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 |
|---|---|
| 2.1 | Buff sets worn while a buff is up, day and weather gear chosen by what it adds, weapons kept in hand through every weaponskill, your own mode keys, one settings file per character |
| 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 |
2.1
2.1 puts on gear for a buff with no code in your job file, chooses day, weather and distance
gear by what each piece adds, and keeps your weapons in hand through every weaponskill. You
can choose your own mode keys, and each character keeps its own settings file. Most job files
written for 2.0 need no edits. The Notices below cover the ones that do.
Notices
-
Each character has its own settings file. The settings file holds your box positions,
display style, chat toggles and keys. It lives in
Windower4/addons/GearSwap/data/<CharacterName>/settings.xml, the same folder GearSwap
checks for that character's own job files. The first time each character loads 2.1, the
engine copies that character's settings fromdata/settings.xmlinto the new file, and
Windower confirms it once withNew file: data/<CharacterName>/settings.xml. The engine
never writes todata/settings.xml. Edit the character's own file from now on, and only
with GearSwap unloaded (//lua unload gearswap), because every save rewrites the whole
file. To start a character over from defaults, delete its file. Whiledata/settings.xml
is still there, the next load copies it again, so delete that one too once every character
has a file of its own. -
A weaponskill keeps your weapons in hand. Swapping main or sub resets your TP, and so
does swapping a ranged weapon, so a weaponskill that swapped one would fail. Main, sub and
range stay exactly as they are for the whole weaponskill, whatever your weaponskill sets or
sets.Idlename. A Bard's instrument and a Geomancer's handbell still swap. With
gs c warnon, a set that names one of those slots is pointed out once a minute:[Savage Blade] sets.Idle names main, sub; a weaponskill keeps the weapons in hand. Silencing warnings for 60s.Take the slot out of the set it names, since weapons belong in
sets.Weapons. Under the
weapon lock the slots stay put without the line. -
A weaponskill mode set names only what the mode changes. In any offense mode but
TP,
a weaponskill wearssets.WS, then the set named for the weaponskill, then the mode's set,
such assets.WS.ACC. The mode's set goes on last, so one built from the whole base set,
sets.WS.ACC = set_combine(sets.WS, { ... }), puts every base piece back over your named
weaponskill's gear. To check your own file, look for a mode set written as
set_combine(sets.WS, ...)orset_combine(sets.WS.RA, ...). To fix it, keep only the
pieces the mode changes:sets.WS.ACC = { ... }. A weaponskill's own mode set, such as
sets.WS['Savage Blade'].ACC, takes the place ofsets.WS.ACCfor that weaponskill. -
A table named after a buff is a buff set. Inside
sets.OffenseMode,sets.Idle,
sets.WS,sets.Midcast,sets.Helix,sets.Storms, a Geomancy spell's own set,
sets.Geomancy.Indi,sets.Geomancy.Geo,sets.Diffusion,sets.Readyand the sets the
engine wears from them, a table whose name is a buff's name is worn automatically while that
buff is on you. New and Changed Features lists exactly where. If your own
file keeps a table such assets.Idle.Refreshfor some other purpose, rename it, or it goes
on every time Refresh does. Spell sets insidesets.Midcast, such as
sets.Midcast.Refresh, stay spell sets. Withgs c warnon, a name inside a mode set such
assets.OffenseMode.TPthat is neither a gear slot nor a buff is pointed out as your file
loads:sets.OffenseMode.TP.Footwrk is not a buff name -
sets.Weapons['Light Bonus']is worn exactly as you wrote it. On a Cure, Cura or
Curaga cast on Lightsday or in Light weather, a Light Bonus set with gear in it goes on
whole, whether or not you carry Chatoyant Staff. Its own main and sub go on too, unless the
weapon lock holds them. If you leave the set empty, the engine puts Chatoyant Staff in main
when you carry one. If you declared this set, check what it names. -
Five commands save as they change.
gs c display,gs c debug,gs c warn,
gs c infoandgs c gearreportingwrite your choice to the settings file, as
gs c displaymodeandgs c displaystyledo. A channel you turn off for one fight stays
off after a reload until you turn it back on. -
The engine handles four new commands and more arguments.
