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

  1. #2341
    Chram
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    @Instant:

    An overall complete form, that includes zone checking (including when logging on or reloading the lua file). The event listener should only be active while you're in Dyna Qufim, and turn off outside of that. Also a small bit of refactoring for redundant parts of the notifications, making it trivial to add other Dyamis zones and mobs.

    Note: initialization is put in the get_sets() function on the assumption that you're writing your own file. If you're basing it on my files/includes, it should go in the user_setup() function.

    Code:
    get_sets()
        ...
    
        dyna_mobs = {}
        dyna_event
        register_dynamis(world.zone)
        windower.raw_register_event('zone change', dynamis_zone_change)
    end
    
    
    function dynamis_zone_change(new_zone_id, old_zone_id)
        register_dynamis(gearswap.res.zones[new_zone_id][language])
    end
    
    function register_dynamis(zone)
        if zone == "Dynamis - Qufim" then
            if not dyna_event then
                dyna_event = windower.raw_register_event('time change', dynamis_time_change)
                dyna_mobs.at0 = 'Gaylas, Rocs and Krakens'
                dyna_mobs.at8 = 'Snolls, Stirges and Weapons'
                dyna_mobs.at16 = 'Diremites, Raptors and Tigers'
            end
        elseif dyna_event then
            unregister_event(dyna_event)
            dyna_event = nil
        end
    end
    
    
    
    function dynamis_time_change(new_time, old_time)
        if new_time == (60*7 + 50) or new_time == (60*15 + 50) or new_time == (60*23 + 50) then
            send_command('input /p [Dyna] Camp change soon! <call8>')
        elseif new_time == 60*0 then move_notice(dyna_mobs.at0)
        elseif new_time == 60*8 then move_notice(dyna_mobs.at8)
        elseif new_time == 60*16 then move_notice(dyna_mobs.at16)
        end
    end
    
    function move_notice(mobs)
        if mobs then
            send_command('input /p [Dyna] MOVE CAMP TO '..mobs..'! <call7>')
        end
    end

  2. #2342
    RIDE ARMOR
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    Oh wow, didn't expect a reply that fast, thanks Motenten!
    Now, at the risk of making everyone /rolleyes, how do I get this to work?
    What do I save this file as, and where do I put it?
    Do I need to add a reference in another file to this so that it gets loaded up?

    *clueless*

  3. #2343
    Chram
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    Read the tutorials on GearSwap.

  4. #2344
    RIDE ARMOR
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    me and 4 other guys using gearswap have been staring at this and the tutorials for a while now, can't make heads or tails of it.
    At least spellcast/xml was easy to read & figure out
    Guess I'll have to stick to shitty autoexec for now...

  5. #2345
    Sea Torques
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    The Scryers

    Gearswap is easy, but mote's code is not for general use, you have to use his files, for it to work.

  6. #2346
    Bagel
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    Quote Originally Posted by Instant View Post
    me and 4 other guys using gearswap have been staring at this and the tutorials for a while now, can't make heads or tails of it.
    At least spellcast/xml was easy to read & figure out
    Guess I'll have to stick to shitty autoexec for now...
    all this is in the tut
    in gearswap you have different functions to keep things seporate (these are not the only functions you can have in theory you can have an infinite amount of functions)i.e.
    getsets(for sets,and things you want to load only when your lua first gets called i.e. global vars,tables,etc any thing you want to have access to in all functions)
    precast(used for before your spell is sent to the server)
    midcast(is for while the casting animation is active)
    aftercast(for after the server says that you have casted your spell)

    and as for the info mote gave you
    this goes at the bottom of your getsets function

    Code:
        dyna_mobs = {}
        dyna_event
        register_dynamis(world.zone)
        windower.raw_register_event('zone change', dynamis_zone_change)
    the rest are separate functions so thay go anyware you want as long as thay are not in another function

    Quote Originally Posted by JSHidaka View Post
    Gearswap is easy, but mote's code is not for general use, you have to use his files, for it to work.
    agreed

  7. #2347
    RIDE ARMOR
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    I'll try this out tonight, thanks for the help dlsmd & Motenten.

  8. #2348
    Campaign
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    I noticed that sometimes GS doesn't equip Dark Ring in Ring1 Slot.
    Never saw/noticed it happening during real fights, on the field, but I saw it happen pretty often (always?) when I swap job to BRD in my MH.
    I guess it's time for me to start handling those dark rings in a special way instead than just like any other item? Where can I find more info on how to handle [augmented] gear?


