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Rahvin Gearswap 2.0

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@RahvinCode RahvinCode released this 11 Sep 04:20
· 5 commits to master since this release
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Patch Notes

Release-by-release detail for Rahvin GearSwap, and for the Mirdain-era releases it grew from.

The README describes what the engine does now. This file records
what changed and when, newest first, and keeps every release. Check your running
version in game with //gs c version.

Each release is broken into the same four headings, so you can scan for what matters:

  • Notices — changes that need something from you before they take effect.
  • New and Changed Features — what the release adds or does differently.
  • Optimizations — the same behavior, cheaper.
  • Bug Fixes — things that now work as intended.

A heading is omitted when a release has nothing under it.

Credits. Mirdain-Include was created by Mirdain; version 1.5.12 is the original
and the base this suite was forked from. Everything from 1.6.0 forward — engine
revisions and sample job files alike — was conceived and programmed by Rahvin. From
2.0 the suite is released as Rahvin GearSwap, continuing the same sequence.

Version Summary
2.0 Rahvin GearSwap: new name, new folder; four display styles and the slot rig; the weapon lock on F10; the disable and strip holds; the capacity cape and Dynamis neck locks; a much larger gear library

The releases below shipped under the suite's former name, Mirdain Gearswap Enhanced by
Rahvin
; 2.0 above follows 1.7.3 directly.

Version Summary
1.7.3 Sets that were equipping nothing now equip; two commands to hold an item in a slot; Aftermath gear layers correctly; every sample job file refreshed
1.7.2 Crash fixes for subtarget macros; reporting reaches pet actions and songs; weapon-mode and auto-buff costs cut
1.7.1 Per-action gear reporting and warning throttle; status box redesign; the HP-priority gear library
1.7.0 Thrown-item job abilities; cancel and override for item use; reload recovery; gs c enchinfo and gs c hoxneinfo
1.6.6 Enchanted item engine rebuilt around live cooldowns; Hoxne split into two on states
1.6.5 Status box rebuild; mode arguments validated; SpellReceived reduced to OFF/ON
1.6.4 196 blue magic spells classified; item-search bag list corrected
1.6.0 – 1.6.3 The initial enhancement work over Mirdain 1.5.x
1.5.12 Mirdain's original

2.0

The suite becomes Rahvin GearSwap 2.0, continuing the numbering after 1.7.3, and the
engine moves into a RahvinGS folder split into its parts. Your gear sets, your modes and
your macros carry over — the shape on disk is what changes, and a handful of job-file edits
go with it. The Notices below are what to do first; the refreshed sample files carry every
one of them already.

Notices

  • New files, and two include lines to update. Mirdain-Include.lua and
    GearSets-Include.lua are replaced by the RahvinGS folder. Delete the two old files
    from Windower4/addons/GearSwap/data/, copy the whole folder in beside your job
    files, and change the two include lines at the top of each job file to:

    include('RahvinGS/GearSets-Include')
    include('RahvinGS/Rahvin-Engine')

    The refreshed samples carry the new lines already.

  • Your settings.xml loads, and nothing has to be deleted. The first time each character
    loads 2.0, the display settings return to their defaults — the style and the view, whether
    the status box is shown, and each box's font, size, colors and background — along with the
    HALO style's colors; the box positions you dragged are kept. One line per group says so:

    Display settings reset to defaults (version 2); box positions kept
    Halo settings reset to defaults (version 1)
    

    Your channel toggles — debug, info, warn and gear_reporting — and the multibox
    announce delay carry through untouched. If you would rather start from a blank file,
    delete settings.xml, but unload GearSwap first (//lua unload gearswap): the engine
    rewrites the whole file whenever it saves, so a file deleted while GearSwap is running
    comes back within seconds.

  • Auto Buff, Auto Tank and the Runes mode are retired. Self-buffing belongs to the
    automation tools most players already run alongside GearSwap, and the engine hands it
    back. The engine names each leftover in chat as your job file loads, so there is
    nothing to hunt for:

    Auto Buff was removed: this job file still defines check_buff_JA or check_buff_SP and nothing calls them. They can be deleted.
    Auto Tank and Runes were removed: this job file still names one, so the mode is still shown but now drives nothing.
    

    Delete check_buff_JA and check_buff_SP along with any Buff_Delay or Tank_Delay
    they used, and either clear a UI_Name reading Auto Tank or Runes or point that
    slot at something your own file acts on.

  • F10 cycles the weapon lock. gs c weaponlock decides whether anything but
    your weapon set may write main and sub, and the key steps through its values. The capacity
    point cape lock is reached by command — gs c capacity, gs c aptitude or
    gs c mecisto — so bind one of those yourself if you want it on a key. The engine lists
    every keybind in chat as your job file loads.

  • Unlocked and Locked leave your weapon-mode list. Take both values out of
    state.WeaponMode:options(...) and delete an empty sets.Weapons.Unlocked with them; the
    nine shipped templates that offered either value carry neither now. A file that keeps a
    value still works — it bridges onto the weapon lock, and the engine says so — but
    gs c weaponlock is where to set it. Do not declare state.WeaponLock:options(...):
    the engine fixes that list per job — Unlocked and Locked everywhere, Songs on Bard,
    Locked+R on Corsair — and a job file's own :options() call wipes it. A file that wants
    to boot locked calls state.WeaponLock:set('Locked') and nothing else.

