Would that code give a message to you when a ring was about to be used? What if you are in battle when it occurs or are running around?
Would that code give a message to you when a ring was about to be used? What if you are in battle when it occurs or are running around?
this is the last two parts its automatic after the first buff drop and does not do any chat sends
Code:auto_ring = false --switch this to true to auto use your ring function buff_change(name,gain,buff_table) if S{'Commitment','Dedication'}:contains(name) and auto_ring then if gain then enable("left_ring") else schedule_xpcp_ring() end end end function aftercast(status,current_event,spell) if auto_ring then if rings:contains(player.equipment.left_ring) then send_command('wait 3.0;input /item "'..player.equipment.left_ring..'" <me>') end end end
I would like to setup a gear set in my .lua in which I can lock set and be able to to toggle it on and off, how can I do that?
nvm, got it to work.
Hello
I've come back from a long break and I can't figure out how I set this up in the past. I have my old GS but I can't remember the command to change the variable so the mode change works properly.
I just need to know how to switch the variables using //gs ?????? - I guess?
Thanks in advance
I can't post links yet so I'll try to make it seem clear in this post...
Code:function get_sets() -- Variables idletype="regen" engagedtype="tp"Code:function self_command(command) if command == 'idleregen' then idletype="regen" add_to_chat(206, "Idle Regen Set") status_change(player.status) elseif command == 'idlepdt' then idletype="pdt" add_to_chat(206, "Idle PDT Set") status_change(player.status) elseif command == 'idlemdt' then idletype="mdt" add_to_chat(206, "Idle MDT Set") status_change(player.status) end if command == 'engagedtp' then engagedtype="tp" add_to_chat(206, "Engaged TP Set") status_change(player.status) elseif command == 'engagedtpacc' then engagedtype="tpacc" add_to_chat(206, "Engaged TP ACC Set") status_change(player.status) end end
It would be better to remove that, and start over using CustomMeleeGroups, or CombatForm. If that doesn't make sense, Mote's libs have several pre-defined tables that you can take advantage of to add custom set logic. Order is very important.
If you want to see some standard use cases, Mote's MNK.lua is a decent starting point.Code:sets.engaged.[CombatForm][CombatWeapon][Offense or HybridMode][CustomMeleeGroups]
Here's how I would handle AM using CustomMeleeGroups, if the only AM I cared about was AM3.
in job_buff_change()
Then, the following function.Code:-- AM custom groups if buff:startswith('Aftermath') then classes.CustomMeleeGroups:clear() if (buff == "Aftermath: Lv.3" and gain) or buffactive['Aftermath: Lv.3'] then classes.CustomMeleeGroups:append('AM3') add_to_chat(8, '-------------AM3 UP-------------') end if not midaction() then handle_equipping_gear(player.status) end end
Don't forget to call that function in job_setup(), something like this..Code:function update_melee_groups() classes.CustomMeleeGroups:clear() if buffactive['Aftermath: Lv.3'] then classes.CustomMeleeGroups:append('AM3') end end
The above code will play nice with all your sets. i.e.Code:function job_setup() update_melee_groups() end
If you want AM3 sets for weaponskills, you can do the following.Code:sets.engaged sets.engaged.Mid sets.engaged.Acc -- am3 sets.engaged.AM3 sets.engaged.Mid.AM3 sets.engaged.Acc.AM3 -- hybrid pdt sets.engaged.PDT sets.engaged.Mid.PDT sets.engaged.Acc.PDT -- hybrid pdt + am3 sets.engaged.PDT.AM3 sets.engaged.Mid.PDT.AM3 sets.engaged.Acc.PDT.AM3
HTHCode:function get_custom_wsmode(spell, spellMap, default_wsmode) if state.OffenseMode.current == 'Mid' then if buffactive['Aftermath: Lv.3'] then return 'AM3Mid' end elseif state.OffenseMode.current == 'Acc' then if buffactive['Aftermath: Lv.3'] then return 'AM3Acc' end else if buffactive['Aftermath: Lv.3'] then return 'AM3' end end end
its /console gs c idleregen
commands
//gs c <command> Triggers self_command(command)
//gs equip <setname> Equips sets[setname].
//gs debug_mode Turns on debug_mode (see above).
//gs show_swaps Turns on show_swaps (see above).
