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

  1. #5121
    Bagel
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    Quote Originally Posted by Shadowmeld View Post
    I haven't had an opportunity to test it yet. I've been pretty busy the last few days.
    let me know when you do

  2. #5122
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    Is there a code for detecting an incoming spell? Say someone is casting cursna on you and you have a toggle for cursna received gear and it is on and so you want to add a function to equip your cursna received+ gear at such a time: is there a way to do it?

  3. #5123
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    Quote Originally Posted by Roland_J View Post
    Is there a code for detecting an incoming spell? Say someone is casting cursna on you and you have a toggle for cursna received gear and it is on and so you want to add a function to equip your cursna received+ gear at such a time: is there a way to do it?
    gearswap has nothing built in to do that and never will but its actualy not as hard as some people think it is

    the info i can give you to do what you want
    1. all the data you need is in packet 0x028
    exmple:
    Code:
    windower.raw_register_event('incoming chunk', function(id, data, modified, injected, blocked)
        if id == 0x028 then
            local packet = packets.parse('incoming', data)
            if windower.ffxi.get_player().in_combat and windower.ffxi.get_mob_by_target('t')then
                if check_target_id(packet)then
                    ...
                end
            end
        end
    end)
    2. you need to know windower.ffxi.get_player().id to know if its targeting you
    3. you will need to use gearswap.equip_sets(whatevernameyouwantasstring,ni l,setname) to equip gear
    example:
    Code:
    gearswap.equip_sets("Incommimg_Attack",nil,sets.Incomming[spell.name])
    4. if you want to see how to use packet 0x028 look at my addon called gaze_check found here:https://github.com/smd111/Gaze_check-windower-addon
    5. all info for packet 0x028 is in addons\libs\packets\fields.lua starting on line 1562
    6. you have a lot of legwork ahead of you and it will take time to do
    7. i do not recommend using chat lines for this because sometimes thay get dropped

  4. #5124
    Relic Weapons
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    What action category is used for mob 2hrs?

  5. #5125
    Bagel
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    Quote Originally Posted by Terravcota View Post
    What action category is used for mob 2hrs?
    i have no idea the only way to know is to watch the packet to see what it is

  6. #5126
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    how do you watch a packet?

  7. #5127
    Relic Weapons
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    Sorry this is totally in the wrong thread (thought it was the Windower one when I posted earlier!) but wasn't sure if anyone knew which it was based on the category list:

    1 Melee attack
    2 Finish ranged attack
    3 Finish weapon skill
    4 Finish spell casting
    5 Finish item use
    6 Use job ability
    7 Begin weapon skill or TP move
    8 Begin spell casting or interrupt casting
    9 Begin item use or interrupt usage
    10 Unknown – Probably was intended to be the “readies” messages for JAs, which was unnecessary because they are instant.
    11 Finish TP move
    12 Begin ranged attack
    13 Pet completes ability/WS
    14 Unblinkable job ability
    15 Some RUN job abilities
    (From: http://dev.windower.net/doku.php?id=...:events:action)

    Any ideas on an NM or mob around that spams various 2hrs that I could try to test things out on? I've determined it's not 7 and my guess is it's either (or split among?) 3/6/14.

  8. #5128
    Bagel
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    Quote Originally Posted by Roland_J View Post
    how do you watch a packet?
    you can use prints or
    go here:https://76f8a2c8685d6563d7c7d8ec70ab...cketviewer.lua
    and download PacketViewer.lua(standard addon)

    after loading packet viewer use "pv t i 0x028" to watch that packet

  9. #5129
    Hydra
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    Quote Originally Posted by dlsmd View Post
    let me know when you do
    dlsmd, sorry took me this long to test. It worked by doing the coroutine.schedule. Thank you very much.

  10. #5130
    Bagel
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    Quote Originally Posted by Shadowmeld View Post
    dlsmd, sorry took me this long to test. It worked by doing the coroutine.schedule. Thank you very much.
    thats good

  11. #5131
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    Just wondering can Buttons be used with gearswap? Like if I wanted to create a set of buttons to cycle through gear sets?

