User Event Functions

Function Description
get_sets() Called once on load. Used to define variables, and specifically “sets”
pretarget(spell) Passes the resources line for the spell with a few modifications. Occurs when the command text hits the outgoing text buffer. Does not occur for actions that bypass the outgoing text buffer (like using items from the menu). cancel_spell() and change_target() are implemented in this phase.
precast(spell,position) Passes the resources line for the spell with a few modifications. Occurs immediately before the outgoing action packet is injected. cancel_spell(), verify_equip(), force_send(), and cast_delay() are implemented in this phase. Does not occur for items that bypass the outgoing text buffer (like using items from the menu).
midcast(spell) Passes the resources line for the spell with a few modifications. Occurs immediately after the outgoing action packet is injected. Does not occur for items that bypass the outgoing text buffer (like using items from the menu).
aftercast(spell) Passes the resources line for the spell with a few modifications. Occurs when the “result” action packet is received from the server, or an interruption of some kind is detected.
status_change(new,old) Passes the new and old statuses.
pet_change(pet,gain) Passes in the “pet” table and a boolean indicating whether the pet is being summoned (true) or dismissed (false). Order is not guaranteed relative to aftercast for JAs like Release or Leave.
pet_midcast(spell) Passes the resources line for the spell with a few modifications. Occurs when the “readies” action packet is received for your pet.
pet_aftercast(spell) Passes the resources line for the spell with a few modifications. Occurs when the “result” action packet is received for your pet.
pet_status_change(new,old) Passes the new and old statuses of your pet.
filtered_action(spell) Passes the resources line for the spell with a few modifications. Occurs when the player attempts to cast a spell that they are unable to cast. Cancel_spell() is implemented in this phase.
sub_job_change(new,old) Passes the three letter abbreviations for your new subjob and your old subjob.
buff_change(name,gain,buff_details) Passes the buff name and a boolean that indicates whether it was gained (true) or lost (false), as well as the associated player.buff_details table. Does not fire if your buff bar does not change. For instance, overwriting a March with another March will not trigger this event.
buff_refresh(name,buff_details) Passes the buff name and the associated player.buff_details table for the buff. Fires when a status effect is overwritten.
party_buff_change(member table,name,gain,res.buffs[id]) Passes the table of the party member who gained or lost the buff, the buff name, a boolean that indicates whether it was gained (true) or lost (false), and the resource table for the buff. Does not fire if your buff bar does not change. For instance, overwriting a March with another March will not trigger this event.
indi_change(indi_table,gain) Passes the indi effect table when an indi aura changes and a boolean that indicates whether it was gained or lost.
self_command(command) Passes any self commands, which are triggered by //gs c <command> (or /console gs c <command> in macros)
file_unload(file_name) Called once on file/addon unload. This is passed the new short job name.

GearSwap Functions

set_combine

set_combine(set1, set2, ...)

Combines an arbitrary number of sets and returns the resulting set, giving right-most sets slot priority.

equip

equip(set1, set2, set3, ...)

Builds a set to be equipped. Slot priority is given to the last set (collapses the sets from right to left). If two equip commands are used, the latter one has slot priority over the first.

change_target

change_target(new target)

Changes the target to whatever value is passed. It can be a name or something like <t>, but be aware that there will be no correction done on it. Valid only in pretarget.

Variables

Spell

Variable Name Type Description
spell.name string Spell name in the language of your client
spell.prefix string Default prefix for a given spell. Obtained from resources.
spell.targets table Table of Booleans keyed to ‘Self’, ‘Player’, ‘Party’, ‘Ally’, ‘NPC’, ‘Enemy’, and ‘Corpse’. True means that it’s valid for that target.
spell.type string String indicating the type of spell without spaces. So “JobAbility” for Provoke, “WhiteMagic” for Cure, “BardSong” for Marches, etc. Obtained from resources.
spell.skill string String form of the skill a spell is based on, or “Ability” for abilities. So “Healing Magic” for Cure, “Ability” for Provoke, “Singing” for Marches, etc. Obtained from resources.
spell.mp_cost number Number representing the base MP cost of a spell. Obtained from resources.
spell.tp_cost number Number representing the base TP cost of a spell. Obtained from resources.
spell.element string String form of the element name. Obtained from resources.
spell.range number Number representing the spell’s maximum range.
spell.recast number Number representing the base recast time of the spell. Obtained from resources.
spell.recast_id number Number representing the spell’s timer ID, which can be used with the LuaCore get_spell_recasts() function to determine the current spell recast.
spell.cast_time number Number representing the base cast time of the spell. Obtained from resources.
spell.wsA string String indicating the primary WS property. Blank string if it doesn’t exist. Obtained from resources.
spell.wsB string String indicating the secondary WS property. Blank string if it doesn’t exist. Obtained from resources.
spell.wsC string String indicating the tertiary WS property. Blank string if it doesn’t exist. Obtained from resources.
spell.interrupted boolean True if the spell (or job ability) failed to execute. Only valid in the aftercast/pet_aftercast phase.