gs c help,gs c keybind,
gs c displayposandgs c displaycellsare engine commands, anddisplay,
displaymode,debug,warn,infoandgearreportingtakeonoroff. If your job
file has its owngs ccommand by one of these names, rename yours. A mistyped argument to
any of these, or tonaked,weaponsonly,abysseaproc,capacity,aptitude,
mecisto,dynamisrp,jubilee,disableorenable, is answered by the engine and
never reaches your job file.gs c helpreplies with the list of groups, and
gs c keybindwith the modes or the keys it accepts. The rest reply with their usage line
whilegs c warnis on. -
The engine supplies no
roundfunction. A job file that callsroundstops with a
Lua error naming it,attempt to call global 'round' (a nil value), until it carries a
copy of its own.
If you copy a 2.1 sample file:
-
Three samples offer one more offense mode. DRK and RDM add
MEVA, and PUP addsPDT.
If you copy one of these samples, the offense mode key (F12 unless you changed it) and
gs c offensemodehave one more stop in their cycle. Take the mode out of
state.OffenseMode:options(...)if you do not want it. -
Six sample files wear their buff gear through buff sets. A job file you keep works
unchanged. If you copy one of these samples, its buff gear sits at the new names below and
needs no code of its own:Sample In the 2.0 sample In the 2.1 sample MNK sets.Impetussets.OffenseMode.Impetus, also worn on weaponskills assets.WS.ImpetusMNK sets.Foot_Worksets.OffenseMode.FootworkMNK sets.Boostsets.OffenseMode.Boost, alsosets.Idle.Boostandsets.WS.BoostPLD sets.Coversets.Idle.Coverandsets.OffenseMode.CoverPLD sets.Rampartsets.Midcast.Rampart, worn on every spell while Rampart is up, commented out and ready to fillRDM sets.Saboteursets.Midcast.Enfeebling.SaboteurRUN sets.Emboldensets.Midcast.Enhancing.EmboldenSAM sets.Seiganandsets.ThirdEyesets.OffenseMode.Seigan, withsets.OffenseMode.Seigan['Third Eye']inside it, commented out and ready to fillSCH stratagem sets such as sets.Immanenceandsets.Rapturebuff sets inside its midcast sets, with Klimaform left in the file's own code A Monk file that still declares
sets.Impetus,sets.Foot_Workorsets.Boostalso keeps
working, and the code it carries for them can go. The new RUN and SCH samples print no
Embolden Setor stratagem... Setline. The action line names each buff set a cast
wears instead. -
Every sample file ships empty
XIRollsets.sets.Idle.XIRolland
sets.Idle.TP.XIRoll(RDM has only the first) are ready for gear such as Roller's Ring
(see New and Changed Features). They start empty, sogs c checksetslists them among your
empty sets until you fill them or delete the lines.