//gs reload Reloads the current lua document
//gs export <options> Exports your currently equipped gear, inventory, or all the items in your current Lua files' sets into gearswap .lua or spellcast .xml format. Takes options "Strain Strategic Armored Infantry", "sets", and "xml." Defaults to currently equipped gear and lua otherwise. Also exports appropriate advanced set tables with augments for currently equipped gear and inventory.
//gs enable <optional slot> Enables equip commands targeting a given slot. "All" will allow all equip commands. Providing no second argument will enable user gearswap file execution, if it was disabled.
//gs disable <optional slot> Disables equip commands targeting a given slot. "All" will prevent all equip commands. Providing no second argument will disable user gearswap file execution, although registered events will still run.
//gs equip naked This equips the default set "naked," which is just a bunch of empty slots. If you remake sets (sets={}) in your get_sets(), this will not work.
//gs validate [sets|inv] [filter] This command checks to see whether the equipment in "sets" also exists in your inventory (default), or if the equipment in your inventory exists in "sets" (if the "inv" parameter is used). [filter] is an optional list of words that restricts the output to only those items that contain text from one of the filter's words.
//gs l <complete file name> Load File - It will check whether the file exists, and if it exists then it will load it.
you only need /console in a macro tho. you can also use /con to save character limit. outside of macro its //gs stuffstuff. if you open the console leave out the //
Hi,
Since one of the recent updates, my toggle to use AF Body doesn't seem to be working... but I can't work out why :-/
Can anyone see something I'm missing?
Thanks!
http://pastebin.com/cqu5vACi
I for some reason cannot get a new lua file to load. I am not sure what I am doing wrong. I have placed the file int he same as I have the other that I am using. This is being super frustrated. Any help on how to load a new file would be helpful. I tried using the commands in a few posts above w/o avail.
Beyond naming the files by the job, IE nin.lua, run.lua, pld.lua, etc, while in game you can type //gs load nameofluahere.lua.
your files need to be in this folder
(this is the easyest way)
Windower4\addons\GearSwap\data
if you want to have your files different for each character there are two way to do it
--this will auto load the file as you change jobs
the first way is to create another folder in side of Windower4\addons\GearSwap\data with your character's name and place your job files in there
example: Windower4\addons\GearSwap\data\Erlayn
the next is to put your character's name the file name
example: Erlayn_WAR.lua
but you must remember that your files must always be name correctly
--this is also the order there searched for in
charname_jobname.lua
charname-jobname.lua
charname.lua
jobname.lua
default.lua -- this would be your backup file should you not have a job file setup for that job for all character's this would be in the Windower4\addons\GearSwap\data folder
charname = your character's name
jobname = the main job is Warrior it would need to be Warrior or WAR
--look up proper names in this file Windower4\res\jobs.lua
to use the gs l command you need to put the file you want to load in Windower4\addons\GearSwap\data or in your character's folder
example:
your file is Windower4\addons\GearSwap\data\test.lua
then you use the command gs l test.lua
if you put your file in to your players folder
Example:
Windower4\addons\GearSwap\data\Erlayn\test.lua
when you use the command gs l test.lua it will only work for the player Erlayn
I'm coming up with the Error:
User file problem: C: program files(x86)Windower4/addons/GearSwap/data/SCH.lua:147: '}' expected (to close '{
I did everything you listed in your post and this is what I'm coming up with.
Means your gear set on line 147 isn't closed. Any errors that go into detail like that, where it's data/SCH.lua:147, or anything like that, means there's an error on that line.
Example:
Somewhere within the set, you're missing a }. It's a good way to learn GS really. Fix the bracket, save, reload it, and you may get more errors. Fix them as they come and eventually when no errors are present in your lua, it'll load.Code:sets.midcast.MndEnfeebles = {main={ name="Gada", augments={'"Cure" spellcasting time -1%','MND+14','Mag. Acc.+19','"Mag.Atk.Bns."+10',}},sub="Chanter's Shield", head="Befouled Crown",neck="Incanter's Torque",left_ear="Psystorm Earring",right_ear="Lifestorm Earring", body="Vanya Robe",hands="Azimuth Gloves +1",ring1="Levia. Ring +1",ring2="Levia. Ring +1", back={ name="Lifestream Cape", augments={'Geomancy Skill +5','Pet: Damage taken -5%',}},waist="Luminary Sash",legs="Psycloth Lappas",feet="Medium's Sabots"}
First time using pastebin.
Here is the link.http://pastebin.com/79a1K833
The error is definitely on line 147. I'll let you see if you spot it.
Spoiler: show
Also, line 148, you wrote Latria Shas, instead of Latria Sash