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Gearswap Support Thread
Ragnarok.Liteholt
Server: Ragnarok
Game: FFXI
Posts: 77
By Ragnarok.Liteholt 2025-11-28 08:25:43
If you look at some of the other jobs, down at the bottom Sel adds in buff state modifiers.
So if you wanted to have certain pieces of gear equipped when Valiance or Vallation are up, you would stick that in the sets.buff.Valiance and sets.buff.Vallation lines down at the bottom, I expect.
By Dodik 2025-11-28 09:45:04
sets.buff.whatever is for gear that should remain equipped for the duration of the buff. Don't put fastcast gear in those sets.
Server: Asura
Game: FFXI
Posts: 98
By Asura.Selindrile 2025-12-03 04:37:49
Just happened to be looking around on here, and for the record, I didn't have any code specifically for this, I just added it, and I used this name for the set: sets.precast.FC.Inspiration = {}
While technically it could fit well enough in either FC sets or Buff sets, I felt it more fitting in this case next to the normal precast set, as people are likely to set_combine off the base FC set for Inspiration, .buff sets are generally (though not always) usually focused on a single piece of gear or maybe two, that affect a buff, whereas in this case, with all the extra FC from Inspiration one might have, one might want to swap around their entire set.
@Dodik "buff" sets aren't necessarily things that are equipped "for the duration of the buff", they are in some cases, but each sets.buff.whatever follows it's own rules as buff-affecting gear is WILDLY varied, for example:
sets.buff['Burst Affinity'] - Blu nuke midcast
sets.buff['Chain Affinity'] - Blu physical midcast
sets.buff.Diffusion - Blu buff midcast
sets.buff.Doom - all times when doomed
sets.buff.Entrust - casting a indi spell on another player
sets.buff.Impetus - meleeing or using a crit ws
Perhaps I should've done it differently, perhaps sets.buff shouldn't exist at all and they should each be part of their respective aligned actions, but, would be an awkward thing to change now at this point.
[+]
Quetzalcoatl.Lews
Server: Quetzalcoatl
Game: FFXI
Posts: 15
By Quetzalcoatl.Lews 2025-12-03 08:43:00
Seeing Selindrile post (thank you for your hard work on the gearswap file!) reminded me of a question I have had for a while. Does anyone know how to override the weapon states to equip Diamond Aspis for warrior self JAs? I have not been able to figure it out. Ideally, if using Chango or any other combo, it would switch to one-hand weapon and the diamond aspis for job abilities then switch back to previous state - thank you!
[+]
Server: Asura
Game: FFXI
Posts: 98
By Asura.Selindrile 2025-12-05 14:45:54
Quetzalcoatl.Lews said: »Seeing Selindrile post (thank you for your hard work on the gearswap file!) reminded me of a question I have had for a while. Does anyone know how to override the weapon states to equip Diamond Aspis for warrior self JAs? I have not been able to figure it out. Ideally, if using Chango or any other combo, it would switch to one-hand weapon and the diamond aspis for job abilities then switch back to previous state - thank you!
Assuming with your statement that you use my GS, it can be handled a few ways, I haven't added any handling myself because I've been dithering over it all this time.
Assuming you don't have weapons in locations where you wouldn't want them to swap in this situation (precast.JA sets without buffs, precast.FC sets) you can just use state.UnlockWeapons.value to swap weapons freely during JA and still have the Weapon set of your choice equipped during idle and engaged.
If you -DO- have weapons in those sets, Tomahawk, some fastcast Weapon for Utsusemi, Max Acc weapon on Dancer steps, this gets a bit complicated in that we'd only want to swap out weapons for a JA that gives buffs, and there are a lot of them, along with a lot that don't, and I don't have a clean way to do a check for "Does this JA produce a buff." and I don't really want a giant entry in the mappings file for this one situation, actually while writing this I just remembered that the resources file tracks which buff JA's apply, and I can use that, though I'd need to either make an exception for 1hr abilities. I'll try to do this tonight, and it will likely be called AspisMode.
Also, if you want quick responses to anything about my GS, myself and many members of my community are happy to help with GS modifications or inquiries at: https://discord.gg/ug6xtvQ
By Horovivi 2025-12-05 20:46:26
Can anyone help me with a code that will auto change my engaged gear sets from single wield to dual wield and vice versa? The lua will change the gear sets but only if I disengage, reload gearswap and reengage. So if I’am dual wielding and mid fight want to equip a shield it make’s the appropriate gear changes. It’s for my Bst lua.
Server: Asura
Game: FFXI
Posts: 98
By Asura.Selindrile 2025-12-08 07:23:59
Can anyone help me with a code that will auto change my engaged gear sets from single wield to dual wield and vice versa? The lua will change the gear sets but only if I disengage, reload gearswap and reengage. So if I’am dual wielding and mid fight want to equip a shield it make’s the appropriate gear changes. It’s for my Bst lua.
For this kindof thing there's a lot of ways to approach it, the easiest thing would be for us to see your lua so we know what to change. If you want faster assistance the Windower discord has a gearswap-support channel.
Ragnarok.Lancextrm
Server: Ragnarok
Game: FFXI
Posts: 8
By Ragnarok.Lancextrm 2025-12-19 12:51:16
Hello, I just got back playing the game and i'm using my old gear swap data, seems like every time I cast a spell it double casts it and doesn't swap right. says in the log while casting .."Unable to cast spells at this time. how do I fix this?
Server: Fenrir
Game: FFXI
Posts: 391
By Fenrir.Brimstonefox 2025-12-19 15:46:11
You could start by posting your gearswap, seems like something would be triggered twice by the same event, so here's probably some poorly nested code or a duplicate line somewhere.
Ragnarok.Lancextrm
Server: Ragnarok
Game: FFXI
Posts: 8
By Ragnarok.Lancextrm 2025-12-19 22:19:05
Seems to happen to all my gear swap data on all my 3 characters .I'll post my bard gs first and see.
Code include('organizer-lib')
function get_sets()
organizer_items = {}
AccIndex = 1
-- on BRD this is melee acc, not macc
AccArray = {"LowACC","MidACC","HighACC"}
timer_reg = {}
pianissimo_cycle = false
Armor = 'None'
Kiting = 'ON'
Daurdabla = 'OFF' -- Set Default Daurdabla ON or OFF Here --
Capa = 'OFF' -- Sets Capacity Point+ Mantle --
maxduration = 'OFF' -- This is debuff max duration (lose a bunch of macc)
TH = 'OFF' -- Set Default Full TH ON or OFF Here --
target_distance = 5 -- Set Default Distance Here --
dyna = 'OFF'
-- Daurdabla Trigger Songs --
DaurdSongs = T{'Fowl Aubade', 'Shining Fantasia','Herb Pastoral','Goblin Gavotte', 'Gold Capriccio', 'Chocobo Mazurka', 'Raptor Mazurka'}
Duration_buffs = S{'Haste', 'Refresh', 'Flurry',
'Firestorm','Sandstorm', 'Rainstorm', 'Windstorm', 'Hailstorm', 'Thunderstorm', 'Aurorastorm', 'Voidstorm'}
sets.Dyna = {}
-- Idle Sets --
sets.Idle = {main="Sangoma",
sub="Genmei Shield",
head="Nyame Helm",
body="Nyame Mail",
hands="Nyame Gauntlets",
legs="Assid. Pants +1",
feet={ name="Chironic Slippers", augments={'Accuracy+8','Accuracy+7 Attack+7','"Refresh"+1',}},
neck="Twilight Torque",
waist="Gishdubar Sash",
left_ear={ name="Moonshade Earring", augments={'MP+25','Latent effect: "Refresh"+1',}},
right_ear="Ethereal Earring",
left_ring="Defending Ring",
right_ring="Vocane ring",
back={ name="Intarabus's Cape", augments={'CHR+20','Mag. Acc+20 /Mag. Dmg.+20','"Fast Cast"+10','Damage taken-5%',}},
}
sets.Resting = set_combine(sets.Idle,{})
-- PDT Set --
sets.PDT = {main="Sangoma",
sub="Genmei Shield",
head="Nyame Helm",
body="Nyame Mail",
hands="Nyame Gauntlets",
legs="Nyame Flanchard",
feet="Nyame Sollerets",
neck="Twilight Torque",
waist="Gishdubar Sash",
left_ear="Genmei Earring",
right_ear="Ethereal Earring",
left_ring="Defending Ring",
right_ring="Vocane ring",
back={ name="Intarabus's Cape", augments={'CHR+20','Mag. Acc+20 /Mag. Dmg.+20','"Fast Cast"+10','Damage taken-5%',}},}
sets.MDT = set_combine(sets.PDT, {})
sets.TH = {}
sets.Precast = {}
-- Song Precast Set --
sets.Precast.Song = {main={ name="Kali", augments={'Mag. Acc.+15','String instrument skill +10','Wind instrument skill +10',}},
sub="Ammurapi Shield",
head="Fili calot +2",
body="Inyanga Jubbah +2",
feet={ name="Bihu Slippers +3", augments={'Enhances "Nightingale" effect',}},
waist="Embla sash",
neck="Voltsurge Torque",
left_ear="Loquac. Earring",
right_ear="Aoidos's earring",
