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

  1. #1701
    Sea Torques
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    The Scryers

    post the full .lua

  2. #1702
    RIDE ARMOR
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    Quote Originally Posted by JSHidaka View Post
    post the full .lua

    http://pastebin.com/sPpQwzTp

  3. #1703
    Sea Torques
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    Bahamut

    Code:
    if spell.type == 'WeaponSkill' then
                if spell.target.distance > 21.0  then                                          
                    add_to_chat(167,''..spell.target.name..' is too far can not use '..spell.name..'!!!. Cancelling WeaponSkill ')                          
                                    cancel_spell()
                                    return
                            end
                            elseif spell.name == "Coronach" then
                                    equip(sets.ws.coronach[AccuracyLevel .. '_acc'])
                            elseif spell.name == "Last Stand" then
                                    equip(sets.ws.laststand[AccuracyLevel .. '_acc'])
                            elseif spell.name == "Wildfire" then
                                    equip(sets.ws.Wildfire[AccuracyLevel .. '_acc'])       
            end
    The problem is that you have a bad if structure. Suppose you use a weapon skill: gearswap reaches the precast function and checks the first condition. It sees that the spell.type is in fact 'weaponskill' and looks for instructions on what to do next. It sees your next if statement and checks the distance to your target. It then looks for further instructions, but only sees an elseif. Since the spell met the conditions for the first if statement (if spell.type == weaponskill) it doesn't enter the elseif statement.

  4. #1704
    Custom Title
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    Diabolos

    tl;dr extra 'end' statement on line 331.

  5. #1705
    Puppetmaster
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    Quote Originally Posted by Trumpy View Post
    Hmm just a thought here, would it be possible for the GS to check the counts of individual stacks and if they both add up to an amount less than 99 to de equip the ammo for a moment (say after a regular ranged attack) and when it gets un equipped something like lightluggage would stack them together? I know when i have multiple stacks of fishing bait that arent a full 99 stack when i unequip what i have equipped they will get stacked together via light luggage i think, so might work with ammo too? this way you would most likely always have enuf bullets equipped to do your barrage stuff unless its your last stack.
    that sounds like a possible solution, if someone can do this, i'd take it xD (I obviously don't have enough knowledge about gearswap yet)

  6. #1706
    Bagel
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    i need a coders(i.e. mote or byrths) opinion

    which looks better
    old
    http://pastebin.com/T0jvZ8qC

    new
    http://pastebin.com/eUnBzBs1

  7. #1707
    Sea Torques
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    Leviathan

    The new.

  8. #1708
    Bagel
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    Quote Originally Posted by Arcon View Post
    The new.
    i was thinking that i just needed verification

  9. #1709
    Melee Summoner
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    Ragnarok

    Quote Originally Posted by Motenten View Post
    Did you copy this line as part of the code?

    Code:
    local cure_mp_cost = {['Cure'] = 8, ['Cure II'] = 24, ['Cure III'] = 46, ['Cure IV'] = 88, ['Cure V'] = 135, ['Cure VI'] = 227}
    If that's there, do a print(mpCost) before the conditional line to be sure it was set to a numeric value.
    Sorry, i started again by copying a fresh new set of mote-Utility and copied the code u provided as below and it returns no error. how when i did the test, it does not seem to take effect.

    Spoiler: show
    Code:
    local cure_mp_cost = {['Cure'] = 8, ['Cure II'] = 24, ['Cure III'] = 46, ['Cure IV'] = 88, ['Cure V'] = 135, ['Cure VI'] = 227}
    
    
    -- Utility function for automatically adjusting the waltz spell being used to match HP needs and MP limits.
    -- Handle spell changes before attempting any precast stuff.
    function refine_cure(spell, action, spellMap, eventArgs)
        -- Only handles single-target cures.
        if not spell.english:startswith('Cure') then
            return
        end
    
