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

  1. #3781
    Campaign
    Join Date
    Jul 2007
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    6,633
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    8

    Regardless of my previous question, this is much more complicated than I had originally assumed. There are way more variables than I had seen at start.
    1. Day
    2. Spellweather
    3. Spellweather.intensity
    4. Weather
    5. Weather.intensity


    And they all combine together in a plethora of different situations, I'm losing my head.
    Like some examples:

    • Matching spellweather and intensity =2 ==> always equip Obi, UNLESS in 2 situations: A] weather = opposing and weather.intensity = 2, B] weather = opposing element and day = opposing (doesn't matter the intensity in this second case). If one of these 2 are true, then you don't want Obi equipped.
    • Matching weather (intensity 1) and matching day ==> always equip obi, unless spellweather = opposing and spellweather.intensity = 2
    • Matching spellweather (intensity 1) and matching day ==> always equip obi, unless weather = opposing and weather.intensity = 2



    Shadowmeld I think your code doesn't take into consideration Spellweather, and without those of course the possible outcomes get much much easier to transform into a logical set of rules.

  2. #3782
    First invited, last in the zone.
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    Sep 2008
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    Lakshmi

    Quote Originally Posted by Sechs View Post
    Uhm... Does the obi give only affinity potency or affinity accuracy too?
    If it's also the latter I guess It could be nice to use with enfeebling magic as well, not just elemental magic.
    There is an unquantified bonus to MACC from day/weather proc as well, yes.

  3. #3783
    Relic Horn
    Join Date
    Jul 2005
    Posts
    3,478
    BG Level
    7

    Does anyone have an update mote-mapping for Storm II and new Obi?

    So far my Peda Loafers +1 will not equip for Storm II, also my waist=ElementalObi things stopped working in my elemental WSes

  4. #3784
    First invited, last in the zone.
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    Lakshmi

    Quote Originally Posted by Sechs View Post
    Regardless of my previous question, this is much more complicated than I had originally assumed. There are way more variables than I had seen at start.
    1. Day
    2. Spellweather
    3. Spellweather.intensity
    4. Weather
    5. Weather.intensity


    And they all combine together in a plethora of different situations, I'm losing my head.
    Like some examples:

    • Matching spellweather and intensity =2 ==> always equip Obi, UNLESS in 2 situations: A] weather = opposing and weather.intensity = 2, B] weather = opposing element and day = opposing (doesn't matter the intensity in this second case). If one of these 2 are true, then you don't want Obi equipped.
    • Matching weather (intensity 1) and matching day ==> always equip obi, unless spellweather = opposing and spellweather.intensity = 2
    • Matching spellweather (intensity 1) and matching day ==> always equip obi, unless weather = opposing and weather.intensity = 2



    Shadowmeld I think your code doesn't take into consideration Spellweather, and without those of course the possible outcomes get much much easier to transform into a logical set of rules.
    Why do a bunch of if/thens? Just sum day (+/- 1) weather(+/- 1,2) and spellweather (+/- 1,2). If the sum is >0, use obi.

  5. #3785
    RIDE ARMOR
    Join Date
    May 2012
    Posts
    20
    BG Level
    1

    Trying to edit a user file so that all I need to do is add the set in each of my sidecar files for equipping a Mecistopins Mantle when hitting a toggle key. I really don't know how to do this at all and could really use some help as I've been scratching my head for over 2 hours copying/pasting bits from various files and from other online examples and hoping something might work but with no luck and now I have less code than when I started and no idea if I'm maybe missing something important or having renamed the functions incorrectly.

    So far with the below example I've noticed if I have the keybinds set in the user globals then nothing happens, but if it's in the sidecar file itself then I get the following error:

    Spoiler: show
    Mote-Libs: Toggle: Unknown field [CapacityPoints]


    Spoiler: show
    -- Global intercept on midcast.
    function user_post_midcast(spell, action, spellMap, eventArgs)
    if buffactive['Reive Mark'] and (spell.skill == 'Elemental Magic' or spellMap == 'Cure' or spellMap == 'Curaga') then
    equip(sets.reive)
    end
    end

    function user_customize_idle_set(idleSet)
    if buffactive['Reive Mark'] then
    idleSet = set_combine(idleSet, sets.reive)
    end
    if state.CapacityPoints.value then
    idleSet = set_combine(idleSet, sets.CapacityMantle)
    end
    return idleSet
    end