back={ name="Intarabus's Cape", augments={'CHR+20','Mag. Acc+20 /Mag. Dmg.+20','"Fast Cast"+10','Damage taken-5%',}},}
-- Fastcast Set --
sets.Precast.FastCast = {main={ name="Kali", augments={'Mag. Acc.+15','String instrument skill +10','Wind instrument skill +10',}},
sub="Ammurapi Shield",
body="Inyanga Jubbah +2",
neck="Voltsurge Torque",
waist="Embla sash",
left_ear="Loquac. Earring",
left_ring="Lebeche Ring",
back="Perimede Cape",
}
-- Cure Precast Set --
sets.Precast.Cure = set_combine(sets.Precast.FastCast,{back="Pahtli Cape"})
-- Midcast Base Set --
sets.Midcast = {}
-- Song Debuff Set --
sets.Midcast.WindDebuff = {main="Carnwenhan",
sub="Ammurapi Shield",
Range="Gjallarhorn",
head="Fili calot +2",
body="Mousai manteel +1",
hands="Fili Manchettes +2",
legs="Inyanga Shalwar +2",
feet="Brioso Slippers +3",
neck="Moonbow Whistle +1",
waist="Kobo Obi",
back={ name="Intarabus's Cape", augments={'CHR+20','Mag. Acc+20 /Mag. Dmg.+20','"Fast Cast"+10','Damage taken-5%',}},}
sets.Midcast.WindDebuff.Duration = set_combine(sets.Midcast.WindDebuff, {main="Carnwenhan",
sub="Ammurapi Shield",
Range="Gjallarhorn",
head="Fili calot +2",
body="Mousai manteel +1",
hands="Fili Manchettes +2",
legs="Inyanga Shalwar +2",
feet="Brioso Slippers +3",
neck="Moonbow Whistle +1",
waist="Kobo Obi",
back={ name="Intarabus's Cape", augments={'CHR+20','Mag. Acc+20 /Mag. Dmg.+20','"Fast Cast"+10','Damage taken-5%',}},})
-- Song Buff Set --
sets.Midcast.WindBuff = {main="Carnwenhan",
sub="Ammurapi Shield",
Range="Gjallarhorn",
head="Fili calot +2",
body="Fili Hongreline +2",
hands="Fili Manchettes +2",
legs="Inyanga Shalwar +2",
feet="Brioso Slippers +3",
neck="Moonbow Whistle +1",
waist="Kobo Obi",
back={ name="Intarabus's Cape", augments={'CHR+20','Mag. Acc+20 /Mag. Dmg.+20','"Fast Cast"+10','Damage taken-5%',}},}
sets.Midcast.March = {hands="Fili Manchettes +2"}
sets.Midcast.Minuet = {body="Fili Hongreline +2"}
sets.Midcast.Madrigal = {head="Fili calot +2", back="Intarabus's Cape"}
sets.Midcast.Etude = {head="Mousai turban +1"}
sets.Midcast.Ballad = {legs="Fili Rhingrave +2"}
sets.Midcast.Scherzo = {feet="Fili Cothurnes +2"}
sets.Midcast.Carol = {hands="Mousai gages +1"}
sets.Midcast.Minne = {legs="Mousai seraweels +1"}
sets.Midcast.Mambo = {feet="Mousai crackows +1"}
sets.Midcast.Paeon = {head="Brioso roundlet +3"}
sets.Midcast.Finale = {}
sets.Midcast.Lullaby = {hands="Brioso cuffs +3"}
sets.Midcast.Prelude = {back="Intarabus's Cape"}
-- Cure Set --
sets.Midcast.Cure = {main="Sangoma",
sub="Genmei Shield",
head={ name="Vanya Hood", augments={'MP+50','"Cure" potency +7%','Enmity-6',}},
body="Vrikodara Jupon",
hands="Inyan. Dastanas +2",
legs="Gyve Trousers",
feet={ name="Chironic Slippers", augments={'Accuracy+8','Accuracy+7 Attack+7','"Refresh"+1',}},
neck="Nodens Gorget",
waist="Hachirin-no-Obi",
left_ear="Gifted Earring",
right_ear="Loquac. Earring",
left_ring="Lebeche Ring",
right_ring="Sirona's Ring",
back="Solemnity Cape",}
-- Curaga Set --
sets.Midcast.Curaga = sets.Midcast.Cure
-- Haste Set --
sets.Midcast.Haste = set_combine(sets.Precast.FastCast,{waist="Embla sash",})
-- Cursna Set --
sets.Midcast.Cursna = set_combine(sets.Midcast.Haste,{})
sets.Midcast['Enhancing Magic'] = {waist="Embla sash",}
sets.Midcast['Enhancing Magic'].Duration = set_combine(sets.Midcast['Enhancing Magic'], {waist="Embla sash",})
sets.Midcast['Enfeebling Magic'] = sets.Midcast.WindDebuff
-- JA Sets --
sets.JA = {}
sets.JA.Nightingale = {feet="Bihu Slippers +3"}
sets.JA.Troubadour = {body="Bihu justaucorps +3"}
sets.JA["Soul Voice"] = {legs="Bihu Cannions +3"}
-- Waltz --
sets.Waltz = {}
-- Melee Sets --
sets.Melee={}
sets.WS={}
sets.Melee = {}
--sets.Melee.MidACC = set_combine(sets.Melee,{
--left_ear="Zennaroi Earring",
--left_ring="Chirich Ring",
--right_ring="Chirich Ring",})
--sets.Melee.HighACC = set_combine(sets.Melee.MidACC,{})>
-- WS Base Set --
--sets.WS = sets.Melee
sets.WS.Exenterator = sets.WS
sets.WS.Exenterator.MidACC = set_combine(sets.WS.Exenterator,{})
sets.WS.Exenterator.HighACC = set_combine(sets.WS.Exenterator.MidACC,{})
sets.WS.Evisceration = sets.WS
sets.WS.Evisceration.MidACC = set_combine(sets.WS.Evisceration,{})
sets.WS.Evisceration.HighACC = set_combine(sets.WS.Evisceration.MidACC,{})
sets.WS["Mercy Stroke"] = sets.WS
sets.WS["Mercy Stroke"].MidACC = set_combine(sets.WS["Mercy Stroke"],{})
sets.WS["Mercy Stroke"].HighACC = set_combine(sets.WS["Mercy Stroke"].MidACC,{})
sets.WS["Rudra's Storm"] = sets.WS
sets.WS["Rudra's Storm"].MidACC = set_combine(sets.WS["Rudra's Storm"],{})
sets.WS["Rudra's Storm"].HighACC = set_combine(sets.WS["Rudra's Storm"].MidACC,{})
sets.WS["Mordant Rime"] = {main="Carnwenhan",
sub="Demers. Degen +1",
range="Gjallarhorn",
head="Brioso Roundlet +3",
body={ name="Bihu Jstcorps. +3", augments={'Enhances "Troubadour" effect',}},
hands="Brioso Cuffs +3",
legs={ name="Bihu Cannions +3", augments={'Enhances "Soul Voice" effect',}},
feet={ name="Bihu Slippers +3", augments={'Enhances "Nightingale" effect',}},
neck="Mnbw. Whistle +1",
waist="Fotia Belt",
left_ear="Ishvara Earring",
right_ear="Brutal Earring",
left_ring="Petrov Ring",
right_ring="Hetairoi Ring",
back={ name="Intarabus's Cape", augments={'CHR+20','Mag. Acc+20 /Mag. Dmg.+20','"Fast Cast"+10','Damage taken-5%',}},
}
-- Lock Capa Mantle --
sets.Capa = {
back="Mecisto. Mantle"}
end
function pretarget(spell,action)
end
function precast(spell,action)
if spell.action_type == 'Magic' then
if buffactive.silence or spell.target.distance > 16+target_distance then -- Cancel Magic or Ninjutsu or BardSong If You Are Silenced or Out of Range --
cancel_spell()
add_to_chat(123, spell.name..' Canceled: [Silenced or Out of Casting Range]')
return
else
if spell.english == "Honor March" then
equip(set_combine(sets.Precast.Song,{range="Marsyas"}))
elseif spell.type == 'BardSong' then
equip(sets.Precast.Song)
elseif string.find(spell.english,'Cur') and spell.english ~= "Cursna" then
equip(sets.Precast.Cure)
elseif string.find(spell.english,'Utsusemi') then
if buffactive['Copy Image (3)'] or buffactive['Copy Image (4)'] then
cancel_spell()
add_to_chat(123, spell.english .. ' Canceled: [3+ Images]')
return
else
equip(sets.Precast.FastCast)
end
else
equip(sets.Precast.FastCast)
end
end
elseif spell.type == "WeaponSkill" then
if player.status ~= 'Engaged' then -- Cancel WS If You Are Not Engaged. Can Delete It If You Don't Need It --
cancel_spell()
add_to_chat(123,'Unable To Use WeaponSkill: [Disengaged]')
return
else
equipSet = sets.WS
if equipSet[spell.english] then
equipSet = equipSet[spell.english]
end
if equipSet[AccArray[AccIndex]] then
equipSet = equipSet[AccArray[AccIndex]]
end
equip(equipSet)
end
elseif spell.type == "JobAbility" then
if sets.JA[spell.english] then
equip(sets.JA[spell.english])
end
elseif spell.type == "Waltz" then
refine_waltz(spell,action)
equip(sets.Waltz)
elseif spell.english == 'Spectral Jig' and buffactive.Sneak then
cast_delay(0.2)
send_command('cancel Sneak')
end
end
function midcast(spell,action)
equipSet = {}
if spell.type:endswith('Magic') or spell.type == 'Ninjutsu' then
equipSet = sets.Midcast
if equipSet[spell.english] then
equipSet = equipSet[spell.english]
elseif string.find(spell.english,'Cure') then
equipSet = equipSet.Cure
elseif string.find(spell.english,'Cura') then
equipSet = equipSet.Curaga
elseif spell.english == "Stoneskin" then
if buffactive.Stoneskin then
send_command('@wait 2.8;cancel stoneskin')
end
equipSet = equipSet.Stoneskin
elseif spell.english == "Sneak" then
if spell.target.name == player.name and buffactive['Sneak'] then
send_command('cancel sneak')
end
equipSet = equipSet.Haste
elseif string.find(spell.english,'Utsusemi') then
if spell.english == 'Utsusemi: Ichi' and (buffactive['Copy Image'] or buffactive['Copy Image (2)']) then
send_command('@wait 1.7;cancel Copy Image*')
end
equipSet = equipSet.Haste
elseif spell.english == 'Monomi: Ichi' then
if buffactive['Sneak'] then
send_command('@wait 1.7;cancel sneak')
end
equipSet = equipSet.Haste
end
if Duration_buffs:contains(spell.english) then
equipSet = sets.Midcast['Enhancing Magic'].Duration
end
elseif spell.type == 'BardSong' then
equip_song_gear(spell)
end
equip(equipSet)
if TH == 'ON' then
equip(sets.TH)
end
end
function aftercast(spell,action)
status_change(player.status)
end
function status_change(new,old)
if Armor == 'PDT' then
equip(sets.PDT)
if Kiting == 'ON' then
equip({feet="Fili Cothurnes +2"})
end
elseif Armor == 'MDT' then
equip(sets.MDT)
if Kiting == 'ON' then
equip({feet="Fili Cothurnes +2"})
end
elseif new == 'Engaged' then
equipSet = sets.Melee
if equipSet[AccArray[AccIndex]] then
equipSet = equipSet[AccArray[AccIndex]]
end
equip(equipSet)
elseif new == 'Idle' then
equip(sets.Idle)
if Kiting == 'ON' then
equip({feet="Fili Cothurnes +2"})
end
elseif new == 'Resting' then
