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

  1. #2901
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    Quote Originally Posted by Quixacotl View Post
    Feel free to use/edit my RDM lua if you want. It's relatively basic and easy to edit for novices. pastebin.com/NSfNmsVr

    As for the elemental staves for GS you can incorporate something like this:
    Code:
    function get_sets()
    	sets.midcast = {}
    	sets.midcast['Enfeebling Magic'] = {main="some default enfeebling staff"}
    	sets.midcast['Elemental Magic'] = {main="some default nuking staff"}
    
    	sets.staff = {}
    	sets.staff.Fire = {main="Vulcan's Staff"}
    	sets.staff.Ice = {main="Aquilo's Staff"}
    	sets.staff.Wind = {main="Auster's Staff"}
    	sets.staff.Earth = {main="Terra's Staff"}
    	sets.staff.Lightning = {main="Jupiter's Staff"}
    	sets.staff.Water = {main="Neptune's Staff"}
    	sets.staff.Light = {main="Apollo's Staff"}
    	sets.staff.Dark = {main="Pluto's Staff"}
    end
    
    function midcast(spell)
    	if spell.skill == "Enfeebling Magic" then
    		equip(sets.midcast['Enfeebling Magic'],sets.staff[spell.element])
    	elseif spell.skill == "Elemental Magic" then
    		equip(sets.midcast['Elemental Magic'],sets.staff[spell.element])
    	end
    end
    Cool I'll give that one a shot... and so I don't confuse myself... I this RDM.lua the full LUA to use or would it be just the _Gear one ?? and the additional code to add.. is there any particular place where it needs to be placed??

    Thanks again :D

  2. #2902
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    Quote Originally Posted by Motenten View Post
    Yes, that would work, but you'd need spell.type == 'WeaponSkill' (note the capitalization). It would go in job_post_precast.

    On the difference between pretarget and precast: Pretarget is before your target has been selected. When you hit a macro and get the little blue targeting arrow and tab around trying to figure out who to cast on? That's the pretarget phase. Once you select your target, you move to the precast phase where you actually start equipping gear.

    On high haste sets: The determine_haste_group() function would give you pretty much all you need for that, yes. Still have to define the gear sets to match up, though. Also, I haven't built anything for handling haste vs haste II yet.
    Awesome, thanks for the info and reply. I got one right for once!

  3. #2903
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    Quote Originally Posted by Drakko View Post
    Cool I'll give that one a shot... and so I don't confuse myself... I this RDM.lua the full LUA to use or would it be just the _Gear one ?? and the additional code to add.. is there any particular place where it needs to be placed??

    Thanks again :D
    Yes the RDM.lua is the full stand alone lua. The sets.staff table has to be placed within the 'function get_sets()' block. It would be more helpful if you can post a pastebin of your lua.

    Now since you mentioned, '_gear' I now have to ask, are you using Motes luas with a sidecar? If that is the case then for Motes you need to paste the sets.staff table within the 'function init_gear_sets()' block.
    Code:
    function init_gear_sets()
        -- stuff
        -- more stuff
        sets.staff = {}
        sets.staff.Fire = {main="Vulcan's Staff"}
        sets.staff.Ice = {main="Aquilo's Staff"}
        sets.staff.Wind = {main="Auster's Staff"}
        sets.staff.Earth = {main="Terra's Staff"}
        sets.staff.Lightning = {main="Jupiter's Staff"}
        sets.staff.Water = {main="Neptune's Staff"}
        sets.staff.Light = {main="Apollo's Staff"}
        sets.staff.Dark = {main="Pluto's Staff"}
    end
    To equip the elemental staves you would need to add a 'function job_post_midcast' block so that it looks like this:
    Code:
    -- Run after the default midcast() is done.
    -- eventArgs is the same one used in job_midcast, in case information needs to be persisted.
    function job_post_midcast(spell, action, spellMap, eventArgs)
    	if spell.skill == "Enfeebling Magic" then
    		equip(sets.staff[spell.element])
    	elseif spell.skill == "Elemental Magic" then
    		equip(sets.staff[spell.element])
    	end
    end

  4. #2904
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    Quote Originally Posted by Quixacotl View Post
    Yes the RDM.lua is the full stand alone lua. The sets.staff table has to be placed within the get_sets() block. It would be more helpful if you can post a pastebin of your lua.

    Now since you mentioned, '_gear' I now have to ask, are you using Motes luas with a sidecar? If that is the case then for Motes you need to paste the sets.staff table within the function user_setup() block in both the main and sidecar luas.
    yeah I believe it is Mote one that I had originally found the link for when first started tinkering with it on Thurs or Fri evening... and yeah I am using the side-car method..


