Gearswap Support Thread

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2010-06-21
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Gearswap Support Thread
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 Odin.Sukuba
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サーバ: Odin
Game: FFXI
user: Sukuba
Posts: 65
By Odin.Sukuba 2014-05-22 23:55:02  
Fenrir.Motenten said: »
Odin.Sukuba said: »
First off, I'll admit I haven't done much searching on the subject, but is there a list somewhere with most/all key-binding options?

I'm trying to make some binds on my number pad, but can't figure them out. Is it possible?

Read the Windower wiki: http://wiki.windower.net/doku.php?id=windower:commands

Thanks! I took a look at that when it was still being updated and had forgot about it. Exactly what I asked for is there, sorry for bugging!

Edit: Actually, I may have been in the wrong section on the website, either way, thank you very much.
 Leviathan.Dwb
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Posts: 144
By Leviathan.Dwb 2014-05-23 04:09:43  
So I have been using Mote's .lua's and I am getting the hang of them (Thanks for all you do!). I am having a problem with the SCH, one though, and I think I found a fix, but I am very if'y on altering the included files.

The problem I am having is:

In the .lua there are 2 sections for elemental magic spells. 'Elemental Magic' and 'HighTierNuke'. It seems no matter what tier of elemental magic I do, gets put into the 'Elemntal Magic' set.

I got it to work by altering the Mote-Mapping to include the following for a test:
Code
['Stone']='Elemental Magic',['Stone V']='HighTierNuke'


That seemed to work. But I do not want to do any further altering unless it is confirmed I won't break anything, or if I do not even need to.

Thanks in advance for any help.
 Fenrir.Motenten
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By Fenrir.Motenten 2014-05-23 14:08:18  
@Dwb:

1) Don't edit Mote-Mappings in that way.
2) Looks like I forgot to copy over that distinction to the sch lua. It was originally based on my blm lua, which does have the code to handle that.
3) A quick way to get access to that distinction is to copy the job_get_spell_map function from the blm lua, and filter based on what spells you want to be considered 'high tier'.
4) I'll do some tweaking of sch myself later, as well.
 Fenrir.Motenten
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By Fenrir.Motenten 2014-05-23 15:28:17  
Jdove said: »
I'm usining Byrth's SMN.LUA and im having a problem with Cait sith's blood pact ward "Mewing Lullaby" after the blood pact goes off I cant do any actions(Cast spells,swap gear.job abilities, anything) for about 20 seconds after it goes off I was just wondering if there is a way to fix that or if it is just an issue with gearswap itself its a pretty big deal when playing so Im pretty sad i hope someone can shed some light on this thanks you.



p.s. as far as i can tell all the other blood pacts work fine all of Cait's other blood pacts have no issues just Mewing Lullaby

Looking at the code, it seems that for some reason pet_midaction() is not getting reset after Mewing Lullaby completes. I haven't worked out why this is the case yet. You can remove those checks in your code, but that will introduce other problems.

It'll take a bit to get a real solution for this without a bunch of rewrites to byrth's smn lua, sorry.
 Lakshmi.Byrth
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By Lakshmi.Byrth 2014-05-23 15:34:03  
Hmm.... it's possible that the completion message isn't triggering a pet_aftercast. Going to open an issue for it on my tracker and look at it later.
 Fenrir.Divinian
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By Fenrir.Divinian 2014-05-23 18:25:07  
I apologize if this has been asked before, but I am still having a hell of a time understanding gearswap logic:

In spellcast, I used to have various TP sets (Normal, Acc, hybrid, etc).

Following Byrth's dnc example, I created this:

and added the following later on in the file:

I have no idea how to use it though. I have tried "//gs c toggle TP sets" but nothing happens. Also, even though I have a function to equip my TP set when engaged, nothing is happening. I apologize if this is confusing, but I just want to do what I have always done before and am a little lost.

Thanks in advance for any help.
 Fenrir.Motenten
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By Fenrir.Motenten 2014-05-23 18:29:59  
The command is 'toggle TP set'. You (claimed to have) used 'toggle TP sets' (plural, not singular).

As for the rest of the code, learn to use [code] tags to make it readable. Pastebin is also a good alternative. I can't make any assessment on what else may be wrong as you don't have the entire file shown.
 Fenrir.Divinian
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By Fenrir.Divinian 2014-05-23 18:41:14  
Well, how to I learn to use code tags?

