It has possible values of: Ability, Magic, Ranged Attack, Item, Monster Move, and Interruption.
It has possible values of: Ability, Magic, Ranged Attack, Item, Monster Move, and Interruption.
It has been fixed on dev for a few days. I will push it live later if I remember.
There is another item use bug with it, but it will involve updating RE to pull out more info.
Tried GS out for the first time tonight, using Motenten's RDM.lua. For the most part, it's working great, but I'm having a few problems. The only thing I've edited is the gear (didn't rename any sets, or add/edit any logic).
1. I'm getting really strange behavior with the left ring slot. If I cycle EquipStop to 'precast' and cast a nuke, I notice Icesoul ring is in the ring1 slot, instead of Prolix. The *ONLY* place I have Icesoul ring in the entire RDM.lua is as ring2 (in sets.precast.WS['Sanguine Blade'], and sets.midcast['Elemental Magic']). sets.precast.FC has ring1="Prolix Ring". Other spells correctly precast with Prolix in ring1 slot. Any ideas why this is happening?
2. Similar to #1, but for cures: I cycle EquipStop to 'midcast,' cast cure 1, and for some reason it will not equip ring1="Ephedra Ring" for sets.midcast.Cure. Prolix stays there instead (from sets.precast.FC). I've double checked spelling/syntax, and I see no problems. From Idle>Pre>Mid, rings should be Dark/Dark > Prolix/Unspecified > Ephedra/Sirona's.
[edit: Doing //gs equip sets.midcast.Cure manually does equip Ephedra]
3. How do I set different gear.default.obi_waist and/or gear.default.obi_back for Nukes vs. Cures? In user_setup() I defined gear.default.obi_waist as Oneiros Sash (for nukes), but if I'm curing on non-Lightsday, I want to equip Cascade belt, not Oneiros Sash (I have waist=gear.ElementalObi in both sets.midcast.Cure & sets.midcast['Elemental Magic']). I'm sure I could write a rule for this, but I don't know where to add custom stuff yet, or how well it plays with the rest of Mote's framework. I'd like to rely on the set_elemental_obi_cape_ring Utility function if possible.
In Mote's sch.lua file, there is function get_current_strategem_count(). Is this supposed to /echo me how many strats I have left? If not, what's it's purpose and how can I code it to add_to_chat the # of them I have left?
Edit: I'd also like to have an add_to_chat msg when Sublimation is complete.
I've been using the revised Mote job library, and I was having issues with my BRD debuffs responding to the 'Resistant' casting mode. After adding .value to line 389 in the BRD.lua,it seems to work again. It's possibly just a typo overlooked when revising the library, but I wanted to give a heads up ^^.Code:if state.CastingMode.value == 'Resistant' then
trying to figure out the proper syntax for creating a condition to equip Mecisto. Mantle before a mob dies.
targ or target.hpp doesnt seem to work.
Another question - for dualboxing, I used to use AutoExec to register events that would trigger actions from sending /tells back & forth. For example, /t mulename "cure3" would cause them to cure the person who sent the tell. With GearSwap running, this isn't working. Is there some other way I should be handling this when using GearSwap?
Mote, just a small update in case you want to implement the awesome RUN-tracking code you developed for your own mote-styled RUN lua in the future, I found a small thing.
Wouldn't really define it an issue tbh, and I'm perfectly fine with it, but you might want to give a look to it, knowing you're such a perfectionist.
I don't really know how to describe it, if you have RUN 99 you should test it yourself to see what happens. This is what you have to do:
1) Set up 3 runes so that the custom timers window tracks all 3 of them (I used 3 of the same kind, but I think the type you use is irrelevant)
2) Let all 3 of them wear off
3) When they wore off, use another one of the same rune (as above, I think using a different type should produce the same result)
4) The Rune will be correctly tracked, it will be alone, but the custom timers window will say "Rune 3" and there will be a small error in the Windower console (it's not an error, it's a line that explains what one of your custom functions do)
5) Use a second rune, it will be correctly tracked, but it will say "Rune 3" (previous one will become "rune 2"), same message in the console
6) Use a third rune, everything moves up, "Rune 3" gets created, no message in the Windower console
I don't really know how to describe it better than this, try it yourself if you can.
Again don't get me wrong, this is completely irrelevant for me, just wanted to let you know in case you want to create your own Mote-RUN file (which you totally should btw! I'm sure a lot of people would apreciate)
P.S.
With a few changes (removal of the Swipe/Lunge/Rayke/Gambit rules, timer set to 60 seconds and changing names) your code would work perfectly even for Maneuvers tracking on PUP. Altough "Autocontrol" (addon developed by Nitrous) does exactely the same thing, even if with a couple of minor things compared to your perfect coding.
The first two issues sound odd. I'd need to see your lua file to get a handle on it. Though, for the second one, you might want to check an overlay of sets.midcast.CureSelf if you're testing cures on yourself.
For the third issue, you'll have to add in some manual work. I'm doing some experiments on rewriting the elemental gear rules, but it's complicated.
