Meh that has always happened to me since i started using that utility Falkirk, it always works fine so I just don't worry about it.
Meh that has always happened to me since i started using that utility Falkirk, it always works fine so I just don't worry about it.
refine_waltz() got moved to the global user_precast function. You don't need to define it in your job_precast anymore.
Ok, thanks! :D
Not likely the blm problem, though it sort of relates. Basically, all jobs now get that set up as the default base set for all magic spells. However that's set before either the job_precast or default precast handling functions are called, so if your blm file is doing custom work it will overwrite the FastRecast, and regardless, the default set selection will also overwrite the FastRecast set.Originally Posted by wigmasterflex
It's almost certainly an issue with custom spell mapping not matching your set definitions. I did make a recent change to blm to define custom spell maps rather than custom classes, since that handles various issues better. Have you updated the blm file recently?
@wigmasterflex:
I built in some extra debug tracing code into the main include. Get Mote-Include and Mote-SelfCommands (the latter because it uses a changed variable in Mote-Include) from my Mote-Libs repository, to replace the default versions in GearSwap/libs, and turn on debugmode (//gs debugmode).
Each time you take an action that would have the include construct a default gear set for you, it will display what gear set was actually selected. Hopefully that will help track down issues where the gear set selected isn't matching what you think it -ought- to be equipping.
Note that there may be bugs in this rewrite since I had to adjust the set selection code a little in order to record what it was doing. Keep copies of the original Include/SelfCommands as backup. If you encounter any problems, let me know. Meanwhile, it will likely be pushed to dev in the next day or two.
World's most beloved disciple needs help from his teachers again! <3
Finished my SMN LUA, I'm gonna test it tonight but for now I wanted to check a couple of things which I've been doing for the first time here
I've cut lot of parts from the LUA to keep only the lines I wanted you guys to check
Spoiler: show
My questions:
- Is pet_midcast gonna work? Since it's inside that specific function it should take as input the PET's ongoing ability/spell, and check that into the spell mapping I created and then equipping the related midcast set on master according to the predefined category that spell/action falls into. Correct?
- Pet_aftercast is kinda the same as Aftercast. That means useless redundancy. Is there any way I can call the function "Aftercast" from within the pet_aftercast one? That way I would save a few lines of redundant code.
- Do you think the buff_change thing is gonna work? (I don't even have a Sacri torque atm, hard to find one on AH =/)
- Did I use the pet_change function correctly?
Another last question now. Since I have a mild form of colour-blindness, I usually have to check the gameday from the ingame command to know which Spirit to summon when I want to use Elemental Siphon.
I remember in my old Spellcast (which I haven't been using for ages... I think like the whole last year I've been using Windower scripts on SMN) there was a custom smart function that whenever called was summoning the correct spirit according to day/weather.
I really have no clue how I could possibly do this in GS.
Anybody mind posting the necessary code and, hopefully, add some explanations too so I can understand how it works?
I am not smart enuf to figure out the gearswap way but here is the spellcast code for the elemental siphon code if it helps anyone come up with the gearswap version. I basically took someone elses spellcast and altered to fit my needs, I didnt write any of this.
Also in this spell cast they had things like this code to set up aliases i guess for each avatar when summoned (and when released to reset those aliases) so you could make one macro bar with 7 macros using the aliases to do different pacts depending on the avatar used. How would one go about this in gearswap?Code:<variables clear = "yes"> <!--Set this to True before casting a spirit will check for best Spirit to Elemental Siphon--> <var name = "ES">1</var> <!--Variables for Elemental Spirit Names used for changespells for Elemental Siphon--> <var name = "Light">Light</var> <var name = "Dark">Dark</var> <var name = "Fire">Fire</var> <var name = "Earth">Earth</var> <var name = "Wind">Air</var> <var name = "Water">Water</var> <var name = "Ice">Ice</var> <var name = "Thunder">Thunder</var> </variables> <!--checks if your using an Elemental Siphon macro--> <if Spell = "*Spirit" advanced = '"$ES"="1"'> <if advanced = '"%Weather"="%WeatherElement x2"'> <action type = "ChangeSpell" Spell = "$%WeatherElement Spirit"/> </if> <else> <action type = "ChangeSpell" Spell = "$%DayElement Spirit"/> </else> <action Type = "Command" when = "aftercast">wait 1.5; input /ja "Elemental Siphon" <me></action> </if> <!--Equips Smn Skill gear to maximise mp gained --> <if spell = "Elemental Siphon"> <action type = "equip" when = "Precast" set = "Siphon"/> <action type = "command" When = "Aftercast">wait 1.5; input /pet release <me></action> </if>
Code:<if Spell = "Carbuncle"> <action type = "equip" when = "PreCast" set = "Fastcast"/> <action type = "Command">alias Pact input /pet "Meteorite" <lastst></action> <action type = "Command">alias Nuke input /pet "Holy Mist" <lastst></action> <action type = "Command">alias Buff input /pet "Soothing Ruby" <me>;input /echo Party Erase</action> <action type = "Command">alias Debuff input /pet "Poison Nails" <lastst></action> <action type = "Command">alias Heal input /pet "Healing Ruby II" <me>;input /echo Party Healing</action> <action type = "Command">alias VWProc input /pet "Holy Mist" <t></action> <action type = "Command">alias atkPact /;</action> </if> <if Spell = "Release"> <action Type = "Var" cmd = "set Avatar Standard"/> <action type = "Command">alias Pact /;</action> <action type = "Command">alias Nuke /;</action> <action type = "Command">alias Buff /;</action> <action type = "Command">alias Debuff /;</action> <action type = "Command">alias Heal /;</action> <action type = "Command">alias VWProc /;</action> <action type = "Command">alias atkPact /;</action> </if>
A simple way to do both of them, use GS Self_commands, (from a macro /console gs c >>Command<<)
1. something like if command == "Siphon" then.... Summon the Elemental corresponding to the day you are, then use Siphon, not sure if GS can check if they are 2x Weather up, but if can, then check first if 2x Weather are up, then summon that elemental if not, summon elemental corresponding the "dayelement"
2. Instead making alias(thing you could do everytime you summon a avatar), make a selfcommand something like
if command == Nuke then, check the avatar you have summoned then use the preset Nuke Spell for him.
