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

  1. #2481
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    I was trying to use buffactive with geomancy effects but I can't seem to get it to work. Looking in the buffs.lua I am assuming its the ones in the 540 ish area that are the geomancy effects. But buffactive['Haste'] and buffactive['541'] didn't seem to activate properly or maybe I just don't understand how tables work. Any in sight would be appreciated.

  2. #2482
    Bagel
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    Quote Originally Posted by Scrynth View Post
    I was trying to use buffactive with geomancy effects but I can't seem to get it to work. Looking in the buffs.lua I am assuming its the ones in the 540 ish area that are the geomancy effects. But buffactive['Haste'] and buffactive['541'] didn't seem to activate properly or maybe I just don't understand how tables work. Any in sight would be appreciated.
    player.indi.element gives the element of the currently active indi spell i.e. for a light ind its player.indi.element == "Light"
    player.indi.target gives the target of the currently active indi spell i.e. for a player and allies ind its player.indi.target == "Ally"

    this is the most accurate there is so far because thay actual info is on the server not client side

    i use this so i cant cast another indi spell of the same element
    Code:
    if spell.english:startswith('Indi-') and player.indi and player.indi.element == spell.element then
    	cancel_spell()
    	return
    end

  3. #2483
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    Is there a way besides custom timers to know the effect has worn off? Sometimes being inside both bubbles I can't tell one has worn off

  4. #2484
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    Quote Originally Posted by Scrynth View Post
    Is there a way besides custom timers to know the effect has worn off? Sometimes being inside both bubbles I can't tell one has worn off
    if your the geo its
    if not player.indi then

    but if your not a geo it is
    if not buffactive["Haste"] then

  5. #2485
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    Can you differentiate between haste spell and haste geo effects?

  6. #2486
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    Buffactive[540] no quotes.

  7. #2487
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    Ohh so it does work that way. Thanks very much.

  8. #2488
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    byrth or mote any reason why i cant get this to work
    Code:
    function precast(spell)
    	if spell.name == "Release" then
    		while (windower.ffxi.get_ability_recasts()[spell.recast_id] > 0) do
    			stand()
    		end
    		send_command('wait 1.05;input /ja "Release" <me>')
    	end
    end
    function stand()
          return
    end
    should it be
    Code:
    function precast(spell)
    	if spell.name == "Release" then
    		while (windower.ffxi.get_ability_recasts()[spell.recast_id] > 0) do
    			stand()
    			if (windower.ffxi.get_ability_recasts()[spell.recast_id] < 1) then
    				break
    			end
    		end
    		send_command('wait 1.05;input /ja "Release" <me>')
    	end
    end
    function stand()
          return
    end

  9. #2489
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    Quote Originally Posted by Sechs View Post
    Remember my issue where, randomly, when using my Nightingale/Troubadour macro, some times Gearswap would not correctly swap into Bihu Justaucorps +1 to augment the duration of Troubadour?
    Thanks to Byrth and other people we finally nailed down the issue a bit, full read HERE.

    tl;dr there are likely multiple things causing this random issue (one possibly being in the Hook) but a common thing probably is the intersection of aftercast packet from the first JA (Nightingale) and the Precast packet from the second JA (Troubadour)

    We'll proceed fixing this issue in several ways because it might affect other people and other Luas as well, it's just that nobody noticed.
    As you can notice from Byrth's last post I've been suggested to use Midaction().
    So far I used this function only once, in my SCH Lua. At the beginning of my precast I have the following
    Code:
    if midaction() then
    cancel_spell()
    return
    end
    I get roughly how it works. If an action is currently ongoing (i.e. casting a spell) this will interrupt the precast function and so no gear will be swapped.
    With an action (spell) that actually has a casting time it's easy to understand how this could work, but how would this work with a JA?
    What is considered to be a "midaction(true)" JA for Gearswap? How should I implement this?
    Not like I said the first time you came with the issue, that the aftercast of an action was overlapping the precast of another... And iirc did put the example I use on my mnk with boost, that in aftercast, if the spell is boost, just do nothing..

    Probably the same reason I don't have that issue as brd.. My aftercast only trigger for songs, enhancing and healing spells...

    Either way byrth said in a ffxiah thread that the midaction had some issues that he didn't even knew what was the problem or something like that...

