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

  1. #1561
    Campaign
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    I think I tried that very same line and got an error hmmm, I'll need to double check. Thanks meanwhile!

  2. #1562
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    Quote Originally Posted by Prothescar View Post
    Does GearSwap require a QD/RA bullet check? I.E., is it able to swap bullets properly without shooting a R/EX Quick Draw bullet instead of a normal TP bullet by itself, or do I need to add a rule specifically to safeguard against that like with SpellCast?

    I have several points where it equips the bullet; i.e., I have a redundant set of sets that only involve the bullets on top of the bullets being added to normal ranged/ws/qd sets. Is this enough of a failsafe?
    I don't know where I cribbed this from:
    Code:
        if spell.action_type == 'Ranged Attack' and player.equipment.ammo:lower() == 'animikii bullet' then
            cancel_spell()
            add_to_chat(8,'Danger, Will Robinson! Attempting to shoot Animikii Bullet! Cancelled!')
            return
        end
    
        if spell.type:lower() == 'weaponskill' and player.equipment.ammo:lower() == 'animikii bullet' then
            cancel_spell()
            add_to_chat(8,'Danger, Will Robinson! Attempting to shoot Animikii Bullet! Cancelled!')
            return
        end
    Just make sure you have other ammo set up in aftercasts.

  3. #1563
    New Merits
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    Quote Originally Posted by Kensagaku View Post
    Edit: Nevermind, figured it out! Also thanks to those who helped with my DRG one, works like a charm now.
    Hello, could you post your drg profile? I've been looking for one that has all the working functions for healing breath and such.

  4. #1564
    BG Content
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    Quote Originally Posted by Motenten View Post
    That's a standard GearSwap field. I need to check that in the waltz code because I can't cure people outside of the party/ally.

    I'd suggest inserting print_set(tablename) in there to make sure that the fields the code is looking for actually exist.
    This is actually a misunderstanding caused by SE's default waltz target. You can cure anyone with waltzes using the vanilla client. It just will not let you target them from the menu. <t> and <stpc> work fine, IIRC.

  5. #1565
    Impossiblu
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    Prothescar Centursa
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    @Raelia thanks, that works.


    Another ?. For some reason, this isn't working:

    Code:
                           if spell.english == 'Stoneskin' then
    		            equip(sets.midcast.Stoneskin)
    			         if buffactive['Stoneskin'] then
    				 send_command('@wait 1.5;@input //cancel Stoneskin')
    			         end
    	               end
    if I remove the wait, the effect is canceled properly. if I have the wait in there (ideal), nothing in the send_command fires off. what am I missing?


    edit: nvm, too many @ symbols

  6. #1566
    Old Odin
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    I have a question about this

    Code:
    then
            equip (set_combine(sets.midcast.ElementalMagic[sets.midcast.ElementalMagic.index[ElementalMagic_ind]],sets.staves.damage[spell.element]))
            if spell.element == world.weather_element or spell.element == world.day_element then
                            equip(sets.Obi[spell.element])
            end
          
        end
    i end up nukeing iwth the obis etc, when the weather corresponds correclty or a stormspell is active, i dont end up with an obi when i just nuke the same element as the day. What is wrong with the world.day_element rule?

  7. #1567
    Sea Torques
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    Print those values and confirm your comparison is correct, or not

    just tested

    add_to_chat(100,'> > > > '..world.day_element)

    does return the right value, so your code is ok, something else is wrong.

  8. #1568
    RIDE ARMOR
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    I'm using Mote's sch gearswap, since the update I do not swap to midcast gear for elemental nukes, it'll just cast in precast gear. Everything else works, even helix's. I've tried updating the include,mapping, and rules. Any other suggestions? I would upload my file if needed, but it is Mote's file, only thing i've changed is gear.

  9. #1569
    RIDE ARMOR
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    nvm, I just noticed that the gearset was changed to set.midcast['Elemental Magic']. I'm guessing that's my problem.

