I think I tried that very same line and got an error hmmm, I'll need to double check. Thanks meanwhile!
I think I tried that very same line and got an error hmmm, I'll need to double check. Thanks meanwhile!
I don't know where I cribbed this from:
Just make sure you have other ammo set up in aftercasts.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
@Raelia thanks, that works.
Another ?. For some reason, this isn't working:
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?Code:if spell.english == 'Stoneskin' then equip(sets.midcast.Stoneskin) if buffactive['Stoneskin'] then send_command('@wait 1.5;@input //cancel Stoneskin') end end
edit: nvm, too many @ symbols
I have a question about this
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?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
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'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.
nvm, I just noticed that the gearset was changed to set.midcast['Elemental Magic']. I'm guessing that's my problem.
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?
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)
Derp
Your lua had
should beCode: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/wsp69MtMCode: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"}
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.
anyway, if my character try cast paralze on anyone, debug shows it will go into a loop and ffxi eventually crash out.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
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.
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 itCode: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
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
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