  10. #2490
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    It's impossible for midaction() to be perfect due to dropped packets and the like, but I can work to improve it. I was going to do it this past weekend, but the double CP campaign kept me busy. Perhaps I will get to take a stab at it tonight. I don't even know when it doesn't work right now, but I've had people tell me that spamming spells makes it always return true sometimes.

  11. #2491
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    Uhmm JSH how do you exclude aftercast from "aftercasting" on JAs?
    I currently have "Function aftercast(spell,action)"
    Do I only need to remove that "action" to achieve that?

  12. #2492
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    i can get coroutine.pause(2) to work in gearswap all i get is
    this error
    Code:
    GearSwap: Lua error (runtime)
       GearSwap/flow.lua:288: 
     GearSwap has detected an error in the user function status_change:
     attempt to yield across metamethod/C-call boundary

  13. #2493
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    for some reason this wont work
    tho i think i know why
    Spoiler: show
    Code:
    function get_sets()
    	jobneck = { name="Wivre Gorget", augments={'"Subtle Blow"+4','MP+3',}}
    	jobring = "Rajas Ring"
    	sets.Engaged = {
        main="Eminent Scimitar",
        sub={ name="Firmament", augments={'Wind resistance-2 Earth resistance+2',}},
        range="Eminent Gun",
        ammo="Bullet",
        head="Tema. Headband",
        body="Temachtiani Shirt",
        hands="Temachtiani Gloves",
        legs="Temachtiani Pants",
        feet="Temachtiani Boots",
        neck={ name="Wivre Gorget", augments={'"Subtle Blow"+4','MP+3',}},
        waist="Marid Belt",
        left_ear="Terminus Earring",
        right_ear="Suppanomimi",
        left_ring="Rajas Ring",
        right_ring="Prouesse Ring",
        back="Cerberus Mantle",
    	}
    	sets.Idle = {
        main="Eminent Scimitar",
        sub={ name="Firmament", augments={'Wind resistance-2 Earth resistance+2',}},
        range="Eminent Gun",
        ammo="Bullet",
        head="Tema. Headband",
        body="Temachtiani Shirt",
        hands="Temachtiani Gloves",
        legs="Temachtiani Pants",
        feet="Temachtiani Boots",
        neck={ name="Wivre Gorget", augments={'"Subtle Blow"+4','MP+3',}},
        waist="Marid Belt",
        left_ear="Terminus Earring",
        right_ear="Suppanomimi",
        left_ring="Rajas Ring",
        right_ring="Prouesse Ring",
        back="Cerberus Mantle",
    	}
    	sets.Resting = {
        main="Eminent Scimitar",
        sub={ name="Firmament", augments={'Wind resistance-2 Earth resistance+2',}},
        range="Eminent Gun",
        ammo="Bullet",
        head="Tema. Headband",
        body="Temachtiani Shirt",
        hands="Temachtiani Gloves",
        legs="Temachtiani Pants",
        feet="Temachtiani Boots",
        neck={ name="Wivre Gorget", augments={'"Subtle Blow"+4','MP+3',}},
        waist="Mrc.Cpt. Belt",
        left_ear="Terminus Earring",
        right_ear="Sanative Earring",
        left_ring="Rajas Ring",
        right_ring="Prouesse Ring",
        back="Cerberus Mantle",
    	}
    	combined_ammo = {
    		["Crude Arrow"] = "Old Quiver",
    		["Old Arrow"] = "Rotten Quiver",
    		["Stone Arrow"] = "Stone Quiver",
    		["Bone Arrow"] = "Bone Quiver",
    		["Beetle Arrow"] = "Beetle Quiver",
    		["Horn Arrow"] = "Horn Quiver",
    		["Scorpion Arrow"] = "Scorpion Quiver",
