Item Search
     
BG-Wiki Search
Page 202 of 302 FirstFirst ... 152 192 200 201 202 203 204 212 252 ... LastLast
Results 4021 to 4040 of 6036

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

  1. #4021
    Sea Torques
    Join Date
    May 2010
    Posts
    718
    BG Level
    5
    FFXI Server
    Ragnarok

    Quote Originally Posted by dlsmd View Post
    if you want it that way just put moonshade earring as you engaged idle ear piece and change to the earring you want when when you ws at 3000 tp

    here is the weapon skill rule
    if spell.type == 'WeaponSkill' and player.tp > 2999 then
    Hmm I am sorry I am really lost still with GS, So I need to make an engaged idle set? and then put this code anywhere saying if spell.type == 'WeaponSkill' and player.tp > 2999 then equip {ear1="Vulcan's Pearl"} ?

    Could something work like this

    if spell.type == 'WeaponSkill' and player.tp > 2999 then sets.Shoha.3000

    and then

    if spell.type == 'WeaponSkill' and player.tp < 2999 then sets.Shoha

    or something like that? I am really new still I read over the files that come with GS still not really understanding it. I miss spellcast haha

  2. #4022
    Bagel
    Join Date
    Dec 2012
    Posts
    1,488
    BG Level
    6

    Quote Originally Posted by Gun-it View Post
    Hmm I am sorry I am really lost still with GS, So I need to make an engaged idle set? and then put this code anywhere saying if spell.type == 'WeaponSkill' and player.tp > 2999 then equip {ear1="Vulcan's Pearl"} ?

    Could something work like this

    if spell.type == 'WeaponSkill' and player.tp > 2999 then sets.Shoha.3000

    and then

    if spell.type == 'WeaponSkill' and player.tp < 2999 then sets.Shoha

    or something like that? I am really new still I read over the files that come with GS still not really understanding it. I miss spellcast haha
    i would never build sets with in sets like this
    sets.Shoha = {--gear
    3000 = {-gear},}
    yes this is exactly what your doing it just does not look right to me

    here is how i would do it
    Code:
    sets.weapon_skill = {-gear}
    sets['Shoha 3000'] = {left_ear="Vulcan's Pearl"}
    sets['Shoha'] = {-gear}
    
    
    if spell.type == 'WeaponSkill' then
        if player.tp > 2999 and sets[spell.name..' 3000'] then 
            equip(sets[spell.name..' 3000'])
        elseif player.tp < 2999 and sets[spell.name] then
            equip(sets[spell.name])
        else
            equip(sets.weapon_skill)
        end
    end
    spellcast was slower and less precise then gearswap not to mention xml was way harder to learn then lua

  3. #4023
    Sea Torques
    Join Date
    May 2010
    Posts
    718
    BG Level
    5
    FFXI Server
    Ragnarok

    Yeah GS is way faster I just don't understand it very much yet.

    I am getting a error with the line "if spell.type == 'WeaponSkill' then" says attempt to index global 'spell'


    Also I am using a thf GS I got off the other thread and I can not figure out how to swap between MDT/PDT and other sets the .lua says it uses "Mote-Include.lua". I looked it over and I can't figure how to get it to swap sets.

  4. #4024
    Bagel
    Join Date
    Dec 2012
    Posts
    1,488
    BG Level
    6

    Quote Originally Posted by Gun-it View Post
    Yeah GS is way faster I just don't understand it very much yet.

    I am getting a error with the line "if spell.type == 'WeaponSkill' then" says attempt to index global 'spell'


    Also I am using a thf GS I got off the other thread and I can not figure out how to swap between MDT/PDT and other sets the .lua says it uses "Mote-Include.lua". I looked it over and I can't figure how to get it to swap sets.
    can you post you file to http://pastebin.com then post the link here so i can see whats going on

  5. #4025
    Sea Torques
    Join Date
    May 2010
    Posts
    718
    BG Level
    5
    FFXI Server
    Ragnarok

    This is the file https://github.com/Kinematics/GearSw...master/THF.lua

    I just changed some of the gear around. I am also wanting to add Moonshade rules to this file.

    Thanks for all the help btw.

  6. #4026
    Bagel
    Join Date
    Dec 2012
    Posts
    1,488
    BG Level
    6

    Quote Originally Posted by Gun-it View Post
    This is the file https://github.com/Kinematics/GearSw...master/THF.lua

    I just changed some of the gear around. I am also wanting to add Moonshade rules to this file.