Spell Target

Variable Name Type Description
spell.target.name string Name of the spell’s target.
spell.target.raw string Unaltered name of the spell’s target. (can be , , etc.)
spell.target.type string ‘SELF’, ‘PLAYER’, ‘NPC’, or ‘MONSTER’. Should be re-keyed to match validtarget.
spell.target.hpp number Number from 0 to 100 indicating the current HP% of the spell’s target.
spell.target.distance number Number from 0 to 50 indicating the current distance (in yalms) from the spell’s target. Does account for vertical distance.
spell.target.isallymember boolean Boolean indicating whether or not the spell’s target is an alliance member.
spell.target.is_npc boolean Boolean that indicates whether your current spell target is an NPC or player.
spell.target.tp number TP of the current spell target if it is available.
spell.target.mpp number MPP of the current spell target if it is available.
spell.target.model_size number Spell target’s model size.
spell.target.mob_type number No one seems to know what this value means.
spell.target.race string String indicating the spell target’s race.
spell.target.race_id number Number indicating the spell target’s race. IDs correspond to the values outlined in ../addons/libs/races.lua
spell.target.status string String indicating the spell target’s status.
spell.target.status_id number Number indicating the user’s status. IDs correspond to the values outlined in ../addons/libs/status.lua
spell.target.speed number Speed of your current spell target.
spell.target.speed_base number Base speed of your current spell target. It is unclear whether this is maximum speed or the amount before enhancement.
spell.target.x number X position of your current spell target. (east/west)
spell.target.y number Y position of your current spell target. (up/down)
spell.target.z number Z position of your current spell target. (north/south)
spell.target.facing number Value indicating the direction your current spell target is facing. This is in radians and takes a value of +/- pi with 0 representing facing east.
spell.target.index number Index value of your current spell target.
spell.target.id number ID of your current spell target.
spell.target.claim_id number ID of the player with claim over the spell target (if relevant).

