and if you equip your gear then use gs export it will create a file with the augments in it
and if you equip your gear then use gs export it will create a file with the augments in it
Very nice, thanks. And another question: it says in the advanced sets table .txt that I "must use the full name of the augment (even if the
augment appears on your item in a contracted form)"... but exporting it shows it in its shortened form:
hands={ name="Otronif Gloves", augments={'Phys. dmg. taken -3%','Crit.hit rate+2',}},
legs={ name="Otronif Brais +1", augments={'Phys. dmg. taken -3%','Magic dmg. taken -4%','"Dbl.Atk."+1',}},
feet={ name="Otronif Boots", augments={'Phys. dmg. taken -3%','Crit.hit rate+2',}},
Should I just change it and type it all out or is it OK to leave it as is?
like this
neck={ name="Wivre Gorget", augments={'"Subtle Blow"+4','MP+3',}}
main={ name="Firmament", augments={'Wind resistance-1 Earth resistance+1',}}
neck={ name="Chaos Torque", augments={'Attack+3','STR+3',}}
but if you export them that should work as well
What's with Gearswap and rings? I got two Fenrir Rings +1, but if I try to equip both at once, one of them won't equip.
Pastebin:
http://pastebin.com/1cKZp8HT
Relevant code:
Code:sets.midcast.CorsairShot = {ammo=gear.QDbullet, head="Fugacity Beret +1",neck="Stoicheion Medal",ear1="Novio Earring",ear2="Friomisi Earring", body="Mirke Wardecors",hands="Nvrch. Gants +2",ring1="Fenrir Ring +1",ring2=gear.ElementalRing, back="Gunslinger's Cape",waist=gear.ElementalObi,legs="Shned. Tights +1",feet="Nvrch. Bottes +2"}e:It equips them both if I hit the macro twice, but on the first try it doesn't change ring1.Code:-- Define proper defaults for weaponskills that use obis if spell.english == 'Leaden Salute' then gear.default.obi_waist = "Light Belt" gear.default.obi_ring = "Arvina Ringlet +1" elseif spell.english == 'Wildfire' then gear.default.obi_waist = "Aquiline Belt" gear.default.obi_ring = "Fenrir Ring +1" elseif spell.type == 'CorsairShot' then gear.default.obi_waist = "Aquiline Belt" gear.default.obi_ring = "Fenrir Ring +1" end
thats because of the checks that gearswap does to see which items it has in inventory and in wardrobe im sure there is a way around this but not sure
im wondering if each item has a unique id that is different for each player?? or even a way to make one??
Noticed an error with the blu lua on main page https://github.com/Kinematics/GearSw...master/BLU.lua when trying to cycle weaponskill mode (Alt + F9) it is cycling thru Ranged Modes instead. How to fix this please, thx
It's not an error, the new default keybind is @f9.
Hi Mote,
I have upgrade to v2 of your gearswaps.
I was having issue with PLD where it would not switch to PDT or MDT gear when idle or engaged.
I thought it was using the "Window key + F10/F11" for PDT/MDT.
So PDT is using ctrl-F12? what about MDT?
another thing I notice is the auto-Pianissimo does not seem to be working. Thanks.
I'm getting a error wanted to see if I can get some help to clear it. Windower4/addons/gearswap/libs/mote-include.lua559: Attempt to index field ' CombatForm' (a nil value)
In the Mote Include that is
if state.CombatForm.has_value and meleeSet[state.CombatForm.value] then
meleeSet = meleeSet[state.CombatForm.value]
I'm trying to mode my old File to work. Any help to get this working again would be great. Thanks.
Seems the offense and Weapon skills toggles are the issue. Any expertise would be great. thanks.
Ahh, thx, missed that change in update, its Windows key + f9 to cycle Weaponskill modes, by the way, any time limit on when to change over, or will old versions of GS still work indefinately?
No. Defense sets are just plain F10/F11 for physical/magical, and removed with Alt-F12. Ctrl-F12 is for idle sets, not defense sets. The Win+F10/F11 is for the shield mode. I have no idea why you'd think Win+F10/F11 are for defense modes, as the naming convention of the vars should be pretty clear.
Auto-pianissimo has been working fine for me for some time. You will need to provide your file and modifications you've made.
Do you have anything in your code that directly assigns a value to state.CombatForm rather than using one of the integrated functions? All such instances should have been removed from the repo files, but if you're manually updating yours, that's something to watch out for.
I saw the comment below and mistook it that they are toggling between the pdt and mdt sets.
Spoiler: show
As for the auto-pianissimo, my side car messed it up. it is working now. Thanks.
Is there a way to validate gear sets with the stuff in wardrobe?
What do you mean? Validate already checks wardrobe.
I tried to gs validate inv but it only looked at my inventory. I want to see whats in my wardrobe i don't need
I am trying to move from Spellcast to Motes GS. If this has already been answered in the previous 145 pages I apologize but looking at the GS I can't figure out 1) Where to input which Dagger & Shield I would use when meleeing, or which Dagger i would Main and Sub if DWing. 2) how to make a macro to turn Daurdabla on/off. And where to list which spells I would use Daurdabla full time. Any help i greatly appricated. I suck at coding so I am sure this is probably a simple answer that I just can't grasp. Thank in advance.