ATM writing this from the phone... so cant give you better examples. but they are many ways to do this.
Ok first of all, that debug mode is awesome, and so far i have zero errors/bugs that I've noticed by the way, I'll be on all day and see if anything weird comes up. This is a hundred times more useful than show swaps where I have to guess what set is being equipped by a frustrating and inaccurate process of elimination.
Secondly a naming error definitely makes sense and was definitely my issue! I should have seen that but clearly I was not worthy, either way BLM fixed! I can't thank you enough, where is your donate button @.@
I can test later if needed, but thinking about it now and not on ffxi pc.
Say I have this
sets.precast.WS['Exenterator'] = set_combine(sets.precast.WS, {ring1="Stormsoul Ring",legs="Nahtirah Trousers"})
The sets.precast.WS legs are set to Manibozho
If I don't own Nahtirah Trousers, will the Manibozho be set? I imagine not or 2 sets would need to be sent out and I doubt that's how it works
Just wanted some confirmation while updating a new gearswap. I usually comment out everything I don't own, but if that is unnecessary then I would like to stop that
My guess is that leaving as is, I would just WS in my TP legs
It sends out exactly what you tell it to send out, as long as it can find the item you specified.If I don't own Nahtirah Trousers, will the Manibozho be set?
The set construction cares not one whit whether you own the item, or if the item even exists; it's just defining a string. If you put legs="Your uncle is a ham sandwich", that's what will be in that field.
When it actually sends the equip command out, it checks to see whether it can find the item specified in your inventory. If it can't (or if it's already being worn), then nothing is sent at all. In that case, yes, if you don't own Nahtirah Trousers (or had left them in your mog sack or whatever), then it won't attempt to equip anything in particular in your leg slot, and you'll just keep on whatever you had on for TPing. Note, however, that it will -not- fall back to whatever legs were defined in sets.precast.WS; those were overwritten when you did the call to set_combine.
Cool, thanks!
What would be the most efficient way for Gearswap to equip item1 OR item2 in the same slot?
Let's suppose a strange situation
I have a WS for which I want to build two similar sets, with slight differences in a few slots.
Why? Because I may forget to put into inventory a couple of items listed in the main set. Normally in such a situation Gearswap would simply do nothing and whatever was already equipped in those slots would stay there for a WS.
Instead if I were able to set up an "alternative" gearswap would use that in case that he can't find those few items in the "main" defined set for that WS.
I use that logic for selecting gorgets/belts/obis in my includes. Check the Elemental gear utility functions in Mote-Utility (though they're a bit more complex since they do other stuff as well).
Also, forgot I was writing an answer to this last night:
You need to check for the condition where a value isn't found in the lookup table. So:Originally Posted by Sechs
Code:if spell_map and sets.midcast.bp[spell_map] thenYou actually want to make a small change there -- Don't equip aftercast gear if you just started a bloodpact. However, aside from that, yes, you can refactor that bit of code out.Originally Posted by Sechs
Code:function aftercast(spell,action) if not pet_midaction() then equip_idle() end end function pet_aftercast(spell,action) equip_idle() end function equip_idle() if pet.isvalid then equip(sets.idle.avatar) else equip(sets.idle) end endSort of, yes. I'd argue that you want to check for pet.isvalid on the same line as the check for gain, not the check for "Sleep", but otherwise it looks fine.Originally Posted by Sechs
Yes.Originally Posted by Sechs
My smn lua has a whole complicated function for handling all things siphon-y (the handle_siphoning() function). You can look at that if you want ideas. You could even copy the entire function, since it's entirely self-contained. Just call it based on a self-command.Originally Posted by Sechs
Tnx a lot Mote, will do some research and follow your instructions
I need some help with obis. I'm using Bokura's Gearswap and I realized that obi isn't equipping for area weather effects or sch storm weather effects.
http://pastebin.com/uh1Lbg5q
I'd really appreciate the help.![]()
I am trying to combine JSHidaka's Autoboost code into my file: pastebin.com/r9pHpQj6 with no results so far.
Any suggestions on how i can make this merging?
I could just use his file as a model to substitute my gear, but it is too much complex of settings and variations, and i'm afraid of messing up with the file in my attempt to simplify.
Thanks
Old Post lol... I did went back to the "old" autoboost, coz devs were working with buff_change thing and broke my code one day...(even that it works now)
http://pastebin.com/VWDAVh8n
It will autoboost for Final Heaven, Victory Smite, SS, Asuran, Raging, Howling Fists if want to add anyother edit line 4.
to turn off Autoboost if want for some reason //gs(/console gs) c AutoBoost. ~ its on by default
It will not autoboost during hundred fists
Gearswap noob. Trying to work on the COR one. Figured out the basic Melee needed to be added to the TP set and things that were previously mentioned on my own.
However, I know it is right in front of my, but I can't figure out why when I take out my weapons on COR and even melee it won't put me in my TP gear. I just stay in idle until I roll or shoot.
Spoiler: show