got it fixed. this fonction isn't called when using mote :S lol
got it fixed. this fonction isn't called when using mote :S lol
Hey there,
I've been brainstorming how to more efficiently define my augmented gear. Currently I list all my augmented gear that is relevant for the given job within the init_gear_sets function that is within the job.lua. What I would like to do is to define them in a sidecar file; that way I can simply update that one, lone lua every time I update/add a new piece of augmented gear, instead of chasing down that item in all of my job.luas and adding/updating the augment. Is there a way for me to do this? Wouldn't I need to put a init_gear_sets function in the sidecar? Wouldn't this effectively overwrite the same function in my job.lua and thus defeat the possibility for this sidecar to be used in concert with my existing function?
Given the above is there a way for me to make a global augments repository for all of my job.luas to reference? Not all of my job.luas are mote-based, so I can't just define them in the libs for all of my job.luas.
I'm having an issue with a set called "sets.TP.12dw"
I think it used to work fine but now it says "malformed number" when I try to load the lua.
Something changed recently in Gearswap?
How do I fix this?
Derp... thanks dlsmd
Still no reply on my question 4 posts above this about making an augment repository by the way. Hopefully someone can help.
How do I add new custom commands to the mote library? Not to the job.luas - I know how to do that for commands - but rather, to the library itself. I've tried adding a degrade toggle and a HUD update to my mote-selfcommands.lua in the self_command function but it's not working. I tried the following.
I also tried changing 'cmdParams[1]' to 'command' in order to imitate the normal command function structure of the self_command function but that didn't work, either.Code:function self_command(commandArgs) local commandArgs = commandArgs if type(commandArgs) == 'string' then commandArgs = T(commandArgs:split(' ')) if #commandArgs == 0 then return end end if cmdParams[1] == 'degrade' then if DegradeMode == 'Off' then Degrade = 'On' DegradeMode = 'AoE' add_to_chat(158,'Spell Degradation: [AoE]') elseif DegradeMode == 'AoE' then Degrade = 'On' DegradeMode = 'Single' add_to_chat(158,'Spell Degradation: [Singles]') else Degrade = 'Off' DegradeMode = 'Off' add_to_chat(123,'Spell Degradation: [Off]') end elseif cmdParams[1] == 'udisp' then updatedisplay() add_to_chat(158,'hello') end -- init a new eventArgs local eventArgs = {handled = false} -- Allow jobs to override this code if job_self_command then job_self_command(commandArgs, eventArgs) end if not eventArgs.handled then -- Of the original command message passed in, remove the first word from -- the list (it will be used to determine which function to call), and -- send the remaining words as parameters for the function. local handleCmd = table.remove(commandArgs, 1) if selfCommandMaps[handleCmd] then selfCommandMaps[handleCmd](commandArgs) end end end
Looking through Mote-SelfCommands.lua, I don't see a place for the user to add custom commands. All I see is a bunch of scripting and I don't know how to follow the script. If you're not familiar with what I mean by script in this case, take a look at Mote-SelfCommands.lua; it's a lot different than the job_self_commands and self_command functions that I'm used to. I can do 'if cmdparams == this then do this' or 'if command == this then do this', but, as far as scripting out the lua the way mote does in the Mote-SelfCommands.lua, it is above me. It looks like he breaks down each toggle/command into existing in 5 or 6 different functions simultaneously. That seems like a headache! Am I going to have to script out my new command and put it in along his scripting in that file? I'd prefer to just add the toggle code as I have it, in one function. Hopefully I can do it in such a way and it turns out that I just haven't found the right place to put it yet.
Please help ^^ Thanks!
you used
if cmdParams[1] == 'degrade' then
but it should be
if commandArgs[1] == 'degrade' then
this part of the code splits the string that is sent from gearswap
Code:local commandArgs = commandArgs if type(commandArgs) == 'string' then commandArgs = T(commandArgs:split(' ')) if #commandArgs == 0 then return end end
Where does the exp/cp code belong to work properly? Does anyone have a lua with it implemented so that I can figure out how to get it working?
here is every thing you need to make my auto ring code work
http://pastebin.com/mx3dY70U
-edit-
updated my pastebin code to work with out modding gearswap files
this is ment to work with my include system so making it work with out it might be difficult
Since your job luas are mix-and-matched Mote/other, for whatever reason, I would do something like so:
Make a <char name>-Globals.lua that looks something like:
Then in your non-Mote job luas haveCode:function define_global_sets() gear.merlinic = {} gear.merlinic.head = {} gear.merlinic.body = {} gear.merlinic.hands = {} gear.merlinic.legs = {} gear.merlinic.feet = {} gear.herculean = {} gear.herculean.head = {} gear.herculean.body = {} gear.herculean.hands = {} gear.herculean.legs = {} gear.herculean.feet = {} gear.chironic = {} gear.chironic.head = {} gear.chironic.body = {} gear.chironic.hands = {} gear.chironic.legs = {} gear.chironic.feet = {} gear.merlinic.head.fc = {name="Merlinic Hood", augments={'"Fast Cast"+7','CHR+5',}} end
As for the aliases themselves, can do them however you like, that was just an example.Code:function get_sets() include('<char name>-Globals.lua') define_global_sets() end
Can someone help me to make a rule for staff and grip coresponding to the spell i cast,
fire Iv = Equipe firestaff + fire grip
this is what i use in my gearswap include
http://pasted.co/a944d2ca
Thanks!