New and Changed Features
Buff sets
-
Gear for a buff, with no code. A buff set is a table named after a buff, placed inside
a set the engine already wears. While that buff is on you, the buff set goes on over the set
it sits in, and it comes off when the buff ends. Spell the buff's name as the game does, in
any capitalization:sets.OffenseMode.Impetus = { body = gear.bhikkuBodyPlusThree } -- engaged, any offense mode sets.OffenseMode.TP.Footwork = { feet = gear.anchoriteFeetPlusFour } -- engaged, TP mode only sets.WS['Victory Smite'].Footwork = { feet = gear.anchoriteFeetPlusFour } -- one weaponskill sets.Midcast.Enfeebling.Saboteur = { hands = gear.lethargyHandsPlusThree } -- enfeebling magic
-
Where buff sets work. A buff set is worn only inside a set the engine wears for what
you are doing:When Buff sets work inside Engaged sets.OffenseMode, and the set for your offense mode, such assets.OffenseMode.TPIdle sets.Idle, the set for your offense mode, such assets.Idle.TP, andsets.Idle.RestingWeaponskills sets.WSandsets.WS.RA, the set named for the weaponskill and its mode sets, and the mode sets other thanTP, such assets.WS.ACCandsets.WS.RA.ACCSpells sets.Midcast, and the set a spell wears under it, such assets.Midcast.Cure,sets.Midcast.Enfeeblingorsets.Midcast.BlueMagic.NukeShots sets.Midcast.RA, its mode sets other thanTP, andsets.Midcast.RA.TripleShot,.DoubleShotand.BarrageJob sets sets.Helixwith itsDarkandLightsets,sets.Storms, a Geomancy spell's own set,sets.Geomancy.Indiwith itsEntrustset,sets.Geomancy.Geo,sets.Diffusionandsets.ReadyA buff set anywhere else is never worn, and nothing says so. That includes
sets.Precast,
sets.JA,sets.Idle.Pet,sets.Idle.Sublimation,sets.Movement,sets.WS.TP,
sets.WS.RA.TPandsets.Midcast.RA.TP, andsets.Midcast.BlueMagicandsets.Geomancy
themselves.sets.Midcast.SIRDtakes none either, and withgs c warnon it says so as
your file loads. Treasure Hunter gear, yourAmmoround and the weapon lock keep their
slots over a buff set. -
Buff sets nest.
sets.OffenseMode.Impetus.Footworkis worn while Impetus and Footwork
are both up. Nesting goes three buffs deep, and the deeper set wins a slot the two share. -
XIRollsets. A Corsair roll lands with a number from 1 to 11. A table namedXIRoll,
placed anywhere a buff set can go, is worn while any Corsair roll on you stands at 11, for
gear such as Roller's Ring. After a reload or a job change it waits for the next roll or
Double-Up, or for another of your characters on the same computer, in your party, running
2.1 and holding that roll, to share the total. -
Every action line names the buff sets it wore, with
gs c infoon, for example
[Victory Smite] [sets.WS.Victory Smite][Used] + [sets.WS.Impetus][Used].
gs c gearreportinglists them too. -
gs c checksetsnames an empty set under every name you gave it.
Day, weather and distance gear
-
Each piece is chosen by what it adds. Some gear adds power to a spell whose element
matches the day or the weather, or to one cast at a close target. On a nuke, an elemental
ninjutsu, a blue magic nuke, a magical weaponskill, a helix, one of the six elemental Quick
Draw shots, or a Cure, Cura or Curaga, the engine weighs each such piece you carry and can
wear, then wears the best one for each slot. The pieces are Hachirin-no-Obi, the spell's own
elemental obi (Karin, Hyorin, Furin, Dorin, Rairin, Suirin, Korin or Anrin), Orpheus's Sash
within 10 yalms of the target, Twilight Cape and Zodiac Ring. A helix takes the sash, the
cape and the ring but never an obi. Zodiac Ring serves elemental magic on the day that
matches the spell's element, and never on Lightsday or Darksday. Cures take no sash, and a
single-target Cure keeps your own back piece. -
One line names what it wore and what each piece adds, with
gs c infoon:[Fire VI] waist: Hachirin-no-Obi (+6.7%, day), back: Twilight Cape (+5.0%, day), right_ring: Zodiac Ring (+3.0%, day) -
Zodiac Ring goes in your right ring. Add
Elemental_Bonus_Ring_Slot = "left_ring"to
your job file to use the left. Every sample file declares the line. -
A piece you list in
Bonus_Keepstays put. Oneiros Rope is listed already, so a spell
set that names it in its waist keeps it. Add your own with
Bonus_Keep['Item Name'] = true, spelled exactly as the game spells it. -
Gale Axe and Uriel Blade take the day, weather and distance gear as magical
weaponskills. -
Nine new gear library entries:
gear.karinObi,gear.hyorinObi,gear.furinObi,
gear.dorinObi,gear.rairinObi,gear.suirinObi,gear.korinObi,gear.anrinObiand
gear.twilightCape.
Weapons
- Geomancers get a third weapon lock value,
Geomancy. The weapon lock keeps the weapons
your weapon mode names in hand.Geomancyworks likeLocked, except that a Geomancy spell
wears the main and sub its own set names for the cast, and your weapon set comes back
afterward. Choose it withgs c weaponlock Geomancy, or cycle to it with F10.
