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Thread: Gearswap Help Thread!     submit to reddit submit to twitter

  1. #5841
    Salvage Bans
    Join Date
    Jul 2006
    Posts
    793
    BG Level
    5
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    Leviathan

    Hello everyone,

    I am quite new at this whole thing and fairly computarded... I keep getting an error message I can't seem to fix on my own.
    Lua runtime error:gearswap/flow.lua:341:
    blahblah error in the function get_sets
    Pup.lua:204: attempt to index field 'Pet' a nil value

    The problematic pup GS lines look like this:
    -- Idle sets to wear while pet is engaged
    sets.idle.Pet.Engaged = {
    range="Animator Z",head="Pitre Taj",neck="Twilight Torque",ear1="Ethereal Earring",ear2="Mache Earring",
    body="Hizamaru haramaki",hands="Rao Kote",ring1="Defending Ring",ring2="Hizamaru Ring",back="Visucius's Mantle",waist="Kuku stone",legs="Tali'ah seraweels",feet="Tali'ah crackows +1"}

    sets.idle.Pet.Engaged.Ranged = set_combine(sets.idle.Pet.Engaged, {hands="Tali'ah gages",legs="Cirque Pantaloni +2"})

    sets.idle.Pet.Engaged.Nuke = set_combine(sets.idle.Pet.Engaged, {hands="Regimen mittens",legs="Cirque Pantaloni +2",feet="Cirque Scarpe +2"})

    sets.idle.Pet.Engaged.Magic = set_combine(sets.idle.Pet.Engaged, {legs="Regimen mittens",feet="Cirque Scarpe +2"})
    Sorry if this happens to be a dumb question and thanks in advance :/

  2. #5842

    Quote Originally Posted by Mytiwar View Post
    Hello everyone,

    I am quite new at this whole thing and fairly computarded... I keep getting an error message I can't seem to fix on my own.
    Lua runtime error:gearswap/flow.lua:341:
    blahblah error in the function get_sets
    Pup.lua:204: attempt to index field 'Pet' a nil value

    The problematic pup GS lines look like this:


    Sorry if this happens to be a dumb question and thanks in advance :/
    you need to have both of these sets (thay can be empty)
    sets.idle = {}
    sets.idle.Pet = {}

  3. #5843
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    Leviathan

    Such an easy fix that makes me question my intelligence after spending way too long trying to fix this on my own. Thanks man.

  4. #5844

    Can anyone help me spot the error in this function for my rng lua, It just keeps giving me an error message about: attempt to index global 'spell' (a nil value)

    Code:
    function autoRA() 
    local delay = '2.2'
      if player.equipment.range == 'Annihilator' then
        if spell.type == "WeaponSkill" then
            delay = '2.25'
        else
        if buffactive["Courser's Roll"] then
            delay = '0.7'
        elseif buffactive.Overkill or buffactive[581] then -- Flurry II --
            delay = '0.5'
        else
            delay = '1.05'
         end
          end
        elseif player.equipment.range == 'Yoichinoyumi' then
        if spell.type == "WeaponSkill" then
            delay = '2.25'
        else
        if buffactive["Courser's Roll"] then
            delay = '0.7'
        elseif buffactive.Overkill or buffactive[581] then -- Flurry II --
            delay = '0.5'
        else
            delay = '1.05'
         end
          end
           end
            send_command('@wait '..delay..'; input /ra <t>')
    end

  5. #5845
    Old Merits
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    Quote Originally Posted by Lewyo View Post
    Can anyone help me spot the error in this function for my rng lua, It just keeps giving me an error message about: attempt to index global 'spell' (a nil value)
    Try this to start:
    Code:
    function autoRA() 
    local delay = '2.2'
    	if player.equipment.range == 'Annihilator' then
    		if spell.type == "WeaponSkill" then
    			delay = '2.25'
    		elseif buffactive["Courser's Roll"] then
    			delay = '0.7'
    		elseif buffactive.Overkill or buffactive[581] then -- Flurry II --
    			delay = '0.5'
    		else
    			delay = '1.05'
    		end
    	end
    	
    	if player.equipment.range == 'Yoichinoyumi' then
    		if spell.type == "WeaponSkill" then
    			delay = '2.25'
    		elseif buffactive["Courser's Roll"] then
    			delay = '0.7'
    		elseif buffactive.Overkill or buffactive[581] then -- Flurry II --
    			delay = '0.5'
    		else
    			delay = '1.05'
    		end
    	end
    	send_command('@wait '..delay..'; input /ra <t>')
    end
    Not sure that will fix everything for you, but you have some unneeded linebreaks that are definitely causing problems. Out of curiosity, why do you break it into two weapon checks when the delay values you use are identical?

