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  1. #541
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    Quote Originally Posted by Motenten View Post

    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
    Ummm, this one half-works. Does what I need it to do, so that's all that matters, but just for reference, it will use Presto anytime the recast is ready, regardless of finishing moves active. I have no clue why.

    Quote Originally Posted by Motenten View Post
    Code:
    function job_precast(spell, action, spellMap, eventArgs)
        if spell.type == 'Waltz' and player.status == 'Idle' then
            classes.CustomClass = 'Idle'
        end
    end
    Works perfectly.

    Quote Originally Posted by Motenten View Post
    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
    Works perfectly.
    Note to other Dancers, you can NOT have both Cancels running.
    addon cancel on
    plugin cancel off


    Also I added in Fan and Saber Dance to the 'or', just because, although rare, sometimes it does happen.

    Code:
    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 'fan dance' or spell.type=='Waltz') and buffactive['saber dance'] then
    		send_command('cancel saber dance')
    	elseif spell.type=='Samba' or 'saber dance' 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
    Do you have a place/site/paypal/QRC to make donations?

    Side note, the fancy Waltz efficiency thing you had created, where it would automatically perform the most efficient waltz based on current HP, no longer works.

    Update: Updated all of the additional files, and it still doesn't work.
    Removed the engaged/idle Waltz rule, just to test, and it still didn't work.

  2. #542
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    Byrth: Does gearswap use the timeit library from the libs folder? Just kind of curious, was thinking about trying something kind of different with my sch.lua and it would involve some timers.

  3. #543
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    It currently does not expose it to the user environment. You can put in a request for it here:
    https://github.com/Byrth/Lua/issues

  4. #544
    Chram
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    Quote Originally Posted by Cambion View Post
    Ummm, this one half-works. Does what I need it to do, so that's all that matters, but just for reference, it will use Presto anytime the recast is ready, regardless of finishing moves active. I have no clue why.
    I'll have to check on that. Probably a misspelling of the buff names. All the testing I did was under 3 FMs.

    .. Ok, checked, it seems that the resources only list all the finishing moves with the same name: "Finishing Move". So there's no way to distinguish between 1/2/3/4/5.

    Supposed to be fixable by adding entry to fixes.xml, but I can't find any documentation on format or syntax. I also don't have a fixes.xml in my 4.1 install, though I did have one back on the 3.4 install. Not sure it's still being distributed?

    Quote Originally Posted by Cambion View Post
    Spectral Jig doesn't cancel sneak for whatever reason.
    Ok, this is because Spectral Jig is an instant, and the cancel doesn't go through in time to allow the jig to take effect. I added a 0.2 second cast delay on it and the other dnc JAs to be sure that the cancel was recognized. (update Mote-Utility)

    Quote Originally Posted by Cambion View Post
    Also I added in Fan and Saber Dance to the 'or', just because, although rare, sometimes it does happen.
    Which 'or'?

    Quote Originally Posted by Cambion View Post
    Side note, the fancy Waltz efficiency thing you had created, where it would automatically perform the most efficient waltz based on current HP, no longer works.
    Not sure if that's because I only updated Include file? I'll update the other 4 and see what happens.
    Yes, all of them were updated recently.

  5. #545
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    Using Mote's mnk and include files. I want to have a macro to be able to equip my engaged set (while idle) based on current states but I haven't had any luck with it yet.

  6. #546
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    Fake, the way I say it, you add another idle set, say call it sets.idle.engaged and input your tp gear, then add your set name to
    options.IdleModes = {'Normal'}
    => options.IdleModes = {'Normal', 'Engaged"}
    Almost sure that would work, but not a GS wizard. Hope it helps!

  7. #547
    Chram
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    Quote Originally Posted by Fake View Post
    Using Mote's mnk and include files. I want to have a macro to be able to equip my engaged set (while idle) based on current states but I haven't had any luck with it yet.
    //gs c showset tp

  8. #548
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    Quote Originally Posted by Motenten View Post
    I'll have to check on that. Probably a misspelling of the buff names. All the testing I did was under 3 FMs.