    		["Demon Arrow"] = "Demon Quiver",
    		["Iron Arrow"] = "Iron Quiver",
    		["Silver Arrow"] = "Silver Quiver",
    		["Kabura Arrow"] = "Kabura Quiver",
    		["Sleep Arrow"] = "Sleep Quiver",
    		["Antlion Arrow"] = "Antlion Quiver",
    		["Ruszor Arrow"] = "Ruszor Quiver",
    		["Gargouille Arrow"] = "Gargou. Quiver",
    		["Chapuli Arrow"] = "Chapuli Quiver",
    		["Mantid Arrow"] = "Mantid Quiver",
    		["Achiyal. Arrow"] = "Achiyal. Quiver",
    		["Adlivun Arrow"] = "Adlivun Quiver",
    		["Tulfaire Arrow"] = "Tulfaire Quiver",
    		["Raaz Arrow"] = "Raaz Quiver",
    		["Eminent Arrow"] = "Eminent Quiver",
    		["Ra'Kaznar Arrow"] = "Ra'Kaznar Quiver",
    		["T.K. Arrow"] = "T.K. Quiver",
    		["Cmb.Cst. Arrow"] = "Cmb.Cst. Quiver",
    		["Dogbolt"] = "Old Bolt Box",
    		["Irn.Msk. Bolt"] = "Irn.Msk. Quiver",
    		["Bronze Bolt"] = "B. Bolt Quiver",
    		["Mythril Bolt"] = "M. Bolt Quiver",
    		["Darksteel Bolt"] = "D. Bolt Quiver",
    		["Blind Bolt"] = "Bln. Bolt Quiver",
    		["Acid Bolt"] = "Ac. Bolt Quiver",
    		["Holy Bolt"] = "Hol. Bolt Quiver",
    		["Sleep Bolt"] = "Slp. Bolt Quiver",
    		["Venom Bolt"] = "Vn. Bolt Quiver",
    		["Bloody Bolt"] = "Bld. Bolt Quiver",
    		["Darkling Bolt"] = "Dkl. Bolt Quiver",
    		["Fusion Bolt"] = "Fsn. Bolt Quiver",
    		["Drk. Adm. Bolt"] = "D.A. Bolt Quiver",
    		["Adaman Bolt"] = "A. Bolt Quiver",
    		["Midrium Bolt"] = "Mid. Bolt Quiver",
    		["Damascus Bolt"] = "Dm. Bolt Quiver",
    		["Oxidant Bolt"] = "O. Bolt Quiver",
    		["Achiyal. Bolt"] = "Al. Bolt Quiver",
    		["Adlivun Bolt"] = "Ad. Bolt Quiver",
    		["Titanium Bolt"] = "T. Bolt Quiver",
    		["Bismuth Bolt"] = "Bi. Bolt Quiver",
    		["Eminent Bolt"] = "Em. Bolt Quiver",
    		["Abrasion Bolt"] = "Abr. Bolt Quiver",
    		["Righteous Bolt"] = "Rig. Bolt Quiver",
    		["Ra'Kaznar Bolt"] = "Ra. Bolt Quiver",
    		["Antique Bullet"] = "Old Bullet Box",
    		["Silver Bullet"] = "Silv. Bul. Pouch",
    		["Spartan Bullet"] = "Spar. Bul. Pouch",
    		["Corsair Bullet"] = "Cor. Bull. Pouch",
    		["Iron Bullet"] = "Iron Bull. Pouch",
    		["Bronze Bullet"] = "Brz. Bull. Pouch",
    		["Bullet"] = "Bullet Pouch",
    		["Steel Bullet"] = "Stl. Bull. Pouch",
    		["Dweomer Bullet"] = "Dwm. Bul. Pouch",
    		["Oberon's Bullet"] = "Obr. Bull. Pouch",
    		["Drk. Adm. Bullet"] = "D.A. Bull. Pouch",
    		["Orichalc. Bullet"] = "O. Bull. Pouch",
    		["Adaman Bullet"] = "A. Bull. Pouch",
    		["Midrium Bullet"] = "Mid. Bul. Pouch",
    		["Damascus Bullet"] = "Dm. Bul. Pouch",
    		["Achiyal. Bullet"] = "Al. Bull. Pouch",
    		["Adlivun Bullet"] = "Ad. Bull. Pouch",
    		["Titanium Bullet"] = "Ti. Bull. Pouch",
    		["Bismuth Bullet"] = "Bi. Bull. Pouch",
    		["Eminent Bullet"] = "Em. Bul. Pouch",
    		["Ra'Kaznar Bullet"] = "Ra. Bul. Pouch",
    		}
    end
    function precast(spell)
    	if spell.english == "Ranged" and player.equipment.ammo ~= sets[player.status].ammo and ammo_reequip_check(player) then
    		send_command('input /item "'..ammo_reequip(player)..'" <me>')
    	end
    end
    function ammo_reequip()
    	if player.inventory == combined_ammo[sets[player.status].ammo] then
    		return combined_ammo[sets[player.status].ammo]
    	end
    end
    function ammo_reequip_check(player)
    	if player.inventory ~= sets[player.status].ammo then
    		return false
    	elseif player.inventory == combined_ammo[sets[player.status].ammo] then
    		return false
    	end
    	return true
    end

