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

  1. #2741
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    Did a retest, used Cor.lua from site, only changed one line Line 46, changed it from adlivun to Eminent bullet, when i tried last stand would say, no ammo for that (Bronze Bullet). and not use any. Btw renamed my cor lua and cor_gear luat to ccor.lua and ccor_gear.lua so wouldnt use mine.

  2. #2742
    Chram
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    Quote Originally Posted by Yamoman View Post
    Did a retest, used Cor.lua from site, only changed one line Line 46, changed it from adlivun to Eminent bullet, when i tried last stand would say, no ammo for that (Bronze Bullet). and not use any. Btw renamed my cor lua and cor_gear luat to ccor.lua and ccor_gear.lua so wouldnt use mine.
    Change the MABullet to the same thing. Because of the resource issue, it's going to try to use the MABullet for pretty much all weaponskills now.

  3. #2743
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    thx, can do, hmm

  4. #2744
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    Thx, can do, hmm

  5. #2745
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    Also will changing line 411 bullet_name = gear.MAbullet to bullet_name = none or blank screw up lua? easier is of course to change name of bullet type up top, just wondering tho

  6. #2746
    RIDE ARMOR
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    Quote Originally Posted by Motenten View Post
    Not possible without packet-level analysis, which is beyond the complexity of what I want to deal with in my job files for anything that doesn't -really- need it.



    I'll need to look into this more. That's not expected behavior.



    daur_song_gap() is used as part of the old auto-daurdabla code. I disabled that by default a while back because of problems it had, and have removed it entirely in recent (dev) versions. Fixing it is not relevant anymore.

    Also, for your above code, max songs should increase by 1 regardless of what info.DaurdablaSongs is (which is also misspelled). Also, your activesongs conditional wouldn't work at all.
    hmmm, maybe its by accident but the code works perfectly

    if clarion call is up, char automatically equips terpander when casting 4th song, and thereacter sticks with gjallarhorn; and with clarion down same thing for 3rd song. i did make the conditionals more complicated in order to have it work within your format and still hold for a 4song bard, oh well

    i am surprised we cannot define equipment based events. i thought you could do that in spellcast and was a significant capability: if you equip a bow, script equips you with a bow TP set, if you equip a gun, then gun TP set is equipped, etc

  7. #2747
    Sea Torques
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    Quote Originally Posted by Tinuviel View Post
    i am surprised we cannot define equipment based events. i thought you could do that in spellcast and was a significant capability: if you equip a bow, script equips you with a bow TP set, if you equip a gun, then gun TP set is equipped, etc
    explain more, 'coz afaik it is possible.

  8. #2748
    Bagel
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    Quote Originally Posted by Tinuviel View Post
    i am surprised we cannot define equipment based events. i thought you could do that in spellcast and was a significant capability: if you equip a bow, script equips you with a bow TP set, if you equip a gun, then gun TP set is equipped, etc
    you can buit you need to check if your item is equiped
    i.e.
    for checking if a bob is in ranged position you use
    player.equipment.range == "bob"

    this might get error every now and then by saying that something is there when its not i found this is the case when you run out of ammo

  9. #2749
    RIDE ARMOR
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    Quote Originally Posted by dlsmd View Post
    you can buit you need to check if your item is equiped
    i.e.
    for checking if a bob is in ranged position you use
    player.equipment.range == "bob"

    this might get error every now and then by saying that something is there when its not i found this is the case when you run out of ammo
    for now i'll go this route and just use a self command to trigger a requip function, which has a bunch of conditionals, just like as you describe. I was wanting to eliminate the need for a self command, and just have the act of a change in equipment trigger the requip sequence - but no bigs! i think i have enough to get a workable system together and i still have a lot to learn from practicing.

    thanks guys ^^

  10. #2750
    RIDE ARMOR
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    custom melee sets

    Hi,

    I am using Mote's include and working from a DRK file I found posted. I was hoping to make sub job specific sets, and additional combinations of offense mode and custom melee groups, but I have been encountering a strange error...

    sets.engaged.Apocalypse = {} -- works fine
    sets.engaged.Apocalypse.SAM = {} -- works fine
    sets.engaged.Apocalypse.SAM.AM = {} -- works fine
    sets.engaged.Apocalypse.Acc.SAM = {} -- lua runtime error: "attempt to index field 'Acc' (a nil value)"

    I am using this code to define the custom melee groups
    Code:
        function adjust_melee_groups()
                    classes.CustomMeleeGroups:clear()
    		if player.sub_job == "SAM" then 
    			classes.CustomMeleeGroups:append('SAM')
    		end
    		if state.Buff.Aftermath then
    			classes.CustomMeleeGroups:append('AM')				
    		end
        end
    Any thoughts? Thanks