The lua file is still a work in progress and is being created using my blu.lua as a framework. As such, I didn't want peices picked apart that are unfinished. I wanted to focus the question.
 Fenrir.Divinian
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By Fenrir.Divinian 2014-05-23 18:42:12  
Btw, toggle TP set hasn't worked either. Please, let me know how to show you the file appropriately and I will try again.
 Cerberus.Conagh
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By Cerberus.Conagh 2014-05-23 18:44:23  
Code
LUA Code
-- In Game: //gs c (command), Macro: /console gs c (command), Bind: gs c (command) --
function self_command(command)
	if command == 'C15' then -- MDT Toggle --
		if Armor == '119' then
			Armor = 'None'
			add_to_chat(8,'119 Set: [Unlocked]')
		else
			Armor = '119'
			add_to_chat(158,'119 Set: [Locked]')
		end
		status_change(player.status)
	end
end


on the Box below you will See a White sheet with blue arrows. thats the Code button or you can type this..


[ code ] to start [ /code ] to end, without the spaces
 Fenrir.Divinian
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By Fenrir.Divinian 2014-05-23 19:06:31  
I figured out what was wrong...the augment data on augmented gear was not being recognized. Therefore, I was not seeing that GS was trying to swap, but could not recognize the gear.

This was the result of using //gs export.

While it helped a lot to get gear sets made, it is having trouble with augments.
 Fenrir.Brimstonefox
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By Fenrir.Brimstonefox 2014-05-23 20:49:27  
If anyone could please help me, I'm still totally flummoxed by this error:

DRG.lua:88: attempt index field 'Polearm' (a nil value)


Details in this post.
 Lakshmi.Byrth
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By Lakshmi.Byrth 2014-05-23 21:43:01  
You need to make a table before you start putting values in it.

Declare the table like this:
Code
sets.Engaged.Polearm = {}

above your other sets.Engaged.Polearm declarations.
 Bismarck.Marmite
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By Bismarck.Marmite 2014-05-24 03:55:39  
Hello,

I'm trying to get my head around GearSwap at the moment. The problem I'm having is I can't seem to toggle accuracy sets. From the command examples I assumed it would be //gs c toggle C1 in game and /console gs c toggle C1 from a macro. Neither seem to work, am I doing something wrong?

Many thanks in advance
Code
-- Last Updated: 24/05/2014 09:46 --
 
function get_sets()
        AccIndex = 1
        AccArray = {"LowACC","HighACC"} -- 2 Levels Of Accuracy Sets For TP/WS. Default ACC Set Is LowACC. Add More ACC Sets If Needed Then Create Your New ACC Below --
        IdleIndex = 1
        IdleArray = {"Movement","Regen"} -- Default Idle Set Is Movement --
        Armor = 'None'
        Twilight = 0
        send_command('input /macro book 10;wait .1;input /macro set 1') -- Change Default Macro Book Here --
 
        sc_map = {SC1="UkkosFury", SC2="Berserk", SC3="Aggressor"} -- 3 Additional Binds. Can Change Whatever JA/WS/Spells You Like Here. Remember Not To Use Spaces. --
        GreatSwords = S{"Ukudyoni"}
 
        -- Idle/Town Sets --
        sets.Idle = {}
        sets.Idle.Regen = {
                        head="Twilight Helm",
                        neck="Wiglen Gorget",
                        ring1="Sheltered Ring",
                        ring2="Paguroidea Ring",
						}
        sets.Idle.Movement = {
						ammo="Angha Gem",
                        head="Lithelimb Cap",
                        neck="Twilight Torque",
                        ear1="Brutal Earring",
                        ear2="Trux Earring",
                        body="Mekira Meikogai",
						hands="Agoge mufflers +1",
                        ring1="Patricius Ring",
                        ring2="Dark Ring",
                        back="Repulse Mantle",
                        waist="Nierenschutz",
						legs="Cizin Breeches",
                        feet="Hermes' Sandals"}
        sets.Resting = set_combine(sets.Idle.Regen)
 
