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

  1. #5481
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    Quote Originally Posted by Trumpy View Post
    I have had that crash in many different zones. and I have had it just doin gs reload as well as the changin jobs. for some reason tho my file loads up twice when i change job. im not sure why this happens though. Usually happens when im done writing a file and am finally going to actually do something for max irony.

    I noticed today when i do emotes it tries to do them twice now. one errors though and other goes thru like normal. im not sure if this is related to commenting those things out or what. i only noticed it today after i had commented them out. Man I cant wait til i get a new PC, this one is driving me Pamamas
    Try turning off Shortcuts addon.. Sounds like input might be getting duplicated by it?

  2. #5482
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    ugh if its shortcuts imma die

  3. #5483
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    It's because you probably register an incoming chunk event in your files. This problem is about 2 years old. The flow is something like this:

    * Packet comes in
    * Windower v4 grabs all the plugins that have requested to be notified when a packet comes in, first of which should be LuaCore, and starts passing it to them sequentially
    * LuaCore grabs all addons that have registered incoming chunk events, and starts passing it to them sequentially
    * It hits GearSwap and there is a job change packet.
    * GearSwap unloads your old user file and unregisters all events before loading your new user file and registering the new events.
    * LuaCore keeps calling incoming chunk events and eventually it hits your unregistered event, which it can't find and doesn't handle. (IIRC newly registered events can also cause problems for similar reasons.)
    * Stack overflow/underflow/failure. (IIRC Arcon added "//lua m" so I could trace this)
    * Eventually (not necessarily immediately) it blows up and you crash.

    My solution has been to unload my files before I change jobs.

  4. #5484
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    Could you not have a workaround where your gearswap file parses commands from //gs c {command} {args} that are incoming from an addon you wrote elsewhere that is always running with a registered incoming chunk event thus eliminating your gearswap itself needing it? I realize this could potentially add delay or be a bit out of sync (correct me if I'm wrong), but it could "solve" the problem.

    Another workaround would be to have autoexec unload gearswap when you enter a mog house or target/interact with a nomad moogle, but i'm sure that in itself has problems.

  5. #5485
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    Quote Originally Posted by Casey_ View Post
    Could you not have a workaround where your gearswap file parses commands from //gs c {command} {args} that are incoming from an addon you wrote elsewhere that is always running with a registered incoming chunk event thus eliminating your gearswap itself needing it? I realize this could potentially add delay or be a bit out of sync (correct me if I'm wrong), but it could "solve" the problem.

    Another workaround would be to have autoexec unload gearswap when you enter a mog house or target/interact with a nomad moogle, but i'm sure that in itself has problems.
    yes you can

    if you're checking packets as long as your not working with these ones
    0x00A,0x00B,0x00E,0x01B,0x01D,0x01E,0x01F,0x020,0x 037,0x044,0x050,0x053,0x05E,0x061,0x062,0x063,0x06 7,0x068,0x076,0x0DF,0x0E2,0x117
    and if it is an incoming packet
    you could do this
    Code:
    gearswap.parse.i[packetid] = function (data)
        ----your code
    end
    packetid = the id of the packet you want to do something with
    how ever you cant change the incoming packet data (i dont recommend do this from inside gearswap anyways)

    also try not to use
    windower.register_event
    try to use
    windower.raw_register_event
    whenever possible

  6. #5486
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    What's the scope of any custom tables I create? Ex, if I do sets.Blabla = {whatever} in init_gear_sets(), is it valid for that function only, or the entire lua? Do I have to define it in the code before I try to use it, or is it like Java where I can define it anywhere (even at the bottom of the block)?

  7. #5487
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    Quote Originally Posted by Subadai View Post
    What's the scope of any custom tables I create? Ex, if I do sets.Blabla = {whatever} in init_gear_sets(), is it valid for that function only, or the entire lua? Do I have to define it in the code before I try to use it, or is it like Java where I can define it anywhere (even at the bottom of the block)?
    all tables are global except for those preceded by local
    example
    Code:
    a = {}--global
    local a = {}--local
    and even if you have a global table and you make a local table with the same name you will get the tables in this priority
    1. local
    2. global (only if a local of the same name does not exist)

    if you have this issue you need to check your global with _G.<your table name> or _G[<your table name string/number>]

    here is more info you might need http://pastebin.com/GLdhjSuR

  8. #5488
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    Quote Originally Posted by Casey_ View Post
    Could you not have a workaround where your gearswap file parses commands from //gs c {command} {args} that are incoming from an addon you wrote elsewhere that is always running with a registered incoming chunk event thus eliminating your gearswap itself needing it? I realize this could potentially add delay or be a bit out of sync (correct me if I'm wrong), but it could "solve" the problem.