    what i think is going on is because in both my inventory and the table for ammo there are lots of things that contain the string Bullet

    is there a way to force to to make sure that no extra characters are present

    edit
    i got it working with this
    Spoiler: show
    Code:
    function get_sets()
    	jobneck = { name="Wivre Gorget", augments={'"Subtle Blow"+4','MP+3',}}
    	jobring = "Rajas Ring"
    	sets.Engaged = {
        main="Eminent Scimitar",
        sub={ name="Firmament", augments={'Wind resistance-2 Earth resistance+2',}},
        range="Eminent Gun",
        ammo="Bullet",
        head="Tema. Headband",
        body="Temachtiani Shirt",
        hands="Temachtiani Gloves",
        legs="Temachtiani Pants",
        feet="Temachtiani Boots",
        neck={ name="Wivre Gorget", augments={'"Subtle Blow"+4','MP+3',}},
        waist="Marid Belt",
        left_ear="Terminus Earring",
        right_ear="Suppanomimi",
        left_ring="Rajas Ring",
        right_ring="Prouesse Ring",
        back="Cerberus Mantle",
    	}
    	sets.Idle = {
        main="Eminent Scimitar",
        sub={ name="Firmament", augments={'Wind resistance-2 Earth resistance+2',}},
        range="Eminent Gun",
        ammo="Bullet",
        head="Tema. Headband",
        body="Temachtiani Shirt",
        hands="Temachtiani Gloves",
        legs="Temachtiani Pants",
        feet="Temachtiani Boots",
        neck={ name="Wivre Gorget", augments={'"Subtle Blow"+4','MP+3',}},
        waist="Marid Belt",
        left_ear="Terminus Earring",
        right_ear="Suppanomimi",
        left_ring="Rajas Ring",
        right_ring="Prouesse Ring",
        back="Cerberus Mantle",
    	}
    	sets.Resting = {
        main="Eminent Scimitar",
        sub={ name="Firmament", augments={'Wind resistance-2 Earth resistance+2',}},
        range="Eminent Gun",
        ammo="Bullet",
        head="Tema. Headband",
        body="Temachtiani Shirt",
        hands="Temachtiani Gloves",
        legs="Temachtiani Pants",
        feet="Temachtiani Boots",
        neck={ name="Wivre Gorget", augments={'"Subtle Blow"+4','MP+3',}},
        waist="Mrc.Cpt. Belt",
        left_ear="Terminus Earring",
        right_ear="Sanative Earring",
        left_ring="Rajas Ring",
        right_ring="Prouesse Ring",
        back="Cerberus Mantle",
    	}
    	combined_ammo = {
    		["Crude Arrow"] = "Old Quiver",
    		["Old Arrow"] = "Rotten Quiver",
    		["Stone Arrow"] = "Stone Quiver",
    		["Bone Arrow"] = "Bone Quiver",
    		["Beetle Arrow"] = "Beetle Quiver",
    		["Horn Arrow"] = "Horn Quiver",
    		["Scorpion Arrow"] = "Scorpion Quiver",
    		["Demon Arrow"] = "Demon Quiver",
    		["Iron Arrow"] = "Iron Quiver",
    		["Silver Arrow"] = "Silver Quiver",
    		["Kabura Arrow"] = "Kabura Quiver",
    		["Sleep Arrow"] = "Sleep Quiver",
    		["Antlion Arrow"] = "Antlion Quiver",
