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

  1. #5421
    Bagel
    Join Date
    Dec 2012
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    Quote Originally Posted by Sechs View Post
    I love you dlsmd <3
    if there is any help you need ill try to assist


    also i even figured out how o use all of gearswaps commands from my own functions not started by gearswap
    example:
    Code:
    function reg_event.zone_change(new_id,old_id) --zone change event
        reg_event.clear_aggro_count()
        local zones = gearswap.res.zones
        local new_zone = zones[new_id].name
        coroutine.schedule(gearswap.equip_sets:prepare('zone_change',nil,new_zone,zones[old_id].name,cities:contains(new_zone)),(Zone_change_delay or 5))
    end
    reg_event.zone_change_id = windower.raw_register_event('zone change', reg_event.zone_change)
    function zone_change(new,old,city)
        ---------------------------------------
        --new     string    The name of the new zone
        --old     string    The name of the old zone
        --city    boolean   true if new zone is a city
        ---------------------------------------
        --change gear with
        --equip(<setname>)
        ---------------------------------------
        --example: rule (change gear on entering city)
        --if city then
        --  equip(sets.city)
        --end
        ---------------------------------------
        
    end

  2. #5422
    I stick my dick in Crayfish
    Join Date
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    Anyone have a link to a semi-recent/decent RUN gearswap?

  3. #5423
    Bagel
    Join Date
    Dec 2012
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    Quote Originally Posted by Inshiya View Post
    Anyone have a link to a semi-recent/decent RUN gearswap?
    i can only link you to my include but i have not had much time with RUN do do anything with it

  4. #5424
    New Spam Forum
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    FFXIV Character
    Hitome Naoki
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    I would really like to understand how job abilities are handled in GS and the proper syntax for checking their status as well as equipping gear based on certain buffs. My RDM set is fairly good at this: handling both Composure (both when cast on me and on others) and Saboteur. I use an external file (Motes Mapping file) to map out all the spells there and then call them within my LUA. Here is how my RDM is setup:

    RDM:

    function_job_setup:
    Spoiler: show
    Code:
    function job_setup()
        state.Buff.Saboteur = buffactive.Saboteur or false
        state.Buff.Composure = buffactive.Composure or false	
    	update_active_strategems()
    end

    function job_post_midcast:
    Spoiler: show
    Code:
    function job_post_midcast(spell, action, spellMap, eventArgs)
        if spell.skill == 'Enfeebling Magic' and state.Buff.Saboteur then
            equip(sets.buff.Saboteur)
    	elseif spellMap == 'Cure' and spell.target.type == 'SELF' then
                equip(sets.midcast.CureSelf)	
    	elseif spell.skill == 'Enhancing Magic' and buffactive.composure and spell.target.type == 'SELF' then
            if spellMap == 'Temper' then
    			equip(sets.midcast['Enhancing Magic'].Temper)
    		elseif spell.skill == 'Enhancing Magic' and spellMap == 'GainSpells' then
    			equip(sets.midcast['Enhancing Magic'].GainSpells)
    		elseif spell.skill == 'Enhancing Magic' and spellMap == 'BarSpells' then
    			equip(sets.midcast['Enhancing Magic'].BarSpells)	
    		elseif spell.skill == 'Enhancing Magic' and spellMap == 'Regen' then
    			equip(sets.midcast['Enhancing Magic'].Regen)	
    		elseif spell.skill == 'Enhancing Magic' and spellMap == 'Haste' then
    			equip(sets.midcast['Enhancing Magic'].Haste)	
    		elseif spell.skill == 'Enhancing Magic' and spellMap == 'Refresh' then
    			equip(sets.midcast['Enhancing Magic'].Refresh)
    		elseif spell.skill == 'Enhancing Magic' and spellMap == 'EnSpells' then
    			equip(sets.midcast['Enhancing Magic'].EnSpells)	
    		elseif spell.skill == 'Enhancing Magic' and spellMap == 'Protect' then
    			equip(sets.midcast['Enhancing Magic'].Protect)
    		elseif spell.skill == 'Enhancing Magic' and spellMap == 'Protect' then
    			equip(sets.midcast['Enhancing Magic'].Shell)				
    		end
        elseif spell.skill == 'Enhancing Magic' and buffactive.composure and spell.target.type ~= 'SELF' then
            equip(sets.buff.ComposureOther)	
    	elseif spellMap == 'Temper' then
    			equip(sets.midcast['Enhancing Magic'].Temper)
    	elseif spell.skill == 'Enhancing Magic' and spellMap == 'GainSpells' then
    			equip(sets.midcast['Enhancing Magic'].GainSpells)
    	elseif spell.skill == 'Enhancing Magic' and spellMap == 'BarSpells' then
    			equip(sets.midcast['Enhancing Magic'].BarSpells)	
    	elseif spell.skill == 'Enhancing Magic' and spellMap == 'Regen' then
    			equip(sets.midcast['Enhancing Magic'].Regen)	
    	elseif spell.skill == 'Enhancing Magic' and spellMap == 'Haste' then
    			equip(sets.midcast['Enhancing Magic'].Haste)	
    	elseif spell.skill == 'Enhancing Magic' and spellMap == 'Refresh' then
    			equip(sets.midcast['Enhancing Magic'].Refresh)
    	elseif spell.skill == 'Enhancing Magic' and spellMap == 'Protect' then
    			equip(sets.midcast['Enhancing Magic'].Protect)
    	elseif spell.skill == 'Enhancing Magic' and spellMap == 'Protect' then
    			equip(sets.midcast['Enhancing Magic'].Shell)				
    	elseif spell.skill == 'Enhancing Magic' and spellMap == 'EnSpells' then
    			equip(sets.midcast['Enhancing Magic'].EnSpells)				
        end
    end
     