  • A //gs c jobmode macro carrying a value works only where your own file declares
    that value.
    Both job-mode slots offer OFF and ON until a job file widens them
    with state.JobMode:options(...), and the shipped PLD and RUN templates leave both
    slots unnamed. Declare the options you want in your file, or the value is answered
    with the valid list instead of being acted on.

  • Every ranged action's built set has to name an ammo. A ranged attack, shot or ranged
    weaponskill whose set leaves the slot undeclared, blank or cleared is canceled rather than
    fired on whatever round happens to be loaded:

    No round named for Last Stand: ammo is undeclared in the built set. Canceling.
    

    Check the Ammo key for every OffenseMode a ranged job offers, and that no set in the
    chain clears the slot.

  • //gs disable and //gs enable are not tracked by this engine; //gs c disable and
    //gs c enable are.
    A native word carrying a slot name answers with one line pointing at
    the tracked form, so update a macro that carries it:

    Disable: //gs disable leaves the slot untracked -- use //gs c disable <slot>... instead.
    

    A bare //gs disable, which switches your whole job file off, is left alone.

  • Set paths worth a search in your own file. Gear declared at a name the engine does not
    read equips nothing, silently.

    Put it here Not here
    sets.WS.RA.ACC, .PDL, .SB, .CRIT, .MEVA sets.WS.ACC.RA and friends
    sets.WS.RA.AM, .AM1, .AM2, .AM3 sets.WS.AM3.RA and friends
    sets.Midcast.RA.AM, .AM1, .AM2, .AM3 sets.Midcast.AM3 and friends
    sets.Precast.BlueMagic sets.Precast.Blue_Magic
    sets.Midcast.Drain, sets.Midcast.Aspir sets.Midcast.Enfeebling.Drain and .Aspir
    sets.DualWield sets.OffenseMode.DW
    sets.Precast.RA.Flurry, .Flurry_II sets.Precast.RA.ACC and other mode children
    sets.Pet_Midcast['<Action Name>'] sets.JA['Spur'] and other pet-command names

    Under sets.Midcast.Enfeebling the engine reads .MACC, .Potency and .Duration and
    nothing else. Under sets.Precast.RA it reads the two Flurry children and nothing else.
    And a pet command — Fight, Heel, Spur, Deploy and the rest — has no set of its own: your
    pet's own actions are dressed by the sets.Pet_Midcast family.

  • Eleven Dynamis Divergence necks are keyed by tier. Each of these job necks reads
    base, PlusOne and PlusTwo in the gear library, like every other tiered piece. The
    +2 is gear.<name>PlusTwo, and the tier-less key names the base neck — so a job file
    naming one of the keys on the right dresses the base piece until you point it at the tier
    you mean.

    Job The +2 The tier-less key, and what it wears
    WAR gear.warriorsBeadPlusTwo gear.warriorsBead — Warrior's Beads
    MNK gear.monkNodowaPlusTwo gear.monkNodowa — Monk's Nodowa
    RDM gear.duelistTorquePlusTwo gear.duelistTorque — Duelist's Torque
    PLD gear.knightsBeadPlusTwo gear.knightsBead — Knight's Beads
    BRD gear.bardCharmPlusTwo gear.bardCharm — Bard's Charm
    RNG gear.scoutGorgetPlusTwo gear.scoutGorget — Scout's Gorget
    DRG gear.dragoonCollarPlusTwo gear.dragoonCollar — Dragoon's Collar
    BLU gear.mirageStolePlusTwo gear.mirageStole — Mirage Stole
    COR gear.commodoreCharmPlusTwo gear.commodoreCharm — Commodore Charm
    SCH gear.arguteStolePlusTwo gear.arguteStole — Argute Stole
    GEO gear.baguaCharmPlusTwo gear.baguaCharm — Bagua Charm
  • What changed inside the sample files. All 22 ship refreshed. Copying the one for your
    job brings these with it; keeping your own copy is equally fine, because a definition in
    your job file loads after the include and replaces the engine's.

    • BLM and DRK declare Drain and Aspir at sets.Midcast.Drain and sets.Midcast.Aspir,
      the names the engine reads.
    • Sets the engine never reads are gone: RDM's sets.Enspell, the sets.Precast.RA.ACC
      in SAM and WAR, and DNC's dual-wield set, which moves to sets.DualWield.
    • The pet-command blocks in BST and PUP are gone, because a pet command has no set of
      its own.
    • Three set names read the way the game spells the action: sets.WS['Raging Axe'] in BST
      and WAR, sets.WS['Shadowstitch'] in DNC and THF, and sets.JA['Clarion Call'] in BRD.
      Four ship empty and warn on first use — put gear in them or delete the line; BST's
      Raging Axe set copies that file's base weaponskill set.
    • BLM, GEO, SCH, SMN and WHM carry an Mpaca weapon set.
  • Upgrade every character you multibox in the same sitting. The messages your
    characters send each other for spell-received gear carry a new internal tag under the
    new name, and 2.0 and 1.7.3 ignore each other's messages — no error on either side, just
    silence — so spell-received gear stops arriving between mixed versions.

  • Check what you are running with //gs c version. The numbering continues under the
    new name rather than restarting, so a higher version is always a later one.