    Another workaround would be to have autoexec unload gearswap when you enter a mog house or target/interact with a nomad moogle, but i'm sure that in itself has problems.
    As I said, I unload gearswap before I change jobs and it avoids the issue.

    Pushing things through the addon command event would work as long as the user doesn't register an addon command event, in which case it would have exactly the same problem that incoming chunk has. It's really just a design flaw within LuaCore. Considering this problem has existed for 2 years and this is the first time I've seen it mentioned in the wild, I didn't feel it was worth the effort and thought there was a pretty good chance that LuaCore would be fixed instead.

  9. #5489
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    I often have problem for a long while before sayin anything. I have had the double loading of a file for a while, but only the last few months have had the crashing (it also crashes when i just //gs reload) so i might not have linked the two.

    Well when i emote it no longer throws the emote twice (with one erroring out) so not sure what was causing that but it seems cured.

    My cor file i was workin on for mule seems to have issues with equipping two rings with the same name. When i load the file it initially puts both on fine, but after I do a JA (a roll ) which puts on luzaf ring it doenst want to put on both rings again. It just does one and leaves Luzaf ring on. took me a bit to figure out it was a same ring name thing. so i just put a rajas ring in there and its putting both of them on. Not sure how long this has been goin on since I dont think i use two of the same named rings in most my files except for WSes which seem to handle it fine.

  10. #5490
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    Quote Originally Posted by Trumpy View Post
    My cor file i was workin on for mule seems to have issues with equipping two rings with the same name. When i load the file it initially puts both on fine, but after I do a JA (a roll ) which puts on luzaf ring it doenst want to put on both rings again. It just does one and leaves Luzaf ring on. took me a bit to figure out it was a same ring name thing. so i just put a rajas ring in there and its putting both of them on. Not sure how long this has been goin on since I dont think i use two of the same named rings in most my files except for WSes which seem to handle it fine.
    have you tried to put your rings in different bags
    then tried to select a specific bag to look in like this
    Code:
    sets.<setname> = {ring1={name="luzaf ring",bag="wardrobe"},
                      ring2={name="luzaf ring",bag="wardrobe2"}
                     }

  11. #5491
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    hmm I hadnt tried that, didnt know you could even lol. I did try a priority thing but it didnt work out. I'll have to give it a try

  12. #5492
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    Anyone have a short GS script for skilling up offensive magic, like Divine/Enfeebling/Elemental?

    Something that will just let me attack uragnites, cast refresh on myself, and spam low cost spells.

    *Edit:

    Also, I'm new to GS, so just figuring it out. Got the script to be able to toggle through my various TP sets. But what's the basic command for just changing what set to swap to (like changing straight to my DT set, or MDT, instead of having to toggle through the variables)?

  13. #5493
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    Quote Originally Posted by Trumpy View Post
    hmm I hadnt tried that, didnt know you could even lol. I did try a priority thing but it didnt work out. I'll have to give it a try
    im not sure if it will work as i have never tried it

    Quote Originally Posted by Inshiya View Post
    Anyone have a short GS script for skilling up offensive magic, like Divine/Enfeebling/Elemental?

    Something that will just let me attack uragnites, cast refresh on myself, and spam low cost spells.
    the only skillup tool for gearswap is mine but it only does spells that can be used outside of battle

    Quote Originally Posted by Inshiya View Post
    Also, I'm new to GS, so just figuring it out. Got the script to be able to toggle through my various TP sets. But what's the basic command for just changing what set to swap to (like changing straight to my DT set, or MDT, instead of having to toggle through the variables)?
    all the gearswap commands/function/variable data is in here
    GearSwap\beta_examples_and_information\Variables.x lsx
    all the advanced set info is here
    GearSwap\beta_examples_and_information\Advanced sets tables.txt

  14. #5494
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    Great, so still running into the following problem:

    I can jump straight to equipping a set via //gs equip sets.TP.Standard for example (to equip my standard set).