Keys and help
-
Choose your own mode keys.
gs c keybind <mode> <key>moves one mode to another key.
A key is F1 to F12, alone or with one of Ctrl, Alt or Shift, typed as^f5,ctrl+f5or
Ctrl F5.gs c keybind <mode> nonetakes a mode off its key,
gs c keybind <mode> defaultputs it back on its usual key, andgs c keybind default
resets all eight. The modes areoffensemode,weaponmode,weaponlock,
treasurehunter,jobmode,jobmode2,hoxneandspellreceived. -
Your keys are checked and saved. A key another mode already uses is refused, and the
answer names that mode. Binding a key replaces any other Windower bind on it. Your keys are
saved for each character, and the engine leaves a key set tononealone, so a Windower
bind of your own on it survives job changes. -
The key list at load is two lines, and
gs c keybindshows it again:Keys: [F12] Stance [F9] Weapon Mode [F10] Weapon Lock [F11] TH Mode Keys: [Ctrl+F10] Hoxne Ampulla [Ctrl+F9] Spell Received (Multibox)When your file names its job modes, their keys lead the second line. If that line would pass
100 characters, as long job-mode names can make it, the job-mode keys take a line of their
own, making three. -
gs c helplists every command by group, with each mode's current key.
gs c help <group>explains the commands in one group:modes,display,holds,
locks,items,utilityordiagnostics.
Display and multiboxing
- Commands you can send to every character at once. Sent through Windower's Send addon,
each of these leaves every character in the same state, whatever state it was in.
gs c displaypos <x> <y>places the status box andgs c displaypos debug <x> <y>the
debug box. With no numbers,gs c displayposreports where both boxes are.
gs c displaycells <n>sets a minimum width, in character cells, for the value column of
the status box.display,displaymode,debug,warn,infoandgearreportingtake
onoroff. Each of these saves. - The rig shows three more holders in colors of their own. The rig is the LATTICE
style's grid of your sixteen gear slots, each cell colored by whatever is holding that
slot. Sleep gear, the item a spell requires, and gear worn for a spell another of your
characters is casting on you each have their own color. - At the character select screen, a display, chat-channel or key-binding command changes
nothing, and withgs c warnon it says so in the chat log.
Sample files
-
Every sample file declares
Elemental_Bonus_Ring_Slotand itsXIRollsets. -
The SMN sample's
sets.Idlenames no weapon, and its Garland of Bliss, Shattersoul and
Cataclysm use a newsets.WS.MABthat names none. -
The BRD, BST, COR, DRG, DRK, MNK, PUP, RDM, RNG, SAM and WAR samples name only what each
weaponskill mode changes, so a named weaponskill keeps its own gear in every mode. WAR's
sets.WS.CRITholds only its nine critical-hit pieces. -
The MNK sample also wears Boost on weaponskills, for chaining a Boost into a
weaponskill between auto-attacks. Its SB and CRIT modes are built on its TP set, so their
gear changes. -
The RDM and SAM samples'
sets.WS.RAnames the arrow, so a ranged weaponskill fires it
in every offense mode. -
The RUN sample's Embolden set also covers Phalanx, Stoneskin, Aquaveil, Foil, Regen and
Refresh, and the RDM sample's Saboteur set also covers Diaga and Dispelga. -
The BLM sample's
sets.JAlists Black Mage's own abilities, plus the few a Geomancer or
Red Mage subjob reaches. -
Buff sets ready to fill. These samples carry buff sets written out and commented out.
Remove the comment marks and add your gear:Sample Buff sets BLM Mana Wall BLU Chain Affinity, Burst Affinity, Efflux BST Killer Instinct DNC Climactic Flourish, Striking Flourish, Saber Dance DRK Souleater, Dark Seal, Nether Void NIN Migawari, Futae RDM Composure RUN Pflug SAM Meikyo Shisui, Sekkanoki, Sengikori SCH Penury SMN Avatar's Favor THF Trick Attack, Sneak Attack WAR Restraint, Retaliation WHM Afflatus Solace, and Divine Caress under each status-removal spell's own set -
The WHM and GEO samples explain the Light Bonus set and the Geomancy lock beside the
sets they affect.
