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

  1. #3621
    Bagel
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    Quote Originally Posted by Ophannus View Post
    I cant for the life of me figure out why 50% of my stun casts i end up in aftercast idle set with the wrong lring and main hand weapon, and then the subsequent cast i'll aftercast with the correct one. It makes no sense
    can you post your file to pastebin

  2. #3622
    Nidhogg
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    Thanks for looking into it: http://pastebin.com/3TK5hNxg

    Also might you be able to see why my stunwithalacrity set never works with alacrity up, and why cures with aurorastorm arent using the curewithlightweather set? Thanks ((((

  3. #3623
    Bagel
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    Quote Originally Posted by Ophannus View Post
    Thanks for looking into it: http://pastebin.com/3TK5hNxg

    Also might you be able to see why my stunwithalacrity set never works with alacrity up, and why cures with aurorastorm arent using the curewithlightweather set? Thanks ((((
    motes include darn i have no clue

  4. #3624
    So hard we fuck rocks
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    I've decided to dable around for a bit but some of my GS's from last year seem to be throwing up errors now. (or atleast they say outdated)

    here's an example: http://pastebin.com/93VTqRys

    How can I bring that current, and is there an updated place for users finished GS's ? the sticked thread doesn't seem to be ... current :/

  5. #3625
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    Does anyone have a SCH gearswap that works then? This kinematics GS is giving me more trouble than its worth and seems like nobody can decipher mote's include to debug some of of the code ~_~

  6. #3626
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    Quote Originally Posted by shepardG View Post
    I've decided to dable around for a bit but some of my GS's from last year seem to be throwing up errors now. (or atleast they say outdated)

    here's an example: http://pastebin.com/93VTqRys

    How can I bring that current, and is there an updated place for users finished GS's ? the sticked thread doesn't seem to be ... current :/
    Motenten totally revamped his library files (includes, globals, etc.) to Version 2 in August 2014. If you use the original files you'll get outdated error messages. I dunno how he managed to do that but it forces you to manually update all of your library and job files to Version 2.

    Here's the new Version 2 library files. https://github.com/Kinematics/Mote-libs

    and here's the V2 job files. https://github.com/Kinematics/GearSwap-Jobs

    Notice that each job file now contains:
    Code:
    function get_sets()
        mote_include_version = 2
        
        -- Load and initialize the include file.
        include('Mote-Include.lua')
    end

  7. #3627
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    Quote Originally Posted by Ophannus View Post
    Does anyone have a SCH gearswap that works then? This kinematics GS is giving me more trouble than its worth and seems like nobody can decipher mote's include to debug some of of the code ~_~
    Just eyeballing your lua gives me a headache because you butchered it. Right out of the box Motes SCH works for me with one exception; his code for Obi's for day/weather don't work. I tried it using //gs showswaps.

    I made a workaround by using this code.
    Code:
    function init_gear_sets()
    	------------------
    	-- Midcast Sets --
    	------------------
    
    	-- Force equip Twilight Cape and Obis - Comment out which Obis you do not have. --
            sets.midcast.day_weather = {}
            sets.midcast.day_weather['Fire'] = {back="Twilight Cape"} -- waist="Karin Obi"
            sets.midcast.day_weather['Ice'] = {back="Twilight Cape", waist="Hyorin Obi"}
            sets.midcast.day_weather['Wind'] = {back="Twilight Cape"} -- waist="Furin Obi"
            sets.midcast.day_weather['Earth'] = {back="Twilight Cape"} -- waist="Dorin Obi"
            sets.midcast.day_weather['Lightning'] = {back="Twilight Cape", waist="Rairin Obi"}
            sets.midcast.day_weather['Water'] = {back="Twilight Cape"} -- waist="Suirin Obi"
            sets.midcast.day_weather['Light'] = {back="Twilight Cape", waist="Korin Obi"}
            sets.midcast.day_weather['Dark'] = {back="Twilight Cape", waist="Anrin Obi"}
    end
    
    function job_post_midcast(spell, action, spellMap, eventArgs)
        if spell.action_type == 'Magic' then
            apply_grimoire_bonuses(spell, action, spellMap, eventArgs)
            if spell.skill == 'Elemental Magic' then
                if spell.element == world.weather_element or spell.element == world.day_element then
                    equip(sets.midcast.day_weather[spell.element])
                end
            end
        end
    end

  8. #3628
    Hydra
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    Quote Originally Posted by shepardG View Post
    I've decided to dable around for a bit but some of my GS's from last year seem to be throwing up errors now. (or atleast they say outdated)

    here's an example: http://pastebin.com/93VTqRys

    How can I bring that current, and is there an updated place for users finished GS's ? the sticked thread doesn't seem to be ... current :/
    There should have been a link in the warning message you received to this page.

