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

  1. #2841
    Chram
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    Syntax-wise, leave off the second if. This would be valid syntax:

    Code:
    if spell.type ~= 'PetCommand' or spell.type ~= 'HealingBreath' then
    However there's no spell type of 'HealingBreath', so logic-wise that won't work.

    Also, [Not A OR Not B] is the same as [Not (A AND B)]. Since your example uses spell.type for both A and B, and it's impossible for spell.type to have two separate values, (A AND B) can never be true, so [Not (A AND B)] will always be true, making that particular conditional meaningless.

    Reaing further into your explanation, it looks like you're actually wanting to check spell.name, not spell.type, for Healing Breath (which is actually a series of abilities, and they are defined as "Healing Breath XXX", not "HealingBreathXXX" (note the spaces), so you'd go back to :startswith(), but in this case vs spell.name, not spell.type; in other words: spell.name:startswith('Healing Breath')), except, again, Healing Breath is a pet ability, and will not be any sort of valid check in aftercast, which is only relevant to player actions.

    So you need to rethink that approach from the ground up.

  2. #2842
    Bagel
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    i finally have the initial release of my gearswap include setup https://github.com/smd111/Gearswap
    it still does not have any documentation (im working on that give me a few days)

    i will say this every part of my includes can be shutoff if you dont want to use them(these controls are in the extras.lua file) and even if you dont have a copy of the files it wont mess up except for the map.lua file which is needed for most of the includes

    critiques are welcome

  3. #2843
    Gave 5$ to bg and all I could think of was this lousy title.
    -____-

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    sets.precast.JA['Call Beast'] = {hands="Ankusa Gloves"}

    In spellcast, I could assign a jug to equip along to the call beast command, so say I pushed Falcorr callbeast macro, it'd equip falcorr jug and then call beast, and then return to idle ammo. Anyway to recreate this in GS? Do I just create multiple instance of that same line? IE:

    sets.precast.JA['Call Beast'] = {hands="Ankusa Gloves, Lucky Broth"}
    sets.precast.JA['Call Beast'] = {hands="Ankusa Gloves, Fizzy Broth"}
    sets.precast.JA['Call Beast'] = {hands="Ankusa Gloves, Cloudy Wheat Broth"}

    If I do that, how do I link them to a macro?


    Second question, how do you implement something like If HP% lower than 5 at precast or aftercast, equip twilight helm and mail instead of default piece?

  4. #2844
    Bagel
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    Quote Originally Posted by SubzeroDiabolos View Post
    sets.precast.JA['Call Beast'] = {hands="Ankusa Gloves"}

    In spellcast, I could assign a jug to equip along to the call beast command, so say I pushed Falcorr callbeast macro, it'd equip falcorr jug and then call beast, and then return to idle ammo. Anyway to recreate this in GS? Do I just create multiple instance of that same line? IE:

    sets.precast.JA['Call Beast'] = {hands="Ankusa Gloves, Lucky Broth"}
    sets.precast.JA['Call Beast'] = {hands="Ankusa Gloves, Fizzy Broth"}
    sets.precast.JA['Call Beast'] = {hands="Ankusa Gloves, Cloudy Wheat Broth"}

    If I do that, how do I link them to a macro?
    in not sure if it will go to filtered action or not but as far as the sets go i would do this
    Code:
    bst_jugs = {'Lucky Broth','Fizzy Broth','Cloudy Wheat Broth'}
    jug_count = 1
    sets.precast.JA['Call Beast'].jug = {}
    sets.precast.JA['Call Beast'].jug['Lucky Broth'] = {ammo="Lucky Broth"}
    sets.precast.JA['Call Beast'].jug['Fizzy Broth'] = {ammo="Fizzy Broth"}
    sets.precast.JA['Call Beast'].jug['Cloudy Wheat Broth'] = {ammo="Cloudy Wheat Broth"}
    sets.precast.JA['Call Beast'].gear = {hands="Ankusa Gloves"}
    sets.precast.JA['Call Beast'].equip = set_combine(sets.precast.JA['Call Beast'].gear, sets.precast.JA['Call Beast'].jug[bst_jugs[jug_count]])
    then in self_command
    Code:
    if command = "jugselect" then
    	jug_count = (jug_count % #bst_jugs) +1
    end
    then equip what you want with
    Code:
    equip(sets.precast.JA['Call Beast'].equip)

