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

  1. #3661
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    Now it won't even load a file says it does not exist when i try to load blm.lua

    pastebin.com/ijkFFVrw

  2. #3662
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    It actually is working now, but i cant use // to cast spells

  3. #3663
    Bagel
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    it works good

  4. #3664
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    When I try to load a .lua file, it says it does not exist. help!

  5. #3665
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    if you name your file BLM.lua and put it in Windower4\addons\GearSwap\data\<your char name> it will auto load

  6. #3666
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    Quote Originally Posted by raliont View Post
    It actually is working now, but i cant use // to cast spells
    Enable the Shortcuts addon in the windower launcher.

  7. #3667
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    Hello folks. I am having an issue with Falkirk's bst.lua from his pastebin. Whenever I use reward or my warp ring, a jug is equipped in my ammo slot. The only changes I have made besides gear are to enable cycling through jugs and a function to cast bestial loyalty if off cd else call beast. All of this works just fine, but when I try to cast reward, it's not equipping pet food.

    Spoiler: show
    user_setup:

    -- Set up Jug and keybind ctrl+f7
    state.Jug = M{'Salubrious Broth','Dire Broth','Lucky Broth','Muddy Broth','Wispy Broth','Electrified Broth'}
    send_command('bind ^f7 gs c cycle Jug')

    job_precast:

    if spell.english == "Call Beast" or "Bestial Loyalty" then
    equip({ammo=state.Jug.current})
    end

    utilility function:

    function job_self_command(command)
    if command[1] == 'callbeast' then
    if windower.ffxi.get_ability_recasts()[94] ~= nil and windower.ffxi.get_ability_recasts()[94] ~= 0 then
    if windower.ffxi.get_ability_recasts()[104] ~= nil and windower.ffxi.get_ability_recasts()[104] ~= 0 then
    add_to_chat(158,'Bestial Loyalty and Call Beast on CD!')
    return
    else
    equip({ammo=state.Jug.current})
    windower.send_command('input /ja "Call Beast" <me>')
    end
    else
    equip({ammo=state.Jug.current})
    windower.send_command('input /ja "Bestial Loyalty" <me>')
    end
    end
    end

  8. #3668
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    Quote Originally Posted by hisotaso View Post
    Hello folks. I am having an issue with Falkirk's bst.lua from his pastebin. Whenever I use reward or my warp ring, a jug is equipped in my ammo slot. The only changes I have made besides gear are to enable cycling through jugs and a function to cast bestial loyalty if off cd else call beast. All of this works just fine, but when I try to cast reward, it's not equipping pet food.

    Spoiler: show
    user_setup:

    -- Set up Jug and keybind ctrl+f7
    state.Jug = M{'Salubrious Broth','Dire Broth','Lucky Broth','Muddy Broth','Wispy Broth','Electrified Broth'}
    send_command('bind ^f7 gs c cycle Jug')

    job_precast:

    if spell.english == "Call Beast" or "Bestial Loyalty" then
    equip({ammo=state.Jug.current})
    end

    utilility function:

    function job_self_command(command)
    if command[1] == 'callbeast' then
    if windower.ffxi.get_ability_recasts()[94] ~= nil and windower.ffxi.get_ability_recasts()[94] ~= 0 then
    if windower.ffxi.get_ability_recasts()[104] ~= nil and windower.ffxi.get_ability_recasts()[104] ~= 0 then
    add_to_chat(158,'Bestial Loyalty and Call Beast on CD!')
    return
    else
    equip({ammo=state.Jug.current})
    windower.send_command('input /ja "Call Beast" <me>')
    end
    else
    equip({ammo=state.Jug.current})
    windower.send_command('input /ja "Bestial Loyalty" <me>')
    end
    end
    end
    Just eyeballing your code, this line is an incorrect syntax:
    Code:
    if spell.english == "Call Beast" or "Bestial Loyalty" then
    Should be
    Code:
    if spell.english == "Call Beast" or spell.english == "Bestial Loyalty" then
    Here's how I would cycle my Jugs (chopped version to avoid wall-o-text):
    Code:
    function get_sets()
        mote_include_version = 2
        
