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

  1. #1301
    Bagel
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    does Gearswap still get its spell/ability data from the xml resources or does it get it from the lua resources??

  2. #1302
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    Need a hand in my newly created NIN lua
    http://pastebin.com/AKr889jr

    Everything seems to be working as far as I can tell, except for one thing.
    I created a Ionis rule to make so that according to wether Ionis is up or not, the waist equipment in the TP.Normal set is gonna change accordingly.
    It's just not working, it keeps getting the default belt, the one I set at the start of the file.
    Where is the error?

  3. #1303
    Chram
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    Quote Originally Posted by dlsmd View Post
    does Gearswap still get its spell/ability data from the xml resources or does it get it from the lua resources??
    lua

    Quote Originally Posted by Sechs View Post
    Need a hand in my newly created NIN lua
    http://pastebin.com/AKr889jr

    Everything seems to be working as far as I can tell, except for one thing.
    I created a Ionis rule to make so that according to wether Ionis is up or not, the waist equipment in the TP.Normal set is gonna change accordingly.
    It's just not working, it keeps getting the default belt, the one I set at the start of the file.
    Where is the error?
    You need to modify sets.TP.waist.name, not sets.TP.waist.

  4. #1304
    Bagel
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    it looks like you trying to change a table
    change this
    sets.TP.waist = {name="Twilight Belt"}
    to
    sets.TP.waist = "Twilight Belt"

  5. #1305
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    Forgot a .name there >.>
    Works now

    One more job done \o/
    Now the hard one... next is SCH, gonna be fun... lots of complicated situations and exceptions there =/

  6. #1306
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    Cross posting this in here.

    Got a bunch of windower updates today to resources and a bunch of addons etc, now i'm getting a bunch of crashes, I think it's gearswap related, as I didn't have them until swapping from sch (which does not currently use gs) to geo (which does use gs) Crashed 3 times in a Marjami delve when I was trying to cast luopans.

    Able to reproduce by spamming some lupoans in Marjami proper (specifically geo-fury). Here's a pastebin with my lua, it's pretty simple so I'm not sure what could be causing it.

    http://pastebin.com/srnSLciM

  7. #1307
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    -wrong place-

  8. #1308
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    This is the wrong thread. The one you posted in is the thread to share and request full LUA gearswap files.
    If you want help with creating or modifying a LUA you need to ask in the Gearswap help thread.
    You can find it HERE

  9. #1309
    Melee Summoner
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    Hello everyone, i have some request about some adjustement i want to made on my RDM GS.
    For info, i use all the moten stuff (include etc)

    I know we can use F9-F12 to swap between PDT/MDT etc, but i want to know where i can change that.

    In fact, i have a basic magical nuke set like that :

    Code:
    sets.midcast['Elemental Magic'] = {
    		main="Lehbrailg +2",sub="Mephitis grip",ammo="Dosis tathlum",
    		head="Hagondes Hat +1",neck="eddy necklace",ear1="Friomisi Earring",ear2="Crematio Earring",
    		body="Seidr Cotehardie" ,hands="Otomi Gloves",ring1="Sangoma Ring",ring2="Locus Ring",
    		back="Toro Cape",waist="Sekhmet Corset",legs="Hagondes Pants +1",feet="Vitivation Boots +1"}
    pretty usefull on standard monster, but i have some nasty resist on the new delve content, so i want to made a resist.set and add the possibility to swap on it via F9-F12.

    Any idea on that ?

    Thks in advance

  10. #1310
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    I need more examples/data/documentation.
    spell.type accepts several pre-made categories. Like for instance "Jigs" or "Sambas" etc. These are taken from the resources as well? Is there a list somewhere of all these pre-made categories?
    Or like the possible values you can use with the player.status variable. It says to check addons/libs/status.lua but there is no such file in my directory.

  11. #1311
    Chram
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    Quote Originally Posted by psylo View Post
    Hello everyone, i have some request about some adjustement i want to made on my RDM GS.
    For info, i use all the moten stuff (include etc)

    I know we can use F9-F12 to swap between PDT/MDT etc, but i want to know where i can change that.

    In fact, i have a basic magical nuke set like that :

    Code:
    sets.midcast['Elemental Magic'] = {
    		main="Lehbrailg +2",sub="Mephitis grip",ammo="Dosis tathlum",
    		head="Hagondes Hat +1",neck="eddy necklace",ear1="Friomisi Earring",ear2="Crematio Earring",
    		body="Seidr Cotehardie" ,hands="Otomi Gloves",ring1="Sangoma Ring",ring2="Locus Ring",
    		back="Toro Cape",waist="Sekhmet Corset",legs="Hagondes Pants +1",feet="Vitivation Boots +1"}
    pretty usefull on standard monster, but i have some nasty resist on the new delve content, so i want to made a resist.set and add the possibility to swap on it via F9-F12.

    Any idea on that ?

    Thks in advance
    By default, they're in Mote-Globals, under binds_on_load(). You can override that by having a load_user_globals() function in a sidecar file, if you use one.