        -- Get the estimated amount of HP the target of the spell is below max.
        -- Returns nil for targets outside of alliance (no info available).
        local missingHP = get_targets_missing_hp(spell)
    
        local preferredCure = spell.english
        
        -- If we have an estimated missing HP value, we can adjust the preferred spell used.
        if missingHP then
            -- Whm has high skill and up to Cure VI
            if player.main_job == 'WHM' then
                if missingHP < 150 then
                    preferredCure = 'Cure'
                elseif missingHP < 350 then
                    preferredCure = 'Cure II'
                elseif missingHP < 650 then
                    preferredCure = 'Cure III'
                elseif missingHP < 1000 then
                    preferredCure = 'Cure IV'
                elseif missingHP < 1600 then
                    preferredCure = 'Cure V'
                else
                    preferredCure = 'Cure VI'
                end
            -- Rdm, Sch and Pld have high skill and up to Cure IV
            elseif player.main_job == 'RDM' or player.main_job == 'SCH' or player.main_job == 'PLD' then
                if missingHP < 150 then
                    preferredCure = 'Cure'
                elseif missingHP < 350 then
                    preferredCure = 'Cure II'
                elseif missingHP < 650 then
                    preferredCure = 'Cure III'
                else
                    preferredCure = 'Cure IV'
                end
            -- Subbing /whm or /rdm gets you up to Cure IV
            elseif player.sub_job == 'WHM' or player.sub_job == 'RDM' then
                if missingHP < 150 then
                    preferredCure = 'Cure'
                elseif missingHP < 300 then
                    preferredCure = 'Cure II'
                elseif missingHP < 550 then
                    preferredCure = 'Cure III'
                else
                    preferredCure = 'Cure IV'
                end
            -- Subbing /sch or /pld gets you up to Cure III
            else
                if missingHP < 150 then
                    preferredCure = 'Cure'
                elseif missingHP < 300 then
                    preferredCure = 'Cure II'
                else
                    preferredCure = 'Cure III'
                end
            end
        end
        
        local mpCost = cure_mp_cost[preferredCure]
        
        if buffactive['Light Arts'] or buffactive['Addendum: White'] then
            mpCost = math.floor(mpCost * 0.9)
        elseif buffactive['Dark Arts'] or buffactive['Addendum: Black'] then
            mpCost = math.floor(mpCost * 1.1)
        end
    
        local downgrade_msg
        
        -- Downgrade the spell to what we can actually afford
        if player.mp < mpCost and not (buffactive['Manafont'] or buffactive['Mana Well']) then
            if player.mp < 8 then
                add_to_chat(122, 'Insufficient MP ['..tostring(player.mp)..']. Cancelling.')
                eventArgs.cancel = true
                return
            elseif player.mp < 24 then
                preferredCure = 'Cure'
            elseif player.mp < 46 then
                preferredCure = 'Cure II'
            elseif player.mp < 88 then
                preferredCure = 'Cure III'
            elseif player.mp < 135 then
                preferredCure = 'Cure IV'
            elseif player.mp < 227 then
                preferredCure = 'Cure V'
            end
            
            downgrade_msg = 'Insufficient MP ['..tostring(player.mp)..']. Downgrading to '..preferredCure..'.'
        end
    
        
        if preferredCure ~= spell.english then
            eventArgs.cancel = true
            send_command('@input /ma "'..preferredCure..'" '..tostring(spell.target.raw))
            if downgrade then
                add_to_chat(122, downgrade_msg)
            end
            return
        end
    
        if missingHP and missingHP > 0 then
            add_to_chat(122,'Trying to cure '..tostring(missingHP)..' HP using '..preferredCure..'.')
        end
    end
    
    
    
    function get_targets_missing_hp(spell)
        local missingHP
        
        -- If curing ourself, get our exact missing HP
        if spell.target.type == "SELF" then
            missingHP = player.max_hp - player.hp
        -- If curing someone in our alliance, we can estimate their missing HP
        elseif spell.target.isallymember then
            local target = find_player_in_alliance(spell.target.name)
            local est_max_hp = target.hp / (target.hpp/100)
            missingHP = math.floor(est_max_hp - target.hp)
        end
        
        return missingHP
    end


    my test scenario

    self with job whm/rdm, I cast spells to get my mp till less than half or so and do a convert.

    when i cast cure from macro, it just cast cure even though my hp is in yellow or even in red.

    any ideas?

