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

  1. #3901
    Bagel
    Join Date
    Dec 2012
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    1,488
    BG Level
    6

    Quote Originally Posted by Trumpy View Post
    OK with that new code I am gettin on a buff change a new error:

    Line 365 is the:
    modify you function name from this
    function buff_change(buff,gain)
    to
    function buff_change(name,gain,buff_table)

    and i also answered your second question
    job abilitys use this
    windower.ffxi.get_ability_recasts()[spell.recast_id]
    spells use this
    windower.ffxi.get_spell_recasts()[spell.recast_id]

    if you want to you somthing like your original code here:
    Code:
    if spell.skill == 'Healing Magic' then
        equip(sets.FC.Cure)
        if na_spells[spell.name] and spell.target.in_party and spell.target.type ~= "SELF" then
            if windower.ffxi.get_ability_recasts()[32] > 0 then
                cancel_spell()
                send_command('input /ja "Divine Caress" <me>;wait 1.5;input /ma "'..spell.name..'" <me>')
                return
            end
        end
    end

  2. #3902
    Relic Shield
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    Jan 2013
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    Yeah ur edit didnt show up when i first reloaded it. but i see the second part now. Got the divine caress stuff all workin now.

    OK ur buff change code is now workin with the ,buff_table part added. I guess now i gotta go get hit with the debuff and see what ID it is. But once I figure it out I just need to know how to use it in the buff_change function. For what I want to do I need buff_change more than buffactive. Basically when I get hit with the debuff, I want stuff to happen. Let's just use for example: when I am hit with the debuff I want an /echo to say You are afflicted with this debuff. And since there are two debuffs with the same name but different IDs, I need to use the ID to identify it and I dont know the syntax/wording of it.

  3. #3903
    Bagel
    Join Date
    Dec 2012
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    Quote Originally Posted by Trumpy View Post
    Yeah ur edit didnt show up when i first reloaded it. but i see the second part now. Got the divine caress stuff all workin now.

    OK ur buff change code is now workin with the ,buff_table part added. I guess now i gotta go get hit with the debuff and see what ID it is. But once I figure it out I just need to know how to use it in the buff_change function. For what I want to do I need buff_change more than buffactive. Basically when I get hit with the debuff, I want stuff to happen. Let's just use for example: when I am hit with the debuff I want an /echo to say You are afflicted with this debuff. And since there are two debuffs with the same name but different IDs, I need to use the ID to identify it and I dont know the syntax/wording of it.
    with out knowing what in buff_table what ever oi do will probably fail
    so let me know what gets output on any buff it does not mater what it is

  4. #3904
    Bagel
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    Dec 2012
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    ok i looked through the gearswap coding and it looks like its done like this
    if buff_table.id == 9 then -- this should give you the regular curse
    if buff_table.id == 20 then -- this should give you the zombie curse

    it looks like it should be
    buff_table ={
    id = <buff id>, --number
    en = <english name>, --string
    ja = <japanese name>, --string
    enl = <long english name>, --string
    jal = <long japanese name>,} --string

  5. #3905
    Relic Shield
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    OK went to fight Yaanei and came up with
    01:49:32 > buff_table.ja = 呪い
    01:49:32 > buff_table.jal = 呪い
    01:49:32 > buff_table.id = 20
    01:49:32 > buff_table.enl = cursed
    01:49:32 > buff_table.en = curse
    I'd assume it could be tested with any buff tho right? Like say we took Hastes buff ID and made some code to do an echo or whatever when ever I had that casted on me? Then we just need to put the right ID in there when its workin.

    EDIT: OK I will try
    if buff_table.id == 20
    And see how it goes!

  6. #3906
    Bagel
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    Quote Originally Posted by Trumpy View Post
    I'd assume it could be tested with any buff tho right? Like say we took Hastes buff ID and made some code to do an echo or whatever when ever I had that casted on me? Then we just need to put the right ID in there when its workin.
    correct

  7. #3907
    Relic Shield
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    OK jsut tested with Haste. buff_table.id == 20 should work. thank you very much Dlsmd!!!

