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

  1. #4341
    RIDE ARMOR
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    How do I force gs to swich to magian of trial staves? i.e on thunderbased spells i want it to switch to Apamajas I
    Also, I would like it to send a command input in echo whenever i /heal or switch to idle gear, how is that possible?

    http://pastebin.com/6vGgznaZ

  2. #4342
    Bagel
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    ok the magian stave is not that hard but i dont think motes include has that built in so you have to build it your self
    here is my MSi include https://github.com/smd111/Gearswap/b...s/more/MSi.lua
    equiping idle gear do you meen you want to equip your idle gear after the first heal tick it can be don but how to do it with motes include i do not know

  3. #4343
    RIDE ARMOR
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    Nah, I mean when i /heal it equips my resting gear. At this point I would like it to pop in echo i.e --- Resting gear --- and likewise when I get back up and it switch to idle gear it say in echo --- Idle/town gear ---

  4. #4344
    Bagel
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    Quote Originally Posted by joso33 View Post
    Nah, I mean when i /heal it equips my resting gear. At this point I would like it to pop in echo i.e --- Resting gear --- and likewise when I get back up and it switch to idle gear it say in echo --- Idle/town gear ---
    the optimal way to have your gear setup is
    resting - mp/hp recovered while healing + gear (and if you can switch to idle gear after first tick of /heal hp/mp falls so you can cap mp/hp at your max)
    idle - movement gear
    engaged - battle gear

  5. #4345
    RIDE ARMOR
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    Curious what the syntax would be to use obi when weather or day matches spell element, but not when one matches but the other opposes? I'm using the synergy'd obi for this.

    Right now I have:
    Code:
    if spell.element == world.weather_element or spell.element == world.day_element then
    	equip(sets.mab.obi)
    else
    	equip(sets.mab)
    end
    Slightly related, is twilight cape worth using for blu over cornflower cape, assuming appropriate weather/day?

  6. #4346
    Bagel
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    Quote Originally Posted by WELFARE View Post
    Curious what the syntax would be to use obi when weather or day matches spell element, but not when one matches but the other opposes? I'm using the synergy'd obi for this.
    it would be something like this
    Code:
    local eleapose = {["Fire"]="Water",["Ice"]="Fire",["Wind"]="Ice",["Earth"]="Wind",["Lightning"]="Earth",["Water"]="Lightning",["Light"]="Dark",["Dark"]="Light"}
    if (spell.element == world.weather_element or spell.element == world.day_element) and (eleapose[spell.element] ~= world.weather_element or eleapose[spell.element] ~= world.day_element)then
    and please when posting code use CODE tags not QUOTE tags it makes things easier to read and copy

  7. #4347
    Salvage Bans
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    Okay, I'm completely baffled by this. Was in Escha farming silt, and noticed that my Chant du Cygnes were doing significantly less damage. Checked my gear, and for some reason, it was equipping my Fast Cast set despite having nothing in my weapon skill area to call for it. Thinking I might have bugged something, I removed the magic section out of my precast function, which eliminates any call for a FC set at all. Like, nowhere aside from my magic precast rule calls for FC. Yet even after saving and reloading (and making sure it was the right file), I tried again... and CDC is still calling my FC set even without any rule to call for it anywhere in the lua. And checking now, it's doing that for all of my weapon skills... x.x

    So here's my lua. Precast rules start at line 206 (included the whole thing in case there's some obscure bug somewhere). Apologies in advance if it's a bit cluttered, I sort of have my own mental organization for this.

    http://pastebin.com/LzrWYTN7

  8. #4348
    Hydra
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    Just to make it look a little nicer imo, but with the exact same functionality I would do it this way.

    Code:
    local elem_weakagainst = {["Fire"]="Water",["Ice"]="Fire",["Wind"]="Ice",["Earth"]="Wind",["Lightning"]="Earth",["Water"]="Lightning",["Light"]="Dark",["Dark"]="Light"}
    local elements = S{world.weather_element, world.day_element}
    
    if ((elements:contains(spell.element)) and (elements:contains(elem_weakagainst[spell.element]) ~= true)) then
      equip(sets.mab.obi)
    end

  9. #4349
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    Quote Originally Posted by Kensagaku View Post
    Okay, I'm completely baffled by this. Was in Escha farming silt, and noticed that my Chant du Cygnes were doing significantly less damage. Checked my gear, and for some reason, it was equipping my Fast Cast set despite having nothing in my weapon skill area to call for it. Thinking I might have bugged something, I removed the magic section out of my precast function, which eliminates any call for a FC set at all. Like, nowhere aside from my magic precast rule calls for FC. Yet even after saving and reloading (and making sure it was the right file), I tried again... and CDC is still calling my FC set even without any rule to call for it anywhere in the lua. And checking now, it's doing that for all of my weapon skills... x.x

    So here's my lua. Precast rules start at line 206 (included the whole thing in case there's some obscure bug somewhere). Apologies in advance if it's a bit cluttered, I sort of have my own mental organization for this.

    http://pastebin.com/LzrWYTN7

    Most likely the problem is that your else in your midcast that equips recast reduction is equipping that set for your WSs. You need to wrap that whole block in a big:

    if spell.action_type == "Magic" then
    <do midcast Magic sets>
    end

  10. #4350
    Hydra
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    Shiva

    EDIT Derp

  11. #4351
    Bagel
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    Quote Originally Posted by Shadowmeld View Post
    Just to make it look a little nicer imo, but with the exact same functionality I would do it this way.