    But my problem is that my script right now swaps me back to whatever set my index is set for after each action (for example: sets.TP.index[TP_ind]).

    Is there a command to set TP_ind to a specific value ("//gs c TP_ind = 5" isnt working).

    Also, while "//gs equip sets.TP.Standard" works fine, for some reason it won't let me do "//gs equip sets.TP.index[TP_ind]." Am I missing something?

    Basically to force it to swap to a set (and stick with that set for the next aftercast), I'm wanting to make a macro that changes the TP_ind variable, and then equips that set.

  15. #5495
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    Quote Originally Posted by Inshiya View Post
    Great, so still running into the following problem:

    I can jump straight to equipping a set via //gs equip sets.TP.Standard for example (to equip my standard set).

    But my problem is that my script right now swaps me back to whatever set my index is set for after each action (for example: sets.TP.index[TP_ind]).

    Is there a command to set TP_ind to a specific value ("//gs c TP_ind = 5" isnt working).

    Also, while "//gs equip sets.TP.Standard" works fine, for some reason it won't let me do "//gs equip sets.TP.index[TP_ind]." Am I missing something?

    Basically to force it to swap to a set (and stick with that set for the next aftercast), I'm wanting to make a macro that changes the TP_ind variable, and then equips that set.
    you would need to use the self command function to do everything you want to do

  16. #5496
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    Sorry, I guess that's the problem I'm having, how do you even do that?

    "//gs self_command(TP_ind = 5)" doesnt work for example. Neither does "//gs self_command(equip(sets.TP.index[TP_ind]))"

  17. #5497
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    this is an example if your using a self built file and not mine or mote's includes:
    put this at the bottom of you file
    Code:
    function self_command(command)
        local comArgs = command
        if #comArgs:split(' ') >= 2 then
            comArgs = T(comArgs:split(' '))
        end
        if type(comArgs) == "table" then
            if comArgs[1]:lower() == "set" then
                if comArgs[1]:lower() == "tp" then
                    --replace the ? with the name of the set that corisponds to the following TP_ind number (in lowercase letters)
                    if comArgs[1]:lower() == "?" then
                        TP_ind = 1
                    elseif comArgs[1]:lower() == "?" then
                        TP_ind = 2
                    elseif comArgs[1]:lower() == "?" then
                        TP_ind = 3
                    elseif comArgs[1]:lower() == "?" then
                        TP_ind = 4
                    elseif comArgs[1]:lower() == "standard" then
                        TP_ind = 5
                    end
                    equip(sets.TP.index[TP_ind])
                end
            end
        end
    end
    then use the command
    //gs c set tp standard

  18. #5498
    I stick my dick in Crayfish
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    Cool thanx. I did that, but "//gs c set tp standard" or "//gs c set tp DT" isn't working.

  19. #5499
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    Quote Originally Posted by Inshiya View Post
    Cool thanx. I did that, but "//gs c set tp standard" or "//gs c set tp DT" isn't working.
    please post whole gearswap file on pastbin or something like that then give a link to it

  20. #5500
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    It's a short file, so:

    Spoiler: show

    Code:
    --To toggle gearsets:
    --Main command: //gs c toggle x set       where x = set name variable. Variables are as follows: --
    --Idle sets: Idle, TP sets: TP--
    --Resolution sets: Res, Requiescat sets: Req--
    
    function get_sets()
    
    		--Idle Sets--
    		sets.Idle = {}
    		
    		sets.Idle.index = {'Standard'}
    		
    		Idle_ind = 1
    				
    		sets.Idle.Standard = {ammo="Homiliary",
    				      head="Ocelomeh headpiece +1",neck="Wiglen gorget", ear1="Ethereal earring",
    				      body="Runeist coat",hands="Meghanada Gloves +1",ring1="Paguroidea ring",ring2="Sheltered ring",
    				      back="Evasionist's cape",waist="Flume belt",legs="Meghanada Chausses",feet="Meghanada Jambeaux +1"}
    			
    	
    		
    				
    				
