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

  1. #5541
    Bagel
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    Quote Originally Posted by Lewyo View Post
    Thank you dlsmd for your speedy response that fix the error but i still cannot work out why the rule does not work all i'm getting is midcast when i shoot. I will post a break down of var, preshot, precast rule and switch.
    now you ran into one of the only issues with gearswap that are glaring to me
    with gearswap its hard to tell if a specific gear is equiped to ammo when it runs out
    this is because gearswap hold in memory what gear is equiped to what slot

    this might fix it for you but i cant guarantee it(add this to the vary top of your gearswap file)
    Code:
    gearswap.parse.i[0x01D] = function (data)
        local cur_equip = table.reassign({},gearswap.items.equipment)
        gearswap.player.equipment = gearswap.make_user_table()
        table.reassign(gearswap.player.equipment,gearswap.to_names_set(cur_equip))
        for i,bag in pairs(gearswap.res.bags) do
            local bag_name = gearswap.to_windower_bag_api(bag.en)
            if gearswap.items[bag_name] then gearswap.player[bag_name] = gearswap.refresh_item_list(gearswap.items[bag_name]) end
        end
    end

  2. #5542
    RIDE ARMOR
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    It still not swapping to precast , If the way this rule has been written does not work is there another way of going about what i want gs to do and that's to be able to be on gun or bow and have a toggle to swap to different ammo when i preshot?

  3. #5543
    Bagel
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    Quote Originally Posted by Lewyo View Post
    Sorry but where do i add this code to?

    Code:
    gearswap.parse.i[0x01D] = function (data)
        local cur_equip = table.reassign({},gearswap.items.equipment)
        gearswap.player.equipment = gearswap.make_user_table()
        table.reassign(gearswap.player.equipment,gearswap.to_names_set(cur_equip))
        for i,bag in pairs(gearswap.res.bags) do
            local bag_name = gearswap.to_windower_bag_api(bag.en)
            if gearswap.items[bag_name] then gearswap.player[bag_name] = gearswap.refresh_item_list(gearswap.items[bag_name]) end
        end
    end
    at the vary top of your file

  4. #5544
    RIDE ARMOR
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    It still not swapping to precast , If the way this rule has been written does not work is there another way of going about what i want gs to do and that's to be able to be on gun or bow and have a toggle to swap to different ammo when i preshot?

  5. #5545
    Bagel
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    Quote Originally Posted by Lewyo View Post
    It still not swapping to precast , If the way this rule has been written does not work is there another way of going about what i want gs to do and that's to be able to be on gun or bow and have a toggle to swap to different ammo when i preshot?
    that would be to unequip then re-equip

  6. #5546
    RIDE ARMOR
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    It's not just the ammo but the whole gear set for preshot thats not swaping in

  7. #5547
    Bagel
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    Quote Originally Posted by Lewyo View Post
    It's not just the ammo but the whole gear set for preshot thats not swaping in
    It's because you are changing your gear based on if you have no ammo or run out of ammo

  8. #5548
    Relic Shield
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    Quote Originally Posted by dlsmd View Post
    no it can tell that you have the buff "Aftermath: Lv.3" but not what weapon it came from or the effect
    couldnt you put a check for which weapon is in the main hand slot? if player.equipment.main then

  9. #5549
    Bagel
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    Quote Originally Posted by Trumpy View Post
    couldnt you put a check for which weapon is in the main hand slot? if player.equipment.main then
    as long as you cant gain Aftermath: Lv.3 from another party member but as i have never use any am before i dont know

  10. #5550
    i should really shut up
    You can safely ignore me I am a troll

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    Quote Originally Posted by dlsmd View Post
    no it can tell that you have the buff "Aftermath: Lv.3" but not what weapon it came from or the effect
    Well I would just add main="Epeolatry" and buffgain AM3 and that would take care of it, right?

