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  1. #3981
    HABS SUCK!!!!!
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    I'm trying to incorporate a magic burst set in my SCH set, so I copied all relevant code from the BLM lua, but its failing to activate. Am I missing something? Heres the stuff I copied over to the SCH lua.

    Code:
    function user_setup()
        state.MagicBurst = M(false, 'Magic Burst')
        send_command('bind @` gs c activate MagicBurst')
    end
    
    sets.magic_burst = {body="Helios Jacket",ear1="Static Earring",ring1="Locus Ring"}--{neck="Mizukage-no-Kubikazari"}
    
    function job_post_midcast(spell, action, spellMap, eventArgs)
        if spell.skill == 'Elemental Magic' and state.MagicBurst.value then
            equip(sets.magic_burst)
        end
    end
    
    function job_aftercast(spell, action, spellMap, eventArgs)
        if spell.skill == 'Elemental Magic' then
                state.MagicBurst:reset()
        end
    end

    My SCH lua didnt have a job_aftercast, so I just pasted that one in, but it does have a function job_post_midcast(spell, action, spellMap, eventArgs) already. I've tried the following to no avail:
    Code:
    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' and state.MagicBurst.value then
    			equip(sets.magic_burst)
    		end
        end
    end
    
    function job_post_midcast(spell, action, spellMap, eventArgs)
        if spell.action_type == 'Magic' then
            apply_grimoire_bonuses(spell, action, spellMap, eventArgs)
        end
        if spell.skill == 'Elemental Magic' and state.MagicBurst.value then
    	equip(sets.magic_burst)
        end
    end
    
    function job_post_midcast(spell, action, spellMap, eventArgs)
        if spell.action_type == 'Magic' then
            apply_grimoire_bonuses(spell, action, spellMap, eventArgs)
        elseif spell.skill == 'Elemental Magic' and state.MagicBurst.value then
    	equip(sets.magic_burst)
        end
    end

    Of these three, I thought the top one would be the one that works, but apparently not. Anyone know how to get around this? I'm using the Kinematics lua's if that matters.

    I just tried it on the blm lua and it doesnt work either, and I dont think I changed any of the default code on that one.




    edit: got it working on blm, had to change a couple things. Trying to get it in sch one now.

  2. #3982
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    It's a syntax error on Kinematic's part.

    Add this line to user_setup(). Note the command, 'toggle' not 'activate'.
    Code:
    send_command('bind @` gs c toggle MagicBurst')
    Edit: Furthermore, you can add the Magic Burst status to your update display (F12) this way.
    Code:
    ---------------------------------------------------------------------------------------
    -- User code that supplements standard library decisions.
    ---------------------------------------------------------------------------------------
    
    function display_current_job_state(eventArgs)
        local msg = 'Offense'
        msg = msg .. ': [' .. state.OffenseMode.value .. '], '
        msg = msg .. 'Casting'
        msg = msg .. ': [' .. state.CastingMode.value .. '], '
        msg = msg .. 'Idle'
        msg = msg .. ': [' .. state.IdleMode.value .. '], '
    
        if state.MagicBurst.value == true then
            msg = msg .. 'Magic Burst: [On]'
        elseif state.MagicBurst.value == false then
            msg = msg .. 'Magic Burst: [Off]'
        end
    
        add_to_chat(122, msg)
    
        eventArgs.handled = true
    end

  3. #3983
    HABS SUCK!!!!!
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    I did something different, I took the code from the BRD lua to trigger Terpander's extra dummy song, so after I nuke for MB, it will revert back to non-mb set.

