Byrth provided a general explanation a few pages back:
http://www.bluegartr.com/threads/115...=1#post5985652
To create an include file, make a new .lua file with the following structure:
Code:
local _MoteInclude = {}
function _MoteInclude.init_include()
-- do some initialization stuff
end
function _MoteInclude.my_other_function()
-- do other stuff
end
return _MoteInclude
The actual name of the table in the include (_MoteInclude, here) is up to you. Just make sure it's prefixed on any of the function names you use.
Note that there is currently no standard initialization function. You have to call that on your own within your job script:
Code:
include('Mote-Include.lua')
init_include()
I do this from within the get_sets() function, which is the current name of the initialization function for the job files (subject to change, since it's not very descriptive).
Most of -what- you can do is described in the Variables spreadsheet that's in the GearSwap directory when you activate the addon. However that doesn't really describe -how- to do things; it's largely assumed that you'll be skilled in scripting or programming of some kind, and that you can apply those logical concepts to the code itself. You'll also need to refer to external sources for Lua documentation (though the online Lua docs are pretty good).
At some point a broader tutorial will be written. Right now is still the early bits of getting things working, which means even the people skilled in programming are having to poke around to see what it's capable of.