  5. #2845
    Chram
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    Quote Originally Posted by SubzeroDiabolos View Post
    sets.precast.JA['Call Beast'] = {hands="Ankusa Gloves"}

    In spellcast, I could assign a jug to equip along to the call beast command, so say I pushed Falcorr callbeast macro, it'd equip falcorr jug and then call beast, and then return to idle ammo. Anyway to recreate this in GS? Do I just create multiple instance of that same line? IE:

    sets.precast.JA['Call Beast'] = {hands="Ankusa Gloves, Lucky Broth"}
    sets.precast.JA['Call Beast'] = {hands="Ankusa Gloves, Fizzy Broth"}
    sets.precast.JA['Call Beast'] = {hands="Ankusa Gloves, Cloudy Wheat Broth"}

    If I do that, how do I link them to a macro?
    Given your naming, I'm assuming you're using my libs, and one of the bst lua's based on them.

    It sounds like you have a macro:
    Code:
    /equip ammo "Lucky Broth"
    /ja "Call Beast" <me>
    If that's the case, you don't need to do anything special. All you need is the Call Beast-specific gear set:
    Code:
    sets.precast.JA['Call Beast'] = {hands="Ankusa Gloves"}
    And then just make sure your idle and engaged sets have normal ammo in place so that it can revert to that after the JA:
    Code:
    sets.idle = {ammo="Thew Bomblet", ...}
    sets.engaged = {ammo="Thew Bomblet", ...}


    Code:
    bst_jugs = {'Lucky Broth','Fizzy Broth','Cloudy Wheat Broth'}
    jug_count = 1
    Except no, don't use that, use Modes (if you decide to make use of this). If you want to set up a var to select which broth to use, rather than hand-code it in your macro, you'd progress like this:

    Code:
    state.Jug = M{'Lucky Broth','Fizzy Broth','Cloudy Wheat Broth'}
    Bind for changing the value: gs c cycle Jug

    and then in precast:

    Code:
    equip({ammo=state.Jug.current})

  6. #2846
    Gave 5$ to bg and all I could think of was this lousy title.
    -____-

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    Code:
    If buffactive="Doom" then equip (sets.idle.Reraise = set_combine(sets.idle, {head="Twilight Helm",body="Twilight Mail"})
    Any clues why my .lua file is saying its expecting a = at buffactive? I tried putting one, doesn't change the message when I reload. Also, any ways to have GS swap to dual twilight based on HP%? Say at 5% I want it to override any gears that should be on body and head to twilight instead, and bind it to a macro like you could in spellcast? IE /sc set twilight with head and body locked if HP was 5% or below at aftercast.

    This is the whole .lua file
    Code:
    	
    
        -------------------------------------------------------------------------------------------------------------------
        -- Initialization function that defines sets and variables to be used.
        -------------------------------------------------------------------------------------------------------------------
         
        -- IMPORTANT: Make sure to also get the Mote-Include.lua file (and its supplementary files) to go with this.
         
        -- Initialization function for this job file.
        function get_sets()
                -- Load and initialize the include file.
    			mote_include_version = 2
                include('Mote-Include.lua')
    
        end
         
         
        -- Called when this job file is unloaded (eg: job change)
        function file_unload()
                if binds_on_unload then
                        binds_on_unload()
                end
               
         
        end
         
        function user_setup()
                        -- Default macro set/book
                set_macro_page(2, 2)
         
                -- Options: Override default values
    			state.OffenseMode:options('Normal')
    			state.DefenseModes:options('Normal')
    			state.WeaponskillModes:options('Normal', 'Refresh', 'Reraise')
    			state.CastingModes:options('Normal')
    			state.IdleModes:options('Normal', 'Acc')
    			state.RestingModes:options('Normal')
        end
         
        -- Define sets and vars used by this job file.
        function init_gear_sets()
                        --------------------------------------
                -- Start defining the sets
                --------------------------------------
               