    I was going to post them, but I don't have 10 Posts as of yet to be able to post the links... but if you search for Drakaru on Pastebin they are on there now... (still figuring out what all gear I have so kinda hit and miss on that part)

  5. #2905
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    Originally I posted an incorrect block location but have since edited and corrected the error.

  6. #2906
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    A bit of a nuisance, hitting F12 while on SCH activates Light Arts quite often, not sure why it does.
    Using Mote's lua, I may have changed something in error that causes this.

    http://pastebin.com/eFnw29LM

  7. #2907
    Chram
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    Quote Originally Posted by Speedy View Post
    A bit of a nuisance, hitting F12 while on SCH activates Light Arts quite often, not sure why it does.
    Using Mote's lua, I may have changed something in error that causes this.

    http://pastebin.com/eFnw29LM
    That's deliberate. F12 activates Light Arts (or Dark Arts if you're in Stun idle mode) if you don't have any arts or addendums active. Since they can't be dispelled, it should only be relevant after changing zones, or if you're in a zone for over 2 hours without changing arts, allowing them to wear off.

  8. #2908
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    Quote Originally Posted by Motenten View Post
    That's deliberate. F12 activates Light Arts (or Dark Arts if you're in Stun idle mode) if you don't have any arts or addendums active. Since they can't be dispelled, it should only be relevant after changing zones, or if you're in a zone for over 2 hours without changing arts, allowing them to wear off.
    Well then, now that I understand, it makes sense. I'll live with it, hehe. Thanks again Mote.

  9. #2909
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    I am using mote's brd v2 lua, I am trying to get the below to equip for long duration when Troubadour is in effect but it always seems to equip the debuff equipment when I am doing lullaby.

    sets.midcast['Troubadour'] ={main="Legato Dagger", sub="Genbu's Shield",range="Eminent Flute", feet="Brioso Slippers", head="Aoidos' Calot +2", neck="Aoidos' Matinee",body="Aoidos' Hongreline +2", hands="Aoidos' Manchettes +2",legs="Aoidos' rhingrave +2"}

    Is there something else that should be done?

  10. #2910
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    Quote Originally Posted by Orestes View Post
    This is what I'm doing. Mote already had most of the logic in place for switching elemental belt/gorgets, so I just modified that a bit.
    Code:
    function is_sc_element_today(spell)
        if spell.type ~= 'WeaponSkill' then
            return
        end
    
       local weaponskill_elements = S{}:
        union(skillchain_elements[spell.skillchain_a]):
        union(skillchain_elements[spell.skillchain_b]):
        union(skillchain_elements[spell.skillchain_c])
    
        if weaponskill_elements:contains(world.day_element) then
            return true
        else
            return false
        end
    
    end
    Then you can query the function in job_post_precast() (assuming you use Mote's). It will return true if the day is aligned with whichever WS you're using. You'll have to make a set containing just the helm somewhere in init_gear_sets() i.e. sets.WSDayBonus = { head="Gavialis Helm" }

    Code:
    job_post_precast(spell, action, spellMap, eventArgs)
    	if spell.type == 'WeaponSkill' then
                if is_sc_element_today(spell) then
                    equip(sets.WSDayBonus)
                end
    	end
    end
    If you want to exclude any WS's or lock it down to only working with certain WS, you'd have to do something like this.
    Code:
    if spell.type == 'WeaponSkill' then
        if spell.english ~= 'Stardiver' then
            equip(sets.WSDayBonus)
        end
    end
    Hey Orestes,

    Thanks alot for this bud. I will certainly try this asap home from work. If skipping the include/exclude part at the bottom here, it will bypass -any- ws sets (well obviously WSDayBonus, aka only the head for now)?

    Say, hypothetically, I want to keep the head in my Fudo.HighAcc sets - how will I add that to the exclude part?

  11. #2911
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    Is anyone having issues with Mote's NIN gearswap not equipping accuracy sets? When I'm in the standard engaged set the accuracy set equips fine, but when when swapping to the lower DW sets it equips only the base set and ignores the fact that offensive accuracy is toggled on. It's possible I just broke something when I added GEO haste buffs.

  12. #2912
    Chram
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    Quote Originally Posted by Digg View Post
    Hey Orestes,

    Thanks alot for this bud. I will certainly try this asap home from work. If skipping the include/exclude part at the bottom here, it will bypass -any- ws sets (well obviously WSDayBonus, aka only the head for now)?

