Item Search
     
BG-Wiki Search
Page 152 of 302 FirstFirst ... 102 142 150 151 152 153 154 162 202 ... LastLast
Results 3021 to 3040 of 6036

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

  1. #3021
    Bagel
    Join Date
    Dec 2012
    Posts
    1,488
    BG Level
    6

    Quote Originally Posted by Santi View Post
    Been trying to figure out how to have different engaged sets based on my current main/sub weapons...

    Also would like to append an AM3 set ontop of my maxhaste highhaste sets.

    Anyone have an example I could look at so I can get this working finally? :>
    here is a quick example

    Code:
    function get_sets()
    	sets.Engaged = {}
    	sets.Engaged.Sword = {}--put your gear here
    	sets.Engaged.Dagger = {}--put your gear here
    	set_type = 'Dagger'
    end
    function status_change(new,old)
    	if player.equipment.main == 'Eminent Dagger' then
    		set__type = 'Dagger'
    	elseif player.equipment.main == 'Falcata' then
    		set_type = 'Sword'
    	end
    	if new=='Engaged' then
    		equip(sets.Engaged[set_type])
    	end
    end

  2. #3022
    Melee Summoner
    Join Date
    Apr 2014
    Posts
    28
    BG Level
    1

    I think I need something more complex.

    It equips sets.engaged.Empyrean for Kannagi main hand, but when I receive Haste buffs, it doesn't append the necessary options after.

    sets.engaged.Empyrean = {gear}

    sets.engaged.Empyrean.Acc = {gear}

    sets.engaged.Empyrean.MaxAcc = {gear}

    changing modes don't work with the code above.

    also when i receive buffs, the haste options don't get added

    sets.engaged.Empyrean.HighHaste

    sets.engaged.Empyrean.MaxHaste

    it seems that code simply equips and thats it, doesnt allow the option of appending

  3. #3023
    Melee Summoner
    Join Date
    Apr 2014
    Posts
    28
    BG Level
    1

    I was able to get the sets based on weapons fixed by using this:

    Code:
    nin_mythic = S{'Nagi'}
    nin_nonmythic = S{'Kannagi','Kikoku'}
    nin_nontaiko = S{'Shigi','Raimitsukane'}
    nin_taiko = S{'Taikogane'}
    determine_engaged_sets()
    Code:
    function determine_engaged_sets()
    	if nin_nonmythic:contains(player.equipment.main) and nin_nontaiko:contains(player.equipment.sub) then
    		state.CombatWeapon:set('NonMythic')
    	elseif nin_nonmythic:contains(player.equipment.main) and nin_taiko:contains(player.equipment.sub) then
    		state.CombatWeapon:set('NonMythicTaiko')
    	elseif nin_mythic:contains(player.equipment.main) and nin_nontaiko:contains(player.equipment.sub) then
    		state.CombatWeapon:set('Mythic')
    	elseif nin_mythic:contains(player.equipment.main) and nin_taiko:contains(player.equipment.sub) then
    		state.CombatWeapon:set('MythicTaiko')
    	else
    		state.CombatWeapon:reset()
    	end
    end
    So I'm only having trouble appending aftermath to the mythic sets. 'AM' appends directly after using Weaponskill, but as soon as I do an action, it removes 'AM'. I tried doing an action after that with aftermath still active, and nothing.

    edit: If I turn away after I use weaponskill and gain aftermath, my 'AM' gear stays equipped and when the aftermath wears, it goes back to normal engaged set.

  4. #3024
    Hydra
    Join Date
    Feb 2014
    Posts
    131
    BG Level
    3
    FFXI Server
    Quetzalcoatl

    Quote Originally Posted by Santi View Post
    I was able to get the sets based on weapons fixed by using this:

    Code:
    nin_mythic = S{'Nagi'}
    nin_nonmythic = S{'Kannagi','Kikoku'}
    nin_nontaiko = S{'Shigi','Raimitsukane'}
    nin_taiko = S{'Taikogane'}
    determine_engaged_sets()
    Code:
    function determine_engaged_sets()
    	if nin_nonmythic:contains(player.equipment.main) and nin_nontaiko:contains(player.equipment.sub) then
    		state.CombatWeapon:set('NonMythic')
    	elseif nin_nonmythic:contains(player.equipment.main) and nin_taiko:contains(player.equipment.sub) then
    		state.CombatWeapon:set('NonMythicTaiko')
    	elseif nin_mythic:contains(player.equipment.main) and nin_nontaiko:contains(player.equipment.sub) then
    		state.CombatWeapon:set('Mythic')
    	elseif nin_mythic:contains(player.equipment.main) and nin_taiko:contains(player.equipment.sub) then
    		state.CombatWeapon:set('MythicTaiko')
    	else
    		state.CombatWeapon:reset()
    	end
    end
    So I'm only having trouble appending aftermath to the mythic sets. 'AM' appends directly after using Weaponskill, but as soon as I do an action, it removes 'AM'. I tried doing an action after that with aftermath still active, and nothing.

