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  1. #521
    Smells like Onions
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    Hey Mote

    I modified your Cor.lua to work for my rng (works great so far), i notice that you have a precast rangedattack and a midcast rangedattack, is there a command in gs where you can see the gear swaps in chat?

    Thanks

  2. #522
    Chram
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    //gs showswaps

  3. #523
    So hard we fuck rocks
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    Mote, When I enter a town my Town Idle gear isn't getting equipped (this won't be such a big deal when they add in the vanity armor thingie)

    I assume Gearswap still feels like i have a pet, since it puts me in my field idle set w/ pet. (this does only happen when I leave the field with my auto still activated. If I deactivate, then zone, it seems to work)

    Not sure how gearswap is registering this, Just add in another town idle set with the pet funcionality? and mirror my regular town idle?

  4. #524
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    Quote Originally Posted by puschkin43 View Post
    Hi!

    I'm getting also a spam message in the Mote SMN.lua...

    SMN.lua:315: attempt to index field 'Avatar' (a nil value)

    I'm getting it as soon as the pet attacks.

    swaps to midcast magical BP seems not to work...maybe because of the error?!
    Quote Originally Posted by solkanar View Post
    Getting the same error myself. It comes up every time I engage a mob. Still swapping gear correctly for any actions I do but spams the console with this message every time I hit attack.

    edit: The mesage keeps hitting the console if the mob is out of range too
    Using Byrth's Dnc.lua and getting spammed with:
    Cambion_Dnc.lua:171: attempt to index 'name' (a nil value)
    Tried unloading my edit'd file, and used the original of Byrth', same thing.
    Loaded Motenten's, no message spam, but no gear swaps of any kind.

    Tried altering the name of the file to just Dnc.lua without my name, no change.

    Using Byrth's lua from examples folder, it will equip all of the correct gear upon engaging, as well as correct Job Ability/WS gear, but doesn't change any gear when disengaged, idle or after defeating a mob.

    The console spam begins when I engage out of range, and will continue as long as I'm out of range.

    Update:
    Solved most(all?) of my issues by simply updating all 5 of the additional files. (Globals, Include, Mappings, SelfCommands, & Utility)

    Recommend starting there, for anyone having issues after today's updates.

  5. #525
    Chram
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    Quote Originally Posted by shepardG View Post
    Mote, When I enter a town my Town Idle gear isn't getting equipped (this won't be such a big deal when they add in the vanity armor thingie)

    I assume Gearswap still feels like i have a pet, since it puts me in my field idle set w/ pet. (this does only happen when I leave the field with my auto still activated. If I deactivate, then zone, it seems to work)

    Not sure how gearswap is registering this, Just add in another town idle set with the pet funcionality? and mirror my regular town idle?
    Gearswap doesn't do anything on zone (except clear some vars). You should end up in the same gear you were in outside of town, no matter what it was. You need to F12 (update) to get town gear on.

  6. #526
    So hard we fuck rocks
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    Um, does gear collector work with gearswap?

  7. #527
    Sea Torques
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    Not directly, but there is a command "//gs export sets xml" that will save all sets (for current job) in a dummy spellcast xml (you fill find the file in Windower\addons\GearSwap\export).
    Just copy the file in Windower\plugins\spellcast and rename to job.xml

  8. #528
    So hard we fuck rocks
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    Swweeet

  9. #529
    CoP Dynamis
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    Is there some way to enable debug messages or something similar?

    I've messed with both BLU templates in the Shop thread and can't get either to behave properly. The first seems to skip half of the gear swap actions (and equip the wrong sets when it doesn't), and the second doesn't appear to do anything, even once the include files have been added.

  10. #530
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    With //gs showswaps you can see what's happening. I've double checked the blu script and it is working. Probably dumb question, but do you have blinkmenot active?

    edit: I've uploaded the script again, if you uncomment like 266 you can check if the correct blue spell category is picked (like BlueCure), it returns an error if the spell doesnt have any sepecific sets (ex. Animating Wail)

  11. #531
    CoP Dynamis
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    I can't seem to get the Doom set to trigger in your NIN.lua Mote, i tried adding it to PLD and it wouldn't work, so i had a NIN try it using your file, and it didn't seem to equip the ring after doom received for them either, even after hitting F12. Its an interesting function, if it could be made to work!

  12. #532
    Chram
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    It might need to be "Doomed" instead of "Doom". Can't really test it right at the moment, unfortunately.