    Second question, I need to do something I've never done before.
    I have a single spell for which I want to use two different gearsets. I don't want to handle this through a trigger or a cycle (the way I handle TP sets, acc sets etc) but through two different macros.
    Basically Macro1 ==> will use set1, Macro2 ==> will use set2.
    How can I code this?

  9. #2349
    Bagel
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    Quote Originally Posted by Sechs View Post
    I noticed that sometimes GS doesn't equip Dark Ring in Ring1 Slot.
    Never saw/noticed it happening during real fights, on the field, but I saw it happen pretty often (always?) when I swap job to BRD in my MH.
    I guess it's time for me to start handling those dark rings in a special way instead than just like any other item? Where can I find more info on how to handle [augmented] gear?


    Second question, I need to do something I've never done before.
    I have a single spell for which I want to use two different gearsets. I don't want to handle this through a trigger or a cycle (the way I handle TP sets, acc sets etc) but through two different macros.
    Basically Macro1 ==> will use set1, Macro2 ==> will use set2.
    How can I code this?
    for #1 augments will be out put with gear when you export your current gear with gs export

    for #2 you would still have to tell gearswap which gear you want to equip like this
    Code:
    function get_sets()
    	sets["spell name"].true = {--[[i think you know how to do sets]]}
    	sets["spell name"].false = {--[[i think you know how to do sets]]}
    	spellnamesetselect = true
    end
    function precast(spell)
    	if spell.name == "spell name" then
    		equip(sets[spellname][spellnamesetselect])
    	end
    end
    function self_command(command)
    	if command == "set1 name" then
    		spellnamesetselect = true
    	elseif command == "set2 name" then
    		spellnamesetselect = false
    	end
    end
    then you would put this in 2 different macros

    /console gs c set1 name
    /ma "spell name" <t>

    /console gs c set2 name
    /ma "spell name" <t>

  10. #2350
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    Yeah self commands is the only solution I could think about. Was kinda wondering to see if there was something else to manually force/override but I guess I'll go that way.

    Bit more info on the export thing? Never used the function since I don't rely on GearCollector.
    I guess that's what you're talking about? The function to export into an xml?
    After I've done that then... what?

  11. #2351
    Bagel
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    Quote Originally Posted by Sechs View Post
    Yeah self commands is the only solution I could think about. Was kinda wondering to see if there was something else to manually force/override but I guess I'll go that way.

    Bit more info on the export thing? Never used the function since I don't rely on GearCollector.
    I guess that's what you're talking about? The function to export into an xml?
    After I've done that then... what?
    gs export --creates a lua file with your current gear thats equiped in the gearswap/data/export folder
    gs export sets xml --creates a xml file with all of your gear in your gearswap file in the gearswap/data/export folder for use with gear collector

    gs export <options> --Exports your currently equipped gear, inventory, or all the items in your current Lua files' sets into gearswap .lua or spellcast .xml format. Takes options "inventory", "sets", and "xml." Defaults to currently equipped gear and lua otherwise. Also exports appropriate advanced set tables with augments for currently equipped gear and inventory.

  12. #2352
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    Does anyone have a good method for differentiating t1-2, 3-5, and ra/ga spells for elemental magic rules?

    I need something more robust than the following, but looking to avoid having to type out every single spell name. I thought of string.find for "ra" "ga" and " II" " III" " IV" " V" (leading spaces are there on purpose), but those aren't specific enough, and could cause issues with ra tiers and ga tiers. Is there some other way to group these spells? Also does spell.cast_time refer to the actual post fastcast time or the hard coded original cast time?

    Code:
    elseif spell.skill == 'Elemental Magic' and spell.cast_time > 5 then equip(sets.midcast.MA.nuke2)
    elseif spell.skill == 'Elemental Magic' then equip(sets.midcast.MA.nuke)

  13. #2353
    Bagel
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    Quote Originally Posted by pancakesandsex View Post
    Does anyone have a good method for differentiating t1-2, 3-5, and ra/ga spells for elemental magic rules?

