Item Search
     
BG-Wiki Search
Page 61 of 302 FirstFirst ... 11 51 59 60 61 62 63 71 111 ... LastLast
Results 1201 to 1220 of 6036

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

  1. #1201
    Sea Torques
    Join Date
    Jun 2012
    Posts
    570
    BG Level
    5
    FFXI Server
    Asura
    WoW Realm
    The Scryers

    Quote Originally Posted by Mafai View Post
    Try changing it to Healing Magic (with a space) and see if it works. It might be caused by the new resources.
    It's 'Healing Magic'

  2. #1202
    Custom Title
    Join Date
    Nov 2008
    Posts
    1,065
    BG Level
    6
    FFXI Server
    Diabolos

    Quote Originally Posted by Shadowmeld View Post
    Code:
    if spell.type == 'WeaponSkill' then
      equip(sets.precast.WS[spell.english][WeaponSkillMode] or {})
    end
    Welp, I officially like Lua now.

  3. #1203
    Chram
    Join Date
    Sep 2007
    Posts
    2,526
    BG Level
    7
    FFXI Server
    Fenrir

    Quote Originally Posted by dlsmd View Post
    these are my calulations for curing waltz 1-6

    main job dnc
    local cwalts1 = math.floor(((player.VIT + player.CHR)* 0.250) + 60) +pot
    local cwalts2 = math.floor(((player.VIT + player.CHR)* 0.500) + 130) +pot
    local cwalts3 = math.floor(((player.VIT + player.CHR)* 0.750) + 270) +pot
    local cwalts4 = math.floor(((player.VIT + player.CHR)* 1.000) + 450) +pot
    local cwalts5 = math.floor(((player.VIT + player.CHR)* 1.250) + 600) +pot

    sub job dnc
    local cwalts1 = math.floor(((player.VIT + player.CHR)* 0.125) + 60) +pot
    local cwalts2 = math.floor(((player.VIT + player.CHR)* 0.250) + 130) +pot
    local cwalts3 = math.floor(((player.VIT + player.CHR)* 0.375) + 270) +pot

    for potency gear i could just create a new variable like this depending on the gear i have sence gs would no be able to keep up with gear changes
    i.e if i only haveDancer's Casaque +1 which is Waltz potency+10%
    local waltzpot = 10%
    local cwalts1 = math.floor((((player.VIT + player.CHR)* 0.250) + 60) + waltzpot)

    Does anybody know the cure spell calulations
    First, this will generally not give you correct values, assuming you're swapping in stat gear for the waltz, since there's no way to see the effects of the stat changes from precast gear before you execute the waltz (even if the stats updated instantly, which they don't).

    Second, if you wrote it so that you just hardcoded the relevant stat values, you also need to account for the difference in HP between your curing set and your normal set. If your curing set has less HP, then trying to target an exact cure will waste some of it.

    Third, you have to consider the threshold of changing from one waltz tier to the next. If Curing Waltz II cures 400, and Curing Waltz III cures 800, and you're 401 HP below max, which one do you use? The way you've presented it, you use a given cure up until you need strictly more HP cured than it can provide, and then you change to the next higher cure. That tends to be horribly inefficient.

    For my own version of auto-selecting waltzes (in my Mote-Utility file, if you're interested), I use a given waltz up until about 50% more than the amount I expect it to cure (so Waltz II for up to 600 HP, Waltz III for up to 1100 HP, etc) so that using a given waltz will tend to at least be 75% efficient. Thus, I don't care about figuring out the exact amount a given waltz will cure since I'm not aiming for an exact match anyway; my target thresholds are just round numbers that I selected myself.


    As for the cure spell calculations, you can find them here: https://www.bg-wiki.com/bg/Cure_Formula

  4. #1204
    Campaign
    Join Date
    Jul 2007
    Posts
    6,633
    BG Level
    8

    Quote Originally Posted by Shadowmeld View Post
    Yeah you can, for instance, you can also do this this way....