    .. Ok, checked, it seems that the resources only list all the finishing moves with the same name: "Finishing Move". So there's no way to distinguish between 1/2/3/4/5.

    Supposed to be fixable by adding entry to fixes.xml, but I can't find any documentation on format or syntax. I also don't have a fixes.xml in my 4.1 install, though I did have one back on the 3.4 install. Not sure it's still being distributed?
    Okay, for now the constant attempt is fine with me, as it works for it's intended use.

    Quote Originally Posted by Motenten View Post
    Ok, this is because Spectral Jig is an instant, and the cancel doesn't go through in time to allow the jig to take effect. I added a 0.2 second cast delay on it and the other dnc JAs to be sure that the cancel was recognized. (update Mote-Utility)
    Actually, the original 0 delays worked fine, as mentioned above it was an issue with having both cancels(Addon+Plugin) running at the same time.
    I edit'd your original's back into my Dnc.lua, and removed the updated ones from the Utility.lua and it's working.

    Quote Originally Posted by Motenten View Post
    Which 'or'?
    Don't mind me, I simply forgot that Fan/Saber Dance already cancel one another.

    Thanks for all your help, and hard work.
    Do you have a place/site/paypal/QRC to make donations?

  9. #549
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    Mote/byrth, how do you function your steps in your DNC gearswap? I figured out the keybind cycle, but don't know what your actually using to use steps. I just made a couple macros for regular steps, but i figured there was some command that actually used the step that was set. Thanks ahead of time ^^

  10. #550
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    Naive question about "Dynamic sets". I remember asking how to do this with SC, but it was fairly complicated and in the end I resorted to more "manual" solutions on my side to achieve my goal.
    Recently skimming through a RUN gearswap file I got the impression that this is now easily doable with GS? Someone also told me that Motenten's MNK GS file does this automatically for haste sets (according to the haste buffs you get).

    Now, let me explain what I mean for "dynamic sets".
    Spoiler: show
    Let's say you have a simple flow like this:
    TPset > press JA macro > swap JA gear and use JA > return to TPset
    TPset > press WS macro > swap WS gear and use WS > return to TPset

    Now let's suppose you have two TP sets
    TP1: Default
    TP2: Special

    Normally you would return to TP1 which is the default. But if you activate the special set (through a macro, a keybind, whatever) then from that moment onwards you will return to TP2, until you do something (keybind, macro etc) to return to the default TP1.

    This was a very simple example but I guess it should be enough to give an idea of what I mean.
    So, is it possible to do this in a simple way with GS?

  11. #551
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    Quote Originally Posted by Sechs View Post
    Naive question about "Dynamic sets". I remember asking how to do this with SC, but it was fairly complicated and in the end I resorted to more "manual" solutions on my side to achieve my goal.
    Recently skimming through a RUN gearswap file I got the impression that this is now easily doable with GS? Someone also told me that Motenten's MNK GS file does this automatically for haste sets (according to the haste buffs you get).

    Now, let me explain what I mean for "dynamic sets".
    Spoiler: show
    Let's say you have a simple flow like this:
    TPset > press JA macro > swap JA gear and use JA > return to TPset
    TPset > press WS macro > swap WS gear and use WS > return to TPset

    Now let's suppose you have two TP sets
    TP1: Default
    TP2: Special

    Normally you would return to TP1 which is the default. But if you activate the special set (through a macro, a keybind, whatever) then from that moment onwards you will return to TP2, until you do something (keybind, macro etc) to return to the default TP1.

    This was a very simple example but I guess it should be enough to give an idea of what I mean.
    So, is it possible to do this in a simple way with GS?
    Yea...

    Those are the "normal" thing precast set > aftercast set(TP set)

    For multiple TP sets, you can make gs select then auto depending the situation.. On buff gain for example, on my mnk I have that when I get impetus it change my TP gear to an impetus set.

