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

  1. #4621
    Melee Summoner
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    Hiya. I've been having trouble making a basic haste mode toggle to moten's DNC lua. I've tried googling it and looking in this thread but nothing avail. Any help is appreciated. ^^

  2. #4622
    Smells like Onions
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    does anyone have a BLM elemental and dark magic skill up file ?

  3. #4623
    Melee Summoner
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    I took an exteneded break from the game and haven't been around since May. All my old working gearswap files have been deleted. I need current THF, WHM and SCH. I have all Motes old lib files for self commands, not sure if I need newer versions of these files and where I can get them. I went to Motes pastebin but nothing there looks current. If I could get some current files for those three jobs and some help on where I could read up on updates to gearswap would be appreciated

  4. #4624
    Stalking you
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    V' Mod
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    Atomos
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    Quetzalcoatl

    for definitions, i was wondering if there are more than two tiers of spells, low (mdmg-t1-2) and high (mab-t3-5).

    i am not sure if -gas, -jas, -ras force the addition of a mid tier.

    if someone has a list of which spells belong where, please post.

  5. #4625
    New Spam Forum
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    Hitome Naoki
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    Sargatanas
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    Bismarck

    Seem to be having trouble with the skillup.lua for GS.

    Every time I run it, I get the following:

    Code:
    ...es (x86)Windower4/addons/GearSwap/data/skillup.lua:259: attempt to index global 'res' (a nil value)
    It's odd since it was working fine a few days ago. Does the same thing on two different computers/two different accounts.

    Edit: Seems it requires an addition to the .lua as demonstrated here.

    Stick this at the top of your skillup.lua file:

    Code:
    res = require 'resources'

  6. #4626
    Bagel
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    Quote Originally Posted by HitomeOfBismarck View Post
    Seem to be having trouble with the skillup.lua for GS.

    Every time I run it, I get the following:

    Code:
    ...es (x86)Windower4/addons/GearSwap/data/skillup.lua:259: attempt to index global 'res' (a nil value)
    It's odd since it was working fine a few days ago. Does the same thing on two different computers/two different accounts.

    Edit: Seems it requires an addition to the .lua as demonstrated here.

    Stick this at the top of your skillup.lua file:

    Code:
    res = require 'resources'
    res use to be exposed in gearswap now its not
    eather way i cant fix it if no one lets me know
    now its fixed so thanks for the bug issue

  7. #4627
    Nidhogg
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    Bahamut

    Is there anything in GS that would prevent your main hand weapon from swapping alternating times when casting? Having issues getting Solstice to play nicely with an elemental magic set. It works exactly each alternating cast, IE, works, doesn't, works, doesn't. It changes to precast and aftercast correctly each time, but the midcast is missed each alternating time, whether I wait 1 second or 10 seconds. For the time being, I've just put it into the precast and it's fixed the issue. Not ideal, but not really missing much either.

  8. #4628
    BG Content
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    Lakshmi
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    That could happen if you are swapping from staff to club (or vice versa) and don't specify a grip or shield.

  9. #4629
    Nidhogg
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    Figured it out, swapping three shields and clubs in one spell just wasn't cooperating.

    One last question. Using an old copy of Moten's Geo LUA that's filled with redundant code I've copy/pasted or made, works in the way I need it. With there being good nuking clubs/shields past Idris now, I'm looking to make a way to lock main weapons if I want to melee. Using F9 to change melee mode to normal isn't locking them though even with a engaged.normal set specified. I've prolly broken the function at some point. What's the easiest way to just make a toggle that swaps between locked main/sub and unlocked main/sub?

  10. #4630
    Relic Shield
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    the command to un/lock stuff is like
    //gs disable main sub
    //gs enable main sub
    (if ur not using the send command feature of gearswap there is another way to enable/disable it but I am not on my pc with my luas to look at it and tell ya. think its like
    enable(main,sub) or somethign similiar )
    so maybe bind that or make a self command that does that? Self command would be best if u want it to put on a specific club before locking. just need to make a variable = 1 or 2
    at the beginning of the self command put
    variable = varible +1
    if variable > 2 then variable = 1
    and if variable = 1 enable slot, equip gears. if variable = 2 equip club, disable slots.
    that is just the jist of the code (so naturally put it all in correct syntax). im sure someone awesome like dlsmd can come up with something better. and naturally if ur using motes stuff im not sure where u put that stuff.

  11. #4631
    Bagel
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    there are the commands for locking and unlocking gear slots
    disable("slot_name","slot_name",...)
    enable("slot_name","slot_name",...)

    if you want to lock main and sub use
    disable("main","sub")
    then to unlock use
    enable("main","sub")

    the name of the slot must be in "" or els it will try to send a variable and error out
    also the //gs (enable/disable) command can lock/unlock all gear like this
    //gs (disable/enable) all
    *i put the command in () because there are 2 of them

  12. #4632
    New Spam Forum
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    Hitome Naoki
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    Quote Originally Posted by dlsmd View Post
    res use to be exposed in gearswap now its not
    eather way i cant fix it if no one lets me know
    now its fixed so thanks for the bug issue
    TY for fixing it! I'd die if I had to do GEO by hand.