New and Changed Features

The on-screen display — gs c displaystyle

  • Four renderers draw the status box: classic, harness, lattice and halo. The
    bare command cycles them, a name selects one, and the choice is saved under the character
    playing, so each of your characters can use a different one. A name that is not on offer
    is refused with the list.
  • LATTICE in the stacked view is what the box opens in, so the panel, the border and the
    rig are there from the first job change with nothing to switch on. If you would rather have
    the plain text box, //gs c displaystyle classic; for the compact view, //gs c displaymode.
    Both save immediately, under the character playing.
  • LATTICE draws the box on a panel with a header strip and a fitted border, and adds
    the rig: a four-by-four grid of your sixteen gear slots beside the mode rows, laid out
    in the game's own equipment-window order. Each cell is colored by whichever layer is
    holding that slot — a strip hold in orange, the disable hold in cyan, a lock mode or the
    weapon lock in violet, the Hoxne hold in green, an item use in pale yellow — and a slot
    nothing holds draws as a dim socket. settings.Lattice.rig.enabled = false turns it off.
  • HALO draws no background at all: four text planes at one position — crown, labels,
    values and holds — each with its own weight, stroke and hue, and a cap on how wide one
    value may run.
  • HARNESS gives every mode a cell of its own, sized from that mode's own option list and
    packed two cells to a row, with no chevrons.
  • A hold row names every hold standing, behind an HLD anchor: DIS for the disable
    hold, NKD, WPO and PRC for the three strip holds, and CAP, DYN and JUB for the
    carried-item locks. The row appears only while something is holding a slot.
  • The weapon lock has a row of its own, LCK, and its value turns violet while the lock
    is actually holding main and sub.
  • The debug box carries a legend rail and a sixteen-slot hold map, so you can read which
    layer is holding each slot.

Holds and locks

  • The weapon lock: gs c weaponlock, on F10. Locked makes
    sets.Weapons[<your weapon mode>] the only writer of main and sub in every phase —
    precast, midcast and aftercast alike — and the pair starts as whatever you are wearing, so
    a slot the mode names nothing for is held as found. Bard's Songs stands aside for a song
    aimed at yourself, another player or a Trust; Corsair's Locked+R holds range as well, and
    stands down to Locked if a Hoxne mode takes range.
  • Hold slots exactly as they are: gs c disable <slot>... | all. Nothing is equipped and
    nothing is unequipped — the gear staying where it is is the whole point — and
    gs c enable <slot>... hands the slots back. A bare gs c disable prints the usage and
    what stands, and one unrecognized slot word refuses the whole command before any slot is
    touched.
  • gs c naked, gs c weaponsonly and gs c abysseaproc bare their slots and hold them
    bare
    , each with the same grammar: bare flips the hold, on takes it or re-takes it as
    the manual repair when something grabbed a slot behind the engine's back, and off
    releases it. One hold stands at a time, and typing a second word while the first stands
    switches shape.
  • gs c nakedunlocked is the momentary form — it bares every slot it can and holds
    nothing, so the next action or poll dresses you again.
  • gs c capacity wears the best capacity point cape you carry and holds the back slot:
    Aptitude Mantle +1, Aptitude Mantle, or a Mecisto whose own augment reads higher than
    either. It names what it settled on with its value — Aptitude Mantle +1 (+30%): [ON] held in back. — and setting it on while it is already on chooses afresh. gs c aptitude and
    gs c mecisto are the same mode under other names.
  • gs c capinfo lists every capacity point cape you carry, what each is worth, which one
    the mode picks and what is actually worn.
  • gs c dynamisrp wears the best Dynamis Divergence neck your main job carries — +2 over
    +1 over the base piece — and holds the neck slot. Entering a Divergence zone prints a
    reminder.
  • Every layer knows its place. One arbiter hands out slots, so exactly one layer owns a
    slot at a time and a refusal names the holder and the slots, ranked down the body:
    Received gear: head, body are held by a strip hold right now. Sleep gear is a named holder
    like the rest, and prints a line on every sleep and wake.

Gear and reporting

  • A typed /ja "Tomahawk" or /ja "Angon" works on its own while Hoxne is OFF or
    ON-Allow Critical, with <t> or a numeric target id: the engine equips the throwing
    item and the ability fires. gs c tomahawk and gs c angon remain the macro-friendly
    form — the ability's recast is checked before any gear moves, and a missing item is
    answered rather than silent. Under ON-Locked the ability is refused with its reason,
    whichever form you use.
  • A set you gave two names is reported under the one the action reached for. Writing
    sets.WS['Savage Blade'] = sets.WS.WSD in your job file leaves both names live; a Savage
    Blade reports as sets.WS.Savage Blade on every load, and gs c checksets lists it under
    that same name.
  • An Aftermath layer is named in a clause of its own on a weaponskill or shot line, with
    the set your branch chose at the head of the line: [Savage Blade] [sets.WS.Savage Blade][Used] + [sets.WS.AM3][Used].
  • A White Mage main job carrying Yagrush casts Cursna with it, and the line names the
    holder when a higher hold owns that slot.
  • The gear library grows by 322 entries. Story mission rewards from every
    storyline, Seekers of Adoulin, Rhapsodies of Vana'diel and The Voracious Resurgence
    included; the three add-on scenarios' coffer pieces; Twilight and other Abyssea pieces;
    the Sortie earrings at every tier; Sinister Reign; Vagary; the Prime and Aeonic weapons;
    the Ambuscade weapon ladders; the Dynamis Divergence necks at every tier; Omen, Sroda and
    Unity accessories; and the Dancer's Ambuscade cape.
  • Debug output is prefixed [Rahvin Debug].