    function job_get_spell_map(spell, default_spell_map)
        if spell.action_type == 'Magic' then
            if spell.skill == 'Enhancing Magic' then
                if spell.english:startswith('En') then
                    return 'EnSpells'
                elseif spell.english:startswith('Refresh') then
                    return 'Refresh'
                elseif spell.english:startswith('Gain') then
                    return 'GainSpells'
                elseif spell.english:startswith('Bar') then
                    return 'BarSpells'
                elseif spell.english:startswith('Temper') then
                    return 'Temper'
                elseif spell.english:startswith('Regen') then
                    return 'Regen'
    			elseif spell.english:startswith('Haste') then
    				return 'Haste'	
    			elseif spell.english:startswith('Aqua') then
    				return 'Aquaveil'	
                end
            end
        end
    end

    The gearsets:
    Spoiler: show
    Code:
    	sets.buff.ComposureOther = {
    		head="Lethargy Chappel +1",neck="Orunmila's Torque",ear1="Etiolation Earring",ear2="Loquacious Earring",
    		body="Lethargy Sayon +1",hands="Lethargy Gantherots +1",ring1="Weatherspoon Ring",ring2="Prolix Ring",
    		back="Sucellos's Cape",waist="Witful Belt",legs="Lethargy Fuseau +1",feet="Lethargy Houseaux +1"}
    Code:
        sets.buff.Saboteur = {hands="Lethargy Gantherots +1"}


    While it looks like a mess, this was pretty much the only way I could get Composure on others and on me to separate themselves. The point is: it works and Saboteur's buff also works properly.

    However, I tried a different approach with BLU and am having a very hard time with getting the AF2 feet that extend Diffusion's duration to equip properly.

    Unlike RDM where all my sets are defined in Mote Mappings, I have mappings defined in the BLU LUA itself.

    The job_setup() function looks like this...

    BLU:
    function job_setup():
    Spoiler: show
    Code:
    function job_setup()
    
    include('Mote-TreasureHunter')
    	
    	state.Buff.ChainAffinity = buffactive.ChainAffinity or false
    	state.Buff.BurstAffinity = buffactive.BurstAffinity or false
    	state.Buff.Efflux = buffactive.Efflux or false
            state.Buff.Diffusion = buffactive.Diffusion or false
        
        blue_magic_maps = {}
        
        -- Mappings for gear sets to use for various blue magic spells.
        -- While Str isn't listed for each, it's generally assumed as being at least
        -- moderately signficant, even for spells with other mods.
        
        -- Physical Spells --
        
        -- Physical spells with no particular (or known) stat mods
        blue_magic_maps.Physical = S{
            'Bilgestorm','Heavy Strike','Battle Dance','Bloodrake','Death Scissors','Dimensional Death',
            'Empty Thrash','Quadrastrike','Sinker Drill','Spinal Cleave','Uppercut','Vertical Cleave',
    		'Amorphic Spikes','Asuran Claws','Barbed Crescent','Claw Cyclone','Disseverment',
            'Foot Kick','Frenetic Rip','Goblin Rush','Hysteric Barrage','Paralyzing Triad',
            'Seedspray','Sickle Slash','Smite of Rage','Terror Touch','Thrashing Assault',
            'Vanity Dive','Body Slam','Cannonball','Delta Thrust','Glutinous Dart','Grand Slam',
            'Power Attack','Quad. Continuum','Sprout Smack','Sub-zero Smash','Benthic Typhoon','Feather Storm','Helldive','Hydro Shot','Jet Stream','Pinecone Bomb','Spiral Spin','Wild Oats','Mandibular Bite','Queasyshroom','Ram Charge','Screwdriver','Tourbillion','Bludgeon','Final Sting'}
    