  13. #533
    CoP Dynamis
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    Its no rush, its not terribly important its just a nice function to have so i thought you may want to know it doesn't work properly as is.

  14. #534
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    Hey Mote,
    Spoke to Byrth about this in Dnc forums, but didn't quite get it resolved, know you're both busy.

    Was looking for the proper way to include an automatic Presto Macro for Steps, that triggers when Finishing moves are below 3.
    I'm using your Dnc.Lua, with a sidecar for gear as recommended by Fiv.

    Byrth offered me the following code:
    if windower.wcmatch(spell.name,'*step') and not buffactive.presto and player.main_job_level > 77 and (not buffactive['Finishing Move 3'] and not buffactive['Finishing Move 4'] and not buffactive['Finishing Move 5']) then
    cast_delay('2')
    send_command('input /ja "Presto" <me>')
    end
    And told me, "Also, this code should be in the pretarget function, but your gear changes for Steps should be in the precast function."

    Issue I ran into was neither his Dnc.lua nor yours appears to have a pretarget section.
    So, I searched around and pulled one from another gearswap and inserted:
    function job_pretarget(spell, action, spellMap, eventArgs)
    if windower.wcmatch(spell.name,'*step') and not buffactive.presto and player.main_job_level > 77 and (not buffactive['Finishing Move 3'] and not buffactive['Finishing Move 4'] and not buffactive['Finishing Move 5']) then
    cast_delay('2')
    send_command('input /ja "Presto" <me>')
    end
    end

    but couldn't get it to work, was getting (a nil value) error at the wcmatch line.

    Second request is far less important, and probably more simple.
    For Waltz 3, I'd like to use Set A if engauged. (Anwig Salade)
    Set B if I'm idle. (Tiara+2)

    :/ and there's a third thing.
    Mote, your Dnc.lua doesn't have auto cancels for Saber/Fan Dance's based on Waltz/Sambs's respectively.
    Byrth's does, so I tried inserting his rules into your .lua as follows:
    Code:
    function precast(spell,act)
    	cast_delay(0)
    	if sets.JA[spell.name] then
    		if spell.name == 'Trance' and buffactive['saber dance'] then
    			send_command('cancel 410')
    		end
    		equip(sets.JA[spell.name])
    	elseif sets.WS[spell.name] then
    		if sets.WS[spell.name][atk_lvl] then
    			equip(sets.WS[spell.name][atk_lvl])
    		end
    	elseif spell.type=='Jig' then
    		equip(sets.JA.Jig)
    		if spell.name == 'Spectral Jig' and buffactive.sneak then
    			send_command('cancel 71')
    		end
    	elseif spell.type=='Samba' then
    		if buffactive['fan dance'] then
    			send_command('cancel 411')
    		end
    		equip(sets.JA.Samba)
    	elseif spell.type=='Waltz' then
    		if buffactive['saber dance'] then
    			send_command('cancel 410')
    		end
    		equip(sets.JA.Waltz)
    	elseif spell.type=='Step' then
    		equip(sets.JA.Step)
    	elseif string.find(spell.name,'Utsusemi') then
    		equip(sets.MA.Utsusemi)
    	elseif string.find(spell.name,'Monomi') then
    		send_command('@wait 1.7;cancel 71')
    	end
    But that wouldn't work either.

    Thanks/sorry/etc

  15. #535
    Hydra
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    Bismarck

    Not able to get the gear.elementalbelt and cape to work properly... only tried in the RDM lua but it wasn't swapping to anything at all.

  16. #536
    Chram
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    Cambion: It won't work because pretty much all of it is wrong. Will try to break down details later.

  17. #537
    Chram
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    Cambion followup: Not only are you doing some things wrong, Gearswap is also doing some things wrong. It's a bit of a mess to untangle, so for right now the only feasible way to do what you want is to use cancel_spell (or eventArgs.cancel) and send the complete command sequence: send_command('/ja Presto <me>; wait 1.5; /ja "'..spell.name..'" '..spell.target.name). Be careful about infinite loops.

    And no, none of my stuff does auto-buff cancelling.

  18. #538
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    Quote Originally Posted by arshesney View Post
    With //gs showswaps you can see what's happening. I've double checked the blu script and it is working. Probably dumb question, but do you have blinkmenot active?

    edit: I've uploaded the script again, if you uncomment like 266 you can check if the correct blue spell category is picked (like BlueCure), it returns an error if the spell doesnt have any sepecific sets (ex. Animating Wail)
    Thanks. That should be enough.

    And no, I don't use BlinkMeNot, but it was a good thought.