  13. #4633
    Bagel
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    Quote Originally Posted by HitomeOfBismarck View Post
    TY for fixing it! I'd die if I had to do GEO by hand.
    i know the feeling

  14. #4634
    Rio
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    I am trying to re-write my gearswaps into an organized and easily editable (once compiled) set of seperate include files having just the base file for each job, and then relivent files to draw upon various things such as rules, gearsets for things like job abilities, pets, idle/TP ect. However I seem to be running into issues where the files will only partially load one or two of the includes, (or currently the case) in the wrong order so that sections that rely on other parts of the includes won't function.

    For example I have all the gear structuring in the basic gear file.

    sets['TP'] = {}
    sets['TP'][''] = {}
    sets['TP']['Master'] = {}

    Which I am using as a single seperate entity so the other file I use to go with it is not cluttered and only contains the sections I will need to edit in the future. The problem is, is that the "editable gear file" and other files are refusing to draw upon this "basic" file first, and are then saying there is no such field to index. (when all in the same file together it works)

    I have spoilered the initial setup I am aiming for, is there a specific naming route I need to follow like include SMN_Gear1, SMN_Gear2 ect. or is it even possible to seperate the sections of a normal gearswap file? (I am pretty sure it is, just not sure how far I can go with it)

    I am probably just over complicating things, but in my head it seems easier to access things in the future should I need to edit them if they are all in their own files, rather than one huge one.

    Sorry if this is all very dumb.

    Spoiler: show

    function get_sets()
    include('Equipment - Equipment Basics.lua')
    include('Equipment - Equipment Pet.lua')
    include('GearBuilder - Rules.lua')
    include('GearBuilder - Rules Pet.lua')
    include('GearBuilder - Melee Build.lua')
    include('GearBuilder - Melee Build Haste.lua')
    include('GearBuilder - Melee Build Pet.lua')
    include('GearBuilder - Idle Build.lua')
    include('GearBuilder - Idle Build Pet.lua')
    --!!Mainjob Binds!!--[Listed as MJxxx.lua]
    if player.main_job == "SMN" then
    include('Binds - MJSMN.lua')
    include('Equipment - MJSMN - Main.lua')
    include('Equipment - MJSMN - TP.lua')
    elseif player.main_job == "COR" then
    include('Binds - MJCOR.lua')
    include('Equipment - MJCOR - Main.lua')
    include('Equipment - MJCOR - TP.lua')
    else
    include('NoBinds.lua')
    end

  15. #4635
    Bagel
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    include('Binds - MJ'..player.main_job..'.lua') -- for smn you make your file "Binds - MJSMN.lua"
    include('Equipment - MJ'..player.main_job..' - Main.lua') -- for smn you make your file "Equipment - MJSMN - Main.lua"
    include('Equipment - MJ'..player.main_job..' - TP.lua') -- for smn you make your file "Equipment - MJSMN - TP.lua"

    how ever you need all the above files for each job

    other then that i dont realy understand

  16. #4636
    Rio
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    That is correct the following files are used for all jobs

    include('Equipment - Equipment Basics.lua') - contains all the basic pre-sets for gear building that do not contain any actual gear peices (they are added into Equipment - MJ'..player.main_job..' - Main.lua and TP)
    include('Equipment - Equipment Pet.lua') - contains all pet based equipment for DRG/BST/SMN/PUP.
    include('GearBuilder - Rules.lua') - The basic rules to do with all player jobs, such as precast/midcast/aftercast.
    include('GearBuilder - Rules Pet.lua') - The basic rules to do with all pets, such as precast/midcast/aftercast.

    The following sets contain the rules to build either an idle set or a TP set based on your job/buffs active, such as Haste/Embrava ect. and the pet relative ones contain the idle/TP rules for pet jobs.

    include('GearBuilder - Melee Build.lua')
    include('GearBuilder - Melee Build Haste.lua')
    include('GearBuilder - Melee Build Pet.lua')
    include('GearBuilder - Idle Build.lua')
    include('GearBuilder - Idle Build Pet.lua')

    I would then go on to include a binds file, main file (for all JA/WS/Casting equipment) and a TP file (for all Idle/TP equipment for that specific job).

    Which hopefully means in the future should I need to change gear around, I only need to look at the main/TP file for that job (example, MJSMN) to switch gear around instead of scrolling through a whole single GS file to find the equipment section.

    Only problem is:

    include('Equipment - MJSMN - Main.lua')
    include('Equipment - MJSMN - TP.lua')

    are not calling upon the lines in

    include('Equipment - Equipment Basics.lua')

    to index the correct fields.

    So my question is, do I need to name them in order so that Equipment Basics loads first followed by > Main > TP? Or can that even be done?