  10. #1570
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    Quote Originally Posted by Motenten View Post
    What you wrote -should- work. You could also use:

    add_to_chat(122, 'Sechs is very very '..var1..' and you know you like it')

    In the event that you don't know for certain that var1 is a string (eg: it's a number, or possibly nil, etc), then you'd want to use tostring(var1) instead of just the naked var1.
    Actually it worked on first try, don't know what I did wrong the other time I tried...
    In spite of that, I kinda want to change all my lines to your format because that allows me to use colours and it's kinda cooler.
    What's the format of the color code though? I only know 0-255 R, G and B. What's that specifically and how can I find what number corresponds to which colour?

  11. #1571
    Sea Torques
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    Quote Originally Posted by Sechs View Post
    Actually it worked on first try, don't know what I did wrong the other time I tried...
    In spite of that, I kinda want to change all my lines to your format because that allows me to use colours and it's kinda cooler.
    What's the format of the color code though? I only know 0-255 R, G and B. What's that specifically and how can I find what number corresponds to which colour?
    w/ battlemod you can know, write //bm colortest it will give you all of them (i suppose)

  12. #1572
    Old Odin
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    Gearswap Help Thread!

    Quote Originally Posted by JSHidaka View Post
    Print those values and confirm your comparison is correct, or not

    just tested

    add_to_chat(100,'> > > > '..world.day_element)

    does return the right value, so your code is ok, something else is wrong.
    i frankly have no idea what. everything works fine only this part in my lua doesnt work. didnt work pre update hell it never worked. maybe i shoul splitt them up in 2 rules

    funny part is it worked on my cures rules for days or weather. but it uses a set build around obi and twilight cape not the defined obi sets. i am confused

  13. #1573
    Bagel
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    Quote Originally Posted by Damane View Post
    i frankly have no idea what. everything works fine only this part in my lua doesnt work. didnt work pre update hell it never worked. maybe i shoul splitt them up in 2 rules

    funny part is it worked on my cures rules for days or weather. but it uses a set build around obi and twilight cape not the defined obi sets. i am confused
    im not sure why yours is not working mine is
    her is my code
    http://pastebin.com/QM1PXc1T

    but you can try to empty your gearswap an libs folders(just do not remove the folder called data from gearswap) and the next time you restart windower it should redownload all the files(you might need to reenable gearsswap in windower config)

  14. #1574
    Sea Torques
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    Derp

  15. #1575
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    Quote Originally Posted by stamos View Post
    Some reason my barrage set is not equipping regardless of sub.

    http://pastebin.com/ekkiWpmK
    Your lua had

    Code:
     Barrage = {
                            main="Hurlbat",
                            sub="Moogle Guard +1",
                            range="Annihilator",
                            ammo="Achiyal. Bullet",
                            head="Umbani Cap",
                            neck="Ocachi Gorget",
                            ear1="Volley Earring",
                            ear2="Clearview Earring",
                            body="Kyujutsugi",
                            ring1="Paqichikaji Ring",
                            ring2="Hajduk Ring",
                            back="Lutian Cape",
                            waist="Elanid Belt",
                            feet="Orion Socks +1",
                            hands="Orion Bracers +1",
                            legs="Desultor Tassets"}
    should be

    Code:
     sets.Barrage = {
                            main="Hurlbat",
                            sub="Moogle Guard +1",
                            range="Annihilator",
                            ammo="Achiyal. Bullet",
                            head="Umbani Cap",
                            neck="Ocachi Gorget",
                            ear1="Volley Earring",
                            ear2="Clearview Earring",
                            body="Kyujutsugi",
                            ring1="Paqichikaji Ring",
                            ring2="Hajduk Ring",
                            back="Lutian Cape",
                            waist="Elanid Belt",
                            feet="Orion Socks +1",
                            hands="Orion Bracers +1",
                            legs="Desultor Tassets"}
    http://pastebin.com/wsp69MtM

  16. #1576
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    Hi Motenten,

    I am new to gs and am modifying your whm.lua.

    I follow you pointers and modify my code as below. I added print to see if where the code is moving.not sure if print command is correct though.

