I found the reason why I couldn't generate those errors and other people could. It was because I fixed them in my own files and forgot to commit them to github!
Now they're fixed.
I got some sleep, woke up and figured it out in a few min. At least I knew from the jump it was something simple...
/console gs set OffenseMode Acc. Solved my issues.
I can get Twilight set to lock w/ a similar command but I'd rather it do so automatically if I'm Weakened. I'll keep fkn with it.
Ah, thanks for noting that. Fixed in cor and dnc.
A minor note, since this is pushed at the same time:
All the Mote-* include files have been moved to GearSwap's libs directory. They will be automatically updated by the launcher. Inclues in the libs/ directory take precendence over files in the data/ directory, so the versions you currently have in the data/ directory will be ignored. You can just delete them and not worry about it.
At the same time, they are being removed from my GearSwap-jobs repository, and moved into their own repository, Mote-libs (https://github.com/Kinematics/Mote-libs). If you want to track changes moving forward, you can look there.
GearSwap-jobs repo now -only- has actual jobs files, though they are still dependent on the Mote-libs files.
Is there a difference in how we include them now they are elsewhere?
Or does
include('Mote-stuff.lua')
still work?
Yeah, that works. The difference is just that it will be auto-updated now.
in reposting this so hopefully someone can help me
sence friday the 30th these commands no longer work but thay worked with no issues before that update
gs c tstavetouse <-- from my mage staves include
gs c stepcount <-- from my subjob include
the funny thing is that these commands work just fine
gs c tstopsteps <-- from my subjob include
gs c tchangemagestaff <-- from my mage staves include
1. i do not use motes includes but it feels like the time i tried to use them when i first started with gearswap i could never get them to work
2. i do not want to use motes includes for the same reason above
3. i have tried this with all other addons and plugins disabled(with only gearswap loaded) and the issues still ocures
here is my job lua
http://pastebin.com/HMVBR4Wg <-- PLD.lua
here are my includes
http://pastebin.com/j1uY2YS2 <--mage staves include
http://pastebin.com/RLE1wUvV <--weapon skill include
http://pastebin.com/H3quw7j4 <-- sub job include
Hello
I seem to be having a problem with Mote's THF gearswap. I only modified the gears and macro books, so I don't really know what's causing job ability precasts not to fire off (oddly enough, except for Sneak Attack/Trick Attack). I have both debugmode and showswaps on, so that I see what's happening.
The full chunk of job abilities seem to be affected except for TA/SA. I started noticing it when my flee was running far too fast.
[s]Here's my pastebin[/s] I can't post URL's yet I'm a newbie. Here are the lines affected:
Code:sets.precast.JA['Collaborator'] = {head="Raider's Bonnet +2"} sets.precast.JA['Accomplice'] = {head="Raider's Bonnet +2"} sets.precast.JA['Flee'] = {feet="Pillager's Poulaines"} sets.precast.JA['Hide'] = {body="Pillager's Vest"} sets.precast.JA['Conspirator'] = {body="Raider's Vest +2"} sets.precast.JA['Steal'] = {head="Plunderer's Bonnet",hands="Pillager's Armlets +1",legs="Pillager's Culottes",feet="Pillager's Poulaines"} sets.precast.JA['Despoil'] = {legs="Raider's Culottes +2",feet="Raider's Poulaines +2"} sets.precast.JA['Perfect Dodge'] = {hands="Plunderer's Armlets +1"}
Is it possible for lua to be coded so that for sam, if I were to equip Yoichinoyumi, gearswap would recognise that and equip a specific tp gear set?
yea, using "player.equipment.range"
yes, by
you can also take that further with other variables, like with my code for RangerCode:elseif player.equipment.range == 'Yoichinoyumi' then equip(sets.nameofset)
Code:if player.sub_job == 'SAM' then equip(sets.RangedTP.gun4hitsam) send_command('@input /echo SAMURAI 4-HIT SET') elseif player.equipment.main == 'Prester' then equip(sets.RangedTP.gun4hitstaff) send_command('@input /echo 4-HIT STAFF SET') elseif player.equipment.main == 'Mekki Shakki' and buffactive == 'Samurai Roll' and player.sub_job == 'SAM' then equip(sets.RangedTP.gun3hit) send_command('@input /echo NORMAL 3-HIT SET')
okay i added this code
and it does not lock my legs while buff is active here is my code in paste bin is there something i did wrongCode:function buff_change(name,gain) if name == "Feint" then if gain then enable("legs") equip({legs="Plun. Culottes +1"}) disable("legs") else enable("legs") equip(sets.Idle[Idle_Set_Names[Idle_Index]]) -- put you preferred gear set her for when Feint falls off or just remove this line if you dont want a specific gear set end end end
http://pastebin.com/NCrC4pg8
Edit: Scratch this, found a dumb error that fixed it.
@dv8nxs:
That's because that's not how disable() and enable() works. If you disable a slot, that blocks any attempt to equip an item in that slot, starting at the next attempt to actually equip said items (ie: at the end of the event that you entered the command in). In the above code, when you added the disable("legs") command, that meant that it was immediately impossible to equip anything in the legs slot, including within that event. Thus the Plunderer legs would never be equipped.
Or at least, up until today that was the case.
So many people have had trouble with enable/disable that I redid the logic a bit so that it behaves more naturally. Rather than only taking effect at the point that GearSwap actually attempts to equip the gear, it now takes effect immediately. So now if you enable>equip>disable, it will actually equip the piece specified before the disable call is made, while preventing any other attempts to equip that slot after disable is called. It will remain disabled until the next time you explicitly call enable (or change jobs, etc).
It's a little like a mix between Spellcast's 'lock' and 'disable' commands. GearSwap's disable is now a bit more like 'lock', in that it dynamically changes what will or won't be equipped relative to any equip() commands; but it's also permanent, in that it remains in effect until re-enabled, whereas Spellcast's 'lock' only lasted through the current command pass.
This is only active on -dev right now. Shouldn't be too long before it hits live, though.
Nothing there looks wrong, but it's also not terribly useful in determining any problems. Are you getting notifications of all the regular event phases when you attempt a JA? Like, you see the precast/midcast/aftercast notifications, but just aren't getting the gear equipped?
@dlsmd:
I can't see anything immediately wrong in your code. Can you try putting add_to_chat messages in your self_command function to make sure it's being called, and passing in the correct values?
Have a question about magic burst.
Did a function exist who can get in the chat log a skillchain message and change auto the set to specific magic damage set ?
It will be a nice add if not exist ^^
Thks in advance
And keep going your good work gearswap team !
Do you have to wear the plunderer legs during the time it is on to have the added evasion ? I thought it was just on activation. I wish there was abetter way to find what needs to be equipped durin the effect and what just needs to be on the usage.
Nvm'd![]()