Optimizations

  • Movement gear and Treasure Hunter tracking cost less to keep current. Your position
    is read straight off the game's own movement messages, and movement gear swaps in and out
    exactly as it is documented.
  • The status box costs less to keep on screen.

Bug Fixes

  • The offhand stays withheld after a reload until both weapon traits are read, so no
    shield appears in the sub slot for the first seconds.
  • The Hoxne Ampulla waits out a mount. The game refuses item use while you are
    mounted, so the automatic use holds instead of retrying every few seconds for the
    whole ride, and fires promptly once you dismount.
  • A cast that is canceled or interrupted gives the Hoxne Ampulla back, including the
    last song of a wave.
  • An interrupted song holds its instrument for five seconds, so a re-sing inside them
    shows no Ampulla flicker; Tomahawk and Angon give the slot back within a second.
  • An ability your character cannot use is refused before any gear moves, naming the
    real cause: Tomahawk is not available (wrong job or level).
  • A job ability still on cooldown reports the time remaining, as minutes and seconds.
  • A Scholar carrying job points is refused a stratagem it does not have, and told
    how long until the next charge.
  • Zoning releases the Hoxne hold and the lock modes, then dresses you for where you have
    arrived.
  • Unloading a job file hands back the slot an item use was holding, and clears the lock
    modes last, reporting any that were on.
  • A Bard file that omits an Instrument key falls back to the family set in silence; a
    key declared and left {} is named in chat like any other empty set.
  • The shipped BLU file's Shield weapon mode equips its shield.
  • The shipped BRD files open in the combat mode the file names.
  • The shipped RUN file's One for All equips the idle set.

1.7.3

A correctness release. A lot of gear that was quietly equipping nothing now equips:
sets whose names were misspelled, sets declared where the engine does not look, and
modes offered with no set behind them. Every sample job file carries the fixes. One
command is renamed, and a few things in your own job file are worth a look — the
Notices below are the short list.

Notices

  • gs c cp is now gs c trizek. Same Trizek Ring, same behaviour. Update any macro
    or keybind carrying the old word.

  • Take the sample job file for your job if you can. All 22 changed. What each one
    gets you, in play:

    Sample What you get
    WAR Ranged weaponskills wear the gear you wrote for them — the sets were sitting under a name the engine does not read. Also a set for the PDT mode the file offers, and a Savage Blade set of its own rather than one shared with the weaponskill-damage set.
    PLD Shield Bash and Chivalry fire on their recasts, and Enlight applies. Plus a Rampart set to put gear in.
    COR Your Aeolian Edge set carries the bullet you named for it.
    BRD The Subtle Blow and Critical Hit modes dress you — both now build on your full TP set. Evisceration wears the set you wrote for it.
    RNG Your TP ammunition, your Bounty Shot ammunition, and the ammunition chosen on a weapon-mode change all resolve to real ammunition.
    BLM Curaga wears your cure set, and Dematerialize wears the set you wrote for it.
    GEO The Physical Damage Limit and Subtle Blow modes dress you, and Dematerialize wears the set you wrote for it.
    RDM A Subtle Blow set, and a set behind the Physical Damage Limit mode.
    RUN A Divine magic set, which Vivacious Pulse wears.
    SAM Accuracy ammunition, and a set behind the Physical Damage Limit mode.
    PUP A set behind the Physical Damage Limit mode.
    BST A Puppetmaster ability branch taken out, where a Beastmaster never reaches it.
    DRG, DRK Provoke wears your enmity set.
    BLM, BRD, SCH, SMN, WHM Ring entries that name a key the gear library actually defines, so those ring slots dress.
    BST, COR, DNC, DRG, DRK, MNK, NIN, PUP, RNG, RUN, SAM, WAR Warrior self-buffing that asks for Berserk, Aggressor and Warcry at the levels Warrior learns them. Seven of these ask on any Warrior subjob at all, however low.
    COR, RNG Job-mode weapon swapping that covers every job mode the file offers, Standard included.
  • Every mode you offer needs a set behind it. A mode named in your
    state.OffenseMode:options(...) line with no matching sets.OffenseMode.<mode> costs
    you the rest of the engaged build — your weapons, your shield or dual-wield offhand,
    Aftermath and Treasure Hunter all go with it. Your base sets.OffenseMode still
    equips, which is what makes this easy to miss: you look dressed. An empty declaration
    is enough to close it:

    sets.OffenseMode.PDL = set_combine(sets.OffenseMode, {})
  • Three set paths are worth checking in your own file. Gear declared at a name the
    engine does not read equips nothing, silently.

    Put it here Not here
    sets.WS.RA.ACC, .PDL, .SB, .CRIT, .MEVA sets.WS.ACC.RA and friends
    sets.WS.RA.AM, .AM1, .AM2, .AM3 sets.WS.AM3.RA and friends
    sets.Midcast.RA.AM, .AM1, .AM2, .AM3 sets.Midcast.AM3 and friends

    The two sets.WS rows are the shape the engine has always read — it is the WAR sample
    that carried them the other way round, so check your file if you built it from that
    one. sets.Midcast.AM and its siblings are gone from the engine's own declarations.