    I need something more robust than the following, but looking to avoid having to type out every single spell name. I thought of string.find for "ra" "ga" and " II" " III" " IV" " V" (leading spaces are there on purpose), but those aren't specific enough, and could cause issues with ra tiers and ga tiers. Is there some other way to group these spells? Also does spell.cast_time refer to the actual post fastcast time or the hard coded original cast time?

    Code:
    elseif spell.skill == 'Elemental Magic' and spell.cast_time > 5 then equip(sets.midcast.MA.nuke2)
    elseif spell.skill == 'Elemental Magic' then equip(sets.midcast.MA.nuke)
    you could make a table for nuke level
    or
    you could type out every spell

    and i almost certain spell.cast_time uses the hard-coded times in the resources

  14. #2354
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    Quote Originally Posted by dlsmd View Post
    you could make a table for nuke level
    or
    you could type out every spell

    and i almost certain spell.cast_time uses the hard-coded times in the resources
    Can you elaborate on the table syntax with an example? I'm not sure how to do that in the current context.

  15. #2355
    Bagel
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    you would build the table like this
    Code:
    spell_nuke_lvl ={
    	["Aero"] = 1
    	["Aero II"] = 2
    	["Aero III"] = 3
    	["Aero IV"] = 4
    	["Aero V"] = 5
    	["Aeroga"] = 1
    	["Aeroga II"] = 2
    	["Aeroga III"] = 3
    	["Aerora"] = 1
    	["Aerora II"] = 2
    	["Aeroja"] = 3
    	}
    and you would use this to check the spell level
    Code:
    if spell_nuke_lvl[spell.name] >= 3 then
    this is just an example you can set it up however you want

  16. #2356
    Chram
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    Quote Originally Posted by Sechs
    Where can I find more info on how to handle [augmented] gear?
    addons\GearSwap\beta_examples_and_information\Adva nced set tables.txt

    The simplest way to get the proper formatting is to just equip the items in question and do //gs export, and look at the export result (and tidy it up). Also, if you look at Mote-Globals you'll see I put a couple dark rings in the gear table.

    Quote Originally Posted by Sechs
    I have a single spell for which I want to use two different gearsets. I don't want to handle this through a trigger or a cycle (the way I handle TP sets, acc sets etc) but through two different macros.
    Basically Macro1 ==> will use set1, Macro2 ==> will use set2.
    How can I code this?
    Aside from dls's answer, I'm sure you realize that you're not limited to just two values, and that there's no requirement that those value be bools. You can make the subtables "Rainy" and "Sunshine", or "Day" and "Night", or anything else.

    Quote Originally Posted by pancakesandsex
    Can you elaborate on the table syntax with an example? I'm not sure how to do that in the current context.
    Code:
        ElementalEnfeebles = S{'Burn', 'Frost', 'Choke', 'Rasp', 'Shock', 'Drown'}
        LowTierNukes = S{'Stone', 'Water', 'Aero', 'Fire', 'Blizzard', 'Thunder',
            'Stone II', 'Water II', 'Aero II', 'Fire II', 'Blizzard II', 'Thunder II',
            'Stone III', 'Water III', 'Aero III', 'Fire III', 'Blizzard III', 'Thunder III',
            'Stonega', 'Waterga', 'Aeroga', 'Firaga', 'Blizzaga', 'Thundaga',
            'Stonega II', 'Waterga II', 'Aeroga II', 'Firaga II', 'Blizzaga II', 'Thundaga II',
            'Stonera', 'Watera', 'Aera', 'Fira', 'Blizzara', 'Thundara'}
            
            
        if spell.skill == 'Elemental Magic' and not ElementalEnfeebles:contains(spell.english) then
            if LowTierNukes:contains(spell.english) then
                equip(sets.midcast.LowTierNuke)
            else
                equip(sets.midcast.HighTierNuke)
            end
        end

  17. #2357
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    Thanks dlsmd & motenten that's exactly what I was looking for.

  18. #2358
    Bagel
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    Quote Originally Posted by pancakesandsex View Post
    Thanks dlsmd & motenten that's exactly what I was looking for.
    much appreciated but no thanks is needed thats what this forum is for

  19. #2359
    New Merits
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    gearswap quit working since last update for me and my wife (2 diff computers). This a general issue or is our stuff out of date?

  20. #2360
    Bagel
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    Quote Originally Posted by Soupbowl View Post
    gearswap quit working since last update for me and my wife (2 diff computers). This a general issue or is our stuff out of date?
    it should be working

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