    Code:
    if spell.type == 'WeaponSkill' then
      equip(sets.precast.WS[spell.english][WeaponSkillMode] or {})
    end
    This doesn't work.
    The Lua gets loaded fine, but it doesn't work.
    If I try to use a WS which is not among the mapped ones within my sets it gives me an error "attempting to index field '?' (a nil value)"



    Quote Originally Posted by Raelia View Post
    Code:
    if sets.precast.WS[spell.english][WeaponskillMode]) then
        equip(sets.precast.WS[spell.english][WeaponskillMode])
    end
    This doesn't work either, the lua doesn't get loaded, says it expects a "then" in the first line of your code (but THERE is a 'then'! what does GS mean?!)

    My full WS code precast
    Spoiler: show
    Code:
    ...
    	elseif spell.type == 'WeaponSkill' then
    --1		if sets.precast.WS[spell.english][WeaponskillMode]) then
    			equip(sets.precast.WS[spell.english][WeaponskillMode])
    --2		end
    		if buffactive['Sneak Attack'] then
    			equip(sets.precast.WS.Crit)
    		elseif buffactive['Climactic Flourish'] then
    			equip(sets.precast.WS.Climactic)
    		end
    	end

    --1 and --2 are the two lines I added, but on the first one it says there's a "then" missing.

  5. #1205
    Campaign
    Join Date
    Jul 2007
    Posts
    6,633
    BG Level
    8

    I also found an error within Gearswap resources.
    The Jig category currently includes only Spectral Jig and Chocobo Jig, but not the recently added Chocobo Jig II.

    Should I be the one to correct it locally, or does Byrth have to correct it on the next addon update?

  6. #1206
    Chram
    Join Date
    Sep 2007
    Posts
    2,526
    BG Level
    7
    FFXI Server
    Fenrir

    Quote Originally Posted by Sechs View Post
    This doesn't work.
    The Lua gets loaded fine, but it doesn't work.
    If I try to use a WS which is not among the mapped ones within my sets it gives me an error "attempting to index field '?' (a nil value)"
    The error is that sets.precast.WS[spell.english] doesn't exist (ie: you don't have any set for that weaponskill), so that when you try to index deeper, with [WeaponskillMode], you're effectively trying to get the value of nil[WeaponskillMode], which is a syntax error.

    Rather than:
    Code:
    if sets.precast.WS[spell.english][WeaponskillMode] then
        equip(sets.precast.WS[spell.english][WeaponskillMode])
    end
    Test:
    Code:
    if sets.precast.WS[spell.english] then
        equip(sets.precast.WS[spell.english][WeaponskillMode])
    end
    Of course this also assumes that, if you have a weaponskill defined, you have also defined -all- possible WeaponskillModes as well. It would be safer to write it like this:
    Code:
    if sets.precast.WS[spell.english] then
        if sets.precast.WS[spell.english][WeaponskillMode] then
            equip(sets.precast.WS[spell.english][WeaponskillMode])
        else
            equip(sets.precast.WS[spell.english])
        end
    end
    Although there are various tricks to simplify it, such as:
    Code:
    if sets.precast.WS[spell.english] then
        equip(sets.precast.WS[spell.english][WeaponskillMode] or sets.precast.WS[spell.english])
    end

    Quote Originally Posted by Sechs
    This doesn't work either, the lua doesn't get loaded, says it expects a "then" in the first line of your code (but THERE is a 'then'! what does GS mean?!)
    That means you missed the (incorrect) trailing close parenthesis in the example. //if sets.precast.WS[spell.english][WeaponskillMode]) then// should be //if sets.precast.WS[spell.english][WeaponskillMode] then//.

  7. #1207
    Chram
    Join Date
    Sep 2007
    Posts
    2,526
    BG Level
    7
    FFXI Server
    Fenrir

    Quote Originally Posted by Sechs View Post
    I also found an error within Gearswap resources.
    The Jig category currently includes only Spectral Jig and Chocobo Jig, but not the recently added Chocobo Jig II.

    Should I be the one to correct it locally, or does Byrth have to correct it on the next addon update?

    This is an interesting problem.

    Chocobo Jig II simply doesn't exist at all in libs/res/abilities.lua, though it does exist in libs/resources/abilities.lua. Why we now have two separate directories for resources, I'm not sure, but it appears to be pulling from the /res/ directory now, which is new.