  • Aftermath tier sets dress you on their own now. sets.WS.AM3 is a base layer, and
    sets.WS.AM3['<Weapon Mode>'] goes on over it for one weapon mode. Gear you put in the
    tier itself equips whichever weapon you are holding, and a weapon-mode set you declared
    and left empty holds nothing back. The same applies under sets.WS.RA,
    sets.OffenseMode and sets.Midcast.RA.

  • Five families of set are available and ship empty: sets.Midcast.Utsusemi,
    sets.Midcast.Phalanx, sets.Midcast.Divine, sets.Midcast.BlueMagic with its eight
    children (.ACC, .Breath, .Buff, .Enmity, .Healing, .Nuke, .Physical,
    .Skill), and sets.Helix with .Dark and .Light. Filling them is optional — left
    alone they fall back like any other family set, and they warn on the same once-a-minute
    throttle as everything else.

  • Bards: sets.Weapons.Songs.Precast is read. Declare it to hold a particular
    instrument or weapon pair through a song's precast; leave it out and precast keeps
    whatever you are holding.

  • Two pieces of job-file boilerplate moved into the engine — the job-mode weapon
    swap and the Warrior sub-job self-buff chain — so the sample files are shorter. Your
    own copies keep working exactly as they did. The README's Customization Hooks section
    shows the shorter form if you want it.

  • The subjob-change hook receives the new and previous subjob. If you wrote a branch
    against those, it runs with real values in it now.

New and Changed Features

  • Hold an item in a slot: gs c aptitude and gs c jubilee. They wear the Aptitude
    Mantle and the Jubilee Ring and keep them there against your normal gear. Type either
    bare to flip it, or with on or off to set it. They stand aside for an enchanted
    item use, the Hoxne Ampulla lock and incoming spell-received gear, and say so when they
    do. If the item leaves your bags or a level sync drops it, the mode switches itself off
    rather than holding an empty slot shut — and gear taken back by /equipset or a
    server-forced unequip is noticed and reclaimed.
  • Confirmations and diagnostics always answer. Mode and setting confirmations, the
    lock-mode announcements, the startup keybind list, the version and every diagnostic
    reply print whatever your chat channels are set to — so a toggle can confirm itself and
    a diagnostic you typed never answers with silence. Gear and action reporting stays on
    gs c info, which is still the channel to turn down in a long fight.
  • Weaponskill and shot reports name the Aftermath gear they wore, in a clause of
    their own. The set your weaponskill chose stays at the head of the line: Aftermath goes
    on over it rather than replacing it.
  • Bards: instrument overrides cover every song. An Instrument.Pianissimo entry is
    honoured for all 25 song families, Hymnus included. Enfeebling songs wear
    Instrument.Enfeebling, and under Nightingale they wear it at precast too.
  • Bards: your offhand is respected through a song. A declared offhand wins where dual
    wield allows one, and stands aside where it does not.
  • gs c tomahawk and gs c angon find the item anywhere you can equip it from — any
    bag, any stack, and a copy you are already wearing is preferred. Under the Hoxne
    Ampulla lock the ability is refused with its reason on every press.
  • An enchanted item keeps its slot for the whole use. A combat rebuild, a buff
    wearing off or a weapon-mode change leaves it in place until the use finishes. Zoning
    cancels the use and gives the slot straight back.
  • Long casts keep their midcast gear. Blue magic, avatar and spirit summons, and
    Trust summons hold the gear they cast in for the whole cast, so a buff landing partway
    through does not dress you back into idle or engaged gear. Trust summons report their
    gear like any other cast.

Optimizations

  • Dying costs nothing. While you are dead the Hoxne Ampulla mode stops searching your
    bags and re-equipping, and picks up again when you are raised.
  • Reports cost nothing when their channel is off. With gs c info off, the line for a
    shot or a weaponskill is never built in the first place.
  • Fewer bag searches on a cast. The day, weather and distance gear checks look for an
    item only when the branch they are on can actually use it.
  • Less idle work. The display boxes redraw only while they are visible, and Treasure
    Hunter's mob tracking does its housekeeping in one pass.

Bug Fixes

  • Weapon-mode changes dress the main hand first, so the offhand slot is free when you
    move between one-handed, two-handed and dual-wield sets.
  • Chango, Compensator and Mumeito equip when a set names them.
  • A mob killed by a weapon skill, spell, job ability or additional effect is dropped from
    Treasure Hunter's tag list, so a mob that respawns on the same spot within three minutes
    is tagged again and wears your Treasure Hunter set.
  • Spectral Jig cancels an active Sneak before the ability fires, so the jig's own Sneak
    lands.
  • Cancelling a cast releases the gear and slots it borrowed on your other characters at
    once, and the next cast you make is announced correctly.
  • An AoE spell announced to your other characters reaches your party members only — an
    alliance member in another party is not dressed for a buff that cannot land on them.
  • Utsusemi, Phalanx, Divine magic, blue magic and Helix spells report their sets and warn
    about them the same way every other family does.
  • A reload or a job change leaves no empty box painted on the screen.
  • gs c zero and gs c displaymode report a settings write only when the write happened.
  • The back slot is released along with the other fifteen at startup.
  • A weaponskill fired with no ammunition falls back on the ammunition type your ranged
    weapon actually uses, on Ranger as well as Corsair.
  • A job file that offers an empty lockstyle list loads instead of failing.
  • gs c debug prints one confirmation when you switch it on.
  • The mode-cycling commands all wrap through their options the same way, including in job
    files that add their own commands.
  • A job ability refused during the Hoxne Ampulla lock says why on every press.

