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  1. #1801
    Chram
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    Quote Originally Posted by Catwho View Post
    I had been using

    to switch out to harp on the fly, but as of the update today that is giving me

    "Mote-Gearswap: Set: Unknown field [daurdabla]"

    Has something changed in the updated versions? And if so, what should I be using for my switch-to-harp macro?
    I rewrote some stuff in Mote-SelfCommands, and apparently made an error. It's been fixed. Pull a fresh copy.

  2. #1802
    RIDE ARMOR
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    Awesome, thanks!

  3. #1803
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    I need some advice/suggestion/teaching in how to handle subjobs conditionals.
    Basically I want to do... what do I want to do lol?
    I guess use different TP/Idle sets according to different subjobs.
    So far I've defined two different groups of subjobs and two related different TP and Idle sets
    Group1: /NIN, /DNC
    Group2: /WHM, /RDM, /SCH maybe? But honestly I'd be fine handling group2 even with "anything that's not group1"

    I could solve this easily with a manual toggle/variable where I set "Group1 mode" or "group2 mode", but I think there should be a built-in way to set conditionals related to subjobs.
    Question is hoooooow?
    Thanks <3

  4. #1804
    Sea Torques
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    like you say with the variable...
    Code:
    if command == 'Toggle SJ' then
    if player.sub_job == 'NIN' or player.sub_job == 'DNC' then
              sj = 'Group1'
    else 
              sj = 'Group2'
    end
    and for the "automatic" part you could put in get_set()
    send_command('gs c Toggle SJ')

    sadly GS doesnt detect when you change subjobs... just the mainjob.. and doesnt detect when you zone... so after changing jobs if you did set subjob after main, you would have to set the variabla manual..

    if you put it inside status_change(), would need to at least heal, engage, or do something that trigger it.

  5. #1805
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    Quote Originally Posted by JSHidaka View Post
    sadly GS doesnt detect when you change subjobs...
    Oooh? That's strange.
    I'm pretty sure Spellcast could do that? I think? I'm pretty sure I had that in one of my mage jobs XML.

    Oh well, given this picture I think I'll just go the manual trigger way and handle different subjobs with a cycle/toggle, same way as I handle different TP/WS/Idle sets on my other jobs.

  6. #1806
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    I am pretty sure that I added a subjob change event a few months ago. It should be documented.

  7. #1807
    Sea Torques
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    Quote Originally Posted by Byrthnoth View Post
    I am pretty sure that I added a subjob change event a few months ago. It should be documented.
    lol I was searching about this right now, Yea I recall that you did or tried to add that.


    edit..
    hmmm probably was using "windower.unregister_event "? and by that time windower had issues with that?

  8. #1808
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    Hmmm just saw "function sub_job_change(new,old)" in the xls.
    Why didn't I have this in the XLS I have home? >.>

    Using that and using player.sub_job_id or player.sub_job I should be able to track pretty much everything automatically without the need for me to use manual triggers, which are a bit unncessary for a situation like this (reason why I was looking to automatize it in the first place!)
    Back to work now!

  9. #1809
    Sea Torques
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    the forgotten fuction:
    Code:
    function sub_job_change(newSubjob, oldSubjob)
    	add_to_chat(100, 'SJ Changed')
    end
    edit..the add to chat was testing the functon, and meh could have edited last post -_-

  10. #1810
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    For equip lines, does GS need "Range" for the range slot, or does it accept "Ranged" too?

    And another question about the "targets" field in the spells resources lua file.
    1= Castable on self only
    5= Castable on party members
    29= Castable on any PC
    32= Castable on enemies only

    Correct? Then I can discriminate using spell.target.id, am I right?
    Would using spell.target.type be the same? (granted that I would be using strings of text instead of numbers, of course)

    I'm trying to discriminate between "buff" songs and "debuff" songs. And spell.prefix, spell.type and spell.skill clearly aren't enough because they are all shared by both type of songs.
    Target type is the only different thing that I could think of. Anything else I'm missing?


    Last question since I remember someone mentioning it some pages ago regarging instant cast procs for mages.
    With spellcast or windower script macros, during Nightingale (instacast songs) you had to precast songs using your midcast sets.
    With GS this is not necessary and songs will be correctly sung with the right midcast set even when Nightingale is active?
    If it's really true I could just ignore Nightingale checks in my function precast and make code simpler.