equip(sets.Resting)
end
if Capa == 'ON' then
equip(sets.Capa)
end
if TH == 'ON' then
equip(sets.TH)
end
if dyna == 'ON' then
equip(sets.Dyna)
end
end
function buff_change(buff,gain)
buff = string.lower(buff)
if buff == 'weakness' then -- Weakness Timer --
if gain then
send_command('timers create "Weakness" 300 up')
else
send_command('timers delete "Weakness"')
end
end
if not midaction() then
status_change(player.status)
end
end
-- In Game: //gs c (command), Macro: /console gs c (command), Bind: gs c (command) --
function self_command(command)
if command == 'March2' then
send_command('input /ma "Victory March" <me>')
add_to_chat(158,'Melee Speed II: [Victory March]')
elseif command == 'March1' then
send_command('input /ma "Advancing March" <me>')
add_to_chat(158,'Melee Speed: [Advancing March]')
elseif command == 'Minuet5' then
send_command('input /ma "Valor Minuet V" <me>')
add_to_chat(158,'Melee Attack: [Valor Minuet V]')
elseif command == 'Minuet4' then
send_command('input /ma "Valor Minuet IV" <me>')
add_to_chat(158,'Melee Attack: [Valor Minuet IV]')
elseif command == 'Prelude1' then
send_command('input /ma "Hunter\'s Prelude" <me>')
add_to_chat(158,'Ranged Accuracy: [Hunter\'s Prelude]')
elseif command == 'Prelude2' then
send_command('input /ma "Archer\'s Prelude" <me>')
add_to_chat(158,'Ranged Accuracy: [Archer\'s Prelude]')
elseif command == 'Madrigal2' then
send_command('input /ma "Blade Madrigal" <me>')
add_to_chat(158,'Melee Accuracy II: [Blade Madrigal]')
elseif command == 'Madrigal1' then
send_command('input /ma "Sword Madrigal" <me>')
add_to_chat(158,'Melee Accuracy: [Sword Madrigal]')
elseif command == 'Minuet3' then
send_command('input /ma "Valor Minuet III" <me>')
add_to_chat(158,'Melee Attack: [Valor Minuet III]')
elseif command == 'Mazurka' then
send_command('input /ma "Chocobo Mazurka" <me>')
add_to_chat(158,'~~~ Mazurka ~~~')
elseif command == 'Capacity' then -- Capa Back Toggle --
if Capa == 'ON' then
Capa = 'OFF'
add_to_chat(123,'Capacity Mantle: [Unlocked]')
else
Capa = 'ON'
add_to_chat(158,'Capacity Mantle: [Locked]')
end
status_change(player.status)
elseif command == 'PDT' then
if Armor == 'PDT' then -- PDT Toggle --
Armor = 'None'
add_to_chat(123,'PDT Set: [Unlocked]')
else
Armor = 'PDT'
add_to_chat(158,'PDT Set: [Locked]')
end
status_change(player.status)
elseif command == 'MDT' then
if Armor == 'MDT' then -- MDT Toggle --
Armor = 'None'
add_to_chat(123,'MDT Set: [Unlocked]')
else
Armor = 'MDT'
add_to_chat(158,'MDT Set: [Locked]')
end
status_change(player.status)
elseif command == 'Distance' then -- Distance Toggle --
if player.target.distance then
target_distance = math.floor(player.target.distance*10)/10
add_to_chat(158,'Distance: '..target_distance)
else
add_to_chat(123,'No Target Selected')
end
elseif command == 'Daur' or command == 'Daurdabla' then -- Daurdabla Toggle --
if Daurdabla == 'ON' then
Daurdabla = 'OFF'
add_to_chat(123,'Daurdabla: [OFF]')
else
Daurdabla = 'ON'
add_to_chat(158,'Daurdabla: [ON]')
end
status_change(player.status)
elseif command == 'TH' then -- Full TH Set Toggle --
if TH == 'ON' then
TH = 'OFF'
add_to_chat(123,'Full TH Set: [Unlocked]')
else
TH = 'ON'
add_to_chat(158,'Full TH Set: [Locked]')
end
status_change(player.status)
elseif command == 'duration' then
if maxduration == 'ON' then
maxduration = 'OFF'
add_to_chat(123, 'Max debuff duration: [OFF]')
else
maxduration = 'ON'
add_to_chat(158, 'Max debuff duration: [ON]')
end
elseif command == 'Acc' then -- Accuracy Level Toggle --
AccIndex = (AccIndex % #AccArray) + 1
status_change(player.status)
add_to_chat(158,'Accuracy Level: ' .. AccArray[AccIndex])
elseif command == 'Update' then -- Auto Update Gear Toggle --
status_change(player.status)
add_to_chat(158,'Auto Update Gear')
elseif command == "Dyna" then
dyna = 'ON'
add_to_chat(158,'Dyna neck locked')
elseif command:match('^SC%d$') then
send_command('//' .. sc_map[command])
end
end
function equip_song_gear(spell)
if DaurdSongs:contains(spell.english) then
equip(set_combine(sets.Precast.Song,{range="Daurdabla"}))
add_to_chat(158,'Daurdabla: [OFF]')
else
if spell.target.type == 'MONSTER' then
if maxduration == 'ON' then
equip(sets.Midcast.WindDebuff.Duration)
if string.find(spell.english,'Lullaby') then equip(sets.Midcast.Lullaby) end
if string.find(spell.english,'Horde Lullaby') then equip({range="Daurdabla"}) end
else
equip(sets.Midcast.WindDebuff)
if string.find(spell.english,'Finale') then equip(sets.Midcast.Finale) end
if string.find(spell.english,'Foe Lullaby') then equip(sets.Midcast.Lullaby) end
if string.find(spell.english,'Horde Lullaby') then equip(set_combine(sets.Midcast.Lullaby, {range="Daurdabla"})) end
end
else
equip(sets.Midcast.WindBuff)
if string.find(spell.english,'March') then
equip(sets.Midcast.March)
if spell.english == "Honor March" then
equip({range="Marsyas"})
end
end
if string.find(spell.english,'Minuet') then equip(sets.Midcast.Minuet) end
if string.find(spell.english,'Madrigal') then equip(sets.Midcast.Madrigal) end
if string.find(spell.english,'Ballad') then equip(sets.Midcast.Ballad) end
if string.find(spell.english,'Scherzo') then equip(sets.Midcast.Scherzo) end
if string.find(spell.english,'Mazurka') then equip(sets.Midcast.Mazurka) end
if string.find(spell.english,'Etude') then equip(sets.Midcast.Etude) end
if string.find(spell.english,'Minne') then equip(sets.Midcast.Minne) end
if string.find(spell.english,'Carol') then equip(sets.Midcast.Carol) end
if string.find(spell.english,'Mambo') then equip(sets.Midcast.Mambo) end
if string.find(spell.english,'Paeon') then equip(sets.Midcast.Paeon) end
end
if Daurdabla == 'ON' then
equip({range="Daurdabla"})
end
end
end
function refine_waltz(spell,action)
if spell.type ~= 'Waltz' then
return
end
if spell.name == "Healing Waltz" or spell.name == "Divine Waltz" then
return
end
local newWaltz = spell.english
local waltzID
local missingHP
if spell.target.type == "SELF" then
missingHP = player.max_hp - player.hp
elseif spell.target.isallymember then
local target = find_player_in_alliance(spell.target.name)
local est_max_hp = target.hp / (target.hpp/100)
missingHP = math.floor(est_max_hp - target.hp)
end
if missingHP ~= nil then
if player.sub_job == 'DNC' then
if missingHP < 40 and spell.target.name == player.name then
add_to_chat(123,'Full HP!')
cancel_spell()
return
elseif missingHP < 150 then
newWaltz = 'Curing Waltz'
waltzID = 190
elseif missingHP < 300 then
newWaltz = 'Curing Waltz II'
waltzID = 191
else
newWaltz = 'Curing Waltz III'
waltzID = 192
end
else
return
end
end
local waltzTPCost = {['Curing Waltz'] = 20, ['Curing Waltz II'] = 35, ['Curing Waltz III'] = 50}
local tpCost = waltzTPCost[newWaltz]
local downgrade
if player.tp < tpCost then
if player.tp < 20 then
add_to_chat(123, 'Insufficient TP ['..tostring(player.tp)..']. Cancelling.')
cancel_spell()
return
elseif player.tp < 35 then
newWaltz = 'Curing Waltz'
elseif player.tp < 50 then
newWaltz = 'Curing Waltz II'
end
downgrade = 'Insufficient TP ['..tostring(player.tp)..']. Downgrading to '..newWaltz..'.'
end
if newWaltz ~= spell.english then
send_command('@input /ja "'..newWaltz..'" '..tostring(spell.target.raw))
if downgrade then
add_to_chat(8, downgrade)
end
cancel_spell()
return
end
if missingHP > 0 then
add_to_chat(8,'Trying to cure '..tostring(missingHP)..' HP using '..newWaltz..'.')
end
end
function find_player_in_alliance(name)
for i,v in ipairs(alliance) do
for k,p in ipairs(v) do
if p.name == name then
return p
end
end
end
end
-------------------------------------------------------------------------------------------------------------------
-- Utility functions specific to this job.
-------------------------------------------------------------------------------------------------------------------
-- 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(1, 4)
elseif player.sub_job == 'RDM' then
set_macro_page(1, 4)
elseif player.sub_job == 'WHM' then
set_macro_page(1, 4)
else
set_macro_page(1, 4)
end
end
Bismarck.Radec
Server: Bismarck
Game: FFXI
Posts: 179
By Bismarck.Radec 2025-12-20 07:39:18
Long shot, do you have both of Shortcuts and Rolltracker loaded?
Intermittently I'd have that issue, but with emotes doubling up (/hurray, etc) possibly depending on which addon loaded first.
Try unloading rolltracker. If the doubling stops, play with the load order for those two addons, or anything else you have loaded that uses the "outgoing text" event.
Ragnarok.Lancextrm
Server: Ragnarok
Game: FFXI
Posts: 8
By Ragnarok.Lancextrm 2025-12-20 09:33:44
I just tried, didn't work, even reloaded gear swap
By Shichishito 2025-12-29 21:57:29
The important part is the EnchantmentLockMode, I just left the RangeWeaponLockMode part for context as its mentioned inside the Enchantment section.