        -- Magical Spells --
    
        -- Magical spells with the typical Int mod
        blue_magic_maps.Magical = S{
            'Blastbomb','Blazing Bound','Bomb Toss','Cursed Sphere','Dark Orb','Death Ray',
            'Diffusion Ray','Droning Whirlwind','Embalming Earth','Firespit','Foul Waters',
            'Ice Break','Leafstorm','Maelstrom','Rail Cannon','Regurgitation','Rending Deluge',
            'Retinal Glare','Subduction','Tem. Upheaval','Water Bomb','Acrid Stream','Evryone. Grudge',
    		'Magic Hammer','Mind Blast','Eyes On Me','Mysterious Light','Thermal Pulse','Charged Whisker',
    		'Gates of Hades','1000 Needles','Absolute Terror','Actinic Burst','Auroral Drape','Awful Eye','Blank Gaze','Blistering Roar','Blood Drain','Blood Saber','Chaotic Eye','Cimicine Discharge','Cold Wave','Corrosive Ooze','Demoralizing Roar','Digest','Dream Flower','Enervation','Feather Tickle','Filamented Hold','Frightful Roar','Geist Wall','Hecatomb Wave','Infrasonics','Jettatura','Light of Penance','Lowing','Mind Blast','Mortal Ray','MP Drainkiss','Osmosis','Reaving Wind','Sandspin','Sandspray','Sheep Song','Soporific','Sound Blast','Stinking Gas','Sub-zero Smash','Venom Shell','Voracious Trunk','Yawn','Bad Breath','Flying Hip Press','Frost Breath','Heat Breath','Hecatomb Wave','Magnetite Cloud','Poison Breath','Radiant Breath','Self-Destruct','Thunder Breath','Vapor Spray','Wind Breath','Blitzstrahl','Frypan','Head Butt','Sudden Lunge','Tail slap','Temporal Shift','Thunderbolt',
    		'Whirl of Rage'}		
    
       -- Other general buffs
        blue_magic_maps.Healing = S{
            'Magic Fruit','Healing Breeze','Pollen','Restoral','White Wind','Wild Carrot','Plenilune Embrace'}	
     
       -- Other general buffs
        blue_magic_maps.Buffs = S{
            'Amplification','Animating Wail','Battery Charge','Carcharian Verve','Cocoon',
            'Erratic Flutter','Exuviation','Fantod','Feather Barrier','Harden Shell',
            'Memento Mori','Nat. Meditation','Occultation','Orcish Counterstance','Refueling',
            'Regeneration','Saline Coat','Triumphant Roar','Warm-Up','Winds of Promyvion',
            'Zephyr Mantle','Barrier Tusk','Diamondhide','Magic Barrier','Metallic Body','Plasma Charge','Pyric Bulwark','Reactor Cool','Mighty Guard'}
            
        -- Spells that require Unbridled Learning to cast.
        unbridled_spells = S{
            'Absolute Terror','Bilgestorm','Blistering Roar','Bloodrake','Carcharian Verve',
            'Crashing Thunder','Droning Whirlwind','Gates of Hades','Harden Shell','Mighty Guard','Polar Roar',
            'Pyric Bulwark','Thunderbolt','Tourbillion','Uproot'}	
    
    end

    function job_post_midcast:
    Spoiler: show
    Code:
    function job_post_midcast(spell, action, spellMap, eventArgs)
        if blue_magic_maps.Physical:contains(spell.English) and state.Buff.Efflux then
    		equip(sets.buff.Efflux)
    		elseif blue_magic_maps.Physical:contains(spell.English) then
    		equip(sets.midcast.Physical)
    	elseif blue_magic_maps.Magical:contains(spell.English) and state.Buff.ChainAffinity then
    		equip(sets.buff.ChainAffinity)
    		elseif blue_magic_maps.Magical:contains(spell.English) then
    		equip(sets.midcast.Magical)
    	elseif blue_magic_maps.Buffs:contains(spell.English) and state.Buff.Diffusion then
    		equip(sets.buff.Diffusion)
    		elseif blue_magic_maps.Buffs:contains(spell.English) then
    		equip(sets.midcast.Buffs)		
    	elseif blue_magic_maps.Healing:contains(spell.English) then
    		equip(sets.midcast.Healing)
    	end
    end

    The gearsets:
    Spoiler: show
    Code:
    	sets.buff.Diffusion = {feet="Luhlaza Charuqs +1"}


    No matter what I do, it will not equip Luhlaza Charuqs +1 when Diffusion is active and a buff is being cast. Instead, it defaults to the base sets.midcast.Buffs equipment.