  11. #1811
    Chram
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    Quote Originally Posted by Sechs View Post
    For equip lines, does GS need "Range" for the range slot, or does it accept "Ranged" too?
    Either works.

    Quote Originally Posted by Sechs View Post
    And another question about the "targets" field in the spells resources lua file.
    1= Castable on self only
    5= Castable on party members
    29= Castable on any PC
    32= Castable on enemies only

    Correct? Then I can discriminate using spell.target.id, am I right?
    The resources use numbers; GearSwap translates that into proper values. spell.targets is a S{} set listing the valid target types. I believe the full list of possible values is: S{'Self', 'Player', 'Party', 'Ally', 'NPC', 'Enemy'} I make use of that in the auto_change_target() function in Mote-Utility, if you want an example.

    Quote Originally Posted by Sechs View Post
    Would using spell.target.type be the same? (granted that I would be using strings of text instead of numbers, of course)
    No, that's different. spell.target.type holds a string value (as opposed to a set) that's in all-caps of one of 'SELF', 'PLAYER', or 'MOB' (if I remember correctly). Possibly 'NPC', too.

    Quote Originally Posted by Sechs View Post
    I'm trying to discriminate between "buff" songs and "debuff" songs. And spell.prefix, spell.type and spell.skill clearly aren't enough because they are all shared by both type of songs.
    Also insufficient because they don't even try to distinguish between such things.

    Quote Originally Posted by Sechs View Post
    Target type is the only different thing that I could think of. Anything else I'm missing?
    spell.target.type will only tell you if the spell is a debuff after you've already selected the target. You'll probably also want to be careful about charmed players (such as using Lullaby on a charmed player).

    spell.targets could tell you if it's a debuff before targetting, but again you'll need to be careful of exceptions. For example, Cure can be cast on Enemy types (used to damage undead, etc).

    So, you'll want one of the following:

    Code:
        if spell.target.type == 'MOB' or spell.target.charmed == true then
            is_debuff = true
        end
        
        if spell.targets:contains('Enemy') and not spell.targets:contains('Player') then
            is_debuff = true
        end

    Quote Originally Posted by Sechs View Post
    Last question since I remember someone mentioning it some pages ago regarging instant cast procs for mages.
    With spellcast or windower script macros, during Nightingale (instacast songs) you had to precast songs using your midcast sets.
    With GS this is not necessary and songs will be correctly sung with the right midcast set even when Nightingale is active?
    If it's really true I could just ignore Nightingale checks in my function precast and make code simpler.
    That is correct.

  12. #1812
    Sea Torques
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    Quote Originally Posted by Sechs View Post
    For equip lines, does GS need "Range" for the range slot, or does it accept "Ranged" too?

    And another question about the "targets" field in the spells resources lua file.
    1= Castable on self only
    5= Castable on party members
    29= Castable on any PC
    32= Castable on enemies only

    Correct? Then I can discriminate using spell.target.id, am I right?
    Would using spell.target.type be the same? (granted that I would be using strings of text instead of numbers, of course)

    I'm trying to discriminate between "buff" songs and "debuff" songs. And spell.prefix, spell.type and spell.skill clearly aren't enough because they are all shared by both type of songs.
    Target type is the only different thing that I could think of. Anything else I'm missing?


    Last question since I remember someone mentioning it some pages ago regarging instant cast procs for mages.
    With spellcast or windower script macros, during Nightingale (instacast songs) you had to precast songs using your midcast sets.
    With GS this is not necessary and songs will be correctly sung with the right midcast set even when Nightingale is active?
    If it's really true I could just ignore Nightingale checks in my function precast and make code simpler.
    To identify debuff songs I use this