  10. #1710
    Puppetmaster
    Join Date
    May 2010
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    Hello me, it's me again.

    Got another question that bugs me, because i know you like them !

    I was messing around with shadowbind this time, making sure i wouldn't stupidly lose my QD bullet.

    I noticed that when i use shadowbind via chat log or macro (ie : typing /ja shadowbind <t>), it would work perfectly, but then i tried from the menu, the test didn't go through !

    code :
    Code:
    if (spell.english == 'Ranged' or spell.english == 'Shadowbind' or (player.status == 'Engaged' and ((ranged_ws:contains(spell.english))))) then
    		if player.equipment.ammo == BulletQD then -- Cancel Ranged Attack or WS If You Have Animikii Bullet Equipped 
    			cancel_spell()
                add_to_chat(123, spell.name .. ' Canceled !')
                return
    		end
    	end

  11. #1711
    RIDE ARMOR
    Join Date
    Aug 2010
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    Hi, everyone! So I downloaded the WHM lua file (see link below) from the Gearswap Shop Thread and customized it to the gear I currently have (I just recently started playing FFXI again after 3 years and I have never used Gearswap). The issues I am currently having are:

    1. WHM Cure Pre-cast set.
    - Lines 7-10 are the general fast cast precast gear and line 20 is the one for cure. I thought I could specify which gear needed to be swapped out in the aforementioned precast set with cure casting time - equipment, but when I test in-game using "showswaps" it's still the general fast cast gear set to "precast". Do I need to have the pre-cast "cure casting -"as it's own command (i.e. sets.precast.FC.Cure = {Insert CC time - stuff here}) instead of a combination of other sets?

    2. Precast gear not swapping with midcast gear.

    - I noticed that when I assign Prolix to precast fastcast ring1 and then assign Tamas to midcast fastcast ring1, Prolix ring will still be equipped for midcast. I am also having the same issue with Loquacious and Gifted not swapping out (from pre-cast to mid-cast cures). (This issue is not currently displayed in the lua file but is happening when I change it as such). This seems to happen with the rings are assigned to the same gear slot (i.e. ring1 from pre- to mid-cast).

    3. Do I need to edit anything below line 202? I ask because lines 213 - 216 reflect gear that I do not presently have and I want to make sure I edit everything that needs to be edited.

    4. I would just like an experienced eye to scrutinize the lua file for other errors and oversights on my part.

    Thanks in advance! WHM lua: http://pastebin.com/5gnwQ2N7

  12. #1712
    Chram
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    Fenrir

    Quote Originally Posted by Tronian
    my test scenario

    self with job whm/rdm, I cast spells to get my mp till less than half or so and do a convert.

    when i cast cure from macro, it just cast cure even though my hp is in yellow or even in red.

    any ideas?
    Verifying: Did you call the function from precast? Also,put some print statements in the auto-correction code to make sure it's getting called, and what portions are running.

  13. #1713
    Chram
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    Fenrir

    Quote Originally Posted by mijean View Post
    Hello me, it's me again.

    Got another question that bugs me, because i know you like them !

    I was messing around with shadowbind this time, making sure i wouldn't stupidly lose my QD bullet.

    I noticed that when i use shadowbind via chat log or macro (ie : typing /ja shadowbind <t>), it would work perfectly, but then i tried from the menu, the test didn't go through !

    code :
    Code:
    if (spell.english == 'Ranged' or spell.english == 'Shadowbind' or (player.status == 'Engaged' and ((ranged_ws:contains(spell.english))))) then
    		if player.equipment.ammo == BulletQD then -- Cancel Ranged Attack or WS If You Have Animikii Bullet Equipped 
    			cancel_spell()
                add_to_chat(123, spell.name .. ' Canceled !')
                return
    		end
    	end
    Put some add_to_chat statements just before that, in a place where they are guaranteed to run, and output the values of the variables you're testing in that conditional. Would any of them cause the conditional to fail?