To do a local override of a function, create a sidecar file, and place the function you're modifying (eg: job_precast) in that sidecar file. Sidecar files are usually only used for init_gear_sets and user_setup, but just about every other function can be replaced if you want to customize it yourself.
That's —
...
Hm.
Actually, that function is never actually used. Whatever I used to be using it for must have been rewritten.
Well, feel free to reference it for whatever you like. If you want to use it to display info for you, you'd call the function from whereever you decided to instigate such an info trigger. I can't really say, there, since it depends entirely on what you want to happen.
For sublimation complete, just put in a notice in the job_buff_change function.
This adjustment to the rune_count function should fix it, I think:
I do have a run lua, now, though it mainly just has these rules that people have asked for. It has absolutely no gear for it (my run is lvl 56, and only used as a subjob). If you'd like to provide filler for init_gear_sets, I'll push this as a default run file for people to use.Code:-- Get a count of the number of runes of a given type function rune_count(rune) local count = 0 local current_time = os.time() for _,entry in pairs(rune_timers) do if entry.rune == rune and entry.expires > current_time then count = count + 1 end end return count end
http://pastebin.com/42wes6Gf
Trying to get the Capacity Mantle in and had many errors. Then tried to redo the codes and don't know if right or wrong.
Getting some strange behaviour by using these new lines of code. What happens is the following, slightly different from the previous situation:
1) Create 3 runes and let them expire
2) Use a rune, get the console message***, no rune tracking timer gets created
3) Use a rune, no console message, a rune tracking timer with the right number (1) gets created
4) Use a rune, get the console message, a rune tracking timer with the wrong number (1) gets created and overwrites the previous one
5) Use a rune, no console message, a rune tracking timer with the right number (2) gets created
6) Use a rune, no console message, a rune tracking timer with the wrong number (2) gets created, the previous (2) becomes (1) and overwrites the previous (1) which disappears.
7) Use a rune, no console message, a rune tracking timer with the right timer gets created (3)
From here onwards the situation is reset and it starts working again.
The previous situation was better imho. Aside from the console message x2 and the initially wrong tracking number, everything else was correct (the correct amount of runes and the correct amount of time left, which are the most important information)
***The message I get is a timers one, and it's the following
Spoiler: show
I do have some knowledge of the job and possible items to use in which gearsets.I do have a run lua, now, though it mainly just has these rules that people have asked for. It has absolutely no gear for it (my run is lvl 56, and only used as a subjob). If you'd like to provide filler for init_gear_sets, I'll push this as a default run file for people to use.
I guess I know how to convert this little knowledge into a small guide with reference tables offering best items and some alternatives for each slot, but how would I be able to provide stuff for init_gear_sets?
I would be able to create most of the necessary (empty) gearsets for Precast, Midcast, WS, Idle, TP etc, but populating them is a different story.
If you can teach me which criteria to use to populate these sets (how am I to pick up an item? 109? 119? Best option? Average option?) I'll be glad to provide what little help I can.
Even if not the final, definitive, omnicomprehensive version, it would surely be quite a decent start for the init_gear_sets section of a yet to be born RUN lua.
This question got re -asked over on AH, where I replied. I'll repost.
Originally Posted by "Ragnarok.Martel" pid=2715120
That won't work, since the capacity mode toggle you added was from a lua using Mote's includes. (might have been mine) The line; state.CapacityMode = M(false, 'Capacity Point Mantle') is a fancy way of saying CapacityMode = OFF. However, it will give you errors without Mote's includes since the M() function belongs to a custom datatype unique to his Modes.lua. There is also no table named state, so you can't reference state.CapacityMode without throwing an error.
Adding toggles isn't too bad though.
Initialize a global variable with a default value at the top of get_sets(). You can see where Bokura has already done a few for Attack, Seigan, etc. In this case, I added Capacity = OFF.
Next you have to handle equipping the mantle based on this value. This is done in the status_change() function, which fires each time your status changes from engaged, idle, resting, etc. We only care about "engaged" for this, since we want to modify the engaged gear set.
The other thing to consider, is what happens if you kill a mob with a weaponskill. WS gear is determined in precast, so we have to check if spell.type == 'WeaponSkill' and perform the same check & equip from above.Code:if Capacity == 'ON' then equipSet = set_combine(equipSet, sets.CapacityMantle) end
The last thing you have to do for toggles, is add a command to the self_command() function. In this case, all you're doing is setting it OFF if it's ON, and ON if it's OFF.
This was taken from a large if/elseif block, but the logic is very simple. When in doubt, just look how another toggle is coded.
I've bound the capacity toggle to C18. You'll need to load this file, and use //gs c C18 to turn it on or off.Code:if command == 'C18' then -- Capacity Mode Toggle -- if Capacity == 'ON' then Capacity = 'OFF' add_to_chat(123, 'Capacity Mantle: [OFF]') else Capacity = 'ON' add_to_chat(123, 'Capacity Mantle: [ON]') end status_change(player.status)
http://pastebin.com/DiN6e4FP