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

  1. #1441
    Sea Torques
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    Gearswap Help Thread!

    Quote Originally Posted by Kensagaku View Post
    It's almost working! I got JAs working, my toggle works, my resting/etc sets work... but now I'm fizzling out on the midcast. I've checked on a few things (like switching if spell.type= to if spell.action_type, which fixed my precast and JAs) but there's something screwy going on. It's not even equipping the proper fast cast set; I cast Fire and it switches to my normal Fast Cast set (which it shouldn't, seeing as the spell.cast_time < 3 should switch it straight to midcast). So yeah, I have no idea. @_@

    Edit: Updated file - http://pastebin.com/9Tyk4bFq
    Blackout... Not good from cellphone... But with gs you don't need to worry if the spell cast too fast, you can precast a barspell and still cast it in the right midcast gear, you can even ass occ. quick magic and will cast in the right set.

    Edit: saw the problem in the midcast function, you have ElementalMagic, should be 'Elemental Magic' will happen the same with healingmagic

  2. #1442
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    No, it's literally that it's not switching to midcast at all, not that it's switching wrong. Additionally, Elemental Magic isn't casting in the proper precast set (which includes Bagua hands, Elemental Magic Casting Time -11%) and is casting in an entirely different precast set.

  3. #1443
    Sea Torques
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    Code:
    function precast(spell)
            if spell.action_type == 'Magic' then
                    if spell.skill == 'Geomancy' then
                            equip(sets.precast.FC.geomancy)
                   
                    elseif spell.skill == 'Healing Magic' then
                                    if string.find(spell.english,'Cur') and spell.name ~= 'Cursna' then
                                            equip(sets.precast.Cure)
                                    else
                                            equip(sets.precast.FC)
                                    end
                                           
                 
                    elseif spell.skill == 'Elemental Magic' then
                                    equip(sets.precast.FC.Elemental)
                           
                    elseif spell.skill == 'Enhancing Magic' then
                                    equip(sets.precast.FC.Enhancing)
                    else
                            equip(sets.precast.FC)
                    end
            elseif spell.type == 'JobAbility' then
                    if sets.precast.JA[spell.english] then equip(sets.precast.JA[spell.english]) end
            end
    end
     
    function midcast(spell)
            if spell.action_type == 'Magic' then
                    if spell.skill == 'Geomancy' then
                            if string.find(spell.english,'Indi-') then
                                    equip(sets.midcast.Indi)
                            elseif string.find(spell.english,'Geo-') then
                                    equip(sets.midcast.Geo)
                            end
                   
                    elseif spell.skill == 'Healing Magic' then
                            if string.find(spell.english,'Cur') and spell.name ~= 'Cursna' then
                                    equip(sets.midcast.Cure)
                            else
                                    equip(sets.midcast.Recast)
                            end
                   
                    elseif spell.skill == 'Elemental Magic' then
                            equip(sets.midcast.Elemental)
                            if spell.element == world.weather_element or spell_element == world.day_element then
                                    equip(sets.Obi[spell.element])
                            end
                   
                    elseif spell.skill == 'Enfeebling Magic' then
                            equip(sets.midcast.Enfeeble)
                   
                    elseif spell.skill == 'Enhancing Magic' then
                            if string.find(spell.english,'Phalanx') then
                                    equip(sets.midcast.Enhancing)
                            else
                                    equip(sets.midcast.recast)
                            end
                    end
            end
    end
    with the new resourses, healingmagic, elementalmagic, enhancingmagic, enfeeblingmagic are now 'Healing Magic', 'Elemental Magic', 'Enhancing Magic', Enfeebling Magic'... about JobAbility.. not sure.. but if not working.. try 'Job Ability'

  4. #1444
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    Aha! That did it. I saw it without the space in an example (I think it was one of the ones in the folder) and went with that, but I guess it's changed or something since the tutorial ones were created. But everything is working well, thanks to both of you who were patient with my goof-ups. x.x

  5. #1445
    Bagel
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    the only thing i can see is that your not using the correct skill names

    spell.type comes from the names listed in these files (the end of each spells/ability's line ware type=)
    Windower4\res\spells.lua
    C:\Program Files (x86)\Windower4\res\abilities.lua

    spell.skill comes from the names listed in this file
    Windower4\res\skills.lua