  11. #2751
    Bagel
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    if you want your sets like this
    sets.engaged.Apocalypse = {}
    sets.engaged.Apocalypse.SAM = {}
    sets.engaged.Apocalypse.SAM.AM = {}
    sets.engaged.Apocalypse.Acc.SAM = {}

    it needs to be like this
    sets.engaged.Apocalypse = {}
    sets.engaged.Apocalypse.SAM = {}
    sets.engaged.Apocalypse.SAM.AM = {}
    sets.engaged.Apocalypse.Acc = {}
    sets.engaged.Apocalypse.Acc.SAM = {}

    sence lua works with tables every . means a new nested table level

    so if you want
    a.b.c = "any"

    you must build the parent tables first
    so
    a = {}
    a.b = {}
    a.b.c = 'any'

    when using gearswap the only ones you do not need to do are
    sets -- for gear sets
    player -- for player data(*)
    spell -- for spell data(*)
    world -- for world data(*)
    pet -- for pet data(*)
    fellow -- for fellow data(*)
    party - for party data(*)
    alliance -- for alliance data (*)
    this is because thay are done by gearswap already
    all thoes with a * it is recommended that you never add any thing to them because if you name them the wrong thing you will loose your data that you want there

    example:
    this is what spell looks like(more or less)
    Spoiler: show
    Code:
    spell = {}
    spell.name = {}
    spell.prefix = {}
    spell.targets = {}
    spell.type = {}
    spell.skill = {}
    spell.mp_cost = {}
    spell.tp_cost = {}
    spell.element = {}
    spell.recast = {}
    spell.cast_time = {}
    spell.wsA = {}
    spell.wsB = {}
    spell.wsC = {}
    spell.recast_id = {}
    spell.range = {}
    spell.interrupted = {}
    spell.target = {}
    spell.target.name = {}
    spell.target.raw = {}
    spell.target.type = {}
    spell.target.hpp = {}
    spell.target.distance = {}
    spell.target.isallymember = {}
    spell.target.is_npc = {}
    spell.target.tp = {}
    spell.target.mpp = {}
    spell.target.model_size = {}
    spell.target.mob_type = {}
    spell.target.race = {}
    spell.target.race_id = {}
    spell.target.status = {}
    spell.target.status_id = {}
    spell.target.speed = {}
    spell.target.speed_base = {}
    spell.target.x = {}
    spell.target.y = {}
    spell.target.z = {}
    spell.target.facing = {}
    spell.target.index = {}
    spell.target.id = {}
    spell.target.claim_id = {}

  12. #2752
    RIDE ARMOR
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    ah hah! thanks so much - I would never have figured this out

  13. #2753
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    customized states

    Hi,

    I am trying to update my RNG script with the version 2 mote-include, and cannot get a custumized state variable to cycle correctly....

    Code:
    job_setup():
    	state.AutoWSMode = M{['description']='Auto','Standby'}
    user_setup():
    	send_command('bind !` gs c cycle AutoWSMode')
    when i hit "!`", then i just a sendtochat reponse of "Auto is now Standby", so it doesnt appear to cycle properly

  14. #2754
    Chram
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    Quote Originally Posted by Tinuviel View Post
    Hi,

    I am trying to update my RNG script with the version 2 mote-include, and cannot get a custumized state variable to cycle correctly....

    Code:
    job_setup():
    	state.AutoWSMode = M{['description']='Auto','Standby'}
    user_setup():
    	send_command('bind !` gs c cycle AutoWSMode')
    when i hit "!`", then i just a sendtochat reponse of "Auto is now Standby", so it doesnt appear to cycle properly
    Exactly what is it supposed to cycle when you only give it one list value? ('Standby')

  15. #2755
    Hydra
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    Hey Mote,

    I'm porting over my NIN.lua

    I'm getting an error that's a bit hard to debug.
    approximately....
    flow.lua:302
    error in function get_sets:
    .../libs/Modes.lua:274: attempt to index field '_track' (a nil value)
    edit: figured out my question.

    Thanks

  16. #2756
    RIDE ARMOR
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    The 'Auto' is just a tagname... oh ;

  17. #2757
    Chram
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    Quote Originally Posted by Orestes View Post
    Hey Mote,

    I'm porting over my NIN.lua

    I'm getting an error that's a bit hard to debug.
    approximately....


    Also, a quick question. Can we test modes the same as before? The wiki wasn't clear on that.
    if state.HybridMode == 'PDT' then, etc.

    edit: nevermind, I can see you're testing modes with .value (might want to include that on the wiki)

    Thanks
    In job_setup, change:
    Code:
        state.HasteMode = false
    to:
    Code:
        state.HasteMode = M(false, "Haste II Mode")
    And then you can get rid of the job_toggle_state function. You will need to check for state.HasteMode.value instead of just state.HasteMode.

  18. #2758
    Hydra
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    Quote Originally Posted by Motenten View Post
    In job_setup, change:
    Code:
        state.HasteMode = false
    to:
    Code:
        state.HasteMode = M(false, "Haste II Mode")
    And then you can get rid of the job_toggle_state function. You will need to check for state.HasteMode.value instead of just state.HasteMode.
    I just made those changes, and pushed to github.

    I'm still getting the same error though

    Appreciate the help.

  19. #2759
    Chram
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    Are you getting the error on first load, or when you do something specific?

  20. #2760
    Hydra
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    Quote Originally Posted by Motenten View Post
    Are you getting the error on first load, or when you do something specific?
    It's on first load. Everything appears to be broken due to the error.

    Thx

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