        -- Load and initialize the include file.
        include('Mote-Include.lua')
    end
    
    function job_setup()
        state.BrothMode = M{['description']='Broth Mode', 'Lucky Broth', 'Wispy Broth', 'Fizzy Broth', 'Salubrious Broth', 'Trans. Broth', 'Cl. Wheat Broth'}
    
        Jug = {name="Lucky Broth"}
    
        send_command('bind delete gs c cycle BrothMode')
    
    end
    
    -- Called when this job file is unloaded (eg: job change)
    function user_unload()
        send_command('unbind delete')
    end
    
    
    -- Define sets and vars used by this job file.
    function init_gear_sets()
        sets.precast.JA['Call Beast'] = {ammo=Jug, hands="Ankusa Gloves +1"}
        sets.precast.JA['Bestial Loyalty'] = sets.precast.JA['Call Beast']
        sets.precast.JA['Reward'] = {ammo="Pet Food Theta"}
    
    end
    
    -- Handle notifications of general user state change.
    function job_state_change(stateField, newValue, oldValue)
        if stateField == 'Broth Mode' then
            Jug.name = newValue
        end
    end
    
    -- Set eventArgs.handled to true if we don't want the automatic display to be run.
    function display_current_job_state(eventArgs)
        if state.BrothMode.value ~= 'None' then
            add_to_chat(8,'----- Broth: '.. state.BrothMode.value ..' -----')
            -- msg = msg .. ', ' .. 'Broth: ' .. state.BrothMode.value .. ' (' .. state[state.BrothMode.value .. 'BrothMode'].value .. ')'
        end
        eventArgs.handled = true
    end

  9. #3669
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    Rehn Valor
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    It isn't a huge deal but a minor annoyance nonetheless. Sometimes when spells fail to go off (out of range or interrupted while moving) my gear would not go back into idle. Mainly an issue on healing magic like cures or haste and such. Actually might happen sometimes on songs too.

    Here's WHM lua: http://pastebin.com/DawcMPim

  10. #3670
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    In your aftercast maybe adding:

    and not spell.interrupted

    will help

  11. #3671
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    I'm largely using Kinematics lua's for my jobs, is there an easy way to create a "CP mode" where I will always keep the mecistopins mantle on? Seems silly to create different gearsets entirely for wearing the CP cape for low acc mobs, high acc mobs, mobs where I need pdt and mods where I just need max refresh, etc.

  12. #3672
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    Quote Originally Posted by Kanriel View Post
    I'm largely using Kinematics lua's for my jobs, is there an easy way to create a "CP mode" where I will always keep the mecistopins mantle on? Seems silly to create different gearsets entirely for wearing the CP cape for low acc mobs, high acc mobs, mobs where I need pdt and mods where I just need max refresh, etc.
    You could just disable back slot switching.

    "//gs disable back"

  13. #3673
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    Quote Originally Posted by Foldypaws View Post
    You could just disable back slot switching.

    "//gs disable back"
    That sounds great, thanks!

  14. #3674
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    Quote Originally Posted by Kanriel View Post
    I'm largely using Kinematics lua's for my jobs, is there an easy way to create a "CP mode" where I will always keep the mecistopins mantle on? Seems silly to create different gearsets entirely for wearing the CP cape for low acc mobs, high acc mobs, mobs where I need pdt and mods where I just need max refresh, etc.
    I use Kinematics files also and have this function on my thf from him. Looking at the site now I don't see it which is odd but this works fine. It's just made to lock the mantle automatically when you equip it.
    Code:
    -- Called any time we attempt to handle automatic gear equips (ie: engaged or idle gear).
    function job_handle_equipping_gear(playerStatus, eventArgs)    	
    	if player.equipment.back == 'Mecisto. Mantle' then		
    		disable('back')
    	else
    		enable('back')
    	end
    end