And what do I do for my mote-based job.luas? I just tried this in a mote job.lua and it didn't work
I used
andCode:function define_global_sets() --~~// Augments Shop \\~~-- -- Fast Cast -- MerlHeadFC = {name="Merlinic Hood", augments={'Mag. Acc.+5','"Fast Cast"+7',}} MerlHandFC = {name="Merlinic Dastanas", augments={'"Fast Cast"+7','"Mag.Atk.Bns."+13',}} MerlFeetFC = {name="Merlinic Crackows", augments={'Mag. Acc.+1','"Fast Cast"+7','CHR+8','"Mag.Atk.Bns."+1',}} -- Magic Burst -- MerlHeadMB = {name="Merlinic Hood", augments={'Mag. Acc.+24 "Mag.Atk.Bns."+24','Magic burst mdg.+10%','CHR+7','"Mag.Atk.Bns."+14',}} MerlFeetMB = {name="Merlinic Crackows", augments={'Mag. Acc.+24 "Mag.Atk.Bns."+24','Magic burst mdg.+8%','INT+2','Mag. Acc.+10',}} -- Magic Acc -- MerlHeadAcc = {name="Merlinic Hood", augments={'Mag. Acc.+24 "Mag.Atk.Bns."+24','"Fast Cast"+1','Mag. Acc.+13',}} MerlHandAcc = {name="Merlinic Dastanas", augments={'Mag. Acc.+25 "Mag.Atk.Bns."+25','"Fast Cast"+6','MND+5','Mag. Acc.+5',}} MerlLegsAcc = {name="Merlinic Shalwar", augments={'Mag. Acc.+20 "Mag.Atk.Bns."+20','"Drain" and "Aspir" potency +6','STR+7','Mag. Acc.+12',}} MerlFeetAcc = {name="Merlinic Crackows", augments={'Mag. Acc.+24 "Mag.Atk.Bns."+24','INT+9','Mag. Acc.+10','"Mag.Atk.Bns."+14',}} -- Drain / Aspir -- MerlHandDA = {name="Merlinic Hood", augments={'Mag. Acc.+14 "Mag.Atk.Bns."+14','"Drain" and "Aspir" potency +10','Mag. Acc.+12',}} MerlLegsDA = {name="Merlinic Shalwar", augments={'Mag. Acc.+20 "Mag.Atk.Bns."+20','"Drain" and "Aspir" potency +6','STR+7','Mag. Acc.+12',}} MerlFeetDA = {name="Merlinic Crackows", augments={'Mag. Acc.+28','"Drain" and "Aspir" potency +11','"Mag.Atk.Bns."+14',}} -- Damage Taken -- MerlHeadDT = {name="Merlinic Hood", augments={'"Mag.Atk.Bns."+17','Damage taken-3%','INT+9','Mag. Acc.+9',}} end
Code:function get_sets() -- Load and initialize the include file. mote_include_version = 0.1 include('Mote-Include.lua') select_default_macro_book() -- Change Default Macro Book At The End -- -- Load helper binds file -- include('levbinds.lua') -- Load helper augments file -- include('levaugs.lua') define_global_sets() end
You shouldn't have to do anything for the Mote-based job luas. Mote-Include.lua will automatically load your User globals if it exists. 'Tis why I specified for the non-Mote files.
idk why you're using a non-integer mote version but, whatever.Code:function get_sets() -- Load and initialize the include file. mote_include_version = 0.1 include('Mote-Include.lua') select_default_macro_book() -- Change Default Macro Book At The End -- -- Load helper binds file -- include('levbinds.lua') -- Load helper augments file -- include('levaugs.lua') end
Ah, okay. I just make my changes to version 2, but maybe I should change that to avoid confusion--if it doesn't end up causing more, lol.
So I am learning to use dlsmd's includes and rewriting a bunch of my current GS, before I do it for all my character's I was wondering if it will function having multiple character's using the includes? or should I make include files for each characters to avoid access and overwrite errors?
all you need to do is have one file for each job and the main include files are able to be used with all of the jobs with out copying them
example:
this is my current WAR.lua
http://pasted.co/e8189c78