    Code:
        debuff = S{"Carnage Elegy", "Battlefield Elegy", "Foe Requiem IV", "Foe Requiem V", "Foe Requiem VI", "Foe Requiem VII", "Horde Lullaby", "Horde Lullaby II",
    	"Magic Finale", "Foe Lullaby II", "Foe Lullaby", "Dark Threnody", "Light Threnody", "Water Threnody", "Ltng. Threnody",
    	"Earth Threnody", "Wind Threnody", "Fire Threnody", "Ice Threnody", "Pining Nocture", "Magic Finale", "Maiden's Virelai"}
    so w/ debuff:contains(spell.name) is enough to know what "type" of song I'm casting

    and for Nighttingale... check my precast for songs
    Code:
    {
    		head="Aoidos' Calot +2",
    		body="Marduk's Jubbah +1",
    		hands="Gendewitha Gages",
    		legs="Gendewitha Spats",
    		feet="Bihu Slippers",
    		neck="Aoidos' Matinee",
    		waist="Witful Belt", --occ Occ. quickens spellcasting 3
    		left_ear="Aoidos' Earring",
    		right_ear="Loquac. Earring",
    		left_ring="Prolix Ring",
    		right_ring="Veneficium Ring",  --occ Occ. quickens spellcasting 1
    		back="Ogapepo Cape",  --occ Occ. quickens spellcasting 2
    		range=empty,
    		ammo="Impatiens",  --occ Occ. quickens spellcasting 2
    	        main="Felibre's Dague",
    		sub=empty,
    }
    yea dont need to worry about that..

  13. #1813
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    Yeah I thought about creating a string to "manually" discriminate between songs, actually already did lol, but was looking for something a bit more dynamic.
    I'll try motenten's tip and see which I like best.
    Thanks guys!

  14. #1814
    Relic Shield
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    for spell.target.type is MONSTER instead of MOB accordign to the Variables file i have in my folder.

  15. #1815
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    I made a GS file for Ranger earlier today, after figuring out how to make things work on melee jobs. It probably has issues,<-- which is why I am posting it here for some possible help.

  16. #1816
    Sea Torques
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    Quote Originally Posted by Zerowone View Post
    I made a GS file for Ranger earlier today, after figuring out how to make things work on melee jobs. It probably has issues,<-- which is why I am posting it here for some possible help.
    from what it looks, it do the job. so not sure what kind of help you looking for, but for example a tip with this code
    Code:
    function get_sets() 
    		sets.JA.['Velocity Shot'] = {body="Sylvan Caban +2"}
            sets.JA.Sharpshot = {legs="Orion Braccae +1"}
            sets.JA.Barrage = {hands="Orion Bracers +1"}
            sets.JA.['Double Shot'] = {head="Sylvan Gapette +2"}
            sets.JA.Shadowbind = {hands="Orion Bracers +1"}
            sets.JA.Camouflage = {body="Orion Jerkin +1"}
            sets.JA.['Velocity Shot'] = {body="Sylvan Caban +2"}
            sets.JA.Scavenge = {feet="Orion Socks +1"}
            sets.JA.['Bounty Shot'] = {hands="Sylvan Glovettes +2"}
    end
    function precast(spell,action)
    	if spell.type == 'JobAbility' then
    		if sets.JA[spell.english] then
    			equip(sets.JA[spell.english])
    		end
    	end
    end
    you can replace:
    Code:
    function precast(spell)
            if spell.name == "Ranged" then
                    equip(sets.Utility.Snapshot)
              end
                   
            if spell.english == "Velocity Shot" then
                    equip(sets.JA.VelocityShot)
              end
     
            if spell.english == "Scavenge" then
                    equip(sets.JA.Scavenge)
              end
     
            if spell.english == "Double Shot" then
                    equip(sets.JA.DoubleShot)
              end
     
            if spell.english == "Barrage" then
                    equip(sets.JA.Barrage)
              end          
             
            if spell.english == "Sharpshot" then
                    equip(sets.JA.Sharpshot)
              end
     
            if spell.english == "Bounty Shot" then
                    equip(sets.JA.BountyShot)  
     
            if spell.english == "Shadowbind" then
                    equip(sets.JA.Shadowbind)
              end
     
            if spell.english == "Eagle Eye Shot" then
                    equip(sets.JA.EagleEyeShot)
              end
    end
    the precast code works, (and used this example w/ your file) it check if you used a JobAbility, then it check if it exist a set for that JA, if exist then equip it.