    				
    		--TP Sets--
    		sets.TP = {}
    
    		sets.TP.index = {'Standard', 'Solo', 'AccuracyLite', 'AccuracyFull', 'DT', 'DTAccuracy'}
    		--1=Standard, 2=Solo, 3=AccuracyLite, 4=AccuracyFull, 5=DT, 6=DTAccuracy--
    		TP_ind = 1
    	
    		sets.TP.Standard = {ammo="Seething Bomblet +1",
    				    head="Meghanada Visor +1",neck="Ej necklace", ear1="Steelflash earring", ear2="Bladeborn earring",
    				    body="Meghanada Cuirie",hands="Meghanada Gloves +1",ring1="Yacuruna Ring",ring2="Defending ring",
    				    back="Ogma's cape",waist="Ioskeha Belt",legs="Meghanada Chausses",feet="Meghanada Jambeaux +1"}
    							
    		sets.TP.Solo = {ammo="Seething Bomblet +1",
    				    head="Meghanada Visor +1",neck="Ej necklace", ear1="Steelflash earring", ear2="Bladeborn earring",
    				    body="Erilaz Surcoat",hands="Meghanada Gloves +1",ring1="Yacuruna Ring",ring2="Defending ring",
    				    back="Ogma's cape",waist="Ioskeha Belt",legs="Erilaz Leg Guards",feet="Meghanada Jambeaux +1"}
    							
    		sets.TP.AccuracyLite = {ammo="Seething Bomblet +1",
    				    head="Meghanada Visor +1",neck="Ej necklace", ear1="Steelflash earring", ear2="Bladeborn earring",
    				    body="Meghanada Cuirie",hands="Meghanada Gloves +1",ring1="Yacuruna Ring",ring2="Defending ring",
    				    back="Ogma's cape",waist="Ioskeha Belt",legs="Meghanada Chausses",feet="Meghanada Jambeaux +1"}
    	
    		sets.TP.AccuracyFull = {ammo="Seething Bomblet +1",
    				    head="Meghanada Visor +1",neck="Ej necklace", ear1="Steelflash earring", ear2="Bladeborn earring",
    				    body="Meghanada Cuirie",hands="Meghanada Gloves +1",ring1="Yacuruna Ring",ring2="Defending ring",
    				    back="Ogma's cape",waist="Ioskeha Belt",legs="Meghanada Chausses",feet="Meghanada Jambeaux +1"}
    							
    		sets.TP.DT = {ammo="Staunch Tathlum",
    	       		      head="Meghanada Visor +1",neck="Ej necklace", ear1="Steelflash earring", ear2="Bladeborn earring",
    		              body="Futhark Coat",hands="Meghanada Gloves +1",ring1="Yacuruna Ring",ring2="Defending ring",
    			      back="Ogma's cape",waist="Flume belt",legs="Erilaz Leg Guards",feet="Erilaz Greaves"}
    				  
    		sets.TP.DTAccuracy = {ammo="Staunch Tathlum",
    	       		      head="Meghanada Visor +1",neck="Ej necklace", ear1="Steelflash earring", ear2="Bladeborn earring",
    		              body="Meghanada Cuirie",hands="Meghanada Gloves +1",ring1="Yacuruna Ring",ring2="Defending ring",
    			      back="Ogma's cape",waist="Flume belt",legs="Meghanada Chausses",feet="Meghanada Jambeaux +1"}
    							  
    							  
    							  
    							  
    							  
    							  
    		--Weaponskill Sets--
    		sets.WS = {}
    	
    		sets.Resolution = {}
    	
    		sets.Resolution.index = {'Attack','Accuracy'}
    		Resolution_ind = 1
    	
    		sets.Resolution.Attack = {ammo="Seething Bomblet +1",
    				    head="Meghanada Visor +1",neck="Ej necklace", ear1="Steelflash earring", ear2="Bladeborn earring",
    				    body="Meghanada Cuirie",hands="Meghanada Gloves +1",ring1="Yacuruna Ring",ring2="Defending ring",
    				    back="Ogma's cape",waist="Ioskeha Belt",legs="Meghanada Chausses",feet="Meghanada Jambeaux +1"}
    								  
    		sets.Resolution.Accuracy = {ammo="Seething Bomblet +1",
    				    head="Meghanada Visor +1",neck="Ej necklace", ear1="Steelflash earring", ear2="Bladeborn earring",
    				    body="Meghanada Cuirie",hands="Meghanada Gloves +1",ring1="Yacuruna Ring",ring2="Defending ring",
    				    back="Ogma's cape",waist="Ioskeha Belt",legs="Meghanada Chausses",feet="Meghanada Jambeaux +1"}
    							 
