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

  1. #3341
    Smells like Onions
    Join Date
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    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.

  2. #3342
    Melee Summoner
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    Quote Originally Posted by Drizzt View Post
    What is the code in Gearswap to automatically switch to the reward neckpiece Ygnas's Resolve +1 when your in a Reive?
    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!

  3. #3343
    CoP Dynamis
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    Quote Originally Posted by Drizzt View Post
    So I read back a few 50 or so pages and found this:


    Spoiler: show

    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!
    spoiler tag code and stop being lazy drittz! make a macro to gs disable neck and equip it =P

  4. #3344
    Melee Summoner
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    Quote Originally Posted by Karizo View Post
    spoiler tag code and stop being lazy drittz! make a macro to gs disable neck and equip it =P
    STFU Eugene! LMAO!

  5. #3345
    Relic Shield
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    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

  6. #3346
    Sea Torques
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    Lakshmi

    function pet_status_change(new, old) is still broken, not firing off properly

  7. #3347
    Bagel
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    Quote Originally Posted by Trumpy View Post
    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
    this would be better if only because it will only trigger when reive mark changes
    Code:
    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

  8. #3348
    Relic Shield
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    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.

  9. #3349
    Bagel
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    Quote Originally Posted by Trumpy View Post
    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.
    the one you posted the else will trigger even when the buff "Reive Mark" has not dropped if another buff activates
    mine will only do the else if the buff "Reive Mark" drops

    and if you notice there is no loss so it will only be not gain for losing buffs

  10. #3350
    Hydra
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    Sylph

    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?

  11. #3351
    Relic Shield
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    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

  12. #3352
    Hydra
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    Sylph

    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!

  13. #3353
    CoP Dynamis
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    Quote Originally Posted by Drizzt View Post
    STFU Eugene! LMAO!
    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)
    Code:
    if buffactive['Reive Mark'] then
       equipSet = set_combine( equipSet, {'Ygnas's Resolve +1'} )
    end
    let me know if you need the specifics

  14. #3354
    Bagel
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    Quote Originally Posted by Karizo View Post
    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)
    Code:
    if buffactive['Reive Mark'] then
       equipSet = set_combine( equipSet, {'Ygnas's Resolve +1'} )
    end
    let me know if you need the specifics
    thats using a specific setup not thre default gs setup

  15. #3355
    CoP Dynamis
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    Quote Originally Posted by dlsmd View Post
    thats using a specific setup not thre default gs setup
    care to clarify?

  16. #3356
    Bagel
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    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
    Code:
    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
    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 using

  17. #3357
    CoP Dynamis
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    Quote Originally Posted by dlsmd View Post
    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)
    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.

  18. #3358
    Bagel
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    Quote Originally Posted by Karizo View Post
    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
    Code:
    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
    when you gain the buff Reive Mark you will automatically equip the gear then lock that slot so gs wont try to change it
    untill you lose the specific buff the gs will automaticaly unlock the slot and switch in your default gear

  19. #3359
    E. Body
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    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.

  20. #3360
    Bagel
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    Quote Originally Posted by Kincard View Post
    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.
    whats your code look like??
    please post it to pastebin or something like it then post the link here

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