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

  1. #4281
    Cerberus
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    Quote Originally Posted by Belgaer View Post
    http://pastebin.com/mbMf9842

    I'm at a loss on why my GearSwap file is doing this, but at least it's incredibly predictable and easy to replicate. Literally every OTHER cast fails to fully swap back into the appropriate Idle set after casting. The slots giving me trouble seem to be specifically neck, earrings, and rings. There may be others, but that's what I'm noticing anyway. Like I said, it happens ever other time. So, one after cast will fully swap into every set in the Idle or Town Idle set, but the next will certainly, without fail, fail to swap out the rings, earrings, and neck. I'm very new to this, and I was always self-taught when it came to Spellcast, so I'm probably looking something over that's very obvious/stupid. Any help would be incredibly appreciated!
    I hate to be "that guy" (the "Bump" guy), but does anyone know what's wrong here?

    Also, is there any way to correct enspells to automatically change, say Enstone, to automatically change to the correct enspell based on day/weather? I remember you could in Spellcast, but I'm not sure about GearSwap. Gunna take a look at some RDM ones.

  2. #4282
    Bagel
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    Quote Originally Posted by Belgaer View Post
    I hate to be "that guy" (the "Bump" guy), but does anyone know what's wrong here?

    Also, is there any way to correct enspells to automatically change, say Enstone, to automatically change to the correct enspell based on day/weather? I remember you could in Spellcast, but I'm not sure about GearSwap. Gunna take a look at some RDM ones.
    --En spell auto convert
    here is a basic one that does not check to see if you even have the spell or if your job can even use it(untested)
    Code:
    if spell.en:startswith("En") then
        local list={Dark="dark",Water="water",Earth="stone",Ice="blizzard",Fire="fire",Wind="aero",Lightning="thunder",Light="light"}
        if spell.en ~= "En"..list[world.day_element]..""..(spell.en:endswith(" II") and " II" or "") then
            cancel_spell()
            self_command('input;/ma "En'..list[world.day_element]..''..(spell.en:endswith(" II") and " II" or "")..'" <me>')
            return
        end
    end

  3. #4283
    Cerberus
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    Awesome, thanks! What would the function line be?

    Quote Originally Posted by dlsmd View Post
    --En spell auto convert
    here is a basic one that does not check to see if you even have the spell or if your job can even use it(untested)
    Code:
    if spell.en:startswith("En") then
        local list={Dark="dark",Water="water",Earth="stone",Ice="blizzard",Fire="fire",Wind="aero",Lightning="thunder",Light="light"}
        if spell.en ~= "En"..list[world.day_element]..""..(spell.en:endswith(" II") and " II" or "") then
            cancel_spell()
            self_command('input;/ma "En'..list[world.day_element]..''..(spell.en:endswith(" II") and " II" or "")..'" <me>')
            return
        end
    end

  4. #4284
    Bagel
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    Quote Originally Posted by Belgaer View Post
    Awesome, thanks! What would the function line be?
    put it near the top(above your en gear changes if you have them) of your precast or pretarget(if you only want it to activate when you use a macro or chat command) function

    i set my functions up like this
    1.spell stopers
    2.spell changers
    3.gear changers

  5. #4285
    Cerberus
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    It just keeps telling me "attempt to index global 'spell' (a nil value)" no matter where I put it. Sorry, not trying to have you hold my hand through this. >.<

  6. #4286
    Bagel
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    the code i gave you works in basic gs

    but...
    it looks like your using mote include(i dont know much about it) if so it should be put in job_precast i think
    just below this line
    function job_precast(spell, action, spellMap, eventArgs)

  7. #4287
    Cerberus
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    Hmmm. Well, the GearSwap file loads correctly now and it's half working, but it's just canceling the spell from happening at all unless it's the right spell for the day in the first place. It never tries to do the input part.