  11. #5551
    Bagel
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    Quote Originally Posted by Spicyryan View Post
    Well I would just add main="Epeolatry" and buffgain AM3 and that would take care of it, right?
    like this
    Code:
    function buff_change(name,gain,buff_table)
        if name == "Aftermath: Lv.3" then
            if gain then
                if player.equipment.main == "Epeolatry" then
                    --for when Aftermath: Lv.3 and main is Epeolatry
                elseif player.equipment.main == "Weaponname" then
                elseif player.equipment.main == "Weaponname" then
                elseif player.equipment.main == "Weaponname" then
                end
            else
                --for when Aftermath: Lv.3 drops off
            end
        end
    end

  12. #5552
    i should really shut up
    You can safely ignore me I am a troll

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    Yup, that is what I was thinking, thanks :D

    That is only for gaining AM though. I just did that for Embolden today (for some reason I couldn't get it overwriting my idle back (evasionist's cape over shadow mantle) otherwise) and when I changed gear since a buff wasn't gained (embolden was still on) it didn't reequip the cape past the first time. So I would assume that after a WS or something it won't requip the proper TP set? Maybe it is just my GS?

  13. #5553
    Bagel
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    Quote Originally Posted by Spicyryan View Post
    Yup, that is what I was thinking, thanks :D

    That is only for gaining AM though. I just did that for Embolden today (for some reason I couldn't get it overwriting my idle back (evasionist's cape over shadow mantle) otherwise) and when I changed gear since a buff wasn't gained (embolden was still on) it didn't reequip the cape past the first time. So I would assume that after a WS or something it won't requip the proper TP set? Maybe it is just my GS?
    set it up as an equip and trigger
    example:
    Code:
    function buff_change(name,gain,buff_table)
        if name == "Aftermath: Lv.3" then
            if gain then
                if player.equipment.main == "Epeolatry" then
                    equip(EpeolatryAmGear)
                    Am3 = true
                end
            else
                Am3 = false
            end
        end
    end
    function precast(spell)
        ...
        if Am3 then
            if player.equipment.main == "Epeolatry" then
                equip(EpeolatryAmGear)
            end
        end
    end

  14. #5554
    i should really shut up
    You can safely ignore me I am a troll

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    Quote Originally Posted by dlsmd View Post
    set it up as an equip and trigger
    example:
    Code:
    function buff_change(name,gain,buff_table)
        if name == "Aftermath: Lv.3" then
            if gain then
                if player.equipment.main == "Epeolatry" then
                    equip(EpeolatryAmGear)
                    Am3 = true
                end
            else
                Am3 = false
            end
        end
    end
    function precast(spell)
        ...
        if Am3 then
            if player.equipment.main == "Epeolatry" then
                equip(EpeolatryAmGear)
            end
        end
    end
    1,900 HP Balyd away from Epeo which should be done within this week with Ambuscade. Then I can try that out, thanks.

    I suppose in the meantime I could try that with Embolden and see if that works?

  15. #5555
    RIDE ARMOR
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    A friend of mine found the problem in my rng lua that was not making it preshot i was just missing a bit of code between the 2 ends at the end of my preshot rule and now it all works fine :D

    The code was equip(equipSet)

  16. #5556
    Old Merits
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    Cho'gall

    What's the difference between get_sets vs init_gear_sets ?
    Is the init_gear_sets function a mote-only function?

  17. #5557
    Bagel
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    Quote Originally Posted by Nyarlko View Post
    What's the difference between get_sets vs init_gear_sets ?
    Is the init_gear_sets function a mote-only function?
    motes include needs to use get_sets so mote uses init_gear_sets for users so they can load there sets like normal

    its the same reason i use gear_setup() in my include

  18. #5558
    Smells like Onions
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    I am having trouble with getting my whm cure.weather set to kick in.. I'm not sure if i have the right rules or not. Any ideas? I am currently using Bokura lua... my pastebin is /y9tTNATg

  19. #5559
    Bagel
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    its because he uses a dynamic set build but your added code does not
    so you do equip the correct gear but then other gear equips over your wanted gear

    also buffactive does no work like this
    buffactive == 'Aurorastorm'
    its
    buffactive['Aurorastorm'] or buffactive.Aurorastorm

  20. #5560
    Smells like Onions
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    Thank your dlsmd.. ill work with it some.. hopefully i can get it to work..

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