1.7.2

A hardening release: crash fixes reported from the field, gear reporting extended to
the last actions outside it, and the two remaining per-action stalls removed.

Notices

  • Five song family sets are new and ship empty: sets.Midcast.Fugue, .Hum,
    .Hymnus, .Virelai and .Nocturne. Cactuar Fugue, Chocobo Hum, Goddess's Hymnus,
    Maiden's Virelai and Pining Nocturne route to them, so every castable song now has a
    family set. Declare gear in them if you want it; left alone, those songs fall back to
    sets.Midcast like any other song whose family set is bare.
  • NIN sample: the time-of-day movement sets are siblings of sets.Movement, not
    children.
    Declare sets.Movement_Day, sets.Movement_Night and
    sets.Movement_Dusk beside a sets.Movement_Base, and rebuild from the base in
    Cycle_Timer as the sample shows. Rebuilding sets.Movement from sets nested inside
    it deletes those sets on the first tick and freezes the feet on whichever period was
    active at load — if your NIN file follows the old sample's pattern, copy the new one.
  • GEO sample: the idle Luopan check performs the swap now. When the Luopan crosses
    its HP threshold while you stand idle, the head swap happens within about two
    seconds. If your GEO file carries its own copy of Luopan() and Cycle_Timer, take
    the sample's new pair to get the same behaviour.

New and Changed Features

  • Pet actions report their gear. A wyvern breath, blood pact or jug-pet move names
    the set it wore — [sets.Pet_Midcast.Flame Breath][Used] — with the same fallback
    line, empty-set warning and trace as a spell.
  • Songs report their family set the same way. A song names the family set it used;
    one that is declared and empty shows both ends of the fallback —
    [sets.Midcast.Paeon][Not Usable] -> [sets.Midcast][Used] — and gs c gearreporting
    carries the full path.
  • Bindga routes to sets.Midcast.Enfeebling.Duration, beside Bind.

Optimizations

  • Weapon-mode changes answer from memory. Whether a weapon is two-handed is
    resolved once per weapon name and remembered, instead of scanning the full item
    database on every press — about two milliseconds off every weapon-mode macro, paid in
    the same frame as the swap.
  • Auto-buff checks are paced to once a second, resuming immediately after each
    action so a buff chain keeps its pace. With AutoBuff on, the recast queries this
    saves are about ninety percent of what the hooks were paying.
  • Less work per event in a large fight. Expanding an AoE broadcast to nearby party
    members reads the party data already in hand; a weaponskill from elsewhere in the
    alliance closing a skillchain compares ids without fetching the mob; the movement
    poll skips its position read while mounted or mid-action; auto-buff ability and spell
    names are resolved once per name; multibox messages parse in a single pass.

Bug Fixes

  • A macro aimed at an open subtarget cursor — /ma "Cure IV" <stpt>,
    /ws "Aeolian Edge" <stnpc> — completes without a Lua error. This covers every
    tracked spell and every elemental weaponskill.
  • Geo-Refresh wears sets.Geomancy.Geo.
  • Breakga wears the enfeebling duration set.
  • Casting a song leaves your song sets exactly as you declared them: a set you left
    empty keeps warning as empty, and gs c checksets stays accurate however many songs
    you cast.
  • After an Accession or Divine Seal charge is spent, the next single-target cast is
    announced to your other characters as single-target.
  • Multibox target matching is exact, so a character whose name contains another
    character's name cannot take gear swaps meant for them.
  • Turning SpellReceived OFF during an incoming cast releases the borrowed slots at
    once.
  • A tracked cast at a target outside render range equips gear and announces to your
    other characters normally.
  • The earth-element, day-bonus and weather-bonus gear notices honour gs c info.
  • Tzee Xicu's Blade carries the two-handed ordering token in the gear library, so
    entering a weapon mode built on it orders the swap correctly.

1.7.1

Knowing what your gear sets are doing. Every action names the set it wore, in one
consistent format, and the warnings that tell you a set is empty stay readable through a
long fight.

Notices

  • Blue magic precast reads sets.Precast.BlueMagic. If your job file declares
    sets.Precast.Blue_Magic, rename it; the underscored spelling is inert.
  • Warnings name any set that exists and holds no gear, which includes ability sets
    declared as empty placeholders. A warning means the set exists and is empty, not that
    it is missing — the engine never asks for a set you have not declared. To quiet one
    for an ability you do not want special gear for, delete the sets.JA["Name"] = {}
    line rather than leaving it blank, or put gear in sets.JA to cover everything
    without a specific set. gs c warn turns the channel off entirely.
  • sets.Midcast.Cursna is available if you want Cursna to wear something other than
    your enhancing gear. Declaring it is optional.

New and Changed Features

Gear reporting — gs c info, gs c gearreporting, gs c checksets

  • Every action names the set it used on the info channel: [sets.Midcast.Cure][Used].
    When the set it reached for holds nothing, the same line shows both ends of the
    fallback: [sets.Midcast.Cure][Not Usable] -> [sets.Midcast][Used].
  • Job abilities, weaponskills, stratagems, Corsair rolls and shots, Dancer steps,
    Waltzes, Runes and item uses report as well, each at the point its gear is chosen.
    One line per action, whatever the action is.
  • A set that holds no gear is named with the reason: [sets.Midcast.Cure] not found!
    if it was never declared, [sets.Midcast.Regen] is empty! if it was declared and
    left bare.
  • gs c checksets audits a job file: how many sets carry gear, how many engine sets
    were never declared, and — named individually — any set declared but left empty.
  • gs c gearreporting traces precast, midcast and aftercast, one labelled line each,
    including the whole fallback path when a set was bare. Off by default.
  • Gear equipped for an incoming spell reports in the same format.
  • Weaponskill chat carries the Aftermath tier and ammunition count on its own line,
    beside the set line rather than folded into it.

