I'm making a file to include all augmented gear, instead of updating my individual melee jobs .lua every time my augments change. How do I make my job.lua reference that file?
I'm making a file to include all augmented gear, instead of updating my individual melee jobs .lua every time my augments change. How do I make my job.lua reference that file?
Noticed that it doesn't seem possible to intercept new jug pet moves from November update onward.
All of the old moves are recognized by spell.english printouts, but the following don't register at all:
Somersault
Tickling Tendrils
Stink Bomb
Nectarous Deluge
Nepenthic Plunge
Sickle Slash
Acid Spray
Spider Web
Pecking Flurry
Foul Waters
Pestilent Plume
Any idea how to fix this? Thanks!
Hey guys need a lil help, just got Lugra +1 earring (Dusk to Dawn Stats +8) can someone show the rule and where to put it to have this equip at proper times for tp and or ws? explain using small words please lol, still a lil weak with scripts, using motes bst lua for example https://github.com/Kinematics/GearSw...master/BST.lua
where it currently has
For WS change
Where I've assumed you want it equipped in ear2 (if not, change to ear1), and you'll have to plug in values for $dawntime and $dusktime. You would get those by converting the in-game time into minutes since midnight. I.e. If Dawn was @ 6 AM, that's 360 minutes since midnight and that's what you would put for $dawntime. Similarly for dusk. I'd do it myself but I'm too lazy to look up when the earring is active.Code:function job_post_precast(spell, action, spellMap, eventArgs) -- If Killer Instinct is active during WS, equip Ferine Gausape +2. if spell.type:lower() == 'weaponskill' and buffactive['Killer Instinct'] then equip(sets.buff['Killer Instinct']) end end to: function job_post_precast(spell, action, spellMap, eventArgs) -- If Killer Instinct is active during WS, equip Ferine Gausape +2. if spell.type:lower() == 'weaponskill' then if buffactive['Killer Instinct'] then equip(sets.buff['Killer Instinct']) end if world.time < $dawntime or world.time > $dusktime then equip({ear2="Lugra earring +1"}) end end end
If you want to use it for TP,just add
To job_aftercast and job_state_changeCode:if world.time < $dawntime or world.time > $dusktime then equip({ear2="Lugra earring +1"}) end
Thx, gonna try to write the rules in tonight.
Having a bit of trouble with my BST GS (just recently totally ripped off Falkirk's and have been trying to adjust it for my own usage). No matter what I try, I can't get it to equip food for my reward rules. Relevant code below:
Those are all the relevant commands related to reward. When I try to use reward it will equip every piece of gear in my Reward set, but it won't change my ammo to pet food based on the cycling (or at all).Code:function user_setup() state.RewardMode = M{['description']='Reward Mode', 'Theta', 'Zeta', 'Eta','Beta'} send_command('bind != gs c cycle RewardMode') end function init_gear_sets() sets.precast.JA.Reward = {head="Taeon Chapeau",neck="Phalaina Locket",ear2="Ferine Earring",body="Monster Jackcoat", legs="Ankusa Trousers",feet="Ankusa Gaiters",hands="Ogre Gloves",ring1="Aquasoul Ring",ring2="Levia. Ring"} sets.precast.JA.Reward.Theta = set_combine(sets.precast.JA.Reward, {ammo="Pet Food Theta"}) sets.precast.JA.Reward.Zeta = set_combine(sets.precast.JA.Reward, {ammo="Pet Food Zeta"}) sets.precast.JA.Reward.Eta = set_combine(sets.precast.JA.Reward, {ammo="Pet Food Eta"}) sets.precast.JA.Reward.Beta = set_combine(sets.precast.JA.Reward, {ammo="Pet Food Beta"}) end function job_precast(spell, action, spellMap, eventArgs) if spell.english == 'Reward' then if state.RewardMode.value == 'Theta' then equip(sets.precast.JA.Reward.Theta) elseif state.RewardMode.value == 'Zeta' then equip(sets.precast.JA.Reward.Zeta) elseif state.RewardMode.value == 'Eta' then equip(sets.precast.JA.Reward.Eta) elseif state.RewardMode.value == 'Beta' then equip(sets.precast.JA.Reward.Beta) end end end
So I've been wanting to use gear swap for a long time but I don't understand programming at all, even after reading all the guides or attempting to use the premade luas I just can't grasp it, I don't even know how to edit it to use my own gear without completely screwing it up, it all looks like gibberish to me. I'm wondering if it would be possible for someone to create a graphical user interface for gearswap that would then export it into a lua file. For example it could have multiple tabs for things like precast gear, and each tab would have lines with Body: Head: Main: etc. similar to how ingame macros work, and checkmark boxes for options for different "rules" you want to set (like elemental obis) and then once you save it, it would write the lua file for you with all specified gear and options. That seems like the only way I could get into gear swap, the way it currently works is just too complicated for my feeble mind. If such a program would be impossible I understand