Optimizations
- A buff gained or lost skips the gear swap when everything it calls for is already on.
- In Treasure Hunter's
TagandSATAmodes, gear is rebuilt once, when a monster is
first tagged. Later swings against it trigger no rebuild. - Loading a job file leaves an up-to-date settings file untouched, and a dragged box is
saved once, a second after it comes to rest. - The message another of your characters sends when its spell finishes costs less to
read.
Bug Fixes
- Both boxes leave the screen when you log out, panel and all, and come back as you left
them at the next login. - A box dropped while zoning keeps its place, and so does one dropped just before a job
change. - One character's save never overwrites another's. A settings file that cannot be read
is left untouched. The character runs on the default settings, chat names the file and the
reason, and nothing is saved until you fix or delete the file and reload GearSwap. onandoffwork in any capitalization forgs c naked,weaponsonly,
abysseaproc,capacity,aptitude,mecisto,dynamisrpandjubilee.- A buff that lands in the seconds after your own spell puts its gear on right away.
- Under the weapon lock, the locked weapons stay in hand. A pet, Sublimation or movement
set that names main or sub leaves them in place. - After your pet acts, the set you go back to keeps the gear your job file adds to it.
- A pet action dressed by your job file's
pet_midcast_customsays so. When
sets.Pet_Midcastis empty and your pet code supplies the gear, as the SMN sample's blood
pacts do, the action line reads
[Rock Buster] [sets.Pet_Midcast][Empty] + [pet_midcast_custom][Used], and the gear report
names the same hook. - A spell whose precast set names an ammo gets its handbell or instrument back for the
midcast. - Meteor and other spells with no element take no day or weather gear.
- An elemental ninjutsu takes the day, weather and distance gear whether or not it has a set
of its own, such assets.Midcast['Katon: San']. - The rig and the status box's hold row keep up with every hold. An item use, Sleep
gear, a spell's required item, gear worn for another character's spell and the weapon lock
recolor their slots at once, and a lock such asgs c capacitythat switches itself off
clears its mark from the hold row. - Reloading GearSwap while asleep frees the slots your Sleep gear was holding.
- Every sample keeps each earring and ring on one side through idle, engaged,
weaponskills, spells and abilities, so each set's earrings and rings go on as written. Three
cases still move a piece to the other side: MNK's Lehko's Ring and PLD's Telos Earring when
you switch mode while engaged, and BLU's Hashishin Earring +1 in SB mode when you own only
one. - The GEO sample's Dispelga and dark magic accuracy sets wear its enfeebling set, through
sets.Midcast.Enfeebling.MACC, which is ready for accuracy gear. - The COR sample's Triple Shot volleys keep the offense mode's rings, earring, cape, belt
and bullet, and its CRIT, PDL and SB shots fire the bullets named for those modes. - The RDM and SAM samples keep your melee and idle ammo in ACC mode, and wear the arrow
for bow shots, RDM's through the whole shot. - The SAM sample's
sets.Subtle_Blowwears both rings, and its engaged modes and
weaponskills keep each earring and ring on the same side. - The DRK sample's Great Sword weapon mode wears Caladbolg.
- The SMN sample's Rock Buster, Mountain Buster, Crescent Fang and Spinning Dive wear its TP
pact set, with Enticer's Pants. - The PLD sample counts Metallic Body and Nat. Meditation as blue-skill spells, and its
Rampart line posts to the party. - The BLU sample's
gs c jobmodewith a value, such asgs c jobmode AoE, switches the
spell set and macros, as cycling does.
