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  1. #4921
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    Quote Originally Posted by dlsmd View Post
    there are so many things i could say about your code it will probably be easier for my just to rewrite(tho im not to skilled with motes include) it but that wont happen till tomorrow as i have a few dr apts today so i will be gone most of the day

    things i can see just glancing at the code
    --redundant code everywhere
    --mistakes galore(using my preferred coding style)
    --to much to list

    that being said i can look in to it
    It shouldn't be using any of Montentens include files. It just borrows his macro book code. Thank you, though. Appreciate it.

  2. #4922
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    Quote Originally Posted by IceSylph View Post
    It shouldn't be using any of Montentens include files. It just borrows his macro book code. Thank you, though. Appreciate it.
    your right im sorry i saw "I Use Motenten's" and it messed me up

    here is the list of this i have done so far(ill keep this updated as i go)
    1. when doing a switch like on/off its best to us a true/false not 1/0
    --the reason is when using a string or number it has to check every character/number in sequence then tell if its true or false
    --while a bool type var is only true or false
    --example:
    --if "abc" == "abc" then --needs to check every character then return true/false
    --but
    --vara = true
    --if vara then will always be true/false so no checks needed

    2. thoings that could never happen have been removed (i.e. line 566)
    Code:
    if (spell.skill == 'Elemental Magic' or spell.english:startswith('Cur') or spell.english:startswith('Bio') or spell.english:startswith('Dia') or spell.english == 'Aspir' or spell.english == 'Drain') and not Non_Obi_Spells:contains(spell.english) and (world.day_element == spell.element or world.weather_element == spell.element) and sets.Obi[spell.element] and Obi == 'ON' and spell.english ~= "Cursna" then
    should be
    Code:
    if (spell.english:startswith('Bio') or  spell.english:startswith('Dia') or spell.english == 'Aspir' or  spell.english == 'Drain') and not Non_Obi_Spells:contains(spell.english)  and (world.day_element == spell.element or world.weather_element ==  spell.element) and sets.Obi[spell.element] and Obi == 'ON' and  spell.english ~= "Cursna" then
    3.redundant checks
    example:
    Code:
            elseif spell.skill == 'Elemental Magic' and MB == 'ON' then
                equipSet = set_combine(equipSet,sets.MB)    
            --custom for MB and Obi--
            elseif spell.skill == 'Elemental Magic' and MB == 'ON' and Obi == 'ON' then
                equipSet = set_combine(equipSet,sets.MB,{waist="Hachirin-no-Obi"})
    should be
    Code:
            elseif spell.skill == 'Elemental Magic' and MB then
                equipSet = set_combine(equipSet,sets.MB)
                if Obi then
                    equipSet = set_combine(equipSet,{waist="Hachirin-no-Obi"})
                end
    4. using nested gearsets is stuipd because it can overwrite your sets on the fly (i did not fix this as it would take to long to fix)
    --best way to do dynamic set building is to start with your base set then add gear as needed from other sets based on your rules
    example of how to do it right(this is how i do it in my include and i dont even need to have any rules in my main files unless for some reason i need to do something differently):
    Code:
        sets.Engaged = {...}--default base engaged set
        sets.Midcast.Magic = {...}--gear that needs to be changed only when using magic (only gear not used in the sets before this one)
        sets.Midcast["Elemental Magic"] = {...}--gear that needs to be changed only for Elemental Magic (only gear not used in the sets before this one)
        sets.Midcast.Fire = {...}--gear thats needed only for the spell Fire (only gear not used in the sets before this one)
        sets.Obi = {
            Lightning = {waist='Hachirin-no-Obi'},
            Water = {waist='Hachirin-no-Obi'},
            Fire = {waist='Hachirin-no-Obi'},
            Ice = {waist='Hachirin-no-Obi'},
            Wind = {waist='Hachirin-no-Obi'},
            Earth = {waist='Hachirin-no-Obi'},
            Light = {back="Twilight Cape",waist='Hachirin-no-Obi'},
            Dark = {waist='Hachirin-no-Obi'},
            }
    
    function midcast(spell)
        local equipSet = set_combine({},sets.Engaged)
        if sets.Midcast[spell.action_type] then
            equipSet = set_combine(equipSet,sets.Midcast[spell.action_type])
        end
        if sets.Midcast[spell.skill] then
            equipSet = set_combine(equipSet,sets.Midcast[spell.skill])
        end
        if sets.Midcast[spell.name] then
            equipSet = set_combine(equipSet,sets.Midcast[spell.name])
        end
        if world.day_element == spell.element or world.weather_element == spell.element then
            equipSet = set_combine(equipSet,sets.Obi[spell.element])
        end
        equip(equipSet)
    end
    here is the fixed code
    http://pastebin.com/RPDzrUha

