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

  1. #4641
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    Rehn Valor
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    I wanted to add the following to my precast:

    Code:
    function precast(spell,action)
        if sets.precast[spell.english] then
    		equip(sets.precast[spell.english])
    	elseif spell.type == 'WeaponSkill' and spell.name ~= "Namas Arrow" then
    		equip(sets.precast.WS)
                    --1**
    		if world.time <= (7*60) or world.time >= (17*60) then
    			equip({left_ear="Lugra Earring +1",right_ear="Lugra Earring"})
    		end
    		if Gearset == 1 then
    			equip(sets.precast.accuracy)
    		end
                    --2**
    	end
    end
    Starting at WS check, would it go: equip ws set then if dusk/dawn equip lugra THEN if gearset = 1 equip acc, or does it simply stop after lugra check? So I could add as many if/end checks as I want between 1** and 2** right? And it'll go through all of it?

  2. #4642
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    Quote Originally Posted by Rehn View Post
    I wanted to add the following to my precast:

    Code:
    function precast(spell,action)
        if sets.precast[spell.english] then
            equip(sets.precast[spell.english])
        elseif spell.type == 'WeaponSkill' and spell.name ~= "Namas Arrow" then
            equip(sets.precast.WS)
                    --1**
            if world.time <= (7*60) or world.time >= (17*60) then
                equip({left_ear="Lugra Earring +1",right_ear="Lugra Earring"})
            end
            if Gearset == 1 then
                equip(sets.precast.accuracy)
            end
                    --2**
        end
    end
    Starting at WS check, would it go: equip ws set then if dusk/dawn equip lugra THEN if gearset = 1 equip acc, or does it simply stop after lugra check? So I could add as many if/end checks as I want between 1** and 2** right? And it'll go through all of it?
    ever thing gets processed but if you have any earings in your sets.precast.accuracy it will not equip your Lugra Earring's always put what you want done in order to to bottom

    in most programming languages you have an if elseif else cycle
    the cycle is simmalar to
    this or this or this
    if --this elseif --this else --this

  3. #4643
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    Ok, gotcha. Another question:

    What is the syntax to check for how many bard songs are active? Not specific song, just how many are up. Trying to do a check where if it detects 0, 1, or 4+ songs, it uses gjall. Or when it detects 2 or 3, it will use daur.

    Also if I do this method, will it count other brd songs as well? Or just whatever is applied by me?

  4. #4644
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    Quote Originally Posted by Rehn View Post
    Ok, gotcha. Another question:

    What is the syntax to check for how many bard songs are active? Not specific song, just how many are up. Trying to do a check where if it detects 0, 1, or 4+ songs, it uses gjall. Or when it detects 2 or 3, it will use daur.

    Also if I do this method, will it count other brd songs as well? Or just whatever is applied by me?
    there are 3 ways i can think of
    1. looking for specific buffs (use buffactive)
    2. a hand built counter (you would have to build)
    3. build a auto buff watch counter (you would have to build)

  5. #4645
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    I'm probably wasting my time here yet again, but...

    Certain job abilities require specific otherwise-useless items be equipped in the ammo slot. DRG's Angon, WAR's Tomahawk, and PUP's Repair/Maintenance abilities are all like this. Since the ability won't activate unless the required item is equipped before trying to use it, using a precast (or even pretarget) function doesn't seem to work. Is there any way at all to automatically equip these things when needed?

    Quote Originally Posted by Rehn View Post
    Ok, gotcha. Another question:

    What is the syntax to check for how many bard songs are active? Not specific song, just how many are up. Trying to do a check where if it detects 0, 1, or 4+ songs, it uses gjall. Or when it detects 2 or 3, it will use daur.

    Also if I do this method, will it count other brd songs as well? Or just whatever is applied by me?
    That depends entirely on your implementation. A counter would probably be the best way to do what you want to, but if you increment the counter every time you gain a song buff, it'd go up from other Bards' songs too. If you increment it anytime you finish casting a song on yourself, that wouldn't be a problem. Either way, you'd also have the problem of trying to decrement it anytime a song you cast on yourself wore off (but not when songs cast by others did).

    Personally, I'd recommend switching manually between Daurdabla and Gjallarhorn "modes", e.g. one set for casting with Daurdabla, one for casting with Gjallarhorn, and a variable (with corresponding function) to toggle between the two. Sure, it's not cool or automagic, but it's much simpler and less likely to misbehave.

  6. #4646
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    Quote Originally Posted by Jeanne Renault View Post
    I'm probably wasting my time here yet again, but...