  6. #1446
    Bagel
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    Code:
    spell.type
    	JobAbility
    	PetCommand
    	CorsairRoll
    	Samba
    	Waltz
    	Jig
    	Step
    	Flourish1
    	Flourish2
    	Flourish3
    	Scholar
    	Effusion
    	Rune
    	Ward
    	BloodPactWard
    	BloodPactRage
    	Monster
    	WeaponSkill
    	MonsterSkill
    	WhiteMagic
    	BlackMagic
    	SummonerPact
    	Ninjutsu
    	BardSong
    	Geomancy
    	BlueMagic
    	Trust
    	
    spell.skill
    	Hand-to-Hand
    	Dagger
    	Sword
    	Great Sword
    	Axe
    	Great Axe
    	Scythe
    	Polearm
    	Katana
    	Great Katana
    	Club
    	Staff
    	Archery
    	Marksmanship
    	Throwing
    	Divine Magic
    	Healing Magic
    	Enhancing Magic
    	Enfeebling Magic
    	Elemental Magic
    	Dark Magic
    	Summoning Magic
    	Ninjutsu
    	Singing
    	Blue Magic
    	Geomancy
    and im not sure but i think you can do this as well(but not sure)
    Code:
    spell.skill.category
    	Combat
    	Magic

  7. #1447
    Chram
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    Quote Originally Posted by IceSylph View Post
    Getting error's from Motenten's utility whenever I try to ws/cast spells.

    GearSwap: lua error (runtime) - directoryyadayadaydyayada/addons/GearSwap/flow.lua:268:
    GearSwap has detected an error in the user function precast:
    Mote-Utility.lua:394: attempt to index local 'item_map' (a nil value).
    If you updated Mote-Utility recently, make sure you also updated Mote-Mappings.

  8. #1448
    Relic Shield
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    Quote Originally Posted by Motenten View Post
    If you updated Mote-Utility recently, make sure you also updated Mote-Mappings.
    Bah, I thought I did update it the other day, apparantly not >.>
    Thank you, brohan.

  9. #1449
    Smells like Onions
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    #Darkmagi how do you toggle ? f9 doesnt work.

  10. #1450
    RIDE ARMOR
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    old spellcast user trying to learn gearswap

    this is what i have currently for gearswap and getting errors
    Spoiler: show
    function get_sets()
    TP_Index = 1
    Idle_Index = 1

    sets.WS = {}
    sets.WS["Drakesbane"] =
    {
    main="Upukirex",
    sub="Danger Grip",
    ammo="Thew Bomblet",
    head="Espial Cap",
    body="Espial Gambison",
    hands="Espial Bracers",
    legs="Espial Hose",
    feet="Espial Socks",
    neck="Nefarious Collar",
    waist="Cetl Belt",
    left_ear="Bladeborn Earring",
    right_ear="Steelflash Earring",
    left_ring="Tyrant's Ring",
    right_ring="Rajas Ring",
    back="Rancorous Mantle",
    }
    sets.WS["Stardiver"] =
    {
    main="Upukirex",
    sub="Danger Grip",
    ammo="Thew Bomblet",
    head="Espial Cap",
    body="Espial Gambison",
    hands="Espial Bracers",
    legs="Espial Hose",
    feet="Espial Socks",
    neck="Nefarious Collar",
    waist="Cetl Belt",
    left_ear="Bladeborn Earring",
    right_ear="Steelflash Earring",
    left_ring="Tyrant's Ring",
    right_ring="Rajas Ring",
    back="Rancorous Mantle",
    }

    TP_Set_Names = {"DD"}
    sets.TP = {}
    sets.TP['DD'] =
    {
    main="Upukirex",
    sub="Danger Grip",
    ammo="Thew Bomblet",
    head={ name="Cizin Helm", augments={"physicaldamagetaken-2",}},
    body="Espial Gambison",
    hands={ name="Cizin Mufflers", augments={"physicaldamagetaken-1","attack1",}},
    legs={ name="Cizin Breeches", augments={"physicaldamagetaken-2","accuracy1",}},
    feet={ name="Cizin Greaves", augments={"physicaldamagetaken-3","accuracy10",}},
    neck="Agasaya's Collar",
    waist="Cetl Belt",
    left_ear="Bladeborn Earring",
    right_ear="Steelflash Earring",
    left_ring="Rajas Ring",
    right_ring="Tyrant's Ring",
    back="Atheling Mantle",
    }

