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

  1. #641
    Chram
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    Quote Originally Posted by Ramzii View Post
    Sorry if this has been asked before, I'm currently using the RNG gearswap file found on the GearSwap shop thread: http://pastebin.com/u/KBeezie

    I was wondering, is there anyway to differentiate midcast ranged attack sets dependent on whether you're using Yoichinoyumi or Annihilator?
    sets.midcast.RangedAttack.Yoichinoyumi
    sets.midcast.RangedAttack.Annihilator

    and in midcast():
    Code:
    if spell.action_type == 'Ranged Attack' then
        classes.CustomClass == player.equipment.ranged
    end

  2. #642
    Cerberus
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    SMN_lua

    SMN_gear_lua

    I get 2 errors.

    First is Gearswap: Lua error (runtime) gives a few directories ending in windower4/addons/gearswap/flow.lua:254:

    Second error is Use function error: directories ending in gearswap/data/smn_gear.lua:234: attempt to index field 'astral conduit' and the rest after that was cut off.

  3. #643
    Chram
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    Ah, you're defining subtables of sets.buff['astral conduit'] without defining sets.buff['astral conduit'] itself first (I might have left that out of the example code). Just add:

    sets.buff['astral conduit'] = {}

    before the other set definitions.

  4. #644
    Cerberus
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    Yeah, that fixed the issue. My only other question is where exactly do I put this code?

    Code:
        if buffactive['astral conduit'] then
            if spell.type == 'BloodPactRage' then
                if magicalRagePacts:contains(spell.english) then
                    equip(sets.buff['Astral Conduit'].MagicalBloodPactRage)
                else
                    equip(sets.buff['Astral Conduit'].PhysicalBloodPactRage)
                end
                eventArgs.handled = true
            elseif spell.type == 'BloodPactWard' then
                equip(sets.buff['Astral Conduit'].BloodPactWard)
                eventArgs.handled = true
            end
        end
    I put it with the function job_update stuff. I'm still familiarizing myself with how gearswap works so I am unsure if that is where it needs to go.

  5. #645
    Chram
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    That would need to go in the event period where it's relevant: precast, or possibly midcast. The update function would be completely useless for it.

  6. #646
    Cerberus
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    figured as much. thanks again.

  7. #647
    Relic Shield
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    Quote Originally Posted by Motenten View Post
    sets.midcast.RangedAttack.Yoichinoyumi
    sets.midcast.RangedAttack.Annihilator

    and in midcast():
    Code:
    if spell.action_type == 'Ranged Attack' then
        classes.CustomClass == player.equipment.ranged
    end
    Thanks.

    Edit: nevermind had my issue fixed

  8. #648
    Melee Summoner
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    can i add a wait to add_to_chat somehow?

  9. #649
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    Only if you use send_command('wait 1;gs c <whatever>') and then pick it up in your self command function and do add_to_chat. Alternatively, you can do something like send_command('wait 1;input /echo ----- MESSAGE ----').

  10. #650
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    just wondering cause i'm trying to make it so after a ws it shows tp return.. but gs is too fast it only works 50% of the time... it reads tp before ws a lot

    edit: best way to add wait to this..?

    add_to_chat(158,'TP Return: [' .. player.tp .. '%]')

  11. #651
    Relic Shield
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    Is there a tp change event? You can check the values in there for when they're >100 and then it falls below <100 trigger your addtochat. iirc tp change should have old and new value exposed.

  12. #652
    Sea Torques
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    Quote Originally Posted by Anadrag View Post
    just wondering cause i'm trying to make it so after a ws it shows tp return.. but gs is too fast it only works 50% of the time... it reads tp before ws a lot

    edit: best way to add wait to this..?

    add_to_chat(158,'TP Return: [' .. player.tp .. '%]')
    @aftercast function... send_command('wait 1; input /echo TP <tp> ')

  13. #653
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    oh yeah i do it under after cast and if ws

  14. #654
    Sea Torques
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    I have a minor annoyance with COR.lua, this is my gear file: http://pastebin.com/86a41xt6
    every ranged attack generates an error "cannot compare to nil" at line 318, commenting out the block 318-326 (low ammo warning) takes the error away, is anything worng in my include?

  15. #655
    Puppetmaster
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    could anyone please help me with the following lua, the triggers/toggles dont seem to be working.
    thanks in advance
    http://pastebin.com/GvNS3UKn

  16. #656
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    is this bad to do?.. because it seems to work.. lol

    if spell.type == "WeaponSkill" then
    status_change(player.status)
    add_to_chat(158,''..(player.name)..' uses '..spell.name..' TP Return: ['..tostring(player.tp)..'%]')

  17. #657
    Chram
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    Quote Originally Posted by arshesney View Post
    I have a minor annoyance with COR.lua, this is my gear file: http://pastebin.com/86a41xt6
    every ranged attack generates an error "cannot compare to nil" at line 318, commenting out the block 318-326 (low ammo warning) takes the error away, is anything worng in my include?
    Add a print or add_to_chat statement before line 318 of the cor lua file and output all the variables that the conditional is checking to find out which one is nil. Once you know that, then you can go about figuring out what's wrong.

  18. #658
    Chram
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    Quote Originally Posted by backstab View Post
    could anyone please help me with the following lua, the triggers/toggles dont seem to be working.
    thanks in advance
    http://pastebin.com/GvNS3UKn
    You need to be more specific. What are you attempting to do, and under what conditions, and what do you see actually happen?

  19. #659
    Chram
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    Quote Originally Posted by Anadrag View Post
    is this bad to do?.. because it seems to work.. lol

    Code:
    if spell.type == "WeaponSkill" then
        status_change(player.status)
        add_to_chat(158,''..(player.name)..' uses '..spell.name..' TP Return: ['..tostring(player.tp)..'%]')
    Aside from not closing the conditional, there's nothing technically wrong with it. However it doesn't make any logical sense to call status_change there. If status_change contains code that you want to run at that point, that means you actually want a separate function that handles that code, and call it from both this section and status_change.

  20. #660
    Melee Summoner
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    Quote Originally Posted by Motenten View Post
    Aside from not closing the conditional, there's nothing technically wrong with it. However it doesn't make any logical sense to call status_change there. If status_change contains code that you want to run at that point, that means you actually want a separate function that handles that code, and call it from both this section and status_change.
    if i dont use status_change (player.tp) gets triggered too early.. and doesn't show tp return.

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