                -- Precast Sets
               
                -- Precast sets to enhance JAs
                sets.precast.JA['Familiar'] = {}
                sets.precast.JA['Reward'] = {ammo="Pet Food Theta",head="Brave's Warbonnet",
    					ear1="Ferine Earring",body="Tot. Jackcoat +1",
                        legs="Totemic Trousers",feet="Ankusa Gaiters"}
                               
                sets.precast.JA['Call Beast'] = {hands="Ankusa Gloves"}
    			
                       
                sets.precast.JA['Charm'] = {head="Monster Helm",
                        body="Ankusa Jackcoat",hands="Ankusa Gloves",
                        waist="Aristo Belt",legs="Totemic Trousers",feet="Ankusa Gaiters"}
         
                -- Waltz set (chr and vit)
                sets.precast.Waltz = {
                        head="Otomi Helm",neck="Ferine Necklace",body="Tot. Jackcoat +1",hands="Tot. Gloves +1",ring2="Askelpian Ring",
                        feet="Totemic Gaiters"}
                       
                -- Don't need any special gear for Healing Waltz.
                sets.precast.Waltz['Healing Waltz'] = {}
               
                sets.precast.JA['Feral Howl'] = {body="Ankusa Jackcoat"}
               
               
                -- Weaponskill sets
                -- Default set for any weaponskill that isn't any more specifically defined
                sets.precast.WS = {
                        head="Otomi Helm",neck="Aqua Gorget",ear1="Centaurus Earring",ear2="Ethereal Earring",
                        body="Xaddi Mail",hands="Miki. Gauntlets",ring1="Rajas Ring",ring2="Vehemence Ring",
                        back="Atheling Mantle",waist="Snow Belt",legs="Outrider Hose",feet="Karieyh Sollerets"}
                       
                sets.midcast.Pet.WS = {
                        neck="Ferine Necklace",
                        back="Pastoralist's Mantle",
    					ear1="Sabong Earring",
    					ear2="Ferine Earring"}
    
                -- Sets to return to when not performing an action.
               
                -- Resting sets
                sets.resting = set_combine(sets.idle, {head="Twilight Helm"})
               
                -- Idle sets
                sets.idle = {
                        head="Otomi Helm",neck="Ferine Necklace",ear1="Steelflash Earring",ear2="Bladeborn Earring",
                        body="Xaddi Mail",hands="Tot. Gloves +1",ring1="Rajas Ring",ring2="Epona's Ring",
                        back="Pastoralist's Mantle",waist="Kuku Stone",legs="Iuitl Tights +1",feet="Ferine Ocreae +1"}
         
                       
                sets.idle.Reraise = set_combine(sets.idle, {head="Twilight Helm",body="Twilight Mail"})
               
                sets.idle.PetEngaged = {
                        neck="Ferine Necklace",
                        back="Pastoralist's Mantle",
    					ear1="Sabong Earring",
    					ear2="Ferine Earring"}
               
                -- Defense sets
                sets.defense.PDT = {}
         
                sets.defense.MDT = {}
         
                sets.Kiting = {}
         
                -- Engaged sets
         
                -- Variations for TP weapon and (optional) offense/defense modes. Code will fall back on previous
                -- sets if more refined versions aren't defined.
                -- If you create a set with both offense and defense modes, the offense mode should be first.
                -- EG: sets.engaged.Dagger.Accuracy.Evasion
               
                -- Normal melee group
                sets.engaged = {
                        head="Otomi Helm",neck="Ferine Necklace",ear1="Steelflash Earring",ear2="Bladeborn Earring",
                        body="Xaddi Mail",hands="Tot. Gloves +1",ring1="Rajas Ring",ring2="Epona's Ring",
                        back="Pastoralist's Mantle",waist="Kuku Stone",legs="Iuitl Tights +1",feet="Ferine Ocreae +1"}
    					