  17. #1817
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    I just updated all the Mote files today and I'm not sure if it's the same issue as last time, but none of my midcast gear is swapping in my RNG lua. If I remember right it was something with the midcast set being labeled as precast or something like that. Can some else check it to see if it's broken? I was using gearswap set to true and none of my midcast gear showed up.

  18. #1818
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    Quote Originally Posted by JSHidaka View Post
    from what it looks, it do the job. so not sure what kind of help you looking for, but for example a tip with this code
    Code:
    function get_sets() 
    		sets.JA.['Velocity Shot'] = {body="Sylvan Caban +2"}
            sets.JA.Sharpshot = {legs="Orion Braccae +1"}
            sets.JA.Barrage = {hands="Orion Bracers +1"}
            sets.JA.['Double Shot'] = {head="Sylvan Gapette +2"}
            sets.JA.Shadowbind = {hands="Orion Bracers +1"}
            sets.JA.Camouflage = {body="Orion Jerkin +1"}
            sets.JA.['Velocity Shot'] = {body="Sylvan Caban +2"}
            sets.JA.Scavenge = {feet="Orion Socks +1"}
            sets.JA.['Bounty Shot'] = {hands="Sylvan Glovettes +2"}
    end
    function precast(spell,action)
    	if spell.type == 'JobAbility' then
    		if sets.JA[spell.english] then
    			equip(sets.JA[spell.english])
    		end
    	end
    end
    you can replace:
    Code:
    function precast(spell)
            if spell.name == "Ranged" then
                    equip(sets.Utility.Snapshot)
              end
                   
            if spell.english == "Velocity Shot" then
                    equip(sets.JA.VelocityShot)
              end
     
            if spell.english == "Scavenge" then
                    equip(sets.JA.Scavenge)
              end
     
            if spell.english == "Double Shot" then
                    equip(sets.JA.DoubleShot)
              end
     
            if spell.english == "Barrage" then
                    equip(sets.JA.Barrage)
              end          
             
            if spell.english == "Sharpshot" then
                    equip(sets.JA.Sharpshot)
              end
     
            if spell.english == "Bounty Shot" then
                    equip(sets.JA.BountyShot)  
     
            if spell.english == "Shadowbind" then
                    equip(sets.JA.Shadowbind)
              end
     
            if spell.english == "Eagle Eye Shot" then
                    equip(sets.JA.EagleEyeShot)
              end
    end
    the precast code works, (and used this example w/ your file) it check if you used a JobAbility, then it check if it exist a set for that JA, if exist then equip it.
    Thanks, that saves a lot of time. I'm seeming to have an issue with Barrage/when the buff is active. It's not loading the gear I want/designated with sets.Barrage = {}

  19. #1819
    Chram
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    Quote Originally Posted by Drizzt View Post
    I just updated all the Mote files today and I'm not sure if it's the same issue as last time, but none of my midcast gear is swapping in my RNG lua. If I remember right it was something with the midcast set being labeled as precast or something like that. Can some else check it to see if it's broken? I was using gearswap set to true and none of my midcast gear showed up.
    It would be easier to check if we knew where to look.....

  20. #1820
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    Quote Originally Posted by Byrthnoth View Post
    Misc. Augment issues have been reported for a while, so I spent some time and made an extdata library (largely based on Iryoku's previous work). I've integrated that library into GearSwap for version 8.60 instead of relying on my previous parse_augments.lua. It seems to be much more reliable.
    THIS MAY HAVE CHANGED SOME AUGMENT NAMES.

    I also think I enabled evolith support and a bunch of miscellaneous previously unsupported augments while I was at it, but I'm not entirely sure because I don't have any evolith gear to test with. Why did I waste time on evoliths, you ask? Honestly not sure!


    Debugging:
    If the augmented gear that you specify in your file will not equip, it means that the augment augment table you provided is likely not matching with the library's export. To debug this, put the gear on and use "//gs export". This will automatically generate a Lua file in windower/addons/GearSwap/data/export that shows your currently worn gear complete with augments when appropriate. If you copy that table over to your user file, it should work all the time. If it doesn't work, please make an issue here:
    https://github.com/Byrth/Lua/issues?...ted&state=open

    Thanks!
    I just wanted to say that augments seem to be working great now. Swapping both STR and DEX mikinaak with no issues so far. Thanks.

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