  6. #5846

    TY i will test it out on a few, and the delay on each weapon gun and bow are different i just set the values the same but ran into errors that i could not seem to fix it

  7. #5847
    RIDE ARMOR
    Join Date
    Mar 2014
    Posts
    12
    BG Level
    1

    I was wondering is it possible to set a command to switch between macro pallets based on the job of the characters you multibox with? For example:
    CTRL+1 = Character 1
    CTRL+2 = Character 2
    If Character 2 is on PLD by pressing CTRL2 it would take you to the relivant macro set for PLD for that character or if they were on NIN it would take you to the NIN pallet, and if CTRL1 was pressed it would parse the other character and take you to the macro pallet for their relivant job.

    No idea if this is possible, but if anyone could point me in the right direction that would be fantastic!

    Thanks in advance!

  8. #5848

    Quote Originally Posted by Rio View Post
    I was wondering is it possible to set a command to switch between macro pallets based on the job of the characters you multibox with? For example:
    CTRL+1 = Character 1
    CTRL+2 = Character 2
    If Character 2 is on PLD by pressing CTRL2 it would take you to the relivant macro set for PLD for that character or if they were on NIN it would take you to the NIN pallet, and if CTRL1 was pressed it would parse the other character and take you to the macro pallet for their relivant job.

    No idea if this is possible, but if anyone could point me in the right direction that would be fantastic!

    Thanks in advance!
    use the macrochanger addon
    you just need to setup each job with a different book and page

  9. #5849
    Relic Shield
    Join Date
    Jan 2013
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    1,868
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    6

    For what you are talkin about i would prolly invent a self command that checks your job and then sets the macro and if its the command for the other character i would make a second command that you could utilize via send addon.

    But what i personally do is just make a command in my lua file for that job to set the macro pallete when it loads the file. I also set my lockstyle. Occasionally it will lockstyle the previous jobs lockstyle even though it does get turned off when loaded. I dont really get that but whatevers lol. I put these in get_set function

    Code:
    macro = 6				lock = 6
    
    send_command('input /lockstyle off;input /macro book '..macro..';input /macro set 1;wait 11;input /lockstyleset '..lock..';wait 11;input /echo ==-- Lockstyle Ready! --==;chatmon play c:/chatmon/beep.wav')
    send_command('wait 5;gs c subcheck;gs c jobcheck')
    i have a "subcheck" command that identifies which sub job the character has. that way if i use a different macro set for that subjob i can set that. and it also determines if i have dual wield in which case i can make say my RNG equip a second axe instead of a shield or whatever. command "jobcheck" determines if i am a ranger type that might need flurry for my mule or if i am a mage who might need refresh or whatever other needs a mage might have.

    I generally have a weapon cycling or toggle-ing command also, and if the weapon type changes it will set a different number to the "lock" variable. so for RNG if i used a bow it would set lock to 6 then if i was on gun it would switch lock to 26. thats the equipset if you just hit right arrow on keyboard from 6. Sorry for more info than what you were talkin bout but i wanted to explain what those other commands besides the macro book changes were.

  10. #5850
    RIDE ARMOR
    Join Date
    Mar 2014
    Posts
    12
    BG Level
    1

    Quote Originally Posted by Trumpy View Post
    For what you are talkin about i would prolly invent a self command that checks your job and then sets the macro and if its the command for the other character i would make a second command that you could utilize via send addon.

    But what i personally do is just make a command in my lua file for that job to set the macro pallete when it loads the file. I also set my lockstyle. Occasionally it will lockstyle the previous jobs lockstyle even though it does get turned off when loaded. I dont really get that but whatevers lol. I put these in get_set function

    Code:
    macro = 6				lock = 6
    
    send_command('input /lockstyle off;input /macro book '..macro..';input /macro set 1;wait 11;input /lockstyleset '..lock..';wait 11;input /echo ==-- Lockstyle Ready! --==;chatmon play c:/chatmon/beep.wav')
    send_command('wait 5;gs c subcheck;gs c jobcheck')
    i have a "subcheck" command that identifies which sub job the character has. that way if i use a different macro set for that subjob i can set that. and it also determines if i have dual wield in which case i can make say my RNG equip a second axe instead of a shield or whatever. command "jobcheck" determines if i am a ranger type that might need flurry for my mule or if i am a mage who might need refresh or whatever other needs a mage might have.

