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

  1. #381
    Old Merits
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    while these files are (understandably) being revised, is there an easy way to maintain the most current version and keep my own gear sets intact? ie, how much is changing in the get_sets function, if anything? i've got a few functional jobs at the moment but haven't tackled the rest as i'm still manually typing in gear over and over. overall extremely pleased with gearswap and would like to migrate entirely asap, so thank you all very much for the great work.

  2. #382
    The Syrup To Waffles's Waffle
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    get_sets should remain as it is.

  3. #383
    Sea Torques
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    Do GearSwap follow the same directory hirearchy looking for files like spellcast? For differentiating scripts between characters can I make data\Joe\whm.lua and data\Bob\whm.lua and have them loaded properly?

  4. #384
    Chram
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    Quote Originally Posted by arshesney View Post
    Do GearSwap follow the same directory hirearchy looking for files like spellcast? For differentiating scripts between characters can I make data\Joe\whm.lua and data\Bob\whm.lua and have them loaded properly?
    Yes.

  5. #385
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    Quote Originally Posted by gaira View Post
    while these files are (understandably) being revised, is there an easy way to maintain the most current version and keep my own gear sets intact? ie, how much is changing in the get_sets function, if anything? i've got a few functional jobs at the moment but haven't tackled the rest as i'm still manually typing in gear over and over. overall extremely pleased with gearswap and would like to migrate entirely asap, so thank you all very much for the great work.
    I'd actually been considering changes to deal with this issue over the last few days. Have now implemented it.

    Changes:

    UserGlobals.lua has been renamed as Mote-Globals.lua. If you want to rewrite stuff in there, save a copy as user-globals.lua and that file will be loaded instead.

    For the user gear handling, it will work like this:

    Main job: whm
    File: whm.lua
    User file: whm_gear.lua

    (Note: joe_whm.lua and joe_whm_gear.lua also work)

    Inside whm_gear.lua, create a function called init_user_gear_sets. If that file and function exists, it will be loaded instead of the init_gear_sets function inside whm.lua (note: this is because get_sets has been preempted to only give general direction of what to load, rather than defining any sets itself). You can copy the contents of init_gear_sets to the new file as a starting point.

    I've moved the default macro page setting back into init_gear_sets so that you can set your own version in init_user_gear_sets and it will be used instead.

    Special local binds are also moved back into init_gear_sets. Same deal as the macro page.

    On file_unload, it will look for a function called user_unload. You can create that in the whm_gear.lua file if you want to add stuff to be done on unload.

    With this, the vast majority of user customizations can be kept separate from the core rules code. Updates and bug fixes for the whm.lua file won't overwrite your own gear sets. It's essentially becomes a mini-gearswap built on top of gearswap, now.



    Note that I only got a tiny bit of testing done before the servers went down. While it seemed to work out, it's possible I broke something. If there's a problem when things come back up, let me know.

  6. #386
    Sea Torques
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    I added two mappings (still have to test though) for banish and holy in Mote-Mappings.lua:
    Code:
    ['Banish']='Banish',['Banish II']='Banish',['Banish III']='Banish',['Banishga']='Banish',['Banishga II']='Banish',
    ['Holy']='Holy',['Holy II']='Holy',
    to equip a mab/mnd set referenced with sets.midcast.Banish or sets.midcast.Holy, will that work out of the box?

    I had a similar framework in spellcast (and autoexec) for all jobs, trying to convert it to yours.

  7. #387
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    Motenten/Bryth and guys that do this are amazing! So, for the non-coding folks like myself, here's the way I handle these. Cut and paste are your best friends. I simply create a duplicate Lua file (Example: RNG_OLD.Lua) which has all my gear/variables in it. When a new version of said file is created, I put that into the my RNG.LUA, and just cut and paste over (instead of re-typing it all again).

    I know this is still tidous, but it works for me. Once all the updates are done, I usually go back and delete the RNG_OLD.Lua file.

