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

  1. #3741
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    More questions about GEO.
    Indi and Geo spells BOTH are part of the "Geomancy" skill, right? So if I were to set a conditional checking for "Geomancy" skill, it would return True values whether I'm casting an Indi or a Geo spell, correct?

    Supposing my premise is correct, is there a specific way to differentiate between Geo and Indi spells? Like "If spell.english is Geo then >> X, else if spell.english is Indi then >> Y".
    Only two ways I could think of to do that are:
    1. Create a custom spell map, and act accordingly to that within the lua
    2. Use the "startswith" function, since all spells start with either Geo- or Indi-

    Any other, better way I didn't think of?

  2. #3742
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    Both are Geomancy, yes. You can always check what skill a spell is considered by opening up windower/res/spells.lua, Control-F-ing for its name, and then just reading the line.

    startswith (or just string.english:sub()) is going to be the best way to do that check.

  3. #3743
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    Allright, thanks Byrth.
    Another thing: is Luopan considered a "pet" by Gearswap? If so I assume I can use the same lines I use on SMN to check wether or not an avatar is out (and change my idle gear accordingly).

  4. #3744
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    Iirc, yeah. Also, you'll probably want to look in to the indi_change event if you're making a gearswap for your GEO.

  5. #3745
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    Oh it's a new function, just saw it in the updated xls. Thanks, I didn't even know you created it!
    What do people use it for though? I'm not grasping the full potential of this function atm, it seems like a more specific buffactive function working for indi spells.

  6. #3746
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    There's no notification when your Indi spell wears off. If you have a debuff aura and you're standing in other auras, it's sometimes not clear when you lose your Indi effect. I just use it to tell me when my Indi effect wears.

  7. #3747
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    Ok thanks.
    Another question for GEO.

    tl;dr
    Can I use "if not midaction() then ---" and the following lines will be processed only if my character is not currently busy with midcasting a spell?


    long explanation if you're curious about the context
    Spoiler: show
    I deployed a "function pet_change(pet, gain)" to swap between idle sets according if gain or lose a Luopan (pet).
    I have something similar in my aftercast too, but that works only after an action. If I were to use only that, my idle set wouldn't change if I'm not doing anything and my pet gets oneshot, which is exactely the main reason why I'm using this function.

    Still, I don't want to find myself in a situation where I'm casting a long spell (say, Impact), my luopan dies, and the pet_change function brings me back into my idle gear. To avoid such situations I wanted to make so the content of the pet_change function are executed only if I'm not currently busy with casting, i.e. midaction() returns "false".

  8. #3748
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    Yes pets work awesomely for luopans. I believe the indi change thing byrthn mentioned works pretty well, it can be used to tell when your indi spell wears off. and if you overwrite indi spell with another indi spell if it has a different bubble effect. you will notice it prolly wont notice the difference between regen and refresh as they have the same bubble. at least that is what byrthn told me about when i asked about it previously. (If i am thinking about the same function)

    But you can set up custom timers for indi spells. using spell.name to name the timer and have it delete that timer's name when u recast an uninterupted indi spell (i used two variables new_indi and old_indi) i also have the same code for entrust spells (not that you could ever recast over a entrust spell with another one cause of its timer) I also make gearswap cancel indi spell casts on myself if i have entrust active. So I dont make a mistake and cast on myself wasting my entrust. I use timers for geo spells as well and i made sure if my pet dies the timer is deleted.

  9. #3749
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    Oh yeah speaking of which, why doesn't Timers track Geo buffs? I know it's a bit off topic here but... was wondering if it's because they haven't been coded into Timers' resources, or because of some other issue within the buffs themselves.

  10. #3750
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    Quote Originally Posted by Sechs View Post
    Oh yeah speaking of which, why doesn't Timers track Geo buffs? I know it's a bit off topic here but... was wondering if it's because they haven't been coded into Timers' resources, or because of some other issue within the buffs themselves.
    for one thing indi- works differently then all other buffs do
    i.e
    regular Regen id is 42
    indi- Regen id is 539 with player.indi.target == "Ally" and player.indi.element == "Light" (only if its your indi- spell) plus now that indi_change(indi_table,gain) is there you can tell when your indi- spell gains/drops
    if its not your indi- spell all you see is Regen id is 539 (this is true if its a party/alliance member/s,mob or trust)

    im still trying to figure out
    1. how to tell with out the buff id which indi- is active but i think its server side but some how the indi- display is different for each indi spell so there must be something client side that shows which indi- spell is active
    2. which party/alliance member/s,none-party/alliance member/s and mobs have indi- up (but this seams server side as well) yet there indi- bubble still shows around them so something must be there
    -but sense im am usually doing this solo its vary hard to find