    I generally have a weapon cycling or toggle-ing command also, and if the weapon type changes it will set a different number to the "lock" variable. so for RNG if i used a bow it would set lock to 6 then if i was on gun it would switch lock to 26. thats the equipset if you just hit right arrow on keyboard from 6. Sorry for more info than what you were talkin bout but i wanted to explain what those other commands besides the macro book changes were.
    Thanks for the input Dlsmd and Trumpy! I probably didn't explain it too well in the first place, but I think Trumpy is a bit closer to what I am looking for. I am going to have a look into what you discussed, its basically a case of being able to hop to various macro pallets on the fly (rather than just at job change) to control a second character from the main character's macro set. I want to make it so the command would register what job the second character is on, and send it back to the first character, automatically changing the pallet on the first character, and then at the push of a key bind, return to the main macro pallet for the main character as and when I need it, making for less window swapping if possible!. (not sure if that fully explains it!) But I will look into the solution Trumpy has provided and see if I can make that work! If there is any further ideas on this I would definitely appreciate the input.

  11. #5851
    Puppetmaster
    Join Date
    Dec 2008
    Posts
    63
    BG Level
    2
    FFXI Server
    Quetzalcoatl

    Ok so ive literally just came back to the game and tried to swap out gear in a gearswap template, ive got this issue where all the sets work and swap out when using weapon skills, idle etc. however my Head and Body will never change back to my TP gear but they will change into weapons skills and idle sets.

    Code:
    include('organizer-lib')
    
    function get_sets()
        TP_Index = 1
        Idle_Index = 1
    
        
        ta_hands = {name="Thur.Gloves +1"}
        acc_hands = {name="Buremte Gloves"}
        wsd_hands = {name=""}
        crit_hands = {name="Espial Bracers"}
        dt_hands = { name=""}
        waltz_hands = { name="Buremte Gloves"}
        
        sets.weapons = {}
        sets.weapons[1] = {main="Atoyac"}
        sets.weapons[2]={main="Atoyac"}
        sets.weapons[3]={main="Atoyac"}
        
        sets.JA = {}
    --    sets.JA.Conspirator = {}
    --    sets.JA.Accomplice = {head="Raider's Bonnet +2"}
    --    sets.JA.Collaborator = {head="Raider's Bonnet +2"}
        sets.JA['Perfect Dodge'] = {hands="Plun. Armlets"}
        sets.JA.Steal = {}
        sets.JA.Flee = {feet="Rogue's Poulaines"}
        sets.JA.Despoil = {legs="Raider's Culottes +2",feet="Raid. poulaines +2"}
    --    sets.JA.Mug = {}
        sets.JA.Waltz = {head="Uk'uxkaj Cap",
            neck="Twilight Torque",
            body="Espial Gambison",
            hands=waltz_hands,
            ring1="Kunaji Ring",
            ring2="Epona's Ring",
            waist="Warwolf Belt",
            legs="Espial Hose",
            feet="Espial Socks"
        }
        
        sets.WS = {}
        sets.WS.SA = {}
        sets.WS.TA = {}
        sets.WS.SATA = {}
        
        sets.WS.Evisceration = {
            ammo="Qirmiz Tathlum",
            head="Uk'uxkaj Cap",
            body="Espial Gambison",
            hands=crit_hands,
            legs="Quiahuiz Trousers",
            feet="Espial Socks",
            neck="Light Gorget",
            waist="Light Belt",
            left_ear="Steelflash Earring",
            right_ear="Bladeborn Earring",
            left_ring="Rajas Ring",
            right_ring="Epona's Ring",
            back="Canny Cape",
        }
    
