you could do something like this at the top of your precast but this would require you to do something after you change your gear
Code:
if player.equipment.sub == "" then
disable("slot_name")
end
Thank you very much.
you could do something like this at the top of your precast but this would require you to do something after you change your gear
Code:
if player.equipment.sub == "" then
disable("slot_name")
end
Thank you very much.
So I read back a few 50 or so pages and found this:
Code:
get_sets()
...
dyna_mobs = {}
dyna_event
register_dynamis(world.zone)
windower.raw_register_event('zone change', dynamis_zone_change)
end
function dynamis_zone_change(new_zone_id, old_zone_id)
register_dynamis(gearswap.res.zones[new_zone_id][language])
end
function register_dynamis(zone)
if zone == "Dynamis - Qufim" then
if not dyna_event then
dyna_event = windower.raw_register_event('time change', dynamis_time_change)
dyna_mobs.at0 = 'Gaylas, Rocs and Krakens'
dyna_mobs.at8 = 'Snolls, Stirges and Weapons'
dyna_mobs.at16 = 'Diremites, Raptors and Tigers'
end
elseif dyna_event then
unregister_event(dyna_event)
dyna_event = nil
end
end
function dynamis_time_change(new_time, old_time)
if new_time == (60*7 + 50) or new_time == (60*15 + 50) or new_time == (60*23 + 50) then
send_command('input /p [Dyna] Camp change soon! <call8>')
elseif new_time == 60*0 then move_notice(dyna_mobs.at0)
elseif new_time == 60*8 then move_notice(dyna_mobs.at8)
elseif new_time == 60*16 then move_notice(dyna_mobs.at16)
end
end
function move_notice(mobs)
if mobs then
send_command('input /p [Dyna] MOVE CAMP TO '..mobs..'! <call7>')
end
end
Would this type of coding work for the Neckpiece I referred to above. And also, the movement Garb you get from completing the Adoulin missions.
Thank you in advance!
Something like this?
Code:function buff_change(buff,gain) if buff == 'Reive Mark' and not gain then send_command('@timers c Reive 300 down Reive.bmp') enable("neck") equip(sets.Idle) else send_command('@timers d Reive') equip(sets.Reive) disable("neck") end end
function pet_status_change(new, old) is still broken, not firing off properly
that looks the same to me albiet with the gain on top instead of bottom. (other than the timer stuff, which i like when i get pushed out of bounds. I dualbox and sometimes one or the other will get pushed out when im focused on the other, and I cant get them back in time)
Also In the beginning I could never get "loss" to work for some reason. But "not gain" always worked so I just started using that. I dunno if i was screwing other parts of the script up at the time or what.
Working on a pretty cool DRG Gearswap. First time ever really trying to convert a gearswap file to my own but ran into an issue where when I use Angon my ammo slot does not revert back to the Ginsen I had equipped. Anyone know what rule I could use to fix this?
If you put ur file on pastebin and post it im sure you could get some help with that PSOfanatic. or at least the pre/mid/after casts of angon
This used to be a SAM Lua but I just altered a lot of it into DRG specific stuff. Some stuff I added from other gearswaps to combine some features. Haven't really messed with the gear that is equipped but just trying to see if it works. Again...for whatever reason after I use angon, my Ginsen doesn't reequip after using it. Here is the link and ty in advance!
http://pastebin.com/ah1CnD5n
Edit: ---And it wasn't the sets.JA = {hands="Ginsen"} that I discovered. I thought that was the problem because I never deleted the hands part for my SAM GS.
Edit #2: Ok...So I had Ginsen as "Ranged" in my weapon sets as well...changed that to ammo and that didn't fix it either. Tried taking it out all together and still nothing!
Also get an error with this line when I use the JA so I took it out and no longer get the error but still don't re-equip the Ginsen:
if spell then
if sets.JA[spell.english] and JA_overrides:contains(spell.english) then
localSet = set_combine(localSet, sets.JA[spell.english])
elseif spell.type=="WeaponSkill" and WS_override then
localSet = set_combine(localSet, ws_gear(spell))
end
Edit #3: Got some help and problem solved. Thanks!
so here's my take on the use of Ygnas's Resolve +1, I do not idle in it, I simply append it to my WS set when I'm in reives.
I use bokura's GS, but for most gearswaps, the precast function is rather similar.
under the precast function, inside the IF statement for Weapon Skill, add the following in at the end, RIGHT BEFORE
Code:equip(equipSet)let me know if you need the specificsCode:if buffactive['Reive Mark'] then equipSet = set_combine( equipSet, {'Ygnas's Resolve +1'} ) end
with your setup you have
equipSet = set_combine( equipSet, {'Ygnas's Resolve +1'} )--a dynamic equip
equip(equipSet)
i.e.
yours does not equip sets going through the function it equips the only at the end of it
but default gs does not use a dynamic equip it uses
equip(<equip.set_name>)
i.e.
equip(sets.idle)
here is a quick example of a dynamic set equip
in this case it will always start with a default set to equip and depending on the rules it will change the gear you want equiped thus insuring that only if specific things are met it will add gear to the base set your usingCode:function get_sets() sets.Engaged = { main="Golden Spear", sub="Tenax Strap", ammo="Fullmetal Bullet", head="Drachen Armet", body="Drachen Mail", hands="Drachen Fng. Gnt.", legs="Drachen Brais", feet="Drachen Greaves", neck={ name="Wivre Gorget", augments={'"Subtle Blow"+4','MP+3',}}, left_ear="Zircon Earring", right_ear="Sardonyx Earring", left_ring="Rajas Ring", right_ring="Dasra's Ring", back="Behemoth Mantle", } sets.ws = { head="Tokon Hachimaki", neck="Flame Gorget", waist="Flame Belt", } end function precast(spell,status,set_gear) local set_gear = sets.Engaged if spell.type == "WeaponSkill" then set_gear = set_combine(set_gear, sets.ws) end equip(set_gear) end
So can't people just create a variable equipSet in their precast functions and update the set as the logic parses? not sure how hard that is to implement for people with little coding experiences, but that's basically what I'm trying to get at. Add an additional logic at the end of the WS check in your precast function, and simply append the neck piece onto whatever WS set you end up equipping.
thay can but if your not using it and know how it works it can cause wonky behavior that you dont want so most people just use
if spell.type == "WeaponSkill" then
equip(sets.ws)
end
i also edited my post above as you were posting
basically a dynamic set is built in the function but the standard way you build each set before you even load gs
if you want a better example i can make one for both
standard and dynamic sets aside with this code
when you gain the buff Reive Mark you will automatically equip the gear then lock that slot so gs wont try to change itCode:function buff_change(buff,gain) if buff == 'Reive Mark' then if gain then equip(sets.Reive) disable("neck") else enable("neck") equip(sets.Idle) end end end
untill you lose the specific buff the gs will automaticaly unlock the slot and switch in your default gear
I've run into a really bizarre thing where if I cast Monomi on myself Gearswap will continuously try to cast it. It won't go away even if I reload gearswap, I have to log out and log back in before it stops doing it. I can't tell what's causing it, I'm basically just using Mot's lua with some extra haste tiers.