    		sets.Requiescat = {}
    	
    		sets.Requiescat.index = {'Attack','Accuracy'}
    		Requiescat_ind = 1
    		
    		sets.Requiescat.Attack = {ammo="Seething Bomblet +1",
    				    head="Meghanada Visor +1",neck="Ej necklace", ear1="Steelflash earring", ear2="Bladeborn earring",
    				    body="Meghanada Cuirie",hands="Meghanada Gloves +1",ring1="Yacuruna Ring",ring2="Defending ring",
    				    back="Ogma's cape",waist="Ioskeha Belt",legs="Meghanada Chausses",feet="Meghanada Jambeaux +1"}
    								  
    		sets.Requiescat.Accuracy = {ammo="Seething Bomblet +1",
    				    head="Meghanada Visor +1",neck="Ej necklace", ear1="Steelflash earring", ear2="Bladeborn earring",
    				    body="Meghanada Cuirie",hands="Meghanada Gloves +1",ring1="Yacuruna Ring",ring2="Defending ring",
    				    back="Ogma's cape",waist="Ioskeha Belt",legs="Meghanada Chausses",feet="Meghanada Jambeaux +1"}
    									  
    									  
    									  
    									  
    									  
    									  
    		--Utility Sets--
    		sets.Utility = {}
    		
    		sets.Utility.PDT = {ammo="Staunch Tathlum",
    	       		      head="Meghanada Visor +1",neck="Ej necklace", ear1="Steelflash earring", ear2="Bladeborn earring",
    		              body="Erilaz surcoat",hands="Meghanada Gloves +1",ring1="Yacuruna Ring",ring2="Defending ring",
    			      back="Ogma's cape",waist="Flume belt",legs="Erilaz Leg Guards",feet="Erilaz Greaves"}
    						
    		sets.Utility.MDT = {ammo="Staunch Tathlum",
    	       		      head="Erilaz Galea",neck="Ej necklace", ear1="Steelflash earring", ear2="Bladeborn earring",
    		              body="Erilaz surcoat",hands="Erilaz gauntlets",ring1="Yacuruna Ring",ring2="Defending ring",
    			      back="Engulfer cape",waist="Flume belt",legs="Erilaz Leg Guards",feet="Erilaz Greaves"}
    							
    		
    
    		sets.Utility.Stoneskin = {head="Erilaz Galea",neck="Stone Gorget",ear1="Loquac. earring",ear2="Earthcry earring",
    					  body="Futhark coat",hands="Runeist mitons",ring1="Prolix ring",
    					  back="Swith cape",waist="Siegel sash",legs="Futhark trousers",feet="Erilaz Greaves"}
    							  
    		sets.Utility.Phalanx = {head="Futhark bandeau",neck="Colossus's torque",ear1="Loquac. earring",ear2="Augment. earring",
    					body="Futhark coat",hands="Runeist mitons",ring1="Prolix ring",
    					back="Swith cape",waist="Cascade belt",legs="Futhark trousers",feet="Erilaz Greaves"}
    							  
    		sets.Utility.Regen = {head="Runeist bandeau",neck="Colossus's torque",ear1="Loquac. earring",ear2="Augment. earring",
    				      body="Futhark coat",hands="Runeist mitons",ring1="Prolix ring",
    				      back="Swith cape",waist="Pythia sash +1",legs="Futhark trousers",feet="Erilaz Greaves"}
    							  
    		sets.Utility.Utsusemi = {head="Runeist bandeau",neck="Jeweled collar",ear1="Loquac. earring",
    					 body="Futhark coat",hands="Meghanada Gloves +1",ring1="Prolix ring",
    					 back="Swith cape",waist="Hurch'lan sash",legs="Erilaz leg guards",feet="Erilaz Greaves"}
    								 
    						
    		sets.Utility.Refresh = {ammo="Staunch Tathlum",
    	       		      head="Erilaz galea",neck="Ej necklace", ear1="Steelflash earring", ear2="Bladeborn earring",
    		              body="Futhark Coat",hands="Meghanada Gloves +1",ring1="Yacuruna Ring",ring2="Defending ring",
    			      back="Ogma's cape",waist="Flume belt",legs="Erilaz Leg Guards",feet="Erilaz Greaves"}
    				
    		sets.Utility.EmnityCast = {ammo="Staunch Tathlum",
    	       		      head="Erilaz galea",neck="Ej necklace", ear1="Steelflash earring", ear2="Bladeborn earring",
    		              body="Futhark Coat",hands="Meghanada Gloves +1",ring1="Provocare Ring",ring2="Defending ring",
    			      back="Ogma's cape",waist="Flume belt",legs="Erilaz Leg Guards",feet="Erilaz Greaves"}
    				