    edit: If I turn away after I use weaponskill and gain aftermath, my 'AM' gear stays equipped and when the aftermath wears, it goes back to normal engaged set.
    I haven't seen your lua, so I'm not sure how you're trying to add AM. I looked back a page, but didn't see anything.

    I would use CustomMeleeGroups for AM. If you used Mote's NIN.lua, then you are already using CustomMeleeGroups for haste modes, but you can always add more. Just put something like this under the conditionals that test for haste buffs.

    Code:
        if buffactive.Aftermath then
            if player.equipment.main == 'Nagi' then
                if buffactive['Aftermath: Lv.3'] then
                    classes.CustomMeleeGroups:append('AM3')
                else
                    classes.CustomMeleeGroups:append('AM')
                end
            end
        end
    Then, go into job_buff_change() and add a buff check for aftermath before calling that function.

    You should have something like this.
    Code:
        if S{'haste','march', 'madrigal','embrava','haste samba', 'geo-haste', 'indi-haste', 'aftermath'}:contains(buff:lower()) then
            determine_haste_group()
            if not midaction() then
                handle_equipping_gear(player.status)
             end
        elseif state.Buff[buff] ~= nil then
            if not midaction() then
                handle_equipping_gear(player.status)
             end
         end

    Make sure the function that configures your custom groups is called in job or user_setup and job_update, but I assume it is. For sets, be sure to obey this order.

    sets.engaged[state.CombatForm][state.CombatWeapon][state.OffenseMode][state.HybridMode][classes.CustomMeleeGroups (any number)

  5. #3025
    Melee Summoner
    Join Date
    Apr 2014
    Posts
    28
    BG Level
    1

    Hmm I did that but now I have to hit F12 for the AM gear to equip while the buff is up.

    Code:
    function job_buff_change(buff, gain)
    	-- If we gain or lose any haste buffs, adjust which gear set we target.
    	if S{'haste','march','embrava','haste samba','aftermath'}:contains(buff:lower()) then
    		determine_haste_group()
    		update_melee_groups()
    		handle_equipping_gear(player.status)
    	elseif state.Buff[buff] ~= nil then
    		state.Buff[buff] = gain
    		handle_equipping_gear(player.status)
    	end
    end
    Code:
    function update_melee_groups()
    	if buffactive[272] then
    		if player.equipment.main == 'Kannagi' then
    			if buffactive[272] then
    				classes.CustomMeleeGroups:append('AM')
    			else
    				classes.CustomMeleeGroups:clear()
    			end
    		end
    	end
    end
    Had to change buffactive.Aftermath to buffactive[272] or GS didnt know am was up

    edit: I purposely substituted Nagi with kannagi since i have 10 more assaults left. Soooo, put kannagi in there for sake of testing

  6. #3026
    Bagel
    Join Date
    Dec 2012
    Posts
    1,488
    BG Level
    6

    Quote Originally Posted by Santi View Post
    Had to change buffactive.Aftermath to buffactive[272] or GS didnt know am was up

    edit: I purposely substituted Nagi with kannagi since i have 10 more assaults left. Soooo, put kannagi in there for sake of testing
    thats because the buff names are
    'Aftermath: Lv.1' id= 270
    'Aftermath: Lv.2' id= 271
    'Aftermath: Lv.3' id= 272
    'Aftermath' id= 273 - what this is for i do not know

  7. #3027
    Hydra
    Join Date
    Feb 2014
    Posts
    131
    BG Level
    3
    FFXI Server
    Quetzalcoatl

    Quote Originally Posted by Santi View Post
    Hmm I did that but now I have to hit F12 for the AM gear to equip while the buff is up.