  3. #4923
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    Quote Originally Posted by dlsmd View Post
    your right im sorry i saw "I Use Motenten's" and it messed me up

    here is the list of this i have done so far(ill keep this updated as i go)
    1. when doing a switch like on/off its best to us a true/false not 1/0
    --the reason is when using a string or number it has to check every character/number in sequence then tell if its true or false
    --while a bool type var is only true or false
    --example:
    --if "abc" == "abc" then --needs to check every character then return true/false
    --but
    --vara = true
    --if vara then will always be true/false so no checks needed

    2. thoings that could never happen have been removed (i.e. line 566)
    Code:
    if (spell.skill == 'Elemental Magic' or spell.english:startswith('Cur') or spell.english:startswith('Bio') or spell.english:startswith('Dia') or spell.english == 'Aspir' or spell.english == 'Drain') and not Non_Obi_Spells:contains(spell.english) and (world.day_element == spell.element or world.weather_element == spell.element) and sets.Obi[spell.element] and Obi == 'ON' and spell.english ~= "Cursna" then
    should be
    Code:
    if (spell.english:startswith('Bio') or  spell.english:startswith('Dia') or spell.english == 'Aspir' or  spell.english == 'Drain') and not Non_Obi_Spells:contains(spell.english)  and (world.day_element == spell.element or world.weather_element ==  spell.element) and sets.Obi[spell.element] and Obi == 'ON' and  spell.english ~= "Cursna" then
    3.redundant checks
    example:
    Code:
            elseif spell.skill == 'Elemental Magic' and MB == 'ON' then
                equipSet = set_combine(equipSet,sets.MB)    
            --custom for MB and Obi--
            elseif spell.skill == 'Elemental Magic' and MB == 'ON' and Obi == 'ON' then
                equipSet = set_combine(equipSet,sets.MB,{waist="Hachirin-no-Obi"})
    should be
    Code:
            elseif spell.skill == 'Elemental Magic' and MB then
                equipSet = set_combine(equipSet,sets.MB)
                if Obi then
                    equipSet = set_combine(equipSet,{waist="Hachirin-no-Obi"})
                end
    4. using nested gearsets is stuipd because it can overwrite your sets on the fly (i did not fix this as it would take to long to fix)
    --best way to do dynamic set building is to start with your base set then add gear as needed from other sets based on your rules
    example of how to do it right(this is how i do it in my include and i dont even need to have any rules in my main files unless for some reason i need to do something differently):
    Code:
        sets.Engaged = {...}--default base engaged set
        sets.Midcast.Magic = {...}--gear that needs to be changed only when using magic (only gear not used in the sets before this one)
        sets.Midcast["Elemental Magic"] = {...}--gear that needs to be changed only for Elemental Magic (only gear not used in the sets before this one)
        sets.Midcast.Fire = {...}--gear thats needed only for the spell Fire (only gear not used in the sets before this one)
        sets.Obi = {
            Lightning = {waist='Hachirin-no-Obi'},
            Water = {waist='Hachirin-no-Obi'},
            Fire = {waist='Hachirin-no-Obi'},
            Ice = {waist='Hachirin-no-Obi'},
            Wind = {waist='Hachirin-no-Obi'},
            Earth = {waist='Hachirin-no-Obi'},
            Light = {back="Twilight Cape",waist='Hachirin-no-Obi'},
            Dark = {waist='Hachirin-no-Obi'},
            }
    
    function midcast(spell)
        local equipSet = set_combine({},sets.Engaged)
        if sets.Midcast[spell.action_type] then
            equipSet = set_combine(equipSet,sets.Midcast[spell.action_type])
        end
        if sets.Midcast[spell.skill] then
            equipSet = set_combine(equipSet,sets.Midcast[spell.skill])
        end
        if sets.Midcast[spell.name] then
            equipSet = set_combine(equipSet,sets.Midcast[spell.name])
        end
        if world.day_element == spell.element or world.weather_element == spell.element then
            equipSet = set_combine(equipSet,sets.Obi[spell.element])
        end
        equip(equipSet)
    end
    here is the fixed code
    http://pastebin.com/RPDzrUha
    Thank you kindly, sir. This has helped me immensely. Really appreciate it. I'll keep in mind what you stated when editing other gearswaps that resemble this one in the future.

  4. #4924
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    Quote Originally Posted by IceSylph View Post
    Thank you kindly, sir. This has helped me immensely. Really appreciate it. I'll keep in mind what you stated when editing other gearswaps that resemble this one in the future.
    one thing i just thought i would let you know encase you dont already know
    each rule needs to be true
    if a and b and c then --only works if a and b and c all = true
    if (a and b) or c then --only works if (a and b) or c = true
    if you want to check if something is false use not
    example: if not a then --this says if a is false then it is true but if it is true it is false

  5. #4925
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    Is there a way to for gear swap to pick up your going to MBing? Atm I toggle between standard nuke and MB set depending on which I am doing.