        sets.WS["Rudra's Storm"] = {ammo="Seething Bomblet +1",
            head="Lustratio Cap +1",
            neck="Caro Necklace",
            ear1="Moonshade Earring",
            ear2="Ishvara Earring",
            body="Adhemar Jacket +1",
            hands=wsd_hands,
            ring1="Ramuh Ring +1",
            ring2="Ramuh Ring +1",
            back={ name="Toutatis's Cape", augments={'DEX+20','Accuracy+20 Attack+20','Weapon skill damage +10%',}},
            waist="Grunfeld Rope",
            legs="Lustratio Subligar +1",
            feet="Lustratio Leggings +1",
        }
            
        sets.WS.SA["Rudra's Storm"] = set_combine(sets.WS["Rudra's Storm"],{ammo="Yetshila",
            head="Adhemar Bonnet +1",
            body={ name="Herculean Vest", augments={'Accuracy+21','Crit. hit damage +5%','DEX+9',}},
            }
        )
            
        sets.WS.TA["Rudra's Storm"] = set_combine(sets.WS["Rudra's Storm"],{ammo="Yetshila",
            head="Adhemar Bonnet +1",
            body={ name="Herculean Vest", augments={'Accuracy+21','Crit. hit damage +5%','DEX+9',}},
            }
        )
        
        sets.WS["Mandalic Stab"] = sets.WS["Rudra's Storm"]
            
        sets.WS.SA["Mandalic Stab"] = sets.WS.SA["Rudra's Storm"]
            
        sets.WS.TA["Mandalic Stab"] = sets.WS.TA["Rudra's Storm"]
    
        sets.WS.Exenterator = {ammo="Honed Tathlum",
            head="Uk'uxkaj Cap",
    		neck="Breeze Gorget",
    		ear1="Steelflash Earring",
    		ear2="Bladeborn Earring",
            body="Espial Gambison",
            hands=ta_hands,
            ring1="Rajas Ring",
            ring2="Epona's Ring",
            back="Canny Cape",
            waist="Thunder Belt",
            legs="Quiahuiz Trousers",
            feet="Espial Socks"
        }
            
        TP_Set_Names = {"Low Man","Delay Cap","Evasion","TH","Acc","DT"}
        sets.TP = {}
        sets.TP['Low Man'] = {
            ammo="Qirmiz Tathlum",
            head="Ejekamal Mask",
            body="Thaumas Coat",
            hands="Buremte Gloves",
            legs="Manibozho Brais",
            feet="Manibozho Boots",
            neck="Rancor Collar",
            waist="Windbuffet Belt",
            left_ear="Suppanomimi",
            right_ear="Brutal Earring",
            left_ring="Rajas Ring",
            right_ring="Epona's Ring",
            back="Canny Cape",
        }
            
        sets.TP['TH'] = set_combine(sets.TP['Low Man'],{
            hands={ name="Plun. Armlets", augments={'Enhances "Perfect Dodge" effect',}},
            feet="Raid. Poulaines +2",
        })
            
        sets.TP['Acc'] = {
            ammo="Honed Tathlum",
            head="Ejekamal Mask",
            body="Thaumas Coat",
            hands=acc_hands,
            legs="Manibozho Brais",
            feet="Manibozho Boots",
            neck="Rancor Collar",
            waist="Windbuffet Belt",
            left_ear="Suppanomimi",
            right_ear="Brutal Earring",
            left_ring="Rajas Ring",
            right_ring="Epona's Ring",
            back="Canny Cape",
        }
            
        sets.TP['Delay Cap'] = {
            ammo="Qirmiz Tathlum",
            head="Ejekamal Mask",
            body="Thaumas Jacket",
            hands="Buremte Gloves",
            legs="Manibozho Brais",
            feet="Manibozho Boots",
            neck="Rancor Collar",
            waist="Windbuffet Belt",
            left_ear="Suppanomimi",
            right_ear="Brutal Earring",
            left_ring="Rajas Ring",
            right_ring="Epona's Ring",
            back="Canny Cape",
        }
            
        sets.TP.Evasion = {
            ammo="Qirmiz Tathlum",
            head="Ejekamal Mask",
            body="Thaumas Coat",
            hands=ta_hands,
            legs="Quiahuiz Trousers",
            feet="Aeto. Ledelsens",
            neck="Asperity necklace",
            waist="Windbuffet Belt",
            left_ear="Suppanomimi",
            right_ear="Brutal Earring",
            left_ring="Rajas Ring",
            right_ring="Epona's Ring",
            back="Canny Cape",
        }
                    