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.luaand
GearSets-Include.luaare replaced by theRahvinGSfolder. Delete the two old files
fromWindower4/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.xmlloads, 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, each box's font, size, colors and background, the LATTICE panel and
rig settings, and the value-column floor — 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,warnandgear_reporting— and the multibox
announce delay carry through untouched. If you would rather start from a blank file,
deletesettings.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_JAandcheck_buff_SPalong with anyBuff_DelayorTank_Delay
they used, and either clear aUI_NamereadingAuto TankorRunesor point that
slot at something your own file acts on. -
F10 cycles the weapon lock.
gs c weaponlockdecides 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 aptitudeor
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. -
UnlockedandLockedleave your weapon-mode list. Take both values out of
state.WeaponMode:options(...)and delete an emptysets.Weapons.Unlockedwith 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 weaponlockis where to set it. Do not declarestate.WeaponLock:options(...):
the engine fixes that list per job —UnlockedandLockedeverywhere,Songson Bard,
Locked+Ron Corsair — and a job file's own:options()call wipes it. A file that wants
to boot locked callsstate.WeaponLock:set('Locked')and nothing else. -
A
//gs c jobmodemacro carrying a value works only where your own file declares
that value. Both job-mode slots offerOFFandONuntil a job file widens them
withstate.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
Ammokey for every OffenseMode a ranged job offers, and that no set in the
chain clears the slot. -
//gs disableand//gs enableare not tracked by this engine;//gs c disableand
//gs c enableare. 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,.MEVAsets.WS.ACC.RAand friendssets.WS.RA.AM,.AM1,.AM2,.AM3sets.WS.AM3.RAand friendssets.Midcast.RA.AM,.AM1,.AM2,.AM3sets.Midcast.AM3and friendssets.Precast.BlueMagicsets.Precast.Blue_Magicsets.Midcast.Drain,sets.Midcast.Aspirsets.Midcast.Enfeebling.Drainand.Aspirsets.DualWieldsets.OffenseMode.DWsets.Precast.RA.Flurry,.Flurry_IIsets.Precast.RA.ACCand other mode childrensets.Pet_Midcast['<Action Name>']sets.JA['Spur']and other pet-command namesUnder
sets.Midcast.Enfeeblingthe engine reads.MACC,.Potencyand.Durationand
nothing else. Undersets.Precast.RAit 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 thesets.Pet_Midcastfamily. -
Eleven Dynamis Divergence necks are keyed by tier. Each of these job necks reads
base,PlusOneandPlusTwoin the gear library, like every other tiered piece. The
+2isgear.<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 +2The tier-less key, and what it wears WAR gear.warriorsBeadPlusTwogear.warriorsBead— Warrior's BeadsMNK gear.monkNodowaPlusTwogear.monkNodowa— Monk's NodowaRDM gear.duelistTorquePlusTwogear.duelistTorque— Duelist's TorquePLD gear.knightsBeadPlusTwogear.knightsBead— Knight's BeadsBRD gear.bardCharmPlusTwogear.bardCharm— Bard's CharmRNG gear.scoutGorgetPlusTwogear.scoutGorget— Scout's GorgetDRG gear.dragoonCollarPlusTwogear.dragoonCollar— Dragoon's CollarBLU gear.mirageStolePlusTwogear.mirageStole— Mirage StoleCOR gear.commodoreCharmPlusTwogear.commodoreCharm— Commodore CharmSCH gear.arguteStolePlusTwogear.arguteStole— Argute StoleGEO gear.baguaCharmPlusTwogear.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.Drainandsets.Midcast.Aspir,
the names the engine reads. - Sets the engine never reads are gone: RDM's
sets.Enspell, thesets.Precast.RA.ACC
in SAM and WAR, and DNC's dual-wield set, which moves tosets.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, andsets.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
Mpacaweapon set.