    Certain job abilities require specific otherwise-useless items be equipped in the ammo slot. DRG's Angon, WAR's Tomahawk, and PUP's Repair/Maintenance abilities are all like this. Since the ability won't activate unless the required item is equipped before trying to use it, using a precast (or even pretarget) function doesn't seem to work. Is there any way at all to automatically equip these things when needed?
    pretarget never goes off if you use the command window

    so use pretarget and a macro/chat input

    this is because there are two things that the game does when using a chat/macro command while when using the command window the game only does one

    how ever if you want to use the command interface you can use something like this in precast(untested)
    Code:
    if spell.name == "Tomahawk" and not player.equipment.ammo == "Tomahawk" then
        cancel_spell()
        equip(ammo="Tomahawk")
        send_command('//input / ja "Tomahawk" <t>')
    end

  7. #4647
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    Quote Originally Posted by dlsmd View Post
    pretarget never goes off if you use the command window

    so use pretarget and a macro/chat input

    this is because there are two things that the game does when using a chat/macro command while when using the command window the game only does one

    how ever if you want to use the command interface you can use something like this in precast(untested)
    Code:
    if spell.name == "Tomahawk" and not player.equipment.ammo == "Tomahawk" then
        cancel_spell()
        equip(ammo="Tomahawk")
        send_command('//input / ja "Tomahawk" <t>')
    end
    I'll give it a try. Unfortunately, the game seems to cancel the move before precast() can trigger. Otherwise, having a line like sets.precast.Repair = {ammo = "Automat. Oil +1"} in my gearsets would work, no?

    EDIT: Yeah, it doesn't work. There's apparently a step before it goes into precast or pretarget where it checks whether the ability's requirements are met. Now that I think about it, I'm guessing that using a precast set to equip Twilight Cloak for casting Impact wouldn't work either.

  8. #4648
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    Quote Originally Posted by Jeanne Renault View Post
    EDIT: Yeah, it doesn't work. There's apparently a step before it goes into precast or pretarget where it checks whether the ability's requirements are met. Now that I think about it, I'm guessing that using a precast set to equip Twilight Cloak for casting Impact wouldn't work either.
    then put the above in filtered_action

  9. #4649
    trv
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    Strange. I have no trouble with equipping angon in precast.

    Probably unhelpful: check to see if you have any of the item in your inventories. Check to see if you've tricked gearswap into thinking the oil is already equipped (equipping the oil -> something in the range slot without specifying ammo = empty -> oil won't equip the oil).

  10. #4650
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    Quote Originally Posted by dlsmd View Post
    then put the above in filtered_action
    Doesn't work.

  11. #4651
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    the only thing i can think of is what trv said because i can equip my Tomahawk just fine from precast/pretarget

  12. #4652
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    Quote Originally Posted by dlsmd View Post
    the only thing i can think of is what trv said because i can equip my Tomahawk just fine from precast/pretarget
    Probably Mote's libs fucking with things they shouldn't be fucking with then. /sigh

    EDIT: Nope, tried running it without any of Mote's libs and it still doesn't work. What the hell are you doing that it doesn't block you?

  13. #4653
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    Quote Originally Posted by Jeanne Renault View Post
    Probably Mote's libs fucking with things they shouldn't be fucking with then. /sigh

    EDIT: Nope, tried running it without any of Mote's libs and it still doesn't work. What the hell are you doing that it doesn't block you?
    i dont know
    can you post your lua file?? (pastebin or something like it please)

  14. #4654
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    Quote Originally Posted by dlsmd View Post
    i dont know
    can you post your lua file?? (pastebin or something like it please)
    Here's my WAR.lua. I was actually trying to autoequip oil on PUP but that turned out not to be worthwhile.
    http://pastebin.com/y6j0xQLr

    To save you some time and questions, Jeanne-Things.lua has absolutely no functions that "filter" abilities, and FFXI gives the same message for using Tomahawk whether I'm running with Gearswap or not and try to use it without a Throwing Tomahawk equipped.

  15. #4655
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    Wow Started off insulting with your first line this time.

    But having said that... I have no issue having it equip Twilight Cloak when casting impact. The trick is you need twilight cloak equipped for the precast and midcast. If it switches cloak out in midcast the spell stops, so maybe something similiar is happening. Also I had to put empty in the head slot to get it to work before, so maybe soemthing else is interferring with it. On pup I just leave my animator and Oils equipped full time cause it can be a pain to get that stuff working. there also might be a way to put a delay for the actual cast so it has the armor/item equipped in time during the precast function, but I dont know it off hand. I think I have seen it in these forums before.
    Code:
    {head="empty", body="Twilight Cloak"}
    Also maybe using that priority feature will help? If i ever am dual wielding and i want to switch my main weapon to my sub hand and a new weapon to my main (and the original sub hand out completely) It would never work right, or switching between club/shield to staff/grip (also using a magic Acc/MAB ammo and switching to geomancer bell has issues). but when i learned about the priority thing it fixed all my probs with that.
    Code:
    sets.TP.Sword = {main={name="Main Weapon",priority=2}, sub={name="Sub Weapon",priority=1}}
    Higher numbers in priority get equipped first. Lemme know if either of those work for ya. I dont really understand what it does but i was shown it once and its always worked for me.

    EDIT: in that last CODE block Main weapon and Sub Weapon would instead be the item names you need put there or "empty" if it needs to be empty. some ranged and ammos wont let you equip it if there is something in the other slot.

