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

  1. #4221
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    So i am very new to gearswap and i am using Bokura's WHM lua, i've tried searching a bunch of different places but have not found out how to do what i need, how and where would add a command that would lock my weapons if i have TP over say 400? i know there was a way to do this in spellcast, but it is much different it seems when it comes to gearswap, and i've been able to find the mote commands to do it, i just don't wanna have to redo my whole whm lua to make it work. any help is greatly appreciated.

  2. #4222
    Sea Torques
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    Any reason why my obis aren't triggering on on day/weather with Quick Draw/Leaden Salute/Wildfire? I am 100% sure this code used to work at least after V2 of Mote's stuff came out.

    http://pastebin.com/p4EBXVS1

  3. #4223
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    Quote Originally Posted by slade_300 View Post
    So i am very new to gearswap and i am using Bokura's WHM lua, i've tried searching a bunch of different places but have not found out how to do what i need, how and where would add a command that would lock my weapons if i have TP over say 400? i know there was a way to do this in spellcast, but it is much different it seems when it comes to gearswap, and i've been able to find the mote commands to do it, i just don't wanna have to redo my whole whm lua to make it work. any help is greatly appreciated.
    all the lua commands are in the Variables.xlsx file located in the Windower\addons\GearSwap\beta_examples_and_informa tion folder please check there first

    Quote Originally Posted by Suteru View Post
    Any reason why my obis aren't triggering on on day/weather with Quick Draw/Leaden Salute/Wildfire? I am 100% sure this code used to work at least after V2 of Mote's stuff came out.

    http://pastebin.com/p4EBXVS1
    as far as motes include setup goes i have no clue
    but are you getting any errors??

  4. #4224
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    No errors, it just switches to the default non-weather/day bonus gear.

  5. #4225
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    Quote Originally Posted by Suteru View Post
    No errors, it just switches to the default non-weather/day bonus gear.
    i have no clue then

  6. #4226
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    [QUOTE=dlsmd;6436116]all the lua commands are in the Variables.xlsx file located in the Windower\addons\GearSwap\beta_examples_and_informa tion folder please check there first

    I started there and wasn't able to get it to work, it just said there was an error and wouldnt load the lua till i deleted it
    >.<

  7. #4227
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    Quote Originally Posted by slade_300 View Post
    I started there and wasn't able to get it to work, it just said there was an error and wouldnt load the lua till i deleted it
    >.<
    can you post how you did it??(the code you had in your lua)

  8. #4228
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    Can anyone enlighten me on how I can set up swaps during pet TP moves for +tp bonus and - delay gears. Something I would define like

    Code:
    Ready_Moves = {'Sic','Lunge',"etc",}
    and then in my precast it would do the equip swap

    Code:
    if spell.type == "Ready_Moves" then equipSet = equipSet[Ready]
    Any help appreciated, I don't use mots includes.

  9. #4229
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    spell.type == "Monster"

  10. #4230
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    Quote Originally Posted by drip View Post
    Can anyone enlighten me on how I can set up swaps during pet TP moves for +tp bonus and - delay gears. Something I would define like

    Code:
    Ready_Moves = {'Sic','Lunge',"etc",}
    and then in my precast it would do the equip swap

    Code:
    if spell.type == "Ready_Moves" then equipSet = equipSet[Ready]
    Any help appreciated, I don't use mots includes.
    this all depends on if you want the gear to be changed when you use a command or while your pet is using there attack

    when you tell your pet to use an ability the order that things happen in are
    precast
    pet_midcast
    aftercast
    pet_aftercast

  11. #4231
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    Quote Originally Posted by dlsmd View Post
    this all depends on if you want the gear to be changed when you use a command or while your pet is using there attack

    when you tell your pet to use an ability the order that things happen in are
    precast
    pet_midcast
    aftercast
    pet_aftercast
    I only assume I need to have the equip set in precast and carry through to mid cast for it to reduce timers and carry the tp bonus.

    Im more needing the code to tell what I mentioned above because

    Code:
    if spell.type == "Ready_Moves" then equipSet = equipSet[Ready]
    or

    Code:
    if spell.type == "Monster" then equipSet = equipSet[Ready]
    isn't working for me.

  12. #4232
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    Quote Originally Posted by drip View Post
    I only assume I need to have the equip set in precast and carry through to mid cast for it to reduce timers and carry the tp bonus.