    Also does GearSwap still work if I do /console exec <script_name>.txt?

  6. #4926
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    Gearswap will respond to the script and change gear accordingly as long as the script does not have gear swaps of its own afaik.

    Additionally no gearswap has no way to tell if the nuke you're casting will burst or not. You have to toggle it based on if you think its going to burst or not.

  7. #4927
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    I spent the last 4 hours tying to figure out how to get gearswap to work. I must be brain dead because I updated everything I am assuming I have the files in the right place but when it came down to unloading and reloading the swaps it did not work for me.

    SO to get to my question..

    Does anyone know what is the best gearswap for monk I can use as I would like to be able to make this work without 12 years of making mistakes ><

    Any help is appreciated!

  8. #4928
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    Quote Originally Posted by Brennski View Post
    Is there a way to for gear swap to pick up your going to MBing? Atm I toggle between standard nuke and MB set depending on which I am doing.
    the answer to that is maybe/no
    No:
    gearswap does not have this built in

    Maybe:
    you could use a packet/chat watch to see if one is in progress but you would have to built it on your own but this would never be 100% accurate

  9. #4929
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    Follow up to which gearswap I am trying to learn

    github. com/Kinematics/GearSwap-Jobs/blob/master/MNK.lua

  10. #4930
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    Quote Originally Posted by Mcdees View Post
    I spent the last 4 hours tying to figure out how to get gearswap to work. I must be brain dead because I updated everything I am assuming I have the files in the right place but when it came down to unloading and reloading the swaps it did not work for me.
    your files go in the Windower4\addons\GearSwap\data folder

    Quote Originally Posted by Mcdees View Post
    Does anyone know what is the best gearswap for monk I can use as I would like to be able to make this work without 12 years of making mistakes ><

    Any help is appreciated!
    i dont know what the best gearswap file is for mnk(there are several)

    but here is some useful info
    http://pastebin.com/GLdhjSuR

  11. #4931
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    [QUOTE=dlsmd;6623643]your files go in the Windower4\addons\GearSwap\data folder


    i dont know what the best gearswap file is for mnk(there are several)




    I appreciate the help but my issue is trying to figure out all of what I need to configure to make it properly run (besides putting in my armor pieces)

    I tried reading the link you gave and..I have no idea what he is talking about.

  12. #4932
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    Hello!
    Can anyone tell me how i can use Globals file which affects all my job.lua file?

  13. #4933
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    The only thing that can probably be suggested is to try to reverse engineer Mote's gearswap files and teach yourself. It's not something that is easily explained. His are actually amazingly written and you can just use those as a base to build from and write your own .lua to include his globals.

  14. #4934
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    Oh, thank you.
    I know Mote's file is great. But i am not very good at programming.
    Anyone know a guide or some tips for Motes's file?

  15. #4935
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    Gear Swap help

    hey guys im trying to run a skill up program, but when I type in the command in the ingame chat I get the message. >Gearswap: command not found

    any ideas?

  16. #4936
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    Quote Originally Posted by Naokikjm View Post
    hey guys im trying to run a skill up program, but when I type in the command in the ingame chat I get the message. >Gearswap: command not found

    any ideas?
    if you using mine it does have a display that allows you to control every thing there

  17. #4937
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    Quote Originally Posted by dlsmd View Post
    the answer to that is maybe/no
    No:
    gearswap does not have this built in

    Maybe:
    you could use a packet/chat watch to see if one is in progress but you would have to built it on your own but this would never be 100% accurate
    I haven't looked at the code, because I rarely play DNC, but Monte's DNC Lua has chat notifications to tell you when a monster is chain bound. Ie. when I use Rudras storm, a few seconds later a chat line pops up saying "Skillchain pending is now off" to inform me that I have missed the window to make a SC.

    This could just be a hard timer that starts any time that a WS is used (like I said, I haven't looked at the code) or it could be parsing actions taken on the target. I have no idea. I assume that whatever mechanism is in use to check for chain bound status could be applied to chains initiated by a SCH using Immanence. So that could be of some use to people making SCH Luas at the least.

    If it only parses actions taken on the enemy by the user, then it would be useful for BLU, SCH and the occasional melee BLM or w/e. People could make their Luas switch to MB sets automatically whenever it detects that they ahve made an appropriate SC.

    But, if it parses ALL actions on the target (I doubt this is the case) it would be useful for everyone. For example, it could automatically spit out possible weapon skill combos based on whatever chain properties are currently on the mob or automatically swap to an MB set if an appropriate spell is cast while chain bound.

