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

  1. #1981
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    Quote Originally Posted by Motenten View Post
    Did you add Ochain and Aegis to options.IdleModes?

    And for sets.defense.MDT.Reraise, you need to adjust classes.CustomDefenseGroups. Add 'Reraise' to classes.CustomDefenseGroups and it will be tacked on to the end of searches for defense modes. It works the same way as all the other custom groups.

    I think I was working on that last time I was messing with pld, but hadn't actually gotten it implemented yet.
    One of my buddies was using your PLD.lua last night, and we were trying to figure out how defense sets work.

    I notice you have sets for things like sets.defense.MDT.HP and sets.defense.MDT.Reraise, but they don't ever get used.

    Were you planning on implementing these sets with CustomDefenseGroups? If so, I'd be curious how you would handle that. I figured you intended these to work similarly to something like sets.engaged.Acc.PDT, where you can be in two different modes, and get a unique set as a result. It doesn't look like defensive modes consider anything else though. (besides custom groups)

    I was trying to add Repulse Mantle to both PhysicalDefenseMode and MagicalDefenseMode, but couldn't figure out the set logic. If I created a toggle for those groups called "Repulse", the only set that works for either is sets.defense.Repulse. I need something like sets.defense.MDT.Repulse and sets.defense.PDT.Repulse

    I can think of a few ways to get this working, but none seem by design. I could make modes for PDTRepulse and MDTRepulse, or I could add "Repulse" to options.DefenseModes, and then query that in job_status_change, etc.
    Code:
    classes.CustomDefenseGroups:clear()
    if state.DefenseMode == 'Repulse' then
        classes.CustomDefenseGroups:append('Repulse')
    end
    Off topic, I'm also having trouble with player.sub_job evaluating in midcast. The following always evaluates to true, and sets.midcast.RA.SAM is used even when I'm /war. Any ideas?

    Code:
    function job_midcast(spell, action, spellMap, eventArgs)
     
         if spell.action_type == 'Ranged Attack' then
    	    if player.sub_job == 'SAM' then
                    classes.CustomClass = 'SAM'
                end
         end
    end
    Thanks

  2. #1982
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    Quote Originally Posted by zephr View Post
    Anyone have a snippet of GS code I could use for equipping Tengu-no-Hane (http://www.ffxiah.com/item/21367/tengu-no-hane) during daytime?
    Sure, make two sets

    Code:
    sets.DayAmmo = {ammo="Tengu-no-Hane"}
    sets.NightAmmo = {ammo="Fire Bomblet"}
    Add this function at the bottom of your file.
    Code:
    function select_ammo()
        if world.time >= (17*60) or world.time <= (7*60) then   
            return sets.NightAmmo       
        else
            return sets.DayAmmo
        end
    end
    Add the following code, inside your customize_melee_set() function

    Code:
    function customize_melee_set(meleeSet)
        meleeSet = set_combine(meleeSet, select_ammo())
        
    	return meleeSet
    end

  3. #1983
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    I'm new to gearswap, so I started with mote's files which I found to be good so far. For SAM, I would like to have a different gearset for when third eye is active (not just swap to relic legs, but a complete gearset as there is no stp on those), would this be a simple thing to do?

    And also, which I imagine would be a similar way of coding, is to have a different gearset for when I have SAM roll active.

  4. #1984
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    Quote Originally Posted by galka View Post
    I'm new to gearswap, so I started with mote's files which I found to be good so far. For SAM, I would like to have a different gearset for when third eye is active (not just swap to relic legs, but a complete gearset as there is no stp on those), would this be a simple thing to do?

    And also, which I imagine would be a similar way of coding, is to have a different gearset for when I have SAM roll active.
    My SAM.lua does this. (also uses Motes)
    https://github.com/AlanWarren/gearsw...master/SAM.lua

    The only difference, is I don't like having the pants used every time I use Third Eye, so my code checks if DefenseMode is PDT first. It should be trivial to undo that logic, if you like.

    If you're going to try and port the pieces of my file that accomplish this, search for state.Buff['Third Eye'], pull over all the instances of that code you find. I remember having problems with getting this working when I wrote it, so it's probably a bit overkill in it's implementation. Also, make sure you copy my job_aftercast()

    You could add a state to track sam roll similarly, but the downside you can't determine how strong the sam roll is.

  5. #1985
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    Quote Originally Posted by Orestes View Post
    My SAM.lua does this. (also uses Motes)

    The only difference, is I don't like having the pants used every time I use Third Eye, so my code checks if DefenseMode is PDT first. It should be trivial to undo that logic, if you like.

    If you're going to try and port the pieces of my file that accomplish this, search for state.Buff['Third Eye'], pull over all the instances of that code you find. I remember having problems with getting this working when I wrote it, so it's probably a bit overkill in it's implementation. Also, make sure you copy my job_aftercast()

    You could add a state to track sam roll similarly, but the downside you can't determine how strong the sam roll is.
    That's great thanks, I'll give it a try when I get home, then I'll try to get the sam roll buff working as well. My idea is that I will just take the worst case roll and base a tp set on that, which will just take out some stp gear and add in some multi-attack gear.