  8. #3908
    Bagel
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    np

  9. #3909
    Relic Shield
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    Feb 2012
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    Is there any way to make a rule to equip the reive neck anytime I'm in a reive? Preferably only for my engaged/idle sets so spells/ws can still use other necks, though.

  10. #3910
    Bagel
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    put this in your status change and aftercast(tho you need to add your set to it)
    Code:
    if buffactive['Reive Mark'] then
        equip()
    end

  11. #3911
    Smells like Onions
    Join Date
    Jun 2013
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    Hey all, I'm a GS noob, had some really noobish questions. I've started trying to use Kinematics' files but obviously not knowing what the hell I'm doing is sort of getting in the way. I'm trying to use the PUP, MNK and BRD lua files btw. Doesn't help that as a returning player, I have little situational gear so there's a lot of extra sets I don't have yet.
    First, what kind of macros should I be using in game to integrate these? At a basic level it's just put my gear into the template then make a macro for /windmaneuver or whatever, but I mean, what kind of command do I use to switch to a defensive set? What kind of command do I use to switch to an accuracy set? I notice there's an idle defensive set and an engaged accuracy set, would I be switching between these at different times?

    If I wanted to work on a trial for a H2H weapon or whatever, do I need to manually change my weapon in the lua file or is there a way to lock a piece of equipment? Obviously the BRD file is more involved than the DD files, what extra info should I know? There's a lot of more situational spells to use as BRD, this isn't quite a GS question per se but how would I fit what I need into a macro page/book? Can someone elaborate on the extra songs mode? I'm a 2 song bard (sadly) so I don't need to worry about the dummy setting I guess, but what about the full length? When do you use the full length compared to none?

    Thanks for any advice, I want to play my jobs efficiently at least, from a systems standpoint, as I certainly am not quite there yet for playing them efficiently from a gear perspective (the start point for gearing a job is easy easy to figure out as it's nil, the endpoint is easy to see since every high level player has it on, but the in-between... takes a bit of figuring out). I used only PUP, with a spellcast xml a friend made for me, for ages, so trying new jobs is necessary but hard since I don't know squat about programming. It's all Greek to me (and I should know since I took a year and a half of Greek!). I just want to more easily get through editing lua files and macros so I can get back to trying to play the game and be a better player.

  12. #3912
    Bagel
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    Dec 2012
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    Quote Originally Posted by Lisotte View Post
    Hey all, I'm a GS noob, had some really noobish questions. I've started trying to use Kinematics' files but obviously not knowing what the hell I'm doing is sort of getting in the way. I'm trying to use the PUP, MNK and BRD lua files btw. Doesn't help that as a returning player, I have little situational gear so there's a lot of extra sets I don't have yet.
    First, what kind of macros should I be using in game to integrate these? At a basic level it's just put my gear into the template then make a macro for /windmaneuver or whatever, but I mean, what kind of command do I use to switch to a defensive set? What kind of command do I use to switch to an accuracy set? I notice there's an idle defensive set and an engaged accuracy set, would I be switching between these at different times?

    If I wanted to work on a trial for a H2H weapon or whatever, do I need to manually change my weapon in the lua file or is there a way to lock a piece of equipment? Obviously the BRD file is more involved than the DD files, what extra info should I know? There's a lot of more situational spells to use as BRD, this isn't quite a GS question per se but how would I fit what I need into a macro page/book? Can someone elaborate on the extra songs mode? I'm a 2 song bard (sadly) so I don't need to worry about the dummy setting I guess, but what about the full length? When do you use the full length compared to none?