    If that's greek to you, try downloading Mote's job luas again, and plug in your gear.

  9. #3629
    Nidhogg
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    Having a very awkward issue with GS, or Windower, or SE fucked their servers or something, idk. GS has worked fine for Geo for as long as I can remember. 3-4 months ago I noticed Indi-Regen ticking for less then it shoulda, but I never much paid attention to it, assumed when it was tested regen gear was forgotten or something. I was retesting max buff numbers for someone the other night so they could adjust buff active sets, and came across an issue that's got me stumped.

    If I swap gear at any point while casting Geomancy, Idris doesn't count. To be clear, none of the swaps even swap it out, it's on from idle, precast, midcast, aftercast. To see if for some reason swapping in +skill gear was causing it to re-tally totals or something, I removed all of it from the different casts. Same result though, it was as if I was casting Geo spells with just Dunna and not Idris. I tried removing some random gear, casting with no swaps, etc, and had limited success. Specifically, casting with no swaps worked. Casting with only my legs swapping (to see if Bagua Pants +1 was the culprit) worked. I thought maybe it was my Respite Cloak in my idle set that was causing issues, but taking it out had no effect.

    The only work around I've got so far is making two macros for //gs disable and //gs enable before and after all Geomancy spells. To be clear, again, at no point does Idris leave my main slot. How could GS cause it to not be counted?

    Geo.lua here on Pastebin if your senses point to the code, but I've tried a few different .luas, two without Mote's includes, and still had the same issues. I don't know if it's a hick-up with a specific piece of gear or what.


    I'm a moron. Carry on.

  10. #3630
    Relic Shield
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    So when the cast goes off you are wearing the dunna and idris? is it giving you the buff just a dunna would give? I know the geomancy+ effect supposedly doesnt stack (least when i last read about it) though I would assume it would give you the larger bonus from idris. Have you tried naked with just idris and not dunna on?

    I dont have an idris but ive noticed with or without dunna puttin all my skill gear on (i have merits in both bell and geo) increases the effect by like 1 point so hardly seems worth it, where as dunna gives a huge change in the effect. I usually open the equip menu and type //indi-whatever to see visually what gear changes as well as that showswaps.

    Also I noticed you have indi.player in there which doesnt see a difference between regen and refresh indi spells. I believe byrnth said it cant tell the difference between same element indi spells cause its the same graphic effect which is what indi.player uses. Just FYI if that might interfere with anything. other than that ur lua looks ok to me but it seems to be a mote's file which is far beyond me.

  11. #3631
    Nidhogg
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    Quote Originally Posted by Trumpy View Post
    So when the cast goes off you are wearing the dunna and idris? is it giving you the buff just a dunna would give? I know the geomancy+ effect supposedly doesnt stack (least when i last read about it) though I would assume it would give you the larger bonus from idris. Have you tried naked with just idris and not dunna on?
    Correct, Idris + Dunna on for idle, precast, midcast, aftercast, they never come off during Geo spells. I didn't mention it above, but the issue is present for both Indi and Geo spells.

    Your question gave me an idea to try a different bell and it gave me even weirder results. Using Idris + Filiae Bell (AF bell), which has no +Geomancy, still resulted in Geomancy effects equivalent to +5 Geomancy. It seems I'm swapping something within idle, pre, or midcast that is causing Idris to only count as +5 Geomancy rather than +10. Maybe I'll have time this weekend to go through the sets piece by piece and see what's causing it. I wasn't aware of any issues with indi.timer or indi.player, those are just functions to manipulate Timers to display a timer and to be able to read an Indi wearing as a state change, AFAIK.