    				
    		--Job Ability Sets--
    		sets.JA = {}
    		
    		sets.JA.Lunge = {ammo="Erlene's notebook",
    				 head="A'as circlet",neck="Eddy necklace",lear="Hecate's earring",rear="Friomisi earring",
    				 body="Mirke wardecors",hands="Spolia cuffs",
    				 back="Evasionist's cape",legs="Shneddick tights",feet="Weatherspoon souliers"}
    	
    		sets.JA.Vallation = {body="Runeist coat",
    				    legs="Futhark trousers",back="Ogma's cape"}
    							 
    		sets.JA.Battuta = {head="Futhark bandeau"}
    	
    		sets.JA.Gambit = {hands="Runeist mitons"}
    	
    		sets.JA.Pflug = {head="Runeist bottes"}
    		
    		sets.JA.Vivacious = {head="Erilaz Galea"}
    		
    		sets.JA.Liement = {body="Futhark coat"}
    
    		sets.JA.Rayke =  {feet="Futhark boots"}
    		
    		
    		
    		--Precast Sets--
    		sets.precast = {}
    	
    		sets.precast.FC = {}
    	
    		sets.precast.FC.Standard = {head="Runeist bandeau",neck="Jeweled collar", ear1="Loquac. Earring",
    					    body="Mirke wardecors",hands="Thaumas Gloves",
    				   	    legs="Futhark trousers",feet="Chelona Boots"}
    									
    		sets.precast.FC.Enhancing = {head="Runeist bandeau",neck="Jeweled collar", ear1="Loquac. Earring",
    					     body="Mirke wardecors",hands="Thaumas Gloves",
    					     legs="Futhark trousers",feet="Chelona Boots"}
    end
    
    
    
    		
    		
    		
    function precast(spell)
    	if spell.action_type == 'Magic' then
    		equip(sets.precast.FC.Standard)
    	end
    	
    	if spell.action_type == 'Enhancing' then
    		equip(sets.precast.FC.Enhancing)
    	end
    	
    	if spell.action_type == 'Ninjutsu' then
    		equip(sets.precast.FC.Standard)
    	end
    	
    	if spell.english == 'Lunge' or spell.english == 'Swipe' then
    		equip(sets.JA.Lunge)
    	end
    	
    	if spell.english == 'Vallation' or spell.english == 'Valiance' then
    		equip(sets.JA.Vallation)
    	end
    	
    	if spell.english == 'Battuta' then
    		equip(sets.JA.Battuta)
    	end
    	
    	if spell.english == 'Pflug' then
    		equip(sets.JA.Pflug)
    	end
    	
    	if spell.english == 'Gambit' then
    		equip(sets.JA.Gambit)
    	end
    
    
    	if spell.english == 'Vivacious Pulse' then
    		equip(sets.JA.Vivacious)
    	end
    
    	if spell.english == 'Liement' then
    		equip(sets.JA.Liement)
    	end
    
    	if spell.english == 'Rayke' then
    		equip(sets.JA.Rayke)
    	end
    		
    
    		
    	if spell.english == 'Resolution' or spell.english == 'Shockwave' then
    		equip(sets.Resolution[sets.Resolution.index[Resolution_ind]])
    	end
    
    	if spell.english == 'Dimidiation' or spell.english == 'Shockwave' then
    		equip(sets.Resolution[sets.Resolution.index[Resolution_ind]])
    	end
    	
    	if spell.english == 'Requiescat' then
    		equip(sets.Requiescat[sets.Requiescat.index[Requiescat_ind]])
    	end
    end		
    
    function midcast(spell,act)
    	if spell.english == 'Stoneskin' then
    		equip(sets.Utility.Stoneskin)
    			    if buffactive['Stoneskin'] then
    				send_command('@wait 0.7; input //cancel Stoneskin; input /echo Refreshing Stoneskin.')
    			    end
    	end
    	
    	if spell.english == 'Phalanx' or spell.english == 'Bar*' then
    		equip(sets.Utility.Phalanx)
    	end
    	