    Sorry for all the confusion! (although not sure all my rambling explains it any better...)

  17. #4637
    Bagel
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    Quote Originally Posted by Rio View Post
    That is correct the following files are used for all jobs

    include('Equipment - Equipment Basics.lua') - contains all the basic pre-sets for gear building that do not contain any actual gear peices (they are added into Equipment - MJ'..player.main_job..' - Main.lua and TP)
    include('Equipment - Equipment Pet.lua') - contains all pet based equipment for DRG/BST/SMN/PUP.
    include('GearBuilder - Rules.lua') - The basic rules to do with all player jobs, such as precast/midcast/aftercast.
    include('GearBuilder - Rules Pet.lua') - The basic rules to do with all pets, such as precast/midcast/aftercast.

    The following sets contain the rules to build either an idle set or a TP set based on your job/buffs active, such as Haste/Embrava ect. and the pet relative ones contain the idle/TP rules for pet jobs.

    include('GearBuilder - Melee Build.lua')
    include('GearBuilder - Melee Build Haste.lua')
    include('GearBuilder - Melee Build Pet.lua')
    include('GearBuilder - Idle Build.lua')
    include('GearBuilder - Idle Build Pet.lua')

    I would then go on to include a binds file, main file (for all JA/WS/Casting equipment) and a TP file (for all Idle/TP equipment for that specific job).

    Which hopefully means in the future should I need to change gear around, I only need to look at the main/TP file for that job (example, MJSMN) to switch gear around instead of scrolling through a whole single GS file to find the equipment section.

    Only problem is:

    include('Equipment - MJSMN - Main.lua')
    include('Equipment - MJSMN - TP.lua')

    are not calling upon the lines in

    include('Equipment - Equipment Basics.lua')

    to index the correct fields.

    So my question is, do I need to name them in order so that Equipment Basics loads first followed by > Main > TP? Or can that even be done?

    Sorry for all the confusion! (although not sure all my rambling explains it any better...)
    can you post your files so i can see whats going on with them???
    i ask because there are a million reasons why its might not be working

  18. #4638
    Rio
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    Sorry for the slow reply, was at work all night ^^;

    PMed you the link as it says I need 10 posts to be able to post links.

    Most likely I am overlooking something really silly... thanks for all your help!

  19. #4639
    Bagel
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    Quote Originally Posted by Rio View Post
    Sorry for the slow reply, was at work all night ^^;

    PMed you the link as it says I need 10 posts to be able to post links.

    Most likely I am overlooking something really silly... thanks for all your help!
    first and for most
    all the functions that have the same name in these files will over write each other
    GearBuilder - Rules Pet.lua
    GearBuilder - Rules.lua
    example: function precast(spell)
    doing the above overwrites the existing precast function no mater what is in it
    the best fix for this is
    file1-
    Code:
    function precast(spell,action) 
        --rules
        if pet_precast then
            pet_precast(spell,action)
        end
        --rules
    end
    file2-
    Code:
    function pet_precast(spell,action) 
        --rules
    end
    all the sets that you add in your set files never redo each stage of the list
    exmaple: sets['Precast'] = {}
    doing the above overwrites the existing gear table to empty no mater what is in it
    fix:
    file1-
    sets['Precast'] = {}
    file2-
    sets['Precast'] = {}--dont do this remove it only do it once across all files
    sets['Precast']['foo'] = {}

    to fix the loading use(you can keep the naming of your files as that are)

    Code:
                
    --!!Mainjob Binds!!--
    [Listed as MJxxx.lua]
        if gearswap.pathsearch({"Binds - MJ"..player.main_job..".lua"}) then
            include("Binds - MJ"..player.main_job..".lua")            
        else gearswap.pathsearch({"Binds - NoBinds.lua"}) then --this is here because you did not send this file
            include('Binds - NoBinds.lua')
        end
        if gearswap.pathsearch({"Equipment - MJ"..player.main_job.." - Main.lua"}) then
            include("Equipment - MJ"..player.main_job.." - Main.lua")
        end
        if gearswap.pathsearch({"Equipment - MJ"..player.main_job.." - TP.lua"}) then
            include("Equipment - MJ"..player.main_job.." - TP.lua")
        end
    --!!Subjob Binds!!--
    [Listed as SJxxx.lua]
        if gearswap.pathsearch({"Binds - MJ"..player.sub_job..".lua"}) then
            include("Binds - SJ"..player.sub_job..".lua")
        elseif gearswap.pathsearch({"NoBinds.lua"}) then --this is here because you did not send this file
            include('NoBinds.lua')
        end
    these issues are glaring but can be fixed
    the best way to look at a lua script is that every thing is in one file even if you have it separated across many files all include does is add the stuff in the selected file to the current file and over write anything with the same name with the new one

  20. #4640
    Rio
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    Awesome! Thank you very much! I will try and edit all of this over the next couple of days and let you know how it worked out!

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