The Hoxne Ampulla swap works but for some reason PrishBoots, ReraiseRing, WarpRing and TeleportMea ring all don't swap to their respective items. Any idea where I'm failing (other than life)? I put the /echos in there to verify whether the condition checks get triggered and they do, all /echos get thru, just the swaps do not happen. Code
function user_setup()
-- Locks or unlocks slots depending on desired enchantment
state.EnchantmentLockMode = M{['description']='Enchantment Mode', 'None','HoxneAmpulla', 'PrisheBoots',
'ReraiseRing', 'WarpRing', 'TeleportMea'}
end
function init_gear_sets()
-- EnchantmentMode sets
sets.HoxneAmpulla = {range=empty,ammo="Hoxne Ampulla"}
sets.PrisheBoots = {feet="Prishe's Boots +1"}
sets.ReraiseRing = {ring2="Reraise Ring"}
sets.WarpRing = {ring1="Warp Ring"}
sets.TeleportMea = {ring1="Dimensional Ring (Mea)"}
end
function job_buff_change(buff, gain)
-- Hoxne Ampulla logic
if buff == "enchantment" then
if gain then
windower.send_command('@input /echo Hoxne Ampulla enchantment is now active, Gil getting tossed.')
disable('range','ammo')
else
enable('range','ammo')
windower.send_command('@input /echo Hoxne Ampulla enchantment inactive')
end
end
end
function job_state_change(stateField, newValue, oldValue)
-- RangeWeaponLockMode
-- Called range and ammo slots are locked by toggling ^@w (control + windows button + w)
if state.RangeWeaponLockMode.value == "RangeNone" then
enable('range','ammo')
equip(sets.RangeNone)
elseif state.RangeWeaponLockMode.value == "JinxDiscus" then
enable('range','ammo')
equip(sets.JinxDiscus)
disable('range','ammo')
elseif state.RangeWeaponLockMode.value == "RangeEmpty" then
enable('range','ammo')
equip(sets.RangeEmpty)
disable('range','ammo')
end
--------------------------- RELEVANT PART STARTS HERE ---------------------------
-- EnchantmentLockMode
-- Locks slots depend on desired enchantment by toggling @e (Windows button + e)
if state.EnchantmentLockMode.value == "HoxneAmpulla" then
enable('range','ammo')
equip(sets.HoxneAmpulla)
disable('range','ammo')
send_command('wait 6;input /item "Hoxne Ampulla" <me>')
if state.RangeWeaponLockMode.value ~= "RangeNone" then
windower.send_command('@input /echo RangeWeaponLockMode toggle only available if EnchantmentLockMode is not "HoxneAmpulla"')
end
elseif state.EnchantmentLockMode.value == "PrisheBoots" then
enable('feet')
equip(sets.PrisheBoots)
windower.send_command('@input /echo TPBoots')
--send_command('wait 6;input /item "Prish'"s Boots +1" '<me>')
elseif state.EnchantmentLockMode.value == "ReraiseRing" then
enable('ring2')
equip(sets.ReraiseRing)
windower.send_command('@input /echo Reraise Ring')
--send_command('wait 31;input /item "Prish'"s Boots +1" '<me>')
elseif state.EnchantmentLockMode.value == "WarpRing" then
enable('ring1')
equip(sets.WarpRing)
windower.send_command('@input /echo Warp Ring')
--send_command('wait 9;input /item "Warp Ring" '<me>')
elseif state.EnchantmentLockMode.value == "TeleportMea" then
enable('ring1')
equip(sets.TeleportMea)
windower.send_command('@input /echo TeleportMea Ring')
--send_command('wait 9;input /item "Dimensional Ring (Mea)" '<me>')
end
end
I also attempted to move the items out of wardrobes into main inventory cause I read enchantment items can cause trouble when stored in wardrobes but it didn't help.
By Umberto 2026-01-12 00:01:36
Hey all,
I'm having this strange issue where //gs disable waist refuses to work. If I type it in then gearswap will say it's disabled but my equipment changes continue to go through. This is the only piece of gear that swaps after being disabled, I've tested it on all other pieces of equipment and it functions properly EXCEPT on the waist slot???
I can't for the life of me figure out where this is going wrong. I've attached my gearswap. If anyone is able to offer any insight or assistance it's greatly appreciated!
EDIT: I just noticed now that it's also happening with body & legs & feet?! I'm so lost as to why //gs disable only works with certain pieces and not others...
Thank you
Code
-------------------------------------------------------------------------------------------------------------------
-- Keybinds
-------------------------------------------------------------------------------------------------------------------
-- [ F9 ] Cycle Offense modes
-- [ CTRL+F9 ] Cycle Hybrid modes
-- [ WIN+F9 ] Cycle Weapon Skill modes
-- [ F10 ] Emergency DT mode
-- [ ALT+F10 ] Toggle Kiting mode
-- [ F11 ] Emergency MEVA mode
-- [ CTRL+F11 ] Cycle Casting modes
-- [ F12 ] Update current gear / Report current status
-- [ CTRL+F12 ] Cycle Idle modes
-- [ ALT+F12 ] Cancel Emergency mode
-- [ WIN+E/R ] Cycles between Melee Weapons
-- [ WIN+W ] Toggle Weapon Lock
-- [ WIN+` ] Toggle Treasure Hunter mode
-- [ ALT+` ] Toggle Magic Burst mode
-------------------------------------------------------------------------------------------------------------------
-- Setup functions for this job.
-------------------------------------------------------------------------------------------------------------------
-- Initialization function for this job file.
function get_sets()
mote_include_version = 2
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['Sublimation: Activated'] = buffactive['Sublimation: Activated'] or false
no_swap_gear = S{"Warp Ring", "Dim. Ring (Dem)", "Dim. Ring (Holla)", "Dim. Ring (Mea)"}
degrade_array = {
['Aspirs'] = {'Aspir','Aspir II'}
}
-- Physical WS mappings.
physical_ws = S{"Combo", "Shoulder Tackle", "One Inch Punch", "Backhand Blow", "Raging Fists", "Spinning Attack", "Howling Fist", "Dragon Kick",
"Asuran Fists", "Tornado Kick", "Shijin Spiral", "Final Heaven", "Victory Smite", "Ascetic's Fury", "Stringing Pummel", "Maru Kala",
"Wasp Sting", "Shadowstitch", "Viper Bite", "Dancing Edge", "Shark Bite", "Evisceration", "Exenterator", "Mercy Stroke", "Rudra's Storm",
"Mandalic Stab", "Mordant Rime", "Pyrrhic Kleos", "Ruthless Stroke", "Fast Blade", "Flat Blade", "Circle Blade", "Vorpal Blade", "Swift Blade",
"Savage Blade", "Requiescat", "Knights of Round", "Chant du Cygne", "Death Blossom", "Expiacion", "Imperator", "Hard Slash", "Power Slash",
"Shockwave", "Crescent Moon", "Sickle Moon", "Spinning Slash", "Ground Strike", "Resolution", "Scourge", "Torcleaver", "Dimidation", "Fimbulvetr",
"Raging Axe", "Smash Axe", "Gale Axe", "Avalanche Axe", "Spinning Axe", "Rampage", "Calamity", "Mistral Axe", "Decimation", "Bora Axe",
"Ruinator", "Onslaught", "Blitz", "Slice", "Nightmare Scythe", "Spinning Scythe", "Vorpal Scythe", "Guillotine", "Cross Reaper", "Sprial Hell",
"Entropy", "Catastrophe", "Quietus", "Insurgency", "Origin", "Double Thrust", "Leg Sweep", "Penta Thrust", "Vorpal Thrust", "Skewer",
"Wheeling Thrust", "Impulse Drive", "Sonic Thrust", "Stardiver", "Geirskogul", "Camlann's Torment", "Drakesbane", "Diarmuid", "Blade: Rin",
"Blade: Retsu", "Blade: Jin", "Blade: Ten", "Blade: Ku", "Blade: Shun", "Blade: Metsu", "Blade: Hi", "Blade: Kamu", "Zesho Meppo", "Tachi: Enpi",
"Tachi: Hobaku", "Tachi: Yukikaze", "Tachi: Gekko", "Tachi: Kasha", "Tachi: Ageha", "Tachi: Shoha", "Tachi: Kaiten", "Tachi: Fudo", "Tachi: Rana",
"Tachi: Mumei", "Brainshaker", "Starlight", "Moonlight", "Skullbreaker", "True Strike", "Judgment", "Hexa Strike", "Black Halo", "Realmrazer",
"Randgrith", "Dagan", "Mystic Boon", "Exudation", "Dagda", "Heavy Swing", "Shell Crusher", "Full Swing", "Spirit Taker", "Retribution",
"Shattersoul", "Gate of Tartarus", "Myrkr", "Oshala", "Piercing Arrow", "Dulling Arrow", "Sidewinder", "Blast Arrow", "Arching Arrow",
"Empyreal Arrow", "Refulgent Arrow", "Apex Arrow", "Namas Arrow", "Jishnu's Radiance", "Sarv", "Split Shot", "Sniper Shot", "Slug Shot",
"Blast Shot", "Heavy Shot", "Detonator", "Numbing Shot", "Last Stand", "Coronach", "Terminus", "Slapstick", "String Clipper", "Chimera Ripper",
"Knockout", "Cannibal Blade", "Bone Crusher", "String Shredder", "Arcuballista", "Daze", "Armor Piercer", "Armor Shatterer"}
-- Elemental & Hybrid WS mappings.
elemental_ws = S{"Gust Slash", "Cyclone", "Energy Steal", "Energy Drain", "Aeolian Edge", "Burning Blade", "Red Lotus Blade", "Shining Blade",
"Seraph Blade", "Spirits Within", "Sanguine Blade", "Atonement", "Frostbite", "Freezebite", "Herculean Slash", "Cloudsplitter", "Primal Rend",
"Dark Harvest", "Shadow of Death", "Infernal Scythe", "Thunder Thrust", "Raiden Thrust", "Blade: Teki", "Blade: To", "Blade: Chi", "Blade: Ei",
"Blade: Yu", "Tachi: Goten", "Tachi: Kagero", "Tachi: Jinpu", "Tachi: Koki", "Shining Strike", "Seraph Strike", "Flash Nova", "Rock Crusher",
"Earth Crusher", "Starburst", "Sunburst", "Cataclysm", "Vidohunir", "Garland of Bliss", "Omniscience", "Flaming Arrow", "Hot Shot", "Wildfire",
"Trueflight", "Leaden Salute", "Magic Mortar"}
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}
lockstyleset = 14
end
-------------------------------------------------------------------------------------------------------------------
-- User setup functions for this job.