its possible but lua is actually vary easy to use
if you can post what you have tried and what you need to do people here will help you
here is some information that ever person should know
http://pastebin.com/GLdhjSuR
Some people just don't get programming, I've never been much of a computer person (I know most people here are naturally gifted with or drawn to programming) It's completely alien to me, I'm retarded I know which is why I asked if a GUI is possible. There's no other way I could ever use it. I didn't understand spellcast even the slightest either. Think of me as your grandma using Internet Explorer, that's how clueless I am honestly
here is the gearswap documentation http://wiki.windower.net/doku.php?id...tutorial:start
well using lua is like asking questions
if <this is true> then
--do this
elseif <if the above is false and this is true> then
--do this
else -- if all the above is false then
--do this
end
and to get the sets correct way you want just equip the gear then use gs export the place it in to the set you want
Example:
if gs export gives you
{
main="Afflictors",
range="Animator",
head="Aurore Beret",
body="Aurore Doublet",
hands="Aurore Gloves",
legs="Aurore Brais",
feet="Aurore Gaiters",
neck={ name="Wivre Gorget", augments={'"Subtle Blow"+4','MP+3',}},
waist="Mrc.Cpt. Belt",
left_ear="Sanative Earring",
right_ear="Zircon Earring",
left_ring="Rajas Ring",
right_ring="Prouesse Ring",
back="Jester's Cape",
}
then copy this to the set that you want it in
sets.<the set name you want> = {
main="Afflictors",
range="Animator",
head="Aurore Beret",
body="Aurore Doublet",
hands="Aurore Gloves",
legs="Aurore Brais",
feet="Aurore Gaiters",
neck={ name="Wivre Gorget", augments={'"Subtle Blow"+4','MP+3',}},
waist="Mrc.Cpt. Belt",
left_ear="Sanative Earring",
right_ear="Zircon Earring",
left_ring="Rajas Ring",
right_ring="Prouesse Ring",
back="Jester's Cape",
}
not to mention no mater what even with a gui builder you still have to know how to layout things like the above or you will never get the order correct and things wont work correctly
There's not a GUI, but there is a simple option for you.
Equip the gear you want to be in your set, and type.
A lua file with the gear you have currently equipped will be placed in the "export" folder, which resides in data. You'll still have to know the name of the set you want to create, but hopefully you can find a lua that already has the sets you need.Code://gs export
HTH
edit: looks like dlsmd beat me to it
What's wrong with this line?
feet={ name="Taeon boots", augments={'Rng. Acc.+25','"Snapshot"+8'}}}
It seems to be the only piece of gear in my lua that doesnt swap.
Could it be because the Snapshot+8 is 2 seperate augments(1's +5 and ones+3) but on the piece of gear it just says "Snapshot"+8.
Unless Im just not seeing something I've done wrong
I'm pretty new to GS, but the lua was an existing one which I got from a friend and have just been modifying it to suit my gear needs. I'm having zero problems with my other augmented gear in the lua right now, it just seems to be this one piece of gear. I'll have to look up what gs export is
Sweet, thank you! Beats fucking typing it all out any time lol
Have you tried doing it how Mote handles it?
This being the relevent parts.
Code:function job_setup() state.RewardMode = M{['description']='Reward Mode', 'Theta', 'Zeta', 'Eta'} RewardFood = {name="Pet Food Theta"} end function user_setup() send_command('bind f8 gs c cycle RewardMode') end function init_gear_sets() sets.precast.JA.Reward = {ammo=RewardFood, head="Khimaira bonnet",neck="Aife's Medal",ear1="Lifestorm Earring",ear2="Aqua pearl", body="Totemic Jackcoat +1",hands="Totemic Gloves +1",ring1="Leviathan ring",ring2="Leviathan ring", back="Pastoralist's Mantle",waist="Crudelis Belt",legs="Ankusa Trousers +1",feet="Ankusa Gaiters +1"} end function job_state_change(stateField, newValue, oldValue) if stateField == 'Reward Mode' then -- Theta, Zeta or Eta RewardFood.name = "Pet Food " .. newValue elseif stateField == 'Pet Mode' then state.CombatWeapon:set(newValue) end end