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

  1. #2761
    Chram
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    Fenrir

    In user_setup, state.HybridMode.options should be state.HybridMode:options (colon, not period).

  2. #2762
    Hydra
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    Quetzalcoatl

    Quote Originally Posted by Motenten View Post
    In user_setup, state.HybridMode.options should be state.HybridModeptions (colon, not period).
    Ah ha! I've clearly been staring at this too long. Thanks man, that fixes it.

  3. #2763
    Bagel
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    @Mote
    can you help me with this
    this is the bug report i made but im not sure if it actualy a bug https://github.com/Windower/Lua/issues/1038
    i also found a work around but it sucks because i had to modify gearswap's code
    if you think you can come up with a way to do this with out modifying gearswap i would like to know

  4. #2764
    Chram
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    Fenrir

    Quote Originally Posted by dlsmd View Post
    @Mote
    can you help me with this
    this is the bug report i made but im not sure if it actualy a bug https://github.com/Windower/Lua/issues/1038
    i also found a work around but it sucks because i had to modify gearswap's code
    if you think you can come up with a way to do this with out modifying gearswap i would like to know
    Unfortunately, that's not fixable without adjusting GearSwap itself. It's somewhat poor code flow in that instance.

  5. #2765
    Bagel
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    thats what i thought

  6. #2766
    Fake Numbers
    Join Date
    Aug 2014
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    2

    I can't get my ACC gearswap to work while engaged.

    sets.engaged.acc = {
    head="Lithelimb Cap",neck="Peacock Amulet",ear1="Dudgeon Earring",ear2="Heartseeker Earring",
    body="Thaumas Coat",hands="Plunderer's armlets",ring1="Epona's Ring",ring2="Yacuruna ring",
    back="Kayapa cape",waist="Phasmida Belt",legs="Pillager's Culottes +1",feet="Plunderer's Poulaines +1"}
    I was under the impression you set ^ to your ACC gear and then press F9 to toggle offense mode to ACC. Only it doesn't change it.

    edit:

    Nvm friend helped me it's because I didn't have the A in acc capitalized sets.engaged.Acc = { worked

  7. #2767
    Melee Summoner
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    Bismarck

    Switched to Mote's new LUA versions last night and I'm noticing the ammo slot on my MNK isn't swapping. I haven't tested/noticed yet on any other jobs.

    Has anyone else encountered this? I haven't changed the code in any way.

    Thanks!

  8. #2768
    Melee Summoner
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    Ragnarok

    @Mote
    I upgraded all my jobs to v2 as recommended, however alhought the pup lua will load, it gives 2 error from modes.lua and flow.lua just by change the job to pup.
    any ideas? Thanks.

  9. #2769
    Chram
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    Fenrir

    Quote Originally Posted by Tronian View Post
    @Mote
    I upgraded all my jobs to v2 as recommended, however alhought the pup lua will load, it gives 2 error from modes.lua and flow.lua just by change the job to pup.
    any ideas? Thanks.
    Fixed pup and pushed to the repo. It needed to set pet mode to 'None' if there was no pet.

    Also fixed the Modes lib to generate a proper error if something like that happens again, so it makes more sense. (dev-only at the moment)

  10. #2770
    Chram
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    Fenrir

    Quote Originally Posted by Speedy View Post
    Switched to Mote's new LUA versions last night and I'm noticing the ammo slot on my MNK isn't swapping. I haven't tested/noticed yet on any other jobs.

    Has anyone else encountered this? I haven't changed the code in any way.

    Thanks!
    I never encountered this problem in my debugging period. I'd need more info to track down the issue.

  11. #2771
    Bagel
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    Quote Originally Posted by Speedy View Post
    Switched to Mote's new LUA versions last night and I'm noticing the ammo slot on my MNK isn't swapping. I haven't tested/noticed yet on any other jobs.

    Has anyone else encountered this? I haven't changed the code in any way.

    Thanks!
    are you using ammo like a bolt,arrow,throwing item that runs out if so it a geaswap bug when you run out of ammo it thinks that you still have ammo in the ammo slot
    the only way i found to fix it was to check to see if my invitory was with out the ammo then set ammo to empty and use item pack the reequip the item

  12. #2772
    Melee Summoner
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    Bismarck

    Quote Originally Posted by dlsmd View Post
    are you using ammo like a bolt,arrow,throwing item that runs out if so it a geaswap bug when you run out of ammo it thinks that you still have ammo in the ammo slot
    the only way i found to fix it was to check to see if my invitory was with out the ammo then set ammo to empty and use item pack the reequip the item
    It's not any of the above. Iron Gobbet, Potestas Tathlum & similar are affected.

    @Mote
    Is there anything I can provide that will help, like my LUA file?

    Edit: Game crashed and upon logging in again, it's now working. Must've been a bug.

  13. #2773
    Melee Summoner
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    Ragnarok

    Quote Originally Posted by Motenten View Post
    Fixed pup and pushed to the repo. It needed to set pet mode to 'None' if there was no pet.

    Also fixed the Modes lib to generate a proper error if something like that happens again, so it makes more sense. (dev-only at the moment)
    Thanks for the fix. I have another question.
    i have a refine_cure function in the mote-uility.lua, and everytime there's an update, I need to recopy the entire function again. is there any sidecar for those? thanks.