  8. #388
    Chram
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    Quote Originally Posted by arshesney View Post
    I added two mappings (still have to test though) for banish and holy in Mote-Mappings.lua:
    Code:
    ['Banish']='Banish',['Banish II']='Banish',['Banish III']='Banish',['Banishga']='Banish',['Banishga II']='Banish',
    ['Holy']='Holy',['Holy II']='Holy',
    to equip a mab/mnd set referenced with sets.midcast.Banish or sets.midcast.Holy, will that work out of the box?

    I had a similar framework in spellcast (and autoexec) for all jobs, trying to convert it to yours.
    Yes that will work. Also, I'll go ahead and add those mappings to the default.

  9. #389
    Sea Torques
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    I downloaded the fresh 4.1-dev version and I'm getting an error in equip_processing.lua at line 214: attempting to index field '?' (a nil value), this happens even with no custom .lua in data directory and spellcast unloaded, could it be the update?

  10. #390
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    Yeah, it's the update. Wait for a new version of LuaCore and then it'll probably work.

  11. #391
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    thanks for the explanation, that is a big help!

  12. #392
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    Quote Originally Posted by Johnblaze View Post
    I was wondering if your COR GS has the same safety check for Animikii bullet like your spellcast xml does... if it's even possible
    I've updated cor to have what I think is a fairly robust ammo check. Just set the proper ammo values among the vars.

    Also, haruhigami: I added bow/gun weaponskills (ie: those that use ammo) and ranged weaponskills (ie: those that can be used outside melee range) to general mappings as bow_gun_weaponskills and ranged_weaponskills if you wanted to use them.

  13. #393
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    Thanks Mote, you are the man!

  14. #394
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    Quick silly question, how good the addon now compared to spellcast? should I make the switch ?
    I've been reading some of the xmls, it seems everything is in place but I'm not sure as I don't make my own I'm relying entirely on the shop xmls.

  15. #395
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    Quote Originally Posted by Motenten View Post
    Also, haruhigami: I added bow/gun weaponskills (ie: those that use ammo) and ranged weaponskills (ie: those that can be used outside melee range) to general mappings as bow_gun_weaponskills and ranged_weaponskills if you wanted to use them.
    Can be checked against in the same manner? I won't be able to actually test until stuff been updated to fix all the breakage caused by the latest update.

  16. #396
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    Quote Originally Posted by Flanteus View Post
    Quick silly question, how good the addon now compared to spellcast? should I make the switch ?
    I've been reading some of the xmls, it seems everything is in place but I'm not sure as I don't make my own I'm relying entirely on the shop xmls.
    There was a response on FFXIAH forum that was real good, but basically GearSwap uses packets to change gear (thus why you can see it change as you have the equip window open), It's much faster, and it doesn't use guess work for midcast/aftercast delay because the delays are calculated off of actual game data, there's a also quite a bit more logic that can be applied as the LUA language is much more useful than just XML metadata configs. In a nutshell. You add that on top of things like Mote's include, and things just get even better.

    The downside is, higher learning curve for some people who can't really see beyound just a config file (since it's still programming logic).

  17. #397
    Chram
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    Quote Originally Posted by haruhigumi View Post
    Can be checked against in the same manner? I won't be able to actually test until stuff been updated to fix all the breakage caused by the latest update.
    Yes.

    if bow_gun_weaponskills:contains(spell.english) then....

  18. #398
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    Quote Originally Posted by Motenten View Post
    Yes.

    if bow_gun_weaponskills:contains(spell.english) then....
    Perfect Will give it a try next chance I get.

  19. #399
    Sea Torques
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    luacore updated, GS dont give any error.. but there is not "swaps", not even using commands

  20. #400
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    Quote Originally Posted by JSHidaka View Post
    luacore updated, GS dont give any error.. but there is not "swaps", not even using commands
    Yea I noticed the same thing, the LUA logic and such , such as saying ammo empty and so on is showing, no errors, but no swaps are actually occuring at all. But I'm hearing from people on Spellcast that their gear is swapping (packet vs input?)

    Edit: and suddenly I can't WS anymore... weird. (as if the logic of knowing whether or not the player is engaged isn't known).

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