    Have the samething pressing a macro or a GS Command, since if I'm in pdt/mdt don't want to get auto into impetus set.(can check my mnk lua in the shop thread, guess is simple go understand)

    If have some basic knowledge of programming (know how to use the conditional operators if,else,else if) it's really easy to do whatever you want coz have the idea, about the syntaxis(sp) o coding can just ask here.

  12. #552
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    Quote Originally Posted by JSHidaka View Post
    Those are the "normal" thing precast set > aftercast set(TP set)
    Of course, and these were present in SC too, it's nothing new


    For multiple TP sets, you can make gs select then auto depending the situation..
    Again, this was possible on SC too and was very easy.
    If there is a "condition" that SC can check it's very easy to change your sets.
    A good example? Ionis up/down, and having different sets according to the 2% haste and 10% Save TP.

    The problem is when there is no condition.
    Example? When I want to swap to PDT/MDT, or when I want to swap to an "accuracy" set rather than my standard one, or something else.
    These are all situations that I have to decide on my own, you cannot set these automatically with a buff/condition because there is none.

    That's why I made the example of pressing a macro/command. Because that would imply that the "TP set" in the example wouldn't change according to a certain requisite, but according to something I manually do.


    Have the samething pressing a macro or a GS Command, since if I'm in pdt/mdt don't want to get auto into impetus set.(can check my mnk lua in the shop thread, guess is simple go understand)
    I'll take a look, thanks! Hope I can understand it =/


    If have some basic knowledge of programming (know how to use the conditional operators if,else,else if) it's really easy to do whatever you want coz have the idea, about the syntaxis(sp) o coding can just ask here.
    Well in SC it was possible (when I asked long time ago) but it was VERY complicated.
    In a programming language it would be very very easy.
    You'd just use "variables".
    For instance in my example we would have a variable called "TPset" which by default gets the value "TP1". But you can force that variable to assume other values too, so TP2, TP3, TP4.
    The flow would be the same as the one I described (oversimplified, of course) and the "manual command" would be somemthing like "TPset := TP2".
    Once you do that, TPset's value will be "TP2" until something changes it again.

    This is exactely what I wanted to reproduce. With SC you couldn't do it all (as I mentioned you could get to the same result, almost, but it was very complicated and not straightforward as I just described)

  13. #553
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    I may not have followed that all properly Sechs, but it sounds like you want multiple sets for while you are engaged - say a normal set, and accuracy set, a PDT set, a MDT set, just a DT set (both PDT/MDT instead of two different ones) and you want the ability to hit something (your example was a macro/command) to have those changed? Did I sum that up properly? If so it is very doable with GS - for your PDT/MDT set would you want that to change gear when you would go to use other JAs/WSs?


    One way of doing it is to set a few options for your melee modes and then having the sets for them all

    Code:
    options.OffenseModes = {'Normal', 'Acc', 'PDT', 'MDT' }
    So for the four above you would want a sets.engaged, sets.engaged.Acc, sets.engaged.PDT, sets.engaged.MDT and it should pick the right set based on the mode.

    Now as far as toggling the modes I tend to just use a toggle instead of in game macros - something like below (this would cause a shift from Normal to Acc to PDT to MDT and then back to Normal each time I used the toggle )

    Code:
    windower.send_command('bind f9 gs c cycle OffenseMode')
    I would think the toggle could be done with a macro as well though (probably something like //gs c cycle OffenseMode)

    If the toggle doesn't work something like //gs c set OffenseMode <NameHere> in a Macro or bind would probably works as well (though I have not yet tried to do that so I can't say for sure )



    Note: This is under the assumption Mote's files are being used (and doesn't take into consideration the dev changes he is working on) and is a conceptual and shouldn't be taken verbatim.

  14. #554
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    Gearswap Help Thread!

    For ex. In my lua for "manual swaps" I have few commands they activate on a SE macro "/console gs c commandhere"
    normal for default tp set
    Acc for acc set
    Impetus for when impetus set didn't change auto(like if I activated impetus while in pdt/mdt)
    Hybrid for acc/pdt set

    (how they work: they change your aftercast set to the desire set, so after any action ws/ja/spell you will end in the set you want to be, and will stay like that until you change it manually or you make some special condition to force it)

    Can check them in the end of the file(commands part)

    They some are bit more complicated coz some check if I'm engaged to decide the set.