    Idle_Set_Names ={"Normal"}
    set.Idle = {}
    sets.Idle['Normal'] =
    {
    main="Upukirex",
    sub="Danger Grip",
    ammo="Thew Bomblet",
    head={ name="Cizin Helm", augments={"physicaldamagetaken-2",}},
    body="Espial Gambison",
    hands={ name="Cizin Mufflers", augments={"physicaldamagetaken-1","attack1",}},
    legs={ name="Cizin Breeches", augments={"physicaldamagetaken-2","accuracy1",}},
    feet={ name="Cizin Greaves", augments={"physicaldamagetaken-3","accuracy10",}},
    neck="Agasaya's Collar",
    waist="Cetl Belt",
    left_ear="Bladeborn Earring",
    right_ear="Steelflash Earring",
    left_ring="Rajas Ring",
    right_ring="Tyrant's Ring",
    back="Atheling Mantle", }
    end
    function precast(spell)
    if sets.WS[spell.english] then equip(sets.WS[spell.english]) end

    function aftercast(spell)
    if player.status =='Engaged' then
    equip(sets.TP[TP_Set_Names[TP_Index]])
    else
    equip(sets.Idle[Idle_Set_Names[Idle_Index]])
    end
    end

    function status_change(new,old)
    if T{'Idle','Resting'}:contains(new) then
    equip(sets.Idle[Idle_Set_Names[Idle_Index]])
    elseif new == 'Engaged' then
    equip(sets.TP[TP_Set_Names[TP_Index]])
    end
    end
    end


    this is what i had for spellcast and trying to make it like that

    Spoiler: show


    <spellcast>

    <config
    ShowGearSwaps="true"
    NormalSet="Idle"
    EngagedSet="TP"
    />


    <sets>
    <group name="DRG" Default="true">
    <set name = "TP" >
    <main>Upukirex</main>
    <sub>Danger Grip</sub>
    <range>remove</range>
    <ammo>Thew Bomblet</ammo>
    <head>Cizin Helm</head>
    <neck>Agasaya's Collar</neck>
    <lear>Steelflash Earring</lear>
    <rear>Bladeborn Earring</rear>
    <body>Espial Gambison</body>
    <hands>Cizin Mufflers</hands>
    <lring>Rajas Ring</lring>
    <rring>Tyrant's Ring</rring>
    <back>Atheling Mantle</back>
    <waist>Cetl Belt</waist>
    <legs>Cizin Breeches</legs>
    <feet>Cizin Greaves</feet>
    </set>

    <set name = "Idle" >
    <main>Upukirex</main>
    <sub>Danger Grip</sub>
    <range>remove</range>
    <ammo>Thew Bomblet</ammo>
    <head>Cizin Helm</head>
    <neck>Agasaya's Collar</neck>
    <lear>Steelflash Earring</lear>
    <rear>Bladeborn Earring</rear>
    <body>Espial Gambison</body>
    <hands>Cizin Mufflers</hands>
    <lring>Rajas Ring</lring>
    <rring>Tyrant's Ring</rring>
    <back>Atheling Mantle</back>
    <waist>Cetl Belt</waist>
    <legs>Cizin Breeches</legs>
    <feet>Cizin Greaves</feet>
    </set>


    <set name = "ws" >
    <main>Upukirex</main>
    <sub>Danger Grip</sub>
    <range>remove</range>
    <ammo>Thew Bomblet</ammo>
    <head>Espial Cap</head>
    <neck>Nefarious Collar</neck>
    <lear>Steelflash Earring</lear>
    <rear>Bladeborn Earring</rear>
    <body>Espial Gambison</body>
    <hands>Espial Bracers</hands>
    <lring>Rajas Ring</lring>
    <rring>Tyrant's Ring</rring>
    <back>Rancorous Mantle</back>
    <waist>Cetl Belt</waist>
    <legs>Espial Hose</legs>
    <feet>Espial Socks</feet>
    </set>


    </group>
    </sets>
    <rules>

    <if status="idle">
    <equip when="idle|aftercast" set="Idle" />
    </if>
    <else>
    <equip when="engaged|aftercast" set="TP" />
    </else>

