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

  1. #2561
    Campaign
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    Quote Originally Posted by Motenten View Post
    I'd say you're misusing the info.aftermath.duration variable. Also, I'm not sure it should ever actually work, since info.aftermath is reset to an empty table after the aftercast() function is complete (if you changed that, then there are other potential bugs introduced).
    You sure? As far as I remember your function reset info.aftermath.duration at the beginning of the custom_aftermath_timers_precast(), not at the end of the function custom_aftermath_timers_aftercast(). I kept that of course or the rest of the function wouldn't work correctly.

    Thanks for your suggestion, I was just trying to optimize the use of variables I already had instead of creating new ones, but I suspected creating a new tracking var was the way to go. Thanks Mote! Will try it later

  2. #2562
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    Quetzalcoatl

    The file I'm using seems to have broke with the update. //gs c C1 cycles TP+WS sets together. After update it's only cycling WS sets. I have not edited it in weeks.
    Here's orginal, my file is the same just changed equip.
    http://pastebin.com/hdcPpVNu

  3. #2563
    Bagel
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    Quote Originally Posted by Haxx View Post
    The file I'm using seems to have broke with the update. //gs c C1 cycles TP+WS sets together. After update it's only cycling WS sets. I have not edited it in weeks.
    Here's orginal, my file is the same just changed equip.
    http://pastebin.com/hdcPpVNu
    it looks just fine but i could be wrong

    the only thing i see that i dont understand is this
    AccIndex = (AccIndex % #AccArray) + 1

  4. #2564
    RIDE ARMOR
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    Siren

    Does GearSwap have a temporary way of locking pieces of equipment like Spellcast did?

  5. #2565
    Bagel
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    Quote Originally Posted by Fall View Post
    Does GearSwap have a temporary way of locking pieces of equipment like Spellcast did?
    yes
    disable("slot_name","slot_name",...) function Disables gear swaps in a given slot.
    enable("slot_name","slot_name",...) function Enables gear swaps in a given slot (reverses disable).

  6. #2566
    RIDE ARMOR
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    Siren

    Sorry, i was unclear. I was referring to an in-game way of doing it. For example, I want to lock a piece to do dynamis for an experience trial. I remember spellcast allowing an in-game command of something like "/sc disable main" or something to that extent.

  7. #2567
    Chram
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    Fenrir

    //gs disable main

  8. #2568
    Bagel
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    i figured out what this does
    t1 = (t1 % #t2) + 1

    it checks to see if t1 is less then t2 if it is it will add +1 to t1 else it will set t1 to 0 and add +1 to it
    i.e.(example)

    Code:
    	skilluptype = {"Geomancy","Healing","Enhancing","Ninjutsu","Singing","Blue","Summoning"}
    	skillupcount = 1
    	skillupcount = (skillupcount % #skilluptype) + 1
    will cycle just like this will but will do the count of how many things are in skilluptype by its self so that if you add remove whats in it, it will automaticaly change how high that skillupcount should go before resetting back to the lowest one

    Code:
    	skilluptype = {"Geomancy","Healing","Enhancing","Ninjutsu","Singing","Blue","Summoning"}
    	skillupcount = 1
    	if skillupcount < 6 then
    		skillupcount = skillupcount +1
    	else
    		skillupcount = 1
    	end
    "the more you know"

    now if i can figure out how to do the same with this

    Code:
    		if Usestaff == 'Atk' then
    			Usestaff = 'Acc'
    			add_to_chat(7, '----- Staves Set To ACC -----')
    		elseif Usestaff == 'Acc' then
    			Usestaff = 'Atk'
    			add_to_chat(7, '----- Staves Set To ATK -----')
    		end
    --edit--
    ok i figured out how to do this with
    Usestaff = (Usestaff=='Atk' and 'Acc' or 'Atk')

  9. #2569
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    Quetzalcoatl

    There was some updates this morning for windower and that fixed my problem. Thanks you devs!