    Further, everything from index 381 (Chocobo Jig II) to index 400 is completely different between the two files. Need to add this to the Windower issues tracker.

  8. #1208
    Sea Torques
    Join Date
    Jul 2010
    Posts
    516
    BG Level
    5
    FFXI Server
    Bahamut

    Yeah you can, for instance, you can also do this this way....

    Code:
    if spell.type == 'WeaponSkill' then
    equip(sets.precast.WS[spell.english][WeaponSkillMode] or {})
    end
    This doesn't work.
    I tried something similar when I was writing a file. You can't pass a conditional statement to the equip() function, but you can make a dummy variable prior to the function call. i.e. _=sets.precast.ws.... or {} ... equip(_)
    Originally Posted by Raelia
    Code:
    if sets.precast.WS[spell.english][WeaponskillMode]) then
    equip(sets.precast.WS[spell.english][WeaponskillMode])
    end
    This doesn't work either
    There's a stray end parentheses after WeaponskillMode.

  9. #1209
    Bagel
    Join Date
    Dec 2012
    Posts
    1,488
    BG Level
    6

    Quote Originally Posted by Motenten View Post
    First, this will generally not give you correct values, assuming you're swapping in stat gear for the waltz, since there's no way to see the effects of the stat changes from precast gear before you execute the waltz (even if the stats updated instantly, which they don't).
    there are limitations as to what gearswap can do but i could get as close as posible

    Quote Originally Posted by Motenten View Post
    Second, if you wrote it so that you just hardcoded the relevant stat values, you also need to account for the difference in HP between your curing set and your normal set. If your curing set has less HP, then trying to target an exact cure will waste some of it.

    Third, you have to consider the threshold of changing from one waltz tier to the next. If Curing Waltz II cures 400, and Curing Waltz III cures 800, and you're 401 HP below max, which one do you use? The way you've presented it, you use a given cure up until you need strictly more HP cured than it can provide, and then you change to the next higher cure. That tends to be horribly inefficient.

    For my own version of auto-selecting waltzes (in my Mote-Utility file, if you're interested), I use a given waltz up until about 50% more than the amount I expect it to cure (so Waltz II for up to 600 HP, Waltz III for up to 1100 HP, etc) so that using a given waltz will tend to at least be 75% efficient. Thus, I don't care about figuring out the exact amount a given waltz will cure since I'm not aiming for an exact match anyway; my target thresholds are just round numbers that I selected myself.
    thats a good idea but all this is actualy a way for me to learn more about lua(its more of an exparamental idea) i might never use it other then to give me an aproximet value of what its going to heal

    Quote Originally Posted by Motenten View Post
    As for the cure spell calculations, you can find them here: https://www.bg-wiki.com/bg/Cure_Formula
    this is what i have so far:
    http://pastebin.com/bAVjyaXd

    but there are things i dont know
    1. how to always round down
    2. what to put in to the ?? ware the page you posted just says Hard Cap:
    3. ho to figure out when to change the Power Floor but i guessed as you can see in my link

  10. #1210
    Old Merits
    Join Date
    Apr 2012
    Posts
    1,109
    BG Level
    6

    Using mote's GS, why am I unable to simply copy/paste the adoulin rule found in the SAM lua onto my MNK one?

    If I put adoulin after engage. and before .AM3 for instance, I get errors on the selfmapping lines 420 and 392 (these may vary very slightly from where they appear in the stock selfmappings file because i delete some of the add to chats)

    .Adoulin at the end of the set doesn't create an error obviously but it also doesn't work.

  11. #1211
    Chram
    Join Date
    Sep 2007
    Posts
    2,526
    BG Level
    7
    FFXI Server
    Fenrir

    Quote Originally Posted by Fake View Post
    Using mote's GS, why am I unable to simply copy/paste the adoulin rule found in the SAM lua onto my MNK one?

    If I put adoulin after engage. and before .AM3 for instance, I get errors on the selfmapping lines 420 and 392 (these may vary very slightly from where they appear in the stock selfmappings file because i delete some of the add to chats)

    .Adoulin at the end of the set doesn't create an error obviously but it also doesn't work.
    Because you didn't look at the function at the bottom of the sam file, get_combat_form() where the value is determined? Or in the two places that that function is called: job_setup() and job_update()?