    <if type="WeaponSkill">
    <if spell="Drakesbane">
    <equip when="precast" set="ws"/>
    </if>
    <else>
    <equip when="precast" set="ws"/>
    </else>

    </if>
    </rules>
    </spellcast>



    and yes i know this is not great gear but its okay gear trying to learn the easy switches for gearswap before i start on my thief that has more gearswaps and macro changes thanks in advance for the help or teaching ^^

  11. #1451
    Sea Torques
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    What error are you getting? Coz at first look the code is ok

    Probably the error can be coz augmented gear, if you don't have multiple of each piece, remove the augmented part like
    head="Cizin Helm",
    Instead what you have there

  12. #1452
    Sea Torques
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    Quote Originally Posted by dv8nxs View Post
    this is what i have currently for gearswap and getting errors
    Spoiler: show
    function get_sets()
    TP_Index = 1
    Idle_Index = 1

    sets.WS = {}
    sets.WS["Drakesbane"] =
    {
    main="Upukirex",
    sub="Danger Grip",
    ammo="Thew Bomblet",
    head="Espial Cap",
    body="Espial Gambison",
    hands="Espial Bracers",
    legs="Espial Hose",
    feet="Espial Socks",
    neck="Nefarious Collar",
    waist="Cetl Belt",
    left_ear="Bladeborn Earring",
    right_ear="Steelflash Earring",
    left_ring="Tyrant's Ring",
    right_ring="Rajas Ring",
    back="Rancorous Mantle",
    }
    sets.WS["Stardiver"] =
    {
    main="Upukirex",
    sub="Danger Grip",
    ammo="Thew Bomblet",
    head="Espial Cap",
    body="Espial Gambison",
    hands="Espial Bracers",
    legs="Espial Hose",
    feet="Espial Socks",
    neck="Nefarious Collar",
    waist="Cetl Belt",
    left_ear="Bladeborn Earring",
    right_ear="Steelflash Earring",
    left_ring="Tyrant's Ring",
    right_ring="Rajas Ring",
    back="Rancorous Mantle",
    }

    TP_Set_Names = {"DD"}
    sets.TP = {}
    sets.TP['DD'] =
    {
    main="Upukirex",
    sub="Danger Grip",
    ammo="Thew Bomblet",
    head={ name="Cizin Helm", augments={"physicaldamagetaken-2",}},
    body="Espial Gambison",
    hands={ name="Cizin Mufflers", augments={"physicaldamagetaken-1","attack1",}},
    legs={ name="Cizin Breeches", augments={"physicaldamagetaken-2","accuracy1",}},
    feet={ name="Cizin Greaves", augments={"physicaldamagetaken-3","accuracy10",}},
    neck="Agasaya's Collar",
    waist="Cetl Belt",
    left_ear="Bladeborn Earring",
    right_ear="Steelflash Earring",
    left_ring="Rajas Ring",
    right_ring="Tyrant's Ring",
    back="Atheling Mantle",
    }

    Idle_Set_Names ={"Normal"}
    set.Idle = {}
    sets.Idle['Normal'] =
    {
    main="Upukirex",
    sub="Danger Grip",
    ammo="Thew Bomblet",
    head={ name="Cizin Helm", augments={"physicaldamagetaken-2",}},
    body="Espial Gambison",
    hands={ name="Cizin Mufflers", augments={"physicaldamagetaken-1","attack1",}},
    legs={ name="Cizin Breeches", augments={"physicaldamagetaken-2","accuracy1",}},
    feet={ name="Cizin Greaves", augments={"physicaldamagetaken-3","accuracy10",}},
    neck="Agasaya's Collar",
    waist="Cetl Belt",
    left_ear="Bladeborn Earring",
    right_ear="Steelflash Earring",
    left_ring="Rajas Ring",
    right_ring="Tyrant's Ring",
    back="Atheling Mantle", }
    end
    function precast(spell)
    if sets.WS[spell.english] then equip(sets.WS[spell.english]) end

    function aftercast(spell)
    if player.status =='Engaged' then
    equip(sets.TP[TP_Set_Names[TP_Index]])
    else
    equip(sets.Idle[Idle_Set_Names[Idle_Index]])
    end
    end