    		["Ruszor Arrow"] = "Ruszor Quiver",
    		["Gargouille Arrow"] = "Gargou. Quiver",
    		["Chapuli Arrow"] = "Chapuli Quiver",
    		["Mantid Arrow"] = "Mantid Quiver",
    		["Achiyal. Arrow"] = "Achiyal. Quiver",
    		["Adlivun Arrow"] = "Adlivun Quiver",
    		["Tulfaire Arrow"] = "Tulfaire Quiver",
    		["Raaz Arrow"] = "Raaz Quiver",
    		["Eminent Arrow"] = "Eminent Quiver",
    		["Ra'Kaznar Arrow"] = "Ra'Kaznar Quiver",
    		["T.K. Arrow"] = "T.K. Quiver",
    		["Cmb.Cst. Arrow"] = "Cmb.Cst. Quiver",
    		["Dogbolt"] = "Old Bolt Box",
    		["Irn.Msk. Bolt"] = "Irn.Msk. Quiver",
    		["Bronze Bolt"] = "B. Bolt Quiver",
    		["Mythril Bolt"] = "M. Bolt Quiver",
    		["Darksteel Bolt"] = "D. Bolt Quiver",
    		["Blind Bolt"] = "Bln. Bolt Quiver",
    		["Acid Bolt"] = "Ac. Bolt Quiver",
    		["Holy Bolt"] = "Hol. Bolt Quiver",
    		["Sleep Bolt"] = "Slp. Bolt Quiver",
    		["Venom Bolt"] = "Vn. Bolt Quiver",
    		["Bloody Bolt"] = "Bld. Bolt Quiver",
    		["Darkling Bolt"] = "Dkl. Bolt Quiver",
    		["Fusion Bolt"] = "Fsn. Bolt Quiver",
    		["Drk. Adm. Bolt"] = "D.A. Bolt Quiver",
    		["Adaman Bolt"] = "A. Bolt Quiver",
    		["Midrium Bolt"] = "Mid. Bolt Quiver",
    		["Damascus Bolt"] = "Dm. Bolt Quiver",
    		["Oxidant Bolt"] = "O. Bolt Quiver",
    		["Achiyal. Bolt"] = "Al. Bolt Quiver",
    		["Adlivun Bolt"] = "Ad. Bolt Quiver",
    		["Titanium Bolt"] = "T. Bolt Quiver",
    		["Bismuth Bolt"] = "Bi. Bolt Quiver",
    		["Eminent Bolt"] = "Em. Bolt Quiver",
    		["Abrasion Bolt"] = "Abr. Bolt Quiver",
    		["Righteous Bolt"] = "Rig. Bolt Quiver",
    		["Ra'Kaznar Bolt"] = "Ra. Bolt Quiver",
    		["Antique Bullet"] = "Old Bullet Box",
    		["Silver Bullet"] = "Silv. Bul. Pouch",
    		["Spartan Bullet"] = "Spar. Bul. Pouch",
    		["Corsair Bullet"] = "Cor. Bull. Pouch",
    		["Iron Bullet"] = "Iron Bull. Pouch",
    		["Bronze Bullet"] = "Brz. Bull. Pouch",
    		["Bullet"] = "Bullet Pouch",
    		["Steel Bullet"] = "Stl. Bull. Pouch",
    		["Dweomer Bullet"] = "Dwm. Bul. Pouch",
    		["Oberon's Bullet"] = "Obr. Bull. Pouch",
    		["Drk. Adm. Bullet"] = "D.A. Bull. Pouch",
    		["Orichalc. Bullet"] = "O. Bull. Pouch",
    		["Adaman Bullet"] = "A. Bull. Pouch",
    		["Midrium Bullet"] = "Mid. Bul. Pouch",
    		["Damascus Bullet"] = "Dm. Bul. Pouch",
    		["Achiyal. Bullet"] = "Al. Bull. Pouch",
    		["Adlivun Bullet"] = "Ad. Bull. Pouch",
    		["Titanium Bullet"] = "Ti. Bull. Pouch",
    		["Bismuth Bullet"] = "Bi. Bull. Pouch",
    		["Eminent Bullet"] = "Em. Bul. Pouch",
    		["Ra'Kaznar Bullet"] = "Ra. Bul. Pouch",
    		}
    end
    function precast(spell)
    	if spell.english == "Ranged" and ammo_reequip_check(player) and player.inventory[sets[player.status].ammo] == nil then
    		send_command('input /item "'..ammo_reequip(player)..'" <me>')
    	end
    end
    
