Here is my BRD lua, but I'm not getting how that should matter ><
I mean the lua works perfectly if I remove those "test" lines I just put at the beginning of the file.
http://pastebin.com/LuKvdfaF
i forgot to say put this as the vary last line of your gearswap
get_sets()
Yes, now it's working. My lua is working, removing items works, and Gendewitha +1 doesn't get find out as "missing" and gets correctly equipped if I load the connected set.
Now... what does this tell us about the source of this error and why did I never have it before? Something changed within the game? Within Gearswap lua structure? Something else? Why does it "disappear" if I manually equip those hands just once, and why does it affect only that item out of all the possible ones it could affect?
No I meant: now that I correctly put your lines at the end of my get_sets() everything is working as it should, and I'm no longer getting the "gendewitha gages +1 missing" when I validate.
What I'm wondering though is: what is the cause of this issue? And why did it start to happen only in, like, I dunno, the last week or something?
Did something change within the Gearswap addon?
Edit:
I'm particularly tired tonight my english is worse than usual.
To say in other words I meant to say: Why do I need those additional lines you made me write to make it work? I shouldn't need them. I don't need them on all my other luas and I never needed them before in my BRD lua either. So why do I need those lines now to make so Gearswap doesn't think Gendewitha Gages +1 are not in my inventory when they are?
That sounds like a very strange coincidence though dlsmd.
Years of using Gearswap and it never occurred to me ever since before.
Now in the last week it always happens to me, always on the same job, always on the same item?
Hmmm dunno, sounds like something else to me =/
What's even more odd is that Organizer perfectly moves the item into my inventory, yet Gearswap doesn't see it (without your lines, I mean)
this is because gearswap uses its own item list not the same one as Organizer
Organizer uses windower.ffxi.get_items()
gearswap uses a combination of windower.ffxi.get_items() and packets to build its item list
--but its currently missing the item update finished to rebuild the player item lists
I am trying to flesh out my lua and migrate from my old rules and new ones. I cannot get the lua to recongize anything coded on line 975 to 1008. However, it does use the code on 1010 to 1035.Any help would be appreciated.
http://pastebin.com/8DKwYmVA
im not vary good with motes include but as far as i can tell there is nothing that sets state.HasteMode.value to 'Haste2'
you have this in job_setup
state.HasteMode = M{['description']='Haste Mode', 'Haste_15', 'Haste_25' , 'Haste_35', 'Max'}
and then this in user_setup
--state.HasteModeptions('Normal', 'HighHaste', 'MaxHaste')
im not sure why but it probably has something to do with your issue
you can tell what your getting by putting this after line 974
print(state.HasteMode.value)
and then change the if to what you want it to be
I did try to print and it tells me that I am in normal mode. I changed the haste options to Haste2 and still get the same result. Always equips normal! >_<
Edit: I got the state to toggle! Thanks! Now it's not recognizing haste 2 (the spell) at all. ^^;
Edit2: Fixed the spell recognition too! I really appreciate your help! ^^
you cant have multiple functions named the same i.e.
you have 2 job_aftercast's (lines 728 and 788) and job_precast's (lines 710 and 784) so merge them in to one
you also have a midcast(spell) on line 720 why when mots include already uses it you should be using job_midcast(spell, action, spellMap, eventArgs)
I see what you are saying. I did correct the all but the 2 job_aftercasts. I checked the lines that you mentioned but they are two different function unless I am missing something.![]()
the file you posted has
for job_aftercast you have
at line 728
and at line 788Code: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
for job_precastCode:function job_aftercast(spell, action, spellMap, eventArgs) custom_aftermath_timers_aftercast(spell) end
at line 701 (i said 710 my bad)
at line 784Code:function job_precast(spell, action, spellMap, eventArgs) cancel_conflicting_buffs(spell, action, spellMap, eventArgs) end
as far as the midcast one goesCode:function job_precast(spell, action, spellMap, eventArgs) custom_aftermath_timers_precast(spell) end
at line 720 you have
it should beCode:function midcast(spell)
because motes include already uses midcast so you are just over writing that oneCode:function job_midcast(spell, action, spellMap, eventArgs)
you cant do this in any programing language
in lua the second one erases the first one
if your using a different file then what you posted then you can disregard
Oh, I see. Thank you for pointing that out for me. Wouldn't the aftercast and precast of the aftermath be redundant? They are both trying to create an AM timer.
OK. Thank you for your help ^^
I would like some assistance dissecting some code to understand what it's doing. I'll post the code and then list my current understanding/impressions of different parts of the code. Here is the code
1. ([%s%w]+)% --- I partially understand this. %s represents spaces, %w represents alphanumeric characters, the [] surrounding %s and %s represent a set comprised of spaces and alphanumeric characters, the + afterwards looks for a pattern of repeated instances of that set , and the ()s encapsulating them all makes the interpreter capture all the info within the parenthesis and store it all for future use... Am I right so far? Assuming I'm on the right track, what is the final % for? If what I've said so far is wrong, where did I go wrong?Code:if player.target.name then match = original:match(''..player.target.name..' uses ([%s%w]+)% Shot.The '..player.target.name..' take ([%s%w]+)% points of damage.') match2 = original:match(''..player.target.name..' uses '..match..' Shot.The '..player.target.name..' take ([%s%w]+)% points of damage.') add_to_chat(204, '*-*-*-*-*-*-*-*-* [ SHOT = '..match..' for '..match2..' dmg - on '..player.target.name..' ] *-*-*-*-*-*-*-*-*')
2. Is this assigning the values found by ([%s%w]+)% to the match and match2 variables? If so, how? I'm assuming that is being handled by the :match of original:match but I'm not sure if adding :match after original can accomplish that.