  11. #3751
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    I meant something different. Sorry for the possible stupidity of what I'm about to say, I'm still through the process of learning the job (GEO).
    GEO buffs have a fixed duration, which as of now is only increased by +indi duration gear for Indi spells, and by JAs/regen/stuff for Geo spells.
    Base duration is 3 mins.
    Let's say I use "Indi-Haste". I would expect Timers to create a buff timer like this: "Indi-Haste 3:00".
    If you use entrust "Indi-Haste (name) 3:00". Add the additional duration according to the +indi pieces equipped at the time you use the spell, just like Timers calculates it the same way for other buffs and relative duration enhancements.

    I was asking: why doesn't this happen? Is it because Arcon didn't have a time to update Timers yet, or because of other issues within the spells themselves?

    It would be a bit more complicated for Geo-Spells since it kinda depends on the pet's HP, the damage they receive etc, but since you can check on-screen the status of your pet-luopan, you can tell from there how long approx 'til you have to recast it, so it's no big deal for Geo-Spells, but for Indi ones it would be useful and, again, I don't understand why Timers doesnt' do it already.



    Ok, another question now, about Incursion.
    I suck at remembering which Adherent mob provides which buff to the bosses, so I had an idea.
    Why not create a small Gearswap script to include into your LUAs (or even as a standalone addon I guess) that does exactely that?
    When executed it parses your current target, and if your target is one of a pre-set list (the adherents list) it returns a chat message with the related buff string.
    Sounds very simple to create and would be useful for people with bad memory like me.
    How would I go for creating this?

    I was thinking about something like this
    Code:
    	adherent_maps = {['Steadfast Adherent']="PLD, DEF+", ['Furtive Adherent']="WHM, MDB+", ['Occult Adherent']="WAR, EVA+",
    		['Fleet Adherent']="WAR, Haste+", ['Brawny Adherent']="DRK, ATK+", ['Martial Adherent']="DRK,Regain+",
    		['Honed Adherent']="RDM, Fast Cast+", ['Insidious Adherent']="RDM, MEVA+", ['Hexbreaking Adherent']="BLM, MAB+"}
    		
    function adherent_buffs(name)
    	if adherent_maps(name) then
    		send_command('input /p '..name..' buff is ==> '..adherent_maps[name]..)
    	end
    end
    Would something like this work? Used THIS post as reference, altough some jobs seem a bit off (like martial being DRK, wut?).

  12. #3752
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    Quote Originally Posted by Sechs View Post
    I meant something different. Sorry for the possible stupidity of what I'm about to say, I'm still through the process of learning the job (GEO).
    GEO buffs have a fixed duration, which as of now is only increased by +indi duration gear for Indi spells, and by JAs/regen/stuff for Geo spells.
    Base duration is 3 mins.
    Let's say I use "Indi-Haste". I would expect Timers to create a buff timer like this: "Indi-Haste 3:00".
    If you use entrust "Indi-Haste (name) 3:00". Add the additional duration according to the +indi pieces equipped at the time you use the spell, just like Timers calculates it the same way for other buffs and relative duration enhancements.

    I was asking: why doesn't this happen? Is it because Arcon didn't have a time to update Timers yet, or because of other issues within the spells themselves?
    its most likely because both haste and indi-haste are called haste by the client and indi haste's timer can change if you leave the area of a party/alliance/lupon with the effect thus it is vary difficult to figure out how long it will last

  13. #3753
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    Uhgn, don't hate me for keeping to post about this specific topic, but it still doesn't make sense to me D: I apologize.
    I mean, why would that be an issue at all?

    If you entrusted an indi spell and you drop pt, that spell doesn't disappear.
    If you drop a pt THEY lose the effect from your aura, but you don't, and we're tracking how long the emanation lasts FROM YOU, so how would that make a difference?

    It's true Indi-Haste and Haste have the same name, but different icon and different description, so pretty confident they have a different ID too. Doubt Timers differentiates through buffs by the name itself, surely it uses more accurate means?