    Code:
    function job_setup()
        state.MagicBurst = M{['description']='Magic Burst','None','MagicBurst'}
    end
    
    function user_setup()
        send_command('bind @` gs c cycle MagicBurst')
    end
    
    sets.magic_burst = {body="Helios Jacket",ear1="Static Earring",ring1="Locus Ring"}--{neck="Mizukage-no-Kubikazari"}
    
    function job_post_midcast(spell, action, spellMap, eventArgs)
        if spell.skill == 'Elemental Magic' and state.MagicBurst.value == 'MagicBurst' then
            equip(sets.magic_burst)
        end
    end
    
    function job_aftercast(spell, action, spellMap, eventArgs)
        -- Lock feet after using Mana Wall.
        if not spell.interrupted then
            if spell.english == 'Mana Wall' then
                enable('feet')
                equip(sets.buff['Mana Wall'])
                disable('feet')
            elseif spell.skill == 'Elemental Magic' then
                state.MagicBurst:reset()
            end
        end
    end
    The only flaw is in my playstyle if I'm doing a double burst on one SC. I type out all my nukes, so while I'm doing first MB, I pre-type the second MB on the same skillchain, but I cant trigger the MB set while I have something typed in the chat log.

    A potential workaround would be to add a third MagicBurst state that wont trigger the reset, ie:
    Code:
    function job_setup()
        state.MagicBurst = M{['description']='Magic Burst','None','MagicBurstOnce','MagicBurst'}
    end
    
    function user_setup()
        send_command('bind @` gs c cycle MagicBurst')
    end
    
    sets.magic_burst = {body="Helios Jacket",ear1="Static Earring",ring1="Locus Ring"}--{neck="Mizukage-no-Kubikazari"}
    
    function job_post_midcast(spell, action, spellMap, eventArgs)
        if spell.skill == 'Elemental Magic' and state.MagicBurst.value == 'MagicBurst' or state.MagicBurst.value == 'MagicBurstOnce' then
            equip(sets.magic_burst)
        end
    end
    
    function job_aftercast(spell, action, spellMap, eventArgs)
        -- Lock feet after using Mana Wall.
        if not spell.interrupted then
            if spell.english == 'Mana Wall' then
                enable('feet')
                equip(sets.buff['Mana Wall'])
                disable('feet')
            elseif spell.skill == 'Elemental Magic' and state.MagicBurst.value == 'MagicBurstOnce' then
                state.MagicBurst:reset()
            end
        end
    end
    Is the bolded code correct?

  4. #3984
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    Quote Originally Posted by NynJa View Post
    The only flaw is in my playstyle if I'm doing a double burst on one SC. I type out all my nukes, so while I'm doing first MB, I pre-type the second MB on the same skillchain, but I cant trigger the MB set while I have something typed in the chat log.
    Instead of locking yourself into MB mode and having to type out nukes, it might be a lot easier to assign Hotkeys.

    Code is untested.
    Code:
    function user_setup()
        send_command('bind ^insert gs c LightBurst')
        send_command('bind ^delete gs c DarknessBurst')
    end
    
    -- Called for custom player commands.
    function job_self_command(cmdParams, eventArgs)
        if cmdParams[1] == 'LightBurst' then
            send_command('gs c set MagicBurst true')
            send_command('@input /ma "Thunder V" <t>')
        elseif cmdParams[2] == 'DarknessBurst' then
            send_command('gs c set MagicBurst true')
            send_command('@input /ma "Blizzard V" <t>')
        end
    end
    
    function job_state_change(stateField, newValue, oldValue)
        if state.MagicBurst.value == true then
            send_command('gs c reset MagicBurst')
        end
    end

  5. #3985
    Relic Shield
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    On my PLD.lua Ive come across a weird issue. When I cast say Enlight it will switch into the proper aftercast. But if i do type //enlight when the recast for enlight isnt ready (It doesnt cast of course, but the gear changes) it will switch to my divine magic set on the midcast but not switch gear in the aftercast. if I type //enlight again when the recast is still not ready, it will switch to the proper aftercast. If I do it a third time it doesnt switch gear again in the aftercast, and a fourth time it will switch properly. So basically its every other time (It only does this when the recast is NOT ready. It does the same thing for Flash, if I target something it can not be cast on. So it seems Whenever attempting to cast it when you cant, it happens.).