    Any ideas? Should I just stick to using the Mote Mappings file to map spells?

  5. #5425
    Bagel
    Join Date
    Dec 2012
    Posts
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    as i know vary little about motes include system i cant help you
    --im doing this so that you know im almost useless for your request

  6. #5426
    New Spam Forum
    Join Date
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    Hitome Naoki
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    Darn. You've always been a big help, dlsmd! Maybe I should see if Diffusion is even listed as a buff in Mote's libraries.

    Edit: Looks like it's handled in Mote-Includes here:

    Code:
    function precast(spell)
        if state.Buff[spell.english] ~= nil then
            state.Buff[spell.english] = true
        end
        handle_actions(spell, 'precast')
    end
    
    function midcast(spell)
        handle_actions(spell, 'midcast')
    end
    
    function aftercast(spell)
        if state.Buff[spell.english] ~= nil then
            state.Buff[spell.english] = not spell.interrupted or buffactive[spell.english] or false
        end
        handle_actions(spell, 'aftercast')
    end
    And defined in Windower's buffs.lua here:

    Code:
        [356] = {id=356,en="Diffusion",ja="ディフュージョン",enl="Diffusion",jal="ディフュージョン"},
    Odd that it won't work for Diffusion, though, when it works for Saboteur and Composure.

  7. #5427
    Bagel
    Join Date
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    Quote Originally Posted by HitomeOfBismarck View Post
    Darn. You've always been a big help, dlsmd! Maybe I should see if Diffusion is even listed as a buff in Mote's libraries.

    Edit: Looks like it's handled in Mote-Includes here:

    Code:
    function precast(spell)
        if state.Buff[spell.english] ~= nil then
            state.Buff[spell.english] = true
        end
        handle_actions(spell, 'precast')
    end
    
    function midcast(spell)
        handle_actions(spell, 'midcast')
    end
    
    function aftercast(spell)
        if state.Buff[spell.english] ~= nil then
            state.Buff[spell.english] = not spell.interrupted or buffactive[spell.english] or false
        end
        handle_actions(spell, 'aftercast')
    end
    And defined in Windower's buffs.lua here:

    Code:
        [356] = {id=356,en="Diffusion",ja="ディフュージョン",enl="Diffusion",jal="ディフュージョン"},
    Odd that it won't work for Diffusion, though, when it works for Saboteur and Composure.
    well
    1. this state.Buff[spell.english] checks spell name not buff name and there is no spell names "Diffusion"
    2. even this buffactive[spell.english] checks spell name and there is no spell called "Diffusion"

  8. #5428
    Relic Shield
    Join Date
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    In the past there was a problem with diffusion and spells used with unbridaled. I remember mighty guard specifically had an issue, to fix it u had to go into the gearswap file that talks about it and add mighty guard or something. I cant recall exactly. Maybe a mistake got put in there again?

  9. #5429
    New Spam Forum
    Join Date
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    Hitome Naoki
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    Quote Originally Posted by Trumpy View Post
    In the past there was a problem with diffusion and spells used with unbridaled. I remember mighty guard specifically had an issue, to fix it u had to go into the gearswap file that talks about it and add mighty guard or something. I cant recall exactly. Maybe a mistake got put in there again?
    This makes sense. I should have tested Diffusion with something like Battery Charge or Erratic Flutter. I'll have to find out how to deal with Unbridled, though. Will do some testing when I get home.