-------------------------------------------------------------------------------------------------------------------
-- Setup vars that are user-dependent.
function user_setup()
state.OffenseMode:options('NORMAL', 'ACC')
state.HybridMode:options('NORMAL', 'DT')
state.WeaponskillMode:options('NORMAL', 'MAX')
state.PhysicalDefenseMode:options("DT")
state.MagicalDefenseMode:options("MEVA")
state.CastingMode:options('NORMAL', 'SIRD')
state.IdleMode:options('NORMAL', 'REFRESH', 'REGEN', 'AMINON')
state.WeaponSet = M{['description']='Weapon Set', 'Idris', "Maxentius"}
state.WeaponLock = M(false, 'Weapon Lock')
state.MagicBurst = M(false, 'Magic Burst')
-- Additional local binds.
send_command('bind @` gs c cycle treasuremode')
send_command('bind !` gs c toggle MagicBurst')
send_command('bind @w gs c toggle WeaponLock')
send_command('bind @e gs c cycleback WeaponSet')
send_command('bind @r gs c cycle WeaponSet')
select_default_macro_book()
set_lockstyle()
-- Gearinfo functions.
state.Auto_Kite = M(false, 'Auto_Kite')
Haste = 0
DW_needed = 0
DW = false
moving = false
update_combat_form()
determine_haste_group()
-- WS out of range cancel distance.
target_distance = 6
end
-- Called when this job file is unloaded (eg: job change).
function user_unload()
send_command('clearbinds')
send_command('lua u GearInfo')
end
-------------------------------------------------------------------------------------------------------------------
-- Define sets and vars used by this job file.
-------------------------------------------------------------------------------------------------------------------
function init_gear_sets()
------------------------------------------------------------------------------------------------
---------------------------------------- Gear Variables ----------------------------------------
------------------------------------------------------------------------------------------------
gear.nantosueltaPET = {name="Nantosuelta's Cape", augments={'VIT+20','Eva.+20 /Mag. Eva.+20','Mag. Evasion+10','Pet: "Regen"+10','Pet: "Regen"+5',}}
gear.nantosueltaNUKE = {name="Nantosuelta's Cape", augments={'INT+20','Mag. Acc+20 /Mag. Dmg.+20','INT+10','"Mag.Atk.Bns."+10','Pet: Phys. dmg. taken-10%',}}
------------------------------------------------------------------------------------------------
---------------------------------------- Precast Sets ------------------------------------------
------------------------------------------------------------------------------------------------
sets.precast.JA['Bolster'] = {waist="Bagua Tunic +3"}
sets.precast.JA['Full Circle'] = {waist="Azimuth Hood +3"}
sets.precast.JA['Life Cycle'] = {body="Geomancy Tunic +3", back=gear.nantosueltaPET}
sets.precast.JA['Mending Halation'] = {waist="Bagua Pants +3"}
sets.precast.JA['Radial Arcana'] = {waist="Bagua Sandals +3"}
sets.precast.JA['Concentric Pulsa'] = {waist="Bagua Galero +3"}
sets.precast.JA['Sublimation'] = {waist="Embla Sash"}
sets.precast.Waltz = {
ammo="Yamarang",
head="Mummu Bonnet +2",
neck="Loricate Torque +1",
ear1="Odnowa Earring +1",
ear2="Etiolation Earring",
body="Passion Jacket",
hands="Slither Gloves +1",
ring1="Valseur's Ring",
ring2="Asklepian Ring",
back=gear.rosmertaFC,
waist="Platinum Moogle Belt",
legs="Dashing Subligar",
feet="Rawhide Boots",
}
sets.precast.Waltz['Healing Waltz'] = set_combine(sets.idle, {legs="Dashing Subligar"})
sets.precast.FC = {
main="Idris",
sub="Genmei Shield",
range="Dunna",
head="Amalric Coif +1",
neck="Incanter's Torque",
ear1="Malignance Earring",
ear2="Odnowa Earring +1",
body="Agwu's Robe",
hands="Agwu's Gages",
ring1="Murky Ring",
ring2="Defending Ring",
back="Lifestream Cape",
waist="Shinjutsu-no-Obi +1",
legs="Bagua Pants +3",
feet="Azimuth Gaiters +3",
}
sets.precast.FC.SIRD = {
main="Idris",
sub="Genmei Shield",
range="Dunna",
head="Amalric Coif +1",
neck="Incanter's Torque",
ear1="Malignance Earring",
ear2="Odnowa Earring +1",
body="Agwu's Robe",
hands="Agwu's Gages",
ring1="Murky Ring",
ring2="Defending Ring",
back="Lifestream Cape",
waist="Shinjutsu-no-Obi +1",
legs="Bagua Pants +3",
feet="Azimuth Gaiters +3",
}
sets.precast.FC.Utsusemi = sets.precast.FC
sets.precast.FC.Impact = set_combine(sets.precast.FC, {head=empty, body="Crepuscular Cloak"})
sets.precast.FC['Dispelga'] = set_combine(sets.precast.FC, {main="Daybreak", sub="Ammurapi Shield"})
------------------------------------------------------------------------------------------------
---------------------------------------- Weapon Skill Sets -------------------------------------
------------------------------------------------------------------------------------------------
sets.precast.WS = {
head="Nyame Helm",
neck="Null Loop",
ear1="Moonshade Earring",
ear2="Regal Earring",
body="Nyame Mail",
hands="Nyame Gauntlets",
ring1="Cornelia's Ring",
ring2="Epaminondas's Ring",
back="Alabaster Mantle",
waist="Prosilio Belt +1",
legs="Nyame Flanchard",
feet="Nyame Sollerets",
}
sets.precast.WS.MAX = {
head="Nyame Helm",
neck="Null Loop",
ear1="Moonshade Earring",
ear2="Regal Earring",
body="Nyame Mail",
hands="Nyame Gauntlets",
ring1="Cornelia's Ring",
ring2="Epaminondas's Ring",
back="Alabaster Mantle",
waist="Fotia Belt",
legs="Nyame Flanchard",
feet="Nyame Sollerets",
}
sets.precast.WS['Black Halo'] = {
head="Nyame Helm",
neck="Null Loop",
ear1="Moonshade Earring",
ear2="Regal Earring",
body="Nyame Mail",
hands="Nyame Gauntlets",
ring1="Cornelia's Ring",
ring2="Epaminondas's Ring",
back="Alabaster Mantle",
waist="Prosilio Belt +1",
legs="Nyame Flanchard",
feet="Nyame Sollerets",
}
sets.precast.WS['Black Halo'].MAX = {
head="Nyame Helm",
neck="Null Loop",
ear1="Moonshade Earring",
ear2="Regal Earring",
body="Nyame Mail",
hands="Nyame Gauntlets",
ring1="Cornelia's Ring",
ring2="Epaminondas's Ring",
back="Alabaster Mantle",
waist="Fotia Belt",
legs="Nyame Flanchard",
feet="Nyame Sollerets",
}
sets.precast.WS['Judgement'] = {
head="Nyame Helm",
neck="Null Loop",
ear1="Moonshade Earring",
ear2="Regal Earring",
body="Nyame Mail",
hands="Nyame Gauntlets",
ring1="Cornelia's Ring",
ring2="Epaminondas's Ring",
back="Alabaster Mantle",
waist="Prosilio Belt +1",
legs="Nyame Flanchard",
feet="Nyame Sollerets",
}
sets.precast.WS['Judgement'].MAX = {
head="Nyame Helm",
neck="Null Loop",
ear1="Moonshade Earring",
ear2="Regal Earring",
body="Nyame Mail",
hands="Nyame Gauntlets",
ring1="Cornelia's Ring",
ring2="Epaminondas's Ring",
back="Alabaster Mantle",
waist="Fotia Belt",
legs="Nyame Flanchard",
feet="Nyame Sollerets",
}
sets.precast.WS['Exudation'] = {
head="Nyame Helm",
neck="Fotia Gorget",
ear1="Regal Earring",
ear2="Dominance Earring +1",
body="Nyame Mail",
hands="Nyame Gauntlets",
ring1="Cornelia's Ring",
ring2="Epaminondas's Ring",
back="Alabaster Mantle",
waist="Fotia Belt",
legs="Nyame Flanchard",
feet="Nyame Sollerets",
}
sets.precast.WS['Exudation'].MAX = {
head="Nyame Helm",
neck="Fotia Gorget",
ear1="Regal Earring",
ear2="Dominance Earring +1",
body="Nyame Mail",
hands="Nyame Gauntlets",
ring1="Cornelia's Ring",
ring2="Epaminondas's Ring",
back="Alabaster Mantle",
waist="Fotia Belt",
legs="Nyame Flanchard",
feet="Nyame Sollerets",
}
------------------------------------------------------------------------------------------------
---------------------------------------- Midcast Sets ------------------------------------------
------------------------------------------------------------------------------------------------
sets.midcast.FastRecast = sets.precast.FC
sets.midcast.SIRD = sets.precast.FC.SIRD
sets.midcast.Utsusemi = sets.precast.FC.Utsusemi
sets.midcast.Cure = {
main="Daybreak",
sub="Ammurapi Shield",
ammo="Hydrocera",
head="Vanya Hood",
neck="Incanter's Torque",
ear1="Meili Earring",
ear2="Mendicant's Earring",
body="Vrikodara Jupon",
hands="Telchine Gloves",
ring1="Stikini Ring +1",
ring2="Stikini Ring +1",
back="Oretania's Cape +1",
waist="Luminary Sash",
legs="Vanya Slops",
feet="Vanya Clogs",
}
sets.midcast.Cure.SIRD = {
main="Daybreak",
sub="Ammurapi Shield",
ammo="Hydrocera",
head="Vanya Hood",
neck="Incanter's Torque",
ear1="Meili Earring",
ear2="Mendicant's Earring",
body="Vrikodara Jupon",
hands="Telchine Gloves",
ring1="Stikini Ring +1",
ring2="Stikini Ring +1",
back="Oretania's Cape +1",
waist="Luminary Sash",
legs="Vanya Slops",
feet="Vanya Clogs",
}
sets.midcast.CureSelf = {
main="Daybreak",
sub="Ammurapi Shield",
ammo="Hydrocera",
head="Vanya Hood",
neck="Incanter's Torque",
ear1="Meili Earring",
ear2="Mendicant's Earring",
body="Vrikodara Jupon",
hands="Telchine Gloves",
ring1="Stikini Ring +1",
ring2="Stikini Ring +1",
back="Oretania's Cape +1",
waist="Luminary Sash",
legs="Vanya Slops",
feet="Vanya Clogs",
}
sets.midcast.CureSelf.SIRD = {
main="Daybreak",
sub="Ammurapi Shield",
ammo="Hydrocera",
head="Vanya Hood",
neck="Incanter's Torque",
ear1="Meili Earring",
ear2="Mendicant's Earring",
body="Vrikodara Jupon",
hands="Telchine Gloves",
ring1="Stikini Ring +1",
ring2="Stikini Ring +1",
back="Oretania's Cape +1",
waist="Luminary Sash",
legs="Vanya Slops",
feet="Vanya Clogs",
}
sets.midcast.Curaga = {
main="Daybreak",
sub="Ammurapi Shield",
ammo="Hydrocera",
head="Vanya Hood",
neck="Incanter's Torque",
ear1="Meili Earring",
ear2="Mendicant's Earring",
body="Vrikodara Jupon",
hands="Telchine Gloves",
ring1="Stikini Ring +1",
ring2="Stikini Ring +1",
back="Oretania's Cape +1",
waist="Luminary Sash",
legs="Vanya Slops",
feet="Vanya Clogs",
}
sets.midcast.Curaga.SIRD = {
main="Daybreak",
sub="Ammurapi Shield",
ammo="Hydrocera",
head="Vanya Hood",
neck="Incanter's Torque",
ear1="Meili Earring",
ear2="Mendicant's Earring",
body="Vrikodara Jupon",
hands="Telchine Gloves",
ring1="Stikini Ring +1",
ring2="Stikini Ring +1",
back="Oretania's Cape +1",
waist="Luminary Sash",
legs="Vanya Slops",
feet="Vanya Clogs",
}
sets.midcast.StatusRemoval = sets.precast.FC
sets.midcast.Geomancy = {
main="Idris",
sub="Genmei Shield",
range="Dunna",
head="Azimuth Hood +3",
neck="Bagua Charm +2",
ear1="Etiolation Earring",
ear2="Odnowa Earring +1",
body="Shamash Robe",
hands="Geomancy Mitaines +3",
ring1="Murky Ring",
ring2="Stikini Ring +1",
back=gear.nantosueltaPET,
waist="Isa Belt",
legs="Agwu's Slops",
feet="Bagua Sandals +3",
}
-- Extra Indi-duration when skill is 900+.
