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

  1. #3141
    Bagel
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    Dec 2012
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    if anybody wants to critique my menu for gearswap here it is
    http://pastebin.com/828JrAxf
    i can post some images if you would like to see what it looks like

  2. #3142
    Smells like Onions
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    I would like to see those pics, please and thank you

  3. #3143
    RIDE ARMOR
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    thanks i edited my post now and managed to put code tags around it

  4. #3144
    Gave 5$ to bg and all I could think of was this lousy title.
    -____-

    Join Date
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    EDIT: I have found a solution tomy problem within mote's template, but would still like an answer out of curiosity.

    Can anyone explain to me why neither of these work?

    Code:
    	function aftercast(spell,action)
    	
    		if player.in_combat and pet.isvalid then
    			equip(sets.aftercast)
    		elseif not player.in_combat and pet.isvalid then
    			equip(sets.aftercast.PetEngaged)
    		end
    	end
    Code:
    	function aftercast(spell,action)
    		if player.status =='Engaged' then
    			equip(sets.aftercast)
    		elseif player.status =='Idle' and pet.isvalid then
    			equip(sets.aftercast.PetEngaged)
    		end
    	end

  5. #3145
    Chram
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    Fenrir

    Quote Originally Posted by Darknightleo View Post
    Ah, okay, thanks! That makes sense. I was thinking it was a function I had to define (like the F9-12 keys.)

    So if I wanted this set to take effect for say...Stun. Would I need to take everything out of that "MidCast['Dark Magic']" Section? Or would it be possible to make another set just for stun? Sorry for all the questions, just now dipping my toes into Gearswap after putting it off for almost a year. Any help is appreciated!
    If you have a sets.midcast.Stun set, that will be used instead of the sets.midcast['Dark Magic'] set. The gear you define in sets.midcast.Stun will be applied on top of sets.midcast.FastRecast. If your sets.midcast.Stun set is empty, the only gear applied will be sets.midcast.FastRecast. Any gear you define in sets.midcast.Stun will be used in place of any gear in sets.midcast.FastRecast.

    On the other hand, if sets.midcast.Stun doesn't exist at all, it will fall back on sets.midcast['Dark Magic'], if it exists, and follow the same overlay rules.

  6. #3146
    Relic Shield
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    Hmm was there any change since last night that would make "Now_Indi = spell.name" just stop working? as well as my Cure spell code that is based on mote's stuff that changes tiers of cure based on what HP is missing. All of this was workin last night and then just wasnt workin tonight. Only thing i did was change a shield in my lua to anotehr one.

  7. #3147
    Bagel
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    Quote Originally Posted by Luxuria View Post
    I would like to see those pics, please and thank you
    sorry it took so much time sleep found my number and i answered

    but here you are

    --added spoiler tags my bad

  8. #3148
    Puppetmaster
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    Quote Originally Posted by Motenten View Post
    If you have a sets.midcast.Stun set, that will be used instead of the sets.midcast['Dark Magic'] set. The gear you define in sets.midcast.Stun will be applied on top of sets.midcast.FastRecast. If your sets.midcast.Stun set is empty, the only gear applied will be sets.midcast.FastRecast. Any gear you define in sets.midcast.Stun will be used in place of any gear in sets.midcast.FastRecast.

    On the other hand, if sets.midcast.Stun doesn't exist at all, it will fall back on sets.midcast['Dark Magic'], if it exists, and follow the same overlay rules.
    Ah! That makes sense. Thanks. I'm beginning to understand how this works more and more thanks to your answers.
    One (hopefully) last question. Would I have to define anything for stun in the beginning list of spell changes? Or if I say, copy the sets.midcast['Dark Magic'] then tweak it and title it sets.midcast.Stun will that be enough? Or would I need to change code somewhere else?

  9. #3149
    Puppetmaster
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    Quote Originally Posted by Darknightleo View Post
    Ah! That makes sense. Thanks. I'm beginning to understand how this works more and more thanks to your answers.
    One (hopefully) last question. Would I have to define anything for stun in the beginning list of spell changes? Or if I say, copy the sets.midcast['Dark Magic'] then tweak it and title it sets.midcast.Stun will that be enough? Or would I need to change code somewhere else?
    Actually, I lied. I do have one more question. Every time I load those two files I posted a page back I get an error that they're out of date and a link to fix it. They still function, but I'm wondering if I should get on that.

    I tried following the guide but I got stuck along the way. Is there some easy way I could update my files, or is it even necessary?

  10. #3150
    Relic Shield
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    OK so i think i figured out what is wrong with gearswap. Its not using my precast at all. Keeping in mind i havent changed anything in the code for it, its not using any fast cast gear or any cancelling of buffs like sneak. Or anything else i have in my precast. Is anyone else having this issue? cause unless i accidently hit a key and added something in that section im not seeing that is messing it all up i dont see why it would work yesterday but not today.