    function status_change(new,old)
    if T{'Idle','Resting'}:contains(new) then
    equip(sets.Idle[Idle_Set_Names[Idle_Index]])
    elseif new == 'Engaged' then
    equip(sets.TP[TP_Set_Names[TP_Index]])
    end
    end
    end


    this is what i had for spellcast and trying to make it like that

    Spoiler: show


    <spellcast>

    <config
    ShowGearSwaps="true"
    NormalSet="Idle"
    EngagedSet="TP"
    />


    <sets>
    <group name="DRG" Default="true">
    <set name = "TP" >
    <main>Upukirex</main>
    <sub>Danger Grip</sub>
    <range>remove</range>
    <ammo>Thew Bomblet</ammo>
    <head>Cizin Helm</head>
    <neck>Agasaya's Collar</neck>
    <lear>Steelflash Earring</lear>
    <rear>Bladeborn Earring</rear>
    <body>Espial Gambison</body>
    <hands>Cizin Mufflers</hands>
    <lring>Rajas Ring</lring>
    <rring>Tyrant's Ring</rring>
    <back>Atheling Mantle</back>
    <waist>Cetl Belt</waist>
    <legs>Cizin Breeches</legs>
    <feet>Cizin Greaves</feet>
    </set>

    <set name = "Idle" >
    <main>Upukirex</main>
    <sub>Danger Grip</sub>
    <range>remove</range>
    <ammo>Thew Bomblet</ammo>
    <head>Cizin Helm</head>
    <neck>Agasaya's Collar</neck>
    <lear>Steelflash Earring</lear>
    <rear>Bladeborn Earring</rear>
    <body>Espial Gambison</body>
    <hands>Cizin Mufflers</hands>
    <lring>Rajas Ring</lring>
    <rring>Tyrant's Ring</rring>
    <back>Atheling Mantle</back>
    <waist>Cetl Belt</waist>
    <legs>Cizin Breeches</legs>
    <feet>Cizin Greaves</feet>
    </set>


    <set name = "ws" >
    <main>Upukirex</main>
    <sub>Danger Grip</sub>
    <range>remove</range>
    <ammo>Thew Bomblet</ammo>
    <head>Espial Cap</head>
    <neck>Nefarious Collar</neck>
    <lear>Steelflash Earring</lear>
    <rear>Bladeborn Earring</rear>
    <body>Espial Gambison</body>
    <hands>Espial Bracers</hands>
    <lring>Rajas Ring</lring>
    <rring>Tyrant's Ring</rring>
    <back>Rancorous Mantle</back>
    <waist>Cetl Belt</waist>
    <legs>Espial Hose</legs>
    <feet>Espial Socks</feet>
    </set>


    </group>
    </sets>
    <rules>

    <if status="idle">
    <equip when="idle|aftercast" set="Idle" />
    </if>
    <else>
    <equip when="engaged|aftercast" set="TP" />
    </else>

    <if type="WeaponSkill">
    <if spell="Drakesbane">
    <equip when="precast" set="ws"/>
    </if>
    <else>
    <equip when="precast" set="ws"/>
    </else>

    </if>
    </rules>
    </spellcast>



    and yes i know this is not great gear but its okay gear trying to learn the easy switches for gearswap before i start on my thief that has more gearswaps and macro changes thanks in advance for the help or teaching ^^
    had few errors, now It load w/o errors

    http://pastebin.com/Yn98L9ac

    if gearswaps for the sets w/ augmented dont work.. remove them, cant test that atm

  13. #1453
    Melee Summoner
    Join Date
    Jan 2014
    Posts
    27
    BG Level
    1

    So I decided to redownload my BLU lua and start again and i realised bokura has updated all there lua files. Everything is now working fine on my BLU lua except one thing, I am not changing gear for unbridled learning/wisdom spells (not even fast cast) Can anyone help me fix it please. Here is a link to the file http://pastebin.com/wEaxvpeb.

    Also I noticed on Bokura's WAR and DRK lua's that SAM roll sets have been added. I was thinking of making these sets purely multi-attack and no hit builds and would like to use them when I also have any form of Regain active.