    			If buffactive = Doom then equip (sets.idle.Reraise = set_combine(sets.idle, {head="Twilight Helm",body="Twilight Mail"})
         
        end
         
         
        -------------------------------------------------------------------------------------------------------------------
        -- Job-specific hooks that are called to process player actions at specific points in time.
        -------------------------------------------------------------------------------------------------------------------
         
        function job_pet_midcast(spell, action, spellMap, eventArgs)
                classes.CustomClass = "WS"
        end
         
        -- Return true if we handled the aftercast work.  Otherwise it will fall back
        -- to the general aftercast() code in Mote-Include.
        function job_aftercast(spell, action, spellMap, eventArgs)
                if spell.english == 'Fight' and not spell.interrupted then
                        display_pet_status('Engaged')
                end
        end
         
        -- Called when the pet's status changes.
        function job_pet_status_change(newStatus, oldStatus)
                adjust_gear_sets_for_pet()
        end
         
         
        -------------------------------------------------------------------------------------------------------------------
        -- User code that supplements self-commands.
        -------------------------------------------------------------------------------------------------------------------
         
        -- Called by the 'update' self-command, for common needs.
        -- Set eventArgs.handled to true if we don't want automatic equipping of gear.
        function job_update(cmdParams, eventArgs)
                adjust_gear_sets_for_pet()
        end
         
        -- Set eventArgs.handled to true if we don't want the automatic display to be run.
        function display_current_job_state(eventArgs)
                local defenseString = ''
                if state.Defense.Active then
                        local defMode = state.Defense.PhysicalMode
                        if state.Defense.Type == 'Magical' then
                                defMode = state.Defense.MagicalMode
                        end
         
                        defenseString = 'Defense: '..state.Defense.Type..' '..defMode..', '
                end
         
                add_to_chat(122,'Melee: '..state.OffenseMode..'/'..state.DefenseMode..', WS: '..state.WeaponskillMode..', '..defenseString..
                        'Kiting: '..on_off_names[state.Kiting])
         
                display_pet_status()
         
                eventArgs.handled = true
        end
         
        function adjust_gear_sets_for_pet()
                classes.CustomIdleGroups:clear()
                classes.CustomMeleeGroups:clear()
         
                -- If the pet is engaged, adjust potential idle and melee groups.
                if pet.isvalid and pet.status == 'Engaged' then
                        classes.CustomIdleGroups:append('PetEngaged')
                end
        end
         
        function display_pet_status(withStatus)
                if pet.isvalid then
                        local petInfoString = pet.name..': '
                       
                        if withStatus then
                                petInfoString = petInfoString..withStatus
                        else
                                petInfoString = petInfoString..tostring(pet.status)
                        end
                       
                        petInfoString = petInfoString..'  TP='..tostring(pet.tp)..'  HP%='..tostring(pet.hpp)
                       
                        add_to_chat(122,petInfoString)
                end
        end

  7. #2847
    Chram
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    Fenrir

    Any clues why my .lua file is saying its expecting a = at buffactive?
    A conditional requires that you use the equality comparison operator, which is ==, not =. = is the assignment operator.

  8. #2848
    Bagel
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    Quote Originally Posted by Motenten View Post
    A conditional requires that you use the equality comparison operator, which is ==, not =. = is the assignment operator.
    not to mention is a table(based on buff name) like spell not a var like spell.name

    so you should use buffactive["Doom"]

  9. #2849
    Gave 5$ to bg and all I could think of was this lousy title.
    -____-

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    If buffactive==["Doom"] then equip (sets.idle.Reraise = set_combine(sets.idle, {head="Twilight Helm",body="Twilight Mail"}) or
    If buffactive["Doom"] then equip (sets.idle.Reraise = set_combine(sets.idle, {head="Twilight Helm",body="Twilight Mail"})

    Doesn't work either.

  10. #2850
    Bagel
    Join Date
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    Quote Originally Posted by SubzeroDiabolos View Post
    If buffactive==["Doom"] then equip (sets.idle.Reraise = set_combine(sets.idle, {head="Twilight Helm",body="Twilight Mail"}) or
    If buffactive["Doom"] then equip (sets.idle.Reraise = set_combine(sets.idle, {head="Twilight Helm",body="Twilight Mail"})

    Doesn't work either.
    if buffactive["Doom"] then
    equip(sets.idle, {head="Twilight Helm",body="Twilight Mail"})
    end

    this does require you to take and action

    but if you want to do this when you gain the buff you can do that

  11. #2851
    Smells like Onions
    Join Date
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    Gear Swap Noob Questions

    Hi guys!