    And yeah, +skill is relatively useless, each spell has it's own individual tiers, and tiers are worth very little in the grand scheme of the spell's strength. It's why it's the first thing I zeroed in on as a culprit to the issues, I'd have very minor complaints with having to cast in non-skill gear. But losing precasting is annoying, losing midcasting for Conserve MP is very annoying, and having to hit macros to stop/enable swaps before and after Geo spells is very annoying.

    Anyone else with an Idris having issues? Be sure to actually check the buff values, not just if the swaps are happening with showswaps.


    Nifty side note. Idris + no bell = same potency as non-Idris + Dunna for Fury and Precision. And set_combine + ammo and ranged gear is the devil.

  12. #3632
    Relic Shield
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    Wait i might be thinking about indi_change instead of indi.player, sorry for any confusion. I think I saw player.indi as a thing but had no idea how to use it as its description in the variables excel doc didnt sound very useful to me.

    Yea i remember skill having alot more effect before geomancy+ was added. I usually use the accuracy spell since i can checkparam that pretty easy and it added maybe 1 acc but then my dunna added like 40 acc (not positive, just remembering off the top of my head). I usually just leave the bell on full time, i noticed you switch between various ammo peices when not using indi/geo spells? could that cause it? if you are naked with just idris are you gettin +5 or +10? I think i remember early on a certain combo of gear effected a spell oddly but i cant recall what it was. I think it was a foot peice, but im also not positive if it was a geo issue or another job. It was like 2 peices in combination messing things up. Maybe its a similiar/same bug popping back up.

  13. #3633
    Nidhogg
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    Quote Originally Posted by Trumpy View Post
    I usually just leave the bell on full time, i noticed you switch between various ammo peices when not using indi/geo spells?
    It was preciously that, at least in the end. I'm not sure if it was just lag or bad luck that made the issue initially show itself, but I went through and did set_combines and stuff to make things cleaner to look at and figure out. Ended up being that sets.precast.FC.Geomancy = set_combine was causing Impatiens to stay equipped rather than Dunna equipping. I went back to my prior code of having the whole set laid out and it seems to be working now. Hasty Pinion and Impatiens aren't causing issues now, far as I can tell. Will definitely be keeping my eyes open on that sorta stuff from now on. <.<

  14. #3634
    Relic Shield
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    Yea I just remember that anytime i have tried to switch between an ammo and a ranged item it always screwed things up somehow so i just avoid it now lol (like between a boomerang and an acc ammo). Well glad in my limited knowledge that i kinda helped ya out there.

    EDIT: Also switching between staff/grip and clubs/shield never seems to work right for me. or any 2 hander to 1 hander/shield or Dual wielded weapons. or if you cycle thru various combos of weapons if you ever switch your main to your sub you have to remove it completely first or it never changes. (via automatic gear swaps).

  15. #3635
    Bagel
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    Quote Originally Posted by Trumpy View Post
    Also switching between staff/grip and clubs/shield never seems to work right for me. or any 2 hander to 1 hander/shield or Dual wielded weapons. or if you cycle thru various combos of weapons if you ever switch your main to your sub you have to remove it completely first or it never changes. (via automatic gear swaps).
    thats why my include setup uses a dynamic set build plus the fact that you can build sets based on specific factors
    i.e. active buffs, etc.

  16. #3636
    BG Content
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    Quote Originally Posted by geno3302 View Post
    There's a bug with the pet_status_change function in gearswap.
    Inside the gearswap.lua file in the function that handles incoming chunk, in the section that handles 0x0E (line 308.)
    When an avatar auto-engages (you get aggro) or when a monster dies and the avatar auto-disengages as well as most of the time when you use assault for the first time on a monster the pet.status in like 309 is updated before gearswap handles the packet so the oldstatus is always equal to the new status and the pet_status_change event is never fired.

    pet.status is taken from the windower api, it is the value from the mob table, and it is always up to date and correct.

    I did a test to make oldstatus a global and made it persist the old value of newstatus, I also added an add_to_chat statement to see when the 0x0E chunk actually gets processed.

    Doing this does fix it so the function will always be called however the chunk with ID 0x0E seems to be very random. It will always eventually update however it can take upwards of 10 seconds after a monster dies for it to actually trigger. During that window the pet.status will report the correct values so there must be some issue with the processing of that packet or the windower api is getting the value from elsewhere.
    I cannot replicate this for the life of me. My pet status always seems to update through the 0x0E packet.

