Thanks everyone. I fixed the errors saved and tried re-loading. It loaded and works. I appreciate the help.
Thanks everyone. I fixed the errors saved and tried re-loading. It loaded and works. I appreciate the help.
In regards to switching to different sets on the fly.
For example a nuking set that is INT/MAB based vs an INT/ACC set.
I know that it is possible to do so via binds, but is there a way to do it via command/macro some how?
Sure thing. Have an example of mine:
Code:function self_command(command) if command == 'switch acc' then if (AccSet) then AccSet = false add_to_chat(140,'Elemental Magic: Damage') else AccSet = true add_to_chat(140,'Elemental Magic: Accuracy') end elseif command == 'switch MB' then .... end
Have a variable at the top of your file, which is your trigger, then check the variable in your midcast, like so:
In a macro, you'd call:Code:if(AccSet) then equip(sets.midcast_ElementalMagicAcc) else equip(sets.midcast_ElementalMagic) end
/console gs c switch acc
where 'switch acc' is the command that you set in the self_command function.
(This is pretty much how binds work also. They just bind "gs c X" to specific keys, and the commands change the variables needed for each situation.)
This is how I do it on my BLM, and is a simple, lazy way. You can also do it with arrays of gear, commonly seen in Motes examples, but I think that works better for melee jobs.
I noticed that GS seems to have an issue with swapping in Hachirin-no-obi for older blue magic cures. To be more specific:
-The obi does swap in correctly for elemental blue magic
-The obi does swap in correctly for Plenilune Embrace, White Wind, and Restoral.
However, for Magic Fruit (as well as Pollen and Wild Carrot):
-The obi is never used when I put up a weather effect
-The obi is always used when I don't.
Originally I thought it might be an issue with my .lua, but after looking at the full extent of the weirdness I'm not so sure. I use the same lines of code for all of my blue magic cures.
Spoiler: show
Magic Fruit, Pollen, and Wild Carrot are classified as nonelemental magic in the .dats, while the others have elemental affinities. Are you sure that day/weather affects those three spells?
As far as why you're seeing it only swap when you don't have the weather up, that has to be your code.
Well I'll be damned- they aren't, at least not anymore. Well that makes the solution pretty simple then, although I could have sworn Fruit worked with obis in the past (although after looking into it, it appears it in fact never did, so nevermind!).
You might be thinkin of they worked with healing skill or something?
well according to this calc day weather does have an effect on Pollen, Wild Carrot, etc.
http://members.shaw.ca/pizza_steve/c...alculator.html
but it is several years old
Wiki at some point said that it did, but the edit that corrected it, as well as some other comments I managed to find, are old enough to probably assume that it never did. Also yeah, I did used to use that cure calculator in the past. I'm just surprised I never noticed until now.
Recently resubbed to the game because the nostalgia was too much to resist, however I am a bit distraught by the fact that Spellcast is no more. One of the things I took advantage of most was being able to cast magic like //cure4 (may not be remembering the command 100%). Does something similar like that exist in GearSwap or perhaps some other plugin/addon for Windower4?
Yes, just install the shortcuts addon and it'll do the same thing. You can also make your own shortcuts with it.
When integrating the windower plugin 'itemizer' with my gearswap .luas I would like to add a feature that constrains the //get and //put inputs to @ job change only. Currently when I type //lua u gearswap //lua l gearswap to update changes I've made to my luas the itemizer code meddles with my inventory. I don't want itemizer playing with my inventory at such a time because I have no need for it to do that at such a time.
Here is an example of the current code.
Is there a way for me to rework where my itemizer code is put and set up an argument that makes the itemizer code only execute during a job change?Code:------------------------------------------------------------------------------------------------------------------- -- Setup functions for this job. Generally should not be modified. ------------------------------------------------------------------------------------------------------------------- --..:: <Itemizer> ::..-- -- Sack -- send_command('input //get "Lathi" sack') send_command('input //get "Niobid strap" sack') -- </itemizer> -- function file_unload() if binds_on_unload then binds_on_unload() end -- Itemizer Addon -- -- Sack -- send_command('input //put "Lathi" sack') send_command('input //put "Niobid strap" sack') end
Thanks for taking a look
I compared the two and itemizer is implemented in the way that I prefer. My problem with organizer is that it's a bulk, entire-bag save-state. When in the future I modify my job's equipment lineup or my bag's contents I foresee more work involved in updating organizer's savestates than would be involved in adding/removing just a few lines of code when using itemizer's method. I also feel less in-control of organizer: I don't want my items getting lost. With itemizer I have precise and visible control of where my items go - I can see it in the code for reference.
Regardless, though, since both methods give the same result and switching between them won't create my 'on-job-change' functionality, simply changing add-ons won't solve my problem, unfortunately. Thank you for the suggestion, though.
Hopefully someone knows how to create such an argument to use in my lua to create 'on-job-change' instead of 'on load/unload' functionality.
When you change jobs, your file is loaded. There is no event for it, so it's not possible to distinguish from loading (but there is for subjobs).
The Organizer library iterates over your sets table and makes a list of the gear you have in your user file, then grabs it all for you. You probably read the instructions for standalone Organizer usage.