    Edit: Though the mnk file also has the same function and function calls; it just doesn't have anything specifying that Adoulin is a possible combat form (it only uses Footwork as a form).

  12. #1212
    Old Merits
    Join Date
    Apr 2012
    Posts
    1,109
    BG Level
    6

    See, this is why you need to finish an indepth gearswap guide so you can teach a man to fish rather than ask stupid questions.

    Edit: I had added the rule at the bottom where the value is determined and I made sure it was called in update but it still returns as a nil value for some reason.

  13. #1213
    Chram
    Join Date
    Sep 2007
    Posts
    2,526
    BG Level
    7
    FFXI Server
    Fenrir

    Check the "Mote gearswap docs.txt" file on my github for details on how my gearswap files work (note: it's not a general gearswap guide). It's a bit out of date, though, with certain specific details (general logic is still the same); I need to update that.

  14. #1214
    E. Body
    Join Date
    Nov 2008
    Posts
    2,048
    BG Level
    7
    FFXI Server
    Bismarck

    I'm getting an error for Gearswap.

    Lua error (unknown 1) - ...ram files (x86)/Windower4//addons/libs/resources.lua:74: attempt to concatenate field 'windower_path' (a nil value)

    restarting windower doesnt correct it

    getting fixed

  15. #1215
    Chram
    Join Date
    Sep 2007
    Posts
    2,526
    BG Level
    7
    FFXI Server
    Fenrir

    Quote Originally Posted by dlsmd View Post
    but there are things i dont know
    1. how to always round down
    2. what to put in to the ?? ware the page you posted just says Hard Cap:
    3. ho to figure out when to change the Power Floor but i guessed as you can see in my link
    1) math.floor()
    2) Hard cap means the value can't go any higher, so anything over 700 (or 600 for Cure 1) is meaningless. Just use the value of the cap.
    3) Change the power floor when the formula says to? I'm not really sure what you're asking.

  16. #1216
    Bagel
    Join Date
    Dec 2012
    Posts
    1,488
    BG Level
    6

    Quote Originally Posted by Motenten View Post
    1) math.floor()
    2) Hard cap means the value can't go any higher, so anything over 700 (or 600 for Cure 1) is meaningless. Just use the value of the cap.
    3) Change the power floor when the formula says to? I'm not really sure what you're asking.
    1. math.floor rounds down from .0 to .4 but at .5 to .9 it rounds up i need it to always round down
    2. so whats the value for rate at cap there is no number to use
    (cure 1 at cap) Power Floor=600 Rate=Hard Cap: HP Floor=65
    Base = floor( (Power - Power Floor) ÷ Rate ) + HP Floor
    3. so if power is 99 for cure 1 i would use Power Floor=125 Rate=15 HP Floor=40

    -EDIT-
    for 1 i was wrong math.floor does not round up
    http://wiki.roblox.com/index.php/Fun...ons#math.floor

  17. #1217
    Old Merits
    Join Date
    Apr 2012
    Posts
    1,109
    BG Level
    6

    Quote Originally Posted by Motenten View Post
    Because you didn't look at the function at the bottom of the sam file, get_combat_form() where the value is determined? Or in the two places that that function is called: job_setup() and job_update()?

    Edit: Though the mnk file also has the same function and function calls; it just doesn't have anything specifying that Adoulin is a possible combat form (it only uses Footwork as a form).
    I have called the function in job_setup job_update and even init_gear_sets and it still says adoulin is a nil value, I do not get it.

  18. #1218
    Old Merits
    Join Date
    Jun 2008
    Posts
    1,021
    BG Level
    6
    FFXI Server
    Sylph

    I've been updating to GS and my mule doesn't have Ghorn but does have Terp. Maybe someone can point out if i'm missing it but Mot's brd.lua file seems to only be viable for ghorn bards. What can I change/add to use +3 instruments?

  19. #1219
    Chram
    Join Date
    Sep 2007
    Posts
    2,526
    BG Level
    7
    FFXI Server
    Fenrir

    Quote Originally Posted by dlsmd View Post
    1. math.floor rounds down from .0 to .4 but at .5 to .9 it rounds up i need it to always round down
    What you're describing is math.round(). math.floor() simply truncates the decimal portion of the integer.