        sets.Twilight = {head="Twilight Helm",body="Twilight Mail"}
 
        -- TP Base Set --
        sets.TP = {}
 
        -- Ukonvasara TP Sets --
        sets.TP.Ukonvasara = {
                        main="Ukonvasara",
                        ammo="Yetshila",
                        head="Otomi Helm",
                        neck="Asperity Necklace",
                        ear1="Brutal Earring",
                        ear2="Trux Earring",
                        body="Xaddi Mail",
                        hands="Xaddi Gauntlets",
                        ring1="Rajas Ring",
                        ring2="Ambuscade Ring",
                        back="Mauler's Mantle",
                        waist="Windbuffet Belt",
                        legs="Agoge Cuisses +1",
                        feet="Pumm. Calligae +1"}
        sets.TP.Ukonvasara.HighACC = set_combine(sets.TP.Ukonvasara,{
						ammo="Fire Bomblet",
						head="Yaoyotl Helm",
                        neck="Iqabi necklace",
						ear1="Steelflash Earring",
                        ear2="Bladeborn Earring",
                        ring1="Patricius Ring",
                        ring2="Mars's Ring",
						waist="Anguinus Belt",
						legs="Pumm. Cuisses +1",
                        feet="Whirlpool Greaves"						
						})
 
        -- Ukonvasara(Restraint) TP Sets --
        sets.TP.Ukonvasara.Restraint = set_combine(sets.TP.Ukonvasara,{})
        sets.TP.Ukonvasara.HighACC.Restraint = set_combine(sets.TP.Ukonvasara.Restraint,{})
 
        -- Ukonvasara(Ionis) TP Sets --
        sets.TP.Ukonvasara.Ionis = set_combine(sets.TP.Ukonvasara,{})
        sets.TP.Ukonvasara.HighACC.Ionis = set_combine(sets.TP.Ukonvasara.Ionis,{})
 
        -- Ukonvasara(Restraint + Ionis) TP Sets --
        sets.TP.Ukonvasara.Restraint.Ionis = set_combine(sets.TP.Ukonvasara.Restraint,{})
        sets.TP.Ukonvasara.HighACC.Restraint.Ionis = set_combine(sets.TP.Ukonvasara.Restraint.Ionis,{})
 
        -- MS TP Set --
        sets.TP.MS = {
                        -- sub="Brave Grip",
                        back="Cavaros Mantle",
                        feet="Rvg. Calligae +2"}
 
        -- For Rancor OFF Back Armor --
        sets.TP.Rancor = {back="Atheling Mantle"}
 
        -- Retaliation Set --
        sets.TP.Retaliation = {hands="Pumm. Mufflers +1",feet="Rvg. Calligae +2"}
 
        -- PDT Sets --
        sets.PDT = {
                        ammo="Angha Gem",
                        head="Lithelimb Cap",
                        neck="Twilight Torque",
                        ear1="Brutal Earring",
                        ear2="Trux Earring",
                        body="Mekira Meikogai",
                        ring1="Patricius Ring",
                        ring2="Dark Ring",
                        back="Repulse Mantle",
                        waist="Nierenschutz",
						legs="Cizin Breeches",
                        feet="Phorcys Schuhs"}
 
         
         
        -- WS Base Set --
        sets.WS = {
                        ammo="Fire Bomblet",
						head="Yaoyotl Helm",
                        neck="Asperity Necklace",
                        ear1="Steelflash Earring",
                        ear2="Bladeborn Earring",
						body="Xaddi Mail",
                        hands="Xaddi Gauntlets",
                        ring1="Rajas Ring",
                        ring2="Pyrosoul Ring",
                        back="Mauler's Mantle",
                        waist="Windbuffet Belt",
                        legs="Pumm. Cuisses +1",
                        feet="Pumm. Calligae +1"}		
        sets.WS.Upheaval = {
                        ammo="Ravager's Orb",
                        head="Yaoyotl helm",
                        neck="Flame Gorget",
                        ear1="Brutal Earring",
                        ear2="Moonshade Earring",
                        body="Pumm. Lorica +1",
                        hands="Agoge Mufflers +1",
                        ring1="Spiral Ring",
                        ring2="Terrasoul Ring",
                        back="Mauler's Mantle",
                        waist="Windbuffet Belt",
                        legs="Agoge cuisses +1",
                        feet="Pumm. Calligae +1"}
        sets.WS.Upheaval.HighACC = set_combine(sets.WS.Upheaval,{
                        feet="Whirlpool Greaves",
						body="Miki. Breastplate",
                        hands="Miki. Gauntlets",
                        legs="Miki. Cuisses"})
 