    Say, hypothetically, I want to keep the head in my Fudo.HighAcc sets - how will I add that to the exclude part?
    The code he provided is a way to use that helm -instead of- whatever you'd use normally. If you wanted to use that helm all the time, regardless, just put it in the weaponskill's gear set.

  13. #2913
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    Quote Originally Posted by Tronian View Post
    I am using mote's brd v2 lua, I am trying to get the below to equip for long duration when Troubadour is in effect but it always seems to equip the debuff equipment when I am doing lullaby.

    sets.midcast['Troubadour'] ={main="Legato Dagger", sub="Genbu's Shield",range="Eminent Flute", feet="Brioso Slippers", head="Aoidos' Calot +2", neck="Aoidos' Matinee",body="Aoidos' Hongreline +2", hands="Aoidos' Manchettes +2",legs="Aoidos' rhingrave +2"}

    Is there something else that should be done?
    1) That set won't be automatically selected. Midcast set selection ignores JAs (though I suppose I should adjust that, just for completeness).
    2) Even if it did get selected, it *only* is active during the actual use of the JA (Troubadour, in this case). It will have absolutely no effect on songs you sing afterwards.

    You indicate you want to equip that set when singing Lullaby while Troubadour is active. In that case, you're making a modification to the default gear selection, which should be applied in post_midcast.

    Code:
        -- Need to add this to job_setup():
        state.Buff['Troubadour'] = buffactive['Troubadour'] or false
    
    
    function job_post_midcast(spell, action, spellMap, eventArgs)
        if spellMap == 'Lullaby' and state.Buff.Troubadour then
            equip(sets.midcast.Troubadour)
        end
    end

  14. #2914
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    I remember spellcast letting me cancel the utsusemi buff a half second before cast if I was casting Ichi in order to not waste the cast, does gearswap allow me to do this? Same for autocasting Seigan if I were to use Third Eye. Thanks!

  15. #2915
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    Spellcast didn't allow that; that's the Cancel plugin. For GearSwap, also enable the Cancel addon (not plugin). Then just use something like:

    Code:
    function precast(spell)
        if spell.english == 'Utsusemi: Ichi' then
            send_command('@wait 1.7;cancel copy image,copy image (2)')
        end
    end
    (or 'cancel copy image*' if you don't care about the number of shadows left)

    And yes, you can do tricks like the Seigan/Third Eye thing.

  16. #2916
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    Quote Originally Posted by Positive View Post
    Is anyone having issues with Mote's NIN gearswap not equipping accuracy sets? When I'm in the standard engaged set the accuracy set equips fine, but when when swapping to the lower DW sets it equips only the base set and ignores the fact that offensive accuracy is toggled on. It's possible I just broke something when I added GEO haste buffs.
    Would need to see your lua file to make any assessment.

  17. #2917
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    I have updated the Brd.Lua using motenten raw copy and paste. I have changed my macro in game to reflect /console gs c set extrasongmode dummy. When I use the macro in game it says in yellow song mode now dummy but does not put my 99 empy harp in so when i play a third song it will not allow me to go past two. I see that a few people have asked about this in different ways and figured something out but I'm unclear on what they actually changed to make this work properly. Thanks for the help in advance i know Motenten is always quick to reply

  18. #2918
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    Quote Originally Posted by frankshotdogs View Post
    I have updated the Brd.Lua using motenten raw copy and paste. I have changed my macro in game to reflect /console gs c set extrasongmode dummy. When I use the macro in game it says in yellow song mode now dummy but does not put my 99 empy harp in so when i play a third song it will not allow me to go past two. I see that a few people have asked about this in different ways and figured something out but I'm unclear on what they actually changed to make this work properly. Thanks for the help in advance i know Motenten is always quick to reply
    In job_midcast, add an add_to_chat() call that will tell you what value generalClass was set to. Make sure that set exists and has the instrument properly defined.

    Second thing to check: Do you have a sidecar file? If so, check the variables used for defining the instrument to be used, and make sure they match the main file.

  19. #2919
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    I have a side car file for brd gear so I will take a look to see if i can locate the lines you are talking about. Thanks for the quick reply

  20. #2920
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    I see the Job_Midcast in the brd.lua do i type that in directly after or in the function sections.
    I did change the range=info.DaurdablaInstrument to range=info.ExtraSongInstrument in the side car file but doesnt seem to be making a difference. Well it has to be the side car with the problem when i delete it and only run the new brd file I can put my dummy songs up. I will just make a new side car and edit that file then.

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