    Code:
    function job_buff_change(buff, gain)
    	-- If we gain or lose any haste buffs, adjust which gear set we target.
    	if S{'haste','march','embrava','haste samba','aftermath'}:contains(buff:lower()) then
    		determine_haste_group()
    		update_melee_groups()
    		handle_equipping_gear(player.status)
    	elseif state.Buff[buff] ~= nil then
    		state.Buff[buff] = gain
    		handle_equipping_gear(player.status)
    	end
    end
    Code:
    function update_melee_groups()
    	if buffactive[272] then
    		if player.equipment.main == 'Kannagi' then
    			if buffactive[272] then
    				classes.CustomMeleeGroups:append('AM')
    			else
    				classes.CustomMeleeGroups:clear()
    			end
    		end
    	end
    end
    Had to change buffactive.Aftermath to buffactive[272] or GS didnt know am was up

    edit: I purposely substituted Nagi with kannagi since i have 10 more assaults left. Soooo, put kannagi in there for sake of testing
    Ok, it looks like buffactive.Aftermath is for relic. buffactive['Aftermath: Lv.3'] works though.

    I'm still not really sure if you're using custom groups to handle haste modes. If you are, you have to be careful when you call clear(), as it will clear out both your haste and AM sets without any regard for each other each time it's called. If you aren't using custom groups for haste, this is how i would set it up. Otherwise, just make sure you only clear once, at the top of the function handling haste + AM, and once in job_buff_change.

    Make sure update_am_groups() is called in job_setup() and job_update()
    Code:
    function update_am_groups()
        classes.CustomMeleeGroups:clear()
    
        if buffactive['Aftermath: Lv.3'] then
            if player.equipment.main == 'Kannagi' then
                classes.CustomMeleeGroups:append('AM3')
            end
        end
    
    end
    and job_buff_change
    Code:
    function job_buff_change(buff, gain)
    
        if state.Buff[buff] ~= nil then
        	state.Buff[buff] = gain
        end
    
        if buff == 'Aftermath: Lv.3' then 
            classes.CustomMeleeGroups:clear()
           
            if player.equipment.main == 'Kannagi' then
                if (buff == "Aftermath: Lv.3" and gain) or buffactive['Aftermath: Lv.3'] then
                    classes.CustomMeleeGroups:append('AM3')
                end
            end
    
        end
        
        if buff == 'Aftermath: Lv.3' then 
            handle_equipping_gear(player.status)
        end
    
    end
    If you still have issues, pastebin your lua.

  8. #3028
    Melee Summoner
    Join Date
    Apr 2014
    Posts
    28
    BG Level
    1

    I am using custommeleegroups for haste as per motenten's nin lua

    edit: that being said, where do i place the clear? It equips .AM now but if i gain haste march etc, it starts to mess up.

  9. #3029
    Hydra
    Join Date
    Feb 2014
    Posts
    131
    BG Level
    3
    FFXI Server
    Quetzalcoatl

    Quote Originally Posted by Santi View Post
    I am using custommeleegroups for haste as per motenten's nin lua

    edit: that being said, where do i place the clear? It equips .AM now but if i gain haste march etc, it starts to mess up.
    You only want one clear, at the top of the function that handles your custom groups. Each time the function is called it will wipe everything clean, re-evaluate, and then create the sets.

    You also need to call clear once in job_buff_change, BEFORE you create any custom groups.

    You could do it just like I posted the first time, and encapsulate everything in one function that gets called in job_buff_change(), job_setup() and job_update().

    Code:
    function job_buff_change(buff, gain) 
        if S{'haste','march', 'madrigal','embrava','haste samba', 'geo-haste', 'indi-haste', 'aftermath'}:contains(buff:lower()) then
            determine_haste_group()
            if not midaction() then
                handle_equipping_gear(player.status)
             end
        elseif state.Buff[buff] ~= nil then
            if not midaction() then
                handle_equipping_gear(player.status)
             end
         end
    end
    --   ..............  etc.   
    --  now define the determine_haste_group() function
    Just make sure you're not doing this.
    Code:
    		if player.equipment.main == 'Kannagi' then
    			if buffactive[272] then
    				classes.CustomMeleeGroups:append('AM')
    			else
    				classes.CustomMeleeGroups:clear()
    			end
    		end
    It should be like this. (assuming the clear is at the top of the function, as posted above in my second post)
    Code:
    		if player.equipment.main == 'Kannagi' then
    			if buffactive[272] then
    				classes.CustomMeleeGroups:append('AM')
    			end
    		end