    Others(like the mdt one) check if im engaged and if I'm in that set to toggle it (mdt-normal normal-mdt )

    IMO after you learn the basic things GS is easier than SC and let you do things you probably couldn't do alone in SC

  15. #555
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    Motenten, does your SMN.lua have rules for handling Astral Conduit? If it does not, how would I go about adding rules to keep the current Rage set on while spamming BP's for 30 seconds?

  16. #556
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    Quote Originally Posted by shepardG View Post
    Mote/byrth, how do you function your steps in your DNC gearswap? I figured out the keybind cycle, but don't know what your actually using to use steps. I just made a couple macros for regular steps, but i figured there was some command that actually used the step that was set. Thanks ahead of time ^^
    Mine sets up macros with one of:

    /console gs c step
    /console gs c step t

    The first one honors the setting of whether to use <t> or <stnpc> for the target, while the second one forces it to be <t> (which I use for my presto+step macro). The code chooses which step to use based on the current config, whether it's alternating steps, etc.

  17. #557
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    Quote Originally Posted by Alistrianna View Post
    Motenten, does your SMN.lua have rules for handling Astral Conduit? If it does not, how would I go about adding rules to keep the current Rage set on while spamming BP's for 30 seconds?
    No, I didn't have anything in place for that.

    To do that, you could check for buffactive['astral conduit'] in job_aftercast and job_pet_aftercast, and set eventArgs.handled = true to prevent any aftercast gear swapping.

  18. #558
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    @Sechs:

    Yes, what you're describing is very possible. It's a significant part of what I'm doing in my include files. The way I handle it:

    1) Set up the general values you want to allow:

    Code:
    options.OffenseModes = {'Normal', 'Acc', 'Mod', 'iLvl'}
    2) Set up the default value to start with:

    Code:
    state.OffenseMode = 'Normal'
    3) Set up a means of cycling through the valid values. [note: This is done in handle_cycle() in Mote-SelfCommands.lua]

    4) Set up a macro or keybind to trigger cycling through the options:

    Code:
    gs c cycle offensemode
    5) Optionally: Set up a macro or keybind to set a specific value:

    Code:
    gs c set offensemode Acc
    [note: This is done in handle_set() in Mote-SelfCommands.lua]

    6) Construct the set to use based on the state value:

    Code:
    local equipSet = sets.engaged
    
    if equipSet[state.OffenseMode] then
        equipSet = equipSet[state.OffenseMode]
    end
    
    equip(equipSet)
    That will equip sets.engaged.Normal (or sets.engaged.Acc, etc) if that set exists, or just sets.engaged if the more specific set doesn't exist.

  19. #559
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    Quote Originally Posted by Animetwins View Post
    I may not have followed that all properly Sechs, but it sounds like you want multiple sets for while you are engaged
    Yes sorry, it was hard for me to explain it in english, but that's exactely what I wanted to do. Having multiple (number changing from job to job) TP sets and swapping through them with a manual command.
    I know it may sound strange to some of you but I play with a Logitech G-Keyboard, so I keybind stuff like that and other important things on my G-keys.


    for your PDT/MDT set would you want that to change gear when you would go to use other JAs/WSs?
    Yeah once I set offensemode to a certain specific set, it has to stay in that set while idling engaged. So it has to swap to the normal specific JA/Spell gear, then go back to the specific set I set up, whatever it was.



    @Motenten
    Yeah that's fantastic
    I plan to move to GS soon (sloooowly! I'm a lazy and slow guy) and it's great to know I can finally do this, changes my perspective on a lot of jobs.

  20. #560
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    Quote Originally Posted by Motenten View Post
    No, I didn't have anything in place for that.

    To do that, you could check for buffactive['astral conduit'] in job_aftercast and job_pet_aftercast, and set eventArgs.handled = true to prevent any aftercast gear swapping.
    Would this also prevent the BP delay set form being equipped?

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