    function ammo_reequip()
    	if player.inventory[combined_ammo[sets[player.status].ammo]] ~= nil then
    		return combined_ammo[sets[player.status].ammo]
    	end
    end
    function ammo_reequip_check()
    	if player.inventory[combined_ammo[sets[player.status].ammo]] then
    		return true
    	end
    end

  14. #2494
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    I've been trying to understand why I can't get gearswap to differentiate between self-heals and regular heals. I've recently returned after a few years gone so the shift to GS from Spellcast took some time in itself to get used to (especially with not having to deal with manual /wait adjustments on precasts, big plus), and using the Kinematics template to just get back into the swing of things I've not had any real problems... except self-heal/normal heal. I've looked at a lot of different examples and tested out a few different methods and absolutely nothing has worked for me so any heal is immensely appreciated.

    Spoiler: show
    Code:
    function job_midcast(spell, action)
    	if spell.english == "Magic Fruit" then
    		if spell.target.name == player.name then
    			equipSet = sets.midcast['Blue Magic'].SelfHealing
    		else
    			equipSet = sets.midcast['Blue Magic'].Healing
    		end
    	end
    end
    I've seen that written as job_midcast and as normally midcast, and have tested both. I've commented out post_midcast, and aftercast, and even tested flat out removing the portions (though I seriously doubt it mattered since commenting out should have done the same).


    Pastebin's http://pastebin.com/Z3hizJwH

    Thanks in advance.

  15. #2495
    Bagel
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    Quote Originally Posted by Viertel View Post
    I've been trying to understand why I can't get gearswap to differentiate between self-heals and regular heals. I've recently returned after a few years gone so the shift to GS from Spellcast took some time in itself to get used to (especially with not having to deal with manual /wait adjustments on precasts, big plus), and using the Kinematics template to just get back into the swing of things I've not had any real problems... except self-heal/normal heal. I've looked at a lot of different examples and tested out a few different methods and absolutely nothing has worked for me so any heal is immensely appreciated.

    Spoiler: show
    Code:
    function job_midcast(spell, action)
    	if spell.english == "Magic Fruit" then
    		if spell.target.name == player.name then
    			equipSet = sets.midcast['Blue Magic'].SelfHealing
    		else
    			equipSet = sets.midcast['Blue Magic'].Healing
    		end
    	end
    end
    I've seen that written as job_midcast and as normally midcast, and have tested both. I've commented out post_midcast, and aftercast, and even tested flat out removing the portions (though I seriously doubt it mattered since commenting out should have done the same).


    Pastebin's http://pastebin.com/Z3hizJwH

    Thanks in advance.
    use for you
    spell.target.type == 'SELF'

    foe any thing else
    spell.target.type ~= 'SELF'

  16. #2496
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    Quote Originally Posted by dlsmd View Post
    use for you
    spell.target.type == 'SELF'

    foe any thing else
    spell.target.type ~= 'SELF'
    Tried that in the past and did again here, but that's not working either. Gearswaps still show it default back to standard curing set.

  17. #2497
    Bagel
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    1,488
    BG Level
    6

    did you do it like this
    Code:
    	if spell.english == "Magic Fruit" then
    		if spell.target.type == 'SELF' then
    			equipSet = sets.midcast['Blue Magic'].SelfHealing
    		else
    			equipSet = sets.midcast['Blue Magic'].Healing
    		end
    	end
    edit
    i did not know that this was a mote include setup i cant help with it you will have to ask mote

  18. #2498
    Bagel
    Join Date
    Dec 2012
    Posts
    1,488
    BG Level
    6

    can anybody think of any thing that i should add to this map file
    http://pastebin.com/a1BeCH3d

  19. #2499
    Puppetmaster
    Join Date
    May 2010
    Posts
    52
    BG Level
    2
    FFXI Server
    Asura
    WoW Realm
    Cenarius

    Quote Originally Posted by dlsmd View Post
    did you do it like this
    Code:
    	if spell.english == "Magic Fruit" then
    		if spell.target.type == 'SELF' then
    			equipSet = sets.midcast['Blue Magic'].SelfHealing
    		else
    			equipSet = sets.midcast['Blue Magic'].Healing
    		end
    	end
    edit
    i did not know that this was a mote include setup i cant help with it you will have to ask mote
    Yeah, it was just like that. I hadn't wanted to bug mote directly about this in case someone ran into a similar situation and was able to solve it, but I'll end up needing to.

    Thanks anyway.

  20. #2500
    Chram
    Join Date
    Sep 2007
    Posts
    2,526
    BG Level
    7
    FFXI Server
    Fenrir

    Quote Originally Posted by Viertel View Post
    Yeah, it was just like that. I hadn't wanted to bug mote directly about this in case someone ran into a similar situation and was able to solve it, but I'll end up needing to.

    Thanks anyway.
    1) You define a variable called equipSet, which is not valid and not used anywhere.

    2) You equipped your own specific sets, but didn't mark it as handled, so the default handling was still used.

    Code:
    	if spell.english == "Magic Fruit" then
    		if spell.target.type == 'SELF' then
    			equip(sets.midcast['Blue Magic'].SelfHealing)
    		else
    			equip(sets.midcast['Blue Magic'].Healing)
    		end
    		eventArgs.handled = true
    	end

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