  8. #4288
    Bagel
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    change this
    self_command('input;/ma "En'..list[world.day_element]..''..(spell.en:endswith(" II") and " II" or "")..'" <me>')
    to this
    self_command('input /ma "En'..list[world.day_element]..''..(spell.en:endswith(" II") and " II" or "")..'" <me>')
    my bad

  9. #4289
    Cerberus
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    Nope, still nothing. I'm currently running Walk of Echos, so it's double dark weather. I tried messing with the local list and such, but nothing I'm doing seems to be changing anything.

  10. #4290
    Bagel
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    post your file please

  11. #4291
    Cerberus
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  12. #4292
    Bagel
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    try this
    Code:
        if spell.en:startswith("En") then
            local slist={Dark="blizzard",Water="water",Earth="stone",Ice="blizzard",Fire="fire",Wind="aero",Lightning="thunder",Light="fire"}
            if spell.en ~= 'En'..slist[world.day_element]..''..(spell.en:endswith(' II') and ' II' or '') then
                cancel_spell()
                windower.send_command('@input /ma "En'..slist[world.day_element]..''..(spell.en:endswith(' II') and ' II' or '')..'" <me>')
                return
            end
        end
    if it does not work im lost
    also the second local list is redundant so the first one is enuf

  13. #4293
    Cerberus
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    Oh, that was just something I added to try to experiment with it. My bad. The idea was that I thought maybe it was trying to have my cast Endark instead, due to the double dark weather, but I didn't have it because I wasn't on DRK.

    I'll have to get back to you on that code after the maintenance.

    EDIT: It's working! Thank you so much. Sorry it got complicated.

  14. #4294
    Bagel
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    Quote Originally Posted by Belgaer View Post
    Oh, that was just something I added to try to experiment with it. My bad. The idea was that I thought maybe it was trying to have my cast Endark instead, due to the double dark weather, but I didn't have it because I wasn't on DRK.

    I'll have to get back to you on that code after the maintenance.

    EDIT: It's working! Thank you so much. Sorry it got complicated.
    its no problem

  15. #4295
    Cerberus
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    Does anyone happen to know how to manually force a swap into a specific set? So, let's say I've got different Offense Modes to swap between, but I don't trust GearSwap to correctly swap me into all the right gear on the Aftercast. The reason I don't trust it is because it doesn't seem to do it seemlessly for me for whatever reason. So I like to hit an equipset macro after using WS's (GS seems to have less trouble here) and casting spells (and far more trouble here... Could it be the Precasts, Midcasts, and Aftercasts all not processing correctly together?)... So my question is, how do I use command inputs via macros in order to tell GearSwap to swap to my current Offense Mode's TP build? Does that make sense?

  16. #4296
    Bagel
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    Quote Originally Posted by Belgaer View Post
    Does anyone happen to know how to manually force a swap into a specific set? So, let's say I've got different Offense Modes to swap between, but I don't trust GearSwap to correctly swap me into all the right gear on the Aftercast. The reason I don't trust it is because it doesn't seem to do it seemlessly for me for whatever reason. So I like to hit an equipset macro after using WS's (GS seems to have less trouble here) and casting spells (and far more trouble here... Could it be the Precasts, Midcasts, and Aftercasts all not processing correctly together?)... So my question is, how do I use command inputs via macros in order to tell GearSwap to swap to my current Offense Mode's TP build? Does that make sense?
    //gs equip <setname>

    if you want to use gearswap to do a delayed set change you need to do it like this
    Code:
    gearswap.equip_sets:prepare('equip_command',nil,<setname>):schedule(<delaytimeinseconds>)
    <setname>= table the set name you want to equip(example:sets.building.aftercast)
    <delaytimeinseconds> = number second of delay(example: for 3.5 seconds use 3.5)
    i wish we could give it any name we wanted but currently we cant

  17. #4297
    Cerberus
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    Ah, maybe I'll just forgo the fast cast precast stuff on my faster casting spells. Hmmm. Thanks for the info (again)