sets.midcast.Geomancy.Indi = {
main="Idris",
sub="Genmei Shield",
range="Dunna",
head="Azimuth Hood +3",
neck="Bagua Charm +2",
ear1="Etiolation Earring",
ear2="Odnowa Earring +1",
body="Shamash Robe",
hands="Geomancy Mitaines +3",
ring1="Murky Ring",
ring2="Stikini Ring +1",
back="Lifestream Cape",
waist="Isa Belt",
legs="Bagua Pants +3",
feet="Azimuth Gaiters +3",
}
sets.midcast['Enhancing Magic'] = {
main="Idris",
sub="Genmei Shield",
range="Dunna",
head="Amalric Coif +1",
neck="Incanter's Torque",
ear1="Mimir Earring",
ear2="Andoaa Earring",
body="Agwu's Robe",
hands="Agwu's Gages",
ring1="Stikini Ring +1",
ring2="Stikini Ring +1",
back="Fi Follet Cape +1",
waist="Embla Sash",
legs="Bagua Pants +3",
feet="Azimuth Gaiters +3",
}
sets.midcast.Refresh = set_combine(sets.midcast['Enhancing Magic'], {head="Amalric Coif +1", back="Grapevine Cape"})
sets.midcast.RefreshSelf = set_combine(sets.midcast['Enhancing Magic'], {head="Amalric Coif +1", waist="Olympus Sash", back="Grapevine Cape"})
sets.midcast['Aquaveil'] = set_combine(sets.midcast['Enhancing Magic'], {head="Amalric Coif +1", hands="Regal Cuffs",})
sets.midcast['Enfeebling Magic'] = {
main="Daybreak",
sub="Ammurapi Shield",
ammo="Pemphredo Tathlum",
head="Geomancy Galero +3",
neck="Incanter's Torque",
ear1="Malignance Earring",
ear2="Regal Earring",
body="Geomancy Tunic +3",
hands="Regal Cuffs",
ring1="Kishar Ring",
ring2="Stikini Ring +1",
back="Aurist's Cape +1",
waist="Luminary Sash",
legs="Geomancy Pants +3",
feet="Geomancy Sandals +3",
}
sets.midcast['Dispelga'] = set_combine(sets.midcast['Enfeebling Magic'], {main="Daybreak", sub="Ammurapi Shield"})
sets.midcast.Aspir = {
main="Idris",
sub="Ammurapi Shield",
range="Dunna",
head="Agwu's Cap",
neck="Erra Pendant",
ear1="Malignance Earring",
ear2="Azimuth Earring +1",
body="Agwu's Robe",
hands="Agwu's Gages",
ring1="Kishar Ring",
ring2="Stikini Ring +1",
back="Aurist's Cape +1",
waist="Acuity Belt +1",
legs="Geomancy Pants +3",
feet="Agwu's Pigaches",
}
sets.midcast['Absorb-TP'] = {
main="Idris",
sub="Ammurapi Shield",
range="Dunna",
head="Agwu's Cap",
neck="Erra Pendant",
ear1="Malignance Earring",
ear2="Azimuth Earring +1",
body="Agwu's Robe",
hands="Agwu's Gages",
ring1="Kishar Ring",
ring2="Stikini Ring +1",
back="Aurist's Cape +1",
waist="Acuity Belt +1",
legs="Geomancy Pants +3",
feet="Agwu's Pigaches",
}
sets.midcast['Elemental Magic'] = {
main="Bunzi's Rod",
sub="Ammurapi Shield",
ammo="Ghastly Tathlum +1",
head="Agwu's Cap",
neck="Sibyl Scarf",
ear1="Malignance Earring",
ear2="Regal Earring",
body="Azimuth Coat +3",
hands="Agwu's Gages",
ring1="Metamorph Ring +1",
ring2="Freke Ring",
back=gear.nantosueltaNUKE,
waist="Acuity Belt +1",
legs="Azimuth Tights +3",
feet="Agwu's Pigaches",
}
sets.MagicBurst = {
main="Bunzi's Rod",
sub="Ammurapi Shield",
ammo="Ghastly Tathlum +1",
head="Agwu's Cap",
neck="Sibyl Scarf",
ear1="Malignance Earring",
ear2="Regal Earring",
body="Azimuth Coat +3",
hands="Agwu's Gages",
ring1="Mujin Band",
ring2="Freke Ring",
back=gear.nantosueltaNUKE,
waist="Acuity Belt +1",
legs="Azimuth Tights +3",
feet="Agwu's Pigaches",
}
sets.midcast.Impact = {
main="Bunzi's Rod",
sub="Ammurapi Shield",
ammo="Ghastly Tathlum +1",
head=empty,
neck="Sibyl Scarf",
ear1="Malignance Earring",
ear2="Regal Earring",
body="Crepuscular Cloak",
hands="Agwu's Gages",
ring1="Metamorph Ring +1",
ring2="Freke Ring",
back="Aurist's Cape +1",
waist="Acuity Belt +1",
legs="Azimuth Tights +3",
feet="Agwu's Pigaches",
}
sets.midcast.ImpactMB = {
main="Bunzi's Rod",
sub="Ammurapi Shield",
ammo="Ghastly Tathlum +1",
head=empty,
neck="Sibyl Scarf",
ear1="Malignance Earring",
ear2="Regal Earring",
body="Crepuscular Cloak",
hands="Agwu's Gages",
ring1="Metamorph Ring +1",
ring2="Freke Ring",
back="Aurist's Cape +1",
waist="Acuity Belt +1",
legs="Azimuth Tights +3",
feet="Agwu's Pigaches",
}
------------------------------------------------------------------------------------------------
---------------------------------------- Engaged Sets ------------------------------------------
------------------------------------------------------------------------------------------------
sets.engaged = {
main="Idris",
sub="Genmei Shield",
range="Dunna",
head="Null Masque",
neck="Null Loop",
ear1="Dedition Earring",
ear2="Telos Earring",
body="Nyame Mail",
hands="Gazu Bracelets +1",
ring1="Chirich Ring +1",
ring2="Chirich Ring +1",
back="Null Shawl",
waist="Windbuffet Belt +1",
legs="Nyame Flanchard",
feet="Azimuth Gaiters +3",
}
------------------------------------------------------------------------------------------------
---------------------------------------- Hybrid Sets -------------------------------------------
------------------------------------------------------------------------------------------------
sets.engaged.Hybrid = {
main="Idris",
sub="Genmei Shield",
range="Dunna",
head="Null Masque",
neck="Null Loop",
ear1="Dedition Earring",
ear2="Telos Earring",
body="Adamantite Armor",
hands="Gazu Bracelets +1",
ring1="Chirich Ring +1",
ring2="Chirich Ring +1",
back="Null Shawl",
waist="Windbuffet Belt +1",
legs="Nyame Flanchard",
feet="Azimuth Gaiters +3",
}
sets.engaged.DT = set_combine(sets.engaged, sets.engaged.Hybrid)
------------------------------------------------------------------------------------------------
---------------------------------------- Defense Sets ------------------------------------------
------------------------------------------------------------------------------------------------
sets.defense.DT = {
main="Idris",
sub="Genmei Shield",
range="Dunna",
head="Azimuth Hood +3",
neck="Loricate Torque +1",
ear1="Alabaster Earring",
ear2="Odnowa Earring +1",
body="Shamash Robe",
hands="Geomancy Mitaines +3",
ring1="Murky Ring",
ring2="Stikini Ring +1",
back=gear.nantosueltaPET,
waist="Isa Belt",
legs="Nyame Flanchard",
feet="Bagua Sandals +3",
}
sets.defense.MEVA = {
main="Idris",
sub="Genmei Shield",
range="Dunna",
head="Azimuth Hood +3",
neck="Loricate Torque +1",
ear1="Alabaster Earring",
ear2="Odnowa Earring +1",
body="Shamash Robe",
hands="Geomancy Mitaines +3",
ring1="Murky Ring",
ring2="Defending Ring",
back=gear.nantosueltaPET,
waist="Isa Belt",
legs="Nyame Flanchard",
feet="Bagua Sandals +3",
}
sets.idle.Weak = sets.defense.DT
------------------------------------------------------------------------------------------------
---------------------------------------- Idle Sets ---------------------------------------------
------------------------------------------------------------------------------------------------
sets.idle = {
main="Idris",
sub="Genmei Shield",
range="Dunna",
head="Azimuth Hood +3",
neck="Loricate Torque +1",
ear1="Alabaster Earring",
ear2="Odnowa Earring +1",
body="Shamash Robe",
hands="Geomancy Mitaines +3",
ring1="Murky Ring",
ring2="Stikini Ring +1",
back=gear.nantosueltaPET,
waist="Isa Belt",
legs="Nyame Flanchard",
feet="Bagua Sandals +3",
}
sets.idle.Pet = {
main="Idris",
sub="Genmei Shield",
range="Dunna",
head="Azimuth Hood +3",
neck="Loricate Torque +1",
ear1="Alabaster Earring",
ear2="Odnowa Earring +1",
body="Shamash Robe",
hands="Geomancy Mitaines +3",
ring1="Murky Ring",
ring2="Stikini Ring +1",
back=gear.nantosueltaPET,