        sets.TP.DT = {
            ammo="Qirmiz Tathlum",
            head="Ejekamal Mask",
            body="Thaumas Coat",
            hands=dt_hands,
            legs="Quiahuiz Trousers",
            feet="Manibozho Boots",
            neck="Twilight torque",
            waist="Windbuffet belt",
            left_ear="Suppanomimi",
            right_ear="Brutal Earring",
            left_ring={ name="Dark Ring", augments ={'Phys. dmg. taken -3%', 'Magic dmg. taken -5%'}},
            right_ring={ name="Dark Ring", augments={'Phys. dmg. taken -3%','Spell interruption rate down 3%',}},
            back="Canny Cape",
        }
        
        Idle_Set_Names = {'Normal','MDT',"STP"}
        sets.Idle = {}
        sets.Idle.Normal = {
            ammo="Demonry Stone",
            head="Smilodon Mask +1",
            body="Dst. Harness +1",
            hands=dt_hands,
            legs="Espial Hose",
            feet="Dst. Leggings +1",
            neck="Wiglen Gorget",
            waist="Windbuffet Belt",
            left_ear="Suppanomimi",
            right_ear="Brutal Earring",
            left_ring="Paguroidea Ring",
            right_ring="Sheltered Ring",
            back="Shadow Mantle",
        }
                    
        sets.Idle.MDT = {
            ammo="Demonry Stone",
            head="Ejekamal Mask",
            body="Espial Gambison",
            hands="Espial Bracers",
            legs="Espial Hose",
            feet="Espial Socks",
            neck="Twilight Torque",
            waist="Windbuffet Belt",
            left_ear="Suppanomimi",
            right_ear="Brutal Earring",
            right_ring="Yacaruna Ring",
            left_ring={ name="Dark Ring", augments={'Phys. dmg. taken -3%', 'Magic dmg. taken -5%',}},
            back="Mollusca Mantle",
        }
        
        sets.Idle['STP'] = {
            main="Mandau",
            sub="Eminent Dagger",
            ammo="Honed Tathlum",
            head="Ejekamal Mask",
            body="Thaumas Coat",
            hands="Plun. Armlets",
            legs="Quiahuiz Trousers",
            feet="Raid. Poulaines +2",
            neck="Twilight Torque",
            waist="Twilight Belt",
            left_ear="Suppanomimi",
            right_ear="Brutal Earring",
            left_ring="Rajas Ring",
            right_ring="Epona's Ring",
            back="Canny Cape",
        }
        
        send_command('input /macro book 12;wait .1;input /macro set 2')
        
            
        sets.FastCast = {
            ammo="Impatiens",
            head="Ejekamal Mask",
            body="Thurundaut Tabard",
            hands="Iuitl Wristbands",
            legs="Xux Trousers",
            feet="Aeto. Leggings",
            neck="Twilight Torque",
            left_ear="Loquac. Earring",
            right_ear="Brutal Earring",
            left_ring="Rajas Ring",
            right_ring="Epona's Ring",
        }
        
        
        sets.frenzy = {head="Frenzy Sallet"}
    end
    
    function precast(spell)
        if sets.JA[spell.english] then
            equip(sets.JA[spell.english])
        elseif spell.type=="WeaponSkill" then
            if sets.WS[spell.english] then equip(sets.WS[spell.english]) end
            if buffactive['sneak attack'] and buffactive['trick attack'] and sets.WS.SATA[spell.english] then equip(sets.WS.SATA[spell.english])
            elseif buffactive['sneak attack'] and sets.WS.SA[spell.english] then equip(sets.WS.SA[spell.english])
            elseif buffactive['trick attack'] and sets.WS.TA[spell.english] then equip(sets.WS.TA[spell.english]) end
        elseif string.find(spell.english,'Waltz') then
            equip(sets.JA.Waltz)
        elseif spell.action_type == "Magic" then
            equip(sets.FastCast)
        end
    end
    
    function aftercast(spell)
        if player.status=='Engaged' then
            equip(sets.TP[TP_Set_Names[TP_Index]])
        else
            equip(sets.Idle[Idle_Set_Names[Idle_Index]])
        end
    end
    