    EDIT: It's not working. ._.
    Code:
    -- Normal melee group
    		sets.engaged = {ammo="Mantis Eye",etc etc etc
    That's the set name. I'm trying all sorts of stuff for my macro like "//gs equip sets.engaged", "//gs equip engaged", "//gs equip <sets.engaged>", etc. and any variation with /gs instead of //gs. >.<

  18. #4298
    Bagel
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    Quote Originally Posted by Belgaer View Post
    Ah, maybe I'll just forgo the fast cast precast stuff on my faster casting spells. Hmmm. Thanks for the info (again)


    EDIT: It's not working. ._.
    Code:
    -- Normal melee group
            sets.engaged = {ammo="Mantis Eye",etc etc etc
    That's the set name. I'm trying all sorts of stuff for my macro like "//gs equip sets.engaged", "//gs equip engaged", "//gs equip <sets.engaged>", etc. and any variation with /gs instead of //gs. >.<
    //gs equip <setname>--from chat
    gs equip <setname> --from windower console
    command /gs equip <setname>--from macro (if its not command then its console)

  19. #4299
    CoP Dynamis
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    Kari Arisu
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    So, using Mote's DNC lua + includes as a base, I've gotten pretty far with it and I'm mostly content with it.
    But, the one thing I noticed recently, the way it's doing Skillchain gear isn't working out for me.

    For those who don't know, the rule looks like this:
    Code:
    function job_post_precast(spell, action, spellMap, eventArgs)
        if spell.type == "WeaponSkill" then
            if state.Buff['Climactic Flourish'] then
                equip(sets.buff['Climactic Flourish'])
            end
            if state.SkillchainPending.value == true then
                equip(sets.precast.Skillchain)
            end
        end
    end
    
    function job_aftercast(spell, action, spellMap, eventArgs)
        if not spell.interrupted then
            if spell.english == "Wild Flourish" then
                state.SkillchainPending:set()
                send_command('wait 5;gs c unset SkillchainPending')
            elseif spell.type:lower() == "weaponskill" then
                state.SkillchainPending:toggle()
                send_command('wait 6;gs c unset SkillchainPending')
            end
        end
    end
    In short, when you Weaponskill (or use Wild Flourish) it sets SkillchainPending. If you Weaponskill and it's already on, it equips your Skillchain damage gear and turns SkillchainPending back off.

    Now, my problem is, I VERY OFTEN do Double Darkness Skillchains. In this scenario, I'm setting the value to true, doing Darkness #1 and setting it to false, then doing Darkness #2 without it. Any suggestions on how to write this so it will always equip that set if I've used a WS in the past X seconds? Even if I change the "toggle" to "set", I'm still going to get "unset" after an amount of time for each WS.

    Side note, I'd love to see other DNC luas.

  20. #4300
    Bagel
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    Quote Originally Posted by Kari View Post
    So, using Mote's DNC lua + includes as a base, I've gotten pretty far with it and I'm mostly content with it.
    But, the one thing I noticed recently, the way it's doing Skillchain gear isn't working out for me.

    For those who don't know, the rule looks like this:
    ...

    In short, when you Weaponskill (or use Wild Flourish) it sets SkillchainPending. If you Weaponskill and it's already on, it equips your Skillchain damage gear and turns SkillchainPending back off.

    Now, my problem is, I VERY OFTEN do Double Darkness Skillchains. In this scenario, I'm setting the value to true, doing Darkness #1 and setting it to false, then doing Darkness #2 without it. Any suggestions on how to write this so it will always equip that set if I've used a WS in the past X seconds? Even if I change the "toggle" to "set", I'm still going to get "unset" after an amount of time for each WS.

    Side note, I'd love to see other DNC luas.
    you would need to know exactly how much time between ws's is allowed so that you can see if skill chaining is possible then you could setup a timmer after a ws to see if your in that window and if you are equip your skill chain gear

    but there are 2 problems
    --i dont know the max time available for skill chaining
    --i know crap on how motes include works

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