    Code:
    function precast(spell)
    --	if midaction() or pet_midaction() then
    --		add_to_chat(039,'Cancelling '..spell.name..'!')
    --		cancel_spell()
    --		return
    --	end
    	if spell.type == 'Magic' then
    		equip(sets.FC)
    		if spell.skill == 'Geomancy' then
    			equip(sets.FC.Geo)
    			if spell.name:startswith('Indi-') then
    				if spell.target.type == 'SELF' then
    					Now_Indi = spell.name
    				else
    					Now_Entrust = spell.name
    				end
    			end
    		end
    		if spell.skill == 'Elemental Magic' then
    			if spell.name == 'Impact' then
    				equip(sets.FC.Impact)
    			else
    				equip(sets.FC.Elem)
    			end
    		end
    		if spell.name == 'Stun' then
    			equip(sets.FC.Stun)
    		end
    		if spell.name == 'Stoneskin' then
    			equip(sets.FC.Stoneskin)
    			if buffactive.stoneskin then
    				windower.ffxi.cancel_buff(37)
    			end
    		elseif spell.name == 'Sneak' then
    			equip(sets.FC.Enh)
    			if buffactive.sneak and spell.target.type == 'SELF' then
    				windower.ffxi.cancel_buff(71)
    			end
    		elseif spell.skill == 'Enhancing Magic' then
    			equip(sets.FC.Enh)
    		end
    		if spell.name:startswith('Cure') then
    			equip(sets.FC.Cure)
    			refine_cure(spell)
    			return
    		end
    		if spell.name:startswith('Cura') then
    			equip(sets.FC.Cure)
    		end
    	end
    	if spell.name:startswith('Curing Waltz') then
    		refine_waltz(spell)
    		return
    	end
    	if spell.type == "Step" or spell.type == "Flourish1" then
    		equip(sets.TP.Acc)													-- Change to real Accuracy Gear if Ever Obtained. --
    	end
    	if spell.name == 'Spectral Jig' and buffactive.sneak then
    		windower.ffxi.cancel_buff(71)
    	end
    	if spell.name == 'Light Arts' and buffactive['Addendum: White'] then			-- Code to Use Addendums with 1 macro for light arts and 1 for dark arts (typing //lightarts also works) --
    		cancel_spell()
    		add_to_chat(122,'Addendum: White Already Activated. Using Light Arts Cancelled!')
    		return
    	elseif spell.name == 'Light Arts' and buffactive['Light Arts'] then
    		cancel_spell()
    		send_command('Addendum: White')
    		add_to_chat(122,'Addendum: White Activated!')
    		return
    	elseif spell.name == 'Light Arts' and not buffactive['Light Arts'] then
    		add_to_chat(122,'Click Second Time to Trigger Addendum!')
    		send_command('@input /recast "Parsimony"')
    		return
    	end
    	if spell.name == 'Dark Arts' and buffactive['Addendum: Black'] then
    		cancel_spell()
    		add_to_chat(122,'Addendum: Black Activated. Using Dark Arts Cancelled!')
    		return
    	elseif spell.name == 'Dark Arts' and buffactive['Dark Arts'] then
    		cancel_spell()
    		send_command('Addendum: Black')
    		add_to_chat(122,'Addendum: Black Activated!')
    		return
    	elseif spell.name == 'Dark Arts' and not buffactive['Dark Arts'] then
    		add_to_chat(122,'Click Second Time to Trigger Addendum!')
    		send_command('@input /recast "Penury"')
    		return
    	end
    end

  11. #3151
    Chram
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    Fenrir

    Quote Originally Posted by Darknightleo View Post
    Ah! That makes sense. Thanks. I'm beginning to understand how this works more and more thanks to your answers.
    One (hopefully) last question. Would I have to define anything for stun in the beginning list of spell changes? Or if I say, copy the sets.midcast['Dark Magic'] then tweak it and title it sets.midcast.Stun will that be enough? Or would I need to change code somewhere else?
    Beginning list of spell changes? I have no idea what you're talking about.

    Copying and renaming any set should be perfectly fine for any purpose, as long as the parent table has already been defined (eg: sets.engaged.Acc has to be defined before you can have sets.engaged.Acc.PDT).

    Quote Originally Posted by Darknightleo View Post
    Actually, I lied. I do have one more question. Every time I load those two files I posted a page back I get an error that they're out of date and a link to fix it. They still function, but I'm wondering if I should get on that.