  10. #3030
    Melee Summoner
    Join Date
    Apr 2014
    Posts
    28
    BG Level
    1

    Seems to be working now, except when reverting back to non-AM sets when aftermath wears off. If I hit altf12 or do an action it'll revert back tho

  11. #3031
    Melee Summoner
    Join Date
    Apr 2014
    Posts
    28
    BG Level
    1

    I added, and its reverting back now. Does that seem legit or will I run into some problems? lol
    Code:
    else
        determine_haste_group()
        handle_equipping_gear(player.status)
    Code:
    function job_buff_change(buff, gain)
    	-- If we gain or lose any haste buffs, adjust which gear set we target.
    	if S{'haste','march','geo-haste','indi-haste','embrava','haste samba','aftermath'}:contains(buff:lower()) then
    		determine_haste_group()
    		handle_equipping_gear(player.status)
    	elseif state.Buff[buff] ~= nil then
    		state.Buff[buff] = gain
    		handle_equipping_gear(player.status)
    	end
    	-- If we gain Aftermath
    	if buff == 'Aftermath: Lv.3' then 
           
            if player.equipment.main == 'Kannagi' then
                if (buff == "Aftermath: Lv.3" and gain) or buffactive['Aftermath: Lv.3'] then
                    classes.CustomMeleeGroups:append('AM')
    			else
    				determine_haste_group()
    				handle_equipping_gear(player.status)
                end
            end
    
        end
        
        if buff == 'Aftermath: Lv.3' then 
            handle_equipping_gear(player.status)
        end
    end

  12. #3032
    Bagel
    Join Date
    Dec 2012
    Posts
    1,488
    BG Level
    6

    Quote Originally Posted by Santi View Post
    I added, and its reverting back now. Does that seem legit or will I run into some problems? lol
    Code:
    else
        determine_haste_group()
        handle_equipping_gear(player.status)
    Code:
    function job_buff_change(buff, gain)
    	-- If we gain or lose any haste buffs, adjust which gear set we target.
    	if S{'haste','march','geo-haste','indi-haste','embrava','haste samba','aftermath'}:contains(buff:lower()) then
    		determine_haste_group()
    		handle_equipping_gear(player.status)
    	elseif state.Buff[buff] ~= nil then
    		state.Buff[buff] = gain
    		handle_equipping_gear(player.status)
    	end
    	-- If we gain Aftermath
    	if buff == 'Aftermath: Lv.3' then 
           
            if player.equipment.main == 'Kannagi' then
                if (buff == "Aftermath: Lv.3" and gain) or buffactive['Aftermath: Lv.3'] then
                    classes.CustomMeleeGroups:append('AM')
    			else
    				determine_haste_group()
    				handle_equipping_gear(player.status)
                end
            end
    
        end
        
        if buff == 'Aftermath: Lv.3' then 
            handle_equipping_gear(player.status)
        end
    end
    just so you know for buff gain/lose you need to do it like this
    Code:
    if buff == 'Aftermath: Lv.3' and gain then --gain buff Aftermath: Lv.3
    	--put rules when you gain buff Aftermath: Lv.3
    elseif buff == 'Aftermath: Lv.3' and not gain then --lose buff Aftermath: Lv.3
    	--put rules when you lose buff Aftermath: Lv.3
    end
    or
    Code:
    if buff == 'Aftermath: Lv.3' then
    	if gain then --gain buff Aftermath: Lv.3
    		--put rules when you gain buff Aftermath: Lv.3
    	else --lose buff Aftermath: Lv.3
    		--put rules when you lose buff Aftermath: Lv.3
    	end
    end
    with the latter being more efficient

  13. #3033
    Hydra
    Join Date
    Feb 2014
    Posts
    131
    BG Level
    3
    FFXI Server
    Quetzalcoatl

    Can you show me what your determine_haste_group() function looks like? Or just pastbin your file. What you posted doesn't look right.

    You can see my RNG.lua for an example. I track a few CustomRangedGroups there, which is the same thing you're doing here. Pay attention to the function get_custom_ranged_groups() and job_buff_change()

    Mote's MNK.lua also uses custom groups.

    There's no action you should be taking when the buffs wear. The lua handles that for you, since you're clearing every time job_buff_change is called.