    Code:
    if spell.english == 'Paralyze' and spell.target.type == 'PLAYER' then
    		print (111111)
    		cancel_spell() 
    		print (22211)
    		send_command('input /ma "Paralyna" ' ..spell.target.name) 
    		else
    		print (333331)
    		send_command('input /ma "Paralyze" '..spell.target.name)
    	end
    anyway, if my character try cast paralze on anyone, debug shows it will go into a loop and ffxi eventually crash out.

    I tried putting this code in function precast(spell) but nothing happens, it still try to cast paralyze on a player instead of paralyna.

    if I put the code in the function job_precast(spell, action, spellMap, event Args) and try to cast paralyze, debug shows it goes into a loop and eventually crash out.

    please let me know where should that code reside to achieve my goal of spellcast code below. Thanks.

    Code:
    <if Spell="Paralyze*"> <!-- Check conditions and change if needed when casting Paralyze II -->
    <if SpellTargetType="Self|Player"> <!-- If target is player or self change to paralyna -->
    <action type="DefaultTarget" target="<t>" />
    <!-- <action type=ChangeTarget Target="<st>" /> -->
    <changespell spell="Paralyna" />

  17. #1577
    Sea Torques
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    Quote Originally Posted by Tronian View Post
    Hi Motenten,
    Spoiler: show

    I am new to gs and am modifying your whm.lua.

    I follow you pointers and modify my code as below. I added print to see if where the code is moving.not sure if print command is correct though.

    Code:
    if spell.english == 'Paralyze' and spell.target.type == 'PLAYER' then
    		print (111111)
    		cancel_spell() 
    		print (22211)
    		send_command('input /ma "Paralyna" ' ..spell.target.name) 
    		else
    		print (333331)
    		send_command('input /ma "Paralyze" '..spell.target.name)
    	end
    anyway, if my character try cast paralze on anyone, debug shows it will go into a loop and ffxi eventually crash out.

    I tried putting this code in function precast(spell) but nothing happens, it still try to cast paralyze on a player instead of paralyna.

    if I put the code in the function job_precast(spell, action, spellMap, event Args) and try to cast paralyze, debug shows it goes into a loop and eventually crash out.

    please let me know where should that code reside to achieve my goal of spellcast code below. Thanks.

    Code:
    <if Spell="Paralyze*"> <!-- Check conditions and change if needed when casting Paralyze II -->
    <if SpellTargetType="Self|Player"> <!-- If target is player or self change to paralyna -->
    <action type="DefaultTarget" target="<t>" />
    <!-- <action type=ChangeTarget Target="<st>" /> -->
    <changespell spell="Paralyna" />
    hmmm try to put it inside the pretarget function.

    Code:
    function pretarget(spell)
                   if spell.english == 'Paralyze' then
                            if spell.target.type == 'PLAYER' then
                    	     print (111111)
    		             cancel_spell() 
             		     print (22211)
    	         	     send_command('input /ma "Paralyna" ' ..spell.target.name) 
                 		elseif player.target.type == "MONSTER"
    		             print (333331)
               		     send_command('input /ma "Paralyze" '..spell.target.name)
    	                end
                  end
    end
    did modify it a little bit and did add an elseif so it checks if the target is a monster, guess the problem was.. that in you code.. for everything else that is not paralyze and target a player.. will try to cast Paralize... so paralyna would trigger it

  18. #1578
    RIDE ARMOR
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    I am having problems with this RNG script and the pretarget part. Can anyone see a problem? it used to work fine before the update.