    I'll leave it to someone smarter to figure out how to implement this, but it is apparent that the functionality is there to at least know / act on skill chains that YOU have created if not stuff done by others.

  18. #4938
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    Quote Originally Posted by DaFang View Post
    I haven't looked at the code, because I rarely play DNC, but Monte's DNC Lua has chat notifications to tell you when a monster is chain bound. Ie. when I use Rudras storm, a few seconds later a chat line pops up saying "Skillchain pending is now off" to inform me that I have missed the window to make a SC.

    This could just be a hard timer that starts any time that a WS is used (like I said, I haven't looked at the code) or it could be parsing actions taken on the target. I have no idea. I assume that whatever mechanism is in use to check for chain bound status could be applied to chains initiated by a SCH using Immanence. So that could be of some use to people making SCH Luas at the least.

    If it only parses actions taken on the enemy by the user, then it would be useful for BLU, SCH and the occasional melee BLM or w/e. People could make their Luas switch to MB sets automatically whenever it detects that they ahve made an appropriate SC.

    But, if it parses ALL actions on the target (I doubt this is the case) it would be useful for everyone. For example, it could automatically spit out possible weapon skill combos based on whatever chain properties are currently on the mob or automatically swap to an MB set if an appropriate spell is cast while chain bound.

    I'll leave it to someone smarter to figure out how to implement this, but it is apparent that the functionality is there to at least know / act on skill chains that YOU have created if not stuff done by others.
    unless im blind i dont see anything for skill chain except obi/ws gear(neck/belts)/staves in motes include

  19. #4939
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    Quote Originally Posted by dlsmd View Post
    unless im blind i dont see anything for skill chain except obi/ws gear(neck/belts)/staves in motes include
    I found the relevant parts of the DNC file:
    Code:
    function job_post_precast(spell, action, spellMap, eventArgs)
        if spell.type == "WeaponSkill" then
            if state.Buff['Climactic Flourish'] then
                equip(sets.buff['Climactic Flourish'])
            end
            if state.SkillchainPending.value == true then
                equip(sets.precast.Skillchain)
            end
        end
    end
    Code:
    function job_aftercast(spell, action, spellMap, eventArgs)
        if not spell.interrupted then
            if spell.english == "Wild Flourish" then
                state.SkillchainPending:set()
                send_command('wait 5;gs c unset SkillchainPending')
            elseif spell.type:lower() == "weaponskill" then
                state.SkillchainPending:toggle()
                send_command('wait 6;gs c unset SkillchainPending')
            end
        end
    end
    It looks like it isn't checking anything on the target. It's just looking at user actions. Could be useful for changing to MB mode when making self SC on SCH or maybe BLU, but won't do any good if you aren't the one who made the SC (and is probably more trouble than it's worth).

    I guess it could give a basic idea as to what to do if someone chose to parse the log/packets for SCs. Basically just change casting mode to MB for like 10 seconds any time it sees an appropriate SC on the target.

    The more I think about it though, I generally start my first MB cast before the SC actually goes off so that I can get off 2-3 spells. So even if something like this were built, it would be of questionable use and I would probably still just switch casting modes manually.

  20. #4940
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    Quote Originally Posted by DaFang View Post
    I found the relevant parts of the DNC file:
    Code:
    function job_post_precast(spell, action, spellMap, eventArgs)
        if spell.type == "WeaponSkill" then
            if state.Buff['Climactic Flourish'] then
                equip(sets.buff['Climactic Flourish'])
            end
            if state.SkillchainPending.value == true then
                equip(sets.precast.Skillchain)
            end
        end
    end
    Code:
    function job_aftercast(spell, action, spellMap, eventArgs)
        if not spell.interrupted then
            if spell.english == "Wild Flourish" then
                state.SkillchainPending:set()
                send_command('wait 5;gs c unset SkillchainPending')
            elseif spell.type:lower() == "weaponskill" then
                state.SkillchainPending:toggle()
                send_command('wait 6;gs c unset SkillchainPending')
            end
        end
    end
    It looks like it isn't checking anything on the target. It's just looking at user actions. Could be useful for changing to MB mode when making self SC on SCH or maybe BLU, but won't do any good if you aren't the one who made the SC (and is probably more trouble than it's worth).

    I guess it could give a basic idea as to what to do if someone chose to parse the log/packets for SCs. Basically just change casting mode to MB for like 10 seconds any time it sees an appropriate SC on the target.

    The more I think about it though, I generally start my first MB cast before the SC actually goes off so that I can get off 2-3 spells. So even if something like this were built, it would be of questionable use and I would probably still just switch casting modes manually.
    ok thats not from motes include thats from the user file

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