  10. #5430
    Old Merits
    Join Date
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    Asura
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    The solution I've found is to add an extra conditonal to precast & midcast for checking if Diffusion is active for any magic cast. Probably far from the most CPU efficient, but it works every time this way at least ^^;; Bonus: I can pretty easily understand what is going on when reading thru the coding XD

  11. #5431
    Melee Summoner
    Join Date
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    Hello again! I am attempting get my lua to index my custom Climactic flourish for when the buff is active and rudra is being used. So far, I am able to change gear as intended but when I try the //gs equip function it says the set does not exist. I am not too sure what I've done! Do you happen to know how to get it to recognize the set?

    http://pastebin.com/zgVGQ402

  12. #5432
    Bagel
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    Quote Originally Posted by Rikimarueye View Post
    Hello again! I am attempting get my lua to index my custom Climactic flourish for when the buff is active and rudra is being used. So far, I am able to change gear as intended but when I try the //gs equip function it says the set does not exist. I am not too sure what I've done! Do you happen to know how to get it to recognize the set?

    http://pastebin.com/zgVGQ402
    whats the full command your tying to use
    is it //gs equip :
    sets.buff['Climactic Flourish']
    or
    sets.buff.Climactic Flourish

    what im betting is its the space in 'Climactic Flourish' thats causing your issue gearswap would need a fix to correct this

  13. #5433
    Melee Summoner
    Join Date
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    //gs equip sets.precast.WS["Rudra's Storm"].CF

    That's what I am trying to do. I am trying also:

    sets.precast.WS["Rudra's Storm"]

    and it says they do not exist. On that note, I did try other WSs precast and they worked fine.

  14. #5434
    Bagel
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    Quote Originally Posted by Rikimarueye View Post
    //gs equip sets.precast.WS["Rudra's Storm"].CF

    That's what I am trying to do. I am trying also:

    sets.precast.WS["Rudra's Storm"]

    and it says they do not exist. On that note, I did try other WSs precast and they worked fine.
    it must be the space in "Rudra's Storm"

  15. #5435
    BG Content
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    //gs equip sets.precast.WS[\"Rudra's Storm\"].CF

    The windower console screws with double quotes unless you escape them using \

  16. #5436
    Bagel
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    Quote Originally Posted by Byrthnoth View Post
    //gs equip sets.precast.WS[\"Rudra's Storm\"].CF

    The windower console screws with double quotes unless you escape them using \
    i did not know that
    i guess i was wrong

  17. #5437
    Melee Summoner
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    Oh, phew! Thank you both for helping me. It works perfectly fine with Byrths' suggestion. ^^

  18. #5438
    Rio
    Rio is offline
    RIDE ARMOR
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    I don't suppose anyone knows how I would write a keybind for gearswap that would allow me to bind !F1 to use Cure with the subtarget plugin?

    This is what I think it should look like... but it doesn't seem to like it....

    send_command('bind !f1 input //send @PLD /target <stal>; //send @PLD /con sta go @PLD Cure ')

    Thanks for the help in advance!

  19. #5439
    Relic Shield
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    Im not great at coding, but I use a macro for that kind of thing. Curing what i subtargetted. though with your code i would guess it would send the whole command at once. In macro it wont go to the next line til you click that subtarget but in command form i think it might bring up the subtarget but execute that next part right away.

    My macro on my main to send the cure command to my mule to who i want is:
    Code:
    /target <stal>
    /con sta go mulename Cure
    notice it says "go mulename" not @mulename, Im not sure if the @ is necessary?

    Code:
    send_command('bind !f1 input //send @PLD /target <stal>; //send @PLD /con sta go @PLD Cure ')
    whats confusin me is you are making a bind to use the Send addon to send a command for SubTarget to other window to send a command back to you (or to another mule) ? So on the second character a subtarget would pop up... are you going to switch to it to select what target? wouldnt it be better to just put the subtarget command on that window instead of sending to it?

    Also for commands that arent official ffxi commands you dont have to use input or //s.

    Example:

    Windower command: "send @others /echo Boobs!" "send @others /p Boobs!" "send @others Cure me"

    Official FFXI command: "input /echo Boobs!" "input /p Boobs!" "input /ma "Cure" <me>"

    @others is any other ffxi window, not character specific.

  20. #5440
    Puppetmaster
    Join Date
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    Does anyone know off the top of their head what kind of issue would cause me to need to unload and reload gearswap in order to get Motenten's obi functionality to start working again? It seems to only happen after job changing, perhaps only certain job changes. My PLD and BLU luas aren't motenten, everything else is. I never used to get this error but now it shows up pretty often. Namely, it started showing up around 1 week ago from now.

    It'll report a nil value on "ElementalObi" from "gear.ElementalObi.name = obi_name or gear.default.obi_waist or """ in Mote-Utility.lua. An obi is assigned to each element in mote-mappings.lua, gear.default.obi_waist is defined in my job.luas, and I use waist=gear.ElementalObi in many gearsets just like I always have, those three things haven't changed. I have compartmentalized my job.luas though in order to incorporate sidecar gear files and I added my own small custom include to my PLD and BLU luas, though my include doesn't have an obi system in it at all.

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