  19. #539
    Chram
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    Quote Originally Posted by Cambion View Post
    Hey Mote,
    Spoke to Byrth about this in Dnc forums, but didn't quite get it resolved, know you're both busy.

    Was looking for the proper way to include an automatic Presto Macro for Steps, that triggers when Finishing moves are below 3.
    I'm using your Dnc.Lua, with a sidecar for gear as recommended by Fiv.
    All right.


    Quote Originally Posted by Cambion View Post
    Byrth offered me the following code:
    Code:
    if windower.wcmatch(spell.name,'*step') and not buffactive.presto and player.main_job_level > 77 and (not buffactive['Finishing Move 3'] and not buffactive['Finishing Move 4'] and not buffactive['Finishing Move 5']) then
        cast_delay('2')
        send_command('input /ja "Presto" <me>')
    end
    And told me, "Also, this code should be in the pretarget function, but your gear changes for Steps should be in the precast function."

    Issue I ran into was neither his Dnc.lua nor yours appears to have a pretarget section.
    There's no pretarget function in the provided files because nothing is being done that needs to go in the pretarget function. If you need to add something to pretarget (or any other function not explicitly provided), obviously you need to add that function. For mine, check the Template.lua file, as it should have all (or at least most) of all possible functions for use within a job file.


    Quote Originally Posted by Cambion View Post
    So, I searched around and pulled one from another gearswap and inserted:
    Code:
    function job_pretarget(spell, action, spellMap, eventArgs) 
        if windower.wcmatch(spell.name,'*step') and not buffactive.presto and player.main_job_level > 77 and (not buffactive['Finishing Move 3'] and not    buffactive['Finishing Move 4'] and not buffactive['Finishing Move 5']) then 
            cast_delay('2') 
            send_command('input /ja "Presto" <me>') 
        end 
    end
    but couldn't get it to work, was getting (a nil value) error at the wcmatch line.
    Wildcard matches (wcmatch() function) are almost never a good idea. They're there solely for those who have no idea how to do comparisons outside of what they learned in Spellcast.

    For this purpose, what you want is:
    Code:
        if spell.type == 'Step' then
            ...
        end

    The main job level check is probably irrelevant, but if you do any level capped stuff might as well leave it in. Beyond that, we also want to check Presto's recast time, since you can try another step while Presto is still on cooldown.

    So, before doing this, we need to check:

    Are we trying to use a step?
    Are we at a level appropriate for using Presto?
    Is Presto available to use? (this also duplicates the check for if we have the buff active, since if we do then cooldown will also be above 0)
    Do we have fewer than 3 finishing moves?

    Code:
    function job_pretarget(spell, action, spellMap, eventArgs)
    	if spell.type == 'Step' then
    		local allRecasts = windower.ffxi.get_ability_recasts()
    		local prestoCooldown = allRecasts[236]
    		local under3FMs = not buffactive['Finishing Move 3'] and not buffactive['Finishing Move 4'] and not buffactive['Finishing Move 5']
    		
    		if player.main_job_level >= 77 and prestoCooldown < 1 and under3FMs then
    			cast_delay(1.1)
    			send_command('input /ja "Presto" <me>')
    		end
    	end
    end
    There were a couple bugs in Gearswap that prevented this from working properly before. They've been fixed now, so this should be fine.



    Quote Originally Posted by Cambion View Post
    Second request is far less important, and probably more simple.
    For Waltz 3, I'd like to use Set A if engauged. (Anwig Salade)
    Set B if I'm idle. (Tiara+2)
    Since you're using my includes, I'd do this:

    Sets:
    Code:
        sets.precast.Waltz = {standard waltz gear with Salade}
        sets.precast.Waltz.Idle = set_combine(sets.precast.Waltz, {head="Etoile Tiara +2"})
        sets.precast.Waltz['Healing Waltz'] = {head="Anwig Salade"}
    Rules:
    Code:
    function job_precast(spell, action, spellMap, eventArgs)
        if spell.type == 'Waltz' and player.status == 'Idle' then
            classes.CustomClass = 'Idle'
        end
    end
    Note: Need to update to the latest Mote-Include to be sure it handles custom classes on ability types. I'd been messing with this off and on, so might as well settle on a final form.