  14. #2774
    Chram
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    Fenrir

    User-Globals.lua

  15. #2775
    Old Odin
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    Asura

    gearswap stoped swaping in my 2. shiva ring +1 since the update, only equips 1 and leaves the other out

  16. #2776
    Old Odin
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    dont mind what I wrote ¬.¬

  17. #2777
    RIDE ARMOR
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    Bismarck

    Hi everyone,

    First, thanks for all the great people on this board. I have learned a lot about gearswap going through this thread. I am not a programmer even a little so this has been a challenge made much easier! Thx

    I finished making a precast sequence for RNG, I wanted to post for feedback... i am using RNG with the autoRA addon and trying to make ranger as low maintenance as possible. Feel free to criticize my coding ability mercilessly!

    Code:
    function job_precast(spell, action, spellMap, eventArgs)
    
    	if state.DefenseMode.value ~= 'None' then
    		-- Don't gearswap when Defense is active.
    		eventArgs.handled = true
    	end
    	if midaction() then
    		-- Cancel AutoRA mode if trying to use a JA
    		if spell.type == 'JobAbility' or spell.type == 'WeaponSkill' then
    			send_command('ara stop')
    			add_to_chat(122, ''..spell.english..' attemped usage during ranged attack. ---------> AutoRA stopped')		
    			cast_delay(4)
    			return
    		end
    	else  -- Only perform any additional precast function if midaction() is false...
    		
    		if spell.action_type == 'Ranged Attack' or (spell.skill == 'Marksmanship' or spell.skill == 'Archery') then
    			
    			local recasts = windower.ffxi.get_ability_recasts()
    			
    			check_ammo(spell, action, spellMap, eventArgs)
    			
    			-- Make sure velocity shot and decoy shot is up		
    			if not buffactive['Velocity Shot'] and recasts[129] < 1 then
    				send_command('input /ja "Velocity Shot" <me>')
    				cast_delay(1)
    			end
    			if not buffactive['Decoy Shot'] and AutoDecoy and recasts[52] < 1 then
    				send_command('input /ja "Decoy Shot" <me>')
    				cast_delay(1)
    				end
    
    			-- Cancel Ranged Abilities that are out of range
    			if spell.type == 'WeaponSkill' and player.target.distance > 20.9 then
    				cancel_spell()
    				send_command('input /echo <----- Cancelled weapon skill! Target out of range ----->')
    				return
    			elseif player.target.distance > 25.9 then
    				cancel_spell()
    				send_command('input /echo <----- Cancelled ranged attack! Target out of range ----->')
    				return		
    			elseif spell.type == 'WeaponSkill' then  
    				return
    			-- Remaining conditions pertain to ranged attacks only	
    			-- Automatically use WS if in Auto WS mode
    			elseif player.tp >= 1000 and state.AutoWSMode.value == 'Auto' then
    				cancel_spell()
    				if player.equipment.range == 'Annihilator' then
    					send_command('input /ws "Coronach" <t>')
    				elseif player.equipment.range == "Hgafircian +2" or player.equipment.range == "Lionsquall" then
    					send_command('input /ws "Last Stand" <t>')
    				else
    					send_command('input /ws "Jishnu\'s Radiance" <t>')
    				end
    				return
    			end
    
    			state.CombatWeapon:set(player.equipment.range)
    		end
    		
    		-- Change Seigan To Third Eye If Seigan Is On
    		if spell.english == "Seigan" and buffactive.Seigan then
    			cancel_spell()
    			send_command('input /ja Third Eye <me>')
    			return
    		end
    	end
    end	
    
    function job_aftercast(spell, action, spellMap, eventArgs)
    
    	if player.target.name ~= nil then
    		if spell.type == "WeaponSkill" and state.AutoWSMode.value == 'Auto' and player.target.hpp > 1 and not state.Buff.Barrage then
    		send_command('@wait 3.5; input /range <t>')
    		end
    	end
    end
    Two questions I have in general:

    If you want to precast some JAs, should you put cast_delay() before or after the inserted send_command? can you theoretically stack like 5 JAs infront of a Weaponskill just from a single precast event?

    Is there a code that looks like this: if player.equipment.main.type == 'Marksmanship' ? or some other way to determine what type of weapon u have equipped?

    Thanks

  18. #2778
    Sea Torques
    Join Date
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    The Scryers

    Hmmm I have a for lazy ppl rng lua(that I use when multiboxing a RNG job) http://pastebin.com/TV7EkJcf most likely is the same that you have,
    for precast "JA's" since I have then to activate depending if a variable is on/off, when you try to RA, if they are 5 JA that can be activated before it shoots, it will activate all of them, coz how I have the code is

    if spell.name == Range (check recast/variable on/off etc...) then... activate JA I want wait a sec, /ra again, so it will check again if spell.name == range... check if any ability need to activate then shoot...

    the only thing I wouldn't use is " midaction() " sadly it have an issue that if a packet is lost you will be locked for few secs (unlikely to happen.. but it does and will be in the worst scenario you can think)

  19. #2779
    RIDE ARMOR
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    Bismarck

    Is there an alternative approach to the midaction() check? It seemed a very good way to prevent erroneous gear changes midcast if you are mashing keys (yeah i do this sometimes) XD

  20. #2780
    Sea Torques
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    not really, even the workaround to midaction have the same issue of packet loss..

    but a workaround to stop spamming macros, In my lua I have an addtochat for WS and JA's activations, so I know If I see the text, the macro went

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