    Quote Originally Posted by dlsmd View Post
    2. so whats the value for rate at cap there is no number to use
    (cure 1 at cap) Power Floor=600 Rate=Hard Cap: HP Floor=65
    Base = floor( (Power - Power Floor) ÷ Rate ) + HP Floor
    The fifth scaling rate for Cure 1, above the fourth power cap of 200, is 20. Thus, for every 20 power above 200 you gain +1 HP cured, until you reach the next cap -- 600. Above 600 power, it doesn't matter how much power you add, the total amount cured doesn't change.

    There is not "value for rate at cap", because such a question is nonsensical. 'Rate' implies change. When you're at the final cap, there is no more change.

    Quote Originally Posted by dlsmd View Post
    3. so if power is 99 for cure 1 i would use Power Floor=125 Rate=15 HP Floor=40
    Looking back at your lua code, I also see that you're completely misunderstanding how the scaling functions work. They describe a piece-wise function, not a single multiplier for the current power value.

    Suppose you have 99 power from stats, and are casting Cure:

    Minimum amount cured is 10. (You will always cure for at least 10 HP, regardless of power.)
    Minimum power is 0. Not relevant here, but anything below the minimum power is ignored, and you just cure for the minimum amount.

    The first soft cap is at 20 power. We have at least 20 power, so we can use the full scale in this section, which has a rate value of 4.

    20 power, at 4 power per HP, gives +5 HP cured. We now have a total of 15 HP cured.

    The next soft cap is at 40 power. It describes the rate of change between 20 power and 40 power, at a rate of 4/3 (+3 HP for every 4 power gained).

    Since we have over 40 power, we can use the full amount of this section, which comprises 20 power (40 for the second cap - 20 for the first cap). 20 / (4/3) = 15, so we gain another 15 HP cured.

    The next cap is at 125 power. We have 99 power, so this is the last section we need to consider.

    The scaling rate of the third section is 8.5. Our current power (99) is 59 above the previous soft cap of 40. Thus the amount gained in this section is (59/8.5) = 6.941, truncated to 6, for +6 HP.

    Total amount cured: 10 (base) + 5 (first soft cap) + 15 (second soft cap) + 6 (third section) = 36 HP.

  20. #1220
    Chram
    Join Date
    Sep 2007
    Posts
    2,526
    BG Level
    7
    FFXI Server
    Fenrir

    Quote Originally Posted by Limlight View Post
    I've been updating to GS and my mule doesn't have Ghorn but does have Terp. Maybe someone can point out if i'm missing it but Mot's brd.lua file seems to only be viable for ghorn bards. What can I change/add to use +3 instruments?
    In this section of the sets:

    Code:
    	-- Gear to enhance certain classes of songs.  No instruments added here since Gjallarhorn is being used.
    	sets.midcast.Ballad = {legs="Aoidos' Rhing. +2"}
    	sets.midcast.Lullaby = {hands="Brioso Cuffs"}
    	sets.midcast.Madrigal = {head="Aoidos' Calot +2"}
    	sets.midcast.March = {hands="Aoidos' Manchettes +2"}
    	sets.midcast.Minuet = {body="Aoidos' Hongreline +2"}
    	sets.midcast.Minne = {}
    	sets.midcast.Carol = {head="Aoidos' Calot +2",
    		body="Aoidos' Hongreline +2",hands="Aoidos' Manchettes +2",
    		legs="Aoidos' Rhing. +2",feet="Aoidos' Cothrn. +2"}
    	sets.midcast["Sentinel's Scherzo"] = {feet="Aoidos' Cothrn. +2"}
    	sets.midcast['Magic Finale'] = {neck="Wind Torque",waist="Corvax Sash",legs="Aoidos' Rhing. +2"}
    
    	sets.midcast.Mazurka = {range=info.DaurdablaInstrument}
    Add the relevant instruments to the various song type sets.

Page 61 of 302 FirstFirst ... 11 51 59 60 61 62 63 71 111 ... LastLast

Similar Threads

  1. Replies: 6547
    Last Post: 2014-07-08, 22:45