  6. #1986
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    Quote Originally Posted by Orestes View Post
    One of my buddies was using your PLD.lua last night, and we were trying to figure out how defense sets work.

    I notice you have sets for things like sets.defense.MDT.HP and sets.defense.MDT.Reraise, but they don't ever get used.

    Were you planning on implementing these sets with CustomDefenseGroups? If so, I'd be curious how you would handle that. I figured you intended these to work similarly to something like sets.engaged.Acc.PDT, where you can be in two different modes, and get a unique set as a result. It doesn't look like defensive modes consider anything else though. (besides custom groups)

    I was trying to add Repulse Mantle to both PhysicalDefenseMode and MagicalDefenseMode, but couldn't figure out the set logic. If I created a toggle for those groups called "Repulse", the only set that works for either is sets.defense.Repulse. I need something like sets.defense.MDT.Repulse and sets.defense.PDT.Repulse

    I can think of a few ways to get this working, but none seem by design. I could make modes for PDTRepulse and MDTRepulse, or I could add "Repulse" to options.DefenseModes, and then query that in job_status_change, etc.
    Code:
    classes.CustomDefenseGroups:clear()
    if state.DefenseMode == 'Repulse' then
        classes.CustomDefenseGroups:append('Repulse')
    end
    I think all those points you make are why I took a break from working on pld. The defense group segment was set up, but I didn't have a way to cleanly make use of it that I liked. Setting up hybrid melee sets is easy enough, but the logic as currently set up doesn't work as well for hybrid defense sets.

    Hmm. Looking at it like that....

    1) Add a custom mode state:
    Code:
    options.HybridDefenseModes = {'None', 'Repulse', 'HP', 'etc'}
    state.HybridDefenseMode = 'None'
    The above can be manipulated using the standard self-commands of 'set' or 'cycle' or 'reset', so you can make a macro like: /console gs c cycle HybridDefenseMode

    2) Watch for that value being changed
    Code:
    function job_state_change(field, new_value, old_value)
        if field == 'HybridDefenseMode' then
            classes.CustomDefenseGroups:clear()
            classes.CustomDefenseGroups:append(new_value)
        end
    end
    3) ... profit! Well, since the custom defense group only matters when you have an active defense, that's really all that needs to be changed. It will automatically be picked up when you turn on physical or magical defense, and cycling the value will automatically trigger a gear update.

    This partly works because of a recent revamp I did of the self-command handling, so that user-defined modes would be managed automatically if named properly. Would have been more manual work when I was originally working on it.

    Going to rebuild the basic structure for this and push it. Probably won't have time to actually fill in gear yet, though.


    Quote Originally Posted by Orestes View Post
    Off topic, I'm also having trouble with player.sub_job evaluating in midcast. The following always evaluates to true, and sets.midcast.RA.SAM is used even when I'm /war. Any ideas?

    Code:
    function job_midcast(spell, action, spellMap, eventArgs)
     
         if spell.action_type == 'Ranged Attack' then
    	    if player.sub_job == 'SAM' then
                    classes.CustomClass = 'SAM'
                end
         end
    end
    Thanks
    No idea on this.

  7. #1987
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    Any idea on how to let gearswap change to the appropriate gearset when having Enlightenment up?

    eg. Gearswap swaps to my nuking set when casting Fire V when I don't have an active art.

  8. #1988
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    Ah, good point. I forgot to include that in the addendum filter.

  9. #1989
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    Quote Originally Posted by Motenten View Post
    Nothing there looks wrong, but it's also not terribly useful in determining any problems. Are you getting notifications of all the regular event phases when you attempt a JA? Like, you see the precast/midcast/aftercast notifications, but just aren't getting the gear equipped?
    Here's what I did:
    • Turned debugmode on
    • Turned showswaps on
    • Took off all gear and equip
    • Hitting Sneak Attack (in city, no engaged target) returns the following

    Code:
    GearSwap (Debug Mode): Entering precast
    -------------------precast-------------------
    .....list of sneak attack gear....
    ----------------------------------------------
    GearSwap (Debug Mode): Entering midcast
    GearSwap (Debug Mode): Entering aftercast
    ------------------aftercast------------------
    .....list of aftercast gear.....
    ----------------------------------------------
    GearSwap (Debug Mode): Entering buff_chage
    • After SA wore off, gear was changed to town/idle gear as expected
    • I'm not wearing Fajin boots, hitting flee returns the following (it should change feet to Pillager's Poulaines)

    Code:
    GearSwap (Debug Mode): Entering buff_change
    That's it, it shows the entering buff change message again when Flee wears off, but never equips the feet. Same goes for the other job abilities.

    Any idea how do I go about troubleshooting this?

  10. #1990
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    @beaute:

    I'm going to need to see your full job file. If that's the only response you get when using flee then I can only imagine you broke some of how the include file works.