    I just returned from a year long break to the game and thought I'd enhance the whole FFXI with the use of Gear Swap. Now, mind you, I never used Spell Cast before, and I have no knowledge whatsoever about programming.

    I've been messing around with the WHM_Gear (with help of Mote's WHM .lua file of course) and I have managed to comprehend how to set up the different gear sets, etc. However, I am confused as to one thing towards the end. Let me show you:

    Code:
    -- Sets to return to when not performing an action.
        
        -- Resting sets
        sets.resting = {main="Dark Staff", 
            head="Wivre Hairpin",body="Gendewitha Bliaut",hands="Serpentes Cuffs",
            waist="Austerity Belt",legs="Nares Trews",feet="Serpentes Boots"}
        
    
        -- Idle sets (default idle set not needed since the other three are defined, but leaving for testing purposes)
        sets.idle = {main="Bolelabunga", sub="Genbu's Shield",ammo="Incantor Stone",
            head="Wivre Hairpin",neck="Twilight Gorget",ear1="Bloodgem Earring",ear2="Loquacious Earring",
            body="Gendewitha Bliaut",hands="Serpentes Cuffs",ring1="Dark Ring",ring2="Dark Ring",
            back="Umbra Cape",waist="Witful Belt",legs="Orvail Pants +1",feet="Serpentes Sabots"}
    
        sets.idle.PDT = {main="Bolelabunga", sub="Genbu's Shield",ammo="Incantor Stone",
            head="Nahtirah Hat",neck="Twilight Torque",ear1="Bloodgem Earring",ear2="Loquacious Earring",
            body="Gendewitha Bliaut",hands="Gendewitha Gages",ring1="Defending Ring",ring2=gear.DarkRing.physical,
            back="Umbra Cape",waist="Witful Belt",legs="Gendewitha Spats",feet="Herald's Gaiters"}
    
        sets.idle.Town = {main="Bolelabunga", sub="Genbu's Shield",ammo="Incantor Stone",
            head="Wivre Hairpin",neck="Twilight Gorget",ear1="Bloodgem Earring",ear2="Loquacious Earring",
            body="Gendewitha Bliaut",hands="Serpentes Cuffs",ring1="Dark Ring",ring2="Dark Ring",
            back="Umbra Cape",waist="Witful Belt",legs="Orvail Pants +1",feet="Serpentes Sabots"}
        
        sets.idle.Weak = {main="Bolelabunga",sub="Genbu's Shield",ammo="Incantor Stone",
            head="Nahtirah Hat",neck="Twilight Torque",ear1="Bloodgem Earring",ear2="Loquacious Earring",
            body="Gendewitha Bliaut",hands="Yaoyotl Gloves",ring1="Defending Ring",ring2="Meridian Ring",
            back="Umbra Cape",waist="Witful Belt",legs="Nares Trews",feet="Gendewitha Galoshes"}
        
        -- Defense sets
    
        sets.defense.PDT = {main=gear.Staff.PDT,sub="Achaq Grip",
            head="Gendewitha Caubeen",neck="Twilight Torque",
            body="Gendewitha Bliaut",hands="Gendewitha Gages",ring1="Defending Ring",ring2=gear.DarkRing.physical,
            back="Umbra Cape",legs="Gendewitha Spats",feet="Gendewitha Galoshes"}
    
        sets.defense.MDT = {main=gear.Staff.PDT,sub="Achaq Grip",
            head="Nahtirah Hat",neck="Twilight Torque",
            body="Vanir Cotehardie",hands="Yaoyotl Gloves",ring1="Defending Ring",ring2="Shadow Ring",
            back="Tuilha Cape",legs="Bokwus Slops",feet="Gendewitha Galoshes"}
    
        sets.Kiting = {feet="Herald's Gaiters"}
    
        sets.latent_refresh = {waist="Fucho-no-obi"}
    Can someone explain to me what the idle sets are and how they are activated? I take it town is active when only in town, but what about the regular and PDT idle sets? Which set should I change for when I'm fighting stuff?