    Thanks for all the help btw.
    not the one your starting with but your file with the changes added in

  7. #4027
    Sea Torques
    Join Date
    May 2010
    Posts
    718
    BG Level
    5
    FFXI Server
    Ragnarok

    Quote Originally Posted by dlsmd View Post
    not the one your starting with but your file with the changes added in
    http://pastebin.com/KTgEumE8

  8. #4028
    Bagel
    Join Date
    Dec 2012
    Posts
    1,488
    BG Level
    6

    Quote Originally Posted by Gun-it View Post
    you just posted motes file not yours so i still cant help you
    what i need is the file thats getting the error

  9. #4029
    Sea Torques
    Join Date
    May 2010
    Posts
    718
    BG Level
    5
    FFXI Server
    Ragnarok

    sorry I had taken it out cause of the error. http://pastebin.com/G48Q4f8P
    it starts on line 72

  10. #4030
    Bagel
    Join Date
    Dec 2012
    Posts
    1,488
    BG Level
    6

    Quote Originally Posted by Gun-it View Post
    sorry I had taken it out cause of the error. http://pastebin.com/G48Q4f8P
    it starts on line 72
    the error your getting is because you just put the rules i gave you in to the file not in a function with gearswap you have to put it in a function
    i recommend you put the rule i gave you in to a precast function not just the main file (i think motes include uses job_precast(spell, action, spellMap, eventArgs) as the name/sent variables of the precast function)
    now saying that i have no clue how motes include works and the names of the correct functions but there are many people here that do

    if you were using my include(not ready to count th yet and am current ly re writing it to make it more efficient) or a hand built gs file i could help more

  11. #4031
    Bagel
    Join Date
    Dec 2012
    Posts
    1,488
    BG Level
    6

    does anybody know what the caps are for the different levels of Curing Waltz with out potency??

  12. #4032
    First invited, last in the zone.
    Join Date
    Sep 2008
    Posts
    1,448
    BG Level
    6
    FFXI Server
    Lakshmi

    Quote Originally Posted by dlsmd View Post
    does anybody know what the caps are for the different levels of Curing Waltz with out potency??
    Waltz's don't have "caps" (really, inflection points) like Cures do. They're just linear with CHR/VIT. Formula is on wiki.

  13. #4033
    Bagel
    Join Date
    Dec 2012
    Posts
    1,488
    BG Level
    6

    Quote Originally Posted by Foldypaws View Post
    Waltz's don't have "caps" (really, inflection points) like Cures do. They're just linear with CHR/VIT. Formula is on wiki.
    no thay do (at lest Curing Waltz does at 95)
    so im wondering if the other 4 do

    --edit---
    i found the first 3(at lest for sub dnc)
    Curing Waltz = 95
    Curing Waltz II = 200
    Curing Waltz III = 375

    --edit2---
    ok for main job dnc there is no cap
    here is my waltz code

    Code:
    function pretarget(spell)
        ...
        if spell.type == "Waltz" and spell.target.type == "SELF" and spell.en:startswith('Curing Waltz') then
            local new_waltz = (extra.select_waltz() or false)
            if new_waltz and spell.en ~= new_waltz then
                cancel_spell()
                send_command('input /ja "'..new_waltz..'" <me>')
                return
            end
        ...
    end
    function buff_change(name,gain,buff_table)
        ...
        if buff_table.id == 582 then Contradance_potency = (gain and 100 or 0) end
        ...
    end
    Contradance_potency = 0
    function extra.waltz_potency()
        local potency = 0
        local waltz_pot = {[14578]=10,[14579]=10,[11302]=10,[11303]=10,[16002]=5,[11478]=5,[11479]=5,[10668]=7,[10751]=3,[10402]=5,[10407]=8,[28635]=5,[10787]=3,
            [27825]=20,[27826]=20,[27846]=21,[27847]=21,[28241]=10,[28242]=10,[28262]=10,[28263]=10,[20626]=3,[28002]=5,[26660]=9,[26661]=11,[20610]=7}
        for i2,v2 in pairs(sets["Curing Waltz"]) do
            if type(v2) == "table" then
                local gear = (res.items:with('name', v2.name))
                if v2.name == gear[gearswap.language] then potency = potency + waltz_pot[gear.id] end
            else
                local gear = (res.items:with('name', v2))
                if v2 == gear[gearswap.language] then potency = potency + waltz_pot[gear.id] end
            end
            if potency > 30 then potency = 30 end
        end
        return potency
    end
    function extra.select_waltz() -- returns the most usable Waltz for use on your player
        local potency = 0
        if sets["Curing Waltz"] then potency = extra.waltz_potency() end
        potency = potency + (player.job_points.dnc.waltz_potency*2) + Contradance_potency
        local add_perc = function(num,per) return (((num/100)*per)+num) end
        local hp_dif = player.max_hp - player.hp
        local abilitys = res.job_abilities
        local waltz_base = waltz_stats.vit + waltz_stats.chr
        local dnc_type = "none"
        local highest_waltz
        local waltz = {
            main_job={[1]={heal=math.floor((waltz_base*0.250)+60),tp=200,lvl=15,id=190},[2]={heal=math.floor((waltz_base*0.500)+130),tp=350,lvl=30,id=191},
                [3]={heal=math.floor((waltz_base*0.750)+270),tp=500,lvl=45,id=192},[4]={heal=math.floor((waltz_base*1.000)+450),tp=650,lvl=75,id=193},
                [5]={heal=math.floor((waltz_base*1.25)+600),tp=800,lvl=80,id=311},},
            sub_job={[1]={heal=(math.floor((waltz_base*0.125)+60) > 95 and 95 or math.floor((waltz_base*0.125)+60)),tp=200,lvl=15,id=190},
                [2]={heal=(math.floor((waltz_base*0.250)+130) > 200 and 200 or math.floor((waltz_base*0.250)+130)),tp=350,lvl=30,id=191},
                [3]={heal=(math.floor((waltz_base*0.375)+270) > 375 and 375 or math.floor((waltz_base*0.375)+270)),tp=500,lvl=45,id=192},},}
        if player.main_job == "DNC" then dnc_type = 'main_job'
        elseif player.sub_job == "DNC" then dnc_type = 'sub_job' end
        for i,v in ipairs(waltz[dnc_type]) do
            if add_perc(v.heal,potency) >= hp_dif and player[dnc_type..'_level'] >= v.lvl and player.tp >= v.tp then 
                return abilitys[v.id][gearswap.language]
            elseif player[dnc_type..'_level'] >= v.lvl and player.tp >= v.tp then highest_waltz = v.id end
        end
        if highest_waltz then return abilitys[highest_waltz][gearswap.language] end
    end