        sets.WS["Ukko's Fury"] = {
                        ammo="Yetshila",
                        head="Otomi helm",
                        neck="Thunder Gorget",
                        ear1="Brutal Earring",
                        ear2="Moonshade Earring",
                        body="Phorcys korazin",
                        hands="Mikinaak Gauntlets",
                        ring1="Rajas Ring",
                        ring2="Pyrosoul Ring",
                        back="Mauler's Mantle",
                        waist="Windbuffet Belt",
                        legs="Agoge Cuisses +1",
                        feet="Hrafn Gambieras"}
        sets.WS["Ukko's Fury"].HighACC = set_combine(sets.WS["Ukko's Fury"],{
                        head="Yaoyotl Helm",
                        feet="Whirlpool Greaves",
						body="Miki. Breastplate",
                        legs="Miki. Cuisses"})
                       
        sets.WS["Fell Cleave"] = {
                        ammo="Yetshila",
                        head="Otomi helm",
                        neck="Thunder Gorget",
                        ear1="Brutal Earring",
                        ear2="Moonshade Earring",
                        body="Phorcys korazin",
                        hands="Boor Bracelets",
                        ring1="Strigoi Ring",
                        ring2="Pyrosoul Ring",
                        back="Mauler's Mantle",
                        waist="Thunder Belt",
                        legs="Pumm. Cuisses +1",
                        feet="Pumm. Calligae +1"}
 
        -- MS WS Set --
        sets.MS_WS = {
                        -- body="Kirin's Osode",
						ammo="Yetshila",
                        back="Cavaros Mantle",
                        -- legs="Byakko's Haidate",
                        feet="Hrafn Gambieras"}
 
        -- JA Sets --
        sets.JA = {}
        sets.JA["Berserk"] = {body="Pumm. Lorica +1",feet="Agoge Calligae +1"}
        sets.JA["Aggressor"] = {head="Pumm. Mask +1",body="Agoge Lorica +1"}
        sets.JA["Blood Rage"] = {body="Rvg. Lorica +2"}
        sets.JA["Warcry"] = {head="Agoge Mask +1"}
        sets.JA["Tomahawk"] = {ammo="Thr. Tomahawk",feet="Agoge Calligae +1"}
        sets.JA["Mighty Strikes"] = {hands="Agoge Mufflers +1"}
        sets.Waltz = {}
 
        -- Magic Sets --
        sets.Precast = {}
        sets.Precast.FastCast = {
                        ammo="Impatiens",
                        head="Cizin Helm",
                        ear1="Loquac. Earring",
                        ring1="Prolix Ring",
                        ring2="Veneficium Ring"}
 
        sets.Midcast = {}
        sets.Midcast.Haste = set_combine(sets.PDT,{
                        head="Otomi helm",
                        hands="Pumm. Mufflers +1",
                        waist="Cetl Belt",
                        legs="Pumm. Cuisses +1",
                        feet="Pumm. Calligae +1"})
end
 
function pretarget(spell,action)
        if (spell.type:endswith('Magic') or spell.type == "Ninjutsu") and buffactive.Silence then
                cancel_spell()
                send_command('input /item "Echo Drops" <me>')
        elseif spell.english == "Berserk" and buffactive.Berserk then
                cancel_spell()
                send_command('Aggressor')
        elseif spell.english == "Seigan" and buffactive.Seigan then
                cancel_spell()
                send_command('ThirdEye')
        elseif spell.english == "Meditate" and player.tp > 290 then
                cancel_spell()
                add_to_chat(8, spell.english .. ' Canceled: ' .. player.tp)
        elseif spell.english == "Ukko's Fury" and GreatSwords:contains(player.equipment.main) then
                cancel_spell()
                send_command('Resolution' .. spell.target.name)
        end
end
 