    Im more needing the code to tell what I mentioned above because

    Code:
    if spell.type == "Ready_Moves" then equipSet = equipSet[Ready]
    or

    Code:
    if spell.type == "Monster" then equipSet = equipSet[Ready]
    isn't working for me.
    this is what you need
    S{'Sic','Lunge',"etc",}:contains(spell.name) not spell.type == "Ready_Moves" --mind you "etc" wont work
    or
    spell.type == "PetCommand"

    the only time you should need Monster should be as eather blu or mon

    but my point is still valid

    1.precast
    2/3.pet_midcast
    2/3.aftercast
    4.pet_aftercast

    if you want to have something equipped when you pet uses a specific ability you need to ues pet_midcast, pet_aftercast because there will be times that your aftercast could pull off your gear before your pet uses its ability

  13. #4233
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    spell.type == "PetCommand" only applies to stuff like Snarl, Fight, Spur, etc on BST.

    All of the actual Ready moves are classified as "Monster" type. If that's not working for him it's because of something else in his code.

  14. #4234
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    well knowing all about what spell to use to trigger the gearswap he wants doesnt help him much if he is using it on the wrong function for when to use it. like dlsmd said, if you want tp bonus (this would prolly be on "pet midcast," i dunno im not a BST) and timers u prolly want it on "precast" (if its anything like bloodpact timers)

    and also as dlsmd mentioned:

    1.precast
    2/3.pet_midcast
    2/3.aftercast
    4.pet_aftercast

    lets pretend his precast puts on his ready recast gear. and his affter cast puts on his idle or tp gear. and his pet midcast puts on his tp bonus gear. now lets say the ready move takes a bit to trigger. that means ur aftercast (idle/tp gear) could possibly get equipped before the move goes off. in which case u would be using ur idle/tp gear during when the move actually goes off. So u need to use that
    if midaction() or pet_midaction() then
    add_to_chat(039,'Cancelling '..spell.name..'!')
    cancel_spell()
    return
    end
    type code to not change the gear. I think you would put this in your aftercast. and then put ur gearswap in the pet_aftercast. Note: you might not need to cancel spell() there. im not sure if just a return makes it not swap gear or what. Also Im not sure if u need the regular midaction() I jsut copied this out of an old lua i had.

    I am sure dlsmd can expand on how to use this code or a better way cause he is gearswap smart and im gearswap dumb.

  15. #4235
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    Quote Originally Posted by Trumpy View Post
    type code to not change the gear. I think you would put this in your aftercast. and then put ur gearswap in the pet_aftercast. Note: you might not need to cancel spell() there. im not sure if just a return makes it not swap gear or what. Also Im not sure if u need the regular midaction() I jsut copied this out of an old lua i had.

    I am sure dlsmd can expand on how to use this code or a better way cause he is gearswap smart and im gearswap dumb.
    in aftercast you realy only need this because cancel_spell() only works in filtered_action, pretarget, precast functions and midaction() is for player actions only abd by the time it reaches aftercast the spell has run its coarse
    Code:
    if pet_midaction() then
            add_to_chat(039,'Cancelling gear change because of pet midaction!')
            return
        end

  16. #4236
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    I got it working, thanks for all of everyone's help!

  17. #4237
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    How do i make 2 different idle sets without having to manual switch modes? If MP is below 60% use refresh idle set otherwise use regen set for idling?

  18. #4238
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    Quote Originally Posted by Landsoul View Post
    How do i make 2 different idle sets without having to manual switch modes? If MP is below 60% use refresh idle set otherwise use regen set for idling?
    something like this
    Code:
    sets.Idle.normal = {}
    sets.Idle.lowmp = {}
    
    
    function status_change(new,old)
        if new == "Idle" then
            if player.mpp <= 60 then
                equip(sets.Idle.lowmp)
            else
                equip(sets.Idle.normal)
            end
        end
    end

  19. #4239
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    Quote Originally Posted by dlsmd View Post
    something like this
    Code:
    sets.Idle.normal = {}
    sets.Idle.lowmp = {}
    
    
    function status_change(new,old)
        if new == "Idle" then
            if player.mpp <= 60 then
                equip(sets.Idle.lowmp)
            else
                equip(sets.Idle.normal)
            end
        end
    end
    Doesn't seem to work for me. My normal idle sets works but it doesn't wanna swap to lowmp set when below 60% MP.

  20. #4240
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    Quote Originally Posted by Landsoul View Post
    Doesn't seem to work for me. My normal idle sets works but it doesn't wanna swap to lowmp set when below 60% MP.
    are you using motes include?? if so i have no idea how it works
    this will only work if your using your own hand built file put this in your status_change function
    Code:
        if new == "Idle" then
             if player.mpp <= 60 then
                 equip(sets.Idle.lowmp)
             else
                 equip(sets.Idle.normal)
             end
         end
    if your using my include just add this to your mf.status_change function
    Code:
        if new == "Idle" and player.mpp <= 60 then
            sets.building[current_event] = set_combine(sets.building[current_event], sets[current_event]lowmp)
        end

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