    Code:
    local elem_weakagainst = {["Fire"]="Water",["Ice"]="Fire",["Wind"]="Ice",["Earth"]="Wind",["Lightning"]="Earth",["Water"]="Lightning",["Light"]="Dark",["Dark"]="Light"}
    local elements = S{world.weather_element, world.day_element}
    
    if ((elements:contains(spell.element) and (elements:contains(elem_weakagainst[spell.element]) ~= true)) then
      equip(sets.mab.obi)
    end
    and by that same token you could just do this
    Code:
    local elem_weakagainst = {["Fire"]="Water",["Ice"]="Fire",["Wind"]="Ice",["Earth"]="Wind",["Lightning"]="Earth",["Water"]="Lightning",["Light"]="Dark",["Dark"]="Light"}
    local elements = S{world.weather_element, world.day_element}
    if elements:contains(spell.element) and not elements:contains(elem_weakagainst[spell.element]) then

  12. #4352
    Hydra
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    Quote Originally Posted by dlsmd View Post
    and by that same token you could just do this
    Code:
    local elem_weakagainst = {["Fire"]="Water",["Ice"]="Fire",["Wind"]="Ice",["Earth"]="Wind",["Lightning"]="Earth",["Water"]="Lightning",["Light"]="Dark",["Dark"]="Light"}
    local elements = S{world.weather_element, world.day_element}
    if elements:contains(spell.element) and not elements:contains(elem_weakagainst[spell.element]) then
    Hah, I wasn't sure if you could use not, wasn't sure of the syntax. I mainly on a one man quest to get people to stop typing out if (spell.element == world.weather_element or spell.element == world.day_element) because it is too long :D

  13. #4353
    Bagel
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    Quote Originally Posted by Shadowmeld View Post
    Hah, I wasn't sure if you could use not, wasn't sure of the syntax. I mainly on a one man quest to get people to stop typing out if (spell.element == world.weather_element or spell.element == world.day_element) because it is too long :D
    if something is going to be true or false you can use not if you want it to be false and tab:contains(var) will only return true or false

    also you could even do it like this but checking it twice the above way it is better
    S{world.weather_element, world.day_element}:contains(spell.element)

  14. #4354
    Ridill
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    Sath Fenrir
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    Just started dicking around with NIN GS, I picked up the one from the shop thread and modified it, but I guess I haven't modified it correctly. Trying to get auto-update rules for varying types of magic haste (haste, haste 2, marches, etc) and it doesn't seem to be working.

    Code:
    function determine_haste_group()
        classes.CustomMeleeGroups:clear()
        
        if buffactive.haste == 2 and buffactive.march or buffactive.haste == 2 and buffactive.march == 2 then
            classes.CustomMeleeGroups:append('MaxHaste')
        elseif buffactive.march == 2 and buffactive.haste then
            classes.CustomMeleeGroups:append('MaxHaste')
        elseif buffactive.march and buffactive.haste and buffactive['haste samba'] then
            classes.CustomMeleeGroups:append('HighHaste')
        elseif buffactive.march == 2 and buffactive.march then
            classes.CustomMeleeGroups:append('HighHaste')
    	elseif buffactive.haste == 2 then
            classes.CustomMeleeGroups:append('HighHaste')
        end
    end
    When I have haste 2 on it still equips my normal engaged set, not my "HighHaste" set. Any thoughts?

  15. #4355
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    Hey, I've come upon a problem with my PLD lua, in Vagary it isn't equipping sets.engaged.defence, instead I think it just equips my sets.engaged.

    http://pastebin.com/AWH5QCB1

  16. #4356
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    Quote Originally Posted by SathFenrir View Post
    Just started dicking around with NIN GS, I picked up the one from the shop thread and modified it, but I guess I haven't modified it correctly. Trying to get auto-update rules for varying types of magic haste (haste, haste 2, marches, etc) and it doesn't seem to be working.