function precast(spell,action)
        if spell.type == "WeaponSkill" then
                if player.status ~= 'Engaged' then -- Cancel WS If Not Engaged. Can Delete It If You Don't Need It --
                        cancel_spell()
                        add_to_chat(8,'Unable To Use WeaponSkill: [Disengaged]')
                        return
                else
                        equipSet = sets.WS
                        if equipSet[spell.english] then
                                equipSet = equipSet[spell.english]
                        end
                        if equipSet[AccArray[AccIndex]] then
                                equipSet = equipSet[AccArray[AccIndex]]
                        end
                        if buffactive["Mighty Strikes"] then
                                equipSet = set_combine(equipSet,sets.MS_WS)
                        end
                        if spell.english == "Ukko's Fury" and buffactive['Blood Rage'] then
                                equipSet = set_combine(equipSet,{hands="Hct. Mittens +1"})
                        end
                        if spell.english == "Upheaval" and world.day_element == 'Dark' then
                                equipSet = set_combine(equipSet,{back="Shadow Mantle"})
                        end
                        if player.tp > 295 or buffactive.Sekkanoki then
                                equipSet = set_combine(equipSet,{ear1="Vulcan's Pearl"})
                        end
                        equip(equipSet)
                end
        elseif spell.type == "JobAbility" then
                if spell.english == 'Tomahawk' and player.status ~= 'Engaged' then
                        cancel_spell()
                        add_to_chat(8,'Unable To Use '..spell.name..': [Disengaged]')
                        return
                elseif sets.JA[spell.english] then
                        equip(sets.JA[spell.english])
                end
        elseif spell.type == "Ninjutsu" then
                if string.find(spell.english,'Utsusemi') then
                        if buffactive['Copy Image (3)'] or buffactive['Copy Image (4)'] then
                                cancel_spell()
                                add_to_chat(8, spell.english .. ' Canceled: [3+ Images]')
                                return
                        else
                                equip(sets.Precast.FastCast)
                        end
                else
                        equip(sets.Precast.FastCast)
                end
        elseif spell.type == "Waltz" then
                equip(sets.Waltz)
        elseif spell.english == 'Spectral Jig' and buffactive.Sneak then
                cast_delay(0.2)
                send_command('cancel Sneak')
        end
        if Twilight == 1 then
                equip(sets.Twilight)
        end
end
 
function midcast(spell,action)
        if spell.type == "Ninjutsu" then
                if string.find(spell.english,'Utsusemi') then
                        if spell.english == 'Utsusemi: Ichi' and (buffactive['Copy Image'] or buffactive['Copy Image (2)']) then
                                send_command('@wait 1.7; cancel Copy Image*')
                        end
                        equip(sets.Midcast.Haste)
                elseif spell.english == 'Monomi: Ichi' then
                        if buffactive.Sneak then
                                send_command('@wait 1.7; cancel Sneak')
                        end
                        equip(sets.Midcast.Haste)
                else
                        equip(sets.Midcast.Haste)
                end
        end
end
 
function aftercast(spell,action)
        -- if spell.type == "WeaponSkill" then
                -- --add_to_chat(158,'TP Return: ['..player.tp..']')
        -- elseif spell.english == "Blood Rage" then
                -- send_command('wait 50;input /echo '..spell.english..' Effect: [WEARING OFF IN 10 SEC.];wait 10;input /echo '..spell.english..' Effect: [OFF]')
        -- elseif spell.english == "Warcry" then
                -- send_command('wait 50;input /echo '..spell.english..' Effect: [WEARING OFF IN 10 SEC.];wait 10;input /echo '..spell.english..' Effect: [OFF]')
		-- elseif spell.english == "Tomahawk" then
                -- send_command('wait 120;input /echo '..spell.english..' Effect: [WEARING OFF IN 10 SEC.];wait 10;input /echo '..spell.english..' Effect: [OFF]')
        -- end
        status_change(player.status)
end
 
function status_change(new,old)
        if Armor == 'PDT' then
                equip(sets.PDT)
        elseif new == 'Engaged' then
                equipSet = sets.TP
                if equipSet[player.equipment.main] then
                        equipSet = equipSet[player.equipment.main]
                end
                if equipSet[AccArray[AccIndex]] then
                        equipSet = equipSet[AccArray[AccIndex]]
                end
                if buffactive["Aftermath: Lv.3"] and equipSet["AM3"] then
                        if Armor == 'Rancor' then
                                equip(set_combine(equipSet["AM3"],sets.TP.Rancor))
                        else
                                equipSet = equipSet["AM3"]
                        end
                end
                if buffactive.Aftermath and equipSet["AM"] then
                        equipSet = equipSet["AM"]
                end
                if buffactive.Restraint and equipSet["Restraint"] then
                        equipSet = equipSet["Restraint"]
                end
                if buffactive.Ionis and equipSet["Ionis"] then
                        equipSet = equipSet["Ionis"]
                end
                if buffactive["Mighty Strikes"] then
                        equip(set_combine(equipSet,sets.TP.MS))
                end
                if buffactive.Retaliation and Armor == 'Retaliation' then
                        equip(set_combine(equipSet,sets.TP.Retaliation))
                else
                        equip(equipSet)
                end
        else
                equip(sets.Idle[IdleArray[IdleIndex]])
        end
        if Twilight == 1 then
                equip(sets.Twilight)
        end
end
 