  17. #3637
    Hydra
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    How do I combine the following with my normal nuke sets? I tried to just do set_combine(sets.midcast[spell.element], {}) but apparently the program thinks I'm an idiot for trying it that way. it's probably correct.

    Code:
    sets.midcast.Fire = {main="Lehbrailg +2",head="Hagondes Hat +1",neck="Saevus Pendant +1"}
    sets.midcast.Ice = {main="Ngqoqwanb",head="Hagondes Hat +1",neck="Saevus Pendant +1"}
    sets.midcast.Wind = {main="Marin Staff +1",head="Hagondes Hat +1",neck="Saevus Pendant +1"}
    sets.midcast.Earth = {main="Lehbrailg +2",head="Hagondes Hat +1",neck="Quanpur Necklace"}
    sets.midcast.Thunder = {main="Lehbrailg +2",head="Hagondes Hat +1",neck="Saevus Pendant +1"}
    sets.midcast.Water = {main="Lehbrailg +2",head="Hagondes Hat +1",neck="Saevus Pendant +1"}
    sets.midcast.Light = {main="Lehbrailg +2",head="Hagondes Hat +1",neck="Saevus Pendant +1"}
    sets.midcast.Dark = {main="Lehbrailg +2",head="Pixie Hairpin +1",neck="Saevus Pendant +1"}
    Currently using motenen's with some added BS.

  18. #3638
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    Quote Originally Posted by Chimerawizard View Post
    How do I combine the following with my normal nuke sets? I tried to just do set_combine(sets.midcast[spell.element], {}) but apparently the program thinks I'm an idiot for trying it that way. it's probably correct.

    Code:
    sets.midcast.Fire = {main="Lehbrailg +2",head="Hagondes Hat +1",neck="Saevus Pendant +1"}
    sets.midcast.Ice = {main="Ngqoqwanb",head="Hagondes Hat +1",neck="Saevus Pendant +1"}
    sets.midcast.Wind = {main="Marin Staff +1",head="Hagondes Hat +1",neck="Saevus Pendant +1"}
    sets.midcast.Earth = {main="Lehbrailg +2",head="Hagondes Hat +1",neck="Quanpur Necklace"}
    sets.midcast.Thunder = {main="Lehbrailg +2",head="Hagondes Hat +1",neck="Saevus Pendant +1"}
    sets.midcast.Water = {main="Lehbrailg +2",head="Hagondes Hat +1",neck="Saevus Pendant +1"}
    sets.midcast.Light = {main="Lehbrailg +2",head="Hagondes Hat +1",neck="Saevus Pendant +1"}
    sets.midcast.Dark = {main="Lehbrailg +2",head="Pixie Hairpin +1",neck="Saevus Pendant +1"}
    Currently using motenen's with some added BS.
    Code:
    function job_post_midcast(spell, action, spellMap, eventArgs)
    	if not Typ.abilitys:contains(spell.prefix) then
                equip(sets.midcast[spell.element])
    end
    should work.

    Edit: oops, realized this wasn't the normal "obi's" thing. Which just makes it simpler.

  19. #3639
    Hydra
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    Code:
    function job_post_midcast(spell, action, spellMap, eventArgs)
    	if not Typ.abilitys:contains(spell.prefix) then
                equip(sets.midcast[spell.element])
    	end
    end
    flow.lua:295
    ...error in the user funct...
    ...lua:265: attempt to index global 'typ' (a nil value)

    I put it in my geo gearswap. should i have put it in one of the libs instead?

  20. #3640
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    Quote Originally Posted by Chimerawizard View Post
    Code:
    function job_post_midcast(spell, action, spellMap, eventArgs)
    	if not Typ.abilitys:contains(spell.prefix) then
                equip(sets.midcast[spell.element])
    	end
    end
    flow.lua:295
    ...error in the user funct...
    ...lua:265: attempt to index global 'typ' (a nil value)

    I put it in my geo gearswap. should i have put it in one of the libs instead?
    Do you have typ and not Typ? only thing I can think of is it's case sensitive, since that's straight out of my own Geo lua.

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