  14. #1714
    Chram
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    Fenrir

    [QUOTE=KitamiKat;6116265]Hi, everyone! So I downloaded the WHM lua file (see link below) from the Gearswap Shop Thread and customized it to the gear I currently have (I just recently started playing FFXI again after 3 years and I have never used Gearswap).[quote]

    The linked whm file appears to be incomplete. It's missing code at the top of the file. Was that a mistake in the copy, or is the file corrupted?

    Quote Originally Posted by KitamiKat View Post
    The issues I am currently having are:

    1. WHM Cure Pre-cast set.
    - Lines 7-10 are the general fast cast precast gear and line 20 is the one for cure. I thought I could specify which gear needed to be swapped out in the aforementioned precast set with cure casting time - equipment, but when I test in-game using "showswaps" it's still the general fast cast gear set to "precast". Do I need to have the pre-cast "cure casting -"as it's own command (i.e. sets.precast.FC.Cure = {Insert CC time - stuff here}) instead of a combination of other sets?
    No, it should work as written.

    Quote Originally Posted by KitamiKat View Post
    2. Precast gear not swapping with midcast gear.

    - I noticed that when I assign Prolix to precast fastcast ring1 and then assign Tamas to midcast fastcast ring1, Prolix ring will still be equipped for midcast. I am also having the same issue with Loquacious and Gifted not swapping out (from pre-cast to mid-cast cures). (This issue is not currently displayed in the lua file but is happening when I change it as such). This seems to happen with the rings are assigned to the same gear slot (i.e. ring1 from pre- to mid-cast).
    1) Do you mean midcast.FastRecast? (there is no midcast fast cast).

    2) midcast.FastRecast is only the default midcast layer. Whatever spell you're casting is probably using its own gear set, and most of the other gear sets use Prolix in ring1. So it's perfectly normal for that to show up if you only ever changed the FastRecast set.


    Quote Originally Posted by KitamiKat View Post
    3. Do I need to edit anything below line 202? I ask because lines 213 - 216 reflect gear that I do not presently have and I want to make sure I edit everything that needs to be edited.
    213-216 are the only things you might need to edit. If you don't have any varying gear, you can just assign the default obi/back piece in the init_gear_sets function and remove those lines from precast.


    Quote Originally Posted by KitamiKat View Post
    4. I would just like an experienced eye to scrutinize the lua file for other errors and oversights on my part.

    Thanks in advance! WHM lua: http://pastebin.com/5gnwQ2N7
    Other than the possible corruption at the top, everything else seems fine.

  15. #1715
    RIDE ARMOR
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    [QUOTE=Motenten;6116520][QUOTE=KitamiKat;6116265]Hi, everyone! So I downloaded the WHM lua file (see link below) from the Gearswap Shop Thread and customized it to the gear I currently have (I just recently started playing FFXI again after 3 years and I have never used Gearswap).

    The linked whm file appears to be incomplete. It's missing code at the top of the file. Was that a mistake in the copy, or is the file corrupted?



    No, it should work as written.



    1) Do you mean midcast.FastRecast? (there is no midcast fast cast).

    2) midcast.FastRecast is only the default midcast layer. Whatever spell you're casting is probably using its own gear set, and most of the other gear sets use Prolix in ring1. So it's perfectly normal for that to show up if you only ever changed the FastRecast set.




    213-216 are the only things you might need to edit. If you don't have any varying gear, you can just assign the default obi/back piece in the init_gear_sets function and remove those lines from precast.




    Other than the possible corruption at the top, everything else seems fine.

