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

  1. #2521
    Chram
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    Quote Originally Posted by Faelindae View Post
    Getting infinite loop of pianissimo when i try to use it with Mote's BRD lua. Read previous posts about it being itemizer was interfering with it, disabled it and still continues. Have not changed anything in the lua file besides gear.
    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.

  2. #2522
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    "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."
    Is there some sort of temp workaround we can use for this for now?

  3. #2523
    Chram
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    Quote Originally Posted by Faelindae View Post
    Is there some sort of temp workaround we can use for this for now?
    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?).

  4. #2524
    Melee Summoner
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    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.

    Edit: Seems to be fixed now with that.

  5. #2525
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    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?

  6. #2526
    Chram
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    Quote Originally Posted by Sechs View Post
    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?
    Mote-Utility: custom_aftermath_timers_precast, custom_aftermath_timers_aftercast

  7. #2527
    Chram
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    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.

    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"
    I'm considering replacing the custom-managed mode variables in all the Mote-Includes stuff with this.

  8. #2528
    Sea Torques
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    Quote Originally Posted by Sechs View Post
    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?
    I will work on one for my friend that if he is lucky enough with nyzul run, should complete his mythic tomorrow.

    I have in mind, besides the AM1,2,3 timer, add an alert like 20 ōR 15 secs before it expire, just in case wanna hold tp, and get 3000TP, to reapply AM3.

  9. #2529
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    Quote Originally Posted by Motenten View Post
    Mote-Utility: custom_aftermath_timers_precast, custom_aftermath_timers_aftercast
    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
    Code:
    -- Call from job_precast() to setup aftermath information for custom timers.
    function custom_aftermath_timers_precast(spell)
    	info = {}
    	info.aftermath = {}
    	info.aftermath.duration = 0
    	info.aftermath.level = math.floor(player.tp / 1000)
    	if info.aftermath.level == 0 then
    		info.aftermath.level = 1
    	end
    	-- nothing can overwrite lvl 3
    	if buffactive['Aftermath: Lv.3'] then
    		return
    	end
    	-- only lvl 3 can overwrite lvl 2
    	if info.aftermath.level ~= 3 and buffactive['Aftermath: Lv.2'] then
    		return
    	end
                          
    	if info.aftermath.level == 1 then
    		info.aftermath.duration = 270
    	elseif info.aftermath.level == 2 then
    		info.aftermath.duration = 270
    	else
    		info.aftermath.duration = 180
    	end
    end
    
    -- Call from job_aftercast() to create the custom aftermath timer.
    function custom_aftermath_timers_aftercast(spell)
    	if info.aftermath.duration > 0 then
    		local aftermath_name = 'Aftermath: Lv.'..tostring(info.aftermath.level)
    		send_command('timers d "Aftermath: Lv.1"')
    		send_command('timers d "Aftermath: Lv.2"')
    		send_command('timers d "Aftermath: Lv.3"')
    		send_command('timers c "'..aftermath_name..'" '..tostring(info.aftermath.duration)..' down abilities/00027.png')
    	end
    end


    they get called in Precast and Aftercast as follows
    Spoiler: show
    Code:
    function precast(spell,action)
    	if spell.english == 'Mordant Rime' and player.equipment.main == 'Carnwenhan' then
    		custom_aftermath_timers_precast(spell)
    	elseif
    ... (rest of my precast chained "If")
    end
    
    function aftercast(spell, action)
    	if spell.english == 'Mordant Rime' and player.equipment.main == 'Carnwenhan' then
    		custom_aftermath_timers_aftercast(spell)
    	end
    	if spell.type
    ... (rest of my aftercast. Yes, they're not "chained" but two separate "Ifs")
    end

  10. #2530
    Salvage Bans
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    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())????

  11. #2531
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    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.

  12. #2532
    Bagel
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    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

  13. #2533
    Chram
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    Quote Originally Posted by Sechs View Post
    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.
    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.

    Quote Originally Posted by Sechs View Post
    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.
    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

  14. #2534
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    Quote Originally Posted by Motenten View Post
    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.
    No I meant something else of course lol

    The example you posted kinda solves my issue. Didn't know you could check the player.inventory and player.wardrobe. That's gonna be perfect, I'll just check and give a value to the variable accordingly ^^
    Thanks Mote!

  15. #2535
    Cerberus
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    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

  16. #2536
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    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.

  17. #2537
    Bagel
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    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??

  18. #2538
    Sea Torques
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    Got my lua file from the Gearswap thread and edited to my needs, and it has this code in it:

    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
    But I ended up shooting my Animikii anyway.

    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.

  19. #2539
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    Just a quick glance at your lua, I noticed your variables contain the following strings;
    Code:
    	gear.RAbullet = "Bullet"
    	gear.WSbullet = "Oberon's Bulle"
    	gear.MAbullet = "Bronze Bullet"
    	gear.QDbullet = "Omphalos Bullet"
    That should be "Oberon's Bullet".

    Do you have the line, /equip ammo "Animikii Bullet" in your QD macro?
    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
    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.
    Simple fix is to make sure gear.QDbullet = "Animikii Bullet"

    I would probably do something like this as a safety net;
    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
    Edit: Oops its late and I'm tired. I just realized you can only store one Animikii Bullet so nvm me.

  20. #2540
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    Quote Originally Posted by dlsmd View Post
    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??
    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.)

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