    Also, how do I activate the defense sets? Can I make a ingame macro to activate it or will it automatically activate when I am going to get hit physically or magically accordingly?

    Is there a way to make a macro to activate certain gear sets? I am thinking of THF now. There may be occasions where I need to swap back and forth between evasion and max dmg set. Is it possible to do this manually? If so, how?

    If there are any noob guides where it explains all of this in detail, please let me know and I'll check it out.

    Thanks!

  12. #2852
    Chram
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    Quote Originally Posted by Tigerwolf
    However, I am confused
    There are different idle modes, defined in state.IdleMode. The default bind for cycling through the possible idle modes is Ctrl-F12. Idle mode will thus either be 'Normal' or 'PDT'.

    When it tries to equip an idle set (either when you disengage from melee, or after you complete an action while not engaged), it will try to determine which set to use. It starts with sets.idle. It then checks if you're in town, are weak, or elsewhere. If you're in town, it tries to select sets.idle.Town. If you're weak, it tries to select sets.idle.Weak. Otherwise it tries to select sets.idle.Field.

    Town and weak sets are defined in your snippet there, and if either of those conditions are met, those are the sets that will be chosen. There is no sets.idle.Field, so it stays at sets.idle.

    It then tries to find any sets that match your current idle mode. Assuming we're not in town or weak, we're starting from sets.idle. If you're in 'Normal' idle mode, it looks for sets.idle.Normal. That doesn't exist, so it stays on sets.idle. If you're in 'PDT' idle mode, it looks for sets.idle.PDT. That set exists, so that's now the set that will be selected.

    Activate the defense sets with F10 and F11. Deactivate with Alt+F12. Read the wiki on the repository for more information.

    Read The Wiki

  13. #2853
    Melee Summoner
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    Does Indi/Geo-Haste have its own buffid?

    I tried putting in buffactive.haste == 2 for haste1 and indi-haste and it didn't equip my max haste set. :<

  14. #2854
    Bagel
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    Quote Originally Posted by Santi View Post
    Does Indi/Geo-Haste have its own buffid?

    I tried putting in buffactive.haste == 2 for haste1 and indi-haste and it didn't equip my max haste set. :<
    yes

  15. #2855
    Relic Shield
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    How does one set up a key bind in a gear swap file? say i want the command "//gs c melee" put on F9 key just for example.

  16. #2856
    Bagel
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    Quote Originally Posted by Trumpy View Post
    How does one set up a key bind in a gear swap file? say i want the command "//gs c melee" put on F9 key just for example.
    for this use the user_command function like this

    Code:
    function self_command(command)
    	if commad == "melee" then
    	--do somthing
    	end
    end
    how to do the binding part im not sure never used it

  17. #2857
    Sea Torques
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    Quote Originally Posted by Motenten View Post
    There are different idle modes, defined in state.IdleMode. The default bind for cycling through the possible idle modes is Ctrl-F12. Idle mode will thus either be 'Normal' or 'PDT'.
    Activate the defense sets with F10 and F11. Deactivate with Alt+F12. Read the wiki on the repository for more information.

    Read The Wiki
    Oh my god I never knew this. I've been unloading and reloading gearswap whenever I accidentally turned on a defense mode

  18. #2858
    Chram
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    Quote Originally Posted by Trumpy View Post
    How does one set up a key bind in a gear swap file? say i want the command "//gs c melee" put on F9 key just for example.
    During initial setup (get_sets), do something like:

    Code:
    send_command('bind f9 gs c melee')

  19. #2859
    Relic Shield
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    Rehn Valor
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    Sargatanas
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    Ragnarok

    Can gearswap distinguish between same named gear with different augments? I have otronif pieces that each have crit and det, so I want to use them in different sets.

  20. #2860
    BG Content
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    Yeah, it can. Look at "Advanced sets tables.txt" in beta_examples_and_information in your gearswap folder.

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