  10. #2570
    Fake Numbers
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    I have no idea how to code for gearswap are there any tutorial THF gearswaps out there that don't already have all the gear written in them? For example if there were a template that just had everything spelled out for me and didn't actually input any of the item names and said "This is where you input your item names for using Dancing Edge" "This is where you put your item names for using Dancing Edge with SA" etc

  11. #2571
    Bagel
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    im afraid that the onlt thing i could give you is my basic that has no rules and empty sets
    http://pastebin.com/RrKy7KPU

    but if you needed help this is the place to be

  12. #2572
    Melee Summoner
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    Bismarck

    Hello,
    Having an issue wherein casting Stun with Alacrity & Thunderstorm up will NOT equip my Peda. Loafers +1/Nahtirah Hat.
    Rule is written in my function.midcast section as follows:
    Spoiler: show
    Code:
    elseif spell.english == "Stun" and buffactive.Alacrity and world.weather_element == 'Thunder' then -- Equip Argute loafers +2 When Alacrity Is Up And Thunder Weather --
    			equipSet = set_combine(equipSet,{head="Nahtirah Hat",feet="Peda. Loafers +1"})


    Lua file found here: github.com/Speedyjim/GearSwap-Jobs/blob/master/SCH.lua

    Any help is appreciated. Many thanks in advance!

  13. #2573
    Sea Torques
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    Asura

    I knew how to do this on Spellcast, but how would I do it so I'd equip Ygnas's Resolve +1 in Reives?
    http://pastebin.com/Bg3MgShK

  14. #2574
    Chram
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    Fenrir

    Quote Originally Posted by Speedy View Post
    Hello,
    Having an issue wherein casting Stun with Alacrity & Thunderstorm up will NOT equip my Peda. Loafers +1/Nahtirah Hat.
    Rule is written in my function.midcast section as follows:
    Spoiler: show
    Code:
    elseif spell.english == "Stun" and buffactive.Alacrity and world.weather_element == 'Thunder' then -- Equip Argute loafers +2 When Alacrity Is Up And Thunder Weather --
    			equipSet = set_combine(equipSet,{head="Nahtirah Hat",feet="Peda. Loafers +1"})


    Lua file found here: github.com/Speedyjim/GearSwap-Jobs/blob/master/SCH.lua

    Any help is appreciated. Many thanks in advance!
    This code:
    Code:
        elseif equipSet[spell.english] then
            equipSet = equipSet[spell.english]
        end
    happens -after- you apply the Nahtirah Hat/Peda feet. That means it reverts back to the original stun set.

    After that, you then also have this:
    Code:
        if StunIndex == 1 then
            equip(sets.Midcast.Stun)
        end
    Which means that if you have set StunIndex to 1, even if you adjust the previous equipset determination, it will still revert back to the basic stun set.


    Not going to offer suggestions to fix that because that's a horrific mess of code.

  15. #2575
    Chram
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    Quote Originally Posted by Suteru View Post
    I knew how to do this on Spellcast, but how would I do it so I'd equip Ygnas's Resolve +1 in Reives?
    http://pastebin.com/Bg3MgShK

    This is what I did for mine, for Arciela's Grace. This is placed in "Motenten-Globals.lua" in data/Motenten (note: -not- the same as "Mote-Globals.lua" in GearSwap/libs). You'd create a "Suteru-Globals.lua" (or whatever, for your character name) file and put it in your character directory.

    Code:
    -------------------------------------------------------------------------------------------------------------------
    -- An example of setting up user-specific global handling of certain events.
    -- This is for personal globals, as opposed to library globals.
    -------------------------------------------------------------------------------------------------------------------
    
    sets.reive = {neck="Arciela's Grace +1"}
    
    -- Global intercept on midcast.
    function user_post_midcast(spell, action, spellMap, eventArgs)
        if buffactive['Reive Mark'] and (spell.skill == 'Elemental Magic' or spellMap == 'Cure' or spellMap == 'Curaga') then
            equip(sets.reive)
        end
    end
    
    function user_customize_idle_set(idleSet)
        if buffactive['Reive Mark'] then
            idleSet = set_combine(idleSet, sets.reive)
        end
        return idleSet
    end
    For the Ygnas neckpiece, revise it slightly to:

    Code:
    -------------------------------------------------------------------------------------------------------------------
    -- An example of setting up user-specific global handling of certain events.
    -- This is for personal globals, as opposed to library globals.
    -------------------------------------------------------------------------------------------------------------------
    
    sets.reive = {neck="Ygnas's Resolve +1"}
    
    -- Global intercept on midcast.
    function user_post_precast(spell, action, spellMap, eventArgs)
        if buffactive['Reive Mark'] and spell.type == 'WeaponSkill' then
            equip(sets.reive)
        end
    end
    
    function user_customize_idle_set(idleSet)
        if buffactive['Reive Mark'] then
            idleSet = set_combine(idleSet, sets.reive)
        end
        return idleSet
    end
    
    function user_customize_melee_set(meleeSet)
        if buffactive['Reive Mark'] then
            meleeSet = set_combine(meleeSet, sets.reive)
        end
        return meleeSet
    end

    Note: The customize idle/melee global intercepts only works in the current dev; should go to live soonish. The post_precast intercept works in current live.

    Note 2: If you -only- want to have this apply in cor, and not in any other jobs (or manually update each other job individually), just use the job-local versions of those functions (job_post_precast, customize_idle_set, customize_melee_set).

  16. #2576
    Melee Summoner
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    Bismarck

    Thanks Mote. All the more reason to stop procrastinating and finally switch over to your files.

  17. #2577
    Chram
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    Fenrir

    By the way, note for all those using my files: There's going to be a major overhaul of the state tracking code to use the new Modes.lua include. Unfortunately it's a breaking change for all job files. I'll be adding a version token so you can be notified that the file needs updating, but I expect there to be lots of problems when things first get pushed.

    I'll probably push it to dev right after the next live merge to give it a bit of time to bake. I'm not all that happy with the potential problems a major version update will have, but I also can't really think of a good way of going about it, given that most of the files in use are outside of my control.

    For those using sidecar files, the update should be fairly painless; just update from the repository as usual. Also, the job file repository will only be updated on the dev branch until the library code is merged live. The 'master' branch will still have files that work with the current libraries.

  18. #2578
    Melee Summoner
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    Bismarck

    Now using Mote's sch.lua file, wondering how to do a few things.

    How can I get it to equip Academic's Gown +1 when using Dark Arts? Same for equipping Savant's Gown +2 for Addendum's?
    How to set rule: If spell is Dark/Light Arts and Dark/Light Arts is active, change to Addendum.

  19. #2579
    Chram
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    How to set rule: If spell is Dark/Light Arts and Dark/Light Arts is active, change to Addendum.
    Read the comments at the top of the file.

    Edit: Actually, I might revise the coding some to be able to handle what I think you're asking.

    How can I get it to equip Academic's Gown +1 when using Dark Arts? Same for equipping Savant's Gown +2 for Addendum's?
    This is a bit trickier. I never did build a solution to it, since I found that no matter what I was casting, I'd either never use the item in question, or would use it regardless of the arts. Thus I just ignored the per-arts gear and just set up gear sets with whatever was appropriate.

    I'd recommend putting more thought into whether you actually need such a distinction. If you can come up with a good use case, I'll see what sort of rules I can write up.

  20. #2580
    Chram
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    Quote Originally Posted by Speedy View Post
    How to set rule: If spell is Dark/Light Arts and Dark/Light Arts is active, change to Addendum.
    Quick bit of code to do this. Will be in the next update, but if you want it now you can copy it. Adjust the main if block in the handle_strategems() function to start with this:
    Code:
        if strategem == 'light' then
            if buffactive['light arts'] then
                send_command('input /ja "Addendum: White" <me>')
            elseif buffactive['addendum: white'] then
                add_to_chat(122,'Error: Addendum: White is already active.')
            else
                send_command('input /ja "Light Arts" <me>')
            end
        elseif strategem == 'dark' then
            if buffactive['dark arts'] then
                send_command('input /ja "Addendum: Black" <me>')
            elseif buffactive['addendum: black'] then
                add_to_chat(122,'Error: Addendum: Black is already active.')
            else
                send_command('input /ja "Dark Arts" <me>')
            end
        elseif buffactive['light arts'] or buffactive['addendum: white'] then
    Then you can use 'gs c scholar light' and 'gs c scholar dark' to first activate the relevant art, and second activate the relevant addendum.

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