try changing your blu ecosystem tables to this by replacing all of it
if this works ill tell you what was wrongCode:--Blue spell ecosystem tables --Fuck, I dont know blue_eco_Archaic = S{"Rail Cannon","Diffusion Ray"} blue_eco_Elemental = S{"Paralyzing Triad","Searing Tempest","Spectral Floe","Silent Storm","Entomb","Anvil Lightning","Scouring Spate","Blinding Fulgor","Tenebral Crush"} --Because syntax-- blue_eco_Unspecified = S{} eco_weakagainst = { ["Beast"]=S{"Sprout Smack","Wild Oats","Queasyshroom","Pinecomb Bomb","Uppercut","Seedspray","Leafstorm","Bad Breath","Cimicine Discharge","Nectarous Deluge", "1000 Needles","Retinal Glare","Soporific","Dream Flower","Uproot"}, ["Lizard"]=S{"Foot Kick","Claw Cyclone","Asuran Claws","Ram Charge","Sweeping Gouge","Lowing","Heat Breath","Chaotic Eye","Voracious Trunk","Charged Whisker", "Sheep Song","Blank Gaze","Gates of Hades","Polar Roar","Thunderbolt"}, ["Vermin"]=S{"Delta Thrust","Infrasonics","Frost Breath","Embalming Earth","Awful Eye","Regurgitation","Demoralizing Roar","Geist Wall","Blistering Roar"}, ["Plantoid"]=S{"Power Attack","Mandibular Bite","Sickle Slash","Death Scissors","Spiral Spin","Cannonball","Final Sting","Sudden Lunge","Thermal Pulse", "Tem. Upheaval","Filamented Hold","Cursed Sphere","Palling Salvo","Droning Whirlwind"}, ["Amorph"]=S{"Screwdriver","Sub-zero Smash","Venom Shell","Maelstrom","Rending Deluge"}, ["Bird"]=S{"Amorphic Spikes","Sandspin","Corrosive Ooze","Foul Waters","Death Ray","Digest","MP Drainkiss"}, ["Aquan"]=S{"Helldive","Jet Stream","Sound Blast","Feather Tickle","Reaving Wind","Molting Plumage","Yawn","Blood Drain","Jettatura","Crashing Thunder"}, ["Undead"]=S{"Bludgeon","Smite of Rage","Whirl of Rage","Heavy Strike","Sinker Drill","Self-Destruct","Ice Break","Cold Wave","Mysterious Light","Subduction", "Blitzstrahl","Tourbillion"}, ["Arcana"]=S{"Terror Touch","Dimensional Death","Spinal Cleave","Barbed Crescent","Stinking Gas","Poison Breath","Blood Saber","Atra. Libations","Bloodrake"}, ["Demon"]=S{"Body Slam","Wind Breath","Thunder Breath","Radiant Breath","Absolute Terror"}, ["Dragon"]=S{"Frenetic Rip","Quadrastrike","Frightful Roar","Hecatomb Wave","Mind Blast","Eyes On Me","Mortal Ray","Dark Orb","Bilgestorm"}, ["Luminian"]=S{"Actinic Burst"}, ["Luminion"]=S{"Disseverment","Vertical Cleave","Temporal Shift","Vapor Spray"}, ["Beastmen"]=blue_eco_Unspecified, ["Humanoid"]=S{"Battle Dance","Head Butt","Feather Storm","Grand Slam","Frypan","Hydro Shot","Tail Slap","Hysteric Barrage","Goblin Rush","Glutinous Dart", "Thrashing Assault","Saurian Slide","Blastbomb","Bomb Toss","Firespit","Flying Hip Press","Magnetite Cloud","Water Bomb","Light of Penance","Magic Hammer", "Sandspray","Enervation","Evryone. Grudge"}, ["Empty"]=S{"Benthic Typhoon","Blazing Bound","Acrid Stream","Osmosis"}, ["Voragean"]=S{"Vanity Dive","Quad. Continuum","Empty Thrash","Auroral Drape"}, ["Unspecified"]=blue_eco_Unspecified, ["Elemental"]=blue_eco_Unspecified }
i also recommend you use notepad ++ for editing your files its free here https://notepad-plus-plus.org/
then im at a loss
From what I was able to catch resource files for items got updated today.