    function status_change(new,old)
        if T{'Idle','Resting'}:contains(new) then
            equip(sets.Idle[Idle_Set_Names[Idle_Index]])
        elseif new == 'Engaged' then
            equip(sets.TP[TP_Set_Names[TP_Index]])
        end
    end
    
    function buff_change(buff,gain_or_loss)
        if buff=="Sneak Attack" then
            soloSA = gain_or_loss
        elseif buff=="Trick Attack" then
            soloTA = gain_or_loss
        elseif gain_or_loss and buff == 'Sleep' and player.hp > 99 then
            print('putting on Frenzy sallet!')
            equip(sets.frenzy)
        end
    end
    
    function self_command(command)
        if command == 'toggle TP set' then
            TP_Index = TP_Index +1
            if TP_Index > #TP_Set_Names then TP_Index = 1 end
            send_command('@input /echo ----- TP Set changed to '..TP_Set_Names[TP_Index]..' -----')
            equip(sets.TP[TP_Set_Names[TP_Index]])
        elseif command == 'toggle Idle set' then
            Idle_Index = Idle_Index +1
            if Idle_Index > #Idle_Set_Names then Idle_Index = 1 end
            send_command('@input /echo ----- Idle Set changed to '..Idle_Set_Names[Idle_Index]..' -----')
            equip(sets.Idle[Idle_Set_Names[Idle_Index]])
        end
    end

  12. #5852
    Old Merits
    Join Date
    Nov 2015
    Posts
    1,181
    BG Level
    6
    FFXI Server
    Asura
    WoW Realm
    Cho'gall

    Quote Originally Posted by Hixxy View Post
    Ok so ive literally just came back to the game and tried to swap out gear in a gearswap template, ive got this issue where all the sets work and swap out when using weapon skills, idle etc. however my Head and Body will never change back to my TP gear but they will change into weapons skills and idle sets.
    You don't have the index setup. You need something like this in your sets code:
    sets.TP = {}
    TP_Index = 1
    TP_Set_Names = {MaxAcc',"HighAtk"}

    Make sure you do the same thing for your Idle_Index section.

  13. #5853

    Quote Originally Posted by Hixxy View Post
    Ok so ive literally just came back to the game and tried to swap out gear in a gearswap template, ive got this issue where all the sets work and swap out when using weapon skills, idle etc. however my Head and Body will never change back to my TP gear but they will change into weapons skills and idle sets.

    ...
    Quote Originally Posted by Nyarlko View Post
    You don't have the index setup. You need something like this in your sets code:
    sets.TP = {}
    TP_Index = 1
    TP_Set_Names = {MaxAcc',"HighAtk"}

    Make sure you do the same thing for your Idle_Index section.
    he does thats why i cant find out whats wrong
    Code:
    function get_sets()
        TP_Index = 1
        Idle_Index = 1
        ....
        TP_Set_Names = {"Low Man","Delay Cap","Evasion","TH","Acc","DT"}
        ....
        Idle_Set_Names = {'Normal','MDT',"STP"}
        ....
    end
    the only th9ing i can think of is gearswap is not seeing your Ejekamal Mask/Smilodon Mask +1 for some reason
    to check if this is the case use the gs show_swaps/debug_mode to watch your equip changes and see if any errors come up

  14. #5854
    Old Merits
    Join Date
    Nov 2015
    Posts
    1,181
    BG Level
    6
    FFXI Server
    Asura
    WoW Realm
    Cho'gall

    Quote Originally Posted by dlsmd View Post
    he does thats why i cant find out whats wrong
    Code:
    function get_sets()
        TP_Index = 1
        Idle_Index = 1
        ....
        TP_Set_Names = {"Low Man","Delay Cap","Evasion","TH","Acc","DT"}
        ....
        Idle_Set_Names = {'Normal','MDT',"STP"}
        ....
    end
    the only th9ing i can think of is gearswap is not seeing your Ejekamal Mask/Smilodon Mask +1 for some reason
    to check if this is the case use the gs show_swaps/debug_mode to watch your equip changes and see if any errors come up
    I've had problems if the statements were not in that exact order, even though it shouldn't cause problems out of order, which is why I said to do it that way. I use the same modeswap code in my luas, so I know for sure that the way I posted works perfectly.