  12. #5132
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    Quote Originally Posted by Treize Kordero View Post
    Just wondering can Buttons be used with gearswap? Like if I wanted to create a set of buttons to cycle through gear sets?
    on screen?? (like my gearswap skillup/include)
    keyboard short cuts?? (example: ctrl+F1)

  13. #5133
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    Quote Originally Posted by dlsmd View Post
    on screen?? (like my gearswap skillup/include)
    keyboard short cuts?? (example: ctrl+F1)
    I haven't seen your gearswap skillup yet but yes on screen that you can press/click on. Is such a thing possible?

  14. #5134
    Bagel
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    i cant post any data on how to do it because this site is blocking all of it
    but yes it can be done
    i use texts and prims to do mine

  15. #5135
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    Quote Originally Posted by dlsmd View Post
    i cant post any data on how to do it because this site is blocking all of it
    but yes it can be done
    i use texts and prims to do mine
    Thanks for the info. I was looking at your skillup.lua and saw how you did it. I noticed there might be an issue with my resolution (currently 3840x2160) and your skillup file. Text box and where you can click on the text seem to be out of alignment.

    Great lua by the way. I've been looking for something like this for skill ups.

  16. #5136
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    Quote Originally Posted by Treize Kordero View Post
    Thanks for the info. I was looking at your skillup.lua and saw how you did it. I noticed there might be an issue with my resolution (currently 3840x2160) and your skillup file. Text box and where you can click on the text seem to be out of alignment.

    Great lua by the way. I've been looking for something like this for skill ups.
    what gets things out of alignment is the font and the font size because every thing is hard coded in that one
    i built it on my res which is 1024x768

  17. #5137
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    Quote Originally Posted by dlsmd View Post
    what gets things out of alignment is the font and the font size because every thing is hard coded in that one
    i built it on my res which is 1024x768
    Ahh I see. Would UI scaling affect it as well? I think mine is at 1.5x at the moment.

    Are your includes that do the display hard coded as well? I was trying out your lua to see the display include but it looks like it's affected by the same issue.

  18. #5138
    Bagel
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    Quote Originally Posted by Treize Kordero View Post
    Ahh I see. Would UI scaling affect it as well? I think mine is at 1.5x at the moment.

    Are your includes that do the display hard coded as well? I was trying out your lua to see the display include but it looks like it's affected by the same issue.
    UI scaling could as i have never tested it before and always use 1x
    --my ffxi runs in a window not full screen so i can use my browser(for looking up info) and NP++(for editing lua files) when ever i want
    --my screen is only 1440/900 (i also dont use MSwindows built in scaling feature)

    my includes require that your use Segoe UI Symbol font other then that everything else should be automatic but the display for my includes is so complex i forgot quite a bit about it(mostly because i fiddled with it with out writing any thing down)
    not to mention it needs the rest of my include not just Display.lua and Display_sub.lua (because anything thats used in multiple parts of my include is always there)

  19. #5139
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    Quote Originally Posted by dlsmd View Post
    UI scaling could as i have never tested it before and always use 1x
    --my ffxi runs in a window not full screen so i can use my browser(for looking up info) and NP++(for editing lua files) when ever i want
    --my screen is only 1440/900 (i also dont use MSwindows built in scaling feature)

    my includes require that your use Segoe UI Symbol font other then that everything else should be automatic but the display for my includes is so complex i forgot quite a bit about it(mostly because i fiddled with it with out writing any thing down)
    not to mention it needs the rest of my include not just Display.lua and Display_sub.lua (because anything thats used in multiple parts of my include is always there)
    Well this turned out to be harder than I expected. Can't even get a box to display at all when trying to make my own code. I also can't find any information on the syntax needed for creating a button that can a execute command.

  20. #5140
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    The easiest way to figure out how to do things is to open another addon that can already do it and see how it works. I believe there's an addon called Nostrum that uses clickable buttons?

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