    If i try stoneskin When the recast is not ready it switches gear for the aftermath every single time. I even tried to put something specifically for divine magic in the aftercast, It wont change gear properly every other time.

    These were all tested in town so I only tested when Idle. Does this happen to anyone else who can test? Maybe a resource issue? I dunno.

    Code:
    function aftercast(spell)
    	if player.status == 'Engaged' then
    		equip(sets.TP[TP_Sets[TP_Index]])
    	else
    		equip(sets.Idle[Idle_Sets[Idle_Index]])
    	end
    end
    I jsut rbooted my whole PC so we will see if it gets fixed randomly. UPDATE: It did not fix it randomly. Notice it also is occurin for healing magic. and also on my whm mule it is doin this when it did not before.

  6. #3986
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    It's not a resources issue.

    When you try to recast spells before it's up you get spell.interrupted and aftercast() won't fire. When that happens you're left standing in midcast gear. This is one reason I don't like to put equip() in aftercast().

    Do it like this so you have a fallback.
    Code:
    function aftercast(spell,action)
        update_gear()
    end
    
    function status_change(new,action)
        update_gear()
    end
    
    function update_gear()
        if player.status == 'Engaged' then
            equip(sets.TP[TP_Sets[TP_Index]])
        elseif player.status == 'Idle' then
            equip(sets.Idle[Idle_Sets[Idle_Index]])
        else
            equip(sets.Resting)
        end
    end

  7. #3987
    Relic Shield
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    Ahh, ok. Its weird cause this hasnt happened before. and like i said enhancing magic swapped properly every time but divine and healin magic didnt work every other cast. So I couldnt figure why it would work for one kind of magic and not the other. I will add that code you gave me tho. So that will work when it is "interrupted" and such? I dont think I have seen the "action" term before in the " function status_change(new,action) " nor in aftercast.


    Hmm switching in your code there it still isnt swapping for divine magic when the recast isnt ready. Yesterday when I was lookin at resources enlight had a few stats listed that were different than stoneskin which i used when testing cause of its longer cast time. I will have to look at it later and see what those variables were and see if i can find out what they meant.

  8. #3988
    Relic Shield
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    Ok so i turned on showswaps and debug mode. Keeping in mind everything works perfectly when using Enhancing magic. Normally it changes the waist, right ear, head, hands, ammo, neck, and body. When the recast isnt ready for healing and divine magic, it seems it is switching to aftercast after all but for some reason it is only changing the ammo, right ear, and head. I also notice those are the same three slots being changed in the precast for the Castings of Healing/Divine that arent changing gear properly. If I remove the midcasts for divine and healing the aftercasts ALWAYS change properly regardless of if the spell is ready to recast.

    [54] = {id=54,en="Stoneskin",ja="ストンスキン",cast _time=7,duration=300,element=3,icon_id=147,icon_id _nq=3,levels={[3]=28,[5]=34,[20]=44,[22]=55},mp_cost=29,prefix="/magic",range=12,recast=30,recast_id=54,requirements=1,skill=34,targets=1,type="WhiteMagic"},

    [310] = {id=310,en="Enlight",ja="エンライト",cast_tim e=3,duration=180,element=6,icon_id=178,icon_id_nq= 6,levels={[7]=85},mp_cost=24,prefix="/magic",range=0,recast=30,recast_id=310,requirements=0,skill=32,targets=1,type="WhiteMagic"},
    Whats range and requirements mean? both are self targeted spells so not sure why range would be different on that except maybe for accession purposes?

  9. #3989
    Bagel
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    Quote Originally Posted by Trumpy View Post
    Whats range and requirements mean? both are self targeted spells so not sure why range would be different on that except maybe for accession purposes?
    range == the spells range
    requirements == i have no idea

  10. #3990
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    Bismarck

    I'm going through and updating my files to the most recent Mote files, but for some reason it isn't equipping waist correctly. It isnt swapping to the Universal Sea obi when i have weather up. I have gone into the mote-mappings file and changed it to this
    Code:
    elements.obi_of = {['Light']='Hachirin-no-Obi', ['Dark']='Hachirin-no-Obi', ['Fire']='Hachirin-no-Obi', ['Ice']='Hachirin-no-Obi', ['Wind']='Hachirin-no-Obi',
         ['Earth']='Hachirin-no-Obi', ['Lightning']='Hachirin-no-Obi', ['Water']='Hachirin-no-Obi'}
    ,
    and have the following in my gear file:
    Code:
    waist=gear.ElementalObi
    any ideas on where im going wrong?