waist="Isa Belt",
legs="Nyame Flanchard",
feet="Bagua Sandals +3",
}
sets.idle.REFRESH = {
main="Idris",
sub="Genmei Shield",
range="Dunna",
head="Azimuth Hood +3",
neck="Loricate Torque +1",
ear1="Alabaster Earring",
ear2="Odnowa Earring +1",
body="Shamash Robe",
hands="Geomancy Mitaines +3",
ring1="Stikini Ring +1",
ring2="Stikini Ring +1",
back=gear.nantosueltaPET,
waist="Isa Belt",
legs="Nyame Flanchard",
feet="Bagua Sandals +3",
}
sets.idle.REFRESH = {
main="Idris",
sub="Genmei Shield",
range="Dunna",
head="Azimuth Hood +3",
neck="Loricate Torque +1",
ear1="Alabaster Earring",
ear2="Odnowa Earring +1",
body="Shamash Robe",
hands="Geomancy Mitaines +3",
ring1="Chirich Ring +1",
ring2="Chirich Ring +1",
back=gear.nantosueltaPET,
waist="Isa Belt",
legs="Nyame Flanchard",
feet="Bagua Sandals +3",
}
sets.idle.AMINON = {
main="Maxentius",
sub="Genmei Shield",
range="Dunna",
head="Null Masque",
neck="Loricate Torque +1",
ear1="Alabaster Earring",
ear2="Odnowa Earring +1",
body="Adamantite Armor",
hands="Geomancy Mitaines +3",
ring1="Murky Ring",
ring2="Stikini Ring +1",
back=gear.nantosueltaPET,
waist="Isa Belt",
legs="Nyame Flanchard",
feet="Bagua Sandals +3",
}
------------------------------------------------------------------------------------------------
---------------------------------------- Special Sets ------------------------------------------
------------------------------------------------------------------------------------------------
sets.Kiting = {ring2="Shneddick Ring +1"}
-- TP overflow swaps for extra damage.
sets.midcast.ExtraWSDMG = {ear1="Ishvara Earring"}
sets.midcast.ExtraMAB = {ear1="Crematio Earring"}
-- Refresh swap when latent met.
sets.LatentRefresh = {waist="Fucho-no-Obi"}
sets.buff.Doom = {
neck="Nicander's Necklace",
ring1="Purity Ring",
ring2="Blenmot's Ring +1",
waist="Gishdubar Sash",
}
-- Emergency set toggle for status effects.
sets.EmergencyDT = {
main="Idris",
sub="Genmei Shield",
range="Dunna",
head="Azimuth Hood +3",
neck="Loricate Torque +1",
ear1="Alabaster Earring",
ear2="Odnowa Earring +1",
body="Shamash Robe",
hands="Geomancy Mitaines +3",
ring1="Murky Ring",
ring2="Stikini Ring +1",
back=gear.nantosueltaPET,
waist="Isa Belt",
legs="Nyame Flanchard",
feet="Bagua Sandals +3",
}
sets.TreasureHunter = {
body="Volte Jupon",
waist="Chaac Belt",
legs="Volte Hose",
feet="Volte Boots",
}
sets.buff.FullSublimation = {waist="Embla Sash"}
------------------------------------------------------------------------------------------------
---------------------------------------- Weapon Sets -------------------------------------------
------------------------------------------------------------------------------------------------
sets.Idris = {main="Idris"}
sets.Maxentius = {main="Maxentius"}
sets.DefaultShield = {sub="Genmei Shield"}
end
function job_precast(spell, action, spellMap, eventArgs)
-- Will degrade Aspir based on available recast timers.
if spell.name:startswith('Aspir') then
refine_various_spells(spell, action, spellMap, eventArgs)
end
-- Will stop utsusemi from being cast if 3 shadows or more.
if spellMap == 'Utsusemi' then
if buffactive['Copy Image'] or buffactive['Copy Image (2)'] then
send_command('cancel Copy Image*')
elseif buffactive['Copy Image (3)'] then
cancel_spell()
add_to_chat(123, '**!! '..spell.english..' Canceled: [3+ IMAGES] !!**')
eventArgs.handled = true
return
end
end
-- Cancels WS usage if target is out of range specified by value far above.
if spell.type == "WeaponSkill" and spell.target.distance > target_distance then
cancel_spell()
add_to_chat(123, spell.name..' Canceled: [Out of Range]')
handle_equipping_gear(player.status)
return
end
end
function job_post_precast(spell, action, spellMap, eventArgs)
-- Mapping for Impact precast.
if spell.name == 'Impact' then
equip(sets.precast.FC.Impact)
end
-- Replace TP-bonus gear if not needed.
if spell.type == 'WeaponSkill' then
if elemental_ws:contains(spell.name) then
if player.tp > 2750 then
equip(sets.midcast.ExtraMAB)
end
end
if physical_ws:contains(spell.name) then
if player.tp > 2750 then
equip(sets.midcast.ExtraWSDMG)
end
end
-- Equip Obi or Sash for WS depending on weather/day matching.
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)
-- Equips gearset to midcast Impact.
if spell.skill == 'Elemental Magic' then
if spell.english == "Impact" then
equip(sets.midcast.Impact)
end
-- Equips gearset to Magic Burst.
if state.MagicBurst.value then
equip(sets.MagicBurst)
if spell.english == "Impact" then
equip(sets.midcast.ImpactMB)
end
end
end
-- Changes Cure set if self curing.
if spellMap == 'Cure' and spell.target.type == 'SELF' then
equip(sets.midcast.CureSelf)
end
-- Equips Obi or Sash if the correct day or weather matches Elemental Magic and if correct distance.
if spell.skill == 'Elemental Magic' then
if (spell.element == world.weather_element and (get_weather_intensity() == 2 and spell.element ~= elements.weak_to[world.day_element])) and spellMap ~= 'Helix' 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
-- Handles Refresh on self.
if spell.skill == 'Enhancing Magic' then
equip(sets.midcast['Enhancing Magic'])
if spellMap == 'Refresh' then
equip(sets.midcast.Refresh)
if spell.target.type == 'SELF' then
equip (sets.midcast.RefreshSelf)
end
end
end
end
function job_aftercast(spell, action, spellMap, eventArgs)
-- Check weapon sets based on toggles.
if player.status ~= 'Engaged' and state.WeaponLock.value == false then
check_weaponset()
end
end
function job_buff_change(buff,gain)
-- Adjust gear based on Doom debuff.
if buff == "doom" then
if gain then
doom_active = true
equip(sets.buff.Doom)
send_command('@input /p Doomed.')
disable('neck', 'ring1', 'ring2', 'waist')
else
doom_active = false
enable('neck', 'ring1', 'ring2', 'waist')
handle_equipping_gear(player.status)
end
end
if not midaction() then
handle_equipping_gear(player.status)
end
-- Warns part when Charmed is on/off.
if buff == "charm" then
if gain then
send_command('@input /p Charmed.')
else
send_command('@input /p Charm is now off.')
end
end
-- Handles Sublimation gear.
if buff == "Sublimation: Activated" then
handle_equipping_gear(player.status)
end
end
-------------------------------------------------------------------------------------------------------------------
-- Weapon Functions.
-------------------------------------------------------------------------------------------------------------------
-- Sets Weapon Sets based on toggles.
function check_weaponset()
if (player.sub_job ~= 'NIN' and player.sub_job ~= 'DNC') then
equip(set_combine(sets[state.WeaponSet.current], sets.DefaultShield))
elseif player.sub_job == 'NIN' and player.sub_job_level < 10 or player.sub_job == 'DNC' and player.sub_job_level < 20 then
equip(set_combine(sets[state.WeaponSet.current], sets.DefaultShield))
else
equip(sets[state.WeaponSet.current])
end
end
-- Sets Weapon Lock based on toggles.
function job_state_change(stateField, newValue, oldValue)
if state.WeaponLock.value == true then
disable('main')
disable('sub')
else
enable('main')
enable('sub')
end
check_weaponset()
end
-------------------------------------------------------------------------------------------------------------------
-- Code for Melee sets.