    Spoiler: show
    Spoiler: show
    Code:
    function pretarget(spell,action)
    	if (spell.type:endswith('Magic') or spell.type == "Ninjutsu") and buffactive.silence then -- Auto Use Echo Drops If You Are Silenced --
    		cancel_spell()
    		send_command('input /item "Echo Drops" <me>')
    	elseif spell.english == "Berserk" and buffactive.Berserk then -- Change Berserk To Aggressor If Berserk Is On --
    		cancel_spell()
    		send_command('Aggressor')
    	elseif spell.english == "Seigan" and buffactive.Seigan then -- Change Seigan To Third Eye If Seigan Is On --
    		cancel_spell()
    		send_command('ThirdEye')
    	elseif spell.english == "Meditate" and player.tp > 290 then -- Cancel Meditate If TP Is Above 290 --
    		cancel_spell()
    		add_to_chat(123, spell.name .. ' Canceled: ['..player.tp..' TP]')
    	elseif (spell.english == 'Ranged' and spell.target.distance > 24.9) or (player.status == 'Engaged' and ((ranged_ws:contains(spell.english) and spell.target.distance > 16+target_distance) or (spell.type == "WeaponSkill" and not ranged_ws:contains(spell.english) and spell.target.distance > target_distance))) then -- Cancel Ranged Attack or WS If You Are Out Of Range --
    		cancel_spell()
    		add_to_chat(123, spell.name..' Canceled: [Out of Range]')
    		return
    	elseif spell.english == 'Ranged' then -- Auto WS/Decoy Shot/Double Shot --
    		if player.tp >= 100 and AutoMode == 'ON' and not buffactive.amnesia then
    			cancel_spell()
    			autoWS()
    		elseif windower.ffxi.get_ability_recasts()[52] < 1 and not buffactive.amnesia then
    			cancel_spell()
    			send_command('DecoyShot')
    		elseif windower.ffxi.get_ability_recasts()[126] < 1 and not buffactive.amnesia then
    			cancel_spell()
    			send_command('DoubleShot')
    		elseif windower.ffxi.get_ability_recasts()[129] < 1 and not buffactive.amnesia then
    			cancel_spell()
    			send_command('VelocityShot')
    		end
    	end
    end

  19. #1579
    Melee Summoner
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    Quote Originally Posted by JSHidaka View Post
    hmmm try to put it inside the pretarget function.
    Spoiler: show

    Code:
    function pretarget(spell)
                   if spell.english == 'Paralyze' then
                            if spell.target.type == 'PLAYER' then
                    	     print (111111)
    		             cancel_spell() 
             		     print (22211)
    	         	     send_command('input /ma "Paralyna" ' ..spell.target.name) 
                 		elseif player.target.type == "MONSTER"
    		             print (333331)
               		     send_command('input /ma "Paralyze" '..spell.target.name)
    	                end
                  end
    end
    did modify it a little bit and did add an elseif so it checks if the target is a monster, guess the problem was.. that in you code.. for everything else that is not paralyze and target a player.. will try to cast Paralize... so paralyna would trigger it

    I tried your suggestion with my code below but it seems it is still not being processed. paralyze is still being tried to be cast on players instead of changing to cast paralyna.

    Code:
    function pretarget(spell)
    
    if spell.english == 'Paralyze' then 
    	if spell.target.type == 'PLAYER' then
    		print ('111111')
    		cancel_spell() 
    		print (22211)
    		send_command('input /ma "Paralyna" ' ..spell.target.name) 
    		elseif player.target.type == 'MONSTER' then
    		print (333331)
    		send_command('input /ma "Paralyze" '..spell.target.name)
    		end
    	end
    end

  20. #1580
    Bagel
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    Quote Originally Posted by Tronian View Post
    I tried your suggestion with my code below but it seems it is still not being processed. paralyze is still being tried to be cast on players instead of changing to cast paralyna.

    Code:
    function pretarget(spell)
    
    if spell.english == 'Paralyze' then 
    	if spell.target.type == 'PLAYER' then
    		print ('111111')
    		cancel_spell() 
    		print (22211)
    		send_command('input /ma "Paralyna" ' ..spell.target.name) 
    		elseif player.target.type == 'MONSTER' then
    		print (333331)
    		send_command('input /ma "Paralyze" '..spell.target.name)
    		end
    	end
    end
    if all you want to do is check to see if you accidentally try to cast paralyze instead of Paralyna on to a party member this should be all you need

    Code:
    function pretarget(spell)
    	if spell.english == 'Paralyze' then 
    		if spell.target.type == 'PLAYER' then
    			cancel_spell()
    			send_command('input /ma "Paralyna" ' ..spell.target.raw)
    		end
    	end
    end

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