    -- Test for Capacity Mantle
    function user_customize_setup()
    send_command('bind @` gs c toggle CapacityPoints')
    end

    function user_customize_unload()
    send_command('unbind @`')
    end

    function user_customize_job_setup()
    state.CapacityPoints = M(false, 'Capacity Point Mantle')
    end

    function user_customize_melee_set(meleeSet)
    if state.CapacityPoints.value then
    meleeSet = set_combine(meleeSet, sets.CapacityMantle)
    end
    return meleeSet
    end
    -- End test for Capacity Mantle


    Edit: Oh my gosh, nevermind! I found out what I was doing wrong all this time. There was no such thing as user_job_setup, user_customize_setup or user_customize_unload. I'm still not sure what to do to rectify this as I suspect renaming user_job_setup will screw up a lot of other things and having the keybindings set in the user globals still doesn't work for some reason, so for the time being I've just copied/pasted those separately into each sidecar and so far it works like that. I'm sure I'll figure out eventually how to make it work globally without having to copy/paste the same lines into each sidecar, but if someone can help me I'd be very grateful.

  6. #3786
    Hydra
    Join Date
    Sep 2012
    Posts
    118
    BG Level
    3

    Sechs,

    Admittedly, I have not played in 4 to 5 months and this may have changed, but with the initial storm spells the world.weather_element worked. I really haven't seen any change logs on the .luas, but if it hasn't changed then they would at least work for storm 1 spells, not sure about storm 2.

  7. #3787
    Campaign
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    Jul 2007
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    The problem is that you can have a spellweather and an ambientweather active at the same time, they could be conflicting and they "cancel" each other.
    Well, I got told so at least.
    If that's false and one "overwrites" the other then it's much simpler of course.

    Your idea of using a sum is really smart though, I think going with that approach you can handle all possible situations in a much simpler way.
    I'm a bit confused how to handle Spellweather though, should I do it through the normal .weather_element or through buffactive instead?
    From what you said, spellweather used to be considered as if it were a normal world weather by the game (but in this case I wonder... how did it handle situations where two different weathers, one from world and one from spell, were active at the same time?)

  8. #3788
    CoP Dynamis
    Join Date
    Jul 2007
    Posts
    270
    BG Level
    4
    FFXI Server
    Asura

    Quote Originally Posted by Lyramion View Post
    Does anyone have an update mote-mapping for Storm II and new Obi?

    So far my Peda Loafers +1 will not equip for Storm II, also my waist=ElementalObi things stopped working in my elemental WSes
    This should fix the first problem, change the storms line in mote-mappings.lua to add the new ones. The second one is gearswap not detecting the new buffs and setting them as world.weather_element i think. I just posted about this in the Windower 4 thread, after i changed something in refresh.lua it fixed my problem with weather/obi, but i'm waiting to see if that was the right way to do it or not.
    Code:
    storms = S{"Aurorastorm", "Voidstorm", "Firestorm", "Sandstorm", "Rainstorm", "Windstorm", "Hailstorm", "Thunderstorm",
    		"Aurorastorm II", "Voidstorm II", "Firestorm II", "Sandstorm II", "Rainstorm II", "Windstorm II", "Hailstorm II", "Thunderstorm II"}
    Edit: Also change all the obi names to the new one in mote-mappings if you haven't.

  9. #3789
    Hydra
    Join Date
    Sep 2012
    Posts
    118
    BG Level
    3

    The way storm spells work is they overwrite whatever world weather effect is present. So if you are in Qufim and Thunder weather is up and you cast Firestorm, thunder is no longer an element of the calculation until the Firestorm buff wears off.

  10. #3790
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    Quote Originally Posted by Shadowmeld View Post
    The way storm spells work is they overwrite whatever world weather effect is present.
    You're 100% sure about this? What I got told is wrong then.
    So even if there's, say, double light in Temenos, if I use Firestorm then for the spells I cast the game will consider as if the weather is Fire and ignore the double Light?
    If it's like this then it's not an issue then.
    I kinda panicked when I got told that both counted, because it made things much more complicated.

    So you're also saying that if I use world.weather_element GS will return the currently "active" weather?
    For instance in the example above: Double light ambient weather, Firestorm up. As long as the buff last, world.weather_element will return "fire"?

