Is there some sort of temp workaround we can use for this for now?"The issue has been fixed, but unfortunately it's still only on dev. Dev branch hasn't been merged to live for a couple weeks now. I know GearSwap is going through some modifications right now, so not sure when the next merge is expected to happen."
Copy all the files from https://github.com/Kinematics/Mote-libs to Gearswap/libs. Might need to get a fresh copy of the brd.lua file from the GearSwap-jobs repo as well (you've been using a sidecar file for your gear, right?).
Yeah, have been using one for all jobs with your lua's.Copy all the files from https://github.com/Kinematics/Mote-libs to Gearswap/libs. Might need to get a fresh copy of the brd.lua file from the GearSwap-jobs repo as well (you've been using a sidecar file for your gear, right?).
Edit: Seems to be fixed now with that.
I remember seeing many other people asking it many other times but I never read the reply.
How do you people handle custom timers for Mythic aftermath through gearswap?
Also, anyone willing to test a custom mode-tracking class, get Modes.lua from the Mote-Libs repository (note: Mote-Include is -not- required).
You can use it to create self-contained mode tracking variables, with a handful of necessary functions to manipulate the mode state built in. Read the comments at the top of the lua file for full usage details.
I'm considering replacing the custom-managed mode variables in all the Mote-Includes stuff with this.Code:MeleeModes = M{'Normal', 'Acc', 'Att'} local a = MeleeModes.value -- a is now 'Normal' local b = MeleeModes.current -- b is now 'Normal' (current and value are the same for lists) MeleeModes:cycle() -- MeleeModes.value is now 'Acc' MeleeModes:set('Att') -- MeleeModes.value is not 'Att' MeleeModes:reset() -- MeleeModes.value is now 'Normal' MeleeModes:cycleback() -- MeleeModes.value is now 'Att' UseLuzaf = M() -- UseLuzaf.current is false, UseLuzaf.value is "off" UseLuzaf:toggle() -- UseLuzaf.current is true, UseLuzaf.value is "on" UseLuzaf:reset() -- UseLuzaf.current is false, UseLuzaf.value is "off" UseLuzaf:set("on") -- UseLuzaf.current is true, UseLuzaf.value is "on" UseLuzaf:set(false) -- UseLuzaf.current is false, UseLuzaf.value is "off"
Omg mote I love you <3
I'm actually surprised I manage to rip it off from your files, modify/simplify it a bit (now it only tracks Mordant Rime + Carns) and it immediately worked lol! Was being pessimistic there I guess.
One thing: Once I used WS while very very close to 3000 but not quite there. I got AM3 in the buffs, but only AM2 in the tracker.
I assume this happened because when I launched the WS command my TP wasn't at 3000 yet, but it got to 3000 when it actually went off?
This sounds like a very rare coincidence, if I had wanted to achieve that on purpose it would have required me quite a lot of tries lol!
Anyway, is what I said correct?
@JSH
Curious on your version too! Please share with me once it's complete
Spoilering underneath the modified version I ripped off Mote's files
Spoiler: show
they get called in Precast and Aftercast as follows
Spoiler: show
So am I missing something trying to figure what is the best method to lock a gear slot for the duration of a buff say sam 1hr is it simply watch buff status and enable disable feet or a better way??? Maybe using if buffactive and equip
(set_combine())????
I need to create a dynamic item into a set.
The "sub" slot will have to equip either item1 or item2, whichever is found in the inventory/wardrobe.
This has to be automatic, I don't want to do it manually through a variable that I set to the value "item1" or "item2" according to some circumstances.
Can anybody teach me how to do this or let me see how to handle it? I think I remember seeing this in one of the mote files, can't remember which, but it was a bit more complicated than what I need.
there are many ways to do it but you need to be more specific of how you want to do it
i.e
automatic(tuff)what do you what to use to decide when things need to be changed
semiauto(hard)
manual(easy)
one command(easy)
two commands(easy)
how many sets change(i need to know)
for instance here is my include for conquest gear http://pastebin.com/bKBfmEsG
I'm going to assume that you mean you don't want to have to edit the file itself to make it work, because otherwise it's impossible.