function buff_change(buff,gain)
        buff = string.lower(buff)
        if buff == "aftermath: lv.3" and gain then -- AM3 Timer Bar --
                send_command('timers create "Aftermath: Lv.3" 180 down;wait 120;input /echo Aftermath: Lv.3 [WEARING OFF IN 60 SEC.];wait 30;input /echo Aftermath: Lv.3 [WEARING OFF IN 30 SEC.];wait 20;input /echo Aftermath: Lv.3 [WEARING OFF IN 10 SEC.]')
        elseif buff == "aftermath: lv.3" then
                send_command('timers delete "Aftermath: Lv.3"')
                add_to_chat(8,'AM3: [OFF]')
        end
        if buff == "sleep" and gain and player.hp > 200 and player.status == "Engaged" then
                equip({neck="Berserker's Torque"})
        else
                status_change(player.status)
        end
end
 
-- In Game: //gs c (command), Macro: /console gs c (command), Bind: gs c (command) --
function self_command(command)
        if command == 'C1' then -- Accuracy Level Toggle --
                AccIndex = (AccIndex % #AccArray) + 1
                add_to_chat(158,'Accuracy Level: ' .. AccArray[AccIndex])
                status_change(player.status)
        elseif command == 'C5' then -- Auto Update Toggle --
                status_change(player.status)
                add_to_chat(158,'Status Update')
        elseif command == 'C7' then -- PDT Toggle --
                if Armor == 'PDT' then
                        Armor = 'None'
                        add_to_chat(8,'PDT Set: [Unlocked]')
                else
                        Armor = 'PDT'
                        add_to_chat(158,'PDT Set: [Locked]')
                end
                status_change(player.status)
        elseif command == 'C9' then -- Retaliation Toggle --
                if Armor == 'Retaliation' then
                        Armor = 'None'
                        add_to_chat(8,'Retaliation Set: [Unlocked]')
                else
                        Armor = 'Retaliation'
                        add_to_chat(158,'Retaliation Set: [Locked]')
                end
                status_change(player.status)
        elseif command == 'C8' then -- Rancor Toggle --
                if Armor == 'Rancor' then
                        Armor = 'None'
                        add_to_chat(158,'Rancor: [ON]')
                else
                        Armor = 'Rancor'
                        add_to_chat(8,'Rancor: [OFF]')
                end
                status_change(player.status)
        elseif command == 'C3' then -- Twilight Toggle --
                if Twilight == 1 then
                        Twilight = 0
                        add_to_chat(8,'Twilight Set: [Unlocked]')
                else
                        Twilight = 1
                        add_to_chat(158,'Twilight Set: [locked]')
                end
                status_change(player.status)
        elseif command == 'C6' then -- Idle Toggle --
                IdleIndex = (IdleIndex % #IdleArray) + 1
                add_to_chat(158,'Idle Set: ' .. IdleArray[IdleIndex])
                status_change(player.status)
        elseif command:match('^SC%d$') then
                send_command('//' .. sc_map[command])
        end
end

 Fenrir.Motenten
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user: Motenten
Posts: 764
By Fenrir.Motenten 2014-05-24 04:01:16  
Your code only looks for the string "C1", but you're apparently sending the command "toggle C1". Fix one or the other.
 Bismarck.Marmite
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Game: FFXI
user: innit
Posts: 176
By Bismarck.Marmite 2014-05-24 04:05:31  
Thanks, removed the word toggle and it works. Slowly getting there!
 Fenrir.Brimstonefox
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Game: FFXI
user: Brimstone
Posts: 183
By Fenrir.Brimstonefox 2014-05-24 09:21:42  
Lakshmi.Byrth said: »
You need to make a table before you start putting values in it.

Declare the table like this:
Code
sets.Engaged.Polearm = {}

above your other sets.Engaged.Polearm declarations.

Thank you much that fixed it!

Now when I type:
//gs c set CombatWeapon Staff

I get:
"Unknown mode value: Staff for Combatweapon mode."

Any ideas? I'm just trying to change weapons without opening equip menu.
 