    I beleave this is the part of the code I would need to edit:
    if buffactive["Samurai Roll"] and equipSet["STP"] and Samurai_Roll == 'ON' then
    equipSet = equipSet["STP"]
    end

    would simply changing it to this work?
    if buffactive["Samurai Roll"] or buffactive["Tactician's Roll"] or buffactive.Regain or buffactive.Voidwatcher and equipSet["STP"] and Samurai_Roll == 'ON' then
    equipSet = equipSet["STP"]
    end

  14. #1454
    Lyramion's better half
    Join Date
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    Hopefulki Nozomi
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    Is it possible to set up gearswap to equip gear before using an item, like a precast for items? Thanks to the inventory space upgrade, I now bought a pair of Blenmont's Rings and wanted to set up a rule for using holy waters.

    Granted, I know this can be an easy in-game macro, but just curious if I can add this to GearSwap.

    Thanks!

  15. #1455
    BG Content
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    Lakshmi
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    Yeah, items used through chat commands can be precasted. You will have to use /item "Holy Water" <me> though.

  16. #1456
    Lyramion's better half
    Join Date
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    Hopefulki Nozomi
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    Hyperion
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    Asura

    Quote Originally Posted by Byrthnoth View Post
    Yeah, items used through chat commands can be precasted. You will have to use /item "Holy Water" <me> though.
    ok thank you!

  17. #1457
    Hydra
    Join Date
    Feb 2014
    Posts
    131
    BG Level
    3
    FFXI Server
    Quetzalcoatl

    Quote Originally Posted by Kensagaku View Post
    Oh. I had to create a folder for my character. Heh, whoops? Anyway, at least it's registering it now in-game, though obviously my script is riddled with bugs as of yet so... >.>; Yeah. Okay! Step one at least is done, now let's work on refining it.

    What I'm essentially trying to do is this: I want to be able to switch sets based on my casting set and whether or not I have a pet. After doing some digging, I've seen some things in the examples and on other gearswap examples that have it so you can toggle your gearset, so that seems pretty straightforward once I get that down. I think what I'm trying to do essentially is this: I want my aftercast to switch into one of four sets: Standard (refresh etc), DT (For when I'm danger GEO), Pet Standard (Backline, pet set), or Pet DT (hybrid pet set and self DT set). However, I want it done in a specific way, if it's possible. If I'm in my standard set (i.e. I'm in no danger), I want to end in my Pet Standard set when I have a luopan up. However, if I'm in my DT set (i.e. I'm in the frontlines for an Indi-debuff), I want to end in my hybrid set when I have a luopan up.

    With Spellcast I could do this with variables (though I don't recall being able to check pet status; I had to toggle pet on or off manually) but I'm not sure how that'd be done with Gearswap.
    Using Mote's includes is a good option if you don't feel up to coding all this yourself. His includes do all the hard work for you, and you'll get the functionality you want out of the box.

    It may not be all that obvious, but here's how you would implement what you mentioned above in Mote's GEO.lua

    Toggles are already implemented, and pets are automatically recognized. This is what the toggles look like, if you inspect line 21 in the file linked above.
    Code:
    options.OffenseModes = {'Normal'}
    options.DefenseModes = {'Normal'}
    options.WeaponskillModes = {'Normal'}
    options.IdleModes = {'Normal', 'PDT'}
    options.RestingModes = {'Normal'}
    options.PhysicalDefenseModes = {'PDT'}
    options.MagicalDefenseModes = {'MDT'}
    Notice there's options.IdleModes = {'Normal', 'PDT'} which is exactly what you need. By default, the idleMode toggle is tied to ALT-F12 to cycle through them, but you can override that if you want.

    All you really need to do is create the correct sets.

    This would be your standard "aftercast" gear for refresh, etc.
    Code:
    sets.idle = {  
    -- put gear here
    }
    For "Danger GEO" mode (after you toggle to PDT)
    Code:
    sets.idle.PDT = {
     -- danger geo gear
    }
    If you have a Loupon out, this is used after you cast
    Code:
    sets.idle.Pet = {
    -- loupon is out gear
    }
    This will be used when you've toggled into PDT and your Loupon is out.
    Code:
    sets.idle.PDT.Pet = {
    -- loupon is out and i'm in PDT idleMode
    }
    In practice this is really easy, since all you have to do is hit a single hotkey to go back and forth between PDT and Normal.