    Thanks for the prompt reply. Yes, I omitted the top half when I copied/pasted it. Here's the complete set: http://pastebin.com/2v2kx9gX
    I am still a little confused as to why "showswaps" is not displaying the Cure Casting time down pre-cast gear but rather the general fast-cast gear. Sorry if this is a rudimentary inquiry.

    Also, when I changed "set.midcast.cure" and other the other cures sets to include ring1=Tamas Ring, I wasn't seeing the change, neither on the showswaps list or when I opened my equipment while the character was mid-cast.

  16. #1716
    Chram
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    Fenrir

    Suggestion: Turn off showswaps, and enter the command: //gs c showset precast

    Then cast a spell. The above command makes it stop equipping any gear after the specified time interval ("//gs c showset off" to turn it off), which should let you visually see exactly what's being equipped.

    Then adjust gear in each of the sets you think might (or should) be getting equipped and try again. You'll have to enter the above command again each time you reload gearswap. That can help you narrow down what is or isn't happening.

  17. #1717
    RIDE ARMOR
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    Quote Originally Posted by Motenten View Post
    Suggestion: Turn off showswaps, and enter the command: //gs c showset precast

    Then cast a spell. The above command makes it stop equipping any gear after the specified time interval ("//gs c showset off" to turn it off), which should let you visually see exactly what's being equipped.

    Then adjust gear in each of the sets you think might (or should) be getting equipped and try again. You'll have to enter the above command again each time you reload gearswap. That can help you narrow down what is or isn't happening.
    Thanks, will do!

  18. #1718
    Old Merits
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    What's the status of augment parsing atm? Is it working and I'm doing it wrong, or just broken? I tried using export to get the augment table, but after putting it in a set it doesn't equip. Am I missing anything?

    Example. A path mikinaak feet in TP set.

    Code:
    	sets.TP = {
    		ammo="Ginsen",
    		head="Otomi Helm",
    		neck="Ganesha's Mala",
    		ear1="Tripudio Earring",
    		ear2="Brutal Earring",
    		body="Lancer's Plackart +2",
    		hands="Cizin Mufflers +1",
    		ring1="Rajas Ring",
    		ring2="K'ayres Ring",
    		back="Atheling Mantle",
    		waist="Cetl Belt",
    		legs="Cizin Breeches +1",
    		feet={ name="Mikinaak Greaves", augments={"attack15","accuracy10","strength10",}}}

  19. #1719
    Bagel
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    Quote Originally Posted by Martel View Post
    What's the status of augment parsing atm? Is it working and I'm doing it wrong, or just broken? I tried using export to get the augment table, but after putting it in a set it doesn't equip. Am I missing anything?

    Example. A path mikinaak feet in TP set.

    Code:
    	sets.TP = {
    		ammo="Ginsen",
    		head="Otomi Helm",
    		neck="Ganesha's Mala",
    		ear1="Tripudio Earring",
    		ear2="Brutal Earring",
    		body="Lancer's Plackart +2",
    		hands="Cizin Mufflers +1",
    		ring1="Rajas Ring",
    		ring2="K'ayres Ring",
    		back="Atheling Mantle",
    		waist="Cetl Belt",
    		legs="Cizin Breeches +1",
    		feet={ name="Mikinaak Greaves", augments={"attack15","accuracy10","strength10",}}}
    do you have 2 of Mikinaak Greaves(with the same augments) ??
    plus the fact that augments are not 100%
    if so that might be why thay dont equip because the only one i know of is the one with these stats
    AGI+15 MND+1 CHR+13 Attack+10
    Evasion+25 "Magic Def. Bonus"+1
    Magic Evasion+22 "Store TP"+5
    Haste+4% ilvl 110

  20. #1720
    Old Merits
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    I'm not sure why we're talking about the base stats of the item when the entire point is to differentiate them by augments?

    As for the initial question, I have both R15 A and R15 B mikinaak feet. Thus the desire to be able to equip based on augments.

    But in any case, it's not like it equips the wrong one, it just doesn't equip at all.

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