  11. #3991
    Bagel
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    Quote Originally Posted by Snprphnx View Post
    I'm going through and updating my files to the most recent Mote files, but for some reason it isn't equipping waist correctly. It isnt swapping to the Universal Sea obi when i have weather up. I have gone into the mote-mappings file and changed it to this
    Code:
    elements.obi_of = {['Light']='Hachirin-no-Obi', ['Dark']='Hachirin-no-Obi', ['Fire']='Hachirin-no-Obi', ['Ice']='Hachirin-no-Obi', ['Wind']='Hachirin-no-Obi',
         ['Earth']='Hachirin-no-Obi', ['Lightning']='Hachirin-no-Obi', ['Water']='Hachirin-no-Obi'}
    ,
    and have the following in my gear file:
    Code:
    waist=gear.ElementalObi
    any ideas on where im going wrong?
    why would you not just do this
    waist='Hachirin-no-Obi'
    and cut out the middle man

  12. #3992
    HABS SUCK!!!!!
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    Cause then it will equip when it will do nothing

  13. #3993
    Melee Summoner
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    Trying to finetune my geo lua i stumbled on a problem. My Wind magic gear doesnt kick in on Aero's anyone know the problem?

    function job_post_midcast(spell, action, spellMap, eventArgs)
    if spell.skill == 'Elemental Magic' then
    if spell.element == 'Earth' then
    equip(sets.midcast['Elemental Magic'], {neck="Quanpur Necklace"})
    elseif spell.element == 'Ice' then
    equip(sets.midcast['Elemental Magic'], {main="Ngqoqwanb"})
    elseif spell.element == 'Wind' then
    equip(sets.midcast['Elemental Magic'], {Main="Marin Staff +1", Back="Kaikias' cape"})
    end

    Also how do i add a line to equip mindmelterstaff when im poisoned?

  14. #3994
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    Bismarck

    I think for each element, you would add
    Code:
    if buffactive == 'Poison' then
    equip {main="Mindmelter"}
    end
    As an example:
    Code:
    if spell.element == 'Earth' then
    equip(sets.midcast['Elemental Magic'], {neck="Quanpur Necklace"})
    if buffactive == 'Poison' then
    equip {main="Mindmelter"}
    end

  15. #3995
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    tried to add it in but not working :/ anyone got a next clue

  16. #3996
    New Spam Forum
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    Quote Originally Posted by Snprphnx View Post
    I think for each element, you would add
    Code:
    if buffactive == 'Poison' then
    equip {main="Mindmelter"}
    end
    As an example:
    Code:
    if spell.element == 'Earth' then
    equip(sets.midcast['Elemental Magic'], {neck="Quanpur Necklace"})
    if buffactive == 'Poison' then
    equip {main="Mindmelter"}
    end
    Try

    Code:
    if buffactive.Poison then
    equip {main="Mindmelter"}
    End

  17. #3997
    Melee Summoner
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    Phoenix

    nope not working

  18. #3998
    Ridill
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    Fenrir

    Any BST able to post their rules for ready/sic?

    The ones I'm using from some generic BST GS aren't swapping gear on for pet TP moves.

  19. #3999
    Sea Torques
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    How do I set up to equip moonshade earring when under 3000TP and a different earring for WS at 3000TP?

  20. #4000
    New Spam Forum
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    Quote Originally Posted by gargurty View Post
    nope not working
    Code:
    if buffactive.poison then
        equip({main="Mindmelter"})
    End
    Maybe?

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