  14. #3034
    Stalking you
    Join Date
    Dec 2007
    Posts
    402
    BG Level
    4
    FFXIV Character
    V' Mod
    FFXIV Server
    Atomos
    FFXI Server
    Quetzalcoatl

    are moon phases defined in gearswap? i don't see anything, so i am curious.

  15. #3035
    BG Content
    Join Date
    Jul 2007
    Posts
    22,372
    BG Level
    10
    FFXI Server
    Lakshmi
    Blog Entries
    1

    world.moon contains moon phase name

    world.moon_pct is the moon percentage

    If I was re-making that tables, I'd make moon and weather subtables.

  16. #3036
    Stalking you
    Join Date
    Dec 2007
    Posts
    402
    BG Level
    4
    FFXIV Character
    V' Mod
    FFXIV Server
    Atomos
    FFXI Server
    Quetzalcoatl

    Quote Originally Posted by Byrthnoth View Post
    world.moon contains moon phase name

    world.moon_pct is the moon percentage

    If I was re-making that tables, I'd make moon and weather subtables.
    oh awesome, thank you!

  17. #3037
    Melee Summoner
    Join Date
    Jan 2010
    Posts
    29
    BG Level
    1
    FFXI Server
    Caitsith

    Was there an update or was code moved because I don't automatically use Unbridled learning while trying to cast that group of spells on blu. I am using latest update from kinematics with mote included lua

  18. #3038
    Bagel
    Join Date
    Dec 2012
    Posts
    1,488
    BG Level
    6

    im looking for a way to get skill ups per hour with this
    but im at a loss on how to do it
    Spoiler: show
    Code:
    function action_message(actor_id, target_id, actor_index, target_index, message_id, param_1, param_2, param_3)
    	local skill ={
    	[1] = "Hand-to-Hand",
        [2] = "Dagger",
        [3] = "Sword",
        [4] = "Great Sword",
        [5] = "Axe",
        [6] = "Great Axe",
        [7] = "Scythe",
        [8] = "Polearm",
        [9] = "Katana",
        [10] = "Great Katana",
        [11] = "Club",
        [12] = "Staff",
        [22] = "Automaton Melee",
        [23] = "Automaton Archery",
        [24] = "Automaton Magic",
        [25] = "Archery",
        [26] = "Marksmanship",
        [27] = "Throwing",
        [28] = "Guard",
        [29] = "Evasion",
        [30] = "Shield",
        [31] = "Parrying",
        [32] = "Divine Magic",
        [33] = "Healing Magic",
        [34] = "Enhancing Magic",
        [35] = "Enfeebling Magic",
        [36] = "Elemental Magic",
        [37] = "Dark Magic",
        [38] = "Summoning Magic",
        [39] = "Ninjutsu",
        [40] = "Singing",
        [41] = "Stringed Instrument",
        [42] = "Wind Instrument",
        [43] = "Blue Magic",
        [44] = "Geomancy",
        [45] = "Handbell",
        [48] = "Fishing",
        [49] = "Woodworking",
        [50] = "Smithing",
        [51] = "Goldsmithing",
        [52] = "Clothcraft",
        [53] = "Leathercraft",
        [54] = "Bonecraft",
        [55] = "Alchemy",
        [56] = "Cooking",
        [57] = "Synergy",
    	}
    	if message_id == 38 and target_id == player.id then
    		skill_gain[skill[param_1]] = param_2
    	end
    end
    windower.raw_register_event('action message', action_message)

  19. #3039
    Gave 5$ to bg and all I could think of was this lousy title.
    -____-

    Join Date
    Jul 2008
    Posts
    1,695
    BG Level
    6

    I tried to add elementalmagic to the list of afk skillup automation, but I just broke everything and no idea why.

    This is the broken lua

  20. #3040
    Bagel
    Join Date
    Dec 2012
    Posts
    1,488
    BG Level
    6

    Quote Originally Posted by SubzeroDiabolos View Post
    I tried to add elementalmagic to the list of afk skillup automation, but I just broke everything and no idea why.

    This is the broken lua
    i know exactly why it messed up(I wrote it) but im not going to help you because its was never meant to do any spells you need to use on a mob(that would be a battle bot)

    not to mention your's is so far out of date its not funny

Page 152 of 302 FirstFirst ... 102 142 150 151 152 153 154 162 202 ... LastLast

Similar Threads

  1. Replies: 6547
    Last Post: 2014-07-08, 22:45