  15. #3675
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    Quote Originally Posted by Sithel View Post
    I use Kinematics files also and have this function on my thf from him. Looking at the site now I don't see it which is odd but this works fine. It's just made to lock the mantle automatically when you equip it.
    Code:
    -- Called any time we attempt to handle automatic gear equips (ie: engaged or idle gear).
    function job_handle_equipping_gear(playerStatus, eventArgs)    	
    	if player.equipment.back == 'Mecisto. Mantle' then		
    		disable('back')
    	else
    		enable('back')
    	end
    end
    You can add this code to your personal Global file, '(Charactername)-Globals.lua' so that you wouldn't need to edit each and every lua per job because well... it's global. If you haven't yet created that file then you can copy it from the link below. Just remember to rename it and paste it in the data folder with the rest of your Charactername_JOB.lua files. https://github.com/Kinematics/GearSw...en-Globals.lua

  16. #3676
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    For the followup ideas on the CP cape, that's great, I think I might do that.

    For a gearswap mechanics question, is it "safe" to use quick cast gear and still obtain max potency on a spell? Or will a quick cast proc cast the spell in fast cast gearset?

  17. #3677
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    I encountered a new problem I never met before.
    idle set ==> ear1="X", ear2="Y"
    midcast set ==> ear1="Z", ear2="X"

    X doesnt' get equipped in midcast set, it stays on Y which was the previous option.
    I guess this is because X is "busy" (equipped on slot1) when Gearswap tries to equip it in slot2.
    I tried to solve it by using the ear1={name="Z",priority=1} syntax for midcast set, thinking that this way the earring "X" would be freed up first, hence becoming eligible to be euquipped on ear2 next, but alas it's not working, still getting the same behaviour.

    How can I solve this?

  18. #3678
    Hydra
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    Quote Originally Posted by Sechs View Post
    I encountered a new problem I never met before.
    idle set ==> ear1="X", ear2="Y"
    midcast set ==> ear1="Z", ear2="X"

    X doesnt' get equipped in midcast set, it stays on Y which was the previous option.
    I guess this is because X is "busy" (equipped on slot1) when Gearswap tries to equip it in slot2.
    I tried to solve it by using the ear1={name="Z",priority=1} syntax for midcast set, thinking that this way the earring "X" would be freed up first, hence becoming eligible to be euquipped on ear2 next, but alas it's not working, still getting the same behaviour.

    How can I solve this?
    I'd go with something like this.

    sets.idle = {ear1="X", ear2="Y"}
    sets.midcast = {ear1="X", ear2="Z"}

    I'd wager X isn't swapping because of the way GS is merging the two sets. Perhaps it's doing a union. Not really sure.

  19. #3679
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    I would've done that already if I could, but thing is the idle set can be one of two according to circumstances. One set has X on Ear1, another set has X on Ear2.
    And that too is because of a reason, because of other sets and blahblahblah.
    Basically there's a whole lot of different earrings, I can't keep them all on the same slot on all sets.
    If I do that for "X", then another earring would be swapping place in another set.

    I need to find a solution for this =/
    I could probably trick GS by going with "Ear1=empty" in precast (which is in-between idle and midcast, and atm has nothing for Ear1 and Ear2) but I'd love a real solution over that.

  20. #3680
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    Quote Originally Posted by Sechs View Post
    I would've done that already if I could, but thing is the idle set can be one of two according to circumstances. One set has X on Ear1, another set has X on Ear2.
    And that too is because of a reason, because of other sets and blahblahblah.
    Basically there's a whole lot of different earrings, I can't keep them all on the same slot on all sets.
    If I do that for "X", then another earring would be swapping place in another set.

    I need to find a solution for this =/
    I could probably trick GS by going with "Ear1=empty" in precast (which is in-between idle and midcast, and atm has nothing for Ear1 and Ear2) but I'd love a real solution over that.
    I get you, but I still think it's reasonable to keep the same earring in the same slot across all sets. I do it, and my GS are probably more extravagant than most.

    with that said, there still may be a "stupid easy" solution. My brain wants to make this hard right now, so I'll leave it to somebody who's had more sleep -.-

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