    Testing with my own version, I get the full pretarget/precast/midcast/aftercast notification events, followed by the buff_change event, when using Flee.

    Post on pastebin, and provide the hash value from the end of the url (since you can't post the full url yet).

  11. #1991
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    Quote Originally Posted by Motenten View Post
    Going to rebuild the basic structure for this and push it. Probably won't have time to actually fill in gear yet, though.
    Thanks Mote, that's a very nice solution. No worries on filling in the sets.

  12. #1992
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    Quote Originally Posted by psylo View Post
    Thks for the reply.

    <= a little sad inside
    It doesn't exist but is doable, at least from what I read about the new luacore

  13. #1993
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    It's possible, but difficult. In order to make it work:
    1) You'd have to monitor action packets for skillchains
    2) When you see a skillchain, you'd record the time
    3) If you started casting a spell, you'd need to:
    a) Calculate when the spell would land (have to hardcode a fast cast amount at some level)
    b) Determine whether or not your spell will land before the 10 second skillchain window is up
    c) Determine whether your element will burst the given skillchain
    d) Put on magic burst gear or not
    3) If you saw another WS, you'd delete the time entry and swap back to normal nuking gear (hopefully in time)
    4) If a skillchain goes off while you are casting, you can make the reverse adjustment


    It's just a pain in the ass and I don't think it'd work very well.

  14. #1994
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    Ok i'm pretty new to gearswap after just changing over from spellcast so i pulled a nin lua from the net of the shop thread and changed some of my gear around it's doing most things right how ever after casting while engaged my body and hand piece wont change back to my tp set it stays on my casting piece can anyone tell me what i'm doing wrong here my lua is pastebin.com/VYYPsLD7f
    and if anyone notices anything else i'm doing wrong in it any help would be appreciated

  15. #1995
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    Quote Originally Posted by Byrthnoth View Post
    It's possible, but difficult. In order to make it work:
    1) You'd have to monitor action packets for skillchains
    2) When you see a skillchain, you'd record the time
    3) If you started casting a spell, you'd need to:
    a) Calculate when the spell would land (have to hardcode a fast cast amount at some level)
    b) Determine whether or not your spell will land before the 10 second skillchain window is up
    c) Determine whether your element will burst the given skillchain
    d) Put on magic burst gear or not
    3) If you saw another WS, you'd delete the time entry and swap back to normal nuking gear (hopefully in time)
    4) If a skillchain goes off while you are casting, you can make the reverse adjustment


    It's just a pain in the ass and I don't think it'd work very well.
    I was thinking more, after you determine that there is a sc, just set a variable with the element(a variable that will reset for the time the Mb windows is open) then if you cast an spell, check if it will MB(with the element you got in the variable) if not change spell to one that will.

    And wasn't thinking about packets, was more an event that activate with text.

    I now in paper "works", in practice, no idea, I'm not that lazy to need something like that.

  16. #1996
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    Fiv's Warrior lua help: RESOLVED

    Having issues with precast.ja equipment swaps.

    1.) BERSERK equips not swapping in for precast on both of my chars that use this.
    2.) MIGHTY STRIKES for one of my chars wont equip the hands.

    Give warrior some love guys; help me figure out why would i be having JA Precast swap troubles with this lua please. TY

  17. #1997
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    Quote Originally Posted by Jackx View Post
    Fiv's Warrior LUA HELP:

    Having issues with precast.ja equipment swaps.

    1.) BERSERK equips not swapping in for precast on both of my chars that use this.
    2.) MIGHTY STRIKES for one of my chars wont equip the hands.

    Give warrior some love guys; help me figure out why would i be having JA Precast swap troubles with this lua please. TY
    sence its a mote based file ill leave it to him

  18. #1998
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    Quote Originally Posted by Motenten View Post
    @beaute:

    I'm going to need to see your full job file. If that's the only response you get when using flee then I can only imagine you broke some of how the include file works.

    Testing with my own version, I get the full pretarget/precast/midcast/aftercast notification events, followed by the buff_change event, when using Flee.

    Post on pastebin, and provide the hash value from the end of the url (since you can't post the full url yet).
    The hash is: TMjLkjLj
    What part of the include(s) is relevant to job abilities? I could try to debug it if I knew where to start.

  19. #1999
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    Quote Originally Posted by dlsmd View Post
    sence its a mote based file ill leave it to him
    Hey there ty for fast reply... I do want to apologize. THE reason why this was not working for my other warrior was because he didnt have lua shortcuts loaded. Had no idea that had to be on for anything related to gearswap.. seemed to fix my issues. SORRY for spam and thanks guys. heh i just get real fruastrated with stuff I want but cant figure out right away heh. thanks for everything you guys do. peace out for now JAckx~

  20. #2000
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    I'm trying to switch to GS since spellcast isn't supported anymore, but I'm quite lua-retarded. Obviously I can edit other people's files to fit my own gear, but making something new is a bit beyond me. I've looked at others' RUN setups, but none of them use elemental obis for Lunge/Swipe. How would I go about doing that in GS?

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