Player

Variable Name Type Description
player.name string User’s name.
player.mob_name string User’s name from the monster array. This will be different from player.name when you are a monipulator.
player.status string User’s current status.
player.hp number User’s current HP.
player.mp number User’s current MP.
player.tp number User’s current TP.
player.max_hp number User’s current max HP.
player.max_mp number User’s current max MP.
player.hpp number User’s current HPP. Varies from 0 to 100.
player.mpp number User’s current MPP. Varies from 0 to 100.
player.main_job_id number User’s current main job ID. IDs correspond to jobs as outlined in ../addons/libs/jobs.lua
player.main_job string User’s current shortened main job code. Uses “MON” as the code for monipulator. Value determines which Lua file is loaded.
player.main_job_full string User’s current full main job name.
player.main_job_level number User’s current main job level. Varies from 1 to 99.
player.sub_job_id number User’s current sub job ID. IDs correspond to jobs as outlined in ../addons/libs/jobs.lua
player.sub_job string User’s current shortened sub job code.
player.sub_job_full string User’s current full sub job name.
player.sub_job_level number User’s current sub job level. Varies from 1 to 49.
player.isallymember boolean Boolean that indicates whether you are in an alliance.
player.in_combat boolean Boolean that indicates whether or not battle music is playing.
player.skills. number User’s current skill level. can be replaced with any of the skills found in ../addons/libs/skills.lua
player.jobs. number User’s current maximum job levels. can be replaced with any of the codes found in ../addons/libs/jobs.lua
player.linkshell string Name of the user’s current linkshell.
player.linkshell_rank number User’s current linkshell rank. Unsure how this maps onto Shellholder, Sackholder, Member, Broken, (and potentially unopened).
player.linkshell_slot number Inventory slot of the user’s currently equipped linkshell.
player.nation number Nation of player’s current allegiance. Unsure how this maps onto San d’Oria, Bastok, and Windurst.
player.id number User’s ID. This does not change within an FFXI session, but can change when you log out and back in.
player.index number User’s index. This can change when you zone.
player.target_index number Index value of the user’s target.
player.model_size number User’s model size.
player.mob_type number No one seems to know what this value means.
player.race string String indicating the user’s race.
player.race_id number Number indicating the user’s race. IDs correspond to the values outlined in ../addons/libs/races.lua
player.species table Resources line for the player’s current species. Only valid for monipulators.
player.status_id number Number indicating the user’s status. IDs correspond to the values outlined in ../addons/libs/status.lua
player.speed number User’s current speed.
player.speed_base number User’s base speed. It is unclear whether this is maximum speed or the amount before enhancement.
player.x number User’s X position. (east/west)
player.y number User’s Y position. (up/down)
player.z number User’s Z position. (north/south)
player.facing number Value indicating the direction your current target is facing. This is in radians and takes a value of +/- pi with 0 representing facing east.
player.inventory table Table keyed with the name of equipment pieces. Keys for both short name and long name exist, if applicable. Value is a table containing containing item id, count, short name (shortname), and optionally long name (longname).
player.sack table Table keyed with the name of equipment pieces. Keys for both short name and long name exist, if applicable. Value is a table containing containing item id, count, short name (shortname), and optionally long name (longname).
player.satchel table Table keyed with the name of equipment pieces. Keys for both short name and long name exist, if applicable. Value is a table containing containing item id, count, short name (shortname), and optionally long name (longname).
player.case table Table keyed with the name of equipment pieces. Keys for both short name and long name exist, if applicable. Value is a table containing containing item id, count, short name (shortname), and optionally long name (longname).
player.wardrobe table Table keyed with the name of equipment pieces. Keys for both short name and long name exist, if applicable. Value is a table containing containing item id, count, short name (shortname), and optionally long name (longname).
player.wardrobe2 table Table keyed with the name of equipment pieces. Keys for both short name and long name exist, if applicable. Value is a table containing containing item id, count, short name (shortname), and optionally long name (longname).
player.wardrobe3 table Table keyed with the name of equipment pieces. Keys for both short name and long name exist, if applicable. Value is a table containing containing item id, count, short name (shortname), and optionally long name (longname).
player.wardrobe4 table Table keyed with the name of equipment pieces. Keys for both short name and long name exist, if applicable. Value is a table containing containing item id, count, short name (shortname), and optionally long name (longname).
player.indi table Table with values “element” (string name), “element_id” (resources ID number), “target” (Ally or Enemy), and “size” (1-4). May not be accurate if GearSwap is reloaded while an Indi spell is active.

Player Equipment

Variable Name Type Description
player.equipment.main string Item currently equipped in the main slot. Uses the exact name found in the “english” or child node field of the resources at the moment.
player.equipment.sub string Item currently equipped in the sub slot. Uses the exact name found in the “english” or child node field of the resources at the moment.
player.equipment.range string Item currently equipped in the range slot. Uses the exact name found in the “english” or child node field of the resources at the moment.
player.equipment.ammo string Item currently equipped in the ammo slot. Uses the exact name found in the “english” or child node field of the resources at the moment.
player.equipment.head string Item currently equipped in the head slot. Uses the exact name found in the “english” or child node field of the resources at the moment.
player.equipment.neck string Item currently equipped in the neck slot. Uses the exact name found in the “english” or child node field of the resources at the moment.
player.equipment.left_ear string Item currently equipped in the left ear slot. Uses the exact name found in the “english” or child node field of the resources at the moment.
player.equipment.right_ear string Item currently equipped in the right ear slot. Uses the exact name found in the “english” or child node field of the resources at the moment.
player.equipment.body string Item currently equipped in the body slot. Uses the exact name found in the “english” or child node field of the resources at the moment.
player.equipment.hands string Item currently equipped in the hands slot. Uses the exact name found in the “english” or child node field of the resources at the moment.
player.equipment.left_ring string Item currently equipped in the left ring slot. Uses the exact name found in the “english” or child node field of the resources at the moment.
player.equipment.right_ring string Item currently equipped in the right ring slot. Uses the exact name found in the “english” or child node field of the resources at the moment.
player.equipment.back string Item currently equipped in the back slot. Uses the exact name found in the “english” or child node field of the resources at the moment.
player.equipment.waist string Item currently equipped in the waist slot. Uses the exact name found in the “english” or child node field of the resources at the moment.
player.equipment.legs string Item currently equipped in the legs slot. Uses the exact name found in the “english” or child node field of the resources at the moment.
player.equipment.feet string Item currently equipped in the feet slot. Uses the exact name found in the “english” or child node field of the resources at the moment.