- BLM and DRK declare Drain and Aspir at
-
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,latticeandhalo. 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 = falseturns 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
HLDanchor:DISfor the disable
hold,NKD,WPOandPRCfor the three strip holds, andCAP,DYNandJUBfor 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.Lockedmakes
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'sSongsstands aside for a song
aimed at yourself, another player or a Trust; Corsair'sLocked+Rholds range as well, and
stands down toLockedif 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 baregs c disableprints the usage and
what stands, and one unrecognized slot word refuses the whole command before any slot is
touched. gs c naked,gs c weaponsonlyandgs c abysseaprocbare their slots and hold them
bare, each with the same grammar: bare flips the hold,ontakes it or re-takes it as
the manual repair when something grabbed a slot behind the engine's back, andoff
releases it. One hold stands at a time, and typing a second word while the first stands
switches shape.gs c nakedunlockedis the momentary form — it bares every slot it can and holds
nothing, so the next action or poll dresses you again.gs c capacitywears 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 aptitudeand
gs c mecistoare the same mode under other names.gs c capinfolists every capacity point cape you carry, what each is worth, which one
the mode picks and what is actually worn.gs c dynamisrpwears 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 isOFFor
ON-Allow Critical, with<t>or a numeric target id: the engine equips the throwing
item and the ability fires.gs c tomahawkandgs c angonremain the macro-friendly
form — the ability's recast is checked before any gear moves, and a missing item is
answered rather than silent. UnderON-Lockedthe 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.WSDin your job file leaves both names live; a Savage
Blade reports assets.WS.Savage Bladeon every load, andgs c checksetslists 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
Instrumentkey 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
Shieldweapon 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 cpis nowgs 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, Standardincluded. -
Every mode you offer needs a set behind it. A mode named in your
state.OffenseMode:options(...)line with no matchingsets.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 basesets.OffenseModestill
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,.MEVAsets.WS.ACC.RAand friendssets.WS.RA.AM,.AM1,.AM2,.AM3sets.WS.AM3.RAand friendssets.Midcast.RA.AM,.AM1,.AM2,.AM3sets.Midcast.AM3and friendsThe two
sets.WSrows 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.AMand its siblings are gone from the engine's own declarations. -
Aftermath tier sets dress you on their own now.
sets.WS.AM3is 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 undersets.WS.RA,
sets.OffenseModeandsets.Midcast.RA. -
Five families of set are available and ship empty:
sets.Midcast.Utsusemi,
sets.Midcast.Phalanx,sets.Midcast.Divine,sets.Midcast.BlueMagicwith its eight
children (.ACC,.Breath,.Buff,.Enmity,.Healing,.Nuke,.Physical,
.Skill), andsets.Helixwith.Darkand.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.Precastis 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 aptitudeandgs 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 withonoroffto 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/equipsetor 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.Pianissimoentry 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 tomahawkandgs c angonfind 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 infooff, 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 zeroandgs c displaymodereport 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 debugprints 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,.Virelaiand.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.Midcastlike any other song whose family set is bare. - NIN sample: the time-of-day movement sets are siblings of
sets.Movement, not
children. Declaresets.Movement_Day,sets.Movement_Nightand
sets.Movement_Duskbeside asets.Movement_Base, and rebuild from the base in
Cycle_Timeras the sample shows. Rebuildingsets.Movementfrom 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 ofLuopan()andCycle_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]— andgs 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, andgs c checksetsstays 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
OFFduring 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 thesets.JA["Name"] = {}
line rather than leaving it blank, or put gear insets.JAto cover everything
without a specific set.gs c warnturns the channel off entirely. sets.Midcast.Cursnais 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 checksetsaudits 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 gearreportingtraces 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 gearreportinghint appears on the first warning after a load rather than on
every one. gs c checksetsclears 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.Cursnalayered oversets.Midcast.Enhancing, so either
set alone is enough.
The gear library
GearSets-Include.luaships as a shared library of roughly 3,700 named gear entries,
referenced from job files asgear.<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_gearandrank_gearare 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 tomahawkandgs c angonin your macros in place of a raw/jaline
for those two abilities. The game refuses a typed/jawhile 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 tomahawkandgs c angonequip the throwing item, then use the ability on your
target. The ability's recast is checked before any gear moves.gs c cancelstops a use in progress, and any new use command —gs c use,
gs c warpand 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 hoxneinfoprints 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 CriticalandON-Locked,
replacing the formerOFFandON. 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+1included://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-Lockedre-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 Criticalopens 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,
OFFandON, 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 zerorepositions 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, andsets.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 madegs c hoxnerefuse 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.