    Code:
    function determine_haste_group()
        classes.CustomMeleeGroups:clear()
        
        if buffactive.haste == 2 and buffactive.march or buffactive.haste == 2 and buffactive.march == 2 then
            classes.CustomMeleeGroups:append('MaxHaste')
        elseif buffactive.march == 2 and buffactive.haste then
            classes.CustomMeleeGroups:append('MaxHaste')
        elseif buffactive.march and buffactive.haste and buffactive['haste samba'] then
            classes.CustomMeleeGroups:append('HighHaste')
        elseif buffactive.march == 2 and buffactive.march then
            classes.CustomMeleeGroups:append('HighHaste')
    elseif buffactive.haste == 2 then
            classes.CustomMeleeGroups:append('HighHaste')
        end
    end
    When I have haste 2 on it still equips my normal engaged set, not my "HighHaste" set. Any thoughts?
    Unfortunately you can't differentiate between haste and haste II. When you check for buffactive.haste == 2 you are actually checking for having 2 haste buffs, similar to how buffactive.march == 2 means double march. I don't remember if buffactive.haste == 2 will be true when you have geo-haste but I think it might, geo haste is buff 580 and normal haste is 33 so you can detect those individually. The only way I've found that doesn't involve a packet reading and/or parsing chat is to have a variable that says if haste is normal or haste II. You would need to toggle it any time you want to tell gearswap you are dealing with haste II.

  17. #4357
    Bagel
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    Quote Originally Posted by Wheeldog View Post
    Unfortunately you can't differentiate between haste and haste II. When you check for buffactive.haste == 2 you are actually checking for having 2 haste buffs, similar to how buffactive.march == 2 means double march. I don't remember if buffactive.haste == 2 will be true when you have geo-haste but I think it might, geo haste is buff 580 and normal haste is 33 so you can detect those individually. The only way I've found that doesn't involve a packet reading and/or parsing chat is to have a variable that says if haste is normal or haste II. You would need to toggle it any time you want to tell gearswap you are dealing with haste II.
    actualy that depends if it uses the first or last haste
    33 = Haste
    580 = Geo Haste --its called this because it first appeared because of the job GEO
    if haste II uses geo haste you can check for it like this
    buffactive[580]
    but i dont know what haste II uses(its probably 33)

    ofcorse you could do something like this(this is untested)
    Code:
    last_spell = ""
    special_buff = L{}
    function precast(spell)
        last_spell = spell.en
    end
    
    function aftercast(spell)
        if spell.en == last_spell and spell.interrupted then
            last_spell = ""
        end
    end
    function buff_change(name,gain,buff_table)
        if buff_table.id == 33 then
            if last_spell == "Haste II" and gain then
                special_buff:append("Haste2")
            elseif special_buff:contains("Haste2") then
                special_buff:remove("Haste2")
            end
        end
    end
    
    if special_buff:contains("Haste2") then -- to check for haste 2

  18. #4358
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    Quote Originally Posted by dlsmd View Post
    actualy that depends if it uses the first or last haste
    33 = Haste
    580 = Geo Haste --its called this because it first appeared because of the job GEO
    if haste II uses geo haste you can check for it like this
    buffactive[580]
    but i dont know what haste II uses(its probably 33)

    ofcorse you could do something like this(this is untested)
    Code:
    last_spell = ""
    special_buff = L{}
    function precast(spell)
        last_spell = spell.en
    end
    
    function aftercast(spell)
        if spell.en == last_spell and spell.interrupted then
            last_spell = ""
        end
    end
    function buff_change(name,gain,buff_table)
        if buff_table.id == 33 then
            if last_spell == "Haste II" and gain then
                special_buff:append("Haste2")
            elseif special_buff:contains("Haste2") then
                special_buff:remove("Haste2")
            end
        end
    end
    
    if special_buff:contains("Haste2") then -- to check for haste 2
    Haste II shares the same buff id as normal haste (33) I'm not sure what you mean about it depending on if it uses the first or second haste. What I'm not sure about with buffactive.haste == 2 is if it will trigger if you have both haste/haste II (buff 33) and geo-haste(buff 580). If I recall correctly, when I tested it buff.Haste would be 1 when either haste spell or geo-haste was on as they both have the name Haste in the buffs table. What you posted works if you are building a RDM lua but doesn't work for any jobs acquiring the haste II spell (such as NIN like I think was the original post). I tried to build a "helper" script that would tell GS which version of haste was casted on the person but it got messy and I just decided to dump it in favor of a toggle I flip whenever I know I'm going to most likely receive haste II.

  19. #4359
    Bagel
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    Quote Originally Posted by Wheeldog View Post
    Haste II shares the same buff id as normal haste (33) I'm not sure what you mean about it depending on if it uses the first or second haste. What I'm not sure about with buffactive.haste == 2 is if it will trigger if you have both haste/haste II (buff 33) and geo-haste(buff 580). If I recall correctly, when I tested it buff.Haste would be 1 when either haste spell or geo-haste was on as they both have the name Haste in the buffs table. What you posted works if you are building a RDM lua but doesn't work for any jobs acquiring the haste II spell (such as NIN like I think was the original post). I tried to build a "helper" script that would tell GS which version of haste was casted on the person but it got messy and I just decided to dump it in favor of a toggle I flip whenever I know I'm going to most likely receive haste II.
    yes with (haste or haste2) and geo haste active it will show as 2

  20. #4360
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    buffactive[33] and buffactive[580] tell you how many of each buff you have, so you can distinguish between GEO-Haste and normal Haste. You can't distinguish between Haste and Haste II unless you have something analyzing action packets and determining which level of Haste you have.

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