Warning volume — gs c warn

  • Each set warns at most once per 60 seconds, and says so when the silence starts:
    Silencing warnings for 60s.
  • When a set speaks again it reports what it held back — (4 silenced since the last) —
    so a quiet channel never reads as a fixed problem.
  • The gs c gearreporting hint appears on the first warning after a load rather than on
    every one.
  • gs c checksets clears the silences, so it doubles as "tell me everything again".

Healing magic

  • Raise, Arise, Reraise, the -na spells, Esuna and Sacrifice use
    sets.Midcast.Enhancing.
  • Cursna wears sets.Midcast.Cursna layered over sets.Midcast.Enhancing, so either
    set alone is enough.

The gear library

  • GearSets-Include.lua ships as a shared library of roughly 3,700 named gear entries,
    referenced from job files as gear.<name>. All 38 job files reference it by key.
  • Each entry carries a priority derived from the item's total HP, so higher-HP pieces
    equip first and a rapid swap chain does not dip your maximum HP or MP.
  • Weapons carry ordering tokens that keep a main hand ahead of its off-hand in every
    pairing, so swapping from a two-handed set never refuses the off-hand.
  • hp_gear, mp_gear and rank_gear are exported for your own entries.

The status box

  • The indicators run SR, TH, HOX. In the stacked layout the header spans the full box
    with equal gaps, and each mode value sits between its chevrons with a single space on
    either side, so the chevrons travel with the value.
  • Mode status shows as a solid square glyph, and the text carries a dark outline so it
    reads against any background.

Chat

  • Chat output routes through Windower's own chat call, and the notice colours are
    retuned so warnings, the gear trace and debug output are distinguishable at a glance.
    Each writer has its own channel and its own toggle.

Optimizations

Measured against the original Mirdain-Include 1.5.12 under a simulated Dynamis Divergence
alliance fight — six local clients inside an 18-player alliance, driven for 300 simulated
seconds per configuration:

  • Roughly 70% of 1.5.12's CPU cost and 72% of its allocation rate, with every subsystem
    active. With every chat channel on, it costs what 1.5.12 costs running silent.
  • The worst single frame in twenty minutes of simulated combat is about half of 1.5.12's,
    itself around 1% of a 60 fps budget.
  • The reporting itself costs under 9 microseconds per action in any configuration, so
    chat volume rather than processing is what a busy fight should be tuned for.

The full write-up, with charts, is the Divergence Three-Suite Report, distributed separately.

Bug Fixes

  • Reporting reaches every set the engine can choose, including the ones a job file
    leaves undeclared, and names the set that actually dressed you.
  • Blindna is recognised by the precast healing-magic set.

1.7.0

The first public release since 1.6.5, carrying the 1.6.6 work with it. Nothing in it
requires a change to your job files.

Notices

  • Use gs c tomahawk and gs c angon in your macros in place of a raw /ja line
    for those two abilities. The game refuses a typed /ja while the throwing item is
    unworn, so the command equips first and fires the ability once the equip is confirmed.

New and Changed Features

  • gs c tomahawk and gs c angon equip the throwing item, then use the ability on your
    target. The ability's recast is checked before any gear moves.
  • gs c cancel stops a use in progress, and any new use command — gs c use,
    gs c warp and friends — takes over from the one already running. Re-issuing the item
    already running leaves it alone, and a command that is about to be refused never
    disturbs a use in progress.
  • gs c enchinfo <item> prints an item's live charges, equip delay and cooldown beside
    what the engine derives from them, for when the timing looks wrong.
  • gs c hoxneinfo prints everything the mode acts on — mode, both views of your
    equipment, buff, cooldown and retries — as a one-command health check.
  • Switching a Hoxne mode on while the Ampulla is cooling down reports the wait once.
  • Zoning turns the Hoxne mode OFF.
  • Sample job files for all 22 jobs are included.

Optimizations

  • Command routing is a direct lookup rather than a chain of tests, so the order commands
    are declared in carries no meaning and cannot be got wrong.

Bug Fixes

  • Item names that contain command words — gs c use hoxne ampulla — reach the right
    command rather than the command whose name appears inside the argument.
  • A use that the server honours is reported as a success.
  • An item's equip delay is held apart from its true cooldown, so an item still waiting
    out its delay is waited on quietly rather than reported as unavailable.
  • An Ampulla left stranded in the ammo slot after a reload is detected and released
    within a few seconds, with normal gear restored.
  • Slots left locked by a previous load are released at startup.
  • Treasure Hunter gear is merged at precast for weapon skills, ranged attacks and job
    abilities against untagged mobs. Spell precasts keep fast-cast gear; the Treasure
    Hunter set arrives at midcast, which is when the tag lands.

1.6.6

Developed but not released on its own; this work reached players inside 1.7.0.

