new gears are likely aimed at new/returning people, who need help bridging the gap into early end-game, and not the market of mid-to-late end gamers.
Counter on a sword which a new PLD can equip is not completely useless. It's not great though.
Does it beat crit rate by alot? If not I might just do a WSDMG cape.
For TP with non-mythic non empyrean, it may seem to be a toss-up between DA+10% and STP+10. However, I ran these numbers into the spreadsheet and here is what I came up with. (I am including the Rounds per WS in each # as well)
Your choice between STR or DEX basically for DPS purposes, but for non-Emp/Mythic it looks like Double Attack +10% is best for TPing. Of course, we all know what the superior mantle is for WS.
I was debating what to put on my BLU cape this month... STP or DA. I had envisioned DA would be better initially.
So basically its a toss up between extra acc or extra attack, with the difference being less than 15dps for non E/M. Based on your accuracy of course. I'd probably still pick the dex just bcuz, though.
edit: actually I misspoke. You could use the str/acc/att/da cape for requiescat, so its not dual purpose in that regard as well.
Is it possible to macro 2 different capes? Like 1 rosmerta for ws and one for tp?
If you use GearSwap then it is quite easy. You just place the augmented name in like this:
back={ name="Rosmerta's Cape", augments={'DEX+20','Accuracy+20 Attack+20','Crit.hit rate+10',}},
Without, I think you could have them in separate bags and then tell it to equip the one in a certain bag? But I'm not sure if that's a basic in-game thing or not and I also don't know how to do it as I would not use vanilla.
Is it possible to macro 2 different capes? Like 1 rosmerta for ws and one for tp?
If you use GearSwap then it is quite easy. You just place the augmented name in like this:
back={ name="Rosmerta's Cape", augments={'DEX+20','Accuracy+20 Attack+20','Crit.hit rate+10',}},
Without, I think you could have them in separate bags and then tell it to equip the one in a certain bag? But I'm not sure if that's a basic in-game thing or not and I also don't know how to do it as I would not use vanilla.