    Hixxy: Make sure that you are using the item names as displayed in your inventory list (short names) and not full names. "Meghanada Jambeaux +1" won't work, but "Meg. Jam. +1" will.

  15. #5855

    Quote Originally Posted by Nyarlko View Post
    Hixxy: Make sure that you are using the item names as displayed in your inventory list (short names) and not full names. "Meghanada Jambeaux +1" won't work, but "Meg. Jam. +1" will.
    this is because "Meghanada Jambeaux +1" is the item name in the item info box and "Meg. Jam. +1" is the item name in your inventory list

    and if you look up your items in the items.lua you will see this
    Code:
    [25928] = {
    id=25928,
    en="Meg. Jam. +1",
    ja="メガナダジャンボ+1",
    enl="meghanada jambeaux +1",
    jal="メガナダボ+1",
    category="Armor",
    flags=63552,
    item_level=119,
    jobs=4852288,
    level=99,
    races=510,
    slots=256,
    stack=1,
    targets=0,
    type=5},
    you can only use en/ja for item names do not use enl/jal

  16. #5856
    Puppetmaster
    Join Date
    Dec 2008
    Posts
    63
    BG Level
    2
    FFXI Server
    Quetzalcoatl

    Thanks for your replies when i started windower up the next morning it seems to have fixed itself, however I do have an issue where it never equips treasure hunter gear.

  17. #5857
    Radsourceful

    Join Date
    Jul 2007
    Posts
    1,964
    BG Level
    6
    FFXI Server
    Bismarck

    Quote Originally Posted by dlsmd View Post
    this is because "Meghanada Jambeaux +1" is the item name in the item info box and "Meg. Jam. +1" is the item name in your inventory list

    and if you look up your items in the items.lua you will see this
    Code:
    [25928] = {
    id=25928,
    en="Meg. Jam. +1",
    ja="メガナダジャンボ+1",
    enl="meghanada jambeaux +1",
    jal="メガナダボ+1",
    category="Armor",
    flags=63552,
    item_level=119,
    jobs=4852288,
    level=99,
    races=510,
    slots=256,
    stack=1,
    targets=0,
    type=5},
    you can only use en/ja for item names do not use enl/jal
    enl jal names will work - the export function uses those to list gear, and have never had a problem with them.

  18. #5858
    Relic Shield
    Join Date
    Jan 2013
    Posts
    1,868
    BG Level
    6

    Ive used long names ever since the days SE was changing how they abbreviated item names every other update. Ive never had any issues with it except I think it was automaton oils for repair. you have to use abbreviated there for some reason.

    Having said that before my sub ended in late july, I was updating my Mules thf lua. I couldnt for the life of me get him to equip Jute Boots +1. He equiped nqs jsut fine. i would swap another boot in its place and it would equip so it wasnt the code. I even exported equipment and copy pasted juste boots +1 name to make sure i spelled it right. Nothing worked for it. I dont have active sub atm so i cant mess with it to try and figure it out.

  19. #5859

    Quote Originally Posted by Radec View Post
    enl jal names will work - the export function uses those to list gear, and have never had a problem with them.
    Quote Originally Posted by Trumpy View Post
    Ive used long names ever since the days SE was changing how they abbreviated item names every other update. Ive never had any issues with it except I think it was automaton oils for repair. you have to use abbreviated there for some reason.

    Having said that before my sub ended in late july, I was updating my Mules thf lua. I couldnt for the life of me get him to equip Jute Boots +1. He equiped nqs jsut fine. i would swap another boot in its place and it would equip so it wasnt the code. I even exported equipment and copy pasted juste boots +1 name to make sure i spelled it right. Nothing worked for it. I dont have active sub atm so i cant mess with it to try and figure it out.
    ok ill re-do my statement the only time you can use the long names is if it the same as the short name or shows up in the gs export file

  20. #5860
    RIDE ARMOR
    Join Date
    Apr 2012
    Posts
    19
    BG Level
    1
    FFXI Server
    Siren

    Quote Originally Posted by Hixxy View Post
    Ok so ive literally just came back to the game and tried to swap out gear in a gearswap template, ive got this issue where all the sets work and swap out when using weapon skills, idle etc. however my Head and Body will never change back to my TP gear but they will change into weapons skills and idle sets.
    ..
    Your Delay Cap TP set has Thaumas Jacket, not Thaumus Coat.

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