    Also by default, Ctrl-F11 cycles casting modes, the most common of which is a Resistant mode, which it sounds like you want. Define a set as sets.midcast['Elemental Magic'].Resistant, and it will be automatically selected when casting nukes while in Resistant casting mode.

  12. #1312
    Chram
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    Quote Originally Posted by Sechs View Post
    I need more examples/data/documentation.
    spell.type accepts several pre-made categories. Like for instance "Jigs" or "Sambas" etc. These are taken from the resources as well? Is there a list somewhere of all these pre-made categories?
    Or like the possible values you can use with the player.status variable. It says to check addons/libs/status.lua but there is no such file in my directory.
    Look in Windower/res/abilities.lua. I don't know of any comprehensive list of all the available types, though.

    Also, such files were previously kept in addons/libs/resources (not just the addons/libs top-level directory), but have been moved in the recent shuffling.

  13. #1313
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    Found everything, thanks Mote!

    Two more questions guys:
    • Would this line with the "startswith" command be valid? I'm trying to understand how to use it. *If spell.english:startswith('Cur') then* this would catch all spells which start with "Cur", correct?
    • This is not a proper Gearswap question maybe but... how do you guys handle idle/movspeed sets on mage jobs? On Melees I don't have this issue because I can use the player.status='engaged' to discriminate. When it's true it will equip a series of TP sets according to rules, when it's false it will equip the idle set, which in my case will be composed by a mixture of regen, movspeed and dt. Now this is clearly not possible for a mage job since typically you do not engage. How can I create a difference between my idle set in-between spellcasts but during a fight, and my idle set when I'm moving around and not fighting at all? I think this is not possible and I will have to resort to a self command to equip a movspeed set.


    What I meant might be unclear.
    Could make examples for several slots but there's one in particular which makes it clear: feet.
    When I'm fighting I want to idle between spellcasts in Serpentes Sabots, when I'm not fighting I want to use Herald's Gaiters.

  14. #1314
    Sea Torques
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    Quote Originally Posted by Sechs View Post
    • Would this line with the "startswith" command be valid? I'm trying to understand how to use it. *If spell.english:startswith('Cur') then* this would catch all spells which start with "Cur", correct?
    Correct. You could also do windower.wc_match(spell.english, 'Cur*') to achieve more Spellcast-like behavior, but I'd recommend against it, as it is significantly slower to use wildcards when you just want to check the beginning of a string (or the end, for that matter, with :endswith() ).

  15. #1315
    Sea Torques
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    Quote Originally Posted by Sechs View Post
    Found everything, thanks Mote!

    Two more questions guys:
    • Would this line with the "startswith" command be valid? I'm trying to understand how to use it. *If spell.english:startswith('Cur') then* this would catch all spells which start with "Cur", correct?
    • This is not a proper Gearswap question maybe but... how do you guys handle idle/movspeed sets on mage jobs? On Melees I don't have this issue because I can use the player.status='engaged' to discriminate. When it's true it will equip a series of TP sets according to rules, when it's false it will equip the idle set, which in my case will be composed by a mixture of regen, movspeed and dt. Now this is clearly not possible for a mage job since typically you do not engage. How can I create a difference between my idle set in-between spellcasts but during a fight, and my idle set when I'm moving around and not fighting at all? I think this is not possible and I will have to resort to a self command to equip a movspeed set.


    What I meant might be unclear.
    Could make examples for several slots but there's one in particular which makes it clear: feet.
    When I'm fighting I want to idle between spellcasts in Serpentes Sabots, when I'm not fighting I want to use Herald's Gaiters.
    Hmmm on my WHM what I used for the idle part was, a macro...

    I got few ideas...

    On aftercast function, you check your target, if the target is a mob, then idle in refresh if not movement feets... That's probably the only way to know if you fighting something as Mage...

    If healing/buffing well... If your mp is over 80%(for ex) idle in movement if not in refresh, I have this on my brd.

    Or just draw your weapon

  16. #1316
    Bagel
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    Quote Originally Posted by JSHidaka View Post
    Or just draw your weapon
    thats what i do just do not get close enuf to attack

  17. #1317
    Sea Torques
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    yea but is "true" that for some jobs is not good to draw your weapon... Brd, whm, healing sch/rdm...

    was thinking.. maybe using a timer and variables...

    on aftercast for a spell.. kick a timer... like 15 secs.. if you don't cast anything in that time and your MP is over some %.. swaps to movement set..

  18. #1318
    Bagel
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    is there any way to tell in gearswap if an indi spell is active(the ones with out a buff)

  19. #1319
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    On my BRD I don't really care, I don't even take Serpentes Sabots out of my Mog Locker lol.
    It's more a matter for my SCH (I'm creating the Lua now) and my SMN.
    But yeah, in the end I think I'll just go with a macro/hotkey to manually equip the "not fighting" idle set, and leave the "fighting" one as the default aftercast set.
    It's the way I was doing it now on Spellcast anyway, so no big deal, I won't even have to change my habits.

  20. #1320
    Bagel
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    if you plan to have it change your feet parts based on if its day or night you can do this

    if world.time >= 18.00 or world.time < 6.00 then -- night time
    or
    if world.time >= 6.00 or world.time < 18.00 then -- day time

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