Notices

  • The Hoxne mode has three values: OFF, ON-Allow Critical and ON-Locked,
    replacing the former OFF and ON. Anything that selects the mode by name — a macro,
    a keybind, a saved setting — needs the new value.

New and Changed Features

  • gs c use <item> reaches any of the 533 usable self-target items by name, matched
    case-insensitively — including the 126 whose log name carries mixed case. Type it in
    lower case, spaces and any +1 included: //gs c use prishe's boots +1.
  • Cooldowns are read live from the item, so gs c use <item> reports the remaining wait
    rather than equipping the item and quietly failing.
  • One use runs at a time, driven by a single state machine that survives a reload. It
    re-equips up to three times if something takes the slot back, waits out movement and
    other actions, and has a hard deadline so a lost completion cannot strand a locked
    slot.
  • ON-Locked re-asserts its hold every second and re-equips the Ampulla if the game
    clears ammo or an in-game equipset bypasses the lock. It also uses the Ampulla
    automatically when the enchantment is down and the recast is up.
  • ON-Allow Critical opens a window for the four actions that genuinely need those
    slots — bard songs and Geomancy for range, Angon and Thrown Tomahawk for ammo —
    releasing only the slot the action needs. Job abilities close their window at
    aftercast; songs and Geomancy get a five-second debounce that each new cast refreshes,
    so a wave of songs is one continuous window.
  • The status box glyph order is TH, SR, HOX, and the HOX colour distinguishes the two on
    states.

Optimizations

  • Cooldown warnings are throttled by the item's own ready time, which keeps the Hoxne
    tick quiet through the Ampulla's 60 second recast.
  • The Ampulla's bag scan is gated so it runs at most every ten seconds.

Bug Fixes

  • Twilight Cape equips only for Cura and Curaga, so single-target cures keep the back
    piece the set specifies.
  • Slot choice prefers the slot the item already occupies, which decides the matter for
    rings, where either hand would otherwise serve.
  • Slot unlocking filters out Hoxne-held slots, so zoning, Doom or Sleep wearing off, and
    item completions leave the Ampulla in place instead of flushing parked job ammo in on
    top of it.
  • Gear selection returns an empty set under Sleep rather than nothing at all.

1.6.5

Notices

  • SpellReceived has two values, OFF and ON, replacing the former on states.
    Anything that selects it by name needs the new value.

New and Changed Features

  • The display box is rebuilt: a coloured glyph header for TH, SR and HOX, aligned label
    and value columns with chevrons, and short labels derived from the mode names with
    per-mode overrides.
  • gs c <mode> <argument> validates its argument, answering with a suggestion and usage
    text instead of silently accepting a partial match.
  • Dragging is tied to box visibility.

Optimizations

  • The box layout is computed once and cached, so a redraw is concatenation rather than
    measurement.

Bug Fixes

  • Box settings — stroke and padding — are applied explicitly when the box is created.
  • Toggling debug resets the debug box, and gs c zero repositions it along with the
    main box.

1.6.4

Notices

  • Four blue magic sets are available to fill in: sets.Midcast.BlueMagic.Physical,
    .Breath, .Buff, and sets.Midcast["White Wind"]. They ship empty; spells in those
    categories wear your general blue magic gear until you declare them.

New and Changed Features

  • All 196 blue magic spells are classified by mechanic, so a spell reaches gear chosen
    for what it does. Three categories are added because their mechanics share no gear
    with the existing ones: Physical (59 spells, scaling off weapon accuracy and
    attack), Breath (12, scaling off your HP and level only) and Buff (21, fixed
    potency where only duration responds to gear).
  • White Wind gets a named set of its own, since it scales off maximum HP rather than
    MND.
  • Every spell reaches a set chosen for its mechanic rather than falling through to the
    generic midcast base, which gears for not being interrupted rather than for effect.

Optimizations

  • Set building uses an in-place merge, saving roughly 60 table allocations and 250 hash
    operations per action. This is memory pressure in a Lua state shared with every other
    addon rather than frame time.

Bug Fixes

  • The item-search bag list is corrected. Wardrobe 8 went unsearched and Safe 2 was
    searched, so an Ampulla in Wardrobe 8 made gs c hoxne refuse to enable, while one in
    Safe 2 made it report success, equip nothing, and lock range and ammo on whatever was
    already worn.
  • A dead target-assist block is removed from the pretarget checks.

1.6.0 – 1.6.3

The initial enhancement work over Mirdain 1.5.x. These versions predate this
repository's history and are recorded here as one span, at the granularity the record
supports.

New and Changed Features

  • Hoxne Ampulla mode, holding the slots and using the item.
  • Multibox spell-received gear tracking, with AoE prediction for -aga and -ra
    spells, Accession, Divine Veil and Majesty. Sets equip the instant a local multiboxed
    character starts casting on you, lock until the spell lands, then revert.
  • Holy Water gear equipped automatically when used from a macro or automation.
  • Twilight Cape support, equipped for matching day and weather.
  • One-line or full display toggling, with automatic position saving.
  • Commands for finer gear control, and equipment slot lock and unlock routines that
    respect modes and zones.

Optimizations

  • Around 10% better CPU performance: hash-mapped lookups in place of iterative ones, raw
    event registration where it reduces background allocation, and guard clauses
    throughout to avoid unnecessary work.

1.5.12

Mirdain's original Mirdain-Include, and the base this suite was forked from. Credit to
Mirdain for the original concept and scaffolding. It is the baseline the bundled
performance report measures against.