  16. #4656
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    Anytime I ask for help in this thread, I get three kinds of answers:

    The first is a bunch of things that look like they should work, but don't.
    The second is a whole bunch of unhelpful jibber-jabber about how it works just fine for everybody else.
    The third is an assortment of walls-o-text from people who don't understand the problem I'm having but feel compelled to talk at me anyway.

    Is it really so unbelievable that I think I'm being trolled here? Is it?

    Quote Originally Posted by Trumpy View Post
    Wow Started off insulting with your first line this time.
    Don't reply to me then. Nobody's forcing you to.

    The trick is you need twilight cloak equipped for the precast and midcast.
    I already know switching Twilight Cloak out in midcast will stop Impact. The problem is whether it ever GETS to the precast stage--which, if my experiments with Tomahawk and Repair are any indication, it won't.

    (long non-sequitur about priority)
    Once I noticed equipping/removing Animator resets TP, I gave up on trying to swap in useful ammo.
    Aside from that, this could not possibly be less relevant to the problem I'm having.

  17. #4657
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    Quote Originally Posted by Jeanne Renault View Post
    Here's my WAR.lua. I was actually trying to autoequip oil on PUP but that turned out not to be worthwhile.
    http://pastebin.com/y6j0xQLr

    To save you some time and questions, Jeanne-Things.lua has absolutely no functions that "filter" abilities, and FFXI gives the same message for using Tomahawk whether I'm running with Gearswap or not and try to use it without a Throwing Tomahawk equipped.
    can you please post Jeanne-Things.lua because what you posted does not have your rules at all so that was useless what i need is the files that has your pretarget/precast/midcast/aftercast rules in it

    if you do not have thoes thats why you cant equip the correct gear even motes includes requires you to equip some gear from user precast etc.

    and about the tp reset it will happen to all job that require you to have a special ammo equipped to use a specific ja

  18. #4658
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    Quote Originally Posted by dlsmd View Post
    can you please post Jeanne-Things.lua because what you posted does not have your rules at all so that was useless
    If it's so useless, why'd you ask for it?

    what i need is the files that has your pretarget/precast/midcast/aftercast rules in it
    I have no idea what "rules" you're even talking about. Jeanne-Things.lua consists of three functions and some keybinds. It doesn't have whatever you're looking for.

    if you do not have thoes thats why you cant equip the correct gear even motes includes requires you to equip some gear from user precast etc.
    It works for everything but this.

    and about the tp reset it will happen to all job that require you to have a special ammo equipped to use a specific ja
    No, the ammo slot doesn't reset TP. On the other hand, animators and instruments go in the range slot, and since instruments don't reset TP, I didn't think animators would either. Sadly--and irrationally--they do.

  19. #4659
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    Quote Originally Posted by Jeanne Renault View Post
    If it's so useless, why'd you ask for it?


    I have no idea what "rules" you're even talking about. Jeanne-Things.lua consists of three functions and some keybinds. It doesn't have whatever you're looking for.
    then this would be the reason why you cant equip your ja's ammo is because you dont have the correct rule built in for pretarget or precast

    try one of these at the bottom of your main file(but thay might be bugged because i dont know much about motes include)

    Code:
    --for cammands from chat/macro (should work with out exception)
    function job_pretarget(spell, action, spellMap, eventArgs)
        if spell.en == "Tomahawk" then
            equip(ammo="Tomahawk")
        end
    end
    --for commands from command menu (might be bugged)
    function job_precast(spell, action, spellMap, eventArgs)
        if spell.en == "Tomahawk" and not player.equipment.ammo == "Tomahawk" and not eventArgs.handled then
            eventArgs.cancel = true
            equip(ammo="Tomahawk")
            send_command('input /ja "Tomahawk" <t>')
        end
    end

  20. #4660
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    Quote Originally Posted by dlsmd View Post
    then this would be the reason why you cane equip your ja's ammo is because you dont have the correct rule built in for pretarget or precast

    try one of these at the bottom of your main file(but thay might be bugged because i dont know much about motes include)

    Code:
    --for cammands from chat/macro (should work with out exception)
    function job_pretarget(spell, action, spellMap, eventArgs)
        if spell.en == "Tomahawk" then
            equip(ammo="Tomahawk")
        end
    end
    --for commands from command menu (might be bugged)
    function job_precast(spell, action, spellMap, eventArgs)
        if spell.en == "Tomahawk" and not player.equipment.ammo == "Tomahawk" and not eventArgs.handled then
            eventArgs.cancel = true
            equip(ammo="Tomahawk")
            send_command('input /ja "Tomahawk" <t>')
        end
    end
    I TRIED using job_precast() and job_pretarget() functions, and they didn't work, so I took them out. Is there some part of "it never GETS to precast/pretarget" that you don't understand?

    When I try to use it, the GAME ITSELF blocks Tomahawk before any precast or pretarget function can activate.

    If you don't have an answer, fine, but don't tell me to do the same useless crap over and over and expect different results.

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