-------------------------------------------------------------------------------------------------------------------
-- Handles Gearinfo.
function job_handle_equipping_gear(playerStatus, eventArgs)
check_gear()
update_combat_form()
determine_haste_group()
check_moving()
end
function job_update(cmdParams, eventArgs)
handle_equipping_gear(player.status)
th_update(cmdParams, eventArgs)
update_sublimation()
end
-- Determines Dual Wield melee set.
function update_combat_form()
if DW == true then
state.CombatForm:set('DW')
elseif DW == false then
state.CombatForm:reset()
end
end
function customize_melee_set(meleeSet)
if buffactive['Terror'] or buffactive['Petrification'] or buffactive['Stun'] or buffactive['Sleep'] then
meleeSet = sets.EmergencyDT
end
check_weaponset()
return meleeSet
end
function customize_idle_set(idleSet)
if buffactive['Terror'] or buffactive['Petrification'] or buffactive['Stun'] or buffactive['Sleep'] then
idleSet = sets.EmergencyDT
end
if state.Buff['Sublimation: Activated'] then
idleSet = set_combine(idleSet, sets.buff.FullSublimation)
end
if player.mpp < 51 and state.IdleMode.value == 'Normal' then
idleSet = set_combine(idleSet, sets.LatentRefresh)
end
if state.Auto_Kite.value == true then
idleSet = set_combine(idleSet, sets.Kiting)
end
check_weaponset()
return idleSet
end
-------------------------------------------------------------------------------------------------------------------
-- Utility functions specific to this job.
-------------------------------------------------------------------------------------------------------------------
-- Determines Haste Group / Melee set for Gear Info.
function determine_haste_group()
classes.CustomMeleeGroups:clear()
if DW == true then
if DW_needed <= 11 then
classes.CustomMeleeGroups:append('MaxHaste')
elseif DW_needed > 11 and DW_needed <= 21 then
classes.CustomMeleeGroups:append('HighHaste')
elseif DW_needed > 21 and DW_needed <= 27 then
classes.CustomMeleeGroups:append('MidHaste')
elseif DW_needed > 27 and DW_needed <= 37 then
classes.CustomMeleeGroups:append('LowHaste')
elseif DW_needed > 37 then
classes.CustomMeleeGroups:append('')
end
end
end
-- Gear Info functions.
function job_self_command(cmdParams, eventArgs)
gearinfo(cmdParams, eventArgs)
end
function gearinfo(cmdParams, eventArgs)
if cmdParams[1] == 'gearinfo' then
if type(tonumber(cmdParams[2])) == 'number' then
if tonumber(cmdParams[2]) ~= DW_needed then
DW_needed = tonumber(cmdParams[2])
DW = true
end
elseif type(cmdParams[2]) == 'string' then
if cmdParams[2] == 'false' then
DW_needed = 0
DW = false
end
end
if type(tonumber(cmdParams[3])) == 'number' then
if tonumber(cmdParams[3]) ~= Haste then
Haste = tonumber(cmdParams[3])
end
end
if type(cmdParams[4]) == 'string' then
if cmdParams[4] == 'true' then
moving = true
elseif cmdParams[4] == 'false' then
moving = false
end
end
if not midaction() then
job_update()
end
end
end
-- Handles detection for Sublimation.
function update_sublimation()
state.Buff['Sublimation: Activated'] = buffactive['Sublimation: Activated'] or false
end
-- Downgrades Aspir if necessary due to recast times.
function refine_various_spells(spell, action, spellMap, eventArgs)
local newSpell = spell.english
local spell_recasts = windower.ffxi.get_spell_recasts()
local cancelling = 'All '..spell.english..' are on cooldown. Cancelling.'
local spell_index
if spell_recasts[spell.recast_id] > 0 then
if spell.name:startswith('Aspir') then
spell_index = table.find(degrade_array['Aspirs'],spell.name)
if spell_index > 1 then
newSpell = degrade_array['Aspirs'][spell_index - 1]
send_command('@input /ma '..newSpell..' '..tostring(spell.target.raw))
eventArgs.cancel = true
end
end
end
end
-- Sets combat form to Dual or Single Wield.
function update_offense_mode()
if (player.sub_job == 'NIN' and player.sub_job_level > 9) or (player.sub_job == 'DNC' and player.sub_job_level > 19) then
state.CombatForm:set('DW')
else
state.CombatForm:reset()
end
end
-- Toggles movement speed based on character movement.
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
-- Check for various actions that we've specified in user code as being used with TH gear.
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
-- Handles no swap gear priority.
function check_gear()
if doom_active then return end
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
end
-- Resets no swap gear upon zone change.
windower.register_event('zone change',
function()
if doom_active then return end
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
end
)
-- Select default macro book on initial load or subjob change.
function select_default_macro_book()
-- Default macro set/book
if player.sub_job == 'RDM' then
set_macro_page(1, 11)
elseif player.sub_job == 'SCH' then
set_macro_page(2, 11)
elseif player.sub_job == 'WHM' then
set_macro_page(3, 11)
elseif player.sub_job == 'BLM' then
set_macro_page(4, 11)
else
set_macro_page(5, 11)
end
end
function set_lockstyle()
send_command('wait 75; input /lockstyleset ' .. lockstyleset)
end
Server: Fenrir
Game: FFXI
Posts: 391
By Fenrir.Brimstonefox 2026-01-12 10:05:33
you have enable('neck', 'ring1', 'ring2', 'waist') (if not doomed) (line 1030), that will override stuff at the command line (job_buff_change).
Few other places in your code enable() is called.
By Umberto 2026-01-12 10:23:56
Fenrir.Brimstonefox said: »you have enable('neck', 'ring1', 'ring2', 'waist') (if not doomed) (line 1030), that will override stuff at the command line (job_buff_change).
Few other places in your code enable() is called.
Thank you but I'm suspecting this is not entirely the issue because while it does call for the waist specifically it doesn't explain why also the body, legs & feet are refusing to disable.
The only set that uses specifically these 4 pieces (body, waist, legs, feet) is my TreasureHunter set but I don't see see why that would overwrite a //gs disable?
By Umberto 2026-01-12 10:40:55
Fenrir.Brimstonefox said: »you have enable('neck', 'ring1', 'ring2', 'waist') (if not doomed) (line 1030), that will override stuff at the command line (job_buff_change).
Few other places in your code enable() is called.
Thank you but I'm suspecting this is not entirely the issue because while it does call for the waist specifically it doesn't explain why also the body, legs & feet are refusing to disable.
The only set that uses specifically these 4 pieces (body, waist, legs, feet) is my TreasureHunter set but I don't see see why that would overwrite a //gs disable?
I just tried commenting out the TreasureHunter set & now I can //gs disable the waist, legs, body, feet properly! However now I also no longer have a working TH toggle. This has isolated the issue but I'm lost now as to why this specific set is overriding //gs disable? If anyone could offer any insight or advice it'd be greatly appreciated!
Below is what I commented out from the GS posted.
sets.TreasureHunter = {
body="Volte Jupon",
waist="Chaac Belt",
legs="Volte Hose",
feet="Volte Boots",
}
Server: Fenrir
Game: FFXI
Posts: 391
By Fenrir.Brimstonefox 2026-01-12 10:54:53
Check the includes, likely in libs/Mote-TreasureHunter.lua you have: Code
-- Set locked TH flag to false, and enable relevant gear slots.
function unlock_TH()
state.th_gear_is_locked = false
local slots = T{}
for slot,item in pairs(sets.TreasureHunter) do
slots:append(slot)
end
enable(slots)
send_command('gs c update auto')
end
That comment might explain a more nature way to avoid this.
The point being in the main or any includes if you have enable(<slot>) it will override //gs disable <slot> if it gets to that section of code.
By Umberto 2026-01-12 10:59:30
Fenrir.Brimstonefox said: »Check the includes, likely in libs/Mote-TreasureHunter.lua you have: Code
-- Set locked TH flag to false, and enable relevant gear slots.
function unlock_TH()
state.th_gear_is_locked = false
local slots = T{}
for slot,item in pairs(sets.TreasureHunter) do
slots:append(slot)
end
enable(slots)
send_command('gs c update auto')
end
That comment might explain a more nature way to avoid this.
The point being in the main or any includes if you have enable(<slot>) it will override //gs disable <slot> if it gets to that section of code.
So if I were to do the following small edit on the Mote TreasureHunter would this theoretically fix my //gs disable issue but also leave my TH functions/toggles intact?
--enable(slots)
--send_command('gs c update auto')
Thank you so much for the guidance thus far!
Server: Fenrir
Game: FFXI
Posts: 391
By Fenrir.Brimstonefox 2026-01-12 11:10:48
Just commenting out the enable should do it. (remember there's others scattered in the other file too).
Although many of these are paired in a manner such that something in the code disables it for a period (such as when doomed) and renables it when doom is gone so you can keep the gear that helps curnsa on full time and the rest of the gear still swaps. So if you only comment out the enable when using these files its possible other slots become disabled with certain actions permanently.
If you comment out both the enable and disable its likely that some gear may not work at all because it will switch to it but some other action will happen causing it to change again before the reason the gear got put on happens (th buff, doom removal etc..).
Typically I'm only disabling something temporarily for a brief time. So I just either unload gearswap or comment out a function to full time the gear. If you're getting rank points on something or doing an experiment this tends to work. In your case if its just one slot you care about comment that out of the TH gear for the moment, otherwise if its more consistent/fluid create a 2nd variable to control the enable/disable code and you can set that in tandem with your code.
By Umberto 2026-01-12 11:23:41
I think I'm getting the idea of what I need to do. I tried commenting out the enable on the mote file but now it won't take me out of TH gear and leaves those slots disabled, as one would expect.
I'm going to have to experiment with rules and functions to try and get the best of both worlds which is what I'm after. Going to try and tackle this one by going back to the drawing board.
The functions I'm trying to achieve behind this is that in all of my GS's (I posted GEO just as an example) the following issues are happening.
1. COR GS is not allowing no_swap_gear to equip bullet pouches without reverting back to idle set waist (due to TH enable rule)
2. DOOM sets across all jobs is not equipping Gisdubar sash (again due to the TH rule override).
3. PLD SAM WAR & BST GS are not equipping Crepuscular Mail when RR set is toggled due to TH set enabling Volte Harness
Really appreciate your help with isolating the problem, I think now that at least I know what's causing it I can try to fix this with a bunch of trial and error!
Just looking for someone to explain this addon a bit for me. It looks like it is an alternative to Spellcast.
Is it going to be replacing Spellcast? In which ways is it better or worse. I don't know any programming but I've slowly learned more and more about spellcast and the 'language' used in gearswap is confusing to me.
It says it uses packets so it potentially could be more detectable? but does that also eliminate any lag that spellcast may encounter?
I plan on redoing my PUP xml to include pet casting sets thanks to the new addon petschool. I'm just not sure if it's worth it to just wait until gearswap gets more popular or to go ahead and do it in spellcast.
If anyone could give me more info I'd greatly appreciate it.
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