Basically, use an 'advanced' gear item table. That way the reference to that table is static (so you can use it in gear sets), but the contents are changeable.
Code:my_grip = {name=""} sets.some_set = {sub=my_grip} function set_grip() if player.inventory["first item"] or player.wardrobe["first item"] then my_grip.name = "first item" elseif player.inventory["second item"] or player.wardrobe["second item"] then my_grip.name = "second item" end end function precast(spell) set_grip() end
yea so is the delaymenot thing a graphical thing that just shows your macro bar even if you cant use it? i experience larger delays than when i dont use it. is this like, normal? i mean the larger delay may be just a feeling since ill hit the macro or whatever and it wont go through, but if i wait a second or two then hit it it will. at this point i dont use it because it SEEMS to increase the delay, but im not sure. other people seem to be noticing this too. granted, some terrible whm i know says there is no problem, but i truly think its because they just play slow because it shows lol
GearSwap (and Windower's) item API is going to be a little bit broken if you use /equipset until tonight. They did add a new packet for it, which means that I'll be able to compress all the equip commands into a single packet. Also, they send redundant equip commands, so I'll no longer have to filter for redundancy.
so gear sets that you can change are all done client side?? and when you call a equip set it sends all the gear from the set in one shot??
Got my lua file from the Gearswap thread and edited to my needs, and it has this code in it:
But I ended up shooting my Animikii anyway.Code:-- Don't allow shooting or weaponskilling with ammo reserved for quick draw. if spell.type ~= 'CorsairShot' and bullet_name == gear.QDbullet and available_bullets.count <= bullet_min_count then add_to_chat(104, 'No ammo will be left for Quick Draw. Cancelling.') eventArgs.cancel = true return end
Rest is here:
http://pastebin.com/PkLVXz9h
Was it just bad luck with lag or does the code not help at all?
e: Thank god, WKR started right after I posted this and I was able to get a new one.
Just a quick glance at your lua, I noticed your variables contain the following strings;
That should be "Oberon's Bullet".Code:gear.RAbullet = "Bullet" gear.WSbullet = "Oberon's Bulle" gear.MAbullet = "Bronze Bullet" gear.QDbullet = "Omphalos Bullet"
Do you have the line, /equip ammo "Animikii Bullet" in your QD macro?
If that's the case then you can lose your Animikii Bullet because it will not pass this check even though 'bullet_name == gear.QDbullet' is true.Code:-- Don't allow shooting or weaponskilling with ammo reserved for quick draw. if spell.type ~= 'CorsairShot' and bullet_name == gear.QDbullet and available_bullets.count <= bullet_min_count then add_to_chat(104, 'No ammo will be left for Quick Draw. Cancelling.') eventArgs.cancel = true return end
Simple fix is to make sure gear.QDbullet = "Animikii Bullet"
I would probably do something like this as a safety net;
Edit: Oops its late and I'm tired. I just realized you can only store one Animikii Bullet so nvm me.Code:function get_sets() -- -- special_QDbullet = S{'Animikii Bullet','Omphalos Bullet'} end -- Don't allow shooting or weaponskilling with ammo reserved for quick draw and stop losing Hurkan Bullets! if spell.type ~= 'CorsairShot' then if special_QDbullet:contains(player.equipment.ammo) then add_to_chat(104, 'Dont lose your special ammo! Cancelling.') eventArgs.cancel = true return elseif bullet_name == gear.QDbullet and available_bullets.count <= bullet_min_count then add_to_chat(104, 'No ammo will be left for Quick Draw. Cancelling.') eventArgs.cancel = true return end end
The storage of gearsets you can change is done client side and there is no evidence that they are stored on the server. There is some back and forth between server and client as you design your sets, but that is just for display purposes (client does not know what gear takes multiple slots, so the server has to approve all set additions and edit the set list accordingly.)
This will simplify gearswap's guts a bit and reduce the overall packet injection load. GearSwap users will essentially e dynamically creating equipsets (when appropriate - still going to inject single equip packets if it would be shorter.)