    Edit:
    After checking things up a bit more on GEO, I guess it's only fair that Timers cannot track the debuff Indi spells. They have no buff up, no icon, nothing. Don't think Timers would be able to track that.
    But for the Buff ones, I still say Timers should be more than capable to track them.
    Anwyay, whatever, I'll just track them on my own through custom timers

  14. #3754
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    Can you alterate the numeric value of a variable with mathematic operations?
    Like say I have a variable called "X" and I want to assign to this variable the number "Y" + Z% of Y.
    For instance: Var = 100 + 5%(100).
    Is this possible in Gearswap and if so how?

  15. #3755
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    Quote Originally Posted by Sechs View Post
    Can you alterate the numeric value of a variable with mathematic operations?
    Like say I have a variable called "X" and I want to assign to this variable the number "Y" + Z% of Y.
    For instance: Var = 100 + 5%(100).
    Is this possible in Gearswap and if so how?
    here
    Code:
    x=100
    function percent(m,p)
             return ((m/100)*p)
    end
    y= x+percent(100,5)
    or
    Code:
    y= x+((100/100)*5)

  16. #3756
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    x=y*(1+z/100)

  17. #3757
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    Awesome! Thanks

  18. #3758
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    Quote Originally Posted by dlsmd View Post
    ok i found the issue replace you code accordingly with this
    Code:
    check_ws_day = {
    Firesday=S{'Liquefaction','Fusion','Light'},
    Earthsday=S{'Scission','Gravitation','Darkness'},
    Watersday=S{'Reverberation','Distortion','Darkness'},
    Windsday=S{'Detonation','Fragmentation','Light'},
    Iceday=S{'Induration','Distortion','Darkness'},
    Lightningsday=S{'Impaction','Fragmentation','Light'},
    Lightsday=S{'Transfixion','Fusion','Light'},
    Darksday=S{'Compression','Gravitation','Darkness'},}
    
        if spell.type == 'WeaponSkill' and check_ws_day[world.day]:contains(spell.skillchain_a)
                or check_ws_day[world.day]:contains(spell.skillchain_b)
                or check_ws_day[world.day]:contains(spell.skillchain_c) then
            equip (sets.WSDayBonus)
        end
    its actually because it was Lightningday when it should have been Lightningsday my bad
    hmm even after changing it to Lightningday I get that error only on Lightnignday.

  19. #3759
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    Quote Originally Posted by Patsu View Post
    hmm even after changing it to Lightningday I get that error only on Lightnignday.
    it should be Lightningsday not Lightningday (notice the s)

    and if you want to varify the correct name use

    Code:
        print(world.day)
    or you can change it from day name to day element

    Code:
    check_ws_day = {
    Fire=S{'Liquefaction','Fusion','Light'},
    Earth=S{'Scission','Gravitation','Darkness'},
    Water=S{'Reverberation','Distortion','Darkness'},
    Wind=S{'Detonation','Fragmentation','Light'},
    Ice=S{'Induration','Distortion','Darkness'},
    Lightning=S{'Impaction','Fragmentation','Light'},
    Light=S{'Transfixion','Fusion','Light'},
    Dark=S{'Compression','Gravitation','Darkness'},}
    
        if spell.type == 'WeaponSkill' and check_ws_day[world.day_element]:contains(spell.skillchain_a)
                or check_ws_day[world.day_element]:contains(spell.skillchain_b)
                or check_ws_day[world.day_element]:contains(spell.skillchain_c) then
            equip (sets.WSDayBonus)
        end

  20. #3760
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    Quote Originally Posted by dlsmd View Post
    it should be Lightningsday not Lightningday (notice the s)

    and if you want to varify the correct name use

    Code:
        print(world.day)
    or you can change it from day name to day element

    Code:
    check_ws_day = {
    Fire=S{'Liquefaction','Fusion','Light'},
    Earth=S{'Scission','Gravitation','Darkness'},
    Water=S{'Reverberation','Distortion','Darkness'},
    Wind=S{'Detonation','Fragmentation','Light'},
    Ice=S{'Induration','Distortion','Darkness'},
    Lightning=S{'Impaction','Fragmentation','Light'},
    Light=S{'Transfixion','Fusion','Light'},
    Dark=S{'Compression','Gravitation','Darkness'},}
    
        if spell.type == 'WeaponSkill' and check_ws_day[world.day_element]:contains(spell.skillchain_a)
                or check_ws_day[world.day_element]:contains(spell.skillchain_b)
                or check_ws_day[world.day_element]:contains(spell.skillchain_c) then
            equip (sets.WSDayBonus)
        end
    EDIT:: Can't figure out how to delete this post. Works now. Thanks.

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