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By 2014-05-24 09:30:12
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 Cerberus.Conagh
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user: onagh
Posts: 3189
By Cerberus.Conagh 2014-05-24 10:26:17  
eslim said: »
anyone know how to define Sorcerer's Ring to be equip't with my MAB gear under 74% hp?

Try this (Not tested)
Code
spell.skill=="Elemental Magic" then
		If player.hpp <= 30 then
			equip(sets['midcast_NukeRing'])
		else
			equip(sets['midcast_Nuke'])
		end
end

 Lakshmi.Byrth
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user: Byrthnoth
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By Lakshmi.Byrth 2014-05-24 10:27:27  
It would be:
Code
if spell.skill == 'Elemental Magic' and player.hpp <= 74 then
    equip({ring1="Sorcerer's Ring"})
end
 Cerberus.Conagh
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Game: FFXI
user: onagh
Posts: 3189
By Cerberus.Conagh 2014-05-24 10:29:21  
Lakshmi.Byrth said: »
It would be:
Code
if spell.skill == 'Elemental Magic' and player.hpp <= 74 then
    equip({ring1="Sorcerer's Ring"})
end

Bah beat me to my correction ;-;
PLus I left mine set to 30% but the rule "should" work
 
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By 2014-05-24 14:47:58
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 Sylph.Cyc
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user: Cycloptux
Posts: 24
By Sylph.Cyc 2014-05-24 19:04:15  
GearSwap pops this error sometimes as soon as I zone and keeps spamming it:
Lua error (runtime) - ...m Files(x86)/Windower4//addons/gearswap/targets.lua:95: attempt to index field '?' (a nil value)
Usually, reloading GS fixes the problem, sometimes it doesn't and it just disappears at some point if I change target.
Any clue?
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Posts: 103
By Santi 2014-05-25 02:21:32  
Just logged in and getting some gearswap errors? Windower downloaded some updates when logging into POL.

Anyone else experiencing this?
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By Santi 2014-05-25 02:24:09  
/windower4//addons/gearswap/refresh.lua:75: attempt to concatenate field 'short' (a nil value


I looked at the refresh.lua file and thought it might have something to do with my file not being loaded.

//gearswap load santi_nin.lua

loaded file and seems to be working normally now, so i guess some update messed up the autoload part.
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By gargurty 2014-05-25 02:55:21  
not working for me :)
 Leviathan.Arcon
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user: Zaphor
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By Leviathan.Arcon 2014-05-25 03:14:01  
Can you check again?
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By Santi 2014-05-25 05:22:23  
just lua reload gearswap now, its loading my file automatically :)

amazing, thank you!
 Asura.Lewyo
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user: Lewyo
Posts: 86
By Asura.Lewyo 2014-05-25 05:47:31  
Can anyone try to help me to get this to work right, I won't to print on in /p how much Mab and Mdt Dream Shroud from diablos gives your but this works on the time of the day this is what i have been messing about with. All it does is print off the 1st rule and cannot get it to work with the other times.
Code
if spell.english == "Dream Shroud" then
      if message == 'ON' then
        if world.time >= (0.00) or world.time <= (1.00) then 
           send_command('input /p [Dream Shroud] Magic Attack Bonus 13 - Magic Defense Bonus 1')
		elseif world.time >= (1.00) or world.time <= (2.00) then 
		   send_command('input /p [Dream Shroud] Magic Attack Bonus 12 - Magic Defense Bonus 2')
		elseif world.time >= (2.00) or world.time <= (3.00) then 
		   send_command('input /p [Dream Shroud] Magic Attack Bonus 11 - Magic Defense Bonus 3')
		elseif world.time >= (3.00) or world.time <= (4.00) then 
		   send_command('input /p [Dream Shroud] Magic Attack Bonus 10 - Magic Defense Bonus 4')
		elseif world.time >= (4.00) or world.time <= (5.00) then 
		   send_command('input /p [Dream Shroud] Magic Attack Bonus 9 - Magic Defense Bonus 5')
	  end
     end 
	end
 Odin.Calipso
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Game: FFXI
user: Calipso
Posts: 943
By Odin.Calipso 2014-05-25 06:10:59  
So I've been trying and I can't seem to figure it out and make it work, how would I go about disabling main and sub in motenten's thf.lua when fulltime th mode is active (and enabling them on the other modes?)
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