    If you wanted to add another mode to your idle toggle, this is how:
    Code:
    -- modify this on line 24
    options.IdleModes = {"Normal", "Hybrid", "PDT"}  
    
    -- put these further down with the sets
    sets.idle.Hybrid = { -- gear }
    sets.idle.Hybrid.Pet = { -- gear }
    If you would prefer to use macros instead of toggling a key. This also works.
    Code:
    /console gs c set IdleMode PDT

    Hopefully that wasn't terribly confusing. I know some new users are scared off by Mote's includes, but IMO they're much better to start with since the alternative is to code everything yourself.

  18. #1458
    Sea Torques
    Join Date
    Aug 2007
    Posts
    692
    BG Level
    5

    Tried Mote's pup.lua, F10 works, but F9 toggles doesn't seem to work.

  19. #1459
    Melee Summoner
    Join Date
    Jul 2006
    Posts
    35
    BG Level
    1
    FFXI Server
    Quetzalcoatl

    I'm having trouble using Motenten's RDM.lua. I've moved the equip sets to charName_RDM_Gear.lua which seems to be fine but for some reason it's not equiping any of the sets.midcast.MagicSkillType gear (sets.midcast.ElementalMagic etc). It equips sets.midcast.FastRecast and then just stops unless there's a specific set for the spell like sets.midcast["Slow II"] or special handling in job_post_midcast. The only logic change I have made is in job_post_midcast to use sets.buff.ComposureOther if the target for an enhancing spell is self and accession and composure are both active.

    Code:
    -- Run after the default midcast() is done.
    -- eventArgs is the same one used in job_midcast, in case information needs to be persisted.
    function job_post_midcast(spell, action, spellMap, eventArgs)
    	if spell.skill == 'Enfeebling Magic' and state.Buff.Saboteur then
    		equip(sets.buff.Saboteur)
    	elseif spell.skill == 'Enhancing Magic' then
    		if buffactive.composure and spell.target.type == 'PLAYER' then
    			equip(sets.buff.ComposureOther)
    		elseif spell.target.type == 'SELF'  then
    			if buffactive.composure and buffactive.accession then
    				equip (sets.buff.ComposureOther)
    			else
    				equip(sets.midcast.EnhancingDuration)
    			end
    		end
    	end
    end
    Any idea what might be going wrong? Thanks in advance for any help.

  20. #1460
    Hydra
    Join Date
    Feb 2014
    Posts
    131
    BG Level
    3
    FFXI Server
    Quetzalcoatl

    Quote Originally Posted by Glecent View Post
    I'm having trouble using Motenten's RDM.lua. I've moved the equip sets to charName_RDM_Gear.lua which seems to be fine but for some reason it's not equiping any of the sets.midcast.MagicSkillType gear (sets.midcast.ElementalMagic etc). It equips sets.midcast.FastRecast and then just stops unless there's a specific set for the spell like sets.midcast["Slow II"] or special handling in job_post_midcast. The only logic change I have made is in job_post_midcast to use sets.buff.ComposureOther if the target for an enhancing spell is self and accession and composure are both active.

    Code:
    -- Run after the default midcast() is done.
    -- eventArgs is the same one used in job_midcast, in case information needs to be persisted.
    function job_post_midcast(spell, action, spellMap, eventArgs)
    	if spell.skill == 'Enfeebling Magic' and state.Buff.Saboteur then
    		equip(sets.buff.Saboteur)
    	elseif spell.skill == 'Enhancing Magic' then
    		if buffactive.composure and spell.target.type == 'PLAYER' then
    			equip(sets.buff.ComposureOther)
    		elseif spell.target.type == 'SELF'  then
    			if buffactive.composure and buffactive.accession then
    				equip (sets.buff.ComposureOther)
    			else
    				equip(sets.midcast.EnhancingDuration)
    			end
    		end
    	end
    end
    Any idea what might be going wrong? Thanks in advance for any help.
    Did you update your spell.skill sets after the windower resource update 2 weeks ago?

    Any set named like sets.midcast.ElementalMagic needs to be renamed to sets.midcast['Elemental Magic'] etc..

    You can view the commit history for Mote's RDM.lua here. Off to the right of each commit, you'll see a SHA (hash) that you can click to view a diff, showing what he changed.

    HTH

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