    I tried following the guide but I got stuck along the way. Is there some easy way I could update my files, or is it even necessary?
    It's not strictly necessary (at this time), but it's recommended. Since you already have a sidecar file, just download the newest geo.lua file to replace the one you're using. The only thing you need to do after that is re-copy the modes from the new geo.lua to your sidecar, since they work differently.

  12. #3152
    Bagel
    Join Date
    Dec 2012
    Posts
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    BG Level
    6

    im trying to set my gear as a local variable but its not working
    this is what im trying to use
    local set_gear = sets[player.status]

    im also trying to see if any gear is different from whats equiped with this
    Code:
            if equip_control(player.equipment, set_gear) then
                equip(set_gear)
            end
    function equip_control(tbl1, tbl2)
        for k,v in pairs(tbl1) do
            if type(v) ~= "table" then
                if (tbl2[k] ~= v) then
                    print('different')
                    return true
                end
            else
                for k1,v1 in pairs(tbl2[v]) do
                    if type(v) ~= "table" then
                        if (tbl2[k] ~= v) then
                            print('different1')
                            return true
                        end
                    else
                        for k2,v2 in pairs(tbl2[v][v1]) do
                            if (tbl2[k][k1][k2] ~= v2) then
                                print('different2')
                                return true
                            end
                        end
                    end
                end
            end
        end
        print('same')
        return false
    end
    but it always shows different

    --edit i figured out how to do the first one its like this

    Code:
    local set_gear = {}
        set_gear = set_combine(set_gear, sets[player.status])

  13. #3153
    Relic Shield
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    Ok further testing now shows that my issue is only with magic. spectral jig cancels sneak properly but magic sneak/stoneskin isnt cancelling. nor is any of the fast cast gear. Does anyone spot a mistake in this code that would make this whole section not work? It was workin fine the night before last. Also "refine_cure(spell)" isnt processing but I think it is due to nothing in magic precast happening.

    Code:
    function precast(spell)
    	if spell.type == 'Magic' then
    		equip(sets.FC)
    		if spell.skill == 'Geomancy' then
    			equip(sets.FC.Geo)
    			if spell.name:startswith('Indi-') then
    				if spell.target.type == 'SELF' then
    					Now_Indi = spell.name
    				else
    					Now_Entrust = spell.name
    				end
    			end
    		end
    		if spell.skill == 'Elemental Magic' then
    			if spell.name == 'Impact' then
    				equip(sets.FC.Impact)
    			else
    				equip(sets.FC.Elem)
    			end
    		end
    		if spell.name == 'Stun' then
    			equip(sets.FC.Stun)
    		end
    		if spell.name == 'Stoneskin' then
    			equip(sets.FC.Stoneskin)
    			if buffactive.stoneskin then
    				windower.ffxi.cancel_buff(37)
    			end
    		elseif spell.name == 'Sneak' then
    			equip(sets.FC.Enh)
    			if buffactive.sneak and spell.target.type == 'SELF' then
    				windower.ffxi.cancel_buff(71)
    			end
    		elseif spell.skill == 'Enhancing Magic' then
    			equip(sets.FC.Enh)
    		end
    		if spell.name:startswith('Cure') then
    			equip(sets.FC.Cure)
    			refine_cure(spell)
    			return
    		end
    		if spell.name:startswith('Cura') then
    			equip(sets.FC.Cure)
    		end
    	end
    end

  14. #3154
    Bagel
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    Quote Originally Posted by Trumpy View Post
    Ok further testing now shows that my issue is only with magic. spectral jig cancels sneak properly but magic sneak/stoneskin isnt cancelling. nor is any of the fast cast gear. Does anyone spot a mistake in this code that would make this whole section not work? It was workin fine the night before last. Also "refine_cure(spell)" isnt processing but I think it is due to nothing in magic precast happening.

    Code:
    function precast(spell)
        if spell.type == 'Magic' then
            equip(sets.FC)
            if spell.skill == 'Geomancy' then
                equip(sets.FC.Geo)
                if spell.name:startswith('Indi-') then
                    if spell.target.type == 'SELF' then
                        Now_Indi = spell.name
                    else
                        Now_Entrust = spell.name
                    end
                end
            end
            if spell.skill == 'Elemental Magic' then
                if spell.name == 'Impact' then
                    equip(sets.FC.Impact)
                else
                    equip(sets.FC.Elem)
                end
            end
            if spell.name == 'Stun' then
                equip(sets.FC.Stun)
            end
            if spell.name == 'Stoneskin' then
                equip(sets.FC.Stoneskin)
                if buffactive.stoneskin then
                    windower.ffxi.cancel_buff(37)
                end
            elseif spell.name == 'Sneak' then
                equip(sets.FC.Enh)
                if buffactive.sneak and spell.target.type == 'SELF' then
                    windower.ffxi.cancel_buff(71)
                end
            elseif spell.skill == 'Enhancing Magic' then
                equip(sets.FC.Enh)
            end
            if spell.name:startswith('Cure') then
                equip(sets.FC.Cure)
                refine_cure(spell)
                return
            end
            if spell.name:startswith('Cura') then
                equip(sets.FC.Cure)
            end
        end
    end
    use buffactive['Sneak'] im not sure why but it might be different