Player Target

Variable Name Type Description
player.target.name string The name of the monster currently targetted by the user.
player.target.type string ‘Self’, ‘PLAYER’, ‘NPC’, or ‘MONSTER’. Should be re-keyed to match validtarget.
player.target.hpp number Target’s current HPP. Varies from 0 to 100.
player.target.distance number Number from 0 to 50 indicating the current distance (in yalms) from the target. Does account for vertical distance.
player.target.isallymember boolean Boolean that indicates whether your current target is in your alliance.
player.target.is_npc boolean Boolean that indicates whether your current target is an NPC or player.
player.target.tp number TP of the current target if it is available.
player.target.mpp number MPP of the current target if it is available.
player.target.model_size number Target’s model size.
player.target.mob_type number No one seems to know what this value means.
player.target.race string String indicating the target’s race.
player.target.race_id number Number indicating the target’s race. IDs correspond to the values outlined in ../addons/libs/races.lua
player.target.status string String indicating the target’s status.
player.target.status_id number Number indicating the user’s status. IDs correspond to the values outlined in ../addons/libs/status.lua
player.target.speed number Speed of your current target.
player.target.speed_base number Base speed of your current target. It is unclear whether this is maximum speed or the amount before enhancement.
player.target.x number X position of your current target. (east/west)
player.target.y number Y position of your current target. (up/down)
player.target.z number Z position of your current target. (north/south)
player.target.heading number Value indicating the direction your current target is facing. This is in radians and takes a value of +/- pi with 0 representing facing east.
player.target.index number Index value of your current target.
player.target.id number ID of your current target.
player.target.claim_id number ID of the player with claim over the target (if relevant).

Player Last Subtarget

Variable Name Type Description
player.last_subtarget.name string Name of the last subtarget.
player.last_subtarget.type string ‘Self’, ‘PLAYER’, ‘NPC’, or ‘MONSTER’. Should be re-keyed to match validtarget.
player.last_subtarget.hpp number Number from 0 to 100 indicating the last HP% of the spell’s target.
player.last_subtarget.distance number Number from 0 to 50 indicating the last distance (in yalms) from the subtarget. Does account for vertical distance.
player.last_subtarget.isallymember boolean Boolean that indicates whether your last subtarget is in your alliance.
player.last_subtarget.is_npc boolean Boolean that indicates whether your last subtarget is an NPC or player.
player.last_subtarget.tp number TP of the last subtarget if it is available.
player.last_subtarget.mpp number MPP of the last subtarget if it is available.
player.last_subtarget.model_size number Last subtarget’s model size.
player.last_subtarget.mob_type number No one seems to know what this value means.
player.last_subtarget.race string String indicating the last subtarget’s race.
player.last_subtarget.race_id number Number indicating the last subtarget’s race. IDs correspond to the values outlined in ../addons/libs/races.lua
player.last_subtarget.status string String indicating the last subtarget’s status.
player.last_subtarget.status_id number Number indicating the user’s status. IDs correspond to the values outlined in ../addons/libs/status.lua
player.last_subtarget.speed number Speed of your last subtarget.
player.last_subtarget.speed_base number Base speed of your last subtarget. It is unclear whether this is maximum speed or the amount before enhancement.
player.last_subtarget.x number X position of your last subtarget. (east/west)
player.last_subtarget.y number Y position of your last subtarget. (up/down)
player.last_subtarget.z number Z position of your last subtarget. (north/south)
player.last_subtarget.heading number Value indicating the direction your last subtarget is facing. This is in radians and takes a value of +/- pi with 0 representing facing east.
player.last_subtarget.index number Index value of your last subtarget.
player.last_subtarget.id number ID of your last subtarget.
player.last_subtarget.claim_id number ID of the player with claim over the subtarget (if relevant).