Hello, I am tryna replicate what Mote has setup in his BLM lua for Magic Burst for my GEO lua (both written by Mote). However, when I copy everything over I keep getting these 2 error:
"GearSwap: Lua runtime error: ...gram files (x86)Windower4//addons/GearSwap/flow.lua:295:"
"GearSwap has detected an error in the user function get_sets:...(x86)/Windower4/addons/GearSwap/data/Name_GEO.lua:29: attempt to call global 'M' (a nil value)"
Any thoughts? Idk why it is getting hung up on the 'M' =/. I am positive I copied everything entirely and exactly too.
This is how it looks in my GEO lua:
I've never seen that include_version_2 stuff before :$Code:function get_sets() -- Load and initialize the include file. include('Mote-Include.lua') include('organizer-lib') end
So I'm using Kinematic's SMN lua. I want to make it so that Asteria Mitts are equipped when avatar is idle, Helios Hands when avatar is engaged, and Glyphic Bracers +1 when Avatar's Favor is up (both idle and engaged). Any help?
thare are ways to do it but as im not sure how motes include works on that part i cant help you
I have a problem with this code
It works for all dark elemental spells and if I cast something like non-dark elemental spells it doesn't swap obi, but weirdly enough when I WS it swaps in obi for every ws during dark weather it swaps obi for every ws regardless of ws element. If I ws during dark day it swaps to obi for WSes that have a dark element, but not for wses that don't have a dark element.Code:if spell.element == 'Dark' and world.day_element == 'Dark' or world.weather_element == 'Dark' then equip(sets.midcast.DarkObi) end
was it dark weather when you equiped obi when wsing??
if so this should fix it for all your issues
the reason behind it is the way you had your code it would check to see if it was spell.element == 'Dark' and world.day_element == 'Dark' if that was false then it would check to see if world.weather_element == 'Dark' thus if world.weather_element == 'Dark' it would always equip your dark obi setCode:if spell.action_type == 'Magic' and spell.element == 'Dark' and (world.day_element == 'Dark' or world.weather_element == 'Dark') then
and just so you know there are lots of ws's that have spell.element == 'Dark' tho most are scythe but there are others
Using Motes files, can anyone provide advice on getting the Waist slot to equip properly. I just noticed mine is not equipping the normal nuking waist. When I have a weather active, and nuke to the matching weather, it will equip Hachirin-no-obi just fine. It is currently coded as
In the Mote-Globals file, I have Maniacus Sash set as my gear.default.obi_waist, if that information is pertinent to this issue.Code:waist=gear.ElementalObi
So many posts and questions on obis and belts in here. Time to throw another one on the pile.
I'm using Mote's includes, but that's no big surprise. Since elemental Weapon Skills are affected by day and weather just like nukes, using Hachirin-no-Obi when applicable increases their damage more than using the Fotia Belt does--but, obviously, using the Fotia Belt when the mega-obi doesn't apply is still good practice. Problem is, setting gear.default.obi_waist="Fotia Belt" wouldn't make any sense, because I already use that variable for nuking and Quick Draw--and setting a default for ElementalBelt wouldn't do any good, because--as far as I can tell--Fotia Belt would override it.
tl;dr: My problem is that I want to use Hachirin-no-Obi for elemental Weapon Skills when day and/or weather match and Fotia Belt when they don't, and I'd rather leave gear.default.obi_waist alone. How should I go about this?
then just do this
Code:if spell.type == "WeaponSkill" then local spell_element = (type(spell.element)=='number' and res.elements[spell.element] or res.elements:with('name', spell.element)) if spell_element.name == world.weather_element or spell_element.name == world.day_element then equip({neck="Fotia Gorget",waist="Hachirin-no-Obi"}) else equip({neck="Fotia Gorget",waist="Fotia Belt"}) end end
I can just throw that in my job script, then? Thank you for saving me...sooooo many hours of headache. Dx
Questions, though: Would I have to put my entire weaponskill set in there to avoid collisions? Or could I just add that into one of the Mote libs and not have to fiddle with it?