    	if spell.english == 'Refresh' then
    		equip(sets.Utility.Refresh)
    	end
    	
    	if spell.english == 'Regen' then
    		equip(sets.Utility.Regen)
    	end
    	
    	if spell.english == 'Flash' then
    		equip(sets.Utility.EmnityCast)
    	end
    	
    	if spell.english == 'Foil' then
    		equip(sets.Utility.EmnityCast)
    	end
    	
    	if spell.english == 'C' then
    		equip(sets.Utility.EmnityCast)
    	end
    	
    	if spell.english == 'Utsusemi: Ichi' then
    		equip(sets.Utility.Utsusemi)
    			if buffactive['Copy Image (3)'] then
    				send_command('@wait 0.3; input //cancel Copy Image*')
    			end
    			if buffactive['Copy Image (2)'] then
    				send_command('@wait 0.3; input //cancel Copy Image*')
    			end
    			if buffactive['Copy Image (1)'] then
    				send_command('@wait 0.3; input //cancel Copy Image*')
    			end
    			if buffactive['Copy Image'] then
    				send_command('@wait 0.3; input //cancel Copy Image*')
    			end
    	end
    
            if spell.english == 'Utsusemi: Ni' then
    		equip(sets.Utility.Utsusemi)
    	end
    end
    
    function aftercast(spell)
    	if player.status == 'Engaged' then
    		equip(sets.TP[sets.TP.index[TP_ind]])
    	else
    		equip(sets.Idle[sets.Idle.index[Idle_ind]])
    	end
    end
    
    function status_change(new,old)
    	if new == 'Engaged' then
    		equip(sets.TP[sets.TP.index[TP_ind]])
    	else
    		equip(sets.Idle[sets.Idle.index[Idle_ind]])
    	end
    end
    
    function self_command(command)
    	if command == 'toggle TP set' then
    		TP_ind = TP_ind +1
    		if TP_ind > #sets.TP.index then TP_ind = 1 end
    		send_command('@input /echo <----- TP Set changed to '..sets.TP.index[TP_ind]..' ----->')
    		equip(sets.TP[equ])
    	elseif command == 'toggle Idle set' then
    		Idle_ind = Idle_ind +1
    		if Idle_ind > #sets.Idle.index then Idle_ind = 1 end
    		send_command('@input /echo <----- Idle Set changed to '..sets.Idle.index[Idle_ind]..' ----->')
    		equip(sets.Idle[sets.Idle.index[Idle_ind]])
    	elseif command == 'toggle Res set' then
    		Resolution_ind = Resolution_ind +1
    		if Resolution_ind > #sets.Resolution.index then Resolution_ind = 1 end
    		send_command('@input /echo <----- Resolution set changed to '..sets.Resolution.index[Resolution_ind]..' ----->')
    	elseif command == 'toggle Req set' then
    		Requiescat_ind = Requiescat_ind +1
    		if Requiescat_ind > #sets.Requiescat.index then Requiescat_ind = 1 end
    		send_command('@input /echo <----- Requiescat Set changed to '..sets.Requiescat.index[Requiescat_ind]..' ----->')
    	elseif command == 'equip TP set' then
                    equip(sets.TP[sets.TP.index[TP_ind]])
            elseif command == 'equip Idle set' then
                    equip(sets.Idle[sets.Idle.index[Idle_ind]])
    	end
    end
    
    function self_command(command)
        local comArgs = command
        if #comArgs:split(' ') >= 2 then
            comArgs = T(comArgs:split(' '))
        end
        if type(comArgs) == "table" then
            if comArgs[1]:lower() == "set" then
                if comArgs[1]:lower() == "tp" then
                    --replace the ? with the name of the set that corisponds to the following TP_ind number (in lowercase letters)
                    if comArgs[1]:lower() == "Standard" then
                        TP_ind = 1
                    elseif comArgs[1]:lower() == "Solo" then
                        TP_ind = 2
                    elseif comArgs[1]:lower() == "AccuracyLite" then
                        TP_ind = 3
                    elseif comArgs[1]:lower() == "AccuracyFull" then
                        TP_ind = 4
                    elseif comArgs[1]:lower() == "DT" then
                        TP_ind = 5
    				elseif comArgs[1]:lower() == "DTAccuracy" then
                        TP_ind = 6
                    end
                    equip(sets.TP.index[TP_ind])
                end
            end
        end
    end

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