Player Subtarget

Variable Name Type Description
player.subtarget.name string Name of the current subtarget.
player.subtarget.type string ‘Self’, ‘PLAYER’, ‘NPC’, or ‘MONSTER’. Should be re-keyed to match validtarget.
player.subtarget.hpp number Number from 0 to 100 indicating the current HP% of the spell’s target.
player.subtarget.distance number Number from 0 to 50 indicating the current distance (in yalms) from the subtarget. Does account for vertical distance.
player.subtarget.isallymember boolean Boolean that indicates whether your current subtarget is in your alliance.
player.subtarget.is_npc boolean Boolean that indicates whether your current subtarget is an NPC or player.
player.subtarget.tp number TP of the current subtarget if it is available.
player.subtarget.mpp number MPP of the current subtarget if it is available.
player.subtarget.model_size number Current subtarget’s model size.
player.subtarget.mob_type number No one seems to know what this value means.
player.subtarget.race string String indicating the current subtarget’s race.
player.subtarget.race_id number Number indicating the current subtarget’s race. IDs correspond to the values outlined in ../addons/libs/races.lua
player.subtarget.status string String indicating the current subtarget’s status.
player.subtarget.status_id number Number indicating the user’s status. IDs correspond to the values outlined in ../addons/libs/status.lua
player.subtarget.speed number Speed of your current subtarget.
player.subtarget.speed_base number Base speed of your current subtarget. It is unclear whether this is maximum speed or the amount before enhancement.
player.subtarget.x number X position of your current subtarget. (east/west)
player.subtarget.y number Y position of your current subtarget. (up/down)
player.subtarget.z number Z position of your current subtarget. (north/south)
player.subtarget.heading number Value indicating the direction your current subtarget is facing. This is in radians and takes a value of +/- pi with 0 representing facing east.
player.subtarget.index number Index value of your current subtarget.
player.subtarget.id number ID of your current subtarget.
player.subtarget.claim_id number ID of the player with claim over the subtarget (if relevant).

Player Buff Details

Pet

Variable Name Type Description
pet.name string Name of the user’s pet.
pet.isvalid boolean Boolean that indicates whether or not the pet exists.
pet.element string Fire, Water, Thunder, etc. for Avatars.
pet.hpp number Number from 0 to 100 indicating the current HP% of the user’s pet.
pet.tp number TP of the user’s pet.
N/A   I’m not sure what the distinction was here, but I also don’t see why we should include two versions of pet TP.
pet.model_size number User’s pet’s model size.
pet.mob_type number No one seems to know what this value means.
pet.race_id number Number indicating the the user’s pet’s race. Pets should always have a race_id of 0.
pet.status string String indicating the pet’s status.
pet.status_id number Number indicating the user’s status.
pet.speed number Speed of the user’s pet.
pet.speed_base number Base speed of the user’s pet. It is unclear whether this is maximum speed or the amount before enhancement.
pet.x number X position of the user’s pet. (east/west)
pet.y number Y position of the user’s pet. (up/down)
pet.z number Z position of the user’s pet. (north/south)
pet.heading number Value indicating the direction the user’s pet is facing. This is in radians and takes a value of +/- pi with 0 representing facing east.
pet.index number Index value of the user’s pet.
pet.id number ID of the user’s pet.
PUP special values:   These values are not valid in get_sets()
pet.hp number  
pet.mp number  
pet.mpp number  
pet.melee number  
pet.max_melee number  
pet.ranged number  
pet.max_ranged number  
pet.magic number  
pet.max_magic number  
pet.str number Base automaton STR.
pet.str_add number STR added to automaton’s base.
pet.dex number Base automaton DEX.
pet.dex_add number DEX added to automaton’s base.
pet.vit number Base automaton VIT.
pet.vit_add number VIT added to automaton’s base.
pet.agi number Base automaton AGI.
pet.agi_add number AGI added to automaton’s base.
pet.int number Base automaton INT.
pet.int_add number INT added to automaton’s base.
pet.mnd number Base automaton MND.
pet.mnd_add number MND added to automaton’s base.
pet.chr number Base automaton CHR.
pet.chr_add number CHR added to automaton’s base.
pet.head string Currently equipped head.
pet.frame string Currently equipped frame.
pet.attachments table Table keyed to the currently equipped attachments. Pet.attachments.strobe would be true if you have stobe equipped.
pet.available_attachments table Table keyed to the currently available attachments (owned). Pet.available_attachments.strobe would be true if own strobe.
pet.available_heads table Table keyed to the currently available heads (owned).
pet.available_frames table Table keyed to the currently available frames (owned).