    --edit the buffs name is Sneak not sneak fixed above

  15. #3155
    Relic Shield
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    The problem is that nothing between

    if spell.type == 'Magic' then

    and

    end

    is working. Everything including precast gear swaps, cancels, and cure refine function isn't workin suddenly. I moved the cure refine part out of the magic section and it started working. I jsut now tried taking it all out of the magic section and i crashed lol. So i need to look at it further for that reasoning. buffactive.sneak works fine with my spectral jig section. All of this stuff was workin fine the night before last with no changes, other than i changed genbu shield to Sors shield in my sets. Unless i accidently put a stray "-" in the code which i dont see (sometimes i think im focused on game and add stuff to my luas when i try to do stuff in game like open windows) Only other thing i can think of is i got a messed up resources (because its only magics having an issue suddenly), which i went to github and redownloaded what i thot was the newest resources but didnt seem to fix it. Also the only thing that got updated between it workin and not working when i opened launcher was resources.

  16. #3156
    Bagel
    Join Date
    Dec 2012
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    BG Level
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    Quote Originally Posted by Trumpy View Post
    The problem is that nothing between

    if spell.type == 'Magic' then

    and

    end

    is working. I moved the cure refine part out of the magic section and it started working. I jsut now tried taking it all out of the magic section and i crashed lol. So i need to look at it further for that reasoning. buffactive.sneak works fine with my spectral jig section. All of this stuff was workin fine the night before last with no changes, other than i changed genbu shield to Sors shield in my sets. Unless i accidently put a stray "-" in the code which i dont see (sometimes i think im focused on game and add stuff to my luas when i try to do stuff in game like open windows) Only other thing i can think of is i got a messed up resources (because its only magics having an issue suddenly), which i went to github and redownloaded what i thot was the newest resources but didnt seem to fix it.
    here are all the ones you need
    spell.type
    JobAbility
    PetCommand
    CorsairRoll
    Samba
    Waltz
    Jig
    Step
    Flourish1
    Flourish2
    Flourish3
    Scholar
    Effusion
    Rune
    Ward
    CorsairShot
    BloodPactWard
    BloodPactRage
    Monster
    WeaponSkill
    MonsterSkill
    WhiteMagic
    BlackMagic
    SummonerPact
    Ninjutsu
    BardSong
    Geomancy
    BlueMagic
    Trust
    Item

    spell.skill
    Hand-to-Hand
    Dagger
    Sword
    Great Sword
    Axe
    Great Axe
    Scythe
    Polearm
    Katana
    Great Katana
    Club
    Staff
    Archery
    Marksmanship
    Throwing
    Divine Magic
    Healing Magic
    Enhancing Magic
    Enfeebling Magic
    Elemental Magic
    Dark Magic
    Summoning Magic
    Ninjutsu
    Singing
    Blue Magic

    spell.action_type
    Ability
    Magic

    you can see that magic is not a spell type
    so you want spell.action_type

  17. #3157
    Relic Shield
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    Ok lemme try that. Its wierd tho cause its worked before til yesterday.

    UPDATE: It works now thank you dlsmd!

  18. #3158
    Bagel
    Join Date
    Dec 2012
    Posts
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    ok i did away with the checking out if the gear equiping is the sam as gear already equiped
    but i need help with this example
    Code:
    function a()
        local test = {}
        test = set_combine(test, sets.Idle)
        b(test)
        equip(test)
    end
    function b(test)
        test = set_combine(test, sets.precast.magic)
    end
    how can i do this??
    the above does not work

    --edit i can do this but it looks wonky --
    for i,v in pairs(sets.Resting) do test[i] = v end
    instead of
    test = set_combine(test, sets.precast.magic)

  19. #3159
    Relic Shield
    Join Date
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    why cant i get gearswap to play a sound thru chatmon like i could spellcast.

    send_command('@chatmon play c:\chatmonwavs\tada.wav)
    send_command('@input //chatmon play c:\chatmonwavs\tada.wav)

    neither of those work, am i doin it wrong?

  20. #3160
    Bagel
    Join Date
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    6

    wrong slash \ is a special character in lua and all strings need to be serounded by eather '' or ""
    send_command('chatmon play c:/chatmonwavs/tada.wav')
    --edit--
    i forgot you could just do this as well
    windower.play_sound('c:/chatmonwavs/tada.wav')

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