    Thanks for any advice, I want to play my jobs efficiently at least, from a systems standpoint, as I certainly am not quite there yet for playing them efficiently from a gear perspective (the start point for gearing a job is easy easy to figure out as it's nil, the endpoint is easy to see since every high level player has it on, but the in-between... takes a bit of figuring out). I used only PUP, with a spellcast xml a friend made for me, for ages, so trying new jobs is necessary but hard since I don't know squat about programming. It's all Greek to me (and I should know since I took a year and a half of Greek!). I just want to more easily get through editing lua files and macros so I can get back to trying to play the game and be a better player.
    as i have almost no knowledge of Motes include's i can only give you basis gs info or give how to do it in my include

    for macros as long as you understand that to send a command to the windower console you must start it with:
    from chat: // [Example: //gs c start]
    from the windower console: <nothing is needed> [Example: gs c start]
    from macro: /console [Example: /console gs c start]
    from with in gearswap: send_command(command) [Example: send_command('gs c start')]

    for the trial weapon
    basic gs:
    for the weapon trial it would be best to over write you main weapon to the trial weapon

    my include:
    because my include has weapon set separate from armor and range you can actually put a trial weapon in to a separate set and change it in and out at your preference then switch it back to a high lvl weapon if needed
    how ever my include is massive and hard to use for beginners

    and here is some info to understand how to format things in lua http://pastebin.com/GLdhjSuR

  13. #3913
    Smells like Onions
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    Aw I had a more in depth reply here, but I guess I'll cut to the chase: If my default engaged set is sets.engaged, and my accuracy set is sets.engaged.Acc, how do I, from the chat or a macro, tell it to use this accuracy set when engaged?

  14. #3914
    Relic Shield
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    from macro: /console [Example: /console gs c start]
    You can also use the abbreviated /con which can help if you ever run out of characters in your macro line. (4 more letters).

    you could also manually equip your weapons and type //gs disable main so gear swap wont change it til you enable it.

  15. #3915
    Cerberus
    Join Date
    Aug 2010
    Posts
    446
    BG Level
    4
    FFXIV Character
    Alistrianna Galanodel
    FFXIV Server
    Hyperion

    So I'm just returning after nearly a year off the game. Could anyone kindly point me in the diretion of a function SMN GS file? I was using Motenten's before.

  16. #3916
    Bagel
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    Dec 2012
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    Quote Originally Posted by Alistrianna View Post
    So I'm just returning after nearly a year off the game. Could anyone kindly point me in the diretion of a function SMN GS file? I was using Motenten's before.
    have you checked here (there are 2 that i know of)
    http://www.bluegartr.com/threads/119...ap-Shop-Thread

  17. #3917
    Sea Torques
    Join Date
    May 2010
    Posts
    718
    BG Level
    5
    FFXI Server
    Ragnarok

    New to Gearswap, How would I go about having it lock me into say PDT or MDT sets?

  18. #3918
    Puppetmaster
    Join Date
    Jan 2014
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    59
    BG Level
    2

    Quote Originally Posted by Lisotte View Post
    Aw I had a more in depth reply here, but I guess I'll cut to the chase: If my default engaged set is sets.engaged, and my accuracy set is sets.engaged.Acc, how do I, from the chat or a macro, tell it to use this accuracy set when engaged?
    Short answer, tap F9.

    For Kinematics, there are 4 ways to input commands: console, macro, chatline and hotkeys. I'll just list the basic hotkey commands.

    F9 - Cycles your Offense-Modes. Options are typically Normal and Acc.
    F10 - Turns on PDT mode.
    F11 - Turns on MDT Mode.
    Ctrl-F11 - Cycles (offensive and debuff) Casting-Modes. Options are typically Normal and Resistant.
    F12 - Displays your current status, updates your gear and (depending on job) performs specialized functions.

    A more detailed list of commands can be found here.

  19. #3919
    Puppetmaster
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    Quote Originally Posted by Gun-it View Post
    New to Gearswap, How would I go about having it lock me into say PDT or MDT sets?
    Help us to help you by posting your lua.

  20. #3920
    Relic Shield
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    So today I was noticing while making a pup.lua That Automaton Oil +3 cant be equipped unless I use the abbreviated form of Automat. Oil +3. Yet everything I have ever put in gearswap always worked with the full names before. My non reforged puppetry hands (AF) work with the full name despite the in game name being abbreviated. Is there a reason why automaton oil +3 wouldnt work with full name that i am missing?

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