Adventuring Fellow

Variable Name Type Description
fellow.name string Name of the user’s adventuring fellow.
fellow.isvalid boolean Boolean that indicates whether or not the fellow exists.
fellow.hpp number Number from 0 to 100 indicating the current HP% of the user’s adventuring fellow.
fellow.mpp number MPP of the user’s adventuring fellow if it is available.
fellow.tp number TP of the user’s adventuring fellow.
fellow.model_size number User’s adventuring fellow’s model size.
fellow.mob_type number No one seems to know what this value means.
fellow.race string  
fellow.race_id number Number indicating the the user’s adventuring fellow’s race. Pets should always have a race_id of 0.
fellow.status string String indicating the fellow’s status.
fellow.status_id number Number indicating the user’s adventuring fellow’s status. IDs correspond to the values outlined in ../addons/libs/status.lua
fellow.speed number Speed of the user’s adventuring fellow.
fellow.speed_base number Base speed of the user’s adventuring fellow. It is unclear whether this is maximum speed or the amount before enhancement.
fellow.x number X position of the user’s adventuring fellow. (east/west)
fellow.y number Y position of the user’s adventuring fellow. (up/down)
fellow.z number Z position of the user’s adventuring fellow. (north/south)
fellow.heading number Value indicating the direction the user’s adventuring fellow is facing. This is in radians and takes a value of +/- pi with 0 representing facing east.
fellow.index number Index value of the user’s adventuring fellow.
fellow.id number ID of the user’s adventuring fellow.

Alliance and Party

Variable Name Type Description
party.count number Number of people in your current party.
alliance.count number Number of people in your current alliance.
alliance[alliance_position][party_position] table Information on an alliance member. Alliance position is a number from 1-3 and indicates which party in the alliance you are referencing. Your party is 1.
party[party_position] table Mob Array of a party member. Party position is a number from 1-6 and indicates which member of the party you are referencing. You are 1.
alliance[alliance_position][party_position].mob table Contains all of the information above (position, distance, etc.) if the given party member has loaded since you zoned. Information may not be accurate if they are further than 50 yalms. This table is similar to the above information for targets.
party[party_position].mob table Contains all of the information above (position, distance, etc.) if the given party member has loaded since you zoned. Information may not be accurate if they are further than 50 yalms. This table is similar to the above information for targets.

World

Variable Name Type Description
world.area string Name of the current zone - the same as world.zone
world.time number Current game time in hours.minutes format. Currently takes the floating point value, which is not precise.
world.day string Name of the current day.
world.day_element string Element of the current day.
world.weather_id number Game’s weather ID code, per ../addons/libs/weather.lua SCH storm’s will be reported over actual in-game weather if one is up.
world.weather string Current weather’s name. SCH storm’s will be reported over actual in-game weather if one is up.
world.weather_element string Current weather’s element. SCH storm’s will be reported over actual in-game weather if one is up.
world.weather_intensity number Current weather’s intensity. SCH storm’s will be reported over actual in-game weather if one is up.
world.real_weather_id number Same as above but reports only actual weather not SCH Storms.
world.real_weather string Same as above but reports only actual weather not SCH Storms.
world.real_weather_element string Same as above but reports only actual weather not SCH Storms.
world.real_weather_intensity number Same as above but reports only actual weather not SCH Storms.
world.moon string The current moon phase.
world.moon_pct number Current moon percentage. Ranges from 0 to 100 and changes on day change.
world.zone string Zone name - the same as world.area.
world.zone_id number ID of the zone. These can be seen in the URLs of ffxidb.
world.logged_in boolean Boolean that represents whether or not you are logged in. This should always be true for GearSwap events.

Active Buffs

Variable Name Type Description
buffactive table Stores the number of a given buff that is active. Keys are the buff names (case insensitive), so buffactive[‘light arts’] would be nil or 1 depending whether or not you have light arts up.