  14. #4034
    Bagel
    Join Date
    Dec 2012
    Posts
    1,488
    BG Level
    6

    i updated my last post

  15. #4035
    Relic Shield
    Join Date
    Jan 2013
    Posts
    1,868
    BG Level
    6

    OK I cant seem to find it in the Variables file. They have spell.type but not spell.action_type. What I need to know is what are the various answers to spell.action_type besides "Magic" If any one can list a few It would be really helpful for me

  16. #4036
    trv
    trv is offline
    Melee Summoner
    Join Date
    Oct 2014
    Posts
    48
    BG Level
    1

    Ranged Attack, Ability, Item, Monster Move, Interruption

  17. #4037
    Relic Shield
    Join Date
    Jan 2013
    Posts
    1,868
    BG Level
    6

    Does Ability include Weaponskills?

  18. #4038
    Bagel
    Join Date
    Dec 2012
    Posts
    1,488
    BG Level
    6

    Quote Originally Posted by Trumpy View Post
    Does Ability include Weaponskills?
    ability has all of these
    spell.type
    JobAbility
    PetCommand
    CorsairRoll
    Samba
    Waltz
    Jig
    Step
    Flourish1
    Flourish2
    Flourish3
    Scholar
    Effusion
    Rune
    Ward
    CorsairShot
    BloodPactWard
    BloodPactRage
    WeaponSkill


    spell.skill
    Hand-to-Hand
    Dagger
    Sword
    Great Sword
    Axe
    Great Axe
    Scythe
    Polearm
    Katana
    Great Katana
    Club
    Staff
    Archery
    Marksmanship
    Throwing

  19. #4039
    Relic Shield
    Join Date
    Jan 2013
    Posts
    1,868
    BG Level
    6

    Ok and just to make sure about this. Let's pretend I am makin my own LUAs and not usin Motes or whatevers, if I have a job file that has an include file. And in both the job and the include i have function: function update_gear() , will the job file's update_gear() overwrite the include file's (assuming that the function has different code inside them)?

  20. #4040
    Bagel
    Join Date
    Dec 2012
    Posts
    1,488
    BG Level
    6

    Quote Originally Posted by Trumpy View Post
    Ok and just to make sure about this. Let's pretend I am makin my own LUAs and not usin Motes or whatevers, if I have a job file that has an include file. And in both the job and the include i have function: function update_gear() , will the job file's update_gear() overwrite the include file's (assuming that the function has different code inside them)?
    as long as the user file update_gear() is loaded after the include's update_gear()

    example
    function a()
    --do somthing
    end
    function a() --this one will be the one you use and nothing in the first one will work
    --do something different
    end

Page 202 of 302 FirstFirst ... 152 192 200 201 202 203 204 212 252 ... LastLast

Similar Threads

  1. Replies: 6547
    Last Post: 2014-07-08, 22:45