  11. #3791
    Hydra
    Join Date
    Sep 2012
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    3

    My original post here is wrong. According to the wiki page, storm spells do overwrite double weather too.

  12. #3792
    CoP Dynamis
    Join Date
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    FFXI Server
    Asura

    I've been using something for keybinds for like 8 months that is based of world.weather_element in gearswap, and it always checks storm spells > zone weather, and when a storm wears, it would automatically switch to the zone weather if present, and vice versa. So thats at the least how gearswap reads it.

  13. #3793
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    Ok thanks guys, this makes it MUCH simpler to implement in GS. Conflicting spell and and world weathers would've been messy (altough the sum idea Foldypaws proposed would have probably handled that perfectly )

  14. #3794
    Puppetmaster
    Join Date
    Jan 2014
    Posts
    59
    BG Level
    2

    I'm amending the code to my OP for Fotia Gorget and Belt because it didn't work as intended.

    Here's the new code if anyone is interested. I tested it myself.
    Code:
    function job_setup()
        ws_elements_to_check = S{'Compression', 'Darkness', 'Detonation', 'Distortion', 'Fragmentation', 'Fusion',
        'Gravitation', 'Impaction', 'Induration', 'Light', 'Liquefaction', 'Reverberation', 'Scission', 'Transfixion'}
    end
    
    function job_post_precast(spell, action, spellMap, eventArgs)
        if spell.type == 'WeaponSkill' and ws_elements_to_check:contains(spell.skillchain_a)
                or ws_elements_to_check:contains(spell.skillchain_b)
                or ws_elements_to_check:contains(spell.skillchain_c) then
            equip({neck="Fotia Gorget", waist="Fotia Belt"})
        end
    end

  15. #3795
    Nidhogg
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    FFXIV Character
    Seraphus Highwynn
    FFXIV Server
    Gilgamesh
    FFXI Server
    Diabolos

    Ok so I updated motemapping for the storm II's but gearswap still doesn't recognize the buff, as the hachirin obi works for Hailstorm 1 but not Hailstorm II. Is there a fix or do we have to wait for windower update

  16. #3796
    Hydra
    Join Date
    Sep 2012
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    BG Level
    3

    Are you sure that the buff name matches the spell name? You should be able to find out by checking the buff in game, typically it will tell you what they have selected in the resources file.

  17. #3797
    Relic Shield
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    Feb 2012
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    1,909
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    6

    Quote Originally Posted by Byrthnoth View Post
    Tier 6 works for my BLM and the relevant changes are live. If your JP spells do not work, delete windower/updates/ and rerun launcher.
    I deleted that file (wouldn't let me delete temp, so I skipped it) ran launcher, it downloaded stuff, and it's not working in-game. Hit //update, unloaded gearswap and reloaded, unloaded all addon/plugins, hit //update, loaded them again, etc. Still not swapping to casting gear. Any idea?

  18. #3798
    So hard we fuck rocks
    Join Date
    Jan 2009
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    Sylph

    This is not directly related to GS, but I was curious:

    I've started to use GS/GCollector on pretty much all my jobs. Something I noticed was that before I utilized GC, and began cleaning up my GS files, I was cramming a TON of gear I thought i might use, into my inventory.

    I went from 70+ on most of my jobs to avging between 55-65 pieces of gear, simply due to the fact that I was using old pieces and not staying up to date on keeping my files updated.
    So long story short, would it be possible to have GC or GS compile a list of all the items I have in my characters possession across all inventories (e.g. satchel,sack,locker,etc.) and then bounce them against a combined XML that I make out of my GC job files? Does that make sense?
    The end result would be to determine what stuff i have in my inventory just eatting up slots, when I could Mule it, or sell it.
    This is me wanting to work hard, so i can be lazy....

  19. #3799
    Old Merits
    Join Date
    Sep 2010
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    Ragnarok

    well, there's a command called validate, that checks your current inv against your sets.

    //gs validate inventory will display a list of items in your inventory that aren't in your sets(for the current job lua, not globally).
    //gs validate sets will display a list of items in your sets that are not in your inventory.

    I use these to clean out unused items, and to check for anything I need to add to my gearcollector XMLs. It's not global across all jobs, but it gets the job done one job at a time.

  20. #3800
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