try this(it should not make a difference but who knows)
change this
feet={ name="Mikinaak Greaves", augments={"attack15","accuracy10","strength10",}}}
to this
feet={ name="Mikinaak Greaves", augments={"attack15","accuracy10","strength10",}},
}
if that does not work i need to see your code(the whole .lua file)
I've tried that too. Doesn't work.
And I'm test equipping the set I posted using //gs equip sets.TP. So there's literally 0 chance that anything in my code is interfering.
Actually i think i know why, the code you saw is in my pretarget function. this function doesn't appear to be called when using something from the menu (which is logical since from the menu you can't make a mistake on the target)
edit : double checked, it's written in the variable.xls, it was completely my bad in the 1st place ^^.
Well, I'm currently making a massive extdata library that should (hopefully) work better than the bastardization I have right now.
GearSwap v0.851 is out!
1) Most of you probably won't care, but Japanese support has been pushed. I would call this something like "super alpha version" of it, because there are probably many problems that I can't anticipate because I can't speak, write, or read Japanese.
Anyway, to activate japanese mode put:
in get_sets(). This will change spell.name to japanese and GearSwap will use japanese equipment names. There might be other changes as well, but those are the two I can guarantee. We are translating the last 4 resources files that might be useful this weekend.Code:set_language('japanese')
2) Load command has been added (//gs l <complete file name>). It will check whether the file exists, and if it exists then it will load it.
3) I have added a gearswap/libs search path to GearSwap that takes priority over all other folders. This folder is designed to be used for libraries that can be submitted to the github repository. The idea is that people like Motenten that make commonly used library files (like his includes) can submit their includes to the Lua repository. Once the files are in the repository, they will be downloaded and updated automatically when people log in. This folder could also be used to share event-adding files, as I have described in the past.
There is one downside to it, though. If you have a file in gearswap/libs and another file with the same name in gearswap/data, gearswap/data will never load. If I don't do this, priority-wise, people with includes already in gearswap/data will not benefit from the system until they delete their old includes. It would be a problem that lurks around for ages, and I shan't tolerate such a thing!
Known bugs:
* GearSwap fails to fire the pet_aftercast phase of Mewing Lullaby. - Will be fixed in the next resources push.
* GearSwap fails to trigger for Unbridled Learning spells - Still figuring out how the server tells the client they're available.
* Augments suck - I have an extdata.lua library that I'm working on. Currently it's 3 massive tables of augments (oldest system, evoliths, new system) and a few functions. When I get it to the point where I can reliably convert extdata to/from human readable strings, I'll implement this and hopefully it'll be more durable than the current system.
Alright, more questions. 22 jobs leveled, prepare for me to pop by often enough. x.x
So I'm working on my THF file, and I'm trying to figure out how to get my gear to auto-swap when I gain or lose SA or TA. i.e. if I gain SA, I equip my SA set. If I gain TA, I equip my TA set. If I land a hit and lose either/or, I switch to my current engaged set. I'm guessing that it has to do with the buff_change function, and lo and behold, I was getting it to switch properly when it was just buff_change (buff, loss). It would switch to that set when I activated lost the debuff so I'm like okay, this works. I try and do the gain part of it too (i.e. it would switch to my proper set when the ability was activated) but it did nothing. I'm a little confused and sure I messed something up in the coding, but here's the relevant section:
This is the first time I've done this section, so I expect to have made several mistakes. Essentially, this is supposed to say "Okay, you gained X status buff (SA or TA), so I should switch you to this set, but only if you're engaged. Okay, you lost X status buff, so I should switch you to the proper engaged set if you are engaged, or else to your idle set."Code:function buff_change(buff, gain_or_loss) if buff == 'Sneak Attack' then if gain then if player.status == 'Engaged' then equip(sets.engaged.SA) end else if player.status == 'Engaged' then if engagedset == 1 then equip(sets.engaged.standard) elseif engagedset == 2 then equip(sets.engaged.evasion) end end end elseif buff == 'Trick Attack' then if gain then if player.status == 'Engaged' then equip(sets.engaged.TA) end else if player.status == 'Engaged' then if engagedset == 1 then equip(sets.engaged.standard) elseif engagedset == 2 then equip(sets.engaged.evasion) end end end end end
Edit: Oh, and as for the problem... this section might as well not even exist, as it's not changing period now. x.x
Edit2: Correction... the loss section is working fine, it was the gain that was having the issue. I got that backwards. And loss is working even now, I tested by activating SA, switching one gear item, and hitting; it switched back to engaged after that. I'm doing the gain wrong somehow.
Unrelated to the current update, sometime ago Motenten showed me a cool way to equip Mekira-oto during appropriate conditions.
I'm pretty sure I tested this at one point, but it no longer works. There seems to be an issue with using booleans as table keys. I've considered using tostring() to get around the problem, but I'm not sure if that's faster than switching gears entirely. Is there a way to tell?Code:function get_sets() mekira_days = T{} mekira_days.Stardiver = S{"Earthsday", "Lightsday", "Darksday"} headgear_if = T{true = "Mekira-Oto +1", false = "Otomi Helm"} ws_headgear = {name="Otomi Helm"} set.precast.WS = {head=ws_headgear} end function precast() if spell.type== 'WeaponSkill' then ws_headgear.name = headgear_if[mekira_days:contains(spell.english) and mekira_days[spell.english]:contains(world.day)] equip(set.precast.WS) end end
here are a few this that need to be added to the documentation
Code:spell.recast_id number Number representing the spell's recast id <---this one i know works spell.range number Number representing the spell's max range <---this one should work player.wardrobe table Table keyed with the name of equipment pieces. Keys for both short name and long name exist, if applicable. Value is a table containing containing item id, count, short name (shortname), and optionally long name (longname). <---i have seen this one used
Should work if you change it to this:Originally Posted by TSFFXI
headgear_if = T{[true] = "Mekira-Oto +1", [false] = "Otomi Helm"}
@Kensagaku:
The problem is that you have 'gain_or_loss' as the function's parameter, but you use 'gain' when you do your test. I'd suggest changing the parameter name to just 'gain'.
Works like a charm. But how does that work, so I know for the future? Mostly I like to know the "how" so I don't make the same error again and again. @.@
Ah, gotcha.
On an unrelated note, I was able to use a weaponskill without being engaged. I haven't played in a while, but I was only aware of that happening with ranged weaponskills.
I was solo and standing in front of an unclaimed mob.