    Quote Originally Posted by Cambion View Post
    :/ and there's a third thing.
    Mote, your Dnc.lua doesn't have auto cancels for Saber/Fan Dance's based on Waltz/Sambs's respectively.
    Byrth's does, so I tried inserting his rules into your .lua as follows:
    Code:
    function precast(spell,act)
    	cast_delay(0)
    	if sets.JA[spell.name] then
    		if spell.name == 'Trance' and buffactive['saber dance'] then
    			send_command('cancel 410')
    		end
    		equip(sets.JA[spell.name])
    	elseif sets.WS[spell.name] then
    		if sets.WS[spell.name][atk_lvl] then
    			equip(sets.WS[spell.name][atk_lvl])
    		end
    	elseif spell.type=='Jig' then
    		equip(sets.JA.Jig)
    		if spell.name == 'Spectral Jig' and buffactive.sneak then
    			send_command('cancel 71')
    		end
    	elseif spell.type=='Samba' then
    		if buffactive['fan dance'] then
    			send_command('cancel 411')
    		end
    		equip(sets.JA.Samba)
    	elseif spell.type=='Waltz' then
    		if buffactive['saber dance'] then
    			send_command('cancel 410')
    		end
    		equip(sets.JA.Waltz)
    	elseif spell.type=='Step' then
    		equip(sets.JA.Step)
    	elseif string.find(spell.name,'Utsusemi') then
    		equip(sets.MA.Utsusemi)
    	elseif string.find(spell.name,'Monomi') then
    		send_command('@wait 1.7;cancel 71')
    	end
    But that wouldn't work either.

    Thanks/sorry/etc
    First: don't set cast_delay to 0. That will override what you did to make automatic Presto work.

    Second: Take out every one of those equip() commands. They're all handled automatically by the include.

    Third: Don't make your conditionals depend on the set existing; that's handled by the main include. You should only ever be checking spell info.

    Fourth: All these cancels should go in their own function, rather than be a direct part of precast().

    Fifth: You shouldn't have inserted precast(); it should be job_precast().

    Since you're combining it with the above request on waltzes, it should be something like this:

    Code:
    function job_precast(spell, action, spellMap, eventArgs)
        if spell.type == 'Waltz' and player.status == 'Idle' then
            classes.CustomClass = 'Idle'
        end
        
        cancel_conflicting_buffs(spell, action, spellMap, eventArgs)
    end
    
    
    function cancel_conflicting_buffs(spell, action, spellMap, eventArgs)
    	if spell.name == 'Spectral Jig' and buffactive.sneak then
    		send_command('cancel sneak')
    	elseif (spell.name == 'Trance' or spell.type=='Waltz') and buffactive['saber dance'] then
    		send_command('cancel saber dance')
    	elseif spell.type=='Samba' and buffactive['fan dance'] then
    		send_command('cancel fan dance')
    	elseif spell.name:startswith('Monomi') then
    		send_command('@wait 1.7;cancel sneak')
    	elseif spell.name == 'Utsusemi: Ichi' then
    		send_command('@wait 1.7;cancel copy image*')
    	end
    end
    Note: assuming use of the cancel addon, which lets you specify buffs by name. Also, not entirely sure on the utsusemi rule.

    I'll actually add this as a utility function for general use.

  20. #540
    Chram
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    Something that's been bugging me for a while:

    CustomMeleeGroups is done differently than the other custom groups, and in a way that doesn't match up with the pattern for pretty much all other set construction. I didn't like it, but also wasn't entirely sure that changing it to match up with the rest would be better. However recent feedback has tipped me towards the side of revising this.

    Essentially, CustomMeleeGroups was fulfilling two separate use cases: Changes in fundamental combat setup (eg: Footwork, Ionis' Save TP for sam, dual wield vs single wield, etc), and transitory adjustments to gear sets that may also stack with each other (eg: Impetus, Hundred Fists, Innin, etc). Some of these work better at the base of the set construction, some of them work better appended to the end.

    So, the real fix was to realize that these were two separate roles being filled by the same variable, and split the variable up. This also makes it a lot easier to design for jobs with variable combat forms (eg: pld, rdm, blu).

    The base form has been assigned to a state variable: state.CombatForm. The custom groups have been adjusted to be added to the end of the set construction.

    At the same time, I'm going to move TPWeapon into the state table, as state.CombatWeapon, since having it sitting out as an isolated variable isn't really very good.

    Final set design order:

    sets.engaged[state.CombatForm][state.CombatWeapon][state.OffenseMode][state.DefenseMode][classes.CustomMeleeGroups{}]


    These changes will only be pushed to my dev branch for now, if anyone wants to look at it or try it out. Once I've revised all my job files to work with it, and have tested it out some, will push to live.

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